Post by Lady Laiin on Jul 8, 2012 11:20:48 GMT -8
Funny, how simple things were back then. So funny.
It was twenty years ago. Two mages, Nolar and Elvar, The White and the Black, set sail upon the mystical flying ship Golden Morning with twelve guards - one born during each astrological phase of the year. They made for the Heart Island, home of the World Tree, center of all magic in Arpin'thre. Their purpose is lost - but many suspect a desire to transcend this world and become gods. They marched ashore, arranged in a circle around the World Tree, and began the incantations - they sought to drain the power of the tree into themselves, to fulfill whatever was their purpose.
No one knows what happens - but we can guess.
There must have been a nature spirit embedded in the World Tree - something sentient, but formless, which gave it life - perhaps even thought. When the incantation took effect, it must have backfired - all this energy poured into the Tree, and as the Tree was not suited to receive all this power, it was shunted into the spirit, which was thrown to a higher level of existence - the level of Men. It went mad.
Seven expeditions set out after Nolar and Elvar - but none found them. There was despair. The King of America lost his faith, too, and succumbed to death after three hundred years - leaving no heir. Soon thereafter, his mystical sword Constitution disappeared into the mists of shadow.
Then the menace came - an army of a hundred wraiths, tortured souls perhaps of the original searchers, or nature spirits that had been forcibly replicated into copies of their new master - the Nameless One, the Dark Lord, the World Tree Spirit. Now we understood why hundreds of thousands of orcs, goblins, trolls, dragons and all other manner of dark creatures had been moving south - together with corrupted men, they formed a massive army at the Dark Lord's beck and call.
Thus began the Fate-War. For twenty years now it has raged - my entire life. Greece now bears the brunt of the Dark Lord's assault - a far cry from my homeland in Onondaga. But elves have marched to the aid of men, while the shattered city-states that were once America have forsworn their alliances with each other. They have no King, after all.
But there is hope. The Master of Darkness is not invincible. It was written that upon these dark hours, the Heir of King Washington will return, will find the legendary Constitution, will reunite America and lead it to war. The Dark Lord will bring the brunt of his war machine to bear in one final battle, after much trial and death, and it is there that his nemesis will defeat him, with the aid of her companions and allies.
I am the Nemesis - the Chosen One. And I don't think I can do this, friends or no friends.
~ Melissa Arthrode.
__________
Welcome to the Dark Oaths. You are an adventurer - perhaps a Ranger of the wilderness, an Outrider messenger, or a former soldier for one of the many Kings of Greece or America.
The Dark Lord's onslaught is unstoppable, his power unbelievable. But there is hope. Though the wraiths under his command leave death in their wake across the land, some yet can stand against them. The Nemesis of the Dark Lord, Melissa, has been found. While she prepares to defeat him, the armies of Men and Elves brace for the fight of their lives - the Dark Lord will stop at nothing to destroy her before she is ready.
But the sword Constitution, and the Heir of Washington, are still lost. America is disunited and marked by warring rivalries - its aid could tip the tide of the Fate-War and bring about the Dark Lord's ruin.
Into this world, you must now step. Find your fate, find your destiny - and become who you were meant to be.
Part one: Races
Human: +1 Feat
Elf: Free Magical Ability, knows Elvish
Dwarf: Free Weapon Mastery, knows Dwarven
Mobian: Free Animal Affinity, knows Mobian
Part Two: Languages
Everyone knows Common +2 to start with(not counting racial free languages)
-Common
-Elvish
-Dwarven
-Orc
-Mobian
-Goblin
-Draconic
-Auran
-Greek
-Japanese
-Hawaiian
-Troll
-Ethereal
-Elvish
-Dwarven
-Orc
-Mobian
-Goblin
-Draconic
-Auran
-Greek
-Japanese
-Hawaiian
-Troll
-Ethereal
Part Three: Armory
You start the game with 60 Gold. Spend it well.
You have three inventory slots for weapons/armor/shields at game start. The Hardiness Feats can increase this.
You start with 50 Hit Points. This goes up by 10 every other time you level up. All the others, it is 5. So, lvl2 is +10HP, lvl3 is +5HP and 10GP, lvl4 is +10HP, etc.
