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DingoWalley1 Asgore Adopts Noelle Since: Feb, 2014 Relationship Status: Can't buy me love
Asgore Adopts Noelle
#1: Sep 5th 2015 at 8:24:58 AM

Sol Invictus
The Royal Party Crashers

Welcome to the first official Sol Invictus campaign! Sol Invictus is a Medieval Fantasy RP, similar but to Dungeons And Dragons. However, it is simpler and more creative then Dungeons And Dragons.

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    LORE 
In the beginning, lay a rested planet in a sea of darkness. The tranquil shine of the celestial beings kept the planet rested, but lonely. No life lived upon it, nor any sea for it to wash. The only thing that lay upon the planet, was Ice; an eternal prison for cursed demons the celestial beings cast out from their realm. The planet, 'Absolutus', was desolate and dormant for millennia.

One fateful day, Absolutus was greeted by the Celestial Beings, whom thanked him for housing the most vile of Demons they had banished there. One Celestial Being was Sala, whom glowed as an eternal flame. Sala felt a strong connection to Absolutus, one she could not ignore. As time went by, Sala found herself spending more and more time with Absolutus, and the two formed a loving relationship.

However, Sala was unaware of her bodies affect on the Demon's Icy Prison: It began to melt. One night, as Absolutus slept and Sala was away, one of the Worst Demons, known as Durge, broke free from his Prison and released his brethren from theirs. Fortunately, Sala came in the nick of time to save Absolutus from the Demons. The Demons could not stand the power of Sala and buried themselves into Absolutus. Absolutus became sick, and so Sala stayed around Absolutus, to help him get better and to keep the Demons from killing him.

As Sala watched over Absolutus, life began to spring onto the planet. It started off small at first, with grasses and weeds sprouting out of the cracked earth and rocks. As the Ice continued to melt on Absolutus, water formed and plants spawned there as well. Soon, bushes and trees sprouted and grew, to cover Absolutus in a blanket of Warmth. Then, tiny creatures, barely visible to the eye, popped into existence due to the abundance of life. These creatures grew bigger, stronger, and more diversified; forming Fish, Crustaceans, Lizards, Birds and Mammals.

However, Sala was worried for Absolutus; she feared that her powers would one day weaken and that the Demons would come out to finish off Absolutus, then wreak havoc on her brothers and sisters. In an attempt to protect Absolutus, in the event she could no longer help him, she took part of him and molded ultimate guardians in his form. With one of her most powerful spells, she gave them the gift of life and planted them on Absolutus for them to grow and protect. These were known as the Latta.

With the Latta now on Absolutus, they went to work, building fortifications and creating weapons, mastering combat styles and magical spells, and awaiting the day the Demons make their move. As years passed, the Latta realized that the Demons would not be so hasty to strike, and they began to grow bored with awaiting for war. They began building cities, creating laws and rules to govern themselves, and learned that they could reproduce themselves the same way Mammals of the Planet did. Their numbers grew, and with them, so did their cities and rules. Soon, all of the planet was ruled by the Latta, who voluntarily divided their empire between two dynasties.

With the increase in the number of the Latta, a strange phenomenon occurred; other creatures of all types starting taking on Attributes that were specifically from the Latta. Certain animals began to talk Lattin, the language of the Latta. Certain animals developed up-right walking and five fingered hands. Certain animals developed magical powers on par with the Latta. The Latta, meant to protect Absolutus, thought the additional races would be beneficial to his defense, and thus encouraged these creatures and helped them develop. Once these Animals perfected their forms, the Latta would introduce them into their own ranks. While they would still be subservient to, and dependent on, the Latta, they were treated as equal citizens and given complete respect and rights in their realm.

But then, one day thousands of years ago, the Latta mysteriously vanished. While their buildings, weapons, writings and technology was left behind, they simply vanished. No one knew how or why, and many races were baffled by this at the time. Some speculated that Sala, angered by perceived laziness or for some wrong doing, either destroyed them all immediately or cursed them into new forms; several Latta-like species appeared right before or right after the Latta vanished, such as the Homons. Some speculated the Demons finally struck and that the land is secretly in Darkness with Sala or Absolutus's knowledge. Others think they left on their own will for a new home, potentially to Sala herself.

With the disappearance of the Latta, chaos quickly ensued, followed by the strongest and bravest of their respective species uniting who they could and forming kingdoms of their own. Most races, unlike the Latta, could not stand each other, and fought each other tooth and nail in various wars. Kingdom's have risen and fallen, and species have been created and destroyed. While tensions have been calming lately, all it takes is for one spark to destroy the peace.

