IC (http://www.bay12forums.com/smf/index.php?topic=126546.0)
You are a newly appointed journeyman of the Adventurer's Guild.
The Adventurer's Guild is an international organization that trains those who can pay the yearly entrance fee to go forth and perform the kind of work that normal folk just don't care to do. In a sense, you're a bounty hunter: sometimes, it's treasure hunting, other times, you're hunting down bandits, and occasionally taking part in whatever regional conflicts the local lords put you into.
While a Guild membership is not a license to slaughter and plunder ruthlessly without distinction, most governments have an arrangement by which a guild-appointed adventurer is immune to law if said crimes are justifiably committed in the process of honoring a sanctioned Guild contract. The organization does not have this legal privilege around the world, and in many areas is not recognized.
All races and professions are accepted - whatever life you were fleeing from, it doesn't exist anymore. You're a journeyman now.
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Name:
Race: (Humankind, Elfkind, Feykind, Elementalkind, Demonborn, Angelborn, Kinkind, Undead, or Halfbredkind)
Height:
Weight:
Appearance:
Strength X, Stamina X, Agility X, Speed X, Endurance X, Willpower X, Intelligence X, Perception X
HP: (Endurance + Level)
Level: (You start with Adventurer 1, and pick two more. Yes, you start as a Level 3. Class can be pretty much anything - Fighter, Accountant, Priest, Clerk, Farmer, Sorcerer, Thief, whatever. The two exceptions are "No, you can't be a Wizard" and "No, you can't be something stupid like "Horse Puncher", "Orgasm-mage", or "Boy-Skylark" or whatever.)
Virtues: At least 5, no more than 7.
(Critical - 3pts)
(Major- 2 pt)
(Minor - 1 pt)
Flaws: At least 5, no more than 7.
(Critical - 3pts)
(Major- 2 pt)
(Minor - 1 pt)
Hobbies: No more than 3 points.
Feats: 1 per every 2 levels. You start with 2 as a Level 3 character.
Name: Renn Gistos
Age: 42
Race: Humankind
Height: 5'9"
Weight: 187 lbs
Appearance: A charmingly ugly fellow, covered in scars, with an infectious grin. He typically wears a long, dark-brown duster and a straw hat with a feather on the right side.
Strength 12, Stamina 19, Agility 9, Speed 14, Endurance 18, Willpower 12, Intelligence 11, Perception 16
Hit Points: 24 (18 Endurance + 6 Levels)
Levels:
Adventurer 2, Soldier 3, Priest 1
Virtues:
Experienced Soldier (Critical - 3pts): Renn has been a soldier for more armies than he can count for as long as he can remember. While he never seems to have been any higher in rank than a plain soldier, he knows nearly every trick in the book, and always seems to be ready for action. He is well-trained in the use of weapons and has acquired various skills that any career mercenary would find useful. Additionally, he seems to be immune to hangovers from a hard-drinking life.
Gunslinger Mage (Major- 2 pt): Although he carries a sword and armor, Renn is a talented mage who uses flintlock pistols as his ritual focus for magic. He is a particularly good shot with most forms of firearms, and is capable of any number of spells that a soldier would find useful.
Irresistible to Women (Minor - 1 pt): Although Renn is rather ugly, he has a charming smile and a devil-may-care attitude that more than compensates.
Flaws:
Superstitious (Major - 2pts): Before every battle, Renn has a certain and exact series of actions he performs with religious devotion. He says prayers before every meal, tosses out the bottom of every alcoholic drink, and at any moment, can list off a series of omens, good-luck charms, and a bunch of other nonsense.
Alcoholic (Major - 2pts): Renn has seen a lot of things, and turned to drinking for solace. Over the years, he's gotten used to drinking every day from mid-day to bed, and starts the day with a swig of whatever mysterious concoction he keeps in his flask.
Ugly (Minor - 1pt): Renn is not a good-looking man. With large ears, thinning hair, and slightly-off-center eyes, he was already not that good-looking; years of war have twisted his face with scars, several teeth are replaced, and his nose has obviously been broken many times.
Hobbies:
Gambling (Major - 2pt): Renn has an extremely good poker face, and is what one would call a card sharp.
Mending (Minor - 1pt): Renn can perform any number of small repairs after years of being on the move.
Feats
Trick Shot: Renn can pull off shots that would be impossible for others to pull off, such as extremely long shots, hitting moving targets while facing the other direction, and the like.
Tough: The reason why Renn is such an old soldier is because he is too damn stubborn to die. He can handle a lot of pain, and can withstand the kind of serious injury that would cause others to go into shock or be disabled.
Bree's Blessing: As a priest of Bree, his Goddess will extend her protection to him so long as he acts justly and seeks to do the good.
Name: Grek
Age: 38
Race: Goblin (Feykind)
Height: 3'7"
Weight: 90 lbs
Appearance: A small, green, scaled humanoid with beady black eyes.
Strength 6, Stamina 13, Agility 20, Speed 20, Endurance 9, Willpower 5, Intelligence 10 , Perception 17
Level: Adventurer 1, Thief 2, Priest 1
HP: 12
Virtues:
Hard Worker (Major- 2pt) -
Grek works very hard at whatever he does. This mostly applies to the sheer amount of work he does prior to a robbery, making sure he is absolutely familiar with every last possible detail before making his move. Aside from that, he works hard at keeping himself in shape - the ability to run away from danger is part of what kept him alive for so long.
Jack of All Trades (Major- 2 pt)
Grek, over the years, has become rather good at quite a few activities, mostly learned while acting undercover.
Sheer Dumb Luck (Minor - 1 pt)
He'd have to be to be alive today.
Flaws:
Coward (Critical - 3pt) -
As a professional thief and as the low man on the totem pole, Grek is profoundly and stupidly paranoid about everything trying to kill him. A loud noise? He'll be hiding in a dark location with his knife out, quivering in fear. A battle approaches? Sounds like someone else's problem, he'll show up later to stab them while they're down and he's not at any risk.
Greedy (Major- 2 pt) -
Grek is a thief by inclination - if he sees something he wants, he'll most likely try to steal it. When he is robbing a store or household, he does not limit his theft to "everything that isn't nailed down."
Impulsive (Minor - 1 pt)
Most of his thefts are because he decided something looked pretty and decided in that moment to steal them. The same applies to his application of violence.
Hobbies:
Major: Lockpicking
Minor: Appraisal
Feats:
Goblin Paragon - Grek, for all of his cowardice, is a prime example of Goblinkind. His scales adapt to match the settings around him, he is extremely nimble, and can climb and/or stick to any surface.
RUN AWAY! - Whenever Grek is RUNNING AWAY, he's really, really fast.
Name: The Duke
Age: 50-something
Race: Humankind
Height: 5'10"
Weight: Slightly overweight
Appearance: A grey-haired, slightly overweight fellow in colorful, intricate clothes. He appears to be a powerful man gone to fat late in his life, and has an impressive beard. He has a natural presence that can be felt as soon as he enters the room.
Strength 13, Stamina 13, Agility 9, Speed 9, Endurance 12, Willpower 15, Intelligence 15, Perception 14
HP: 16
Level:
Aristocrat 1, Knight 2, Tactician 1
Virtues: At least 3, no more than 5.
Just (Major- 2 pt): The Duke is not quite a kind man or a good man, but it is clear from his attitude towards the law and the management of his domain that he cares for his duchy and his people. His rule is fair, taxes moderate, and tends to come down harder on nobles than commoners to keep them in line.
Ruthless (Minor - 1 pt): When a choice has to be made, the Duke makes his choice for the best of the people, and wastes no time mourning those who must be hurt as part of this choice.
Flaws: At least 3, no more than 5.
Proud (Major- 2 pt): The Duke does not tolerate people not giving him the respect he damn well earned saving this whole damn duchy from being burned back in the day. Speaking ill of him tends to have painful consequences that are just within the law.
Feeling His Age (Minor - 1pt): The Duke isn't young anymore, and can feel his days of war catching up with him. The body and mind just don't work as good as they did before.
Hobbies:
Animal Husbandry (Major - 2pt): The Duke has a large stable of horses and a reputation for producing excellent warhorses.
Feats:
Natural Horseman: The Duke takes to horses like ducks take to water.
Leadership: The Duke is the kind of person you naturally turn to for leadership, be it in battle or in a crisis. He has a very distinct presence about him.
Name: A guy in a blue tunic
Age: Mid-30's?
Race: Humankind?
Height: 5'9"
Weight: Average?
Appearance: A nondescript fellow of no particular ethnicity. His only distinctive feature is that he happens to be wearing a blue tunic.
Strength 10, Stamina 10, Agility 10, Speed 10, Endurance 10, Willpower 10, Intelligence 9, Perception 10
Level:
Peasant 1
Virtues: At least 1, no more than 3.
Hard-Working Farmer(Major- 2 pt): He's a peasant from a long line of peasants, who spend their days in the fields and barns and nights doing peasant stuff like drinking and folk dancing. You know the type.
Flaws: At least 1, no more than 3
Rube (Major- 2 pt) - Just look at his clothes and his hands; this man has never been more than ten miles away from his home and knows nothing about the world.
Generic (Minor - 1 pt) - There is literally nothing to distinguish this faceless background character from anything else.
Hobbies:
Making Apple Cider (Major - 2pt): Part of what they grow is an orchard of apple trees, and he's always liked making apples into good hard apple cider.
Feats:
Draw A Straight Line: This guy can draw an absolutely perfect straight line without tools.
Rules Masterpost
HP: 10 HP base + Endurance + Level (levels in combat classes would grant 2 HP instead of 1) + Virtues/Feats - Flaws. These scale according to the level of the Virtues; a Critical Virtue of Tough would grant 3 HP, while Minor would be 1. A Feat counts as a Major Virtue for the purposes of assigning HP.
MP: 5 MP base + (Willpower + Intelligence / 2) + Level (levels in magic classes would grant 2 MP instead of 1) + Virtues/Feats - Flaws. See above for how Feats and Virtues work.
At 0 HP, NPC-class characters are Dead, Supporting-class characters are Dying, and Hero-class characters are Knocked Out. At -5 HP, NPC characters are Permanently Dead, Supporting-class characters are Dead, and Hero-class characters are Dying. At -10 HP, Supporting-class characters are Permanently Dead, while Hero-class characters are Dead. At -15 HP, Hero-class characters are Permanently Dead.
At 0 MP, NPC-class characters are Soulburned, while Supporting and Hero class characters are Out Of Mana. At -5 MP, NPC-class characters are Soulbroken, and will die almost instantly, while Supporting and Hero-class characters are Soulburned. At -10 MP, all non-Wizard characters are Soulbroken, and will die immediately.
The consequence of Soulburn is a 100% weakness to supernatural powers, and an inability to regain mana through any means for at least 12 hours. Soulburned characters regain 10% of their total mana capacity per hour, and do not regain mana past 0 until their total mana capacity is at least 50% of total. In other words, if you have 30 MP, a Soulburn puts you at -9/0 for a while, and until you reach 0/15 mana, you cannot gain more mana.
I roll for you. These rolls and your modifiers are hidden from you, and come specifically from Random.org. I do not fudge the results of rolls; I'm leery of putting people on rails without giving explicit warning beforehand that they exist.
The existing damage types are: Slash, Pierce, Bludgeon, Ballistic, Fire, Cold, Electrical, Acid, Holy, Unholy, Death, Magical, Auric/Psychic, and Unblockable. Obviously, Unblockable damage can't be prevented.
A very rough guide, going with the primary damage type, is:
Fists - d2 + Strength modifier, as per d20 rules.
Knife/Dagger/Kicks - d3
Short Spear - d4
Sword/Shortbow/Staff/Club - d6
Longbow/mace/hammer/halberd/spear - d8
Axe/heavy crossbow/flintlock - d10
Musket/rifle/pepperbox (shotgun) - d12
This is assuming that your action is simply "I attack." If you provide more details, the amount of possible damage goes up.
"I stab at him with my sword!" = d6 damage.
"I advance and make a thrust to his midsection!" = d6 damage +
"I set my hand on the ricasso, then lunge forward to drive the blade into his sternum, ready to twist the blade on the way out!" = d6 ++
There's a limit; purple prose isn't going to make you hit harder. As stated, damage is variable; if you sneak up behind someone and slit their throat, it sure ain't gonna be d3 damage. If you ram your sword into someone's lungs, it's gonna hurt more than d6. The crit ranges are hidden values. Natural 20's automatically deal maximum damage and have a chance to deal additional damage/special effects upon their victims. When a natural 20 attack is met with a natural 20 dodge, both are re-rolled. If it happens again, then it's just max damage without the special effects.
In general, armors defend against a few types of damage, and protect against some better than others. A breastplate is good against slashing and piercing (4 damage absorbed/soaked), of less use against bludgeoning and ballistic (2 soak), and does fuck-all against anything else. A Bracelet of the Elements provides 4 soak against Fire/Cold/Electric, and stops nothing of physical damage.
There is no table to describe armor values; it depends on the material, the type of armor, etc, etc. The heavier and/or more bulky the armor, the bigger the penalties to speed and delicate actions, but the more damage they prevent. There are some armors that have high protection and low penalties, but that falls under "special material" category. Yes, you can have armor enchanted to reduce the burden of this.
Starting items are automatically Good quality.
Perfect - Weapons = +5% to attack and +1 damage. Armor = +2 soak value as long as it has at least 1 in the category to begin with.
Good - Weapons = +5% to attack. Armor = +1 to the soak value if it has at least 1 in the category.
Average - Nothing.
Worn - Weapons = -10% penalty to attack. Armor, this translates to a penalty of -1 to the soak of the armor, assuming it has at least 1 to begin with. Can't cause negative soak.
Broken - Weapons = -20% penalty to attack. Armor = -3 to the soak of the armor. assuming it has at least 1 to begin with. Can't cause negative soak.
Destroyed - It is not possible to make an attack with a destroyed weapon. Destroyed armor provides no soak bonus.
Weapons have a 4% chance to degrade per successful attack. Natural 20's with the weapons ignore this. A Natural 20 defense roll triples the odds of decay. A natural 1 on an attack roll triples the odd of decay. Armor has a 4% chance to degrade per hit. Note that this can happen even if it doesn't protect against the damage type. Natural 20's for defense ignore this. A natural 20 for an attack roll a triples the odds of decay. A natural 1 on a defense roll triples the odds of decay. These are multiplicative: if someone gets a Natural 20 on an Attack Roll and you get a Natural 1 on your Defense Roll, there is a 36% chance of your armor decaying. In case of decay, the effects begin on the next attack or round, whichever comes sooner. The current attack is calculated via the quality of the item before decay occured.
Hand to Hand does not have decay; instead, there is a chance of taking HP damage.
Yes, certain skills/feats/spells have a higher chance to damage things. No, I'm not telling you what they are.
In this universe, everything has a spirit - the rocks under your feet, the hairs on your head, the bacteria in your stomach, creatures without a soul, etc, etc. Everything. The spirits radiate "mana" (MP), or "mystical internal life-force" (MILF for short. Yes, I know what MILF means.
) The amount of MILF a spirit releases is based on the life, motion, age, and various other factors of the object/person in question - a thundering waterfall is a source of these energies. These metaphysical energies are used to affect reality in either of three different ways (plus God Power, which is exactly what it sounds like and totally irrelevant to this discussion.) There's magic, which is a combination of willpower and belief. There's mental abilities, which come from the mind. And then there's auric powers, which come from the body. It is commonly accepted that the subdivisions within each of these powers can be combined without consequence.
In this game, the effects of one power over another are basically irrelevant. If you cast a fireball through Elemental Magic, it's effectively the same as using Kinetic Psionics or Projective Auric abilities to do it.
I honestly don't care what you choose - it is the way your character expresses their supernatural ability to affect/effect reality. It's a matter of what flavor you prefer for it to have, and has zero effect.All have the same MP costs.
Ritual: Ritual magic involves the use of rituals for magical means - spoken words of power, runes, use of material components, and the like.
Blood: Blood magic involves the sacrifice or use of blood for magical power.
Chaos: Chaos magic is mostly unexplored - it is known that innate racial powers and minor magic comes from the realms of Chaos without risk.
Alchemical: Alchemical magic involves the preparation and combination of mundane and magical ingredients together for magical purposes.
Divine: Divine magic is the power of priests and granted spells from the Gods - most of the time, these spells are simply more powerful versions of the spells of other schools.
Summoning: Summoning magic relies on summoning spirits for magical effects, or creating/summoning objects, creatures, and other beings.
Elemental: Elemental magic focuses entirely on the elements - fire, water, air, and the like, usually requiring a material "focus" to be performed.
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Kinetic: Kinetic psionics include telekinesis, and other forms of mental control - pyrokinesis, thermokinesis, etc.
Metabolic: Metabolic psionics include healing, biokinesis, vitakinesis, abjuration, and transmutation.
Telepathic: Telepathic psionics include clairvoyance, telepathy, empathy, and the like.
Metacreative: Metacreative psionics include creation, summoning, and evocation.
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Projective: Projective abilities consist of evocation, creation, transportation, and necromantic abilites.
Reflective: Reflective abilities consist of transmutation, illusion, and abjuration.
Intuitive: Intuitive abilities consist of divination, conjuration, healing, and enchantment.
Tier 0 spells aren't very effective in the sense of them costing more than others and taking more effort for less gain. Think along the lines of candle flames, 1lb telekinesis, or Cure Lesser Wounds (at best). It's what a small child or untrained power user would do before training or teaching. They're the Least powers, which are below "Lesser" on the scale.
Tier 1 and 2 spells are beginner-level spells. They cover the range from Lesser to Minor Powers, tending towards lesser. They are "autohit" spells because casters at this level tend to need to focus their energy on actually hitting what they aim at. A simple Potion of Death Resistance, an Ice Dart, or a Dispel Lesser Curse would fall under this category.
Tiers 3 and 4 are intermediate spells, or "average" spells. These are Minor to Normal Powers, tending towards normal. At this point, offensive users can choose to trust their own magical aim for more damage or use the controlled spells for a guaranteed hit. A Potion of Death Immunity, a Potion of Lesser Invulnerability, a Mage Shield, a third-level armor or second-level item/weapon enchantment, Mass Raise Vermin, or a Cure Moderate Wounds would be on this level.
Tier 5 is normal to major spells, or simply put "any spell that is not Tier 4 or a Tier 6." Cure Serious Wounds, a Potion of Invulnerability, Invoke Skeletal Abomination, a seventh-level armor or fourth-level armor/item, a Major Counterspell, or Minor Planar Gate are in this tier.
Tier 6 powers are the low half of Greater Powers. These are things like Mass Raise Dead, Firestorm, Mass Bless, Lesser Quicksand, Baleful Polymorph, Breath of the Grave, Greater Counterspell, Planar Gate, or a ninth-level armor enchant or a fifth-level weapon enchant. Tier 7 powers are the upper half, and would be Mass Raise Hungry Dead, Inferno, Mass Mage Shield, Forced Transformation, Death Fog, Greater Reflect (known as the "Fuck you right back" of the magical world), Invoke Angel / Invoke Demon, and a 11th-level armor enchant / 6th-level weapon enchant.
Tier 8 and Tier 9 are the low and high half of master-level powers. These would be 18th-level armor enchants/10th level weapon enchants, Quicksand, Napalm, Elemental Undead, etc.
Tier 10 and above are Oneness, verging on Wizardry. Think "Mass True Resurrect", "Invoke Greater Angel/Demon", "Permanent Immunity to X", "Perma-orbit", "Teleport", "Mass Instakill", "Wish", "Dragonfire AoE" etc.
Obviously, costs vary. Morgred and Neun can hit a Tier 10 Fire/Evil/Necromancy spell for 30 MP; while if they were to try to make an 11th-level weapon enchantment, it'd drain at least 115 MP. Unsurprisingly, I advise playing to your strengths and not casting a spell that would straight-up kill you.
Tier 0: 1 HP / 2 MP / range/touch spell.
Tier 1: 2 HP / 1 MP / autohit
Tier 2: 4 HP / 3 MP / autohit
Tier 3: 8 HP / 6 MP / autohit
Tier 4: 12 HP / 6 MP / range/touch spell
Tier 5: 16 HP / 8 MP / range/touch spell
Tier 6: 1-10 damage per target up to 100 damage total /10 MP / area of effect (targets EVERYONE, including allies)
Tier 7: 1-20 damage per target up to 200 damage total /10 MP / area of effect (targets EVERYONE, including allies)
Each offensive Area of Effect skill or spell has a maximum damage it can do per target and a maximum damage it can do in total. Every location has a randomized list of characters for AoE spells/skills. When an offensive AoE skill/spell is triggered, it begins attacking the members of the randomized list starting from the top. The first target has a tohit roll taken, followed by a variable damage roll from 1 through MaxTargetDmg if the tohit roll is successful. This continues down the list until one of two conditions is met:
a) it reaches the bottom of the list.
b) it does maximum damage.
Example 1: Bob the Nukemage casts BOOM in a room containing 30 other people. He hits the first for 10 damage, the second for 10 damage, misses the third, hits the fourth for 5 damage, hits the fifth for 5 damage, the sixth for 7 damage, and the eighth for 3 damage. BOOM stops calculating because the maximum total damage has been dealt. 40 total damage has been dealt out of the maximum possible 40 damage.
Example 2: Bob casts BOOM in a room with 2 other people. He misses both. Spell over.
Example 3: Bob casts BOOM3 in a room with 50 people. It hits the first for 10 damage and kills him, hits the second for 15 and kills him, and so on until A or B is met.
If a Tier 7 spell has done 199 damage, the last target can still be hit for 20 damage; the spell deals 219/200 damage and stops calculating.
Everything grants you Experience Points. Experience Points are a hidden statistic. Most of it is going to be filed under "general experience" which is applicable to whatever level you choose to gain; there is specific experience that applies only to existing levels/feats/etc that are applicable to what I choose to level you up in.
OOC ways to gain XP include, but are not limited to:
- Noticing when I screw up, unless you nitpick, in which case you're taping a "Smite me" sign on your character
- Helping new players or working with others to create a better story
- Really good roleplaying
- Resolving a dispute when I am not around to say "LISTEN HERE YOU LITTLE SHITS."
- General good conduct
OOC experience is filed under "General experience."
IC ways to gain XP include, but are not limited to:
- Avoiding or chasing off an encounter
- Completing a quest
- Heroic sacrifice (applies only to your next character)
- Heroic attempts
- Evading pursuit
- Winning at combat, either fatally or through TKO
- Theft
- Defeating a trap
- Casting a spell
- Capturing/imprisoning creatures
- Rescuing someone from captivity
- Succeeding at True Resurrection
- Practicing your craft
- Successful communication that does not rely on native language, Tradespeak, or special abilities
- A rousing speech
- Acts of general badassery
- Devotion to your Gods
Obviously, the AG is a guild, as you might have guessed from "apprentice, journeyman, master, Master, Grandmaster" thing.
A term of study is two years. It's the AA of the adventuring world. You have basic weapon proficiencies, studied magic, rope work, basic survival, tracking, some degree of identification of goods, literacy, etc, etc. Basically, anything you would expect an adventurer to know, you learned at the Guild.
Any journeyman adventurer who has accomplished something of note can petition (read: pay a lot of money) for a masterhood. This is decided by common vote of all master-plus ranks in the Guild's castle/university. It certifies that they are an adventurer and a full guildsman, and that they can teach journeymen and apprentices at a smaller, local Guild.
It's basically the BA of the adventuring world. Renn is at this level. He got his masterhood from helping with a giant slave revolt / escape attempt, which is part of the reason he's so ugly.
A Master with a capital M is closer to the "master craftsman". It's a more technical rank advancement, and while the advancement process is similar, it strongly implies advanced technique. While it is conceivable to buy into a mastership, you cannot advance into Mastership via charitable donation and bribery. Master's degree sort of thing.
Grandmaster is the PhD of it, and you can pretty well imagine the skill and talent needed to get here.
These do not always correspond with level. You can be a Grandmaster and only have 1 level in Adventurer, or be a Journeyman with 10 levels of Adventurer.
There's between 500-1200 students at the Main Campuses. Like 5 main campuses around the world. At least 12 just teaching in general, and a few more who are there for research, advanced classes, library work (Master Bael, a Demonborn of Arnum with zero adventuring levels is a notable example), or waiting around for parties to join.
When you add in local masters and their apprentices, the numbers go up.
4 copper bits = 1 copper penny
2 copper penny = 1 copper quin (commonly referred to as a "copper")
4 copper quins = 1 silver shim
6 silver shims = 1 silver shilling (commonly referred to as a "silver")
12 silver shilling = 1 gold pence
5 gold pence = 1 gold aurea (commonly referred to as a "gold")
10 gold aureas = 1 platinum crown
4 platinum crowns = 1 platinum sovereign (commonly referred to as a "platinum")
The highest level you can get in any one field is 10.
To let you know how this scales, look at the following chart.
□□□□□□□□□□ → Crippled/Unknown
■□□□□□□□□□ → Weak
■■□□□□□□□□ → Average
■■■□□□□□□□ → Gifted
■■■■□□□□□□ → Athlete
■■■■■□□□□□ → Olympian
■■■■■■□□□□ → Legendary
■■■■■■■□□□ → Preternatural
■■■■■■■■□□ → Herculean
■■■■■■■■■□ → Supernatural
■■■■■■■■■■ → Godlike
As far as items go, I am going to assume that your characters all possess standard adventuring gear, plus anything that would be appropriate for your character based on Level/Feat/Virtue/Hobby. This does not mean that you can say "Oh, I have a Diamond Katana +5 because my character likes swords", but it also does not mean that you can't have any magic items at all. Think "low-level magic items" or "useful minor magic". I will track money, important plot items, and probably a handful of other things for good measure and to prevent IDKFA / Trinity / Ass Pull Syndrome, however.
