B
Boss Frost
Guest
Original poster
-Cooperative Effort-
A Kingdom's Game
A Kingdom's Game
Plot: The magical kingdom of Jamero hosts a very strange custom to crown it's next Ruler. Instead of having the Ruler crown their own children, a contest is set up. One of the Ruler's children becomes the 'witness' of this - two men, women, or anything in between are charged with retrieving this person... from the other contestant. One of the two contestants is given custody of the child - often referred to as 'The Distressed', and the other is sent to retrieve them. These skirmishes between the two contestants end in the death of one of the contestants.
...But not permanently. At least, not at first. The first to 'win' three of these skirmishes is declared the winner, and may do with the loser (and the Kingdom) what they like. Though the rules of these skirmishes are strange, it has been a great system so far - only the strongest, cleverest, and most proficient at leadership ever win these contests.
The current Ruler, Queen Alice "Force-Blade" Wendel has died - the two sides, Hero and Villain have been chosen.
Are you up for it?
Note: I've been wanting to do this sort of thing for a while, and only recently got the rush of inspiration to do it. The premise? "Capture the Flag"... with a twist. Two of you will be playing a "versus" match of D&D, the rest of you will be playing a normal, freeform game. The result (I hope), will be a fun little experiment that will familiarize a few people with D&D by exposure, without the responsibility of rolling up a character, dealing with stats, and having to learn the system by walkthrough... since only two characters have to worry about all the numbers, the rest of you can just ignore it an play the game you would anything else.
THE PLAYERS:
You two are the ones who will determine Victory or Defeat for each fight - only you can truely damage each other, which is good - because when one of your HP drops to 0, you've lost the match. You are immeadiately revived at your Temple when this happens. The customary name for you two are 'The Hero' and 'The Villain'... whether or not you live up to those names is up to you! Roll up a character and see what fate has in store for you!
- The Hero!: Whatever your methods and powers are, your relationship with your friends is the key to victory.
You're a level 1 character in D&D. You have 22 point buy for stats, and 200 starting gold.
- The Villain!: Whatever your methods and powers are, your relationship with your friends is the key to victory.
You're a level 1 character in D&D. You have 22 point buy for stats, and 200 starting gold.
THE HELP:
No one can do it alone, and The Hero and The Villain are counting on you. While they've got stats and such to worry about, you will do no such thing "thank you very much". Your goal is to roleplay and have a good time with it, take out as many enemy mooks as you can, and help out your commander when he asks. The Hero and The Villain spend their Points on you to upgrade their stuff, so you're just as important, if not more so! Pick a role and write up a character!
~The Hero's Team!:
- The Friend: You've been side-by-side with The Hero for a very long time, and you wouldn't have it any other way. You're here to help your buddy, lover, or whatever sort of relationship you have with The Hero bud into victory. Doesn't matter if you're a skilled fighter or not. You've got The Hero's back, and that's admirable.
Your rival is The General. You think he's a wormtongued git with no right to see the throne, let alone stand near it.
- The Craftsman: You've got skill, you've got money! Whether you have class or not is to be seen. The Hero can't fight The Villain without good weapons and armor, and you can do both. You relish the feel of creation, and want to see The Hero on the throne so you can continue to do what you love. You've got a little skill with magic, too, and can help create even magical items.
Your rival is The Minion. You think he's a no-talent hack who should learn the right way around a forge before setting foot
on the battlefield.
- The Adept: You have the good fortune to be blessed by more than just good looks, but magic. It's your magic that brings The Hero back from death, and he likely appreciates it. The Heavens admire your dedication, and grace you with the presence of Celestial Beasts - animals from Heaven - to aid you and The Hero.
Your rival is The Cultist. He stands for everything you oppose, and seeing him flung to the Netherworld might finally
bring the world the peace it needs.
~The Villain's Team!:
- The General: You're the closest thing The Villain has to a friend. Chances are, you really are his friend. You might have an eye on the throne, but you consent that The Villain might be better at it, and you're happy to take a backseat, advisory role. You feel The Villain's rise to power would benefit you, if not the entire country. You'll fight to see that happen.
Your rival is The Friend. He stands in the way of true progress. Destroy him.
- The Minion: More work? -groan- Well, at least you're darn good at it. You've got enough magic to create even the most complex of magical items, and are fairly skilled with forge and flame. You work for The Villain because the pay is great, though you might have other reasons, too - you might honestly be loyal to him. So what if you prefer to make your items dark and evil-looking? It's called 'style', and other people should learn to love it.
Your rival is The Craftsman, but you don't really care what some snobby jerk thinks, do you?
- The Cultist: Power! Power! You have plenty, but you want -more-. Your dealings in the dark have granted you access to Infernal Beasts - the animals of Hell - to aid you and The Villain on the path to MORE POWER. Bringing The Villain back from death is a paltry task for you. With him on the throne, you can convert the masses to the worship of your patron, or maybe even -you-, giving you access to everything you could possibly desire and more.
Your rival is The Adept. You know he's after power as much as you are. Don't let him get it!
~Optional:
- The Distressed: You're the one everyone's fighting over. The key to the throne. Don't you feel special? Possession of you brings everyone one step closer to the throne, though you have no real say in it. Even if you like one side more than the other, you can't interfere... at least, not overtly.
Every time you post, you can grant either The Hero or The Villain ten points, at whim. Or nobody at all, you nasty thing.
-POINTS (Hero/Villain Only):
This is a game, after all. While the goal is to capture/defend The Distressed each round, earning Points makes it easier. Both the Hero and the Villain start with 50 points, and they get 5 more points every time they or someone on their team posts (encouraging roleplay!). Both contestants earn 200 points each time a round is completed.
Their friends, however, are the true key to victory.
You cannot spend points to improve your powers through them, if no one's roleplaying them.
*For each 150 points spent on The Friend/The General, the Hero or Villain gain a bonus stat point or feat they qualify for.
*Equipment can be purchased from The Craftsman/The Minion at a rate of 1 point = 25 gold. You can also have your Craftsman/Minion cast spells on you at a rate of 25 points per spell level, but only up to second level spells.
*The Adept/The Cultist can summon animals with the Celestial or Inferal template, at a rate of 50 points per Hit Die. These creatures aid the Hero and the Villain in fights against their rival, under their Commander's control. If one is killed, they return to aid their Commander on the next battle.
*There is an extra advantage to whomever holds The Distressed at the end of a round. If their opponent spends points and does not have The Distressed, then the hold can cancel that by spending half the points they did. Their opponent does not get those points back.
*For every 500 points spent (among any of these), you level up.
-The Skirmish:
You may roleplay among your friends for as long as you like, accumilating points and enjoying each other's presence. However, while this happens, The Distressed is in one of your hands (and you may RP with them, too). The Distressed will stay there until The Skirmish is handled. Whoever does NOT have The Distressed must take the initiative, storm their opponent's fortress and fight the enemy commander one-on-one (or not, but only you two can actually cause damage to each other). The loser of this one-on-one fight is the loser of the Skirmish, and the winner is one step closer to victory.