Light Melee Weapons:
**Rapier - 5GP
**Short Sword - 5GP
**Dagger* - 3GP
**Sabre - 6GP
Escrima Stick - 3GP
Nunchucks - 4GP
**Handaxe* - 6GP
Hammer* - 6GP
Brass Knuckles - 5GP
Whip - 5GP
Net* - 5GP
**Sickle - 5GP
Medium Melee Weapons:
**Longsword - 8GP
**Bastard Sword - 10GP
Mace - 8GP
**Spear* - 5GP
Quarterstaff - 5GP
Heavy Melee Weapons:
**Lance - 6GP
**Greatsword - 15GP
Warhammer - 10GP
**War Axe - 10GP
Flail - 12GP
Pike - 15GP
Ranged Weapons:
Shortbow - 8GP
Longbow - 12GP
Crossbow - 12GP
**Hand Crossbow - 12GP
* indicates that there is no penalty for throwing it.
** indicates that the weapon may be purchased as a silver weapon for double its default price. Silver weapons are more likely to break than normal, but can damage ethereal creatures.
Armor:
Leather Armor(+1AC) - 10GP
Chainmail(+2AC) - 30GP
Full Plate(+3AC) - 45GP
Battle Steel(+4AC) - 60GP
Light Mount Armor(+2AC for Horse) - 30GP
Heavy Mount Armor(+4AC for Horse) - 50GP
Shields:
Buckler(+1AC) - 6GP
Small Shield(+2AC) - 12GP
Large Shield(+3AC) - 20GP
Animals:
Horse - 30GP
Warhorse - 50GP
Donkey - 20GP
Attack Dog - 10GP
Hunting Dog - 5GP
Items:
Caltrops - 3GP
Thunderstone - 5GP
Tindertwig - 1GP
Everlasting Torch - 10GP
Rope(30m) - 10GP
Manacles - 5GP
Lockpicking Kit - 5GP
Musical Instrument - 5GP
Smokestick - 10GP
Light-jar - 10GP
Spellbook - 30GP
Quill Pens(5) - 2GP
Whistle - 1GP
Signet Ring - 1GP
Protection Charm - 30GP
Empowerment Potion - 20GP
Revitalizing Potion - 20GP
**Rapier - 5GP
**Short Sword - 5GP
**Dagger* - 3GP
**Sabre - 6GP
Escrima Stick - 3GP
Nunchucks - 4GP
**Handaxe* - 6GP
Hammer* - 6GP
Brass Knuckles - 5GP
Whip - 5GP
Net* - 5GP
**Sickle - 5GP
Medium Melee Weapons:
**Longsword - 8GP
**Bastard Sword - 10GP
Mace - 8GP
**Spear* - 5GP
Quarterstaff - 5GP
Heavy Melee Weapons:
**Lance - 6GP
**Greatsword - 15GP
Warhammer - 10GP
**War Axe - 10GP
Flail - 12GP
Pike - 15GP
Ranged Weapons:
Shortbow - 8GP
Longbow - 12GP
Crossbow - 12GP
**Hand Crossbow - 12GP
* indicates that there is no penalty for throwing it.
** indicates that the weapon may be purchased as a silver weapon for double its default price. Silver weapons are more likely to break than normal, but can damage ethereal creatures.
Armor:
Leather Armor(+1AC) - 10GP
Chainmail(+2AC) - 30GP
Full Plate(+3AC) - 45GP
Battle Steel(+4AC) - 60GP
Light Mount Armor(+2AC for Horse) - 30GP
Heavy Mount Armor(+4AC for Horse) - 50GP
Shields:
Buckler(+1AC) - 6GP
Small Shield(+2AC) - 12GP
Large Shield(+3AC) - 20GP
Animals:
Horse - 30GP
Warhorse - 50GP
Donkey - 20GP
Attack Dog - 10GP
Hunting Dog - 5GP
Items:
Caltrops - 3GP
Thunderstone - 5GP
Tindertwig - 1GP
Everlasting Torch - 10GP
Rope(30m) - 10GP
Manacles - 5GP
Lockpicking Kit - 5GP
Musical Instrument - 5GP
Smokestick - 10GP
Light-jar - 10GP
Spellbook - 30GP
Quill Pens(5) - 2GP
Whistle - 1GP
Signet Ring - 1GP
Protection Charm - 30GP
Empowerment Potion - 20GP
Revitalizing Potion - 20GP
Addendum: Combat
Combat is decided by attack rolls vs. Armor Class(AC). Thus, the higher your AC, the less likely you are to take damage. You start with 10 AC.
