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[Looking for GM] for a Talislanta game on Roll20.

Posted by MrEcstacy
MrEcstacy
member, 2 posts
Thu 10 Dec 2015
at 22:18
  • msg #1

[Looking for GM] for a Talislanta game on Roll20

We have 5 players looking for a GM for a Talislanta game. We had played for about a year before our old GM had life call and was no longer able to GM for us. Talislanta is a beautiful system of all custom classes and numerous races. Never have I experienced a game system play as wonderfully as this. If an old fan, or a GM looking to broaden their experience in system, please let me know if you'd be interested.

If you're unfamiliar with Tal this is the general gist: A magical disaster killed off many races and destroyed almost all civilization. For fear of what lies outside of the city walls no one dares leave the comfort of home. With well over 100 playable races, and no classes, (a player must use a set amount of point to choose between any skills/weapons/large amounts of magic) it's unlike any other d20 system. With the average HP being 10, and the average sword doing 1d8 damage even the most minor of engagements can be life or death if the party does not work together, (over a year of play, and I have only lost one character).

The system: Tal 4E is a d20 system that uses opposed rolls and time spent training as experience points. Let's say two swordsman face off. One has a +10 as his roll modifier and the other a +23 (being a master swordsman). In this case the lower modifier would roll 1d20 -13 b/c the master swordsman is so good at defending and striking that he can barely stand a chance; while the master swords man is rolling 1d20 +13 to hit (take off the skill of the opponent). This is the same for spell casting, (I will talk on later). If you fight for a few sessions using your shortsword then the constant use of it will give you one xp towards your next sword level, (all skills taking more and more xp to level higher and higher. lvl 1 takes 1xp, lvl 2 takes 2xp, lvl 6 takes 6xp, so to get to lvl 6 it would be 21xp, (1xp equal to 1 week worth of training and most sessions yield 2-5xp).

Fighters: There's too many fighting styles to list off now. There's a style to evade attacks completely and get a counter-attack every time an opponent swings. A fighting style to add +5 to attacks when near allies with the same style. If you can think of it you can suggest it to the GM, (Tal is about custom world building). Sword or fist fights can be a test of each mans wit and brawn. Both men opposing each others rolls, and using various skills to give an edge. Use deception or a fighting style to feign an attack to add +3 to your next attack. Taunt your enemy into blindly swinging, and anything else you can think of.

Magic: Magic has many modes that you may choose from. Want to be a shield casting fireball throwing mage? Buff your allies with a +10 hp magical aura that whips at their enemies for 3hp every turn. See an enemy caster throwing a fireball? Hurl your own to counter it vaporizing both. Someone throws an illusionary zombie to attack your allies? Turn it into a harmless bunny by counter-casting your own illusion on it, (great for real summoning of demons in mage duels). If you can think of your own spell to create and name it then get a +3 to your first roll casting it. Magic is something to truly be in awe of in this game with many casters offering their expertise for thousands of gold.

Explore the barren wastes and tombs of the east fighting against unspeakable horrors or partner up with the honorable Gao plundering sea vessels in the West. Have an idea for a campaign? This is the system to use.

Interested - please contact via rmail.
This message was last edited by a moderator, as it was in need of a minor tweak, at 23:47, Thu 10 Dec 2015.
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