I leave that up to your initiative. For example, a L1 Fire Mage could create a fireball, a fire shield, or a fire sword, and having any of of them up being about the limit of their powers. Said Fire Mage probably couldn't have a sustained torrent of flame from one hand while invoking Reactive Armor with the other. I would ask/require that you keep it within reason for your level, but aside from that, however you or your character prefers to use their powers is fine.
In general, I will assume that your character can perform any sort of low-level spells that fit the domains of the gods you follow or the class you have. There's not a specific spell list of "You can only cast this", I'd just ask that you think "Can a Level X caster reasonably do this thing I want to do?" If the answer is no, you can (and should) ask yourself "What can my Level X caster do that resembles what I want, or has similar effects?"
A "round" of combat is anywhere between 4 to 10 seconds; you can assume 6 seconds is a safe default value. Speech is pretty much a limited free action. Which is to say, don't bust out into a monologue or recite lengthy poetry in the middle of a combat round because duh; saying a few lines beyond which can be said in six seconds is totally acceptable, though.
Keep in mind that if you narrate battle plans, your opponents aren't going to be stupid enough to follow them. They can listen too.
Generally speaking, actions of hirelings fall under your control. I will over-ride anything that is a violation of common sense, though.
If they are mind-controlled or summons, then sucks to be them, because I'm sure not going to save them.
You can choose to express your feats/traits as "Increased spell potency" or "Decreased spell cost", but once you pick which one it means, it's not going to change. Choose wisely.
Minor is 15%, Major is 25%, Critical is 50%. I'll count feats as being equivalent to Major Virtues for the purpose of this. And yes, that does mean you can make Affinity have a 50% reduction in cost and Specialization have a 25% boost in power. The "choose wisely" thing does apply to anyone with a feat or virtue in an area, for the record.
Cost reduction is additive, and it always rounds up. A 10 MP spell with Critical and Major cost reduction bonuses will become a 3 MP spell. Damage increase is additive, and always rounds down.
Clothes - Nothing
Cloth Armor - 1 slash / 1 pierce
Leather Clothing - 2 slash / 2 pierce
Leather Armor- 3 slash / 2 pierce
Chain - 3 slash / 3 pierce / 2 bludgeon
Splint - 3 slash / 4 pierce / 2 bludgeon / 1 ballistic
Breastplate - 4 slash / 4 pierce / 2 bludgeon / 2 ballistic
Minor Ring of Protection / Minor Invulnerable Potion / Painkillers - +1 to all
Lesser Ring of Protection / Lesser Invulnerable Potion - +2 to all
Ring of Protection - +3 to all
Invulnerability Potion - +5 to all
Greater Ring of Protection - +4 to all
Bracelet of the Elements - 4 fire / 4 cold / 4 electric
Greater Invulnerability Potion - +10 to all
Shields will (mostly) work by soaking up damage, but will also have a small value to dodge rolls. Ideally, a shield stops you from being hit at all, but if not, it gets between you and the attack. I haven't quite decided on the dodge benefit, but I know I don't want it to get better than 10% before enchantment.
I think I may just sort it like this:
Padded
Hide
Leather
Splint
Brigandine
Scale
Lamellar
Ring
Chain
Coat Plate
Half Plate
Full Plate
Field Plate
The only armor that grants negative soak is chainmail bikinis and/or any armor with nipples. Bonus negative soak if the armor-nipples are pierced. Unless you follow Bree, that is. She's into the "ridiculous fantasy armor" for men and women alike, and grants divine protection equal to the armor. Your faith in her is your shield and your devotion is your armor.
In this universe, everything has a spirit - the rocks under your feet, the hairs on your head, the bacteria in your stomach, creatures without a soul, etc, etc. Everything. The spirits radiate "mana", or "mystical internal life-force" (MILF for short. Yes, I know what MILF means.
) The amount of MILF a spirit releases is based on the life, motion, age, and various other factors of the object/person in question - a thundering waterfall is a source of these energies. These metaphysical energies are used to affect reality in either of three different ways (plus God Power, which is exactly what it sounds like and totally irrelevant to this discussion.) There's magic, which is a combination of willpower and belief. There's mental abilities, which come from the mind. And then there's auric powers, which come from the body. It is commonly accepted that the subdivisions within each of these powers can be combined.
However, actually directly mixing these together into a single multidisciplinary reality alteration (such as Pyrokinesis + Elemental Fire Magic) is believed to be impossible, pushes your minds to the brink of insanity, and can strain your body to death. If this weren't enough, there is a thing known as a "Soulbreak", which essentially is a combination of "dangerous forbidden technique", "explosive overclocking", and "limit break" that tends to occur in awe-inspiring ways whenever people try to pull it off (and promptly die for their efforts). So basically, it's impossible and suicidal to do it.
As far as souls go, souls are almost entirely reserved to living beings. Upon death, they are claimed by their Gods, or just "the gods" in general. This is not always a perfect process, as something is left behind. This is the explanation for some kinds of undead - enough soul was left behind to leave an impression. Sometimes it has a body, sometimes not. In your case, your soul remained in the body after death, because you happen to follow a God who likes loopholes. There's possibly less of it, but there's no "soul measuring device." When trapping a soul for the purposes of evil necromancy, that's what is being gathered - soul fragments, soul crumbs, leftover bits of soul. It's also what collects into soulsteel. Powers rely on souls to work. A bit of soulstuff goes into every use of powers. Hence, soulburn and soulbreaking.
"Soulburn" was thought of by a ritual mage who managed to run out of mana in the process of trying to invent sunblock. All of his attempts failed, and after one spell managed to utterly fail and drain his MP beyond 0, he found the mental/spiritual pain of soulburn to be surprisingly similar to that of his wicked sunburn. Yes, he did end up inventing a spell, and died as a result of an amusing incident involving his sunblock spell, several bottles of alcohol, and a Corinthiian priest.
Soulbreaking doesn't have a comical backstory to it. It is
literally breaking your soul in the same sense that nuclear fission breaks apart an atom.
THAT'S where it's from? Well, title edited, then. I know basically nothing about that game and my total experience involves making a few million meat selling clovers.
Thanks for pointing that out.
Masterpost Part 2
The Major Aspects are the domains that are theirs either exclusively, or that they are the best at. These are represented by Angels. The Minor Aspects are domains they share with others. These are represented by Demons.
Coranthiir: Coranthiir is the god of law and good, making him one of the most widely worshiped deities. Various people worship this god, including monks, paladins, and warrior-healer clerics in particular. Houses of laws and courts are often temples of this god, and offerings are made to him before a case may begin. Law enforcement agencies also claim to work in the name of Coranthiir. He is often referred to as the Balanced Sword, or the Eternal Star.
Coranthiir (Righteousness, Purity, Order) (Light, Animals, Healing)
Darshendros: Darshendros, one of the least (openly, at least, as many pray to him in secret) worshiped gods in the pantheon, is the god of Darkness, Evil, and all things Unholy. This sets him directly against Coranthiir, whom he contantly plots against. He is often refered to as the Dark Dragon, His Immaculate Horror, and various other titles describing his malevolence. His worshipers are among the most violent and unorderly, oft-times making sacrifices of blood, death, and other things to the god. He is the god of almost all openly evil entities, of arsons, and of many small, tribal groups of people who worship him as a night-god.
Darshendros (Darkness, Evil, Unholy) (Fire, Death, Blood)
Ingram: Ingram is the Thief's God, refered to as the Lucky Coin, among other names. He is the god of thieves and gamblers, as well as inventors, and to a lesser extent, certain magicians and assassins. While shrines to this god are rare, he is often worshiped - or, at the very least, praised when good luck befalls a person. Common tokens of worship are coins marked with his name, worn about the neck for good luck. He is also known by some as the Betrayer God, because of his trickster ways, and many unfaithful bodyguards or secret-keepers have been known worshipers of him.
Ingram, (Theft, Trickery, Luck) (Technology, Poison, Illusion)
Malu: Malu is known as the God of Science, as he rules over space, time, and generally keeps the entire world in working order, making sure that things like planes of existence don't crash into each other. He is also a god of creation, working wonders of great skill in the form of weapons, architecture, and art. He is perhaps the single most worshiped god of the pantheon - as all creatures, benevolent or malicious, must bow down to the wear and tear of time. Almost every community, no matter what race or size, will have a shrine to this god, at the very least. Many craftsmen also worship this god specifically, as he is known to imbue the forges of the best smiths with his favor, allowing them to create true works of wonder with their hammer and anvil. To a lesser degree, philosophers and inventors worship this god, as they seek to understand just how time and space work. A few mages who specialize in transportation may worship him, as well. He is sometimes known as the Maker, or the Regulator.
Malu (Time, Space, Creation) (Wood, Metal, Magic)
Mingan: Although not an entirely popular or well-understood god, Mingan is often involved in the tangles of intrigue among the gods. Many of his followers are converted at a young age for his mastery of Chaos (40%), others are magically-inclined warriors seeking Blood (30%), and the majority of the remaining simply seek eternal life as the Defiant (20%), all eventually growing to worship him in all Aspects for the promises of power. Although there are precious few temples of Mingan, it is fairly common to see several of his followers attending and offering services at the temple of another friendly god. The few temples that do exist are often extremely lavish and extremely isolated from society. He is known as the Nightwalker and the Vampire God.
Mingan, (Chaos, Blood, Necromancy) (Lust, Darkness, Magic)
Shin: The original, and truest lord of death, Shin is almost as widely worshiped in one form or another as Coranthiir or the other 'benevolent' gods. He is the God of war, death, and destruction, and he can invoke fear with his taste for both vengeance and justice. He does not condone needless death of everything and anything in some scheme to wipe out the world, but instead represents the finality of death - that it must happen, eventually, for all things in this world. Among these commoner worshipers there are many temples, and he is typically refered to as "Death" or by his name - the only other name he goes by is Potraikos, the which the people of Roak Val call him. Soldiers, bodyguards, assassins, mercenaries, and almost all fighters of any caliber worship this god as the God of War, commonly refering to him as "Warpath", despite the fact that he represents discipline, loyalty, and bravery in battle, as opposed to senseless slaughter. Very, very few worship this god as simply the God of Destruction, and he does not recognize these cultists as part of his faith. Around 30 percent of his worshipers worship him in the true, Decaric sense - as all three aspects, representing that death comes in all forms, and that war and inevitable destruction are sometimes best for the world in the long run. Among these is a group refered to as "The Untold Legions", warriors who follow Shin's decrees when he believes that war is in the best interest of a kingdom. The God of Death's closest ally (and brother!) is Mingan, despite Mingan's favor with necromancers and his condoning of such activities. Many world-myths portray these two gods as warriors, one representing guile and finesse, the other as strength and martial discipline.
Shin, (War, Death, Destruction) (Fear, Vengeance, Justice)
Arnum: Known as the Scholar, and occasionally as the Teacher's God, shrines to Arnum are located in almost every schoolroom and university. Arnum is the favorite of educators, students, mages, lawyers, jurors, and the like - although other gods are praised first, it is Arnum who is responsible for the sentience of all mortals and often provides "intuition" or "genius moments".
Arnum, (Magic, Enlightenment, Knowledge) (Wisdom, Technology, Truth)
Chelan: Commonly known as the God of Balance, Equalizer, or simply "Chelan Godking" Chelan is perhaps the least understood of all gods. Neutral towards all, it is Chelan's responsibility to ensure that no god, mortal, or group of either becomes too powerful, and is quite willing to wage war to ensure that an equilibrium of power is maintained by all. He does not have any allies or enemies, and is reputed to be the highest-ranked god among the pantheon -as well as being the oldest and the progenitor of many elder gods among the pantheon.
Chelan, (Balance, Neutrality, Transcendence) (Blood, Magic, Weapons)
Radan: Radan is known as the Lover's God and the Speaker; most marriages are presided over by Radan's priests. He is followed by many statesmen, as well as new parents and diplomats.
Radan, (Courtship, Diplomacy, Parenting) (Wisdom, Fertility, Love)
Tokee: Tokee is mainly worshipped by students and rebellious teenagers, although bars, fraternities, and certain houses of pleasure are often dedicated to his name.
Tokee, (Sex, Pain, Pleasure) (Insanity, Alcohol, Education)
Yupoli: Yupoli is called the Children's God, the Poet, is the second most worshiped god of students and teachers. Yupoli is creative and curious, and followers of Yupoli tend to share the same traits.
Yupoli, (Laughter, Wisdom, Education) (Poetry, Love, Time)
Sanoci: Sanoci is known as the Lord of Demons, responsible for the creation of angels and demons. He is followed by unscrupulous mercenaries, brawlers, barbarians, and those with a penchant for violence. His natural ally is Darshendros and he is considered the brutal counterpart; where Darshendros deals in intrigue, Sanoci cares only for violence, disorder, and ruin.
Sanoci (Pride, Violence, Individualism) (Destruction, Neutrality, Pleasure)
Aphiliam: Aphilam is called the Goddess of Broken Promises, and is the only god who refuses any male to gain any power or rank among her followers. Distrusted by most gods, Aphilam is followed by prostitutes, diplomats, lawyers, and merchants.
Aphiliam, (Beauty, Anger, Manipulation) (Wealth, Lies, Lust)
Bree: Bree - usually called the Hedonist - is a god concerned with doing good in the world, with her followers often administering "street justice" alongside charity - especially where their bodies can come into play. If it feels good, it must be good for you!
Bree, (Hedonism, Justice, Weapons) (Chaos, Magic, Lust)
Camille: Camille, also known as "Mother Nature", is worshiped mainly by farmers and druids.
Camille, (Alchemy, Technology, Plants) (Fire, Order, Animals)
Illeni: Illeni - usually referred to as the Peacekeeper, is worshipped by healers, midwives, guards, and archers, as well as those involved in trials.
Illeni, (Healing, Law, Protection) (Archery, Wisdom, Plants)
Liagora: Liagora, commonly called the Huntress, is followed by bounty hunters, lycanthropes, and some of the more good barbarians.
Liagora, (Honor, Strength, Revenge) (War, Necromancy, Metamorphosis)
Sa'ada: Sa'ada - also known as the Black Widow - is rarely worshipped, preferring to draw her power from the actions of mortals in general.
Sa'ada, (Vengeance, Lust, Envy) (Magic, Chaos, Destruction)
Daimonas: The greatest of the Lesser Gods, Daimonas was formerly the 5th most powerful god before the War of the Gods and his fall - capable of fighting Darshendros to a standstill and defeating Coranthiir. Although significantly weaker than his fomer splendor, Daimonas is the ruler of the Minor deities and is still feared by many for his connections. His stances on the other gods are constantly changing and shifting, and he is also the most visible god for his penchant of appearing as a human or possessing humans for his own ends. He is known as the Dark Angel and also the Fallen One.
Daimonas (Psionics, Aether, Possession) (Darkness, Destruction, Chaos)
Kuro: Kuro is a strong ally of Aphilam and a relatively new god to the list, not ascending into his divine status until after the War of the Gods. Rumors hold that he was a former Defender of the Faith for Mingan, although he does not encourage questions of his past.
Kuro (Fire, Illusion, Anger) (Weapons, Aether, Darkness)
Ayrn: Ayrn, known as the Tradesman, maintains a single alliance with Kuro, although he remains neutral towards all gods save for being hostile towards Ingram and his nimble-fingered followers. The youngest of the gods, Ayrn and his followers are often under political pressure from the other sects and gods.
Aryn (Trade, Animals, Greed) (Balance, Forge, Art)
Zakai: Often called Zakai the Merciful or the Stormrider, Zakai's followers are typically disillusioned former followers of Shin.
Zakai (Lightning, Loyalty, Mercy) (Envy, Aether, Strength)
Vijer: Vijer, known as the Protector, the daughter of Coranthiir and Illeni, is the largest rival of Daimonais and the former 9th-ranked Greater Deity before the War of the Gods.
Vijer (Air, Archery, Intelligence) (Protection, Aether, Peace)
Timeus: The son of Liagora and Shin, Timeus is an ally of Bree and is the god prayed to before battle. It is said that he keeps the souls of warriors lost to the sea, and is friendly with Zakai and Vijer so that the three may control the weather and seasons.
Timeus (Water, Victory, Fear) (War, Death, Honor)
Uayli: Known as the Plaguebringer, Uayli is the result of a union between Aphilam and Sanoci. She is allied with both her parents, as well as with Kuro and Daimonais, and defines all other gods as hostile unless it becomes mutually profitable to ally.
Uayli (Poison, Disease, Insanity) (Death, Pain, Chaos)
Eyilana: The child of Yupoli and Arnum, Eyilana takes after Chelan and remains neutral towards all, too concerned with divining the future, maintaining ruins and dungeons, as well as libraries. Her followers are usually fortunetellers, librarians, and diviners.
Eyilana (Divination, Secrets, Books) (Magic, Wisdom, Poetry)
Minkah: The child of Bree and Arnum, Minkah is followed by prisoners, soothmancers, adjuticators, and a sect of mages who treat the mentally unfit.
Minkah (Dreams, Hope, Truth) (Divination, Alchemy, Justice)
Aroha: Aroha, the second child of Malu and Camille, takes after her mother and is usually worshipped by midwives, farmers, and mothers.
Aroha (Earth, Love, Wealth) (Light, Fertility, Death)
Marika: Marika is followed by artists, writers, and courtesans. A decadent god, Marika is generally cruel and draws the ire of Bree frequently.
(Beauty, Art, Innocence) (Wealth, Love, Greed)
Halloran: Halloran, also known as the Betrayer, was a former ally of Coranthiir - after the War of the Gods, Halloran turned to evil and followed Aphilam. He is worshipped by bounty hunters, abusive parents, executioners, and torturers.
Halloran: (Hate, Wrath, Alcohol) (Healing, Pain, Blood)
Malaquai: The child of Bree and Timeus, Malaquai's followers are usually warlike and poetic soldiers who have lost companions to war, widows, orphans, and the like. It is said that a follower of Malaquai will take a life for every fallen tear in a war. He is friendly towards his parents and grandparents, and will usually side with the forces of Good in a battle.
Malaquai (Sorrow, Poetry, Misery) (Blood, Weapons, Music)
Pellegrin: The elder child of Malu and Camille before their estrangement, Pellegrin is popular among sailors and deep elves. Little is known of this god, although he is known to be a solid ally of Vijer.
Pellegrin (Travel, Maps, Ocean) (Protection, Music, Wealth)
Arethusa: Eyilana and Malu's child, Arethusa is known as the Weaver - she is followed by many tradesmen and is often considered the god of high society despite not actually having power in those ways.
Arethusa (Color, Clothing, Comfort) (Protection, Lust, Strength)
Pantxike: Pantxike is the only other god aside from Eyilana who is friendly with all of the gods. The weakest of all, Pantxike is known as a prankster and is followed by actors, chefs, prostitutes, and gypsies.
Over five hundred years ago, the gods numbered 36 - eighteen Lesser Gods, and eighteen Greater Gods. Most of the details of the war are lost or hidden in scrolls, vanished to the world. Those who survived either are unwilling or unable to speak about it.
It is rumored that the whole war was started by Pantxike as a prank, and escalated into a full-scale apocalypse. Other rumors suggest that Chelan Godking and Mingan worked together to cheat at the cosmic game of oneupsmanship between the Gods. And still others suggest that Daimonas was responsible, using his powers and influence to escalate a feud into the near-extinction of reality. Others claim it was all of the above, or none. Nobody truly knows but the Gods, and they refuse to speak of it.
What is known is that it started as a feud between Coranthiir and the now-dead Caribia, and culminated with Chelan's Defender of the Faith and the Lord of Spring, Rhoslyn Vernal, destroying Caribia, Lisse, and Oraith with the aid of the brothers Mingan and Shin. This action reverberated through time and the final ripples will not be felt for thousands of years. The ranks of the Gods shifted, alliances were made, and new enmities formed, as well as the creation of two new races by Sanoci: angels and demons.
With the alliance of Sa'ada, Mingan, Caribia, and Shin, Coranthiir was soon under battle and called for his allies - his mate and daughter, Vijer and Illeni, as well as the lesser god Arnum. The lines were soon divided by family lines- Mingan, Sa'ada, Bree, Shin, Liagora, Timeus, Minkah, and Malaquai tipped the balance of power, and later cemented an alliance with the Dark Ones - Aphilam, Daimonas, Darshendros, Sanoci, Uayli, Lisse, and the newly-descended Halloran.
Fearing that the alliance of Chaos and Evil would lead to his overthrow, Chelan stepped into the battle, sending his Defender of the Faith to Mingan and Shin in order to reach an agreement to destroy Caribia, Lisse, and Oraith.
In exchange for this, the God-alliance would be broken, thereby removing the threat to the Godking's throne. Devising powerful magics, the two brothers enchanted a weapon forged by Malu at the direction of Bree with deadly power, and unleashed Rhoslyn into battle. As the Godsbane removed the head of Caribia, raw power surged through the Ascendant Plane, blasting Daimonas's physical manifestation - her last act of defiance against the Godking and her "ally." Weakened, Daimonas was banished by Darshendros after the next kills - he had time only to watch Sanoci - formerly with a domain of Blood - use his power to turn every spilled drop of God's blood into angels and demons in order to replace Blood with Destruction and therefore raise his status.
With the very fabric of reality reeling and damaged, Chelan raised Kuro - Mingan's Defender of the Faith - into godhood, imbued several Lesser deities with power as their followers grew, and released Daimonas, who rose to the most powerful of the Lesser Deities. These acts irreparably fragmented the alliances, resetting the balance of power between the Gods. After an eternal instant of the Gods, save for Pantxike, fighting, allying, breaking alliances, and otherwise competing, the Gods settled into their power hierarchy.
The final words of the war came from the lips of Eyilana, the Seer - The war is not yet over, nor the killing.
I would like to point out that relative power does not always equal the ability to use it, nor is it directly related to the age or worshipers a God has. Even though Daimonas is ranked 19th in power, in a direct confrontation, he could whip some of the Greater deities. There is a reason why he is feared, after all.
Greater
1. Chelan (Elder God)
2. Malu (Elder God)
3. Shin (Elder God)
4. Mingan (Elder God)
5. Bree
6. Darshendros
7. Illeni
8. Coranthiir (Elder God)
9. Liagora
10. Arnum
11. Ingram
12. Camille (Elder God)
13. Sa'ada
14. Radan
15. Sanoci ("New" God)
16. Aphilam
17. Yupoli
18. Tokee
Lesser
19. Daimonas (Elder God)
20. Vijer
21. Ayrn ("New" God)
22. Zakai
23. Kuro ("New" God)
24. Timeus ("New" God)
25. Uayli ("New" God)
26. Halloran (Elder God)
27. Eyilana ("New" God)
28. Aroha ("New" God)
29. Malaquai ("New" God)
30. Pellegrin ("New" God)
31. Arethusa ("New" God)
32. Minkah ("New" God)
33. Tokee
34. Pantxike (Elder God)
Dead Gods:
Caribia
Lisse
Oraith (Elder God)
Greater
1. Chelan (E)
2. Shin (E)
3. Mingan (E)
4. Malu (E)
5. Daimonas (E)
6. Coranthiir (E)
7. Darshendros
8. Illeni
9. Vijer
10. Liagora
11. Ayrn (N)
12. Eyilana (N)
13. Aphilam
14. Sa'ada
15. Bree
16. Camille (E)
17. Radan
18. Caribia
Lesser
19. Arnum
20. Timeus (N)
21. ? ? ? ? ? ? ?
22. Arethusa (N)
23. Ingram
24. Lisse
25. Halloran (E)
26. Sanoci (N)
27. Uayli (N)
28. Yupoli
29. Zakai
30. Minkah (N)
31. Aroha (N)
32. Oraith (E)
33. Malaquai (N)
34. Pellegrin (N)
35. Pantxike (E)
36. Tokee
Cults: Each religion has its own language developed to facilitate communication among chapters in different lands, to conceal secrets from other sects, and to express certain concepts that are not easily vocalized in other languages. For example, the Mingan cult language is basically sounds that resembles hissing and breathing, and is notable for not actually requiring a tongue, teeth, or vocal cords for fluency. The Coranthiian speech has an average of seven or more words for even simple concepts or objects, with up to hundreds for more complicated concepts. For example, there are hundreds of words used to describe particular crimes, each of which depends on how or why the crime was committed.
Priest-class and Divine Prestige class get access to bonus feats.
To explain the rank thing, I'll use the Decaric (Shin) faith as an example:
Fides - Believer (No level. You count as a Believer for all religions, because you indeed acknowledge that the other gods exist because there is solid, concrete evidence that they do. Except those heretics who say ONLY ONE GOD IS THE TRUE GOD.)
Custos - Disciple 1 (Four levels of Disciple translate to one level of Novice. This is the lowest rank needed to understand Cultspeak. A special note that Disciple levels do not count for HP, MP, spells known, etc. Think of them as honorary levels. It is assumed that declaring a Faith in your profile gives you a hidden level in Disciple for the god in question.)
Bellicus - Disciple 2
Tirones - Disciple 3
Discens - Novice 1 (Three levels of Novice translate to one level of Initiate. These levels do not count for HP or MP, although minor-level Divine spells start here.)
Imaginifer - Novice 2
Tesserarius - Initiate 1 (Three levels of Initiate translate to one level of Priest. These levels do not count for HP, but do count for 1/3 MP each. Low-level Divine spells start here.)
Princepale - Initiate 2
Pilus (Priest 1. This is the first actual level that counts for 1 HP and 2 MP.)
Centurion (Priest 2)
Primus (Priest 3)
Tribuni (Priest 4)
Praefectus (Priest 5)
Tribunus (Priest 6)
Legatus (Priest 7)
Pontifex (Priest 8 )
Pontifex Maximus (Priest 9)
Defender of the Faith (Priest 10. Highest possible rank, gains the extra feat Avatar of the God and one or more relevant God Power feats.)
