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Tryadworks RPG

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Tryadworks RPG Empty Tryadworks RPG

Post  JachimoTheMage Tue Dec 11, 2012 10:44 am

Triadworks RPG rules:

Basic Stats:

STR = Physical damage and physical feats.
DEX = accuracy and dodging ability.
CON = resistance to physical damage and harmful statuses
WIS = resistance to magical damage.
INT = General knowledge of things, used for magical feats.
CHA = Leadership capabilities, sociableness.

LEVELING UP:

In this RPG, you gain experience and level up just like any other RPG format. However depending on the level you go up to, the stat increases you receive will be different.

1.) Even levels receive the following stat increases base on character class:
-Mage: +2 increases in WIS and INT
-Warrior: +2 increases in DEX and CHA
-Guardian: +2 increases in STR and CON

2.) Odd levels will receive stat increases based on what the players roll on their 1d6. That roll is the number of points to put into stats upon leveling. Character can only receive a max of 6 points per level increase.

In additon, odd levels may allow a character to gain an additional Special Ability. (See special abilities section.)


Other Stats:

Health = 2 X CON stat

Number of spells based on intelligence stat.

12-13 = 1
14-15 = 2
16-17 = 3
18-19 = 4
etc.


Max Mana points will be determined by multiplying the WIS stat by 10.

Max Mana point regen per turn will be determined by CHA stat divided by 2.



Last edited by JachimoTheMage on Tue Dec 11, 2012 10:55 am; edited 1 time in total

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Tryadworks RPG Empty Rules for Special Abilities

Post  JachimoTheMage Tue Dec 11, 2012 10:49 am

Special abilities: For every 2 levels, heroes gain an additional special ability or they can opt for a 2 pt. status increase in one stat of their choice.

Special abilities depending on the type may or may not require mana. The types are as follows:

Passive: This type of special ability affects stats or bonuses to attacking. This type does not require mana. Examples include: Double cast, Divine Weapon, Treasure Scent, etc.

Spell Cast: This type of ability is a unique spell that can either be used to defend or harm. This usually requires large amounts of MP to pull off. Examples include: Empathic Knight, Golem's Palm, Purifying storm, etc.

Physical attack: This type of ability is a unique physical attack used for dealing massive amounts of physical damage. It requires physical attack motions and a certain amount of mana points. Examples include: Ground Pound, Ars Arcanum, Sonic Strike, etc.

Special Weapon abilities: This type of ability is based on the unique features of the characters weapon(s). This requires the character to have the weapon in hand and can utilize very little or large amounts of mana. Examples include: Flametongue, Chain Lightning, Spell Roulette, etc.

Group Activation: This type of ability is a spell or attack that requires the presence of at least two persons (body and soul) to activate. The mana cost for activating this type of special ability varies. Examples include: Trinity force, Mark of the Triad, Slash and Burn, Furious Hurricane, etc.

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Tryadworks RPG Empty Special Abilities list

Post  JachimoTheMage Tue Dec 11, 2012 10:56 am

Special Abilities List:

(Spell) Empathic Knight: Provides temporary protection over one ally of choosing.

(Spell) Golem's Palm: Provides a wall of magic that negates all physical attacks for a limited time.

(Weapon) Blade Resonance: A character with a bladed weapon, can use their weapon to hone in on the wave frequency of an object, substance, or being and can attempt to do even more damage to said item or person. Essentially, a character with this ability could slice through various metals and rocks just by attuning their blade to the right frequency. Resonance only works after the character has made contact with the desired object via their blade at least twice, and then a 1d8 will determine weather or not additional damage will be done (A roll of 5 or higher being the case for additional damage).

(Weapon) Chain Lightning: A character may absorb magic and rechannel it into a lightning blast spell. Requires a shield to absorb and an offensive weapon to rechannel the energy back.

(Physical) Ground Pound: Seismic activity after pounding the ground with a fist.

(Weapon) Flametongue: Imbue fire magic to weapons at no mana cost.

(Passive) Illumination: A character may use his weapon to illuminate dimly lit areas at will with no mana cost.

(Physical) Ars Arcanum: It is essentially at multiple slash technique that ends with a thrust. Very Lethal. Number of hits determined by 1d12, damage determined by typical damage of weapon. Costs 50 mana.

(Physical) Aerial blade: It is essentially a technique that involves a powerful upward slash, followed by up to 1d8 additional hits while in the air, and then a final slash that knocks the enemy down. Each slash deals 2 X Str. Can only be used on one enemy. Cost 100 mp.

(Passive) Replicatra: Can mimic the technique of one enemy for 1d12 turns.

(Physical) Sonic Strike: The character can charge forth at supersonic speed and deal a hit that deals 1d4 X Str in damage. Costs 75 mana.

(Passive) Pillar of Magic: This character is able to absorb one magical attack per turn an gain mana. The player acts as a conducting rod which attracts an incoming magical attack and transfers it into raw mana (MP). The amount of mana gained is equal to the mana used for the spell. Works on all forms of of Arcane, Black, and Divine magic. Does not work on time or techno magic.

