Ghost Town (cancelled)

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Ghost Town (cancelled)

Postby syjfwbaobfwl » Thu Apr 21, 2022 2:53 pm

Welcome to ghost town, a survival PvP game based on D&D

(This game will be ran through discord so if you will play then join)
(For concepts you dont understand, check glossary, if you cant find it then just ask me)


Context
Spoiler: You wake up and you instantly realize something is wrong, you are in an empty room, on the wall written with blue, large letters there is only one word
SURVIVE
You go out and soon realize that you seem to be alone in this town, will you survive ghost town?


Basics
Spoiler: -You all have 1 objective, be the last survivor, and you can achieve it through any means
-The game will be divided in day/night phases, during the day its mostly safe to explore and gather resources, during the night monsters will appear
-Monsters and other dangers will become more prominent as the game progresses
-Combat is turn based (more details in the "combat" section
-Outside of combat the game will be a PbP (play by post), you are free to do whatever you want as long as it is fisically posible, most actions may need a dice roll to determine succes or failure
-Each roll will be subjected to a stat (for example, if you want to forcefully break through a locked door will use STR), you add your stat value to the result (so if you have 3 STR and roll a 12, the result will be 15)
-The weather will change through time, having diferent effects


Combat
Spoiler: The combat is very similar to D&D

Basics of combat
-The combat is turn based
-Whoever has higher agility will be first
-Each turn consists of an action, a bonus action and a reaction

Actions
Your main move during your turn, most abilities do need an action, and also performing certain basic things like attacking

Posible actions in combat
-Attacking: You perform an attack, roll a d20 to determine wether the attack hits or not, if it hits then you roll to see how much damage it does (the damage depends on the weapon)
-Dash: Doubles the distance you can move during that turn
-Dodge: You center at avoiding attacks, any attack directed at you has disadvantage and you get advantage on AGL saving throws
-Disengage: You can move freely without provoking oportunity attacks
-Shove: Roll a STR check, contested by a STR or AGL check from the target, if you win you can choose to either push them back 5 feet or knock them prone
-Grapple: Roll a STR check contested by a STR or AGL check from the target, if you win you grapple the target, making them unable to move and reducing your speed by half
-Interact with an object: Actions such as opening a door, pulling a lever and such fall under this category, you can do this once per turn at no cost, the second time it will use your action
-Ready: prepare an action that you will do if a condition is met, such as "I will attack if an enemy gets within 5 feet from me"
-Improvise: Do whatever you want to do, as long as it is logically posible, I will determine if you can do it and if it needs to roll a dice or something
-Using some abilities

Bonus actions
These are quicker and smaller than normal actions, certain abilities do need a bonus action to activate

Bonus actions in combat
-Improvise: Depending on what you do I can rule that you use your bonus action to do it
-Activating some abilities

Reactions
These are not actions you do when you want, bit rather when a condition is triggered, some abilities need a reaction to be activated (the condition to activate them is described on the ability)

Posible reactions in combat
-Oportunity attack: If an enemy leaves your attack range, you may use your reaction to make a melee attack against them
-Using some abilities

Movement
-How much you can move during your turn, the base value is 30 feet but some perks, actions and conditions might change this number
-Standing up when prone: Half your movement (15 feet under normal conditions)
-Swimming: Half speed (so if you can move 30 feet normally, you can only move 15 feet swimming)
-Climbing: Half speed
-Crawling: Half speed
-Vaulting an obstacle: Variable (depends on the size of the obstacle)


Stats
Spoiler: There is 5 different stats, each with their own benefits
The minimum value you can assing to a stat is 0, the max value is 5

Strength
This is your fisical power, your capacity to push and drag and how athletic you are, most melee attack use STR for attack and damage
Agility
Your nimbleness and dexterity, your reflexes and overall fisical balance, ranged attacks and melee attacks with certain weapons use agility, this stat also determines your armor class
Endurance
Your fisical resistance, how much you can endure fisical pain and such, this stat determines your max HP
Stamina
Your capacity to keep going even after tired and to resist fatigue or exhaustion, this stat determines your stamina points, which are needed to use some abilities
Mentality
Your mind strength, your capacity to keep your mind clear, it is also your perception and capacity to solve problems with inteligence


Perks
Spoiler: These are your abilities, in order to have a perk you need to have a value equal or higher to the stat it says (so for the perk "melee combatant" you need to have a STR of 3 or higher), if your stats are reduced to the point you no longer meet the conditions for a perk, it will be deactivated untill you meet the conditions again, a few perks have 2 levels, meaning you can select the perk twice to increase its benefits

Strengh perks
1: Iron fist
Your unarmed attacks deal 1d4+STR bludgeoning damage instead of 1+STR
2: Unstopable
You have advantage on STR checks you make to shove/resist shoving
3: Melee combatant
You get a +2 bonus to attack rolls and a +1 to damage rolls with melee attacks, you can attack twice if you take the attack action if both attacks are melee
(2nd level: the bonus increases to +3/+2)
4: Defensive combat
Your AC increases by 1
As a reaction to being attacked you can block, gaining resistance to the attack damage; the first time you can do it for free, after it you need to use 1 stamina point each time
(2nd level: AC bonus increases to +2, you can block twice without cost)

5: Brute
You can shove as a part of the attack action, only after making the attacks, aditionally you can consume 1 stamina point as a bonus action to get advantage on attack rolls and STR checks/saves until the start of your next turn, you can also break obstacles easier.

Agility Perks
1: Finesse
Precise and quick, you can use AGL instead of STR for unarmed attack and damage rolls.
You also have better abilities for lockpicks.

2: Fast feet
Nimbleness ans coordination allow you to use 1 stamina point to disengage or dash as a bonus action.

