Post by Deleted on Jan 7, 2015 6:42:33 GMT
With both Nepty and Darko dealing with a sizable workload in real life, I'm hoping to take some of the pressure off the two of them by opening up this old fashion, fairly small scale adventure game to tide people over.
It is the year of our city 634, this is humanity's twilight hours, the Gods have abandoned humanity, war has ragged across the land for hundreds of years, one by one the great human kingdoms have fallen to their enemies, on the western coast stands the last bastion of humanity, Sythin, the Silver City. Beset on all sides by enemies the people of Sythin continue to fight, millions of refuges take up arms to join them. In the far north the Horseborn have broken through the human defenses, 6 companies of Silver Guard, 600 elite men and women, lie dead or scattered. Horseborn warriors have poured out into the Northern Grasslands by the thousands, the Silver Guard and volunteer militia are scrambling to prevent the breadbasket of Sythin from being overrun.
This game is for 3-6 players. It's a narrative based fantasy game focusing on staying alive and desperately pushing back against an insurmountable foe, so fairly bog-standard. Characters will be faced with hard choices that will test their morality, their resourcefulness, and their strength of will.
Nationality:
Sythin
A fair-hared, pale-skinned people, the natives of Sythin are determined to survive despite the odds.
Preferred Weapons: Long-Swords, Great Swords, Longbows, Shields.
Preferred Armors: Chain-Mail, Plate.
Traits: Determined(Resistant to fear effects.), Desperate Fighter(Difficulty withdrawing from combat).
Unique Class:
Silver Guard Survivor
The professional soldiery of Sythin, Silver Guards combine elite training with the legendary determination of the natives of Sythin. These men and women survived the fall of Fort Kyra and are determined to get revenge.
Skills:
Heavy Strike(Melee, breaks block), Precision Thrust(Melee, bypasses armor), Piercing Shot(Bow, pierces armor), Guard Training(Passive, grants Disciplined trait(Resistant to taunt, scare, and confusion effects.))
Kyran Nomad
The Nomads of Kyra have suffered at the hands of the Horseborn, driven from their ancestral steppe homelands they have volunteered to fight on the Northern front by the hundreds.
Preferred Weapons: Short Bows, Scimitars, Daggers.
Preferred Armors: Cloth, Robes.
Traits: Racial Hatred(Horseborn, bonus damage against Horseborn.), Nomadic Upbringing(Vulnerable to fear and scare effects.).
Unique Class:
Outrider
Trackers and scouts before their tribes were driven from the steppes, their skills quickly found usage in the war against the Horseborn.
Skills:
Nomad Shot(Bow, can fire while moving.), Aimed Shot(Bow, bypasses armor, critically wounds.), Nomad Arrow(Special arrow available in limited quantity, Causes bleed and slow.), Tracking(Passive, can track animals and people.), Scouting(Passive, can spot traps and ambushes.).
Eastern Refugee
Hailing from a myriad of petty trading townships and principalities overrun by Orc hordes, Easterners have adapted to a life of bartering and trading. Silver tongues, hidden knives, and careful bribes are their specialty.
Preferred Weapons: Daggers, Throwing Knives.
Preferred Armors: Leather, Cloth.
Traits: Silver Tongue(Persuasive.), Middle Class Life(Takes additional physical damage.)
Unique Class:
Refugee
Lacking skill of arms merchants, traders, and caravaners have found themselves forced westward. Stealth and guile has kept them alive, now they turn their skills against the enemies who drove them from their homes.
Skills:
Sneak(Active, grants Stealth.), Hidden blade(Melee, stealth only, breaks stealth, critically wounds.), Quick Throw(Throwing Knife, throws knife and allows another attack to be made, inaccurate.), Bartering(Passive, can negotiate prices.).
Mountain Dwellers
Native to the Aldan mountain range, these hardy people have had difficulty adapting to the warmer climate of Sythin, nonetheless they fight.
Preferred Weapons: Axes, Daggers, Clubs.
Preferred Armors: Fur, Leather.
Traits: Hardy(Resistant to cold, reduced physical damage.), Mountain Home(Vulnerable to heat and flame.).
Unique Class
Mountaineer
Used to the harsh climate of their mountain homes, these warriors have had trouble adapting to the heat, but none in adapting to combat.
Skills:
Crippling Strike(Melee, causes bleed and slow.), Medical Necessity(Passive, can perform basic medical procedures), Climber(Passive, Can(With equipment)scale heights.), Skinner(Passive, can clean/butcher killed animals.).
Anthar
The city of Anthar was the last holdout in the south, a huge withdrawal mere months ago, brought thousands of citizen-soldiers to Sythin, many of whom volunteered to fight.
Preferred Weapons: Spears, Crossbows, Short Swords.
Preferred Armors: Scale, Half-Plate.