(Spell) Purifying Storm: This character learns a spell that costs all of their mana, but results in a devastating spell storm that attacks all enemies and allies within a certain radius equal to the remaining amount of mana of the character in feet.

(Passive) Divine Weapon: This character can strike incorporeal objects and beings with their weapons.

(Weapon) Spell Roulette: This character can cast a spell at random, provided they have the right amount of mana for casting. A player will roll 1d20 and must achieve a 14 or higher in order to use this ability. Afterwards, the player will then roll 1d4, each number corresponding the level of spell the Magi will cast. The actual spell chosen will be of the DM's choice. (This is compatible with Double Cast ability).

(Physical) Swiftest Fist: In affect it is a fast, multiple punch attack that finishes with a shoriyuken style upper cut. Number of punches is determined by 1d10. Attack damage is the same as for normal attacks. 20 mp cost.

(Passive) Peaceful Resonance: This character can meditate for 2 turns to earn 1d4 X Wis mana back.

(Passive) Doublecast: The character gains the ability to cast two spells in one turn.

(Spell) Final Spell: The character gains the ability to convert all their mana into a powerful spell that deals the amount of mana left X 5 in damage. The character is then unable to do anything for three turns.

(Passive) Second Chance: If a character receives a critical blow from any enemy, they manage to endure the attack just enough to always be left with 1 hp.

(Passive) Treasure Scent: This unit can detect treasure within the vicinity with a d20 roll of 12 or greater.

(Passive) Sunder: A character may attack an enemy’s armor, helm, weapon, shield, or accessory/item during battle. This character can destroy target item with a 15 or greater.

(Spell) Mason's Word: A character may speak to stone structures, effectively granting them the ability to be animated once more. The structures stay animated for wis/3 turns.

(Passive) Parry: If attacked using a forged weapon, the character always has the option to parry the attack, provided that their strength is equal to or greater than the enemy attacking. The character must roll a 14 or higher to negate the attack completely. A 18 or higher results in the character being able to successfully counter attack the individual and deal damage.


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Tryadworks RPG Empty Spell List

Post  JachimoTheMage Tue Dec 11, 2012 10:59 am

Spell List:

Black Magic: Most common type of magic available.

Arcane Magic (A): Also known as dark magic. It is used to combat the powers of holy beings or Divine Magic.

Divine Magic (D): Also known as holy magic. It is used to combat the powers of dark beings or Arcane Magic.

Techno Magic (T): The magic used by those who work with technology and forging magical weapons.

Level 1 spells:

Rasp (A)
Berserk
Protect (D)
Dark (A)
Holy (D)
Phantasm
Bio
Blind
Sleep
Silence
Unlock (T)
Illuminate (D)
Gravity (A)
Fire
Aero
Earth
Water
Blizzard
Thunder
Haste
Stop
Imp
Float
Slow
Cure (D)
Protect (D)
Translate (T)
MP Transfer

Level 2 Spells:

Petrify (A)
Osmose (A)
Bind
Drain (A)
Reveal (D)
Stealth (A)
Toad
Cura (D)
Holyja (D)
Repair (T)
Darkra (A)
Gravira (A)
Watera
Aero II
Earth II
Fira
Blizzara
Thundara
Stopra
Barrier
Esuna (D)
Augury
Phantasma
Aquaticus
Protectera (D)
Item Finder (T)

Level Three Spells: (Characters Level 6 and higher)

Flare
Imbue Weapon (A/T)
Reflect (D)
Regen (D)
Resurrect (D)
Dispel
Dismantle (T)
Vigoratis (D)
Protectaga (D)
Firaga
Blizzaga
Thundaga
Wateraga
Earth III
Aero III
Graviga (A)
Fortify (T)
Curaga (D)
Phantasmica


Level 4 Spells: (Character Level 20 and higher)

Holy Cross (D)
Magic Shot (T)
Matra Magic (T)
Comet (A)
Blessed Aura (D)
Darkness Fog (A)
Purging Arrow (D)
Call to the Elements (D/A/T)
Holyga (D)
Darkaga (A)
Forge (T)
Stopga
Transmutate (T)
Teleport
Quicken


Mana points shall be used for activating spells.

5-10 MP for lvl 1 spells
15-30 MP for lvl 2 spells
50-100 MP for lvl 3 spells
150 MP-??? for lvl 4 spells

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Tryadworks RPG Empty Spell Descriptions

Post  JachimoTheMage Tue Dec 11, 2012 11:01 am

Spell Description:

Berserk: Lowers sanity and increases physicality of one character. Character cannot cast spells when berserk. Physical damage is doubled per every physical attack. No control over actions.

Rasp: Deals damage to the mp of a target.

Imp: Target becomes an imp for 1d12 turns. Target can only use magic as an imp.

Toad: Target becomes a toad for 1d12 turns. Target can only use physical attacks as a toad.

