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Fantasy The Guildstone Chronicles ((OOC))

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While the fast growth with copper rewards sounds appealing, someone who starts at iron would have missed out on nothing but the grind sounds like. Perhaps some other rewards like special affinities, items, or abilities would be good.

As for items, i have seen other systems that apply ranks to items. In this way low tier characters aren't swinging god tier swords. Other perks being the ability to upgrade and customize items as the grow.
Ex: copper tier jimmy gets copper tier trainee sword.
Jimmy gets to iron tier. He is permitted to have his copper blade reforged into an iron tier weapon as well as have it imbued with special ability property. Gold tiers would have their gold tier items but they would have missed out on the ability to customize the gear due to not having the same experiences with their items.
 
As for items, i have seen other systems that apply ranks to items.
I definitely know that equipment restrictions, if implemented, would be based on attributes rather than ranks. The main advantage of them would be in boosts to attributes or elemental abilities, so a weapon might require 50 strength to wield, but has a bonus to strength attached as long as you can meet the threshold. Cursed items might have a bonus to intelligence at the cost of draining fortitude each post, and certain crafting tasks may require a minimum dexterity to succeed.

The reason why I haven't tried to implement such a system so far is it requires a structure that isn't in place on an open RP. The very nature of the bag of holding means people can add items to their character's inventory if the situation requires, but having item rewards would mean there needs to be some sort of restriction on this else the point becomes meaningless. Most likely I'd end up making certain classes of items limited to rewards or purchases, such as elemental weapons, but I'm reluctant to do so until I'm certain it wouldn't detract from the RP or make things overly complicated.

Ideally if I were to bring such a system in it would be through merchant or artisan characters that sell specialised items. It would go without saying that those things aren't otherwise able to be openly obtained, though they might possibly be found on quests. Potions with special effects and equipment with affinity enchantments would be the main ones I'd focus on to begin with, hence why they're part of the rewards system.

Gold tiers would have their gold tier items but they would have missed out on the ability to customize the gear due to not having the same experiences with their items.
I have yet to decide whether that would be the case. Alternatively I might just give them a money bonus instead of specialised equipment, which would also apply to pre-existing characters.
 
Hahah, I thought that might be it. Nice pickup! A potential issue is Leo's magic only works on people that can hear him, so unless they manage to finish the Lord off in matter of minutes they'd be in for a world of hurt after, since I doubt he'd fall for the same thing twice
 
There is the problem of needing to finish Wyck off immediately after casting a spell on him once, which given the nature of his body as a zombie will be tough to do. On top of that if Wyck has even the slightest chance to use his artifact he becomes impossible to reason with so Leo's magic would be fairly ineffective. And, maybe most problematic, we know the stats of the lords but our characters don't, so Leo most likely wouldn't immediately use up a ton of his magic in a single spell without testing a bit first. And the problem with that is again that as soon as Wyck catches on he can just use his artifact and there is no way Leo beats him after that.
 
The thing is to throw him into the sea while he is in zomberserk mode, better yet, casually lend him to its doom...
Well placed bombs and a cave could be a good fit too.
Find a good iron maiden, with lock on outside, push him inside, lock, fill with flammable liquid, burn, throw at sea to guarantee.
Technically speaking, zombies and vampires take high damage from fire, silver, and holy water, yes?
That would work in theory but it requires a ton of preparation that you wouldn't usually get and then there is the other problem, how do you get someone with almost twice the strength attribute points than a gold rank has in total and the speed attribute points roughly equal to a gold rank's total points locked up. And then even if you do, he still has decay magic. 100 intelligence is pretty low for pirate lord standards but overall it's still quite decent.
 
Key of Stars Key of Stars Yahhah Yahhah Uasal Uasal RatKing RatKing SilverbackActual SilverbackActual
Just a heads up I will be less active over the next 1-2 weeks due to uni exams, but afterwards I'll be done for the year, with more time to focus on the current expedition and potential additions to the world lore.

