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Campaign 2 - The Ever-Turning Tide (Tett)

nightcraw240 Dec '15  /  edited Jan '16
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Warning :

I would stop here if you're not willing to make the commitment to reading the forums. There is a lot of material to understand. However, questions are welcomed.

The site is intended for adults, ages 18 and up as stated in the code of conduct; This campaign is created with that in mind. There is the possibility some undesirable situations may be present and/or concepts that may offend some people. It is not my intent to offend nor to create a vile game, it is simply a warning to be aware of.

This game in particular is built with the assumption players are familiar with fabletop and its workings. If you wish to join in this game, I would appreciate it if you had some experience. While I don't have an issue explaining to less experienced players the mechanics of this game, I do have an issue explaining everything that might need done right before I am getting ready to host. That being said, if you wish to join in on a game scheduled to host, but feel overwhelmed by the information below feel free to send me a message to speak about it one on one.

Lastly, if there is a particular issue feel free to make mention of it. Abilities in particular are subject to editing and will potentially change per session depending on what needs worked on. I will post a forum that specifically goes over this information and that will be updated before every session.

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Plot :

Some call the lands of Haru a purgatory, a barren land where those of divine and demonic origins are forced to fight for their survival. Haru is a dangerous and unforgiving land as wild and vicious monsters roam the lands unchecked. Angels and demons fight relentlessly to consume the essence of the fallen in hopes of becoming stronger. Your only hope to survive within this land is to consume or be consumed, but those that consume often gain unwanted attention. Find the 12 essences of the grand daemons of old in order to become the strongest forces within the land, securing your survival in the process.

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General rules :

Spells and abilities do NOT stack effects. There is no double constricting, no double burning, no double buffing, nor anything similar unless specifically stated; negatively or positively.

You CAN roll over the 10 dice maximum by simply rolling the extra dice.

Once you pick a class you may ONLY pick spells from that class. As of this moment there are no duel-classes.

Each ability has a certain cool-down in which you can not use that ability again until certain stipulations are met. Some abilities you can only use so many times per scene, some per game, and some are static; which means you don't activate them, they just do things.

You can only heal in combat or if to revive someone from death.

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Power usage/Death rules :

Power is used in one of four ways in this campaign. Power is used to add stars to your rolls; they do not mean you will automatically succeed, it is imperative you understand this distinct difference. Secondly you can forego an extra star to your roll via power and instead bypass a target's defenses to do straight damage at the expense of a single power. Power can be used for AoE, each power used is another enemy for full damage. Last, power can be automatically deducted upon death (If you have at least one in your reservoir) to keep you alive at 0 hp, if not you die permanently; you will be unconscious otherwise. If you are left alive, but unconscious, you will begin rolling to stay alive. The objective of this next part is to roll a total of 3 stars, starting with a (/roll Death Roll 4) on the first turn after you reach 0 hp. Then on the turn after you roll a (/roll Death Roll 3). Then on the turn after that you roll a (/roll Death Roll 2). And lastly you roll a (/roll Death Roll 1) after rolling previously. Failing to get 3 stars combined over those four turns results in permanent death. Should you receive a skull or moon on a roll, it will count as a normal star; no positive or negative effects will be given. Additionally, power can not be used on saving rolls. If you are rolling to stay alive, you can be healed by other party members. If you would succeed in getting three combined stars for your saving rolls you are revived at 1hp.
-If you are using power to add stars to a roll or to bypass a targets defense, I expect there to be an explanation in your attack description stating which one you are choosing if it is not already apparent.

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Blocking, dodging, countering, parrying :

In this game you as characters are permeable to permanent death. To balance this you may make "Block" rolls based off of your might, "Dodge" rolls based off of your agility, "Counter" rolls based off of your wisdom, or "Parry" rolls based off of your might. With your increased survivability combat encounters could potentially take longer, be aware of this fact.
-Blocks can only block most melee attacks. (Your might must be at least three. You can only block while wielding a 2H weapons or shields.)
-Dodges can dodge most magical and melee attacks. (Your agility must be at least three. You can NOT be carrying a shield or 2H weapon if you wish to dodge.)
-Counters can only counter most magical attacks. (Your wisdom must be at least three. You can not be carrying a 2H or shield when countering.)
-Parry can only counter most melee attacks. (Your might and agility must be at least three.) When parrying an attack, if you succeed you may make a free attack against the target. If you fail, the target gets to make another attack against you. (You can only parry when wielding two weapons at once.)

