Hexmage RPG Discussion Thread [Sign-ups Closed]

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Lavender Manna
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Hexmage RPG Discussion Thread [Sign-ups Closed]

Postby Lavender Manna » Sun Jun 25, 2017 12:15 am UTC

Hi! I am currently looking for 4 to 6 players for episode 1 of my new forum RPG. The system and world are my own design, based on my experience with past forum RPGs as well as real-life tabletop games I have played, among other things. This post and the one following it explain the lore of the setting, the mechanics of the system, character creation, and current sign-ups.

No experience is necessary here! Anyone can learn, and everyone is welcome. DOn't be intimidated by the walls of text, either: you don't need to be intimately familiar with any of it, and I can offer as much help as you need with creating your character and understanding gameplay. I as the Game Master (or GM) will be doing all of the hard work :D. If you want to play, however, please note that you will be expected to post and participate regularly in order to keep the game moving.

- - -

LORE


INTRODUCTION
Welcome to the continent of South Kirmiz, domain of the Auburn Empress and her Crimson Court (the Parliament is Pink). Although she rules from Cerise, the capitol city in the center of the land, her empire stretches from the mountainous east coast to the fertile west coast, and from the inhospitable frozen south to the edge of the wild and untamed jungles of the north. As you journey across the land, you will encounter the many diverse races that inhabit it, learn about the six colors of magical runes that define reality, encounter the political struggles that shape such a vast empire, and if you wish, pay homage to the various major and minor gods that control all of our fates.

ON MAGIC
Spoiler:
In this world, magic stems from the six divine languages of the gods, and is controlled by mortals by inscribing runes on physical objects (or, for advanced mages, in the air). Each of the six languages is associated with a color: Red, Orange, Yellow, Green, Blue, and Violet. Languages of adjacent colors are related, making it easy to mix them, while opposite color pairs do not mix well at all, and often prove volatile or simply ineffective when combined. Because of the difficulty and complexity of writing spells and mixing colors, most mages and spellcrafters specialize in only one or two colors of magic.
Everyone has a natural inclination for one or two colors based on their race and their homeland. Some more magically attuned races have intuitive knowledge of magical language and script, but everyone else has to learn it the hard way. Runes activate to create magical effects only when combined with an activation mark unique to the color of the spell. This mark can be included in the inscription when the spell is made, activating it immediately, or it can be added later when a magic user sees fit by drawing it, stamping it, or even simply putting it on your finger and touching the right part of the inscription. In this way, magic is accessible even to those who do not know how to use it: you just have to buy a spell, and press the button to activate.
What follows are short descriptions of the purview of each color of magic:

Red is the color of pure magical power. It transfers magical energy directly into violent physical energy - either pure kinetic force, intense heat, or electrical potential - in order to defeat opponents quickly and destroy any objects or beings they might have summoned.
Orange is the color of animal life. It creates temporary living beings out of magical energy to assist the mage with whatever they ask. While Orange represents the life and passion of animals, it also represents the brutal and violent side of an animalistic nature: like the wild animals it creates, it is a type of magic that relies on instinct and brute force to achieve its goals.
Together, red and orange are active, aggressive, and offensive. In combat they seek to win by killing the opponent and destroying their works.

Yellow is the color of peace and order. It is closely tied to basic kinship, social structure, organization, and symbiosis. It uses magical energy to create barriers and structures, as well summon and/or animate objects, bringing them to life under a mage's control to help and support them and their allies.
Green is the color of plant-life, and nature. It uses magical energy to summon, protect, and grow plant life and terrain. It is focused on protection, growth, healing, and nonviolence.
Together, yellow and green are passive, peaceful, and defensive. In combat, they seek to subdue and pacify opponents rather than causing unnecessary harm.

Blue is the color of intellect and illusion. It channels magical energy in complex and subtle ways to challenge, disrupt, and counteract other colors of magic, as well as distract and disable other mages, in order to gain and maintain control of any given situation.
Violet is the color of subtlety, entropy, and death. It channels magical energy to inflict psychological distress and break the wills of others, as well as simply ending life and negating the magical abilities and effects.
Together, Blue and Violet are reactive, measured, and calculated. In combat, they make careful plans and attempt to manipulate the battle in order to ensure victory.



ON TERRAIN
Spoiler:
There are twelve kinds of terrain common in South Kirmiz, each one associated with a color of magic:
R - Mountain
R - Desert
O - Savannah
O - Plains
Y - Farmland
Y - Deciduous Forest
G - Coniferous Forest
G - Jungle
B - River
B - Coast
V - Swamp
V - Tundra



ON RACE
Spoiler:
Every person will have an affinity for one of the colors of magic associated with their race, and the color of magic associated with the place where they were born.

What follows are the races native to the continent of South Kirmiz:
Elf
Color Affinities: G, B
Appearance: Tall. Long and thin in every aspect. Strength focused in arms and fingers for easy climbing. Rather than hair, elves grow horn or antler-like protrusions from their head that can be influenced and shaped as they grow, and cut or trimmed if necessary. Their ears are usually, but not always, very tall and intricately decorated. Skin usually pale due to lack of sun exposure.
Common Traits: peaceful, respectful of nature, uncomfortable anywhere without plants
Natural Habitats: Deciduous and coniferous forests, jungles
Social Structure: small hunting and farming communities spread throughout the forest that work together when necessary
Race Relations: wary of others entering their territory, friendly but reserved when traveling

Human
Color Affinities: O, Y
Appearance: bipedal, hairless apes well suited for running, throwing, and catching
Common Traits: Social, Passionate, Adaptable
Natural Habitats: Savannah, Farmland, River
Social Structure: Small kin groups and tribes, sometimes banding together into larger superstructures
Race Relations: Natural tendency towards prejudice, but highly social with everyone and everything once that is overcome

Dwarf
Color Affinities: R, V
Appearance: Short and stocky. Skin tone will match the color of the soil on the land where they were born. Broad, curved hands naturally well-suited for digging. Naturally very hairy. Beard optional (that's just a stereotype).
Common Traits: Stubborn, Practical, Independent
Natural Habitats: Mountain, Desert, Coast
Social Structure: Most are loners with little regard for family relations and friendship, although they often cooperate for mutual benefit with people they deem trustworthy, and this will occasionally allow for large networks and cities to emerge.
Race Relations: More likely to trust another Dwarf than another person, but are happy to work with reliable people.


Goblin
Color Affinities: R, Y
Appearance: Small bodies, big hands and feet (good for scampering). Facial features can range from huge and pointy to flat and smooth. Skin tone ranges from deep reds to pale yellows, but is usually very pale due to living underground.
Common Traits: Loyal, Cheerful, Hold long grudges
Natural Habitats: Mountain, Jungle, Plains
Social Structure: Everyone in the warren is one big family that lives in one big pile. Anyone who tries to hurt the family should probably die, just to be safe.
Race Relations: If you are nice and friendly, welcome to the family! If you hurt or offend a family member, run away!

