Spellvoid- Dawn of the Arcane - Warhammer 40K Fantasy

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  1. #1
    Senior Member Dark Lioness HLTB's Avatar
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    Spellvoid- Dawn of the Arcane

    This is a completely new role-play game and is in no way linked to Warhammer or any game produced by Wizards of the Coast. I’ll post the character creation system soon until then feel free to ask questions (note you'll need D10s and D6s)

    Introduction-
    Welcome to the world of Amorath, where the use of magic is a crime punishable by death. These laws are enforced by the formidable armies of a semi religious organisation, known to all as the Dictatus Templar.

    Fifty years ago they waged war on the human kingdoms and the Gods stopped answering prayers as their altars were burnt to the ground.

    Now with the war won and their strangle hold secured the Templars are starting to show a more compassionate and human face to the lands of man. The problem with that is that you are one of the survivors- an individual with the gift of magic.

    Your character and the world-
    Amorath is a human world, there was a time where it was populated by all sorts of unusual none human races. This time has now passed despite legends of none humans existing to the present day.

    Technology has regressed somewhat after the war with the Templars, before the war progress had been made with gunpowder. This is now shunned by the post war world and use of such items can bring immediate attention from the Dictatus.

    Regardless of how powerful your character is, he or she is mortally afraid of what the Templars can do. They don’t fear magic; they’ve dealt with it before and won.

    Your main strength however is secrecy, at least for now.

    Welcome to Spellvoid


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  3. #2
    Thee Forsaken One
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    Finally it's ready

    Sign me up. I'll await the character creation rules.

  4. #3
    Senior Member Hive Fleet Scorpii's Avatar
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    9 (x2)

    Me too, looks really fun.
    In Hive We Trust



  5. #4
    Senior Member Lady Bastet's Avatar
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    178 (x3)

    Count me in too, will be happy as a player or player controled NPC if necessary.

  6. #5
    Senior Member Dark Lioness HLTB's Avatar
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    Spell Void Character Generation- please tell me if this makes no sense and if not where.


    Stage One, your stat line-

    Stats 65 points may be divided between each respective stat, none can be lower than 1 or higher than 18

    Strength- Strength is how much damage your character does with each attack
    Constitution- Constitution is how much damage your character can take before they expire
    Dexterity- Dexterity is how fast your character is on their feet and their ability to evade damage
    Charisma- Charisma is vital in Spell Void for your potential enemies are numerous ands strong
    Intelligence- Intelligence is how fast your character takes in new information and learn new things
    Education- Education effects your primary skills, high education gives you an early advantage
    Fate- fate relates to magical ability and if given the chance, your overall effect upon the world

    The Average for each stat is 9, which means that your character won’t be much better at things than the average human without making yourself weaker in others.


    Example-

    Malianna
    Strength- 9
    Constitution- 9
    Dexterity- 8
    Charisma- 9
    Intelligence- 10
    Education- 10
    Fate- 10


    Determining Primary Skills-

    Select 3 primary skills from the list bellow you have a number of points to spend on skills equal to what your education stat is. You divide this figure between all 3 primary skills (no skill may be greater than 10 or less than 1)

    Example-

    This is where you start thinking about the character, as an individual- Malianna is a healer of some status in a small community, so her skills should reflect this.

    Treat Wounds (4) Knowledge: Science (3) Community Status (3)


    Determining Secondary Skills-

    Secondary skills are more like hobbies and passing interests rather than full career moves. Select 3 additional skills as your secondary skills, All characters regardless of Education start with only a single point in each skill.

    Example-

    My healer comes from a fairly wealthy family so knows how to swim and ride a horse, she has also started to dabble in brewing her own potions to cure the sick.

    Craft: Brew Potion (1), Horse Riding (1), Swimming (1)


    Skill list-
    Skills-
    Use combat weapon:
    Improvised
    Sword
    Dagger
    Morning Star
    Flail
    Mace or Club
    Warhammer
    Axe
    Spear/Lance/ Pike
    Halberd
    Two Handed Weapon

    Defence:
    Shield
    Buckler

    Use Ranged Weapon:
    Bow
    Sling
    Crossbow
    Crossbow Pistol
    Pistol (warning pistols will draw a lot of attention)

    None combat-
    Keen Senses
    Persuasion
    Climbing
    Insight
    Intimidate
    Community Status
    Treat Wounds
    Concealment
    Knowledge- Science
    Knowledge- Other Lands
    Knowledge- Dictatus Scripture (how much you know about the Templars)
    Knowledge- Old Faiths (potentially dangerous if you mention it to the wrong person)
    Public Speaking
    World History (potentially dangerous if you mention it to the wrong person)
    Haggling
    Hiding
    Tracking
    Disguises
    Horse Riding
    Swimming
    Navigating
    Craft- Blacksmith
    Craft- Brew Potion
    Human Anatomy



    Skill list-


    Your Sin-

    Your Sin is a magical ability, in other worlds it would be seen as a gift. In this world however it’ll probably get you killed if your not careful.