3: Lightweight
You are more stealthy, you can vault over obstacles faster and more silently, you can fall from higher places without taking damage

4: Quick attacks
You can attack twice as part of the same attack action, at least 1 of the attacks has to use your AGL, you can use 1 stamina point to dodge as a bonus action

5: Ultra fast
During the first round of combat you have advantage on attack rolls.
You can use 2 stamina to enhance your movement to the point it feels everything moves slowly, your speed is doubled, your AC increases by 3 and you have advantage on STR and AGL saving throws for 2 rounds
Your jump height is higher.

Stamina perks
1: Energy
You have trained to last more time without resting, you get +1 stamina point
(2nd level: the bonus increases to +3)

2: Recovery
You can quickly recover your energy to stay in, as an action in combat you can roll a d20, on a 11 or more you recover a stamina point

3: Strong feet
Your speed increases by 5, your jump height and distance increase greatly

4: Durable
For every hour you spend without doing forceful activities you recover 1 stamina point

5: Athletic
Your speed increases by 10 feet, standing up only takes 5 feet, you swim and climb faster and you suffer no effects from fatigue.

Endurance perks
1: Tough
Your max HP increases by 10

2: Cardio
Your hearbeat is more controlled, you do not suffer penalties for excesive fisical activity

3: Stoneskin
Your AC while not wearing armor is 10+half your AGL (rounded up)+Half your END (rounded down)

4: Harden body
As a reaction to taking damage you can use 1 stamina point to become resistant to ALL damage (including the triggering damage) until the start of your next turn

5: Durability
Your stats cannot be reduced by enemy abilities and eviorment effects, you suffer no effects from lack of sleeping.

Mentality perks
Mentality
1: Sane
Your mind is more controlled, you are better at resisting mental effects such as frighten

2: Keen eyes
Your sight is better, you can see more in darkness and through fog and smoke

3: Spider senses
Always alert, you can sense danger coming and thus cannot be surprised, you can spend 1 stamina point to learn the exact location of any nearby creatures

4: Evaluate
You can spend 1 stamina point on an unidentified item to learn what it is and its effects, you can also identify a creature; learning its stats and visible equipment

5: Aim
You get a +1 to attack rolls, you get no penalty from attacking a covered enemy unless they are totally covered from you. You can consume 1 stamina point to aim an attack to a specific part of the body, adding a special effect depending on where you hit.


Making your character
Spoiler: When making a character you can choose 1 of 2 options
-14 stat points and 3 perks
-12 stat points and 4 perks
-A stat min. possible value is 0 (unless reduced by other means)
A stat max. possible value is 5 (unless increased by other means)
-As long as you meet the requierments, there is no restriction on which perks you can choose
-Your base AC is 10+AGL
-Your max HP is 30+(END×5)
-Your base speed is 30 feet per turn
-Your stamina points equal to your stamina score+1

PM me in discord with the following character information
Name
Age
Fisical description
Image (OPTIONAL)
Stats
Perks


Glossary
Spoiler: Advantage: When conditions favour your action, roll 2 d20s and take the highest result
Disadvantage: When conditions make your sction noticeably more dificult, roll 2 d20s and take the lowest
Armor Class (AC): It is the value your enemy has to beat when attacking to hit you (so if you have 14 AC, the enemy has to roll 14 or higher, otherwise the attack misses)
Dificulty class (DC): Its the value you have to beat in order to succed a check or saving throw in (so if the DC is 12 then you have to roll 12 or higher, otherwise you fail)

Conditions
Grappled: A creature that is being grappled by another, the creature's speed is 0 and the condition only ends if the grappler is incapacitated, knocked out of range or if the creature frees itself by using an action

Prone: -The creature can only move by crawling unless it stands up to end the condition
-Attacks against a prone creature within 5 feet have advantage, attacks from 10 feet or more have disadvantage
-A prone creature has disadvantage on attacks

Frightened: -The creature has disadvantage on attacks if the source of their fear is on sight
-The creature cannot willingly move towards the source of their fear

Incapacitated: -The creature cannot take actions, bonus actions or reactions
-The creature can still move

Stunned: -The creature is incapacitated and it cannot move
-Attacks against the creature have advantage
-The creature automatically fails STR and AGL checks and saves

Restrained: -The creature cannot move
-Attacks against the creature have advantage and the creature's attack have disadvantage
-The creature has disadvantage on AGL checks and saves

Paralyzed: -The creature suffers from the effect of the stunned condition
-The creature drops anything its holding (if it can)
-Attacks against the creature are critical hits if the attacker is within 5 feet

Unconscious: -The creature suffers from the effects of the paralyzed condition
-The creature falls prone
-The creature is unaware of its surroundings

Blinded: -The creature moves at half speed unless it passes a DC 10 AGL check
-Attacks against the creature have advantage and the creature's attack have disadvantage

Deafened: -The creature is unable to hear

Bleeding: -The creature takes 5 slashing damage at the start of its turn
-The creature is unable to hide since it leaves a trail of blood behind it


If you have any question then dont be afraid to ask!

The game needs a minimum of 6 players but it can go up to 10
1. DecDecAttack
2. Monvh
3. Ramen
4. Taylork2
5. Sushi (dropped)
6. EtherealEnder (dropped)
7. Forevernaughty
8. Jesticutuoner
9. Rimuru tempest
10.
Last edited by syjfwbaobfwl on Sun Jan 01, 2023 10:13 pm, edited 13 times in total.
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Re: Ghost Town (singup phase)

Postby DecDecAttack » Thu Apr 21, 2022 6:36 pm

/in btw, sending other stuff on disc
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Re: Ghost Town (singup phase)

Postby EtherealEnder » Sun Apr 24, 2022 7:57 pm

you know what? fuck it. /in, i'll do character things.... later
My name is Axeras :>



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