Orc
Color Affinities: R, O
Appearance: Medium-to-tall height, almost always broad-set. Flat faces with high cheekbones. Skin tone ranges from olive -green to orange-brown with shades of green and tan in between. often seen with elaborate hairstyles
Common Traits: Aggressive, Loyal, Nomadic
Natural Habitats:Desert, Savannah, Farmland
Social Structure: Hierarchical clan structure. Clans may group up and travel and work together for a time, but no alliance is permanent
Race Relations: Up to the clan council's judgement. Highly variable from group to group

Troll
Color Affinities: Y, G
Appearance: Big and tall. Disproportionately large arms. If their upper body is too large, they will be forced into the classic "troll hunch," but smaller trols can stand up straight. Facial features range widely, similar to Goblins. Most never cut their hair. Often covered in physical detritus such as rocks and soil, local plant life, and occasionally small animal nests.
Common Traits: Unpredictable, Social, Inexplicably strange sense of humor
Natural Habitats: Deciduous Forest, River, Swamp
Social Structure: Usually live alone or in small groups, always near places where other people are, but always set back, not fully integrated into society
Race Relations: Depends on whether or not you meet a friendly troll

Here are the races not native to the continent, but that have reasonably sized immigrant populations:
Naga
Color Affinities: R, B
Appearance: Person-sized snake with arms and a slightly humanoid face. Size and coloration ranges very widely.
Common Traits: calculating, Patient, Passive until the right moment, then aggressive
Natural Habitats: River, Swamp, Desert
Social Structure: No particular affinity for family, but often stick together in tight bands of trusted friends.
Race Relations: Highly suspicious of non-snakes. Difficult to earn their trust.

Paradise Avian
Color Affinities: O, G
Appearance: Person-sized bird. Long legs with knees they can stand on so as to use their feet with opposable toes like hands. Beak size, plumage patterns, and coloration vary widely. Wingspan as wide as they are tall, or larger.
Common Traits: self-centered, independent, witty/irreverent
Natural Habitats: Jungle, Savannah, River
Social Structure: Default attitude is usually 'every bird for themself,' but frequently band together in groups for the survival benefit. These rarely form into towns or cities, but it happens on occasion.
Race Relations: They probably think they're better than you. They will be friendly as long as you don't challenge that assumption.

Atlantean
Color Affinities: B, V
Appearance: Skin color can be changed at will along a spectrum between 2 or 3 extremes. Finned hands and feet, both gills and lungs. Usually wet or moist, because drying out is very uncomfortable
Common Traits: Often seem uncomfortable or out of place on land, polite and respectful of authority
Natural Habitats: Ocean floor, Lake floor, Riverways
Social Structure: Very hierarchical. Ruled by a grand council that claims dominion over all atlanteans (although not all atlanteans agree with this). Officially join society and become independent when they come of age.
Race Relations: As dictated by the politics of the council. More often based on treaties with other governments than racial lines.



ON RELIGION
Spoiler:
The six colors of magic stem from an entity known as The Primary, a tripartite progenitor deity made of pure divine magical energy. Although it is theorized that other gods exist on the same level as The Primary, that is matter of religious scholars and mage-priests.
From The Primary originate six gods of color, shape-shifting anthropomorphic beings whose personalities define, and are defined by, the domain of magic they oversee. Collectively, they are known as The Wheel. These six also have children together in every unique permutation of six colors, known as the gods of the Spectrum.
Beneath these gods are the patron gods of race: each race has their own patron, who oversees and protects their people. Rumor has it that these patron gods used to be mortals themselves, before undergoing apotheosis. The goods look upon this rumor disfavorably
Below these gods are minor gods, including the offspring of the gods of the Spectrum and various demigods. In addition, every living thing has a spirit within it, and the spirits of living things in close association with one another will join together after enough time into an oversoul: so individually, each tree in a forest or each person in a city will retain their own unique identity, but collectively, the forest and the city will each have an oversoul that reflects the overall content and personality of the place that formed it.
For the most part, people will focus their religious life on the patron god of their race, and if they are involved with magic, the gods who rule their color affinities. It is often also necessary to commune with, worship, or placate powerful local spirits and minor gods, but this depends on their individual personalities.
The official religion of the Auburn Empire is the Church of the Red God, although this has caused tension among many citizens with different religious preferences.


A MAP OF THE EMPIRE
Spoiler:
Auburn Empire.png
Cities, towns, and villages marked in bright red

- - -

SIGN-UPS
1. orangedragonfire
2. dimochka
3. 12obin
4. Heuristically_Alone
5. Hellaphunt
6. Queen Arasene

This system is very much still a work in progress, but the basis is solid enough right now for testing, so feedback and questions are welcome!
Last edited by Lavender Manna on Thu Jul 20, 2017 6:04 am UTC, edited 11 times in total.

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Re: LAVENDER'S NEW FORUM GAMES RPG [SIGN UPS OPEN]

Postby Lavender Manna » Sun Jun 25, 2017 12:16 am UTC

GAMEPLAY

INTRODUCTION
Almost all of the numbers used in this system and this setting will be multiples of 3. This has a number of benefits, including easy maths, simple organization, and I like the number three a lot.
Its basic functionality incorporates aspects of both Super Dungeon Rumble and Tel Balok, as well as a few different homebrewed systems and ideas of my own that have been tested in real life, but not before on a forum. It is designed to be open ended and player-driven, with multiple possible solutions to every problem: it's not just hitting the badguy with sticks and fireballs. The GM will present you with obstacles that stand in the way of your goals, and you will have to work together to figure out how to proceed.


BASE STATS
Spoiler:
Stamina (Sta)- Your stamina stat defines what sort of shape your character is in, what their physique is like, and how much energy they have to perform actions and cast spells. Low stamina implies a person is physically small and weak, while high stamina implies they are large and physically adept.

Dexterity (Dex)- Your dexterity stat defines your character's fine motor skills and coordination. This includes both working with your hands, and being nimble on your feet. Low dexterity implies hat a person is clumsy and uncoordinated, while high dexterity implies graceful, controlled, and fast movement.

Perception (Per)- Your perception stat defines your character's 5 main senses, as well as how adept they are at using them to notice things. Low perception implies obliviousness to your surroundings, and/or lack of a major sense, while high perception implies high quality situational awareness and/or enhanced senses.

Charisma (Cha)- Your charisma stat defines how you interact with other people, and how others perceive you. Low charisma implies a person who has trouble communicating, and/or is viewed as unpleasant and unlikable, while high charisma implies a person who is generally well-liked, and/or a person who is good at influencing, manipulating, and lying to people.

Education (Edu)- Your education stat defines how much knowledge and experience you have about the world in general. Low education implies a lack of experience and/or formal education outside of the place where you grew up, while high education implies formal high school/university-style education and/or large amounts of hands-on experience traveling and learning out about the world.

Willpower (Wil)- Your willpower stat defines your ability to focus and apply your mental faculties to completing tasks, or doing multiple things at once. Low willpower implies and unfocused and easily distracted mind that is not good at multitasking, while high willpower implies a strong trained focus and a talented multitasker.



MAGIC
Spoiler:
There are nine total categories of spell: three which are universal, and six which are strongly associated with one color. These spells are strongest when inscribed in that color, easily accessible to its adjacent colors, weaker when inscribed in complimentary colors, and completely inaccessible to its opposite.
The universal spell types are as follows:

Cantrip - A low powered, low cost, but high-speed spell.