The Demons still lurk below, and they now have agents above. Durge has found a cult of creatures worshiping him, and has given them the power over the Undead of all types. Sala, in her glorious wisdom, has kept the Magical powers of Absolutus intact for the Races in her's and in Absolutus's name. Holy Orders have formed to take over where the Latta left off, and protect the world from any potential demon strike. But the Orders are loyal to the Kings who pay them, and they could easily get distracted if war were to occur...

Praise be to Sala. May Absolutus be eternal!

    CAMPAIGN LORE 
In the mountainous kingdom of Corva, rule the noble and gracious Harpiens. The kingdom had been ruled by the House of Albos, a proud and strong family of Phashen Harpiens, for over 200 years. For most of that time, the Harpiens subjugated, segregated and demonized the other races that lived within their boundariess. The race that has suffered the worst in this kingdom are the Ethnidids, who's pagan beliefs and lust for war have made them hated by all in the kingdom and has forced them into slavery.

With the coronation of King Pavo the 2nd, much has changed. Under his kind rule, many of the races have gone from despised and segregated to equal beings under the eyes of the Kingdom. While racism is still rampant in the country, Pavo's inspiring leadership has led to a slow decline of racial tensions, and new business opportunities have been created for the races once viewed as lesser. These policies have lead to a 30-year golden age, where food is plenty and the nobles are rich.

Unfortunately, this has not eased the tensions. Although the kingdom is experiencing a golden age, organized, underground crime is on the rise, especially in the ghettos were minority races used to be segregated. The envy the wealth held in the kingdom and want to seize the riches of the land for their own. The Ethnidids are still viewed as slaves, even by the King himself, and have become more hostile to those that handle them, demanding freedom like the others. Various cults to the Demon-lord Durge have also sprung up, and a few small villages and mansions have been ransacked by the Undead.

The nobles of the kingdom are also upset. They do not approve of King Pavo, nor do they care for his wife, Queen Cristatus, or his son, Prince Rhodo. They view Pavo as weak and libertine, and they think his laws are flawed . They think the Queen is a vain and petty, as she is known to imprison or murder women who are younger and more fair then her. Prince Rhodo is viewed as a weakling with the heretical idea of freeing the Ethnedids from servitude and giving them equal rights in the kingdom. If it weren't for the golden age being led by Pavo, there would have been a coup years ago.

Tonight marks the 31st anniversary of King Pavo's rule, and to celebrate, he is throwing a masquerade ball for the Nobles and the Wealthiest of Merchants at the castle city of Mutica. The whole party is well planned, with an exquisite feast, a magic show, dancing, games, and music. Almost all of the nobles and merchants accepted the invitation, and shall be arriving at the party shortly.

However, some of the party guests are not who they appear. Unbeknownst to the kingdom, several of the guests have either died or have been kidnapped since the last they had been heard from. A Crime Syndicate and a Durge cult have sent members in disguise to the party, both as guards and nobles. The Crime Syndicate, known as the Umbrae Fraterni, wants to steal as much money from the Kings' treasury. The Durge Cult, known as the Quaesitors, has sent it's men in to free an influential Necromancer, known as Farful "Bloodfang" Frinucci, and get him to help their cult gain power over the land.

They must think and move swiftly and with caution. The King's castle is heavily guarded by troops loyal to him. The Noble's, too, may not like the King, but they will defend the Kingdom out of loyalty and pride. One false move and their plans will go awry...

