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Explorer's Guild

Posted: Sun Sep 14, 2008 2:44 am
by KirbyBoy2000
So... I decided to go with an Adventure/Labyrinth type of thing; though a bit mixed with a battleclub because why not? It probably won't matter too much anyway.

Plot - You are a new member to a guild seeking out the mysteries of the world by fighting monsters and exploring the unknown.

Sign Up

Name - ...
Age - ...
Appearance - Appearance of your character
Bio - Brief history of character (if you want one).

STATS
-- Out of 50 --
Body (HP) - How much damage you can withstrand; it it reaches 0 you die/lose consciousness.
Mind (MP) - How much strain your mind can take. Used in spells and can be reduced by magic cast on you. If it reaches 0 you'll live, but you'll be in a horrible condition, with most things you do probably failing.

-- Out of 20 --
Strength - Your physical strength.Determines damage when attacking physically and lets you carry more stuff/push heavier objects.
Intelligence - Your intelligence and mental strength. Determines damage when using magic and lets you learn things faster.
Willpower - Reduces damage recieved from both physical and magical attacks and keeps you from losing energy as easily.
Coordination - Your balance and accuracy. Allows you to hit targets more accurately and keeps you from being too harshly affected from difficult terrain.
Reflexes - Your ability to react quickly. Allows you to evade attacks, traps and other dangers more easily;

You may create 2 abilites. If magic they can do anything but drain on the mind stat; if physical they should be a bit more limited and could require certain items/equipment.

You start off with 200gp and a weapon of your choice (Any weapon will be fine). Most items will be on a per-mission basis, so you can buy and exchange them for use in the correct areas.

Posted: Sun Sep 14, 2008 3:21 am
by Blake
Name - Darren Ferrenos
Age - 18
Appearance - Darren is a young 5'10" slim man with a somewhat pale skin, brown eyes, and brown shoulder length hair; the front half of his hair is free to move about while back half of his hair is kept in a pony tail. He wears an orange t-shirt with light blue pants, and a light black nylon jacket with gray felt inside, containing pockets.
Bio - As a child, Darren loved to explore anywhere, from the fields of the farm he grew up on, to the many winding alleyways in the urban environment. He was often scolded by his father, repeatedly being told to "stay away from danger." That is perhaps the driving force that caused him to have a large interest in bows at the young age of 8.
By the age of 16, he had mastered using a bow and arrow effectively as well as developing amazing reflexes in not only his hands, but his feet. To this day, he heavily trains his agile body to move and react much quicker for he strongly: "if I can avoid danger, then I am not in harm's way."

STATS
-- Out of 50 --
Body (HP) - 20
Mind (MP) - 30

-- Out of 20 --
Strength - 4
Intelligence - 3
Willpower - 2
Coordination - 6
Reflexes - 5

You may create 2 abilities. If magic they can do anything but drain on the mind stat; if physical they should be a bit more limited and could require certain items/equipment.

Physical Ability: Bludgeon- With a melee weapon and his amazing agility, Darren repeatedly attacks an enemy in volley of strikes across several areas of the enemy's body. After the initial damage is dealt, the enemy's co-ordination is impaired, causing it to miss attacks due to a loss of blood.
Physical Ability: Precision Shot- If an enemy is far away, Darren could increase his chances of hitting his target. If the enemy is within range, Darren could deal additional damage using this well aimed shot. Is most useful when wielding a bow, but does provide a bonus if using a boomerang as well.

Starting Weapon: Bow and Arrow

Posted: Sun Sep 14, 2008 3:39 am
by KirbyBoy2000
4 strength would equal either 8 weight total or 12 weight or just strength x random #... I haven't decided on it; though frankly it doesn't matter anyway as currently there are no weights listed. (I might do it later, or just drop the whole thing) For now I'd say ignore that and just focus on actually being able to carry everything as far as belts, pouches, and such is concerned... Speaking of which I should really add a few things I missed. *Edits*

Okay, the items Sheathe and Quiver have been added as far as holding stuff is concerned.

Also, when you do go through with items you're buying just list their name; my giant wall of items takes up enough space as it is. x_x

Lastly, Any items you think I should just get rid of? I'm willing and able to remove a lot of stuff to cut it down, since its probably intimidating to deal with it right from the start and will probably keep a few/a lot of people from joining.

Edit: ...I really should have thought this whole thing out further.

Posted: Sun Sep 14, 2008 3:58 am
by Blake
Don't worry, I'm going to be consolidating that 'grocery' list soon. :lol:

As for the items, depending on how into the player is into the game, they may prefer to wield one weapon or another so I think the weapons list is fine. For example, I found whip and boomerang appealing items. While remaining consistent to my bio, I figured I should also purchase a bow.

