What had once been a happy woodland realm designed for the princess when she was a little girl has now been greatly altered in her absence-left behind, it has become heavily influenced by dark powers, as the formerly child-friendly characters have become increasingly more libidinous and sexually charged. Because of this, it has been sealed off so that the corruption would not spread outside it.
However, one day, te court wizard’s apprentice grew greatly curious of this forbidden realm, and in their naïveté re-opened the gateway. The court wizard, realizing what happened, tried to reseal it, but was too late-his apprentice had already gone in. Pleaing to the king his case, a call has been made for a hero to venture forth into the corrupted woodlands and find the apprentice, so that it may be re-sealed.
You have decided to answer the call.
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Mechanics:
This game uses a basic system situated around the below four attributes:
-Swords: Combat ability, physical strength, authority, elemental affinity with air
-Cups: Healing ability, intuition, empathy, elemental affinity with water
-Wands: Magic ability, creativity, passion, elemental affinity with fire
-Pentacles: Resilience, logic, bartering, elemental affinity with earth
At the start, you distribute the numbers 5, 4, 3, and 2 between them. These will determine how good you are at each. Whenever you use one, you roll 2d6 and add your attribute to the roll. If it is higher than what is requested for, you succeed, while if you roll lower, you fail.
Your character has two main stats: Health and Will. Health is equal to 1 plus Swords, and Will is equal to 1 plus Pentacles. If either one reaches zero, you will acquire Corruption, which will make you more vulnerable to mutation and other ill effects. If it reaches 5, you are transformed into a demon and will be forbidden to leave the realm.
Here is the character sheet:
Name:
Gender:
Appearance/Picture:
Attributes
-Swords:
-Cups:
-Wands:
-Pentacles:
Health: 1+Swords
Sanity: 1+Pentacles
Corruption: 0
However, one day, te court wizard’s apprentice grew greatly curious of this forbidden realm, and in their naïveté re-opened the gateway. The court wizard, realizing what happened, tried to reseal it, but was too late-his apprentice had already gone in. Pleaing to the king his case, a call has been made for a hero to venture forth into the corrupted woodlands and find the apprentice, so that it may be re-sealed.
You have decided to answer the call.
—————————————————-
Mechanics:
This game uses a basic system situated around the below four attributes:
-Swords: Combat ability, physical strength, authority, elemental affinity with air
-Cups: Healing ability, intuition, empathy, elemental affinity with water
-Wands: Magic ability, creativity, passion, elemental affinity with fire
-Pentacles: Resilience, logic, bartering, elemental affinity with earth
At the start, you distribute the numbers 5, 4, 3, and 2 between them. These will determine how good you are at each. Whenever you use one, you roll 2d6 and add your attribute to the roll. If it is higher than what is requested for, you succeed, while if you roll lower, you fail.
Your character has two main stats: Health and Will. Health is equal to 1 plus Swords, and Will is equal to 1 plus Pentacles. If either one reaches zero, you will acquire Corruption, which will make you more vulnerable to mutation and other ill effects. If it reaches 5, you are transformed into a demon and will be forbidden to leave the realm.
Here is the character sheet:
Name:
Gender:
Appearance/Picture:
Attributes
-Swords:
-Cups:
-Wands:
-Pentacles:
Health: 1+Swords
Sanity: 1+Pentacles
Corruption: 0
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