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Free-form Relic Hunter Campaign

LOOKING FOR VOLENTEERS TO TEST THIS OUT! FIVE PEOPLE WILLING TO TAKE THE TIME TO RUN THROUGH THIS MISSION AND GET A FEEL FOR GAM MECHANICS! WILL TAKE UP TO TEN PEOPLE FOR THIS TEST!

CAMPAIGN MANAGERS AND PLAYERS


About Goals
Each campaign has a goal that comes off the previous one, giving a continuity to the entirety of the campaign while also allowing new groups to join. It is based on a point system that is rewarded based on the judgment of the campaign manager so allows for character growth and limits on what characters can use based on their point accumulation in six categories. Goals are met and points for the entire campaign are awarded based on the achievement. How hard a goal is WILL be stated at the beginning of the campaign. IF a group doesn't feel like they can go for it, they can opt for a leveling alternative goal for that round.

Campaign Manager Duties


Pre-campaign duties Before beginning, campaign managers must submit a fully written campaign from start to finish including all the missions that comprise of that campaign turn. This includes: Full written synopsis of the campaign from start to finish. Does not have to be a novel, just a short quip about what is going on. A lit of all the goals/missions to be accomplished to move players to the final campaign goal A fully done list of all creature stats in the campaign A fully done list of objects and items that can be encountered and/or picked up during the campaign Up to date spread sheet of all characters involved in the campaign. List of items available at shops as well as training/weapons/armor that can be purchased NPC list and stats. Relic Hunters has been treated more like a story when it should be treated more like a table top game. Thus the campaign manager is required to take on these duties BEFORE they begin the campaign. They may write the story and implement the resources they have gathered as they wish as the campaign proceeds. Campaign duties During the campaign, the manager beccomes a guide and throws the creatures made at the players as they see fit. After each encounter is finished, they must compile the points and dual them out based on the rolls and creature type that was defeated. Until a gimmick can be made for players to roll and then have those rolls saved, the campaign manager will be rolling for all checks in the game that a squad makes. This battle system will be explained later.

Campaign managers are expected to keep good records of all players and encounters. Post-campaign duties Prepare a transition page of relaxation for training and item purchase to be done, rest and relaxation scene happens here or a training montage even. It is during this time, modifications can be made and submitted for a look over if need be. All points MUST be assigned to stats by players. If they miss this without an excuse, those points are lost. This also the time to host duels that had been announced in advanced.

Artist Duties
They draw the page, taking creative liberties when needed. Creature creation is up to them unless the campaign manager supplies concept work. Artists are NOT responsible for getting every detail of a character correct! Complaints on character apperance will not be looked into unless it is a detail such as a mistake of race, skin coloration, or gender. Having a lock of hair not falling just right is not the bases for complaint. The artists have their own styles and it most certaintly doesn't match your style. Please be courteous. The artists really put a lot of work in to making pages. If they are late, do not nail them to a cross either. Discouraging the artist might make them wish to leave!

Player Duties
Players have to keep on top of their own stats in case the campaign manager makes a mistake. Although this campaign works differently and has no squad wait period, working as a team is still important if you wish to take down larger creatures that are woth more points. Individualism won't get far as money is ALWAYS given more to groups then individuals. More on money system below. Be respectful of the rules that have been put in place. Breaking these rules results in a warning. There is a total of three warnings given before a ban is enacted. If your squad finds you too difficult to play with, you will be removed from the group and put in the pick up pool. Players are expected to keep their squad and manager up to date on what is going on or if they can't make a roll. Squad leader They collaborate with squad on what actions they could take and each character then rolls for whatever action they are subscribing to. They will post up the list of who rolls for what and the overall plan following a specific report guideline. A leader is picked at random if one is not voted in. As stats increase though, the leader will be assigned to the player with the best stats.

RULES: READ THEM, KNOW THEM!


This is a test campaign, so rules may change to better reflect how the test run goes, but for now, these rules are in stone as the law of the land. Any infraction of 1. Do not hassle the artist or campaign manager for the look of your character UNLESS it pertains to the charactering having the wrong race, the wrong skin tone coloration or the wrong gender. Hair style and facial features and tatoos are all up to the artist to interpret as they feel fit.

2. If you feel there is a mistake with your stats, contact the campaign manager and respectfully ask to know about the descrepicy. Everyone makes mistakse. DO NOT start yelling, fighting, or defacing the the campaign manager if you don't agree with their assesment of the facts put before them. They have the final say. CONTACTING THE ADMIN WILL NOT RESERVE CAMPAIGN MANAGER/MODERATOR ASSESMENTS. 3. Be respectful to everyone! Don't go being a pest or ruining the experience for everyone else if you do not like it. 4. Get social! Talking on the shoutbox and forum is a great way to build relationships and form a better more stable squads. 5. Make sure to always recruit from the solo pool before asking for a bot. Bots are given out only if the pool is completely empty. 6. Until a rolling system can be developed, campaign managers will handle the roll so the squads have to have a good plan posted by the leader and everyone voted to it. If there is a negative vote, that player will simply not roll that turn. 7. Have fun! You break this rule, you will be slapped with fish.