What I don't like about tools is I'm never sure if I'm investing in something I can live without. This can most likely be solved if we shop for tools before entering a region such as a dark jungle in which it is implied we would probably benefit from a machete and lantern or something along that matter. Ah, I think you missed flint and steel by the way. :p

I pretty much skimmed armor until I found something appealing to me(hopefully that isn't the death of me later, heh). It's not difficult to compare armors so I don't see a problem with the selection there.

I'm never too crazy about item storage personally but that's just a personal vendetta of mine, heh. If I recall, Sage was quite into them but sometimes those things confused the heck out of me. However, it seems you did a good job of keeping storage rather simple.

Liquids are fine IMO, except for water I would say(I'm for making eating and drinking an implied action). However, I think the vial/jars should be provided if you purchase the liquid and then discarded when the liquid is spent for I think the jars only complicate things.

Overall, I didn't really mind the list much. As I said, I just went naturally with what my character would be interested in. Tomorrow I'll review my shopping list, heh, and make my final decisions on what I'm going to buy.


Edit: Oh I think instead of assigning weight factors to the items, you should just make them take up 'slots.' Potions and tools could take up one slot, one-handed weapons 2 slots, two-handed weapons 3 or 4 slots for example. I think dealing with varying weights per item is a little too tedious and that a 'slot' system is an easier system to work with for both gm and the player.

Posted: Sun Sep 14, 2008 4:24 am
by KirbyBoy2000
Blake wrote:
What I don't like about tools is I'm never sure if I'm investing in something I can live without. This can most likely be solved if we shop for tools before entering a region such as a dark jungle in which it is implied we would probably benefit from a machete and lantern or something along that matter. Ah, I think you missed flint and steel by the way. :p
Yeah... It would probably be for the best to have everything be available but let the player pick what they want to bring along with them for it instead of just having everything and having to base where they can go off of that. And flint and steel is basically replaced by the Fire Seed things, since its the same purpose only more uses, it probably should be in tools though.
I'm never too crazy about item storage personally but that's just a personal vendetta of mine, heh. If I recall, Sage was quite into them but sometimes those things confused the heck out of me. However, it seems you did a good job of keeping storage rather simple.
I actually used one of his RPGs as a basis for this... Ironically though, one with no storage whatsoever. I'll probably end up keeping some storage things though; since it doesn't fit to have someone be able to carry everything they want while trying to have a semi-realistic exploring and stuff.
Liquids are fine IMO, except for water I would say(I'm for making eating and drinking an implied action). However, I think the vial/jars should be provided if you purchase the liquid and then discarded when the liquid is spent for I think the jars only complicate things.
Fair enough I guess.
Overall, I didn't really mind the list much. As I said, I just went naturally with what my character would be interested in. Tomorrow I'll review my shopping list, heh, and make my final decisions on what I'm going to buy.
Yeah, I'm just afraid it will scare some people off.
Edit: Oh I think instead of assigning weight factors to the items, you should just make them take up 'slots.' Potions and tools could take up one slot, one-handed weapons 2, two-handed weapons 3 or 4 for example. I think dealing with varying weights per item is a little too tedious and that a 'slot' system is an easier system to work with for both gm and the player.
Yeah, that would work fine; and then I'll have more Strength = extra slots of inventory or something.

- - - - - -

As for your shopping list and such; hold off on it for a while. I'm going to be changing a few things about this to see if I can make this whole thing a bit more friendly and easier to deal with. One of those things would be to have it be that you only have a few/don't have any items and pick what you want to carry along with you depending on the mission/dungeon/whatever you take. I'm really not too sure what I should do exactly, but I know I should change something.

Anyway... this RPG is now current under construction. *Puts on hard hat to get to work... before realizing its far too late and going to bed*

Posted: Sun Sep 14, 2008 10:30 pm
by Blake
Alright, I should be good to go.

Posted: Wed Oct 01, 2008 2:25 am
by [sage]
If you're willing to run 2 rpgs...

Name - Kino
Age - 25
Appearance - A
Bio - I'll do it later.

STATS
-- Out of 50 --
Body (HP) - 50
Mind (MP) -

-- Out of 20 --
Strength - 3
Intelligence - 3
Willpower - 4
Coordination - 5
Reflexes - 5

Abilities
-------
Track: Kino is adept at tracking down individuals, objects, secret passages, etc. He also has better than normal direction sense and can always find his way back.
First Aid: Kino is adept at using herbs and potions to treat wounds and status effects. Healing items heal work better than normal, and if Kino can find the ingredients, he can create his own for free or reduced cost.

My weapon of choice is a crossbow (or pistol if guns are available)