Or rather, what's left of "the world". The Wrinkle might as well be the world, for its inhabitants; the ring of mountains that keep them captive, the Rim of this Wrinkle, have proven impenetrable from both inside and out. Those inhabitants live within the City on the Rim, a haven built on one of the sparse rock shelves on the Rim.
Below that city lies the Conglomerate, a twisted stew of structures and ruins from every age and era. Constantly changing and rebuilding itself, the Conglomerate is too dangerous for most City residents to venture in to; even if one were to keep themselves from getting lost, the denizens of the Conglomerate--as warped and foreign as the place itself--are not often friendly.
That isn't to say everything there is unfriendly. Sometimes, it even brings humans--or other sentient beings--from civilizations long past, with memories in varying conditions. Most have some recollection of the life they led in the past, with others having very vivid memories and still others being complete amnesiacs. They all have one thing in common, though: a jet-black, circular mark of varying design somewhere on their body people have started to call a Brand. A few of these people appear in the Conglomerate, but most turn up unconscious floating at the surface of the central well of the City on the Rim.
No-one quite knows what the Brand means. The Branded--people who posess a Brand--don't seem any different than those without Brands. Although many people who appear in the well have a drive to journey out into the Wrinkle, seeking rumors about a method of escape located in its center, this is thought to be spurred on by a willingness to return to their old lands or regain their memories. People born within the City rarely share this desire, Branded or not.
As a small group of Branded rises from the Well once again, the urges of discovery are rekindled.
YOU
You are one of the Branded currently inside the City on the Rim. Your identity and past matter not--whether you have lived in the City for some time or have just surfaced in the well--but for one reason or another, you plan to journey into the Conglomerate. It's dangerous down there; best to travel in groups...
THE CITY
The City on the Rim has a population of about 8000. It is divided into two "shelves" on the side of the Rim. The higher shelf supports the bulk of the city's housing, as well as the standard sort of shops and facilities you'd expect to see in a fantasy city. The exception is that there isn't much of an inn; the town receives few visitors after all. The inn is a sort of combination between a hospital and a typical inn; it is closed for public use most of the time and is typically used to nurse new Branded back to health. If one seeks a good drink, they'd have to go visit one of the many taverns for their revelry.
The High Shelf itself is divided into two rings; the outer ring is mostly housing while the center houses trade. The absolute center is dominated by the Town Circle. Permanent structures include the aforementioned inn, a tavern called the "Leaky Spout", a barracks that offers basic weapon training and houses law enforcement, the mayor's manor, and a magic tutor's school among other things. Occasionally, a market will assemble and people will sell things they've scavenged from the Conglomerate; usually, trade works on the barter system, but some merchants have fond memories of coin in the old world and won't turn down a sack of gold. At the absolute center of the town is the Well, a three-meter-wide pit constantly filled with water. No-one knows where the water comes from--the hole seems to delve into the rim but no-one would be able to check--but it's the city's most important source of water. Other wells are scattered throughout the city and are filled by channels that lead to the Well. Branded only show up in the central well, though.
The Side Shelf is situated slightly below and to the side of the High Shelf. It is mostly used for farmland and housing farmers. It is near enough to the High Shelf that it can be accessed merely by staircase. There's also another tavern here somewhat cynically called "Death's Drink"; it's seedier than the Leaky Spout, and you can occasionally find miscreants selling occult or otherwise contraband items and services there.
Passage into and out of the City is controlled by a lift located on the far end of the Side Shelf. It is a large platform suspended by chains and lowered into the Conglomerate by a series of pulleys and levers. It's a complicated piece of machinery by necessity; a staircase would quickly become malformed by the Conglomerate, and people would need to be able to bring building materials out of the Conglomerate. If one needs to get down in a hurry, one can use a rope ladder instead.
The population of the city consists almost solely of the Branded, who possess some sort of Brand. A small number of people do not have a Brand and are usually within the Mayor's family or another old family; in total, they only number about 60 or so. No-one knows what the Brand does; although Branded that wind up in the well or are rescued from the Conglomerate have a tendency to seek a way out of the Wrinkle, especially if their old memories are strong, Branded that are born within the city do not share this curiosity any more than the descendants of those without Brands. Most people in the City are humans, but stranger beings can show up too.
MECHANICS
Combat is turn-based. Your actions in a given combat are stated at the start of a round, and then participants act based on their SPD stat along with a random number. Gameplay outside of combat is similar to a normal RP and moves at a pace that players decide.
Your character has six different stats that describe their raw ability, which are allocated on character creation and increase by one point every level-up. The stats are as follows:
STR/Strength: Your ability to hit things hard and perform other actions that require extensive use of your muscles.
DEX/Dexterity: Your ability to move your hands with finesse and perform actions that require intricate hand movements.
SPD/Speed: Your movement speed. Obviously it's used for actions that require moving quickly.
END/Endurance: Your ability to withstand powerful forces or otherwise endure physical hardships. Also affects your health total.
WIL/Willpower: Affects your mental preserverance and your ability to withstand attacks on the mind. Also affects FP, your "focus points", which are required for some abilities.
INT/Intelligence: Your mental ability; determines your ability to understand complex, technical concepts like magic, blacksmithing, or advanced fighting techniques. These can be mundane in nature.
Your character also has "abilities". These are either constant effects that describe some noteworthy ability that your character has, or techniques your character can execute at the cost of focus points. You choose three of these on creation (or four plus one passive negative ability) and gain a new ability every even level-up.
Your character additionally has an "archetype". This is a broad description of your character's skillset, about a sentence or two long and optionally with a name. Any abilities that fall within your character's archetype are allowed to be more powerful (as your character has the skills to use abilities of that archetype). Any abilities that fall outside your archetype must be less powerful as your character is only skilled enough to use basic abilities (you can hardly cast a spell if you've never picked up a staff).
Level-ups are determined by an arbitrary score. This score increases whenever you resolve conflicts, roleplay well, or do something particularly notable. Bigger rewards are given for creative resolutions or roleplay particularly well.
If anything requires clarification, feel free to ask or check the template application in the second post.
RULES
1) Since this is stat-based, some actions you take will have a chance of failure. In most other RPs, failure is normally determined arbitrarily by the players, but here failure stated by me and calculated using a random number generator. As such, if an action you take is tied to one of your stats and has a reasonable chance of failure, please write your posts with failure in mind. For example, instead of writing "John shoots an arrow at the chain of the chandelier and severs it", write something like "John aims an arrow at the chandelier's chain" unless John is a very good archer and there is a slim chance of missing the chain from where they are standing.
2) As this is stat-based, godmodding is not possible, and a character that tries to godmod will find that their overconfidence will kill them. I still ask that you do not powerplay and metagame.
3) Romance is allowed, but it is not terribly important to the story. Keep NSFW content to a PM, if you have a burning desire to include it.
4) I will reject any application that seems overpowered or jars too much with the intended storyline without also making the story more interesting in a different way. I will also reject your application if you do not mention lizards in some way in your application. This is entirely arbitrary and just shows me that you have read the rules. I give priority to people who posted in the interest check thread.
5) One character per person. Eight characters in play at a time.
6) Character death is permanent. I will not usually allow a player whose character has died to make a second character, unless their character died in a particularly unfair way (really bad RNG, killed by a player that they did not aggravate, etc.) Be wary that reaching 0 HP does not mean immediate death; there are ways to stave off the death of a character.
7) If you expect to be absent for a long period of time, please delegate control of your character to another player. You may also choose to allow another player to control your character in combat if you do not respond in a timely fashion.
8) This world is in medieval stasis. Please try to avoid going too modern. If you want to use modern equipment, use technology more fitting for the setting (e.g. magitek/steampunk style equipment).
Character Application
Username:
Character Name: Race: (Human or mundane races are preferred. If your race is particularly magical or exotic, it is more likely to be accepted if the rest of your app is
creative. Please describe non-human races.) Appearance: (Include gender, age, and brand location/design) Backstory: (You are not allowed to be a non-branded resident of the City, but anything else is acceptable.) Archetype: (A brief description of your character's skillset, can be given a name if desired)
Stats: (You can allocate a total of 53 points on creation, plus 1 per level-up. 8 is human average, 25 is human maximum, 15 is the maximum per stat you may allocate during character creation. If you have a non-human race, include the maximum stat caps for that race in parenthesis if they are
not 25. If you pick 4 positive abilities and 1 negative ability later, allocate 56 points instead).
HP: (12 points per point of END up until 5 END, then 8 points per END afterwards) FP: (WIL x 5)
STR: DEX: SPD: END: WIL: INT:
Abilities:
(Pick 3 positive, or pick 4 positive and 1 negative, these can either
be spells and other focus-intensive techniques or notable passive
characteristics that your character has.)
Primary Weapon: (Most important weapon used by your character at the time of creation, if it exists. Damage will be assigned by me if no value or an overpowered value is given. Give damage values in "die notation", as in, the number of dice to be rolled to determine damage. E.g. "3d8" means rolling 3 eight-sided dice.) Other Inventory: (Include clothing)
Character sheets are listed in a separate reply. This is because
editing posts has a tendency to damage the format of the post,
especially when spoilers are used. This is contained in its own post to
reduce the effect of formatting damage. Mods, please do not merge this post.)
(Please do not use bullet points when creating a character sheet, they don't play well with spoilers)
List of Equipment Attributes
Equipment may have attributes indicating unique properties belonging to a particular article of equipment. The effects of the more common attributes are described here.
FP Boost [X]: Adds X FP.
Heavy: -1 speed with attacks involving this weapon.
Lightweight: +1 speed with attacks involving this weapon. Attack after enemies using weapons that are not Long if you roll the same speed value.
Long: When using this weapon, act before enemies that roll the same speed value as you do instead of attacking at the same time. If both attackers use a Long weapon, attack at the same time.
Magical Warding [X]: Reduces damage by X when wielded as a weapon or worn.
Magic Efficiency [X%]: Reduces cost of magic-based abilities by x%.
Magic Potency [XdX]: Adds xdx damage to magic-based abilities when used as a catalyst.
Magic Proficiency [X%]: Increases likelihood of a magic-based ability succeeding by x%.
Character Sheets
Example Character:
Username: Kholdstare
Character Name: Flyckard Race: Human Appearance:
Flyckard is a 24 year-old male and has a brand shaped like a Celtic knot on the
bottom of the back of his neck. He has blond, wavy hair that is kept in a
braided ponytail when in town--a popular style for men in his
homeland-- and keeps it tied in a bun on the top of his head when
journeying into the Conglomerate. He has an ordinary-looking mustache
and a goatee that he also keeps braided. He wears a deep blue tunic with
the crest of some old kingdom embroidered on the front, along with a
plain belt and pants. He wears an open-face helmet in the Conglomerate,
with a deep blue plume that is designed to detach if pulled on. Backstory:
Flyckard was born a resident of the City on the Rim. He is a merchant
by trade and frequently ventures into the Conglomerate for goods to
sell. He is a good friend of the town's appraiser, Liane, and as such
can have whatever items he wants identified for a fair bit cheaper than
the average person. As a child, he was taught to fence by a Branded that
wound up in the well, but one day he left and never returned. Archetype:
Fencer, with a great degree of skill in small straight swords and other
thrusting weapons, as well as movement techniques and buckler usage.
Basic skills in other weapons.
Stats:
HP: 68 FP: 45
STR: 7 DEX: 10 SPD: 13 END: 6 WIL: 9 INT: 8
Abilities:
Fencer's Finesse:
Time spent using rapiers has made Flyckard very accurate. More likely
to hit targets and more likely to hit specific parts of a target, when
that part is stated. Lunging Flurry:
Costs 8 FP. Utilize a flurry of attacks to deal 1.5x damage and prevent
the target from retaliating. Being struck during the Lunging Flurry
will deal extra damage due to being struck while off-balance. If a hit
is taken during a turn where Lunging Flurry is chosen, the Lunging
Flurry will not execute and a regular attack will be performed instead
as Flyckard will have lost focus. Defensive Stance:
Can be activated and deactivated at the beginning of a turn for no
cost. While active, deal .8x damage but have a 3x chance of parrying
attacks, and will follow up all close-range attacks with a riposte
dealing .3x damage.
Primary Weapon: (Deal
4d3 damage) An elegant rapier with a swept hilt. The hilt is plated in
gold and the sword is very well-made. Requires 10 DEX and 6 STR to wield
without penalty. Other Inventory:
- (Chance
based on SPD and DEX to block attacks if in a defensive or neutral
position) An uninteresting steel buckler that can be used to parry or
block attacks from some weapons.
- A nobleman's tunic from an old era. Not damaged.
- A plain open-faced helmet with a detachable plume.
- A linen gambeson worn underneath the tunic that provides minor defensive boosts. In good condition.
- A satchel for carrying artifacts.
UltraCraftGames
Username: UltraCraftGames
Character Name: Peter (Real name is unknown people just call him that.) Race: An unusual race with a humanoid appearance, but with vaguely skeletal features, a more developed brain, and low muscle mass. Appearance: Hes a male with a unknown age. His brand is on his chest under his robe in the design of a star.
Backstory: When
a portal from hyperspace opened for a few seconds he fell and had no
memory. He traveled until he reached the town there he tried training
with a weapon .His axe suprisingly didnt doe any damage. And he couldnt
use any other weapon since he kept failing. Then he moved on to magic.
None of it worked until he tried lunar magic. He could doe it but he was
very weak psyhicaly. The mages saw that he had a talent with that and
that the axe he had worked like a staff. One day when he and the mages
were attacked something happend he was determined to kill them no matter
what. He enraged his true power was revealed and he beat them but was
incredibly tired after that. He then left the mages home with some trail
mix and some money. He now lives in a normal house training lunar
magic. He seems to understand otherworldy concepts better. But he has
nothing to doe with lizards. Archetype: Extremely powerful lunar magician, using axes as a catalyst for spells. Can absorb abilities from the dead and wield them with the competency of their original owners.
Stats: Under the effects of the enchantment "Enchanted Life". Activates once only.
Enrage: Activates for no cost whenever Peter has an extreme desire to kill something evil. When activated, raises all stats (potentially over their cap) and re-enables the use of melee weapons. The bonus is determined by Peter's anger as well as how evil his foe is. Lasts for five hours or until the evil foe(s) are dead or redeemed. After this activates, Peter becomes very tired and his SPD drops to 1 (among other detrimental effects) and does not recover until after a full day's rest; if Peter is enraged only for a very short time, these penalties are lessened slightly.
Mini Meteor: 6d4, 120% INT scaling, 5FP. Shoots a small, fiery meter from the head of Peter's axe.
Soul Search: If Peter or his allies kill something, Peter may zap its soul with magic. Each zap costs 10FP. Once a particular creature's soul has been zapped enough, depending on the strength of the creature, Peter will gain an ability. Two abilities can be gained this way without cost, and every consecutive ability will reduce maximum FP by 20%. Abilities gained this way can be forgotten at will. Abilities that were learned at some point and later forgotten can be regained by zapping the creature's soul once.
Weak Lightning Beam: 1d20, 80% INT scaling, 5FP per second outside of combat. Inside combat, spend 5FP to fire a jolt of lightning. For every 4 SPD that Peter has over his target, spend 3 more FP to deal another 1d10 damage unless interrupted by a third party or otherwise stated.
Confusing Weaponry: Weapons besides magic-supporting axes are incredibly unwieldy for Peter and deal minimal damage.
-Heart of healing: The tie-like tabard worn by Peter. Helps the wearer resist death when HP falls below 1.
-Robe of protection: Magical Warding 3.
-Trail mix (150 left): Heals 1 hp can be used 150 times at any rate.
-3 minor healing potions restoring 20 HP per bottle.
-3 focus potions restoring 15 FP per bottle.
-A large backpack made from hardened leather.
-A sleeping bag.
-A copper lantern of solid construction.
-A bottle containing 1000ml of olive oil, as fuel for the lantern.
-A tent and the tools required to pitch it.
-Flint and steel.
-A Lunar spellbook containing information on the spell "Star Barrier".
Caruso09 (Inactive; currently in the City on the Rim)
Username: Caruso09
Character Name: Anders Brightwind
Race: Human
Appearance:
Gender: Male
Brand Location: Inside right-upper forearm
Brand Design: In the center of Anders' brand lies a Viking Compass
Physical Appearance:
Anders' dark blonde, mid-shoulder length hair lays over his stern
face. It is not long on all sides of head, rather, just the top and
back, the sides barely more than half a centimeter. He pulls his hair
back into a sort of braided ponytail for most occasions.
Anders’ face is fairly attractive, though it is rough as well. His brows locked
in a natural scolding position; his blue eyes are set not far, yet not
close, to his strong nose. Underneath his left eye, on his upper cheek, a
scar, around half an inch in length, is found. With a strong jawline,
and a chin to match, Anders’ mouth lies a short distance from his nose,
just as most humans’ do.
He has a muscular, tall frame, standing
at five feet and ten inches. Scars are not uncommon on his body. Most
can be found on his upper arms and chest area, the physical results of
bad footwork and defense.
Anders’ daily clothing is nothing
special. Typical shirts, trousers, shoes, etc. He does however own light
leather chest and shoulder armor, which he has only used during his
training in martial arts, a type similar to what we we call Western
Martial Arts. He did not always own this luxury, which explains the
scars covering his body.
Backstory: ( TL;DR at the bottom )
Like most people, Anders’ showed up in the well one day, and like
most people he was curious about where he came from. Unlike most people,
however, Anders sought to return to the Wrinkle and find answers about
his origins.
When he came out of that well, Anders was quite
young, probably fifteen or sixteen if anyone was to guess. He learned to
be a functioning member of society in the city: do your job, mind your
own business, etc. The longer he lived in the city, the more curious he
became about the Wrinkle, and, more importantly, himself. He’d heard the
stories of the creatures that live outside of the city, and how the
Wrinkle is a mess of changing ruins, and so he sought help.
Anders searched for someone who could teach him the old ways of combat, using
steel and might to cut down opposition. Even in a town of 8000 people,
there seemed to be no one who knew the old arts of war. Day by day went
on, as Anders grew older and began to give up on returning to the
Wrinkle. Now, on this day, about three years after Anders’ arrival in
the town, he was working at a sort of pub, where guests could drink and
wager away possessions in card games, a middle-aged man entered the
establishment. Upon approaching Anders’ the man requested an ale from
the barista. Anders’ looked up from what he was doing and glared at the
man, noticing that he had a peculiar object at his hip. “Of course, sir,
and if you don’t mind my inquiring, what is that on your hip? It
couldn’t be a knife, it is far too large.” The man gazed at Anders for a
moment, the spoke, “A sword.”