Squad vs Solo Pool


A problem in the past has been with characters having to sit around and wait and hope a spot in a squad opens up or not knowing which squads have a bot player. This I feel has really contributed to crippled growth. Why join something without guarantee to be involved? For his campaign we have the creation of the solo pool. Solo pool players get a panel to themselves just to show they are alive. I'll outline the differences between being in a squad and being in the solo pool for it is MUCH better to be in a squad to enjoy all the benefits of the game. Event/Gameplay Battle system Squad * Squads get larger creatures worth a lot more points, thus can bolster their stats collectively faster. * creatures can drop loot and interacted with, that is, can be talked to and insulted. * Squads get money and item drops Solo Pool * Solo pools get low level creatuers and thus level at a MUCH slower rate then they would in a squad. * creatures do not drop loot or any sort of money.

Merchant System

* can trade with merchants to get * Merchants won't trade with you items and training. or interact with you * NPCs will interact with and *NPCs will ignore you speak to you when approached. * can engage in the main campaign goals and work towards mission goals. * can be killed in campaigns * can enter into relationships with other people in the squad or with * No elements given. You are just wandering out there until you can get picked up BUT you still get some screen time and silly little adventures.

RP Elements

NPCs in the off time. This will be an added blip on your profile if system gets approved. * can say lines if you wish.

As you can see, being in a squad opens the doors for you, but in the meantime you aren't forgotten and participate in an alternative, grassroot side quest of your own until more people show up for you to make a squad. If a member drops out during the campaign, you can keep participating in the mission until it is finished and then apply for a bot between sessions if one is available. Otherwise, you'll be in the solo pool with your friends having silly adventures. Squads are formed up of five people with a leader picked for the first time around. Person with highest stats will become leader next turn unless otherwise turned down by the squad as a whole.

Alternative Campaigning
Sometimes missions will be given out that you might not feel comfortable attempting or seem too difficult to try or is one you aren't interested in joining for this round. Thus we enter the world of alternative campaigning! The main mission offered moves the campaign along, usually with one squad obtaining the goal and winning that mission. The squad with the most wins gets to be campaign champion. Yet sometimes a mission might not be right for you or you feel that is just over your head! If you don't want to try for the main mission, you can enter the alternative path which has no objectives other than to hack and slash up creatures or explore in order to gain extra points, gold, or items. It is sort of like taking a small breather. Below are the differences between main missions and the alternative mission. Main Mission * has a specific goal to achive and involves navigation of a dungeon to find that goal. Usually a time limit involved or competition against other squads * Better drops. Rarer items and larger monetary amounts occure in the main missions. * More dangerous creatures, traps, and other perils in the main mission , although difficulty levels are given out at the start to allow for choice. Death increases in main missions *Higher chance of encountering NPCs and finding side quests Alternative * no goals, it is a free for all hunt more or less. You can explore where you wish and not worry about traps. Usually though you are in another, unspecified area than the main mission. * more frequent drops but it is low amounts and junk items usually. *Creatures are balanced to level of the squad so death is VERY rare unless you are just trying to fail. * Low chance of encountering NPCs...but you can kill NPCs in the alternative without effecting your reputation.

The alternative is given as a more light-hearted, fun little thing on the side that is more determined by the player as the campaign manager is just pretty much watching stats and not guiding you on a grand adventure. However, you get no story progression and staying in it campaign after campaign will just drop your squad far behind.

It is best to try the main mission no matter the difficulty if only just to try it. Alternative is for those that want a break and want to raise stats a bit before jumping into the next mission. Consider it a mission vacation. Now, to lay down a more clear cut of how the missions flow! You receive a campaign, a big overall accomplishment with a big end goal and mysterious grand prize. You are then given the first mission/first step in getting towards the big goal. This mission has an easier to achieve smaller goal with a small prize. Sort of like mini-bosses. Squad debate if they do the mission or do the alternative: * IF they pick the mission, their first action will be entering the mission and getting the details to better plan their first move. * IF they pick the alternative, just write in and name what you are hunting for and you'll be put right into action. New squads made in the middle of a mission CANNOT join the main mission but they can join the alternative so they aren't sitting around waiting. Solo pools get a small panel to show they are about.

Character Creation
Now to the fun part! The character creation for this campaign is much different then before with more freedom in some parts but more structured in others. First we will start with the basics.

