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Author Topic: Blood of Heroes ( Roll and Dodge with story elements.)  (Read 3044 times)

Tyrant Leviathan

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Blood of Heroes ( Roll and Dodge with story elements.)
« on: March 11, 2020, 10:11:47 am »

Setup: I had this in mind, saw a Hero Saga and a Heroic Lineage. Needless to say, I was passed offvst myself. Anyway this game has nothing to do with my Umbra Legacy world or Dungeon Crisis. It is like a Suggestion game in everyone votes. But, there are STATS, pros, cons, feats, skills, power lists.

Hell there are positive and negative modifiers for dice rolls as well.

Situation: The World of Eden. It is not perfect, but it’s home. A world of men, monsters, Magic’s and such. There was a need for heroes. Your Ancestor rose up and fulfilled that void. Now in after math of making himself a legend. You are to be his heirs, his kinsmen, to defeat the darkness.

Win: You defeat all 20 greater evils, for good.

Lose: Defeat and no more heir options. Like at all.

Set up:

Legacy: Auto start with. Blessings from the Holy Trinity, Eden style.

1:Poteinal: From the  Pan Crestor. Heroes have ability to learn alll that needs to be learned. Skills, martial arts, and the super natural.

2: Heirs: From the All Father. Will get those ladies with babies and they give you sons.

3: Selective Heritage:  With this blessing from the Glorious Son, all skills (mundane) are passed genetically, up to three supernatural ( can choose which) are auto implanted. Father and mother spell lists if match up are learned from start as well.


4: Signature Weapon: Get to pick a signature weapon. From below that are listed.

1: Star Light Weapon: Magic light saber style weapon.
2: Daemonic Weapon: A loving weapon that fuels user with vitae while killing enemies.
3: Sacred Weapon: A weapon that’s does max damage against “evil” type.
4: Magic Weapon: Weapon that can cast spells or focus for more spell oomph.
5:Weakness Weapon: Weapon net to kill a particular kind of enemy with weakness.
Undead
Demon
Fiend
Devil
Were Shifter:
Daemon:
Fae;
6: Master Weapon: S weapon made by inhuman hands. So amazing in quality it is damn near magic.
7: Soul Bond: This relic is special, in a bitter way. It was soul bond by the person your ancestor loved the most. In the loving bond the weapon gets stronger through the generations and feds on the souls of those slain.
8: High Tech: A relic from a time of technology progress or a culture so inhumanely smart to make such a thing.

Each type has a mini list and rules. Depends on what wins.

Heir generation:

Natural Birth: Pick female companion. Half her stats, half your stats, together and from there added that getter. Starter stat in said fields.

Adopt: If you want a female hero take this route, take a kid, they have their own starter stuff and train them up.

Kinsfolk: You were blessed with a large family, when one is declared to be chosen, they inherit benefits but they have their own wants and goals.

Take up arms: Worst case situation. All died, blood wiped out, but token item/weapon ends up in the hands of someone willing. That willing person is the new hero, new blood dynasty. If they survive.

Future generations: You get to educate your heir, series of event questions, results add additional Qatar’s or skills.

Tragedy: This will happen at character creation. Every hero has a good reason for being a hero, you guys get to pick the first. Next heirs I roll up. It’s the reason your character is adventuring and fighting monsters. Instead of settling down.

Pros: Start with 2. Can get up to 5 but need 3 Cons. Or just settle on first two picked

1: Magnetic Personality: Those who get to know you, are drawn to you as if by date. Bonus to allies/contacts.

2: Blood of Heaven: Can claim divine blood in your veins. Start off with 4 powers instead of 3. The 4th being Domain/Cleric. Aside that can bless things by touch and stuff. Just no self resurrections.

3: Gifted: You and your lineage are naturally talented. Everyone starts off with additional 10 points to spend in stat pools.

4: Well Versed: Start off with extra skills.

5: Channel the Ancestor: Can call past chosen ones to aid. Stat boost, extra action(s) bonus success, spells or hp.

6: Estate: In this pro you do have a ancestral homeland to go to. Inside is knowledge, living space, shelter and a vast armory of things. Knowledge includes lore and monster knowledge.

Cons:  They seriously mess you up. But net you sweet people points.
1: Arch Foe: Due to Ancestor actions. There is a human faction out to defeat your line.

2: Man of Constant Sorrow: Bad luck and misfortune follows whoever the “heir” is. Not in combat, just in every other aspect of living.

