Black Zenith [Adventure / RPG / Chapter Three: Forgotten Whispers]
Black Zenith
Welcome to Black Zenith, the continuation of my previous game, A New Dawn! This is an rpg-style game taking place years after the events of A New Dawn, in which we will follow the actions of a new team of player characters destined to walk a path none of them would have imagined. The game is almost entirely text based and uses a d20 dice system.
Please mind that it is not necessary to have read or participated in A New Dawn to play.
My sincerest apologies for the huge text wall below.
This game will probably last several months, so i would appreciate it if only people who know they are going to be sticking around for some time sign up. I will be putting significant effort into this project, so i will be expecting some degree of dedication or another from my players. Dont be scared off too easy, though - perhaps i will consider allowing for certain npc's to be written by interested readers or something similar - just inquire in the thread or by pm if you are interested in taking a smaller role.
The Story so far:
After a band of heroes defeated the twin tyrannical terrors who had been plaguing the realm for many decades, peace settled at last on our world, though the heroes were never heard from again. On that day, a golden sun of light Dawned and cast its rays of light over the land along with those of the everyday sun. According to stories only barely remembered, the coming of this sun had been told of long ago as a sign, though of what exactly, noone remembered. Nevertheless, people went on with their lives and humanity prospered over many years. Slowly, though, the golden sun began to darken, and as it darkened, so did the world bit by bit. Stories of dark creatures and ill tidings began to spread, and eventually smaller villages began to come under threat from these creatures; It was no longer safe, and strife had once again returned to our world. This is where the second chapter of our story begins.
---
Now, before we go into explaining the rules, i should probably show you the character sheet, to give you an idea of what you are dealing with.
Name:
Race: (Most of anything allowed)
Gender:
Traits: (Certain things you are skilled at - you have 3 traits to start off with. More information found below)
Special Ability: (A special move only you can perform. More information below)
Combat Stats: (Stats represent different aspects of your character - i believe we all know how the combat variety work. You have 65 points to spend as you like, but check the rules on combat stats first!)
Strength:
Speed:
Affinity:
Constitution:
Defense:
Precision:
Social Stats: (Stats represent different aspects of your character - you use social stats when interacting with npcs, primarily. You have 30 points to spend as you like, but check the rules on social stats first!)
Sincerity:
Guile:
Intimidate:
Charm:
Class: (A summary of what your character is about - doesnt actually do anything - OPTIONAL)
Description:
Bio:
Current Occupation/Goal/Wish/Personal Objective or likewise:
Gamerules
Wall of text inbound. It is recommended to read atleast some of it.
This section will be updated as new rules become relevant. Check back if you feel it becomes necessary.
Ordinary Actions
Ordinary actions are your standard 'do this, stab that' kind of thing. If it makes sense and you roll sufficiently high, you can probably do it! There is nothing saying that a fighter cannot cast a healing spell, though if you suddenly get the idea that you can fly, you'd probably have to state a good excuse, such as casting a spell, aswell as roll sufficiently, to pull it off. Also keep in mind that casting magic and likewise do not actually cost anything such as mana; If you roll well enough, you pull your move off.
Most ordinary actions are performed by rolling the d20 which usually lies on my table. This d20 is what will bring you victory or kill you, so fear it. Some actions may receive bonuses or penalties depending on who is performing the action or against who, or in what circumstances - in short, a lot of things may influence any such bonuses and penalties, but more about that later.
The effect of your action is determined by using your base Power and multiplying it with the multiplier shown on the dice rolls table below, aswell as adding whatever other bonuses you may possess.
Dice Results
All Hit rolls of 20 and higher also receive an additional multiplier of 150% to signify a crit.
20: 200%
19: 190%
18: 180%
17: 170%
16: 160%
15: 150%
14: 140%
13: 130%
12: 120%
11: 110%
10: 100%
9: 90%
8: 80%
7: 70%
6: 60%
5: 50%
4: MISS
3: MISS
2: MISS
1: MISS
Power
Each character has a certain amount of Power - this represents how badass they are, you could say. Power is what is used to determine combat damage in conjunction with the dice. All player characters start off with 100 Power. Power is increased usually whenever i proclaim that the player characters gain a level, but there are other things that might increase Power, as well.
Health
Exactly what it sounds like it might be about. So, why did i include this section at all? To inform you that newly created characters have 500 health, which will then be influenced by how high your Constitution stat is.
Traits
A trait is a representation of something your character is skilled at, such as swordfighting or combining two types of magic for greater results. In general, powers are passive bonuses that provide the defining basis of your character. A good example would be the ability to have a chance to make a 'combo attack' once a round, thus hitting an enemy twice rather than once [bluh bluh Remah]. Some things are also simply impossible to perform without a Trait to allow it, though such examples are rare at best.