Stop: Caster freezes a target in time for 1d4 turns.

Stopra: Caster freezes a target in time for 1d8 turns.

Stopraga: Caster freezes a target in time for 1d12 turns.

MP Transfer: Transfers mp to another character.

Imbue Weapon: Enchants a weapon with an elemental spell or other spell properties. Lasts the caster's Wis/4 turns.

Osmose: Flips mp and health gauges of one target.

Esuna: Cures all status problems.

Reveal: Makes all cloaked beings and objects, visible.

Stealth: Makes all visible objects and beings, cloaked.

Flare: Fire non-elemental blast towards an enemy target dealing 1d10 X5 in damage.

Barrier: Protective shell that blocks magical attacks.

Matra Magic: Summons magical missiles (about 1d8) that deal 1d12 damage each.

Comet: Sends a comet down upon an enemy dealing 1d100 damage.

Aquaticus: Allows for breathing and easier movement while underwater.

Item finder: Helps in finding items.

Augury: determines the consequences of a choice.

Protect: Protection spell that lasts 1d6 turns.

Protectera: Protection spell that lasts 1d12 turns.

Protectaga: Protection spell that lasts 1d20 turns.

Vigoratis: Temporarily buffs the stats of a target for 1d12 turns.

Blessed Aura: Area wide divine magic. Heals and cleanses all allies, and deals holy damage to all surrounding enemies.

Decrepit Fog: Area wide arcane magic. Blinds, silences, poisons, and deals dark magic damage to all surrounding enemies.

Holy Cross: 2d100 of holy magic damage.

Purging Arrow: The caster fires an arrow of pure holy magic that can pass through allies, healing and cleansing them in the process. It also deals 3d12 holy damage to enemies.

Magic Shot: Summons magical gun and fires single magical blast from the gun, which gives random status affects to the target (determined by a 1d6 roll for how many) and 1d100 of damage.

Phantasm: Creates a replica of caster that is undiscernible from the real caster. Replica is used for distraction purposes only.

Phantasma: Creates multiple replicas of the caster. Once slain they explode and deal 1d8 of damage upon being slain.

Phantasmica: Creates multiple replicas of caster. Once slain they explode and deal 2d12 of damage for each exploded one.

Dispel: Negates 1 spell.

Dismantle: Disassembles any weapon, machine, or other type of technology.

Repair: Repairs armor, items, machines, and weapons.

Fortify: Strengthens armor, items, machines, and weapons for 1d6 turns.

Forge: Caster can combine items and create a greater item or weapon.

Transmutate: Alters matter into another form.

Call to the Elements: Caster calls forth on one type of element, which delivers its power in some elaborate manner.

Quicken: Caster alters the flow of time, allowing one ally up to 1d10 turns in a row.

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Tryadworks RPG Empty Current Story

Post  JachimoTheMage Tue Dec 11, 2012 11:02 am

Chapter 1:

The time is now, the place an area far from the struggles of war between the Demacian and Noxus Empires.

Aiden, a former classmate and friend of Jachimo, Geheris, Devenger, and Kiyoko has left the Kauai Academy. Devenger appears to be taking his friends departure particularly hard due to the special bond that he shared with Aiden when they were children. Both Devenger and Aiden wear a ring with the opposite affinity so that they could always have a part of their friend wherever they go.

Trouble arises, when one of Master Kauai's former allies Johnathan falls victim to a mysterious curse known only as the mark of Dratha. The man was sent against his will to kill the master, but managed to resist the mark's control long enough to take his own life. He managed to reveal to the students and to Kauai himself that Aiden had awakened an ancient evil before dying.

To seek the truth behind the dying Johnathan's words, the mage, the guardian, and the warrior decide to seek out Aiden and confront him. But their Master has received word that Aiden could be in two locations: Plethora and the Eastern Woods. Upon receiving the Mark of Assistance item, Devenger heads to Plethora, while Jachimo and Geheris, after receiving a strange idol from their master, venture east.

The mage and the guardian run into an injured woman being tormented by wild beasts known as Questing Byrds. Fortunately, they managed to protect and heal the woman's injuries, as she ended up leading the two students of Kauai to her caravan under the protection of Father Pietra. The caravan was heading from the west when they were attacked by these beasts. As another horde prepares to attack the caravan, Geheris and Jachimo manage to protect the disciples long enough for them to leave the woods. Then the two heroes were forced to encounter a servant of Dratha known only later as Krakos, who had been seeking to abduct the children of the caravan to harvest their pure souls for his disposal. The Father manages to rescue Jachimo and Geheris, but only to forewarn the two that their comrade is in trouble. Seeing the Mark of Assistance, Pietra ushers the two to a pair of holy machina to ride to Plethora.

