TTHelvianTT

Remnants; Veska

Jun 5th, 2018
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  1. Several years before the start of our tale, the great sinkhole had formed in Llyne, causing the holy city to plummet into its depths. This lead to aspiring adventurers gathering together to explore the pit, only to find not only primeval creatures and environments within, but also wondrous artifacts and treasures beyond a man's wildest dream. Little did the mortals know, a horrendous event occurred. No one knows where, or how it came, but the pit began to...leak.
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  3. A white, opaque mist poured out from the pit, and swept across Llyne. The trees began to twist. The waters began to grow foul, the earth began to shake and rupture. The seas swelled, the mist cast a dark shadow over Veska and her inhabitants...and from the mist, came shadows, and from those shadows, death. Monstrosities and horrors shambled out from the mist, and with the combined might of the curse and the horrors lurking within the mist, the world was slowly consumed by the mist's shadow.
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  5. Years later, the mist had...for the most part, cleared. But the effects it held upon ol 'Veska and her inhabitants however, were not. Pockets of mist still remain, and the environment was twisted and changed. The world as everyone knew it had shifted to a completely new one, and the last remaining survivors had finally left from their hiding places to find themselves in a new world.
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  7. For the most part, this world is wild and untame once more...but that's where you all come in!
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  9. You aren't all sure who, or what caused him to gain the means to do so, but somehow, some way, you've all received a letter urging to meet at what was once known as Hunter's Reef...
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  11. "Greetings. If you are reading this letter, then your ability to survive and fight in this world are both well-noted. You are personally invited to meet with me at what was once Hunter's Reef. Join us here, and become a part of our cause to reclaim what was once lost. Veska and her people wish to meet, and see you lead us back into a new age of glory. Godspeed.
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  13. --Huntsmaster Rye."
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  15. Name:
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  17. Race: Select from https://pastebin.com/v5xNHW2Y
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  19. Age:
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  21. Gender:
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  23. Appearance:
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  25. Equipment:
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  27. Background/Reasoning for answering the note:
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  30. Insight: 0/100
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  32. Abilities: You begin with up to three unique abilities, discussed with the DM. These abilities are mostly for combat, but can be used for other different occasions.
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  36. Professions:
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  38. Based on your background, we'll discuss these.
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  43. Statistics can be included or excluded. If they are included, read below.
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  45. AP: 'Action points'. AP Is used in a variety of ways. Your average character begins with 3 AP by default, and generates 2 AP at the beginning of each round. Your character may store up to 6 points of AP. Weapons and equipment have certain AP Requirements to follow.
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  47. On average, attack actions take two AP to do.
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  49. Moving 10 feet is equal to 1 AP.
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  51. I.E, write it as '3/6 AP, 2 per round)
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  53. Mana: Equal to 10 for every +1 in Willpower
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  55. ABILITY SCORES: Your ability scores are rolled. First, roll 3d6 6 times. Drop the lowest result. Arrange the results into any stat you please.
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  57. Every 2 points above 10 is a +1 bonus to checks relating to that score. Every points BELOW 10 is a -1 penalty.
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  59. Strength: Used for physical attacks and strikes. Used as a requirement for some equipment.
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  61. Dexterity: Used for determining your quickness, as well as a requirement for certain equipment or skills. Dexterity is used for dodging attacks or avoiding spells. It is also the statistic for ranged attacks.
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  63. Vigor: How many hits you can take. Also used to determine your susceptibility to most AoE effects, diseases, and other effects that are generally impossible to dodge.
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  65. Stamina: Stamina is your endurance. How much energy you have to continue fighting on. You gain a bonus to your AP Cap equal to your stamina modifier. This caps at 8.
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  67. Willpower: Your ability to project your mind upon the battlefield. Used for most spells, and is an absolute must for casters. Used to defend against certain spells; particularly charm or illusionary effects.
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