Stats
There are six (6) different stats that characters have, each one for a specific area that is crucial to getting through the campaign. The categories are: LIFE This stat measures your actual hit point count in battle. Having higher life means you can take a better hit in battle. Also counts towards how well you resist neather energy. STRENGTH This stat measures how much physical damage a character can cause as well as helping to determine what sort of armor a character can wear and weapons that can be used. MANA This stat measures how much ethereal damage a character can cause. It also determines what sort of mana talents a character can use. SPEED This stat measures your ability to dodge an attack as well as avoid detection. If your speed is high you have a greater chance to doge attacks. Having a speed higher than the accuracy score of your opponent means you can avoid his easily. This also is your detection stats. High speed means guards and creature are less likely to notice you if you attemp to sneak by. CHARISMA This stat measures how well you can speak to other characters and creatures. Having high charisma

means you can better talk down prices with merchants or even convince an enemy not to engae with you. Also tends to be able to get you out of trouble and build better reputation. ACCURACY This stat measures how well you can hit a target. Having high accuracy that is greater than the speed of an opponent means you can hit your target despite how low a roll you get, higher roll then only counting for a potential critical. They also have a higher chance of detecting hiding units.

CLASSES
Classes determine your base stats for your starting character. Each class is already geared towards the spread of points that best fits their duties in the squad. For now, there are four classes to choose from. Warrior Warriors are the heavy hitting with high life and high strength. They focus on doing damage and being the shields for their squads. They are the only class allowed to wear plate right away to bolster their armor ratings to better handle their job. Focus in melee. Mana Specialist Mana specialists focus in the mana arts and use their talents to provide support for the rest of the squad. Depending on the type of mana specialist, certain areas of training are available to them. Their skills are based on how much training they receive so ones starting out have very rudimentary skills. Rouge These clever individuals are light on their feet and have a silver tongue. They are more likely to dodge, sneak, steal, and charm their opponents then meet them head on. They are good at pulling a fast one on the enemy and can score quick hits on opponents and also get better deals on items. Ranged Specialist The ranged specialist is a master of ranged weapontry and have the highest chance of hitting objects that come into their view. They make excellent scouts and can more easily spot traps and secret passages. They are handy with bows, crossbows, and mana canons at higher levels. All four have strengths and weaknesses in their initial stats lineup that have to be considered. It is best to mix and match your squads so you can back each other up easily! Each class starts out with 75 points a piece.

Players can put eraned points into ANY stat they wish, but they should make sure they know WHAT there class's job is and lean more towards poutting points in the areas they score higher in, for example, a warrior should continue to sink points into life and strength rather than mana and speed. Whereas as rouge should built their speed and charisma rather than their strength and life. These stats are most important when in conflict.

Class Specialization

Each class has specializations when it comes to weapons, affinities, and armor. The charts shows each specific area of specialization. After picking your class, you must then pick the weapon of choice your character will be using. You cannot switch this later on. Select ONLY ONE. Warrior: Weapon Specialization Swords(one-handed)/shortswords Axes/maces great swords/hammer polearm Fire sorcery water sorcery wind sorcery earth sorcery ice sorcery light sorcery shadow sorcery spellsong empathy *blood, bone, and metal are NOT allowed as there is little explanation yet as to how one can use them. Also then tend to have little use in the campaigns realistically. Knives daggers fist weapons martial combat staves Long bow crossbow javelins slings/darts/bola

Mana Specialist: Sorcery Trait

Rouge: weapon Specialization

Ranged-specialist: weapon specialization

Your weapon often determines how you'll play your character and may determine how you wish to put out for stats. Choose wisely.

Race and Clan Background


These campaigns take into consideration what your characters race is and what their background is. Here are guidelines to how to handle this aspect of character creation. ALL CLANS ARE ALLOWED. The bases of this campaign is you are hired mercenaries so you could come from another clan either because you were exiled, leaving the clan to pursue riches, hired out by your clan to assist, or you can play clanless and just be a waif picked up the streets. The possibilities are endless which allows for people who don't particularly enjoy playing a Sarghress or Nal'Sarkoth to get involved!

*NOTE: Clans MUST match race. You can't have a ver'drowendar Kyorl'Solenurn or a Vloz'ress that is a drowussu. Worldsetting logic DOES apply to charater backgrounds in order to be approved. Picking your race is NOT just a cosmetic feature anymore! There are now racial bonuses to go along with your selection of race. Each race also comes with a reputation for the city factions. Drowolath (Specify skintone as either drowolath, Teik'Kaliath or Nal'Sarkoth) Racial bonus: Strength +5 The proud and fearsome people of Chel'El Sussoloth have always been embroiled in conflict and thus have developed an aptitude for physical force within their city. The strong survive and the weak just get rolled over in the politics of Chel. Reputation: Start with 20 point reputation in Chel'El'Sussoloth Drowussu Racial bonus: Accuracy +5 The noble and resilient drowussu stand in opposition to those that would wish doom upon their homelands and as a result are more aware of their surrondings and being able to see threats apparent and hidden. Reputation: Starts with 10 point reputation in Chel'El'Sussoloth; 10 point reputation in Raveran Half-breed Racial bonus: Accuracy +2 ; Strength +2 These individuals are born between different natures, caught in between chaos and order, they have a harder time sorting out who they are and what path they wish to pursue. Reputation: Starts with 20 point reputation in city of their birth Ver'drowendar Racial bonus: Life +5 The newest race, the ver'drowendar bare the seed of demon within them and are ticking time bombs for their eventual loss of control. However, their taint gives them more durable then their brethren. Reputation: Starts with -5 in all cities NEW races These races were either unavailable to play or were created just for this campaign. They have their own traits and skintone colorations as they are new to the game. Xuilesolen racial bonus: Speed + 10; mana stat can't grow pass 10 The sightless outcasts of the world finally have been given a chance to prove their metal as they are now being recruited into the mercenary ranks to bolster forces. They may not have much future in mana, but they are quick on their feet to make up for it. Note: Skintone is blue-grey reputation: Start with a -10 in all cities Nuqrah drowlath Racial bonus: Charisma +5 Hailing from the far west, the drowlath of Nuqrah now return east to seek their fortunes and escape the turmoil of their homeland. Coming from a more peaceable city, they are reknown for having a better

