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  tentacles
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Ahriman the Deceiver
Crew

PostPosted: Tue Dec 19, 2006 11:15 am


(1) Charector development:

1. Pick a name
2. Pick your age
3. Pick a deity
4. Pick a race
5. Pick a profession
6. pick five (5) skills from the list that is generated by the race and profession that were your choice.
7. Pick five (5) starting items from the given list
8. Pick a starting weapon from given list
9. Give information to GM so he can generate your stats*
10.pick which house number you want and which town you wish to live in, tell the GM

*stat sheets will be posted and updated on post (7)

info:
*to be of average sanity you have to be around 200
*Never piss off the GM, he is the gods of this game
*all charectors start level 1
*it takes 200 exp points to reach second level, 300 to reach 3rd level and so on up the levels.
*your exp points go to zero (0) after you level up
*If you manage to die, then you go back to your starting point in the game, you will have not exp and you will have lost all your items (but not your weapons)
*if you already have a skill and something you "gain skill" from something, then that skill goes up by one level
*If both Race and profession have the same skill, then you can pick that skill as two of your choices which makes the skill start at lvl. 2
*Skills lvl up from use
*the max skill lvl is 20. to use the skill you roll a d20 and have to get your skill lvl or lower to use it.
*maps will be drawn on paint
*the updated maps will be posted at the end of every game session
*every charector is given a house to start with
*life is not fair, neither is this game. I do show favoritism, but never towards the same person for a long period of time. Every one will be the subject of favoratism at one time or another
*the starting town is Midgard. In all of my games the starting town is midgard or Town 1.
*everything drawn on Paint will have a red border going around it so that its edges can be seen from the post its self
*Projectile weapons do the damag that is the weapon's damage plus the ammo's damage
*Blades never run out of ammo

Questions, comments, concerns, or requests, then post them on the Pen and Paper thread in the GT.


table of contents:
(1) Charector development
(2) Deities
(3) Races
(4) Professions/guilds
(5) Starting item choices
(6) Starting weapon choices
(7) Stat sheets
(8 ) Dictionary
(9) Beastiary
(10) Relics and artefacts
(11) Maps
(12) Maps part 2
(13) NPC stat sheets
(14) Basic Bibliography
(15) The story line Thus far

--------------------------------------------------
Updates on 03-23-07
1. posted stat sheet: misfile
2. new guild: Ex Libris
3. posted stat sheet: Snowy Ferret
4. midgard map updated
PostPosted: Tue Dec 19, 2006 11:16 am


(2) Deity choices and stat upgrades

Cthulhu

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Cthulhu is the priest of the outer gods. He is not the most powerful of them, but is the most known and has more cultists then any of the others.


-30 san
+15 lif
+15 int


gain skill Prayer


Dagon

-25 san
-5 lif
+20 int


gain skills:
prayer
swimming

requires:
daily prayer, occasional human sacrafice



Hastur

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-25 san
+10 lif
+10 atk

gain skills:
reading

gain innate abilities:
prayer



Nyarlathotep

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The messenger of the outer gods. Nyarlathotep grants telephathic abilities to his servants, but they must serve his will. Be careful, would be servants, for if he decideds to he will give you more then your mind can handle.

-45 san
+15 int

gain skills:
Telepathy
Mind Force

possible other skills for the over zealous servants:
insanity cast
summon
puppetmastery


Yog Sothoth

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Said to be the personification of time and space. Yog Sothoth is in all places allthe time. It can only take phisical form when it is summoned.

-60 san
+10 lif

gain skill:
summoning

Shub-Niggurath

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Shub-Niggurath, a.k.a. The Black Goat of the Woods with A Thousand Young, or Shupnikkurat and possibly Ishnigarrab. It is usually thought of as a female, but it could be male. It lives under the surface of Yaddith.

-40 san
+10 int
+5 atk

gain skill:
prayer


Tulzscha

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An outer god who represents, primal cosmic forces such as life and death, or chaos and order. This god appears as a sphere of green flame.