Anders had never seen a sword in
person. “I assume you know how to use that,” he leaned in a little
closer, “Do you think you teach me how to use one?” Now, this man
realized three things, the first was that he had a knowledge of
fighting, the second being that he was getting old, and it’d be a waste
for him not the share his knowledge, and lastly that he wanted his ale.
“First, my ale, then when I leave here, I want you to come with me.”
Anders followed his elder’s commands, and followed him out of the pub. The man
trained Anders in multiple forms of combat with multiple weapons over
the next year. After this time, the man, who Anders learned was called
Marshall, made his apprentice choose a weapon to specialize in. Anders
didn’t think long to decide on the battle axe. He especially favored the
duel wielding of them. Over the next four years, he trained daily with
Marshall until Anders’ master died, thankfully peacefully in his sleep.
Though grieved by his masters death, he received two things from his
master in his will: a beautifully crafted war axe, and his copies of
manuscripts that he’d used to learn martial arts.
Now, Anders is twenty-six and still practices combat with his axes daily. He is
currently looking to return to the Wrinkle, he even has an appointment
lined up with the town chancellor regarding an expedition to the
Wrinkle.
TL;DR - Anders found a guy to teach him
how to use melee weaponry, and had found a special taste for axes,
especially when he’s holding two.
Archetype:
Expert of battle axes. Uses one axe as an offensive measure, and one specially designed axe as his main defense. Basic skills in other melee weapons, particularly longswords.
Stats:
HP: 100
FP: 35
STR: 13
DEX: 10
SPD: 8
END: 10
WIL: 7
INT: 5
Abilities:
Strong as the Mountain: Passive | 1.3x more likely to grapple an
enemy, and 1.2x less likely to be staggered mid-attack by a normal
attack. Applies as long as Anders has a defensive axe wielded.
Berserker Fury: Anders attacks three consecutive times, first with
his offensive axe, then his defensive axe, then again with his offensive
axe. If the first attack hits, the second is guaranteed.
Throwing Axe: Anders throws his defensive axe at his target. If
successful, deals axe’s damage plus an additional 2d4 + 2 with 40% STR and DEX scaling. Axe must be retrieved -
can be retrieved only after combat unless the hit was unsuccessful.
Primary Weapon:
Marshall: 3d12, 140% STR, 50% DEX scaling. +3 from sharpening | Named after its owner and Anders’ former master,
this axe is beautifully crafted and well balanced.The head is shaped
rectangular, with a slight curve on the top and bottom. On the other
side of the handle, a four inch long spike extends from the head.
Elegant engravings cover the surface of the head, inset an inch from the
edges. The handle is made from a solid piece of ash wood, stained to a
dark brown, engraved with a pattern that is similar to a lizard’s skin,
and a leather wrap down ⅔ of the handle.
After being sharpened, it has temporarily gained a +3 damage bonus.
Other Inventory:
Protugere: Lightweight, 4d2, 60% STR/DEX scaling | An axe that does not compare to its counterpart,
Marshall. Used as Anders’ main defense, with occasional attacks to
supplement Marshall. The axe is shaped to be used for grappling and
parrying, with a significant curve on the underside of the head. The
back of the head lacks a spike, and is instead a curved piece of metal,
about a centimeter in width. The handle is made of ironwood, making it
resistant to cracking, cuts, and snaps.
-3 gold, 3 silver.
-A sleeveless white shirt.
-A beige pair of thick, padded cloth pants. Affords minor protection.
-Thin leather breastplate and pauldrons. Minor damage. Worn over the sleeveless shirt.
-Hip pouch to carry small objects.
-Some of his master’s old manuscripts, bulk of it being on axes and some on the longsword.
Scarfking
Username: Scarfking Character Name: Nihere
Race: Human Appearance: Nihere is a young man, roughly 22, who stands at 5'8". His
mark is a diamond on his left cheek. He has black hair that he keeps in a
ponytail that reaches the base of his neck. Some people say it looks
like the tail of a lizard. His build is muscular, but thin.
Backstory: Nihere remembers a young boy, maybe eight or ten years old,
with short blonde hair. His brother perhaps? All he can remember is his
face... and leaving it behind as it cries. This memory haunts him to
this day. Who was he? Why did he cry? Why did Nihere leave him? Despite
searching his soul for seemingly countless hours, he cannot remember
anything more. Though whoever it was, it was someone very important to
Nihere- that he knew for absolute certain.
Because of his memory, he hates seeing people cry and suffer. He does
what he can to help others, even at a cost to himself. To him, nothing
is more satisfying or precious than a smile on someone's face. Sometimes
its just a shoulder to lay on, or a simple joke to make people feel
better. Because of this, he's been given the nickname "Ni-Helper" by
most everyone. His ideal is to make the world a better place, so that
nobody has to suffer. He knows the goal is impossible in his lifetime.
But maybe some day...
Archetype: Given his caring nature, one might think he would be a Cleric
or doctor, but his studies into White Magic and medicine proved
fruitless. However, he is able to utilize the Bow and some offensive
magic to moderate extent. He calls himself the "Bow-Mage", since he
combines these two practices.
Stats:
HP: 68 FP: 50
STR: 6 DEX: 13 SPD: 10 END: 6 WIL: 10 INT: 8
Abilities:
Steady: Costing 7 FP, Nihere can ensure his aim will be true to any human-sized target withing 50 meters, despite the conditions.
Arrowhead: Nihere can augment the head of his current arrow to one of five different options at 10 FP. Bonus damage has multiplicative 40% INT scaling.
-Thunder: Thunder increases the base damage
by 20%, and stuns the target for 1 turn. The target will become immune
to Thunder until the end of Nihere's next turn.
-Flame: Flame increases the base damage by 80%.
-Chill: Chill increases the base damage by 30%, and slows the enemy, reducing their SPD and reaction time for 3 turns.
-Rock: Rock increases the base damage by
50%, and knocks the enemy back 5 meters, as well as causes an END check
to see if the enemy has fallen over.
-Pierce: Pierce ignores any defensive bonus the target has from any armor or shields.
Diplomat: Nihere gains a passive bonus whenever trying to negotiate or convince someone.
Primary Weapon: Long, 12d2, 50% STR 80% DEX scaling Longbow. Plain-looking and easier to draw than it looks.
Other Inventory:
-4 gold, 62 silver.
-25 broadhead arrows. +2d2 when fired from a bow. Adds +1d2 to unarmed damage when used as an improvised melee weapon, but is fragile.
-A blue hooded robe with orange accents that
reaches his knees. Small defensive boost for slashing attacks.
-A pair of brown pants and shoes.
-A small dragon figurine of amateurish construction.
-1 lesser healing potions restoring 20hp each.
-1 lesser focus potions restoring 15hp each.
Willowisp323
Username: Willowisp323
Character Name: Ruth Le Paige
Race: Human Appearance: Ruth is a slightly short,
petite woman of about 26. Her fair, almost pale skin gives the
impression that she doesn't spend very much time outside. She has black
hair which reaches only down to her jawline. It is cut neatly and she
has a fringe that stops just above her eyebrows. Her eyes are a dark
green colour and she has an angular nose. A pair of light pink lips hide
a set of clean teeth. Her brand is a crescent moon on her left
shoulder.
Ruth wears a pair of sky blue trousers which are slightly too long.
Over this she wears a long shirt which reaches to her knees. The shirt
has long sleeves and is a cream colour. She has a belt going around her
waist on top of this shirt, it is made of cloth and is dark red. Over
all of this she has a light, collarless, coat made from cotton. The coat
is a faded violet colour with a row of indigo diamond shapes arranged
in a around the bottom. Her shoes are plain and dark brown. Around her
neck Ruth wears a circular pendant made from clear quartz. On her head
is a circlet made from cast iron.
Backstory:
Fleeting images and half-forgotten sounds is all that remained of
Ruth's memory when she first awoke in her new world. As she lay in the
well, watching the people above busily working to get the latest person
to appear in their city out of the cool water, she tried to remember how
she had gotten here. But her attempts to discover what had occurred to
make her wake up in a well in an unfamiliar place were all unsuccessful.
Once out of the well she wasted no time before unleashing a torrent of
questions on the people who had rescued her. Although she received no
answers about how she ended up in a well.
Her memory was scattered at first, a confused mess that took some
time to figure out. But she had plenty of time for thinking in the inn,
which seemed more like a clinic than a place to stay. Slowly, the
previously disconnected thoughts slowly were woven into something more
coherent.
Ruth could remember people, faces without names. She could remember
fragments of her life. A few particularly vivid memories told her that
she was a medium, that she used to contact spirits. She could remember
one of the rituals quite well. There was a group of people: a
stern-looking old man, a pair of young brothers who looked like
identical twins and a middle-aged woman who spoke about her pet lizard.
They were all gathered around a table, waiting for her. In the centre of
the table was a dusty old book and an empty glass. Ruth could remember
casting magic, but nothing after that.
Days passed as Ruth began to grow used to her surroundings. She spoke
to the people living here and found out that many people who lived in
the town had just showed up in the well like she did. This intrigued
her, by what forces did this phenomenon work? How did people just
suddenly appear in the well? And what of her old life, the one which
could barely remember?
Despite her best efforts she was unable to find the answers that she
sought, but Ruth had begun to learn about the town. She learned of a
mage's school, so decided to visit this place, both because she thought
that they might have some answers there and because she had memories of
magic from her previous life. She would visit the school infrequently
for quite some time. The answers about the well and the Conglomerate
continued to elude her, but she is certain that she will learn about
them someday.
Archetype: Ruth is a channeller,
otherwise known as a medium. Her abilities include the ability to summon
spirits and spectral creatures and casting blessings, curses and
healing spells.
Summoner: Ruth is capable of summoning spirits. Ruth gains the "SS" stat dictating the number of summons she can have; this value is equal to (WIL/5) rounded down.
Call Spectre: Costs 10FP. Ruth calls out
to the spirit world and summons a Lesser Spectre to fight for her. The
spectres can be dispelled at any time for no cost. The spectre can only
perform basic melee attacks; these attacks always deal 12 damage, ignore mundane armor, and are resistant to mundane weapons.
Sap Strength: Costs 7FP. Ruth casts a curse on their target, temporarily reducing their STR by 1d6, 30% INT scaling for 3 turns.
Mediumship: Ruth is connected to the
spirit world, this gives a passive bonus to willpower and intelligence.
This also allows her to sense spirits and ghosts.
Primary Weapon: A ritual staff 2d3 40% STR 30% DEX scaling, increases damage of summoned creatures by 2 per attack. A staff made from a refined, bent branch of an old rowan tree adorned with 3 strings of dark red beads attached near the top. Each string ends in a bead made from clear glass.
Other Inventory:
-1 gold, 37 silver.
- Clothing
- Mystic quartz pendant: Magical Warding 1.
- Faded coat. Thick construction gives surprising resistance to piercing attacks.
- Cast-iron circlet: gives a 10% chance to reduce FP usage by 1. Seemingly mundane.
- 2 Minor Health Potions restoring 20 health each.
Commandosaurus (Inactive; currently in the City on the Rim.)
Username: Commandosaurus
Character Name: Kahente
Race: Human
Appearance: A woman in her young
mid-twenties, Kahente has the appearance of someone who would prefer to
appear intimidating but simply cannot manage the sense of imposing
presence achieved by many. Her face is of the oval archetype, but her
jaw and chin provide a strong presence. Her lips form a stiff line at
rest, but she smiles often too easily. Her expression can be quite stern
or quite genuinely elated; it is a face which allows for a comfortably
broad range of emotions to be displayed effectively. Her skin tone would
be described as slightly olive - perhaps a tad darker - but her hair is
black and straight. It is tied back in ropes around the front to keep
it out of her eyes, but flows freely to her lower back behind her.
Kahente is around 5’7”, with a lithe form yet strong legs and a good
deal of experience running. She wears a buckskin tunic-dress with little
decoration, versatile leather shoes, and a belt upon which a small sack
and two hunting knives can be attached. Kahente’s brand is located on
her left forearm, several centimetres below where a watch would fall. It
is a raven in flight.
Backstory: Kahente’s memories are all of nature, and none of people. She can scarcely recall if there were
people where she lived before, but surely there must have been, since
these faces around her are not those of aliens. It was warm where she
lived, but at times there was a biting cold. She remembers snow which
hid everything beautiful, but then was beautiful itself. She remembers a
turtle, scarcely larger than her hand, which crawled near a river. Its
shell was a vibrant brown and yellow. The water seemed brown, too, but
likely that was only because the current was so clear that one could see
all the earth on the bottom. She might have eaten the turtle. She
certainly ate some lizards from that same place.
There was a large bird - blue, grey, white - which lived near her. It
only came when there was no snow. Sometimes she hunted the bird; other
times she lived with it peacefully. The bird seemed to know her
intentions, and when she came without hunger it waited for her and she
would grow so near she could see its feathers individually. When she
came with her blades in hand it flew away.
There was another bird, which lived in the water and which made such a
haunting call that she feared it. She knew she could never kill it
because she could not swim more quickly than it, and she knew it could
never kill her because it could not walk more quickly than a waddle.
But, it could fly and she could not. She would need to fly.
There was a beaver. It lived in the water, too, but sometimes she
hunted it, and sometimes she caught it. Then there was another beaver.
The beavers were strong, and they were smart - perhaps smarter than her.
However, she could kill them, so she did, and then she ate them.
One day there was a bear. She had never killed a bear, and she
wondered if she ever would. The bear was taller than her, and when she
snarled at it, it became more angry than her, too. She ran, she swam,
and she climbed a tree; still, the bear followed her. At last cornered
in a tree, Kahente had no choice but to jump. The memory was blurry, but
Kahente thought she had flown then. The bear had chased her no more.
Then she was here, and here was quite a strange place to be. Found in
the well with three others, and only now awakening, tired and weak and
confused.
Archetype: A Hunter does what is
necessary to survive, but at times they are too much like the wild
around them, and they take risks which have no assurance of survival.
Hunters are adept with weapons by necessity, but attuned to nature by
their own nature; they hear the birds and the bears and the mice before
the birds, the bears, or the mice hear them. They react based on intuition and are therefore very capable under stress.
They are accustomed to killing but they still feel sympathy for the
lives they must take. When the winds of nature blow, they sway like an
old pine: ready to accept the changes each storm will bring them. This
would therefore extend to nature-based magic (wind, water, life)
Stats:
HP: 76
FP: 35
STR: 7
DEX: 15
SPD: 15 END: 7 WIL: 7 INT: 7
Abilities:
Nature’s Flow
An innate ability to react almost preternaturally to an opponent’s
attacks, as if one’s body knows whence an attack will come without one’s
brain considering said attack or said opponent.
High Perception
Innate tendency to observe and process all of one’s surroundings, within
reason, and to therefore be hyper attentive. Paired generally with a
great short-term memory. However, has a tendency to become distracted by inconsequential observations, and a
lack of natural skill in differentiating between harmless and dangerous
signs.
Hunter’s Coercion
12 FP per use. A state in which the individual adopts a muscle tension and
intimidating expression to impose one’s will upon peers or wild beasts
by triggering subconscious fear.
Primary Weapon: Lightweight, 2d4 +3 each 10% STR, 100% DEX, 50% SPD scaling. A pair of ancient hunting knives with wooden, leather-wrapped handles and sharp, curved, copper blades.
Other Inventory:
- Waterskin, empty
- A flintstone.
- A tunic-dress crafted from the skin of a buck. Meager protection.
- Belt
- Leather shoes
Kat / AstralMaria
Username: AstralMaria (Please call me Kat)
Character Name: Astra Du'Vaire
Race: Human
Appearance: Astra is an adult woman with long electric crimson hair
that reaches right below her waist, her hair was parted to the middle so
as not to fall over her eyes, but part of it fell between her eyes. She
also had bangs framing the sides of her face and curving in. Her
current age stands at 27, she is a young woman of tall stature, white
skin complexion and Rosewood red eyes.
Astra's outfit isn't too much detail, she keeps it light to keep
herself nimble and to allow herself to cast magic while on the move. She
wears a suit that's roughly skin-tight with a Byzantium coloured top
and Fandango coloured leggings. Her outfit is usually acquainted with a
black cape strapped around her shoulders, with a silver pin with her
four pointed star brand, a black belt with a light gold ring shaped
buckle and black shin high boots to finish it off.
Though her brand is located on the back of her shoulder.
Backstory: Astra was born with the name of a witch so this meant that
she was some sort of heir to mother who she really wasn't fond of to
begin with, even with how much she avoided magic she was sucked in to it
like a vacuum. She never appreciated anything of the magical sort up
until her mother's death bed which apparently made her mother's
witchcraft transfer to her. She didn't know why or how, but she suddenly
yearned to learn magic. As she rushed to her mother's old tomes,
grimoire and spellbooks, she was practically blessed by the stars to be a
magic user.
Though she had this... Strive to keep learning and learning all the
things that she could, until she couldn't anymore, as odd as it may
seem, Astra was given this fate that she could not escape out of, as if
her mother's death ignited something inside her that made her do these
things. Multiple attempts of learning spells, and multiple attempts have
failed. These failed attempts resulted in self-inflicted pain that
devolved her into someone she didn't want to be. As of that moment, when
a mispronunciation of a word in a three or two word spell it could
drastically change the spell at hand. Though that didn't stop her,
blood, sweat, tears but mostly blood let her learn everything she needed
to know.
Even with all that, something bad had to happen, it was written in her
fate. One late night, the stars granted her a wand, a two foot long wand
as a catalyst for her magic, the wand is silver with a golden ornament
at the end and seven crystals known as the Seven Stars that glow when
used. Each one of these crystals corresponds to one of the stars of the
Big Dipper constellation. And on her spell, a metamorphosis spell at
that, a portal appeared sucking her out of her studies and into a
different world. Her memories faded, and only a few spells remained
intact. She questioned everything the moment it happened but when she
couldn't squeeze out anymore answers, she had to live with it.
She lived in this world for about 12 years, completely forgetting who
she was in the old world, and she grew a liking to lizards, well not
lizards, geckos to be precise. Astra continues to learn magic as if her
life depended on it.
A believing heart is your magic or some S-word like that~
Archetype: A typical magic users, though one of her spells allows for
close range combat, reliance on FP or her magic circuits is highly
required. No access to magic makes her as useless as the letter G in
Lasagna, maybe using her to distract is a good idea when out of magic,
but her ability to move without any FP is hindered.
