Jump to content

Shadows O'er Valtoria ((DarkestVania)) [Sign-Ups/OOC]


Raindrop Valkyrie

Recommended Posts

Forward:

Spoiler

 

 

"Valtoria... a simple town once she was. Just yer ol' run of the mill fishin' village. She sat nestled in the bosom of mother nature, a natural valley. To the north, the great Weatherly Hill, a natural barrier that helped defend the town from horrid weather. South lay a great mountain range. Ol' Weatherly Bay had sustained this town for centuries. The main source of our liveli'ood. it lay to the east of town. All these borders made it easy to defend ourselves the first time it 'appened. The first time the legions of 'ell came knockin' on our doors. The first time those... damnable beasts took flight and tried their best to wipe humanity from the world. We had but one border to defend and further... a noble house full of those that fought against the tide of darkness for a livin'. We weren't sure of their worth until those days... but we saw very well they new 'ow to keep the beasts at bay. The Lockharts. With their help we drove back the legions summoned by the devil himself.

 

Some called him... Dracula. Vlad the Impaler. He had many names, each painting a more gruesome picture. We never caught 'air nor 'ide of 'im though. The Lockhart lad said that his castle lay in a far off land. And he took off to slay ‘im. Apparently something their family was destined to do. To put down Dracula each and every time he arose. We never saw the lad again, but to his credit... the beasts eventually stopped coming. We figured he sacrificed 'imself to put down the villain... a shame as he was the last of his line. The year, 1241. Things returned to normal for a time. Three centuries in fact.

 

lt is now, the year 1541 of our Lord. Valtoria faces a dire fate. ln the distance on Weatherly Hill... arose a dark castle. We didn't know what to think at first, but the thing had seemed to come out of nowhere. As if it was built over night while all the townsfolk were asleep. For a few days... nothing. The castle loomed in the distance menacingly, it's macabre design leavin' most folks scared. They were right to be alarmed. It wasn't long before those same beasts flooded out of the gates in the night like they once had before. Our worst fears finally confirmed... it was Dracula's Castle come to roost on our doorstep. It took over one of our natural borders, ol' Weatherly Hill lost to the castle. However, no Lockhart ever returned. We are on our own this time. I try to rally the efforts to defend this little town but I'm afraid the efforts aren't as easy to rise this time as they were long ago. It's more bleak than we could ever imagine. There's no end to the demons and monsters that pile out of that castle... and no saviour that will take down Dracula. With no Heroes... I'll have to raise whatever force I can get my 'ands on and face the Prince of Night. It's the only way we can save Valtoria.

 

If someone's readin' this... in some ruin of Valtoria someday, know that I, William Hewlit, tried."

 

A gruff old man, grey beyond his years tucked a piece of parchment away into a parcel. He sighed as he sealed it with wax, and then put it into his dresser. He smoothed the old worn vest on his chest and patted himself to cause the dust to fly away from his clothes. He coughed a bit, as he'd accumulated quite a bit more than he'd anticipated. He grabbed a crossbow that was leaned against his nightstand. He inspected the piece in his hands despite knowing it like the back of his hand. Old beat up thing, but it never once let him down. "Come on Betsy... let's see if we cannae find some brave souls for our suicide mission. For our crazed assault on Dracula's Castle. Mayhaps someone won't call me crazy tonight... and know what needs to be done."

 

introduction:

 

Howdy folks! Hukuna Sensei here and... dang. It's been awhile huh? Back in the day l was throwing all kinds of crazy projects at y'all. Probably much too much that l tried myself out. But, think it's about time l try and break out of this little hosting hiatus I'm on and try my hand at this thing once more. And of course, lt'd not be a Hukuna RP if it weren't a little ambitious. Anyway, i've always been fascinated by the Castlevania series, lt always captured the classic vampire hunter vibe while still including some amazing things from history, mythology, and classic movie monsters! l think this RP is a bit more inspired by Castlevania, but it's got a few bits and pieces from Darkest Dungeon to make the idea pan out and flow better. You'll understand what I mean later. So, let's get into the meat shall we?


 

Rules:

  • Keep Calm! Things may not always go your way, do not panic.
  • In addendum, there may be times in this RP you do not have full control of your character. This will never be in the hands of another player only the GM ((me)), so Bunnying still a no-go.
  • No godmodding, powerplaying, etc. These are general RP taboos and they shouldn’t be done here. I won’t be going over them here, but that doesn’t mean that they aren’t still a problem.
  • Keep Suism in check. Mary Sues aren’t truly a binary, off/on kind of deal. They are more fluid a concept. So please use your better discretion. I will let you know if you’re going too far in that direction. ((remember while there’ll be some magical elements etc in this game, your characters are very much nobodies and way in over their heads. It’s goin’ to be a bit ugly~))
  • Most importantly, Have fun!

 

System and Sheet:

Spoiler

 

Forum Name: [Just for sorting purposes.]

Character Name: [Well… they have to have a name ya know?]

Age: [anything from 16 to 80. You are totally allowed to be a grandpa if you want.]

Gender: [Whatever your character considers themselves to be.]

Profession: [What your character did before legions of hell descended on Earth]

 

Appearance: [Enough that one can easily describe your character in game. Only things that can be seen at a glance are needed here but feel free to include more.]

 

Personality: [Doesn't need to be extensive, but do use complete sentences please.]

 

Stats: [You begin with 10 stat points to distribute. You may have a 0 in a skill, but that causes you to automatically fail any check made with it. 2 Stat points are gained each time a boss is defeated you may not have more than half your total points in one attribute.]

 

  • Stat Total: 10 ((update this when new points are gained.
  • HP: [ the base pool is (10 + ½ Grit)[round up!], you may put points in HP as well, gaining 2 points of HP for every point you put in. Please list this to the side surrounded by { }. For example if you put 2 points into you HP total while you have a grit of 2 your HP should be displayed as such 15 {2 SP spent}] Every time a boss is defeated, gain 1 HP automatically.
  • Power: [A character’s raw strength, in regards to magic, physical, etc. This generally is how much oomph they have. This added to damage rolls and used for checks to break free, destroy things etc.]
  • Intuition: [How quickly a character can react to situations and find advantages for themselves. This governs things such as initiative score, the ability to dodge etc. Can also be used to investigate areas for traps or to find useful items.]
  • Grit: [The accumulation of one’s fortitude, mental and physical. This stat is how resistant to damage and stress the character is.]
  • Magecraft: [How much influence one has over the forces of magic. This stat allows the character to cast magic, allowing them more control the higher rank they have. It also allows them the use of magical items, such as tomes, enchanted armaments, etc, scattered throughout the castle, as well as creating magical items (potions, etc.) or conjuring mundane ones( Salt, Garlic, etc.)]
  • Faith: [One’s belief in God. This can serve to protect character’s from mind altering magics and other dark powers that be. It allows a character to perform miracles at higher ranks ((faith magic)), and allows them use of consecrated weapons and armaments. It can also be used to create holy items, like Holy Water]

 

Actions:

All characters begin play with these actions, they don’t need to be listed on your sheet as a result. They will be listed in the OP for reference.

