ForumsForum GamesA Tale of Eurwa: Team RPG

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wolf1991
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wolf1991
3,437 posts
Farmer

Author's Note

I've been suffering writer's block lately, so I've decided that creating a game out of the world my novel takes place in may help. for the sake of not ruining the story I'm working on, and to show you a little more of my world this RPG takes place on a different continent, Kharilhistan.

Kkarilhistan

The continent is a harsh environment. Most of the contient is covered in vast deserts. The coastlands are the only habitable area, save for the large southern peninsula, known as The Cradle. Much of the western portion of the continent is dominated by large plains and a range of mountains. It is these mountains you and your party must head for, they are rumoured to hold a Temple dedicated to Allandrias, God of Darkness, which contains vast amounts of wealth.

The Story

As war wages across the continent of Eurwa, you find yourself fleeing to the distant continent of Kharlihistan. With you are three strangers, men/women you have never met, yet you all agree to journey together to the Gordian Mountains in search of a lost temple. The temple was once dedicated the the God of Darkness and is rumoured to contain a vast fortune. But first, you must journey across the majority of a continent. Through deserts, plains and sweeping messas. You will be challenged by local tribes, creatures of all kinds, and possibly the gods themselves. Good luck traveller.

Rules

The following rules MUST be obeyed. Any breaking of the rules could cause the failure of your objective.

1. I dictate the outcome of all encounters. You will will be given a set of choices, you may pick a choice, and add something reasonable (such as an explaination why), but you cannot tell ME the outcome of that choice.

2. Be realistic

3. Work together as a team. You have others with you and working together may save your skin. True you could betray your teammates (if given the choice), but I don't reccomend it, but that's up to you.

4. This is set in a world that I created for my novel. My world, my gods, my creatures, my people. Be warned, you can die, if you die there's no coming back unless I say so.

Classes

Warrior: Warriors are steadfast and an iron wall in the face of advesaries. They are the most heavily armoured of all the classes, and can weild two-handed weapons as well as single hand weapons and a shield. That armour slows you down, be careful against archers and fast foes. Can wear any armour (reccomend medium or heavy)

Assassin: Quiet and stealthy, assassin's don't fight fair. Assassin's are masters of poisons, daggers, long knives and bows. They wear light to medium armour. Beware close combat with stronger foes. May dual wield any combo of daggers and long knives.

Sorcerer: The power of magic is at your disposal. Sorcerer's are nigh unstoppable once unleashed. Be warned though, if an enemy gets in close you could be dead, quickly. Also, glyphs will negate certain magics. Light armor only.

Sapper: Boom. Sapper's are crazy. They carry explosive munitions with them that they can throw to cause devestating damage. They also can weild one handed weapons and bows, though they are not as effective with them, and likely to be killed in prolonged conflict. Sappers wear medium armor.

Perks

For Warriors

Blacksmith: You can repair and create armor and weapons from materials you find.

Deft Feet: You move faster and can hit harder. But what you make up for in speed you lose in defense. +5Dex +2Str -3Vit. You may only wear medium armour and cannot use a shield but, you are allowed to dual wield two one-handed weapons.

Iron Wall: You're a solid wall. You gain bonuses to strength and defence, but you move slowly. You cannot dual wield. +5Str +5Vit -6DEX

For Assassin's

Poison Master: You are more handy with poisons and can make them easier with ingredients you find.

Shadow: You move faster, and are harder to detect, be warned you lose defense. +6Dex -5Vit.

Lethal: Higher chance to strike a fatal blow to an enemy.

For Sorcerers

Choose your element: Dark, Light, Ice, Water, Fire, Earth, Wind, Lightining, Shadow.

Healer: You know minor healing magic, you also can make medicines out of ingredients you find.

Spell Master: You are stronger with magic, but the extra concentration causes you to lose defense and speed. +5Int -3Vit -3Dex

Battle Mage: You can wield on handed weapons and unleash magic simotaneously. However your magic is weakened.
-5Int +5Str +2Vit

For Sappers

Maniac: Your explosives are stronger, however you have suicidal tendencies. +5Dex +5Str +5Int -10Vit

Trap Master: You can design traps and snares with materials you find.

Munition Master: You can create more munitions easily with ingredients and materials you find.

Character Sheet

Name:
Age: 18+
Class:
Perk: (one only)
Inventory: (depends on class and perk)
Health: Vitality x 50
Str: (strength)
Vit: (vitality)
Dex: (dexterity)
Int: (intelligence)

You have 50 points to spend between your stats. Strength increases melee weapon damage. Vitality determines health and defense. Dexterity determines movement speed, bow damage, munition damage and lethal hit chance. Intelligence determines magic damage, puzzle solving and munition damage.

FOUR PLAYERS ONLY!

  • 130 Replies
p1a2r3i4s5
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p1a2r3i4s5
2,752 posts
Nomad

You have got to be kidding me. I'm gone from the forums for one day or two and a much - better - than - decent RPG shows up, which does get enough players to start (quite a few extraordinary RPG concepts were made in these forums that did not get enough players to start, as far as I am concerned), gets MAX players to play! Is there any way you could raise the player limit (although Efan already asked)? I'm going to try the "Please! Please! Please!" method, even though I can tell by

You've been warned.
it's going to take more than that .
wolf1991
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wolf1991
3,437 posts
Farmer

If the other two players do not respond by tomorrow I'll open up two more spots. Also, thanks for the compliment XD

p1a2r3i4s5
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p1a2r3i4s5
2,752 posts
Nomad

That would be awesome, thank you.