    PLAYER RACES 
  • Homins: Homins are believed to be the descendants, or a cursed form, of the Latta. They are middle height, with thick fur on their heads and thin fur on their bodies. Their skin color ranges from an almost grey color to a dark brown. Males can grow thick beards and mustaches. Females tend to be smaller then males. Their skill is "Jack-of-all-Trades", which allows them to pick two spells or abilities from any playable class, including their own.
    • Starting Stats: Starts with 10 health. 4 Speed, 6 Agility, 5 Strength, 5 Charisma, 5 Spirit
  • Durunda: Durunda are large, orange creatures with large teeth and horns. They have a penchant for the sea, and have developed a society built around it. Durunda have fur only on their heads and faces. Females tend to be smaller then males. Durunda also have cloven feet. Because of the Durunda size, they are able to weild Cannons and Anchors as weapons.
    • Mare Durunda are less muscular but are smarter then their cousins. They tend to have Brown or White fur, and straighter, smoother horns. Their skill is "Mercantilism", which doubles all Healing spells given to them.
      • Starting Stats: Starts with 15 health. 3 Speed, 5 Agility, 8 Strength, 4 Charisma, 5 Spirit.
    • Ora Durunda are more muscular but dumber then their cousins. They tend to have Black fur and curved, rougher horns. Their skill is "Sunburn", which negates all Health costs from Abilities.
      • Starting Stats: Starts with 15 health. 3 Speed, 4 Agility, 10 Strength, 4 Charisma, 4 Spirit.
  • Praelves: Praelves are believed to be descendants, or a cursed form, of the Latta. They are tall and thin, with glowing eyes and long ears. They have thick fur on their heads and thin fur on their bodies. Their skin ranges from dark gray to almost pure white to a light brown tan. Males can grow thick beards and mustaches. Females tend to be smaller then males.
    • Cols Praelves are muscular, with near-white skin and thick beards and mustaches. They tend to have White or Grey fur, and they have a strong penchant for Alcohal. Their skill is "Alchoholism", which adds +1 to all rolls for each Alchoholic Drink. This negates Alchohoic Drinks -1 to all rolls.
      • Starting Stats: Starts with 10 Health. 6 Speed, 6 Agility, 3 Strength, 5 Charisma, 5 Spirit.
  • Parven: Parven are believed to be descendants, or a cursed form, of the Latta. They are small, hyper creatures with long ears and sharp teeth. They have thick fur on their arms and legs and thin fur all over their body. They have Green, Blue, Purple, Brown or Black skin. Their skill is "Pickpocket", which allows them to steal one item from an enemy. This skill can only be used once per enemy.
    • Starting Stats: Starts with 8 Health. 4 Speed, 7 Agility, 4 Strength, 3 Charisma, 7 Spirit.
  • Harpiens: Harpiens are a race of Bird creatures. They are middle height, with thick feathers all over their bodies. Males tend to have a featherless stomach and chest region. Their skin is always a light pale. Males have longer tails and are bright and colorful. Females tend to be smaller then males, are always mainly dark grays and do not have long tails. Since they have no hands, they are dependant on their mouths and feet to fight. Focus of this Campaign.
    • Phashen Harpiens are larger and smarter then their cousins. They tend to be more uniform in color, with long tufts of feathers on their head and thicker, bigger beaks. Their skill is "Intimidate", which stuns all enemies facing them for a turn, and on a Critical, forces all enemies facing them to roll for Sanity. This skill can only be used every other turn per Combat.
      • Starting Stats: Starts with 8 health. 8 Speed, 5 Agility, 3 Strength, 5 Charisma, 4 Spirit.
    • Nimphix Harpiens are smaller and dumber then their cousins. They tend to have multiple colors for their feathers, with short, upright feathers on their heads and smaller, ovular beaks. Their skill is "Mimicry", which allows them to copy a spell or ability that was used in a previous round of Combat. They loose this spell or ability after their current turn.
      • Starting Stats: Starts with 9 health. 7 Speed, 5 Agility, 5 Strength, 4 Charisma, 4 Spirit.
  • Gloditarumi: Gloditarumi are large, elephant like creatures with thick tusks, long trunks, fat bodies and four fingered hands and four toed feet. They have thin fur all over their body, and it's almost always black. Their skin tends to be either gray or brown. Females tend to be smaller then males and have shorter tusks as well.
    • Cols Gloditarumi have thicker skin then their cousins. They are all grey. Their skill is "Stoned Rampage", which turns the Gloditarumi into a Stone Trent for 3 turns. The Stone Trent can only take damage on Criticals, and deals double damage to all enemies. Movement speed is decreased to 2, and it takes half of your overall health to turn into this form. You can only use this form once per combat.
      • Starting Stats: Starts with 12 health. 3 Speed, 3 Agility, 8 Strength, 4 Charisma, 7 Spirit.
  • Lupen: Lupen are large Wolf men. They have sharp teeth, glowing eyes and claws on both their hands and their feet. They have thick fur all over their body, which tends to be a uniform color. Females tend to be smaller then males.
    • Canus Lupen are bigger then their cousins. They tend to have black, gray or white fur. Their skill is "Blood Frenzy", in which any time an ally dies in Combat, they do Triple Damage for 3 turns of Combat.
      • Starting Stats: Starts with 10 Health. 6 Speed, 4 Agility, 6 Strength, 3 Charisma, 4 Spirit.
    • Rebeus Lupen are smaller then their cousins. They tend to have red or white fur. Their skill is "Master of the Hunt", which doubles all ranged melee attack damage.
      • Starting Stats: Starts with 10 Health. 7 Speed, 4 Agility, 5 Strength, 4 Charisma, 5 Spirit.
  • Vitrelodon: Vitrelodon are small Octopus creatures that speak through telepathy. They have large heads, small eyes and 10 tentacles. They have red, yellow or light gray skin. Their skill is "Master of Magic", which makes them start with 10 Mana. This does not negate the Mana roll.
    • Starting Stats: Starts with 6 Health and 10 Mana. 3 Speed, 2 Agility, 3 Strength, 8 Charisma, 9 Spirit.

