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File: 1727897316620.png (128.04 KB, 322x375, twi192.png)

The Dark Eye (1.2) - Ruleset (ID: e07192)Country code: at, country type: geoip, valid: 1  164

The world of Aventuria beckons and there is always work for heroes to go on (more or less) epic adventures! Aventuria is a medieval-stylish fantasy world where lots of exciting fun is to be had!

Quickly roll up a hero and the fun may begin.

Your heroes have six Abilities:
——————————-
Courage
Intelligence
Intuition
Charisma
Dexterity
Strength

Roll a d6 and add 7 for each of the Abilities (giving each Ability a value of between 8 and 13)! The higher the better!

You can roll up your Abilities here or just use a d6 at home! But don’t return with every Ability being a 13, you cheater!

There is also a "hidden" seventh Ability which you will need often: PERCEPTION.
You use it to examine things. Its stat is not rolled though, but instead calculated from (Intelligence + Intuition + Intuition)/3.


HIGH STRENGTH/DEXTERITY
———————–
If you have a Dexterity of 13 you may increase your Attack OR Defense by 1 point.

If you have a Strength of 13 you do 1 additional point of damage with any weapon.

The same is true once your Dexterity or Strength reaches 15 and then every two points thereafter.


MONEYS AND STARTING GEAR:
————————-
The starting money you have is (1d6+6)*10 Silver pieces, thus 70 - 120!

The currency is: 1 Gold Piece = 10 Silver Pieces = 100 Copper Pieces.

All heroes start with a basic set of clothes (boots, socks, loin cloth, pants, and vest) and a backpack. A wizard also his staff, robe and hat (see 'WIZARDS').


NAME, RACE, CLASS etc.
———————-
Come up with a nice name for your hero. And your character should have a gender too! You can play as a human, a dwarf, an elf or a wizard (which is a ‘special’ human)!


HEALTH:
——-
Depending on your race/class you will start with 20 to 35 hit points (HP), don’t lose them all! When you reach 0 you fall unconscious and will died within a few minutes unless someone helps you. If you reach -5 you’re totally dead.


HUMANS:
——-
Humans start with 30 hit points (HP). They cannot use magic (unless they are wizards).


BECOMING A WARRIOR (HUMANS ONLY)
——————————–
Every Human starts a simple Adventurer – but if he is skilled enough he can enroll at one of the many Warrior Academies or Schools and become a full-fledged Warrior. Becoming a warrior is expensive, costing 500 gold pieces, and requires certain abilities, i.e. the warrior-to be needs to have Courage and Strength of at least 13 and has to be at least at level 5 (1000 exp.).
After a year of hard training he receives his “diploma”, proof that he is a warrior. This gives him the privilege to carry his arms in any town, participate in all knightly tournament sports and is allowed to wear plate armor.
Due to the hard training the new Warrior can raise both his Attack and Defense by 1 point and can raise either his Courage or Strength by 1 point. All attack and defense maluses when wielding two-handed weapons are also reduced by 1 point for a Warrior.


DWARFS:
——-
Dwarfs start with 35 hit points (HP). They cannot use magic.
Dwarfs have a natural ability to see better in the darkness than any human could.


ELVES:
——
Elves start with 25 hit points (HP) and 25 magic points (MP). Elves also start with the ‘SPELLS for ELVES’.
Elves have a natural ability to see better in the darkness than any human could.

(ID: e07192)Country code: blank.gif, country type: blank, valid: 166

WIZARDS:
——–
Wizards are humans who (like all elves) have the ability to cast magic. They have studied for many years at an Academy of the Arcane Arts. After passing the final exam on their Academy they receive permanent sign stamped (magically) onto their left hand.
They start with 20 hit points (HP) and 30 magic points (MP). Wizards start with the ‘SPELLS for ELVES’ AND the ‘SPELLS for WIZARDS’!
A wizard also starts with his Staff (think Gandalf’s staff) which is indestructible! The Wizard’s Staff does 1d6+1 Damage and cannot be bought or sold. A wizard also starts with a traditional wizard’s robe and a tall pointy hat without brim.
A wizard is only allowed to either you use his Staff or a Dagger in combat. Also, a wizard may not use armor better than a Padded vest. He may not use a shield or helmet.
In closing, a wizard is by law not allowed to disguise himself in any way. People must be able to tell he is a wizard, meaning he usually wears the traditional cloak and pointy hat and his Staff.