This is a list of possible Traits. Keep in mind! These are only examples, and creativity is definitely encouraged here.
List of Trait Examples:
Combo: Chance to 'combo' on a particular type of action (usually either any attack or any buff/debuff, heal or whatever)
Gain a charge of an effect; At X charges, automatically activate a special effect or allow the use of an ability
Burning Touch: All of your non elemental attacks may be treated as fire elemental attacks.
Counterattack: Gives you a free attack when an enemy misses you with a melee attack.
Mana Resistant: Your magic suffers heavy penalties, but you also get a high resistance to magic.
Poisonous Blood: When you are injured, enemies may be poisoned when in melee combat. Can also be used to poison your ranged weapons.
Thick Headed: When you deal damage to yourself, that damage is reduced.
Bloodthirst: Boosts strength after killing an enemy.
Spry in a crisis: Increased chance to dodge when low on health.
Preparation: Increases precision in the first turn of combat.
Empathy: Increases affinity when an ally is badly injured.
Psychotic: You are completely off your rocker. Damage is improved, but always have 5% insanity.
Persistant: You do more and more damage for each consecitive attack against the same target.
Colourful: You have been blessed (or cursed) with Rainbows. Random events tend to occur to you.
Crack in Reality: You are not entirely of this world, or something. Anything that interacts with you in combat gets a negative effect to their next roll.
Sadistic: You gain large bonuses when your friends die.
Vindictive: You don't have time for this dying bullshit. If you were to die, you will instead go Critical for (X) turns, allowing you to take another hit. You cannot be healed when critical. Getting hurt while critical obviously kills you. Once critical fades, you return to 1 HP and you can be healed again.
Blademaster: Failing to block or deflect a melee attack slightly increases your Defense. Failing to hit with a melee attack slightly increases your Precision. Stacks. Only one of these two effects may be active at once, and once you have succesfully landed a hit or defended, depending on which effect you used, your bonus is reset.
Spellsword: Although a mage, you are well-trained in fighting, aswell. You add a margin of your Affinity to your Strength - however, your strength may never be higher than your affinity, or you will lose this benefit.
Executioner: You deal significantly higher damage to targets that are about to die.
Special Abilities
A special ability is a particular move only you can pull off. Doing almost anything, special abilities are almost limitless in what they can do; they all share some rules though.
Special abilities all need to be activated. Sometimes, doing so takes up your turn, and sometimes you will be able to perform another action alongside your special ability - it depends on the individual special ability.
Special abilities can buff you, debuff the enemy, or just plain deal damage or heal somebody. But that isnt hardly the end of what they can do - think creative.
All special abilities have a cooldown time. Some are higher than others, thus allowing for that ability to be more powerfull as well - its a question of balancing it out to fit you. Most specials would have a cooldown of 7 or 8 rounds, and you can specify if your particular special should have a shorter or longer cooldown, or just a standard cooldown, through it'll affect the power of the special by a bit.
Examples of Special Abilities:
Coup-De-Grace: Deals heavy damage to an enemy. If this attack would deal enough to kill the target, this action takes effect before any other actions.
Sacrifice: Kills yourself, but heals and revives all of your allies.
Chains of Destiny: Prevents an enemy from taking any actions for many turns.
In Shining Armor: You must defend these innocents, even if it kills you. You gain a serious defense buff, and draw all attacks towards you for a time.
Aid: This is used on another player using a Special, their Special gets a serious roll bonus!
Adaption: You change form to adapt as the situation changes. When you use this, you can choose a Power, Armor, or a Balanced form, giving you a permanent buff based on this form. This buff lasts until you use Adaption again, and on top of this, when Adaption is used, the buff is temporarily doubled for a short period.
Star of Hope: You summon a star of power with the ability to heal your allies. The Star of Hope knows what the GM is thinking, and will always heal the target who needs it the most. Lasts for a few turns.
Overcharge: You overcharge your next attack, causing it to become much more deadly. Instant cast.
Powertap Enchantment: Your weapon steals power from those it hits. After 3 succesfull hits after casting this spell, your next attack will unleash devastating effects. Instant cast.
Defense
Before your attack may actually do damage, i will roll with another d20 to determine if your attack hits at all. Basically, you will have to bypass your targets defense to land your attack, first, much like how D&D's Armor Class works. This is usually not a problem as Defense tends to be low, but that doesnt mean you get to ignore it stat-wise, unless your character is not based off of dealing damage, as only damage-dealing actions or attacks are required to make this extra roll to hit at all.
