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Althana Chronicles

lowwinter Jul '15  /  edited Oct '15
An idea i've had for a while, it's based on a cyberpunk fantasy world, it's gonna use the d21 system ft has integrated.

Character creation

you have six main stats: Strenght, dexterity, constitution, intelligence, charisma and wisdom, you have six values you can distribute however you want, this are: 18(+4),16(+3), 14(+2), 12(+1), 10(+0) and 8(-1).

everyone get's 10 hp at lvl one, if they have more or less than that it depends on their constitution modifier.

Skills

Everyone starts with 3 + int modifier skill points to use, the available skills are: Perception, Stealth, Acrobatic, Handle animal, Communications, demolitions, athletics, survival, knowledge, healing, craft, max skill rank is current lvl+1.

Combat

Damage: Theres 4 type of weapon, light, medium, heavy and ultra, each with a preset amount of dmg, light: quicker, 1 dmg, Medium: moderate, 2 dmg, Heavy: slow, 3 dmg, Ultra: Really slow, 4 dmg; The dmg modifies through the str modifier(only melee), if you have 18 str and hit with an ultra greatsword you would deal 8 points of dmg.

Attacking: You roll a d21 with the fabletop command /roll21 and add your str modifier if melee, your dexterity modifier if ranged, and your charisma/int modifier if magic, if it surpasses the enemy defence it hits, if not, it doesnt.

Defence: Everyone has a static defence, it's constituted by 10+dex modifier+armor modifier.

If you are slow, enemies may try to do a preemtive action, like screaming, calling reinforcements, and many creative things.

If you are really slow and they arent, enemies might try to dodge or block, besides a slight action, this is after the attack hits and i roll a d8, dmg is reduced by half what i rolled, minimum of 1

- 30% chance of crippling the shot part, if head is crippled, insta kill, can take turns aiming to raise the % by 10 per turn to a max of 80%.(not affected by any other sort of bonus, CANT be over 80%, to survive: Con save, DC 10+DMG)

-Blocking: If you spend your action defending you get +4 to AC until next turn, cant attack.

-Fastest: Extra attack + preemtive action.
-Fast: extra attack or preemtive action.

-Blood magic: Cant be used with the same spell more than 2 consecutive casts or it may cause mental breakdown, if its used with healing or restoration spells it can make the maze draw the caster rather than the other way around.

Feats

When you begin play you can choose one feat from the list, and earn a new one every three lvls thereafter:

-Hardy: +3 hp at lvl 1, and an extra 1 hp every lvl up.
-Gunman: +2 to hit with any gun.
-Warrior(light): +2 to hit with any light melee weapon
-Warrior(medium): +2 to hit with any Medium melee weapon
-Warrior(heavy): +2 to hit with any heavy melee weapon
-Warrior(ultra): +2 to hit with any Ultra melee weapon
-Master of skill _____: +2 to the skill selected
-Attractive: People around you seem more cooperative
-Shadow: Can sneak in plain sight
-Magical aptitude: self explanatory, add 6+wis modifier mana.
-Silver spoon: start with 2000 credits
-Strong belly: inmune to ingested poisons, bad foods, etc.

Powers

-Rage: for a number of rounds equal to 4+con modifier you get +4 to str, +4 to con and -2 to defence.
-Pin point accuracy: for a full round action, you get +4 attack and +2 dmg to a single shot, can only use this once every 3 turns and in a single attack.
-Cleave: if you kill and enemy you can attack another one in melee range
-Arcane supplies(requires magical aptitude): you can use hp to substitute you'r mana pool.
-Pyro maniac: Becomes inmune to fire for 3 turns, after that, recieves extra 2 dmg from fire.
-whirlwind strike: as a full round action, you can take -4 in your attack roll to hit all the enemies around you with a single strike
-Machine whisperer: Once every 5 turns you can charisma/int check a machines defence, if you suceed, it's your ally for a number of turns equal to your charism/int modifier

Gear

Everyone starts with 100 creds unless they chose silver spoon.

-Ultra light weapon(razor), 10 creds, str req(8): melee str dmg, no penalties.(fastest)
-light weapon(dagger), 20 creds, str req(10): 1 dmg(fastest)
-Medium weapon(Sword/mace/axe), 30 creds, str req(12): 2 dmg(fast)
-Heavy weapon(greatsword/axe/hammer), 40 creds, str req(14): 3 dmg
-Ultra weapon(ultragreatsword/axe/ham 50 creds, str req(16): 4 dmg.
-light gun(pistol), 100 creds, str req(8): 2 dmg. Fastest.
-Medium gun(rifle), 130 creds, str req(10): 3 dmg, piercing, long shot, crippling.
-Medium gun(shotgun), 140 creds, str req(10): 2 dmg, spreadshot.
-Heavy gun(minigun) 200 creds, str req(14): 4 dmg, 1 attack per dex mod.
-Light armor: +1 defense. 60 creds.
-Medium armor: +2 def. 80 creds.
-Heavy armor: +3 def. 100 creds.
-Ultra armor: +4 def. 120 creds.

Spells

-Arcane bolt(1 mana*): 2 dmg per mana(max 5 mana spent), halves enemy defence to hit.
-Magic shield(1 mana*): +2 defence per mana point used, lasts a number of rounds equal to 1+ char/int modifier.
-elemental bolt(2 mana): 4 splash dmg of chosen element, halves enemy defence to hit.
-Arcane bridge(1 mana*): creates a bridge, lenght equals to 5 feet per mana point.
-Heal(1 mana*): heals 2 hp per mana point.
-Deafening rift( 3 mana): Enemies recieve a deafining mental assault that causes them to get -4 to hit for a number of rounds equal to 1+ char/int modifier
-elemental cone(3 mana): 4 dmg in a cone to of 20 feet lenght and progressive 5 feet, need to beat the DC of the spell(10+char/int mod+3) for half dmg
-Chaos storm(10 mana+1 mana per turn): Drawing the powers of the abyss you cause 10 AoE dmg points the first turn, 8 the second turn, 6 the third turn, and 4 the last one.
-Teleport(1 mana*): costs 1 mana to teleport 5 ft, you can teleport to a maximum of 30(6 mana) per cast and must have a line of sight or bad things may happen.
-Cloaking(1 mana*): 1 pp gives +2 to stealth check, max of 5 mana=+10.

Willing to discuss new, player made spells, but they will be adjudicated by me, and, if they prove too OP or unbalancing they will be nerfed.

Leveling up

People lvl up at every 20 xp, when lvling up you earn your con modifier as hp, wis as mana(if mana pool exists) or half your modifier for both, then choose any of this:

- +1 to any type of combat.
- 150% hp.
- 150% skillpoints.

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