    PLAYER CLASSES 
  • Warrior: Strong Melee Class. Focuses on increasing Damage output.
    • +3 Damage with Blade Weapons.
    • +1 Damage with Club Weapons.
    • -1 Damage with Staff Weapons.
    • -2 Damage with Bow and Crossbow Weapons.
    • -3 Damage with Wand Weapons.
    • Balestra: Ability. Allows a Character, either you or your ally, to attack and move two times for one round of combat.
    • Lunge: Ability. Doubles damage output for a Single Turn.
    • Embiggening Spirits: Ability. For 3 Turns, all attacks, abilities and spells from you and your allies has their damage Doubled.
    • Powerhouse: Ability. If below half health, your damage is tripled for two turns. May only be used once per Combat. Does not require a dice roll.
    • Passe: Ability. Blocks one attack dealt to you or your ally.
    • Presentation: Ability. If below half health, you may switch your weapon with that of your enemy. This skill cannot be used on Boss NP Cs.
  • Ranger: Weak Melee Class. Focuses on ranged attacks, sneaky attacks and distracting the enemy.
    • +3 Damage with Bow and Crossbow Weapons.
    • +1 Damage with Knife Weapons.
    • +1 Damage with Glove Weapons.
    • -3 Damage with Staff Weapons.
    • -3 Damage with Wand Weapons.
    • Tell You What: Ability. Attacks three enemies with one attack.
    • Desperation: Ability. Throw your weapon at an enemy. If you roll a 20, you will kill an enemy immediately. This skill cannot be used on Boss NP Cs.
    • Falconer: Ability. Summons a Falcon that will attack 2 characters, both allied and enemy per turn. His attacks deal 5 damage. He has 10 hit points. Can only be used once per Combat.
    • Duelist: Ability. Select one enemy target. You two are forced to fight one another exclusively unless one of you dies. This skill cannot be used on Boss NP Cs.
    • Money Shot: Ability. Uses a Special Silver arrow that does double damage to an enemy. Damage done to an undead enemy will be tripled.
    • Blot out the Sun: Ability. Shoot up to 10 arrows into the air. They will randomly hit 1x1 areas, dealing double damage to both allies and enemies.
  • Warden: Strong Melee Class. Focuses on fighting large groups of enemies.
    • +2 Damage with Club Weapons.
    • +1 Damage with Spear Weapons.
    • +1 Damage with Whip Weapons.
    • -3 Damage with Staff Weapons.
    • -3 Damage with Wand Weapons.
    • Taunt: Ability. Forces all enemies in a 15x15 area to focus on attacking your character.
    • Executioner: Ability. Hits all enemies in a 2x2 area. Rolling a 20 will kill all enemies. This skill cannot be used on Boss NP Cs.
    • Hangman: Ability. Pull out a rope and strangle an enemy. Roll for three turns to keep the rope around the enemy’s neck. If successful, the enemy immediately dies. Does not work on undead opponents.
    • Personal Prison: Ability. Hold onto an enemy for as many turns as possible. This keeps an enemy from being able to attack or use abilities or spells, but also keeps you from doing the same. Each turn, you must roll higher than the last turn to keep your hold on the enemy.
    • Pain Chains: Ability. Draw out chains to whack enemies in an 8x1 area. Damage is treated as Club damage. Damage done is doubled. Damage done to undead is tripled.
    • Ball Toss: Ability. Throw an Iron Ball at a 2x2 area, dealing 12 damage to each enemy.
  • Captain: Hybrid Class. Focuses on helping the team.
    • +2 Damage with Spear Weapons.
    • +1 Damage with Bow and Crossbow Weapons.
    • +1 Damage with Club Weapons.
    • -2 Damage with Staff Weapons.
    • -2 Damage with Wand Weapons.
    • Sea Sick: Ability. For 3 turns, your character is drunk. Rolling under 15 will cause you to fail in your action. Rolling 15 or higher will count as a Critical. Can only be used once per Combat.
    • Cut Throat: Ability. Select one enemy target. Both characters must roll a die. Whoever has the lower number takes 15 damage. Whoever has the higher number gains or regains 8 health.