Stats
Stats define many aspects of your character, as i am sure you guessed. They work much in the way of D&D stats, but dont mind that if you did not play D&D. See below for details concerning each stat.
At character creation, you have 65 points to spend between all of the combat stats. The lowest score you can have in a combat stat is 4, and the highest is 20.
You also have 30 points to use on social stats. The lowest you can have in any one social stat is 2.
Please mind that Combat and Social stats are completely independant of each other.
Combat Stats:
Strength - Increases physical damage with melee weapons.
Speed - Increases physical damage with ranged and thrown weapons.
Affinity - Increases damage and healing with magic.
Constitution - Increases health.
Defense - Represents your ability to deflect, block or evade blows, depending on your character. Decreases the chance you are hit.
Precision - Increases your chance to hit.
Social Stats
Unlike combat stats, most social stats do not require a d20 roll to be effective - you simply have them at their number and they make certain things available / unavailable, or similar.
Sincerity - This stat represents how trustworthy you are. Some characters may refuse to talk to anyone with a very low score in this stat, while others may have similar quirks concerning this stat. This stat also helps with leadership and authority, and whomever has the highest Sincerity might end up as the groups leader. A high Sincerity doesnt necessarily mean that you really are Sincere, though, just that you come off as being Sincere, thus it is also a usefull stat for lying.
Guile - You look like you know what you're on about, whether that be the arts of the magician or that of the thief. Some characters will laugh at or ignore characters with a very low Guile, believing perhaps from their manner that they are incompetent or otherwise, while others may show respect or fear towards one with high Guile, though most characters simply dont really care. Guile also works in combination with some of the other social stats, intimidate being the most obvious.
Intimidate - Depending on your score in this stat, you are more or less capable of being scary and intimidating towards those around you... Or you may look incapable of hurting a fly. Some fellows simply need the crap scared out of them to comply, and higher intimidate may save you from some specific situations.
Charm - This stat represents your characters likeability and how others discern your character. Someone with a low Charm would likely come off a jerk whether or not that would be the case. Charm is the stat used in, for instance, a friendly conversation, but it also has many other uses.
Stats and their Effects
You probably noticed the combat stats up there. So, strength, speed, affinity, precision and defense all share one table, while constitution gets to have one all of its own. Here goes.
You obviously die when your health reaches 0. From then on you are dead and you can take no actions unless otherwise specified. Because of how f'ing hard it is to replace someone midgame through, that isnt the end of your adventure; If your teammates can reach a particular kind of shrine, they will be able to resurrect you and you'll be back in action. Such shrines are not exactly common, through, and it might be a while before you get back to life.
Another way to get back to life is if one of your party members has a special ability dedicated to resurrecting party members. In such a case, they can use the special and instantly resurrect the dead guy, even in the middle of combat - through he'll be on low health, so without proper care, he might get killed again.
So, in the unlikely event that i have not yet managed to scare you off, good luck with signing up; I will wait for a few days to give anyone who happens to be interested sufficient time to sign up. This is not first come first server; I will choose and pick among the sign ups. Let it be noted that those who have played A New Dawn have already been granted a free reservation, through. That said, i am looking for a total of 7 Players.
Arts!
Thunderpaw
Originally Posted by MasterBlade
Bohw
Originally Posted by BlazerC
Mayor
Daril, Bohw and Thunderpaw
Originally Posted by BlazerC
Echo
Originally Posted by Psychout
Selphy
Originally Posted by Supernerd
Also Selphy
Originally Posted by Psychout
More Selphy and Mayor (Also Bohw i guess)
Originally Posted by Supernerd
Nos Reaper
Originally Posted by Dais
Bunni Civilians
Originally Posted by Masterblade
SHIPPING GRID
Originally Posted by Supernerd
Knight Thunderpaw
Originally Posted by MasterBlade
Fashion Bohw!
Originally Posted by BlazerC
'Let the lord of chaos rule.'
Chapters of Black Zenith:
Hidden Tracks
Last edited by chimericWilder; 12-05-2012 at 06:12 AM.
Traits:
Underestimated: The character's seemingly harmless appearance lowers the enemy's guard, guaranteeing a critical hit at the start of an encounter.
Jumper: Powerful legs and a small frame grant the character an innate ability to reach high places and cross long gaps. May grant special attacks against some enemies, and grants a +1 to Hit.
Tiny: The character's small stature makes it harder for enemies to attack the character, granting a +2 to Defense.
Raidblocker: +35% damage to thieves, bandits, and sky pirates. Also, you immediately notice most attempts at theft in your vicinity.
