Aug 31, 2021 7:30 am
Gwyn, Lord of Cinder was greatest of the gods and a mighty warrior. He was known as the Lord of Sunlight and headed the efforts to end the Age of Ancients, together with Gravelord Nito, the Witch of Izalith, and the dragon-traitor, Seath the Scaleless. Leading his knights, he led the Gods to victory and oversaw the Age of Fire. Despite bequeathing elements of his soul to the Four Kings and Seath the Scaleless, his soul remains "a powerful thing indeed."
Around a thousand years prior to the start of the game, Gwyn sacrificed himself to link the First Flame. His reasons for doing so are disputed, but what is certain is that his principal motivation was to postpone the end of the Age of Fire. He was succeeded by his children: his firstborn, the banished God of War who lost his status as a deity; his daughter Gwynevere, the Queen of Sunlight; and his lastborn Gwyndolin, his "repulsive [and] frail" son who Gwyn raised as a daughter due to his affinity for the moon.
Duty bound and thrice cursed, you a hero of the age stood by his side claiming The World with him. The Furtive Pygmy was the first Ancient Power crushed by the onslaught of Gwyn. Their terrible Dark Magics animating them even in death, the first of the Dark Wraiths. Cursing you with the Dark Sign. You will never know death - cursed to live until the end of the age in a hollow semblance of life.
Second cursed by your onslaught against the Dragons. The gods have turned a blind eye to you, where once were miracles, all the gods forsook your pleas. Save Velka, the Silent Goddess, Keeper of Sin. This mysterious entity is with you, always - carefully observing your every action silently experiencing. It is her hand that plucks you from the touch of death, depositing you back to the last safe moment.
The Third Curse, a side effect of your dark sign. Ravenous, insatiable hunger for souls. You are revenant, incapable of being around mortals. Your presence kills them, and in their death you drain their soul of power.
Truly, completely immortal, save one weakness. Those who bear the dark sign, and absorb each other's souls. When your lethal blow lands, you absorb the potentiality of that soul. Removing its effect from the time stream.
A curse, and blessing. For you are trapped, reeling at the edge of sanity, only held together by your solemn obligation to do your duty. So many fail and lose their way, becoming themselves little better than Dark Wraiths. Hollow, consumed by their hunger for souls, to extract from them that precious driving force in all of us. Just a mote of humanity. One more brief moment of hope. A glimmer of a chance to perform their duty, and at last be laid to rest.
The Bell of Awakening has rung again, and you find yourself waking from your resting place. Alone, surrounded by the scent of death, and the rattling of long dead bones.
Bearer of the Dark Sign. Will you be the last hope in a dying age? Will you rekindle the flame and bring about the Age of Flame, to rebirth the world anew? Or will you take control, and wrest the last vestiges of power from the dying universe, to bring about at last an age of peace? The choice is yours.
Around a thousand years prior to the start of the game, Gwyn sacrificed himself to link the First Flame. His reasons for doing so are disputed, but what is certain is that his principal motivation was to postpone the end of the Age of Fire. He was succeeded by his children: his firstborn, the banished God of War who lost his status as a deity; his daughter Gwynevere, the Queen of Sunlight; and his lastborn Gwyndolin, his "repulsive [and] frail" son who Gwyn raised as a daughter due to his affinity for the moon.
Duty bound and thrice cursed, you a hero of the age stood by his side claiming The World with him. The Furtive Pygmy was the first Ancient Power crushed by the onslaught of Gwyn. Their terrible Dark Magics animating them even in death, the first of the Dark Wraiths. Cursing you with the Dark Sign. You will never know death - cursed to live until the end of the age in a hollow semblance of life.
Second cursed by your onslaught against the Dragons. The gods have turned a blind eye to you, where once were miracles, all the gods forsook your pleas. Save Velka, the Silent Goddess, Keeper of Sin. This mysterious entity is with you, always - carefully observing your every action silently experiencing. It is her hand that plucks you from the touch of death, depositing you back to the last safe moment.
The Third Curse, a side effect of your dark sign. Ravenous, insatiable hunger for souls. You are revenant, incapable of being around mortals. Your presence kills them, and in their death you drain their soul of power.
Truly, completely immortal, save one weakness. Those who bear the dark sign, and absorb each other's souls. When your lethal blow lands, you absorb the potentiality of that soul. Removing its effect from the time stream.