Stats:
HP: 71 FP: 60 (55 + 5)
STR: 5 DEX: 9 SPD: 10 END: 8 WIL: 11 INT: 13
Abilities:
The Moonlit Witch - Passive
Success of spells are increased by 20% when under direct presence of moonlight.
Arae Aryrha! -"Do not compare yourself with others, do what only you can do"
15FP. Will draw FP over time to maintain the form.
Assume the form of a creature. It can only mimic living creatures and
the gradual FP loss will be based on the complexity of the creature.
Casting success is based on INT.
Vaars Mora La Fiascette - "Begone! For I grant death"
40 FP. 12d8 point-blank. 50% INT scaling.
Vaars Mora La Fiascette is Astra's longest
spell and the hardest one to cast, though it's area of effect is
massive, it can be easily canceled by being out of focus or being in
crowd control. Astra channels and draws in energy from her body to her
wand, after channeling for two turns in combat, taking a full turn to
concentrate and being cast with a halved speed penalty on the second
turn. If hit on the second turn, Astra will take critical damage
Phaidoari Afairynghor - "That which is dreamed cannot be grasped, but work towards it, day after day, and you will find it in your hands"
1fp on use, deals 3d6 damage, 30% DEX 200% INT scaling.
Phaidoari Afairynghor adds a extension to her wand, usually in the form of a blade
or a spear tip in the manifestation of mana, it glows blue when
activated and allows for close range combat. Damage based off of INT and DEX. Pierces mundane armor and weapons, but magical equipment will repel the blade depending on the strength of the magic. 1FP per swing
Tu Yuarla Osu Lufraine - "Sacrifice for the birth of stars"
This ability is detrimental.
No FP cost. Costs 15% of maximum HP to cast.
Failing to cast Tu Yuarla Osu Lufraine in time will result in Astra falling ill. This
illness will cut maximum FP and all her stats by 25% rounded up per day
late, resulting in death on the fourth day you have not cast Tu Yuarla.
The illness can be cured by casting Tu Yuarla; however, all stats will
permanently be decreased by 1 point per day late. If any stat hits 0,
your character will suffer some sort of crippling ailment related to the
stat that hits 0, and if any stat hits -2 Astra will die (STR, END,
INT) or otherwise become unplayable (DEX, SPD, WIL). If she is affected
by some antimagical force and cannot cast magic, she will not feel the
effects of Tu Yuarla illness until 30 seconds after you regain magical
abilities, at which point the effects of the illness will catch up in
four seconds. If she cast Tu Yuarla before those 30 seconds are up, she
will not suffer stat penalties if you have gone over a day without
casting Tu Yuarla. The deadline for casting Tu Yuarla each day is
midnight.
Primary Weapon: The stars granted her a wand, a two foot long wand as
a catalyst for her magic, the wand is silver with a golden ornament at
the end and seven crystals known as the Seven Stars that glow when used.
Each one of these crystals corresponds to one of the stars of the Big
Dipper constellation. This wand is the only oddly visible thing on her
person, other than a few potions to keep her alive from the everyday use
of Tu Yuarla Osu Lufraine. Also passively grants FP regeneration of 2FP per hour.
Other Inventory:
- 63 silver.
- Witch hat to match clothing: FP Boost 5. Can be summoned or de-summoned at will without removing the boost.
- Small sachel (Brown): Add minimal inventory space
- Minor potion of healing x3: Heals for 20 HP each
- Minor potion of focus x4 : Restores 15 FP each
- Major potion of Focus x1 : Restores 50 FP each
- Unknown Grimoire: When read, bestows an enchantment that increases damage by 10% for five turns while in combat.
- A broomstick crafted for ideal flight in the typical style of witches.
Vignette
Username: Vignette or "Vigne" for short
Character Name: Emme Von Kuroe
Race: Human
Appearance: Emme is your typical female knight, if it wasn't for the
scars she would be considered very attractive under that helmet of hers.
Emme is a physically fit woman who fits the description of a usual
knight. Underneath her armor lies long wavy brown hair that reaches just
about to the middle of her back, lightning blue eyes and a scarred
body. What do I mean by scarred? I mean, every part of her has a scar,
there is no part in her body that lacks it, which is why she hides
herself under her plate. Considering her appearance, Emme is only 25
years of age, though her skill with the blade and shield is rather
immense. Her brand is of a flame, embedded right behind her shoulder.
Her armor, completely covers her body, it's gold tinted plating with
blue trimmings usually makes her easily noticed. On her shoulders is a
tattered blue cape that reaches just behind her legs, this cape is kept
in place by a metal version of her brand used as a pin to strap the cape
in place.
Backstory: Emme's body wasn't always covered in scars, this was only
until life decided to keep her alive after what should have death. On
the battlefield, a knight fights for one side and on the side Emme was
on, that side was losing. She served a royal family that lost terribly
to the opposing side, for the death of her she refuses to state the name
of the royal family she used to serve since memories of her past haunt
her when she does. Call her crestfallen, call her broken, call her all
the things that describe a fallen knight, she fought hard and wasn't
suppose to survive. How did she survive? And why?
After the loss of the royal family she served, she was captured and
tortured until her body was covered in scars, from head to toe. No man
dared to look at her directly a woman with scars like that had no right
in a world like this. But since she survived, she took it upon herself
to say that it was destined to be her fate, that the gods did this for
her and for her alone. At some point, she escaped the clutches of
torture and ran off, she covered herself in plate to avoid being seen
and recognized so that she may live on. She now does freelancer work,
doing whatever to keep herself alive. She also has a little Lizard named
Emil that she keeps as a pet.
Months after he escape, Emme was teleported and woke up in the well,
somewhere in the town, after things were cleared up with her and her
name she was free to roam the city to do her free lancer work.
Archetype: Emme is rather quick on her feet even if she wears full
plate, she fights rather skillfully and very aggressively when it comes
to full on combat. She two hands a sword for a very aggressive approach
or has a sword on her main hand and a kite shield on the other for a
more defensive approach.
Stats:
HP: 132 FP: 35
STR: 12 DEX: 8 SPD: 6 END: 14 WIL: 7 INT: 6
Abilities:
Crescent strike - 10fp. Utilizes a wide swing to create a crescent-shaped shockwave.
Crescent Strike deals base damage to the
target and 3d6 80% SPD 50% DEX to neighboring targets. If Emme's average base damage is
less than the average base damage of Crescent Strike, then the target
will take the same damage as neighboring targets.
Dragon Strike - 20FP. Emme winds up for 0.5
seconds and lunges her blade forward, dealing base damage + 2d8 damage against the
enemy she hit, the enemy that she hit will be knocked back, other
enemies hit by the original enemy will take 70% of the damage. Consumes
20 FP upon use
Broken Valor - 5FP to activate, consumes 2 FP per turn or 1 FP every 8 seconds. This
ability will have Emme take less damage, deal less damage and attack
much faster. Everything is increased/decreased by 20%. Also boosts speed by up to 3 points if the wearer is overencumbered.
Primary Weapon:
Valorian Contract: 75% STR 60% DEX 9d4. Valorian Contract is
a long sword a large blade that stretches to a seventh of a meter long.
It's hilt is designed of the wing of phoenix.
Other Inventory:
- 1 gold 2 silver
- Valstalt armor set. A set of full platemail including gauntlets and greaves. Extremely resistant to slashing and piercing attacks, but wanting against bludgeons.
- A steel shield, decorated with a crest of a silvery-green snake. Strapped to the back when not in use.
- Armet helmet matching the Valstalt armor. Blue plume. Slits in the visor are narrow enough to block visibility of the face almost completely.
- 3 lesser healing potions
- 1 lesser focus potion
Keirndmo
Username:Keirndmo
Character Name: Ronson(Nickname:Banner)
Race: Human
Appearance: Ronson stands at a tall 6'5", with dark skin, dreadlocks, and a tired look on his face. He's 22, with his brand located on his abdomen, the shape taking form of one wolf straying from a pack, with the pack on his right side and the lone wolf on his left. His body is arrayed with various scars, many on his calloused hands, his forearms, and his face, along with several of what appear to be burn marks along his body.
He wears a grey sleeveless shirt, and if in colder weather, he puts on a buckled fur vest, and a long brown cloak. His vest has an old insignia on it, seeming to be in the shape of some sort of fang, definitely not a snake or lizard fang. His brown boots are thick and go halfway up his lower leg. His pants are of a rough brown material, held up by a black belt with a small belt buckle that depicts a sleeping pup. When armored, he covers his chest and shoulder with a scratched and unpolished breastplate, worn from many battles. His hands are protected from fingers to top forearm by metal gauntlets, also scarred in similar fashion.
Backstory: I was so confused, when I appeared in the rimmed city. It felt like I'd been woken up from some long felt nightmare, suddenly wanting for air as I clawed my way out of the deep water of the central well. Although, I knew it couldn't be a nightmare, because I felt the blood spilling from my wounds, I knew it happened, but I could only remember fuzzy bits and pieces, as though it truly was a figment during sleep.
I see comrades, the faces of them, in laughter, in intensity, in pain, in relief, all of these things...that I seemed to feel with them. Now they slowly disappear from my mind. Soon, I fear the only things left of them will be the nightmares of mine that show the loss of these friends...or perhaps these are even some memories in their own right.
Only two things came with me from that well, a wet war banner, arranged with a large moon on it, and a sword that fits all too well in my hands, scarred and battered as I am. As I stare at this banner, knowing the fading memories that go along with it, I know I must find these friends of mine. Taking my unbreakable sword in hand, I will venture into the feared Conglomerate, so that I can remain who I am!
Archetype: Vanguard (A warrior who brings himself into the thick of battle, leading the attack towards the enemies. He excels in using a large slashing weapon to cut swaths against his enemies.)
-Harsh Life (Negative): A harsh Life has left Ronson with terrible memories that come in his dreams. Every time Ronson sleeps, he must succeed on a difficult will check or be unable to rest, denying him the benefits of that rest.
-Die hard: Refusing to let himself fall, Ronson can grit his teeth and fight through the pain of felling blows. When hit by an attack that would reduce Ronson below 1 hp, he can make a Will check to instead remain at 1 hp. This check gets significantly harder with each success until resetting the next time Ronson is downed or restored to full health. This also allows him to slightly move, but not fight, when in a downed state.
-Wide Strikes: Ronson can strike all enemies that are within his range for 14FP. If an enemy is killed with this, then 6FP is refunded(but does not refund for each enemy killed if multiple are killed). If an enemy is killed, and Ronson could reach another enemy with one more step, then he can use this ability again at a 100% increased FP cost to take a step towards the nearest enemy of out his range and attack all enemies within reach again. The second step acts with the same speed as the first attack minus one.
-Harsh Life: Ronson has endured an extremely harsh life that has toiled on him both physically and mentally. This increases his Strength and Will passively by 1, along with granting a +2 bonus to the stat being used against Fear/Demoralizing effects.
-Shouldered Burden: The weight of Ronson's weapon on either his back or in his hands feels like a natural instinct, separate from the memories he so dearly strives for. This adaptation to bearing a burden too large for normal men has allowed him to use his weapon's weight effectively, reducing speed penalties from larger weapons by 2. This has also passively increased his endurance by one.
Primary Weapon: [2H] Bannersword. 8d8, 80% STR, 10% DEX. Long, Heavy, requires 30 strength to use effectively in one hand. This massive 6'6" sword looks like the swords used for show in parades, but seems to be made entirely functional as a sword. Its grip is worn away, and has been replaced by the moonlight banner, torn into a long strip and wrapped around the handle.
Other Inventory:
-Cloak of Repressed Rage (This brown cloak that Ronson wears is actually some kind of magical item that has always made him uneasy, but has always felt he must keep it. If Ronson gives into the whispers of the cloak that tell him to unleash his rage, then he loses control of himself, the cape flowing around his skin and affixing itself to him and giving him the appearance of a bronze man. This causes him to ignore pain and push his body beyond its limits, along with making it impossible for him to tell friend and foe. However, old bonds give him clarity when attacking allies, and cause him to resist the strikes against his allies, dealing significantly less damage to them. Once released from control of the possessive magic, Ronson will lose 15% of his maximum HP. This health will be recovered if he is able to rest three times consecutively, but if not, the loss is permanent.)
-Clothing
-Breastplate and gauntlets. Decent protection from slashing and thrusting attacks, but do not cover the whole body.
-Small knife, not particularly useful in combat.
-3 lesser healing potions
-Some dried foods
- There's something in the "rules" section that you'll need to add to your application.
- Ability Taking will eventually bloat your ability list. I'll impose a soft cap on the number of abilities you can have through that technique.
- Although seconds are relevant outside of combat, since combat is turn-based I will likely have damage from weak lightning beam increase if you have a very large speed advantage over your target.
- Crown of Magic and Heart of Healing are too powerful. I will instead have the Crown of Magic reduce the FP cost of abilities slightly, and give the Heart of Healing a bonus that lets you resist the effects of running out of HP more.
Once the first thing is in the application, I'll accept it with the revisions I mentioned unless you have qualms with any of them.
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Brand Design: In the center of Anders' brand lies a Viking Compass
Physical Appearance:
Anders' dark blonde, mid-shoulder length hair lays over his stern face. It is not long on all sides of head, rather, just the top and back, the sides barely more than half a centimeter. He pulls his hair back into a sort of braided ponytail for most occasions.
Anders’ face is fairly attractive, though it is rough as well. His brows locked in a natural scolding position; his blue eyes are set not far, yet not close, to his strong nose. Underneath his left eye, on his upper cheek, a scar, around half an inch in length, is found. With a strong jawline, and a chin to match, Anders’ mouth lies a short distance from his nose, just as most humans’ do.
He has a muscular, tall frame, standing at five feet and ten inches. Scars are not uncommon on his body. Most can be found on his upper arms and chest area, the physical results of bad footwork and defense.
Anders’ daily clothing is nothing special. Typical shirts, trousers, shoes, etc. He does however own light leather chest and shoulder armor, which he has only used during his training in martial arts, a type similar to what we we call Western Martial Arts. He did not always own this luxury, which explains the scars covering his body.
Backstory: ( TL;DR at the bottom )
Like most people, Anders’ showed up in the well one day, and like most people he was curious about where he came from. Unlike most people, however, Anders sought to return to the Conglomerate and find answers about his origins.
When he came out of that well, Anders was quite young, probably fifteen or sixteen if anyone was to guess. He learned to be a functioning member of society in the city: do your job, mind your own business, etc. The longer he lived in the city, the more curious he became about the Conglomerate, and, more importantly, himself. He’d heard the stories of the creatures that live outside of the city, and how the Conglomerate is a mess of changing ruins, and so he sought help.
Anders searched for someone who could teach him the old ways of combat, using steel and might to cut down opposition. Even in a town of 8000 people, there seemed to be no one who knew the old arts of war. Day by day went on, as Anders grew older and began to give up on returning to the Conglomerate. Now, on this day, about three years after Anders’ arrival in the town, he was working at a sort of pub, where guests could drink and wager away possessions in card games, a middle-aged man entered the establishment. Upon approaching Anders’ the man requested an ale from the barista. Anders’ looked up from what he was doing and glared at the man, noticing that he had a peculiar object at his hip. “Of course, sir, and if you don’t mind my inquiring, what is that on your hip? It couldn’t be a knife, it is far too large.” The man gazed at Anders for a moment, the spoke, “A sword.”
Anders had never seen a sword in person. “I assume you know how to use that,” he leaned in a little closer, “Do you think you teach me how to use one?” Now, this man realized three things, the first was that he had a knowledge of fighting, the second being that he was getting old, and it’d be a waste for him not the share his knowledge, and lastly that he wanted his ale. “First, my ale, then when I leave here, I want you to come with me.”
Anders followed his elder’s commands, and followed him out of the pub. The man trained Anders in multiple forms of combat with multiple weapons over the next year. After this time, the man, who Anders learned was called Marshall, made his apprentice choose a weapon to specialize in. Anders didn’t think long to decide on the battle axe. He especially favored the duel wielding of them. Over the next four years, he trained daily with Marshall until Anders’ master died, thankfully peacefully in his sleep. Though grieved by his masters death, he received two things from his master in his will: a beautifully crafted war axe, and his copies of manuscripts that he’d used to learn martial arts.
Now, Anders is twenty-six and still practices combat with his axes daily. He is currently looking to return to the Conglomerate, he even has an appointment lined up with the town chancellor regarding an expedition to the Conglomerate.
TL;DR - Anders found a guy to teach him how to use melee weaponry, and had found a special taste for axes, especially when he’s holding two.
Archetype:
Expert of battle axes. Uses one axe as an offensive measure, and one specially designed axe as his main defense.
Stats:
HP: 100
FP: 35
STR: 13
DEX: 10
SPD: 8
END: 10
WIL: 7
INT: 5
Abilities:
Strong as the Mountain: Passive | 1.3x more likely to grapple an enemy, and 1.2x less likely to be staggered mid-attack by a normal attack.
Berserker Fury: Anders attacks three consecutive times, first with his offensive axe, then his defensive axe, then again with his offensive axe. If the first attack hits, the second is guaranteed.
Throwing Axe: Anders throws his defensive axe at his target. If successful, deals axe’s base damage plus 2d4 + 2. Axe must be retrieved - can be retrieved only after combat unless the hit was unsuccessful. Without a defensive axe, Strong as the Mountain no longer applies.
Primary Weapon:
Marshall: 3d6 | Named after its owner and Anders’ former master, this axe is beautifully crafted and well balanced.The head is shaped rectangular, with a slight curve on the top and bottom. On the other side of the handle, a four inch long spike extends from the head. Elegant engravings cover the surface of the head, inset an inch from the edges. The handle is made from a solid piece of ash wood, stained to a dark brown, engraved with a pattern that is similar to a lizard’s skin, and a leather wrap down ⅔ of the handle.
Other Inventory:
Protugere: 1d4 | An axe that does not compare to its counterpart, Marshall. Used as Anders’ main defense, with occasional attacks to supplement Marshall. The axe is shaped to be used for grappling and parrying, with a significant curve on the underside of the head. The back of the head lacks a spike, and is instead a curved piece of metal, about a centimeter in width. The handle is made of ironwood, making it resistant to cracking, cuts, and snaps.
A sleeveless white shirt and dark brown linen pants.
Thin leather breastplate and pauldrons. Minor damage. Worn over the sleeveless shirt.
Hip pouch to carry small objects.
Some of his master’s old manuscripts, bulk of it being on axes and some on the longsword.
Edit: Just to clarify. I didn't say exactly how many SP my abilities should use, as I thought you'd be a better judge than I of that.