    • Blow ‘em Down: Ability. For 3 turns, you and your allies in a 10x10 area will knock down enemies hit by their attacks, forcing the enemy to waste an action to get up. Can only be used once per Combat.
    • Wipe Out: Spell. Creates a tidal wave that hits a 3x10 area, dealing 9 damage to each enemy.
    • Shiver Me Timbers: Spell. Instantly forces enemies in a 10x10 area to roll for Sanity. Stuns said enemies for a Single Turn.
    • Yo Ho Ho!: Spell. Heal yourself for a single turn.
  • Paladin: Strong Magic Class. Focuses on dealing damage to enemies and protecting allies.
    • +2 Damage with Club Weapons.
    • +2 Damage with Staff Weapons.
    • +1 Damage with Glove Weapons.
    • -1 Damage with Wand Weapons.
    • -2 Damage with Bow and Crossbow Weapons.
    • Zealotry: Spell. Increases Damage given from Attacks by a Dice roll divided in half for two turns for you or your ally.
    • Divine Intervention: Spell. Allows for a Dice re-roll from either your roll, an allies’ roll, or an enemies’ roll.
    • Holy Hell: Spell. Creates a 5x5 pit of fire. Initially, anyone in this pit takes 10 damage. For 5 turns, each enemy takes an additional 2 damage. Paladins cannot be harmed by this spell. Can only be used once per Combat.
    • Blessings: Heals yourself and your allies in a 10x10 area for 3 turns.
    • Crusader Spirit: Spell. For 3 turns, you may use an allies’ ability freely. Ally must be within a 5x5 area of you.
    • Theologian: Spell. For 3 turns, you may use an allies’ spell without Mana. Ally must be within a 5x5 area of you.
  • Wizard: Weak Magic Class. Focuses on dealing damage to multiple enemies.
    • +3 Damage with Staff Weapons.
    • +1 Damage with Wand Weapons.
    • -2 Damage with Club Weapons
    • -3 Damage with Blade Weapons.
    • -3 Damage with Glove Weapons.
    • Invigorating: Increases Damage given from Spells by a Dice roll divided in half for two turns for you or your ally.
    • Arcane Bolts: Shoots 6 bolts at various enemies in a 20x20 area. Bolts do 3 damage each.
    • Magic Barrier: Creates a 5x5 Barrier for 3 turns. Enemies cannot escape the barrier. Enemies cannot shoot spells outside the barrier. Enemies are drained of 2 health and 2 mana per turn, which is then given to the Caster of the spell.
    • Chained Lightning: Shoots a bolt of lightning at an enemy, dealing 7 damage. Rolling the Dice again allows for the lighting to hit other enemies for 3 damage each roll. Each turn, you must roll higher than the last turn to continue bouncing the lightning off enemies.
    • Rainbow Wave: Shoots a beam of light through a prism, creating a rainbow that deals 5 damage to each enemy in a 9x2 area, while healing 5 health to each ally in said area.
    • Snake Oil: For 3 turns, any and all poisons are null.
  • Scribe: Weak Magic Class. Meant to protect allies.
    • +3 Damage with Wand Weapons.
    • +1 Damage with Spear Weapons.
    • +1 Damage With Glove Weapons.
    • -2 Damage with Staff Weapons.
    • -2 Damage with Club Weapons.
    • Ink Barrier: Spell. Create a 6x2 barrier of Magical Ink. No spell can penetrate this barrier. Anyone passing through this barrier must roll for Blindness.
    • Ink Bolt: Spell. Shoots a bolt of Ink at an enemy dealing 5 damage. Enemy must roll for Blindness.
    • Shadow Clone: Spell. Creates a clone of yourself or your ally. Shadow Clone has 10 Health and 1 Spell or Ability from the Character cloned. When a Shadow Clone dies, it covers a 3x3 area of Ink that any enemy within the area must roll for Blindness. Can only be used once per Combat.
    • Paint Bag: Spell. Hurl a bag of Paint, hitting a 2x2 area. Enemies hit with the bag of paint take 2 damage. Allies hit with the bag of paint heal for 3 health.
    • Incantation: Spell. Gives the player one random Ability or Spell that they must use on their turn. The ability or spell they get costs no Health or Mana to use. At the end of the players turn, they lose the Ability or Spell.
    • Stenography: Spell. Forces an enemy or an ally to repeat their previous turn. Cannot be used to repeat a once-per-Combat Skill, Ability or Spell.

