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A Band of Relic Hunters

pyrak Mar '16  /  edited Mar '16
Welcome to the Relic Hunters Guild, a neutral organisation payed by various powers to collect lost relics or take them from other people who're possessing them. As a Relic Hunter your life will likely hang in the balance multiple times, and you'll die a few times (luckily we were able to get a agreement with death to be able to revive you to your previous condition for the most part). Additionally anything you might acquire along the way aside from the Relic you're commissioned to retrieve is yours to keep, it's really how individual Relic Hunters become infamous and powerful.

Before you jump to the the CC section, there's a few things you'll want to know. There are four domains, Hell, Under Realm, Arcadia and Celestia. The Under Realm lies below the other three while Hell and Celestia act as polar opposites with the vast Arcadia in the middle. With the exception of Under Realm, each domain has multiple factions, all of whom don't exactly get along particularly very well.

Arcadia:
Arcadia is by far the largest of the four domains, and also containing the most numerous number of factions. A hugely diverse landscape, it's comparable to earth with having forests, deserts, tundras, mountains and various other terrains. While there are a assortment of nations, they're minor powers at best, all whom can only bend to the will of the six factions within Arcadia. One faction that mainly resides in Arcadia is the Relic Hunter's guild. The other factions are the Magus Consortium, the Witch Hunters Association, the Technocratic Aristocrat Society, the Druidic Community Circle and the Lords of the Undead.
Celestia:
Celestia is the home of celestials, powerful beings which once were often worshiped by the mortals of Arcadia. The Fae Wilds are also in Celestia, and with the two courts constantly fighting, the region is often in constant turmoil. The Celestials originally were many smaller nations, but after plenty of warring between states, they were assimilated under one crown, and formed the Celestial Kingdom.
Hell:
Hell like Arcadia contains many regions within it, but they're all different layers called levels which are stacked with some being next to Arcadia, while other's being on the absolute edge. There's two major powers in Hell the Upper Hell Confederacy and the Lower Hell Alliance, the LHA being further from Arcadia. The UHC and the LHA are often at odds with each other, since one's many lesser beings who're more physical, while the other is more powerful with more cunning natures.
Under Realm:
Ruled by Death, and policed by Reapers, this Domain and the Faction are essentially the one and the same. The Under World is where all the souls of the dead are held and serve their sentience before being sent back to Arcadia to be held in a mortal shell. Having to fight off the constant invasion from the Undead Lords, the Under World is very protected, and it's lord can easily be ticked off.

Now that we got all that put in, CC Section!

Here's where I'm throwing a real curve ball. Rather than eight total Life and Power, you start with ten total. However you don't get any bonus traits. The reason why you don't get any is because the bonus traits are equipment slots, and so alpha testers at least get to start out completely empty handed in that aspect.

-Description-
Really all I care about here is your character's full name, appearance (can be non human, no racial bonuses yet...), and three sections, Origins Curses and Blessings. Origins is the faction your character's from, which'll give you certain bonuses. The Curses and Blessings will be given to you in various fashions and genuinely stick forever (unless some outside force removes them).

(Your Origins can't be the Under World or the Lower Hell Alliance)

-Notes-
Needs to have a equipment section with 6 slots (hand 1, hand2, head, body, accessory 1, accessory 2), Inventory (3 slots) section and a Spells section. For starting characters you start with a backpack (+5 inventory slots), two snacks (gives 1 pp each), three bandages (stops bleeding, heals 1 each), a Glowstone Lantern (or some other fantasy fluff light source) and one other mundane item (like rope, a magic lighter or a telescope).

Banadages and Snacks stack up up to ten items per a inventory slot.
pyrak Mar '16  /  edited Mar '16
Factions!
Read through these and decide who you like best, and pick one (that you can pick from) as your Origins. When dealing with your Origins faction, you will gain and loose Favor with them quicker, and you tend to have better knowledge about things within the Faction.

- Upper Hell Confederacy
Mostly populated with lesser demons, these realms contain a vast number of weaker, but typically more aggressive demons who just love raiding Arcadia's borders, and some of the levels are just anarchies who hold little law to their lands. If it weren't for the fact that they bear sheer numbers, they would be ignored by the rest of powers that be. If it weren't for the fact they often somehow manage to steal Relics very often, the Relic Hunters probably would have nothing to do with them.
(Origins Bonus: +1 to stealth rolls.)

- Lower Hell Alliance (Can't be used for your Origins)
Unlike their rowdy and often uncivilized brethren in the UHC, these considerably more powerful beings are genuinely much more crafty and rely more on cunning than brute strength. Common customers for the Relic Hunters Guild, they have a tendency to horde powerful objects and make it rather difficult to have them stolen back.

- Celestial Empire
Before the Celestial Empire was formed to create stability and order, the celestials fought amongst each other for power. Then one day a warlord with amassed power far greater than any other celestial began a campaign of conquest, and eventually formed the Celestial Empire. An orderly place now, the Empire has grown into a mighty power and continues to hold over half an entire Domain if law and order.
(Origins Bonus: +1 to Power recovery)

- Magus Consortium
The Magus Consortium is formed by a network of magic users all over Arcadia, holding alliance to no one nation, their purpose is the advancement and common use of magic. Because most of the most powerful mages in Arcadia are in it, they hold a lot of international power. Due to their interest in magic, it comes naturally they'd want to collect Relics to have them studied, and Relic Hunters often like learning a little magic themselves.
(Origins Bonus: -1 to magic knowledge/lore roll challenge.)

