randomperson000

Isekei HB idea

Jun 4th, 2018
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  1. Fluff:
  2. You sit in your home going about your normal routine when a strange feeling comes over you. You immediately stop what you are doing and go about packing whatever you can grab. You know that you are going some place far away, a world beyond your own, and will never return. You continue to prepare; not questioning how you know this or why. You also know that you have a single wish as long as it is not too powerful or breaks the rules of the world you are being brought to. After an hour you walk through a rip in the air and snap out of your trance with the others around you.
  3.  
  4. Magic: Everything has 3 parts: Body, Will, and Soul
  5. Body - Physical property. Either physical or not. Non-physical creatures can't reside on physical plane.
  6. Will - Mental property, Goes Exalted - Sapient - Primitive - Beast - Insect - Plant - Mindless - Dead. Mindless can be controlled by a creature touching it. Phenomenon can create material and creatures with different levels of Will from normal. Mostly don't happen now. There is a mental plane where the Will of a person resides. People there can hear thoughts when touching will of a person. Will looks like multiple vibrating rings.
  7. Soul - Everything has a soul. Godly - Empowered - Normal (Living or Material) - Weak - Dead. Living creature souls break down to normal material souls. Dead materials suck up souls around them, usually becoming empowered. Empowered materials become magic, Empowered living become monsters with magic abilities. Dead living become wraiths that hunger for living souls and become monsters. Soul realm everything looks ethereal, can kill souls here. Dead souls create a void here. Weak souls look patchy and the material/creature becomes dust.
  8.  
  9. Character Sheet:
  10. Name:
  11. Backstory:
  12. Inventory: (Fill out with stuff you believe this character could get in an hour, I will look over this and may veto some stuff)
  13. ------Don't fill out-----
  14. Health: Fine
  15. Skills:
  16. Thirst: 0/4 +1/turn How long it has been since you last drank anything hydrating. You get a penalty equal to half this number rounded down and at max you die.
  17. Hunger: 0/56 +1/turn How long it has been since you last ate. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.
  18. Bonus:
  19.  
  20. With your sheet state what your wish is.
  21.  
  22. World quirks table:
  23. 1. Flooded
  24. 2. World City
  25. 3. Overgrown
  26. 4. Mad Max post apoc
  27. 5. Desert world
  28. 6. Swarm covered
  29. 7. Machine uprising
  30. 8. Non-human empires
  31. 9. Strong connection to another plane (Mental or Soul)
  32. 10. Primitives
  33. 11. Floating island world.
  34. 12. Death cult trying to create a god.
  35. 13. Supermonsters
  36. 14. Wraith Apoc.
  37. 15. Artificial world.
  38. 16. Strong monster infestation
  39. 17. Frozen world.
  40. 18. Post-conventional disaster war
  41. 19. Normalish societies
  42. 20. +1 roll
  43.  
  44. -----Rules----
  45. You can take as many actions as you want, being a d100 each, multiples of dice number*10 means more successes. So 2 dice 1 success is 20 and 2 is 40, below 1/2 the roll needed for a success is failure with penalties. You can take an extra, working through the night, and take a penalty of - number of dice number*10 cumulative until you do sleep. Eating and drinking is free as long as you have food and water.
  46.  
  47. - You can use an action to train a skill, getting you an increase to the skill equal to 1/10 of what you rolled. You also get 1/10 the difference between what you rolled and what you needed for the next result for failing an action based on that skill.
  48. - Fluff for your actions may help or hurt you.
  49. - Good rolls will not save you from stupid actions.
  50.  
  51. 8chan world: Machine Uprising, Flooded, Non-Human empires
  52.  
  53. World with dwarves, elves, lizardmen, and few humans. Some robot empires and feral robots. Previously near modern world with many nations. Humans create automatons that rise up and use a magic device that flooded the world. Rebuilding but post apoc.
  54.  
  55. Notes 8chan:
  56. Morgoth - Wish gives him 6 cards that empower a soul and 6 cards that changes a creatures/materials Will by 1 step.
  57.  
  58. Temp Update 8chan:
  59.  
  60. Discord world: Floating Islands, Strong Monster Infestation.
  61.  
  62. World with few humans in various states. Many dragons around the world. Magic gas material evaporates water before it descends into a gas giant. Magic stone floats on bottom of islands.
  63.  
  64. Notes Discord:
  65. On map: Magenta is whole group
  66.  