Part Four: Feats
You start the game with one Feat. Every time you level up, you gain another Feat. You will be alerted when you level up.
In order to use magic, you must have the Magical Ability Feat and a Spellbook. Otherwise, you cannot cast spells.
Parry - can block any one melee attack with a melee weapon!(if enemy attack is unarmed, you do not require a weapon to Parry)
Unarmed Parry - can block any melee attack whether or not you have a weapon!
Ranged Parry - can block any one ranged attack with a melee weapon!
Arrow Catch - can catch one ranged attack!
Dual-Weapons - you can use one small weapon in your off hand while wielding a medium weapon!
Expert Dual-Weapons - you can use one medium weapon and one large weapon!
Master Dual-Weapons - you can use any two weapons at all!
Pressure Strike - powerful unarmed attack!
Chi Block - Pressure Strike now has a chance to render an enemy unable to cast spells on their next turn!
Chi Strike - even more powerful unarmed attack!
Subdue - unarmed attack that deals much nonlethal damage to the target!
Dominate - unarmed attack that is excellent at incapacitating foes!
Horsemanship - ability to ride horses!
Perform - ability to play an instrument of your choice, or dance, or sing, or act! You have to take it once for every performing art you want to master.
Animal Affinity - animals love you!
Natural Charisma - people appreciate your charming personality.
Mesmerizing - you are unforgettable!
Escape Artistry - bonus to slipping out of bonds!
Use Rope - bonus to any use of rope!
Lockpicking - defeat locks!
Willpower - +10HP
Mental Fortitude - +10HP
Mind over Matter - +10HP
Made of Iron - +15HP
Doubleshot - can fire two arrows at one target!
Tripeshot - can fire three arrows at one target!
Manyshot - can fire two arrows at two targets!
Supershot - can fire three arrows at three targets!
Divine Arrow - immensely powerful ranged attack!
Surge Attack - immensely powerful melee attack!
Cleave - if you attack an enemy and gain a critical hit, you automatically strike again!
Master Cleave - if you attack an enemy and kill him, you automatically strike another nearby foe!
Weapon Mastery - apply to *one* of your weapons for a passive bonus!
Weapon Synergy - apply to *one* of your Mastery weapons for a bigger bonus!
Swim - ability to swim!
Climb - ability to climb rock walls!
Nature Affinity - bonus to tracking and covering tracks!
Natural Luck - sometimes, something unexpected may go your way!
Intimidate - you have a terrifying aura!
Language - every time you take this Feat, pick another Language you speak!
Hardiness - +5HP, 1 extra Weapon Slot
Toughness - +5HP, 1 extra Weapon Slot
Muscles of Steel - +10HP, 1 extra Weapon Slot
Weapon Throw - no penalty for throwing a Melee Weapon!
Stealth - you are naturally stealthy!
Perception - you are naturally good at detecting hidden things!
Magical Ability - +4 Spells per encounter!
Apprentice Training - +1 Spell per encounter!
Regular Mage - +1 more Spell per encounter!
Master Mage +1 again!
Demigod - yet another Spell!
Fireball - weak blast of fire against one target!
Firewall - blast of fire against multiple targets!
Fireblast - blast of fire in all directions around you, destroying anything unlucky enough to be close!
Waterball - weak blast of water against a single target!
Water Whip - single lash of water that deals immense damage!
Water Mastery - you can breathe underwater and heal 2HP per round when fully submerged!
Dust Cloud - throw a blast of dust or sand into an enemy's eyes!
Rock-tossing - you can pick up immensely sized rocks and hurl them!