The thing is to throw him into the sea while he is in zomberserk mode, better yet, casually lend him to its doom...
Well placed bombs and a cave could be a good fit too.
Find a good iron maiden, with lock on outside, push him inside, lock, fill with flammable liquid, burn, throw at sea to guarantee.
Technically speaking, zombies and vampires take high damage from fire, silver, and holy water, yes?
Ah, if only plans went according to the script would make my life easier lol. My take on fire and silver is fire will burn most things if given a chance, and a silver tipped arrow would do damage, but not necessarily because of the silver. Holy water is... I'm uncertain how such a notion works given 'gods' are more a regional concept in guild. There's no one, all-powerful diety. Water could certainly be enchanted to have certain effects, but whether that makes it holy or not is up for debate (as an aside, light magic does NOT equal holy or healing magic. Much like mortals, dieties have different affinities, so the nature of what their followers consider divine will differ). There are also many different ways a body can be reanimated, so there's no one-size-fits all failsafe.

Find a good iron maiden, with lock on outside, push him inside, lock, fill with flammable liquid, burn, throw at sea to guarantee.
This'd make a pretty good bet though.
 
Hello, I inform you that the grave has not taken me and I've returned from medical hell, primed and ready for chaos.

I do apologise for disappearing though, and would like to return if you'll have me- though primarily to avoid the risk causing a plot stasis should my health came back to bite me in the future I would like to go over a new character idea with you, Sylph Sylph
In short, and spurred by an idea similar to my past character, I am considering a dog.
But not just any dog, of course, an adventuring dog.
But a dog nonetheless.
 
Plannit Plannit
A dog sounds like fun, will they be joining in the current expedition or be on a separate quest? If it's the former then you'd be able to introduce them on the current island, since they've just arrived at the guard base camp.
 
Sylph Sylph
They'll be joining in on the current quest- I'll write up their sheet as Copper rank since they'd be only now joining the Guild?
Currently deciding on a backstory and appearance, I'll have it ready by tonight I hope!
 
Key of Stars Key of Stars Uasal Uasal RatKing RatKing SilverbackActual SilverbackActual
There are a few options for what characters can do in the base camp. The group will be staying at the island overnight, so at some point there'll be a timeskip to the next morning, but whether this occurs right away or after sime time will depend. The island is on the larger side so there are areas to explore outside of the settlement, mainly mountainous forests and coastal caves but do be wary of the approaching storm. Some strange rumours are floating around the taverns for anyone interested in a drink. It is a guard base though so be wary of making too much trouble.

I'll post for Hanzel soon to properly bring the ship into port. Apart from that, there may or may not be a stray dog wandering around the streets ( Plannit Plannit ), and Yahhah Yahhah 's new character is also due to make an appearance if they're still planning on bringing them in.

Edit: characters may also train if they wish. The system for training is pretty simple. Find a character with higher stats than yours in some attribute, and ask them to train you in it. You can practice one attribute at a time up to the level of the person training you, gaining +10 per post. Characters of a similar level can collaborate on training and gain +5 per each of their own posts (eg one character decides to practice intelligence by attacking with magic, while the other trains agility by dodging, or endurance by blocking). You can only train one attribute per post, but which attribute you train is up to you.
 
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Akeldama and Vas'On are fun to rp together. :P I'd like to see how their dynamic works in a bigger group if there are people available.
 
Also, I'm doing the math. We each received 250 coin for the last quest, since the guild takes a cut. Does that sound right?

Quick Edit: I'm also adding my quests to the character sheet to keep a little log of my own.
 
Also, I'm doing the math. We each received 250 coin for the last quest, since the guild takes a cut. Does that sound right?

Quick Edit: I'm also adding my quests to the character sheet to keep a little log of my own.
They'd get 500 coin each since they're a party of less than five—a 20% cut per adventurer—and of course Azalea will take good care of the remaining 1500 :3:

Adding a record for quests and training sounds great. I've been meaning to add a spoiler tab to my own character sheets with their AP history, just haven't sat down to do it yet.

Akeldama and Vas'On are fun to rp together. :P I'd like to see how their dynamic works in a bigger group if there are people available.
I couldn't agree more
I have one exam remaining, but after that I'd be happy to work on another group quest! I plan to re-update the interest check around that time as well, so there may be some new players looking to join.
 
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Sonnesichel is not accepted. Their abilities are both overpowered and encompass far more than what the affinity system allows. While I am always happy to go over what abilities would be appropriate, Sol will not be considered in future without serious alterations.
 
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Sorry it took me so long to post and that it's pretty short. Honestly struggled to know what to write for Freed. I'll try and finish a first Farren post by the end of the day.
 

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