Adventure or Nothing
A Wulfgard Role Playing Game
One would be hard pressed to find a more refined and admirable-looking old knight than the Grand Master of the Knights Templar, Lord Alderic Durandus, as he stepped out at the top of the mountain of stairs leading into the grand Pantheon of Templaria. He struck a kingly figure in his glittering deepgold armor, the four-pointed star on his breastplate seeming to glow from within as it reflected the harsh midday sun. His old sea-blue eyes, nearly as grey as his silver hair, scanned the shining walls of his beloved city, surrounded on nearly all sides by the sparkling ocean.
He turned back to the assembled warriors there in the courtyard, his expression stern. "I assume you have all visited the monument by the docks as my posting commanded? Good. Then you know what we are dealing with. Ten years ago, the Inquisition discovered a hive of villainous mages dwelling in our fair city, the jewel of the Empire, tarnishing it with their loathsome presence. Their leader, Khaldun the Black, was driven out of hiding and engaged in our very streets, cutting a path of destruction from the Temple of Hades all the way to the docks, destroying buildings and killing priests and other citizens as he and his lackeys fought off the Inquisitors who pursued him. To our great shame, the murderer escaped by boat over the sea. None dared to take the fight to the water, where his fire magic might be an even more potent enemy. He has not been heard from since."
Lord Durandus paused dramatically, setting his jaw. "Until today. A village along the coast was found burned to the ground, with one inhabitant left alive to tell the tale. Mad with grief and the memory of what he had seen, all he could do was roam babbling about the wreckage, weeping over the piles of ash and corpses that had once been homes and loved ones. All he could say was a single word: 'Khaldun.'
"The priests who came to bury the dead felt a great emptiness in the air, as the souls of everyone living in that town had been drained away by Khaldun's necromancers. Where the attack came from, and to where Khaldun escaped, we are not sure.
"It is your job to find out. I am offering a sum of twenty gold solidi for any information leading to the whereabouts Khaldun. There are rumors that he may be hiding within these walls, while others say he is operating entirely at sea, or perhaps has built a tower as far away as the untamed Southwest, among the beastfolk and Amazons that dwell there. For his head, I am offering a reward of three hundred gold solidi, plus a treasure from our vaults. This monster will not escape again. Among you stand Inquisitors, Knights Templar, Venatori, and professional mercenaries and fortune hunters from all over the Empire and beyond. Working together or separately, I am confident you can bring this demon to justice. But first, we will have to find him..."
This is a pretty straight-forward role-play, but one we are hoping to keep very organized. You will create a character and work toward the goal of killing Khaldun the Black, the necromancer who has been plaguing Templaria. What happens along the way... is up to you.
I'll be posting the DM posts. Wolfy will be participating and helping me DM. I might draw illustrations. We'll see.
Okay, boys, we're playing this one by the book. We'll be keeping tabs on your stats and your exact equipment and inventory throughout. Because of this, we can't accept every sign up, at least not in the first round. Our criteria for choosing who gets in will be based on a complex mathematical formula that factors in your adherence to the rules, your apparent knowledge of the world of Wulfgard, your spelling and grammar, how well your character fits into the party we're building, and our own personal prejudices against you.
I encourage you to pick a name that fits your race, but really you can use pretty much anything you please here.
Human - Humans are, as usual, the standard race. However, we have a lot of sub-races to choose from that could change your experience. Open the spoiler tag to see.
Elf - Though they originated in the North, elves have spread throughout most of the West. They are considered strange and exotic by most humans, and are treated with suspicion if their identity is discovered. You can read more about them and their sub-races on the Wulfgard site. All elves gain +1 Agility and suffer -1 Endurance. Their other advantages vary by sub-race:
Dwarves - Though they originated in the North, dwarves have spread throughout most of the West. They are considered strange by most humans and are treated with suspicion, though to a lesser degree than elves. You can read more about them and their sub-races on the Wulfgard site. All dwarves gain +1 Endurance. Their other advantages/disadvantages vary by sub-race:
Half-Blood - You are a mixture of 2 of the 3 major races above. You may define the exact races/sub-races of your parents, but your advantages/disadvantages depend on your choice from the list below. You get no other bonuses or penalties except those defined in this list.
This determines your elemental affinity on the Wheel of Magic found on this page. All affinities gain a bonus to spells from their side of the Circle and suffer a penalty when casting spells from the opposite side of the Circle.
All characters (including non-mages) get a very small resistance to their favored element and get very small bonuses and penalties based on their preferred environment. Players with water affinity prefer wet environments to dry ones, for example, and players with shadow affinity prefer dark places. You should remember this when role-playing and pick an affinity that suits your character's personality (whether he likes being hot, dry, cold, wet, etc.).