3: Morphed: A curse. The curse is whoever has taken up arms looks like a mutant. In a world where every non human seeks to hurt or kill people and look the part. Better have disguise skill handy and not get caught by those villagers. ( Always doomed to look like a beast man morph despite not having a touch of chaos in ya blood.)

4: Feared: Due to being bad ass enough to kill off a great evil, Law Enforcement/Church\Government fear your clan and spread lies/I score you ( Think Spider Man and Daily Bugle. Or the Church and Belmonts.)

5: Lost Love: Due to a freak fluke, your ancestor had someone who got away. This woman reincarnated with the Ancestor’s line. Needless to say this love affair can complicate things.

6: Sentenced to Death: At age of 40. The one who is currently the chosen hero is doomed to die. No matter, what. No ifs, I s, or buts.


Will do character creation notes in post 2 after the pros and such are decided. That includes stats ( simplest system I have written so far.)

Naturegirl1999

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Re: Blood of Heroes ( Roll and Dodge with story elements.)
« Reply #1 on: March 11, 2020, 11:28:01 am »

PTW, will add character suggestion when character creation is added
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Tyrant Leviathan

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Re: Blood of Heroes ( Roll and Dodge with story elements.)
« Reply #2 on: March 11, 2020, 12:33:48 pm »

Second half of character generation ( that was family background.)

Stats: Below are stats. Start off day 9 in everything and bonus points decide by legacy picks. 20 is top tier.

Body: Ones physical health, fighting off disease, sickness, stamina, resist poison, physical toughness against injury. Aside that also physical strength, hand and eye coordination along with movement/hand to hand speed. At 20 your a legendary super human. Not Superman pre say, but no one knows that here.


Mind: Intelligence , creativity, wits, will power, sanity, logic, reasoning, and perception/senses Aside learning skills easily, also can our plan, out wit, and plot on the go. Animal like borderline super senses, and really tough to break mentally.

Social: How well you do in public or social gatherings, groups, personal relationships. Charm, suave, keeping up a appearance, telling what people need to hear, or even down right manipulation of others.

Soul: Your magic stat. To decide how tough your soul is, how powerful your spells are, how quick to recharge these spells and so forth.



Skills: to finish. There are 50. So a lot.
1: Hand to Hand Combat:
2: Simple melee
3: Martial Melee:
4: Exotic Melee:
5: Two Handed:
6: Great Weapon:
7: Archery:
8: Throwing:
9: Exotic Ranged:
10: Dodge:
11: Light Armor:
12: Medium Armor:
13: Heavy Armor:
14: Shield:
15: Animal Handling:
16: Intimidation:
17: Inspire:
18: Persuade:
19: Speech Craft:
20: Appraise:
21: First Aid:
22: Doctor:
23: Survival:
24: Mannerisms:
25: Languages:
26: Chemistry:
27: Black Smith:
28: Crafts:
29: Repair:
30: Religion:
31: History:
32: Arcane:
33: Monster Lore ( pretty damn important considering.)
34: Athletics:
35: Invent:
36: Stealth:
37: Pick Pocket:
38: Sleight of Hand:
39: Security:
40: Music:
41: Games:
42: Acrobatics:
43: Traps:
44: Acting:
45: Haggle/Banter:
46: Ammo Creation:
47: Reading Others:
48:  Lying:
49: Misc Sciences:
50: Investigation:

Powers: Below is the list of power/magic types. Willing to describe terms if asked.

Schools: D&D style Wizard schools. Abjuration, Conjuring, Enchantment, Evocation, Illusion, Transmutation, and Necromancy.

Domains: Cleric Magic. Pick 6 attributes of God and gain miracles that are recharged I. Prayer and deed. List to come, it’s a lot.

Ki: Martial arts mastery with anime style tricks.

Battle Mastery: Super human combat skill that does not need anything but skill, will, the tool, and muscle.

Psionics: Mind over matter. Psychokinesis, Portation, Sight, Biokinesis, Pyrokinesis, Creation, Telepathy, and Theomancey.

Path of Shaping: Various forms of shape shifting.

Beast Crafting: Taking other living things and transforming them into capable war beast servants.

Soul Forging: Make material from souls or place souls into things as to make it magic.

Runes: Language of the cosmic, includes sacred geometry.

Nature: Tapping into forces of Mother Nature directly.

Id Bringing:  Think Persona. Here you summon forth one to three of your core personality traits. In the form of Tarot Ids. Each one has its one powers and come in seemingly endless forms.

Age the plot point takes place: Below is the world, what tech age it is at.

1: New Age of Reason: Steam punk. First flying machines. Ocean travel, dependable guns and people are more reasonable. Monsters have adjusted to be “smarter” Though they still exist.