Favor of Ziras: You gain modest bonuses to interactions with the various (friendly or neutral) nobles, lords and their servants.
Throwing Arm: Bonuses to strength and melee combat apply to all ranged rolls. Improvised weaponry count as actual weapons. Additionally, Hit is increased by 2.
Second Wind: The character's profound fitness allows him to get more out of recovering, basing all recovery rolls off of either Constitution or Strength (based on which is higher) rather than Affinity. In addition, every time Thunderpaw is hit by any attack, he has a 10% chance to be granted a free selfheal or recovery in addition to whatever else he is doing that round (MasterBlade should specify whether he personally wants to control such an action or if i should just immediately apply the appropriate amount of healing to Thunderpaw)
Special Abilities:
Fury Comet: Thunderpaw jumps high into the air, then slams his hammer crashing down on his foes at an extreme velocity. Deals a large amount of damage to the target, and splash damage to nearby enemies. Can be used from afar to close the range gap between Thunderpaw and his target. This attack deals 2x Power to the primary target and 1x Power to any secondary targets, with a maximum of 3 secondary targets. Cooldown of 8.
Vendetta: Strikes back in vengeance against a foe, dealing a baseline of Power x1.5 damage. For each of your allies, yourself not included, who were attacked in any way last round, this attack deals an additional +35% damage. If an ally was slain that round, this attack deals an additional 400% damage, and also reduces the cooldown by 3 rounds. (this doesnt include things like pets and familiars). Cd 7.
Blade of Light: Thunderpaw is able to summon his inner light into a material sword of energy. For him, it acts as a oneshot throwing dagger; its size proportional to the strength of his light alignment. When hurled at another being, it will either heal an ally for 1½x Power and either remove up to two debuffs, or increase their power by 25% of the healing done. If hurled at an enemy, it will deal 2x Power damage and remove a single debuff. If the attack/heal misses for any reason, the blade can be retrieved and reused, though it will only remain for a total of 3 turns. This attack is alignment based and will become progressively stronger or weaker as certain things happen. Cooldown 10.
Items:
Blacksmith's Hammer
Grants 10 points of damage reduction. Looks like an ordinary blacksmiths hammer, but something about it seems... special.
Ring of Slowfall
Any time you would take fall damage, negate that fall damage. Alternatively, you can actively activate it and use it in any way that makes sense, so long that it is justifiable. Also makes for longer jumps, through not so much with flat or steep terrain. Either effect has a shared cooldown of 10.
Aven'sara Jeade'en
Increases the effectiveness of all buff-type spells cast by 75%.
Knight's Breastplate
+2 Defense The Knight of Time
Runed Bracers
Decreases magic damage taken by 10%.
Belt of Giant Strength
+2 Strength Classic Adventuring Gear (TM)
Sigil of Restoration
Grants the ability Restoration.
Restoration: Instantly heal the lowest health ally or yourself for 1x Power (using strength, speed or affinity as multiplyer, whichever is higher). This does not take up a turn. Cooldown 10.
Expensive Wine
Its wine. You might find it enjoyable.
Sells for 15 gold.
Broken Hero Bow Once both a work of art and a deadly weapon, now useless.
Tattered Moldy Cloak It has been decaying for a while.
Old Travelers' Boots Well worn and ready to fall apart.
Ring of Hymn
Increases Speed and Affinity by 4. The sapphire inset in this ring seems to emit an ever-changing song, though only barely audible.
The Travels of Jain Farstrider
Its a book about the many adventures of Jain Charin. You might find it enjoyable reading.
Counterattack: Gives you a free attack when an opponent misses you
Psychotic: You are completely off your rocker. Power is improved by 25%, but always have 5% insanity.
Sadistic: Whenever you kill an opponent, you gain 25% of their Power. This lasts untill combat ends and stacks up to a total of +100 Power. You are also healed for the same amount of Power gained this way.
Flash Step: Takumi has the ability to kick the ground several times in rapid succession to propel himself faster than a bullet. This adds +10% +15% Power if used in conjunction with an attack, but you must move atleast a short distance for this to work (running around someone and hitting them doesnt count).
Quick reflexes: Adds +2 Defense.
Storm Leg: Takumi kicks into the air with high speed and strength, compressing the air in the path of his kick to a sharp blade that flies towards his enemy, effectively allowing Takumi to make ranged attacks based on his Strength. Additionally, Takumi gains a permanent +1 to Hit. This increases to +3 during Flaming Legs.
