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Okay with the vile insanity of the holiday season passed and business picking up around here I've decided to give another go at my own game, sadly the zelda idea died in transit, I couldn't think of enough to make it unique from Kathy's kickass CYOA. New idea dwells below.
A few Darkborne templates, if you have any ideas feel free to pitch them.
Example character sheet
Effects of hunter weapons.
Magic mages may begin with (magic available to be found not listed)
Darkborne abilities
Every two levels Mages and Darkborne will be able to upgrade one of their spells or abilities, Every 4 Darkborne will be able to obtain a new ability or trade that for an extra upgrade.
The year is 1974. It has been 30 years since Dracula's castle last rose. The church managed to keep the entire incident buried and the world moved on to the modern age and their own petty squabbles without any knowledge of the darkness that lurked and grew. A small town in europe desperate for tourism in the crushing cold war enviroment is finishing construction on a replica of Dracula's castle. As it finishes strange happenings around the globe begin occuring. Rumors of vampires, werewolves and other monsters that lurk in the shadows. What could be causing this? The construction of Dracula's castle? The cold war tension and hatred? Special people all around the world begin to take note of the signs and begin moving......
Okay with the prolouge out of the way here are the rules I've come up with. Stats aren't something players worry about, those are determined by your character type, there are 3.
Vampire Hunter: You are a classic van helsing type monster killer. You do not have access to magic but you do have the Belmont sub-weapons to help. They have high STR and low INT
Witch/Mage: You have access to the magical arts either by birth or through intense study. You start out with a handful of spells and will gain more along the way. High INT and Low Str.
Darkborne: You are part monster, either because of a curse or your family lineage. Darkborne do not have access to subweapons or traditional magic but can learn new abilities or refine current ones to serve the same purpose along with inherent strengths the player can describe. However the DM will assign drawbacks that fit the monster race and even out the bonuses. Can choose whether they want high STR or high INT. Darkborne can use any type of creature from global lore, not just castlevania.
The main stats are STR and INT. Strength affects any physical attacks, adding damage to them, any weapon can be used. Intelligence does the same for magical attacks as well as determining how many times per combat One can use their Sub-weapons/Spells/Abilities, INT/10, an example being a witch with 100INT would be able to cast spells 10 times during a fight before having to drink a MP Potion to restore some uses. More powerful endgame type spells will take 2-3 uses. Each time a player levels up a d10 will be rolled and that number will be added to both stats as well as HP with a +5 point bonus to the character's strong stat. Levels will be gained through fights equal to them x2. As in level 2 will require 4 won fights, level 3 needs 6, 4 needs 8 etc. Bosses will award an instant level up.
Now onto combat. While passing through areas such as towns, forests and parts of dracula's castle the players have a chance to run across a random amount of enemy groups or a rare miniboss. Normal enemy groups are always defeated but a roll is made to see how much damage is taken by the player. Minibosses require a turn by turn fight and are harder but give half the nessicary fights needed for a level up when defeated. Turn by turn battles will be handled by single rolls as well 1-5 the player misses their attack and gets hit by the boss, 6-10 the play lands their attack but takes a hit in return, 10-15 they miss but they avoid the counter-attack, 15-20 they land their attack and avoid any damage that turn. Once a player reaches half health they lose their clothing opening them up to sexual attacks. Players will be unable to heal more than half health until they obtain clothes again to reflect their lack of protection. Once a player loses all health they will get a "game over" depicting their character's fate at the hands of the boss/mini-boss before being able to retry from the nearest safe point in their adventure retaining any level ups. Game overs have a risk of bestowing a permanent penalty depending on the monster involved.
For a bit of flavor your character can be either freelance or aligned with the church, they will only affect which options of investigation the character has access to and how willing certain NPCs will be to help you. Each adventure will be self contained however players can choose to team up from the start and share an adventure.
Okay with the prolouge out of the way here are the rules I've come up with. Stats aren't something players worry about, those are determined by your character type, there are 3.
Vampire Hunter: You are a classic van helsing type monster killer. You do not have access to magic but you do have the Belmont sub-weapons to help. They have high STR and low INT
Witch/Mage: You have access to the magical arts either by birth or through intense study. You start out with a handful of spells and will gain more along the way. High INT and Low Str.
Darkborne: You are part monster, either because of a curse or your family lineage. Darkborne do not have access to subweapons or traditional magic but can learn new abilities or refine current ones to serve the same purpose along with inherent strengths the player can describe. However the DM will assign drawbacks that fit the monster race and even out the bonuses. Can choose whether they want high STR or high INT. Darkborne can use any type of creature from global lore, not just castlevania.
