Game Info
Quote:
Originally Posted by
Demogorgon
Game Name Leviathan Rising
Theme Investigation turns adventure
Flavour Dark, Gritty, In Depth RP
Plot Summary
Status Applications Closed
World Background Yarlon; A medium sized fishing town off the coast of The Land. Only a year ago, it had been a small village. In another year, at this rate, it would become a city in truth. One of the most prosperous places in The Land to live...
The Land, as it is simply known, extends for nearly eight hundred leagues in one direction, and another thousand in its other dimension. In the center of this area, metropolitan cities thrive, with smaller fishing villages dotting the edges of the coast. Two years ago, during a risky enterprise* across the aptly named Ice Sea, for the first time, The Land's inhabitants learned that they were not alone. A small chain of islands lead to larger, volcanically active places, and eventually, to another land all together.
The sudden economic opportunities arising along the coast brought people flocking to the smaller fishing villages, turning them quickly into small cities. On the leading edge of this development, Yarlon, whose advantageous positioning in a harbour made it a perfect launching point for expeditions.
The Church, who usually only bothered with the larger cities, realized that this was too great of an opportunity to miss. The new Cathedral in Yarlon will be complete soon. A massive construction force works as long as there is light.
* Journeys into the sea have historically not gone well for the inhabitants of The Land
Story Background Of first importance are the suns. Four of them, locked in eternal struggle over the skies of the world, leaving a world with no night on all but the rarest of occasions. Moments of True Dark occur sporadically, lasting anywhere from a minute to an hour. These moments are the stuff of legends, for during them, the dark currents begin to build, power so fragile that it is destroyed by a candle flame, but so fertile that even an untrained mind can use it to unleash the creations of the mind. For this reason, it is better to be inside, in a well lit room, pretending nothing is astray, for it takes a rare person to control their most inner desires. Even the holiest knight generates spectres from the depths of their subconscious. Literally, nightmares given flesh.
This is the province of the church. Not a combative order, although sometimes that duty falls to them, they are of the belief that through unity and faith, the darkness can be tamed. Every day, millions of people across the land pray for stability, and for safety from their own thoughts. Old accounts indicate that this effort may be working, but rumour among the non-believers indicates this as slander. And without the church, the last line of defence against the darkness would break, for when the town guard fails, they stand ready.
All of the progress in recent months as been stunted by a few disappearing fishermen. The Church is putting together a team to investigate, promising a title, land, and a hefty cash prize. They will be conducting interviews to assure themselves of the faith and good character of those who they select.
Things you should know when designing characters Most of your previous adventuring experiance will involve people, not monsters. You can expect any monsters you encounter to be a brand new sight for your character, if not for you. Very few people who go exploring caves come out alive around here. If you think about what happens in the absence of light, this will make sense.
Alignments: Player Races are considered Neutral or Good. Things born of the Darkness are usually evil. Races as per the Handbook
Mechanics
Characters and Applications In this world, there is not much arcane magic. This doesn't mean you can't play an arcane caster, but you will be the exception by a long shot. Priestly magic is a bit more common, although much of this is simply building of faith. Those who actually cast spells are just as rare as their arcane counterparts. Following this trend, magic weapons and armour are very rare, and there is no open market for them at all. Martial fighters are a bit more common, but with no major battles being fought between people in power at the present time, there is little in the way of standing armies.
Characters should be level 3, from core + complete, without reliance on crafting. Clerics can either worship a pagan god, or be one with the church in some sense. Mechanically, pick whatever you feel like for domains that match with your character. Use standard wealth by level and 32 point buy. I shall be keeping party balance in mind when choosing players, and will keep track of how many of which class have applied at the bottom of this post. I would also like to note that I like bards and rogues.
Please don't submit a flat character. You don't have to write a novel, but nobody is perfect. There should be -something- that they dislike, or something which causes them to fly off the handle, and something they like, and, and, and... You don't have to type it all, but have an idea!
Party dynamics shall be a big part of this. I don't expect all the characters to like each other, but they are getting paid to work together. Your first post should not be 'Hey, a room full of adventurers like me. We're all friends now!'. Also doesn't mean you have to be out to kill each other. If you're interested in playing an evil character who is along for the ride, you just have to convince me it will be awesome.
Please submit, in SECRET tags, an application containing a character name, basic idea of class combinations (you don't have to do it all), basic role in the group, and most importantly, what you want to tell me about the character you want to play. Feel free to make up places in The Land for any backstory which may be forthcoming.
Last note, you can ask general questions here, but please secret me questions which are character specific.