ability to deal with people. Note: skintone is similar to tone used for Tei'Kaliaths Reputation: Start with a +10 in Nuqrah drowagthoi racial bonus: Mana +5 Newcomers to the west, these drow over the hidden city deep within the mists of the mountain roots have come forth to spread their influence. Having lived in a more mist rich area, they tend to have a distinct aura advantage. Note: Skintone is very dark, a shade darker than Nal'Sarkoth skintone Reputation: Start with a +10 with black suns camps and towns

Piecing the Character Together


Now that you have all the pieces in place, it is time to shape your character into how you want them to look an fill out the submission form for approval. You don't play until you are checked out by the Campaign manager. What you need: NAME your characters name CLAN If applicable. If of a clan, give reason for leaving. If clanless, just put in Clanless. Drowagthoi can put either clanless or Esmeralia down. RACE the race of your character from one of the pre-approved races above. Make sure to put down specific skin color. CLASS Sate which of the four classes you are and your specialization. For example: Warrior: Broadsword/hammer Spec. *Affinity ONLY applies to mana specialists. ALL characters have at least a five in mana so can do basic manipulatons. GENDER Male or female HEIGHT Will keep with what Madea had set up before and go short, average, and tall as heights BUILD Male builds: gaunt, lean, normal, muscular, bodybuilder female: gaunt, lean, normal, buxom, bodybuilder EYE COLOR Standard eye color range is allowed with these specifics to keep in mind

Ver'drowendar are the ONLY race allowed to have red eyes Drowagthoi often have gold eye coloration HAIR COLOR/STYLE Would highly suggest using the portrait maker here in order to do up hairstyle and color: http://forums.drowtales.com/viewtopic.php?p=587329#p587329 DETAILS Characters are allowed to have one (1) tatoo and up to three (3) peircings on the person. If they have scars that are not on the face, just say scared up. Scars on the face are treated like tatoos so only ONE is allowed. PERSONALITY NOTES Taken into consideration slightly when dealing with the RP aspects of this type of campaign. Go ahead and write a bit about how they act to better allow people to know them. HISTORY (Optional) You can add one if you wish. If it is a bad history, don't feel the need to re-write it. The only thing this will do is give the author some NPCs occasionally to borrow. You submit your bio first to your campaign manager who approves it before posting it up publically. This is for quality control to make sure right off the bat new players aren't completely off the wall.

The Point Battle System


So now you have a character, you have a squad, and now you want to get out there! But before you can rush off, best to learn how battle works. In the past, it has been putting in an option and then voting on it and hoping that it was the right choice. Now you got a bit more leeway in doing the battle right and avoiding death. The point system is based on your base stats and it is put up against enemies in order to determine who has the favor in battle. Killing opponents rewards a pre-determined set of points to players to spend in the stat category of their choice. There is no levels, it is all about point accumulation. There is brackets for points so high level squads have adventures tailored to their rank while newcomvers won't be struggling behind as they will be fighting enemies specific to their point bracket. If a squad with a lot of high point characters recruits someone with much lower points, most of the points taken from monsters will go to the newbie to get them up to speed faster. Basically, the process is, you encounter a creature, you kill the creature, you get points, you put those points where you want them. After each battle encounter is over, your point rewards will be announced and in your next action, you simply make note of where your points are going. An example of this process will be posted at the end to clear up any confusion. This is the NEWEST feature of the prototype and the most green as it will no doubt need work to streamline the battle abilities. For now, the cap on points is 999.

creatures
New to the campaigns is the addition of pre-set creatures. Creatures refers to ANYTHING that is a hostile opponent to you from the start or is an animal. Thus a tiki is a creature AND a black sun raider is a creature. Prior to the campaigns start, the campaign manager has sat down and built up a menagearie of creatures and how much they are worth. Some are very weak like a tiki for example and it is only worth one point. IF a creature is worth below five points, it is an individual kill. Only one person can kill it. These tend to be very weak creatures with an abysmal life stat. Five and above become group kill creatures. The points they offer are split between the squad based on who did the most damage to the beast. If that is tied, to the person who avoided the most damage. Staticis of creatures are NOT revealed upon the encounter! The only things that will be revealed are any specific resistances. After defeating the creature, its stats are then made public. Figure that you would share what otherworldly creatures you encountered with others over a mug of ale at the inn, yes? Usually the encounter description can give you a few hints as to what may be its strongest stats....