An avatar serves as a God's alter ego, and is an extension of the God. The God senses and knows everything the avatar senses and knowsm and vice versa. An avatar is a less powerful version of a deity. Essentially, you can think of them as Demigods. They have a higher rank to the Gods than Angels and Demons.
Major Gods > Minor Gods > Defenders of the Faith > Angels > Demons > 9th-Tier Priests > 6th-Tier Priests > 3rd-Tier Priests > Priests > Initiate > Novice > Disciple > Believer.
Tradespeak is a polyglot language, consisting mostly of nouns, common verbs like "go", "eat", "drink", etc, gestures, and grunting.
Common is more or less English. Celcian is linguistically similar, but heavier on consonants. The priest has a Celcian accent.
Chi Meng is akin to Mandarin Chinese.
Roaken is the language of the Roak Republic, as well as its allies. Ancient Roaken (considered a dead language) has been found written on scrolls and on ruins around the world, suggesting Roak's former dominance. Similar to Latin.
Demoran originates from Demorau. The primary Anthekahan language, it is similar to Arabic. This is the main language of the area in which the party is.
Elven: The language of the elves. The language lends itself more towards ethereal and metaphysical concepts than with practical terminology. For example, there are are fifteen words for "process" and only three words for "attack."
Other languages, as of yes without details:
Sidh: The protocol and phrases needed to survive among the fey, and for the stronger to assert their well on the weaker while being incredibly polite.
Old (High) Elven: The language of the high elves.
Ancient (Sun) Elven: The language of the sun elves.
Aquatic (Deep) Elven: Spoken entirely by the Deep Elves. Glub glub click!
Dwarven: The language of the dwarves. It has a lot of gutturals and lends itself to a rhythm well. Contrary to popular opinion, it does not have a million words for rock; it has names for kinds of rock, how they sit, its heat, how it was formed...
Kind: Less a language than a few shared noise-concept-scents.
Elementare: The shared set of sounds, gestures, and manifestations that form the common languages/language of the elementalkind.
Theoretically, there is no limit to enchanting. In actual practice, there are limits, usually hit around the 7th tier for armor and 5th tier for items and weapons, for items that can hold infinite enchants. Other items simply reach an enchant threshold and cannot contain more.
Base cost for a first-level enchant is 15 MP. Armor increases by 5 MP per enchant; weapons/items go up by 10 per enchant. There is a 10% chance of failure for objects in Pristine condition, and the failure odds increase by 10% for every level of quality below. Enchanting an object has a 50% chance of degrading the quality, and the percent of failure goes down by 5% for every level of Enchanter you have. If you're not trained in enchantment at all, prices and failure rates are double. If you have a small degree of training, as in levels in a primary magic class or Adventurer, costs and fail rates are 150%.
This is very rough, but each of the following constitutes a "tier" of enchanting:
- 10 MP pool
- 10% power reduction cost / damage amplification (limit 50%)
- +1 Soak / +1 Damage (generally limited to 5)
- Alignment
- Extra Damage Type (generally limited to 1)
- 2% to-hit / 2% dodge
- 2% Hiding
- Level of sentience
- Anti-degrade 1% (generally limited to 5%)
- Increase degrade 2% (generally limited to 10%)
- 1 spell up to Tier 4
Name: Mirrai
Government: Feudal Monarchy
Factions: The Guilds, Knights of the Shadows, Cult of Shin, Cult of Malu, House Wren, House Mireen
Size in Square Miles: 211,000
Square Miles Settled: 105,500
Square Miles Unsettled: 105,500
Population: Less than 20 million, more than 10 million.
Total Military: About 250,000 in total, counting non-combat personnel
Capital: Maneras
Big Cities: Shilad, Cisan, Southcourt, Viake
Cities: Freeport
Towns: Stim, Thanas, Condas, Serna, Garrison, Oasis
Villages: 37,516
Scholarly Universities: 1
Other Universities: 1
Castles (Urban): 94
Castles (Wilderness): 284
Ruins: 175
"Castle" is a broad term, covering everything from "Actual castle" to "Fortress" to "Sentry tower."
Motherfucking Diamond Katanas: +4 against Mooks and +3 against DM Contrivances. Otherwise, as useful as a two-legged Pomeranian.
Stone of Genderchange: Exactly what it sounds like.
Naga Emeralds: Naga emeralds appear similar to normal emeralds, but the inside of the gem appears to swirl. The swirling effect is caused by actual shifting of the crystalline structure within the stones, though the cause of this shifting is unknown.
Blue Mushrooms: A blue-stalked and purple-capped mushroom with silver spots.
Concussion Crystal: A slightly yellowish crystal. Mine with care, because when it explodes, it EXPLODES.
Black Titanium: Not actually titanium. A very hard metal good for use in armor, although nearly useless for weapons.
Fire Diamonds: Diamonds imbued with fire elemental power.
Stygian Iron: Iron and steel forged from the lands available on the other side of the Hell Gates.
Moon Stone: A silver rock that absorbs power under moonlight.
Sun Stone: A gold rock that absorbs power under sunlight.
Frost Orchid: Beautiful blue orchids rimmed with frost and imbued with water elemental power.
Dragon Scale: A scale from a dragon or half/dragon.
Ur Opals: These appear to be opals of various sizes, some as large as a human fist. The most powerful stone measured 8 centimeters, and it looked like a great fire burned in its heart.
Mana Crystal: A form of crystal that slightly improves mana regeneration rates.
Purple Obsidian: A form of rare obsidian. It helps to reduce the effects of hostile magic.
Lightning Stone: A stone that will shock the user. It is imbued with electric elemental powers.
Blood Diamond: A diamond that can be used by blood mages to increase their energy.
Jaguar Talon: A talon from a jaguar. Supposedly, a necklace of it boosts speed.
Shark's Teeth: A tooth from a shark. Supposedly, a necklace of it boosts strength.
Stone Feather: A feather from a bird species. Supposedly, a necklace of it boosts toughness.
White Silver: A form of silver that is more potent against demons.
Black Silver: A form of silver that is more potent against angels.
Rock Salt: Rock salt. Useful for temporarily disrupting magic.
Pink Pearl: A pink pearl. Can be swallowed to give the user temporary water-breathing.
Mermaid Scale: Shiny. Supposedly, a necklace of it boosts magic resistance.
Shiny Shell: OOH, SHINY!
There's a long list of special materials that I haven't totally fleshed out, but I can say it includes: mithril, dragonhide, orichalcum, adamant, meteor iron, cold iron, blacksteel, whitesteel, black titanium, hell iron, white silver, black silver... let's just say there's a very long list, a lot of which are alloys or involve special preparation. Also included on this list are the "Essence of" and "True-" varieties of everyday materials like steel, bronze, etc; they're both a step up.
Archlich (http://www.archlich.com/kotsc/Stuff/Metals.html) has a reasonable list of materials, but this is NOT canon. This info MAY change.
I'd like to point out that angels are not inherently good, nor are demons inherently evil. They are soulless and divine lieutenants of the Gods. Angels represent the Major Aspects of their Gods, while Demons represent the Minor Aspects.
Good demons include Coranthiir's Demons of Healing, Vijer's Demons of Peace, and Radan's Demons of Love. Evil angels include Darshendros and his Angels of Blasphemy (Unholy), Sanoci's Angels of Violence, and Uayli's Plague Angels (Disease).
While it is certainly true that there are many Demonborn who come from evil gods, and who outnumber the Demonborn from the good gods, it's sort of a bad stereotype that Demonborn = automatically evil. Not that it stops many people from automatically assuming demonborn are evil, mind you.
If you die, your character is dead. I make a few rolls to see if your character is fated to die at that moment (spoiler alert: The answer is almost always "yes") and if the Gods you serve happen to see fit to intervene (Spoiler alert: the answer is almost always "They don't.", but the odds of them doing so increase with your Level and devotion to them.)
There are assorted expensive and/or illegal ways in which a character can be brought back to (un)life, depending on how messy the kill was and how much time has passed. These range from acceptable to generally crappy. No matter what, if your character takes enough trauma to die, you're not going to have the same character even if they are rezzed perfectly. Expect a new Flaw at least, or some new Virtues/Flaws that came about as a result.
If it looks like I missed anything from here, let me know. Sorry, not granting you XP for doing this; I have told you all of this information already and it is your responsibility to understand the rules as stated.
If you want to steal this for your game, let me know and I will (probably) tell you it's okay to do so. You can let me know after you set it up, provided you actually let me know at some point within a few days of setting up.
Hey, can I get a list of gods? Wanna make a priest.
Yes, and hoo boy. Each person has three Gods they worship in particular, and at least one Aspect of those gods. They are usually allies or friendly, but neutral ones can be taken too.
For example, Zoah follows Shin the Lord of Death in the Aspect of War (and has a prestige class based on that), Shin's wife Liagora the Huntress in the Aspect of Honor, and their son Timeus Invictus in the Aspect of Fear. Renn the Gunmage follows Bree the Hedonist in the Aspects of Weapons and Hedonism, Shin the Lord of Death in the Aspect of War, and Pellegrin the Wanderer in the Aspect of Travel.
Here's the very general outline of the
Coranthiir: Coranthiir is the god of law and good, making him one of the most widely worshiped deities. Various people worship this god, including monks, paladins, and warrior-healer clerics in particular. Houses of laws and courts are often temples of this god, and offerings are made to him before a case may begin. Law enforcement agencies also claim to work in the name of Coranthiir. He is often referred to as the Balanced Sword, or the Eternal Star.
Coranthiir (Righteousness, Purity, Order) (Light, Animals, Healing)
Darshendros: Darshendros, one of the least (openly, at least, as many pray to him in secret) worshiped gods in the pantheon, is the god of Darkness, Evil, and all things Unholy. This sets him directly against Coranthiir, whom he contantly plots against. He is often refered to as the Dark Dragon, His Immaculate Horror, and various other titles describing his malevolence. His worshipers are among the most violent and unorderly, oft-times making sacrifices of blood, death, and other things to the god. He is the god of almost all openly evil entities, of arsons, and of many small, tribal groups of people who worship him as a night-god.
Darshendros (Darkness, Evil, Unholy) (Fire, Death, Blood)
Ingram: Ingram is the Thief's God, refered to as the Lucky Coin, among other names. He is the god of thieves and gamblers, as well as inventors, and to a lesser extent, certain magicians and assassins. While shrines to this god are rare, he is often worshiped - or, at the very least, praised when good luck befalls a person. Common tokens of worship are coins marked with his name, worn about the neck for good luck. He is also known by some as the Betrayer God, because of his trickster ways, and many unfaithful bodyguards or secret-keepers have been known worshipers of him.
Ingram, (Theft, Trickery, Luck) (Technology, Poison, Illusion)
Malu: Malu is known as the God of Science, as he rules over space, time, and generally keeps the entire world in working order, making sure that things like planes of existence don't crash into each other. He is also a god of creation, working wonders of great skill in the form of weapons, architecture, and art. He is perhaps the single most worshiped god of the pantheon - as all creatures, benevolent or malicious, must bow down to the wear and tear of time. Almost every community, no matter what race or size, will have a shrine to this god, at the very least. Many craftsmen also worship this god specifically, as he is known to imbue the forges of the best smiths with his favor, allowing them to create true works of wonder with their hammer and anvil. To a lesser degree, philosophers and inventors worship this god, as they seek to understand just how time and space work. A few mages who specialize in transportation may worship him, as well. He is sometimes known as the Maker, or the Regulator.
Malu (Time, Space, Creation) (Wood, Metal, Magic)
Mingan: Although not an entirely popular or well-understood god, Mingan is often involved in the tangles of intrigue among the gods. Many of his followers are converted at a young age for his mastery of Chaos (40%), others are magically-inclined warriors seeking Blood (30%), and the majority of the remaining simply seek eternal life as the Defiant (20%), all eventually growing to worship him in all Aspects for the promises of power. Although there are precious few temples of Mingan, it is fairly common to see several of his followers attending and offering services at the temple of another friendly god. The few temples that do exist are often extremely lavish and extremely isolated from society. He is known as the Nightwalker and the Vampire God.
Mingan, (Chaos, Blood, Necromancy) (Lust, Darkness, Magic)
Shin: The original, and truest lord of death, Shin is almost as widely worshiped in one form or another as Coranthiir or the other 'benevolent' gods. He is the God of war, death, and destruction, and he can invoke fear with his taste for both vengeance and justice. He does not condone needless death of everything and anything in some scheme to wipe out the world, but instead represents the finality of death - that it must happen, eventually, for all things in this world. Among these commoner worshipers there are many temples, and he is typically refered to as "Death" or by his name - the only other name he goes by is Potraikos, the which the people of Roak Val call him. Soldiers, bodyguards, assassins, mercenaries, and almost all fighters of any caliber worship this god as the God of War, commonly refering to him as "Warpath", despite the fact that he represents discipline, loyalty, and bravery in battle, as opposed to senseless slaughter. Very, very few worship this god as simply the God of Destruction, and he does not recognize these cultists as part of his faith. Around 30 percent of his worshipers worship him in the true, Decaric sense - as all three aspects, representing that death comes in all forms, and that war and inevitable destruction are sometimes best for the world in the long run. Among these is a group refered to as "The Untold Legions", warriors who follow Shin's decrees when he believes that war is in the best interest of a kingdom. The God of Death's closest ally (and brother!) is Mingan, despite Mingan's favor with necromancers and his condoning of such activities. Many world-myths portray these two gods as warriors, one representing guile and finesse, the other as strength and martial discipline.
Shin, (War, Death, Destruction) (Fear, Vengeance, Justice)
Arnum: Known as the Scholar, and occasionally as the Teacher's God, shrines to Arnum are located in almost every schoolroom and university. Arnum is the favorite of educators, students, mages, lawyers, jurors, and the like - although other gods are praised first, it is Arnum who is responsible for the sentience of all mortals and often provides "intuition" or "genius moments".
Arnum, (Magic, Enlightenment, Knowledge) (Wisdom, Technology, Truth)
Chelan: Commonly known as the God of Balance, Equalizer, or simply "Chelan Godking" Chelan is perhaps the least understood of all gods. Neutral towards all, it is Chelan's responsibility to ensure that no god, mortal, or group of either becomes too powerful, and is quite willing to wage war to ensure that an equilibrium of power is maintained by all. He does not have any allies or enemies, and is reputed to be the highest-ranked god among the pantheon -as well as being the oldest and the progenitor of many elder gods among the pantheon.
Chelan, (Balance, Neutrality, Transcendence) (Blood, Magic, Weapons)
Radan: Radan is known as the Lover's God and the Speaker; most marriages are presided over by Radan's priests. He is followed by many statesmen, as well as new parents and diplomats.
Radan, (Courtship, Diplomacy, Parenting) (Wisdom, Fertility, Love)
Tokee: Tokee is mainly worshipped by students and rebellious teenagers, although bars, fraternities, and certain houses of pleasure are often dedicated to his name.
Tokee, (Sex, Pain, Pleasure) (Insanity, Alcohol, Education)
Yupoli: Yupoli is called the Children's God, the Poet, is the second most worshiped god of students and teachers. Yupoli is creative and curious, and followers of Yupoli tend to share the same traits.
Yupoli, (Laughter, Wisdom, Education) (Poetry, Love, Time)
Sanoci: Sanoci is known as the Lord of Demons, responsible for the creation of angels and demons. He is followed by unscrupulous mercenaries, brawlers, barbarians, and those with a penchant for violence. His natural ally is Darshendros and he is considered the brutal counterpart; where Darshendros deals in intrigue, Sanoci cares only for violence, disorder, and ruin.
Sanoci (Pride, Violence, Individualism) (Destruction, Neutrality, Pleasure)
Aphiliam: Aphilam is called the Goddess of Broken Promises, and is the only god who refuses any male to gain any power or rank among her followers. Distrusted by most gods, Aphilam is followed by prostitutes, diplomats, lawyers, and merchants.
Aphiliam, (Beauty, Anger, Manipulation) (Wealth, Lies, Lust)
Bree: Bree - usually called the Hedonist - is a god concerned with doing good in the world, with her followers often administering "street justice" alongside charity - especially where their bodies can come into play. If it feels good, it must be good for you!
Bree, (Hedonism, Justice, Weapons) (Chaos, Magic, Lust)
Camille: Camille, also known as "Mother Nature", is worshiped mainly by farmers and druids.
Camille, (Alchemy, Technology, Plants) (Fire, Order, Animals)
Illeni: Illeni - usually referred to as the Peacekeeper, is worshipped by healers, midwives, guards, and archers, as well as those involved in trials.
Illeni, (Healing, Law, Protection) (Archery, Wisdom, Plants)
Liagora: Liagora, commonly called the Huntress, is followed by bounty hunters, lycanthropes, and some of the more good barbarians.
Liagora, (Honor, Strength, Revenge) (War, Necromancy, Metamorphosis)
Sa'ada: Sa'ada - also known as the Black Widow - is rarely worshipped, preferring to draw her power from the actions of mortals in general.
Sa'ada, (Vengeance, Lust, Envy) (Magic, Chaos, Destruction)
and the
Daimonas: The greatest of the Lesser Gods, Daimonas was formerly the 5th most powerful god before the War of the Gods and his fall - capable of fighting Darshendros to a standstill and defeating Coranthiir. Although significantly weaker than his fomer splendor, Daimonas is the ruler of the Minor deities and is still feared by many for his connections. His stances on the other gods are constantly changing and shifting, and he is also the most visible god for his penchant of appearing as a human or possessing humans for his own ends. He is known as the Dark Angel and also the Fallen One.
Daimonas (Psionics, Aether, Possession) (Darkness, Destruction, Chaos)
Kuro: Kuro is a strong ally of Aphilam and a relatively new god to the list, not ascending into his divine status until after the War of the Gods. Rumors hold that he was a former Defender of the Faith for Mingan, although he does not encourage questions of his past.
Kuro (Fire, Illusion, Anger) (Weapons, Aether, Darkness)
Ayrn: Ayrn, known as the Tradesman, maintains a single alliance with Kuro, although he remains neutral towards all gods save for being hostile towards Ingram and his nimble-fingered followers. The youngest of the gods, Ayrn and his followers are often under political pressure from the other sects and gods.
Aryn (Trade, Animals, Greed) (Balance, Forge, Art)
Zakai: Often called Zakai the Merciful or the Stormrider, Zakai's followers are typically disillusioned former followers of Shin.
Zakai (Lightning, Loyalty, Mercy) (Envy, Aether, Strength)
Vijer: Vijer, known as the Protector, the daughter of Coranthiir and Illeni, is the largest rival of Daimonais and the former 9th-ranked Greater Deity before the War of the Gods.
Vijer (Air, Archery, Intelligence) (Protection, Aether, Peace)
Timeus: The son of Liagora and Shin, Timeus is an ally of Bree and is the god prayed to before battle. It is said that he keeps the souls of warriors lost to the sea, and is friendly with Zakai and Vijer so that the three may control the weather and seasons.
Timeus (Water, Victory, Fear) (War, Death, Honor)
Uayli: Known as the Plaguebringer, Uayli is the result of a union between Aphilam and Sanoci. She is allied with both her parents, as well as with Kuro and Daimonais, and defines all other gods as hostile unless it becomes mutually profitable to ally.
Uayli (Poison, Disease, Insanity) (Death, Pain, Chaos)
Eyilana: The child of Yupoli and Arnum, Eyilana takes after Chelan and remains neutral towards all, too concerned with divining the future, maintaining ruins and dungeons, as well as libraries. Her followers are usually fortunetellers, librarians, and diviners.
Eyilana (Divination, Secrets, Books) (Magic, Wisdom, Poetry)
Minkah: The child of Bree and Arnum, Minkah is followed by prisoners, soothmancers, adjuticators, and a sect of mages who treat the mentally unfit.
Minkah (Dreams, Hope, Truth) (Divination, Alchemy, Justice)
Aroha: Aroha, the second child of Malu and Camille, takes after her mother and is usually worshipped by midwives, farmers, and mothers.
Aroha (Earth, Love, Wealth) (Light, Fertility, Death)
Marika: Marika is followed by artists, writers, and courtesans. A decadent god, Marika is generally cruel and draws the ire of Bree frequently.
(Beauty, Art, Innocence) (Wealth, Love, Greed)
Halloran: Halloran, also known as the Betrayer, was a former ally of Coranthiir - after the War of the Gods, Halloran turned to evil and followed Aphilam. He is worshipped by bounty hunters, abusive parents, executioners, and torturers.
Halloran: (Hate, Wrath, Alcohol) (Healing, Pain, Blood)
Malaquai: The child of Bree and Timeus, Malaquai's followers are usually warlike and poetic soldiers who have lost companions to war, widows, orphans, and the like. It is said that a follower of Malaquai will take a life for every fallen tear in a war. He is friendly towards his parents and grandparents, and will usually side with the forces of Good in a battle.
Malaquai (Sorrow, Poetry, Misery) (Blood, Weapons, Music)
Pellegrin: The elder child of Malu and Camille before their estrangement, Pellegrin is popular among sailors and deep elves. Little is known of this god, although he is known to be a solid ally of Vijer.
Pellegrin (Travel, Maps, Ocean) (Protection, Music, Wealth)
Arethusa: Eyilana and Malu's child, Arethusa is known as the Weaver - she is followed by many tradesmen and is often considered the god of high society despite not actually having power in those ways.
Arethusa (Color, Clothing, Comfort) (Protection, Lust, Strength)
Pantxike: Pantxike is the only other god aside from Eyilana who is friendly with all of the gods. The weakest of all, Pantxike is known as a prankster and is followed by actors, chefs, prostitutes, and gypsies.
If anyone else wants to add their trifecta of gods, feel free; if not, don't worry, some religion will eventually come along. :)
Ahhh damnit to hang. I'd'a LOVED to be part of this, but I won't really be available for several days. :(
I'll get a character sheet up... in several days time. I guess I'm on the waitlist. One question: guns? Are there guns? Beautiful loud things that go boom and things die? :P
Yes. Think along the lines of flintlocks, muskets, and early rifles.
EDIT: [ BETA PARTY / OOC ]
I got an application coming up, taking a bit to write though, posting this to save position and edit in the future.
EDIT: Bleh, much too late for me to be staying up. Will put sheet up tomorrow.
Man that took longer than I thought. Darn you work, darn you and your ability to eat hours of my life.
Height, Weight courtesy of randomly rolled numbers plus modifiers because I wanted to that day it seems, name from Seventh Sanctum. Stats originally were to be rolled, wound up being distribute. All of this because when I wrote it I really wanted to put off sleep, I think at least as I'm not entirely sure now, and I regretted it terribly the next morning.
As a note, do tell me if the first virtue should cost more, as I understand it's probably a bit strong, I could bump it up to a double critical, or even more than that and think up of more faults.
Name: Jewel Thornton
Race: Elementalkind (Earth)
Height: 5'1" / 154.94 cm
Weight: 350 lbs / 158.76 kg
Appearance: Appears to be a small human, although some vast differences. For one, its skin appears to be made of dirt, with small cuts here and there that appear to be scars of some kind revealing stone to be the creature's true core. The dirt is thin, only acting as the creature's "skin", the rest stone. It has light, dull green moss growing on its head and face in similar to hair and a beard, albeit short and close to the dirt "skin." Features appear human, although generic, and has capability of facial expressions. Teeth look like a grey stone, eyes appearing as rough glass, although actually just greyish stones with pupils. Over all appears to be a small human with a skin of dirt and green moss for hair, male if the beard and general features are to be trusted.
Strength 18, Stamina 17, Agility 10, Speed 8, Endurance 22, Willpower 13, Intelligence 10, Perception 10
HP: (22 + 3) 25
Level: Stonesmith 1, Adventurer 1, Fighter 1
Virtues: At least 5, no more than 7.
Body of the Earth (Critical + Major): Non-Bludgeoning physical damage is halved on Jewel, due to his earthen hide. He's hard to damage with a sword, axe, or arrow, but a hammer will smite him just as well it would those of lesser constitution, and most elemental forces bite him just as hard as it would as well. As an example, Jewel would scoff at a dagger, spear, or sword but hide from a bolt of lightning, hammer, mace, or fire. Weapons or items meant to bite into rock work normally on him as well, so a pick would face no damage reduction, for an example. Poison, diseases, and bleeding also are only half as effective, due to his blood being what appears to be a mixture of sand and blood and his biology being different due to its earthen nature. Acids and poisons aimed to affect Elementalkind still works just as fine.
Moss Hair (Minor): Jewel has moss growing on him akin to hair that doesn't negatively effect him, and surprisingly it can actually be beneficial. The moss, when ground into a paste and added in water, creates a minor pain-reliever when applied topically. Enough to take the stings out of a rough day of adventuring but not enough to make you forget having a wound. Ingesting it is unadvised, tends to get people drunk somehow, tastes terrible as well. When fully cultivated, takes about a week to grow back in a harvest-able state, and only provides a single-use batch of the pain-reliever when cultivated and made.
Flaws: At least 5, no more than 7.
Quintessential Rock in Water (Critical): Jewel doesn't so much float as sink, and due to needing air as most things alive do, tends to avoid deep water if he can help it. Anytime he has to go across water, or any liquid really, he needs to walk along the bottom due to his weight.
Geovore (Major): Jewel needs to supplement his diet with stone of some kind, his body and jaw strong enough to eat and digest it, but also reliant on it. While going without won't kill him right away, failure to eat at least some stone a day will halt his natural healing process. Eventually, if he goes a week without stone, he'll start to feel sick and become more easily fatigued, and if a month has past without eating any rock, he will start to die from it. Dirt or sand doesn't work, must be stone, can't digest metal or ores, and this is in addition to what he usually needs to eat to survive. Can't use this to dig or eat rocks out of the way, as that would be silly, nor can he survive on rocks alone. Has a particular taste for pyrite, although just flavor wise.