 

Attack: Make an attack with your equipped weapon. It deals damage based on your equipment and all of its modifiers.

 

Guard: Use your action for this round of combat to resist all incoming damage by 50% ((Grit applies)) you also may brace yourself against the skills of foes and add your grit to any opposed checks this turn. ((in addition to whatever stat is normally checked.)) this happens at the beginning of a round regardless of intuitive.

 

Dodge: Use your action to attempt to dodge all incoming attacks for a round. This chance is equal to (10 + ((your intuition x 3))% On a failure to dodge you take the full penalties ((and may not use your Grit to resist any damage etc…)) This happens at the beginning of a round regardless of intuitive.
 

First Aid: A small bit of staunching to keep someone moving in battle. Heals an amount equal to half your Magecraft, Faith or intuition. The highest amongst the 3 is used. ((Ties just use whatever you deem fits your character best.)) Cooldown of 1 turn.

 

Use Item: use a consumable or an ability of a piece of equipment. Refer to the item or equipment for what this does.

 

Usually you will only be able to make 1 action per round of combat. Further, all other actions are created by player and will cause some effect happen, whether this be an attack, healing, a buff etc. All of these are actions. Creating a new action costs 2 points and upgrading one costs 1. ((so it costs three to create a new one and then upgrade it.)). Basic Actions cannot be upgraded.

Players begin play with 6 AP or Action Points for creating their Actions. Additional points can be earned through defeating a boss. 2 are awarded each time this occurs.

 

Skills may have a Cooldown like the Healing basic above. This the amount of time it takes to be able to use it again in a round of combat. The Cooldown starts ticking down at the end of the round AFTER the skill is used. ((so as above you use healing. The next round starts, it is on cooldown. At the end of this round the Cooldown of all your skills that weren’t used that round tick down 1.At the start of the next round you may use basic heal again.))
 

Camp Skills: These actions are similar to the actions above however they may only be used when the players call for a rest or in camping phase. There is a basic list all characters have as well listed below.

Heart to Heart: -15 stress for one party member other than yourself. Turn Cost: 1

 

Wound Care: Heal 30% of an ally’s hp. Remove any Bleeds or Poisons afflicting them. Turn Cost: 2

 

Pep Talk: The party gains a 10% resistance to Stress Damage for their next 3 battle encounters. ((does not stack.)) Turn Cost: 3

 

Much like regular skills, Camp Skills are purchased with their own pool of points. It costs 2 Camp Points to create a new camp skill, and 1 to upgrade an existing one. Like regular skills, you cannot upgrade the basics. Camp Points are also earned when defeating bosses, however only 1 at a time. Players begin with 4 Camp Points.

 

Inventory:

The endless pile of crap you’re carrying around. Explained later under the “On Equipment section” for limitations.

 

 

 

 

Extra Mechanics and Additional information:

 

Differences Between Faith and Magecraft:

Spoiler

The two types of magic have various strengths and weaknesses that should be adhered to when creating skills for a character.

 

Faith magic is largely defensive in nature and prefers effects that defend the user or one of their allies. This comes in all kinds of forms from healing magics, wards, etc. Faith also excels at buffing one’s self or their allies and removing adverse status effects. Faith magic only excels at dealing damage in certain cases. These are when using it as a ward with a trigger effect ((such as taking a certain type of damage etc.)), or specifically when dealing with the mindless undead or willful undead and demons ((though to a lesser extent.)). Otherwise spells that deal raw damage are severely lacking in comparison to Magecraft. Faith Magic also tends to be rather inflexible in application, and spells do what they do more or less.

There is also a special type of Faith Magic known as Miracles.These are more powerful than your average spell but can only be used ½ your faith ((rounded down.)) times until the party successfully completes a Camp of at least 5 turns, or a save room is reached. ((Will be explained in further detail later.)) A character must have at least 4 Faith to have a miracle and further… they may only EVER have one. Miracles break the typical rules of Faith magic and can excel at anything. Note though that they are still as strict as other faith magic and be careful with their wording. They can only be used to do what they say they do and nothing else.

 

 Faith TL;DR
Strengths: Healing(HP, Stress, and Status), Protection, Wards, Dealing with undead and demons.
Weak Points: Direct Damage, Debuffs, inflexible applications.

Miracles are special limited use spells, powerful, but require one to camp or find a save room to acquire more uses.

 

Magecraft or by many known as witchcraft is a more offensive suited style of casting. Where Faith excels in repairing, Magecraft excels in destruction. Faith’s ability to bolster and fortify, matched by Magecraft’s ability to weaken the foundation of an enemy by sowing curses. Magecraft is in many ways the antithesis of Faith. Perhaps… why the Church has always been at odds with its practitioners. It’s ability to have dominion over the elements is a helpful trait for fighting the legions or Dracula’s army as not all it’s creatures are undead or demons. Some find themselves helpless before the flame. Others struck down by lightning or ice. Remember as well, Magecraft spells still retain their properties out of combat. It may prove useful.

Magecraft TL;DR

Strengths: Direct Damage, Status inflictions, Flexible Use Cases, Debuffs, Elemental Weakness exploitation.

Weak Points: Healing, requires figuring out a foe’s weakness and resistances to gain the upperhand, buffs etc.

 


 

Camping:

Spoiler

 

Camping is an action the party can choose to take when the coast is mostly clear [no place will truly ever be safe except for Save Rooms. More on those later.] to recover their HP or Stress levels some before venturing onward. The party first elects how long their rest will be in the terms of Turn Count. 1 Turn is equivalent to an hour of time for convenience's sake. Player’s will then decide who gets the first turn and so on ((or… l can. Whichever gets things done.)). No character may make another camp action until at least every character in the party has first. If there is still turns left over, camp phase will continue in the same order of play that the last cycle did until all the turns have been exhausted.

