This is a role playing game with a similar theme to the old "Tel Balok RPG" game that I ran a while ago. This version will be much less stat-oriented and it should be a bit quicker paced.
Tel Balok is a mysterious island where interesting characters congregate. The player-characters are from different fantasy universes and wake up one day to inexplicably find themselves in this foreign land that they know nothing about and have never heard of before.
Post actions in bold. You can attempt any action imaginable; however, whether your action is successful or not will depend entirely on my judgment. I will reference your character's stats when I determine the outcome of any actions you take. The outcome will be subjective, based on the difficulty of the action and your relevant attributes and skills. I'll try my best to be fair and fun.
There will be a maximum of 5 players in the game at a time. All players will stick together in one group. Specifically, they must all be able to get to each other within the span of one "action", and they must all be able to communicate with each other. The only explanation for why you have to stick together is because you want to, so please don't create characters that are incompatible.
There won't be a typical inventory or combat system. Instead, everything will be semi-realistic. Don't expect to be able to carry much if you don't have a bag. And don't expect to be able to take very many arrows to the face, no matter how strong you are.
Come up with a backstory if you want. Feel free to add characteristics like height, weight, age, (dis)honor, race, special effects or racial abilities (e.g. vampirism), etc. Creativity is great!
You can bring a few items with you: only small things that are normal for your character to have on his/her person (like in a small satchel or bag). I'd prefer if you didn't pick overpowered items.
Then assign stats as described below:
First, split 100 points between 6 attributes.
- Strength (physical strength and constitution)
- Agility (dexterity and speed)
- Perception (observe setting and NPCs – "street smarts")
- Wisdom (magical ability and intellect – "book smarts")
- Communication (converse with NPCs)
- Luck (things that are out of the player's control)
Lastly, split 100 points between player-invented skills and spells. The descriptions of these skills must be vague so that I can balance the effectiveness of the skill/spell. You will have a stat of 0 in any skill/spell that you do not assign points to. For many skills (e.g. tackle, sneak, persuade), you can still attempt the actions, and - depending on your attributes and similar skills - a skill stat of 0 might be good enough in many situations. For other actions (e.g. spells), a skill stat of 0 will make those actions completely ineffectual.
Regarding spells: You'll have a limited amount of energy that regenerates after a night's sleep, and once you run out of energy you won't be able to cast anything for the rest of the day. I won't update you on your energy levels, I'll only tell you when you run out and can no longer cast spells. Your energy capacity depends on your wisdom, and spells that I feel are overpowered will drain your energy more. Players are free to design their own system, as long as it's balanced.
One small thing – everyone will be able to read/write, even the dumbest character. Chalk it up to the magic of Tel Balok. The Wisdom attribute will improve your literary abilities; a reading/writing skill is unnecessary.
Name: Vestrion, Jester of the Gods
Race: Celestial - Also known as Angels, Messengers and Harbingers of Light. These are humanoid beings with a close link to one or more Gods. Depending on the strength of that link, Celestials may have several perks - immortality, eternal youth, bright wings, a heavily glow, ethereal beauty, invulnerability and amazing magical powers. Being on a different plane than the God severely weakens the link. So most Celestials tend to stay in Heaven, where they are strong and spend their time fussing over their Gods.
God: Karliss, Goddess of Irony
Backstory: Karliss decided to send one of her Celestial Followers to Tel Balok. There are no records of why exactly she did this, though speculations raged throughout the heavenly plane. Some said she had a grand plan, and this was the most important piece, others suggested that she was just bored and wanted to be amused by her puppet.
Height: 1.90 m
Link Strength: 1/10 (+2 when on the same plane as Karliss)
Link strength bonuses: See list below. You get the bonuses up to and including your link strength, and bonuses below your link strength grow stronger.
- Quicker Healing
- Ethereal Beauty
- Heavenly Glow
- Bright Wings
- Eternal Youth
- Flaming Sword
- Fantastic Strength
- Amazing Magical Powers
- Strength - 15
- Agility - 15
- Perception - 20
- Wisdom - 31
- Communication - 21
- Luck - 0
- Pray - 50 - Temporarily increase the link strength to a God by 1.
- Nice Person - 5 - Slight bonus to first impressions.
- Healing - 30 - Using the power of heavenly magic, Vestrion can attempt to heal wounds.
- Light - 15 - Call forth a weak orb of light to banish the darkness in your immediate surroundings.