Easily Distinguishable Appearance (Minor): Even amongst his race, Jewel has an odd appearance that isn't quite in the norm. As such, this makes him quite easy to pick out of a crowd, even from those of his own race.
Hobbies: No more than 3.
Rock Sculpting/Carving (Major): Jewel likes to make things out of stone, not walls or buildings or so such, but rather things like mugs, figurines, utensils, or just random things that inspire him. Mostly nick-knack stuff though, but he's been known to make statues, busts, even made a stone sword once. It was just for show though, due to being stone. Has an odd preference to work with Pyrite, although only for looks, can work equally well with any stone given it solid enough.
Charcoal Drawing (Minor): Jewel works well with parchment and charcoal, not as good as those who have been doing it for a while, but knows enough of the basics. Tends to use such a talent to draw ideas of things to sculpt, as its hard to keep an idea straight in his head long enough to make one out of stone.
Feats: 2 due to Level
Armor Walker: Armor doesn't impede the wearer's ability to move as much as it did before due to training, strength, toughness, etc.
Armor Runner: (Requires Armor Walker) Armor no longer impedes the wearer's ability to move at all anymore thanks to either their great skill, strength, toughness, or perhaps other abilities that may of granted this feat.
Most of the below was written in a sleep-deprived state, and unedited.
Height: Wanted a 'slightly taller than a dwarf'-like height, so the range should be short dwarf to short human. System taken from Pathfinder, tweaked a little. 3'10 + 2d10, Min 4'0", Average 4'9", Max 5'6 {8, 7} That's... Taller than I thought it'd be.
Weight: Wanted a heavy weight, thus high pounds base. Also cribbed from Pathfinder. 200 lbs + ( height rolls x 10 ) Min 220 lbs, Average 310 lbs, Max 400 lbs {Same as Height} Larger than average height equates to a larger than average weight.
Stats: Pondered how to do this for a while, settled on finding the average of most players and going off of that so as to not rock the boat too much. Said averages averaged wound up being 14.00 hilariously enough (All numbers rounded to second decimal). Three of the six sheets seen wound up being thirteen average with decimal, with the other being around there give or take a point or two. Decided I'd join the middle at 13.50, below the average of the averages, which would also land me in the middle of the six averages. Supa-Average.
SR 14{+4}, ST 13{+4}, AG 14{-4}, SP 13{-5}, ED 14{+8}, WP 13{+0}, IN 14{-4}, PC 13{-3}
EDITED: Thought about it, decided nah, I'll stay at level three. Appeals to me more, makes more sense in my head with how I'm starting to get things down mentally.
EDITED: EDIT TO THE EDIT EDITION (Reduced his inventory since I imagine I should really only notice the unique pieces.)
Languages Known: Tradespeak, Dwarven (Very Heavily Accented Ye Olde)
--Stone-Tagged [Insert Heavy Armor] {Doesn't really matter what kind, but heavy is what I'm going for. May as well flex those feats, you know.} (Several tags made of stone hang off the armor. Each tag has a few Dwarven runes carved on it. They hang by either a link of chain, or a wire, attached to the armor itself, it having slots/rungs/loops for them all around the armor. Tags are small, maybe an inch long. Appears to be a good thirteen of them, spread throughout the armor.)
--Single-Headed Meteor Hammer (Metal Head, Metal Chain, Chain Four-to-Five Meters long, Dwarven Runes Carved on Metal Head)
--Full Helmet with War Mask, War Mask depicts Dwarven Runes, otherwise a completely smooth, blank space except for the eye hole/slot/slit/bar
--Flask full of Moss Ointment (one use)
Only noted unique pieces, so really anything with personal touches to it honestly. The rest is rather mundane stuff.
Rules Masterpost
HP: 10 HP base + Endurance + Level (levels in combat classes would grant 2 HP instead of 1) + Virtues/Feats - Flaws. These scale according to the level of the Virtues; a Critical Virtue of Tough would grant 3 HP, while Minor would be 1. A Feat counts as a Major Virtue for the purposes of assigning HP.
MP: 5 MP base + (Willpower + Intelligence / 2) + Level (levels in magic classes would grant 2 MP instead of 1) + Virtues/Feats - Flaws. See above for how Feats and Virtues work.
At 0 HP, NPC-class characters are Dead, Supporting-class characters are Dying, and Hero-class characters are Knocked Out. At -5 HP, NPC characters are Permanently Dead, Supporting-class characters are Dead, and Hero-class characters are Dying. At -10 HP, Supporting-class characters are Permanently Dead, while Hero-class characters are Dead. At -15 HP, Hero-class characters are Permanently Dead.
At 0 MP, NPC-class characters are Soulburned, while Supporting and Hero class characters are Out Of Mana. At -5 MP, NPC-class characters are Soulbroken, and will die almost instantly, while Supporting and Hero-class characters are Soulburned. At -10 MP, all non-Wizard characters are Soulbroken, and will die immediately.
The consequence of Soulburn is a 100% weakness to supernatural powers, and an inability to regain mana through any means for at least 12 hours. Soulburned characters regain 10% of their total mana capacity per hour, and do not regain mana past 0 until their total mana capacity is at least 50% of total. In other words, if you have 30 MP, a Soulburn puts you at -9/0 for a while, and until you reach 0/15 mana, you cannot gain more mana.
I roll for you. These rolls and your modifiers are hidden from you, and come specifically from Random.org. I do not fudge the results of rolls; I'm leery of putting people on rails without giving explicit warning beforehand that they exist.
The existing damage types are: Slash, Pierce, Bludgeon, Ballistic, Fire, Cold, Electrical, Acid, Holy, Unholy, Death, Magical, Auric/Psychic, and Unblockable. Obviously, Unblockable damage can't be prevented.
A very rough guide, going with the primary damage type, is:
Fists - d2 + Strength modifier, as per d20 rules.
Knife/Dagger/Kicks - d3
Short Spear - d4
Sword/Shortbow/Staff/Club - d6
Longbow/mace/hammer/halberd/spear - d8
Axe/heavy crossbow/flintlock - d10
Musket/rifle/pepperbox (shotgun) - d12
This is assuming that your action is simply "I attack." If you provide more details, the amount of possible damage goes up.
"I stab at him with my sword!" = d6 damage.
"I advance and make a thrust to his midsection!" = d6 damage +
"I set my hand on the ricasso, then lunge forward to drive the blade into his sternum, ready to twist the blade on the way out!" = d6 ++
There's a limit; purple prose isn't going to make you hit harder. As stated, damage is variable; if you sneak up behind someone and slit their throat, it sure ain't gonna be d3 damage. If you ram your sword into someone's lungs, it's gonna hurt more than d6. The crit ranges are hidden values. Natural 20's automatically deal maximum damage and have a chance to deal additional damage/special effects upon their victims. When a natural 20 attack is met with a natural 20 dodge, both are re-rolled. If it happens again, then it's just max damage without the special effects.
In general, armors defend against a few types of damage, and protect against some better than others. A breastplate is good against slashing and piercing (4 damage absorbed/soaked), of less use against bludgeoning and ballistic (2 soak), and does fuck-all against anything else. A Bracelet of the Elements provides 4 soak against Fire/Cold/Electric, and stops nothing of physical damage.
There is no table to describe armor values; it depends on the material, the type of armor, etc, etc. The heavier and/or more bulky the armor, the bigger the penalties to speed and delicate actions, but the more damage they prevent. There are some armors that have high protection and low penalties, but that falls under "special material" category. Yes, you can have armor enchanted to reduce the burden of this.
Starting items are automatically Good quality.
Perfect - Weapons = +5% to attack and +1 damage. Armor = +2 soak value as long as it has at least 1 in the category to begin with.
Good - Weapons = +5% to attack. Armor = +1 to the soak value if it has at least 1 in the category.
Average - Nothing.
Worn - Weapons = -10% penalty to attack. Armor, this translates to a penalty of -1 to the soak of the armor, assuming it has at least 1 to begin with. Can't cause negative soak.
Broken - Weapons = -20% penalty to attack. Armor = -3 to the soak of the armor. assuming it has at least 1 to begin with. Can't cause negative soak.
Destroyed - It is not possible to make an attack with a destroyed weapon. Destroyed armor provides no soak bonus.
Weapons have a 4% chance to degrade per successful attack. Natural 20's with the weapons ignore this. A Natural 20 defense roll triples the odds of decay. A natural 1 on an attack roll triples the odd of decay. Armor has a 4% chance to degrade per hit. Note that this can happen even if it doesn't protect against the damage type. Natural 20's for defense ignore this. A natural 20 for an attack roll a triples the odds of decay. A natural 1 on a defense roll triples the odds of decay. These are multiplicative: if someone gets a Natural 20 on an Attack Roll and you get a Natural 1 on your Defense Roll, there is a 36% chance of your armor decaying. In case of decay, the effects begin on the next attack or round, whichever comes sooner. The current attack is calculated via the quality of the item before decay occured.
Hand to Hand does not have decay; instead, there is a chance of taking HP damage.
Yes, certain skills/feats/spells have a higher chance to damage things. No, I'm not telling you what they are.
In this universe, everything has a spirit - the rocks under your feet, the hairs on your head, the bacteria in your stomach, creatures without a soul, etc, etc. Everything. The spirits radiate "mana" (MP), or "mystical internal life-force" (MILF for short. Yes, I know what MILF means.
) The amount of MILF a spirit releases is based on the life, motion, age, and various other factors of the object/person in question - a thundering waterfall is a source of these energies. These metaphysical energies are used to affect reality in either of three different ways (plus God Power, which is exactly what it sounds like and totally irrelevant to this discussion.) There's magic, which is a combination of willpower and belief. There's mental abilities, which come from the mind. And then there's auric powers, which come from the body. It is commonly accepted that the subdivisions within each of these powers can be combined without consequence.
In this game, the effects of one power over another are basically irrelevant. If you cast a fireball through Elemental Magic, it's effectively the same as using Kinetic Psionics or Projective Auric abilities to do it.
I honestly don't care what you choose - it is the way your character expresses their supernatural ability to affect/effect reality. It's a matter of what flavor you prefer for it to have, and has zero effect.All have the same MP costs.
Ritual: Ritual magic involves the use of rituals for magical means - spoken words of power, runes, use of material components, and the like.
Blood: Blood magic involves the sacrifice or use of blood for magical power.
Chaos: Chaos magic is mostly unexplored - it is known that innate racial powers and minor magic comes from the realms of Chaos without risk.
Alchemical: Alchemical magic involves the preparation and combination of mundane and magical ingredients together for magical purposes.
Divine: Divine magic is the power of priests and granted spells from the Gods - most of the time, these spells are simply more powerful versions of the spells of other schools.
Summoning: Summoning magic relies on summoning spirits for magical effects, or creating/summoning objects, creatures, and other beings.
Elemental: Elemental magic focuses entirely on the elements - fire, water, air, and the like, usually requiring a material "focus" to be performed.
****
Kinetic: Kinetic psionics include telekinesis, and other forms of mental control - pyrokinesis, thermokinesis, etc.
Metabolic: Metabolic psionics include healing, biokinesis, vitakinesis, abjuration, and transmutation.
Telepathic: Telepathic psionics include clairvoyance, telepathy, empathy, and the like.
Metacreative: Metacreative psionics include creation, summoning, and evocation.
****
Projective: Projective abilities consist of evocation, creation, transportation, and necromantic abilites.
Reflective: Reflective abilities consist of transmutation, illusion, and abjuration.
Intuitive: Intuitive abilities consist of divination, conjuration, healing, and enchantment.
A rough scale for offensive powers is as follows:
Tier 0: 1 HP / 2 MP / range/touch spell.
Tier 1: 2 HP / 1 MP / autohit
Tier 2: 4 HP / 3 MP / autohit
Tier 3: 8 HP / 6 MP / autohit
Tier 4: 12 HP / 6 MP / range/touch spell
Tier 5: 16 HP / 8 MP / range/touch spell
Tier 6: 1-10 damage per target up to 100 damage total /10 MP / area of effect (targets EVERYONE, including allies)
Tier 7: 1-20 damage per target up to 200 damage total /10 MP / area of effect (targets EVERYONE, including allies)
Each offensive Area of Effect skill or spell has a maximum damage it can do per target and a maximum damage it can do in total. Every location has a randomized list of characters for AoE spells/skills. When an offensive AoE skill/spell is triggered, it begins attacking the members of the randomized list starting from the top. The first target has a tohit roll taken, followed by a variable damage roll from 1 through MaxTargetDmg if the tohit roll is successful. This continues down the list until one of two conditions is met:
a) it reaches the bottom of the list.
b) it does maximum damage.
Example 1: Bob the Nukemage casts BOOM in a room containing 30 other people. He hits the first for 10 damage, the second for 10 damage, misses the third, hits the fourth for 5 damage, hits the fifth for 5 damage, the sixth for 7 damage, and the eighth for 3 damage. BOOM stops calculating because the maximum total damage has been dealt. 40 total damage has been dealt out of the maximum possible 40 damage.
Example 2: Bob casts BOOM in a room with 2 other people. He misses both. Spell over.
Example 3: Bob casts BOOM3 in a room with 50 people. It hits the first for 10 damage and kills him, hits the second for 15 and kills him, and so on until A or B is met.
If a Tier 7 spell has done 199 damage, the last target can still be hit for 20 damage; the spell deals 219/200 damage and stops calculating.
Everything grants you Experience Points. Experience Points are a hidden statistic. Most of it is going to be filed under "general experience" which is applicable to whatever level you choose to gain; there is specific experience that applies only to existing levels/feats/etc that are applicable to what I choose to level you up in.
OOC ways to gain XP include, but are not limited to:
- Noticing when I screw up, unless you nitpick, in which case you're taping a "Smite me" sign on your character
- Helping new players or working with others to create a better story
- Really good roleplaying
- Resolving a dispute when I am not around to say "LISTEN HERE YOU LITTLE SHITS."
- General good conduct
OOC experience is filed under "General experience."
IC ways to gain XP include, but are not limited to:
- Avoiding or chasing off an encounter
- Completing a quest
- Heroic sacrifice (applies only to your next character)
- Heroic attempts
- Evading pursuit
- Winning at combat, either fatally or through TKO
- Theft
- Defeating a trap
- Casting a spell
- Capturing/imprisoning creatures
- Rescuing someone from captivity
- Succeeding at True Resurrection
- Practicing your craft
- Successful communication that does not rely on native language, Tradespeak, or special abilities
- A rousing speech
- Acts of general badassery
- Devotion to your Gods
Obviously, the AG is a guild, as you might have guessed from "apprentice, journeyman, master, Master, Grandmaster" thing.
A term of study is two years. It's the AA of the adventuring world. You have basic weapon proficiencies, studied magic, rope work, basic survival, tracking, some degree of identification of goods, literacy, etc, etc. Basically, anything you would expect an adventurer to know, you learned at the Guild.
Any journeyman adventurer who has accomplished something of note can petition (read: pay a lot of money) for a masterhood. This is decided by common vote of all master-plus ranks in the Guild's castle/university. It certifies that they are an adventurer and a full guildsman, and that they can teach journeymen and apprentices at a smaller, local Guild.
It's basically the BA of the adventuring world. Renn is at this level. He got his masterhood from helping with a giant slave revolt / escape attempt, which is part of the reason he's so ugly.
A Master with a capital M is closer to the "master craftsman". It's a more technical rank advancement, and while the advancement process is similar, it strongly implies advanced technique. While it is conceivable to buy into a mastership, you cannot advance into Mastership via charitable donation and bribery. Master's degree sort of thing.
Grandmaster is the PhD of it, and you can pretty well imagine the skill and talent needed to get here.
These do not always correspond with level. You can be a Grandmaster and only have 1 level in Adventurer, or be a Journeyman with 10 levels of Adventurer.
4 copper bits = 1 copper penny
2 copper penny = 1 copper quin (commonly referred to as a "copper")
4 copper quins = 1 silver shim
6 silver shims = 1 silver shilling (commonly referred to as a "silver")
12 silver shilling = 1 gold pence
5 gold pence = 1 gold aurea (commonly referred to as a "gold")
10 gold aureas = 1 platinum crown
4 platinum crowns = 1 platinum sovereign (commonly referred to as a "platinum")
If you die, your character is dead. I make a few rolls to see if your character is fated to die at that moment (spoiler alert: The answer is almost always "yes") and if the Gods you serve happen to see fit to intervene (Spoiler alert: the answer is almost always "They don't.", but the odds of them doing so increase with your Level and devotion to them.)
There are assorted expensive and/or illegal ways in which a character can be brought back to (un)life, depending on how messy the kill was and how much time has passed. These range from acceptable to generally crappy. No matter what, if your character takes enough trauma to die, you're not going to have the same character even if they are rezzed perfectly. Expect a new Flaw at least, or some new Virtues/Flaws that came about as a result.
Theoretically, there is no limit to enchanting. In actual practice, there are limits, usually hit around the 7th tier for armor and 5th tier for items and weapons, for items that can hold infinite enchants. Other items simply reach an enchant threshold and cannot contain more.
The cost of enchants go up in MP every level.
This is very rough, but each of the following constitutes a "tier" of enchanting:
- 10 MP pool
- 10% power reduction cost / damage amplification (limit 50%)
- +1 Soak / +1 Damage (generally limited to 5)
- Alignment
- Extra Damage Type (generally limited to 1)
- 2% to-hit / 2% dodge
- Hiding
- Level of sentience
- Anti-degrade 1% (generally limited to 5%)
- Increase degrade 2% (generally limited to 10%)
- 1 spell up to Tier 4
Over five hundred years ago, the gods numbered 36 - eighteen Lesser Gods, and eighteen Greater Gods. Most of the details of the war are lost or hidden in scrolls, vanished to the world. Those who survived either are unwilling or unable to speak about it.
It is rumored that the whole war was started by Pantxike as a prank, and escalated into a full-scale apocalypse. Other rumors suggest that Chelan Godking and Mingan worked together to cheat at the cosmic game of oneupsmanship between the Gods. And still others suggest that Daimonas was responsible, using his powers and influence to escalate a feud into the near-extinction of reality. Others claim it was all of the above, or none. Nobody truly knows but the Gods, and they refuse to speak of it.
What is known is that it started as a feud between Coranthiir and the now-dead Caribia, and culminated with Chelan's Defender of the Faith and the Lord of Spring, Rhoslyn Vernal, destroying Caribia, Lisse, and Oraith with the aid of the brothers Mingan and Shin. This action reverberated through time and the final ripples will not be felt for thousands of years. The ranks of the Gods shifted, alliances were made, and new enmities formed, as well as the creation of two new races by Sanoci: angels and demons.
With the alliance of Sa'ada, Mingan, Caribia, and Shin, Coranthiir was soon under battle and called for his allies - his mate and daughter, Vijer and Illeni, as well as the lesser god Arnum. The lines were soon divided by family lines- Mingan, Sa'ada, Bree, Shin, Liagora, Timeus, Minkah, and Malaquai tipped the balance of power, and later cemented an alliance with the Dark Ones - Aphilam, Daimonas, Darshendros, Sanoci, Uayli, Lisse, and the newly-descended Halloran.
Fearing that the alliance of Chaos and Evil would lead to his overthrow, Chelan stepped into the battle, sending his Defender of the Faith to Mingan and Shin in order to reach an agreement to destroy Caribia, Lisse, and Oraith.
In exchange for this, the God-alliance would be broken, thereby removing the threat to the Godking's throne. Devising powerful magics, the two brothers enchanted a weapon forged by Malu at the direction of Bree with deadly power, and unleashed Rhoslyn into battle. As the Godsbane removed the head of Caribia, raw power surged through the Ascendant Plane, blasting Daimonas's physical manifestation - her last act of defiance against the Godking and her "ally." Weakened, Daimonas was banished by Darshendros after the next kills - he had time only to watch Sanoci - formerly with a domain of Blood - use his power to turn every spilled drop of God's blood into angels and demons in order to replace Blood with Destruction and therefore raise his status.
With the very fabric of reality reeling and damaged, Chelan raised Kuro - Mingan's Defender of the Faith - into godhood, imbued several Lesser deities with power as their followers grew, and released Daimonas, who rose to the most powerful of the Lesser Deities. These acts irreparably fragmented the alliances, resetting the balance of power between the Gods. After an eternal instant of the Gods, save for Pantxike, fighting, allying, breaking alliances, and otherwise competing, the Gods settled into their power hierarchy.
The final words of the war came from the lips of Eyilana, the Seer - The war is not yet over, nor the killing.
If it looks like I missed anything from here, let me know. Sorry, not granting you XP for doing this; I have told you all of this information already and it is your responsibility to understand the rules as stated.
If you want to steal this for your game, let me know and I will (probably) tell you it's okay to do so. You can let me know after you set it up, provided you actually let me know at some point within a few days of setting up.
This is not all of the races, just the listed ones.
Renn is Cerussa-Sinopa, by the way.
Humankind:
Cerussa: Cerussa humans generally excel at Ritual Magic and are average when it comes to physical abilites.
Sinopa: Sinopa humans are the most physical of the humans. They primarily use Summoning Magic.
Rutila: Rutila humans rely on Elemental Magic to augment their excellent physical abilities, and reject more advanced technology as unnatural.
Luteola: Luteola humans, although usually frail, are the undisputed masters of Reflective (transmutation, illusion, and abjuration) and Intuitive (divination, conjuration, healing, and enchantment) Aether. (Basically chi powers.)
Cerussa-Sinopa: These mixed-breeds, preferring Blood Magic, are generally disliked and feared by most humans.
Cerussa-Rutila: These humans are despised by the Rutila for their embrace of Cerussa principles, although their skill with Alchemy Magic is appreciated by most other humans.
Cerussa-Luteola: Although slightly more physically capable than their Luteola brethren, this group of mixed humans specialize in Projective Aether. (evocation, creation, transportation, and necromantic chi-powers)
Sinopa-Rutila: Sinopa-Rutila warriors are among the most feared, as they are completely unafraid of pain or death- one of them can easily outperform a team of ten Cerussa men. They have a natural resistance to magic, aether, and psionics and cannot use these abilities.
Sinopa-Luteola: Although Sinopa-Luteola are very rare (more so for the men- 99 out 100 Sinopa-Luteolans are women) and highly reclusive, they are often strikingly beautiful, as well as being almost miraculous healers due to their Metabolic Psionics. (healing, biokinesis, vitakinesis, abjuration, and transmutation)
Rutila-Luteola: The Rutila-Luteola are almost always stillborn- however, those that do survive are usually suffer from albinism and hemophilia. They are considered among the best leaders of men, as historically, no Rutila-Luteola general has ever lost a battle. Whether this has to do more with their ability to single-handedly destroy a battlefield with Chaos Magic and Telepathic Psionics or through strategic genius is often considered highly irrelevant.
Half-Elf: Half-elves typically resemble Elves to Humans and Humans to Elves; it is usual for them to have the racial affinity for one of the powers of their father. They tend to have longer lifespans than their Human ancestors.
Half-Fey: Half-fey are the majority of the Fey population and almost exclusively Sidhe/Human; they look more ethereal and attractive than normal humans and have the innate Chaos Magic of the Fey. They are not immortal, and display a mild allergy to iron and lead, as well as being immune to vampirism.
Half-Elemental: Half-elementals tend to inherit the physical tendencies of their Elemental parent - Giant/Humans are typically large and redheaded, for example. They will typically gain one of the magical abilities of their Elemental parent.
Half-Kin: Half-kin are shapeshifters, able to shift between Human and Kin at will, as well as half-forms between the two. Their powers do not shift with them, however; their Human affinities do not apply in Kin form.
Elfkind:
Dark: The female-dominated dark elves are dwellers of the underground; they have natural Chaos Magic and are adept at using Alchemy Magic, as well as being deadly warriors.
High: Taller and grander in physical appearance than others of their race, high elves have a reputation for being aloof and arrogant (even by elven standards). They mainly use Metacreative Psionics (Metacreative psionics include creation, summoning, and evocation), although most Chaos Magic discoveries are due to the contributions of High Elves.
Wood: The most commonly seen elves, wood elves are considered by other elven subraces (particularly the sun elves) to be boisterous and hedonistic. They mainly use Kinetic Psionics and Elemental Magic. (Kinetic psionics include telekinesis, and other forms of mental control - pyrokinesis, thermokinesis, etc.)
Sea: Sea elves, frequently mistaken for ancient Humans, live by the shores and specialize in Elemental Magic, as well as Intuitive Aether.
Deep: Cousins to the sea elves, deep elves live in grand cities underwater and are rarely seen on the surface. They are the main users of Chaos Magic, as well as being particularly talented with Kinetic Psionics.
Half-Fey
The half-fey Elves are rarely seen; although they are not immortal, these beings can live for thousands of years and retain an affinity for all magics of their parents - as well as their weaknesses.
Half-Elemental
Half-Elemental elves will typically live with their Elemental parent, preferring to use the powers of their Elemental heritage over their Elven heritage. It is almost impossible to tell if an Elemental is half-elf at first glance.
Half-Kin
Half-Kin Elves appear to be blended between the two races, and are typically savage, forgetting their usual Elven reserve and affinities.
Feykind
Sidhe: The most humanoid of the Fey, Sidhe are divided into Seelie and Unseelie Courts. They are typically supernaturally attractive, and unable to be harmed save for cold iron or lead. They have innate Chaos Magic, and specialize in Ritual Magic as well as Reflective Aether.
Brownie: A Brownie has flat nostrils, giving them a somewhat skeleton-like appearance. Customarily, they are said to inhabit houses and aid in tasks around the house. Brownies use Intuitive Aether and Metacreative Psionics.
Puka: According to legend, the Púca is an adroit shape changer, capable of assuming a variety of terrifying forms. They normally appear as a Sidhe, and use Reflective Aether coupled with Telepathic Psionics.