More Mechanical Mechanics
More Mechanical Mechanics
For today's DnD 3.5 variant, we will not be rolling any d20s! They shall be sets of 3d6, for a range between 3 and 18. Any roll of 3 is bad news for the one who rolled it, and any roll of 18 is very good news for the one who rolled it. A roll of 17 is considered a critical success. When attacking, there is no need to confirm your critical on a roll of 17 or 18. For weapons which critical on less than 20, here are some new values
Old Critical: New Critical
20: 17-18
19-20: 16-18
18-20: 15-18
17-20: 15-18
15-20: 14-18
Because of the different (non-linear) probability curve given by 3d6, you can expect your rolls to be more average on average.
The other major change is one to combat and hitpoints. Hitpoints now recover at a rate of 50%max per hour if you're not bleeding, and do nothing except let you avoid taking debilitating damage. That's right, you no longer die at -10! If your hit points reach -max hit points, you die regardless. That is, Bob, who has 33 hit points, won't die until -33, but will begin taking lethal damage, as outlined below, at 0.
Once your character reaches 0 hit points, they have worn themselves down enough that they let a damaging hit through, and thereby gain a nasty injury each time they are struck. Now we roll on this % chart,
Head - 95-100
On a normal hit, you score an automatic critical threat (you still must roll to confirm). If you scored a confirmed critical hit before rolling Head as a damage location, increase the critical damage modifier x1.
Neck - 94-92
Neck injuries vary by damage type. A piercing or slashing weapon causes a bleeding wound (4 HP per round until a healing spell is applied or a DC 14 heal check is made- this stacks with any other sources of bleeding). A bludgeoning weapon on the other hand inflicts a -2 penalty to Constitution and Strength until a healing spell is applied or a DC 14 heal check is made.
Regardless of damage type, the character also has a 50% chance of being unable to speak until a healing spell is applied or a DC 14 heal check is made.
A critical hit against the neck guarantees the creature is incapable of speech until receiving a DC20 heal check or magical healing; and also doubles the bleeding or ability penalties from the neck wound until receiving a DC20 heal check or magical healing.
Torso - 91-50
Normal damage rules are followed for non-critical hits and also inflict bleeding for 1 point of hp damage every round until somebody succeeds on a DC 15 heal check or magical healing is applied. A critical hit on this location causes internal injuries that result in 4hp per round of bleeding until a DC 15 heal check is made or magical healing is applied.
Right Arm - 49-40
Arm injuries apply a -1 to attack with that arm, or a -1ac if a shield is wielded in that arm. A DC15 heal check or having magical healing applied removes this condition. A critical hit against that arm rolls on the chart below to determine how much of the limb is lost. - I have the chart
Left Arm - 39-30
Arm injuries apply a -1 to attack with that arm, or a -1ac if a shield is wielded in that arm. A DC15 heal check or having magical healing applied removes this condition. A critical hit against that arm rolls on the chart below to determine how much of the limb is lost. - I have the chart
Right Leg - 29-15
Leg injuries apply a -5ft to base speed and a -1 to Reflex saves. This lasts untl a DC 15 heal check or magical healing is applied to the character. Critical hits apply -15ft base speed and -2 to reflex saves. You can always move at least 5 feet.
Left Leg - 14-1
Leg injuries apply a -5ft to base speed and a -1 to Reflex saves. This lasts untl a DC 15 heal check or magical healing is applied to the character. Critical hits apply -15ft base speed and -2 to reflex saves. You can always move at least 5 feet.
In addition to the above effects, all hits add a cumulative 1hp/round of bleeding, no matter where your HP is. This can be fixed with a heal check of DC 10, where any value over 10 is subtracted from the amount of bleed damage/round.
Magical healing cures bleeding. A common cure spell will not fix an injury, however spells like Heal and Restoration will.
Last health related rule: All healing spells have a minimum casting time of 1 minute, however, the bleeding stops when the healing starts (So you won't die after somebody starts casting Cure on you.) Heal checks take a full round if you roll, or one minute to take 10. Taking more than 10 is injury specific.
Last Rule: Spot and Listen checks will be used to figure out what you know in combat. You will roll one of each every round. Also, you may have noticed that heal is a useful skill in this campaign.
**Thanks to mistformsquirrl for developing this system. I have used it in pen and paper games which were great fun for over two years now.
None
Notes on Equipment and Planning Take whatever you need for starting equipment, magical or otherwise. Just remember, you're elite, and this stuff is hard to come by. Charts which predict periods of True Dark can be bought, but are very pricey. The Church usually keeps a big one inside each of their Cathedrals.