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.
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.