Quake - cause a localized earthquake under a group of foes!
Gust - a gust of air that floors enemies!
Wind-wall - a huge blast of air around you that sends enemies flying!
Flight - soar through the skies - as long as you aren't dumb enough to try going too high!
Freeze - freeze a bunch of water to ice!
Cold Front - freeze a small cluster of foes!
Snowstorm - create snowballs that you can hurl with lethal force!
Illusory Companion - create an illusion of yourself!
Illusory Company - create a small squad of illusory companions!
Illusory Army - create a tiny, fake army!
Dispel - paralyze one ethereal being!
Banish - deal tremendous damage to an ethereal being!
Magic Missile - single blast of energy that damages target!
Radiance - glow with such light that no one can look at you!
Expulsion - send a blast of energy out around you, killing all those unfortunate enough to be around!
Telepathy - speak to others with your mind!
Psychic Assault - batter your way into others' minds!
Psychic Dominate - seize control of anyone and move them like a puppet!
Familiar - pick either a cat, a raven, a squid or an owl as your Familiar!
Greater Familiar - pick either a dog, a snake, a hawk, a dolphin or a sprite as your Familiar!
Super Familiar - pick either a tiger, a wolf, a large snake or a shark as your Familiar!
Arcane Familiar - pick either a giant squid, a horse, a giant eagle, a dire wolf or a dire lion as your familiar!
Silence - you become totally silent!
Invisibility - no one can see you!
Still Blanket - a 1KM radius becomes totally silent!
Intangibility - you can walk through solid objects!
Magic Shield - create a small shield of magic on your arm for three rounds, giving +2AC!
Magic Aura - +1AC!
Protection Sphere - cast on any one object to render it invulnerable for one round!
Summon Familiar - summon either a cat, a raven, a squid or an owl to do your bidding for the encounter!
Summon Greater Familiar - summon either a dog, a snake, a hawk, a dolphin or a sprite to do your bidding for the encounter!
Summon Super Familiar - summon either either a tiger, a wolf, a large snake or a shark to do your bidding for the encounter!
Summon Arcane Familiar - summon either a giant squid, a horse, a giant eagle, a dire wolf or a dire lion to do your bidding for the encounter!
Enchant Weapon - enchant *one* weapon to harm things not of the mortal world!
Ethereal Weapon - enchant *one* Enchanted weapon to deal bonus damage to everything!
Arcane Weapon - give *one* Ethereal Weapon some special trait!
Unarmed Parry - can block any melee attack whether or not you have a weapon!
Ranged Parry - can block any one ranged attack with a melee weapon!
Arrow Catch - can catch one ranged attack!
Dual-Weapons - you can use one small weapon in your off hand while wielding a medium weapon!
Expert Dual-Weapons - you can use one medium weapon and one large weapon!
Master Dual-Weapons - you can use any two weapons at all!
Pressure Strike - powerful unarmed attack!
Chi Block - Pressure Strike now has a chance to render an enemy unable to cast spells on their next turn!
Chi Strike - even more powerful unarmed attack!
Subdue - unarmed attack that deals much nonlethal damage to the target!
Dominate - unarmed attack that is excellent at incapacitating foes!
Horsemanship - ability to ride horses!
Perform - ability to play an instrument of your choice, or dance, or sing, or act! You have to take it once for every performing art you want to master.
Animal Affinity - animals love you!
Natural Charisma - people appreciate your charming personality.
Mesmerizing - you are unforgettable!
Escape Artistry - bonus to slipping out of bonds!
Use Rope - bonus to any use of rope!
Lockpicking - defeat locks!
Willpower - +10HP
Mental Fortitude - +10HP
Mind over Matter - +10HP
Made of Iron - +15HP
Doubleshot - can fire two arrows at one target!
Tripeshot - can fire three arrows at one target!
Manyshot - can fire two arrows at two targets!
Supershot - can fire three arrows at three targets!
Divine Arrow - immensely powerful ranged attack!
Surge Attack - immensely powerful melee attack!
Cleave - if you attack an enemy and gain a critical hit, you automatically strike again!