Appearance: Nihere is a young man, roughly 22, who stands at 5'8". His mark is a diamond on his left cheek. He has black hair that he keeps in a ponytail that reaches the base of his neck. Some people say it looks like the tail of a lizard. His build is muscular, but thin.
Backstory: Nihere remembers a young boy, maybe eight or ten years old, with short blonde hair. His brother perhaps? All he can remember is his face... and leaving it behind as it cries. This memory haunts him to this day. Who was he? Why did he cry? Why did Nihere leave him? Despite searching his soul for seemingly countless hours, he cannot remember anything more. Though whoever it was, it was someone very important to Nihere- that he knew for absolute certain.
Because of his memory, he hates seeing people cry and suffer. He does what he can to help others, even at a cost to himself. To him, nothing is more satisfying or precious than a smile on someone's face. Sometimes its just a shoulder to lay on, or a simple joke to make people feel better. Because of this, he's been given the nickname "Ni-Helper" by most everyone. His ideal is to make the world a better place, so that nobody has to suffer. He knows the goal is impossible in his lifetime. But maybe some day...
Archetype: Given his caring nature, one might think he would be a Cleric or doctor, but his studies into White Magic and medicine proved fruitless. However, he is able to utilize the Bow and some offensive magic to moderate extent. He calls himself the "Bow-Mage", since he combines these two practices.
Stats:
HP: 68
FP: 50
STR: 6
DEX: 13
SPD: 10
END: 6
WIL: 10
INT: 8
Abilities:
Steady: Costing 7 FP, Nihere can ensure his aim will be true to any target withing 50 meters, despite the conditions.
Arrowhead: Nihere can augment the head of his current arrow to one of five different options at 10 FP.
-Thunder: Thunder increases the base damage by 20%, and stuns the target for 1 turn. The target will become immune to Thunder until the end of Nihere's next turn.
-Flame: Flame increases the base damage by 80%.
-Chill: Chill increases the base damage by 30%, and slows the enemy, reducing their SPD and reaction time for 3 turns.
-Rock: Rock increases the base damage by 50%, and knocks the enemy back 5 meters, as well as causes an END check to see if the enemy has fallen over.
-Pierce: Pierce ignores any defensive bonus the target has from any armor or shields.
Diplomat: Nihere gains a passive bonus whenever trying to negotiate or convince someone.
Primary Weapon: Nihere uses his Longbow, and always keeps ten arrows on him at any time. (Though he would stock up for an adventure.)
Other Inventory: He wears a blue hooded robe with orange accents that reaches his knees. He also has a pair of brown pants and shoes. In addition, he has 4 gold coins and 73 silver coins.
Both applications are in pretty good shape, just have a few comments to make:
- Anders' damage is slightly on the low side for an expert axe user. I'll probably bump up Marshall to 3d6 and maybe make Throwing Axe deal 2d4 + 2 + [axe damage].
- Because Protugere is a small weapon, using it to attack will add a small speed bonus (not applied to Berserker Fury). Even without my buff to Marshall, the only reason to use Protugere otherwise would be for roleplaying reasons (which isn't entirely an invalid reason, but still).
- Nihere's thunder arrow could be used to stunlock single enemies too easily. As consequence, striking something with a lightning arrow will make it immune to stuns next turn.
- Pierce arrowheads would be overly powerful if they had a damage bonus; armor is intended to be reasonably realistic in terms of protection, so ignoring metal armor or shields would be a significant bonus. As such, it'll deal base damage.
- Steady and Pierce kind of overlap, since you could just choose to aim for a gap in the enemy's armor. Steady will only guarantee that you hit your target--not necessarily a specific part of your target, unless that part is roughly human-sized.
- Diplomacy success or failure isn't calculated by stats, so Diplomat will provide an arbitrary bonus to persuasion.
- In terms of gold: a wealthy person like Flyckard would probably have 100 gold either in the form of straight-up cash or in various items that would be valuable to barter with. An average homeowner might have 5 gold in free change or so. (1 gold is equal to 100 silver coins. 1 silver coin is equal to 100 copper coins.) You may choose how much money you have, but I wouldn't accept excessive amounts like what Flyckard would have unless you spend an ability slot on it. (Flyckard gets a pass because he's an NPC and won't be spending it on the group.)
If both of you are fine with your characters according to my changes, then there's enough people to start preliminary roleplaying before any real plot happens. If your characters do not already know eachother that would be a good time to introduce them, or otherwise provide context for what your characters are doing when the plot kicks off.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Character Name: Ruth Le Paige Race: Human Appearance: Ruth is a slightly short, petite woman of about 26. Her fair, almost pale skin gives the impression that she doesn't spend very much time outside. She has black hair which reaches only down to her jawline. It is cut neatly and she has a fringe that stops just above her eyebrows. Her eyes are a dark green colour and she has an angular nose. A pair of light pink lips hide a set of clean teeth. Her brand is a crescent moon on her left shoulder.
Ruth wears a pair of sky blue trousers which are slightly too long. Over this she wears a long shirt which reaches to her knees. The shirt has long sleeves and is a cream colour. She has a belt going around her waist on top of this shirt, it is made of cloth and is dark red. Over all of this she has a light, collarless, coat made from cotton. The coat is a faded violet colour with a row of indigo diamond shapes arranged in a around the bottom. Her shoes are plain and dark brown. Around her neck Ruth wears a circular pendant made from clear quartz. On her head is a circlet made from cast iron.
Backstory:
Fleeting images and half-forgotten sounds is all that remained of Ruth's memory when she first awoke in her new world. As she lay in the well, watching the people above busily working to get the latest person to appear in their city out of the cool water, she tried to remember how she had gotten here. But her attempts to discover what had occurred to make her wake up in a well in an unfamiliar place were all unsuccessful. Once out of the well she wasted no time before unleashing a torrent of questions on the people who had rescued her. Although she received no answers about how she ended up in a well.
Her memory was scattered at first, a confused mess that took some time to figure out. But she had plenty of time for thinking in the inn, which seemed more like a clinic than a place to stay. Slowly, the previously disconnected thoughts slowly were woven into something more coherent.
Ruth could remember people, faces without names. She could remember fragments of her life. A few particularly vivid memories told her that she was a medium, that she used to contact spirits. She could remember one of the rituals quite well. There was a group of people: a stern-looking old man, a pair of young brothers who looked like identical twins and a middle-aged woman who spoke about her pet lizard. They were all gathered around a table, waiting for her. In the centre of the table was a dusty old book and an empty glass. Ruth could remember casting magic, but nothing after that.
Days passed as Ruth began to grow used to her surroundings. She spoke to the people living here and found out that many people who lived in the town had just showed up in the well like she did. This intrigued her, by what forces did this phenomenon work? How did people just suddenly appear in the well? And what of her old life, the one which could barely remember?
Despite her best efforts she was unable to find the answers that she sought, but Ruth had begun to learn about the town. She learned of a mage's school, so decided to visit this place, both because she thought that they might have some answers there and because she had memories of magic from her previous life. She would visit the school infrequently for quite some time. The answers about the well and the Conglomerate continued to elude her, but she is certain that she will learn about them someday.
Archetype: Ruth is a channeller, otherwise known as a medium. Her abilities include the ability to summon spirits and spectral creatures and casting blessings, curses and healing spells.
Stats:
HP: 68 FP: 65
STR: 7 DEX: 8 SPD: 8 END: 6 WIL: 13 INT: 11
Abilities:
Call Spectre: Costs 10FP. Ruth calls out to the spirit world and summons a Lesser Spectre to fight for her. The maximum number than can be summoned is WIL / 5, rounded down. The spectres can be dispelled at any time for no cost. The spectre can only perform basic melee attacks. Lesser Spectre stats: {HP: 36, FP: 20 | STR: 8, DEX: 5, SPD: 5, END: 3, WIL: 9, INT: 4}.
Sap Strength: Costs 7FP. Ruth casts a curse on their target, temporarily reducing their STR by 1d6 for 3 turns.
Mediumship: Ruth is connected to the spirit world, this gives a passive bonus to willpower and intelligence. This also allows her to sense spirits and ghosts.
Primary Weapon: Ritual Staff: A staff made from a refined, bent branch of an old rowan tree adorned with 3 strings of dark red beads attached near the top. Each string ends in a bead made from clear glass. It increases the damage done by summoned creatures by 1. Can be used for a melee attack for 2d3 damage.
Other Inventory:
- Clothing
- 1 gold and 75 silver coins
- Mystic quartz pendant: gives a 10% chance to reduce incoming damage by 1
- Faded coat
- Iron circlet: gives a 10% chance to reduce FP usage by 1
Steady: Costing 7 FP, Nihere can ensure his aim will be true to any target withing 50 meters, despite the conditions.
Arrowhead: Nihere can augment the head of his current arrow to one of five different options at 10 FP.
-Thunder: Thunder increases the base damage by 20%, and stuns the target for 1 turn. The target will become immune to Thunder until the end of Nihere's next turn.
-Flame: Flame increases the base damage by 80%.
-Chill: Chill increases the base damage by 30%, and slows the enemy, reducing their SPD and reaction time for 3 turns.
-Rock: Rock increases the base damage by 50%, and knocks the enemy back 5 meters, as well as causes an END check to see if the enemy has fallen over.
-Pierce: Pierce ignores any defensive bonus the target has from any armor or shields.
Diplomat: Nihere gains a passive bonus whenever trying to negotiate or convince someone.
Primary Weapon: Nihere uses his Longbow, and always keeps ten arrows on him at any time. (Though he would stock up for an adventure.)
Other Inventory: He wears a blue hooded robe with orange accents that reaches his knees. He also has a pair of brown pants and shoes. In addition, he has 4 gold coins and 73 silver coins.
Edited. Also, your concern between Steady and Pierce was my intention- Steady only makes it hit the target, despite say, rain, movement, or fog. WHERE the arrow actually hits is another story entirely.
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Puella Magi Madoka Magicka is an awesome, feel-good, cutesy anime. You should watch it!
- Anders' damage is slightly on the low side for an expert axe user. I'll probably bump up Marshall to 3d6 and maybe make Throwing Axe deal 2d4 + 2 + [axe damage].
- Because Protugere is a small weapon, using it to attack will add a small speed bonus (not applied to Berserker Fury). Even without my buff to Marshall, the only reason to use Protugere otherwise would be for roleplaying reasons (which isn't entirely an invalid reason, but still).
I''m definitely not opposed to buffs. I'l edit my post to match your suggestions.
Looks good, Willow. The stat boost from Mediumship will be +1 to both stats, ignoring the stat cap. This also means you'll have 70 FP. Unless the quartz pendant is intended for flavor, I'll also buff that up to a guaranteed 1 damage reduction. Even 1 damage reduction is not terribly significant, so a 10% chance of 1 reduction is not likely to help you. (For reference I'll only allow permanent stat boosts from abilities during character creation, since in these cases it would be describing a unique attribute of your character independent of race rather than a learned skill.)
Only other change is that I'll drop the Lesser Spirit's FP to 18. This is almost completely meaningless (it can't use FP) but its Will/FP scaling would be slightly more logical that way.
Good to know, Scarf, that looks good now.
I've added UltraCraftGames' character to the character sheet list and reworded a few parts of it (mostly the abilities). Everyone else will be up there tomorrow, as will the preliminary IC thread.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Looks good, Willow. The stat boost from Mediumship will be +1 to both stats, ignoring the stat cap. This also means you'll have 70 FP. Unless the quartz pendant is intended for flavor, I'll also buff that up to a guaranteed 1 damage reduction. Even 1 damage reduction is not terribly significant, so a 10% chance of 1 reduction is not likely to help you. (For reference I'll only allow permanent stat boosts from abilities during character creation, since in these cases it would be describing a unique attribute of your character independent of race rather than a learned skill.)
Only other change is that I'll drop the Lesser Spirit's FP to 18. This is almost completely meaningless (it can't use FP) but its Will/FP scaling would be slightly more logical that way.
The changes look good, including the one to the quartz pendant. There wasn't any roleplaying reason why the damage reduction was so low, I was just trying to make it so it was not OP and made it useless instead.
Prologue/preliminary RP is up. You can do whatever you want in the City until the plot is ready to get moving. I suggest you acquaint your characters. This is intended to be pretty open-ended so it doesn't matter how you do this.
All character sheets have also been updated and added to the list.
UltraCraft, my mistake about the enchantment. It would be overpowered if this refreshed forever, so it will only activate once. I have refunded 50 silver as a consequence.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
I'm... Actually really interested in this, but can I just ask if I'm missing anything before I throw up a character? I'm not entirely sure what's "good" when referring to the damage of, say, a weapon or ability. If a human's average HP is 84, the axe that does 3D6 would do, at most, 18 damage. That feels pretty negligible from a big axe hitting an unarmored human.
Although, maybe I'm missing other factors that aren't mentioned. I'm just a little confused as to where all the numbers are going, plus there's mention of gold and I have no idea what's a suitable amount to start off with, or what it can really be spent on. Maybe I'm looking a bit too deeply into it, I just feel like I've missed some conversations or something.
Sorry for the confusion, there's a bit of disconnect between what I know the mechanics are and what I've said to players about the mechanics.
The listed damage number is the amount of damage a weapon will deal at the minimum requirements. If your stats are above the minimum requirements, you will deal extra damage with that weapon. The stats that provide bonuses, along with the bonuses themselves vary depending on the weapon, but for melee and mundane ranged weapons it's usually STR/DEX and for spells it's usually INT. In Caruso's case, he'll probably have +10 damage or so as neither of his axes are particularly heavy (so no significant STR requirement).
That also isn't taking into account hits to critical areas (there aren't random crits but you can specify blows to the head/etc. to deal extra damage at the cost of accuracy). Damage is low mostly because there could be up to 8 sources of damage coming at a single enemy at a time, which would result in too much damage being thrown around if you could kill people in a single good swing of an axe.
A homeowner in the City would likely have around five gold. Pretty much anyone who's been in the City for a year or more will own some sort of house. People fresh out of the well will usually have much less, but they could still have old coinage on their person. If your character isn't a homeowner it will likely be around 1.5 gold, give or take a piece.
Some discussion on the mechanics did take place in the interest check thread but I should have ported most of it over.
If you have any questions on abilities or other mechanics before you make your character, feel free to ask.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Yes, couple of other things. First, what kind of limit is there on 'special items'? Because it seems UltraCraft has a significant number more than anybody else, and some of them seem especially valuable. 2HP per second passive recovery, for example? That seems more like a special ability than a magical item, and an incredibly powerful one that feels like it immunizes him to all damage. One round is presumably at least a few seconds, maybe 5-10, so that's a potential 10-20 HP restored between each round. Maybe that's just me picking holes at something that was probably settled ages ago, his character just appears to have a number of things that seem distinctly stronger than others.
As for abilities, well, I know exactly what kind of character I'm building, I just need to figure out what I can give him. I'm effectively going for a low intelligence, somewhat clumsy brick-hit-house. Effectively a tank who hits like a truck. WITH HIS FISTS! Suggestions to turn him into a true glutton for punishment, ability-wise, are welcomed.
I actually intended to alter the effect of his passive healing item, it's supposed to confer resistance to death once you hit 0hp (when you run out of HP, you enter a "downed" state and need to be healed or otherwise stabilized to prevent death, and need to rest for some time after stabilization/healing to be combat ready again). I mentioned it when revising his application, but it looks like I missed that when moving it into the post. I'll fix it now.
There's no concrete limit on the number of magical items you have, so long as your character isn't made too powerful by them or the magical items are balanced out by some other aspect of your character. Ultracraft is allowed to have more magical items than normal since his strength is permanently garbage and his offensive abilities are tied to his axe. If an enemy wrests his axe out of his hands or he loses the axe somehow, he can't do anything unless he gets enraged until he gets the axe back or finds another axe suitable for casting lunar spells. His offensive capabilities are also limited by his FP, so if he runs out, he's useless unless he gets enraged. And on top of that, his starting DEX is meager so he's inaccurate with his spells.
As for abilities... perhaps the character can turn parts of his body into rock? Possibly-versatile offensive options (rock hands! ...rock spit?) at the cost of mobility and playing poorly with armor. Presumably this would require a custom race as that ability wouldn't be a cast spell (low INT). I'm not sure personally.
Speaking of DEX, does it affect accuracy with all weapons or merely ranged/finesse ones? It'll be good to know since I'm going for a true brute.
The character isn't the magical sort, so definitely a no to the rock stuff. I'll figure something out for his abilities, just tell me if they seem too strong/weak/whatever when I've made the character.
Depends on the weapon. Something like a large club would require a small amount of dex to use accurately (3), since it's hard to miss with a weapon that large. Nimble melee weapons like daggers and rapiers would need a decent amount (9-10) to use accurately), while ranged weapons like longbows (13) need the most. Fists would probably be on the low end, around 5 DEX.
Aside from stone shenanigans, my other guess for abilities would be grappling techniques and whatnot, but I'll leave the ability creation to you. This isn't the kind of character I would create myself so I don't have any particularly good ideas.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
My character is quite gonna use bullet hell. And there will be skills that dont require my axe.
Keep in mind, your character is only skilled in Lunar Magic, which requires a suitable axe or an axe-like weapon in order to be cast. Although Enrage works without an axe (since it's more of a racial ability than a skill) your character is pretty much incapable of doing anything but lunar magic, so that means you need an axe.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Soul Search is a Lunar spell and abilities gained through it would require an axe (even if the axe isn't a part of the ability, you still need to use the axe to channel the abilities of the souls you've stolen).
Transformation abilities would constantly drain FP in order to maintain the form, and you need to have the axe on your person to willingly enter or leave the state. If you transform and your axe is then lost, you'd be stuck in the form until you run out of FP and then be kicked out (and probably take damage from the sudden transformation). That said I'd be unlikely to allow transformation abilities, as that would make Lunar magic an awfully broad field.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Appearance: A woman in her young mid-twenties, Kahente has the appearance of someone who would prefer to appear intimidating but simply cannot manage the sense of imposing presence achieved by many. Her face is of the oval archetype, but her jaw and chin provide a strong presence. Her lips form a stiff line at rest, but she smiles often too easily. Her expression can be quite stern or quite genuinely elated; it is a face which allows for a comfortably broad range of emotions to be displayed effectively. Her skin tone would be described as slightly olive - perhaps a tad darker - but her hair is black and straight. It is tied back in ropes around the front to keep it out of her eyes, but flows freely to her lower back behind her.