BATTLE ON!
When you first encounter a creature, your squad has to take a look at it and determine what to do. If a squad has a specific item that can reveal stats of a creature, it will have already been used and that will be listed with the encounter. The squad leader will then put forth and action in which the rest of the squad will vote upon. If someone votes no or doesn't vote, they simply will be ignored and not be rolled for the encounter. Everyone else will be rolled for whatever action they are listed for. Campaign managers handle the rolls. You just get to see the results and learn if your character measures up or not. The die is 1-20 virtual dice that generates random numbers. 1-5 = fail 6-10= low 11-17= average 18-20= high For some actions you want a high roll, for others a low roll. Certain stats though can lead to a better chance of success though by giving a double roll. IF speed > accuracy, defender rolls twice for an avoidance. Larger number is used only. IF accuracy > speed, attacker rolls twice. Both numbers used, double hit. IF mana > life, attacker rolls twice. Larger number is used only if life> strength, defender rolls twice for resist larger number used if life > mana, defender rolls twice for resist larger number used if character charisma > then NPC Charisma, rolls twice for pursuade. Larger number is used only. If character charisma > then humanoid creature, roll twice to have creature switch to friendly or flee

battle. If both side are rolling twice, both numbers are considered in the resist. Critical hits are anything that score 18-20 on a roll. They add +5 points of damage in either ethereal or physical damage depending on the attack. Armor scores are added to life points in parenthesis. It absorbs only so much damage before it breaks and becomes useless. Now an example: Squad A has JUST encountered its first creature! A tiki! Tiki Stats 1 pt Life Strength Speed accuracy Charisma mana 5 2 10 1 0 0

How fearsome! For this, we will have only five characters with the base class stats. Squad A consists of two warriors, a mana specialist, a rouge, and a ranged-specialist. Squad A fearlessly chooses to engaged this savage tiki in combat! However, the tiki is worth only one point so only one squad person can slay it. They elect the rouge. Now here is how the two compare! Stats Tiki stats Life Strength Speed Accuracy Charisma mana 5 2 10 1 0 0

Rouge stats 10 5 20 10 20 10

This fight is vicious! I can't watch! The squad vote for the Rouge to attack the tiki! Rouge gets ONE roll as their accuracy is equal to the tiki's speed and they score an 8. THAT could be a hit if tiki doesn't score a higher dodge save then 8! Tiki gets one roll to dodge and scores a 1! Rouge rolls and scores 18 for a critical hit! Tiki dies for the Rouge deals 5 points of physical damage and the tikis life is five points and with a critical bonus, the Rouge did 10 points of damage.

The Rouge receives one point for killing tiki. Now his/her stats read: Stats Rouge stats Life Strength Speed Accuracy Charisma mana 10 5 20+1 10 20 10

All the dice rolling and number crunching goes on behind the scene. All you get is dramatic picture of battle with rolls listed at the side with details on who lost what. A Dodge save is when a character's highest stat is their speed. A Resist save is when a characters life is the highest stat. Now Squad A rejoices but what is this! Oh no! The tiki had a mutant brother! Super Bro Tiki! Super Bro Tiki Stats 50 pt Life Strength Speed accuracy Charisma mana 100 200 5 5 0 0

He's got some brutal strength and life points! Now let us look at our party.... Stats Life Strength Mana Speed Charisma Accuracy Warrior A 30 20 5 5 5 10 Warrior B 30(+200) 20 5 5 5 10 Mana Specialist (fire) 15 5 25 15 15 5 Rouge 10 5 10 21 20 10 RangedSpecialist 15 10 10 15 5 20

Without hesitation, Squad A LEAPS into battle! The squad leader writes the following action: Warriors and rouge move in to hit it with all that they got, Mana specialist hits it with fire while ranged-specialist hits it with arrows.

So the Campaign manager reads this and rolls for the encounter: First strike: Squad rolls 2; Tiki bro rolls 12 first encounter is the three in the close melee. Tiki bro strikes first rolling for accuracy hit. Tiki bro scores a 17! OUCH! The warriors each roll once for a resist as their life is bigger than their speed. Warrior A rolls a 1. Warrior B rolls a 2. They just got nailed by tiki bro... The rouge though is more fortunate. Having a 20 speed which is higher than tiki bro's accuracy, they get a double roll and roll first a 4 then a 19. They avoid the hit. Rouge doesn't take any damage. The warriors though are in trouble. Both got hit. Tikis 200 hit points versues their measely 30 lifepoints, they are just wiped out...or warrior A is at least! Warrior B came prepared! Stats Life Strength Mana Speed Charisma Warrior B 30(+200) 20 5 5 5

