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Fantasy Howl's Flying Castle - OOC

Yeah, see the threadmark button at the bottom of each post? If you threadmark something and then click the "Reader Mode" button on the bottom right, you will only read your threadmarked posts in the whole thread. And what's cool is there is an "index" at the top right of each threadmarked post, like an automatic table of contents! I'm currently using it for the CS section so that I don't have to scroll down to check out the skills of the active players when I roll the dice. I'm thinking of doing it too for my favorite scenes in the RP.
 
Zer0 Zer0 can't Bertrand use fire magic... I remember something having to do with him... like I can't remember exactly what but I think it has something to do with the scorch and claw marks. xD
 
Zer0 Zer0 Awesome!! I just saw it and it does help see the skills and what's in the backpacks too.

Roleplay Skittle Roleplay Skittle I can't remember to be honest. But all I know is that Bertrand was being chased by something and there's fire with claws at the ice peak.
 
DrinkingGlass DrinkingGlass , please pick one "ability sub-category" from the list below for each of Max's abilities and put the sub-category in their descriptors. This is for the dice rolling I'm going to do that'll decide the success of Max's offensive and defensive moves. Please tag me here in the OOC thread or message me when you're done.

I'm going to do a default Speech roll with no bonuses from abilities for the attempt to get all friendly with the creature.

Magical Attacks:
*can also be used to pursue a target.
  1. Alteration = changing yourself, or your opponent temporarily. Living things only
  2. Conjuration = bringing things to the caster from somewhere such as summoning.
  3. Destruction
  4. Enchanting = changing an item temporarily. Non-living things only.
  5. Magic Bombs

Physical Attacks:
*can also be used to pursue a target.
  1. Two-handed
  2. One-handed = includes throwing weapons
  3. Archery
  4. Guns
  5. Unarmed Combat
  6. Siege weapons

Defense:
*can be a spell or physical prowess, or because of an item. Can also be used to escape.
  1. Physical Defense = evasion and toughness against all physical attacks.
  2. Magical Defense = evasion and toughness against all magical attacks

Healing:
*can be magical or traditional medicine.
  1. Restoration = healing wounds and creating medicine.
  2. Dispel = removing curses and enchantments.

Misc:
*can be magical.
Perception = seeing hidden things, navigation, awareness of one's surroundings, finding something through research.
  1. Sneak = includes disguises.
  2. Speech = includes acting, charisma, diplomacy, and trade.
  3. Steal = includes lockpicking and pick pocketing
  4. Engineering = includes smithing, operating, and disabling devices such as traps, driving, piloting, and sailing.
 
Maximillion taming success (1-2). Roll = 8. Unsuccessful.

I make the rolls if something succeeded or not, so it's good to leave the results of an action open ended like what you did in your post. One succeeds if the roll falls inside one's success rate.

Success rate = ( default 2 + total no. of abilities with the same sub-category)

I roll one ten-sided dice (1d10) for important stuff like this.

Battle is similar to turn-based RPG games. Your character moves, performs one action, and that's it. A successful attack reduces enemy Hp by 1 only. All characters have a default Hp of 3. We are going to go ahead and fight the first battle round as an example.

1.jpg
 

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