However, there’s a catch. At the end of every turn there’s a chance the party will be ambushed. These monsters may not necessarily be the typical denizens of a zone ((they will never be much more powerful than them though.)) so don’t count on knowing your quarrel. This attack will be a preemptive strike in the enemy’s favour allowing them a full round of actions before intuitive comes into play. The chance of this happening increases the more camp turns that pass by. If a character’s camp action is interrupted in the middle of being used by this, lt counts as if it was never used. Furthermore, any skills that replenish supplies or require a rest of a certain length to work are canceled if the requirement was not yet reached.

Certain Camp Skills can cap the percent chance or eliminate the preemptive strike, however they cannot fully make the chance 0%. There will always be a chance no matter how small that you may be attacked. The only truly safe place from attack is a Save Room.

 


Save Rooms:

Spoiler

Save Rooms are a special area in the castle that the players may come across. It’s rumoured there is one somewhere in most areas of the castle, however some might be much harder to find. Save Rooms are important for an explorer as they restore the entire party to full health, remove status effects that are still ongoing, and most importantly... remove all stress and Afflictions. The only way to cure an Affliction is to access a save room. Save Rooms also end the effects of Virtues, but on doing so, the user gains a buff of 2 to all of their stats until the next one.

Any Camp Skills that acquire supplies by creating them or procuring them from somewhere automatically activate and give you what you’d receive from using it during a camp session 1 time.

 

Once used, the save room goes dormant until another is used elsewhere in the castle or a boss is defeated.

 

 

Stress:

Spoiler

 

Stress is an alternate type of damage a character takes. The monsters in Dracula’s Castle while they can be killed… are horrifying to the common man. Stress represents damage one takes the the psyche, a fragile thing. Stress unlike damage though… accumulates. It builds up instead of gets reduced. it can be reduced by special types of healing but these are rarer than those that repair the body. Only Faith can heal the mind of stress. Conversely, only Magecraft can make one more resistent to it. Neither can do the other.

Once reaching 100 stress, the Adventurer’s Resolve is tested. This usually ends poorly… There’s is a huge chance that one ends up with a mental affliction, a breaking of the mind in some way. The stress overwhelms them and they fall into insanity of a sorts. Reducing stress DOES NOT remove the affliction even if you manage to somehow reduce it back to 0. Only a save room can remove an affliction. Heroes inflicted with such start to act strangely or not themselves. They have a chance to take random actions ((decided by the GM)), refuse to be healed or buffed,they may shout strange things that cause their party or themselves stress… etc etc… They may sometimes even take special actions based on their affliction ((these will never be good.Trust me.))

However that does not mean you don’t want to manage your stress levels once you gain an affliction. For if you let stress build too much… if it reaches 200, that character has a Heart Attack. Your character is instantly is set to Death’s Door ((or 0 HP, will be explained more later.)). If they are already on Death’s Door, they immediately die. Probably don’t let that happen, ye? Ye. if they survive the Heart Attack, their Stress falls back to 170.

 

There is a chance however that your character instead overcomes the madness. When tested there is a chance to become Virtuous! A Virtue is the opposite of an affliction, though it only lasts until the next save room. While Virtuous, a character is immune to all stress damage. They can also remove some from allies.

 

The types of Afflictions and Virtues will be explained more once some Resolves are tested. For now… they are a myyyystery. *spooky noises.*

 

 

Death’s Door:

Spoiler

When a character’s HP is reduced to 0 rather than immediately die they instead or put into a state known as Death’s Door. Any further damage will have a 33% chance to kill them for good. While on Death’s Door all the character’s stats are halved ((with a minimum of -3 to every stat)).

Even if healed up from 0 HP the character will suffer lingering effects from their brush with death having a -2 to all stats until they reach a Save Room.

 

On Equipment:

Spoiler

 

Players begin play with a weapon of some sort, you may not start with any armour or accessories(these will be found etc later on). A Hunter may equip 1 weapon and a piece of armour along with 2 accessories. They may carry 3 weapons, 2 suits of armour and 4 accessories each. To change these in battle one must use the “Use item” action with the item they would like to equip. The other weapon etc, goes into their inventory. Eventually something may be gained so they can store items they do not wish to drop or get rid of but this will be covered once this comes up. ltems may be freely changed outside of battle so long as the player makes note of it in their post, otherwise it will be assumed that they are using what they had last equipped in a fight.

All starting weapons should do 1d4 of damage + a ½ Power in damage. They may have 2 qualities ((abilities)) or 3 if a negative quality is taken. ((for a total of 4, 3 positive, 1 negative.)). Magic User’s it should be a tome or holy symbol of some sort if magic is your main way of fighting.

Holy Magic always has effectiveness on Undead as a free quality

 

Magecraft always has 1 elemental quality for free.

 

Physical Weaponry may have Bludgeoning, Slashing, or Piercing for a free quality. ((Magecraft may choose one of these as an element as well.))

 

Qualities may change Power to another stat for damage calcs. This can be intuition, magecraft, or Faith.

Weapons of Magecraft require Magecraft for use, Holy Weapons require Faith, and Physical Weapons, intuition or Power. The threshold for a starting weapon should be 2 of the required stat.

 

Consumable ltems may be carried in stacks of up to 8 per unique item per character.

 

 

Blank Sheet:

 

Spoiler

 

Forum Name:

Character Name:

Age:

Gender:

Profession:

 

Appearance:

 

Personality:

 

Stats:

 

Stat Total: 10

  • HP:[ ] {0 SP spent}
  • Power: [ ]
  • Intuition: [ ]
  • Grit: [ ]
  • Magecraft: [ ]
  • Faith: [ ]

 

Actions:

Total AP Spent: 0/6

 

Camp Skills:

Total CP Spent: 0/4

 

Inventory:

 

 

 

Example Sheet:

 

Spoiler

 

Forum Name: Hukuna the Undying

Character Name: William Hewlit

Age: 54

Gender: Male

Profession: Mayor of Valtoria

 

Appearance: Grey beyond his years William, or Bill to his friends, is an ol’ tired soul. His life was always one of hardwork and sacrifice and it shows. He looks like a working man, covered in the dirt and grime of labour. One would say he didn’t look much the part of a mayor but that’s what he was loved for. He wears a grey overcoat to keep the dust from the trail from his person. He has a curt moustache, that curls slightly at the ends. It bleeds into his decently kempt beard. His eyes are a soft blue, with an honest look to ‘em.

 

Personality: William was a bit of a firebrand in his youth, but that all slowed down when he decided to settle down and that the soldier's life wasn’t for him. The people of Valtoria always held him in high regards, enough he ended up the mayor of the small fishing village. He never let that put him above his fellows though and he always saw himself as every bit a working man. He’s always been reliable, if not a bit blunt.

