Monday, August 30, 2010

Initial Theme and Dialog of the game

Theme:

Characters are members of the Elite Guard in a wealthy city state of high adventure and high magic. Imagine the Italian renaissance but instead of invention and art it is a revolution of magic and art. The guard answers to a captain and the King but rarely to anyone else and are almost celebrity like musketeers. Guards will sometimes be given specific assignments but a lot of the time they are on their own and tasked with keeping the peace within the city (kind of like spiderman).

Characters start at:

· Level 1

· Any player stated race

· Any class

· Theme option encouraged

· Players are not members of the guard yet, the first game mission is to pass an audition

· Players can already know each other (if they choose)

· Gladiator arenas, political intrigue, corruption, magical experiments, foreigners, ect are abundant in the city. A back story is encouraged and it has no limits. I will make it fit.

· Back story consists of all these points

o Where you came from

o Why you joined the guard

o Ally you may have

o Enemy you may have



Fate points and Aspects can be used if conditions are met.

o Characters can have 1 aspect of their choosing that fits a goal or motivation associated with their back story.

o 1 fate point will be given to each player every third game session.

o Fate points can be used to push the flow of events to your favor. You are heroic characters who do the stuff of legend. But the fate point use needs to be logically associated with your aspect.

o Fate points can be given by the DM as well to compel the party, this also must be a associated with their aspect.

o Every third level (1,3,6,9,12,15,18,21,24,27,30) player can choose a new aspect. This is in addition to any they had before.

o If through the course of the game a players HP is ever bellow 0 after the event is resolved (as in combat) the player will roll 1d20 vs DM. If DM wins the DM can choose a hindrance (a fear, obsession, difficulty) aspect for the player.

o A player can not have more hindrances then they can have aspects. So a lvl 1 player that can only have 1 aspect can not have more then 1 hindrance.



Dils Check

o At the first game 1d20 will be rolled for dils.

o It is only the size of your member if you want it to be.

o Roll 1 - 5 = DM gives the character a hindrance aspect.

o Roll 6 – 15 = no effect

o Roll 16 – 20 = +2 to any 1 skill

o Roll 18 – 20 = Player gains 1 additional aspect

o Roll 20 = Player gains a feat of their choosing that they meet the prerequisites for.

o Player receives all that apply.


Go ahead and put up your character when you have an idea of what you want to play and any questions you might have (where they fit into the world, ect.)