Terramorph - Temporarily shifts the terrain you're standing on to mimic a terrain associated with the color of magic you are using (i.e. a red terramorph might create sand like a desert, while a blue terramorph might create a channel of water)

Telekinesis - Each color of magic is associated with its own form of telekinesis, or the ability to control an element or concept at a distance:
R - Pyrokinesis (control over fire and heat)
O - Zookinesis (control over animals)
Y - Terrakinesis (control over earth)
G - Phytokinesis (control over plants)
B - Hydrokinesis (control over water)
V - Cryokinesis (control over ice and cold)
(GM's note: while no color of magic directly controls air, Red and Violet can influence it with precise temperature control)

The Color-associated spell types are as follows:
R - Force (inaccessible to Green)
O - Summoning (inaccessible to Blue)
Y - Conjuration (inaccessible to Violet)
G - Growth (inaccessible to Red)
B - Illusion (inaccessible to Orange)
V - Enchantment (inaccessible to Yellow)


ACTIONS
Spoiler:
Your stamina stat will underpin everything you do. In gameplay, your stamina stat will be multiplied by 10 in order to give you stamina points: this is your only resource for performing actions and using magic, similar to energy in the rumble system. Your stamina point value represents your current state of being in any given situation: low stamina pints means you are tired, wounded, uncomfortable, etc.; while high stamina points means you are rested, healthy, comfortable, etc. If your stamina gets too low, you will pass out, and if your stamina reaches zero, you are dead. Like in real life, the more difficult and/or complex an action is, the more physical and mental energy it requires to complete. After spending stamina to complete an action, it can be regenerated in six ways: time, food, rest, medicine, magic, and special situations (such as, your bard plays an inspiring tune on her lute). Note that small actions require such small amounts of stamina that they regenerate almost immediately, so these will be treated as having a stamina cost of 0.

In addition to stamina, all actions will have a difficulty value. This is either defined by the GM, or defined by the stats of another player or NPC with whom you are interacting. Every action will fit into the category of one or more stats, and your current value for that stat must be greater than or equal to the difficulty of the action for you to succeed. Matching the difficulty will yield basic success, while surpassing it will yield increasingly better results. If you fall short, you may achieve partial success, maybe experience basic failure, or may suffer unintended consequences or catastrophic failure.

Some actions will fall into the category of more than one stat. in that case, both stats will be tested against the same difficulty value: if both stats are good enough, you succeed like normal. If neither stat is good enough, you fail like normal. If one stat is good enough but the other isn't, you will experience partial success, mixed results, or unexpected consequences, proportional to your success and failure for each stat. The same holds true for actions that require any number of stats.
(GM's note: "estimate the difficulty of this task" is a valid action to take. The accuracy of the results will be based on your Perception and Education stats).



ACTION MODIFIERS
Spoiler:
An action modifier is anything external to yourself that changes the way you do an action. Although this category covers many different aspects of gameplay, they all work along the same fundamental basis. All action modifiers are defined by three numbers: A stat requirement, a combat value, and a specialization range.

A stat requirement defines how difficult it is to correctly perform an action with a modifier. If you try to use equipment with a requirement higher than your current value for the stat it checks, you will suffer penalties. If you match the value, you will succeed with no problem, and if your stat is higher than the requirement, you may receive a bonus. Stat requirements come on a scale from 0 to 12.

A combat value defines how the modifier functions in combat. This functionality will be different for each given type of modifier: in some cases, it will be very important, while in others, it will be almost irrelevant. In the case of modifiers that cannot possibly be used in combat, their value will default to 0. A combat value comes on a scale from 0 to 60.

A specialization range is a range of values that generally give an idea of how conceptually large, powerful, or intense a specific modifier is, although how that concept is realized practically will again depend greatly on the type of modifier. A Specialization Range can be between 0 and 6.

The categories of Action Modifiers are as follows: Weapons, Gear, Armor, Skills, Item, and Magic.

Weapons
The stat requirement of a weapon indicates how difficult it is to use without hurting yourself, If you do not meet the stat requirement of a weapon, you are putting yourself in danger by attempting to use it without the proper training. If you exceed the requirement, you will deal more damage when using it.
A weapon's combat value is how much actual advantage a weapon gives you in combat as compared to fighting barehanded, and is factored into the damage out calculation for attack actions.
A weapon's specialization range indicates what priority slots are available to the user when attacking with it. A wide range indicates a weapon that is versatile enough to accommodate both fast and slow attacks, while a narrow range indicates a weapon with a highly specialized use.

Gear
The stat requirement for a piece of gear tells you how experienced you must be to use it properly. If you do not meet the stat requirement for a piece of gear, it will not work as intended for you. If you exceed the stat requirement, it may mean you know a better way to use it than the intended use.
The combat value of a piece of gear is essentially its hit points: if any enemy targets your gear in combat (or if you break it like a clumsy fool), it will be able to sustain that much damage before it is broken beyond usefulness.
The specialization range of a piece of gear indicates how much it encumbers you. You have as many gear specialization slots as your current stamina stat. If the sum total of specialization ranges for gear you are carrying exceeds that value, you will receive a dexterity penalty
(GM's note: you can get around this limit with magical storage solutions)

Armor
The stat requirement for a piece of armor tells you how much it will affect your movement and defense if you are not trained in its use. If you do not meet the stat requirement of a piece of armor, it will encumber your movement by giving you a dexterity penalty. If you exceed the requirement, you will receive a bonus to the defense it provides.
A piece of armor's combat value is how much actual defense it gives you when you are attacked, and is factored into the damage received calculation.
A piece of armor's specialization range indicates which parts of your body it protects. a wide range indicates an piece of armor with a large amount of coverage, while a small range indicates armor that covers only one body part. Here are the body parts each value in the range corresponds to:
0 - any clothing that offers no protection
1 - Head & neck
2 - Shoulders & upper arms
3 - Chest & abdomen
4 - Forearms & hands
5 - Groin & thighs
6 - Calves & feet
(GM's note: apply your imagination as far as mapping these bits onto birds and snakes)

Skills
A skill is a special talent, technique, or piece of knowledge that passively gives you a stat boost when you attempt certain actions associated with it, as determined by its name and description. The stat requirement of a skill tells you how advanced you must be in a given area to master that skill.
The combat value of a skill tells you how much extra damage it adds in combat (if a skill is not usable in combat, this number defaults to 0).
The specialization range of a skill tells you how many points it adds to the stat defined by its stat requirement when applied to an action
Ex 1.Sarah the Spellcrafter has a skill called "Expert Zoologist (Edu +1)" that allows her to summon a perfect simulacra of a Red Panda: a spell that would be impossible for her to craft with her base Education stat. However, this skill has a combat value of 0 because red pandas are not useful in a fight.
Ex 2. Cory the Cutpurse has a skill called "Knife Handling (Dex +2)" that give him deadly precision with attacking enemies with knives. This is realized mechanically by the skill's combat value of 10, which is factored into damage calculations in combat (see below for more info).

Items
If you do not meet the stat requirement for a consumable item, it will not work as intended for you. If you surpass the stat requirement, you may receive a bonus when using it.
The combat value for a consumable indicates numerically what sort of advantage it gives you when you use it (note that although most consumable are intended for combat use, many will also have alternative uses out of combat). The effects of consumable vary widely, but a general rule is that they will benefit you in a way that is consistent with the stat required to use it correctly, or its associated color of magic.
The specialization range of a consumable indicates how many times you can use it before it is completely consumed (anything that can be used more than 6 times is considered gear).