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Ability Disclaimer :

To start this off, I understand a major part of fabletop is to get creative and rp. I want to adhere to a rp rich campaign, but spells and abilities are limited to what you pick for your class. This means, if you are picking a healing class, you can't suddenly start casting water magic. The spells and abilities in your class are what you have for the duration of this campaign. That being said, if you have any suggestions, advice, or issues feel free to contact me via private message or through the mail-box.

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Understanding Tiers/Leveling up :

For each class, spells are set up into three tiers. To start the game you may pick two abilities from a tier one list that is under the class you want to play to use at zero experience. Every 10 experience is a level in this campaign; you get two talent points at level 10 and 20, one at 30, two at 40 and 50, one at 60, and two at 70, 80, 90, and 100. At 30 experience you unlock tier two abilities. At 60 experience you unlock tier three abilities. You may use points to purchase lower tier abilities. You must have spent a point in a tier one ability to gain access to the same tier two ability and so forth with tier threes. When you pick the same ability from a tier one to a tier two, or a tier two to a tier three, with a higher level, you destroy the lower level ability and take on the new spell instead.

Please make sure to be aware if an ability distinctly says "Adds a die" or "Adds a star". If it says it adds a star, that means for that roll you will be getting a free star for the roll. Where if you get an extra die, you will simply be rolling an extra die for a chance at more stars.

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Bonus Traits :

You may have one bonus trait and one single skilled trait. Pick three abilities on this forum; fabletop.com/forum/topic/4358.1/tett-passive-abili... , the three abilities go into this single trait. The abilities you pick are limited to +3 dice and can go no further; as you add dice by leveling up. Then pick one more skill and make it a bonus trait by itself. Any abilities picked from the passive list that aren't on your starting (3skilled) bonus trait are not limited by the 3 dice cap. When you receive talent points for leveling up, you may choose to spend a talent point into a new skill from the list above. You may add that skill onto your character sheet as a single bonus trait; these types of bonus traits with one skill don't stop gaining dice, you can keep leveling them up. This may require manual typing to roll.

At tier one, bonus traits can only reach +3
At tier two, bonus traits can only reach +6
At tier three bonus traits can only reach +9
At 100xp+ bonus traits have no limitations.

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Combat/PvP :

Combat will require your attention and upkeep. You shouldn't be on someone else's table or browsing Reddit while playing in this campaign. If you can't make the time commitment then maybe this isn't the campaign for you. If it ends up being where I have to wait minutes for you to make a turn, actions will be done for you; this includes but is not limited to, losing your turn, an enemy getting a free attack, negative status effects, or removal from the session. This is so we can keep the game moving, I don't want a few hour long encounter.
PvP is acceptable in this campaign as well as friendly fire. Be aware that if you are the cause for an enemy's death blow or have aided in their death for an unjust reason, you will be cursed. If you become cursed you are liable to terrible happenings. I state that if it's for an unjust reason, so if a player is randomly attacking party members with spells and they turn to kill him so they might protect themselves, it's viable.

Binds can be broken by rolling equal or higher to the roll used to cast them; you may roll this on your turn. If you succeed you may defend as normal; otherwise you can't roll to dodge or block, can still parry if able to attack and counter. Each turn after the initial bind cast reduces the number of stars needed to escape by one. If you escape you may make an action as well.

Stuns last for one full round, removing dodge rolls, block rolls, counter rolls, and parry rolls.

Burns burn for 1 die every turn until the end of combat.

Poison reduces a target's (Might, Agil, or Wisdom) by one every turn.

Blind targets have a certain percent chance to miss the target they are aiming for. If other targets are around, the attack has a substantially low chance to hit them instead, but the chance is still there.

As a player you can have many effects on you at once that would reduce damage. A typical enemy attack will go as such :
1.) Enemy rolls for damage
2.) If enemy hits and you have a shield, it reduces the shield; spill-over damage counts as an attack.
3.) Otherwise, roll a defensive roll (Block, parry, counter, dodge)
4.) If you are hit and are a monk, you can use reaction abilities here.
5.) Any damage that would hit, is reduced based on resistances/Dam. Reduction.
6.) Offer effects apply.
7.) Damage is applied.

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Combat turns :
Movement is limited to six squares per character per turn; diagonally counts as two squares of movement. You can use a major action to double your movement speed for the turn. With a major action you may do one of the three listed actions per turn. With a minor action you may do one of the two listed actions per turn.

A typical combat turn will go as such.
Movement.
Major action; Attacking, Using a spell, or Moving again
Minor action; Drinking a potion, Using an Item
End.

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Talent points :
Talent points are used to gain an ability, gain a skill, level up a skill, gain hp, or gain power.

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