You get two custom traits in addition to whatever bonuses your class gives you.
You get 2 xp per scene, then 2 extra xp for sitting through the entire session. Every 15xp is a level.
Classes :
1. Paladin - You're a heavy fighter. You lack any overwhelming speed or finesse, but make up for it by being able to take some serious damage.
Perk - You may roll your might as a defense roll. (Other classes can not block/dodge.)
2. Fighter - You're the balance between strength and mobility. You are bred for close combat, go get em' champ.
Perk - You may add +1 to your Might OR Agility.
3. Assassin - You are the night, silent and deadly to those who would let down their guard.
Perk - You may pick Range or Melee at character creation. While wielding the corresponding type of weapon, you do an automatic +1 star of damage to any attack roll.
4. Ranger - A master of the bow, you stay behind the fights and deal devastating strikes to all foes around you.
Perk - If a foe would enter the squares directly adjacent to your character, you may make a free attack before said foe does. (This is limited to one foe per round.)
5. Druid - A powerful mage who has learned the way of the world, using intricate spells to procure magical results.
Perk - You may add +2 to your max health or add +1 to your max power.
6. Cleric - A healer of all, you cure debilitating wounds and diseases by the power of your deity.
Perk - Any healing rolls made against players receives a +2 star bonus. (Healing requires a single power point.)
7. Bard - A musician of great talent, you inspire and rally your team through magical tunes.
Perk - You may pick Might, Agility, or Wisdom at character creation. Any buffs you might cast rally a target for +2 for the chosen type of roll and +1 for the chosen type of roll to all other players for one round. (Any other class besides the bard can not buff players in this manner.)
8. Wizard - Being one of the magical arts, you excel at casting powerful, reality bending magics.
Perk - You may add +1 to you wisdom.
9. Diplomat - A charming or intimidating individual you get what you want, through sweet words or a powerful presence.
Perk - You may choose charm or intimidation, the chosen trait allows you a +2 dice roll to the related rolls.
Story :
You wake up in a foggy daze, the world around you seems unfamiliar as do the people laying nearby. As your new surroundings come into focus you notice yourself to be within some sort of stone structure. The cool air would suggest you're deep underground. The others around you begin to stir, friends, or foes? Who is behind this kidnapping and what is their goal?
Session 1:
Exited cell.
Found exit was barricaded by rubble.
Followed hole in structure to underground cave.
Killed some goblins.
Fed them to spiders.
Killed more goblins.
Found a troll.
Troll stuck to a cursed chest; party casually walks around him.
Troll wants freed.
A cleric frees him.
They kill a troll.
Exit cave.
Find orcs attacking old man.
They kill some orcs.
They are finally free.
Go back into cave to explore some more.
Find secret passage.
Leads to room with a coffin.
Let guy in coffin out.
He is Markart, a dragonslayer.
Talk about literature written about him.
Poor Markart.
End session.
Session 2:
Go to Ragga, a village.
Talk to Inn-Keeper.
Needs daughter checked on in village to the west.
Go west, cross through woods.
Bloody tracks and armor.
Ambushed by orcs,
One orc left alive, interrogate it.
Orc was killed before he said too much, by orc in trees.
They go west to village.
Orcs killing EVERYONE.
Assassin one shots the "Boss". K den'.
Kill other orcs.
Save other villagers.
Search boss' body, black snake jumps out of body and attacks players.
Next 20 minutes players trying to search the dead body and being attacked by said snakes.
Snakes slither into pool of water nearby.
Assassin jumps in pool.
Tendrils attack and nearly kill him.
Said assassin who jumped in pool, chops up the boss' body.
Snakes poor out.
Party runs. Smart.
Head to village with inn-keeper.
Get paid.
Sleep.
Morning comes, dragon descends on village.
Red Orc riding on dragon's; Shalla's, back.
Ask for heros who saved the other village.
Nobody speaks up.
He orders dragon to burn down a house.
Party attacks.
Party gets destroyed.
Orc claims he is perfection, unity, evolution's finest creation.
Seeking to share gift with others, for a price.
One accepts.
Others decline.
Orc is about to force it on them.
Markart rushes in, turns into his true form as a dragon.
Fights off Shalla and the Orc.
