Hello, and welcome fair gamers to a little experiment of mine. I have been playing some DnD lately, and I realized DMing is a lot like running a Forum Game. So, I decided I'd try doing a game DnD style. What will I do? Well, I'll reveal the first story after enough people join in. Also, I'm doing all the rolling so you don't need dice and I don't need to accuse cheating. Now, the ultimate forum game question: How do you join?
Well, to join, you give me this:
Name: Your name, Derpy. Bio: Describe yourself! Have some fun with this! Affinity: Your element your are associated with. Race: See Races below Class: See Classes below Preferred Weapon: What weapon class you would like to use.
Name: John Menon Bio: A generic hero used to make an example. Has no characteristics unto himself. In fact, he may be a Doppelganer. Affinity: Fire Race: Chanian Class: Avatar Preferred Weapon: Blade
You get:
Name: John Menon HP:28 MP:10 Afiinity: Fire Race: Chanian Race Perk: Cleave(Gains an extra attack when killing an opponent) Class: Avatar Class Perk: Divine Strength (+3 to damage) ----------------------------------------------------------------- Stats Strength: 8 Perception: 5 Endurance: 8 Charisma: 2 Intelligence: 2 Agility: 5 Luck: 5 ----------------------------------------------------------------- Inventory: Weapon: Shortsword (1d6) Armor: Double Leather(12 AC, -3 Acrobatics) Other: Lume's Everburning Candle
As for the classes...*cracks knuckles*
Mercenary For-hire adventurers that make up the meat and potatoes of a team. They excel in direct combat, taking direct hits and dishing out damage with melee weapons. They dabble in gunplay, but will not use magical force. Magical equipment yes, magic itself no. Weapon Proficiencies: Pistol, Auto, Polearm, Bladed, Blunt Armor Proficiencies: Heavy, Medium, Light, simple
Pirate A sailor of some sorts always seeking booty. Some seek causes, some seek money, others seek chaos, all bend the law to do so. After all, raiding isn't illegal if it's "eace keeping". Whatever they do, they do it with style, with swagger equaling effect for them. Weapon Proficiencies: Blades, Polarms, Pistols, Cannons, Rifles Armor Proficiencies: Coats, Simple
Musicians The living body of a muse. Their memory for songs is limitless, and at a glance they can play a song like a non-musician with decades of memorization and practice. They are the only ones who can use the mysterious musical weapons. Musicians, rock out! Weapon Proficiencies: Musical Armor Proficiencies: Simple, Exotic
Syntical Synticals are one with the shadows. They can-and often do-steal from others to make ends meet. They are masters of gunplay, but not so much with anything else. Weapon Proficiencies: All Ranged Classes Armor Proficiencies: Light, Coat, Simple
Avatars Avatars are exemplars of their chosen deity and believe those who follow others are in the wrong. Their powers remain so long as they remain aligned with their god of choice. Weapon Proficiencies: Polearms, Blunt, Bladed, Rifle, Sniper Armor Proficiencies: Heavy, Medium
Wizard Masters of magic who enter combat doing whatever they want with it. They can strike many foes with a single use of magic, weakening entire hordes for their allies to slaughter. Proficient Weapons: Staffs, Wands, All Magic Proficient Armors; Simple
Vansibanes Hermits who live alone, only associating with those who they trust implicitly. Their magical knowledge is rivaled by none. Magic oozes from every pore of their body...and in some cases, so does stench. Proficient Weapons: Staffs, Bladed, Pistols Proficient Armors: Simple
Cleric These are the guys you always need, the guys who can heal. They combine medical knowledge with healing magic to cure their allies any way they can. After seeing so many cadavers, they have become largely atheist, even in the face of Avatars. Proficient weapons: Blunt, Staffs, Pistol, Sniper Proficient Armor: Light, Simple
Races:
Cheezburgians: The cat people! They have heightened senses and are very agile, but are not as strong or durable as other races.(+3 PER/AGI, -3 STR/END)
Youtubians: The race of cyborgs! They are more intelligent than average, but their robotic enhancements slow them down. (+2 INT, -2 AGI)
Chanians: The huge gorilla people! Their massive size gives them more strength and endurance, but they are dumber and less charismatic than average. (+3 STR/END, -3 INT/CHA)
Trollix: Galactic politicians that happen to be dragon men! They are luckier than average and more charismatic, but their scales make them less agile and they cannot see well. (+2 CHA/LCK, -2 AGI/PER)
Behemel: The largely hated space nazis! Their aggressive tendencies make other races hate them and they are largely unlucky , but they are more agile, strong and durable than others. (+2 STR/END/AGI, -3 CHA/LCK)
Collective: The once rulers of the whole **** universe! They have good eyes and can sweet-talk well, but they aren't as strong or lucky as most. (+2 PER/CHA, -2 LCK/STR)
Balcheans: The warmongering frogs! They are stronger and more agile than anyone by average, but are easy to squish and can't see well. (+4 STR/AGI, -4 END/PER)
Tropers: The gem-laden race of infinite wisdom and beauty! They are smarter and more charismatic than others, but their gem skin makes them less agile and their gem eyes make it harder to see. (+3 INT/CHA, -3 PER/AGI)
PHEW. So, now we wait for about...six people to make characters!