Oh, and the compliment was actual; I don't know whether it's the names, the story itself, the description of the places, the stats, the classes, the whole layout of the RPG, the challenges you mention we have to overcome, the reliability you have (judging from the number of posts and what I've heard and seen, you're quite unlikely to abandon this without serious reason, or, in general, be unable to cope with being a good RPG creator), or something else, but this RPG is definitely more than well worth joining!

And good luck with the 'writing issues', hope this game helps you .

wolf1991
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wolf1991
3,437 posts
Farmer

Warning to KingJac and DarthNerd, failure to cast a vote byt midnight tonight will see you kicked.

d_dude
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d_dude
3,523 posts
Peasant

Name: Isaac Franks
Age: 24
Class: Assassin
Perk: Shadow
Inventory: 1 iron bow, leather armour
Health: 250
Str: 5
Vit: 5
Dex: 36
Int: 5

If kingjac11 gets kicked off, and Efan joins, I vote for Efan. Go Efan! If Efan somehow surprisingly doesn't join I vote for myself.

DarthNerd
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DarthNerd
1,761 posts
Nomad

Name: Mysterious Socerer
Age: 27
Class: Sorcerer (element: Darkness)
Perk: Healer
Inventory: 2x Minor Healing Salves, robes
Health: 500
Str: 5
Vit: 10
Dex: 10
Int: 25

didnt notice the updates, I VOTE B!

wolf1991
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wolf1991
3,437 posts
Farmer

Because of KingJac not responding, I am opening a new position in the game. Efan already has filled out a character sheet and asked that I reserve a spot for him, should one open up, so here is his character sheet.

Name: Markos Darrek
Age: 24
Class: Sapper
Perk: Munitions master
Inventory: 3x Explosive Munitions, 1 Ironshortsword, leather armour
Health: 900
Str: 6
Vit: 18
Dex: 15
Int: 11

Please vote for a leader.

Efan
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Efan
3,086 posts
Nomad

I'm guessing my inventory was way out of what it was supposed to be, oh well :P

As for a leader, hmmm I doubt a sapper would make a good leader, being the most insane of the bunch. Neither would assassins, being generally secretive.

DarthNerd
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DarthNerd
1,761 posts
Nomad

The mysterius sorccerer still think issac should be leader, because he is the oldest of the group, besides the mysterius sorccerer, who is talking in third person

sasukemystery
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sasukemystery
1,447 posts
Nomad

Is it too late ? No good RPG these days this ones seems to be interesting though

sasukemystery
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sasukemystery
1,447 posts
Nomad

I'm sorry for double posting but if there is a spot left can you add me ? here I already made a character sheet

Name: Viet Anh
Age: 21
Class:Assasin
Perk: Shadow
Inventory: (depends on class and perk)
Health: 500
Str: 10
Vit: 10
Dex: 20
Intelligence: 10
Int: 10

d_dude
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d_dude
3,523 posts
Peasant

So it seems like everybody has one vote except DarthNerd. Efan, it looks like your vote will decide who is the leader, or if we have to re-vote. I really don't want to re-vote I want to start already.

Efan
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Efan
3,086 posts
Nomad

A mysterious sorcerer seems like an interesting leader so my vote goes to that person.

wolf1991
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wolf1991
3,437 posts
Farmer

Name: Markos Darrek
Age: 24
Class: Sapper
Perk: Munitions master
Inventory: 3x Explosive Munitions, 1 Ironshortsword, leather armour
Health: 900
Str: 6
Vit: 18
Dex: 15
Int: 11

Name: Mysterious Socerer
Age: 27
Class: Sorcerer (element: Darkness)
Perk: Healer
Inventory: 2x Minor Healing Salves, robes
Health: 500
Str: 5
Vit: 10
Dex: 10
Int: 25

Name: Isaac Franks
Age: 24
Class: Assassin
Perk: Shadow
Inventory: 1 iron bow, leather armour
Health: 250
Str: 5
Vit: 5
Dex: 36
Int: 5

Name: John Steele
Age: 18
Class: Warrior
Perk: BlackSmith
Inventory: 1 Iron longsword + shield. 2 Iron bars. Iron armour
Health:500
Str: 20
Vit: 10
Dex: 10
Int: 10


Unable to come to a decision on who should lead, you all agree to work together. You rest for the night and at the break of dawn you head out toward the city gates. Stepping on to the Hajir Road you begin your journey. After several leagues you come across a broken merchant caravan. The merchant implores for your help to bring his goods across the Nathi Desert. What do you do?

A) Agree to aid him
B) Rob him
C) Ignore him and continue on

A) Help hi,
Efan
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Efan
3,086 posts
Nomad

I think we should aid him. We can gain possible information from him as traders and merchants travel around, hearing news posibly faster than most.
But he is possibly tricking us into an ambush. We should move cautiously.

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