Accuracy 10 Armor stats adds to your life. Warrior B just so happened to win himself some high level armor in poker last night. The armor absorbs the damage...but now the armor is broke. There goes his saving grace! Armor hitpoints don't regenerate unless you repair it. NOW time for our party to attack! Stats Super Tiki Bro 100 200 0 5 0 5 Warrior A DEAD 30 20 5 5 5 10 Warrior B Mana Specialist (fire) 15 5 25 15 15 5 Rouge RangedSpecialist 15 10 10 15 5 20

Life Strength Mana Speed Charisma Accuracy

30 20 5 5 5 10

10 5 10 21 20 10

Warrior B gets two dice rolls as his accuracy > Tik bro's speed. Revenge for his comrade! He roles a 5 and a 14. He misses tiki with the first swing, hits him for average damage second time. Warrior B does 30 points of damage...unless tiki does a saving resist. Tiki bro rolls twice as his life is greater than the warriors strength. Tiki gets a 5 and 10. Thus Warrior B

does 20 points of damage. Stats Super Tiki Bro 100(-20) 0 5

Life Mana Speed

Strength 200

Charisma 0 Accuracy 5

Now it is the Rouges turn. They have a double roll as well scoring a 6 and a 10. Weak hits. Tiki bro rolls a 7 and a 10 for resists. No damage is done. Ties go to defender. The mana specialist atacks now! They roll a 15 for a hit. Tiki bro rolls an 8 and a 3. He can't resist that mana blast of fire. He takes 25 hefty points of damage. Stats Super Tiki Bro 100(-40) 0 5

Life Mana Speed

Strength 200

Charisma 0 Accuracy 5

Finally the ranged-specialist makes their move! They score an 18 and a 20! BOTH critical hits! Tiki bro rolls a 2 and a 4 taking both hits hard. That is 30 points of damage done by the Rangedspecailist! So in that turn, the squad has wittled away at Tiki Bro's lifepoints! BUT he still has 30 points of life left to him! Stats Super Tiki Bro 25

Life

Squad A debates on the issue before decideing that they will continue the fight. The squad leader writes that the warrior and Rouge throw themselves at it again while the mana specialists watches their back. The Ranged-specialist decided to go BRB so didn't vote, thus they won't be rolling this turn. Curses! Tiki bro attacks the Warrior and Rouge. He rolls a 14 for the warrior and a 12 for hitting the rouge. The rouge does a speed throw and rolls a 6 and 18. They avoid the hit. Warrior rolls for a Resist throw and gets a 12. Not good enough for poor Warrior B! He's toast. Now it is up to the rouge and mana specialist to finish this fight! The Mana specialist rolls for accuracy and gets a 2....he isn't trying is he? He misses completely. The rouge moves in and rolls a 4 and a 9 for hits. Tiki bro rolls a 10 tand 14 though to resist. No damage.

Stats

Super Tiki Bro 30 200 0 5 0 5

Warrior A DEAD 30 20 5 5 5 10

Warrior B DEAD 30 20 5 5 5 10

Mana Specialist (fire) 15 5 25 15 15 5

Rouge

RangedSpecialist 15 10 10 15 5 20

Life Strength Mana Speed Charisma Accuracy

10 5 10 21 20 10

The squad again makes an attempt to attack tiki bro with the Rouge holding its attention and the mana and ranged specialist backing them up. This time RS is back from bathroom and can vote and thus is rolling this turn. Tiki bro rolls one for accuracy against the rouge and gets a 1. Complete miss. Rouge retaliates with a roll of 3. Tiki rolls a 5 and a 9 for resist. Tiki just laughs at Rouge doing no damage. Mana specialist rolls 9 for accuracy. Tiki bro rolls a 2 and 12 for resist. No damage. Ranged specialist rolls a 16 and 15! Two hits? Yes! Tiki only rolls and 8 and a 3 for a resist save. Tiki bro just takes 20 points of damage!

Stats

Super Tiki Bro

Life 5 The team decides to try and finish this tiki bastard! The rouge goes in for the hit with back up. Tiki though is not interested in the rouge and goes for that stupid bow drow! Tiki bro rolls an 11 for a hit. Ranged specialist rolls for a dodge save and gets a 1. Thereshe/ he goes down dead as a doornail.... mana-specialist goes after the tiki bro in a rage! They roll a 12 for an attack and tiki rolls a 9. And like that, tiki bro takes 25 points of damage and is extra crispy now! Thus we see the final score of battle.... Stats Super Tiki Warrior A Bro DEAD DEAD Life Strength Mana Speed Charisma Accuracy 0 200 0 5 0 5 30 20 5 5 5 10

Warrior B DEAD 30 20 5 5 5 10

Mana Specialist (fire) 15 5 25(+10) 15 15 5(+15)

Rouge

RangedSpecialist DEAD 15 10 10 15 5 20

10 5(+10) 10 21(+15) 20 10

The two survivors get 25 points a piece as tiki bro was worth 50 points. They were a little overwhelmed due to the high stat of Super tiki bro's strength and high life. Also they had no items or armor on to really fight tiki bro! Such a high leveled beast won't be found in the beginning though. This was just an example of the number crunching that goes on behind the scenes! What you get is the battle. A three turn battle with a powerful final boss sort of opponent with more realistic battle play!

