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After The End

oman1666 Sep '17  /  edited Apr '18
Prepare to Die

This game is a loving homage to the game 'Dark Souls'.

It is also a non-cannon exploration of the lore of Greternesh.

And a spiritual successor to 'Until the End'.

Ladies and Gentlemen of Fabletop, I present to you; After the End.

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No prior knowledge of either Dark Souls or Greternesh is needed to play and enjoy this game. But consider, and try to understand the following quote;
"The flow of time itself is convoluted, with heroes centuries old phasing in and out. The very fabric wavers, and relations shift and obscure." ~ Solaire of Astora

It is also important to know that this game will always be hard, often be cryptic and sometimes just be plain unfair. This is the nature of Dark Souls and in some ways the nature of all worlds.

I am deliberately leaving this forum without an introductory plot. Part of the game will be to work out what the hell is going on.

Read this forum first, then find additional information here;
News and Updates: fabletop.com/forum/topic/10227.5/after-the-end-new...
Spell Book: fabletop.com/forum/topic/8777.15/after-the-end-spe...
Item Descriptions: fabletop.com/forum/topic/8818.27/after-the-end-ite...
Invasions: fabletop.com/forum/topic/10455/after-the-end-phant...
oman1666 Sep '17  /  edited Apr '18
Basic Rules

This game uses an alternate trait system. All players begin with 6 traits and will always have 6 traits. Players begin the game with a class trait, a custom trait and 4 item related traits. Players have a trait slot reserved for their weapon, off-hand item, armour and bonus item (which can be a spare weapon, or a special item such as a magic ring.) Starting gear is dictated by class choice.

There are 12 classes to choose from, each class plays very differently with different items and access to spells. NPCs will also interact with players differently based on their class.

Different items inflict different types of damage. Some enemies take more or less damage from different damage types.

Power points can only be used for spells and damage avoidance

When combat begins, unless the party are springing an ambush, The enemy force will act first. Every turn in combat, the player gets a quick action and a main action. Usually these are used to move and attack, but they can be any number of other actions. A quick action and main action can be taken in either order. A main action can be replaced by a quick action but not the other way round. A player, or NPC can use a main action to 'ready an attack' this means they temporarily end their turn, and will use their main action during the enemy turn to attack as soon as an enemy is in melee range.

The game has an alternate magic system with a spell book ( fabletop.com/forum/topic/8777 ). Player get points assigned to 14 different elements. These scores will constantly go up and down. For every 10 points in an element, a player may learn one spell from that element.
oman1666 Sep '17  /  edited Apr '18
Types of Damage and Types of Enemies

Every enemy fits into one of eleven categories. Each category has strengths and weaknesses against certain types of damage. When you attack an enemy with their weak element, they take 1 additional damage. When you attack an enemy with their strong element, they take 1 less damage. The types of damage are Stabbing, Slashing, Crushing, Magic and Fire.

Humans are weak vs slashing and have no strengths.

Other Lesser Races, including Dwarves, Centaurs and Fauns, are weak vs slashing and stabbing but strong vs crushing damage.

Elves are weak vs crushing damage, but strong against magic.

Corrupt Races include Green-Skins, Vampires and Werewolves. They are weak vs slashing and fire, but strong vs crushing damage.

Animals and Beasts are weak vs fire, but strong vs slashing.

Undead are weak vs magic, but strong vs slashing and stabbing

Dragons are weak vs stabbing, but strong vs magic and fire.

Demons are weak vs magic, but strong vs fire

Constructs, such as golems, are weak vs magic, but strong vs fire, slashing and stabbing

Incorporeal foes, such as ghosts, are weak vs magic but strong vs slashing, stabbing and crushing.

Gods are strong against all forms of damage.
oman1666 Sep '17  /  edited Nov '17
Damage Avoidance

There are three ways to avoid taking damage. Each of them costs a power point to attempt and uses a different base stat.