Moon Step: Enables Takumi to kick himself off the air itself, essentially allowing him to jump in mid-air, granting him even more mobility. He can stay in midair for his Strength/10 = 2 rounds. This resets at the beginning of the next turn after he has touched the ground. In addition, Moon Step increases the damage bonus of Flash Step to 15% and adds an additional ½ Strength to the offensive part of Iron Mass.
Special Abilities:
Flaming Legs: Takumi uses friction from fast movement to set his legs on fire. This greatly amplifies the power of his attacks and adds a burn/fire effect to them. Power is increased by 50%, and Takumi gains a bonus of +3 to his Defense Rating. Lasts 4 turns. Cooldown of 8 turns.
Iron Mass: Gain damage reduction equal to 3x Strength for one turn. Additionally, the enhanced weight can be used in conjunction with a bare few types of attacks, such as when utilizing gravity in attacks and so on. Doing so will add 1x 1½x Strength to the base Power of the attack. For the duration of Iron Mass, you are unable to effectively move around, but can still attack. Cd 5.
Traits:
Telekinetic: Doe can control matter with her mind. Telekinetic actions receive a +2 to roll.
Magical: Doe's unusual form is supported via magic. Strength is unnecessary, and affinity has no starting cap.
Tech Assaults: Doe's telekinetic abilities help her allies perform incredible feats. When attacking with an ally/multiple allies, the strength of all the attacks involved is increased by 10%, and may have extra effects.
Telekinetic Deflection: Doe can easily force away most types of attacks with her telekinesis. +2 Defense.
Pressure: Doe's high-power telekinetic assaults put great pressure on her targets. Any target she attacks has their Power reduced by 30% for that round. This penalty can be spread out between several enemies if she attacks multiple targets. Some enemies may be resistant or immune to this effect.
Special Abilities:
Torn Asunder: Doe attempts to rip out the insides of her opponent using telekinesis, causing x3 Power damage. If this move kills the enemy, the cooldown is lowered by 6 turns. If the target survives, they will become horribly crippled and/or bleed for an additional 1x Power damage on the next turn. Cooldown of 12.
Mental Quake: A wave of force attempts to stun enemies on the ground around Doe. There is a 33% chance each enemy will be stunned, and those that are not stunned suffer a penalty of 50% to their Power. Some enemies may be resistant or immune to either or both effects. Cooldown 7.
Items:
Etheric Essence
+30 Power
-4 to Affinity
Can be used as a telekinetic medium by shaping it however you wish.
Spectral Arrow
Can be used to pinpoint target a spell, guarantying a hit. If the spell would miss, both damage and hit are reroll. This is repeated untill the dice grant a hit. However, the lowest damage roll made is used, rather than the last roll made. Cooldown of 10.
Health: 750 [BUT CURRENTLY DEAD]
Power: 125 (+3 Ranged) (94 (Trait) When using Double Shot)
Hit: 2 (Stat) (- 2 (Trait) when using Double Shot)
Defense Rating: 4 + 2 (Stat) = 6
Traits:
Quick Draw: Years of training with firearms allows Daril to attack first in combat, thereby acting before everyone else, every time.
Double Shot: Daril's training allows him to quickly fire off two shots from both his pistols, technically allowing him to attack twice in a turn. Each attack only deals 75% of normal damage, and has a -2 to hit, however.
Grit: Every time Daril is attacked, his damage goes up for the duration of the fight.
The first time Daril is attacked in combat, his Power increases by 15%. Subsequent damage he takes causes his Power to go up by a further 5%. Stacks, but not off of itself.
Hemorrhage: Daril's bullets explode upon entry of the enemy's body. Causing the enemy to bleed out, dealing 20% of Daril's Power each turn to enemies he scores a hit on. This bleed lasts 2 turns and is refreshed by every new reapplication, but it doesnt stack.
Focus Fire: Every attack landed on a particular enemy increases Daril's Speed by 1 against that enemy for the remainder of the battle.
Special Abilities:
Bullet Time: Daril unloads all of his ammo on a single or multiple targets, doing 3x Power damage, but he must reload the next turn. The damage can be spread out between up to 3 targets. This ability also receives a +4 to Hit and may stagger targets hit. Cooldown of 10.
Determined Killer: You pick a target to focus all of your attacks on. For two turns, you deal 40% more damage to this target and take 40% less damage from all other sources but your chosen target. This ability cannot be used together with abilities such as Bullet Time (Sorry, it would be much too powerfull). Doesnt take up a turn to activate. Cooldown of 10.
Items:
Unyielding Broomsticks
These are two shafts of wood, the tips carved and banded in iron. Each has a button in the middle, which, when pressed, causes the broomstick to become absolutely immovable - You could extend one in front of you, press the button, let go, and it would float in midair, and no force would be capable of moving it without destroying it. This is less usefull than it sounds as it gives absolutely no bonuses. You could probably do lots of silly things with them, through.