    WEAPON CLASS 
  • Blade Type: Swords and Axes. Deals 3 Damage. Rolling a Critical will almost always result in a decapitation (Kills them outright).
  • Knife Type: Knives and Daggars. Deals 3 Damage. Rolling a Critical will almost always result in crippling the opponent.
  • Club Type: Clubs and Maces. Deals 5 Damage. Rolling a Critical will almost always cause blunt trauma.
  • Whip Type: Whips. Deals 3 Damage. Rolling a Critical will almost always cause blunt trauma.
  • Glove Type: Gloves, Wraps, or Bare Hands. Deals 2-7 Damage. Rolling a Critical will almost always cause blunt trauma.
  • Bow Type: Bows and Crossbows. Deals 4 Damage. Rolling a Critical will almost always result in a precision shot (Kills them outright).
  • Spear Type: Spears. Deals 4 Damage. Rolling a Critical will almost always result in a precision stab (Kills them outright).
  • Staff Type: Staves and Scepters. Deals 3 Damage. Rolling a Critical will allow you to roll an additional Spell for no Mana.
  • Wand Type: Wands. Deals 1 Damage, but reduces all Mana costs. Rolling a Critical will allow you to roll an additional Spell for no Mana.

    ARMOUR CLASS 
  • Clothe: Armour made of Wool, Linen or Fabric. Weakest Armour, but Good for Spell casters. +3 Health, 0 Protection, 0 Movement Reduction, Reduces Mana Costs.
  • Leather: Armour made out of Flesh or Hide. Good for Warriors and Assassins. +1 Health, +1 Protection, 0 Movement Reduction, Reduces Ability Cost.
  • Mail: Armour made out of small metal rings. Good for Rangers and Wardens. +2 Health, +2 Protection, -1 Movement Reduction.
  • Plate: Armour made out of Metallic Plates. Strongest Armour, and Good for Paladins. +2 Health, +4 Protection, -3 Movement Reduction.

    COMMON MAGIC ITEMS 
  • Elixer of Life: A Glass Vial with Blue liquid inside. Heals 10-50 Health. May only be used once.
  • Elixer of Spirit: A Glass Vial with Green Liquid inside. Restores 10-50 Mana. May only be used once.
  • Garb from the Sun: A piece of yellow clothe with immense power coming out of it. Increases one weapon’s attack by +3. Cannot be stacked. May only be used once.

    EFFECTS 
  • Crippled: If you are Crippled, then all rolls from now on get a penalty of -5. This does not affect Criticals.
  • Traumatized: If you are Traumatized, then for 3 turns, all rolls will get a penalty of -5. This does not affect Criticals.
  • Poisoned: If you are Poisoned, then until specified, you will take 1 damage per turn.
  • Drunk: If your character drinks an alchoholic beverage, then you get a penalty of -1 on your dice roll. This stacks up for every drink.
  • Blind: If you are Blind, one of many things can happen:
    • 8-9:Temporarily Blind for 1-2 turns. May rub their eyes to regain sight.
    • 5-7:Temporarily Blind for 5 turns.
    • 2-4:Temporarily Blind for 5 turns. Permenantly blind in one eye. All rolls get a penalty of -5. Does not affect Criticals.
    • 1:Permenantly Blind. All rolls get a penalty of -10. Does not affect Criticals.
  • Insane: If you are Insane, one of many things can happen:
    • 8-9: Minor Auditory Hallucinations. Would not affect combat.
    • 6-7: Major Auditory Hallucinations, usually in the form of Voices. All rolls will get a penalty of -1. Potential for Schizophrenia and Paranoia.
    • 5: Major Auditory Hallucinations with minor Visual Hallucinations. All rolls will get a penalty of -1. Potential for Schizophrenia and Paranoia. Does not affect Criticals.
    • 4: Major Visual Hallucinations. All rolls will get a penalty of -2. Potential for Paranoia, Derealization disorder and Fregoli delusions. Does not affect Criticals.
    • 3: Major Auditory and Visual Hallucinations. All rolls will get a penalty of -3. Potential for Schizophrenia, Paranoia, Biopolar disorder, Derealization disorder and Fregoli delusions. Does not affect Criticals.
    • 2: Indescribable Mental Torment that a person can (somehow) survive. All rolls will get a -5 penalty. Potential for Disorders, Irrational Fears and Radical Fetishes is infinite.
    • 1:Total Insanity. Basically a game over for that character.