Blocking with Might roll for might, and add modifiers for defence/shield use. The star from the power point automatically reduces the damage of the attack by 1.The damage is instead reduced by 2 if 1 or more natural stars were rolled or is reduced by 3 if 3 or more stars are rolled. Blocking is a reliable way to reduce the amount of damage you take, but usually still leaves you slightly wounded.

Dodging with Agility is an all or nothing attempt to avoid an attack. You roll for agility and discount the power point star. To succeed you must roll stars equal to or greater than your carry weight (minimum difficulty: 1) If you succeed in your roll, you avoid all damage (no matter how high!) but if you fail your dodge roll you take the full amount of damage the enemy rolled. This means that dodging is high risk, high reward.

Parrying with Wisdom is an attempt to out-skill your opponent. It's very difficult, but comes with its own rewards. To successfully parry you must roll for wisdom and get MORE stars than your opponent rolled (not an equal amount). If you succeed the attack fails and you may riposte, allowing you to make an out of turn melee attack that cannot be blocked, dodged or parried. If you fail, you take the full amount of damage the enemy rolled. You may only block a melee attack and only if you're using a melee weapon yourself.
oman1666 Sep '17  /  edited Apr '18
Class System

When creating a character, you must choose one of the 12 classes from below and copy their trait and gear information onto your own sheet.

During character creation, the GM will display a scene detailing the current total xp of each class. The top 3 classes on this leader board cannot be chosen when creating a new character. If however, you choose one of the bottom 3 classes, you will receive an additional starting gift (see the bottom of this post.)

Knight

A hero of the realms of men who stands for honour above all else. Knights fight bravely against all foes and protect those weaker than themselves.

Knight: 1 - Melee attacking, shield use, leadership.
Custom Trait: 1 - Cannot assist combat, damage avoidance or magic.
Longsword: 0 - Can inflict the player's choice of slashing or stabbing damage.
Crested Shield: 0 - Allows blocking. Increases carry weight by 1. The wielder may perform a block on behalf of an ally within 1 square. If this does not fully block the damage of the attack, the damage is dealt to the knight.
Platemail: 1 - Provides armour for all attacks that hit. Increases carry weight by 2.
Blue Cape: 1 - Additional influence when anywhere in Crowdor.

Knights begin the game with 12 points in EITHER Light or Law. They can therefore learn one spell from their chosen element.

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Soldier

A life long military fighter. The Soldier is master of the battlefield and does whatever is necessary to survive.

Soldier: 1 - Melee attacking, ranged attacking, athletics.
Custom Trait: 1 - Cannot assist combat, damage avoidance or magic.
Spear: 0 - Inflicts stabbing damage. Allows the player to parry on behalf of an adjacent ally. Can be thrown for a ranged attack but once thrown cannot be used again for the remainder of the battle.
Buckler Shield: 0 - Allows blocking, increases carry weight by 1.
Scalemail: 1 - Provides 1 armour against slashing damage. Increases carry weight by 1.
Shortsword: 0 - Inflicts stabbing damage

Soldiers begin the game with 12 points in EITHER Light, War or Air. They can therefore learn one spell from their chosen element.

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Traveller

A man from far away; perhaps the deserts of the south or the mysterious west. His motives are unknown and his methods foreign.

Traveller: 1 – Perception, will power, performance, survival skills, environmental resistance, acrobatics, draconic knowledge/interaction.
Custom Trait: 1 - Cannot assist combat, damage avoidance or magic.
Scimitar: 0 - Inflicts slashing damage. When attacking with a scimitar, instead of rolling for melee combat, the wielder may roll for dexterity twice and take the lower result.
Wooden Shield: 0 - Allows for blocking, except against fire damage. Increases carry weight by 1.
Wanderer's Robes: 1 - Bonus to environmental heat resistance (does not protect from fire attacks). Increases carry weight by 1.
Lyre: 1 - Allows the user to play music. Bonus to performance.

Travellers begin the game with 12 points in EITHER Fire, Law, Space or Water. They can therefore learn one spell from their chosen element.

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Thief

No one knows where the rogue's guild is, or even if it has a physical location. A thief does their best to go unseen as they line their pockets.