-35 san
+15lif
+5 atk


Azathoth

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The most powerful of the outer gods, said to be the personification of radioactivity. Servants of this deity must make a luck roll after each succesful prayer to see if they get radiation sickness.

-20san
-5lif
+18atk
+5def

Mother Hydra

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mother Hydra is a deity worshipped by deep ones Who worship Dagon. Deep Ones who made the choice of having Dagon as there deity also get Mother Hydra, Deep ones who made the choice of Mother Hydra as their deity also get Dagon. Deep ones can get a double deity, which means a double stat bonus.

-25 san
-5 lif
+20 int


gain skills:
prayer
swimming

Ahriman the Deceiver
Crew


Ahriman the Deceiver
Crew

PostPosted: Tue Dec 19, 2006 11:18 am


(3) Race choices and starting stats

Human

This is your standard starting race for almost any structerd Rp game you will ever do. They have an equal stats in all the field and can be easily molded to the players will. They are usually more curious then is good for them. they are a neutral Race. hints have been left that humanity may be the product of one of the outer gods or great old ones

Expected life span: 75 years

Lif: 25
str: 25
atk: 25
def: 25
spd: 25
agil: 25
sta: 25
dex: 25
int: 25
san: 100

Skills:
Marskmanship
eating
prayer
assasination
beserk
cooking
chemistry
alchemy
blademanship
reading
luck
Blacksmithing

innate abilities:
begging

Deep One

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servants of Dagon and Mother Hydra, these are the true lives of the deep. They live till they are killed, most are survivors from ancient times before humanity.

Expected Life time: Eternity

Lif: 30
str: 35
atk: 32
def: 15
spd: 18
agil: 18
sta: 18
dex: 20
int: 35
san: 50

skills:
eating
swimming
alchemy
prayer
reading

innate abilities:
breathing under water
healing

Half Deep One

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A cross breed of Human and Deep one. They look human at birth but start to develop into the other part of their blood later in life. Their life span matches that of a deep one. They are not as strong as a deep one but stronger then a human. They do not have to serve the deities of the deep ones.

Expected life time: Eternity

Lif: 30
str: 28
atk: 28
def: 17
spd: 20
agil: 20
sta: 20
dex: 23
int: 30
san: 45

Skills:
eating
swimming
alchemy
prayer
reading
marksmanship
bladesmanship
luck
beserk

innate abilities:
breathing under water
begging

Byahkee

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The flying servants of Hastur, they can only serve Hastur and turn to Hastur to make decisions. They can fly through space while safely carying a human.

expected life time: unknown

Lif: 40
str: 30
atk: 30
def: 25
spd: 25
agil: 30
sta: 30
dex: 30
int: 15
san: 40

skills:
Eating
Beserk
Flying
prayer
Luck
carrying in flight

innate abilities:
Space travel (only after flying ability has become lvl 10)
PostPosted: Tue Dec 19, 2006 11:20 am


(4) professions and stats/ and guilds

Police
(human only)
Your standard for the law good guy. But not all follow the standard. there are always those corrupt few who call the law there allie.

Lif: 25
str: 25
atk: 25
def: 25
spd: 25
agil: 25
sta: 25
dex: 25
int: 25
san: 100

Skills:
Marksmanship
charector judgement
sharp shooting
first aid
luck

innate abilities:
judgement


Priest
A holy man of high standing in the church. these priests are not like your average servant of god. trained in the ways of the gun, the blade, and the relic, they are always good to have around in any party of the light.

Lif: 30
str: 15
atk: 30
def: 10
spd: 20
agil: 30
sta: 30
dex: 30
int: 25
san: 85

skills:
first aid
exorcism
marksmanship
bladesmanship
swordsmanship
relic use
eating
prayer

innate abilities:
bless


Cultist

This is the chaotic evil class. They take joy in the killing of others and always serve a dark god.

Lif: 25
str: 25
atk: 25
def: 20
spd: 30
agil: 35
sta: 35
dex: 30
int: 30
san: 25

skills:
prayer
reading
eating
bladesmanship
luck

innate abilities:
anti-bless
relic use


Student
A person still going to a university. Usual youth of humanity although sometimes they are the half breed muts of humanity and the Deep Ones.