    STAT DEFINITIONS 
  • Speed: How many spaces your character can move in Combat. Standard is 5.
  • Agility: Affects Dodge rolls. The greater your Agility, the lower the number you need to roll to Dodge. Standard Dodge Roll is 15.
  • Strength: Increases damage given from Melee Attacks. For example, if you have a Blade Weapon and you have 8 points in Strength, then your blade will do 7 Damage plus the Damage bonus or penalty from your class.
  • Charisma: Not only does it make you more appealing to allies and enemies alike, it also causes Enemies to need to roll higher to hit you.
  • Spirit: Increases damage given from Spells.

edited 5th Sep '15 12:32:08 PM by DingoWalley1

DingoWalley1 Asgore Adopts Noelle Since: Feb, 2014 Relationship Status: Can't buy me love
Asgore Adopts Noelle
#2: Sep 5th 2015 at 8:25:34 AM

    SIGN UP RULES 
  1. You may only use the races and classes available from the first post.
  2. You must roll 1 20-sided die to get your health and mana stats.
  3. You may only spend 10 points for your stats. You may remove points from one stat to add it to another stat.
  4. Names should be based on Greek or Latin names, but you are free to name your character however you wish.
  5. Please be realistic with your History and appearance.
  6. You must be a Harpien if you want to be a Noble. Otherwise you will be a Guard.
  7. You can make up your gear (weapons and armor), so long as it doesn't have any magical enhancements, and can fit into a Weapon or Armor Class. You must be wearing some kind of armor.
  8. You cannot make up magical items.
  9. All Characters can only hold 10 items.
  10. No class is race specific.
  11. No weapon or armor class is race specific.
  12. Durunda, both Mare and Ora, can wield Anchors and Cannons as weapons. Anchors would count as Clubs, and Cannons would count as

    RP RULES 
  1. Almost all actions in Combat, and most actions outside of combat, requires 1 20 sided Dice roll. To keep from cheating, the GM will roll the dice.
  2. Outside of Combat, talking and moving require no rolls.
  3. A Critical is rolling a 20. A Critical Failure is rolling a 1.
  4. Before the game starts, there is a chance you will be given a role that runs contradictory to the role you selected. This is because you are one of the disguised characters sent in. If you are a disguised character, please keep your real identity a secret!
  5. As a Guard or Noble, your job is to keep the Kingdom safe from anyone who will do it harm. If you are not either of these two, you will have a special task assigned only to you.
  6. If your Spell or Ability says once per Combat, you may only use it once per Combat!
  7. Abilities use up your health to be cast. The amount of Health used will be dependent on your dice roll.
  8. Spells use up your Mana to be cast. The amount of Mana used will be dependent on your dice roll.
  9. If you have an affliction, please look at the Effects Table.
  10. Remember, be nice to your your GM and the other players outside of the RP!
  11. If you die, or you cannot achieve your objective, or you go completely insane, you loose!
  12. If you have any questions, ask the GM on the Role Play Discussion forum.
  13. The Most Important Rule: HAVE FUN!

    LINKS 

edited 5th Sep '15 8:57:31 AM by DingoWalley1

DingoWalley1 Asgore Adopts Noelle Since: Feb, 2014 Relationship Status: Can't buy me love
Asgore Adopts Noelle
#3: Sep 5th 2015 at 8:26:02 AM

    SIGN UPS 
  • Basics
    • Name:
    • Race:
    • Appearance:
    • Personality:
    • History:
    • Gear: (Please put in list form)
    • Role: (Noble or Guard)
  • Health and Mana
    • Health: (Roll a Die)
    • Mana: (Roll a Die.)
  • Stats
    • Speed:
    • Agility:
    • Strength:
    • Charisma:
    • Spirit:

edited 5th Sep '15 8:26:44 AM by DingoWalley1

Sergey_Smirnov Trans Terminus Homo from Everywhere and Nowhere (With a german accent) Since: Aug, 2015 Relationship Status: Consider his love an honor
Trans Terminus Homo
#4: Sep 5th 2015 at 10:27:30 AM

Guess I make the start then: (Btw I more or less used my character sheet for LARP here.)