Master Cleave - if you attack an enemy and kill him, you automatically strike another nearby foe!
Weapon Mastery - apply to *one* of your weapons for a passive bonus!
Weapon Synergy - apply to *one* of your Mastery weapons for a bigger bonus!
Swim - ability to swim!
Climb - ability to climb rock walls!
Nature Affinity - bonus to tracking and covering tracks!
Natural Luck - sometimes, something unexpected may go your way!
Intimidate - you have a terrifying aura!
Language - every time you take this Feat, pick another Language you speak!
Hardiness - +5HP, 1 extra Weapon Slot
Toughness - +5HP, 1 extra Weapon Slot
Muscles of Steel - +10HP, 1 extra Weapon Slot
Weapon Throw - no penalty for throwing a Melee Weapon!
Stealth - you are naturally stealthy!
Perception - you are naturally good at detecting hidden things!
Magical Ability - +4 Spells per encounter!
Apprentice Training - +1 Spell per encounter!
Regular Mage - +1 more Spell per encounter!
Master Mage +1 again!
Demigod - yet another Spell!
Fireball - weak blast of fire against one target!
Firewall - blast of fire against multiple targets!
Fireblast - blast of fire in all directions around you, destroying anything unlucky enough to be close!
Waterball - weak blast of water against a single target!
Water Whip - single lash of water that deals immense damage!
Water Mastery - you can breathe underwater and heal 2HP per round when fully submerged!
Dust Cloud - throw a blast of dust or sand into an enemy's eyes!
Rock-tossing - you can pick up immensely sized rocks and hurl them!
Quake - cause a localized earthquake under a group of foes!
Gust - a gust of air that floors enemies!
Wind-wall - a huge blast of air around you that sends enemies flying!
Flight - soar through the skies - as long as you aren't dumb enough to try going too high!
Freeze - freeze a bunch of water to ice!
Cold Front - freeze a small cluster of foes!
Snowstorm - create snowballs that you can hurl with lethal force!
Illusory Companion - create an illusion of yourself!
Illusory Company - create a small squad of illusory companions!
Illusory Army - create a tiny, fake army!
Dispel - paralyze one ethereal being!
Banish - deal tremendous damage to an ethereal being!
Magic Missile - single blast of energy that damages target!
Radiance - glow with such light that no one can look at you!
Expulsion - send a blast of energy out around you, killing all those unfortunate enough to be around!
Telepathy - speak to others with your mind!
Psychic Assault - batter your way into others' minds!
Psychic Dominate - seize control of anyone and move them like a puppet!
Familiar - pick either a cat, a raven, a squid or an owl as your Familiar!
Greater Familiar - pick either a dog, a snake, a hawk, a dolphin or a sprite as your Familiar!
Super Familiar - pick either a tiger, a wolf, a large snake or a shark as your Familiar!
Arcane Familiar - pick either a giant squid, a horse, a giant eagle, a dire wolf or a dire lion as your familiar!
Silence - you become totally silent!
Invisibility - no one can see you!
Still Blanket - a 1KM radius becomes totally silent!
Intangibility - you can walk through solid objects!
Magic Shield - create a small shield of magic on your arm for three rounds, giving +2AC!
Magic Aura - +1AC!
Protection Sphere - cast on any one object to render it invulnerable for one round!
Summon Familiar - summon either a cat, a raven, a squid or an owl to do your bidding for the encounter!
Summon Greater Familiar - summon either a dog, a snake, a hawk, a dolphin or a sprite to do your bidding for the encounter!
Summon Super Familiar - summon either either a tiger, a wolf, a large snake or a shark to do your bidding for the encounter!
Summon Arcane Familiar - summon either a giant squid, a horse, a giant eagle, a dire wolf or a dire lion to do your bidding for the encounter!
Enchant Weapon - enchant *one* weapon to harm things not of the mortal world!
Ethereal Weapon - enchant *one* Enchanted weapon to deal bonus damage to everything!
Arcane Weapon - give *one* Ethereal Weapon some special trait!
Chatroom: specservdiv.chatango.com/
Map: i.imgur.com/MCcbF.png
-L