Changeling: Typically identified by voracious appetite, malicious temper, difficulty in movement, and a wisdom beyond their years. Changelings are the children of other fey, and will grow into their race and powers over time. They have innate Telepathic Psionics, which usually fades over time.
Half-Elemental
Half-Elemental Fey, typically brownies from the Fey side, tend to wander the countryside with wandering trader folk, and are usually celebrated entertainers, fortunetellers, and the like.
Half-Kin
Although rare, Half-Kin Fey are typically puka, and will travel between both parents, learning of both cultures before their curious nature brings them among other races.
Elementalkind;
Dryad: A dryad’s delicate features are much like that of an elf, although their flesh is like bark or fine wood, with hair is like a canopy of leaves that changes color with the seasons. Dryads use Elemental Magic and Reflective Aether.
Nymph: Nymphs are about the height and weight of an elf- however, they are blindingly beautiful. Nymphs use Elemental Magic and Metabolic Psionics.
Jinn: Jinn are usually 10 feet tall and weigh about 1,000 pounds on average. They have innate Chaos Magic - a person who can successfully trap a Jinn receives three wishes. However, due to their skill with Summoning Magic and Elemental Magic, it is considered quite a feat to do so.
Giant: Fire giants have bright orange hair, and are usually over 12 feet and three tons. They use Elemental Magic and Kinetic Psionics.
Half-Kin
Half-Kin Elementals usually have the form of their Kin parent with the physical traits of their Elemental parent. They retain one affinity from each parent.
Demonborn;
Demonborn Human
Mauler: The more physically powerful of the Demonborn Humans, Maulers grow to the size of Giants, and develop claws, horns, wings, a leathery, tough skin, and a lust for blood. They use Metabolic and Kinetic Psionics.
Wyrmling: Frequently mistaken for Changelings, Wyrmlings are not recognizable as human within three years of their birth, twisted by innate Summoning and Blood Magic in the womb. They strongly resemble dragons,
Demonborn Elf
Blood Elf: Typically, Blood Elves are born to Dark Elves; however, it is not uncommon to see other elven races being marked with the disfiguration of the Blood Elves - thorns protruding through their skin, stained by the blood constantly dripping from their wounds. They excel at Blood Magic and Telepathic Psionics.
Wild Elf: The second of the Demonborn Elves, most of this race are born among the Wood Elves, although other elven races being Demonborn is not uncommon. Wild Elves use Chaos Magic and Summoning Magic equally well, and are typically quite tribal.
Demonborn Fey
Goblin: Scaled humanoids, Goblins are hardy fighters and display an immunity to supernatural powers. They are traditionally the footsoldiers of the Unseelie Sidhe.
Sluagh: Unspeakable horrors, the Wild Hunt range from tentacled humanoids to banshees to bat-creatures and other such horrors. They use Reflective Aether and Telepathic Psionics.
Demonborn Elemental
Shade: Similar to Sprites, Shades are instead orbs of darkness. They use Metacreative Psionics in addition to the abilities of their parents.
Demonborn Kin
Greenskin: Big, green, highly intelligent, and similar to Maulers in build Greenskins use Blood Magic and Intuitive Aether. They typically retain the shape and other traits of their Kin - a Rakshasa Greenskin will still appear feline and have fur - but will have green, leathery skin visible.
Nightwalker: Originally born to a Drall, Nightwalkers soon began to breed at an alarming rate. Resembling dragons, Nightwalkers are feared for their innate Telepathic Psionics and Chaos Magic, as well as their Alchemy Magic and use of high technology.
Angelborn:
Angelborn Human
All-Seeing: The All-Seeing typically retain human characteristics save for their large wings and entirely white eyes - they utilize Telepathic Psionics and Intuitive Aether.
Caretaker: Permanently resembling small children with glowing eyes, Caretakers are perhaps the greatest users of Summoning Magic, as well as using Intuitive Aether effectively.
Angelborn Elf
Moon Elf: Cousins to the dark and blood elves, Moon Elves are forest-lurkers who are reputed to harbor werewolves and practice dark magic- however, in all of their limited interaction with civilization, they have only served as good, using their water of life to cure illness, restore crops, and otherwise benefit those who their more evil cousins kill. They are known to use Intuitive Aether and Metacreative Psionics.
Sun Elf: Sun elves are primarily found upon islands and are among the most uncommon elves in the universe. With bronze colored skin, gold, blond or black hair, they are also called gold elves. Sun elves are less physically fit, but also more advanced, than their counterparts. Sun elves are the primary practitioners of elven Ritual Magic, and are among the greatest Elemental Magic users in the land. They are also profoundly arrogant, even by High Elf standards.
Angelborn Fey
Pixie: Appearing as doll-like Fey with dragonfly wings, Pixies are benevolent, using Metabolic Psionics and Chaos Magic to work good or evil among the world.
Leprechaun: Good-natured and mischievous, Leprechauns are users of Reflective Aether and Chaos Magic.
Angelborn Elemental
Sprite: It is impossible to tell the true form of a Sprite, as they appear to be 1 foot tall orbs of shining light. They use Projective Aether in addition to the magic of their parents.
Angelborn Kin
Redeemer: Essentially angelic versions of Kin, Redeemers retain the affinities of their parents, although occasionally, they will display random God Power when using their abilities.
Vampirekind:
Lust: Lust vampires are so named for their power: the lust appears capable of inflaming passion, inspiring love and devotion, addicting people to its effects, and even shaping people into one another's ideal lover. They are unusually capable at 'rolling' their victims, and feed directly from lust. Their bites are literally orgasmic, and even recalling the bites can cause flashbacks. Likewise, they are capable of inciting physical lust in their targets.
Fear: Fear vampires have the ability to feed on and create fear in those around them. This ability works similarly to the lust in that the vampire who feeds using fear can go longer without blood, though not forever. In addition, they have the ability to allow their body to rot into a decaying corpse or even fall apart without suffering damage. As a result, they are almost impossible to kill without fire. They are able to cause "corruption" with their bite -- unless the victim is sufficiently powerful to resist, even a single bite can cause a victim to decay and die.
Rage: Rage vampires feed off of pain and anger. Unlike the Fear or Lust vampires, these cannot cause emotions in their victims, only in themselves. Capable of stirring themselves into a blood frenzy, these vampires become revenant-like in their capabilities to withstand pain, their eyes turning entirely black at this time. Rage vampires are capable of manipulating their skeletal structure, often resulting in talons, blades, or various other things bursting from their skin when provoked.
Energy: Vampires of this bloodline can consume the supernatural energy of their victims, and have a seemingly limitless well to hold it in. The vampires can pull reserve energy from this aura at will if need be, making them capable of incredible physical feats even when compared to their brethren. As a result of this, they are exceptionally good at commanding groups of vampires, and at being 'food' for the Lust bloodline, as both vampires are empowered by the use of the Lust. They appear to be similar to the Rage vampires in that they are capable of channeling this energy into claws or even extra teeth.
Revenant: Revenant vampires are wild and animalistic, living only to kill. They do not retain enough of a mind to use any supernatural powers and display an immunity to powers.
Spiritkind:
Ghost: Ghosts are the soul-parts of the recently dead with enough willpower or supernatural power to briefly appear on the Material Plane.
Wraith: Wraiths are the ferrymen of souls, and are rarely seen. Their presence can be noted by a chill in the air and the failure of all supernatural powers around them. It is rumored that ravens and vultures are wraiths in material form.
Geist: Geists are semi-malevolent forces who care only for making life miserable for everyone aside from them. It is suggested that the victims of murders return as Geists.
Animatedkind:
Zombie: Zombies are the risen bodies of the dead. They may retain their knowledge, although they are typically unintelligent and will obey commands given to them by their master. Unless fed fresh meat, they will decay. Occasionally, a zombie of a Blood Magic user will, when risen as a zombie, continue their lives as though they had never died.
Skeleton: Akin to Zombies, although typically the ancient dead. They are unable to speak, although they can understand orders and may be able to write in order to communicate.
Ghoul: Little is known of ghouls, although they are scavengers known to run in packs, are capable of using simple tools, are not very intelligent, and are cowards. They typically appear in unblessed or uncleansed graveyards, battlefields, and the like.
Melded: Pieces of the dead reanimated and melded together. They are typically like zombies, despite being more horrifying.
Kinkind:
Minotaur: Bull-like and tall, Minotaurs are perhaps the strongest of the Kin, preferring Summoning Magic and Metabolic Psionics. They are typically quite tribal.
Rakshasa: The feline rakshasa race are deadly fighters just to their strength, teeth, and claws alone; however, the fact that their innate Chaos Magic lets them shapeshift, in addition to being able to use Telepathic Psionics as well as being as adept in Ritual Magic as an elf makes them quite dangerous indeed.
Aeona: Aeona are similar to the Rakshasa; however, these beings are birdlike and able to fly. Their skill with the bow is second to none, not even elves. They use Telepathic Psionics and Elemental Magic quite effectively.
Canine: Similar to the Rakshasa; however, Canines are dog-like and unable to shapeshift and prefer close combat. They are better trackers, as well as being faster than all but the hardiest Rakshasa. They prefer Metabolic Psionics and Intuitive Aether.
Drall: These beings are similar to lycanthropes. Possessing the eyes of lizards and tails in human form, the Drall are capable of shifting into dragonlike beings, capable of large amounts of destruction- or, more frequently, providing a means of transport for whomever can afford to pay them. They typically use Metacreative Psionics and Ritual Magic, and are very nearly amoral, quite glad to sell the skins of their dead comrades to whoever wants nice clothes.
Lamia: Lamias are fully immortal save for silver and the weapons of the sidhe- they resemble humans in the upper body, but have a snakelike midsection and lower bodies. They are naturally proficient with Alchemy Magic and Reflective Aether.
The following info is being added to the Masterpost:
The highest level you can get in any one field is 10.
To let you know how this scales, look at the following chart.
□□□□□□□□□□ → Crippled/Unknown
■□□□□□□□□□ → Weak
■■□□□□□□□□ → Average
■■■□□□□□□□ → Gifted
■■■■□□□□□□ → Athlete
■■■■■□□□□□ → Olympian
■■■■■■□□□□ → Legendary
■■■■■■■□□□ → Preternatural
■■■■■■■■□□ → Herculean
■■■■■■■■■□ → Supernatural
■■■■■■■■■■ → Godlike
As far as items go, I am going to assume that your characters all possess standard adventuring gear, plus anything that would be appropriate for your character based on Level/Feat/Virtue/Hobby. This does not mean that you can say "Oh, I have a Diamond Katana +5 because my character likes swords", but it also does not mean that you can't have any magic items at all. Think "low-level magic items" or "useful minor magic". I will track money, important plot items, and probably a handful of other things for good measure and to prevent IDKFA / Trinity / Ass Pull Syndrome, however.
I leave that up to your initiative. For example, a L1 Fire Mage could create a fireball, a fire shield, or a fire sword, and having any of of them up being about the limit of their powers. Said Fire Mage probably couldn't have a sustained torrent of flame from one hand while invoking Reactive Armor with the other. I would ask/require that you keep it within reason for your level, but aside from that, however you or your character prefers to use their powers is fine.
In general, I will assume that your character can perform any sort of low-level spells that fit the domains of the gods you follow or the class you have. There's not a specific spell list of "You can only cast this", I'd just ask that you think "Can a Level X caster reasonably do this thing I want to do?" If the answer is no, you can (and should) ask yourself "What can my Level X caster do that resembles what I want, or has similar effects?"
A "round" of combat is anywhere between 4 to 10 seconds; you can assume 6 seconds is a safe default value. Speech is pretty much a limited free action. Which is to say, don't bust out into a monologue or recite lengthy poetry in the middle of a combat round because duh; saying a few lines beyond which can be said in six seconds is totally acceptable, though.
Keep in mind that if you narrate battle plans, your opponents aren't going to be stupid enough to follow them. They can listen too.
Generally speaking, actions of hirelings fall under your control. I will over-ride anything that is a violation of common sense, though.
If they are mind-controlled or summons, then sucks to be them, because I'm sure not going to save them.
You can choose to express your feats/traits as "Increased spell potency" or "Decreased spell cost", but once you pick which one it means, it's not going to change. Choose wisely.
Minor is 15%, Major is 25%, Critical is 50%. I'll count feats as being equivalent to Major Virtues for the purpose of this. And yes, that does mean you can make Affinity have a 50% reduction in cost and Specialization have a 25% boost in power. The "choose wisely" thing does apply to anyone with a feat or virtue in an area, for the record.
Cost reduction is additive, and it always rounds up. A 10 MP spell with Critical and Major cost reduction bonuses will become a 3 MP spell. Damage increase is additive, and always rounds down.
Clothes - Nothing
Cloth Armor - 1 slash / 1 pierce
Leather Clothing - 2 slash / 2 pierce
Leather Armor- 3 slash / 2 pierce
Chain - 3 slash / 3 pierce / 2 bludgeon
Splint - 3 slash / 4 pierce / 2 bludgeon / 1 ballistic
Breastplate - 4 slash / 4 pierce / 2 bludgeon / 2 ballistic
Minor Ring of Protection / Minor Invulnerable Potion / Painkillers - +1 to all
Lesser Ring of Protection / Lesser Invulnerable Potion - +2 to all
Ring of Protection - +3 to all
Invulnerability Potion - +5 to all
Greater Ring of Protection - +4 to all
Bracelet of the Elements - 4 fire / 4 cold / 4 electric
Greater Invulnerability Potion - +10 to all
Shields will (mostly) work by soaking up damage, but will also have a small value to dodge rolls. Ideally, a shield stops you from being hit at all, but if not, it gets between you and the attack. I haven't quite decided on the dodge benefit, but I know I don't want it to get better than 10% before enchantment.
I think I may just sort it like this:
Padded
Hide
Leather
Splint
Brigandine
Scale
Lamellar
Ring
Chain
Coat Plate
Half Plate
Full Plate
Field Plate
The only armor that grants negative soak is chainmail bikinis and/or any armor with nipples. Bonus negative soak if the armor-nipples are pierced. Unless you follow Bree, that is. She's into the "ridiculous fantasy armor" for men and women alike, and grants divine protection equal to the armor. Your faith in her is your shield and your devotion is your armor.
In this universe, everything has a spirit - the rocks under your feet, the hairs on your head, the bacteria in your stomach, creatures without a soul, etc, etc. Everything. The spirits radiate "mana", or "mystical internal life-force" (MILF for short. Yes, I know what MILF means.
) The amount of MILF a spirit releases is based on the life, motion, age, and various other factors of the object/person in question - a thundering waterfall is a source of these energies. These metaphysical energies are used to affect reality in either of three different ways (plus God Power, which is exactly what it sounds like and totally irrelevant to this discussion.) There's magic, which is a combination of willpower and belief. There's mental abilities, which come from the mind. And then there's auric powers, which come from the body. It is commonly accepted that the subdivisions within each of these powers can be combined.
However, actually directly mixing these together into a single multidisciplinary reality alteration (such as Pyrokinesis + Elemental Fire Magic) is believed to be impossible, pushes your minds to the brink of insanity, and can strain your body to death. If this weren't enough, there is a thing known as a "Soulbreak", which essentially is a combination of "dangerous forbidden technique", "explosive overclocking", and "limit break" that tends to occur in awe-inspiring ways whenever people try to pull it off (and promptly die for their efforts). So basically, it's impossible and suicidal to do it.
As far as souls go, souls are almost entirely reserved to living beings. Upon death, they are claimed by their Gods, or just "the gods" in general. This is not always a perfect process, as something is left behind. This is the explanation for some kinds of undead - enough soul was left behind to leave an impression. Sometimes it has a body, sometimes not. In your case, your soul remained in the body after death, because you happen to follow a God who likes loopholes. There's possibly less of it, but there's no "soul measuring device." When trapping a soul for the purposes of evil necromancy, that's what is being gathered - soul fragments, soul crumbs, leftover bits of soul. It's also what collects into soulsteel. Powers rely on souls to work. A bit of soulstuff goes into every use of powers. Hence, soulburn and soulbreaking.
"Soulburn" was thought of by a ritual mage who managed to run out of mana in the process of trying to invent sunblock. All of his attempts failed, and after one spell managed to utterly fail and drain his MP beyond 0, he found the mental/spiritual pain of soulburn to be surprisingly similar to that of his wicked sunburn. Yes, he did end up inventing a spell, and died as a result of an amusing incident involving his sunblock spell, several bottles of alcohol, and a Corinthiian priest.
Soulbreaking doesn't have a comical backstory to it. It is
literally breaking your soul in the same sense that nuclear fission breaks apart an atom.
The Major Aspects are the domains that are theirs either exclusively, or that they are the best at. These are represented by Angels. The Minor Aspects are domains they share with others. These are represented by Demons.
Coranthiir: Coranthiir is the god of law and good, making him one of the most widely worshiped deities. Various people worship this god, including monks, paladins, and warrior-healer clerics in particular. Houses of laws and courts are often temples of this god, and offerings are made to him before a case may begin. Law enforcement agencies also claim to work in the name of Coranthiir. He is often referred to as the Balanced Sword, or the Eternal Star.
Coranthiir (Righteousness, Purity, Order) (Light, Animals, Healing)
Darshendros: Darshendros, one of the least (openly, at least, as many pray to him in secret) worshiped gods in the pantheon, is the god of Darkness, Evil, and all things Unholy. This sets him directly against Coranthiir, whom he contantly plots against. He is often refered to as the Dark Dragon, His Immaculate Horror, and various other titles describing his malevolence. His worshipers are among the most violent and unorderly, oft-times making sacrifices of blood, death, and other things to the god. He is the god of almost all openly evil entities, of arsons, and of many small, tribal groups of people who worship him as a night-god.
Darshendros (Darkness, Evil, Unholy) (Fire, Death, Blood)
Ingram: Ingram is the Thief's God, refered to as the Lucky Coin, among other names. He is the god of thieves and gamblers, as well as inventors, and to a lesser extent, certain magicians and assassins. While shrines to this god are rare, he is often worshiped - or, at the very least, praised when good luck befalls a person. Common tokens of worship are coins marked with his name, worn about the neck for good luck. He is also known by some as the Betrayer God, because of his trickster ways, and many unfaithful bodyguards or secret-keepers have been known worshipers of him.
Ingram, (Theft, Trickery, Luck) (Technology, Poison, Illusion)
Malu: Malu is known as the God of Science, as he rules over space, time, and generally keeps the entire world in working order, making sure that things like planes of existence don't crash into each other. He is also a god of creation, working wonders of great skill in the form of weapons, architecture, and art. He is perhaps the single most worshiped god of the pantheon - as all creatures, benevolent or malicious, must bow down to the wear and tear of time. Almost every community, no matter what race or size, will have a shrine to this god, at the very least. Many craftsmen also worship this god specifically, as he is known to imbue the forges of the best smiths with his favor, allowing them to create true works of wonder with their hammer and anvil. To a lesser degree, philosophers and inventors worship this god, as they seek to understand just how time and space work. A few mages who specialize in transportation may worship him, as well. He is sometimes known as the Maker, or the Regulator.
Malu (Time, Space, Creation) (Wood, Metal, Magic)
Mingan: Although not an entirely popular or well-understood god, Mingan is often involved in the tangles of intrigue among the gods. Many of his followers are converted at a young age for his mastery of Chaos (40%), others are magically-inclined warriors seeking Blood (30%), and the majority of the remaining simply seek eternal life as the Defiant (20%), all eventually growing to worship him in all Aspects for the promises of power. Although there are precious few temples of Mingan, it is fairly common to see several of his followers attending and offering services at the temple of another friendly god. The few temples that do exist are often extremely lavish and extremely isolated from society. He is known as the Nightwalker and the Vampire God.
Mingan, (Chaos, Blood, Necromancy) (Lust, Darkness, Magic)
Shin: The original, and truest lord of death, Shin is almost as widely worshiped in one form or another as Coranthiir or the other 'benevolent' gods. He is the God of war, death, and destruction, and he can invoke fear with his taste for both vengeance and justice. He does not condone needless death of everything and anything in some scheme to wipe out the world, but instead represents the finality of death - that it must happen, eventually, for all things in this world. Among these commoner worshipers there are many temples, and he is typically refered to as "Death" or by his name - the only other name he goes by is Potraikos, the which the people of Roak Val call him. Soldiers, bodyguards, assassins, mercenaries, and almost all fighters of any caliber worship this god as the God of War, commonly refering to him as "Warpath", despite the fact that he represents discipline, loyalty, and bravery in battle, as opposed to senseless slaughter. Very, very few worship this god as simply the God of Destruction, and he does not recognize these cultists as part of his faith. Around 30 percent of his worshipers worship him in the true, Decaric sense - as all three aspects, representing that death comes in all forms, and that war and inevitable destruction are sometimes best for the world in the long run. Among these is a group refered to as "The Untold Legions", warriors who follow Shin's decrees when he believes that war is in the best interest of a kingdom. The God of Death's closest ally (and brother!) is Mingan, despite Mingan's favor with necromancers and his condoning of such activities. Many world-myths portray these two gods as warriors, one representing guile and finesse, the other as strength and martial discipline.
Shin, (War, Death, Destruction) (Fear, Vengeance, Justice)
Arnum: Known as the Scholar, and occasionally as the Teacher's God, shrines to Arnum are located in almost every schoolroom and university. Arnum is the favorite of educators, students, mages, lawyers, jurors, and the like - although other gods are praised first, it is Arnum who is responsible for the sentience of all mortals and often provides "intuition" or "genius moments".
Arnum, (Magic, Enlightenment, Knowledge) (Wisdom, Technology, Truth)
Chelan: Commonly known as the God of Balance, Equalizer, or simply "Chelan Godking" Chelan is perhaps the least understood of all gods. Neutral towards all, it is Chelan's responsibility to ensure that no god, mortal, or group of either becomes too powerful, and is quite willing to wage war to ensure that an equilibrium of power is maintained by all. He does not have any allies or enemies, and is reputed to be the highest-ranked god among the pantheon -as well as being the oldest and the progenitor of many elder gods among the pantheon.
Chelan, (Balance, Neutrality, Transcendence) (Blood, Magic, Weapons)
Radan: Radan is known as the Lover's God and the Speaker; most marriages are presided over by Radan's priests. He is followed by many statesmen, as well as new parents and diplomats.
Radan, (Courtship, Diplomacy, Parenting) (Wisdom, Fertility, Love)
Tokee: Tokee is mainly worshipped by students and rebellious teenagers, although bars, fraternities, and certain houses of pleasure are often dedicated to his name.
Tokee, (Sex, Pain, Pleasure) (Insanity, Alcohol, Education)
Yupoli: Yupoli is called the Children's God, the Poet, is the second most worshiped god of students and teachers. Yupoli is creative and curious, and followers of Yupoli tend to share the same traits.
Yupoli, (Laughter, Wisdom, Education) (Poetry, Love, Time)
Sanoci: Sanoci is known as the Lord of Demons, responsible for the creation of angels and demons. He is followed by unscrupulous mercenaries, brawlers, barbarians, and those with a penchant for violence. His natural ally is Darshendros and he is considered the brutal counterpart; where Darshendros deals in intrigue, Sanoci cares only for violence, disorder, and ruin.
Sanoci (Pride, Violence, Individualism) (Destruction, Neutrality, Pleasure)
Aphiliam: Aphilam is called the Goddess of Broken Promises, and is the only god who refuses any male to gain any power or rank among her followers. Distrusted by most gods, Aphilam is followed by prostitutes, diplomats, lawyers, and merchants.
Aphiliam, (Beauty, Anger, Manipulation) (Wealth, Lies, Lust)
Bree: Bree - usually called the Hedonist - is a god concerned with doing good in the world, with her followers often administering "street justice" alongside charity - especially where their bodies can come into play. If it feels good, it must be good for you!
Bree, (Hedonism, Justice, Weapons) (Chaos, Magic, Lust)
Camille: Camille, also known as "Mother Nature", is worshiped mainly by farmers and druids.
Camille, (Alchemy, Technology, Plants) (Fire, Order, Animals)
Illeni: Illeni - usually referred to as the Peacekeeper, is worshipped by healers, midwives, guards, and archers, as well as those involved in trials.
Illeni, (Healing, Law, Protection) (Archery, Wisdom, Plants)
Liagora: Liagora, commonly called the Huntress, is followed by bounty hunters, lycanthropes, and some of the more good barbarians.
Liagora, (Honor, Strength, Revenge) (War, Necromancy, Metamorphosis)
Sa'ada: Sa'ada - also known as the Black Widow - is rarely worshipped, preferring to draw her power from the actions of mortals in general.
Sa'ada, (Vengeance, Lust, Envy) (Magic, Chaos, Destruction)
Daimonas: The greatest of the Lesser Gods, Daimonas was formerly the 5th most powerful god before the War of the Gods and his fall - capable of fighting Darshendros to a standstill and defeating Coranthiir. Although significantly weaker than his fomer splendor, Daimonas is the ruler of the Minor deities and is still feared by many for his connections. His stances on the other gods are constantly changing and shifting, and he is also the most visible god for his penchant of appearing as a human or possessing humans for his own ends. He is known as the Dark Angel and also the Fallen One.
Daimonas (Psionics, Aether, Possession) (Darkness, Destruction, Chaos)
Kuro: Kuro is a strong ally of Aphilam and a relatively new god to the list, not ascending into his divine status until after the War of the Gods. Rumors hold that he was a former Defender of the Faith for Mingan, although he does not encourage questions of his past.
Kuro (Fire, Illusion, Anger) (Weapons, Aether, Darkness)
Ayrn: Ayrn, known as the Tradesman, maintains a single alliance with Kuro, although he remains neutral towards all gods save for being hostile towards Ingram and his nimble-fingered followers. The youngest of the gods, Ayrn and his followers are often under political pressure from the other sects and gods.