ROLLING CHECKS/TESTS:
———————
In order to make a successful Ability check (or roll for attack/defense) you roll a d20. To be successful your die roll (which might get modified by the DM, i.e. me) must not be higher than your Ability (or attack/defense value).
Example: You have a Courage of 13. In order to make a successful (unmodified) Courage check your d20-roll must not be higher than 13!
A 1 is a critical success, a 20 a critical failure!


ROLLING CHECKS WITH MODIFICATIONS:
———————————-
Sometimes checks can be modified for various reasons. If something is particularly easy you will get a – (minus) modifier. If something is super difficult you might get a + (plus) modifier. You roll your d20 as usual but subtract/add the modifier after rolling and still must not be higher than your Ability (or attack/defense value).
Example: You have Courage of 13 and must roll a check +5 because you are facing a particularly ugly demon! You roll your d20, then add the +5. The result must not be higher than you 13 in order to be successful.

Example 2: You are in combat against a bandit. Your Attack is 12 and have the high ground, making it easier for you to hit your foe. Your attack gets a -2 modifier. To attack you roll the d20, then subtract the –2. If you are not higher than your 12 the attack was successful!


MAGIC:
——
If you are an elf or wizard you have Magic Points (MP) with which to cast spells! Casting spells is easy, you just do what it says under “Use” at the spell information and pay how the amount of MP it mentions. No skill checks are required to use a spell!


SPELLS for ELVES:
—————–

Name: BALSAM
Use: It transforms the caster’s MP into HP for the injured person.
How to: Place your hand on the forehead of an injured person and speak the magic word.
Costs: 1 MP per 1 HP

Name: FLIM FLAM
Use: A small light sphere appears above your head (following around as you walk), illuminating the area as a good lantern would.
How to: Say the magic words and snip your fingers.
Costs: 1 MP per 5 minutes

Name: FORAMEN
Use: Magically opens locks.
How to: Touch a lock three times with your hand while saying the magic word. In order to counter a CLAUDIBUS you have to pay an additional 6 MP.
Costs: 8 MP

Name: ARMATRUTZ
Use: Creates invisible (skin-tight) armor of 4 Armor Class around you, only useful against physical attacks.
How to: Touch your breast and say the magic word.
Costs: 2 MP per battle round

Name: VISIBILI
Use: Makes your body invisible (not your clothes, armor etc.!). Can also be used on others!
How to: Say the magic word and wink.
Costs: 2 MP per 5 minutes (You can only make yourself invisible for [Character’s Level x 5 minutes] max.; 15 minutes have to pass before using the spell again)

Name: FULMINICTUS
Use: Invisible lightning bolt against (living) targets.
How to: Point at the target and say the magic word.
Range: 7 meters
Costs: 1 MP per 1 Damage

Name: BANNBALADIN
Use: Makes the target think you’re his best friend. Roll [Character’s Level + 1] d6 and add your Charisma. The spell only succeeds if your result is higher than the opponent’s Monster Class (the equivalent to how dangerous he/she is) plus 3d6.
How to: Look the target in the eye and say the magic word.
Range: 5 meters
Duration: 15 minutes
Costs: 8 MP per target
Example: An elf (level 3) wants to enchant a weak goblin (Monster Class 5). The elf rolls 4d6 (3 cause he is level 3 plus 1) and adds his Charisma. The goblin rolls 3d6 + 5 (his Monster Class). The spell works if the elf’s result is higher than the goblin’s.

Other spells exist but only the wisest and most responsible elves are taught them by the elders of their race.


SPELLS for WIZARDS:
——————-

Name: ATTRIBUTO
Use: Increases an Ability of your choice by 4 points for a short time. Only one Attribute may be increased at a time!
How to: Touch a body part related to the Ability (e.g. your head for Intelligence) and say the magic word. Can also be used on friends.
Duration: See costs
Costs: 7 MP per minute

Name: CLAUDIBUS
Use: Strengthens locks or makes doors harder to break down. Doors get an additional +6 modifier if someone tries to forcefully open them. A FORAMEN costs an additional 6 MP to open a lock.
How to: Touch a lock three times with your hand while saying the magic word.
Duration: see Costs
Costs: 6 MP + 1 MP per hour duration

Name: HORRIPHOBUS
Use: The spell casts immense fear into your opponent, making him flee in terror before the wizard. The opponent is allowed to roll a Courage-check (+ wizard’s level) in order to counter the effect.
How to: Shake your fist at the foe and scream the magic word!
Duration: Your Level x 5 minutes
Range: 7 meters
Costs: 20 MP