- 1 holy pendant
- 1 flask of holy water
- 20 holy crystals
- 1 blessed robe
Vytron: Ovyron, the Leprechaun
- Strength - 1
- Agility - 34
- Perception - 11
- Wisdom - 9
- Communication - 11
- Luck - 36
- Acrobatics - 35 - Leprechaun magic allows Ovyron to do crazy stuff like ceiling jumping, fall on his head (on his hat) without being hurt, and he is really hard to hit due to great speed and luck.
- Sideburning - 30 - Ovyron's sideburns are very strong and he can quickly whip them around with magic. He can use them as ropes and they are very resistant, and if lost somehow they may grow back. His leprechaun magic makes him stronger when he uses them.
- "Macgyvering" - 15 - Apt to find stuff around the place and join it or mix it to build new useful objects, open doors, and such.
- Persuasion - 10 - Can influence people to do he says.
- Hit And Run - 10 - Able to get near people and do stuff to them, then step away before they can affect him
- "Magic" Hat - Not really magic, only highly technological, the hat allows Ovyron to bring stuff from his own dimension, but it's not very reliable and often brings the wrong object or comes up empty.
- Teleportation Clock - Allows Ovyron to teleport to a place nearby, and needs really long amounts of cool down depending on how powerful the last jump was.
- Ovyron's First Coin - A shiny coin that Ovyron has carried with him as a kid, and to which he has added several functions (i.e. magnifying glass). Basically indestructible, if the coin falls on the ground it'll fall on its edge and go back to Ovyron.
- Genetically Modified 4 Leaf Clover - Carried on his hat, enhances Ovyron's Luck unnaturally. Ovyron's luck goes back to 0 if he loses contact with this Clover.
thecamoninja: Deathly, the Black Mage
Name: Deathly, of The Blistering Sun Tribe, born of Crimson-Eye the Firebrand (translated from an Orcish dialect)
Class: Black mage (glass cannon)
Race: Desert Orc (not all orcs are the lumbering green brutes condemned by popular rhetoric - Deathly's race is a semi-nomadic desert people, generally smaller, darker skinned, and more culturally refined than their more famous warrior-like cousins)
Build: Slim; androgynous
Skin: Dark, green-brown olive tone (if a green orc is equivalent to a white caucasian, desert orcs are middle-eastern or south asian)
Height: 1.6 m (5'3")
Teeth: big and pointy
Ears: big and pointy
Hair: short dreadlocks, blackish-red
- Strength - 5
- Agility - 15
- Perception - 20
- Wisdom - 36
- Communication - 16
- Luck - 10
- Blend in - 20 - Either with local terrain or with a crowd - not a great challenge for someone of small stature and with good perception skills. Receives a racial bonus in arid climates, and possibly a racial penalty in settings with a lot of greenery.
- Prediction - 20 - Read a person or situation and attempt to determine what will happen next.
- Fireball/Inferno - 20 - When channeled, shoots a ball of fire at whatever Deathly is focusing on. When used in its raw form, sets everything nearby on fire (with Deathly at the center). "The Haymaker"
- Lightning Bolt/Chain Lightning - 20 - When channeled, shoots a bolt of electrical energy at whatever deathly is focusing on. When used in its raw form, shoots arcs of electricity in a chain between any nearby conductive objects (with Deathly at the center). "The Scalpel"
- Terrakinesis/Earth Storm - 20 - When channeled, allows Deathly to manipulate earthen materials such as clay, sand, dirt, and stone. When used in its raw form, creates a storm of any nearby such materials flying through the air at high speed (with Deathly at the center). "The Clean-up"
- Basic leather armor - Good for traveling while remaining protected.
- Black mage robes - Trappings of a well-educated upbringing and magical cultural tradition. Hooded, containing a fair number of pockets. Dark brown with gray and black undertones and red highlights.
- Water skin - Trapping of a desert upbringing, nevertheless useful for traveling. Worn on a strap, fitting the curve of her waist under her robes.
- Small kris - Sharp dagger forged with a wiggle in the blade. Supposedly mystical, but it has never shown any signs of having any special abilities.
- Fireball, Lightning Bolt, and Terrakinesis runestones - Magical stones inscribed with arcane writings that allows Deathly to channel primal elemental magic into controlled spells. Without them, her magic will be more powerful, but more difficult to control, and will harm her as well. She has one runestone for each spell she knows (a total of three).