Light - Bonus to light spells, penalty to shadow spells, weak when in total darkness. A great affinity for priests, but extremely rare.
Fire - Bonus to fire spells, penalty to water spells, weak when surrounded by water.
Magma - Smaller bonus to both fire and earth spells, smaller penalty to air and water spells, weak when cold.
Earth - Bonus to earth spells, penalty to air spells, weak when far from solid land.
Clay - Smaller bonus to both earth and water spells, smaller penalty to air and fire spells, weak when dry.
Water - Bonus to water spells, penalty to fire spells, weak when dry.
Frost - Smaller bonus to both air and water spells, smaller penalty to earth and fire spells, weak when hot.
Air - Bonus to air spells, penalty to earth spells, weak when closed off from the open air (underground, underwater, etc.).
Lightning - Smaller bonus to air and fire spells, smaller penalty to earth and water spells, weak when closed off from the open air (underground, underwater, etc.).
Shadow - Bonus to shadow spells, penalty to light spells, weak in brightly-lit environments. A great affinity for necromancers and shadow magi, but extremely rare.
Please choose one Gift from the list below.
Plucky Hero - You may not have any special gifts beyond those natural to your race, but you won't let that stop you! You get a +1 Luck bonus to all rolls. Don't underestimate that kind of advantage!
Noble Birth - You are a nobleman. Most of your kinsmen (and perhaps others) will have a much greater respect for you; they may even follow your orders because of your status! You start with 30 solidi (Imperial gold coins), rather than the normal 10, but start with 2 fewer total health points than others of your class/stats because of your pampered childhood.
Black Cat - You are accident-prone, but the accidents that happen when you're around tend to harm others more than yourself. All those nearby (friend and foe alike) suffer a -1 Bad Luck penalty on all rolls. You, however, do not.
Natural Leader - You gain a bonus to diplomacy, and those who join you as allies gain a bonus to defense and perception while in your presence. You suffer a morale penalty when working alone.
Loner - You gain a bonus to trickery, and a bonus to perception and concentration when working alone. You suffer a morale penalty when working with more than 1 ally.
Demon Blood - There is fire in your blood; one of your parents was a demon or had some demonic heritage. You have some special advantages, but many will kill you on sight if they glimpse your true form, especially Knights Templar, Inquisitors, and Venatori (these factions are all closed to you). Your true form could be revealed by something as simple as an unexpected pain, or by giving in to your demonic urges. Holy symbols may burn you, and you may not use divine magic. Please choose a demon-kin type from the list below (see this page for more details on powers, appearances, etc.):
Divine Blood - The blood of the gods or some other immortal being flows through your veins. You gain a significant bonus to nearly all stats (sometimes as much as +4), depending on your chosen parentage. However, things come so easily for you that you have never bothered to build up your skills, so you get a penalty on all skills not directly related to your parentage (like smithing for Vulcan). Just pick a god or goddess, and I'll assign your stat bonuses for you. If you choose the class of Priest, you must be a Priest of your parental god/goddess. You may not use demonic magic.
Were-Beast (human only) - You are cursed to become a terrible man-beast against your will (you can choose to give into the transformation or roll a difficult willpower save). The stimuli that trigger this painful transformation are dictated by the type of were-beast that you choose, as are your advantages in and out of your beast-man shape. As a beastman, silver burns you on contact, and most people will probably try to kill you once they learn your true nature.
Vampire (human only) - You are one of the immortal undead. Sunlight, holy magic, and silver will burn you, and most people will try to kill you if they learn your true nature. You gain +1 Perception in the dark (and that's where you will usually be). At will, you can transform into a tiny vampire bat or a monstrous man-bat (+3 to all physical stats). Unless in a Feral state, you retain control of your character when transformed. You have a special Blood Level meter. Keep it near the middle range (5), and you will appear like almost any other living person. Drink too much blood, and you move toward the Feral state (10), gradually getting more bat-like features and losing control of yourself. Drink too little blood and you move toward the Catatonic state (1), suffering stat penalties and eventually falling into a deep sleep/coma if your blood level reaches 0. Finally, you have limited psychic abilities and may attempt to dominate the mind of a single humanoid target.
Chaos Touched - One of your ancestors was one of the chaos races (goblin, orc, ogre... you're not sure). Though it is diluted in your bloodline enough that you don't have giant jutting tusks, its physical effects can still be felt. You gain +1 to Strength and Endurance, -1 to Intelligence and Charisma.
FACTION & INVENTORY
Which group you belong to also has an affect on your starting equipment options.
None - You are a bold, independent fortune hunter! You belong to no faction at all. You may start with TWO (2) minor enchanted magical items. Yes, only two. Try not to make them too powerful.
