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Nailo41
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    Milor's Labyrinth

    Ippy
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    Post by Ippy Wed Nov 19, 2014 4:19 pm

    *reserved*



    Last edited by Ippy on Fri Jan 16, 2015 2:58 pm; edited 8 times in total
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    Post by Ippy Wed Nov 19, 2014 4:26 pm

    The dreaded necroplague has come to the kingdom of Ataraxia on a wailing wind.  The dead are rising from the graveyards, ghosts are ranging out from their haunts, and vampires grow bolder each night.  It's only a matter of time before the armies and behemoths of ancient battlefields resurface... AS ZOMBIES.  The apocalypse is bearing down, and all the combined knowledge of Ataraxia's wizard's towers can't stop it.

    King Doran has become desperate, so desperate as to reach at straws.  There is, nay, was, a legend.  A legend of the mad mage Milor who unlocked the secrets of the universe and existence.  A  man that__$@!!!24034683... . ... . .. ......

    WHY HELLO READER!  I AM THE MAGNIFICANT YEBEARD SULTAN FANTASMIC OMNIBOSS ARCHWIZARD-WITCH NECROMANCER RULING ENCHANTER RULER MILOR THE MAGNIFICANT, FIRST AND LAST FORERUNNER OF HIS AND HER FIRST NAME.  AND LAST NAME.

    You may call me as such.  But never include my last name.  I hear, see, smell, and the whole seventeen, the offer of your fictional King Do-Ran.  He offers anything and everything in his power for you to come to my labyrinth, and wish the necroplague away.  WEAK.  Do-Ran does not understand wishes.  I offer you IMAGINATION.  Come.  Forget the trivialities of religiosity and zoo-keeping.  WISH.  Come and find me, conquer my labyrinth!  I shall give your character IMAGINIATION.

    ...... .. . ... . ...38643042!!!@$__an has offered even his own life.  In his desperation, he would declare a state religion, forfeit the kingdom treasury, anything to repay the wish of removing the necroplague and the foul undead.  The legend is no longer; Milor's mythical labyrinth has been found through the efforts of treasure-seekers everywhere.  The King has setup a fairgrounds at its entrance, offering discounts and subsidies on all manner of goods and equipment that could be useful for dungeon-plunging.

    For this campaign, you will play the role of a character interested in betting their life against Milor's labyrinth, a place where none (allegedly) have returned from.  You will party together with the other player characters, and aim for the ultimate goal: a wish granted by Milor.

    I will now slowly be posting rules so that anyone may correct/question any nonsensical statements I've written.  That being said, keep in mind I'm presenting an incomplete set, and some inquiries will simply be answered later.

    Modus Operandi:
    Character Stats:
    Equipment & Inventory:
    Spells and Maneuvers:
    Food and Rest:
    Character Leveling:
    Playable Races:

    Fairgrounds Shoppe


    Weapons:

    Armors:

    Trinkets:

    Spell Scrolls:

    Tools:

    Consumables:


    Last edited by Ippy on Wed Mar 04, 2015 5:10 pm; edited 18 times in total
    Nailo41
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    Post by Nailo41 Tue Nov 25, 2014 12:03 pm

    How he comes up with all these random story lines I'll never understand, but bravo ippy. Bravo
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    Post by FrenchPopo Tue Nov 25, 2014 2:27 pm

    MILOR OFFERS
    IMAGINATION:

    ____________________________________________________________________

    Name: Malica Zaina
    Race: Human
    Gender: Female
    Age: 18

    Health: 30  (Injured 15 |Wounded 3 )
    Mana: 40
    Stamina:100

    PERKS:

    STATISTICS:

    SKILLS:

    DEFENSES AND COMBAT STUFF:

    Spells and Gear:

    EXPERIENCE!:

    Physical Appearance and Nature:


    Last edited by FrenchPopo on Tue Dec 09, 2014 1:40 pm; edited 7 times in total
    Ippy
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    Post by Ippy Wed Nov 26, 2014 1:28 am

    Yes, yes, French gets it. As for the story though, it's just a zombie apocalypse with a magical solution for the heroes to fetch, pretty basic stuff. OR IS IT?