Upon reaching Plethora, Geheris and Jachimo encounter the mysterious merchant known as Tess who reveals that magic cannot be used in this town due to interference from a dark source. She reveals that the only cure is a child's soul, but Jachimo refuses and decides to use the idol he obtained from Master Kauai. This allows him temporary access to his magic. Yet upon running into Crom from town, they stumble upon a devious plot to overrun the town, devised by none other than Krakos and Father Pietra bearing the mark of Dratha.

Crom leaves after Jachimo attempts, with drastic effort, to launch Krakos's power back at him. He reveals that Aiden is making some dangerous allies. Father Pietra heads for the Yordle city of Bungalo, while Devenger regroups with his friends. Then, Devenger and Geheris venture into a coliseum looking for Aiden, but unfortunately lose him in the festivities. Jachimo returns to aid his companions in winning the coliseum champion title away from the Fenhrir Fire Hogs, led by General Tryndamere. But, the prize, the glove of Pratha was stolen by Aiden himself.

The group is then approached by a Yordle known as Corki on a request to help defend his village from a threatening Father Pietra. The group agrees to accompany Corki, on the condition that he sends a Yordle to check up on the academy. While flying in Corki's air ship known as the Tall Breeze, they are again attacked by more Questing Byrds.

After the ship takes some damage, Corki makes an emergency landing and breaks both his artificial legs in the process. Jachimo and Devenger toddle off to find help in the Black Forest, and uncover a mysterious factory used for producing Steam Golems and mining "moon crystals," the element used for making items invisible. Upon accidentaly destroying a gravity cannon both heroes meet with the caretaker of the factory, Roanoke. He accuses the men of destroying his equipment and asks for compensation. Devenger strikes a deal with the yordle and has Geheris mine out the moon crystals from the mountain in exchange for repairing Corki and the ship. The group then sails on.

Finally, they manage to reach the city of Bungalo, and meet with the Lord Mayor--Professor Heimerdinger. There he upgrades the groups weapons with "Solomite," an element known for its holy properties. The professor, regales the triad of his knowledge of Dratha and reveals there are 7 stages of Dratha to beware. Heimerdinger also reveals to Devenger that his ring is away of binding his soul to Aiden's. Then the town is under attack by the first stage of dratha, a Pydrodragon. Fortunately the group manages to fend off the beast allowing Corki to launch a final A.D.M at the creature. But Corki's vessel is damaged from the battle and he is forced to make an emergency landing, but Heimerdinger reveals that his comrade is ok with a radio transmission from Corki.

Heimerdinger then reveals that he and Corki must leave and that the triad must go home immediately, but not before informing them in a letter and a map/passeport, that other areas of the world need there help as well. Krakos heads north to Fenhrir, A former ally heads to Sezann, and a tainted priest heads to a mysterious castle in the Eastern Woods.



Last edited by JachimoTheMage on Tue Dec 11, 2012 11:15 am; edited 1 time in total

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Tryadworks RPG Empty Re: Tryadworks RPG

Post  JachimoTheMage Tue Dec 11, 2012 11:03 am

While flying back to the Kauai Academy, the trio suddenly begins reliving a memory long ago erased from their minds. They recall a period of time where they were once friends with Aiden, Eden, Kiyoko, Crom, and Yorick. Strangely enough, the dream seems unbelievably real, but its as if they are reliving a flashback. They follow Aiden on mysterious journey to find some place of great power. Venturing down, they uncover the Traconia, the Dragon's Archive. Although they manage to quell the beasts using Yorick's book, Yorick unfortunately goes a bit too far and upsets the protectors of this place. Aiden then disappears in the ensuing madness, while the group is attacked by another beast, protector of the treasure Aiden seeks.

The group manages to convince the beast to lead them to this mysterious power, and they manage to fend off the other demons briefly until encountering Aiden poised to unlock a mysterious doorway. Although the trio attempt to stop him, Aiden still succeeds in unleashing the curse that was sealed by the doors unto the demons and themselves. While turning to stone, the beast manages to bring the children to a safe location and attempts to transport them to the Kauai Academy. Aiden appears and kills the beast and manages to teleport with the rest of the group back to Master Kauai, before turning to stone. Eden too, turns to stone, but the others are saved by Master Kauai's Magic, but not before he vows to make them all forget the events that took place.

The group then finds themselves once more on their aircraft en route to Kauai Academy.

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Post  JachimoTheMage Tue Dec 11, 2012 11:04 am

As the triad make their way to Kauai Academy they are caught off-guard by the destruction of their beloved school. They scour the area but are unable to locate the Master or Kiyoko. Fortunately, Devenger manages to discover a note and the Emerald of Balaam in the wreckage. The note reveals that the master left for the mysterious village of Salisbury towards the Northeast, but kiyoko's whereabouts still remain unknown. The triad tries to pursue the master, while attempting to correct the problems revealed by Professor Heimerdinger. Yet, they discover that the Eastern Woods has become magically impassable, hence the warriors travel north to Fenhrir to stop Krakos the Tormentor from destroying another village. As they travel, they land in a mysterious mountain village called Bashan. Hoping to grab some rest for the night, the trio becomes ambushed by several guards and placed in jailed. Unfortunately, the guards were blissfully unaware of Jachimo's magic and the triad easily blasts there way through the guards and manage to retrieve their weapons. Despite the guard's best efforts the Stronghold of Fenhrir is unable to contain the sheer power of the triad. With only a great Guardian Robot standing in their way, the triad manages to smash to machine to ribbons retrieving the Hourglass of Kahuna. Returning to their ship, justly named the Green Fox, our heroes continue their pursuit northward.