Name: IGNIFAXIUS
Use: A fire bolt flies straight at the opponent. If he sees it in time he can evade it with a successful (modified) Dexterity check. The fire bolt does up to Xd6 damage where X is the Wizard’s level +2. The fire bolt can ignite materials like wood easily.
How to: Point at the target with your index and middle finger and say the magic word.
Range: 10 meters
Costs: 1 MP per 1 Damage

Name: PARALYSIS
Use: In order to see if the spell is successful the wizard has to roll 2d6 at level 1, 3d6 at level 2 etc.
If the roll is higher than the opponent’s Monster Class it was successful.
The opponent gets coated in a magical field that is as hard as stone. He cannot move a muscle anymore (he can still see if he had his eyes open – though cannot turn his eyeballs). The field cannot be penetrated, meaning the foe cannot be harmed in any way. The opponent also does not need to breathe anymore while under the spell, thus throwing him in deep water while under the spell won’t kill him. His weight does not change.
How to: Say the magic word while looking at your foe and hit your right hand fist into your left hand palm.
Duration: Your Level x 5 minutes
Range: 5 meters
Costs: 13 MP

Name: PENETRIZZEL
Use: You can look through walls.
How to: Lean your forehead against the wall you wish to see through and speak the magic word.
Duration: Your Level x 5 seconds
Costs: 4 MP plus 2 MP per 30 cm (one foot) thickness of the wall.

Other spells exist but only the wisest and most powerful wizards can learn them eventually if they visit their Academy or find old scrolls and books teaching the magic arts.


FIGHTING!
———
Every new hero starts with an Attack (AT) of 10 and a Defense (DEF) of 8! Combat is fought in Combat Rounds. In ever round you can attack once and defend once! A Combat round takes 5 seconds.


INITIATIVE:
———–
Those with the highest Courage go first!


HOW TO DEAL DAMAGE:
——————-
If you hit and your opponent cannot defend you roll your damage, e.g. with a sword you roll a d6 and add 4. Let’s say you rolled 4, thus make 4+4 = 8 damage. From that damage the opponent deducts his Armor Class, e.g. 3 if he wears Leather Armor. He receives 8-3 = 5 damage which he deducts from his 30 Hit Points.
In order to speed things up please add a ‘potential damage roll’ right away whenever you Attack. So when you make a successful hit I can subtract the damage from the foes right away.

(ID: e07192)Country code: blank.gif, country type: blank, valid: 167

WEAPONS:
——–
Choose any one you want!

War Hammer (2H): 2d6+2 damage; Attack malus -1, Defense malus -3; costs 140 silver pieces
Two-handed Sword (2H): 1d6+7 damage; Defense malus -1; costs 160 silver pieces [Warrior only]
Battle Axe (2H): 2d6 damage; Attack malus -1, Defense malus -2; costs 80 silver pieces
Halberd (2H): 1d6+6 damage; Defense malus -1; costs 200 silver pieces
Bastard Sword (2H): 1d6+6 damage; Attack malus of -1, Defense malus of -1; costs 100 silver pieces
Spear (2H): 1d6+5 damage; Defense malus -3; costs 50 silver pieces
Morning Star: 1d6+5 damage; Attack malus -1, Defense malus -1; costs 100 silver pieces
Sword: 1d6+4 damage; costs 80 silver pieces
Axe: 1d6+4 damage; Defense malus -1; costs 60 silver pieces
Rapier: 1d6+3 damage; Initiative +1; costs 75 silver pieces
Saber: 1d6+3 Damage; costs 60 silver pieces
Short Sword: 1d6+2 Damage; costs 40 silver pieces
Heavy Dagger: 1d6+2 Damage; Defense malus -1; costs 30 silver pieces
Spiked Club: 1d6+2 Damage; Attack malus -2, Defense malus -1; costs 15 silver pieces
Club: 1d6+1 Damage; Attack malus -1, Defense malus -1; costs 15 silver pieces
Dagger: 1d6+1 Damage; Defense malus -4; costs 20 silver pieces
Fists: 1d6 Damage; free

NOTE: If you Attack with your Fists and the opponent defends successfully with a weapon you'll get half that weapons damage. If you successfully defend a weapon with your bare fists you'll still get half the weapon damage.


RANGE WEAPONS:
————–
To attack with a Range Weapon you roll with your Dexterity Ability. The roll gets modified (by me) based on how big the target is and how well you can see it (light, cover etc.).

