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
wolf1991
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wolf1991
3,437 posts
Farmer

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: Markos Darrek
Age: 24
Class: Sapper
Perk: Munitions master
Inventory: 3X explosive munitions, 1 iron shortsword, small trincket, leather armor
Health: 900
Str: 6
Vit: 18
Dex: 15
int: 11

Name: John Steele
Age: 18
Class: Warrior
Perk: BlackSmith
Inventory: 1 Iron longsword + shield. 2 Iron bars. Iron armour
Health:495
Str: 20
Vit: 10
Dex: 10
Int: 10

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


The party is in need of supplies. Isaac Franks and Markos Darrek manage to sway the party to saty for an hour or two, if only to grab a quick drink.

As the party enters what passes for the outpost's tavern a Hamarn guard stops them. His rough voice is nothing but a rasp, and barely heard, despite the desolate silence within the tavern. In a rough Trader's Tongue he requests that leave immediately. A small cough from the Mysterious Sorcerer draws his attention. His eyes dart nervously to your sorcererous companion, it is obvious the man can sense the Mysterious Sorcerer's abilities. Yet he urges you once more to leave, this time sounding panicked.

Party Choice

A) Ask him for supplies.
B) Leave quickly
C) Attempt to move past him, diregarding his requests.
wolf1991
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wolf1991
3,437 posts
Farmer

It'd be nice to know your reasoning behind your choices. Or maybe a sentence or two of how your character interacts.

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

A. "We'll go, as soon as we get some supplies." If this guy won't let us even get supplies, I'm going to get POed. Also, I'll try to spot a weapon on this guard.

wolf1991
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wolf1991
3,437 posts
Farmer

C. I need a drink and no scared guy is going to stop me


I find irony in this choice

Also, I'm hoping you guys don't mind me trying to play the story up a bit, I'm just trying to add depth to the gameplay.
d_dude
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d_dude
3,523 posts
Peasant

Meh, I'm not a fan of all fighting all the time anyways. So this is pretty cool.

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


Id like to say i really like how you portray my charecter. As a suspecius, quite, and creepy man-O`-magic that doesnt help others and is only out for him self. C, I wordlessly [attempt to] walk past the gaurd.

wolf1991
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wolf1991
3,437 posts
Farmer

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

Flag
Name: John Steele
Age: 18
Class: Warrior
Perk: BlackSmith
Inventory: 1 Iron longsword + shield. 2 Iron bars. Iron armour
Health:495
Str: 20
Vit: 10
Dex: 10
Int: 10

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: Markos Darrek
Age: 24
Class: Sapper
Perk: Munitions master
Inventory: 3X explosive munitions, 1 iron shortsword, small trincket, leather armor
Health: 0
Str: 6
Vit: 18
Dex: 15
int: 11


Isaac Franks

Before you can stop them, the Mysterious Sorcerer and John Steele push past the guard, throwing him off balance. The request drinks from the bar keep, but something feels wrong. As the bartender reaches for drinks, he comes up with a throwing knife instead. He throws it in your dirrection, catching Markos Darrek through the eye. You...

A) Charge the bartender
B) Take the guard's dagger
C) Check Markos Darrek for weapons

John Steele

You and the Musterious Sorcerer push past the Hamarn guard and make your way to the bar. You order a drink from the bar tender, weary and in need of a rest. The bartender reaches down for a drink and you gaze blearily over at the quiet group of patrons. You feel something fly past the back of your head, and suddenly those quiet patrons are rushing you with swords. Falling of your stool in shock you:

A) Dive behind the bar
B) Stand up and fight
C) Remain lying on the ground

Mysterious Sorcerer

As you move to the bar with John Steele at your side something feels...off putting. You shrug the feeling off and order your drink. A second take at the room confirms your feeling. The room is too quiet. A quick glance to the patrons in the corner, and the back to the bar keep who has risen with a throwing knife. He throws it past you, toward the entrance where you left Markos Darreck and Isaac Franks.
A commotion from beside you tells you that trouble is on your flank. You?

A) Attack the bartender leaving John Steele for the moment
B) Aid John Steel while leaving the bartender unopposed
C) Check on Franks and Darrek

*Note* I have killed Efan's character because he has told me that he would be inactive over the next few months. Depending on your choices I will/won't be opening up a new position in your party. How things turn up depends entirely on you.
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

C. I could really use some explsovie munitions and a sword. A small trinket sounds cool though, but I'll take that later, since I probably won't be doing a full on search right now. My plan is to attack the guard as soon as possible.

Also, are the explosive munitions like bombs that you throw?

wolf1991
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wolf1991
3,437 posts
Farmer

Yes those munitions are hand held. Also, none of your characters "know" about the trinket...

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


A. I punish the bartender with my dark magic for attacking my group. (by the way, what kind of spells can i use? like, a dark cloud around some one suffcating?)

d_dude
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d_dude
3,523 posts
Peasant

Yes those munitions are hand held. Also, none of your characters "know" about the trinket...


Exactly, I am not doing a full search of his body right now. Not under these circumstances. Chances are that I saw it and completely missed it.
wolf1991
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wolf1991
3,437 posts
Farmer

Ah, okay. My misunderstanding.

d_dude
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d_dude
3,523 posts
Peasant

Tick tock... come on ZombieFreak.

wolf1991
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wolf1991
3,437 posts
Farmer

A. I punish the bartender with my dark magic for attacking my group. (by the way, what kind of spells can i use? like, a dark cloud around some one suffcating?)


See, my magic system isn't so much about spells as it is just raw energy. There are rituals, in my world, but they take more time, and sometimes more than one person.
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


ah, so more of a blast of black energy, rather then something like "freezeing spell"

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