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Post  JachimoTheMage Tue Dec 11, 2012 11:05 am

Using the map provided by the old Yordle Mayor, our heroes: Devenger, Jachimo, and Gaheris make their way towards Fehnrir. Yet, they soon become aware that they are being followed by menacing black storm front moving fastly upon them. Setting the Green Fox for a few quick moments to let the storm pass, the triad soon realizes that this is no ordinary storm, but rather an entire armada of Questing Byrds being led by Krakos himself. Hurrying as fast as they can the Triad flies after the army as it descends upon the denizens of Fehnrir. The battle becomes ferocious as the Triad and the Fehnrir Fire Hogs crashed through the seemingly endless hordes of Questing Byrds. Finally, the triad manage to elliminate the remaining byrds and hit Krakos with a powerful combination of an A.D.M. and an external energy release from Devenger's solomite imbued sword. Although devastating in power, when the smoke clears the triad is shocked by a seemingly unphased Krakos. Krakos threatened the village that he would return and with him he would bring about Fehnrir's destruction.

As Krakos leaves, the Triad lands and attempts to provide aid where they can. The Fire Hogs still show bitternes towards the students of Kauai after losing the tournament. All but a very distressed Arelyene, tell the triad to leave Fehnrir. The triad then explores the town learning about the loss of a very well liked general named Orion, who happened to be Arelyene's lover. After finding Arelyene grieving in her home, the Triad try to console her and she thanks them by bestowing a gift, a necklace of sharp teeth that was apparently a relic of Fehnrir himself.

The triad then again try to find Tryndamere in order to help Fehnrir defend itself against Krakos. Luckily, Gaheris managed to unintentionally find a secret passage way through the old oak tree in the center of the village. The group then sneaks their way into an armory inside the main stronghold. They then explore the library and finally eavesdrop in on a meeting between General Tryndamere and his advisors. A scout then comes and interrupts the conference with news that Krakos comes once again. At this moment, one of the advisors, Gremio, reveals himself to be a traitor and attempts to kill Tryndamere, but the triad intervene and with their combined efforts, they manage to subdue and destroy Gremio. Tryndamere is then convinced that the triad are indeed allies.


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Post  JachimoTheMage Tue Dec 11, 2012 11:09 am

The triad chooses to stay and help the village of Fenhnrir against the forces of Dratha led by the cruel and vindictive Krakos. After a brief meeting to go over Tryndamere's battle plan, the group meets with two more of the Fenhrir Fire Hogs: Stratos and Vega. After a brief talk about the coming battle, Jachimo appears to his comrades revealing a discovery he acquired from the Fenhrir library. A history of the continents formation and of the treacheries of Dratha is entailed inside the book: The Ancient Tales by the scribe: Melchoir.

[Only admins are allowed to see this image]
Tryndamere


The book reveals how 6 warriors, known as the Forerunners, united their power to destroy the great evil being named Dratha after he had sullied the world with his powerful dark magic. The six warriors came from all regions of the continent and would later go on to found several major cities. The warriors were: Pratha, Fehnrir and his brother, the king of Demacia and the queen of Noxus, and Szalabar the emperor of the southern frontier. Supposedly some of these warriors gave their lives in order to destroy Dratha and purge the land of his evils.

After this information is discussed amongst the triad, the group then finds themselves on the fields of battle fighting for Fenhrir's fate. Although, Krakos's forces prove to be strong, the warriors manage to carve through the brood of Dratha, questing birds, minotaurs, Plethoradragons, and a strange armored beast known as an Aguirus.

However, while Tryndamere is about to deal the final blow to Krakos, he is impaled by none other than his former general and Arelyene's lover: Orion! After a short scuffle, Krakos succeeds in killing Stratos and stealing the helm of Fehnrir from Tryndamere. But before he can finish off the leader of Fehnrir, the triad comes in the nick of time and attacks Orion. Though his power is great he is weakened enough by the combined efforts of Jachimo, Gaheris, and Devenger, for the final blow to be dealt from behind by Arelyene.