VrookLamar: Darrin Wilrood, the Outlaw
Name: Darrin Wilrood
Alignment: Chaotic neutral
Backstory: An outlaw who has a history of ending up on the wrong side of the law. He kills first and asks questions later. He cannot stand the rich or the powerful, whom he views as hypocrites. He pursues only his own pleasure and twisted sense of justice, but can be loyal to those he thinks can be of benefit to him. Banned from his homeland, he decided to build a new life on the island of Tel Balok.
- Strength - 35
- Agility - 30
- Perception - 4
- Wisdom - 31
- Communication - 1
- Luck - 1
- Stealthy knockout - 20 - Can silently incapacitate an unaware person by a blow to the back of the skull or by a choking maneuver.
- Unarmed combat - 20 - Skill at fighting using hands and feet.
- Bladed weapon combat - 20 - Skill at fighting using knives and swords.
- Pick locks - 10
- Manipulate sound - 15 - Create pressure waves in the air that are perceived as sound (with more complex sounds, such as speech, being more difficult to create)
- Barrier - 15 - Create an impenetrable barrier
- Large, cheap jute bag
- Flexible civilian clothing
- 1 silver dram and 7 pennies
- A one-use vial of poison
- A small, sharp hidden knife
dimochka: Echo Silas, the Elf Assassin
Name: Echo Silas
Backstory: The best in his graduating class from the Black Dragon assassins group, Echo was attacked by three other members who felt threatened by him. After killing two and severely injuring the third, he decided to leave and find his own luck in the world.
Personality: Usually quiet, not anti-social but vigilant with people and takes a very long time to trust someone, if at all.
Looks: Lean, somewhat muscular, definitely attractive. About 6ft tall. Has a small knife scar by his right temple, and a tattoo of two small birds on the back of his right shoulder.
- Strength - 25
- Agility - 30
- Perception - 35
- Wisdom - 2
- Communication - 5
- Luck - 5
- Backstab - 25 - Inflict extra damage on a target facing away from Echo, additional damage is dealt if the target is unaware.
- Blend and Sneak - 25 - Quietly walk through an area, fading into the surroundings. Much more effective if under cover of darkness.
- Improved Senses - 20 - Able to sense incoming danger relatively well and has better chance to avoid traps and missiles
- Bow Skill - 15 - Able to shoot arrows from a bow decently well, especially with a short-bow.
- Acrobatics - 10 - Better control of balance, climbing, and unstable environments
- Repair - 5 - Able to repair/rebuild own equipment, including making new arrows. Can fix other equipment, depending on difficulty and time constraints.
- Dagger - Small, Silver-handled Athame with a small ruby inserted into the hilt. When ruby is twisted 180 degrees, deadly venom can released from the tip of the dagger by pressing on the ruby. Holds enough venom for 1 use at a time, but can be refilled.
- Bow - Composite Short-Bow (which can be disassembled and folded in 4 quarters)
- Quiver/Arrows - Leather Quiver with 20 ancient oak arrows (very difficult to break)
- Blade - Small 3-inch blade hidden in the sole of the left shoe.
- Cloak - Black Hooded Leather Cloak (with a number of hidden pockets). Weather Resistant.
- Leather clothing and boots - Comfortable, yet sturdy. Fitted and do not restrict movement.
- Lucky Coin - Weighted coin, which lands on heads 90% of the time. Otherwise looks exactly like one high-priced coin of local currency (ie gold coin)
- Red String - A red string wrapped around the left wrist, worn for good luck; The only item Echo got from his parents. Rumored to have lucky properties, but Echo believes in making his own luck.
- Necklace - A necklace in the shape of a raven spreading its wings. The back has a hidden compartment that allows to hide something very small (roughly 1 cubed cm) or a crumpled note. Currently empty.
You will collectively choose a starting location out of the following:
- Aelia Jerael: Capital and center of Tel Balok
- Ephyria: Home to the School of Magic
- Gazalem: Lawless port city teeming with pirates and bands of thieves
- Dur Ninestine: Southern agricultural port, home to "The Freedom Fighters"
- Haline Isles: Freezing, sparsely populated islands off the northern coastline
- Shinaan: Remote eastern fishing village near the evil fortress Dur Kaz
- Moavis: Remote northern mining town
In all of these locations you will start out in no danger, with the immediate agency to make some money or gain some fame or do whatever you want (unlike the last Tel Balok game where you started off in a jail cell).
If more than five players want to play, the following rule will apply: if an active player does not post for five consecutive days where the mod is active, the player becomes inactive and the next player up on the waiting list will join the game.