  67. Compass doesn't work
  68.  
  69. Paul's Telepathy - Partially in the mental plane at all times. Can see creatures in the mental plane. When touching a person can hear surface thoughts. Can practice to see deeper memories, senses, and other things in the mind. Will affect anything though most things will take the realization that they, technically, have minds. Touching with his head will allow him to transmit these things instead.
  70.  
  71. Jay Fletcher's Consumption adaption - Gains a minor change based on what he ate for about an hour. Random unless something in there was magic. Takes a part of the soul of the object when eating it and gets rejected soon after.
  72.  
  73. Reginald Haroldson's metal shaping - Moves a metal's Will up by Mindless when he is touching it. Can be manipulated when it is pure enough. Easier to move metal than to reshape it. Softer metals easier to reshape than harder metals (More progress needed)
  74.  
  75. Temp Update Discord:
  76. All:
  77. You step out into an area filled with other individuals as the portals that brought you here snap shut. The group is a varied bunch including a crippled girl and a man in full medieval armor. The land around you seems to be a border of a dry, cracked, and slightly hilly area devoid of most vegetation and the slightly more vegetated savanna. In the distance you can see larger, snow topped, mountains in the... east and west? The sun is rising, or setting, on the horizon. Welcome to a new world.
  78.  
  79. Maine Tensaiji:
  80. 56 Athletics Training: You stand up and begin to learn to walk, then run. It feels good to not have to sit in a chair for once in your life. Thankfully it seems your healed legs are already in pretty good shape. There was that lingering fear that your legs would be too atrophied to support you, but that seems to be far from the truth. +5.6 Athletics
  81.  
  82. Paul:
  83. 62 Gather Firewood: You easily find some lone trees around the place in the savanna and gather branches from the trees by snapping them off. While you never lived in the savanna you are pretty sure there shouldn't be a kind of pine tree in them. However, the trees you find have pine like needles. +24 ??? Branches
  84.  
  85.  
  86. Jay Fletcher:
  87. 25 Find place to set up camp: There are plenty of places around without going too far. Most have the same problem of having no access to water. There are a few trees and the land is relatively flat for a few miles with the desert and savanna. Maybe the guys that went scouting found something good.
  88.  
  89. Harold Haroldson:
  90. 96 Scout to mountains: It is fairly easy to get to the mountains as the savanna does not, actually, go that far. The land starts to rise gently at the edge of the savanna before beginning to rise rapidly. You are able to find a stream and even some more green forests from the perch you have. You are even able to see a creature take flight from the mountains. It looks like a traditional depiction of a dragon with wings and one pair of legs. You see it from far away and it takes off to fly north. You quickly make your way back to the group.
  91.  
  92. Leeroy Brown:
  93. 31 Set up a tree hut thing: You use your limited knowledge of boy scouts to create a tree lean to thing. Now you have a comfortable shelter for one under some pine branches. You didn't know they grew in the savanna.
  94.  
  95. Malcom Anrial:
  96. 98 Search: You scout around with the slav and Marcus. The land around is dry but you can see it getting greener to the north. As well, it seems you are in a fairly low part of the land and the elevation rises steeply as you go towards the mountains. You find some insects and small lizards in the desert and savanna but they don't look like any you know of. One looks like a scorpion with another pincer instead of a stinger. You do, also, find a pair of massive reptilian footprint stuck in the hardened earth but no trail. There is a trail of smaller prints leading from the north and then back around to the north, with one seemingly ending in front of the larger prints.
  97.  
  98.  
  99. Slavshit:
  100. 57 Scout: You follow Malcolm and Marcus in his search as you keep an eye out for useful landmarks. Overall nothing much of note besides you are in a valley of some kind and to the north is greener grassland.
  101.  
  102.  
  103. Jonathan:
  104. 71 Athletics training: You do some exercises to prepare your body for the trials to come. +7.1 Athletics
  105.  
  106. Marcus:
  107. 87 Find signs of large animals: You follow the slav and Malcolm for safety in numbers. You do find a number of smaller creatures, like an scorpion with a pincer instead of a stinger, and even some small burrowing mammal like creatures in the savanna. However the big discovery is two sets of tracks in the north of the desert set in the dried mud. One is large and seemingly clawed. Reminds you of a T-Rex foot print you saw as a kid. The other is a set of tracks that look similar to the bigger one, but with four toes and no claws. One track disappears in front of the bigger prints and there is only one set of the bigger prints.
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