Name: Shadow White HP: 33/34 MP: 12/22 Affinity: Light Race: Cheezburgian Race Perk: Hook Claws: +3 to damage and grapple Class: Avatar Class Perk: Divine Protection: Gains +8 to AC Nature: Lawful Good ------------------------------------------------------------ Stats Strength: 20 Perception: 15 Endurance: 24 Charisma: 17 Intelligence: 17 Agility: 13 Luck: 18 ------------------------------------------------------------------ Inventory: Weapon: Iron Longsword (1d8) Armor: Double Leather (14 AC, -2 Acrobatics) Off hand: None Other: Sun Amulet
I decide to go look in the temple, not knowing when Avo would answer my questions. But before I did I ask Mishka if could go look in her peoples temple.
Name: Trollra HP: 8/8 MP: 39 Affinity: Ice Race: Trollix Race Perk: Dragon Breath: Can channel affinity into a LCK based attack. Class: Cleric Class Perk: Smack Healing: Can hit an ally and convert damage to healing. Nature: True Neutral ------------------------------------------------------------ Stats Strength: 16 Perception: 14 Endurance: 8 Charisma: 21 Intelligence: 24 Agility: 8 Luck: 15 ------------------------------------------------------------------ Inventory: Weapon: Pistol(1d6)(20 B00lets) Armor: Clerical Coat Off hand: none Other: Small Caliber Submachinegun(3d6)(50 FMJ B00lets) 100 Credits Mysterious list-locked-
Name: Mort HP: 9/9 MP: 11 Affinity: Wind Race: Cheezburgian Race Perk: Master Barter: Gets 50% better prices at any shop. SYNTICAL SPECIFIC: All merchants double as fences. Class: Syntical Class Perk: Shirt Stealer: Can steal equipped equipment from people! Nature: True Neutral ------------------------------------------------------------ Stats Strength: 17 Perception: 18 Endurance: 11 Charisma: 14 Intelligence: 13 Agility: 28 Luck: 11 ------------------------------------------------------------------ Inventory: Weapon: Scoped Compound Shortbow(1d6+3)(68 Steelhead Arrows) Armor: Leather Coat (10 AC, +1 Acrobatics) Off hand: -Scoped Compound Shortbow- Other: 100 Credits Lockpicks Mysterious Locket of...Freaking Jin? WTF!?