This is a vanity item.
Bohw & Mayor
Bohw
Health: 830
Power: 120 (+4 Ranged/Explosives)(0,75x Power when using explosives, quadruppled Area of Effect Multiplier)
Hit: -1 (Stat) + 1 (Item) = 0
Defense Rating: 4 + 1 (Stat) = 5
The Ol' Brimstone: Bohw has a passive bonus to using explosives, Explosives do less damage against singular enemies but do more damage against several enemies. Bohw's Area of Effect Multiplier Effect Thingy is trippled, but explosives do only 75% of normal damage.
Two's Company: Bohw and Mayor count as separate entities, and their health and attack is equal to a bit above a normal player, then halved and split between the two. Combined they are stronger than a normal player, but this comes with the obvious penalty that if one goes down, suddenly they are at half strength. Additionally, when splitting health and base attack, Mayor has a bit more health than Bohw and Bohw has a bit more base attack than Mayor.
Karate Kid: Mayor has a passive bonus to using Martial Arts and Unarmed Combat, granting him a +3 to these rolls.
Backlash: Whenever Bohw takes damage, Mayor immediately retaliates against the aggressor. This does not take up Mayor's turn. Mayor's Backlash roll caps at 15, unless the offender kills Bohw in which case Mayor will score a definite crit. Oh no you didn't!
Leader: Bohw somehow managed to be the leader, against all odds. When an ally scores a critical, Bohw gets a +3 bonus to her roll that round. This does not stack more than once in any one turn. Yeah, how did that happen?
If It Bleeds: Mayor is immune to poison, disease, bleed and anything else which doesnt make sense for a golem to give a damn about. Additionally, Mayor receives a +2 Defense versus all types of mundane weaponry (punches count as mundane weaponry). However, Mayor takes 35% more damage from all 'armor piercing' attacks. It should be noted that Mayor does not receive neither the defense bonus or the damage penalty against spells, unless those spells specifically conjure a hail of daggers or is some sort of armor piercing attack (acid, for instance).
Stagger: Whenever Bohw succesfully deals damage to anything, they take a -2 to their Defense. If she hits multiple targets, they instead all take a -1 to their defense.
Special Abilities:
Sabotage: Dependent on who uses it. If Bohw uses Sabotage, all enemies take 1½x Power damage and cannot use unique attacks next round - If there is only one or two enemies, the damage improves to 2x. If Mayor uses Sabotage, enemies suffer 2x Power damage, split evenly between all of them, and take a penalty of -4 to their Defense for 3 rounds. Cooldown 8.
Selfless: Mayor only. When activated, Mayor becomes more collective and calmer than he already is, and will fall upon his protective instincts. For 5 turns, Mayor will redirect damage that would be lethal to one of his allies to strike himself, instead. In addition, Mayor regenerates 10% of his health each turn. However, while Selfless is active, his base damage is reduced by 0%-75%, depending on a diceroll. If the damage taken is also lethal to Mayor, the ally he was defending gains +25% Power and +4 Precision. Takes a turn to activate. Cooldown 10. Additionally, when Selfless isn't active, Mayor knows how to speak Golem Language, because why not. Not that he will talk anyway.
Hellbent: Bohw goes Hellbent, immediately restoring her health fully. Her Power is increased by 75%, and she gains a sweet total of +8 (Counting her current bonuses) to all actions likely to be taken by a deranged and Hellbent impling. She has a damage reduction of 50% during Hellbent. If Bohw witnesses an ally dying, these bonuses are even more powerful. Based on a roll made at the start of Hellbent, Bohw receives a certain degree of isanity Insanity. Additionally, Bohw cannot die during Hellbent, save by certain overpowered plot beings. Hellbent also comes with a lesser levitation spell. Lasts for 5 rounds or until no living targets remain. Cooldown 22. If Bohw witnesses an ally dying, the cooldown is reduced by 5 rounds.
Items:
Worn Kneeseeker Bow
On pure rolls of 20 (Hit or damage), stuns the target. Old, worn and slightly damaged, this bow has been the bane of many an adventurer.
Temperance 2
Increases Mayor's total life by 35%
This is an armor upgrade. It only works on people made out of metal.
Value: 135 gold.
Barrier Aegis
Block: Block an attack, reducing damage taken from that attack by 75%. Maximum damage of 1000 blocked. This ability will automatically active if an attack would deal more than 50% of your health in damage, or kill you, provided that it is ready to use. Cd 16.