    Anyway, more rules have been posted (maneuvers/inventory).
    Nailo41
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    Post by Nailo41 Wed Nov 26, 2014 12:05 pm

    Do we make up our own maneuvers, spells and whatnot or are you going to provide us with a list
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    Post by Ippy Wed Nov 26, 2014 7:15 pm

    They will be provided. Spells will be found as items (most commonly as scrolls) while maneuvers can be selected upon gaining proficiency with a weapon (I will roll randomly on a table to see what maneuvers, if any, are presented for selection). Scrolls can be used either to cast the spell or slot the spell, either of which expends the scroll.
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    Post by Nailo41 Fri Nov 28, 2014 5:41 pm

    So in order to keep casting spells we will either have to find an item that allows us to continually cast said spell or come by lots of scrolls?
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    Post by Ippy Sat Nov 29, 2014 6:56 am

    No, once you have slotted a spell it can be cast as much as MP allows.
    Elit3Fla5h
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    Post by Elit3Fla5h Mon Dec 01, 2014 10:03 am

    Race: Male Elf
    Name: Sarnor
    Age: 20
    HP: 25/25
    Stamina: 100
    Mana: 20/20

    Perks
    Spoiler:

    Stats
    Spoiler:

    Job: 7
    Spoiler:
    Defenses
    Spoiler:
     

    SP: 150


    Last edited by Elit3Fla5h on Wed Dec 03, 2014 7:29 pm; edited 1 time in total
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    Post by Ippy Mon Dec 01, 2014 4:55 pm

    Character, food, and rest rules have been added.
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    Post by Nailo41 Mon Dec 01, 2014 10:11 pm

    so give me my perk please, then i shall make character
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    Post by Ippy Wed Dec 03, 2014 12:27 am

    Nailo, the perks you have available for your first character are:

    Handspring I> 40% reduced falling damage, 40% chance to resist knock down and disarm.
    Rapid Item Use I> Speed multiplier +20 during rounds which you use/equip an item.
    Tactics I> Can ready a total of 2 actions, assigning which takes priority over the others.

    You may pick one as your level 5 perk.
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    Post by Elit3Fla5h Wed Dec 03, 2014 8:55 am

    Please elaborate on opportunity Actions.

    And do we have multiple Job stats, one for each job? Or is it just one stat.

    Most of our stats on a d100 scale seem like miniscule bonuses unless we sink a large amount of LP in it, even then at character creation the highest you can get a stat is 17? And we have a lot of stats. How do you recommend assigning stat points?


    Last edited by Elit3Fla5h on Wed Dec 03, 2014 12:31 pm; edited 1 time in total
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    Post by Ippy Wed Dec 03, 2014 11:18 am

    Think of opportunity actions as secondary actions.  Normally a character is only permitted one action a round, but if they meet some criteria they may expend an opportunity action to perform multiple actions in one round.  Opportunity actions refill each round.  A character with two opportunity actions and a high block chance might block two attacks per round, for instance.

    There is a singular job stat and multiple jobs.  A character's score in a job is called 'capacity.'  Any time a player character gains an increase to their job stat, they may improve a capacity by one.  A PC could divide their job points between magic, perception, and diplomacy, for example, or just have a really high stealth check.


    There's a whole bunch I could say about the stats, but I'll try to be general and brief:
    > A stat equal to your level is considered average.  
    > At low levels, the system favors round-robin.
    > Have some fockin' HP.
    > Don't fret too much, you gain enough LP each level up to emergency-rectify any low stat.  Level 5 to level 6 is nearly a 30% increase in total LP.

    EDIT:: races have been added.  Skill and dodge have been changed such that each point increases/decreases hit chance by 3% rather than 1%.
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    Post by Elit3Fla5h Wed Dec 03, 2014 1:40 pm

    I require perks as well.
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    Post by Ippy Wed Dec 03, 2014 2:15 pm

    Elite, you may choose from the following perks:

    Blocka I >Gain +15% block chance.
    Nobody Knows What This Perk Does >Tempting, no?
    Signature Spell I >Converts a spell slot to a 'signature spell slot.' Spells cast from this slot cost -15% MP.
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    Post by Elit3Fla5h Wed Dec 03, 2014 3:22 pm

    Race: Elf
    Name: Sarnor
    HP: 20/20
    Stamina:
    Mana: 5/5

    Perks
    Spoiler:

    Stats
    Spoiler:

    Job: 7
    Spoiler:
    Defenses
    Spoiler:
     

    SP: 150
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    Post by Ippy Wed Dec 03, 2014 4:18 pm

    Pretty good.  Note the following:

    Official character sheets will be maintained on a player's first post in the campaign thread (it will be both OOC/IC).  And that's all the first post will be, questions and comments will be placed here until gameplay begins.