Kahente is around 5’7”, with a lithe form yet strong legs and a good deal of experience running. She wears a buckskin tunic-dress with little decoration, versatile leather shoes, and a belt upon which a small sack and two hunting knives can be attached. Kahente’s brand is located on her left forearm, several centimetres below where a watch would fall. It is a raven in flight.
Backstory: Kahente’s memories are all of nature, and none of people. She can scarcely recall if there were people where she lived before, but surely there must have been, since these faces around her are not those of aliens. It was warm where she lived, but at times there was a biting cold. She remembers snow which hid everything beautiful, but then was beautiful itself. She remembers a turtle, scarcely larger than her hand, which crawled near a river. Its shell was a vibrant brown and yellow. The water seemed brown, too, but likely that was only because the current was so clear that one could see all the earth on the bottom. She might have eaten the turtle. She certainly ate some lizards from that same place.
There was a large bird - blue, grey, white - which lived near her. It only came when there was no snow. Sometimes she hunted the bird; other times she lived with it peacefully. The bird seemed to know her intentions, and when she came without hunger it waited for her and she would grow so near she could see its feathers individually. When she came with her blades in hand it flew away.
There was another bird, which lived in the water and which made such a haunting call that she feared it. She knew she could never kill it because she could not swim more quickly than it, and she knew it could never kill her because it could not walk more quickly than a waddle. But, it could fly and she could not. She would need to fly.
There was a beaver. It lived in the water, too, but sometimes she hunted it, and sometimes she caught it. Then there was another beaver. The beavers were strong, and they were smart - perhaps smarter than her. However, she could kill them, so she did, and then she ate them.
One day there was a bear. She had never killed a bear, and she wondered if she ever would. The bear was taller than her, and when she snarled at it, it became more angry than her, too. She ran, she swam, and she climbed a tree; still, the bear followed her. At last cornered in a tree, Kahente had no choice but to jump. The memory was blurry, but Kahente thought she had flown then. The bear had chased her no more.
Then she was here, and here was quite a strange place to be. Found in the well with three others, and only now awakening, tired and weak and confused.
Archetype: A Hunter does what is necessary to survive, but at times they are too much like the wild around them, and they take risks which have no assurance of survival. Hunters are adept with weapons by necessity, but attuned to nature by their own nature; they hear the birds and the bears and the mice before the birds, the bears, or the mice hear them. They react based on intuition and are therefore very capable under stress. They are accustomed to killing but they still feel sympathy for the lives they must take. When the winds of nature blow, they sway like an old pine: ready to accept the changes each storm will bring them. This would therefore extend to nature-based magic (wind, water, life)
Stats:
HP: 76
FP: 35
STR: 7
DEX: 15
SPD: 15
END: 7
WIL: 7
INT: 7
Abilities:
Nature’s Flow + An innate ability to react almost preternaturally to an opponent’s attacks, as if one’s body knows whence an attack will come without one’s brain considering said attack or said opponent.
High Perception + A tendency to observe and process all of one’s surroundings, within reason, and to therefore be hyper attentive. Paired generally with a great short-term memory.
High Perception - A tendency to become distracted by inconsequential observations, and a lack of natural skill in differentiating between harmless and dangerous signs.
Hunter’s Coercion + A state in which the individual adopts a muscle tension and intimidating expression to impose one’s will upon peers or wild beasts by triggering subconscious fear.
Primary Weapon: A pair of ancient hunting knives with wooden, leather-wrapped handles and sharp, curved, copper blades.
Looks good overall, no real complaints. You may allocate two extra stat points to a stat of your choice (as long as you don't go over 15 in a stat) due to the negative side of High Perception, so long as you roleplay its disadvantage properly (as I feel like I would be forcing your character's actions too much if I were to play out every aspect of the disadvantage).
One thing to note: characters wielding two weapons at once can attack with both at once, for somewhat increased damage (depending on dexterity in addition to the stats and bonuses provided by the secondary weapon) at the cost of a defensive penalty. If you attack with only one weapon, you'll use the other defensively. If you wield a weapon in two hands, you get bonus damage depending on Strength and how effectively the weapon gains damage based on Strength.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
A WRINKLE IN THE WORLD
They call this place "The Wrinkle of the World".
Or rather, what's left of "the world". The Wrinkle might as well be the world, for its inhabitants; the ring of mountains that keep them captive, the Rim of this Wrinkle, have proven impenetrable from both inside and out. Those inhabitants live within the City on the Rim, a haven built on one of the sparse rock shelves on the Rim.
Below that city lies the Conglomerate, a twisted stew of structures and ruins from every age and era. Constantly changing and rebuilding itself, the Conglomerate is too dangerous for most City residents to venture in to; even if one were to keep themselves from getting lost, the denizens of the Conglomerate--as warped and foreign as the place itself--are not often friendly.
That isn't to say everything there is unfriendly. Sometimes, it even brings humans--or other sentient beings--from civilizations long past, with memories in varying conditions. Most have some recollection of the life they led in the past, with others having very vivid memories and still others being complete amnesiacs. They all have one thing in common, though: a jet-black, circular mark of varying design somewhere on their body people have started to call a Brand. A few of these people appear in the Conglomerate, but most turn up unconscious floating at the surface of the central well of the City on the Rim.
No-one quite knows what the Brand means. The Branded--people who posess a Brand--don't seem any different than those without Brands. Although many people who appear in the well have a drive to journey out into the Wrinkle, seeking rumors about a method of escape located in its center, this is thought to be spurred on by a willingness to return to their old lands or regain their memories. People born within the City rarely share this desire, Branded or not.
As a small group of Branded rises from the Well once again, the urges of discovery are rekindled.
YOU
You are one of the Branded currently inside the City on the Rim. Your identity and past matter not--whether you have lived in the City for some time or have just surfaced in the well--but for one reason or another, you plan to journey into the Conglomerate. It's dangerous down there; best to travel in groups...
THE CITY
The City on the Rim has a population of about 8000. It is divided into two "shelves" on the side of the Rim. The higher shelf supports the bulk of the city's housing, as well as the standard sort of shops and facilities you'd expect to see in a fantasy city. The exception is that there isn't much of an inn; the town receives few visitors after all. The inn is a sort of combination between a hospital and a typical inn; it is closed for public use most of the time and is typically used to nurse new Branded back to health. If one seeks a good drink, they'd have to go visit one of the many taverns for their revelry.
The High Shelf itself is divided into two rings; the outer ring is mostly housing while the center houses trade. The absolute center is dominated by the Town Circle. Permanent structures include the aforementioned inn, a tavern called the "Leaky Spout", a barracks that offers basic weapon training and houses law enforcement, the mayor's manor, and a magic tutor's school among other things. Occasionally, a market will assemble and people will sell things they've scavenged from the Conglomerate; usually, trade works on the barter system, but some merchants have fond memories of coin in the old world and won't turn down a sack of gold. At the absolute center of the town is the Well, a three-meter-wide pit constantly filled with water. No-one knows where the water comes from--the hole seems to delve into the rim but no-one would be able to check--but it's the city's most important source of water. Other wells are scattered throughout the city and are filled by channels that lead to the Well. Branded only show up in the central well, though.
The Side Shelf is situated slightly below and to the side of the High Shelf. It is mostly used for farmland and housing farmers. It is near enough to the High Shelf that it can be accessed merely by staircase. There's also another tavern here somewhat cynically called "Death's Drink"; it's seedier than the Leaky Spout, and you can occasionally find miscreants selling occult or otherwise contraband items and services there.
Passage into and out of the City is controlled by a lift located on the far end of the Side Shelf. It is a large platform suspended by chains and lowered into the Conglomerate by a series of pulleys and levers. It's a complicated piece of machinery by necessity; a staircase would quickly become malformed by the Conglomerate, and people would need to be able to bring building materials out of the Conglomerate. If one needs to get down in a hurry, one can use a rope ladder instead.
The population of the city consists almost solely of the Branded, who possess some sort of Brand. A small number of people do not have a Brand and are usually within the Mayor's family or another old family; in total, they only number about 60 or so. No-one knows what the Brand does; although Branded that wind up in the well or are rescued from the Conglomerate have a tendency to seek a way out of the Wrinkle, especially if their old memories are strong, Branded that are born within the city do not share this curiosity any more than the descendants of those without Brands. Most people in the City are humans, but stranger beings can show up too.
MECHANICS
Combat is turn-based. Your actions in a given combat are stated at the start of a round, and then participants act based on their SPD stat along with a random number. Gameplay outside of combat is similar to a normal RP and moves at a pace that players decide.
Your character has six different stats that describe their raw ability, which are allocated on character creation and increase by one point every level-up. The stats are as follows:
STR/Strength: Your ability to hit things hard and perform other actions that require extensive use of your muscles.
DEX/Dexterity: Your ability to move your hands with finesse and perform actions that require intricate hand movements.
SPD/Speed: Your movement speed. Obviously it's used for actions that require moving quickly.
END/Endurance: Your ability to withstand powerful forces or otherwise endure physical hardships. Also affects your health total.
WIL/Willpower: Affects your mental preserverance and your ability to withstand attacks on the mind. Also affects FP, your "focus points", which are required for some abilities.
INT/Intelligence: Your mental ability; determines your ability to understand complex, technical concepts like magic, blacksmithing, or advanced fighting techniques. These can be mundane in nature.
Your character also has "abilities". These are either constant effects that describe some noteworthy ability that your character has, or techniques your character can execute at the cost of focus points. You choose three of these on creation (or four plus one passive negative ability) and gain a new ability every even level-up.
Your character additionally has an "archetype". This is a broad description of your character's skillset, about a sentence or two long and optionally with a name. Any abilities that fall within your character's archetype are allowed to be more powerful (as your character has the skills to use abilities of that archetype). Any abilities that fall outside your archetype must be less powerful as your character is only skilled enough to use basic abilities (you can hardly cast a spell if you've never picked up a staff).
Level-ups are determined by an arbitrary score. This score increases whenever you resolve conflicts, roleplay well, or do something particularly notable. Bigger rewards are given for creative resolutions or roleplay particularly well.
If anything requires clarification, feel free to ask or check the template application in the second post.
RULES
1) Since this is stat-based, some actions you take will have a chance of failure. In most other RPs, failure is normally determined arbitrarily by the players, but here failure stated by me and calculated using a random number generator. As such, if an action you take is tied to one of your stats and has a reasonable chance of failure, please write your posts with failure in mind. For example, instead of writing "John shoots an arrow at the chain of the chandelier and severs it", write something like "John aims an arrow at the chandelier's chain" unless John is a very good archer and there is a slim chance of missing the chain from where they are standing.
2) As this is stat-based, godmodding is not possible, and a character that tries to godmod will find that their overconfidence will kill them. I still ask that you do not powerplay and metagame.
3) Romance is allowed, but it is not terribly important to the story. Keep NSFW content to a PM, if you have a burning desire to include it.
4) I will reject any application that seems overpowered or jars too much with the intended storyline without also making the story more interesting in a different way. I will also reject your application if you do not mention lizards in some way in your application. This is entirely arbitrary and just shows me that you have read the rules. I give priority to people who posted in the interest check thread.
5) One character per person. Eight characters in play at a time.
6) Character death is permanent. I will not usually allow a player whose character has died to make a second character, unless their character died in a particularly unfair way (really bad RNG, killed by a player that they did not aggravate, etc.) Be wary that reaching 0 HP does not mean immediate death; there are ways to stave off the death of a character.
7) If you expect to be absent for a long period of time, please delegate control of your character to another player. You may also choose to allow another player to control your character in combat if you do not respond in a timely fashion.
8) This world is in medieval stasis. Please try to avoid going too modern. If you want to use modern equipment, use technology more fitting for the setting (e.g. magitek/steampunk style equipment).
Character Application
Username:
Character Name:
Race: (Human or mundane races are preferred. If your race is particularly magical or exotic, it is more likely to be accepted if the rest of your app is
creative. Please describe non-human races.)
Appearance: (Include gender, age, and brand location/design)
Backstory: (You are not allowed to be a non-branded resident of the City, but anything else is acceptable.)
Archetype: (A brief description of your character's skillset, can be given a name if desired)
Stats: (You can allocate a total of 53 points on creation, plus 1 per level-up. 8 is human average, 25 is human maximum, 15 is the maximum per stat you may allocate during character creation. If you have a non-human race, include the maximum stat caps for that race in parenthesis if they are
not 25. If you pick 4 positive abilities and 1 negative ability later, allocate 56 points instead).
HP: (12 points per point of END up until 5 END, then 8 points per END afterwards)
FP: (WIL x 5)
STR:
DEX:
SPD:
END:
WIL:
INT:
Abilities:
(Pick 3 positive, or pick 4 positive and 1 negative, these can either
be spells and other focus-intensive techniques or notable passive
characteristics that your character has.)
Primary Weapon: (Most important weapon used by your character at the time of creation, if it exists. Damage will be assigned by me if no value or an overpowered value is given. Give damage values in "die notation", as in, the number of dice to be rolled to determine damage. E.g. "3d8" means rolling 3 eight-sided dice.)
Other Inventory: (Include clothing)
Character sheets are listed in a separate reply. This is because
editing posts has a tendency to damage the format of the post,
especially when spoilers are used. This is contained in its own post to
reduce the effect of formatting damage. Mods, please do not merge this post.)
(Please do not use bullet points when creating a character sheet, they don't play well with spoilers)
List of Equipment Attributes
Equipment may have attributes indicating unique properties belonging to a particular article of equipment. The effects of the more common attributes are described here.
FP Boost [X]: Adds X FP.
Heavy: -1 speed with attacks involving this weapon.
Lightweight: +1 speed with attacks involving this weapon. Attack after enemies using weapons that are not Long if you roll the same speed value.
Long: When using this weapon, act before enemies that roll the same speed value as you do instead of attacking at the same time. If both attackers use a Long weapon, attack at the same time.
Magical Warding [X]: Reduces damage by X when wielded as a weapon or worn.
Magic Efficiency [X%]: Reduces cost of magic-based abilities by x%.
Magic Potency [XdX]: Adds xdx damage to magic-based abilities when used as a catalyst.
Magic Proficiency [X%]: Increases likelihood of a magic-based ability succeeding by x%.
Character Sheets
Example Character:
Character Name: Flyckard
Race: Human
Appearance:
Flyckard is a 24 year-old male and has a brand shaped like a Celtic knot on the
bottom of the back of his neck. He has blond, wavy hair that is kept in a
braided ponytail when in town--a popular style for men in his
homeland-- and keeps it tied in a bun on the top of his head when
journeying into the Conglomerate. He has an ordinary-looking mustache
and a goatee that he also keeps braided. He wears a deep blue tunic with
the crest of some old kingdom embroidered on the front, along with a
plain belt and pants. He wears an open-face helmet in the Conglomerate,
with a deep blue plume that is designed to detach if pulled on.
Backstory:
Flyckard was born a resident of the City on the Rim. He is a merchant
by trade and frequently ventures into the Conglomerate for goods to
sell. He is a good friend of the town's appraiser, Liane, and as such
can have whatever items he wants identified for a fair bit cheaper than
the average person. As a child, he was taught to fence by a Branded that
wound up in the well, but one day he left and never returned.
Archetype:
Fencer, with a great degree of skill in small straight swords and other
thrusting weapons, as well as movement techniques and buckler usage.
Basic skills in other weapons.
Stats:
HP: 68
FP: 45
STR: 7
DEX: 10
SPD: 13
END: 6
WIL: 9
INT: 8
Abilities:
Fencer's Finesse:
Time spent using rapiers has made Flyckard very accurate. More likely
to hit targets and more likely to hit specific parts of a target, when
that part is stated.
Lunging Flurry:
Costs 8 FP. Utilize a flurry of attacks to deal 1.5x damage and prevent
the target from retaliating. Being struck during the Lunging Flurry
will deal extra damage due to being struck while off-balance. If a hit
is taken during a turn where Lunging Flurry is chosen, the Lunging
Flurry will not execute and a regular attack will be performed instead
as Flyckard will have lost focus.
Defensive Stance:
Can be activated and deactivated at the beginning of a turn for no
cost. While active, deal .8x damage but have a 3x chance of parrying
attacks, and will follow up all close-range attacks with a riposte
dealing .3x damage.
Primary Weapon: (Deal
4d3 damage) An elegant rapier with a swept hilt. The hilt is plated in
gold and the sword is very well-made. Requires 10 DEX and 6 STR to wield
without penalty.
Other Inventory:
- (Chance
based on SPD and DEX to block attacks if in a defensive or neutral
position) An uninteresting steel buckler that can be used to parry or
block attacks from some weapons.
- A nobleman's tunic from an old era. Not damaged.
- A plain open-faced helmet with a detachable plume.
- A linen gambeson worn underneath the tunic that provides minor defensive boosts. In good condition.
- A satchel for carrying artifacts.
UltraCraftGames
Username: UltraCraftGames
Character Name: Peter (Real name is unknown people just call him that.)
Race: An unusual race with a humanoid appearance, but with vaguely skeletal features, a more developed brain, and low muscle mass.
Appearance: Hes a male with a unknown age. His brand is on his chest under his robe in the design of a star.
How he looks:
http://prntscr.com/es9qd4
http://prntscr.com/es9qum
Backstory: When
a portal from hyperspace opened for a few seconds he fell and had no
memory. He traveled until he reached the town there he tried training
with a weapon .His axe suprisingly didnt doe any damage. And he couldnt
use any other weapon since he kept failing. Then he moved on to magic.
None of it worked until he tried lunar magic. He could doe it but he was
very weak psyhicaly. The mages saw that he had a talent with that and
that the axe he had worked like a staff. One day when he and the mages
were attacked something happend he was determined to kill them no matter
what. He enraged his true power was revealed and he beat them but was
incredibly tired after that. He then left the mages home with some trail
mix and some money. He now lives in a normal house training lunar
magic. He seems to understand otherworldy concepts better. But he has
nothing to doe with lizards.
Archetype: Extremely powerful lunar magician, using axes as a catalyst for spells. Can absorb abilities from the dead and wield them with the competency of their original owners.
Stats: Under the effects of the enchantment "Enchanted Life". Activates once only.
HP:140
FP: 75
STR:3/5
DEX:5/25
SPD:8/28
END:15/30
WIL:15/30
INT:10/30
Abilities:
Enrage: Activates for no cost whenever Peter has an extreme desire to kill something evil. When activated, raises all stats (potentially over their cap) and re-enables the use of melee weapons. The bonus is determined by Peter's anger as well as how evil his foe is. Lasts for five hours or until the evil foe(s) are dead or redeemed. After this activates, Peter becomes very tired and his SPD drops to 1 (among other detrimental effects) and does not recover until after a full day's rest; if Peter is enraged only for a very short time, these penalties are lessened slightly.