2: Good Ole Days: Regular norm. Upper tier medieval ages so gun powder weapons exist. The Church is the real power here, superstition scares the ignorant and the true God is sad. Monsters have become a problem of late.

3: Harsh Times: The land is in ruins as all Hell has broken out. Early Iron Age. Pretty much Dark fantasy/ Mad Max shit here.


The 20 Great Evils: They pop up during the plot. Keep in mind they are factions, not just one end boss fight.
« Last Edit: March 13, 2020, 08:59:23 am by Tyrant Leviathan »
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Naturegirl1999

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Re: Blood of Heroes ( Roll and Dodge with story elements.)
« Reply #3 on: March 11, 2020, 04:42:23 pm »

Thank you
« Last Edit: March 11, 2020, 07:52:39 pm by Naturegirl1999 »
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Tyrant Leviathan

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Re: Blood of Heroes ( Roll and Dodge with story elements.)
« Reply #4 on: March 11, 2020, 05:52:16 pm »

Legacy is auto selected. Signature weapon, pros, cons are to be picked. Everything stat skill and powers are choices.

Power start is 3. Unless that pro.1

King Zultan

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Re: Blood of Heroes ( Roll and Dodge with story elements.)
« Reply #5 on: March 12, 2020, 06:45:02 am »

PTW also +1 to Naturegirl's stuff.
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Tyrant Leviathan

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Re: Blood of Heroes ( Roll and Dodge with story elements.)
« Reply #6 on: March 12, 2020, 08:07:35 am »

: Reads.: Okay well really needs to finish skill list. Also you picked 3 Cons. Meaning you get to access all but one Pro ( 3 +2= 5 of 6.) Will post stat pool after those picks.

Weakness Weapon: Fae. Alright you get to pick weapon ( sword, mace, knife, spear,?whip, axe and so forth.) This weapon is made of Cold Iron.

Huge deal as the definition of Cold Iron In this world is a iron device not forged by heat ( like normal.) So basically you have a true iron weapon made from metal bending or magnetism involved in process.

Said weapon should it hit a Fae directly does critical damage.

Edit: Due to morph curse I now get to roll every heir with a weird animal themed mutation, yay.
« Last Edit: March 12, 2020, 09:20:30 am by Tyrant Leviathan »
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Tyrant Leviathan

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Re: Blood of Heroes ( Roll and Dodge with story elements.)
« Reply #7 on: March 12, 2020, 05:11:06 pm »

Holder: Rolling for Beast Crafting, Soul Forging and Nature spells.

Beast Crafting:

Nature:

Soul Forging:

Also rolling “all” things the Estate has. Critical success. All rooms unlocked will list later.

Estate upgrades:

Library: General store house of knowledge.

Grimoire Collection: Collection of spells, to learn new stuff on current

Armory: Armed to the teeth. Must rol for desired weapon type and role. So many options.

Infirmary: First aid station for healing and treating bad juju.

Magic Research Lab: Unlocking new magic types or experimenting to increase stuff of current schools. Also magic items and magic gear creation stuff.

Protection Wards: Protects against invasion. Has limits but high tier ones.

Stock Pile: Fod, supplies and valuables for trade/currency.
« Last Edit: March 13, 2020, 08:10:26 am by Tyrant Leviathan »
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Naturegirl1999

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Re: Blood of Heroes ( Roll and Dodge with story elements.)
« Reply #8 on: March 12, 2020, 09:09:44 pm »

I would add skills, but I don’t see the list yet, also I wonder if King Zultan has ideas for which pros to add
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Tyrant Leviathan

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Re: Blood of Heroes ( Roll and Dodge with story elements.)
« Reply #9 on: March 13, 2020, 09:01:58 am »

Updated skills list. Only one level needed for each. Trying to make things simple that way.

With Well Versed your Mind stat plus 8. So would be 17 right now. Gifted, adds more point score in total for starting stats do with that would be 12 for total of 24 skills at the start. Not to mention have 10 points at the freakken start. To toss around.

Also rolling mutation for starter heir hero. 7 charts, themed.

Edit: Rolled a lizard. Starting heir looks like a lizard man due to curse. Kinda funny since a race. But mutant and natural have a key differences. Naturals have thick scales like crocodiles, mutants/cursed have smooth. Either way yeah a problem for you. Ironically except mutant lovers, who are in the distant minority.
« Last Edit: March 13, 2020, 09:07:40 am by Tyrant Leviathan »
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King Zultan

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Re: Blood of Heroes ( Roll and Dodge with story elements.)
« Reply #10 on: March 14, 2020, 07:09:14 am »

Is this what you meant?