Lif: 20
str: 30
atk: 30
def: 30
spd: 20
agil: 20
sta: 20
dex: 25
int: 30
san: 75

skills:
reading
prayer
begging
eating
cooking
luck

innate abilities:
study



Thief
Quick, stealthy professionals who make their living by taking what others have.

Lif: 35
str: 10
atk: 10
def: 10
spd: 35
agil: 35
sta: 35
dex: 45
int: 35
san: 40

skills:
pick pocket
lock pick
reading
marksmanship
luck
assasination


Warrior
These are the fighters of the byakhee and the Deep Ones.

Lif: 30
str: 30
atk: 30
def: 20
spd: 28
agil: 28
sta: 28
dex: 30
int: 20
san: 20

skills:
Marksmanship
swordsmanship
clawing
beserk
Flying (byakhee only)
swimming (Deep One only)


Guilds

Daemon Hunters
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These are fanatic christian who believe it is their duty to god to purge the world of all daemonic, demonic and xenomorphic life. They belive that they can be forgiven for their sins only by the slaughter of that which has been determined to be heretical.

Ex Libris
This is a guild of sorcerors of the gods who live there life in books and ancient tomes. They give there members to books which will rot away the sanity and grant great and evil power.

Ahriman the Deceiver
Crew


Ahriman the Deceiver
Crew

PostPosted: Tue Dec 19, 2006 11:23 am


(5) starting items and description

100 foot rope
A generic yet usefull item that could be used for tying up boats, or people. Many other uses

Basic Chemistry set
This is what is needed to make potions, iron potions, and sanity pills, if your skill will let you use it

Iron Ration
Tasteless food paste that heals up to twenty (20) life points


Sanity pills (10 count)
one pill regains five sanity points


Yo-Yo
A child's toy that promotes insanity


Flint and Steel
a primitive way of starting fire that never rums out but takes skill to use


book: Teach your self to shoot
This book teaches you basic skills of how to use a gun. Any who read this book and do not already have the skill will gain the skill marksmanship


Lighter
This is an easy way of creating fire. it runs out after fifteen (15) times of being used.


Machine pistol Ammo(100 count)
Cheap ammo for a fast shooting pistol.
2 damage


Revolver Ammo(60)
Ammo for the revolver
4 damage

Book: Teach your self to stab
Any who read this book and do not already have the skill, gain the skill bladesmanship
PostPosted: Tue Dec 19, 2006 11:25 am


(6) Starting weapons and stats

Katana
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A cheap replica of the japanese curved blade. It will probably break after being used a few times.
+7 atk
+3 lif

req:
42 dex


six shot revolver
An old but reliable six shot revolver.
15 damage
30 foot range


Un-holy relic davian
Flame cast + 15 atk
-10 san with each use



Display dagger of Dagon
+ 20 atk
- 15 san with each use


Long sword
+ 10 atk


Rapier
+ 5 atk


gain skill swordsmanship

Machine Pistol
This is a pistol that shoots in bursts of ten. it is not very accurate and each bullet does little damage, but it makes up for that with ammo.

8 damage
20 foot range

Ahriman the Deceiver
Crew


Ahriman the Deceiver
Crew

PostPosted: Tue Dec 19, 2006 11:26 am


(7) Stat sheets:

Player: Chasenakhe
Name: Chasenakhe Mord'dsai
Age: 23
Race: human
Profession: Cultist
Deity: Nyarlathotep

__________

Lif: 50
Str:50
Atk:50
Def:45
Spd:55
Agil:60
Sta:60
Dex:55
Int:55
San:125

__________

Inventory:
Weapons:
Equipped:

Non equipped:
Machine Pistol
8 damage
20 foot range

Armour/Clothing:
Equipped:

Non equipped:

Equipped items/ relics:


Pack:
100 foot rope
Flint and steel
Machine pistol ammo(x100)
Book: teach your self to stab
iron ration