    Stamina, spell slots, threat, and opportunity actions are not statistics that can be increased via LP.  All characters have a default value of 100, 2, 0, and 1 respectively.

    I kind of see a question in that character.  Mana is not a required stat, however certain items/maneuvers/sites may only be activated by expending mana.  Also, certain equipment may 'bind' x amount of mana, lowering a character's maximum mana.  If a character does not have sufficient mana or would enter negative mana, such equipment is automatically unequipped.

    Age and gender are not optional inclusions in the character sheet, they are mandatory. I should probably also make names mandatory, but as of now they're technically optional. Good catch.
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    Post by Elit3Fla5h Wed Dec 03, 2014 7:30 pm

    updated first post and fixed? it.
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    Post by Ippy Thu Dec 04, 2014 9:06 am

    Elite wrote:Most of our stats on a d100 scale seem like miniscule bonuses unless we sink a large amount of LP in it, even then at character creation the highest you can get a stat is 17? And we have a lot of stats. How do you recommend assigning stat points?

    I didn't notice this edit earlier.  You're right in that +3% hit chance seems less effective than +1 damage.  The truth is that if a character's attack and skill are 0, even if said character picked the most skill-hungry starter weapon, the damage-per-round (dpr) of that weapon will benefit more from the attack stat than the skill stat.  Note the following, however:

    > A 10 HP target against your 5 damage, 50% hit attack.  Unless you have the LP to increase attack to 10, it's still going to take two hits to down the target.  Any damage value between 6 and 9 is pointless in comparison to an increase in hit chance.

    > A 3% increase of hit chance on a 10% chance to hit weapon is a 30% dpr increase.  Hit chance / dodge chance are not scalar with the d100 system, they are scalar with the weapon involved.

    > 25 HP is the player character average.  1 damage is 4% of this HP, a similar number to 3%, if +1 attack and +1 skill improve kill-time of a target by 4% and 3% respectively (hint, they don't), a skill-primary attacker won't be losing out on much dpr in favor of proc chance/consistent damage.

    > I had a long paragraph here, but things were a little confusing.  Summary was, the difference between dealing more damage and having more hit chance target depends on the target's defenses.  At high levels, health bags are vulnerable to hit chance whereas shield walls need damage to take down.

    Discussing hit chance more or less covers skill/dodge.  Luck, the other "d100" skill, doesn't provide a set bonus (sometimes effects/events will use 2x your luck, 5x your luck, etc).  Unlike skill or dodge, there is no alternative (attack and defense respectively).  If a 50% chance of instant death is thrown at you, only luck will decrease that chance.

    On another subject, I'm close enough to completion that I would like a list of interested play-testers as to get this started.
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    Post by Nailo41 Thu Dec 04, 2014 11:42 am

    Hey elite I'll trade u my tactics perk for your shield block one. Otherwise my character might have difficulties blocking shit. O don't tell ippy though, shh haha XP
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    Post by Nailo41 Thu Dec 04, 2014 11:49 am

    I'll help play test for yah ippy. Just gotta make character first. 6 hours of doing nothing at work should allow this
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    Post by Nailo41 Thu Dec 04, 2014 11:51 am

    I'm also gonna need another selection of perks for I'm gonna b human
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    Post by Ippy Thu Dec 04, 2014 12:01 pm

    @Nailo:: Your human perk may be one of:

    Pleasantries I > Improves initial dispositions and shop access. Reputable impression.
    Item Frugality I > Chance to retain item charges (may not apply to all items): 20% for multi-use items and 10% for consumables. 5% less item break chance.
    Favored Enemy I > Choose a favored enemy each day. First attack against an enemy of this type per enemy deals +character level damage and has +10% hit chance.

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