Mini Meteor: 6d4, 120% INT scaling, 5FP. Shoots a small, fiery meter from the head of Peter's axe.
Soul Search: If Peter or his allies kill something, Peter may zap its soul with magic. Each zap costs 10FP. Once a particular creature's soul has been zapped enough, depending on the strength of the creature, Peter will gain an ability. Two abilities can be gained this way without cost, and every consecutive ability will reduce maximum FP by 20%. Abilities gained this way can be forgotten at will. Abilities that were learned at some point and later forgotten can be regained by zapping the creature's soul once.
Weak Lightning Beam: 1d20, 80% INT scaling, 5FP per second outside of combat. Inside combat, spend 5FP to fire a jolt of lightning. For every 4 SPD that Peter has over his target, spend 3 more FP to deal another 1d10 damage unless interrupted by a third party or otherwise stated.
Confusing Weaponry: Weapons besides magic-supporting axes are incredibly unwieldy for Peter and deal minimal damage.
Primary Weapon: Magic Proficiency [1d5], 0d1. A large, fairly plain axe.
Other Inventory:
-2 gold, 18 silver.
-Crown of magic: Magic Efficiency 5% when worn.
-Heart of healing: The tie-like tabard worn by Peter. Helps the wearer resist death when HP falls below 1.
-Robe of protection: Magical Warding 3.
-Trail mix (150 left): Heals 1 hp can be used 150 times at any rate.
-3 minor healing potions restoring 20 HP per bottle.
-3 focus potions restoring 15 FP per bottle.
-A large backpack made from hardened leather.
-A sleeping bag.
-A copper lantern of solid construction.
-A bottle containing 1000ml of olive oil, as fuel for the lantern.
-A tent and the tools required to pitch it.
-Flint and steel.
-A Lunar spellbook containing information on the spell "Star Barrier".
Caruso09 (Inactive; currently in the City on the Rim)
Username: Caruso09
Character Name: Anders Brightwind
Race: Human
Appearance:
Gender: Male
Brand Location: Inside right-upper forearm
Brand Design: In the center of Anders' brand lies a Viking Compass
Physical Appearance:
Anders' dark blonde, mid-shoulder length hair lays over his stern
face. It is not long on all sides of head, rather, just the top and
back, the sides barely more than half a centimeter. He pulls his hair
back into a sort of braided ponytail for most occasions.
Anders’ face is fairly attractive, though it is rough as well. His brows locked
in a natural scolding position; his blue eyes are set not far, yet not
close, to his strong nose. Underneath his left eye, on his upper cheek, a
scar, around half an inch in length, is found. With a strong jawline,
and a chin to match, Anders’ mouth lies a short distance from his nose,
just as most humans’ do.
He has a muscular, tall frame, standing
at five feet and ten inches. Scars are not uncommon on his body. Most
can be found on his upper arms and chest area, the physical results of
bad footwork and defense.
Anders’ daily clothing is nothing
special. Typical shirts, trousers, shoes, etc. He does however own light
leather chest and shoulder armor, which he has only used during his
training in martial arts, a type similar to what we we call Western
Martial Arts. He did not always own this luxury, which explains the
scars covering his body.
Backstory: ( TL;DR at the bottom )
Like most people, Anders’ showed up in the well one day, and like
most people he was curious about where he came from. Unlike most people,
however, Anders sought to return to the Wrinkle and find answers about
his origins.
When he came out of that well, Anders was quite
young, probably fifteen or sixteen if anyone was to guess. He learned to
be a functioning member of society in the city: do your job, mind your
own business, etc. The longer he lived in the city, the more curious he
became about the Wrinkle, and, more importantly, himself. He’d heard the
stories of the creatures that live outside of the city, and how the
Wrinkle is a mess of changing ruins, and so he sought help.
Anders searched for someone who could teach him the old ways of combat, using
steel and might to cut down opposition. Even in a town of 8000 people,
there seemed to be no one who knew the old arts of war. Day by day went
on, as Anders grew older and began to give up on returning to the
Wrinkle. Now, on this day, about three years after Anders’ arrival in
the town, he was working at a sort of pub, where guests could drink and
wager away possessions in card games, a middle-aged man entered the
establishment. Upon approaching Anders’ the man requested an ale from
the barista. Anders’ looked up from what he was doing and glared at the
man, noticing that he had a peculiar object at his hip. “Of course, sir,
and if you don’t mind my inquiring, what is that on your hip? It
couldn’t be a knife, it is far too large.” The man gazed at Anders for a
moment, the spoke, “A sword.”
Anders had never seen a sword in
person. “I assume you know how to use that,” he leaned in a little
closer, “Do you think you teach me how to use one?” Now, this man
realized three things, the first was that he had a knowledge of
fighting, the second being that he was getting old, and it’d be a waste
for him not the share his knowledge, and lastly that he wanted his ale.
“First, my ale, then when I leave here, I want you to come with me.”
Anders followed his elder’s commands, and followed him out of the pub. The man
trained Anders in multiple forms of combat with multiple weapons over
the next year. After this time, the man, who Anders learned was called
Marshall, made his apprentice choose a weapon to specialize in. Anders
didn’t think long to decide on the battle axe. He especially favored the
duel wielding of them. Over the next four years, he trained daily with
Marshall until Anders’ master died, thankfully peacefully in his sleep.
Though grieved by his masters death, he received two things from his
master in his will: a beautifully crafted war axe, and his copies of
manuscripts that he’d used to learn martial arts.
Now, Anders is twenty-six and still practices combat with his axes daily. He is
currently looking to return to the Wrinkle, he even has an appointment
lined up with the town chancellor regarding an expedition to the
Wrinkle.
TL;DR - Anders found a guy to teach him
how to use melee weaponry, and had found a special taste for axes,
especially when he’s holding two.
Archetype:
Expert of battle axes. Uses one axe as an offensive measure, and one specially designed axe as his main defense. Basic skills in other melee weapons, particularly longswords.
Stats:
HP: 100
FP: 35
STR: 13
DEX: 10
SPD: 8
END: 10
WIL: 7
INT: 5
Abilities:
Strong as the Mountain: Passive | 1.3x more likely to grapple an
enemy, and 1.2x less likely to be staggered mid-attack by a normal
attack. Applies as long as Anders has a defensive axe wielded.
Berserker Fury: Anders attacks three consecutive times, first with
his offensive axe, then his defensive axe, then again with his offensive
axe. If the first attack hits, the second is guaranteed.
Throwing Axe: Anders throws his defensive axe at his target. If
successful, deals axe’s damage plus an additional 2d4 + 2 with 40% STR and DEX scaling. Axe must be retrieved -
can be retrieved only after combat unless the hit was unsuccessful.
Primary Weapon:
Marshall: 3d12, 140% STR, 50% DEX scaling. +3 from sharpening | Named after its owner and Anders’ former master,
this axe is beautifully crafted and well balanced.The head is shaped
rectangular, with a slight curve on the top and bottom. On the other
side of the handle, a four inch long spike extends from the head.
Elegant engravings cover the surface of the head, inset an inch from the
edges. The handle is made from a solid piece of ash wood, stained to a
dark brown, engraved with a pattern that is similar to a lizard’s skin,
and a leather wrap down ⅔ of the handle.
After being sharpened, it has temporarily gained a +3 damage bonus.
Other Inventory:
Protugere: Lightweight, 4d2, 60% STR/DEX scaling | An axe that does not compare to its counterpart,
Marshall. Used as Anders’ main defense, with occasional attacks to
supplement Marshall. The axe is shaped to be used for grappling and
parrying, with a significant curve on the underside of the head. The
back of the head lacks a spike, and is instead a curved piece of metal,
about a centimeter in width. The handle is made of ironwood, making it
resistant to cracking, cuts, and snaps.
-3 gold, 3 silver.
-A sleeveless white shirt.
-A beige pair of thick, padded cloth pants. Affords minor protection.
-Thin leather breastplate and pauldrons. Minor damage. Worn over the sleeveless shirt.
-Hip pouch to carry small objects.
-Some of his master’s old manuscripts, bulk of it being on axes and some on the longsword.
Scarfking
Username: Scarfking
Character Name: Nihere
Race: Human
Appearance: Nihere is a young man, roughly 22, who stands at 5'8". His
mark is a diamond on his left cheek. He has black hair that he keeps in a
ponytail that reaches the base of his neck. Some people say it looks
like the tail of a lizard. His build is muscular, but thin.
Backstory: Nihere remembers a young boy, maybe eight or ten years old,
with short blonde hair. His brother perhaps? All he can remember is his
face... and leaving it behind as it cries. This memory haunts him to
this day. Who was he? Why did he cry? Why did Nihere leave him? Despite
searching his soul for seemingly countless hours, he cannot remember
anything more. Though whoever it was, it was someone very important to
Nihere- that he knew for absolute certain.
Because of his memory, he hates seeing people cry and suffer. He does
what he can to help others, even at a cost to himself. To him, nothing
is more satisfying or precious than a smile on someone's face. Sometimes
its just a shoulder to lay on, or a simple joke to make people feel
better. Because of this, he's been given the nickname "Ni-Helper" by
most everyone. His ideal is to make the world a better place, so that
nobody has to suffer. He knows the goal is impossible in his lifetime.
But maybe some day...
Archetype: Given his caring nature, one might think he would be a Cleric
or doctor, but his studies into White Magic and medicine proved
fruitless. However, he is able to utilize the Bow and some offensive
magic to moderate extent. He calls himself the "Bow-Mage", since he
combines these two practices.
Stats:
HP: 68
FP: 50
STR: 6
DEX: 13
SPD: 10
END: 6
WIL: 10
INT: 8
Abilities:
Steady: Costing 7 FP, Nihere can ensure his aim will be true to any human-sized target withing 50 meters, despite the conditions.
Arrowhead: Nihere can augment the head of his current arrow to one of five different options at 10 FP. Bonus damage has multiplicative 40% INT scaling.
-Thunder: Thunder increases the base damage
by 20%, and stuns the target for 1 turn. The target will become immune
to Thunder until the end of Nihere's next turn.
-Flame: Flame increases the base damage by 80%.
-Chill: Chill increases the base damage by 30%, and slows the enemy, reducing their SPD and reaction time for 3 turns.
-Rock: Rock increases the base damage by
50%, and knocks the enemy back 5 meters, as well as causes an END check
to see if the enemy has fallen over.
-Pierce: Pierce ignores any defensive bonus the target has from any armor or shields.
Diplomat: Nihere gains a passive bonus whenever trying to negotiate or convince someone.
Primary Weapon: Long, 12d2, 50% STR 80% DEX scaling Longbow. Plain-looking and easier to draw than it looks.
Other Inventory:
-4 gold, 62 silver.
-25 broadhead arrows. +2d2 when fired from a bow. Adds +1d2 to unarmed damage when used as an improvised melee weapon, but is fragile.
-A blue hooded robe with orange accents that
reaches his knees. Small defensive boost for slashing attacks.
-A pair of brown pants and shoes.
-A small dragon figurine of amateurish construction.
-1 lesser healing potions restoring 20hp each.
-1 lesser focus potions restoring 15hp each.
Willowisp323
Character Name: Ruth Le Paige
Race: Human
Appearance: Ruth is a slightly short,
petite woman of about 26. Her fair, almost pale skin gives the
impression that she doesn't spend very much time outside. She has black
hair which reaches only down to her jawline. It is cut neatly and she
has a fringe that stops just above her eyebrows. Her eyes are a dark
green colour and she has an angular nose. A pair of light pink lips hide
a set of clean teeth. Her brand is a crescent moon on her left
shoulder.
Ruth wears a pair of sky blue trousers which are slightly too long.
Over this she wears a long shirt which reaches to her knees. The shirt
has long sleeves and is a cream colour. She has a belt going around her
waist on top of this shirt, it is made of cloth and is dark red. Over
all of this she has a light, collarless, coat made from cotton. The coat
is a faded violet colour with a row of indigo diamond shapes arranged
in a around the bottom. Her shoes are plain and dark brown. Around her
neck Ruth wears a circular pendant made from clear quartz. On her head
is a circlet made from cast iron.
Backstory:
Fleeting images and half-forgotten sounds is all that remained of
Ruth's memory when she first awoke in her new world. As she lay in the
well, watching the people above busily working to get the latest person
to appear in their city out of the cool water, she tried to remember how
she had gotten here. But her attempts to discover what had occurred to
make her wake up in a well in an unfamiliar place were all unsuccessful.
Once out of the well she wasted no time before unleashing a torrent of
questions on the people who had rescued her. Although she received no
answers about how she ended up in a well.
Her memory was scattered at first, a confused mess that took some
time to figure out. But she had plenty of time for thinking in the inn,
which seemed more like a clinic than a place to stay. Slowly, the
previously disconnected thoughts slowly were woven into something more
coherent.
Ruth could remember people, faces without names. She could remember
fragments of her life. A few particularly vivid memories told her that
she was a medium, that she used to contact spirits. She could remember
one of the rituals quite well. There was a group of people: a
stern-looking old man, a pair of young brothers who looked like
identical twins and a middle-aged woman who spoke about her pet lizard.
They were all gathered around a table, waiting for her. In the centre of
the table was a dusty old book and an empty glass. Ruth could remember
casting magic, but nothing after that.
Days passed as Ruth began to grow used to her surroundings. She spoke
to the people living here and found out that many people who lived in
the town had just showed up in the well like she did. This intrigued
her, by what forces did this phenomenon work? How did people just
suddenly appear in the well? And what of her old life, the one which
could barely remember?
Despite her best efforts she was unable to find the answers that she
sought, but Ruth had begun to learn about the town. She learned of a
mage's school, so decided to visit this place, both because she thought
that they might have some answers there and because she had memories of
magic from her previous life. She would visit the school infrequently
for quite some time. The answers about the well and the Conglomerate
continued to elude her, but she is certain that she will learn about
them someday.
Archetype: Ruth is a channeller,
otherwise known as a medium. Her abilities include the ability to summon
spirits and spectral creatures and casting blessings, curses and
healing spells.
Stats:
HP: 68
FP: 70
SS: 2
STR: 7
DEX: 8
SPD: 8
END: 6
WIL: 14 (26)
INT: 12 (26)
Abilities:
Summoner: Ruth is capable of summoning spirits. Ruth gains the "SS" stat dictating the number of summons she can have; this value is equal to (WIL/5) rounded down.
Call Spectre: Costs 10FP. Ruth calls out
to the spirit world and summons a Lesser Spectre to fight for her. The
spectres can be dispelled at any time for no cost. The spectre can only
perform basic melee attacks; these attacks always deal 12 damage, ignore mundane armor, and are resistant to mundane weapons.
Lesser Spectre stats: {HP: 36, FP: 18 | STR: 8, DEX: 5, SPD: 5, END: 3, WIL: 9, INT: 4}.
Sap Strength: Costs 7FP. Ruth casts a curse on their target, temporarily reducing their STR by 1d6, 30% INT scaling for 3 turns.
Mediumship: Ruth is connected to the
spirit world, this gives a passive bonus to willpower and intelligence.
This also allows her to sense spirits and ghosts.
Primary Weapon: A ritual staff 2d3 40% STR 30% DEX scaling, increases damage of summoned creatures by 2 per attack. A staff made from a refined, bent branch of an old rowan tree adorned with 3 strings of dark red beads attached near the top. Each string ends in a bead made from clear glass.
Other Inventory:
-1 gold, 37 silver.
- Clothing
- Mystic quartz pendant: Magical Warding 1.
- Faded coat. Thick construction gives surprising resistance to piercing attacks.
- Cast-iron circlet: gives a 10% chance to reduce FP usage by 1. Seemingly mundane.
- 2 Minor Health Potions restoring 20 health each.
Commandosaurus (Inactive; currently in the City on the Rim.)
Username: Commandosaurus
Character Name: Kahente
Race: Human
Appearance: A woman in her young
mid-twenties, Kahente has the appearance of someone who would prefer to
appear intimidating but simply cannot manage the sense of imposing
presence achieved by many. Her face is of the oval archetype, but her
jaw and chin provide a strong presence. Her lips form a stiff line at
rest, but she smiles often too easily. Her expression can be quite stern
or quite genuinely elated; it is a face which allows for a comfortably
broad range of emotions to be displayed effectively. Her skin tone would
be described as slightly olive - perhaps a tad darker - but her hair is
black and straight. It is tied back in ropes around the front to keep
it out of her eyes, but flows freely to her lower back behind her.
Kahente is around 5’7”, with a lithe form yet strong legs and a good
deal of experience running. She wears a buckskin tunic-dress with little
decoration, versatile leather shoes, and a belt upon which a small sack
and two hunting knives can be attached. Kahente’s brand is located on
her left forearm, several centimetres below where a watch would fall. It
is a raven in flight.
Backstory: Kahente’s memories are all of nature, and none of people. She can scarcely recall if there were
people where she lived before, but surely there must have been, since
these faces around her are not those of aliens. It was warm where she
lived, but at times there was a biting cold. She remembers snow which
hid everything beautiful, but then was beautiful itself. She remembers a
turtle, scarcely larger than her hand, which crawled near a river. Its
shell was a vibrant brown and yellow. The water seemed brown, too, but
likely that was only because the current was so clear that one could see
all the earth on the bottom. She might have eaten the turtle. She
certainly ate some lizards from that same place.
There was a large bird - blue, grey, white - which lived near her. It
only came when there was no snow. Sometimes she hunted the bird; other
times she lived with it peacefully. The bird seemed to know her
intentions, and when she came without hunger it waited for her and she
would grow so near she could see its feathers individually. When she
came with her blades in hand it flew away.
There was another bird, which lived in the water and which made such a
haunting call that she feared it. She knew she could never kill it
because she could not swim more quickly than it, and she knew it could
never kill her because it could not walk more quickly than a waddle.
But, it could fly and she could not. She would need to fly.
There was a beaver. It lived in the water, too, but sometimes she
hunted it, and sometimes she caught it. Then there was another beaver.
The beavers were strong, and they were smart - perhaps smarter than her.
However, she could kill them, so she did, and then she ate them.
One day there was a bear. She had never killed a bear, and she
wondered if she ever would. The bear was taller than her, and when she
snarled at it, it became more angry than her, too. She ran, she swam,
and she climbed a tree; still, the bear followed her. At last cornered
in a tree, Kahente had no choice but to jump. The memory was blurry, but
Kahente thought she had flown then. The bear had chased her no more.