Name: Guild Slew HP: 19/19 MP: 17 Affinity: Fire Race: Behemel Race Perk: Priest: Can use Cleric skills at half effect. Class: Pirate Class Perk: Bountiful Booty: Pirates always find at least 25 credits when searching, always. Nature: True Neutral ------------------------------------------------------------ Stats Strength: 16 Perception: 15 Endurance: 20 Charisma: 8 Intelligence: 14 Agility: 23 Luck: 12 ------------------------------------------------------------------ Inventory: Weapon: Shotgun(4d2)(19 Mag.Shotshells) Armor: Leather Coat (10 AC, +1 Acrobatics) Off hand: -Shotgun- Other: 225 Credits Papa Slew's Cross Necklace Bolt-Action Rifle(1d8)(20 Rounds) 10 Cold Crystal Chunks Small Caliber SMG(2d3)
Name: Jin HP: 6/6 MP: 15 Affinity: Arcana Race: Halfling Race Perk: Sneaky *******: Gains a +5 to all sneak related rolls. Class: Syntical Class Perk: Sneak Attack Critical: All sneak attacks are criticals. Nature: Neutral Evil ------------------------------------------------------------ Stats Strength: 12 Perception: 24 Endurance: 8 Charisma: 16 Intelligence: 20 Agility: 26 Luck: 16 ------------------------------------------------------------------ Inventory: Weapon: Shortbow(1d6)(20 Ironhead Arrows) Armor: Leather Coat (10 AC, +1 Acrobatics) Off hand: -Shortbow- Other: 0 Credits Lockpicks
Name: Shadow White HP: 33/34 MP: 12/22 Affinity: Light Race: Cheezburgian Race Perk: Hook Claws: +3 to damage and grapple Class: Avatar Class Perk: Divine Protection: Gains +8 to AC Nature: Lawful Good ------------------------------------------------------------ Stats Strength: 20 Perception: 15 Endurance: 24 Charisma: 17 Intelligence: 17 Agility: 13 Luck: 18 ------------------------------------------------------------------ Inventory: Weapon: Iron Longsword (1d8) Armor: Double Leather (14 AC, -2 Acrobatics) Off hand: None Other: Sun Amulet
Name: Mishka HP: 10/10 MP: 80 Affinity: Light Race: Kobold Race Perk: Kobold Logic: Mishka rerolls as much as she want! Class: Cleric Class Perk: Medic Instinct: Drops everything to heal an ally. Nature: Chaotic Good ------------------------------------------------------------ Stats Strength: 10 Perception: 16 Endurance: 10 Charisma: 10 Intelligence: 40 Agility: 20 Luck: 21 ------------------------------------------------------------------ Inventory: Weapon: Sun Staff(1d8 Light) Armor: Cloak of Skrom Off hand: -Sun Staff- Other:
Party Level: 1 Experience: 40/1000
@Chronos: You backpack begins to feel lighter after you refuse to search the village.
@Demyx: Mishka points to the temple and big tent.
@Shadow: Mishka: Mishka will let you search Mishka's temple. But just you.
You search the temple and get an unnatural 20, finding that what left is surprisingly ornate. At the back, there is still the altar, which has several golden objects and a sun on the wall. The center has a red rug along it.
@Guild: The large tent has a pair of guards and a kobold that is larger than the others. This kobold is much better dressed than the others, and there are a couple of bookshelves near the wall. You notice a silver sword in the ground next to the big kobold, as well as shotguns next to the guards.
Name: Shadow White HP: 33/34 MP: 12/22 Affinity: Light Race: Cheezburgian Race Perk: Hook Claws: +3 to damage and grapple Class: Avatar Class Perk: Divine Protection: Gains +8 to AC Nature: Lawful Good ------------------------------------------------------------ Stats Strength: 20 Perception: 15 Endurance: 24 Charisma: 17 Intelligence: 17 Agility: 13 Luck: 18 ------------------------------------------------------------------ Inventory: Weapon: Iron Longsword (1d8) Armor: Double Leather (14 AC, -2 Acrobatics) Off hand: None Other: Sun Amulet
I look at my sun amulet and back to the sun on the wall, "there exactly the same, (what I mean is that they are the same shape, and color.) But how can this be, is Avo Mishka's god to?" I said to my self stunned at the revelation. (I got to go and tell Mishka that her sun god and my god, Avo are one in the same, most likely.)
Name: Trollra HP: 8/8 MP: 39 Affinity: Ice Race: Trollix Race Perk: Dragon Breath: Can channel affinity into a LCK based attack. Class: Cleric Class Perk: Smack Healing: Can hit an ally and convert damage to healing. Nature: True Neutral ------------------------------------------------------------ Stats Strength: 16 Perception: 14 Endurance: 8 Charisma: 21 Intelligence: 24 Agility: 8 Luck: 15 ------------------------------------------------------------------ Inventory: Weapon: Pistol(1d6)(20 B00lets) Armor: Clerical Coat Off hand: none Other: Small Caliber Submachinegun(3d6)(50 FMJ B00lets) 100 Credits Mysterious list-locked-
Name: Mort HP: 9/9 MP: 11 Affinity: Wind Race: Cheezburgian Race Perk: Master Barter: Gets 50% better prices at any shop. SYNTICAL SPECIFIC: All merchants double as fences. Class: Syntical Class Perk: Shirt Stealer: Can steal equipped equipment from people! Nature: True Neutral ------------------------------------------------------------ Stats Strength: 17 Perception: 18 Endurance: 11 Charisma: 14 Intelligence: 13 Agility: 28 Luck: 11 ------------------------------------------------------------------ Inventory: Weapon: Scoped Compound Shortbow(1d6+3)(68 Steelhead Arrows) Armor: Leather Coat (10 AC, +1 Acrobatics) Off hand: -Scoped Compound Shortbow- Other: 100 Credits Lockpicks Mysterious Locket of...Freaking Jin? WTF!?
