Hi, and welcome to my first RtD. I'm not really good at writing but since i mainly hang around the roleplaying section, i guess it's worth a try. It will be simple since i just want to see how bad i am.
Many years ago, when mages were powerful and Razvoth, the most powerful of them, ruled the land of Sogroth, (those are not totally random names i swear) everything was peaceful: kids played together, people had fun at inns and you could even stop looking at your wallet for half a second without someone trying to steal it.
But these ages are gone. After years of peace, Urkvith, a power-hungry elf, started a magical war with his huge elven militia. Urkvith was defeated, but Sogroth's power was no longer the same. Many people and mages were dead, many structures ruined, and in that situation Sogroth was now food for goblins and other feral creatures. And after this useless intro, that's where your adventure starts. You are a mage, one of the few ones, seeking the Labyrinth of Kaliah in search of the Gem of Power. It is said that this gems can give you ultimate power, giving you a +6 bonus to magical stuff!
This uses a d6
Your name: your name.
Gender: yeah.
Appearance and bio: write here how you look like and, if you want, your story. If you can also write why you want the Gem of Power.
Magic school: one of the ones below
Spells: Your spells, you can have at least one, related to yourr school
Race: See below.
Stats:
If you don't give at least 1 to a stat, you will have a -1 malus. If you give 1 you have no bonus or malus, if you give 2 a +1 and so on.
You have 7 points to spend.
Strenght: How you handle punching people or slashing them. On a resistance roll, you have a bonus equal to your strenght/2
Dexterity: How you handle not being punched or slashed. And avoiding some spells.
Power: How much damage your spells do.
Control: How much controlled your spells are. Watch out, a low control roll will do you no good.
Memory: How many spells you can remember. If you have 0, you can still remember 1. If you have 1 you can remember 2 and so on.
Human: Rather mundane. no bonuses, no maluses.
Elf: +1 to Power and Control, but -2 to strenght.
Orc: +1 to strenght but -1 to control
Goblin: +1 dexterity, +1 power, -1 control, -1 strenght. +2 to strenght rolls against suicidal magic. Can only raise control up to 1.
Fairy: +2 Dexterity. -2 strenght, +1 memory, can fly.
Tiefling +1 power, +1 to conjuration spells, but you can only summon demons and they will be harder to control. Resistance to fire, -1 to any spells or saves against anything holy, inability to step foot on holy ground due to demonic blood, and extreme weakness to frost.
Angel: +1 control, +1 power, +1 to divine magic and restricted to divine magic, can fly. +1 to damage against unholy, but take +2 damage against unholy.
Destruction magic: the school of spells that let you destroy stuff. You can choose any spell, related to your school.
Illusion magic: the school of spells that let you confuse your enemies, stun them, and get them to kill themselves.
Divine Magic: A school focused on light capable of blinding, heat, minor healing (not as good as Healing magic,) and magical shields.
Conjuration magic: Illegal in seven countries, this school of magic consists in making dangerous people appear from oblivion. Not only summoning someone is hard, but controlling him is even harder. Control bonus applied to controlling your minions. If you roll a 1 trying to control him, he will turn hostile.