Then she was here, and here was quite a strange place to be. Found in
the well with three others, and only now awakening, tired and weak and
confused.
Archetype: A Hunter does what is
necessary to survive, but at times they are too much like the wild
around them, and they take risks which have no assurance of survival.
Hunters are adept with weapons by necessity, but attuned to nature by
their own nature; they hear the birds and the bears and the mice before
the birds, the bears, or the mice hear them. They react based on intuition and are therefore very capable under stress.
They are accustomed to killing but they still feel sympathy for the
lives they must take. When the winds of nature blow, they sway like an
old pine: ready to accept the changes each storm will bring them. This
would therefore extend to nature-based magic (wind, water, life)
Stats:
HP: 76
FP: 35STR: 7
DEX: 15
SPD: 15END: 7
WIL: 7
INT: 7
Abilities:
Nature’s Flow
An innate ability to react almost preternaturally to an opponent’s
attacks, as if one’s body knows whence an attack will come without one’s
brain considering said attack or said opponent.
High Perception
Innate tendency to observe and process all of one’s surroundings, within
reason, and to therefore be hyper attentive. Paired generally with a
great short-term memory. However, has a tendency to become distracted by inconsequential observations, and a
lack of natural skill in differentiating between harmless and dangerous
signs.
Hunter’s Coercion
12 FP per use. A state in which the individual adopts a muscle tension and
intimidating expression to impose one’s will upon peers or wild beasts
by triggering subconscious fear.
Primary Weapon: Lightweight, 2d4 +3 each 10% STR, 100% DEX, 50% SPD scaling. A pair of ancient hunting knives with wooden, leather-wrapped handles and sharp, curved, copper blades.
Other Inventory:
- Waterskin, empty
- A flintstone.
- A tunic-dress crafted from the skin of a buck. Meager protection.
- Belt
- Leather shoes
Kat / AstralMaria
Username: AstralMaria (Please call me Kat)
Character Name: Astra Du'Vaire
Race: Human
Appearance: Astra is an adult woman with long electric crimson hair
that reaches right below her waist, her hair was parted to the middle so
as not to fall over her eyes, but part of it fell between her eyes. She
also had bangs framing the sides of her face and curving in. Her
current age stands at 27, she is a young woman of tall stature, white
skin complexion and Rosewood red eyes.
Astra's outfit isn't too much detail, she keeps it light to keep
herself nimble and to allow herself to cast magic while on the move. She
wears a suit that's roughly skin-tight with a Byzantium coloured top
and Fandango coloured leggings. Her outfit is usually acquainted with a
black cape strapped around her shoulders, with a silver pin with her
four pointed star brand, a black belt with a light gold ring shaped
buckle and black shin high boots to finish it off.
Though her brand is located on the back of her shoulder.
Backstory: Astra was born with the name of a witch so this meant that
she was some sort of heir to mother who she really wasn't fond of to
begin with, even with how much she avoided magic she was sucked in to it
like a vacuum. She never appreciated anything of the magical sort up
until her mother's death bed which apparently made her mother's
witchcraft transfer to her. She didn't know why or how, but she suddenly
yearned to learn magic. As she rushed to her mother's old tomes,
grimoire and spellbooks, she was practically blessed by the stars to be a
magic user.
Though she had this... Strive to keep learning and learning all the
things that she could, until she couldn't anymore, as odd as it may
seem, Astra was given this fate that she could not escape out of, as if
her mother's death ignited something inside her that made her do these
things. Multiple attempts of learning spells, and multiple attempts have
failed. These failed attempts resulted in self-inflicted pain that
devolved her into someone she didn't want to be. As of that moment, when
a mispronunciation of a word in a three or two word spell it could
drastically change the spell at hand. Though that didn't stop her,
blood, sweat, tears but mostly blood let her learn everything she needed
to know.
Even with all that, something bad had to happen, it was written in her
fate. One late night, the stars granted her a wand, a two foot long wand
as a catalyst for her magic, the wand is silver with a golden ornament
at the end and seven crystals known as the Seven Stars that glow when
used. Each one of these crystals corresponds to one of the stars of the
Big Dipper constellation. And on her spell, a metamorphosis spell at
that, a portal appeared sucking her out of her studies and into a
different world. Her memories faded, and only a few spells remained
intact. She questioned everything the moment it happened but when she
couldn't squeeze out anymore answers, she had to live with it.
She lived in this world for about 12 years, completely forgetting who
she was in the old world, and she grew a liking to lizards, well not
lizards, geckos to be precise. Astra continues to learn magic as if her
life depended on it.
A believing heart is your magic or some S-word like that~
Archetype: A typical magic users, though one of her spells allows for
close range combat, reliance on FP or her magic circuits is highly
required. No access to magic makes her as useless as the letter G in
Lasagna, maybe using her to distract is a good idea when out of magic,
but her ability to move without any FP is hindered.
Stats:
HP: 71
FP: 60 (55 + 5)
STR: 5
DEX: 9
SPD: 10
END: 8
WIL: 11
INT: 13
Abilities:
The Moonlit Witch - Passive
Success of spells are increased by 20% when under direct presence of moonlight.
Arae Aryrha! - "Do not compare yourself with others, do what only you can do"
15FP. Will draw FP over time to maintain the form.
Assume the form of a creature. It can only mimic living creatures and
the gradual FP loss will be based on the complexity of the creature.
Casting success is based on INT.
Vaars Mora La Fiascette - "Begone! For I grant death"
40 FP. 12d8 point-blank. 50% INT scaling.
Vaars Mora La Fiascette is Astra's longest
spell and the hardest one to cast, though it's area of effect is
massive, it can be easily canceled by being out of focus or being in
crowd control. Astra channels and draws in energy from her body to her
wand, after channeling for two turns in combat, taking a full turn to
concentrate and being cast with a halved speed penalty on the second
turn. If hit on the second turn, Astra will take critical damage
Phaidoari Afairynghor - "That which is dreamed cannot be grasped, but work towards it, day after day, and you will find it in your hands"
1fp on use, deals 3d6 damage, 30% DEX 200% INT scaling.
Phaidoari Afairynghor adds a extension to her wand, usually in the form of a blade
or a spear tip in the manifestation of mana, it glows blue when
activated and allows for close range combat. Damage based off of INT and DEX. Pierces mundane armor and weapons, but magical equipment will repel the blade depending on the strength of the magic. 1FP per swing
Tu Yuarla Osu Lufraine - "Sacrifice for the birth of stars"
This ability is detrimental.
No FP cost. Costs 15% of maximum HP to cast.
Failing to cast Tu Yuarla Osu Lufraine in time will result in Astra falling ill. This
illness will cut maximum FP and all her stats by 25% rounded up per day
late, resulting in death on the fourth day you have not cast Tu Yuarla.
The illness can be cured by casting Tu Yuarla; however, all stats will
permanently be decreased by 1 point per day late. If any stat hits 0,
your character will suffer some sort of crippling ailment related to the
stat that hits 0, and if any stat hits -2 Astra will die (STR, END,
INT) or otherwise become unplayable (DEX, SPD, WIL). If she is affected
by some antimagical force and cannot cast magic, she will not feel the
effects of Tu Yuarla illness until 30 seconds after you regain magical
abilities, at which point the effects of the illness will catch up in
four seconds. If she cast Tu Yuarla before those 30 seconds are up, she
will not suffer stat penalties if you have gone over a day without
casting Tu Yuarla. The deadline for casting Tu Yuarla each day is
midnight.
Primary Weapon: The stars granted her a wand, a two foot long wand as
a catalyst for her magic, the wand is silver with a golden ornament at
the end and seven crystals known as the Seven Stars that glow when used.
Each one of these crystals corresponds to one of the stars of the Big
Dipper constellation. This wand is the only oddly visible thing on her
person, other than a few potions to keep her alive from the everyday use
of Tu Yuarla Osu Lufraine. Also passively grants FP regeneration of 2FP per hour.
Other Inventory:
- 63 silver.
- Witch hat to match clothing: FP Boost 5. Can be summoned or de-summoned at will without removing the boost.
- Small sachel (Brown): Add minimal inventory space
- Minor potion of healing x3: Heals for 20 HP each
- Minor potion of focus x4 : Restores 15 FP each
- Major potion of Focus x1 : Restores 50 FP each
- Unknown Grimoire: When read, bestows an enchantment that increases damage by 10% for five turns while in combat.
- A broomstick crafted for ideal flight in the typical style of witches.
Vignette
Username: Vignette or "Vigne" for short
Character Name: Emme Von Kuroe
Race: Human
Appearance: Emme is your typical female knight, if it wasn't for the
scars she would be considered very attractive under that helmet of hers.
Emme is a physically fit woman who fits the description of a usual
knight. Underneath her armor lies long wavy brown hair that reaches just
about to the middle of her back, lightning blue eyes and a scarred
body. What do I mean by scarred? I mean, every part of her has a scar,
there is no part in her body that lacks it, which is why she hides
herself under her plate. Considering her appearance, Emme is only 25
years of age, though her skill with the blade and shield is rather
immense. Her brand is of a flame, embedded right behind her shoulder.
Her armor, completely covers her body, it's gold tinted plating with
blue trimmings usually makes her easily noticed. On her shoulders is a
tattered blue cape that reaches just behind her legs, this cape is kept
in place by a metal version of her brand used as a pin to strap the cape
in place.
Backstory: Emme's body wasn't always covered in scars, this was only
until life decided to keep her alive after what should have death. On
the battlefield, a knight fights for one side and on the side Emme was
on, that side was losing. She served a royal family that lost terribly
to the opposing side, for the death of her she refuses to state the name
of the royal family she used to serve since memories of her past haunt
her when she does. Call her crestfallen, call her broken, call her all
the things that describe a fallen knight, she fought hard and wasn't
suppose to survive. How did she survive? And why?
After the loss of the royal family she served, she was captured and
tortured until her body was covered in scars, from head to toe. No man
dared to look at her directly a woman with scars like that had no right
in a world like this. But since she survived, she took it upon herself
to say that it was destined to be her fate, that the gods did this for
her and for her alone. At some point, she escaped the clutches of
torture and ran off, she covered herself in plate to avoid being seen
and recognized so that she may live on. She now does freelancer work,
doing whatever to keep herself alive. She also has a little Lizard named
Emil that she keeps as a pet.
Months after he escape, Emme was teleported and woke up in the well,
somewhere in the town, after things were cleared up with her and her
name she was free to roam the city to do her free lancer work.
Archetype: Emme is rather quick on her feet even if she wears full
plate, she fights rather skillfully and very aggressively when it comes
to full on combat. She two hands a sword for a very aggressive approach
or has a sword on her main hand and a kite shield on the other for a
more defensive approach.
Stats:
HP: 132
FP: 35
STR: 12
DEX: 8
SPD: 6
END: 14
WIL: 7
INT: 6
Abilities:
Crescent strike - 10fp. Utilizes a wide swing to create a crescent-shaped shockwave.
Crescent Strike deals base damage to the
target and 3d6 80% SPD 50% DEX to neighboring targets. If Emme's average base damage is
less than the average base damage of Crescent Strike, then the target
will take the same damage as neighboring targets.
Dragon Strike - 20FP. Emme winds up for 0.5
seconds and lunges her blade forward, dealing base damage + 2d8 damage against the
enemy she hit, the enemy that she hit will be knocked back, other
enemies hit by the original enemy will take 70% of the damage. Consumes
20 FP upon use
Broken Valor - 5FP to activate, consumes 2 FP per turn or 1 FP every 8 seconds. This
ability will have Emme take less damage, deal less damage and attack
much faster. Everything is increased/decreased by 20%. Also boosts speed by up to 3 points if the wearer is overencumbered.
Primary Weapon:
Valorian Contract: 75% STR 60% DEX 9d4. Valorian Contract is
a long sword a large blade that stretches to a seventh of a meter long.
It's hilt is designed of the wing of phoenix.
Other Inventory:
- 1 gold 2 silver
- Valstalt armor set. A set of full platemail including gauntlets and greaves. Extremely resistant to slashing and piercing attacks, but wanting against bludgeons.
- A steel shield, decorated with a crest of a silvery-green snake. Strapped to the back when not in use.
- Armet helmet matching the Valstalt armor. Blue plume. Slits in the visor are narrow enough to block visibility of the face almost completely.
- 3 lesser healing potions
- 1 lesser focus potion
Keirndmo
Username:Keirndmo
Character Name: Ronson(Nickname:Banner)
Race: Human
Appearance: Ronson stands at a tall 6'5", with dark skin, dreadlocks, and a tired look on his face. He's 22, with his brand located on his abdomen, the shape taking form of one wolf straying from a pack, with the pack on his right side and the lone wolf on his left. His body is arrayed with various scars, many on his calloused hands, his forearms, and his face, along with several of what appear to be burn marks along his body.
He wears a grey sleeveless shirt, and if in colder weather, he puts on a buckled fur vest, and a long brown cloak. His vest has an old insignia on it, seeming to be in the shape of some sort of fang, definitely not a snake or lizard fang. His brown boots are thick and go halfway up his lower leg. His pants are of a rough brown material, held up by a black belt with a small belt buckle that depicts a sleeping pup. When armored, he covers his chest and shoulder with a scratched and unpolished breastplate, worn from many battles. His hands are protected from fingers to top forearm by metal gauntlets, also scarred in similar fashion.
Backstory: I was so confused, when I appeared in the rimmed city. It felt like I'd been woken up from some long felt nightmare, suddenly wanting for air as I clawed my way out of the deep water of the central well. Although, I knew it couldn't be a nightmare, because I felt the blood spilling from my wounds, I knew it happened, but I could only remember fuzzy bits and pieces, as though it truly was a figment during sleep.
I see comrades, the faces of them, in laughter, in intensity, in pain, in relief, all of these things...that I seemed to feel with them. Now they slowly disappear from my mind. Soon, I fear the only things left of them will be the nightmares of mine that show the loss of these friends...or perhaps these are even some memories in their own right.
Only two things came with me from that well, a wet war banner, arranged with a large moon on it, and a sword that fits all too well in my hands, scarred and battered as I am. As I stare at this banner, knowing the fading memories that go along with it, I know I must find these friends of mine. Taking my unbreakable sword in hand, I will venture into the feared Conglomerate, so that I can remain who I am!
Archetype: Vanguard (A warrior who brings himself into the thick of battle, leading the attack towards the enemies. He excels in using a large slashing weapon to cut swaths against his enemies.)
Stats:
HP: 132
FP: 55
STR: 16 (26)
DEX:5
SPD: 9 (-2 weight penalty)
END: 14 (26)
WIL: 11 (26)
INT: 4
Abilities:
-Harsh Life (Negative): A harsh Life has left Ronson with terrible memories that come in his dreams. Every time Ronson sleeps, he must succeed on a difficult will check or be unable to rest, denying him the benefits of that rest.
-Die hard: Refusing to let himself fall, Ronson can grit his teeth and fight through the pain of felling blows. When hit by an attack that would reduce Ronson below 1 hp, he can make a Will check to instead remain at 1 hp. This check gets significantly harder with each success until resetting the next time Ronson is downed or restored to full health. This also allows him to slightly move, but not fight, when in a downed state.
-Wide Strikes: Ronson can strike all enemies that are within his range for 14FP. If an enemy is killed with this, then 6FP is refunded(but does not refund for each enemy killed if multiple are killed). If an enemy is killed, and Ronson could reach another enemy with one more step, then he can use this ability again at a 100% increased FP cost to take a step towards the nearest enemy of out his range and attack all enemies within reach again. The second step acts with the same speed as the first attack minus one.
-Harsh Life: Ronson has endured an extremely harsh life that has toiled on him both physically and mentally. This increases his Strength and Will passively by 1, along with granting a +2 bonus to the stat being used against Fear/Demoralizing effects.
-Shouldered Burden: The weight of Ronson's weapon on either his back or in his hands feels like a natural instinct, separate from the memories he so dearly strives for. This adaptation to bearing a burden too large for normal men has allowed him to use his weapon's weight effectively, reducing speed penalties from larger weapons by 2. This has also passively increased his endurance by one.
Primary Weapon: [2H] Bannersword. 8d8, 80% STR, 10% DEX. Long, Heavy, requires 30 strength to use effectively in one hand. This massive 6'6" sword looks like the swords used for show in parades, but seems to be made entirely functional as a sword. Its grip is worn away, and has been replaced by the moonlight banner, torn into a long strip and wrapped around the handle.
Other Inventory:
-Cloak of Repressed Rage (This brown cloak that Ronson wears is actually some kind of magical item that has always made him uneasy, but has always felt he must keep it. If Ronson gives into the whispers of the cloak that tell him to unleash his rage, then he loses control of himself, the cape flowing around his skin and affixing itself to him and giving him the appearance of a bronze man. This causes him to ignore pain and push his body beyond its limits, along with making it impossible for him to tell friend and foe. However, old bonds give him clarity when attacking allies, and cause him to resist the strikes against his allies, dealing significantly less damage to them. Once released from control of the possessive magic, Ronson will lose 15% of his maximum HP. This health will be recovered if he is able to rest three times consecutively, but if not, the loss is permanent.)
-Clothing
-Breastplate and gauntlets. Decent protection from slashing and thrusting attacks, but do not cover the whole body.
-Small knife, not particularly useful in combat.
-3 lesser healing potions
-Some dried foods
Seems good, but a few things to note:
- There's something in the "rules" section that you'll need to add to your application.
- Ability Taking will eventually bloat your ability list. I'll impose a soft cap on the number of abilities you can have through that technique.
- Although seconds are relevant outside of combat, since combat is turn-based I will likely have damage from weak lightning beam increase if you have a very large speed advantage over your target.
- Crown of Magic and Heart of Healing are too powerful. I will instead have the Crown of Magic reduce the FP cost of abilities slightly, and give the Heart of Healing a bonus that lets you resist the effects of running out of HP more.
Once the first thing is in the application, I'll accept it with the revisions I mentioned unless you have qualms with any of them.
Username: Caruso09
Character Name: Anders Brightwind
Appearance:
Physical Appearance:
Backstory: ( TL;DR at the bottom )
TL;DR - Anders found a guy to teach him how to use melee weaponry, and had found a special taste for axes, especially when he’s holding two.
Archetype:
Stats:
Abilities:
Primary Weapon:
Other Inventory:
Edit: Just to clarify. I didn't say exactly how many SP my abilities should use, as I thought you'd be a better judge than I of that.
