vonFiedler
I Like Chopin
Approved by billymills
From all walks of life. From all over the world. But most importantly, hidden. You are a Mage. You have toiled in secret your whole life to master an art and science long forgotten. "Amesbury, Wiltshire, England. June, 2011. Flamel." You receive this message, vague to an outsider, but something hundreds of Magi yearn for their whole life. You have been chosen to participate in the ritual to create a new Philosopher's Stone. You know that this is not a bloodless ritual. You will fight seven other Magi, and only one will come out alive. However, the stone grants unlimited wealth and immortality. But for most Magi, the allure is in using the most powerful summoning magic in existence, the summoning of heroic champions.
As I said before, knowledge of pathfinder or the D20 system is not a requirement to play this game. All you need is creative problem solving skills.
Big note: IRC is super required. Being in the IRC channel on a regular basis means that events can be run super fast if both players involved are in the channel. In fact, when you sign up please hop on over to #Flamel so I can confirm your ability to use IRC.
This is an 8 player game.
Sign-ups:
Aura Guardian RESERVED
ipl RESERVED
King Emerald
ginganinja
HD
Lightwolf
Agape
Quagsires
From all walks of life. From all over the world. But most importantly, hidden. You are a Mage. You have toiled in secret your whole life to master an art and science long forgotten. "Amesbury, Wiltshire, England. June, 2011. Flamel." You receive this message, vague to an outsider, but something hundreds of Magi yearn for their whole life. You have been chosen to participate in the ritual to create a new Philosopher's Stone. You know that this is not a bloodless ritual. You will fight seven other Magi, and only one will come out alive. However, the stone grants unlimited wealth and immortality. But for most Magi, the allure is in using the most powerful summoning magic in existence, the summoning of heroic champions.
As I said before, knowledge of pathfinder or the D20 system is not a requirement to play this game. All you need is creative problem solving skills.
Rules said:The Philosopher's Stone War is a battle royale between eight players, borrowing mechanical rules from the game Pathfinder (links below). If you've played or watched Fate/Stay Night, you know the basic rules already.
- Every player starts the game as a 10th level Wizard.
- Every player gets a heroic champion, from one of eight randomly assigned classes. The player and the DM (me) will design a 20th level character based on this class, using the identify of a figure from history, myth, or select fiction (ie. The Oddysey, Lords of the Rings).
- A player is removed from the game when either his character or his champion are killed.
- Every player has three Order Spells. These are trump cards, which allow their champions to perform impossible feats. These can be vital for saving the player's life, or for securing victory.
This is a game of stealth and intrigue. Game strategy can pan around enforcing defensive structures, drawing magical power from contested laylines, discovering the identity (and powers) of the enemy champions, forming tense alliances, and attacking your enemy before they see you coming. Because this is Pathfinder, your options are limited only by your creative problem solving ability.
This is a roleplaying game. Half the fun is roleplaying as badass legendary heroes, accompanied of course by a wizard with whatever personality you wish. You are allowed to talk with other players about the game in character when contact is made. Otherwise, you are not. This is not a balance rule, it’s to immerse you in this isolated and dangerous world where another player could be lurking around the next dark corner, not “a pm away”.
Some flexibility is required in when you can play this game. On some days you can send in a game plan and be unimpeded. But sooner or later, players will meet up and these interactions must be run in real time with the DM as arbiter. These encounters should be swift (average 30 minutes) and ran as soon as possible. An IRC channel will be set up to help the game run smoothly.
As noted, there are 8 Classes of Heroic Champion;
The Knight, a physically defensive martial class. The Knight excels at taking hits, while still able to physically threaten other classes. The Knight specializes in protecting her summoner, lending it to a playstyle where the player is never directly in harms way. The Knight can be literal, but soldier legends with strong discipline or duty can be considered as well.
The Warrior, a physically offensive martial class. The Warrior excels at direct combat above all others. The Warrior specializes in being able to reliably pressure any other heroic champion without fail. The Warrior is an exceptionally versatile class when it comes to choosing a legend, but are generally less honor bound and more brutal than the Knight.
The Cavalier, a physically versatile martial class. The Cavalier is neither specially offensive or defensive, but can fill both roles while bringing more versatility to the table. The Cavalier specializes in mobility, able to easily chase down foes or escape from them. The Cavalier can be any figure with a legendary mount, and in fact a mount is required, but free willed adventurers are also acceptable.
The Archer, a ranged utility class. The Archer prefers to at least mostly battle opponents from a distance. The Archer specializes in perception, allowing them to track down enemies or avoid traps. The Archer can be any legend associated with a bow, but any ranged weapon is also permissible.
The Rogue, a stealth utility class. The Rogue inflicts devastating blows before combat begins, greatly evening the odds in any fight. The Rogue specializes in stealth, allowing them to scout and ambush easily. The Rogue can be any legendary thief, assassin, or trickster.
The Monk, a versatile utility class. The Monk fights in an unpredictable style, reversing opponent's attacks, chaining combos, and using mystical powers. The Monk specializes in awareness, their meditative perception detecting magic throughout the combat zone. The Monk can be any legendary monk or martial artist.
The Wizard, an offensive magic class. The Wizard uses arcane magic to devastate her foes. The Wizard specializes in the same magic the player does but to a higher degree, allowing for more spell oriented strategy. The Wizard any mythical wizard or witch, but may also be a legendary scientist or alchemist.
The Shaman, a defensive magic class. The Shaman uses divine magic to heal and survive. The Shaman specializes in outliving her foes and being frustratingly hard to finish off. The Shaman may be any mythical shaman, druid, or priest, but may also be any legendary healer.
Pathfinder Database
Character Creation
WIZARD!
Magic in General
Combat Guide (You don’t need to understand ALL of this, it’s just the mechanics behind what happens when you tell me to have your champion clobber the enemy over the head).
Big note: IRC is super required. Being in the IRC channel on a regular basis means that events can be run super fast if both players involved are in the channel. In fact, when you sign up please hop on over to #Flamel so I can confirm your ability to use IRC.
This is an 8 player game.
Sign-ups:
Aura Guardian RESERVED
ipl RESERVED
King Emerald
ginganinja
HD
Lightwolf
Agape
Quagsires