Oct. 15th, 2016

kajarainbow: (Default)
Once there was warfare across the world. Orc against human. Elf against dwarf. Lizardfolk against pantherfolk. Fishpeople against merfolk. And more. But that all mostly came to an end after a group of sorcerors and priests created the Great Peace, allowing misunderstandings to be bridged and age-old prejudices set aside. Since then, there has been an age of peace and prosperity. Well, mostly. Individuals still have disagreements, sometimes violent ones, and now and then nations have clashed against each other. Bandits still existed. But overall things are quieter than the old days of warfare.

A popular way of settling otherwise irreconcilable disagreements emerged, with champions competing against each in trials, sometimes simple combat, sometimes highly complex. Nations often used this method to hone their soldiers' skills, because there was still a certain uneasiness.

There are those brave explorers of the ruins of bygone wars called 'adventurers' by some and tomb robbers by others. Frequently those adventurers' skill sets also allowed them to work as champions.

And then the major upheaval, both literally and figuratively, appeared. After earthquakes across the whole world, people discovered a vast network of underground passages and rooms in many spots. Or at least it is theorized to be one interlinked network.

Many who attempted to explore this network didn't return, and it was discovered that those passages were populated with monsters and traps. Only the adventurers were bold enough to continue onward. What they found... were treasures beyond imagination.

This quickly caused a competition among nearly all nations and people to extract treasures from what has come to be known as the Dungeon. A new gold rush has began, and you are those that, for one reason or another, have joined in. Perhaps you are making scholarly study of the fascinatingly strange Dungeon. Perhaps you are seeking gold and glory. Perhaps you have debts or a sick relative who needs expensive medicines. Perhaps you have been dispatched by a government or have other agendas of your own.

Whatever the reason, you have assembled as a team to explore the strange world below.

I will be using the Strike! system, which is essentially a blend of influences including simplified D&D 4E and more story heavy narrative games.

Usual drill:
1. Name
2. Contact info (probably Plurk)
3. Time of availability (please be more specific than "Thursday evenings" or whatever). Give time ranges and timezones.
4. Concepts. Since this is a class-based system, I will link to this document that along with explaining character creation gives descriptions for the base classes plus two expansion classes (I have the expansions as well as the core rulebook). Classes can be reflavored (so for example, the Martial Artist can be a stance-based fighter or a shapeshifter while the Archer can be using magic blasts or whatever). There are also playtest classes which include a bard, dancer, illusionist, and more, but they're generally a little more on the complex side.
5. Favorite bizarre monster, trap, or treasure. Or all three.

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kajarainbow

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