Magic
The stat requirement of any given spell is always based on willpower. This requirement tells you how much focus is required to cast the spell: common spells require only one willpower, but more powerful spells may require more focus, as they are more taxing on a mage's mental faculties. Furthermore, while some spells require your focus only while casting them, others require continuous concentration to maintain, and will be dispelled if your focus is broken.
Ex. 1 Mage-Priest Mallory shoots lightning at an enemy. While she is casting the spell, she focuses on it with 1 will, but once the spell leaves her hands, she can dedicate that will to other things.
Ex. 2 Firestarter Felix summons a fire elemental to help tidy up around the house. For as long as he wants that elemental to exist and be helpful, he will have to devote one will to maintaining its form and controlling its behavior.
The combat value of a spell tells you how much effect it will have in combat, but also how much stamina it will require to cast: spells that require more of a mage's energy are stronger. This value could a fixed number, meaning the spell always requires the same amount of energy to cast; it could be an X variable, which creates a more powerful spell the more stamina you put into it; or it could be a Y variable, in which case the required stamina to succeed is defined by the target of the spell.
A spell's specialization range indicates how long it takes to cast. Out of combat, this value is usually not relevant, because actions are not timed. In combat, when everything moves quickly and many things can happen at once, however, the amount of time between activating a spell and completing its effect can be vital. Specialization Range 0 is reserved for cantrips, which cast instantly. (see below for more info)



COMBAT
Spoiler:
In combat, actions work the same, but every action each player and NPC takes is divided into rounds. Each round is divided into two phases: preparation and resolution.

Preparation Phase
At the beginning of a round of combat, each participant will select all of their actions secretly and assign them to priority slots before submitting them to the GM. A low priority action takes the shortest amount of time to perform, but also has less power, while a high priority action takes longer to complete, but is more powerful. There are six slots of priority per round, so your priority numbers can range between 1 and 6, but can never add up to more than 6. Priority 0 is reserved for certain specific actions and spells, and can be use instantaneously at any time. The total number of actions you can complete in a round is equal to your willpower stat. (Note that you are not required to perform exactly as many actions as you have willpower, nor are you required to fill every priority slot every round.)

Combat Actions are categorized as follows:
Attack, Move, Defend, Skill, Item, Magic

Attack - The damage you deal with the attack action is calculated according to the following formula: damage out = (stamina spent + weapon bonus + skill bonus) x priority value

Move - Movement is divided into units based on dexterity. Your dexterity stat tells you how far you can move in one priority slot during combat. Your GM will tell you approximately how far away enemies are when combat begins and keep track of everyone's position until it end.
(GM's note: she might even draw you a diagram if she's not feeling too lazy!)

Defend - The damage you take when defending is calculated according to the following formula:
damage taken = (defense value + armor bonus) - enemy damage out

Skills, Items, and Magic will have specific stamina costs and priorities, as well as unique effects, as discussed in the sections above.

Example turn: Warrior Willy has 3 willpower, 60 stamina, and a big sword. In priority slots 1-4, he attacks with 20 stamina. Then at priority 0, he uses a cantrip of speed to make him faster. Then, in priority slots 5-6, using 10 stamina, he runs away!

Resolution Phase
In the resolution phase, the GM does math, then lets you know how everything turned out so you can do it again until you win or die.



CHARACTER PROGRESSION
Spoiler:
Your base stats are not intended to change vary much over the course of the game. They define who you are and what your are capable of as a person, so if they change, it will imply great personal upheaval, whether that means success, accomplishment, and growth, or failure, regression, and weakness. In fact, after adulthood, any given person's stats are more likely to decrease that increase due to the effects of age, illness, wounds, etc. While early life exists in a natural state of growth, those late in life exist in a natural state of decay.* So it goes.
(GM's note: *except, for some reason, in the case of alligators and certain exotic ocean life)

That said, anyone can still grow and progress in small ways that do not require upheaval. This can include learning new skills or improving ones you already know; acquiring better equipment; improving your spell library, and committing important things to memory. Thus, while there is no traditional experience and leveling mechanic in this game, you can measure the progress of a character, much like in real life, by their experiences, the practical and interesting knowledge they possess, and by their cherished items. In gameplay, that means it is up to the GM to provide players with opportunities to make these things happen for their characters so that they can grow and become more powerful and competent over time.


CHARACTER CREATION
Spoiler:
The factors in the following template have no direct effects on game mechanics, but will affect the role-playing side of the game.

NAME:
APPEARANCE:
PERSONALITY:
JOB:
BACKGROUND:
NOTES:

- - -

The following factors are directly tied to game mechanics:
Your race will affect your stats, and will grant you a racial ability, as described by this Chart:
race bonus.png

Your affinity and homeland will affect what kinds of magic you can do, and may have subtle effects on everything that happens to you. This chart should serve as a helpful shorthand for what that might mean in-game:
magic reference table.png
magic reference table.png (11.08 KiB) Viewed 641 times


Your stat values may be assigned according to your preference out of 24 points. No stat can be higher than 6 or lower than 3 before racial modifiers are applied (giving you a range of 3 to 8 after modifiers). To help you understand what these numbers mean in context, this chart describes each value:
stat value meanings.png


RACE:

AFFINITY:
HOMELAND:

STA:
DEX:
PER:
CHA:
EDU:
WIL:
Last edited by Lavender Manna on Wed Jun 28, 2017 4:15 am UTC, edited 5 times in total.

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orangedragonfire
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Re: LAVENDER'S NEW FORUM GAMES RPG [SIGN UPS OPEN]

Postby orangedragonfire » Sun Jun 25, 2017 9:08 pm UTC

It says sign-ups are open, sooo... I'd like to sign up and ask questions.

Questions, first.

What are the Color Affinities under races supposed to mean? Are those the ones that members of that race can choose from? So, practical example, if I were a Human that grew up in a River biome, I'd get Blue Affinity from the River. And I guess be able to choose Orange or Yellow for the human Affinity?
Relatedly, can you get a double Affinity, say Green from being an Elf and Green from growing up in a jungle?




Sign-Up
(subject to change based on the answers to questions above, comments or because I feel like it)

Name: Manera
Race: Human
Childhood biome: River
Affinities: OB (yes, opposites)
Concept/Backstory:
Manera is a magic researcher, with ideas that are way ahead of anything practically possible. Due to that, her research often fails to deliver practical results, and she sees herself forced to take various odd jobs to cover her living and research expenses. Among her schemes are legally changing her name to a working magical spell, designing a machine to autonomously create spells and finding a new primary magical color. She is often puzzled when people do not share her enthusiasm, or are unable to follow her complex spell diagrams. She also considers practical experience with all six major colors of magic and how to combine all of them to be essential basic education, never mind that only a handful of people can claim such knowledge.

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Re: LAVENDER'S NEW FORUM GAMES RPG [SIGN UPS OPEN]

Postby Lavender Manna » Sun Jun 25, 2017 10:11 pm UTC

orangedragonfire wrote:What are the Color Affinities under races supposed to mean? Are those the ones that members of that race can choose from? So, practical example, if I were a Human that grew up in a River biome, I'd get Blue Affinity from the River. And I guess be able to choose Orange or Yellow for the human Affinity?
Relatedly, can you get a double Affinity, say Green from being an Elf and Green from growing up in a jungle?

1. In terms of game mechanics, color affinities primarily affect what kind of magic you can do. In terms of role-playing, they can affect things like your personality, who you get along with, which gods and terrain you feel more connected to, etc. Think of it kind of like this universe's version of the zodiac: it vaguely defines everything in your life, but it's also up to each individual person how much they let it affect them, or how much they even believe in it.