 

Stats:

 

Stat Total: 10

HP:[13] {0 SP spent}

Power: [2]

Intuition: [2]

Grit: [5]

Magecraft: [0]

Faith: [1]

 

Actions:

Total AP Spent: 6

 

Wild Volley: William makes an attack action against 3 random enemies. Enemies chance to avoid them is doubled when using the “Dodge” basic action. Cooldown: 4 Turns

Upgrade 1: William gains 1 additional strike.

 

Ol’ Hawkeye: William makes a shot that cannot miss the target if they use the “Dodge” action. Cooldown: 4 turns

Upgrade 1: This attack also ignores the damage resistance given by the “Guard” Basic Action. The enemy’s Grit still fully applies.

 

Camp Skills:

Total CP Spent: 4

 

Gallows Humour: 50% to reduce the Party’s stress by 15 for each member. 50% Chance to increase it by 10 for each member. Turn Count, 2.

Upgrade 1: Reduce the failure Stress Damage from 10 to 5 ((as a note may never be lower than 5.))

Upgrade 2: Change the odds to 60% Success, 40% Failure.

 

Inventory:

Ol’ Betsy (Crossbow)

Damage: 1d4 + ½ Power.
Physical Type Weapon: Requires 2 Power to use.

[Free!] Damage Type: Pierce

Reach: Deals full damage to flying monsters. ((flying creatures resist physical weapons without this tag, taking only 50% damage.))

Well...it’s kinda a stake… right?: Deals effective damage to vampires regardless of their actual weaknesses/resistances.

 

 

 

Backstories are optional, however taking the time to do one will be quite a bit of a boon for you. Do not submit them with your sheet however. Please pm them to me either here on Reborn on on Discord.

 

Discord Server: https://discord.gg/Kdfcnf4

 

This is the link to the Discord l'll be using for RPs and stuff related to my writing content probably for a long time. lt will be a place to have better contact with me if you need character help etc. Please remember, you are a guest. l don't have to provide this and l'd ask y'all refrain from being disruptive etc. Especially for those that join later and are not a part of the game. So, be on your best behavior please~

 

There will be a limited amount of players in this RP as a heads up as well. 4 is the most likely number l will pick with 6 being the absolute maximum. l suggest getting your sheets in. Don't be too put off if you aren't picked first time around though. Dracula's Castle is pretty deadly. We might find need of new Hunters as time goes on~


Anyway, without further ado... l present to you my newest RP. Hukuna-Sensei, out~

Accepted Characters and Current Hunters:


Groove Filcher- Click Here

 

Oleander Aylward- Click Here

Bedelia Burke- Click Here

 

Jess- Click Here

Link to comment
Share on other sites

I think I made it apparent with my previous drooling over this, but I'm 100% joining

Spoiler

Forum Name: KosherKitten

Character Name: Groove Filcher

Age: 26

Gender: Male

Profession: Minstrel

Appearance: A tall man dressed in lively patterns. Groove has medium-length blonde hair, brown eyes eyes, and a thick mustache and beard. He tends to look rather disheveled and worn out, but manages to hide it all and smile when putting on a performance.

Personality: Groove is a calm and devout man, or he was at one point. With the increasing horrors of the world, even he can’t help but question whether his god truly cares. Yet still, he refuses to give in to despair. He helps others fight the grip of insanity with music and dance, even as each note drains away his own mind.

 

Stats:

Stat Total: 10

  • HP: [11] {0 SP spent}
  • Power: [0]
  • Intuition: [4]
  • Grit: [2]
  • Magecraft: [0]
  • Faith: [4]

 

Actions: Total AP Spent: 6/6

[Miracle] Hymn of Self-Sacrifice: Takes 50% of all allies stress onto self and then halves own stress. Cooldown: 6 turns

 

[Passive] Minstrel State of Mind: Temporarily gain 1 Faith for every 20 Stress accumulated

 

Minstrel Dance of Doom: Increase own Stress by 5. Then decrease an ally’s stress by 10+Faith. Cooldown: 2 turns

 

Camp Skills: Total CP Spent: 4/4

Minstrel Nap: Remove 25 stress from self. Turn count: 1

 

Smooth Movement: Caps ambush rate at 30% for the following three turns of camp. Turn count: 1

 

Inventory:

Carved Rib of the Bonerdagon (Knife)

Damage: 1d4 + ½ Faith

Physical Type Weapon: Requires 2 Intuition to use.

-[Free] Damage Type: Piercing

-Ceremonial Knife: Damage is based on Faith instead of Power.

-Holy Focus: Removes 2 Stress from the entire party upon successfully landing an attack

 

Young Neil (Crossbow)
Damage: 1d4 + ½ Power.
Physical Type Weapon: Requires 2 Power to use.
-[Free] Damage Type: Pierce
-Reach: Deals full damage to flying monsters.
-Well...it’s kinda a stake… right?: Deals effective damage to vampires regardless of their actual weaknesses/resistances.

 

Link to comment
Share on other sites

Count me in

 

edit: So I'm not 100% sure I have to post my sheet here, but I'll leave it here while I go work on the backstory (I like writing them~)

Spoiler
Forum Name: Wolfox
Character Name: Dallen Marris
 
Age: 22
 
Gender: Male
 
Profession: Thief
 
 
Appearance: Dallen is moderately tall, has brown hair reaching his shoulders and covering one of his eyes, usually seen wearing a sleeveless hooded jacket, opened, and a simple black shirt underneath. On closer inspection, you notice he has a scar on his left eye. People speculated over the origin of the scar, yet the only one who knows about it is himself.
 
 
Personality: Dallen seems cold to others, almost like he doesn't care what happens to them. This is partly untrue, as he does care for those close to him. He's not a leader type of person, as he'll sooner follow orders than giving them. Even following orders isn't always his best aspect, as he tends to act on his own accord. He never believes in any holy powers or blessings. "If they weren't there when I needed them as a defenseless kid, why would they be there now?" being his outlook on them. The same can be said for Magecraft, as he never had the ability to study them. When teamed up with others he will risk his own neck to save others, as he sees his life as less important. He can be seen as a sadist by his remark
 
 
Stats: [You begin with 10 stat points to distribute. You may have a 0 in a skill, but that causes you to automatically fail any check made with it. 2 Stat points are gained each time a boss is defeated you may not have more than half your total points in one attribute.]
 