    The Keeper of the Faith- Your a Cleric of an outlawed God and one of the few bastions of their faith remaining you walk a fine line between missionary and outlaw. Before the gods went silent others like you could call upon their God to perform miracles but for now at least you’re very much on your own.

    The Alchemist- As an Alchemists you use your magic to create potions, often to help the people around you by making healing potions and the like. However the Templars consider that giving someone a magical potion is the equivalent of murder.

    The Sorcerer- Unlike the other characters magic is part of your very existence, you’ve been surrounded by unusual events since you were a child. Now your seeking to gain some measure of control over this power you have.

    The Mage- following in the footsteps of the wizards of old, you are learning how to bend the currents of magic around you and harness them to your own ends. Naturally the Templars wouldn’t look upon this with a kind eye.

    The Shaman- Your character is unique for they walk between this world and the world of sprits. Potentially you will be one day be able to borrow power from the sprits of your ancestors. Until then the shaman will have to settle for knowing they’re there.

    The Soul Bound- An event before you were born left you something more than what you should’ve been. All your life you’ve felt a second presence within your mind it’s wild and violent like an animal turning you into a ticking time bomb before it truly manifests itself.

    The Necromancer- Necromancers are constantly haunted by death; possibly fear of their own end or the death of a loved one. Whatever the case they feel that the laws are unfair and to that end have made a form of magic to challenge the Gods.

    Once you determine your Sin you roll 3D6 to determine your progress of learning that aspect of magic. This number will increase as you learn more about yourself and your power.

    Example-

    For Malianna I chose an Alchemist since it seemed natural for a healer to do anything to help people, including the violation of Templar Laws.

    I rolled a 10 for her Alchemy ability


    Heroism-
    Everyone has 5 points for Heroism no more no less; with a little Heroism and a lot of luck you’ll survive what the Templars can throw at you.

    Example- Healers and Alchemists are no exception

    Origin-

    This stat is something of an intentional enigma everyone starts with an origin stat of 0 and it increases as the character learns hidden truths.

    Example- Healers and Alchemists are no exception


    Magic Points-

    This spell is how much magical power you have, if it reaches 0 your character passes out from exhaustion. Everyone starts with 10 magic points and regains them at the end of each day.

    Spells-

    A single Spell is chosen by the GM as appropriate for your characters background and existing level of power.


    Character Sheet-

    Name- Marianna Travi
    Age- 26
    Occupation- Healer
    Strength- 9
    Constitution- 9
    Dexterity- 8
    Charisma- 9
    Intelligence- 10
    Education- 10
    Fate- 10
    Primary Skills-
    Treat Wounds (4) Knowledge: Science (3) Community Status (3)

    Secondary skills-
    Craft: Brew Potion (1), Horse Riding (1), Swimming (1)

    Sin- Alchemy (10)
    Heroism- 5
    Origin- 0
    Magic Points- 10

    Spells- Create Potion of Healing

  7. #6
    Thee Forsaken One
    Guest

    Name: Avialle Rirath
    Age: 17
    Occupation: Surviving

    Strength: 7
    Constitution: 7
    Dexterity: 11
    Charisma: 8
    Intelligence: 11
    Education: 7
    Fate: 14

    Primary Skills

    Dagger (3)
    Haggling (2)
    Hiding (2)

    Seconday Skills

    Keen Senses (1)
    Persuasion (1)
    Climbing (1)

    Sin: Sorcerer (6)
    Heroism: 5
    Origin: 0
    Magic Points: 10
    Spell: Immolate

    Background

    Avialle has not had a happy life.

    From a young age she found out she could set fire to things by touching them. Unfortunately she did not have much control over her powers. Her parents tried to hide her from people so as not to attract attention but unfortunately they paid the ultimate price...

