-Keeps posting here in an attempt to rekindle some life-
Everyone helps control a singal character, a human who's been Marked. All you need to know is that you cannot fight, and you're being hunted by Monsters of the night. You'll have to build and recruite to suvive these terrors, save get conusmed and join their ranks of horrors. And you Will die. Alot (proablly). And remake your characters, so if you miss it you can hop in next time, but are free to join at any point. Also, at this point, this will be the 4th game I've run of this, so the system is starting to get abit more robust now, and my understand of how to do things better. As such, some things have "carried over" from those RPs, as I'm slowly crafting a world outta them.
Character Sheet
Name: Age: Race: Humam Apperance:
--Skills--
Construction - Woodcutting - Mining - Smithing - Engineering - Surgery - First Aid - Hunting - Gathering - Alchamy - Charisma -
Earth magics - Fire Magics - Water Magics - Air Magics - Light Magics - Dark Magics - Nercomancies - Summoning - Arcane Studies -
XP - Starting perks choosen:
You start with 28 points to sink in. You also start all skills at 1
You unlock perks apone death. I'm also going to be checking the site daily (or at least weekly), so don't be afriad to post :3
Skills and Magics
Spoiler! :
--Skills--
Construction - The higher the level, the more units of "time" is generated to work on buildings. Woodcutting - The higher the level, the faster you chop trees. Mining - The higher the level, the more stone/ore you generate from hitting rocks. You can also remove rock clusters faster. Smithing - The higher the level, the faster you can smith. Higher levels will also sometimes generate bouns items. Engineering - The higher the level, the faster you can build traps, and construct complex tools. Surgery - Long term health care. The higher the level, the better chance you'll speed up a person's recovery. Takes a turn, can be done to a person once a day. First Aid - Short term care. Required to bring a person to stable. The higher the level, the better the chance. Mulitple attemps (ever from different people) stack. Hunting - The Higher the skill, the more food per turn gathered. (Fishing and gathering aniamls) Has chance to turn up rare loot. Gathering - The higher the skill, the more food or herbs gathered per turn. Alchamy - The art of making potions, poisons and medican. The higher the skill, the more potant the effects. Charisma - Used to trade and convice travelers to join. The higher the level, the better the chance/deals.
--Magics--
Fire Magics - Dose what it says on the tin. Water Magics - Dose what it says on the tin. Air Magics - Dose what it says on the tin. Earth magics - Used to grow crops. The higher the skill, the more you can grow a turn. Light Magics - Healing magic. Can be used to heal a person (3 mana per stage). Dark Magics - Dose what it says on the tin. Nercomancies - Raise the dead. Higher the level, more undead you can control.The more mana you cast with, the better the result 5 mana max without summon circle. The type of body affects what's summoned. Takes a turn to cast. Summoning - Summon creatures to your aid. Higher the level, the more you can control. The more mana you cast with, the better the result. 5 mana max without summon circle. Takes a turn to cast. Arcane Studies - Used to determin taint levels from things, as well as study to unlock upgrades using magic. The higher the level, the more you can study a turn.
Will keep adding to this post, just alittle busy atm.
Alrighty, if we are alive again that is good by me!!
The sheet below is Preliminary, and I will continue to update it, based on updates right up until kickoff.
Character Sheet
Name: Darryl Age: 34 Race: Human Appearance: A gaunt looking man, Darryl's complexion can only be called pale. He is rather tall, standing about six feet. He has unkempt, greasy, black hair which he keeps hidden under his long black cloak. The cloak covers all his other equipment and has no markings on it. He has a silver broach of an outstretched hand, with an engraving of a square inside a circle in the centre of the palm, pinned to his cloak.
--Skills--
Construction - 1 Woodcutting - 1 Mining - 1 Smithing - 1 Engineering - 3 Surgery - 1 First Aid - 1 Hunting - 1 Gathering - 1 Alchemy - 5 Charisma - 5
Earth Magic - 1 Fire Magic - 1 Water Magic - 1 Air Magic - 1 Light Magic - 1 Dark Magic - 9 Necromancy - 7 Summoning - 1 Arcane Studies - 5
I will say this now, I try to keep this quite "Gamey" compaired to other survival forum games. This is because being slogged down in this will just get you killed, and so try to keep things moving. Things like lumber can only be gotten from chopping trees, buildings can be thrown up rather quickly, etc, etc.
So, the difference between Props and tiles is that props are things you interact with. Campfires, tables, beds, that sorta thing. Tiles allow people to walk on, and have walls and floors. You make buildings outta tiles, and fill it in with props. http://prntscr.com/64y4hu (An example)
If you have questions, just ask. I don't mind awsnering them, and will add more info as and when it becomes relivent/I get round to posting it. I will suggest you make a shelter for the first night.
Construction - 1 Woodcutting - 1 Mining - 1 Smithing - 1 Engineering - 1 Surgery - 1 First Aid - 2 Hunting - 3 Gathering - 3 Charisma - 2
One handed - 4 Two handed - 2 Shields - 3 Light armour - 4 Heavy armour - 1 Ranged - 2
Don't use Magics
Can train to a nightwatch in 10 turns. Requires light armor and a short bow. Can train to a warrior in 10 turns. Requires heavy armor and a dorm (enclosed room with bed) Can train to an archer in 10 turns. Requires short bow and a dorm (enclosed room with bed)
I'll add in new units bios as you discover them.
Last edited by Squizzel on 27 Feb 2015, 01:13, edited 1 time in total.