Inquisitor (humans only) - You work for the Inquisition. You have access to the special class Channeler, but you cannot be a Mage of any kind. Inquisitors start out with void iron armor and a void iron weapon of their favorite type, unless they choose to the Channeler class, since void iron blocks a Channeler's powers. You are especially good at fighting magi.
Venator - You are a member of the Imperial order of the Ventori. You start out with a suit of deepsilver chain mail and a silver weapon of your favorite type, plus ONE (1) magical trinket of your definition. You are especially good at fighting monsters and beastfolk.
Templar (Imperial humans only) - You are a knight of the Templar Order. All Mage classes are restricted to you. You may start with a suit of deepsilver chain mail or deepgold plate mail depending on your preference for heavy or light armor. You also get a very high-quality deepsilver weapon of your favorite type. You are especially good at fighting demons and undead.
Legionary (Imperial humans only) - You are a soldier of the Imperial Legion, either a Hoplite, Legionary, Centurion, or possibly a cavalryman. You start out with your standard uniform of armor as seen on this page, plus your standard weapon. You do not start with any magical items, but you are very well-trained in combat, and other Imperial soldiers will have more respect for you and may even follow your orders.
Silent Messenger - You are an assassin working for the highly secretive guild called the Silent Messengers. There is no contract for Khaldun's death, but the bounty has caught your eye regardless. You start with an ebony dagger (the symbol of your order, left behind at assassinations - not a terribly special weapon otherwise) and ONE (1) enchanted magical item.
Hidden One - (dark mages only) You are one of the Hidden, a member of an underground network of dark magi. You begin with a pouch of soulstones and ONE (1) enchanted magical item. Yes, just one. Remember that the necromancer you will be hunting in this RPG was once a leader of this group. Make of that what you will.
Council Mage - (mages only, no dark magic allowed) You are a member of the secret council of magi sworn to protect magic users, to train them and hide them from the Inquisition. You begin with a spell book and ONE (1) enchanted magical item.
Blackbloods - You are a member of the monster-hunting cult known as the Blackbloods. You are skilled at hunting and tracking, and may eat your kills for temporary stat bonuses. You are resistant to poisons and diseases, but your blood is black and you sometimes suffer horrifying hallucinations.
The Iron Gauntlet (dwarves only) - You are a member of the infamous dwarven trade guild that controls the trade of all dwarven goods on the surface world. Members of the Iron Gauntlet can choose between Deepgold, Deepsilver, OR Void Iron for their armor and weapons (but no magic items). They also start with extra gold and a bonus to diplomacy.
The Longstriders (surface elves only) - You are a member of the elite elven group known to humans as the Longstriders. All elves EXCEPT DARK ELVES can join this group. All elves have tremendous respect for the Longstriders, who devote their lives to defending elves and their ancient ways, and keeping an eye on the balance of the world. Like no-faction fortune hunters, they can start with 2 magic items.
Paladin - You can't be one of these.
OTHER - Please ask in a reply about other 'faction' options. I'm willing to add more.
The rest of your inventory is up to you, but your weapons may not be enchanted or made of rare materials (deepsilver, void iron, or deepgold) unless the faction/profession you chose allows for it. You may only carry a sensible amount of weapons, of course. Two greatswords, for example, would just be silly. Define your equipment and inventory very precisely, however; we'll be keeping up with what you have, and how much of it you have.
Also, all characters start with 10 solidi (Imperial gold coins) unless they have a Gift that deems otherwise.
Your class determines some of your skills and what spells and abilities will be available to you. You can choose up to 2 classes, but your class skills will be higher and more spells/abilities will be available to you if choose to go with only 1 class. If you choose to take 2 classes, they must be from different types. For example, if you want to play a Ranger type character, you could combine Warrior and Bandit. But no, you can't be a wizard/sorcerer, you doofus.
Warrior Types - Masters of weapons, warriors start with 20 HP (plus Endurance x2). Please choose a warrior type from the list below:
Priest Types - You have followed a divine or spiritual calling in life, and it has granted you great power. You start with 15 HP (plus Endurance x2). Please choose a priest type from the list below:
Rogue Types - These characters prefer sneaking, stealing, and fighting dirty. They start with 15 HP (plus Endurance x2). Please choose a rogue type from the list below:
Mage Types - Masters of the arcane, magi start with 10 HP (plus Endurance x2). If you are a human, choosing a mage class means you have the Gift of Magic, and the Inquisition will try to catch you should they discover this. Choosing any other class as a human means you do not have the Gift. Note that armor limits the flow of magic, so most mages wear little or none. Please choose a mage type from the list below:
Just like in Fallout, choose 3 Tag Skills. These will be your main 3 skills, and you will advance most quickly in those. All other skills are determined by a combination of class, stats, race, bla bla bla. We've got it all worked out, honestly. Well, mostly. Sort of.