Thief: 1 – Stealth, locks and traps, stealing, dodging, sleight of hand, save fall.
Custom Trait: 1 - Cannot assist combat, damage avoidance or magic.
Hidden Dagger: 1 - Inflicts stabbing damage and gives a bonus to attacks made from hidden.
Parrying Dagger: 1 - Parrying attempts, riposte attacks.
Black Cloak: 1 - Stealth when in a crowd or in the darkness. Increases carry weight by 1.
Vial of Poison: 0 - The holder may pay 1 power point when making a regular weapon attack. If the attack deals at least 1 damage the target is poisoned.

Thieves begin the game with 12 points in EITHER Air, Chaos or Shadow. They can therefore learn one spell from their chosen element.

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Guardian

The guards of Crow City are immovable, heavily armoured titans. They rain down volleys of bolts from afar using their enormous crossbows.

Guardsman: 1 - Archery, physical endurance/resist
Custom Trait: 1 - Cannot assist combat, damage avoidance or magic.
Crossbow: 0 - Inflicts ranged stabbing damage that ignores armour. The crossbow must be loaded before being shot, requiring a quick action.
Tower Shield: 1 - allows blocking and provides a bonus to it. Increases carry weight by 2.
Platemail: 1 - Provides armour for all attacks that hit. Increases carry weight by 2.
Club: 0 - inflicts crushing damage

Guardians begin the game with 12 points in EITHER Light, Law or Earth. They can therefore learn one spell from their chosen element.

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Ranger:

The Rangers of Ravenhill are weathered veterans of countless battles against beasts. They are most at home in a forest and, whilst skilled at any range, prefer to fight from afar.

Ranger: 1 - Ranged combat, combat vs animals and monsters, perception. When in a forest add an extra die for stealth and survival skills.
Custom Trait: 1 - Cannot assist combat, damage avoidance or magic.
Longbow: 0 - Inflicts ranged stabbing damage. Requires 2 hands to wield.
Empty: 0 - No off hand item.
Camo Leather: 1 - provides armour against crushing damage and additional stealth in forests. Increases carry weight by 1.
Knife: 0 - Inflicts slashing damage. For one power point, this weapon may be used on a quick action.

Rangers begin the game with 12 points in EITHER Fire, Life or Death. They can therefore learn one spell from their chosen element.

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Barbarian:

Towering behemoths. The chosen warrior people of Herrox know only battle and glory.

Barbarian: 1 - Strength, intimidation, bravery
Custom Trait: 1 - Cannot assist combat, damage avoidance or magic.
Battle Axe: 1 - Inflicts slashing damage. Attacks using a battle axe include strength modifiers. If the off-hand slot is empty, an additional die can be rolled. Increases carry weight by 1.
Empty: 0 - No off hand item.
Hide Clothing: 0 - No bonus, increases carry weight by 1.
Throwing Axe: 0 - Inflicts ranged slashing damage. Can only be thrown once per battle.

Barbarians begin the game with EITHER 15 points in War or 12 points in Peace.

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Pirate:

Sea-faring mercenary and criminal with no regard for honour or decency. Despite their despicable reputation, it's hard to argue with their results.

Pirate: 1 - Sword fighting, parrying, naval skills.
Custom Trait: 1 - cannot add to combat, damage avoidance or magic.
Cutlass: 1 - Inflicts slashing damage and provides a bonus to parrying rolls.
Empty: 0 - no off hand item.
Pirate's Coat: 0 - No bonus, increases carry weight by 1.
Flintlock Pistol: 0 - Inflicts ranged crushing damage. If at least 1 star is rolled, the damage of the attack is automatically increased by 1.Must be loaded before being fired, requiring an entire main action.

A pirate begins the game with 12 points assigned to one of the following elements: Chaos, Earth, Air or Water.

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Wizard

A learned wise man of The Tower. Master of all magics except the forbidden arts of Shadow and Death.

