Saturday, August 12, 2023

King of Games: Part 1

Character Creation Tips (stolen from Phlox): Ask questions - Describe how you do it - Immobilize fast foes - Target the weak points - Ask your family for help - Read - Beware foreshadowed danger - Wear a helmet - Look out for victuals.

Step One: Attributes Your character has four attributes:
MIGHT - Strength of body and character; to muscle into conversations, to walk through obstacles, to withstand insult and injury.
SKILL - Swiftness of hand, foot, and thought; to run circles around arguments, to tell tempting lies, to run away from the consequences.
POWER - Intensity of the soul; to wield arcane arts, to impose with your mere presence, to respond overwhelmingly.
LORE - Refinement of the mind; to dispense wisdom, to move with practiced elegance, to be correct.

Roll 4d6, four times in order, then divide by three (rounding down), then subtract four.

At the start of the game, you are Level One, you have the A Template of one Class, and your White Shroud has 8000LP.

Might

You get +1 to hit for every point of [Might] you have.
You save with [Might] to feel no fear, rebuff attempts to knock you or your Monsters over, force through pain, ignore taunts and insults, and resist other threats which require stubbornness or strength.

Skill

When beginning a Duel, you roll 1d20+[Skill] to determine the turn order, higher results going first. Furthermore, you get +1AC for every point of [Skill] you have.
You save with [Skill] to escape, leap aside, react quickly, avoid traps, notice lies, and resist other threats which require alertness and speed.

Power

You add your [Power] to the [sum] of Spells you cast.
Your [Power] cannot save you.

Lore

Everyone speaks Homewards. Additionally, you know 1 + [Lore] extra languages, minimum of 0.
You save with [Lore] to recite refuting precedent, notice illusions, countercharm spells, move slowly and carefully, and resist other threats which require specific knowledge or exact precision.

Step Two: Folk

Roll 1d20 or Choose:
1: Lonely- Awoken robot tasked with maintaining the Home before any other folk were raised from cryo. Traditional, and melancholy.
2-6: Kobold- Medium Lizardfolk with frills and a short tail. Burgeoning culture of slam poetry. Blunt, and passionate.
7-11: Dwarf- Short humanoid with glowing patterns of spots and barbels. Burgeoning culture of brewing. Curious, and communal.
12-14: Elf- Tall dark-skinned humanoid with wide damp eyes and whiskers. Burgeoning culture of rumbling song. Cautious, and meditative.
14-16: Poli- Short arthropoid with thick armor plates and four shining eyes. Burgeoning culture of storytelling. Compassionate, and nerdy.
19-20: Human- Medium humanoid with white hair and freckled cheeks. Burgeoning culture of invention. Clever, and moody.

  • Folk
    • Perk
    • Drawback
  •  Lonely
    • You are a machine
    • You are a machine
  •  Kobold
    • Immune to Fear, smell sunlight and steel
    • Save vs fatigue in the cold or dark
  •  Dwarf
    • Glow in the dark, perfect mental compass
    • Save vs Good Time when offered conversation or alcohol
  •  Elf
    • Darksight, triplejointed everything
    • Save vs agony in sudden light/noise
  •  Poli
    • Immune to fall damage, perfect face memory
    • Save vs honesty when trying to lie
  • Human
    • When it matters, you're the fastest. +4 initiative
    • Save vs EMP blast when startled

Lonely are almost always on a basic slim humanoid body plan, with gunmetal grey construction painted in geometric patterns with white, black, red, and blue paint. Lights flicker in complex displays on their otherwise featureless face, their long forearms, and their chest. Most average around 7 feet tall, though some are designed for smaller environments like duct work or crawler repair, and therefore are more compact at around 5 feet.

Kobolds sport scales in a range of reddish and copper colors, have wide frills of skin around their necks that can be flared to display unique markings, sport small and blunt claws, and have the usual other lizardlike features (eyes, teeth, tongue, scent pores, noseless, etc.) Their tails are whiplike, long and thin. Most average around 5 and a half feet.

Dwarves have hairless and slightly rubbery skin in tones between grey, pale magenta, and sky. Their chromatophores are dim and difficult to consciously control, so most simply have waving lines of faint light crossing their body in slow undulations at random (though it is said there is an art to discerning emotions with them.) Dwarves of all sexes sport long barbels from their lips and chins, sensitive tentacles that aid in their complex metal-heavy diet. Most dwarves never grow taller than 4 and a half feet.

Elves are long-limbed, with soft dark fuzz on their skin that gives them a round appearance even in thinness. Their eyes are wide and wet, their ears stick sharply out to the sides, and their face has nearly-invisible whiskers sprouting from their cheeks that makes kissing a weird and foreign concept to most elves. With some discomfort, elves can dislocate nearly every joint in their body- with some practice, they can squeeze their entire body through any aperture that can admit their skull. Elves average around 6 and a half feet tall, though some rival even the Lonely.

Poli, or Rolipoli as many call them, are small arthropoid people with a distinctive appearance- their soft body is protected on the rear side of the torso, head, and limbs by thick overlapping plates of chitin armor, with joints that rustle when moved quickly. Their front half is much like an elf or dwarf, a rounded and plump figure with delicate dark colors, interspersed with faint striations of other colors. They have a secondary set of arms that are mostly useless except for holding a cup of bean-juice, and their face resembes a half-mask with the way their feeding mandibles fit together over their mouth. Their four eyes shine with a faint but shimmering white light. Most Poli are around 5 feet tall, with few taller than 5.5.

Humans are a medium folk with skin tones ranging from pale to very dark, though all within a pink-brown spectrum of colors. They have a soft appearance like elves or dwarves that belies how bony their joints can be. Most have thin hair over much of their bodies, with the vast majority having pale white hair. Their cheeks have a series of weak electricity-sensing ampullae in clumps usually referred to as "freckles." When startled, their body electricity discharges in a short-range EMP that disables technological devices for a short while as an automatic defense reflex. This is uncomfortable for most and aggravating for Lonely, so it is considered basic courtesy to stay in front of humans when possible. Most humans are about 5 and a half feet tall, with some few growing to 6 and a half feet, though rarely.

Duels in King of Games

Oh hey look a class, too: The Storyteller Yes that is a d256 table No it is not finished yet Roll a Myth and I'll PM it to you, it'l...