Aryn (Trade, Animals, Greed) (Balance, Forge, Art)
Zakai: Often called Zakai the Merciful or the Stormrider, Zakai's followers are typically disillusioned former followers of Shin.
Zakai (Lightning, Loyalty, Mercy) (Envy, Aether, Strength)
Vijer: Vijer, known as the Protector, the daughter of Coranthiir and Illeni, is the largest rival of Daimonais and the former 9th-ranked Greater Deity before the War of the Gods.
Vijer (Air, Archery, Intelligence) (Protection, Aether, Peace)
Timeus: The son of Liagora and Shin, Timeus is an ally of Bree and is the god prayed to before battle. It is said that he keeps the souls of warriors lost to the sea, and is friendly with Zakai and Vijer so that the three may control the weather and seasons.
Timeus (Water, Victory, Fear) (War, Death, Honor)
Uayli: Known as the Plaguebringer, Uayli is the result of a union between Aphilam and Sanoci. She is allied with both her parents, as well as with Kuro and Daimonais, and defines all other gods as hostile unless it becomes mutually profitable to ally.
Uayli (Poison, Disease, Insanity) (Death, Pain, Chaos)
Eyilana: The child of Yupoli and Arnum, Eyilana takes after Chelan and remains neutral towards all, too concerned with divining the future, maintaining ruins and dungeons, as well as libraries. Her followers are usually fortunetellers, librarians, and diviners.
Eyilana (Divination, Secrets, Books) (Magic, Wisdom, Poetry)
Minkah: The child of Bree and Arnum, Minkah is followed by prisoners, soothmancers, adjuticators, and a sect of mages who treat the mentally unfit.
Minkah (Dreams, Hope, Truth) (Divination, Alchemy, Justice)
Aroha: Aroha, the second child of Malu and Camille, takes after her mother and is usually worshipped by midwives, farmers, and mothers.
Aroha (Earth, Love, Wealth) (Light, Fertility, Death)
Marika: Marika is followed by artists, writers, and courtesans. A decadent god, Marika is generally cruel and draws the ire of Bree frequently.
(Beauty, Art, Innocence) (Wealth, Love, Greed)
Halloran: Halloran, also known as the Betrayer, was a former ally of Coranthiir - after the War of the Gods, Halloran turned to evil and followed Aphilam. He is worshipped by bounty hunters, abusive parents, executioners, and torturers.
Halloran: (Hate, Wrath, Alcohol) (Healing, Pain, Blood)
Malaquai: The child of Bree and Timeus, Malaquai's followers are usually warlike and poetic soldiers who have lost companions to war, widows, orphans, and the like. It is said that a follower of Malaquai will take a life for every fallen tear in a war. He is friendly towards his parents and grandparents, and will usually side with the forces of Good in a battle.
Malaquai (Sorrow, Poetry, Misery) (Blood, Weapons, Music)
Pellegrin: The elder child of Malu and Camille before their estrangement, Pellegrin is popular among sailors and deep elves. Little is known of this god, although he is known to be a solid ally of Vijer.
Pellegrin (Travel, Maps, Ocean) (Protection, Music, Wealth)
Arethusa: Eyilana and Malu's child, Arethusa is known as the Weaver - she is followed by many tradesmen and is often considered the god of high society despite not actually having power in those ways.
Arethusa (Color, Clothing, Comfort) (Protection, Lust, Strength)
Pantxike: Pantxike is the only other god aside from Eyilana who is friendly with all of the gods. The weakest of all, Pantxike is known as a prankster and is followed by actors, chefs, prostitutes, and gypsies.
Over five hundred years ago, the gods numbered 36 - eighteen Lesser Gods, and eighteen Greater Gods. Most of the details of the war are lost or hidden in scrolls, vanished to the world. Those who survived either are unwilling or unable to speak about it.
It is rumored that the whole war was started by Pantxike as a prank, and escalated into a full-scale apocalypse. Other rumors suggest that Chelan Godking and Mingan worked together to cheat at the cosmic game of oneupsmanship between the Gods. And still others suggest that Daimonas was responsible, using his powers and influence to escalate a feud into the near-extinction of reality. Others claim it was all of the above, or none. Nobody truly knows but the Gods, and they refuse to speak of it.
What is known is that it started as a feud between Coranthiir and the now-dead Caribia, and culminated with Chelan's Defender of the Faith and the Lord of Spring, Rhoslyn Vernal, destroying Caribia, Lisse, and Oraith with the aid of the brothers Mingan and Shin. This action reverberated through time and the final ripples will not be felt for thousands of years. The ranks of the Gods shifted, alliances were made, and new enmities formed, as well as the creation of two new races by Sanoci: angels and demons.
With the alliance of Sa'ada, Mingan, Caribia, and Shin, Coranthiir was soon under battle and called for his allies - his mate and daughter, Vijer and Illeni, as well as the lesser god Arnum. The lines were soon divided by family lines- Mingan, Sa'ada, Bree, Shin, Liagora, Timeus, Minkah, and Malaquai tipped the balance of power, and later cemented an alliance with the Dark Ones - Aphilam, Daimonas, Darshendros, Sanoci, Uayli, Lisse, and the newly-descended Halloran.
Fearing that the alliance of Chaos and Evil would lead to his overthrow, Chelan stepped into the battle, sending his Defender of the Faith to Mingan and Shin in order to reach an agreement to destroy Caribia, Lisse, and Oraith.
In exchange for this, the God-alliance would be broken, thereby removing the threat to the Godking's throne. Devising powerful magics, the two brothers enchanted a weapon forged by Malu at the direction of Bree with deadly power, and unleashed Rhoslyn into battle. As the Godsbane removed the head of Caribia, raw power surged through the Ascendant Plane, blasting Daimonas's physical manifestation - her last act of defiance against the Godking and her "ally." Weakened, Daimonas was banished by Darshendros after the next kills - he had time only to watch Sanoci - formerly with a domain of Blood - use his power to turn every spilled drop of God's blood into angels and demons in order to replace Blood with Destruction and therefore raise his status.
With the very fabric of reality reeling and damaged, Chelan raised Kuro - Mingan's Defender of the Faith - into godhood, imbued several Lesser deities with power as their followers grew, and released Daimonas, who rose to the most powerful of the Lesser Deities. These acts irreparably fragmented the alliances, resetting the balance of power between the Gods. After an eternal instant of the Gods, save for Pantxike, fighting, allying, breaking alliances, and otherwise competing, the Gods settled into their power hierarchy.
The final words of the war came from the lips of Eyilana, the Seer - The war is not yet over, nor the killing.
I would like to point out that relative power does not always equal the ability to use it, nor is it directly related to the age or worshipers a God has. Even though Daimonas is ranked 19th in power, in a direct confrontation, he could whip some of the Greater deities. There is a reason why he is feared, after all.
Greater
1. Chelan (Elder God)
2. Malu (Elder God)
3. Shin (Elder God)
4. Mingan (Elder God)
5. Bree
6. Darshendros
7. Illeni
8. Coranthiir (Elder God)
9. Liagora
10. Arnum
11. Ingram
12. Camille (Elder God)
13. Sa'ada
14. Radan
15. Sanoci ("New" God)
16. Aphilam
17. Yupoli
18. Tokee
Lesser
19. Daimonas (Elder God)
20. Vijer
21. Ayrn ("New" God)
22. Zakai
23. Kuro ("New" God)
24. Timeus ("New" God)
25. Uayli ("New" God)
26. Halloran (Elder God)
27. Eyilana ("New" God)
28. Aroha ("New" God)
29. Malaquai ("New" God)
30. Pellegrin ("New" God)
31. Arethusa ("New" God)
32. Minkah ("New" God)
33. Tokee
34. Pantxike (Elder God)
Dead Gods:
Caribia
Lisse
Oraith (Elder God)
Greater
1. Chelan (E)
2. Shin (E)
3. Mingan (E)
4. Malu (E)
5. Daimonas (E)
6. Coranthiir (E)
7. Darshendros
8. Illeni
9. Vijer
10. Liagora
11. Ayrn (N)
12. Eyilana (N)
13. Aphilam
14. Sa'ada
15. Bree
16. Camille (E)
17. Radan
18. Caribia
Lesser
19. Arnum
20. Timeus (N)
21. ? ? ? ? ? ? ?
22. Arethusa (N)
23. Ingram
24. Lisse
25. Halloran (E)
26. Sanoci (N)
27. Uayli (N)
28. Yupoli
29. Zakai
30. Minkah (N)
31. Aroha (N)
32. Oraith (E)
33. Malaquai (N)
34. Pellegrin (N)
35. Pantxike (E)
36. Tokee
Cults: Each religion has its own language developed to facilitate communication among chapters in different lands, to conceal secrets from other sects, and to express certain concepts that are not easily vocalized in other languages. For example, the Mingan cult language is basically sounds that resembles hissing and breathing, and is notable for not actually requiring a tongue, teeth, or vocal cords for fluency. The Coranthiian speech has an average of seven or more words for even simple concepts or objects, with up to hundreds for more complicated concepts. For example, there are hundreds of words used to describe particular crimes, each of which depends on how or why the crime was committed.
Priest-class and Divine Prestige class get access to bonus feats.
To explain the rank thing, I'll use the Decaric (Shin) faith as an example:
Fides - Believer (No level. You count as a Believer for all religions, because you indeed acknowledge that the other gods exist because there is solid, concrete evidence that they do. Except those heretics who say ONLY ONE GOD IS THE TRUE GOD.)
Custos - Disciple 1 (Four levels of Disciple translate to one level of Novice. This is the lowest rank needed to understand Cultspeak. A special note that Disciple levels do not count for HP, MP, spells known, etc. Think of them as honorary levels. It is assumed that declaring a Faith in your profile gives you a hidden level in Disciple for the god in question.)
Bellicus - Disciple 2
Tirones - Disciple 3
Discens - Novice 1 (Three levels of Novice translate to one level of Initiate. These levels do not count for HP or MP, although minor-level Divine spells start here.)
Imaginifer - Novice 2
Tesserarius - Initiate 1 (Three levels of Initiate translate to one level of Priest. These levels do not count for HP, but do count for 1/3 MP each. Low-level Divine spells start here.)
Princepale - Initiate 2
Pilus (Priest 1. This is the first actual level that counts for 1 HP and 2 MP.)
Centurion (Priest 2)
Primus (Priest 3)
Tribuni (Priest 4)
Praefectus (Priest 5)
Tribunus (Priest 6)
Legatus (Priest 7)
Pontifex (Priest 8 )
Pontifex Maximus (Priest 9)
Defender of the Faith (Priest 10. Highest possible rank, gains the extra feat Avatar of the God and one or more relevant God Power feats.)
An avatar serves as a God's alter ego, and is an extension of the God. The God senses and knows everything the avatar senses and knowsm and vice versa. An avatar is a less powerful version of a deity. Essentially, you can think of them as Demigods. They have a higher rank to the Gods than Angels and Demons.
Major Gods > Minor Gods > Defenders of the Faith > Angels > Demons > 9th-Tier Priests > 6th-Tier Priests > 3rd-Tier Priests > Priests > Initiate > Novice > Disciple > Believer.
Tradespeak is a polyglot language, consisting mostly of nouns, common verbs like "go", "eat", "drink", etc, gestures, and grunting.
Common is more or less English. Celcian is linguistically similar, but heavier on consonants. The priest has a Celcian accent.
Chi Meng is akin to Mandarin Chinese.
Roaken is the language of the Roak Republic, as well as its allies. Ancient Roaken (considered a dead language) has been found written on scrolls and on ruins around the world, suggesting Roak's former dominance. Similar to Latin.
Demoran originates from Demorau. The primary Anthekahan language, it is similar to Arabic. This is the main language of the area in which the party is.
Elven: The language of the elves. The language lends itself more towards ethereal and metaphysical concepts than with practical terminology. For example, there are are fifteen words for "process" and only three words for "attack."
Other languages, as of yes without details:
Sidh: The protocol and phrases needed to survive among the fey, and for the stronger to assert their well on the weaker while being incredibly polite.
Old (High) Elven: The language of the high elves.
Ancient (Sun) Elven: The language of the sun elves.
Aquatic (Deep) Elven: Spoken entirely by the Deep Elves. Glub glub click!
Dwarven: The language of the dwarves. It has a lot of gutturals and lends itself to a rhythm well. Contrary to popular opinion, it does not have a million words for rock; it has names for kinds of rock, how they sit, its heat, how it was formed...
Kind: Less a language than a few shared noise-concept-scents.
Elementare: The shared set of sounds, gestures, and manifestations that form the common languages/language of the elementalkind.
Theoretically, there is no limit to enchanting. In actual practice, there are limits, usually hit around the 7th tier for armor and 5th tier for items and weapons, for items that can hold infinite enchants. Other items simply reach an enchant threshold and cannot contain more.
The cost of enchants go up in MP every level.
This is very rough, but each of the following constitutes a "tier" of enchanting:
- 10 MP pool
- 10% power reduction cost / damage amplification (limit 50%)
- +1 Soak / +1 Damage (generally limited to 5)
- Alignment
- Extra Damage Type (generally limited to 1)
- 2% to-hit / 2% dodge
- Hiding
- Level of sentience
- Anti-degrade 1% (generally limited to 5%)
- Increase degrade 2% (generally limited to 10%)
- 1 spell up to Tier 4
Name: Mirrai
Government: Feudal Monarchy
Factions: The Guilds, Knights of the Shadows, Cult of Shin, Cult of Malu, House Wren, House Mireen
Size in Square Miles: 211,000
Square Miles Settled: 105,500
Square Miles Unsettled: 105,500
Population: Less than 20 million, more than 10 million.
Total Military: About 250,000 in total, counting non-combat personnel
Capital: Maneras
Big Cities: Shilad, Cisan, Southcourt, Viake
Cities: Freeport
Towns: Stim, Thanas, Condas, Serna, Garrison, Oasis
Villages: 37,516
Scholarly Universities: 1
Other Universities: 1
Castles (Urban): 94
Castles (Wilderness): 284
Ruins: 175
"Castle" is a broad term, covering everything from "Actual castle" to "Fortress" to "Sentry tower."
Motherfucking Diamond Katanas: +4 against Mooks and +3 against DM Contrivances. Otherwise, as useful as a two-legged Pomeranian.
Stone of Genderchange: Exactly what it sounds like.
Naga Emeralds: Naga emeralds appear similar to normal emeralds, but the inside of the gem appears to swirl. The swirling effect is caused by actual shifting of the crystalline structure within the stones, though the cause of this shifting is unknown.
Blue Mushrooms: A blue-stalked and purple-capped mushroom with silver spots.
Concussion Crystal: A slightly yellowish crystal. Mine with care, because when it explodes, it EXPLODES.
Black Titanium: Not actually titanium. A very hard metal good for use in armor, although nearly useless for weapons.
Fire Diamonds: Diamonds imbued with fire elemental power.
Stygian Iron: Iron and steel forged from the lands available on the other side of the Hell Gates.
Moon Stone: A silver rock that absorbs power under moonlight.
Sun Stone: A gold rock that absorbs power under sunlight.
Frost Orchid: Beautiful blue orchids rimmed with frost and imbued with water elemental power.
Dragon Scale: A scale from a dragon or half/dragon.
Ur Opals: These appear to be opals of various sizes, some as large as a human fist. The most powerful stone measured 8 centimeters, and it looked like a great fire burned in its heart.
Mana Crystal: A form of crystal that slightly improves mana regeneration rates.
Purple Obsidian: A form of rare obsidian. It helps to reduce the effects of hostile magic.
Lightning Stone: A stone that will shock the user. It is imbued with electric elemental powers.
Blood Diamond: A diamond that can be used by blood mages to increase their energy.
Jaguar Talon: A talon from a jaguar. Supposedly, a necklace of it boosts speed.
Shark's Teeth: A tooth from a shark. Supposedly, a necklace of it boosts strength.
Stone Feather: A feather from a bird species. Supposedly, a necklace of it boosts toughness.
White Silver: A form of silver that is more potent against demons.
Black Silver: A form of silver that is more potent against angels.
Rock Salt: Rock salt. Useful for temporarily disrupting magic.
Pink Pearl: A pink pearl. Can be swallowed to give the user temporary water-breathing.
Mermaid Scale: Shiny. Supposedly, a necklace of it boosts magic resistance.
Shiny Shell: OOH, SHINY!
There's a long list of special materials that I haven't totally fleshed out, but I can say it includes: mithril, dragonhide, orichalcum, adamant, meteor iron, cold iron, blacksteel, whitesteel, black titanium, hell iron, white silver, black silver... let's just say there's a very long list, a lot of which are alloys or involve special preparation. Also included on this list are the "Essence of" and "True-" varieties of everyday materials like steel, bronze, etc; they're both a step up.
Archlich (http://www.archlich.com/kotsc/Stuff/Metals.html) has a reasonable list of materials, but this is NOT canon. This info MAY change.
I'd like to point out that angels are not inherently good, nor are demons inherently evil. They are soulless and divine lieutenants of the Gods. Angels represent the Major Aspects of their Gods, while Demons represent the Minor Aspects.
Good demons include Coranthiir's Demons of Healing, Vijer's Demons of Peace, and Radan's Demons of Love. Evil angels include Darshendros and his Angels of Blasphemy (Unholy), Sanoci's Angels of Violence, and Uayli's Plague Angels (Disease).
While it is certainly true that there are many Demonborn who come from evil gods, and who outnumber the Demonborn from the good gods, it's sort of a bad stereotype that Demonborn = automatically evil. Not that it stops many people from automatically assuming demonborn are evil, mind you.
If you die, your character is dead. I make a few rolls to see if your character is fated to die at that moment (spoiler alert: The answer is almost always "yes") and if the Gods you serve happen to see fit to intervene (Spoiler alert: the answer is almost always "They don't.", but the odds of them doing so increase with your Level and devotion to them.)
There are assorted expensive and/or illegal ways in which a character can be brought back to (un)life, depending on how messy the kill was and how much time has passed. These range from acceptable to generally crappy. No matter what, if your character takes enough trauma to die, you're not going to have the same character even if they are rezzed perfectly. Expect a new Flaw at least, or some new Virtues/Flaws that came about as a result.
I'm not putting the God Profiles in it, because you can just search this thread to find it.
Also going to add in the bits about the AG to the post, too.
Just so you guys know, most of the ARPEE FITEN I've done or judged/moderated was freeform. No rolls, just writing. I'll post a sample here. My words are green, the partner's is blue.
And yes, someday I might make a Battle Arena or something like that and recruit judges and fighters. You lot are creative enough to make things fun.
Rhoslyn stood in the Pit, actually, just sort of looking like he was waiting for someone to jump in and come after him. Well, actually, rather as though he were waiting for a specific someone to do exactly that. For a change, he actually was wearing what looked like a long-sleeved red silk shirt (although it looked rather as though it were armored, which it was), and a pair of black EMT pants that looked full to the brim with... stuff.
Oh, and the weapons, of course. It wasn't violence without them - the usual fuckton of knives, guns, etc.
The specific person arrived fairly quickly.
Damon dropped down into the opposite side of the pit across from Rhos, not saying a word, but keeping an expression on his face that state pretty clearly 'fighting time.' He hadn't fought the owner of the BSB in quite some time, it'd be a good to practice on an opponent with some teeth.
And an arsenal of fuck you.
As usual, a black scarf remained on Damon's head and around his neck and underneath his shirt he wore padded armor. Both his forearms had gauntlets with built in knuckle-dusters and on his shins he had gauntlets, though they were concealed by his pants-legs. Unlike Rhos, Damon came to the fight seemingly unarmed
He didn't need weapons. He WAS the weapon, the entire world his arsenal.
Focusing on unlocking the inner machinations of his mind, Damon began to move forwards, slowly, one step at a time. Because standing there and staring was stupid.
Well, that was good. Rhoslyn grinned at Damon, then raised his hands together, fingers spread out. A small globe of water began to expand as Rhoslyn sunk power into it, the water becoming zig-zagged with jagged red lines through it. It was almost a tradition for the first blows to be missed entirely by both parties, but that certainly wouldn't stop anyone from preparing a badass attack to start out with, now would it?
Damon figured he'd fire the opening shot in this battle, what with not being slowed down by having to charge his psionic abilities. Using an upward motion of his right hand he guided a solid pillar of hard packed sand upwards at Rhos from a slanted angle, attempting to slam him in the stomach right at the start of the fight.
A quick, simple attack that was signature of a psychic fighter.
Moments after his attack a small jolt of 'recoil' hit Damon behind his right eye and traveled down into his lower jaw, dissipating quickly. The importance difference between using magic and using psionics is the lack of a charge, but the intense presence of a 'knockback' afterwards. Nothing significant now, though.
Hopefully Rhos would respond in kind to the attack. Keep things interesting and all.
Rhoslyn grinned as the sandpillar broke through the surface of the earth, and thrust the ball (obviously charged with a spell) towards Damon, which zoomed off with the speed anyone could hurl a good-sized water balloon at someone. Almost as soon as he was finished, the fey spun on the balls of his right feet towards his left, bringing his hands back up to put up his dukes as the attack brushed the edge of his shirt with a thunk.
If the ball of water hit, it'd splash, causing the blood underneath where it contacted to quickly boil and "steam" out, although it wouldn't go much deeper than whatever veins one could see through their skin. Still, it'd hurt, and that was entirely the point of the mixed-ability spell.
"Ha!"
Following tradition, Damon delivered a right mid-high roundhouse kick to the flying water ball as it near him, splashing harmlessly against his armored shins and managing to only soak his pants leg. A few red crackling arcs of magic danced off his leg before the entire thing went poof.
Planting his foot back on the ground and eying Rhos with a grin, Damon sprinted off towards the fey. Not one of those shuffle step runs that focused entirely on balance and control, but the kind that was all about getting up in your opponents grill as fast as possible.
Assuming he managed to get within 6 feet of Ross, Damon would once again call on his powers, taking a big right step forward and psionically launching himself at his opponent, opposite leg coming straight up and poised to deliver a painful BOOT TO THE FACE. Nothing like being direct and tactless for once, even if it ended up costing him.
Thankfully, Damon hadn't lost all his battle senses. He had a contingency plan in place just in case shit really went down.
Good, good, now it was time to get the violence on. He did the same pivoting thing to have his left side leading, watching Damon charge in. Really, given the size of the arena, it wouldn't take him long to get there, so he'd simply take a breath and slide a bit forward to deliver a jab to the upper body to counter the charge - and then, suddenly, Damon took the hell off the ground and came at him.
Well, fuck that noise! Regardless of if his first move hit or not, he'd twist and throw his right out, aimed to smash directly through Damon's left pectoral as his left hand returned - the two would pass each other halfway through. Naturally, it wouldn't do anywhere near that damage, but this was said to indicate that he was not pulling his punches, at all.
Given the relative distance and angles and such, the kick didn't get him in the face, but instead hit him in the center of the ribs and continued up to love-tap his jaw, which'd send him staggering backwards and taking a few deep, fast breaths in the process to get his breath back.
Things hadn't gone entirely as planned, but they weren't far off from what had been expected. Damon knew that trying to be this direct usually ended up in the other guy trying to get in as many hits as possible before he got overtaken. Which meant they weren't focusing on the place they were being so quickly put into. Not place as in circumstance, but place as in actual positioning.
Rhos was literally between a rock and a hard place now, back likely right up next to the pit wall.
Unfortunately, Damon forgot what it was he had planned to do now. What a terrible time to have a brainfart! It happened though, he was only human afterall. So instead of trying to make up a plan on the fly, Damon just attacked the way he felt at the time. Once his left foot hit the ground, Damon sent a roundhouse kick up at the side of Rhos head again.
He was going to try his DAMNDEST to score another hit.
Right about the time he kicked the punch that Rhos had landed into his bicep began to throb with pain. His impact vest had absorbed a great deal of the damage that had been done, that's what it did, but being a superhuman, Rhos could get around small things such as high-quality body-armor. Just one of the things that Damon had to learn to deal with when fighting against powerful meta-human opponents.
Rhoslyn was not aware of Damon's last name even faintly resembling Norris. So, when he bounced off the wall, he was rather surprised to see Damon setting up for a roundhouse. As he came down, his hands came back up, and he'd reach out to try to grab Damon's kick by above the ankle with his left hand. If it worked, he would put the squeeze on Damon's leg, then, in an attempt to throw Damon around like a ragdoll, would spin, bringing his right arm up to grab onto his leg, and then proceed to introduce Damon into the wall before swinging the other way to lob him away.
Assuming not, he'd just try to grip anyway, and begin to spin - the difference was that he would instead raise his right hand, white flames dancing from his fingertips to give Damon a nice two-three second facial barbecue and start readjusting to get himself away from the wall.
Rhos managed to grab onto the roundhouse kick, gripping tightly onto the steel greave. Stopping a roundhouse mid-flight is extremely difficult unless you are just one bad dude - the reason Rhos here was because he was the exception to the rule. That made things complicated, but not too much so.
In a situation like this, the typical fighter usually tries to resort to some kind of logic and reason to escape quickly and somehow dish out an attack at the same time. Damon happened to be as far from 'typical' as possible without having to give up the woo-woo powers. Rather than go the practical route and use his powers for an offensive counter as he was being swung, Damon simply... took off.
No, really.
He shot up into the air via psychokinesis, taking Rhos along for the ride by the seat of his pants. The ocean breeze blew around both of the fighters as they rapidly ascended above the pit. But what do you do about somebody that's the equivalent of a poop that won't let go? Why, you shake it loose! And by 'shake it loose' Damon performed an aerial backflip, aiming to sling Rhos around and slam him into the edge of the pit back first.
The whole problem could be solved quickly if he let go, or complicated if he grabbed on with both hands and tried to use his magic. In retrospect, Damon had never actually done anything silly like this before. Here's to hoping that it worked out!
Rhos might shit brix.