  • Character:
    • Name: Sergius Lupius (Btw: This means something along the lines of servant wolf) Though most call him Sergey
    • Race: Canus Lupen-Homiens-Halfblood (Though Homien blood certainly is stronger in him, as such he is of the Homiens race in RP though he looks slightly different but his Lupen blood still allows him to go into 'Blood Rage' instead of the 'Jack-of-all-Trades' that normal Homien have)
    • Appearance: Tall with a slightly tanned skin and short Black-Brown-ish hair fur, only a tail and ears with the same color show that he is not fully Homiens. To not draw to much attention to his halfblood nature he mostly wears a coat that covers all of his body save for his left arm and head.
    • Personality: Being generally calm (a must for a halfblood that wants to keep his head on his shoulders) Sergius will fight against anything to protect the prince.
    • History: Being a halfblood live for Sergius never was easy. He spend his youth in the slums of the royal capital, trying not to let to much attention get to him, though his halfblood-nature always got him into trouble. Beaten up by nearly every other kid in the slum he had to learn how to fight as a young child. One day while he ventured to the nearby woods to get (steal from the official hunters) some food he was caught by them and subsequently beaten up quite bad, though he was saved by a stranger who took him with him. Soon Sergey found out that his savior was none other than the prince himself. He said that he hated the treatment halfbloods recieved and wanted to stop this making him as something like an example. (Though that was not the only reason. As in every palace loyalities can change at the turn of a coin the prince also wanted somebody whose loyality would be unshakable for him.)
    • Gear:
      • Sergey mostly fights with two blades attached to his left arm that can be used as some kind of a claw either to stab or slash someone, but they can also be used in a more defensive manner by trapping the blade of an opponent between them. (Blade-Type)
      • In his right hand, hidden under his cloak he always has a dagger, which was bestowed upon him by the prince. (Dagger-Type)
      • For armor he wears a cloak that conceals most of his figure (Clothe-Type)
    • Role: Guard
    • Class: Warrior
  • Health & Mana:
    • Health: 10 + 14
    • Mana: 0 + 1 (Is there a critical failure with mana?)
  • Stats:
    • Speed: 4 + 3
    • Agility: 6 + 2
    • Strength: 5 + 2
    • Charisma: 5 + 1
    • Spirit: 5 + 2

edited 5th Sep '15 2:36:23 PM by Sergey_Smirnov

"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"
DingoWalley1 Asgore Adopts Noelle Since: Feb, 2014 Relationship Status: Can't buy me love
Asgore Adopts Noelle
#5: Sep 5th 2015 at 12:23:53 PM

[up] Accepted, I like the idea of you being the Prince's personal Guard.

Savato from Dusk 'till Dawn Since: Jan, 2012 Relationship Status: Singularity
#6: Sep 6th 2015 at 5:35:25 PM

Basics

  • Name: Dr. Secus Etsuto (Roughly translates as "Cutting and Sewing")
  • Race: Parven
  • Appearance: Short and black-furred with green eyes.
  • Personality: The Doctor is a mischievous individual, who does not particularly care much for anyone but himself. He is an avid collector of curiosities, whose favourite passtime is rifling through his anesthetized patients' pockets.
  • History: As both his parents were merchants, Secus learned the value of money from a very young age. However he believed, that there would be easier and better ways to earn gold than to simply buy and sell things. Thus he set out to study medicine. But Secus did not have the brains to become a doctor normally and he knew it. Thus he quickly started breaking the rules, cheating on practically every exam. Luckily for him he never got caught while doing anything serious and thus managed to graduate. He then opened a small practice in Mutica. Most of his patients were criminals and other individuals who couldn't visit a normal doctor for "legal reasons", but Secus didn't mind. A few days before the masquerade ball, the royal doctor suddenly and "unexpectedly" fell ill. He had however left a note, suggesting Secus to take care of the nobles' medical needs instead. Well, the royal doctor's name was written at the bottom of the note, so it had to have been written by him. Right? (Secus poisoned the royal doctor and forged the note.)
  • Gear:
    • Secus wears a labcoat as armor (Cloth type)
    • A wand (Wand type. Duh.)
    • A heavy book about the different races and their medically relevant differences (Club-type)
  • Role: Guard
  • Class: Wizard
  • Health and Mana
    • Health: 8 + 18 = 26
    • Mana: 0 + 13 = 13
  • Stats
    • Speed: 4
    • Agility: 7 + 3
    • Strength: 4
    • Charisma: 3 + 4
    • Spirit: 7 + 3

DingoWalley1 Asgore Adopts Noelle Since: Feb, 2014 Relationship Status: Can't buy me love
Asgore Adopts Noelle
#7: Sep 6th 2015 at 5:41:27 PM

[up] Oh hoo, Intrigue even if you don't get a special role. I like it.

Accepted.smile

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