Trickery - Lying, sleight of hand, disguise, creating distractions... that stuff is right up your alley.
Diplomacy - You know all about politics, cultures, history, trade, and how to sweet-talk your way out of a situation.
Smithing - Your knowledge of minerals and metals is extensive, as is your ability to craft and repair arms and armor.
Tailoring - You know all about different types of cloth and leather, and using them to create and repair outfits.
Herbalism - You are an expert in the use of herbs and brewing of potions. You're also a pretty good cook.
Engineering - Architecture, machinery, locks, traps, ships, siege engines... these things are your forte.
Arcane Lore - You know a lot about magic, enchanted items, and ancient legends. Good for mages and bards.
Combat - This increases not only your skill with weapons, but also your knowledge of strategy, tactics, logistics, and military discipline.
Survival - You know how to live off the land, bandage wounds, navigate, and do what it takes to survive.
Acrobatics - You're good at running, jumping, climbing, swimming, sneaking, and even dancing. You know how to move.
Choose any 2 weapon skills from the list below. The amount of weapon skill you have also depends on your class, of course.
Hand-to-Hand - You are skilled in unarmed combat and may even prefer to fight without a weapon.
Straight Blades - You prefer double-edged straight blades like daggers and claymores.
Curved Blades - You favor curved blades like scimitars and falchions.
Polearms - Spears, javelins, halberds, pikes, quarterstaves...
Blunts - You like bustin' heads with hammers, maces, flails, clubs, etc.
Axes - From hatchets to battleaxes to a massive bardiche, you are master of the axe.
Bows - All types of bows, from recurve bows to longbows, excluding crossbows.
Crossbows - All types of crossbows, from arbalests to repeating crossbows.
Throwing - Be it a knife, axe, or javelin, you are good at throwing weapons accurately.
Shields - You are a master of the sword-and-board, fighting best with a shield on your arm.
Dual-Wielding - Because you're crazy or crazy awesome, you fight best with a melee weapon in each hand.
Two-Handers - You are heavy weapons guy. You fight best with a big weapon that requires both hands.
Spellcasters define their familiar spirit here, which is an animal they can summon and communicate with. Non-spellcasters can have a trained pet like a dog, hawk, rat... whatever. Or you could simply describe your trusty steed here, if you want a mount rather than a pet. YOU CAN ONLY HAVE ONE. If you choose not to have any pet at all, just leave this section blank, and you may have one additional magic item instead.
You have 42 points* to allot to your stats. The max level for a stat is 10, the minimum is 2. Add and subtract racial/gift modifiers AFTER you have assigned your stats. They can boost your maximum to 14 and lower your minimum to 1 (but no lower than that).
Strength determines how much your character can carry, his ability to move or break heavy objects, and adds to the damage of his physical attacks.
Agility determines chance to hit with all weapons, movement speed, and Reflex saves.
Endurance determines total Health Points, most physical resistances, and Fortitude saves.
Perception adds to the range and damage of ranged weapons, and determines a player's physical senses (sight, smell, hearing, and ability to detect illusions and lies).
Charisma determines a player's ability to influence other characters. It is not so much a measure of beauty, but rather the power of one's personality.
Intelligence adds to all skills and knowledge. Very useful for highly-skilled classes, like thieves and wizards.
Spirit determines Will save, total mana available, and the power of all spells. Important to all spellcasters.
*I kinda just pulled this number out of thin air, so if it seems too high or too low, please tell me. Wolfy and Fenris have been testing it out, but I'm still not sure...
Also please note: Your "physical stats" are Strength, Agility, Endurance, and Perception. Any reference to "physical stats" means those 4.
This is where you write about your character's background, personality, story, current profession, motivations... whatever you like, really. I will try to factor these into the final character sheets.
Just copy-paste this into your post and fill it out! Simple, right? Yeah, not that simple...
[b]Name:[/b] [b]Gender:[/b] [b]Race:[/b] [b]Affinity:[/b] [b]Gifts:[/b] [b]Faction:[/b] [b]Class:[/b] [b]Skills:[/b] [b]Favored Weapons:[/b] [b]Equipment and Inventory:[/b] [b]Pet:[/b] [b]Attributes[/b] [I]Strength:[/I] [I]Agility:[/I] [I]Endurance:[/I] [I]Perception:[/I] [I]Charisma:[/I] [I]Intelligence:[/I] [I]Spirit:[/I] [b]Appearance:[/b] [b]Biography:[/b]
If your character is accepted, we will generate a character sheet for them with things like HP, mana, inventory, etc. These will be maintained throughout the game so you always know where you stand, plus where everyone else stands.
EVERYTHING IN THIS POST IS SUBJECT TO CHANGE. I haven't gone over it with a fine-toothed comb, so point out anything weird you see. Sorry for making it so long; I get into this kind of thing.