End Session.
Session 3 :
Helped rebuild village.
Went on task for Markart.
Found cave.
Went inside.
Find dragonics.
One is ill.
Druid begins talking to dragonics.
Party attacks.
Dragonic is paralyzed.
Other dragonic is taken away.
Party heals the paralyzed dragonic.
It melts into a black goo.
--Insert three hour battle as oozes multiply--
They get back to town.
Healer accidentally almost kills a player.
Druid tries to talk to dragonic.
It is obviously upset.
Assassin gives dragonic an old doll.
She becomes blindingly bright before disappearing.
Session end.
Session 4 :
Go to investigate raiding group of orcs.
Druid transforms into an orc.
Talks to them.
Orc runs in screaming about dragonics approaching.
Druid shows true self to orcs.
They enter a truce.
Dragonics show up.
Orcs attack party.
Dragonics, orcs, giant plants everywhere.
Party survives, ish.
Go back to Ragga; village. Relax.
Assassin dies by the hands of local medic.
Luke found near his house bleeding to death.
Follow tracks from his house to large hole in ground.
Markart/Druid descend as dragons.
Find Lady Fawn, wife of Luke, talking to a hole in the ground.
Tendrils drag her away.
She arises with new powers.
Party gets local folk out of Ragga.
Lady Fawn comes.
Summons dragons.
Druid turns into dragon and flies away.
Markart gives his life to save the party.
Three dragons and Lady Fawn follow Druid in sky.
They fight, druid power blasts away.
They land in a meadow, far away from Lady Fawn.
End Session.
Session 5 :
In meadow.
Travel on.
Find small village.
Talk to people.
Village was illusion.
People where spirits, houses were destroyed.
Players go to leave.
Spirits attack them.
Fight spirits.
Leave.
Forest.
Find hidden trapdoor.
Find a black ooze.
Druid accepts ooze's offer of bonding.
They fuse.
Head to new city; Shrun.
Session End.
Session 5 :
Talk to orc who is chief of mines.
Go to mines.
Find Roofie; an orc.
Save her from other orcs.
Players move on.
Session End.
You get two custom traits in addition to whatever bonuses your class gives you.
You get 2 xp per scene, then 2 extra xp for sitting through the entire session. Every 15xp is a level.
Classes :
Story :1. Paladin - You're a heavy fighter. You lack any overwhelming speed or finesse, but make up for it by being able to take some serious damage.
Perk - You may roll your might as a defense roll. (Other classes can not block/dodge.)
2. Fighter - You're the balance between strength and mobility. You are bred for close combat, go get em' champ.
Perk - You may add +1 to your Might OR Agility.
3. Assassin - You are the night, silent and deadly to those who would let down their guard.
Perk - You may pick Range or Melee at character creation. While wielding the corresponding type of weapon, you do an automatic +1 star of damage to any attack roll.
4. Ranger - A master of the bow, you stay behind the fights and deal devastating strikes to all foes around you.
Perk - If a foe would enter the squares directly adjacent to your character, you may make a free attack before said foe does. (This is limited to one foe per round.)
5. Druid - A powerful mage who has learned the way of the world, using intricate spells to procure magical results.
Perk - You may add +2 to your max health or add +1 to your max power.
6. Cleric - A healer of all, you cure debilitating wounds and diseases by the power of your deity.
Perk - Any healing rolls made against players receives a +2 star bonus. (Healing requires a single power point.)
7. Bard - A musician of great talent, you inspire and rally your team through magical tunes.
Perk - You may pick Might, Agility, or Wisdom at character creation. Any buffs you might cast rally a target for +2 for the chosen type of roll and +1 for the chosen type of roll to all other players for one round. (Any other class besides the bard can not buff players in this manner.)
8. Wizard - Being one of the magical arts, you excel at casting powerful, reality bending magics.
Perk - You may add +1 to you wisdom.
9. Diplomat - A charming or intimidating individual you get what you want, through sweet words or a powerful presence.
Perk - You may choose charm or intimidation, the chosen trait allows you a +2 dice roll to the related rolls.