Divinity: This character is naturally adept with divine magic and gains a bonus of +2 to light elemental and healing magic.
Pilot: Any vehicle operated by this character will have greatly increased performance. This causes any vehicle Selphy pilots to gain a +2 to Defense and a damage reduction of 10%.
Airship Specialist: This character is skilled enough to create airships from scratch with enough time and the right materials as well as improve existing airships. This skill developes as the character becomes more experienced, and changes depending on the time and materials available.
Extended Spells: All spells with a duration last 33% longer, rounded up. This trait can be further upgraded.
Claustrophobia: While in a closed or cramped space, strength, speed, affinity and precision are decreased by 2 for the purpose of combat rolls. While in an open space, these same stats are increased by 2. Stupid dungeon crawls.
Perfectionist: All actions that do not require a hit roll instead benefit from Selphy's +Hit. However, these effects can no longer crit!
Tech mastery: Selphy is so badass that she can create almost any technological device! Particularly airships! These things will still require materials, however, but damn will they be dangerous.
Special Abilities:
Miracle repair: Restores 4x Power health to a machine or construct. This skill can be used to revive mechanical allies (Albeit restoring slightly less health if also used to resurrect). Cd 10.
Judgement Calling: Call's judgement on an evil enemy. The spell's effects are random and unpredictable, but will in general deal 2x Power damage and often applying various effects. It may work differently from this baseline, however. This skill is unaffected by any critical effects of any form. Cd 6.
Wings of freedom: Removes all negative effects from Selphy and grants her the natural flight ability for an amount of time based on the dice roll (no bonuses to the roll): 1-2: 1 turn, 3-6: 2 turns, 7-12: 3 turns, 13-18: 4 turns, 19-20: 5 turns. While Selphy retains the wings, she gains a +2 to Hit. Cooldown 9.
Minor Spellrod
A spellrod can store spells in order to release them later. Releasing a spell from a spellrod does not take up a turn, so you can potentially do two things at once, provided you've prepared the rod. This one is minor, and can only store a single spell that may not do damage, healing, or have any other point-value effect, unless i deem the effect minor enough. It can still accomplish interesthing things, though. Can be recharged between combats.
Value: 70
Clockwork Rabbit
Can be set to jump forward X number of times, and, optionally, to jump back again the same distance. Holds a slot for a small item on its back.
Clockwork Scuttler Beetles (1)
When wound up, they vary between erratically jumping and scuttling forward. They move in proportion to how much they were wound up before being released.
Gravity Decelarator (1)
Slows fall speed significantly. Consumed on use.
Airship:
1000 Health
No attack
50 Fuel
Airship Items:
Turret
A weapon can be fit and mounted on a turret to allow anyone to use that weapon without passing it around. Also grants small bonuses to attacks. Only certain weapons can be mounted in this fashion. Currently, the Mechanical Crossbow is mounted on the turret.
Clockwork Rifle
+2 Precision
[Mechanical Crossbow]
Takes 1 turn to reload, but deals 2x damage.
-2 Precision
Quite heavy - you must already hold it the same turn you intend to fire it, preventing most other actions such as spellcasting or firing a different weapon. Clockwork automatically whirrs and clicks to reload a new bolt when fired.
Gravity Decelarator (5)
Slows fall speed significantly. Consumed on use.
Frost Grenades (3)
Deals 150 damage to all enemies in a reasonably determined area. Consumed on use.
Grouper of the Wild - If you 'tame' a wild beast while you already have one or more tamed, you have a chance equal to the sum of your Sincerity and Charm to add this creature to your party, aswell.
Tame - If you 'defeat' a creature (wild beast, animal, etc), you have a chance equal to 3x the sum of your Sincerity and Charm of it joining your side as a regular party member until it dies.
Creature Focused - All companion creatures in the group take 1/2 the damage they usually take, and gain an additional 25% Power
Weakpoint Spotter - Each time you land a hit on an enemy, you have a 33% chance of revealing a flaw in their defenses, increasing all damage rolls made against them by +2.
Tamed Death - For every companion you posses, all (player) allies have their power increased by 10.
Special Abilities:
Ally the Enemy - You can cause an enemy creature to join your side for 4 battles or untill death. Only mindless creatures such as animals and the like are susceptible to this ability, and even then, animated creatures such as constructs, undead or oozes cannot be affected, either. Cooldown of 8. There is a limit of 3 creatures that are allowed to be under the effect of this ability at once.
Meditate - You levitate yourself and become immune to the majority of all types of damage for two turns, but for the duration of the effect, you cannot take any action other than moving around. For the duration of the effect, allies gain +4 Precision and +4 Defense, and are healed for 10% of their health. Cooldown 12.