2. Yes, in character creation you pick one of the two racial colors, and get the other one from where you were born.

3. Yes, you can have double affinities. That just makes your connection to that kind of magic stronger, and makes it more difficult to access other colors.

A lot of this will be clarified in the mechanics and character creation post, which I'm currently in the middle of writing :D

Oh, also I have a good analogy for how magic works that I didn't include in the OP because it's not really in flavor:
Imagine that inscribing spells is more like writing computer code than waving a staff and saying funny words. The divine languages are kind of halfway between coding languages and natural language, and are also kind of their own unique thing. This is why spells generally need to be inscribed in long-form runes rather than just spoken aloud: even the most basic computer code is usually too long and complex to memorize and repeat, when you could just click a button to have a computer execute it for you instead. Furthermore, just like you can have high quality well put together professional code, or spaghetti code written by someone who's just teaching themselves, so too can you have high quality professional spells, or experimental spaghetti spells. The main difference is that magic has a lot more potential to be dangerous :P

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Re: LAVENDER'S NEW FORUM GAMES RPG [SIGN UPS OPEN]

Postby dimochka » Mon Jun 26, 2017 4:22 am UTC

Name: Raien
Race: Elf
Childhood Terrain: Swamp
Affinities: Blue (Race), Violet (Terrain)
Concept/Backstory:
Raien remembers little of his childhood. Kidnapped from his family when he was just a baby, he was raised by a family of Nagas. To be fair, he was not treated badly. But he knew he didn't fit in. For several years, he trained in the arts of combat and deception, and on the night of his 17th birthday escaped the swamps. Raien now seeks his family, with little to go on but the leaf-shaped quartz necklace that was on his neck for as long as he can remember. He cares little for material possessions, but he does value agility and intellect, as well as adventure and danger.
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Re: LAVENDER'S NEW FORUM GAMES RPG [SIGN UPS OPEN]

Postby 12obin » Mon Jun 26, 2017 6:59 pm UTC

My initial idea was based on blue-green as a kinda psychadelic thing. you know, plants (and fungi) + illusory magic kind of leads me there. But is it bad that all 3 of us so far want blue? I could play with green-orange and come up with something there instead.

anyway i love the world you're building here.
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Re: LAVENDER'S NEW FORUM GAMES RPG [SIGN UPS OPEN]

Postby dimochka » Mon Jun 26, 2017 8:50 pm UTC

12obin wrote:My initial idea was based on blue-green as a kinda psychadelic thing. you know, plants (and fungi) + illusory magic kind of leads me there. But is it bad that all 3 of us so far want blue? I could play with green-orange and come up with something there instead.

anyway i love the world you're building here.

I doubt that we specifically need one of each color. Just probably means we'll work better together because we'll some similarities in magical understanding.
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Re: LAVENDER'S NEW FORUM GAMES RPG [SIGN UPS OPEN]

Postby 12obin » Mon Jun 26, 2017 10:10 pm UTC

Should be okay.

Name: Daucus
Race: Troll (Green)
Terrain: River (Blue)
Description: Daucus is a relatively petite, middle-aged troll who has lived alone for a long time but has far-reaching networks of friends and friends-of-friends. She is knowledgeable in the identification and cultivation of plants and fungi, especially those with medicinal and/or psychoactive properties, and supports herself by trading in such botanical goods as well as homemade wine. She asks no questions regarding the medicinal, recreational, or even malicious uses her wares might go to, though she tries not to trade in lethal doses of anything.
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Re: LAVENDER'S NEW FORUM GAMES RPG [SIGN UPS OPEN]

Postby Lavender Manna » Tue Jun 27, 2017 2:16 am UTC

12obin wrote:anyway i love the world you're building here.

Thanks :mrgreen:

I expect you all will want to reconfigure your characters somewhat after learning how gameplay works, anyways. (sorry it's taking so long! I had a busy weekend)

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Re: LAVENDER'S NEW FORUM GAMES RPG [SIGN UPS OPEN]

Postby Lavender Manna » Wed Jun 28, 2017 2:11 am UTC

Update: the mechanics post is finished and posted! It is the second post in this thread. Stay tuned for character creation templates as soon as i figure out how to format the explanatory tables properly in a forum post.

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Re: LAVENDER'S NEW FORUM GAMES RPG [SIGN UPS OPEN]

Postby Lavender Manna » Wed Jun 28, 2017 4:00 am UTC

Triple post: character creation is live! Will follow up with starter-level weapons, equipment, skills, spells, etc. tomorrow. Sorry for the walls of text, I am trying to maintain a balance between simplicity and robustness. If its any consolation, although you need to know a lot of this stuff in order to make your character, during the actual game you don't need to do more than point and grunt if you don't want to. The GM is meant to do all of the hard stuff :mrgreen:

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Re: Lavender's New /fg/ RPG [Sign-ups & character creation]

Postby orangedragonfire » Wed Jun 28, 2017 10:11 pm UTC

Hmmmm... that necessitates some rethinking of my character. For the eccentric theoretical magic researcher thing I'm going for, I do need maxed Edu, so I can't be human. Which also means that I'll have to drop the opposing Affinities I was going for - the only possibilities of getting that with suggested terrains are Human & River (BO), Goblin & Jungle (RG), Troll and Swamp (VY), Paradise Avian & Coast (BO). None of those races have sufficiently high Edu. Grumble, grumble. Are the listed terrains for races the only ones you can choose from, or only intended as suggestions?


Other comments:
- It seems that you basically only have 6 points to freely distribute; you need 18 of your 24 to match all the minimum of 3 for all six stats, and the the six additional points from race are decided fully by that race.
- There is a slight imbalance in the Race/Stat chart (btw, well done on making it almost balanced; it'd have been quite easy to just assign things at random). Anyway, each stat has three races that give a +2 boost, three that give a +1 boost and three that give a +0 boost. Except for Edu and Will, where Edu has one extra +0 boost and will less +1 boost and Will the reverse of that.
- I noticed that there isn't really an explanation of what an Affinity does mechanically.
- The defence formula seems backwards?
damage taken = (defense value + armor bonus) - enemy damage out
should be
damage taken = enemy damage out - (defense value + armor bonus)
I think.
- The Atlanteans have Habitats that aren't in the list of terrain types. I guess Riverways might fall under River, but there is nothing for Ocean floor and Lake floor. Mostly the problem here is that we don't know what kind of magic they give affinities to. Though they're probably associated with blue, due to water? But then again, the ocean floor is varied enough that it might have different kinds of terrains with different affinities.