List of skills:
1: Hand to Hand Combat:
3: Martial Melee:
7: Archery:
10: Dodge:
12: Medium Armor:
14: Shield:
15: Animal Handling:
16: Intimidation:
19: Speech Craft:
21: First Aid:
23: Survival:
25: Languages:
28: Crafts:
29: Repair:
31: History:
32: Arcane:
33: Monster Lore ( pretty damn important considering.)
34: Athletics:
36: Stealth:
39: Security:
42: Acrobatics:
43: Traps:
45: Haggle/Banter:
48: Lying:





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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Naturegirl1999

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Re: Blood of Heroes ( Roll and Dodge with story elements.)
« Reply #11 on: March 14, 2020, 08:47:03 am »

Is this what you meant?

List of skills:
1: Hand to Hand Combat:
3: Martial Melee:
7: Archery:
10: Dodge:
12: Medium Armor:
14: Shield:
15: Animal Handling:
16: Intimidation:
19: Speech Craft:
21: First Aid:
23: Survival:
25: Languages:
28: Crafts:
29: Repair:
31: History:
32: Arcane:
33: Monster Lore ( pretty damn important considering.)
34: Athletics:
36: Stealth:
39: Security:
42: Acrobatics:
43: Traps:
45: Haggle/Banter:
48: Lying:
yes, will add skills to character sheet
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Naturegirl1999

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Re: Blood of Heroes ( Roll and Dodge with story elements.)
« Reply #12 on: March 14, 2020, 08:59:03 am »

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King Zultan

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Re: Blood of Heroes ( Roll and Dodge with story elements.)
« Reply #13 on: March 15, 2020, 04:37:47 am »

Looks good to me.
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Tyrant Leviathan

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Re: Blood of Heroes ( Roll and Dodge with story elements.)
« Reply #14 on: March 20, 2020, 07:38:45 am »

Okay final step of chracter creation.

Name:

Stats; Have 19 stat points in total.

Body:9
Benefits to upgrade; Health levels, physical might, physical toughness and speed/reflexes.
Mind: 9
Benefits: More skill points. More actions, creative thinking, and will power. (Currently at 17 skill points, if bumped to 12 get 20, highest is 28 if maxed out. And honestly will discuss skills after the stat thing.)
Social: 9
Benefits: Talking/social/ party management/ people actually likening you/ good at the social skills.
Soul: 9.
Benefits: This gets weird. Every 5 levels get a power die (Additional roll so to add power to rolls.) Also each level means how many spells can launch a day (Currently 9.) Lastly every 4 levels is just how strong spells start at anyway, plus how tough your soul is against damage.

Edit: Also every 2 points represents level or mastery of power level to launch. Currently just at level 5. At 20 can access the maxed out level 10 spell slot abilities. And will work on list of abilities.

Skills and items: Hand to Hand is great because it means you do not need a weapon and can have punching gloves/boots anyway. But I recommend Martial Melee (Can access things like a katana) and if shields then exotic weapons. That way can use shields as a weapon (Shield Hero or Captain America style.)

The very last thing is heir generation "Lessons" mode. You play a hand at raising your youngsters, each choice nets you 2 stat points given the pick. Pretty much free stat points.


Next will be Magic Spell/item list after stats are done, tragedy and adventure kicks off. Note that survivng a adventure nets you 5 stat points to build on. Or skill points if wnat to some how get all 50 in time.


Raising your youngster:

1: To show great joy you have a heir you get the baby a present.
New Safe combat related toy
A picture book
Fancy clothes
A Good luck charm

2: Out in the woods there are a ton of trees. A moment comes up.
Climb the trees
Talk about trees
Find nearby friendly folk, picnic and discuss trees/seasons/news/etc.
Commune with the nature spirits.

3: At the family library, how do you educate your child?
Screw the books, go out, play! Work out!
Give child the important stuff, they are ready.
Languages, pick up lines and comedies.
Spirituality books with healthy dose of mediation.

4: The child has grown up enough to have a pet. What kind of animal you should give him?
Dog:
Monkey:
Bird:
Toad:

5: Child has grown up enough to fight against the monsters, having captured one for practice. How do you teach him to fight?
Overpower the creatures defenses?
Precise hit to vitals
Cripple it's fighting spirit then go in for the kill
Use magic on it.

Sorry for delay. Lots of stuff happening. Plotting to update the three other games as well. One day at a time.
« Last Edit: March 20, 2020, 12:53:48 pm by Tyrant Leviathan »
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