Wizard: 1 - spell casting, knowledge
Custom Trait: 1 - Cannot assist combat, damage avoidance or magic.
Quarterstaff: 0 - inflicts crushing damage
Buckler Shield: 0 - allows blocking. Increases carry weight by 1.
Wizard's Uniform: 0 - no bonus. Increases carry weight by 1.
Empty: 0 - no bonus item

A wizard cannot put any points into Shadow or Death at the start of the game. They may put 32 points into any other singular element, allowing them to learn three spells from that discipline or they can assign 12 points to two elements, allowing them to learn one spell from each.

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Crusader

A Priest of the god Shinious. Crusaders continue the work of their lord, finding and annihilating corruption in all its forms. Crusaders do not fear the darkness, the darkness fears them.

Crusader: 1 - Light magic, combat vs corrupt races, demons and undead.
Custom Trait: 1 - Cannot assist combat, damage avoidance or magic.
Silver Mace: 0 - inflicts crushing damage, deals double damage to werewolves.
Shinian Shield: 1 - allows blocking, and provides a bonus when blocking against Corrupt Races, Demons, the undead or shadow magic. Increases carry weight by 1.
Leather Armour: 1 - provides armour against crushing damage. Increases carry weight by 1.
Empty: 0 - no bonus item.
Holy Water: 0 - Ranged weapon. Inflicts magical damage equal to 1 less star than a ranged combat roll. The wielder can use wisdom as the base stat for this attack (but still applies mods for ranged combat). Deals double damage against demons and vampires.

A Crusader begins the game with 12 points in the Light element, and therefore may learn one basic spell from that element. They may also assign an additional 12 points to one of the following elements; Light, Time, Fire, Life and learn an additional spell from their chosen element.

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Black Mage

Some magical arts are frowned upon, or outright punishable by death. The Black Mages of the Great Marsh learn them anyway.

Black Mage: 1 - Death and Shadow magic. Magic resistance. When in a swamp add an extra die for stealth, perception and survival skills.
Custom Trait: 1 - Cannot assist combat, damage avoidance or magic.
Bone Staff: 0 - Inflicts crushing damage.
Plank Shield: 0 - Allows blocking, but permanently breaks if an attempt is made to block 4 damage or more.
Black Robes: 0 - no bonus. Increases carry weight by 1.
Blackmagic Charm: 1 - bonus to poison and magic resistance. 1 armour vs magic.

Black mages begin the game with either A) 32 points in Shadow. B) 32 points in Death or C) 12 points in 2 of the following elements; Shadow, Death, Chaos, Fire.

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Meek

The world is not a fair place. Many are oppressed. The Meek have few items, fewer skills and no hope at all for survival. They take comfort only in these words; “The Meek shall inherit.”

Meek: 0 - no class skills
Custom Trait: 1 - Cannot assist combat, damage avoidance or magic.
Fists: 0 - Inflicts crushing damage equal to 1 less than the result shown on the attack dice. If the off hand slot is empty, two attacks may be made per main action.
Empty: 0 - no off hand item.
Barely Clothed: 1 - roll an extra die for stealth. This trait provides minus 1 armour dice; if hit, roll this trait and if a star or a skull shows take an additional point of damage.
Copper Penny: 0 - No bonus.

The Meek begin the game with 12 points in any element and therefore may learn any basic spell.

The meek also assign an additional point to either life or power at the start of the game.

Starting Gifts

If you chose one of the 3 classes with the lowest xp, you may choose to add one of the following items to your sheet. It replaces the bonus item of your existing character and is therefore optional.

Liquid Shadow: 0 - One use item. Consume on a quick action to completely fill your power points.
Liquid Light: 3 - The wielder may use their quick action to heal themselves, or an ally within melee range, by an amount equal to this trait's level and remove all negative status conditions from them. Every time you use this item, reduce it's trait level by 1.
Broken Compass: 0 - Does not point North. Checking the direction of the dial does not cost an action, so check it whenever you'd like.
Ring of Balance: 0 - 8 additional magic points are assigned into an element chosen by the GM (one that has not been chosen much by other players)
Lucky Medallion: 2 - Whenever you roll a skull, roll 2 dice. If both dice show a star, that skull is instead treated as a blank.
Protective Charm: 0 - The first block, dodge or parry you make in a session doesn't cost a power point.
oman1666 Sep '17
Item System

Every players has 4 item slots and some starting gear. As the game progresses, players will often change their items.