Name: Guild Slew HP: 19/19 MP: 17 Affinity: Fire Race: Behemel Race Perk: Priest: Can use Cleric skills at half effect. Class: Pirate Class Perk: Bountiful Booty: Pirates always find at least 25 credits when searching, always. Nature: True Neutral ------------------------------------------------------------ Stats Strength: 16 Perception: 15 Endurance: 20 Charisma: 8 Intelligence: 14 Agility: 23 Luck: 12 ------------------------------------------------------------------ Inventory: Weapon: Shotgun(4d2)(19 Mag.Shotshells) Armor: Leather Coat (10 AC, +1 Acrobatics) Off hand: -Shotgun- Other: 225 Credits Papa Slew's Cross Necklace Bolt-Action Rifle(1d8)(20 Rounds) 10 Cold Crystal Chunks Small Caliber SMG(2d3)
Name: Jin HP: 6/6 MP: 15 Affinity: Arcana Race: Halfling Race Perk: Sneaky *******: Gains a +5 to all sneak related rolls. Class: Syntical Class Perk: Sneak Attack Critical: All sneak attacks are criticals. Nature: Neutral Evil ------------------------------------------------------------ Stats Strength: 12 Perception: 24 Endurance: 8 Charisma: 16 Intelligence: 20 Agility: 26 Luck: 16 ------------------------------------------------------------------ Inventory: Weapon: Shortbow(1d6)(20 Ironhead Arrows) Armor: Leather Coat (10 AC, +1 Acrobatics) Off hand: -Shortbow- Other: 0 Credits Lockpicks
Name: Shadow White HP: 33/34 MP: 12/22 Affinity: Light Race: Cheezburgian Race Perk: Hook Claws: +3 to damage and grapple Class: Avatar Class Perk: Divine Protection: Gains +8 to AC Nature: Lawful Good ------------------------------------------------------------ Stats Strength: 20 Perception: 15 Endurance: 24 Charisma: 17 Intelligence: 17 Agility: 13 Luck: 18 ------------------------------------------------------------------ Inventory: Weapon: Iron Longsword (1d8) Armor: Double Leather (14 AC, -2 Acrobatics) Off hand: None Other: Sun Amulet
Name: Mishka HP: 10/10 MP: 80 Affinity: Light Race: Kobold Race Perk: Kobold Logic: Mishka rerolls as much as she want! Class: Cleric Class Perk: Medic Instinct: Drops everything to heal an ally. Nature: Chaotic Good ------------------------------------------------------------ Stats Strength: 10 Perception: 16 Endurance: 10 Charisma: 10 Intelligence: 40 Agility: 20 Luck: 21 ------------------------------------------------------------------ Inventory: Weapon: Sun Staff(1d8 Light) Armor: Cloak of Skrom Off hand: -Sun Staff- Other:
Party Level: 1 Experience: 40/1000
@Chronos: Upon lifting Mjolnir, the hammer feels as light as a feather and you feel a surge of strength through your veins. Whether or not people consider you a good and lawful person, Mjolnir does.
@Shadow: You tell Mishka about the similarity between your amulet and the temple's decoration.
Mishka: Then it must be true. You must be Champion of Light promised to tribe by Sun God. Mishka think she will be good friend with Shadow.
@Demyx: You notice much more than Guild likely did. You see glowing bracelets on the guards' arms and a small red glow on the shotguns. The sword has a dark octarine glow to it, and you feel evil energy emanating from it. The books seem to be written in a script akin to Trollix, with Cheezburgian numbers. You also spot a guitar behind the bookshelf.
@Guild: Mishka looks horrified at the question.
Mishka: Big Kobold was Warchief...was sword still there!?