Username: Scarfking
Character Name: Nihere
Race: Human
Appearance: Nihere is a young man, roughly 22, who stands at 5'8". His mark is a diamond on his left cheek. He has black hair that he keeps in a ponytail that reaches the base of his neck. Some people say it looks like the tail of a lizard. His build is muscular, but thin.
Backstory: Nihere remembers a young boy, maybe eight or ten years old, with short blonde hair. His brother perhaps? All he can remember is his face... and leaving it behind as it cries. This memory haunts him to this day. Who was he? Why did he cry? Why did Nihere leave him? Despite searching his soul for seemingly countless hours, he cannot remember anything more. Though whoever it was, it was someone very important to Nihere- that he knew for absolute certain.
Because of his memory, he hates seeing people cry and suffer. He does what he can to help others, even at a cost to himself. To him, nothing is more satisfying or precious than a smile on someone's face. Sometimes its just a shoulder to lay on, or a simple joke to make people feel better. Because of this, he's been given the nickname "Ni-Helper" by most everyone. His ideal is to make the world a better place, so that nobody has to suffer. He knows the goal is impossible in his lifetime. But maybe some day...
Archetype: Given his caring nature, one might think he would be a Cleric or doctor, but his studies into White Magic and medicine proved fruitless. However, he is able to utilize the Bow and some offensive magic to moderate extent. He calls himself the "Bow-Mage", since he combines these two practices.
Stats:
HP: 68
FP: 50
STR: 6
DEX: 13
SPD: 10
END: 6
WIL: 10
INT: 8
Abilities:
Steady: Costing 7 FP, Nihere can ensure his aim will be true to any target withing 50 meters, despite the conditions.
Arrowhead: Nihere can augment the head of his current arrow to one of five different options at 10 FP.
-Thunder: Thunder increases the base damage by 20%, and stuns the target for 1 turn. The target will become immune to Thunder until the end of Nihere's next turn.
-Flame: Flame increases the base damage by 80%.
-Chill: Chill increases the base damage by 30%, and slows the enemy, reducing their SPD and reaction time for 3 turns.
-Rock: Rock increases the base damage by 50%, and knocks the enemy back 5 meters, as well as causes an END check to see if the enemy has fallen over.
-Pierce: Pierce ignores any defensive bonus the target has from any armor or shields.
Diplomat: Nihere gains a passive bonus whenever trying to negotiate or convince someone.
Primary Weapon: Nihere uses his Longbow, and always keeps ten arrows on him at any time. (Though he would stock up for an adventure.)
Other Inventory: He wears a blue hooded robe with orange accents that reaches his knees. He also has a pair of brown pants and shoes. In addition, he has 4 gold coins and 73 silver coins.
Both applications are in pretty good shape, just have a few comments to make:
- Anders' damage is slightly on the low side for an expert axe user. I'll probably bump up Marshall to 3d6 and maybe make Throwing Axe deal 2d4 + 2 + [axe damage].
- Because Protugere is a small weapon, using it to attack will add a small speed bonus (not applied to Berserker Fury). Even without my buff to Marshall, the only reason to use Protugere otherwise would be for roleplaying reasons (which isn't entirely an invalid reason, but still).
- Nihere's thunder arrow could be used to stunlock single enemies too easily. As consequence, striking something with a lightning arrow will make it immune to stuns next turn.
- Pierce arrowheads would be overly powerful if they had a damage bonus; armor is intended to be reasonably realistic in terms of protection, so ignoring metal armor or shields would be a significant bonus. As such, it'll deal base damage.
- Steady and Pierce kind of overlap, since you could just choose to aim for a gap in the enemy's armor. Steady will only guarantee that you hit your target--not necessarily a specific part of your target, unless that part is roughly human-sized.
- Diplomacy success or failure isn't calculated by stats, so Diplomat will provide an arbitrary bonus to persuasion.
- In terms of gold: a wealthy person like Flyckard would probably have 100 gold either in the form of straight-up cash or in various items that would be valuable to barter with. An average homeowner might have 5 gold in free change or so. (1 gold is equal to 100 silver coins. 1 silver coin is equal to 100 copper coins.) You may choose how much money you have, but I wouldn't accept excessive amounts like what Flyckard would have unless you spend an ability slot on it. (Flyckard gets a pass because he's an NPC and won't be spending it on the group.)
If both of you are fine with your characters according to my changes, then there's enough people to start preliminary roleplaying before any real plot happens. If your characters do not already know eachother that would be a good time to introduce them, or otherwise provide context for what your characters are doing when the plot kicks off.
Username: Willowisp323
Character Name: Ruth Le Paige
Race: Human
Appearance: Ruth is a slightly short, petite woman of about 26. Her fair, almost pale skin gives the impression that she doesn't spend very much time outside. She has black hair which reaches only down to her jawline. It is cut neatly and she has a fringe that stops just above her eyebrows. Her eyes are a dark green colour and she has an angular nose. A pair of light pink lips hide a set of clean teeth. Her brand is a crescent moon on her left shoulder.
Ruth wears a pair of sky blue trousers which are slightly too long. Over this she wears a long shirt which reaches to her knees. The shirt has long sleeves and is a cream colour. She has a belt going around her waist on top of this shirt, it is made of cloth and is dark red. Over all of this she has a light, collarless, coat made from cotton. The coat is a faded violet colour with a row of indigo diamond shapes arranged in a around the bottom. Her shoes are plain and dark brown. Around her neck Ruth wears a circular pendant made from clear quartz. On her head is a circlet made from cast iron.
Backstory:
Fleeting images and half-forgotten sounds is all that remained of Ruth's memory when she first awoke in her new world. As she lay in the well, watching the people above busily working to get the latest person to appear in their city out of the cool water, she tried to remember how she had gotten here. But her attempts to discover what had occurred to make her wake up in a well in an unfamiliar place were all unsuccessful. Once out of the well she wasted no time before unleashing a torrent of questions on the people who had rescued her. Although she received no answers about how she ended up in a well.
Her memory was scattered at first, a confused mess that took some time to figure out. But she had plenty of time for thinking in the inn, which seemed more like a clinic than a place to stay. Slowly, the previously disconnected thoughts slowly were woven into something more coherent.
Ruth could remember people, faces without names. She could remember fragments of her life. A few particularly vivid memories told her that she was a medium, that she used to contact spirits. She could remember one of the rituals quite well. There was a group of people: a stern-looking old man, a pair of young brothers who looked like identical twins and a middle-aged woman who spoke about her pet lizard. They were all gathered around a table, waiting for her. In the centre of the table was a dusty old book and an empty glass. Ruth could remember casting magic, but nothing after that.
Days passed as Ruth began to grow used to her surroundings. She spoke to the people living here and found out that many people who lived in the town had just showed up in the well like she did. This intrigued her, by what forces did this phenomenon work? How did people just suddenly appear in the well? And what of her old life, the one which could barely remember?
Despite her best efforts she was unable to find the answers that she sought, but Ruth had begun to learn about the town. She learned of a mage's school, so decided to visit this place, both because she thought that they might have some answers there and because she had memories of magic from her previous life. She would visit the school infrequently for quite some time. The answers about the well and the Conglomerate continued to elude her, but she is certain that she will learn about them someday.
Archetype: Ruth is a channeller, otherwise known as a medium. Her abilities include the ability to summon spirits and spectral creatures and casting blessings, curses and healing spells.
Stats:
HP: 68
FP: 65
STR: 7
DEX: 8
SPD: 8
END: 6
WIL: 13
INT: 11
Abilities:
Call Spectre: Costs 10FP. Ruth calls out to the spirit world and summons a Lesser Spectre to fight for her. The maximum number than can be summoned is WIL / 5, rounded down. The spectres can be dispelled at any time for no cost. The spectre can only perform basic melee attacks. Lesser Spectre stats: {HP: 36, FP: 20 | STR: 8, DEX: 5, SPD: 5, END: 3, WIL: 9, INT: 4}.
Sap Strength: Costs 7FP. Ruth casts a curse on their target, temporarily reducing their STR by 1d6 for 3 turns.
Mediumship: Ruth is connected to the spirit world, this gives a passive bonus to willpower and intelligence. This also allows her to sense spirits and ghosts.
Primary Weapon: Ritual Staff: A staff made from a refined, bent branch of an old rowan tree adorned with 3 strings of dark red beads attached near the top. Each string ends in a bead made from clear glass. It increases the damage done by summoned creatures by 1. Can be used for a melee attack for 2d3 damage.
Other Inventory:
- Clothing
- 1 gold and 75 silver coins
- Mystic quartz pendant: gives a 10% chance to reduce incoming damage by 1
- Faded coat
- Iron circlet: gives a 10% chance to reduce FP usage by 1
Edited. Also, your concern between Steady and Pierce was my intention- Steady only makes it hit the target, despite say, rain, movement, or fog. WHERE the arrow actually hits is another story entirely.
I''m definitely not opposed to buffs. I'l edit my post to match your suggestions.
Looks good, Willow. The stat boost from Mediumship will be +1 to both stats, ignoring the stat cap. This also means you'll have 70 FP. Unless the quartz pendant is intended for flavor, I'll also buff that up to a guaranteed 1 damage reduction. Even 1 damage reduction is not terribly significant, so a 10% chance of 1 reduction is not likely to help you. (For reference I'll only allow permanent stat boosts from abilities during character creation, since in these cases it would be describing a unique attribute of your character independent of race rather than a learned skill.)
Only other change is that I'll drop the Lesser Spirit's FP to 18. This is almost completely meaningless (it can't use FP) but its Will/FP scaling would be slightly more logical that way.
Good to know, Scarf, that looks good now.
I've added UltraCraftGames' character to the character sheet list and reworded a few parts of it (mostly the abilities). Everyone else will be up there tomorrow, as will the preliminary IC thread.
The changes look good, including the one to the quartz pendant. There wasn't any roleplaying reason why the damage reduction was so low, I was just trying to make it so it was not OP and made it useless instead.
Prologue/preliminary RP is up. You can do whatever you want in the City until the plot is ready to get moving. I suggest you acquaint your characters. This is intended to be pretty open-ended so it doesn't matter how you do this.
All character sheets have also been updated and added to the list.
UltraCraft, my mistake about the enchantment. It would be overpowered if this refreshed forever, so it will only activate once. I have refunded 50 silver as a consequence.
Sorry for the confusion, there's a bit of disconnect between what I know the mechanics are and what I've said to players about the mechanics.
The listed damage number is the amount of damage a weapon will deal at the minimum requirements. If your stats are above the minimum requirements, you will deal extra damage with that weapon. The stats that provide bonuses, along with the bonuses themselves vary depending on the weapon, but for melee and mundane ranged weapons it's usually STR/DEX and for spells it's usually INT. In Caruso's case, he'll probably have +10 damage or so as neither of his axes are particularly heavy (so no significant STR requirement).
That also isn't taking into account hits to critical areas (there aren't random crits but you can specify blows to the head/etc. to deal extra damage at the cost of accuracy). Damage is low mostly because there could be up to 8 sources of damage coming at a single enemy at a time, which would result in too much damage being thrown around if you could kill people in a single good swing of an axe.
A homeowner in the City would likely have around five gold. Pretty much anyone who's been in the City for a year or more will own some sort of house. People fresh out of the well will usually have much less, but they could still have old coinage on their person. If your character isn't a homeowner it will likely be around 1.5 gold, give or take a piece.
Some discussion on the mechanics did take place in the interest check thread but I should have ported most of it over.
If you have any questions on abilities or other mechanics before you make your character, feel free to ask.
I actually intended to alter the effect of his passive healing item, it's supposed to confer resistance to death once you hit 0hp (when you run out of HP, you enter a "downed" state and need to be healed or otherwise stabilized to prevent death, and need to rest for some time after stabilization/healing to be combat ready again). I mentioned it when revising his application, but it looks like I missed that when moving it into the post. I'll fix it now.
There's no concrete limit on the number of magical items you have, so long as your character isn't made too powerful by them or the magical items are balanced out by some other aspect of your character. Ultracraft is allowed to have more magical items than normal since his strength is permanently garbage and his offensive abilities are tied to his axe. If an enemy wrests his axe out of his hands or he loses the axe somehow, he can't do anything unless he gets enraged until he gets the axe back or finds another axe suitable for casting lunar spells. His offensive capabilities are also limited by his FP, so if he runs out, he's useless unless he gets enraged. And on top of that, his starting DEX is meager so he's inaccurate with his spells.
As for abilities... perhaps the character can turn parts of his body into rock? Possibly-versatile offensive options (rock hands! ...rock spit?) at the cost of mobility and playing poorly with armor. Presumably this would require a custom race as that ability wouldn't be a cast spell (low INT). I'm not sure personally.
Depends on the weapon. Something like a large club would require a small amount of dex to use accurately (3), since it's hard to miss with a weapon that large. Nimble melee weapons like daggers and rapiers would need a decent amount (9-10) to use accurately), while ranged weapons like longbows (13) need the most. Fists would probably be on the low end, around 5 DEX.
Aside from stone shenanigans, my other guess for abilities would be grappling techniques and whatnot, but I'll leave the ability creation to you. This isn't the kind of character I would create myself so I don't have any particularly good ideas.
Keep in mind, your character is only skilled in Lunar Magic, which requires a suitable axe or an axe-like weapon in order to be cast. Although Enrage works without an axe (since it's more of a racial ability than a skill) your character is pretty much incapable of doing anything but lunar magic, so that means you need an axe.
Soul Search is a Lunar spell and abilities gained through it would require an axe (even if the axe isn't a part of the ability, you still need to use the axe to channel the abilities of the souls you've stolen).
Transformation abilities would constantly drain FP in order to maintain the form, and you need to have the axe on your person to willingly enter or leave the state. If you transform and your axe is then lost, you'd be stuck in the form until you run out of FP and then be kicked out (and probably take damage from the sudden transformation). That said I'd be unlikely to allow transformation abilities, as that would make Lunar magic an awfully broad field.
Username: Commandosaurus
Character Name: Kahente
Race: Human
Appearance: A woman in her young mid-twenties, Kahente has the appearance of someone who would prefer to appear intimidating but simply cannot manage the sense of imposing presence achieved by many. Her face is of the oval archetype, but her jaw and chin provide a strong presence. Her lips form a stiff line at rest, but she smiles often too easily. Her expression can be quite stern or quite genuinely elated; it is a face which allows for a comfortably broad range of emotions to be displayed effectively. Her skin tone would be described as slightly olive - perhaps a tad darker - but her hair is black and straight. It is tied back in ropes around the front to keep it out of her eyes, but flows freely to her lower back behind her.
Kahente is around 5’7”, with a lithe form yet strong legs and a good deal of experience running. She wears a buckskin tunic-dress with little decoration, versatile leather shoes, and a belt upon which a small sack and two hunting knives can be attached. Kahente’s brand is located on her left forearm, several centimetres below where a watch would fall. It is a raven in flight.
Backstory: Kahente’s memories are all of nature, and none of people. She can scarcely recall if there were people where she lived before, but surely there must have been, since these faces around her are not those of aliens. It was warm where she lived, but at times there was a biting cold. She remembers snow which hid everything beautiful, but then was beautiful itself. She remembers a turtle, scarcely larger than her hand, which crawled near a river. Its shell was a vibrant brown and yellow. The water seemed brown, too, but likely that was only because the current was so clear that one could see all the earth on the bottom. She might have eaten the turtle. She certainly ate some lizards from that same place.
There was a large bird - blue, grey, white - which lived near her. It only came when there was no snow. Sometimes she hunted the bird; other times she lived with it peacefully. The bird seemed to know her intentions, and when she came without hunger it waited for her and she would grow so near she could see its feathers individually. When she came with her blades in hand it flew away.
There was another bird, which lived in the water and which made such a haunting call that she feared it. She knew she could never kill it because she could not swim more quickly than it, and she knew it could never kill her because it could not walk more quickly than a waddle. But, it could fly and she could not. She would need to fly.
There was a beaver. It lived in the water, too, but sometimes she hunted it, and sometimes she caught it. Then there was another beaver. The beavers were strong, and they were smart - perhaps smarter than her. However, she could kill them, so she did, and then she ate them.
One day there was a bear. She had never killed a bear, and she wondered if she ever would. The bear was taller than her, and when she snarled at it, it became more angry than her, too. She ran, she swam, and she climbed a tree; still, the bear followed her. At last cornered in a tree, Kahente had no choice but to jump. The memory was blurry, but Kahente thought she had flown then. The bear had chased her no more.
Then she was here, and here was quite a strange place to be. Found in the well with three others, and only now awakening, tired and weak and confused.
Archetype: A Hunter does what is necessary to survive, but at times they are too much like the wild around them, and they take risks which have no assurance of survival. Hunters are adept with weapons by necessity, but attuned to nature by their own nature; they hear the birds and the bears and the mice before the birds, the bears, or the mice hear them. They react based on intuition and are therefore very capable under stress. They are accustomed to killing but they still feel sympathy for the lives they must take. When the winds of nature blow, they sway like an old pine: ready to accept the changes each storm will bring them. This would therefore extend to nature-based magic (wind, water, life)
Stats:
HP: 76
FP: 35
STR: 7
DEX: 15
SPD: 15
END: 7
WIL: 7
INT: 7
Abilities:
Nature’s Flow + An innate ability to react almost preternaturally to an opponent’s attacks, as if one’s body knows whence an attack will come without one’s brain considering said attack or said opponent.
High Perception + A tendency to observe and process all of one’s surroundings, within reason, and to therefore be hyper attentive. Paired generally with a great short-term memory.
High Perception - A tendency to become distracted by inconsequential observations, and a lack of natural skill in differentiating between harmless and dangerous signs.
Hunter’s Coercion + A state in which the individual adopts a muscle tension and intimidating expression to impose one’s will upon peers or wild beasts by triggering subconscious fear.
Primary Weapon: A pair of ancient hunting knives with wooden, leather-wrapped handles and sharp, curved, copper blades.
Other Inventory:
Looks good overall, no real complaints. You may allocate two extra stat points to a stat of your choice (as long as you don't go over 15 in a stat) due to the negative side of High Perception, so long as you roleplay its disadvantage properly (as I feel like I would be forcing your character's actions too much if I were to play out every aspect of the disadvantage).
One thing to note: characters wielding two weapons at once can attack with both at once, for somewhat increased damage (depending on dexterity in addition to the stats and bonuses provided by the secondary weapon) at the cost of a defensive penalty. If you attack with only one weapon, you'll use the other defensively. If you wield a weapon in two hands, you get bonus damage depending on Strength and how effectively the weapon gains damage based on Strength.