The main stats are STR and INT. Strength affects any physical attacks, adding damage to them, any weapon can be used. Intelligence does the same for magical attacks as well as determining how many times per combat One can use their Sub-weapons/Spells/Abilities, INT/10, an example being a witch with 100INT would be able to cast spells 10 times during a fight before having to drink a MP Potion to restore some uses. More powerful endgame type spells will take 2-3 uses. Each time a player levels up a d10 will be rolled and that number will be added to both stats as well as HP with a +5 point bonus to the character's strong stat. Levels will be gained through fights equal to them x2. As in level 2 will require 4 won fights, level 3 needs 6, 4 needs 8 etc. Bosses will award an instant level up.
Now onto combat. While passing through areas such as towns, forests and parts of dracula's castle the players have a chance to run across a random amount of enemy groups or a rare miniboss. Normal enemy groups are always defeated but a roll is made to see how much damage is taken by the player. Minibosses require a turn by turn fight and are harder but give half the nessicary fights needed for a level up when defeated. Turn by turn battles will be handled by single rolls as well 1-5 the player misses their attack and gets hit by the boss, 6-10 the play lands their attack but takes a hit in return, 10-15 they miss but they avoid the counter-attack, 15-20 they land their attack and avoid any damage that turn. Once a player reaches half health they lose their clothing opening them up to sexual attacks. Players will be unable to heal more than half health until they obtain clothes again to reflect their lack of protection. Once a player loses all health they will get a "game over" depicting their character's fate at the hands of the boss/mini-boss before being able to retry from the nearest safe point in their adventure retaining any level ups. Game overs have a risk of bestowing a permanent penalty depending on the monster involved.
For a bit of flavor your character can be either freelance or aligned with the church, they will only affect which options of investigation the character has access to and how willing certain NPCs will be to help you. Each adventure will be self contained however players can choose to team up from the start and share an adventure.
A few Darkborne templates, if you have any ideas feel free to pitch them.
Succubus: Connection to the succubi allows the hero to drain health from their foes to give to themselves along with powers of the wind. However their lustful orgins make them extremely vulnerable when naked.
Example powers: Blow kiss, the hero blows a kiss at their foe which drains a small amount of health over 3 turns. Wind Cutter, the hero sends out several blades of air to strike their enemies.
Lycan:Either through a bite or heredity the hero carries the burden of lycanthropy. Lycans do not possess any remarkable inherent traits during the day. At night they transform and gain a boost to their stats including HP. Their monsterous appearance limits their movement in areas with people though.
Example powers:Feral cry, The lycan can call out to animals of the same species nearby for aid or communicate with them. Power blast: The lycan focuses their energy into their palm before throwing it at a foe.
Vampire/Dhampir:Vampires can vary in origin but they all share the same dark shadow looming over them. At night vampires regenerate a portion of their health every few turns outside of combat. This ability does not work during the day.
Example powers: Fireball,Send out a small fireball at your opponent. Transform, Turn into a bat, takes a full turn to change back and forth, more forms unlocked at later levels.
Example powers: Blow kiss, the hero blows a kiss at their foe which drains a small amount of health over 3 turns. Wind Cutter, the hero sends out several blades of air to strike their enemies.
Lycan:Either through a bite or heredity the hero carries the burden of lycanthropy. Lycans do not possess any remarkable inherent traits during the day. At night they transform and gain a boost to their stats including HP. Their monsterous appearance limits their movement in areas with people though.
Example powers:Feral cry, The lycan can call out to animals of the same species nearby for aid or communicate with them. Power blast: The lycan focuses their energy into their palm before throwing it at a foe.
Vampire/Dhampir:Vampires can vary in origin but they all share the same dark shadow looming over them. At night vampires regenerate a portion of their health every few turns outside of combat. This ability does not work during the day.
Example powers: Fireball,Send out a small fireball at your opponent. Transform, Turn into a bat, takes a full turn to change back and forth, more forms unlocked at later levels.
Example character sheet
Name:
Description or pic:
Background:
Country of origin or you wish to begin in:
Class:
Faction: Freelance/Church
(feel free to include any fetishes you'd really like included or avoided entirely)
Description or pic:
Background:
Country of origin or you wish to begin in:
Class:
Faction: Freelance/Church
(feel free to include any fetishes you'd really like included or avoided entirely)
Effects of hunter weapons.
Knife- (1 use) Attack at 0.5 power but has 100% hit chance. Good if you know something is about to die or just don't want to take chances.
Axe- (1 use) Does double damage against any airborne enemies
Cross- (2 uses) Deals holy damage and has a chance to hit twice per attack.
Holy Water- (2 uses) Deals holy damage and has a chance to plant a holy DoT on target for 5 turns
Additionally a hunter can expend their full inventory of uses to unleash a special attack.
Knife-2d20 rolled and that many knives are thrown at foe
Axe-Damage against flying enemies is quadrupled
Cross-Swirling aura of crosses surrounds character for 5 turns and attempts a cross attack each turn on enemy
Holy Water-Deals damage equal to normal attack+DoT in addition to a 100% assured DoT given to enemy after attack
Axe- (1 use) Does double damage against any airborne enemies
Cross- (2 uses) Deals holy damage and has a chance to hit twice per attack.