Name: Trollra HP: 8/8 MP: 39 Affinity: Ice Race: Trollix Race Perk: Dragon Breath: Can channel affinity into a LCK based attack. Class: Cleric Class Perk: Smack Healing: Can hit an ally and convert damage to healing. Nature: True Neutral ------------------------------------------------------------ Stats Strength: 16 Perception: 14 Endurance: 8 Charisma: 21 Intelligence: 24 Agility: 8 Luck: 15 ------------------------------------------------------------------ Inventory: Weapon: Pistol(1d6)(20 B00lets) Armor: Clerical Coat Off hand: none Other: Small Caliber Submachinegun(3d6)(50 FMJ B00lets) 100 Credits Mysterious list-locked-
Name: Mort HP: 9/9 MP: 11 Affinity: Wind Race: Cheezburgian Race Perk: Master Barter: Gets 50% better prices at any shop. SYNTICAL SPECIFIC: All merchants double as fences. Class: Syntical Class Perk: Shirt Stealer: Can steal equipped equipment from people! Nature: True Neutral ------------------------------------------------------------ Stats Strength: 17 Perception: 18 Endurance: 11 Charisma: 14 Intelligence: 13 Agility: 28 Luck: 11 ------------------------------------------------------------------ Inventory: Weapon: Scoped Compound Shortbow(1d6+3)(68 Steelhead Arrows) Armor: Leather Coat (10 AC, +1 Acrobatics) Off hand: -Scoped Compound Shortbow- Other: 100 Credits Lockpicks Mysterious Locket of...Freaking Jin? WTF!?
Name: Guild Slew HP: 19/19 MP: 17 Affinity: Fire Race: Behemel Race Perk: Priest: Can use Cleric skills at half effect. Class: Pirate Class Perk: Bountiful Booty: Pirates always find at least 25 credits when searching, always. Nature: True Neutral ------------------------------------------------------------ Stats Strength: 16 Perception: 15 Endurance: 20 Charisma: 8 Intelligence: 14 Agility: 23 Luck: 12 ------------------------------------------------------------------ Inventory: Weapon: Shotgun(4d2)(19 Mag.Shotshells) Armor: Leather Coat (10 AC, +1 Acrobatics) Off hand: -Shotgun- Other: 225 Credits Papa Slew's Cross Necklace Bolt-Action Rifle(1d8)(20 Rounds) 10 Cold Crystal Chunks Small Caliber SMG(2d3)
Name: Jin HP: 6/6 MP: 15 Affinity: Arcana Race: Halfling Race Perk: Sneaky *******: Gains a +5 to all sneak related rolls. Class: Syntical Class Perk: Sneak Attack Critical: All sneak attacks are criticals. Nature: Neutral Evil ------------------------------------------------------------ Stats Strength: 12 Perception: 24 Endurance: 8 Charisma: 16 Intelligence: 20 Agility: 26 Luck: 16 ------------------------------------------------------------------ Inventory: Weapon: Shortbow(1d6)(20 Ironhead Arrows) Armor: Leather Coat (10 AC, +1 Acrobatics) Off hand: -Shortbow- Other: 0 Credits Lockpicks
Name: Shadow White HP: 33/34 MP: 12/22 Affinity: Light Race: Cheezburgian Race Perk: Hook Claws: +3 to damage and grapple Class: Avatar Class Perk: Divine Protection: Gains +8 to AC Nature: Lawful Good ------------------------------------------------------------ Stats Strength: 20 Perception: 15 Endurance: 24 Charisma: 17 Intelligence: 17 Agility: 13 Luck: 18 ------------------------------------------------------------------ Inventory: Weapon: Iron Longsword (1d8) Armor: Double Leather (14 AC, -2 Acrobatics) Off hand: None Other: Sun Amulet
Name: Mishka HP: 10/10 MP: 80 Affinity: Light Race: Kobold Race Perk: Kobold Logic: Mishka rerolls as much as she want! Class: Cleric Class Perk: Medic Instinct: Drops everything to heal an ally. Nature: Chaotic Good ------------------------------------------------------------ Stats Strength: 10 Perception: 16 Endurance: 10 Charisma: 10 Intelligence: 40 Agility: 20 Luck: 21 ------------------------------------------------------------------ Inventory: Weapon: Sun Staff(1d8 Light) Armor: Cloak of Skrom Off hand: -Sun Staff- Other:
Party Level: 1 Experience: 40/1000
@Shadow: Mishka seems to be thinking.
Mishka: Mishka think...Mishka think village would panic and simply run from danger. Mishka's people could be scattered all across plane...
@Guild: Mishka seems to be thinking again.
Mishka: Mishka not know warchief well. Mishka only know warchief held cursed sword that must not taste blood.
@Demyx: The book seems to be an account of all things that have happened to the village. There are also maps of the plane at various points in the book. A credit card slips out from between a couple of pages in the book as you flip through.
When you pick up the guitar, you can feel an electrical pulse through it.
@Bluydee: Around the camp, you find a fairly stomped path leading north and some suspicious bushes to the east.