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[LFG] [Homebrew] Long-term Campaign / Accepting Applications / New Level Progression System

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A world of Infinite Possibilities, Endless Legends and Riches beyond your Wildest Imagination awaits you. Travel to the ends of the known world and beyond, explore realms where no mortal has ever set foot and create history (exploration is paramount in this campaign and you will be handsomely rewarded for being trailblazers in a mostly uncharted world) Map your travels in a truly limitless world (no railroading, invisible walls or mindless hack & slash dungeon crawling; creatures are intelligent and recurring antagonists will learn from your past exploits and be prepared to do what it takes to take you down) A novel approach to experience gaining and leveling up (gone are the mundane and non-intuitive numbering systems, say hello to a progression system where it really feels like you are learning new skills as you travel and interact with interesting people & strange cultures) Create your own unique character not limited by rigid race or class stereo-types (everyone starts off as a fledgling adventurer setting out into the cruel and unforgiving world with nothing more than a sparkle in their eyes and an idea of what they want to be, try out a truly unique class creation mechanism with full customization and RP-centric flavoring; work with the DM to create a class tailor made for you) Be an active part of the world building where your actions in-character truly affect your surroundings (and your suggestions out-of-character might make their way into your next encounter/adventure!) For more details please feel free to look over the campaign listing here:&nbsp; <a href="https://app.roll20.net/lfg/listing/32204/the-book-of-the-damned-jagrans-maze" rel="nofollow">https://app.roll20.net/lfg/listing/32204/the-book-of-the-damned-jagrans-maze</a>
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There are 1000 different specializations to discover in this world.&nbsp; That is not an exaggeration, it is an exact figure. Every player starts off as a Fledgling Adventurer and each person chosen to play will be required to play a solo session to complete their overall back-story and character motivation. This solo session will also be a test of sorts to determine if the chosen player proves to be a good fit for the campaign. The intention this to make a long-term/epic length campaign. In the beginning, a very small portion of the known world will be mapped out for you. The overarching objective of you as a player should be the mapping of this new world and hopefully to obtain some riches along the way (much like the early Colonizers of the real world). Your characters' motivations are yours to choose. This campaign follows a unique level progression system (taking a leaf out of Skyrim's playbook). The overall Archetypes can be split us as follows: The Mage, The Warrior and The Thief Class Archetype Primary Stats Skills Skill Description The Mage INT, WIS Abjuration Abjuration: Spells that protect, block, or banish The Mage INT, WIS Alteration Alteration: Spells that completely transform the nature of matter or drastically alter it's properties The Mage INT, WIS Conjuration Conjuration: Spells that bring creatures or materials to the caster The Mage INT, WIS Destruction Destruction: Spells that harness elemental energy for destructive purposes The Mage INT, WIS Divination Divination: Spells that reveal information The Mage INT, WIS Enchantment Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being The Mage INT, WIS Evocation Evocation: Spells that manipulate energy or create something from nothing The Mage INT, WIS Illusion Illusion: Spells that alter perception or create false images The Mage INT, WIS Necromancy Necromancy: Spells that manipulate, create, or destroy life or life force The Mage INT, WIS Restoration Restoration: Spells that result in control over life force, used for healing purposes The Mage INT, WIS Transmutation Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way The Mage INT, WIS Arcana Arcana: Category for spells that all mages or those magically inclined can learn Class Archetype Primary Stats Skills Skill Description The Warrior STR, CON Armor-Smithing Armor-Smithing: Knowledge required to craft or identify Armor The Warrior STR, CON Weapon-Smithing Weapon-Smithing: Knowledge required to craft or identify Weapons The Warrior STR, CON Blocking Blocking: Study of using natural cover or employing shields in combat The Warrior STR, CON Unarmed Unarmed: Fighting styles using the empty hand The Warrior STR, CON One-Handed One-Handed: Fighting styles using weapons in dominant hand The Warrior STR, CON Two-Handed Two-Handed: Fighting styles using two-handed weapons or dual wielding of weapons The Warrior STR, CON Projectiles Projectiles: Fighting styles using throwing objects The Warrior STR, CON Unarmored Unarmored: Using no Armor in combat The Warrior STR, CON Light-Armored Light-Armored: Using Light-Armor in combat The Warrior STR, CON Heavy-Armored Heavy-Armored: Using Heavy-Armor in combat The Warrior STR, CON Healing Healing: Study of Medicine of the non-Arcane/non-Divine nature The Warrior STR, CON Warfare Warfare: Category for abilities that all warriors or those martially inclined can learn Class Archetype Primary Stats Skills Skill Description The Thief DEX, CHA Adaptability Adaptability: Ability to proactively alter an event's outcome in one's favor The Thief DEX, CHA Reflex Reflex: Ability to re-actively alter an event's outcome in one's favor The Thief DEX, CHA Perception Perception: Skill used for awareness of one's surroundings using primary senses The Thief DEX, CHA Anatomy Anatomy: Study of the humanoid body, especially the weaknesses therein The Thief DEX, CHA Speech Speech: Altering perception using one's Words The Thief DEX, CHA Finesse Finesse: Altering perception using one's Actions The Thief DEX, CHA Stealth Stealth: Altering perception using one's Surroundings The Thief DEX, CHA Sleight-of-Hand Slight-of-Hand: Skill required to deceive Sentient beings or Animate objects The Thief DEX, CHA Pilfering Pilfering: Skill required to deceive inanimate objects The Thief DEX, CHA Parry Parry: Skill required to deflect or reflect incoming damage The Thief DEX, CHA Alchemy Alchemy: Study of Potions and Reagents including their crafting The Thief DEX, CHA Luck Luck: Category for abilities that all thieves or those roguishly inclined can learn Every Fledgling Adventurer begins with a base Skill Points (SP) of 57 and a circumstantial SP of 3d6 to be rolled in front of the DM which they can then choose to spend as they see fit. ( Reasoning behind base + circumstantial SPs : One of the oldest arguments in the history of psychology is the Nature vs Nurture debate. Each of these sides have good points that it's really hard to decide whether a person's development is predisposed in his or her DNA, or a majority of it is influenced by life experiences and environment. As of now, we know that both nature and nurture play important roles in a person's development, but we have not known yet whether we are developed majorly because of nature or due to nurture. To account for life experiences and your environment, the extra circumstantial SP determined by dice roll has been included. The luckier your lot-in-life is, the more prepared you will be for the journey ahead! You will not be allowed a re-roll for this under any circumstances because after all, circumstances are final. ) The one and only restriction for spending SPs comes at the time of Initial Character Creation. You cannot be more than +5 in a given Skill at the time of character creation. It should also be noted that if you do not have a single point spent in a given Skill, say "Blocking" (from The Warrior Archetype), you will not be able to perform that Skill (Blocking) or any skill-checks relating to that Skill (eg. using a shield or attempting to gain cover, partial or otherwise) under any circumstance. To be able to get a roll to perform any given skill-check, you need to at least have a +1 in that given Skill. Having a +0 on a specific Skill is tantamount to rolling a Natural 1, you will fail no matter what. As you progress through the campaign, you will be awarded SPs based on your adventuring experiences. These points are obtained on a per character basis and are awarded at the discretion of the DM. There is no upper limit to the points you can spend on a given Skill. The way you choose to spend your SP across various Skills will determine what specializations become available to you. As mentioned at the start, there are 1000 pre-configured specializations already available through-out this world. In your travels, you will get the opportunity to discover these lost arts. Some specializations are much easier to obtain and will be taught in multiple places across this world, while others are near-lost, requiring you to usually delve through the deepest dungeons in search of missing tomes or locate long forgotten teachers who would usually rather not be found! Discovering a specialization that you are not yet able to learn (due to not meeting the Skill prerequisites) will usually mean having to come back when you are ready to learn or forgoing learning that specialization. In some cases, teachers of more commonly found specialization will give you information/share rumors about higher levels of learning attainable in a given school or martial art form. Therefore, it is usually in your best interests to seek out such schools of learning even if the specialization they teach is something you have already learnt/surpassed. For example, if you find someone who is willing to teach you the forgotten art of " Demonbinding " you will find that you need to have a minimum of +60 in both the Conjuration Skill (from The Mage Archetype) and the Speech Skill (from The Thief Archetype), among other prerequisites. Alternatively, if you discover a lost tome that contains all knowledge pertaining to the revered " Furies ", it will state that the Skill prerequisite for this discipline is a +95 in the Unarmed Skill (from The Warrior Archetype) and a +25 in the Reflex Skill (from The Thief Archetype), among other prerequisites. Thank you for taking the time to read this through. Comments? Questions? Concerns? Just let me know!
Are you still accepting applications for this ?
Yes the Application listing will remain active till the 5th of Feb 2016. =)
if you are free tonight i would request to try out your new system as im trying to stray away from gm and more into player as ive gmed for the last 5 yrs.
Hey Fenrisulfr, Please use this link to post a Character Application:&nbsp; <a href="https://app.roll20.net/forum/post/2437041/post-cha" rel="nofollow">https://app.roll20.net/forum/post/2437041/post-cha</a>... Thanks, AJ
I would like some homebrew please!