Holy Water- (2 uses) Deals holy damage and has a chance to plant a holy DoT on target for 5 turns
Additionally a hunter can expend their full inventory of uses to unleash a special attack.
Knife-2d20 rolled and that many knives are thrown at foe
Axe-Damage against flying enemies is quadrupled
Cross-Swirling aura of crosses surrounds character for 5 turns and attempts a cross attack each turn on enemy
Holy Water-Deals damage equal to normal attack+DoT in addition to a 100% assured DoT given to enemy after attack
Magic mages may begin with (magic available to be found not listed)
Heal (1 use)-Returns 1/8th HP back to user
Firebolt (1 use)- Release a small burst of flame from user's hand, not effective at long range.
Ice burst (1 use)- User surrounds themselves in ice before violently shattering it sending jagged shards in all directions
Ball lightning (1 use)- User unleashes a sphere of electricity that slowly seeks out their designated foe
Sanctuary (1 use)- Allows the caster to remove one curse from themselves or others such as being bitten by a vampire before turning or other more...."interesting" effects. Does not remove any adverse conditions from losing to certain bosses.
All magic may be tailored to look or perform as the player desires but will keep the same limitations (short range, use cost, damage type)
Firebolt (1 use)- Release a small burst of flame from user's hand, not effective at long range.
Ice burst (1 use)- User surrounds themselves in ice before violently shattering it sending jagged shards in all directions
Ball lightning (1 use)- User unleashes a sphere of electricity that slowly seeks out their designated foe
Sanctuary (1 use)- Allows the caster to remove one curse from themselves or others such as being bitten by a vampire before turning or other more...."interesting" effects. Does not remove any adverse conditions from losing to certain bosses.
All magic may be tailored to look or perform as the player desires but will keep the same limitations (short range, use cost, damage type)
Darkborne abilities
Darkborne may start with 2-4 abilities, be warned that any number above 2 the character will stand out to normal people and be identifiable as monster tainted to those knowledgable, church may be unfriendly in certain situations.
Soul drain (1 use)- Allows the character to discreetly drain life from their opponent as they attack, 10% of damage dealt for 5 turns
Vampire bite (2 uses)- The character leaps onto their foe and begin draining their blood (provided they have any) any damage dealt during the turns they manage to hang on are given back as health. (Warning: Taking this ability gives your character prominent fangs at all times)
Blasts (1 use)- The character is able to project out a single energy attack against their foe (May be Holy/Dark/Fire/Ice/Electical/Wind or just generic energy that ignores strengths and weaknesses)
Transform (2 uses)- Character turns into a bat or other animal, takes an entire turn to shift from person to beast and vice versa, hazardous to use in combat
Flight (none, inherent)- Character is able to travel through the air freely (Warning: This ability requires your character to have wings at all times making disguise nearly impossible)
Resistance (inherent)- Character is resistant to Holy/Dark/Fire/Ice taking half damage but takes double damage from the opposing element
Frenzy (3 uses)- Tapping into inner strength, dark power or something else the character moves faster than normal allowing them to attack twice for 2 turns
Command (4 uses)- Character calls upon a certain species or element to fight for them, monsters are immune to commands
Charm (3 uses)- Reduces one foe's damage by half for 3 turns
Soul drain (1 use)- Allows the character to discreetly drain life from their opponent as they attack, 10% of damage dealt for 5 turns
Vampire bite (2 uses)- The character leaps onto their foe and begin draining their blood (provided they have any) any damage dealt during the turns they manage to hang on are given back as health. (Warning: Taking this ability gives your character prominent fangs at all times)
Blasts (1 use)- The character is able to project out a single energy attack against their foe (May be Holy/Dark/Fire/Ice/Electical/Wind or just generic energy that ignores strengths and weaknesses)
Transform (2 uses)- Character turns into a bat or other animal, takes an entire turn to shift from person to beast and vice versa, hazardous to use in combat
Flight (none, inherent)- Character is able to travel through the air freely (Warning: This ability requires your character to have wings at all times making disguise nearly impossible)
Resistance (inherent)- Character is resistant to Holy/Dark/Fire/Ice taking half damage but takes double damage from the opposing element
Frenzy (3 uses)- Tapping into inner strength, dark power or something else the character moves faster than normal allowing them to attack twice for 2 turns
Command (4 uses)- Character calls upon a certain species or element to fight for them, monsters are immune to commands
Charm (3 uses)- Reduces one foe's damage by half for 3 turns
Every two levels Mages and Darkborne will be able to upgrade one of their spells or abilities, Every 4 Darkborne will be able to obtain a new ability or trade that for an extra upgrade.
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