Anyway, updated character sheet for now:

---

NAME: Manera
APPEARANCE: mostly consists of pockets that hold intricate tools worn down by years of use for purposes they never were designed for and half-finished magical artefacts.
PERSONALITY: Tends to consider everything a complicated yet intriguing intellectual puzzle - whether it be how to open a door (which it turns out was unlocked), how to interact with people or how to fight a battle.
JOB: Researcher and whatever pays well
BACKGROUND:
Manera grew up in the Crystal Fork clan of Orcs. These travel across rural areas, stopping and villages and farms and offer their services of fixing anything magical. Magic stoves, magically cooled boxes or rooms to store food and of course wards against both bugs, diseases and raiders. Magical tools that stay sharp or help plants grow. All of it tends to break down, and then the Crystal Fork clan is willing to fix it for a price. Manera was quite uninterested in the practical repair of these devices, and rather more intrigued by the theories behind them.
One day, she decided to improve an automatic harvesting basket, which would attract any wheat to it, making sure that nothing fell to the ground. What she ended up with was a basket that summoned all the wheat from the surrounding three fields, though it wasn't fully grown yet. With such damages to her name, the clan politely but insistently suggested that she find something else to do with her life if they way of living wasn't to her tastes.
So she left them at the next city they came to, the clan resupplying their tool and replacement parts for various magical contraptions, and Manera headed off to the magical university to study. Her avid studies mostly consisted of heading ever deeper into the realms of theoretical magic and wild idea of what could theoretically be possible to achieve. There were breaks only when she ran out of money ever now and again, and she had to take a break while quickly making some money before throwing herself back into her studies.
Among her (theoretical) schemes are:
- legally changing her name to a working magical spell
- finding new ways to produce store and channel magical energy
- designing a machine to autonomously create spells
- finding a new primary magical color
She is often puzzled when people do not share her enthusiasm, or are unable to follow her complex spell diagrams. She also considers practical experience with all six major colors of magic and how to combine all of them to be essential basic education, never mind that only a handful of people can claim such knowledge.

RACE: Orc

AFFINITY: OY
HOMELAND: Farmland

STA: 6
DEX: 4
PER: 4
CHA: 3
EDU: 8
WIL: 5

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Re: Lavender's New /fg/ RPG [Sign-ups & character creation]

Postby 12obin » Wed Jun 28, 2017 10:35 pm UTC

orangedragonfire wrote:- The defence formula seems backwards?
damage taken = (defense value + armor bonus) - enemy damage out
should be
damage taken = enemy damage out - (defense value + armor bonus)
I think.


I thought so too, but then I decided it probably means you're adding a negative number of stamina, as it were

orangedragonfire wrote:- The Atlanteans have Habitats that aren't in the list of terrain types. I guess Riverways might fall under River, but there is nothing for Ocean floor and Lake floor. Mostly the problem here is that we don't know what kind of magic they give affinities to. Though they're probably associated with blue, due to water? But then again, the ocean floor is varied enough that it might have different kinds of terrains with different affinities.


Under "character creation," terrain is updated as including "freshwater" and "saltwater"
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Re: Lavender's New /fg/ RPG [Sign-ups & character creation]

Postby Lavender Manna » Wed Jun 28, 2017 10:38 pm UTC

orangedragonfire wrote:Hmmmm... that necessitates some rethinking of my character. For the eccentric theoretical magic researcher thing I'm going for, I do need maxed Edu, so I can't be human. Which also means that I'll have to drop the opposing Affinities I was going for - the only possibilities of getting that with suggested terrains are Human & River (BO), Goblin & Jungle (RG), Troll and Swamp (VY), Paradise Avian & Coast (BO). None of those races have sufficiently high Edu. Grumble, grumble. Are the listed terrains for races the only ones you can choose from, or only intended as suggestions?

You may not need maxed edu for your special interest if you take skills that give you a good bonus in it. The racial stat modifiers are meant to imply things about basic physiology and social structure, so in the case of education, it just means that their educational system isn't as good as that of other races in general. Your character can still have a good education in terms of skills and magic he knows.

orangedragonfire wrote:Other comments:
- It seems that you basically only have 6 points to freely distribute; you need 18 of your 24 to match all the minimum of 3 for all six stats, and the the six additional points from race are decided fully by that race.
- There is a slight imbalance in the Race/Stat chart (btw, well done on making it almost balanced; it'd have been quite easy to just assign things at random). Anyway, each stat has three races that give a +2 boost, three that give a +1 boost and three that give a +0 boost. Except for Edu and Will, where Edu has one extra +0 boost and will less +1 boost and Will the reverse of that.
- I noticed that there isn't really an explanation of what an Affinity does mechanically.
- The defence formula seems backwards?
damage taken = (defense value + armor bonus) - enemy damage out
should be
damage taken = enemy damage out - (defense value + armor bonus)
I think.
- The Atlanteans have Habitats that aren't in the list of terrain types. I guess Riverways might fall under River, but there is nothing for Ocean floor and Lake floor. Mostly the problem here is that we don't know what kind of magic they give affinities to. Though they're probably associated with blue, due to water? But then again, the ocean floor is varied enough that it might have different kinds of terrains with different affinities.

1. I am a bit concerned about the lack of granular control, but the idea of base stats coming on a small scale is a very intentional part of design. In fact, only giving you 24 points was meant to deincentivize people from dumping six points into one stat :D Again, ideally you should be able to achieve the kind of fine customization you want with modifiers.
2. I think that's a typo. Will fix!
3. A large part of affinity will be explored through role playing and GM machinations as opposed to direct mechanical affects. That said, it is meant to give small penalties for doing magic outside of your affinity, and I did totally forget to write that down.
4. Those formulas are basically the same, it just depends on whether you consider damage taken to be a positive or a negative value. If this is confusing for other people, I can change it.
6. Ah! That was an edit that I probably forgot to make consistent everywhere! Blue terrain should now be "Freshwater" and "Saltwater" instead of "River" and "Coast." And that should imply the water itself, the land at the bottom of the body of water, and the land immediately next to it (i.e. shores and riverbanks)

In conclusion: part of the problem is that not everything is finished yet, and part of the problem is that I didn't do enough proofreading

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Re: Hexmage: A New Forum RPG [Sign-ups & character creation]

Postby dimochka » Thu Jun 29, 2017 12:03 am UTC

Just wanted to note that I did skim this, and will put something together over today/tomorrow once I read in more detail tonight.
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Re: Lavender's New /fg/ RPG [Sign-ups & character creation]

Postby Lavender Manna » Thu Jun 29, 2017 12:33 am UTC

Lavender Manna wrote:6. Ah! That was an edit that I probably forgot to make consistent everywhere! Blue terrain should now be "Freshwater" and "Saltwater" instead of "River" and "Coast." And that should imply the water itself, the land at the bottom of the body of water, and the land immediately next to it (i.e. shores and riverbanks)


Actually, on second thought, the entire terrain system might need a slight overhaul. It shouldn't change the game that much if we use the current version or a different one, but an overhauled system would probably make a lot more sense than the current one. For now, just assume that Atlanteans are most strongly tied to Blue, Violet, and Red, and I'll get back to yo'all about the rest.

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Re: Hexmage: A New Forum RPG [Sign-ups & character creation]

Postby dimochka » Wed Jul 05, 2017 8:04 pm UTC

Sorry! Got caught up with July 4 stuff. Are we still doing this? I'll create my char sheet/background today.
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Re: Hexmage: A New Forum RPG [Sign-ups & character creation]

Postby heuristically_alone » Thu Jul 06, 2017 2:57 am UTC

I also have been planning on making a character. Hopefully by tomorrow.
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Re: Hexmage: A New Forum RPG [Sign-ups & character creation]

Postby Lavender Manna » Thu Jul 06, 2017 5:23 pm UTC

We are still doing this! I just got pretty ahead of myself and rushed, but there's still some more finalizing I have to do.

Also, my 4th of July plans were about a week long, so I was caught up too :mrgreen: Luckily, I never stop thinking about game design, even on vacation.

