| Playing | Unknown |
| Next Game Will Be | 1568246400 |
| Total Players Needed | 7 |
| Game Type | Role Playing Game |
| Frequency | Played Weekly |
| Audio / Visual | Voice only |
| Primary Language | English |
| New Players are Welcome | Yes |
| Mature Content(18+) | Yes |
| Pay to Play i | No |
| Pick Up Game i | No |
Basic Mechanic, Roll 1d20 + Ability Modifier. If task is Easy +3 if task is Hard -3, your Roll Must Exceed the General Target.
Starting Level is 0 (zero), you gain a level every 10 XP, Each Level you gain a single point to add to a score (capped at 20, see below)
Ability Scores: Using the Macro You Can Roll 3d6 six times. Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. All the scores start at 0 (zero). If the Total of your first Roll is Less Than 65 you get One ReRoll but then you have to use one of the Two Sets you just Rolled. All Ability Scores are capped at 20. This is From Original D&D. Place the Scores in any order you want.
Ability Modifiers: 20=+5, 18-19=+4, 16-17=+3, 14-15=+2, 12-13=+1, 10-11=+0, 8-9=-1, 6-7=-2, 4-5=-3, 1-3=-4. This is from D&D 5E
These are displayed as Str, Dex, Con, Int, Wis, Cha.
Hit Points = 15+Constitution Modifier
All Rolls and Checks are Made Against a General Target for a Location or Encounter. (this is from the ICRPG)
Movement and Action You Can:
Dash (Move Far, up to around 60 feet) and do nothing else
Move Near and Do an Action, around 10 to 15 feet of target
Move Close and Do an Action, move adjacent to a target
(also from ICRPG)
Background: Who are you? Butcher, Baker, Candlestick Maker. Your Level 0 Character has no Profession or Class, this is determined after reaching Level 1. It is assumed that you've Role Played your Character to reflect what he or she wants to become. And each of you will have a secret, something from your past or present.
At Level 0 you will have come from either an urban setting (Hamlet, Village, Town, or City) or a Rural (farm, ranch, forest, hills, or mountains). When you left your homes you had the clothes on your backs and 5 Copper Coins.
Four General Classes: Cleric, Fighter, Rogue, Mage. Other classes are combinations of these basic Classes, for example, a Paladin is a Cleric/Fighter.
Ancestry or Race: Human (1 extra Ability Point), Dwarf (can see in the dark), Elf (if a Mage start with two Cantrips), Halfling (Lucky can ReRoll one Bad Roll Per Day)
Starting Equipment:
Level 1 Weapons (Choose One), Dagger, Staff, Short Sword, Mace, Hand Axe, Pointed Stick (crude spear), All Do 1d4 Points of Damage. Level 1 Class Essentials (Choose One), Spellbook (with One Cantrip (see Spells)), One Lock Pick, One Crude Holy Symbol, a Pound of Beef Jerky, or a Penny Whistle.
Level 0 Monies, 5 Copper Coins (cp)
Healing, Dying, Death:
If you are Reduced to zero hit points you are DEAD!
Ways to Heal:
Second Wind: All characters have One Second Wind they can use once a day to regain 1d4 hit points, this must be
during a stressful event (like combat) because it is Adrenalin Fueled.
First Aid: One Character Can Use First Aid To Heal another Character, (a Wis Roll vs the General DC for Success)
Each Attempt (success or fail) Uses One Use of the First Aid Kit (a First Aid Kit has 9 Uses), this heals 2 points.
Cure Wounds Spell: Cleric's Only (Uses One Spell Slot), On Success it Heals 2d4+Wis (using this during battles is a
Hard Roll)
Lay On Hands: Paladin Only, can be Used 1+Cha times per day and Heals 1d4+Cha, Each Use of this Ability takes
10 minutes, so it Cannot be used During a Battle.
Wound Poultice: These can be Used Any Time a Character Takes Damage, must be applied with in 3 Rounds of the
Wound and it Heals 1d4. Wound Poultices are Wads of Blood Moss wrapped in Gauze and Dipped in Troll Blood,
They Weigh 3 Pounds each. Poultices can be purchased at Temples, Herbalists, and Alchemists. Using a Wound
Poultice is an Action.
Healing Potions: These can Be Used Anytime and will Heal a Character 8 Points. They can be purchased from,
Temples, Alchemists, and Magic Shops.
Resting: This means comfortable uninterrupted Rest.
Short Rest: Each Character Heals 1d4 Hit Points. A Successful Bard's Song of Rest will Increase
this Healing by 1 Point.
Long Rest: At Least 8 Hours. A Character Heals One Half of the Hit Points they Are Down (rounded down)
Extended Rest: At Least 5 Days, a Character is Fully Healed.
Spell Casting Arcane and Divine:
There Are Only Four Classes that can Cast Spells (Mages, Bards, and Clerics, Paladins)
Mages: Have 9 Spell Slots to Cast Any Arcane Spell in Their Spellbook, Casting Rolls are 1d20+Int (Some Spells are
Harder to Cast -3 To Casting Roll). A Mage Must Learn His Spells From other Sources (other Mages, Old Tomes,
Scrolls, etc) or Create them by Naming the Spell as it is Cast, the DM will inform you on Success, what the spell does.
Bards: Have 4 Spell Slots to Cast Any Arcane Spell in Their Spellbook, Casting Rolls are 1d20+Cha (All Bard Spells are
Harder to Cast -3 To Casting Roll). A Bard Must Learn His Spells From other Sources (other Mages, Old Tomes,
Scrolls, etc)
Clerics: Have 9 Spell Slots to Cast Any Divine Spell they Have Prayed For (Cleric Spell List is very Limited)
Paladins: Have 4 Spell Slots to Cast Any Divine Spell they Have Prayed For. All spells cast by Paladins are Hard
castings (-3).
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