You wake up in a foggy daze, the world around you seems unfamiliar as do the people laying nearby. As your new surroundings come into focus you notice yourself to be within some sort of stone structure. The cool air would suggest you're deep underground. The others around you begin to stir, friends, or foes? Who is behind this kidnapping and what is their goal?
Session 1:
Exited cell.
Found exit was barricaded by rubble.
Followed hole in structure to underground cave.
Killed some goblins.
Fed them to spiders.
Killed more goblins.
Found a troll.
Troll stuck to a cursed chest; party casually walks around him.
Troll wants freed.
A cleric frees him.
They kill a troll.
Exit cave.
Find orcs attacking old man.
They kill some orcs.
They are finally free.
Go back into cave to explore some more.
Find secret passage.
Leads to room with a coffin.
Let guy in coffin out.
He is Markart, a dragonslayer.
Talk about literature written about him.
Poor Markart.
End session.
Session 2:
Go to Ragga, a village.
Talk to Inn-Keeper.
Needs daughter checked on in village to the west.
Go west, cross through woods.
Bloody tracks and armor.
Ambushed by orcs,
One orc left alive, interrogate it.
Orc was killed before he said too much, by orc in trees.
They go west to village.
Orcs killing EVERYONE.
Assassin one shots the "Boss". K den'.
Kill other orcs.
Save other villagers.
Search boss' body, black snake jumps out of body and attacks players.
Next 20 minutes players trying to search the dead body and being attacked by said snakes.
Snakes slither into pool of water nearby.
Assassin jumps in pool.
Tendrils attack and nearly kill him.
Said assassin who jumped in pool, chops up the boss' body.
Snakes poor out.
Party runs. Smart.
Head to village with inn-keeper.
Get paid.
Sleep.
Morning comes, dragon descends on village.
Red Orc riding on dragon's; Shalla's, back.
Ask for heros who saved the other village.
Nobody speaks up.
He orders dragon to burn down a house.
Party attacks.
Party gets destroyed.
Orc claims he is perfection, unity, evolution's finest creation.
Seeking to share gift with others, for a price.
One accepts.
Others decline.
Orc is about to force it on them.
Markart rushes in, turns into his true form as a dragon.
Fights off Shalla and the Orc.
End Session.
Session 3 :
Helped rebuild village.
Went on task for Markart.
Found cave.
Went inside.
Find dragonics.
One is ill.
Druid begins talking to dragonics.
Party attacks.
Dragonic is paralyzed.
Other dragonic is taken away.
Party heals the paralyzed dragonic.
It melts into a black goo.
--Insert three hour battle as oozes multiply--
They get back to town.
Healer accidentally almost kills a player.
Druid tries to talk to dragonic.
It is obviously upset.
Assassin gives dragonic an old doll.
She becomes blindingly bright before disappearing.
Session end.
Session 4 :
Go to investigate raiding group of orcs.
Druid transforms into an orc.
Talks to them.
Orc runs in screaming about dragonics approaching.
Druid shows true self to orcs.
They enter a truce.
Dragonics show up.
Orcs attack party.
Dragonics, orcs, giant plants everywhere.
Party survives, ish.
Go back to Ragga; village. Relax.
Assassin dies by the hands of local medic.
Luke found near his house bleeding to death.
Follow tracks from his house to large hole in ground.
Markart/Druid descend as dragons.
Find Lady Fawn, wife of Luke, talking to a hole in the ground.
Tendrils drag her away.
She arises with new powers.
Party gets local folk out of Ragga.
Lady Fawn comes.
Summons dragons.
Druid turns into dragon and flies away.
Markart gives his life to save the party.
Three dragons and Lady Fawn follow Druid in sky.
They fight, druid power blasts away.
They land in a meadow, far away from Lady Fawn.
End Session.
Session 5 :
In meadow.
Travel on.
Find small village.
Talk to people.
Village was illusion.
People where spirits, houses were destroyed.
Players go to leave.
Spirits attack them.
Fight spirits.
Leave.
Forest.
Find hidden trapdoor.
Find a black ooze.
Druid accepts ooze's offer of bonding.
They fuse.
Head to new city; Shrun.
Session End.
Session 5 :
Talk to orc who is chief of mines.
Go to mines.
Find Roofie; an orc.
Save her from other orcs.
Players move on.
Session End.