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Re: Hexmage: A New Forum RPG [Sign-ups & character creation]

Postby 12obin » Fri Jul 07, 2017 4:55 am UTC

Spoiler:
Okay I've never actually played a game like this, I've just listened to other people roleplaying (mostly D&D) on podcasts? And read D&D 5th ed. player's and DM's handbooks a couple years ago (and still have them) for a game that never came together...anyway idk I'm nervous about doing things wrong and like, whether my stats are too evenly distributed for instance. but in a narrative way based on the table, i think the stats make sense. just v uncertain. but! also excited and i should just do something.


NAME: Daucus

APPEARANCE: Slightly on the small side for a troll. Very smooth, flat face. Cultivates plants, fungi, and arthropods on her body. Wears clothes with a lot of folds and pockets, and often carries a walking stick to navigate rough terrain.

PERSONALITY: Quiet extravert. Loves learning. Loves people in general, but has trouble connecting. Often taken to be joking when she is being serious, and vice versa. Prone to getting very focused on a task and losing track of time.

JOB: Grows and forages plants and fungi, prepares them as medicine, other drugs, or alcohol, and trades them

BACKGROUND: She grew up with her mother, a medicine maker who cultivated an artificial air of mystique, and with two older sisters who grew up and left home when she was still little, so for most of her youth it was just her and her mother. This one-on-one relationship became very tense and difficult until they were basically not speaking, and they went on under the same roof like that until her mother got very old and frail, and chose to go live with one of the sisters who she said would "take better care" of her despite Daucus being the most trained in healing, leaving Daucus alone in the home she grew up in.
She has been in the family business since adolescence (which was a long time ago) but always found her mother's phony salesmanship repugnant, and tends to err on the side of modesty, downplaying her own talent with medicines. She also is very open about the recreational and mind-expanding potentials of botanicals without playing to any particular mystical or spiritual narrative to justify it.
She sometimes visits her family, and does get along well with her sisters. She likes going into towns, and especially going to crowded events like plays or sports. She'll sometimes attend in a professional capacity with wine etc, as well. She has occasionally made friends through such outings, though mostly only with people who approached her first. She admires art and music, having no skill in those areas and finding it all very impressive.
Although she is never inclined to be aggressive, she is protective of anyone she perceives as vulnerable, and also is often carrying enough goods to be attractive to thieves, so she has developed a moderate capacity for defense.

RACE: Troll

AFFINITY: GB

HOMELAND: River/Freshwater (there's a spot on the map I have my eye on if that becomes relevant)

STA: 6 (4+2)
DEX: 4
PER: 6 (4+2)
CHA: 4 (3+1)
EDU: 5
WIL: 5 (4+1)
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Re: Hexmage: A New Forum RPG [Sign-ups & character creation]

Postby Queen Arasene » Mon Jul 17, 2017 10:52 am UTC

Is this actually still a thing? I have to ask, after all.
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Re: Hexmage: A New Forum RPG [Sign-ups & character creation]

Postby dimochka » Mon Jul 17, 2017 4:32 pm UTC

I keep forgetting to post mine. I have it done but it's on my home laptop. I'll submit in the evening.
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Re: Hexmage: A New Forum RPG [Sign-ups & character creation]

Postby heuristically_alone » Mon Jul 17, 2017 4:53 pm UTC

My labtop has been having issues.... but I plan on having mine submitted this week.
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Re: Hexmage: A New Forum RPG [Sign-ups & character creation]

Postby Hellaphunt » Mon Jul 17, 2017 4:53 pm UTC

NAME: Chouffe
RACE: Naga
AFFINITY: RB
HOMELAND: Desert
APPEARANCE: Rough and weathered, but maintains a youth beytraying his age.
PERSONALITY: Affable, yet strong minded. Was once an introvert, but aging has curbed that. Has particular tastes and holds no reservations spending good coin on food and drinks; frugal and reserved otherwise. Observant to a fault.
JOB: Combat Strategist
BACKGROUND: Raised by his father in the undiscovered depths of the western deserts, Chouffe was taught to hunt and forage a landscape that was virtually desolate. Water is not far to be found. Still, a culture who prides being a people mastering the unforgiving, they have deep knowledge of the water's potential and how to harness it.
STATS:
    STA: 6
    DEX: 4
    PER: 5 (4 + 1)
    CHA: 5 (3 + 2)
    EDU: 6 (4 + 2)
    WIL: 4 (3 + 1)

    TOT: 24 + 6 = 30
Last edited by Hellaphunt on Thu Jul 20, 2017 12:06 am UTC, edited 6 times in total.
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Re: Hexmage: A New Forum RPG [Sign-ups & character creation]

Postby Lavender Manna » Mon Jul 17, 2017 8:03 pm UTC

Queen Arasene wrote:Is this actually still a thing? I have to ask, after all.

This is still a thing! I just got way ahead of myself because I wanted to get started quickly, but the system still needs some final edits before it's ready, and that hasn't happened yet because I've been unreasonably busy for the past two weeks. There's one spot left for episode one if you want to claim it!

Hopefully myself and you all will be ready to go within the next few weeks and we can start by August, or even earlier.

Here's my to-do list, if you all are interested:
  • Re-do the terrain system to make more sense
  • Address issues of granularity in character stats/actions (I have a solution for this but I'm not sure if it solves everything yet)
  • Finish listing and balancing beginner level spells , skills, and equipment (please give me suggestions for the kinds of stuff you want to see! the potential for these is basically infinite!)

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Re: Hexmage: A New Forum RPG [Sign-ups & character creation]

Postby 12obin » Mon Jul 17, 2017 10:51 pm UTC

Lavender Manna wrote:
  • Finish listing and balancing beginner level spells , skills, and equipment (please give me suggestions for the kinds of stuff you want to see! the potential for these is basically infinite!)


What does this mean in a game without leveling up?
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Re: Hexmage: A New Forum RPG [Sign-ups & character creation]

Postby Lavender Manna » Mon Jul 17, 2017 11:26 pm UTC

I assume you're asking what I mean by "beginner level?" My intention for character progression, beyond what I've already written in the OP, is that you all will start at around the same place in terms of objective power level, that being "new to average adventurer," and the challenges you face will be around the same level. You will come across opportunities to access more powerful spells, skills, and equipment as the campaign progresses, but the stuff you start out with and that the shops in the starting town carry will be standardized. Beginner level means balanced to be workable for new characters, new players, and new GMs, because Episode 1 is basically going to be a beta test for the system :P

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Re: Hexmage: A New Forum RPG [Sign-ups & character creation]

Postby 12obin » Tue Jul 18, 2017 1:39 am UTC

okay gotcha, thx
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Re: Hexmage: A New Forum RPG [Sign-ups & character creation]

Postby Queen Arasene » Wed Jul 19, 2017 2:09 pm UTC

NAME: Bruno Merryman Gravedigger XXIV
RACE: Dwarf
AFFINITY: VV
APPEARANCE: Short and stocky; basically built like a barrel on legs. Actually slightly oversize for a dwarf; think the approximate equivalent of a big, bulky bartender for regular humans. Tends to carry a pack that is as big or bigger than he is, in deference to age-old tradition. Always carries bagpipes or a different music instrument. Has a beard that gives extra credibility to all the stereotypes. Usually smokes a pipe that looks like it's been handed down for at least four generations. Proudly runs around with a skin tone that suggests he hasn't seen the inside of a house his entire life.
PERSONALITY: Once put a coat and a pumpkin head with a hat on the top of his pack, making seven people mistake him for a human. Bruno is a bit more easygoing than most of his fellow dwarves, although he definitely wouldn't trust anyone but himself with money. He gives off the impression of a man who could, with a bit of thought put into it, do everything a father of five would need to do, including building houses, cooking food and entertaining the children. Loves long, strenuous marches across any terrain, although he prefers it not be swamp. Absolutely a fan of good, honest work, but not entirely disinclined to a bit of good, honest lying if it seems appropriate or necessary.
JOB: BARD. Also a traveling handyman, doing any odd jobs falling into his big hands, and a part-time priest and enchanter. Sometimes a warrior.
BACKGROUND: Bruno is an auspicious personality stemming from a long line of dwarves. He ... well, actually, that's a lie. He was born to an out-of-the-way family of dwarves who had dug their way all the way into the tundra after hearing of an especially promising coal seam. They made a good living, and he was a happy dwarf, though slightly unfulfilled in the work of mining, and occasionally prone to knocking his head on especially low-placed support beams. His family insists that it was this fact that eventually led him to be more imaginative than most of them, and- as a good family who cared for the happiness and reliability of their fellow dwarves- had an education as a bard organized for him.