Well, this was certainly unexpected. Rhoslyn couldn't help but admire the off-the-wallness of the attack even as he calculated just what in the hell to do, a grin stretching across his face. The ocean looked pretty... and then Damon tried to backflip. There wasn't a whole lot Rhoslyn could do aside from curling his lower legs, throwing himself "forward" and preparing for a rough landing.
Somehow or another, he managed to land his left foot on the ground just outside the pit; he wasn't half as lucky with his right, and felt muscles straining as the front part of his foot caught the wood lip, leaving the back half of his foot off into the edge.
At the same time, he'd bring his arms up and over his head, attempting to throw Damon clear over his own head into the nearby tables and chairs. By about the time his arms would reach his shoulder level, he'd be off-balance, and would let go to fall backwards into the pit, landing with a considerably heavy smacking sound and laying there, stunned briefly by the depth of the fall.
Throwing Damon, the guy that can fly and all, seemed like it might end up being a pointless effort. The key factor here was balance, which when being thrown by a guy with fuck all strength, is completely lost. And so Damon was left whirling through the air like a ragdoll and crashing into the tables and chairs, splintering one and knocking the table over onto its side.
"Ouch..."
There were going to be some bruises in some places the next morning, but nothing some sleep couldn't fix right up. Dusting himself off and getting to his feet in a timely manner, Damon glanced around at the mess he'd caused. Now how could he make this mess work for him? Rhos was already down in the pit getting his second wind, which may result in more magic explosions, so the psion had to think quickly.
Looking out at the ocean, Damon saw a few big waves roll in and crash into the shore. And suddenly the idea came to him!
Inside the pit, Rhos, who was likely still getting his shit together entirely, would probably be thrown for a loop as a white blur came shooting down into the pit. A bird? A plane? No, a guy air surfing on a white fucking beach table. They fey would be greeted with a yell of "YIPPE KI YAY MOTHERFUCKER!" right before Damon surfed the table into him.
Of course, Damon didn't plan on jumping off the table and letting it glide into Rhos, hell no, he was gonna ride this wave all the way home. One could only wonder what was going through Damon's mind, what with all the crazy, off the wall moves he was pulling. Had something gotten into him lately? Normally he was a stoic tactician on the battlefield, but not this time.
Who the hell knew.
That was exactly what Rhoslyn was doing- getting his shit together. He'd gotten to his feet and had backed away within about five seconds of hitting the ground, limping just a bit in his right leg. He was looking up and did expect Damon to come at him, but he certainly did not expect to see Damon flying a motherfucking table down at him.
The look on his face strongly resembled this: O.o
A second later, he lowered himself down, letting Damon come closer, and pushed off the ground into a sprint, wincing slightly as his right leg came down and took the impact of his weight. He'd keep his eye on Damon's hips, and would basically try to spear tackle Damon off of the board. There were so many possible ways it could go wrong, so the damage could be figured out next post.
"What tha--UMPF!"
Ross's spear made contact, but in a most awkward fashion. The table that Damon had been riding on propped him up a good several feet, and even with him angling it down, Ross's upper body still barely reached Damon's knees. This meant that when the fey launched himself into the spear, he'd actually be end up tackling Damon's legs out from under him while the table hit him (Ross) in the thighs and kept right on going due to the momentum.
These colliding forces all ended up in the most interesting of clusterfucks. Damon went falling forwards over Ross, while Ross himself was struck in the tights by the table, likely faceplanting hard onto it as Damon went over top of him.
The end result?
Damon laying face first in the dirt with Ross collapsed on top of a table, which likely turned over or splintered by this point.
Pain ran all up through Damon's lower jaw and his hands, where he'd had to brace himself against his falling forwards. Never the one to give up because of little bumps and bruises, the psion pushed himself forwards and rose up to his feet in a slight walk, wheeling around to see what had become of Ross.
"That was a lot less awesome than I had... awh... planned it to be."
Taking in a breath and brushing himself off some more, he spoke, a grin appearing on his face.
"And for my next trick, a double-lateral somersault flip twist tornado kick, hold the pickles but with plenty of mayonnaise and phlebotinum."
A lot of stuff happened. Ross's head felt rather as though he'd broken the table in half, with his nose being the general focus of it. With a groan, Rhoslyn rolled off the board, ignoring the complaints in his legs and across his chest. Well, mostly, but still, despite the grimace, he'd be able to carry on. Painfully.
With a deft motion, he snapped his broken nose back to its position and took a second to heal it, grinning at Damon's remark. Blood was still flowing, though; his nose just wasn't broken anymore.
"Hah!"
His face lit up, though he still didn't seem very thrilled to be hurting a lot overall and a little to a good bit practically everywhere. Mmh, tasted like blood.
"C'mon, Rhos, I expect a lot more from a Heaven or Hell runner up!"
Damon figured he'd verbally prod the fey a bit, try to light a fire under his ass and really get the fight going. It'd been a while since he faced an opponent that could actually hurt him in duel with powers and fists.
Taking a few strides forward, Damon gathered his energy and went airborne again. After climbing around ten feet up, fully extended his right leg and dropped into a rapid descent, aiming to slam his foot right into Rhos as hard as possible.
HELL YEAH FLYING KICK!
He'd managed to crush Kain's sternum with a move like this a few Heaven or Hell's ago, here's to hoping he could get the same kind of results, or at least put Rhos on the defensive again. It was a lot better to keep him pushed back into a corner than let him get some steam and start turning out those magical attacks of his.
"Wait and see."
There was a difference between the sheer brute "fuck the other guy up no matter what" approach he took competitively than in a casual bout. But, still, Damon had a point, and as his friend got closer and higher, Rhoslyn extended his left hand and drew back his right, palms flat.
The leg extension was a cue, and as Damon throttled down, Rhoslyn pushed his right hand out hard and fast towards him, rather the same motion as if he were in a pool and trying to splash Damon with a POWERSTRIKE of water. Which was exactly what he was doing. About as soon as his right hand started moving, water began to extend out quickly, reaching about four feet across by the time the flat of his hand struk the back of his left hand's palm.
The sound it made sounded exactly like a wave breaking, and a sudden 6' tall wall of water flew straight towards Damon, expanding to about five feet wide as it moved, curling. It was coming hard and fast, and while the water probably wouldn't hurt, the fact that it was a lot of fucking water moving very fast would carry him backwards a few feet and then slam him to the ground that'd do the trick.
TIIIIDAAL WAAAVE!
Pretty much was the last thing that went through Damon's mind as the divebombed directly into the incoming wall of water. For the most part, Damon's narrowed position (flying kick) allowed him to missile through the brunt of the water, but inevitably he ended up getting tossed and turned around like a piece of loose cloth in a washing machine.
Blub blub blub, Damon's in the tub~
CRASH!
As the wave of water hit the other side of the pit, Damon's entire body went slamming directly into it face first. The wave had turned him head over heels and sent him careening upside down. Now in comical fashion, he slid down the wall of the pit onto his head and fell to his back. A good few moments passed before he groaned and spit out some water, getting to his feet as quickly as possible. Everything hurt, he joined Rhos in PAIN.
He glanced down at his sopping wet clothes, torn in some places and the foot deep water that now 'flooded' the pit.
"Well now, this is why I can't have nice things."
Rhoslyn watched the water slowly drain, amused. Well, use it while you have it, what? He suddenly popped to the surface of the water, more or less pulling a Jesus. Sure, it was only a foot, but every bit helped. And, more importantly... Rhoslyn would actually not do a whole lot, simply twirling his fingers in a circle around him, pointing to the water. He always felt less drained casting in a circle, and he had the advantage of the flood right now.
"Well, you did say to bring it."
He chuckled.
"Well, I guess I did."
Casual violence and enough supernatural to bring down a building was generally how two of the islands strongest warriors greeted each other after a long time apart. Damon had been having a lot of fun so far, but now he wanted to step it up a bit, show Rhos a few new tricks he'd learned while out traveling around.
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Tearing off his soaked shirt and throwing his under armor aside, Damon basked in the cool air as it wafted down into the slightly flooded pit. Catching a second wind, he quickly charged for Rhos again. He focused his psychic powers into a shell around him, making him look like he were surrounded by glimmering glassy ripple-effect. The water beneath his feet parted, leaving only the moist hard packed sand ground.
A few feet short of actually reaching Rhos, Damon threw his arms forward and sent out a massive concussive psionic wave. It came with a big wind-up, which meant a mighty impact if it connected. Damon could move five hundred pound objects, Rhos mass was essentially nothing to him. Trying to throw an attack directly into his own would likely result in Rhos being double-whammied. Of course, smart as he was, Damon did not expect that to happen, though.
He was going to play a different angle.
Enough with the silliness, time to show off some real power for a bit!
Yeah, I'll give making a few a shot.
Current Ideas:
Name: Kazimierz "Kaz" Smolensky
Race: Human (Rutila-Luteola)
Height: 6'2"
Weight: 180~ lbs
Appearance: A stick-figured sort of man, Kaz often makes himself look bulkier than he actually is with thick, obscuring clothing. But don't let his lack of obvious strength fool you, this man has a voice that can match giants, dragons even some say. Pale, sickly looking, along with a straw colored hair that's just shy from white and eyes a color that always makes people wonder if its a dark red or a dingy sort of brown. You'd be hard pressed to find him without at least some armor on, usually favoring a breastplate, sabatons, gauntlets and a helmet with light chain filling in the gaps to avoid restricting his movement too much. But don't forget the omnipresent brace of pistols that cross his chest, holding a number that many try to count but can never seem to reach a consensus.
Strength 14, Stamina 10, Agility 15, Speed 14, Endurance 11, Willpower 12, Intelligence 15, Perception 13
HP: 10 + 11 + 4 (Assuming Warlord is a Martial Class) + 2 (Assuming Tactician isn't a Martial Class) = 27
MP: 5 + (27/2 = 13~) + 4 = 22
Level: Tactician 2, Warlord 1, (Dirty) Fighter 1
Virtues:
Commanding Voice (Major): This is a man that, when he speaks, people listen. Some whisper its an innate telepathy as often rumored of his race, others that he's just that charismatic or commanding, and a few that since he speaks so little as it is, when he does speak you know something is up or important. His voice always has a way of projecting farther than one would think, reaching heights and volumes more reserved less for men but for large roaring beasts of myth. When he shouts at someone to jump, they don't even ask how high, they just know.
Cunning (Minor): Kaz is just plain smart. Not the kind of intelligence you can gain with a book, but the kind that you earn tooth by tooth. When he fights, its as much a match of wits as it is a match of brawn and skill, when he speaks it always seems to have an undercurrent of thought to it, as if he has meticulously thought out what he's said beforehand.
Flaws:
Of The Still (Minor): While not a stillborn like many of his race, his birth still wasn't the easiest, and he has all of the general traits of his kind. His skin is pale, his hair is pale, his eyes gleam red, and his wounds never clot easily. Some of the more superstitious and ignorant may think him an undead, considering his aversion to the sun and like of concealing clothing and armor. He's generally sickly, usually always with some sniffle or cold that he just grins and bears unless he has enough for a treatment.
Greedy (Minor): If there is a vice to this man, it's gold. Its visible to all that his ears perk slightly at its mention and his eyes take on a sparkle akin to the shine of the metal. He's always on the look out for a quick buck, but that doesn't mean he's dim or foolhardy about it. He knows better than to betray an employer after all, that gets around and people won't want to hire you if they think you'll drop them if the enemy offers a few coins more.
Silent (Minor): Smolensky is a man of few words. Very few words. It isn't uncommon that he'll speak in a manner similar to Trade Speak, leaving off the unnecessary "filler" words as he calls them like "the" or "a" or the like. As such, he's rare to speak, rarer to speak fully with what he says often just fragmented and terse, and even rarer he speaks loudly.
Hobbies:
Whittling (Major): The man is good with a knife on wood, that much is for sure. The wooden stocks on his guns are even self-carved so they fit just right in his hands. Rather helpful too when one finds themselves on the move and its rather easy to lose a piece of a board game.
War Games (Minor): Chess, checkers, go, or even one of his own invention, doesn't matter Kaz plays it and would love for a game, say, do you have the time? If he isn't drafting up plans, checking with the quartermaster, making sure all dozen of his pistols are loaded, the man is probably playing strategic game with someone.
Feats:
Just Shoot The Bastard: Kaz is not what one would call a fair fighter. As a tactician and a warlord, Kaz is expected to be behind a fair group of men and bodyguards, leading and telling them what to do and how to act. So, to put it simply, he isn't meant to be in drawn out fights or slug fests. He's meant to tell others how to slug it out. When he does find himself in combat though, he's a slippery, underhanded bastard of a fighter. It isn't a strange sight to see Kaz go for a swing to simply feint into a shot from the many pistols in his brace, or to aim his shots a little too low below the belt.
Where Does He Get These Damn Things?: If nothing else, Kazimierz is a paranoid man and one who knows many hiding spots for both clothing and body. Don't be too surprised if he pulls a gun or three out of his boots, gloves, hat, belt, brace, sleeve... You get the point. He almost always has a loaded gun on him somewhere.
OOC COMMENT: A stat line of 13 average, this man is meant to be leading the armies and taking care of the general minute tactical stuff for the players. One can yell for him to do something, he works out exactly how it should be done, sort of thing. Not really meant to be front line, but he can fight. Why I'm iffy on him being Melee or Misc, since he's more of a tactician than a fighter.
- Cunning but Greedy Tactician (Designated Planner/Tactician/Army Commander/Dirty Fighter) Melee/Misc
Name: August Fleming
Race: Human (Cerussa)
Height: 5'11"
Weight: 200 lbs
Appearance: By all means August appears to be utterly average. A human of unnoticeable height and frame, if overweight and obviously starting to bald, Fleming would only stand out if he were the only human around and even then it might be easy to miss him. But that suits August fine, being noticed is for the hero types, the types who depend on people like him and keep him on a payroll: everyone needs a quartermaster after all, once they get big enough. That's not to say August pushes his luck, while he's very much self-aware, he's also not dumb enough to try and get on the nerves of some who he serves (except in the case of money), after all adventurers are a fickle lot.
Strength 11, Stamina 9, Agility 10, Speed 9, Endurance 10, Willpower 10, Intelligence 11, Perception 10
HP: 10 + 10 + 4 == 24
MP: 5 + (21/2 = 10~) + 6 (Assuming Luck Blessed is Supernatural) + 1 == 22
Level: Luck Blessed 3; Quartermaster 1
Virtues:
Fountain Of Luck (Major): With so much luck about August, one supposes its only natural that it affects those around him. Some mages call it an innate sort of magic, others a blessing from the gods, but August just calls it natural progression. One man can only have so much luck, after all, before it spills over. Everyone around him just winds up being that much luckier, whether in cards, in battle, or just in general, making this man a walking good luck charm.
Work Horse Whisperer (Minor): Fleming always could get the best out of mules and draft horses, or any beast of burden really. If it walked and could carry several heavy packs or pull a cart, the man can work with them like a natural. They listen just a bit better, are less likely to bolt, and can go just a bit farther when around Fleming.
Flaws:
Entirely Boring (Major): The man is, without a doubt, utterly boring. His words sort of drone and his tone can't be described as monotone because it at least has two inflections. He's the sort of man you'd see quietly arguing with a street peddler about the price of an apple, the same sort you'd forget you saw about a minute after you've done so.
Stingy (Minor): August is a penny pincher to the extreme, which while a good trait for a quartermaster, is rather bad if you actually want supplies that while helpful aren't strictly required. He's been known to haggle for an hour on the price change of a single copper for some objects.
Hobbies:
Pack Rat (Major): The man is obsessed with his carrying devices, and isn't shy to talk about it. You'll almost never find him without a backpack filled with an improbable amount of stuff.
Gambler (Minor): Fleming loves the dice and the cards, the thrill and the chance. It probably helps that he usually wins, and he's done it enough that he's rather known in dins and alley ways fellow gamblers are known to frequent.
Feats:
Gilded Tongue: August has argued and haggled his whole life for just a bit more cash, and its shown with his experience. While not a merchant by profession, he's learned quite a few of the tricks of the trade and his speech and mercantile sense shows.
Improbable Chance: Despite being boring and if anything but a combatant, the man has a survival rate that would astound those who knew. From picking up coins on the ground and dodging a fatal blow to having a burning building land everywhere but where he was when it falls on him, he's a lucky, lucky bastard.
OOC COMMENT: Average stat line of 10, you can probably guess this guy isn't meant to fight. He's the general logistics, mercantile, and living cargo train of the team. He's the guy who'll gather up pack animals, a wagon, and generally figure out how to allow the players to haul whatever they like away to their hearts content. To avoid being completely helpless though, the man is sort of meant to be an avatar of lady luck given form and a gender swap.
- The Goddamn Luckiest Bastard Alive (General Good Luck Charm/Quartermaster/Pack Mule Handler) Misc
Name: Ingvar Lundin
Race: Human (Sinopa-Rutila)
Height: 5'8"
Weight: 155 lbs
Appearance: One wouldn't assume much from this humble looking old man, appearing to be in his eighties with a face road-mapped with wrinkles. Until they see the large ringed saber on his back, easily almost reaching his height. Wearing silken robes and always carrying an expression of peace no matter the circumstance, Ingvar appears to be one who's reached a zenith of inner peace and equilibrium, possibly having wore out his wilder side in his storied past. Don't be fooled by the man's humble and vulnerable appearance, for he can match any normal man younger than him in strength and speed, possibly even exceed.
Strength 12, Stamina 11, Agility 14, Speed 16, Endurance 13, Willpower 10, Intelligence 14, Perception 14
HP: 10 + 13 + 8 (Assuming Swordsage counts as both) = 31
MP: 5 + 12 + 2 + 4 (Above Assumption) = 23
Level: Swordsman 1, Swordsage 2, Duelist 1
Virtues:
Immortal Body (Critical): Ingvar doesn't actually have an immortal body, but it damn sure seems so. For a man in the tender years of eighty-some, he moves with the grace and strength of a man in the prime of his life. His thin arms are able to heft things it doesn't look like he should, his bony legs propelling him to a speed that someone this old just, well, shouldn't. Yet it does. While not Immortal, Ingvar certainly appears it.
Flaws:
Sinopa-Rutila (Major): As a Sinopa-Rutila, Ingvar cannot attempt magic, aether, nor psionics. Of course, not through lack of trying. Lundin has tried again and again to use magic, but each time it fizzles to nothing. While lacking the magical aptitude to attempt anything magical, he's taken to the meditation and the philosophy that often tags along with magic with gusto.
Ascetic (Minor): As a swordsage, Ingvar has denied much to himself in his life. He refuses to hold above a certain amount of coin, any more he gives away freely. He denies himself sweet foods and drinks, alcohol is a no, and the pleasures of the flesh. While it has helped temper the man's will and body, it sometimes leaves him appearing to be a prude to those who he denies.
Hobbies:
Boardgames (Major): But if there is one gift of life he gives himself, it would be games. An keen way to sharpen one's mind, as he says, its almost all he does in his free time. It isn't uncommon for one to find himself sitting alone during the quiet times just staring at a board with pieces several turns in, in deep contemplation.
Meditation (Minor): However, when he isn't playing boardgames such as chess, go, checkers, or whatever derivative, then he must be meditating. Seated upon a semi-comfortable spot, oblivious to the world, Ingvar reaches the depths of his mind with meditation.
Feats:
Uptempo: Ingvar has fought for most of his life. As a form of training, meditation, and learning, it is his profession and what he is good at. Whether for a mock fight to test one's skill, or a real fight where blood might be shed, Lundin has gotten through time and time again by just being faster than his opponent. Due to this extensive training, when focused Ingvar can call upon a well of endurance to give himself a burst of unsettling speed.
Trained Resilience: Despite being a Sinopa-Rutila, Ingvar tried his hardest and for most of his early life trying to learn the ways of magic. While his efforts have time and time again turned up naught, the knowledge and practices he learned has helped him understand magic in a way only true magic users would, and which he uses to his advantage to eek out the most of his natural resilience to magic.
OOC COMMENT: This man is meant to be a general beatstick, a guy who can stand on the front lines and fight if push comes to shove. He's a large sword user, but focused on speed instead of strength. If you want a bodyguard or someone who can try to punch through a line quickly due to deadly speed, this is the guy you send, really. Due to his race, he also excels somewhat as a sort of mage-killer type unit, with his speed, sword, and improved resilience all contributing to being a fearsome foe for those of the typical magical inclination.
- BFS Swordsage (Beat Stick/Lightning Fast Beat Stick/Magic Non-User Aficionado/Talking Without Mouth Matching Up) Melee
Name: Ainir Isthar
Race: Fire Giant
Height: 13'8"
Weight: 2 1/2 Tons (5000 lbs)
Appearance: At her gargantuan height, Ainir stands out amongst all but other giants. Looking to be young adult if features are to go by (years is a relative number when dealing with other races, after all), Ainir appears to otherwise be an average (if on the more comely side) looking female fire giant dressed in modest, functional clothes suited for one who spends their lives on their feet and wits. Despite that, she doesn't appear to be one accustomed to heavy lifting or hard work, always with a calculating and examining look as she addresses her surroundings with a fine tooth comb, her eyes often looking and trying to notice every etch on a surface she sees. Many who know her often call her obsessed with her job, enough so that it isn't uncommon that she sleeps little in favor of working on the latest blueprint, but that makes her a talented (if unknown) engineer.
Strength 11, Stamina 10, Agility 13, Speed 12, Endurance 14, Willpower 16, Intelligence 16, Perception 12
HP: 10 + 14 + 4 = 28
MP: 5 + 16 + 4 + 2 = 27
Level: Geomancer 2, Engineer 2
Virtues:
Engineer's Insight Into Geomancy (Critical): Due to Ainir's extensive background in both Engineering and Geomancy, she is able to combine the two to a frighting level. She knows where the stress will be placed on an object, thus where she can strip material from or where she needs to strengthen, making her constructions in a way a more mundane engineer would only dream of. She's learned this blend of talents through careful dedication and training, but it was worth it. [Efficiency bonus]
Flaws:
Large Target (Major): Despite the fact that she is an engineer and a geomancer, that doesn't do anything to aid the fact that she's a giant. Even if she wasn't a mage, the fact that she stands tall and towering over most people makes her a natural magnet for negative attention in combat. She tries to counteract this with defensive magic, but one can only take so concentrated an attack no matter their defenses however.
Perfectionist (Minor): Perhaps as a natural result of being an engineer with extensive control over her results and materials, maybe she always just was, Ainir is a perfectionist. Things have to be just right! Otherwise, why bother? The walls must be an immovable object! The siege equipment must be an unstoppable force! But such results often take time.
Hobbies:
Sculpting (Minor): A mixture of her engineering and geomancy professions, her perfectionist tendencies, and downtime tends to make Ainir a rather creative one. Whether making full body statues, busts, or maybe scale replicas of things she plans on building, she's often leaving a mound of rock sculptures hanging around.
Drawing (Minor): Of course, before one must go onto even the scale replica phase, one must plan it out on a piece of paper. After all, why waste the mana that could be better used elsewhere? A good piece of charcoal, a large piece of paper, and she's off drawing up a variety of blueprints for any design that may catch her fancy.
Planning (Minor): But, as with all processes, one mustn't waste perfectly good charcoal and paper without a plan in mind! Visualize it, think of it, imagine it, plan it out. How tall should it be? How heavy? What is its function? There's a lot of process into a good wall or building, after all.
Feats:
Reflexive Defense: Due to her rather hulking frame and size, Ainir has developed a sort of reflexive geomancy if attacked. Dodging is sometimes infeasible when you reach a certain height after all, sometimes its just better to take the blow as best you can. When assaulted, Ainir will attempt to pull up a stone shield to protect herself in the direction of the attack, trying her best to not get killed.
Expert Siege Builder: While building is a profession, job, hobby, and love of her life, she has an equal love of just plain destroying things. Every wall is a challenge, every keep simply a puzzle of what must be done to topple it, every tower a question or riddle. Every building has a breaking point, after all, and she takes a certain joy in making things to find it.
OOC COMMENT: This character is meant to be a siege and defense specialist with an obvious magic focus. She's meant to help easily and rapidly turn even flat ground into something heavily defensible, or to turn a defensible position into dust through either her magic or her wits as an engineer. She can fight just as well as build with her magic however, and with a focus on efficiency it should hopefully last her in protracted fights.
- Geomancer Engineer (Rapid Fortifications/Reinforcement/Siege Breaker and Maker) Magic
Name: Auron Gnash
Race: Height: 5'7
Weight: 400~ lbs
Appearance: A man in a heavy, thick robe that covers almost all of his body except for his face, hands, and feet. Auron tries for as concealing of clothing as he can, to avoid unwanted attention, so he often pairs his robes with sturdy traveling boots and his hands with thick gloves, his face usually covered up with either bandages, a scarf, or whatever he can find that doesn't appear too out of the normal. Underneath the cloth layers however, he is a man of metal and machinery, a disturbing mixture of something that appeared to once be humanoid but after many grafts and integrations is now more old-world tech than whatever he once was, if he wasn't always like this. Regardless of this, he's often a soft-spoken but kind person, but this is often lost in just how disturbing his physical appearance and mannerisms is, as if he just gives off some sort of wrong-ness.
Strength 10,
Stamina 10,
Agility 11,
Speed 11,
Endurance 17,
Willpower 14,
Intelligence 18,
Perception 13
HP: 10 + 17 + 4 (I think Aberration would be supernatural) = 31
MP: 5 + 16 + 4 (Above assumption) + 2 = 27
Level: Technomancer 1, Doctor 2, Aberration 1
Virtues:Mechanical Aberration (Critical): Auron is... A thing. That's not to say Auron isn't a person, but it isn't exactly easy to tell what he is, or perhaps what he used to be. Regardless of what he might of once been, or if he always simply was this, he is a rather peculiar if disturbing sight. He has a vaguely humanoid form, but it lacks anything organic, instead being a strange mix of old world tech of attached to himself and metal, appearing akin to an almost metallic golem. His movements are always followed by an odd creak and groans of metal. While this form obviously makes him hardy against assault, it isn't an uncommon sight to see a part of him simply fall off due to regular movement, so one would suspect that while made of metal he isn't necessarily sturdy. His form does give him a rather interesting knack with machinery.