Death
Above you saw three characters just get the axe. Death happens in this campaign. It is now an expected element and one that is out of the hands of the campaign manager. It is the roll of the dice, so just make sure you got good stats so you can get the extra roll! After death you can immediantly make a new character. You can also take the equpiment from your dead character if there were survivors in your squad! They would have looted the bodies no doubt for all that expensive broken armor. Don't get discouraged with a death! Keep trying!

PVP
PVP is giong to be opening up for a limited approach. After campaigns if two individuals are having a need to have a grudge match, they make their intent clear they want to duel tot he campaign manager. In the post campaign page the two will be able to duke it out using the same battle system for combat, only difference is a life point of 0 is a KO in PVP, not a death.

For a duel, both opponents agree to do it and both put forth a number of points to bet, all those points from one of their stats. Winner takes all. It is a way to prove who is the best and put something on the line so not everyone is dueling eveyone else. We will see how this works out!

items and objects


Throughout your journey you will encounter enemies yes, but you will also encounter useful (and useless) items and objects you can manipulate. Items can be divicded into categories based on their uses: Armor: Items that boost your life points for as long as they are worn and in good repair Weapons: Items that boost your attack points beyond the basic weapon you are given to start with. Effects: Have in battle effects that can happen before the battle, after the battle or during the battle. You just have them on your squad's person. They will be used automatically. They are given in groups of five so each member has one. Special: A single item that has some speical property that can be given to an individual at the start of a battle or it has some sort of group effect. Usually the prizes for missions are specials. Junk: Items with no use other than to sell it off when you get into town. They take up space in your item iventory. Rare: These items don't have a use persay, but they sell for A LOT of money. Items are stored in the squad storage which can hold up to twenty items at the beginning. You can buy expansions to increase how much loot you can carry off. Objects are found in the enviroment and usually require a specific stat skill to find them or manipulate them. Someone with a strength score of 20 to open a specific door or with a mana skill of 30 to blast down a door. High accuracy is used to find hidden passages, items, and objects whereas high speed can be used to bypass obstacles and disarm traps. High charisma can be used to convince NPCs to show you alternate routes. High life can be used to cross dangerous areas to reach difficult to reach items. The objects will all be presented to squards with their scores on the panels

Training and Skills


Starting a character, you will not have a lot of skills and your performance is green horn at best. But with enough points gained and money earned, you can purchase not just better items, but better skills!

In cities, there will be merchants and NPCs that will sell you training for certain skills and passive effects you can add. A rouge can learn to sneak, a warrior can learn to rush and gain first strike, a mana specialist can learn new spells and ways to use their element, and a ranged-specialist can fire more shots! You can also learn skills such as riding specific mounts and even more advanced arts in your class as you grow in skill. Keep an eye out for those!

NPCs
Non-player characters have new roles in this campaign! They are the merchants, chance encounters in the wilds, and the people who direct you on missions. Sometimes they may be the object of escort tasks as well. NPCs are killable. Your squad can vote to kill NPCs and enter into battle. Killing some NPCs results in lowerin reputation and angering clans so beware! NPCs will intereact only with people in squads and they can be sweet-talked by people with high charisma to lower their prices if merchants or to show you alternative paths if encountered in the mission. Even the mission givers can be sweet-talked with high charisma to reveal hints, but they usually have a very high charisma score. All NPC stats will be given when they are introduced.

Money System
Ada is used for all transactions. There will be no credit used for a lot of people don't want your imperial credits! Ada is earned for the mission based on performance of the squad as a whole. That is their mercenary pay check but it isn't much. Most money will be made off the loot you pick up and sell to merchants. Merchants are available at the start and end of each campaign with a list of what each one sells. Their stats will be given as well.

Reputation
For now reputation is dualed out by the city or large factions invovled. If you pick a clan, you can have a bonus only if they are ever brought in officially as a reputation faction. For now the only factions are: Chel'El'Sussoloth The gem of the underworld, a large city on the edge of the sea of mist and embroiled in a civil war. Money is tight and the merchants are not the most friendly about! Nuqrah'Shareh The beacon of the west, Nuqrah'Shareh has experienced a lot of peace in its time. The merchants are more friendly and technology is found more often for the right price. Raveran A trading beacon between Chel and Nuqrah, it has average prices and wares for sale. Its biggest selling points are armor and arments! Black Sun Camps/Villages

Randomly encountered centers of the Black Sun can be found in missions. They have widly varying prices for objects that changes often as do their wares. It is always a gamble to see what they have to trade. Menlos-Chel The mysterious homeland of the Esmeralia. Only native born individuals may enter it, but traders from there come out to trade rare magical goods to those willing to give the money. When you do tasks in a certain area or for a specific person as a side-quest, you can earn reputation which earns you perks in that city and unlock new items even! Also merchants in those cities will hear about you and look to lower their prices.