 
 
    Stat Total: 10 ((update this when new points are gained.
    HP: 15{2 SP spend}
    Power: 2
    Intuition: 4
    Grit: 2
    Magecraft: 0
    Faith: 0
 
 
Actions:
Total AP Spend: 6
 
Sheath Strike: Hit's one opponent with the sheath of the Sword. Deals less damage but has a higher hit ratio. Cooldown: 3
Upgrade 1: 1% chance to allow an Ally to strike the same enemy right after this skill resolves (free action). This strike is always a Basic Attack.
 
I'll be your shield, I guess: Dallen will sometimes (25% chance) take damage of an attack that would otherwise bring an ally to Deaths Door. Even when he's at Deaths Door himself. Only works with adjacent allies. Increases Stress. Cooldown: Passive
Upgrade 1: Dallen will always block attacks for an adjacent ally that is at Death Door.
 
 
 
Camp Skills:
Total CP spend: 4
 
Just take it: If the party is low on food, Dallen will eat less or not at all depending on how much food is lacking. 30% chance of increasing Party stress by 10. Turn Count: 2
Upgrade 1: Dallen has a 10% chance of finding something in his "Hidden Pouch" that he can eat.
Upgrade 2: Decreases the stress damage chance to 25.
 
 
 
Inventory:
First Victory (Short Sword)
Damage: 1d4 + ½ Power.
Physical Weapon Type: Requires 2 Power to use.
[It's a Sword, Duh!]: Slash Type Damage
Advantages:
It's sharp. Wanna feel?: Any living enemy get's one stack of bleed.
Deep wound huh?: Deals x1.5 damage on a bleeding target.
Downside:

It's short.: Cannot attack far away enemies.

 

 

Edited by Wolfox
Link to comment
Share on other sites

I have possible ideas for this.

 

We will see where they go.

 

Spoiler

Forum Name: Swampellow
Character Name: Bartholomew Polfer
Age: 57
Gender: Male
Profession: Apothecary (Alchemist by hobby)

Appearance: A more elderly looking man compared to those who are his contemporaries, Bartholomew is just below average height. His hair, on both his head and face, is greyed. His beard is neatly trimmed, although there are a few spots where no hair seems to grow. He wears a well worn leather vest over his other clothes that is covered in small vials.

Personality: Bartholomew is a bit of an eccentric fellow.He takes great pride in his work, with a love of experimenting. He has never intentionally harmed another person, although he is sometimes too eager with his experimenting. Although people may sometimes feel a bit peculiar after using his wares, they know that he has their best intentions in mind.

Stats:

Stat Total: 10
HP:[12 ] {0 SP spent}
Power: [2]
Intuition: [3]
Grit: [3]
Magecraft: [2]
Faith: [0]

Actions:
Total AP Spent: 6/6
 

Potion Volley: (Requires 2 Power) Bartholomew tosses up to 2 potions, shattering the containers on his targets (up to 2) dealing 1 bludgeoning damage per potion thrown. The extra damage dealt depends on the combination of potions (Hidden effects are ignored). Cooldown 0

Damage done determined by order thrown. 

Two potions of the same type do double the effect/duration.

(Any)Healing+Resistance: 1d4 Light Damage

(Any)Healing + Acid: Deals 2 Acid Damage per turn for 3 turns

(Any)Healing + Cold: 1d6 Cold Damage

Resistance + Acid: Deals 2 Acid Damage per turn for 3 turns

Resistance + Cold: 1d6 Cold Damage

Acid + Cold: 1d4 Cold Damage + 1 Acid Damage per turn for 3 turns

Upgrade 1: Bartholomew can throw up to 3 potions

Upgrade 2: Bartholomew can target up to 3 targets.

 

[Passive] Self-Tester: Bartholomew is immune to any hidden effects from his potions.

 

Camp Skills:
Total CP Spent: 4/4

 

Potion Master: Bartholomew creates up to 3 potions of his choosing using any materials he has gathered. He can make potions of Healing, Resistance, and Acid. Every potion has a hidden effect. Turn Count 1.

Polfer Healing Potion: 1d4 HP restored

Polfer Resistance Potion: +2 Grit for 3 turns

Polfer Acid Potion: Deals 1 Acid Damage per turn for 3 turns. (Overridden by stronger effects)

Upgrade 1: Increases the number of potions created to 5

Upgrade 2: Allows Bartholomew to create potions of Cold and Greater Healing

Polfer Cold Potion: Deals 1d4 Ice damage, freezes water in a 5ft radius.

Polfer Greater Healing Potion: 1d6 HP Restored

 

Inventory:

Polfer ‘Pothecary Blade

Damage: 1d4 + ½ Power

Physical Type Weapon: Requires 2 Power to use.

-Free Damage Type: Slashing

-Potion Blade: The target makes a Grit check, if failed paralyze the target for a turn.

-Residual Poisons: Increases the difficulty of the Grit check for Potion Blade for every 10% of HP missing from the target.

 

6 Healing Potions

2 Greater Healing Potions

3 Resistance Potions

5 Acid Potions

3 Cold Potions

 

Edited by Swampellow
Link to comment
Share on other sites

2 hours ago, Wolfox said:

Count me in

 

edit: So I'm not 100% sure I have to post my sheet here, but I'll leave it here while I go work on the backstory (I like writing them~) l dunno where else you'd put it but in the signs up thread.

  Hide contents
Forum Name: Wolfox
Character Name: Dallen Marris
 
Age: 22
 
Gender: Male
 
Profession: Thief
 
 
Appearance: Dallen is moderately tall, has brown hair reaching his shoulders and covering one of his eyes, usually seen wearing a sleeveless hooded jacket, opened, and a simple black shirt underneath. On closer inspection, you notice he has a scar on his left eye. People speculated over the origin of the scar, yet the only one who knows about it is himself.
 
 
Personality: Dallen seems cold to others, almost like he doesn't care what happens to them. This is partly untrue, as he does care for those close to him. He's not a leader type of person, as he'll sooner follow orders than giving them. Even following orders isn't always his best aspect, as he tends to act on his own accord. He never believes in any holy powers or blessings. "If they weren't there when I needed them as a defenseless kid, why would they be there now?" being his outlook on them. The same can be said for Magecraft, as he never had the ability to study them. When teamed up with others he will risk his own neck to save others, as he sees his life as less important. He can be seen as a sadist by his remark
 
 
Stats: [You begin with 10 stat points to distribute. You may have a 0 in a skill, but that causes you to automatically fail any check made with it. 2 Stat points are gained each time a boss is defeated you may not have more than half your total points in one attribute.]
 