- Witch Hunters Association
Half the time a hate group, and half the time vigilantes, these people manage to keep most of Arcadia fairly safe from monsters, demons and rogue mages. Like the Magus Consortium they like collecting Relics, very much unlike them, they want to either destroy them, or lock them up so nobody can use them.
(Origins Bonus: +1 to Wisdom type defense rolls)

- Technocratic Aristocrat Society
With the power of science, and little magic, these forwards thinking aristocrats set their eyes on the sky a while ago, and now look down with smug expressions. The newest faction to gain enough power to become one of the big ones, these men and woman live upon floating cities where the average life style is quite luxurious. Naturally many of them won't settle for what they have and seek Relics as a show of wealth and power. That being said, recently retired Relic Hunters live in the clouds.
(Origins Bonus: -1 to technology knowledge/lore roll challenge.)

- Druidic Community Circle
An ancient group of mages who use wild magics, these people enjoy nature, and don't lie civilization and technology. Some are straight up civilization haters, while others are more moderate, but they all share a genuine dislike for the Technocratic Aristocratic Society and its wanton usage of natural resources and burning of fuel. Aside from wanting to collect Relics that may help them, some like to have Relics swiped from various Technocratic Aristocratic Society people of power.
(Origins Bonus: +1 to healing magic rolls.)

- Winter Fae Court
Cold and cunning, the Winter Fae are not people to be taken lightly. The Fae Courts have surprising amount of power, enough that each one individually can rival any other one faction. In their part of the Fae wilds, plants grow despite the eternal winter which resides there. Beautiful, white and dangerous, travel through this region is very perilous, if the weather doesn't get you, the denizens will. Often some higher power in the court will want something for a little leverage, and Relics make nice tools for achieving greater power.
(Origins Bonus: +1 to defense rolls against Cold attacks)

- Summer Fae Court
While just as cunning as the Winter Fae, they often are much warmer in in appearances, and in hospitality. While they're very good hosts, if you're not careful, you'll be caught up in some malicious scheme of theirs. The lands under the Summer Fae control are always warm and brimming with life, some friendly and some dangerous. The court members often will seek to find leverage, and some have a thing for collecting Relics to make a collection for trophies to show off.
(Origins Bonus: +1 to defense rolls against Fire attacks)

- Under Realm (Can't be used for your Origins)
The Under Realm is a place solely ruled by Death, the most powerful being in existence, and is policed by his elite Reavers. The Under World is no place for mortals, and under normal circumstances native Arcadians can't physically enter it. A long time ago, the Relic Hunters Guild managed to get an agreement with Death to allow revival of their employees, while in return he requested they steal one of the most well guarded Relics in the Celestial Empire. Ever holding to their official neutrality, the Relic Hunters Guild will still take up commissions against Death, though at high costs.

- Lords of the Undead
Mostly living in Arcadia, these Arcadians have defied Death and managed to seal away their soul into a body for eternity. Hard to be killed and often backed by nasty magic which even the Magus Consortium condemns, these people have made their own claim upon the lands of Arcadia. Their army and labor force contains many people who've been forced into undeath and robbed of their free will. However there remains many who live a small unlife and don't practice dark sorceries or anything along those lines, and can even just be simple villagers.
(Origins Bonus: +1 to Physical defense rolls)
pyrak Mar '16  /  edited Mar '16
Playing Mechanics!

- XP & Leveling
Simple, every 5 XP you may gain a Life or Power the reason for this and as to why you start with ten life/power, is because when you reach 100 XP, you'll have the max life/power.

Whenever you die you will loose 1 xp, even if you use a instant revival, and that can put you under 0 (down to -10), and that may also bump down your level, which means you need to drop one life or power.

Also to keep things simple, you get 1 XP for slaying a mini-boss, 2 for slaying a boss, and everybody gets 4 for completing the mission (2 at half way point, 2 at the finish)

Death
It's going to happen, and if it's not happening, I'm going to tweak things so it will be happening. Lucky for you, you merely loose 1 XP and all your equipment and inventory, and if your teammates are nice, you'll get your stuff back! When you die, you'll have to wait until the party gets to a safe place (sometimes going back to a previous one), which are marked areas, or boss (and mini boss) rooms once the enemies are all defeated. If you have one, you can use a instant revival to pop back into action immediately and you won't be loosing your stuff.

Combat & Role-playing Stuff
Unless something permits otherwise, Might's for melee attacks and blocking, Agility is for non-magical ranged attacks (proper equipment needed) and dodging, and finally Wisdom is for magic based attacks and mental defense.

Movement base is 1+ agility maxing out at 4 without moment boosting equipment. Whenever there's traps in the room, or triggered things, movement limits will be employed as to keep track of who did what first.

With traps, some will happen after all player actions , and some will happen immediately depending on the type.

While searching, if you're more descriptive at where you look, the stars needed to find things, or notice them will likely lower (lower challenge rating).
Magic
Mostly this is about the mechanics of magic. When you cast a spell, there's two parts, first you need to roll to overcome the Challenge Rating (CR)

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