Relationships
A new gimmick to add is relationships. Face it, it gets lonely out there in the world! You can enter into exclusive relationship with a fellow squad member or you can seduce an NPC. NPC lovers will send you care packages ocassionally but if you don't send them something back ocassionally, they will break up with you. Squad mates who are in a relationship with you will give you a bonus based on their class. Love is its own support! Make a note of this relationship. Warriror's Heart: +2 strength Cupid's Arrow: +2 accuracy Magical Love: +2 mana Stolen Affections: +2 speed This bonus grows the longer you are together. It grows a point every mission you keep together (and keep alive).

Esmeralia Clan: The Westward Expansion


Campaign One Test Mission: Recover the Caravan Goods
LOOKING FOR VOLENTEERS TO TEST THIS OUT! FIVE PEOPLE WILLING TO TAKE THE TIME TO RUN THROUGH THIS MISSION AND GET A FEEL FOR GAM MECHANICS! WILL TAKE UP TO TEN PEOPLE FOR THIS TEST!
IF interested just make a bio using the rules in THIS guide and PM it to me for approval! Once we get five willing we will begin making pages to see how people enjoy it! I will be your campaign manager *Give a bow * Campaign Goal: Establish foothold in the west to begin trading

Mission Goal: Recover the stolen goods from the bandits. *Note* Much of the campaign isn't developed or shown since most of what goes into this part is not for the eyes of players. This is just an example of formating and to give everyone an idea of what they are going to be looking at for this quick test mission to see how players would like this new style of visual role-play. I'm only writing up for the mission. If it is well received and picked up, then I'll write the entire campaign and open the floodgates for more people to join. Creature List *note * You usually don't get to see this but again, I want to let the test subjects know what they are getting into for this first mission. * this designates a humanoid creature Tiki Stats Life Strength Speed accuracy Charisma mana 1 pt 5 2 10 1 0 0

Puffball Stats Life Strength Speed accuracy Charisma mana Panicked Dawmere Life Strength Speed accuracy Charisma mana Starving Sightless Life

1 pt 1 1 20 0 0 0 5 pts 10 5 15 1 0 0 5 pt 10

Strength Speed accuracy Charisma mana

10 10 5 1 1

Large spider 2 pts Life Strength Speed accuracy Charisma mana Bandit * Life Strength Speed accuracy Charisma mana thug* Life Strength Speed accuracy Charisma mana 4 2 5 10 0 1 6 pts 5(+10) 4 4 3 1 5 10 pts 10(+10) 5 5 5 2 5

Flunky Mage* 10 pts Life Strength Speed 4(+5) 1 3

accuracy Charisma mana

2 1 15

Scout* Life Strength Speed accuracy Charisma mana

12 pts 15 (+20) 10 20 10 5 10

Bandit Lord* Life Strength Speed accuracy Charisma mana

24 pts 20 (+20) 15 15 15 30 20

Item list (Merchants and goods) Caravan goods: No effects. Mission item to obtain the most of. Junk: Old boot: 1 crescent Junk: Rusty spoon: 1 crescent Junk: empty bottles: 2 crescent Junk: Tiki teeth: 1 crescent junk: Soiled rags: 1 crescent junk: torn cloth: 1 crescent weapon: Rusted Sword: +3 to strength; 5 crescent weapon: worn bow: +1 to strength; +1 to strength; 5 crescents Simple knife: +1 to speed; +2 to strength; 5 crescent foci shard: +3 to mana; 5 crescents armor: cap: +1 life; 5 crescents armor: torn gloves: +1 life; 5 crescents armor: dented chestplate (Plate: 20 strength): +10 life; 10 crescents

armor: damaged leather boots (Leather: 15 strength): +5 life; 8 crescents armor: padded boots: +4 life; +1 speed; 10 crescents armor: cloth jerkin: +3 life; 8 crescents Effect: health mist vial; heal party for 5 lifepoints effect: mana mist vial; increase mana stat of party by 2 for a turn effect: Tainted red; increases warrior strength by 2 for a turn, next turn strength will be -2 from base for a turn for the crash Rare: Sharess statue; 1 ada Rare: Imported silk; 2 ada Rare: ghost in a jar: 5 ada NPC lists Fat Ludawana 15 pts Life Strength Speed accuracy Charisma mana 20(+100) 3 1 1 20 5

Ephor Mancala Life Strength Speed accuracy Charisma mana Captain Vine Life Strength Speed accuracy Charisma mana

10000pts 2000 200 300 100 300 3000 *summoner 1000 pts 4000 4000 400 500 100 100

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