Traits: Citizen-Soldier(Has non-combat vocation, Blacksmith, Builder, Carpenter, etc. And Military training.), Mourning Anthar(The loss of their homes is still fresh in their memory, vulnerable to depression and demoralization.).
Unique Class:
Citizen-Soldier
Trained in both vocational and military roles, the people of Anthar are eager to put both skill sets to use.
Skills:
Piercing Thrust(Melee, pierces armor.), Thrusting Flurry(Melee, stabs target repeatedly.), Quick reload(Crossbow, faster reload.), Heavy Bolt(Special bolt available in limited quantities, causes bonus damage against heavy armor.), Military Drills(Passive, grants Weapon Mastery for one weapon.)
Classes:
Warrior
Skilled fighters and experienced brawlers have found no shortage of battles to hone their skills in.
Preferred Weapons: Any.
Preferred Armors: Chain-Mail, Half-Plate, Plate.
Skills: Flurry(Melee, strikes target repeatedly.), Wide Swings(Melee, hits multiple targets in front of warrior.), Heavy Blow(Melee, Stuns.), Taunt(Attracts specific target.).
Hunter
Huntsmen and Foresters have found themselves press ganged into service as Archers and food suppliers for the Silver Guard.
Preferred Weapons: Longbows, Short Bows, Daggers, Axes.
Preferred Armors: Cloth, Fur, Leather.
Skills: Precision Shot(Bow, Bypasses armor.), Barbed Arrow(Special arrow available in limited quantities, causes Bleed effect.), Tracking(Passive, can track animals and people.), Herbal Knowledge(Passive, can locate and identify useful plants.), Skinner(Passive, can clean/butcher killed animals.).
Cleric
Though the Gods may be silent Clerics are still found virtually everywhere there are soldiers, applying their vast knowledge of medicine to keep the wounded alive long enough to fight another day.
Preferred Weapons: Staffs, Clubs, Daggers.
Preferred Armors: Cloth, Robes.
Skills: Vital Strike(Melee, critically wounds.), Herbalist(Passive, can make elixirs and salves with proper herbs.), Medical Training(Passive, can perform basic medical procedures.), Surgeon(Passive, Can perform basic surgery.).
Thief
Burglars and pickpockets have found themselves serving out their sentences on the front lines, putting their talents to use stealing from the enemy rather than the people.
Preferred Weapons: Daggers, Throwing Knives.
Preferred Armors: Cloth, Leather.
Skills: Sneak(Active, grants Stealth.), Pickpocket(Active, stealth only, steals item from unaware target.), Hidden Blade(Melee, stealth only, breaks stealth, critically wounds.), Aimed Throw(Throwing Knife, critically wounds.).
It is the year of our city 634, this is humanity's twilight hours, the Gods have abandoned humanity, war has ragged across the land for hundreds of years, one by one the great human kingdoms have fallen to their enemies, on the western coast stands the last bastion of humanity, Sythin, the Silver City. Beset on all sides by enemies the people of Sythin continue to fight, millions of refuges take up arms to join them. In the far north the Horseborn have broken through the human defenses, 6 companies of Silver Guard, 600 elite men and women, lie dead or scattered. Horseborn warriors have poured out into the Northern Grasslands by the thousands, the Silver Guard and volunteer militia are scrambling to prevent the breadbasket of Sythin from being overrun.
This game is for 3-6 players. It's a narrative based fantasy game focusing on staying alive and desperately pushing back against an insurmountable foe, so fairly bog-standard. Characters will be faced with hard choices that will test their morality, their resourcefulness, and their strength of will.
Nationality:
Sythin
A fair-hared, pale-skinned people, the natives of Sythin are determined to survive despite the odds.
Preferred Weapons: Long-Swords, Great Swords, Longbows, Shields.
Preferred Armors: Chain-Mail, Plate.
Traits: Determined(Resistant to fear effects.), Desperate Fighter(Difficulty withdrawing from combat).
Unique Class:
Silver Guard Survivor
The professional soldiery of Sythin, Silver Guards combine elite training with the legendary determination of the natives of Sythin. These men and women survived the fall of Fort Kyra and are determined to get revenge.
Skills:
Heavy Strike(Melee, breaks block), Precision Thrust(Melee, bypasses armor), Piercing Shot(Bow, pierces armor), Guard Training(Passive, grants Disciplined trait(Resistant to taunt, scare, and confusion effects.))
Kyran Nomad
The Nomads of Kyra have suffered at the hands of the Horseborn, driven from their ancestral steppe homelands they have volunteered to fight on the Northern front by the hundreds.
Preferred Weapons: Short Bows, Scimitars, Daggers.
Preferred Armors: Cloth, Robes.
Traits: Racial Hatred(Horseborn, bonus damage against Horseborn.), Nomadic Upbringing(Vulnerable to fear and scare effects.).
Unique Class:
Outrider
Trackers and scouts before their tribes were driven from the steppes, their skills quickly found usage in the war against the Horseborn.