Heavy Crossbow: 1d6+8 damage, Range 180 meters; loading 10 rounds; costs 250 silver pieces
Crossbow: 1d6+5 damage, Range 60 meters; loading: 4 rounds; costs 125 silver pieces
Long Bow: 1d6+4 damage, Range: 200 meters; loading: 2 rounds; costs 50 silver pieces
Composite Bow: 1d6+3 damage, Range 80 meters; loading: 1 rounds; costs 60 silver pieces
Bow: 1d6+3 Damage, Range: 40 meters; loading: 1 round; costs 5 silver pieces
Throwing Axe: 1d6+3 Damage, Range: 20 meters; costs 45 silver pieces
Throwing Spear: 1d6+2 Damage, Range: 20 meters; Costs 15 silver pieces
Throwing Knife: 1d6+1 Damage, Range: 10 meters; Costs 20 silver pieces

Each arrow costs 2 silver pieces.
Each crossbow bolt costs 4 silver pieces.


BODY ARMOR:
———–
Plate mail (full): 7 Armor Class; Dexterity malus -2; costs 1000 silver pieces [Warrior class only]
Plate mail (light): 6 Armor Class; Dexterity malus -1; costs 500 silver pieces [Warrior/Dwarf only]
Cuirass: 5 Armor Class; Dexterity malus -1; costs 300 silver pieces
Chain mail: 4 Armor Class; Dexterity malus of -1; costs 200 silver pieces
Leather armor: 3 Armor Class; costs 80 silver pieces
Padded vest: 2 Armor Class; costs 40 silver pieces
Normal clothes: 1 Armor class; costs 20 silver pieces


HELMETS:
——–
Pot helmet: 4 Armor Class; Intuition malus -2; costs 120 silver pieces [Warrior class only]
Sallet: 3 Armor Class; Intuition malus -1; costs 100 silver pieces
Chain coif: 2 Armor Class; costs 80 silver pieces [together with chain mail +1 AC]
Reinforced leather helmet: 2 Armor Class; costs 45 silver pieces
Leather helmet: 1 Armor Class; costs 30 silver pieces


SHIELDS (not usable with 2-handed weapons):
——————————————-
Heavy shield: 3 Armor Class; Attack malus -2, Defense bonus +3; costs 100 silver pieces
Round shield: 2 Armor Class; Attack malus -1, Defense bonus +2; costs 70 silver pieces
Buckler: 1 Armor Class, Attack malus -1, Defense bonus +1; costs 40 silver pieces
Shield: 1 Armor Class; costs 25 silver pieces


MORE STUFF TO BUY:
——————
You can buy other stuff too, like rope, torches… just ask for it and I'll tell you the price.


LEVELS
——
Every hero starts at level 1. You gain experience at the end of each completed adventure. Once you gain 100 experience points you reach level 2, level 3 at 300, level 4 at 600, level 5 at 1000 etc.
Once you reach a new level you can increase an Ability of your choosing by 1, increase either Attack or Defense by 1 and gain 1d6 permanent HP (dwarfs and humans) or 1d6+2 HP and/or MP that you can freely divide between the two (elves, wizards).

Shalissa (ID: dbe58a)Country code: blank.gif, country type: blank, valid: 171

File: 1727901340192.png (4.74 MB, 3117x4731, sm gold.png)

I want to be a wizard. I'm gonna roll when I get home tonight

(ID: 157222)Country code: blank.gif, country type: blank, valid: 173

File: 1727928691921.jpg (91.12 KB, 427x342, twi204.jpg)

>>171
You can never go wrong with a wizard.

(ID: 67ef48)Country code: blank.gif, country type: blank, valid: 175

File: 1728013066382.png (645.89 KB, 1000x563, star1.png)

>>174
You drive a hard bargain.

(ID: 52b652)Country code: us, country type: geoip, valid: 1  178

File: 1728125314044.jpg (59.25 KB, 670x509, Dwarf_Fortress__Cheese_Artisan…)

>>175 Just to be clear, >>174 and >>171 are two different people.

(ID: 9980a5)Country code: blank.gif, country type: blank, valid: 179

>>178
I know, thanks!

Into The Silkverse with Penny Reginald Horsetrapper (ID: d2171f)Country code: us, country type: geoip, valid: 1  192

File: 1732560581061.png (1.58 MB, 1503x962, Cobalt Comet posts in terror o…)

♑♑179
How long until the disparity between what you feel you're getting and the ever present reality finally gives you that stroke?
WHO THE FUCK DO THOU SUPPOSE THOU ARE THOU CRAZY LITTLE SHIT?

<What we could be involved in this very instant.


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