Flaws:Disturbing (Major): The man is just straight up disturbing. He falls into strange silences at the drop of a hat, he has mechanical eyes that don't need to blink, and occasionally his mouth falls off when he speaks, still talking without dropping a beat while he reattaches it. Something just feels wrong about him, and his too-strange-to-be-called-eccentric mannerisms don't help.
Socially Awkward (Minor): Auron doesn't really understand people. Machinery he gets, they're simple to understand as they're always logical. People, less so. He has trouble understanding personal space, regular conversation, and many other things that normally would just mark one as socially awkward, but for him tend to be merely emphasized due to his strange form.
Hobbies:Cleaning (Critical): The man is a little obsessed with cleaning. Its easily noticeable. His clothes, thick robes to hide his strange form to try and put people at ease, are impeccably spotless no matter the situation. Even if the man has been through hell and back, his clothes are perfectly clean, pressed, and smell pleasant. As is himself, it isn't uncommon to see him clean the mechanical parts of his body extensively until they shine, nor for him to clean his medicinal tools compulsively.
Feats:Old World Techie: Auron knows his stuff about old world tech, which is a good thing considering he's practically made out of bits and pieces of it. He can study a piece, tinker with it, and understand either how it works or maybe how it shouldn't work. Of course, such prizes are rare, so he sadly often lacks the chance to discover new bits.
Revitalized Medicinal Renaissance: Gnash has a fascination with the biological. Ever since he discovered long ago a repository for old medicinal techniques, the man has practiced, learned from, been tutored by, and attempted a variety of knowledge of the medicinal means. While it may not be as fancy as magical healing, he feels it holds up just as well, and considers it more satisfying.
OOC COMMENT: Auron is meant to be a sort of first aid kind of guy. He lacks obvious healing magic, but he knows a good bit about old tech and old medicinal techniques, so he may have something that could be just as good, or be fast enough that it doesn't matter. He's not really meant for combat but he can probably fight, largely depending on what he has on/in him and what Technomancer can allow him to do with his strange body.
- Old Age Tech Obsessed Medic (Walking First Aid Kit/General Tech Expert/That One Creepy Guy) Misc/Magic
I'll stop at four five.
Okay. So. Imma try to source what I can to respectable sources and give a general overview. Bear in mind, knowledge about this time period is unfortunately shaky and pretty much founded on paintings, accounts in books depicting the time period, and the surviving manuals that exist of the time.
Also, I'm no expert, nor do I count as myself as anything but an armchair when it comes to this stuff. Take what I say with a grain of salt, look at the sources and go from there if you want the real nitty gritty instead of my skimmed retelling.
To Start Off: Studded armor is not a thing. That's a mistaken concept taken from the prevalence of brigandine because it was, well, pretty dang popular. So much so that people began to wear clothing that looked like brigandine just for the fashion, because people are impressionable and generally the rich wore it. Its an understandable mistake to make, considering that a good chunk of what historians have to go on in this time period is paintings, which would show people in combat (battle field or fencing) with what looked like cloth or leather with studs in it.
Leather: Clothing does indeed offer no protection, but if we're being obtuse and realistic, most leathers don't either. The only leather that would give you honestly any sort of protection would be very thick (raw hide/buff leather) or boiled (cuir builli, made of raw hide). Even then, its only good in the since that it's better than nothing really. Its protection is more of the sense that you hope the blow coming at you isn't dead on, otherwise it won't help you much. For the most part, it was a backing. If you were only wearing this, chances are you couldn't get anything better.
[Source: https://www.youtube.com/watch?v=KUPIUHpkK88 Scholagladitoria]
Padding/Quilted/Textile: Similar in function to leather, very tightly woven thick (and I do mean thick, think heavy sweater. No, heavier that) cloth, fiber, hair, almost anything really. It, similar to leather, won't stop a sword in its tracks but would do well to slow down or perhaps lighten the penetration to turn a deep wound into a lesser one. Of important note though, these armors are usually work with other, sturdier armor, either beneath or over as an aketon (beneath) or a gambeson (over). Its main protection mostly comes from augmenting already existing armor, and cushioning blows from impact. Another thing to note, they were pretty dang thick, as said before. However, when plate became more popular, they decreased in thickness due to the lack of need in their ability to cushion bludgeoning blows because of the rigidity of plate.
[Source: http://www.myarmoury.com/feature_spot_quilted.html]
Chain/Ring: There isn't really to terribly much of a distinction (if at all, most consider ring a fake type of armor and wouldn't be too wrong), mostly made in games to represent different patterns (regular or double (imagine chain made really thick), banded (chain backed with rawhide inside of it to give it a stronger foundation) is popular too) used to weld the links together or as a sort of vague way to separate a hauberk (ranges anywhere from a full sleeved tunic to basically a mini-robe with a skirt that comes to about the lower part of your thighs) from a haubergeon (typically a short sleeved tunic). Usually, its worn under one (or a combination) of the above two. If you wore chain, you were rich. Reason why? Shit was expensive and time consuming to make, but it worked. If we're talking reality here, you don't get through it with a sword. At least, not easily as it is pretty dang hard to cut through a rather flexible metal. If you were only wearing this, you would chafe badly. Seriously though, you would be well off.
Mail isn't actually that susceptible to arrows. Its actually a rather common misconception, but with mail as it was always worn (with a padded/leather backing) proved to be proofed against Mary Rose Longbows, although bolts still struck true (crossbows were outlawed for a reason, after all). Many historical accounts actually attest to the strength of proper chain, and do note that I say proper. The reason for the misconception is often because tests were done on shoddy reconstructions that weren't true to accurate construction: shoddy metal, butted links, enlarged links, and lack of proper padding, or padding at all.
Simply put, if you want to get through mail easily, you go for something not covered in mail or you carry something blunt and hefty. Failing either of the two, aim for spots where the force of the blow would do some damage.
[Source: http://www.myarmoury.com/feature_mail.html]
Side Track on Metal Armor:
Of course, generally speaking, if your enemy was wearing good metal armor (or god forbid, a full plate ensemble), you're going to have a rough time of it with a sword or spear or really anything you were hoping to split flesh with. This is the reason why Mordhau (using the sword as a bludgeon by taking advantage of the majority of the weight being centered in the hilt), Half-Swording (using the sword in a fashion more akin to spears to allow for greater finesse and power with the point in hopes of finding a weak spot or an opening), and Wrestling (often with vicious little daggers like Misericorde/Rondel (http://www.myarmoury.com/feature_spot_rondel.php), which is meant to be shoved into an opening (usually known for being through the helmet's openings or by forcing it off/open but any gap will do) when you got your opponent on the ground) were rather popular around the time metal armor became more frequent.
But, of course, the problem with most metal armor is this: its really bloody expensive. Both the cost of the metal, the expertise needed to make a good suit of the stuff, and the general time it took to craft made it something that would often drain a man's coffers severely. The only real inexpensive metal armor was probably either Brigandine or Lamellar, simply because metal is used to a minimal there and often mixed with other armor to provide suitable defense. You could call Lamellar the poor man's chain and be correct for the most part, as its effectivity is often heavily debated to be either similar or slightly above that of chain. Brigandine, however, is simply strips or plates of metal sewn on the inside of a padded doublet/aketon/buff coat/gambeson. Cheaper than a good suit of plate or chain by a fair margin, but metal is metal, same with Lamellar.
Plate: Now onto plate. As we know, plate is expensive, rigid, metal, has a bunch of funny names for every piece that gets strapped onto you (couters, poleyns, vambracers sabatons, spaulders, cuirass, besagews, you get the idea). A good, full set of plate would cost a man a fortune, and I do mean a fortune. Another thing to note is that plate isn't actually that heavy, not to say that it isn't heavy, but rather that when wearing it, the main notice wouldn't be the weight of it but rather the restricted movement and heat from wearing it and all that it entails. Yes, it did restrict your movement, but not to where you did the robot getting everywhere. You probably couldn't lift your elbows to head level easily, bending over is a pain as the cuirass often gets in the way of how one would normally bend down, and don't expect to be able to twist around easily. It was also rather hard to get up or swim in, considering the amount of people in plate who fell in water and drowned, enough that it actually bear mention.
For all its faults though, there's a reason the few who could afford it did get it. It was protective. Very protective, the best one could get bar none. Entire schools, combat styles, and weapons have been developed with the idea purely in mind of getting past its defense. After all, full plate can't cover everywhere, and there's always weak points, such as where the armor is tied together and fitted. Fighting a man in full plate was a pain in the ass because if you can't get him on the ground, overwhelmed, and/or a good lucky shot, best of luck doing much. Name of the game when fighting a man in plate is to go for the joints, often with a bludgeon or a fine point that can be roughly thrust towards it. If you can get him pinned or held off long enough to get a fine point through his helmet or joint, that usually did the trick.
Of course, once again, plate was rare due to its expense. Wearing it made you a target, as you were obviously someone with wealth or prestige to afford (or have someone afford for you) the suit. Plate was also very personalized, due to the expense and that a good set isn't made to rough average but instead specifically tailored for the person who ordered it. As time went along and powder was invented, plate was still worn and hardened/enhanced as it had a contender for its defensive ability. You'd often find shops that display a breastplate with a musket ball lodged into it, not penetrating, boasting of their "bullet proofed" plate. It largely didn't fall out of favor until the rifles and guns of the time had improved enough that it simply wasn't worth the cost.
[Sources: Bits and pieces of the above sources (notably quilted armor and chain, rondel too possibly), otherwise conjecture.]
"Mixed Plate": I'm going to use this to be a general splint, banded, or otherwise whatever sort of armor that is usually bits of plate mixed with other armor. This was often common on the field due to the expense of actual plate, but still wanting some of its measure of protection. Bits of plate mixed with chain, mixed with a good doublet often did wonders, after all. Most of what I've covered about the effectiveness of rigid metal armor can be seen in the above plate or metal armor aside, but to note that plate is usually a step up both material and make wise.
Lamellar/Scale: Ah, these two. The poor man's chainmail, as its often called, and more often debated as to which is better. The usual opinion appears to be that they both have advantages and disadvantages, with lamellar/scale being cheaper while chain is more expensive, and both offering slightly differing amounts of protection. The main difference in these two is how the scales/plates are arranged, each in a different style.
Lamellar is aligned side by side, with several hooking points to connect it. This lead to a semi-flexible surface with few bumps, usually made of either strengthened leather or metal. The problem, of course, with a semi-flexible surface is the fact that it doesn't do much to deflect a blow, which is what most armors (besides flexible ones such as chain) try to do (you'll never see box armor in this age, its better to have a sword slide off you than take the hit full on after all, plate was designed around this idea). Arrows won't find much purchase, but bludgeons, ballistics, or really anything swung or stabbed would. Of course, it thankfully doesn't have much to catch on at least. The strength of lamellar depended largely on what it's placed on, ranging from quilted to leather to chain, with its strength and effectiveness raising as they go. Leather lamellar set in quilted armor, for instance, won't help much against a full on hit. Metal lamellar set in chain would be akin to double chain or mixed-plate in effectiveness. Due to the fact that lamellar tends to take blows head on, its usually used with a thick aketon, similar to chain in that regard.
Of course, with all armor, varieties exist. One can find smaller plated lamellar that would be more flexible, and I don't doubt one can find larger plated lamellar that would be more rigid at the expense of movement and cost. Some people have even developed curved scales and plates to help with the rigidity and mobility.
Scale differ in that its overlapping, and tied on more securely at the top than in several places as lamellar is, as it just needs to rest instead of move. It varies in make similar to lamellar in that it can be made of leather or metal, and set in either quilted armor, leather armor, or chain armor. Its a more rigid surface that lamellar, but overall similar in make and function. As such, you can't move as well in it, its a touch heavier, but blows glance off better than on lamellar or chain. Assuming its a downward strike, as an upward one has the chance of catching. The gaps between the scales are typically kept to a minimal to avoid such issues though. All in all, its pretty similar to lamellar, with some slight differences.
Similar to lamellar, as said before, the size of the scales (generally) dictate how flexible it can be. Thinner, smaller scales lead to more mobile scale armor. Larger, thicker scales lead to more rigid and protective armor. Various improvements to the design have been found in time and armor.
[Source: Mixture of Conjecture, Touch of This: http://www.myarmoury.com/feature_jpn_armour.html, and the Above Sources]
Generally put, you'll find more often than not that armor tend to be closer in effectivity than they are further apart when their materials are of the same make. Good crafted plate tend to head the pack, but munition style plate can be generally considered akin to lamellar/scale/mixed plate/double-chain in terms of protectiveness. Leather and quilted "armor" is more backing and padding than actual armor, usually with a chain/lamellar/scale/plate accompaniment. If you're a guy with an arming sword, you're gonna have a tough time cutting someone in chain or its derivatives, and an almost impossible time cutting a guy in full plate outside of gaps in armor.
I can't really recommend proper values due to lack of knowledge in how damage is factored, but as a general rule of thumb, plate is going to block most-to-all of the cutting force in a blade and turn it into impact force. Points and the like probably aren't going to puncture it unless it was poorly made or in a gap/other weak area. Bludgeons and ballistics would be the way to go, with the more advanced the gun the better and the stronger the hit on an extremity (one would avoid smashing the cuirass head on, that would do less than spectacular results, if anything at all) the better in slowing down your plated opponent so you can measure out a finishing blow.
You aren't really going to cut/stab people through metal armor unless you get lucky/hit a weak spot/hit a gap/it was poorly made/Newton's Law was in your favor.
If I were to stat something, I'd take the average mundane soldier and make it to where he can scratch someone in plate if he swung at him with an unfavorable weapon, and go from there with effects dropping dramatically when you get to purely leather and the like. Slashing would be the most resisted type of attack, with piercing following, bludgeoning below that, and ballistic being the least. Bulletproof Plate would be wise to carry if one planned on assaulting someone with a gun, but even then it might not help if they hit it right.
To bear in mind with the above: This was all written with the perspective of reality, when you bring magic and fantastical might into the question, things get a little blurry. If plate or chain was often gotten through due to crazy strength or magic, you'd either see it magically hardened against such assault or changed in favor of cheaper armor that protects well enough such as Lamellar.
A sturdy cuirass with an arming doublet underneath probably won't stop a full power swing from a giant, after all, nothing really would. Of course, I'd rather take that than wearing nothing at all if one must get hit.
Apologies for the length.
Well, I would've posted this yesterday, but had some sort of internet glitch that prevented me from accessing the Bay12 Forums. JUST the Bay12 forums, which is a bit weird. But, whatever.
Yes, Lenglon, I was addressing you. Or, rather, your character. BTW, like I'm asking on the IC thread, what is the rough age of your character?
Anyway, thanks, Ross. I'm gonna go search up my character sheet and change it to include a larger possibility of FUN and a more generally well thought-out structure. Because honestly, I find it's current state to be sad. Saying this, I will probably say, sometime in the near future, that the revision is also bad, but better than it was before.
Also, I noticed that Lelia had 3 feats.
Is this something I'm not noticing?
Or is she a special case because she can't talk to others? (I hope she's not some sort of born socialite. That'd be rough.)
I hope I can get three feats... that'd fix my problem with what to use and what not to use. So annoying, decisions.
I went through, made the changes I wanted to make, and, remembering someone's comment (Don't remember who's) that he seemed kind of stat-heavy, I lowered most stats by 1.
*CHALLENGE*
I'm not indicating what was changed. I kinda want to see what you all can find that's different from the last character sheet update. WITHOUT loading the previous sheet to compare. Stats don't count, because I announced those.
Name: Telcontar
Race: Half-bred, High Elf and Man
Height: 6' 2"
Weight: ~250 pounds
Appearance: A tall, strong-looking man who appears to be around 45, with a presence bespeaking knowledge, wisdom, an underlying current of command, with old eyes, wise eyes, that bely the appearance of someone only middle-aged. This is a man who is more than he seems. He has some scars on his face, hands, and arms, but not many, suggesting a warrior who doesn't lose too often. He isn't the most handsome of people, but he's not ugly by any stretch, and his expression continually suggests that this is not a man to pick a fight with. He wears a long, hooded, grey cloak. Underneath that, he is never found without a vest and shirt combination, which always hides at least some form of armor. The vest, on the other hand, hides his many, many throwing knives. It's his pastime, after all. His greatsword is secured to his pack, which contains many soldiering odds and ends. Including some maps. And more knives. Because where would he be without knives, after all.
Strength 16, Stamina 14, Agility 10, Speed 12, Endurance 16 Willpower 16, Intelligence 16, Perception 14
HP: 10 + 16+ 6 combat level + 1 Mage level + 3 for Virtue - 1 for flaw = 35
MP: 5 + 16 + 4 Mage + 2 Combat +2 Hobby = 29
Level: Adventurer 1, Telekinetic Mage 1, Greatsword Specialist 1, Warrior 1
(I wanted to define greatsword specialist a bit: I consider it the knowledge of the weapon, which equals both the ability to use it and the ability to enchant it, in small ways instinctively, and large ways with practice and preparation. If this isn't OK/balanced enough, then I'll think up something else, or just use the basic definition)
Virtues:
Practiced(Critical)-A soldier and mage for most of his life, he knows much about weapons, souls, and magic, and combines the three into his fighting, meaning he can flawlessly weave small spells into his fighting style, indeed, they are a part of it.
Hard Target(Critical)-An inhumanly tough person, most damage that would cause great pain to others merely makes him angrier. He can fight long after others would lay down and die, and can survive wounds that would be fatal to most other creatures.
Knowledge(Major)-As a wandering soldier and practicing mage, he learned the lay, lore, and languages of the world, and had access to many otherwise forgotten texts and means of communication. (Will never be lost, can speak to just about anyone, can read any language, even any "lost" ones. Maybe I can decode Lelia's enchanted speech?)
Flaws:
Extreme Loyalty (Over critical, if possible)- He is a loyal person at heart, and will die before seeing a friend left behind. This could lead to him being the one to stay behind, to fight the losing fight. He is never able to leave a friend behind in danger, overriding his own practicality.
Past (Critical)-Because of what has happened in his past, he is terrified of repeating his past, causing him to hold back a little of his power when he casts magic, lest he should cause something bad to happen again.
Hobbies:
Major-Daily training of his mind and body
Minor-Throwing knives of all sorts
Feats:
Loyalty-He would never leave a friend behind, and this is one of his great flaws, but if he ever is in a situation where his friends are at risk, he will give every ounce of his power, overriding even his deep-seated fear of his own hidden strength. He can perform great feats, whatever is necessary, to ensure his friends survive. He will not be concerned for himself, and this could lead to him fighting with wounds that would stop any other foe, fighting until his friends are safe...or his soul and body are gone.
Understanding of Matter-A sort of virtue, after years of using telekinesis, he understands matter on a level few others can match, leading to him being adept at changing matter, such as creating heat, "cold" (Matter slowdown on an atomic level), or slowly, perhaps, ripping things apart on a molecular level, without preparation.
Telekinetic Change-When he needs to, he can (Probably after spending a turn to gain this knowledge) gain the greatest possible knowledge of some piece of matter, be it a sword, person, or building, and effect it in precise ways. Needless (Almost) to say, this takes a lot of power, but his reservations about his power should keep him from going too far. He can use this feat to fundamentally change something-whether to set it on fire(Person), keep it from collapsing(Building), or giving it new qualities(Sword with a new, sharper, harder, less-breakable edge), this is something he knows is very useful, and is therefore very careful of.
Backstory:
Born of an elf-lord and one of mankind, both of whom were dead before he knew them, he grew up fighting, learning to cast spells from an old mage, now long dead, killed by a rogue spellcaster who would give Telcontar many of his scars, surviving by the blade and the spell. A practical, somewhat cynical man, he can use politic niceties when needed, but hates to use them. He has inborn power, of what measure he has yet to discover. So far, he has only used small amounts of that power, and then only once, and the experience left him terrified of releasing that power, because he doesn't want to crack his soul again.
Holy crap that took forever. But I think it'll have been worth it.
If you've reached this sentence, congratulations. You made it through the wall of text which was only somewhat relevant to your life.
Darnit you, Lenglon!!! You just have to make this hard. You want to be an antisocial person, don't you. However, I have a solution! Being a well-educated person, my character can, if not translate it, at least understand the curse, and possibly either fix it or mock you.
Oh, and I definitely did explain WHY Telcontar didn't have parents-it says right there "both of whom died before he knew them" hence preventing mental trauma besides the fact that his sort-of adopted wizard-parent-guy died to a rogue spellcaster/mage, whichever. Telcontar then tried to go after the rogue mage, and was badly injured, and in an as-yet undisclosed method (Ahem, I haven't figured out how he's gonna have done it yet) released a bunch of scary power, brought himself even CLOSER to death, and killed the rogue mage.
Oh, and, Ross, I didn't edit the HP/MP stats, but I'll give it a try right now, and I'm going to clarify the backstory as well. I think, however, that I'll be done with stat/feat/virtue/flaw updates, as I can't think of anything else for them.
Name: Telcontar
Race: Half-bred, High Elf and Man
Height: 6' 2"
Weight: ~250 pounds
Appearance: A tall, strong-looking man who appears to be around 45, with a presence bespeaking knowledge, wisdom, an underlying current of command, with old eyes, wise eyes, that bely the appearance of someone only middle-aged. This is a man who is more than he seems. He has some scars on his face, hands, and arms, but not many, suggesting a warrior who doesn't lose too often. He isn't the most handsome of people, but he's not ugly by any stretch, and his expression continually suggests that this is not a man to pick a fight with. He wears a long, hooded, greyish-green cloak. Underneath that, he is never found without a vest and shirt combination, usually in greens and drab colors, which always hides at least some form of armor. The vest, on the other hand, hides his many, many throwing knives. It's his pastime, after all. His greatsword, almost as long as he is tall, more than 5 inches wide, razor sharp, is secured to his pack, which contains many soldiering odds and ends. Including some maps. And more knives. Because where would he be without knives, after all.
Strength 16, Stamina 14, Agility 10, Speed 12, Endurance 16 Willpower 16, Intelligence 16, Perception 14
HP: 10 + 16+ 6 combat level + 1 Mage level + 3 for virtue = 36
MP: 5 + 16 + 4 Mage + 2 Combat +2 Hobby = 29
Level: Adventurer 1, Telekinetic Mage 1, Greatsword Specialist 1, Warrior 1
(I wanted to define greatsword specialist a bit: I consider it the knowledge of the weapon, which equals both the ability to use it and the ability to enhance (Meaning physically [sharpen/reforge it] and mentally, the usual enchantment), in small ways instinctively, and large ways with practice and preparation. If this isn't OK/balanced enough, then I'll think up something else, or just use the basic definition)
Virtues:
Practiced(Critical)-A soldier and mage for most of his life, he knows much about weapons, souls, and magic, and combines the three into his fighting, meaning he can flawlessly weave small spells into his fighting style, indeed, they are a part of it.
Hard Target(Critical)-An inhumanly tough person, most damage that would cause great pain to others merely makes him angrier. He can fight long after others would lay down and die, and can survive wounds that would be fatal to most other creatures.
Knowledge(Major)-As a wandering soldier and practicing mage, he learned the lay, lore, and languages of the world, and had access to many otherwise forgotten texts and means of communication. (Will never be lost, can speak to just about anyone, can read any language, even any "lost" ones. Maybe I can decode Lelia's enchanted speech?)
Flaws:
Extreme Loyalty (Over critical, if possible)- He is a loyal person at heart, and will die before seeing a friend left behind. This could lead to him being the one to stay behind, to fight the losing fight. He is never able to leave a friend behind in danger, overriding his own practicality.
Past (Critical)-Because of what has happened in his past, he is terrified of repeating his past, causing him to hold back a little of his power when he casts magic, lest he should cause something bad to happen again.
Hobbies:
Major-Daily training of his mind and body
Minor-Throwing knives of all sorts
Feats:
Loyalty-He would never leave a friend behind, and this is one of his great flaws, but if he ever is in a situation where his friends are at risk, he will give every ounce of his power, overriding even his deep-seated fear of his own hidden strength. He can perform great feats, whatever is necessary, to ensure his friends survive. He will not be concerned for himself, and this could lead to him fighting with wounds that would stop any other foe, fighting until his friends are safe...or his soul and body are gone.
Understanding of Matter-A sort of virtue, after years of using telekinesis, he understands matter on a level few others can match, leading to him being adept at changing matter, such as creating heat, "cold" (Matter slowdown on an atomic level), or slowly, perhaps, ripping things apart on a molecular level, without preparation.
Telekinetic Change-When he needs to, he can (Probably after spending a turn to gain this knowledge) gain the greatest possible knowledge of some piece of matter, be it a sword, person, or building, and effect it in precise ways. Needless (Almost) to say, this takes a lot of power, but his reservations about his power should keep him from going too far. He can use this feat to fundamentally change something-whether to set it on fire(Person), keep it from collapsing(Building), or giving it new qualities(Sword with a new, sharper, harder, less-breakable edge), this is something he knows is very useful, and is therefore very careful of.
Backstory:
Born of an elf-lord and one of mankind, both of whom were dead before he knew them, he grew up fighting, learning to cast spells, mostly from an old mage who is now long dead, as he was killed by a rogue mage who would give Telcontar many of his scars. A practical, somewhat cynical man, he can use politic niceties when needed, but hates to use them. He has inborn power, of what measure he has yet to discover. So far, he doesn't know what all the power can do, and used it to kill the mage. The experience, however, left him terrified of that power, because he doesn't want damage his soul. Again.