    One day when she was sixteen she set fire to the house she and her parent's were living in. She got out but her parents were not so lucky.

    Their death was a crushing blow to her already fragile sanity. Ever since then she's been wandering the streets trying to survive. She's managed to last but the memories of her parent's deaths still haunt her.

  8. #7
    Senior Member Hive Fleet Scorpii's Avatar
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    Name: Zanfeax Orion

    Age: 68

    Occupation: Crazy old homeless wanderer

    Str: 6
    Con: 7
    Dex: 6
    Int: 11
    Cha: 11
    Ed: 13
    Fate: 10/8 (All impact behind the scenes, who would listen to a 70 year old man who goes from rambling to super rational in the blink of an eye? Counting it as 9 as that is in the middle)

    Primary Skills:
    Public Speaking(4)
    Persuasion (5)
    General Abilities (4)

    Secondary Skills
    Horse Riding (1)
    World History (1)
    Knowlege-Old Faiths (1)

    Sin: Keeper of the Faith (14)
    Heroism: 5
    Origon: 0
    Magic: 10
    Spell: (Waiting for GM, or at least, I think we are...)

    Background: Zanfeax used to be a mounted warrior priest general(Its what he was, general of a section of a fighting clergy) for one of the old religions, but has lost his skill with fighting, however, he still has his knowlege and speaking skills learned as a general and someone who was around before the templars came. Losing his memory however, so he does not remember too much about anything more than 20 years ago. Used to be one of the best generals around, at the age of 17, but now wouldn't even be able to lift the plate mail he used so long ago. The information about battle tactics and pursuasion however seem to be imprinted in his head, so as he loses memory he becomes more and more rational, to the point that if he could make a move on the battle field, if 100% of the enemy force would die and 70% of his, he would make the move.
    Last edited by Hive Fleet Scorpii; December 4th, 2005 at 15:44.
    In Hive We Trust



  9. #8
    Always Fabulous NiteRabbit's Avatar
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    264 (x6)

    Nice. Very, very nice. I like the system you came up with, it seems more balanced than some.

    Name: Ivan Faranell
    Age: 22
    Occupation: Poisoner

    Strength: 7
    Constitution: 8
    Dexterity: 11
    Charisma: 9
    Intelligence: 9
    Education: 8
    Fate: 13

    Primary Skills: Crossbow Pistol (3), Craft - Brew Potion (3), Human Anatomy (2)

    Secondary Skills: Keen Senses (1), Persuasion (1), Haggling (1)

    Sin: The Necromancer (13)
    Origin: 0
    Magic Points: 10

    Spells - Mortification (1)

    Background
    ----------
    As a child, Ivan owned a dog that he was incredibly fond of - he had no friends and was generally not noticed, let alone liked, by those who lived near him. Eventually, the dog died as dogs are likely to do when they become old. The loss greatly saddened Ivan, but he discovered that by sacrificing a small woodland animal, he could see his beloved companion again, even if it was only for a moment. Every week, when no one was watching, he would go out to a place in the woods and repeat the ritual again just so that he could see his dog. As he grew older, however, the dog's visits became shorter and shorter until finally, it no longer worked - the dog simply did not come anymore. With his parents impoverished and languishing in Debtors' Prison, Ivan no longer had any companions and his thoughts soon began to turn inwards, towards the line where the natural and the unnatural blurred into one. Cursing the gods for denying him the most simple pleasures in life, Ivan slowly developed a fascination with death in all of its forms - fast, slow, natural and unnatural. Most fascinating were plagues and poisons, representations of the duality of nature. Nature gives life but also snuffs it out. A sleeping draught, when altered ever so slightly in dosage and ingredients, can become a deadly killing agent. Ivan spent years learning all he could about poisons and diseases, his clandestine instructors often noting that he was most gifted and that the poisons he fashioned produced results above and beyond the intended effect. Eventually, he began to sell his services to any who had need of a little slice of death - the suicidal, the bitter lover, even the calculating and ambitious assistant. They say life and death are the province of the gods only, but now Ivan was prepared to hold sway over both.
    Last edited by NiteRabbit; December 5th, 2005 at 21:38.

  10. #9
    Now with STFU flames! Caluin's Avatar
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    708 (x8)

    Okay, I'll give it a go. Lemme know if this character doesn't make too much sense, or doesn't fit in with what you have in mind.