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Orion


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Post  JachimoTheMage Tue Dec 11, 2012 11:10 am

Leaving Fehnrir shortly after the battle, the triad encounters a yordle merchant ship that beckons them to land on behalf of the yordle Lord Mayor. The pilot of the enormous vehicle reveals himself to be Rourki, the brother of Corki. After the exchange of pleasantries, Rourki reveals to the group that he had been dispatched from Bungalow with urgent messages for the three heroes and has been searching for them ever since. They learn that evil is afoot throughout the continent. To the East, in the mysterious Northeastern corner of the world in the village of Asla, a strange purple mist has been reported to be emanating from the Eastern Woods and possessing the bodies of certain people, causing them do strange things. Yordle agents also had reported sightings of Master Kauai heading to the area, but the wiley boss of Kauai Academy slipped away and disappeared once more. In the west, the once-great city of Plethora has been the victim of a great crime: the city's children have been stolen, or perhaps spirited away once more, leaving only small vials of solomite byproducts residue behind. Rourki admits that many survivors have placed the blame on a wicked new cult known as the Unholy, which is rumored to be led by Father Pietra. The last yordle reports stated that the group's followers were all seeking something they called the Demacian Drum, an ancient artifact that once belonged to the legendary King of Demacia who helped defeat Dratha many years before. But of even greater urgency is the fact that a mysterious girl who is believed to Kiyoko has been desperately seeking Jachimo and the others, and had sent Rourki with a message to meet in the village of Plethora.

After thanking Rourki for the news, Devenger, Gaheris and Jachimo decide that the situation in Demacia is the most dire and head out to face Father Pietra. But not before purchasing a few of Rourki's wares, including a magic-amplifying yellow sapphire, a passive-ability armor magnifier, and a manna-collecting sword sheath. On the way to Demacia, the group encounters a woman who is being attacked by a brood legion of dratha, but are quickly dispatched by Jachimo's powerful new magic. Unfortunately, the woman is very injured and she reveals herself to be Tess. Although the mage manages to heal most of her injuries, it is revealed that she was infected by the mist when searching for the triad near Asla. Allegedly someone with a demonic knife gave her the Mist's curse. She managed to stop the spread however by using a piece of metal infused with the mark of Dratha, leaving the two wicked forces to fight for dominance within her. Needless to say, her actions mean that she would eventually succumb to one of the two evils. After telling the triad that Kiyoko has been kidnapped by Father Pietra, she leaves Jachimo with a kiss and runs off.

The group goes further west and flies over what remains of the village of Plethora, a deadend corpse filled with near lifeless people. After a brief skirmish with a new breed of questing byrds, which the triad discovers somehow absorb holy magic to grow more powerful, the group continues on.

Just outside of Demacian airspace, a group of eleven Demacian flying machines known as Demacian Rapiers surround and order the immediate surrender of the triad. After a short aerial battle, the triad succumbs to Demacian demands of Corax and Commander Setrone. Landing for negotiations, the Demacians ask that the three surrender to the Queen. Even when the three explain they are indeed Kauai Academy Students and have the diplomatic permission of Lord Heimerdinger, they are denied. Only Devenger managed to use his charismatic nature to force the soldiers to reveal a yordle "traitor" in their midst, did the situation begin to take shape. The three are taken captive, but Devenger manages to come up with a plan to create a diversion to give Jachimo time to speak to the yordle. This yordle, Koratis reveals himself to be Rourki, and he tells them that he is acting as a "traitor" to the Yordles under Heimerdinger's instructions to find out Demacia's intentions. More importantly, he reveals the Queen's identity: Eden. Once the three are in prison, Rourki slips the group a key in their cell and the triad mounts an escape, but are met by Corax who reveals himself to be a level 2 stage of Dratha. In a devastating attack by Gaheiris, Corax is defeated. But no sooner after defeating him, the queen of Demacia, orders them to come with her.

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Post  JachimoTheMage Tue Dec 11, 2012 11:10 am

As the Queen of Demacia, Eden leads her friends: Gaheris, Devenger, and Jachimo to her private chambers to discuss there reasons for being here. She reveals to the triad that she was just recently handed the position of Queen, after her biological father, the King of Demacia, and his family were murdered.

Being the only blood relative of the former king, she instantly was placed in charge of the city state which was currently in a state of civil unrest as members from the cult known as the Unholy, rebel against the Demacian military. It is revealed that several members of the Demacian guard were secretely working for the Unholy, in order to bring about the fall of the royal court.

While discussing there plans in Demacia with their friend, the triad and the Demacian royal guards are besieged by rebels which try to enter the doorway, which is immediately barricaded with a large oak dining table. Following a secret passage out of the safehouse building, the group soon finds themselves confronted by the Unholy and a very sinister looking Father Pietra. Pietra then summons the symbol of Demacia, the Wapiti, to life, and it engages the triad. Eden confronts Father Pietra with her guard because she had mistakenly given the Drum of Demacia to his group.

After silencing the Wapiti, and most of the followers of Father Pietra, the triad attempts to stop him from escaping, but a great darkness envelopes him and Eden and the group vanishes. Fortunately, a Demacian Rapier is seen soaring off in the distance towards Cromwell's Island.