In the following years, Bruno became a traveling bard- after having finished his education, of course- and merrily marched through the world in order to learn more fantastic stories, meet fantastic beasts and people and to bring tales belittling them all back home. In the process, he always tries to make himself useful in the good view that although he doesn't have to trust anyone, they don't have to trust him either and the best way to earn someone's trust is to do an honest day's work together with them, which will then result in you getting access to more of the rumor mill. Working men can gossip like high school girls, though in a more subdued fashion.
NOTES: May change to STA7/EDU4 if appropriate. Have to look into the exact things we do there.


STA: 6 (4 + 2)
DEX: 4 (3 + 1)
PER: 4
CHA: 6
EDU: 5 (4 + 1)
WIL: 5 (3 + 2)

TOT: 24 + 6 = 30
It's Magic. I ain't gonna explain shit.

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Re: Hexmage: A New Forum RPG [Sign-ups & character creation]

Postby Hellaphunt » Wed Jul 19, 2017 2:17 pm UTC

Where are people getting their stats from? All I see are these:
Image
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Re: Hexmage: A New Forum RPG [Sign-ups & character creation]

Postby orangedragonfire » Wed Jul 19, 2017 4:27 pm UTC

Character Creation wrote:Your stat values may be assigned according to your preference out of 24 points. No stat can be higher than 6 or lower than 3 before racial modifiers are applied (giving you a range of 3 to 8 after modifiers).


Basically, this means that you need to put at least 3 points into each of the six stats, which uses up 18 of your 24 points. After that, divide the remaining 6 however you want, just don't exceed 6 for any single stat.

After that, add the racial modifiers that you showed in your post. That adds another 6 points, so your character should have 30 points total.

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Re: Hexmage: A New Forum RPG [Sign-ups & character creation]

Postby Hellaphunt » Wed Jul 19, 2017 4:46 pm UTC

Got it, thanks!
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Re: Hexmage: A New Forum RPG [Sign-ups & character creation]

Postby timrem » Wed Jul 19, 2017 9:20 pm UTC

Hellaphunt wrote:NAME: Chouffe
RACE: Naga
AFFINITY: RB
HOMELAND: Desert
APPEARANCE: Rough and weathered, but maintains a youth beytraying his age.
PERSONALITY: Affable, yet strong minded. Was once an introvert, but aging has curbed that. Has particular tastes and holds no reservations spending good coin on food and drinks; frugal and reserved otherwise. Observant to a fault.
JOB: Combat Strategist
BACKGROUND: Raised by his father in the undiscovered depths of the western deserts, Chouffe was taught to hunt and forage a landscape that was virtually desolate. Water is not far to be found. Still, a culture who prides being a people mastering the unforgiving, they have deep knowledge of the water's potential and how to harness it.
STATS:
    STA: 7
    DEX: 4
    PER: 4 (3 + 1)
    CHA: 5 (3 + 2)
    EDU: 6 (4 + 2)
    WIL: 4 (3 + 1)

    TOT: 24 + 6 = 30


I don't believe that STA: 7 is valid; you can only exceed 6 via racial modifiers.

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Re: Hexmage: A New Forum RPG [Sign-ups & character creation]

Postby Hellaphunt » Thu Jul 20, 2017 12:05 am UTC

Hurp, you're right - I had it right initially, then got greedy. Thanks!
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Re: Hexmage RPG Discussion Thread [Sign-ups Closed]

Postby dimochka » Thu Jul 20, 2017 7:21 pm UTC

NAME: Raien
RACE: Elf
AFFINITY: Blue (Race), Violet (Terrain)
HOMELAND: Swamp
APPEARANCE: Tall and in good shape, with piercing green eyes. Dressed in a Light tunic, trousers, and boots, as well as a leaf-shaped necklace.
PERSONALITY: Raien gets along with others, though prefers quiet and calm. It takes some time for him to build trust and rapport, but he appreciates honest and adventurous individuals with a penchant for danger (though not necessarily recklessness). Does not particularly care for material possessions.
JOB: Traveler, Assassin for Hire (think chaotic-good - he won't take on missions which target good people / disrupt things he believes in).
BACKGROUND: Raien remembers little of his childhood. Kidnapped from his family when he was just a baby, he was raised by a family of Nagas. To be fair, he was not treated badly. But he knew he didn't fit in. For several years, he trained in the arts of combat and deception, and on the night of his 17th birthday escaped the swamps. Raien now seeks his family or his calling (whichever comes first), with little to go on but the leaf-shaped quartz necklace that was on his neck for as long as he can remember.
STATS:
STA: 6 (3+3)
DEX: 7 (4+3)
PER: 5 (5+0)
CHA: 4 (4+0)
EDU: 3 (3+0)
WIL: 5 (5+0)
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Re: Hexmage RPG Discussion Thread [Sign-ups Closed]

Postby dimochka » Tue Jul 25, 2017 10:01 pm UTC

Lavender Manna wrote:I assume you're asking what I mean by "beginner level?" My intention for character progression, beyond what I've already written in the OP, is that you all will start at around the same place in terms of objective power level, that being "new to average adventurer," and the challenges you face will be around the same level. You will come across opportunities to access more powerful spells, skills, and equipment as the campaign progresses, but the stuff you start out with and that the shops in the starting town carry will be standardized. Beginner level means balanced to be workable for new characters, new players, and new GMs, because Episode 1 is basically going to be a beta test for the system :P

Come back!
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Re: Hexmage RPG Discussion Thread [Sign-ups Closed]

Postby Lavender Manna » Tue Jul 25, 2017 11:34 pm UTC

Sorry! Real life has been cutting majorly into my forum time! Also, every time I try to make sense of terrain types and biomes I just get more confused!

OK ok, I'm gonna commit to having everything ready to go by August 1st.

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Re: Hexmage RPG Discussion Thread [Sign-ups Closed]

Postby Lavender Manna » Wed Jul 26, 2017 11:24 am UTC

updated to do list:
  • reformat rules post
  • write new terrain section (the new system is basically done, i just need a paragraph to explain it)
  • update action system and character creation to reflect tweaks (sorry if i keep making you redo characters! if it's any consolation, all of your feedback is actively helping me make the system work better!)
  • create stats for starter equipment, skills, and spells
  • create system for new players to select starter equipment, skills, and spells

once all those are checked off y'all will be free to finalize your player characters for realsies and I'll post the thread for the first episode


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