 
 
    Stat Total: 10 ((update this when new points are gained.
    HP: 15{2 SP spend}
    Power: 2
    Intuition: 4
    Grit: 2
    Magecraft: 0
    Faith: 0
 
 
Actions:
Total AP Spend: 6
 
Sheath Strike: Hit's one opponent with the sheath of the Sword. Deals less damage but has a higher hit ratio. Well... how much less damage? Further attacks aren't rolled they automatically hit unless that target of the action is using the Dodge Basic Skill. Perhaps you are looking for something similar to William's skill that hits regardless of dodge? Cooldown: 3
Upgrade 1: 1% chance to allow an Ally to strike the same enemy right after this skill resolves (free action). This strike is always a Basic Attack. l'm just outright veto'ing this as l'm not rolling for literally every ally on the team after your action. As a note keep rolls limited please.
 
I'll be your shield, I guess: Dallen will sometimes (25% chance) take damage of an attack that would otherwise bring an ally to Deaths Door. Even when he's at Deaths Door himself. Only works with adjacent allies. Increases Stress. Cooldown: Passive There's no such thing as adjacency within this ruleset as l won't be exact tracking player locations. l'd prefer this not be a passive and be something you use that is up for a period of time that way it has downtime. Maybe something more like "For the next 2 turns, Dallen will block an attack for an Ally that would otherwise fall to Death's Door" l'd rather it be certain from the start rather than an upgrade cause... bleh rolls. And as a note no need to spend all of your points now. You may hold onto some if you'd like, or if you have leftovers and would rather wait to get a whole ability rather than an upgrade
Upgrade 1: Dallen will always block attacks for an adjacent ally that is at Death Door.
 
 
 
Camp Skills:
Total CP spend: 4
 
Just take it: If the party is low on food, Dallen will eat less or not at all depending on how much food is lacking. 30% chance of increasing Party stress by 10. Turn Count: 2 
Upgrade 1: Dallen has a 10% chance of finding something in his "Hidden Pouch" that he can eat.
Upgrade 2: Decreases the stress damage chance to 25.
 
Rations aren't really something l care to track so you might want to think of another Camp Skill etc. As a note you can create the items/consumables that would come from a skill ((examples being like a Faith User being able to make Holy Water, which would do damage to undead/demons etc...))
 
 
 
Inventory:
First Victory (Short Sword)
Damage: 1d4 + ½ Power.
Physical Weapon Type: Requires 2 Power to use.
[It's a Sword, Duh!]: Slash Type Damage
Advantages:
It's sharp. Wanna feel?: Any living enemy get's one stack of bleed. What's bleed do? 
Deep wound huh?: Deals x1.5 damage on a bleeding target.
Downside:

It's short.: Cannot attack far away enemies. Not tracking location so this doesn't actually do anything. You also... only have 2 Qualities so you... don't need a negative one.

 

 

Comments included in the spoiler in red.

Link to comment
Share on other sites

alright, I'll edit this once I get the time.

 

 

 

Edit: Here's the fixed sheet. Hopefully it's good this way.

Spoiler
Forum Name: Wolfox
Character Name: Dallen Marris
 
Age: 22
 
Gender: Male
 
Profession: Thief
 
 
Appearance: Dallen is moderately tall, has brown hair reaching his shoulders and covering one of his eyes, usually seen wearing a sleeveless hooded jacket, opened, and a simple black shirt underneath. On closer inspection, you notice he has a scar on his left eye. People speculated over the origin of the scar, yet the only one who knows about it is himself.
 
 
Personality: Dallen seems cold to others, almost like he doesn't care what happens to them. This is partly untrue, as he does care for those close to him. He's not a leader type of person, as he'll sooner follow orders than giving them. Even following orders isn't always his best aspect, as he tends to act on his own accord. He never believes in any holy powers or blessings. "If they weren't there when I needed them as a defenseless kid, why would they be there now?" being his outlook on them. The same can be said for Magecraft, as he never had the ability to study them. When teamed up with others he will risk his own neck to save others, as he sees his life as less important. He can be seen as a sadist by his remark
 
 
Stats: [You begin with 10 stat points to distribute. You may have a 0 in a skill, but that causes you to automatically fail any check made with it. 2 Stat points are gained each time a boss is defeated you may not have more than half your total points in one attribute.]
 
 
 
    Stat Total: 10 ((update this when new points are gained.
    HP: 15{2 SP spend}
    Power: 2
    Intuition: 4
    Grit: 2
    Magecraft: 0
    Faith: 0
 
 
Actions:
Total AP Spend: 6
 
Sheath Strike: Hit's one opponent with the sheath of the Sword. Deals 20% less damage but has a 30% less chance of getting dodged. Cooldown: 3
Upgrade 1: decreases the damage debuff to 15%
 
I'll be your shield, I guess: Dallen will take damage for an ally a Deaths Door for the next 2 turns. Deals 10 Stress damage to Dallen each time he takes damage for an ally. Cooldown: 4
Upgrade 1: Decreases the Stress Damage to 5.
 
 
 
Camp Skills:
Total CP spend: 3
 
Quick Wit: Dallen starts thinking about how he and his allies can make it out alive. He shares his plan with the others. Decreases stress by 15. Turn Count: 3
Upgrade 1: Increases the stress heal to 20.
 
 
Inventory:
First Victory (Short Sword)
Damage: 1d4 + ½ Power.
Physical Weapon Type: Requires 2 Power to use.
[It's a Sword, Duh!]: Slash Type Damage
Advantages:
It's sharp. Wanna feel?: Any living enemy get's one stack of bleed. Bleed causes 3%x the number of stacks.
Deep wound huh?: Deals x1.5 damage on a bleeding target.
 

 

Edited by Wolfox
Link to comment
Share on other sites

Do I even really need to declare my intentions here at this point? I think it goes without saying that I'm game for just about anything you run...

 

a sheet will replace this post once I get done reading through anything

Spoiler

Forum Name: Sutoratosu
Character Name: Oleander Aylward
Age: 20
Gender: Female
Profession: Apothecary(?)
 
Appearance: A lithe young woman, standing at 5”7, with a heart shaped facial structure, high cheeks, button nose and laurel green eyes. Pale copper locks flow down to her mid back, almost seeming to shimmer under certain lights. She often dresses in a black, scarlet trimmed tunic dress, with a grey shawl wrapped around her shoulders. More often than not she carries her Scythe close on hand, folded and strapped against her back.
 
Personality: A young witch who experienced the fires of persecution in their full fury once, Oleander nevertheless emerged from the blaze striving to be a better human being than those who accosted her, going out of her way to show what good will and compassion she can. She prefers to focus on the present, work towards the future, and keep the past behind her…. Behind, but not forgotten. There is no love for the church in her, and even less for those who are devout in following it’s teachings to a tee, claiming what they do is in the name of their supposed god and that they are in the right, regardless what they do...