Players do not exist within the same physical plane and time line as each other, and therefore cannot swap or trade items.

Players do not have an inventory. Finding a new item and choosing to use it means getting rid of your current item permanently.

Enemies, when killed, have a small chance (1 in 9) of dropping loot. Most basic enemies will only drop very basic gear. Gear always goes to the player who killed the enemy.

Bosses have at least 1 item of loot that is somehow obtainable, however how to obtain it will not always be obvious. It is possible to defeat a boss but not get its loot.
oman1666 Sep '17  /  edited Apr '18
XP and Character Progression

The world is scattered with inter-connected Encampments. At these points players may receive character upgrades.

1xp is earned per scene cleared.

Xp grants the following bonuses at the following milestones;

20xp; Custom trait becomes a +2
40xp; Class trait becomes a +2 (Meek gain 1 life or power)
60xp; Custom trait becomes a +3
80xp; Class trait becomes a +3 (Meek gain 2 life or 2 power or 1 life and 1 power)
100xp; Optionally, at any point once reaching a resting point, the player may enter New Game Plus.

Upon discovering certain numbers of resting points, players may increase their life or power by 1. The number of discovered points needed are; 2, 3, 5, 8, 13, 21, 34.

New Game Plus
Entering into New Game Plus is something you can do by first reaching 100xp. Each time you enter New Game Plus, you must log it at the very top of your notes section. You enter New Game +, then New Game+2, then New Game+3, etc.

Each time you enter into New Game Plus;
-Reset your class and custom traits to +1 traits.
-Increase ONE of the following stats by 1; Might, Agility, Wisdom, Life, Power.
-Every time you roll for loot, roll one additional die. Getting three or more stars will result in special rare loot drops!
-Reset your 'encampments discovered' progress back to just the dungeon cells. You may still be summoned into later levels as a phantom. Your quest progress does not reset.
oman1666 Sep '17  /  edited Apr '18
World Travel and Phantoms

All players begin in one location, but due to branching paths will rapidly thin out. Players move their physical forms from one encampment to another and may also send phantoms of themselves to assist others. In their notes section, all players should use an asterisk (*) to mark their physical location

At the start of a session, the GM will look at the physical location of each player. The location with the most players becomes the starting point for the session (ties are settled by lowest total xp), and if the session is successful, those players will get to move and progress. All other players join the sessions as a phantom.

When in phantom form, players gain xp and may loot items as usual. However, they do not discover any new encampments. Phantoms summoned to an area they have already cleared begin the session on 50% of their maximum life and power, but phantoms forced forward into higher level areas they have never been to get to keep their usual stats.

Midway through a session, additional players may join as either phantoms or invaders. Phantoms joining late pay 1 life and 1 power from their already reduced pool per scene the party has already cleared, down to a minimum of 2 life and 1 power.

Invaders are players that are joining to attack the party. And may do so for a variety of reasons. (see invasions forum)
oman1666 Sep '17  /  edited Oct '17
Notes Section

Your notes section should be formatted as follows;

Carry Weight [At the start of the game, this should read '0' if you're a Meek, '1' if you're a Thief, Black Mage, Pirate or Ranger, '2' if you're a Soldier, Barbarian, Wizard, Crusader or Traveller, '3' if you're a Knight or '4' if you're a guardian]

Spells:

[list all your spells here]

Encampments Discovered:
-Dungeon Cells *

Magic Points:
Time: 0
Space: 0
Law: 0
Chaos: 0
Earth: 0
Air: 0
Water: 0
Fire: 0
Life: 0
Death: 0
War: 0
Peace: 0
Shadow: 0
Light: 0

Quest Progression:

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