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A Game Of Chaos: Trial Of Madness

Discussion in 'Role Playing' started by SorcererAlhendors, Jan 11, 2014.

  1. Greetings fellow members of the forum! Some of you may remember the Game of Chaos I made earlier, unfortunately real life had to poke it's unwanted head into affairs and I was forced to cancel it.

    So, I have decided to create a new RP, detailing how the character Alhendors Du'un was bound in a book in the first place.

    This will be slightly different from the old RP, as in you will be able to create your characters and interact with the world as that person, although some of the voting may resurface.

    I will not reveal the story until we have our characters as I may tweak the story line depending on the choices you make. However you must know that most of this RP will be a "Just As Planned," one, where Du'un will subtly be manipulating you all and it is your objective to break free of his schemes.

    On to Character Creation!

    You may pick one of 3 Races:

    Human
    Eldar
    Tau

    Each race comes with it's bonuses and negatives, as well as 4 classes.

    Human - Psyker, Guardsman Veteran, Priest, Adept.
    Eldar - Warlock, Guardian, Banshee, Keeper.
    Tau - Fire Caste Warrior, Earth Caste Engineer, Air Caste Pilot, Water Caste Adept

    Here are the specifics for Character Creation:

    Psykers begin play with a Laspistol or Stub Pistol, a Staff (not force) or Sword (Not Force), Robes and a Psy-Focus.

    Guardsmen Veterans begin play with a Laspistol or Stub Pistol, a Lasgun or Shotgun, a Knife and Flak Armour.

    Priests begin play with a Chainsword or Holy Icon, a Laspistol or Stub Pistol and Robes.

    Adepts begin play with a Laspistol or Stub Pistol and Robes.

    Warlocks begin play with a Shuriken Pistol or Psy-Focus, Eldar Sword and Robes.

    Guardians begin play with a Shuriken Pistol, Shuriken Catapult, Eldar Knife and Mesh Armour.

    Banshees begin play with a Shuriken pistol, Eldar Knife, Banshee Power Sword and Banshee Aspect Armour

    Keepers begin play with a Shuriken Pistol, Eldar Knife and Robes

    Fire Caste Warriors begin play with a Ritual Bonding Knife, Pulse Rifle or Pulse Carbine and Fire Warrior Armour

    Earth Caste Engineers begin play with a Pulse Pistol, Repair Kit and Earth Caste Armour

    Air Caste Pilots begin play with Pulse Pistol, Knife and Air Caste Armour

    Water Caste Adepts begin play with Robes and a Pulse Pistol or Knife

    Other than Gear, characters may begin play with Knowledge, this represents a character's affinity for a certain kind of data, information or subject. Below are the rules for Knowledge.

    Each Class gets a certain number of "Knowledge points," and may gain a subject with each point.

    Adepts, Keepers and Water Caste Adepts get 6 Knowledge Points
    Psykers, Warlocks and Earth Caste Engineers get 5 Knowledge Points
    Priests, Banshees and Air Caste Pilots gain 4 Knowledge Points
    Guardsmen, Guardians and Fire Warriors gain 3 Knowledge Points

    Knowledge Classes:

    The Warp - Requirements: Psyker, Warlock, Keeper - Covers basic understanding of the Warp and how it works.
    Daemonology - Requirements: Psyker, Warlock, Keeper, The Warp - Covers basic understanding of Daemons and their allegiances.
    Psykers and Psychic Powers - Requirements: Psyker, Warlock, Keeper, Priest, Adept, Water Caste Adept - Covers basic understanding of Psykers and their ability to draw power from the Immaterium.

    War - Requirements: None - Covers basic understanding of warfare and very basic tactics.
    Tactics - Requirements: War - Covers more advanced understanding of small scale tactics and how they can be used.
    Advanced Tactics - Requirements: Guardians, Fire Case Warriors, Guardsmen, Banshees, Tactics - Covers in depth understanding of small and medium scale tactics and how they can be used.

    Tech Use - Requirements: None - Covers basic understanding of how Tech works, and how to use basic tech.
    Tech Understanding - Requirements: Keeper, Adept, Earth Caste Engineer, Water Caste Adept, Air Caste Pilot, Tech Use - Covers more advanced understanding of machinery and how to repair basic tech.
    Tech Mastery - Requirements: Earth Caste Engineer, Tech Understanding - Covers highly advanced knowledge of tech and how to repair most items, can also scan or even take apart basic machines to learn how they work (e.g. Earth caste Engineer can take apart Lasgun and now knows how they work.)

    Navigation Surface - Requirements: None - Covers ability to track and navigate across standard terrain.
    Navigation Air - Requirements: Air Caste Pilot, Adept, Keeper - Covers ability to calculate routes and flight paths in upper, lower or inner Atmosphere.
    Navigation Space - Requirements: Air Caste Pilot, Navigation Air - Covers ability to chart courses and flight routes through space, but only inside a relatively calm system, no leaving it and no navigating through Warp Storms or very treacherous conditions.

    All Knowledge trees range from 1-5, and you cannot exceed this limit under any circumstances.

    Also, please remember there will be opportunities for players to gain additional Knowledge points

    [If this seems unbalanced in any way feel free to tell me, I'll try and sort it if it is too unbalanced]

    So that's it, have fun!
    Farseer Urist likes this.
  2. Uriel1339 Uriel1339 Lord of Posts

    *just waiting till you update / add the knowledge points etc* but it sounds quite interesting and unique. Just a question.... how will human, eldar and tau play together or PvP? ^^

  3. Like I said it depends on the characters people create, it may turn out being PvP if you make the "right," choices, or it may not. Also don't expect the group to all be together all the time.
  4. Uriel1339 Uriel1339 Lord of Posts

    I go with Air Caste Pilot called "Dur" so I assume he will be by full name called Kor'la Dur (except I start as a Saal o_O)

    Reference: http://wh40k.lexicanum.com/wiki/Air_Caste#Kor_-_Air_Caste

    Name: Dur
    Class: Air Caste Pilot
    Caste: Air - Kor
    Rank: La - Messenger
    Sept: Vash'ya

    Knowledge Classes I would like to put 2 points into Navigation Air and 2 points into Navigation Space so that I can fly small vessels through space and make planetfalls and back ^^ though I guess it only covers ships of the size up to Mantas and no crusiers or so? ^^
  5. Cruisers are more a team effort, you could help to pilot a cruiser with Navigation Space sure, but to pilot one? Not on your own.
  6. Uriel1339 Uriel1339 Lord of Posts

    As said no cruisers but ships up to a Manta (note that Thunderhawks are smaller than Manta's) what about tiny frigates though?

  7. Perhaps, it depends on the situations at hand really.
    Urian Velos likes this.
  8. Uriel1339 Uriel1339 Lord of Posts

    Anywho, count me in!
  9. My last RP was undone by real-life. I feel like a new attempt at one is in order.



    Race: Eldar

    Name: Oylavir
    Class: Keeper

    Craftworld: Yme-Loc

    Tech Understanding: 4-points

    The Warp: 1-point

    Daemonology:1-point
    Urian Velos likes this.
  10. Uriel1339 Uriel1339 Lord of Posts

    a new ToD is coming latest in a month or so... :p but yay! An eldar!

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