Skills:
Nomad Shot(Bow, can fire while moving.), Aimed Shot(Bow, bypasses armor, critically wounds.), Nomad Arrow(Special arrow available in limited quantity, Causes bleed and slow.), Tracking(Passive, can track animals and people.), Scouting(Passive, can spot traps and ambushes.).
Eastern Refugee
Hailing from a myriad of petty trading townships and principalities overrun by Orc hordes, Easterners have adapted to a life of bartering and trading. Silver tongues, hidden knives, and careful bribes are their specialty.
Preferred Weapons: Daggers, Throwing Knives.
Preferred Armors: Leather, Cloth.
Traits: Silver Tongue(Persuasive.), Middle Class Life(Takes additional physical damage.)
Unique Class:
Refugee
Lacking skill of arms merchants, traders, and caravaners have found themselves forced westward. Stealth and guile has kept them alive, now they turn their skills against the enemies who drove them from their homes.
Skills:
Sneak(Active, grants Stealth.), Hidden blade(Melee, stealth only, breaks stealth, critically wounds.), Quick Throw(Throwing Knife, throws knife and allows another attack to be made, inaccurate.), Bartering(Passive, can negotiate prices.).
Mountain Dwellers
Native to the Aldan mountain range, these hardy people have had difficulty adapting to the warmer climate of Sythin, nonetheless they fight.
Preferred Weapons: Axes, Daggers, Clubs.
Preferred Armors: Fur, Leather.
Traits: Hardy(Resistant to cold, reduced physical damage.), Mountain Home(Vulnerable to heat and flame.).
Unique Class
Mountaineer
Used to the harsh climate of their mountain homes, these warriors have had trouble adapting to the heat, but none in adapting to combat.
Skills:
Crippling Strike(Melee, causes bleed and slow.), Medical Necessity(Passive, can perform basic medical procedures), Climber(Passive, Can(With equipment)scale heights.), Skinner(Passive, can clean/butcher killed animals.).
Anthar
The city of Anthar was the last holdout in the south, a huge withdrawal mere months ago, brought thousands of citizen-soldiers to Sythin, many of whom volunteered to fight.
Preferred Weapons: Spears, Crossbows, Short Swords.
Preferred Armors: Scale, Half-Plate.
Traits: Citizen-Soldier(Has non-combat vocation, Blacksmith, Builder, Carpenter, etc. And Military training.), Mourning Anthar(The loss of their homes is still fresh in their memory, vulnerable to depression and demoralization.).
Unique Class:
Citizen-Soldier
Trained in both vocational and military roles, the people of Anthar are eager to put both skill sets to use.
Skills:
Piercing Thrust(Melee, pierces armor.), Thrusting Flurry(Melee, stabs target repeatedly.), Quick reload(Crossbow, faster reload.), Heavy Bolt(Special bolt available in limited quantities, causes bonus damage against heavy armor.), Military Drills(Passive, grants Weapon Mastery for one weapon.)
Classes:
Warrior
Skilled fighters and experienced brawlers have found no shortage of battles to hone their skills in.
Preferred Weapons: Any.
Preferred Armors: Chain-Mail, Half-Plate, Plate.
Skills: Flurry(Melee, strikes target repeatedly.), Wide Swings(Melee, hits multiple targets in front of warrior.), Heavy Blow(Melee, Stuns.), Taunt(Attracts specific target.).
Hunter
Huntsmen and Foresters have found themselves press ganged into service as Archers and food suppliers for the Silver Guard.
Preferred Weapons: Longbows, Short Bows, Daggers, Axes.
Preferred Armors: Cloth, Fur, Leather.
Skills: Precision Shot(Bow, Bypasses armor.), Barbed Arrow(Special arrow available in limited quantities, causes Bleed effect.), Tracking(Passive, can track animals and people.), Herbal Knowledge(Passive, can locate and identify useful plants.), Skinner(Passive, can clean/butcher killed animals.).
Cleric
Though the Gods may be silent Clerics are still found virtually everywhere there are soldiers, applying their vast knowledge of medicine to keep the wounded alive long enough to fight another day.
Preferred Weapons: Staffs, Clubs, Daggers.
Preferred Armors: Cloth, Robes.
Skills: Vital Strike(Melee, critically wounds.), Herbalist(Passive, can make elixirs and salves with proper herbs.), Medical Training(Passive, can perform basic medical procedures.), Surgeon(Passive, Can perform basic surgery.).
Thief
Burglars and pickpockets have found themselves serving out their sentences on the front lines, putting their talents to use stealing from the enemy rather than the people.
Preferred Weapons: Daggers, Throwing Knives.
Preferred Armors: Cloth, Leather.
Skills: Sneak(Active, grants Stealth.), Pickpocket(Active, stealth only, steals item from unaware target.), Hidden Blade(Melee, stealth only, breaks stealth, critically wounds.), Aimed Throw(Throwing Knife, critically wounds.).