Meeting with one of the few Demacian guards left in the vicinity, the triad is healed and given their ship. Together they fly towards Cromwell's Island in search of the sinister Father Pietra. Landing in the port village of Roz, the group meets with one of the few denizens of the village, who sells tickets to see the famous Harrowing Geyser. After a brief interrogation, the group learns that the pilot of the Demacian aircraft bought a ticket and went straight in. Learning this information, the triad gives chase and enters the tourist site only discover a secret passage (revealed via the Rannagard Music Box) that leads to the top of the cavern. But the pilot is nowhere to be found.

However they are soon attacked by a creature identified as a Sky Leopard. Though in spirit form, Devenger realizes the creature wants the Rannagard Music Box and so it throws it at the creature, which promptly retreats inland on the isle.

The triad decides to follow the creature and races down the rocky steps back into the cavern. But suddenly the Geyser comes to life and a great tremor takes place, leaving the cavern filled with water. The group then must face a great being of awesome power known as Garod the Guardian of the Geyser. After a fierce and seemingly endless battle, the group emerges victorious, but it is shortlived as the creature undergoes a secondary transformation. In this new, Knight form, it continues to attack but is defeated by Gaheris's Swiftest Fist technique. Upon its defeat, the creature recognizes the triad as being deemed worthy enough for its gift. It explains that it happens to be one of the summons or essences used by the Forerunners who first fought Dratha. It then converts itself into one last spell to aid the triad in their quest, bursting into a million different streams of white light that fill the cavern.

Outside the cavern, the seller of tickets is standing next to an old boat man of Roz named Spike. The seller claims that they are out of business and Spike agrees with a resounding "Yup."

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Post  JachimoTheMage Tue Dec 11, 2012 11:12 am

After the destruction of the geyser, the triad feeling slightly guilty about destroying the one source of tourism that Roz had, agreed to spend the night at the inn. Whilst they sleep, all three manage to dream the same mysterious vision of an odd figure fighting with Master Kauai while they were little. Upon waking, neither member of the group can explain the significance of the dream and the attempt to search the village for an answer. Sadly, the villagers are quite thick-headed, prompting the group instead to venture inland in search of the mysterious sky leopard that had met them at the top of the geyser.

While on their trek, the group is attacked by strange iron clad animal warriors. The triad proved far superior in the fight and continued their journey until spying the sky leopard high above them in the air. Using a combination aeroga and float spell, Jachimo managed to create a makes cloud on which they could chase the beast through the air. Once more the group is attacked by strange beasts, this time creatures with wings and maces. Using darkness magic, Devenger is able to defeat the enemies with ease as the group finally chased down the sky leopard into a cove like area under a waterfall. The beast then trips a hidden passageway and seemingly beckons the group to follow it.

The group ventures forth into the cave and discover an ancient underground factory-like city, which Jachimo deduces to be Yordle in design. Unable to find the sky leopard that had led them hear, the group wanders further into the complex, but a cautious Gaheris senses danger. Jachimo extinguishes his light to hide from the unseen enemies only to have several red targeting lights to shine immediately upon all three heroes. The mage managed to undo the cloaking mechanisms of the enemies, and revealed that they were surrounded by several hundred robotic steam golems. However, the triad make quick work of the contraptions using a combination of abilities and magic. Then a mysteriously solemite armor-clad warrior confronts the group and engages them in combat. Fortunately, he is stopped by none other than Corki and Heimerdinger of Bungalo. Heimerdinger greats the group and introduces the warrior as Thomas Cromwell, guardian of the "birthplace of Yordles" Novus Initium.

Cromwell, is actually descended from his grandfather Clovis who first discovered the Yordles on this island upon being chased out of Demacia. He befriended them and swore to protect them and their technology. Heimerdinger reveals that the Yordle race is not from this world, and that they had used their magic to escape a terrible force that had plagued them. While he chose to go forth and establish trade with man, many of the Yordle elders chose isolation and remained in Novus Initium. However, the technology and power that the city possessed greatly intrigued Dratha and he sought out the race. He was opposed by Clovis Cromwell, but Dratha easily defeated him. After he confronted the Yordle elders he was thwarted from his schemes when the Yordle people used their magic to prevent Dratha from seizing their technology. But success did not come without a price, and the denizens of Novus were destroyed, and the city and technology were lost to all save for the Cromwell line and the sky leopard, Archimegon.

Heimerdinger uses the tech of the city to upgrade the triads weapons one more time with the most potent form solomite ever harnessed. While he attempts this, the triad and Corki set about defending the city from flying genetically altered beasts that were an unfortunate creations from the Yordle genesis project that the elders had conducted. Without their weapons, the group was armed with magic amplifiers (guns that channeled the users magic into concentrated beams), gattling guns, and corki himself in an outfitted steam golem mech suit. The group defeats the creatures and returns back to heimerdinger and Cromwell to retrieve their newly upgraded weapons.

But victory was short-lived as the group is immediately engaged by Thomas' brother Gareth, who was tainted by a mark of Dratha into a higher form of enemy, and an army of beings known as Dratha's horders, animal warriors, A Demacian general named Jardis from the Sabredogs, and a Yordle named Valter armed in a mech suit who revealed that he was the one who led Dratha to Novus Initium in the first place. Gareth reveals he had killed Corki's brother Rourki and he playfully tosses his head towards the feet of the triad. Enraged Corki and Heimerdinger engaged the enemy with Thomas going one on one with his brother.