__________

Skills:
Marksmanship lvl.1
alchemy lvl. 1
beserk lvl. 1
anti-bless lvl.1
relic use lvl.1

----------------------------------------------------------------------
Player: Misfile
Name: Maddy Dibou
Age: 26
Race: Human
Profession: Student
Deity: Shub-Niggurath

__________

Lif: 45
Str:55
Atk:60
Def:55
Spd:45
Agil:45
Sta:45
Dex:50
Int:65
San:135

__________

Inventory:
Weapons:
Equipped:


Non equipped:
Six Shot Revolver
15 damage
30 foot range


Armour/Clothing:
Equipped:

Non equipped:

Equipped items/ relics:


Pack:
Book: How to Shoot
Chem set
Rope
Iron Ration
Revolver ammo (60)

__________

Skills:
Chemistry lvl.1
Alchemy lvl.1
eating lvl.1
cooking lvl.1
reading lvl.1
prayer lvl.1

Innate Abilities:
Study

------------------------------------------------------------------------
Player: Snowy Ferret
Name: Christian Heilbronner
Age: 23
Race: Half Deep
Profession: Cultist
Deity: Nyarlathotep

__________

Lif: 55
Str:53
Atk:53
Def:37
Spd:50
Agil:55
Sta:55
Dex:53
Int:75
San:25

__________

Inventory:
Weapons:
Equipped:

Non equipped:
Long Sword +10 atk

Armour/Clothing:
Equipped:

Non equipped:

Equipped items/ relics:


Pack:
basic Chem set
Sanity pills (10 count)
Lighter
100 foot rope
Book: Teach your self to stab


__________

Skills:
telepathy lvl.1
Mind Force lvl.1
Prayer lvl.1
Reading lvl.1
Alchemy lvl.1
Luck lvl.1
Beserk lvl.1
PostPosted: Tue Dec 19, 2006 11:27 am


(8 ) Dictionary

Terms

Lif = life points
str = strength
atk = attack points
def = defense points
spd = speed
agil = agility
sta = stamina
dex = dexterity
int = intelegence
lck = luck
san = sanity

exp = experience points
GM = game master
lvl. = level
D20 = twenty (20) sided dice
D6 = six (6) sided dice
req = requires


Skill explanatory
Eating = All can eat, but as this skill increases you can eat quicker and regain more health from food.
Marksmanship = This is your skill with the bow and with the gun. This is how often you will be capable of actualy hitting anything with the projectile.
Swimming = This is your manuverability in the water, and this is your ability not to drown.
Luck = This is your Luck roll. Many times you will need to rely upon your luck to get you through certain situations.

Map Key

User Image

Ahriman the Deceiver
Crew


Ahriman the Deceiver
Crew

PostPosted: Tue Dec 19, 2006 11:28 am


(9) Beastiary: as seen thus far
PostPosted: Tue Dec 19, 2006 11:29 am


(10) Relics and artefacts as seen thus far:

Ahriman the Deceiver
Crew


Ahriman the Deceiver
Crew

PostPosted: Tue Dec 19, 2006 11:49 am


(11) Maps thus far:

User Image
PostPosted: Tue Dec 19, 2006 2:15 pm


(12) Maps part 2

Ahriman the Deceiver
Crew


Ahriman the Deceiver
Crew

PostPosted: Tue Dec 19, 2006 2:16 pm


(13) Npc stat sheets
PostPosted: Tue Dec 19, 2006 2:24 pm



Ahriman the Deceiver
Crew


Ahriman the Deceiver
Crew

PostPosted: Wed Dec 27, 2006 5:51 pm


(15) The story line thus far:

Midgard, a small village off the coast of rhode island. A huge forest seperates it from the rest of the world. Its nearest neighbors are the town of Innsmouth and the city Arkham. Its biggest attraction is a library and the in home buisness of the residents.
People of many Professions and back gound have found themselves in Midgard one in one of its two neighboring towns. Some have no memory of why or how they got there while others come with motives.

---------
*Rumours tell that the Midgard librarian has a cthulhian relic of notable power.
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