A curse, and blessing. For you are trapped, reeling at the edge of sanity, only held together by your solemn obligation to do your duty. So many fail and lose their way, becoming themselves little better than Dark Wraiths. Hollow, consumed by their hunger for souls, to extract from them that precious driving force in all of us. Just a mote of humanity. One more brief moment of hope. A glimmer of a chance to perform their duty, and at last be laid to rest.
The Bell of Awakening has rung again, and you find yourself waking from your resting place. Alone, surrounded by the scent of death, and the rattling of long dead bones.
Bearer of the Dark Sign. Will you be the last hope in a dying age? Will you rekindle the flame and bring about the Age of Flame, to rebirth the world anew? Or will you take control, and wrest the last vestiges of power from the dying universe, to bring about at last an age of peace? The choice is yours.
[ +- ] Character Creation Rules
Dark Souls is a Roguelike Dungeon crawl emphasizing the tough but fair theory of game design. It is a system that rewards system mastery.
http://www.stargazergames.eu/games/warrior-rogue-mage/
Use the link above to find access to all the rules. We will be using all the variant rules for armor as to not make armor too powerful.
Variant Rule: Magic Segregation. Magic Exists as Sorceries/Pyromancies/Miracles The mage stat is therefore renamed for these. You may have points in each or none.
Variant Rule: Scholar. As written save one difference, the scholar statistic is used to repair armor.
Variant Rule: Persistent Consumables. If you use it, it's gone forever. But if you're holding it, it's with you forever.
Variant Rule: Looting. Every time a monster is slain you roll for loot. Every time a natural 6 is rolled on a Rogue check, loot is obtained. The quality of loot is determined by higher rolls. These rolls explode, and can be modified with fate.
Variant Rules: Stacking Fate. The more fate you burn in an action the greater the result Fate always adds +6 to the roll in addition to the additional die rolled.
Variant Rules: Hollowing. If you are out of Fate, you have gone hollow. If you die when you're hollow, you become an NPC.
Variant Rule: Humanity. Everything has a bit of it, some things have a whole lot of it. Every 100 points of humanity acquired permanently enhances your fate by 1. Every time you die, you lose a bit of humanity, to everyone elses benefit, you lose 1 point of fate, they gain humanity equivalent to your number of advancements multiplied by 10.
Variant Rules: Estus. Everytime you are reduced to 0HP you must spend a point of fate. You are then brought up to 1/2 your maximum HP.
Variant Rules: Advanced Hit Points, in addition to your starting HP from your warrior skill, roll 1d6 for every point of Warrior in your build. These rolls can explode.
Variant Rules: Armor is for the Strong. The Defense Bonus and Warrior requirement to wear a piece of armor is equivalent. Better armor requires a higher warrior score.
Draw a Card for your starting position.
http://www.stargazergames.eu/games/warrior-rogue-mage/
Use the link above to find access to all the rules. We will be using all the variant rules for armor as to not make armor too powerful.
Variant Rule: Magic Segregation. Magic Exists as Sorceries/Pyromancies/Miracles The mage stat is therefore renamed for these. You may have points in each or none.
Variant Rule: Scholar. As written save one difference, the scholar statistic is used to repair armor.
Variant Rule: Persistent Consumables. If you use it, it's gone forever. But if you're holding it, it's with you forever.
Variant Rule: Looting. Every time a monster is slain you roll for loot. Every time a natural 6 is rolled on a Rogue check, loot is obtained. The quality of loot is determined by higher rolls. These rolls explode, and can be modified with fate.
Variant Rules: Stacking Fate. The more fate you burn in an action the greater the result Fate always adds +6 to the roll in addition to the additional die rolled.
Variant Rules: Hollowing. If you are out of Fate, you have gone hollow. If you die when you're hollow, you become an NPC.
Variant Rule: Humanity. Everything has a bit of it, some things have a whole lot of it. Every 100 points of humanity acquired permanently enhances your fate by 1. Every time you die, you lose a bit of humanity, to everyone elses benefit, you lose 1 point of fate, they gain humanity equivalent to your number of advancements multiplied by 10.
Variant Rules: Estus. Everytime you are reduced to 0HP you must spend a point of fate. You are then brought up to 1/2 your maximum HP.
Variant Rules: Advanced Hit Points, in addition to your starting HP from your warrior skill, roll 1d6 for every point of Warrior in your build. These rolls can explode.
Variant Rules: Armor is for the Strong. The Defense Bonus and Warrior requirement to wear a piece of armor is equivalent. Better armor requires a higher warrior score.
Draw a Card for your starting position.