Jachimo lets forth a barrage of magical spells onto the animal warriors, Gaheris easily disarms and then hurls Jardis into a stalactite of the cave, and Devenger uses his new "Resonance Blade" technique to cut down Valter. Thomas and Gareth continue to glance blows on eachother, but victory seemingly falls into the hands of Thomas as he disarms his brother. However, Gareth reveals that he is in a current state of evolution and grows back his arm and plunges his blade into Thomas causing him to have a mark of dratha. Enraged at this, Heimerdinger uses the rest of his strength to unleash a blast that destroys the rest of Gareth's minions, but it leaves him severely weakened. Thomas realizing his fate, commands the triad and Corki to leave the city as he uses his magic to chain Gareth down and begins casting a self-detonation spell. Although unwilling to leave such a noble warrior, Devenger is finally grabbed and taken away by Jachimo and Gaheris as Corki leads them to a hanger area back to Roz where the group boards their respective transports. The denizens of Roz having already been disposed of by Gareth and his forces.

Upon flying away from the island the group witnesses a terrible explosion of white light that completely destroys the island. However, from the ashes, a green light emerges and Gareth is revealed to have become a Stage 6 of Dratha. He engages both planes, proving powerful enough against A.D.M.s, phosphorous bombs, and armor piercing rounds. Realizing their state of helplessness, Corki orders Jachimo to pilot the group away whilst he and corki distract Gareth. Once again the Triad is unwilling to let another ally perish, but Heimerdinger tells the group that they are the key to defeating Dratha and ridding this world of his evil. Corki then directs the plane directly at Gareth and begins his final descent towards the being. However even after the collision, Gareth remains still intact and proceeds to engage the triad once more even hitting their plane causing it to go crashing towards the mainland. Jachimo then demands that his friends exit the "Green Fox" before it crashes, but they refuse. Using his float and aeroga magic he pushes both Devenger and Gaheris out of the plane before crashing into a nearby forest. An explosion follows afterward, seemingly sealing the mage's fate. Both the warrior and guardian are then forced to engage Gareth. Although the odds are against them, Devenger and Gaheris manage to land strong attacks forcing the Stage 6 of Dratha to become grounded and bleeding. But the creature uses a binding spell to hold both parties down and attempts to charge his power to vanquish them once and for all. Yet Gareth is thwarted once more as Jachimo strides forth to save his comrades by using all his mana, and part of the mana from Gaheris and Devenger, into a concentrated spell blast that seemingly destroys the creature.

Victory is short-lived once again however. Gareth emerges from the see once more to strike all three members of the triad with a deadly knife attack. Jachimo being struck in the chest while Gaheris and Devenger were struck in the leg and shoulder. As a horribly mutilated Gareth steps forth to take revenge on the mage, it is reveal that Gareth's mind is now completely under Dratha's control. He proclaims defeat for the triad, but not before having his remaining arm vanquished by Devenger. Using a binding spell similar to the one used on him by Thomas, the mindless body of Gareth prepares to self explode upon the triad. Using the last of his strength, Jachimo uses his staff to activate his spell roulette ability to trigger a transportation spell just as Gareth's body explodes.

***



Elsewhere, it is revealed that Kiyoko is currently in the presence of Aiden. When she begins to cry over the death of her brother, Devenger, and Gaheris, she is rebuked by Aiden who casually tells her that "it would take more than this to get rid of those three." As he is saying this he is seen rubbing a ring with a blue colored crystal. Father Pietra arrives with some members of his unholy and drops off his prisoner, Eden who is shocked by seeing Aiden. Aiden then reveals he has "big plans" and that if she joins it will be like old times. As he says this, Yoric and Crom appear at his side.

Meanwhile, Corki and Heimerdinger emerge from a small miniaturized capsule that floated ashore. It is revealed that Heimerdinger managed to save them from certain death at the last second with his technomagic. He discovers a giant crater where Gareth once stood. Although initially feeling that they were too late to help the triad, Corki suddenly looks upward into the sky and smiles, and claims that Corki and he are not done yet.

In the mountains close to Fehnrir, Gaheris lies unconscious in the snow when he is discovered by Arelyene of the Fehnrir Fire Hogs and her direwolf. In a forested area, Devenger lies unconscious on very large stump of tree being watched by a wise and powerful looking swordsman. Finally, Jachimo lies with a gaping wound in the middle of a desert without his staff.

***

Aiden approaches Father Pietra in secret and claims that he is a threat to his master because he knows how to use solomite energy. He then suddenly slashes Pietra with his blade and leaves him to die. As the Father lies on the ground however, we observe that his mark of Dratha on his arm disappears.

What will become of our heroes now?

End of Chapter 1

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