Stats:
Stat Total: 10
HP:[11] {0 SP spent}
Power: [2]
Intuition: [2]
Grit: [2]
Magecraft: [4]
Faith: [0]
 
Actions:
Total AP Spent: 6/6

Nosferatu: A sinister spell, firing a burst of darkness which drains the energy of the victim, converting it to restore the casters own life force. [Does 1d6+1/2 Magecraft Dark damage on a single target, healing the user for 25% of the damage dealt. 2CD]

 

Enfeeble: A curse which attacks and weakens the victim's body and mind, making them more susceptible to general harm [Checks Users Magecraft vs Targets Magecraft. Lowers the Targets Grit by 1/2 Ole's Magecraft for 2 turns if they fail. 3 CD]

 

Spell Trance: Stress is something Ole has known all too well in her short life. As some fools have had the misfortune of learning in the past though, it is when she is at her most emotionally battered that her true might emerges, and her command of occult and arcane forces becomes it greatest [Passive. Temporarily gain 1 Magecraft for every 20 stress accumulated.]

 

Camp Skills:
Total CP Spent: 4/4
 
Folk Remedy: Heals 30% of an Ally's HP and removes any bleeding or poisons they are afflicted with. Turn Cost: 2

 

Meditation: Removes 25 Stress from Self. Turn Cost: 1

 

Inventory:
Atropos (Scythe)
Damage: 1d4+1/2 Magecraft
Physical Type weapon: Requires 2 Intuition to use
[Free] Element: Slashing 
- Spellblade: damage is based off Magecraft instead of Power
- Snipping the Thread: Deals 25% more damage to enemies who are under 50% hp
 

 

Link to comment
Share on other sites

Totally in. I´ll edit this post with my character later. Would not miss a Hukuna RP for anything!

EDIT: Aaand there she is. Basically a blonde glass cannon.
EDIT 2: Corrected sheet

Spoiler

Forum Name: Notus

Character Name: Pray Zail (those who get the reference are worthy my total respect)

Age: 16

Gender: Female

Profession: Mage

 

Appearance: Short (almost 1.6 m) and thin, with long blond hair and very pale skin. Has the looks of a 10~12 years old child, totally "kawaii" until you look into her eyes and see the bloodthirst there.   

 

Personality: If there´s one word to describe Pray, that would be "violent". In stark contrast with her cute, childish appearence, the girl is battle hungry and pretty anti-social towards her companions, prefering to "hunt" alone. That rather difficult personality was the source of many problems to her, that ended up leading her to Valtoria.

 

Stats:

 

Stat Total: 10

  • HP:[10] {0 SP spent}
  • Power: [4]
  • Intuition: [3]
  • Grit: [0]
  • Magecraft: [3]
  • Faith: [0]

 

Actions:

Total AP Spent: 6/6

Pray Style Sweep Casting[Thunder]: Wide area attack, can hit up to 4 enemies simultaneously and decreases dodge chance by 10%. (Base Power = 1d4+1/2Power). Cooldown: 3 Turns.
Upgrade 1: Reduces cooldown to 2 turns.

Pray Style Wave Casting[Fire]: Focused single enemy attack, boosts damage dealt but increases dodge chance by 20%. (Base Power=1d8+1/2Power).
Cooldown: 3 Turns

Upgrade1: Increases dodge chance by 10% (instead of 20).

 

Camp Skills:

Total CP Spent: 4/4
 

Light Sleep: The light sleep of a hunter. Prevents preemptive strike for the next 3 turns and heals 5 stress from self.
Turn Count: 3

Mana Storage: Takes her time to store magical energy for the next fights. Boosts damage dealt by 2 for the next three encounters.

Turn Count: 1
 

Inventory:
Winter Prayer (tome)

Damage: 1d4 + ½ Power

Magic Type Weapon: Requires 2 Magecraft to use.

-[Free] Damage Type: Ice

-SubZero: If the dice roll hits 4, halves the opponent´s Grit, on top of the damage taken.

-Transient Wall of Snowflakes*: If the dice roll hits 1, the ice attack is weak and leaves a trail of snow behind that absorbs impact. The next hit taken by the user has it´s damage decreased by 1.

*Reference2Stronk


It´s the first time I´m playing an RP with this kind of mechanics, so please tell me if I went to over the top, or too modest, with those.

Link to comment
Share on other sites

14 minutes ago, Zephyrus the Priestess said:

scrEAMS IT'S A HUKUNA RP

 

a question, though: do you... uhm. need any prior experience with or knowledge of the Castlevania games to take part? cause i'd love to take part, but i have no clue about the game, its mechanics, characters, etc., lol.

No not really. Castlevania is pretty easy to sum up. Belmont or someone related to them somehow goes to Castle, kicks Dracula's ass. All there's really to it. ((for the most part.)) And l'll be around to help with other stuff. ((and much faster on Discord.))

Link to comment
Share on other sites

 

Forum Name: King Murdoc
Character Name: Bedelia Burke
Age: 22
Gender: F
Profession: Town Guard

Appearance: A girl that looks a bit younger than she really is, and only stands around 5'1". She has brown hair that extends a bit past her ears and is a bit longer in the back, and vibrant green eyes. Her build is a bit robust, and well-muscled from work as a guard - though this is often hidden beneath her clothes. Not that you'd think she was weak, given her favored weapon. Part of her apparent youth is something that one could call "babyface;" her features give a slight impression of childishness. 

Personality: Boisterous, friendly, and imaginative, if a bit impulsive at times. Her hobbies include working on her father's farm, knitting, arm wrestling, story telling, and shouting. She loves stories of ancient heroes and has always wanted to be one herself. Willing to throw herself into the path of danger in order to protect others. Loyal to a fault. Not the smartest. 

Stats:
Stat Total: 10

 

  • HP:[14] {1 SP spent}
  • Power: [3]
  • Intuition: [1]
  • Grit: [4]
  • Magecraft: [0]
  • Faith: [1]

 
Actions:

 

-I Am Your Shield: Bedelia selects an ally. For this turn and the next, all attacks targeting that enemy instead strike her. 2 turn cooldown

 

-Is That All?: Bedelia shakes herself off, and resolves to push forward further for her friends. Grants temporary HP equal to her Grit. 3 turn cooldown. 

 

-Hammer Down: Winds up for a turn, and then delivers a powerful strike that deals [Power] extra damage and checks her Power against the enemy's Grit to stun then, causing them to lose their next action. 