    Name: "Dac Braiden"
    Age: 31
    Occupation: Ex-Pit Fighter

    Strength: 11
    Constitution: 12
    Dexterity: 11
    Charisma: 5
    Intelligence: 7
    Education: 8
    Fate: 11

    Primary Skills: Sword (3), Shield (3), Improvised (2)

    Secondary Skills: Intimidation (1), Keen Senses (1), Treat Wounds (1)

    Sin: Sorcerer (10)
    Heroism: 5
    Origin: 0
    Magic Points: 10

    Spells - Wall of Force- 6 magic points

    A target directly in front of the caster suffers 2D6 damage and appears as though a wall struck them. Hence the non-too subtle title of the spell…

    Background
    ----------
    When Dac was young, he grew up in a big family. A middle child, he was often over looked. He would fantasize about making a name for himself, but the constant berating and belittlement of his siblings kept him from persuing such aspirations. Dac never attended school, preferring to instead read his books in the privacy of the woods.

    When Dac was fifteen, Dac killed one of his younger brothers accidentally. Dac was never sure what happened, only that some uncontrollable force gave him strength; so much that Dac didn't know how to use it properly. Dac strangled his brother and has regretted it every day of his life. Ever since that fateful day, Dac has been on the run. He never looks back, for fear that the memory will consume his soul.

    Dac eventually became a pit fighter, participating in blood sports for profit. Fifteen years he reigned in the pits, and developed a reputation for never being seriously harmed. Every time a blade is about to strike him down, something sparks inside of Dac and he is left unharmed. Dac has never been able to explain this phenomenon, and instead views it as just fate intervening.

    Dac has never known what forces guide his life, nor has he ever really cared until recently. The phenomenons are becoming more and more common, and Dac is starting to grow old. His time in the pits is over, and he has very little to show for it, having spent most of his money on alchohol and cheap women. He wants to know what fate has in store for him, and possibly explain the strange events in his life. If he's able, perhaps he can harness them, and maybe even right a few wrongs of his life....

    While Dac's stats reflect his lack of intelligence, he's actually quite smart. He just never had the opportunity for a proper education. Dac likes to think things over before committing, so often times comes off as slow and dumb witted. This isn't really the case, but Dac doesn't really do much to discourage it. He finds that the dumb, bruiser image suits him just fine for now.


  11. #10
    Senior Member
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    26 (x0)

    This'll be my first RPG of this kind, so feel free to criticize/correct me.

    Name: 'Slick' William.
    Age: 23
    Occupation: Convicted Felon
    Description: Tall, lean man with slightly dark skin. Has bushy black hair and brown eyes; his face is described as angular, with a triangle-shaped chin a pointed nose. Has stubble from several days beard growth. Last seen wearing a dark brown cloak over a green undershirt and dark brown leggings.

    Strength: 8
    Constitution: 10
    Dexterity: 11
    Charisma: 8
    Intelligence: 9
    Education: 8
    Fate: 7

    Primary Skills:
    Concealment (2), CrossBow (3), Climbing (3)

    Secondary Skills:
    Swimming (1), Hiding (1), Warhammer (1)

    Sin: Soul Bound (7)
    Heroism: 5
    Origin: 0
    Magic Points: 10

    Spells: Predator-4 magic pts

    Background:

    No one in DavenBurg quite knows where slick came from; people have said he came form the desert valleys to the west, others have said he came form the mountains in the north, and still others speculate that he came from another continent entirley.

    It doesnt really matter though. Everyone agreed that he should've been killed on first sight.

    You see, as soon as Slick entered DavensBurg, people started dieing. The first body wasn't really suspicious; he was a drunk, and drunks die all the time. But after the third body, people started to wonder....was there a killer among them?

    As the bodies continued to pile each day, the Sheriff of DavensBurg had to do something, or risk being thrown out of office by an angry mob, so he confronted Slick in one of the local pubs. Slick denied all charges, but the Sheriff continued to ask. Slick was beggining to get agitated now, and something beastiel flared up in his eyes. Before the Sheriff could react, Slick pulled a loaded crossbow out of his cloak and put a bolt through the mans forehead. He proceed to steal the his warhammer and went on a killing spree in the tavern, somehow managing to fight off several guards and more then a score of brawny men. He fought his way out the back door, climbed one of the village's walls, and ran off into the countryside.

    No one knows what happend to him since.
    Last edited by SlickWilly; December 6th, 2005 at 01:15.

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