Total AP Spent: 6/6

Camp Skills:

 

-Spooky Scary Skeletons: Functions as an upgrade to Pep Talk. Bedelia tells a spooky story that's really more funny than scary, lightening the mood. Increases the party's resistance to stress by 15% for the next 3 encounters and reduces the stress of each person hearing the story (including herself) by 5. Turn Cost: 3

 

-Overwatch: Bedelia stays up late and patrols, taking the burden of watching for ambushes upon herself. Inflicts 15 Stress, but reduces the chance of ambushes by 20% for the following 3 camp turns. Always reduces below the current cap. Turn Cost: 1


Total CP Spent: 0/4

Inventory:
Papa's Maul

Damage: 1d4+Power/2

Physical Weapon: Requires 2 Power to use

Damage Type: Bludgeoning

Feel My Power!: Ignores a point of enemy Grit for every two points of Power. Can't ignore Grit that doesn't exist. (i.e. this bonus won't grant bonus damage for ignoring more Grit than the enemy has)

Everyone is a Nail: Hits a random extra enemy for Power/2 damage, Grit applies (but so does the other quality on this weapon.) Does nothing if there's only one enemy.

Link to comment
Share on other sites

 

John Berot, the Fancy Fencer

Spoiler

 

Forum Name: Hal Henderics

Character Name: John Berot (Pronounced "Berou")

Age: 24

Gender: Male

Profession: Performance Fencer

 

Appearance: A thin Waif of a man, John is no fighter, from thin muscles more befitting a dancer, and soft uncalloused hands and feet, this appearance is not helped by his choice in outfit, one full of dyed silks and trinkets, poofy pants and shirts were his armor.

 

Personality: Proud to a fault, John has always took pride in his fencing ability in times of peace, however, it is only now that when faced with the legions of hell that that pride has become false, a mask he wears to protect himself from fear.  He wants nothing more than to return to his luxurious lifestyle, and with his pride as a fencer on the line, he has numbed himself to the reality that he may die trying to achieve that goal.

 

Stats:

 

Stat Total: 10

  • HP: [ 11 ] {0 SP spent}
  • Power: [ 1 ]
  • Intuition: [ 5 ]
  • Grit: [ 2 ]
  • Magecraft: [ 1 ]
  • Faith: [ 1 ]

 

Actions:

Total AP Spent: 6/6

 

Fencer's Stance [ 2 ] {3 AP Spent} : The user adopts a stance not meant for fighting, after a small prayer and a great deal of trust.  While in Fencer's Stance, the user deals 25% less damage from attacking, however, allies who are not attacking an enemy lose 1 Stress each turn from watching his dance.

Level 2: The user loses 1 Stress when making a successful attack in a Fencer's Stance, however, they gain 1 when failing an attack.

 

Pride and Predjudice [ 2 ] {3 AP Spent} : The user realizes their hidden pride, shaking off Mental Status Effects such as Charm.

Level 2: Shouting to the heavens, nearby allies also benefit from this skill's effect, if they spend a turn to invoke this effect.

 

Camp Skills:

Total CP Spent: 0/4

 

Salves and Such [ 3 ] {4 CP Spent}: The user is skilled in treating very Minor Injuries, due to a lifetime of scratches and small holes in their person.  If an ally is above 90% of their maximum health, they are healed to full.  This requires one turn to use.

Level 2: If the user only has one physical Debuff, that Debuff is removed

Level 3: This skill may be used on multiple targets, but only if all of those targets are also themselves above 90% of their max health.

 

Inventory:

 

Fencing Foil

Damage: 1d4 + ½ Intuition
Stat Requirement: 2 Intuition

[Free!] Damage Type: Pierce

Flourish: This weapon utilizes Intuition for it's Damage Scaling Stat, in place of strength.

Wide Open: Enemies who are not Attacking, Defending, or Dodging take additional damage from this weapon, as though they were struck again.

 

 

 

 

Edited by Hal Henderics
Link to comment
Share on other sites

 

Spoiler

 

Forum Name: Twinwolf

Character Name: Jess

Age: 20

Gender: Female

Profession: Farmer

 

Appearance: Jess has pale skin, red hair and green eyes. She’s rather short at only an even five feet, and rather thin too. She tends to wear… well, whatever clothing is available reason. She’s not got the money to be picky.

 

Personality: Jess is something of a serious type, quiet and reserved, although she’s prone to acts of kindness. She had a highly religious upbringing, but is not one to force such views on others - the point is that they willingly enter the fold. A forceful or coerced faith means less than nothing, so she doesn’t try to create them, although she’ll preach if the situation calls for it.

 

Stats:

 

Stat Total: 10

  • HP:[13] {1 SP spent}

  • Power: [1]

  • Intuition: [2]

  • Grit: [2]

  • Magecraft: [0]

  • Faith: [4]

 

Actions:

Total AP Spent: 2/6

 

Blessed Healing: Heals 1d6+Faith/2 HP. Cooldown two turns.

   Upgrade 1: Cooldown 1 turn

 

God’s Aegis: Raises the party’s damage resistance by 1 for 3 turns. Four turn cooldown.

   Upgrade 1: Damage resistance by 2.


 

Camp Skills:

Total CP Spent: 4/4

 

Preach: Remove 15 + the sum of Jess and her target’s Faith stress from target. Does not stack with other modifiers and can only be used once per camp. 2 turn cost.

 

Zealous Encouragement: Add half of Jess’ Faith to the target’s Power for three battles. 1 turn cost, does not stack.

 

Inventory:

Wooden Cross - A simple wooden cross, painstakingly carved by Jess. To anyone else, a symbol of faith. To Jess, much more.

Damage: 1d4+½ Faith

Faith Type Weapon; requires 2 Faith to use

[Free!] Effective vs. Undead

Faithful: Adds an effective +1 Faith for the purpose of resistance.

Holy: Scales off of Faith rather than Power

 

 

Link to comment
Share on other sites

K, the cut off for sheets is today. Will be making my deliberations on the characters that get in hopefully by the end of today. Will post here and probably announce on the Discord as well. No more sheets will be accepted at this time.

Update: These will be the characters accepted for the RP.

 

Groove Filcher
Oleander Aylward

Jess

Bedelia Burke

 

lt shall be these 4 for now. Sorry for those that didn't get picked this time around. With the way this RP is going to be though don't count yourself out entirely~ While l do extend the chance to make a new character to the players already in first if they should die, you will still have a chance to be put in. We'll see how things progress l suppose lel. And do feel free to still hang out in the Discord and discuss the RP and chat with the folks playin'!

The lC should be up sometime soon~ Keep an eye out.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...