Temptress: Easily able to seduce men and win their hearts. Easier at appearing harmless and innocent to them as well.
Life Drain: You recover life equal to 5% of the damage you deal.
Elementalist: Each combot, Echo is informed what magical element the various enemies are 'weak' against. If she uses the correct element against a given enemy, she gains a +3 to the damage roll. Only Echo gains this bonus.
Blink: Each turn, you may move a short distance while performing actions as normal. This is primarily good for avoiding taking damage from melee sources.
Magic Shield: Echo creates a shield around herself, granting a +2 to Defense. If she focuses on nothing else than holding the shield, the bonus increases to +6. However, if she takes any other magical action, the bonus decreases to +1.
Special Abilities:
Reverse Gravity: Reverses gravity for enemies in a small area as designated by Echo. Up to three enemies can be affected. Each enemy takes a -6 to hit for that turn, unless they are ranged, and take 1x Power damage. Cd 7.
Slow Time: Slows down everyone else. Echo gains a +2 bonus to Defense, and may take two actions each round. Lasts 2 rounds. Cd 12.
Genetic Insanity: Every other turn in combat Nos has a 50% chance to have his current attack's target changed. This in turn has a 60% chance to switch targets to another target of the same side (i.e an attack would switch from an enemy to another enemy) and a 20% to perform a cleaving attack on both an enemy and an ally, dealing 50% damage to each, and finally a 20% chance to target nothing and waste Nos's turn (attack the grass!). The tradeoff is that when Nos successfully acts upon his intended target his power is increased by 30%, and when his target is changed his power is decreased by 10%.
Kill Time is Fun Time: Each turn in combat after the first one Nos gains +1 Strength, Affinity, and Speed, but suffers -2 Precision. When Nos's Precision becomes 0, he has a berserk burst and Genetic Insanity's retargetting effect is guaranteed to happen. In the burst whatever action Nos takes is much more effective and it's accuracy is determined as though Nos had 10 Precision.
Whee!: Nos tends to get carried away with what he's doing. He can start with more than 18 Strength, and his Speed and Affinity are increased by a third of his base Strength as long as it doesn't raise them to be higher than his Strength. However, his base Precision cannot ever go above 10.
Frenzy: As Nos loses health his Power increases by 1% for each 1% health he is missing. In addition, when his health is below 25% Genetic Insanity gains a 25% chance to redirect Nos's attacks on the turns when it normally wouldn't activate.
Explosive!: When Nos casts a spell, its Power is increased by 30%. If he casts another spell on the next turn, though, the Power of this second spell is reduced by 75%. This does not apply to item-produced spells, only Nos's own spells.
Babble: Nos finds it easy to fit in amongst outsiders, abberrations and certain specific ancient creatures. He can more easily communicate with them, and takes 25% less damage from those types of creatures.
Hyper-Magical-Metabolism: When Nos is buffed by any magical effect, the buff lasts only half as long as it otherwise would (rounded up), but is 66% more effective. When Nos is debuffed by any magical effect, the debuff lasts only half as long as it otherwise would (rounded down), but is 33% more effective.
Special Abilities:
Calming Breath: For the turn it's activated on, Nos ignores any effects that would stop him from taking his action or performing it properly (except critical effects that the GM determines can override this), and increases Precision by +6. This ability does not take up a turn to use. This resets the effects of Kill Time is Fun Time when activated. It does cause Nos to ignore the redirecting effect of Genetic Insanity (whether or not Frenzy is affecting it) when activated. The negative effect of Explosive! is also ignored during CB. Cooldown of 5.
Overexcited: Nos becomes too excited and completely flips out, basically. He randomly attacks enemies 3 using either Strength or Affinity. These attacks deal an additional 35% damage per attack, but target random enemies and ignore every one of Nos's traits except Genetic Insanity's redirecting effect, which has a 50% activation rate for each attack. This ability cannot be used with Calming Breath because the two share a cooldown. Cooldown 10. If used on the first turn of combat, the cooldown is reduced by 5.
Madness Dance: Nos offers his hand to a player-controlled ally, to dance the Madness Dance. If this ally denies the dance, Nos makes a random attack on a random enemy, dealing normal damage, and this ability is put on cooldown for 2 turns. If his partner accepts, the two spend the turn carving an elegant (results may vary) path of destruction through any enemies in their way as they dance whatever they feel like dancing, tearing apart the battlefield with their combined powers and a sprinkling of chaotic energies. This allows them to make an extremely powerful attack, dealing Nos' Power x3 that uses the highest of the other dancer's Strength, Speed, or Affinity increased by half of Nos's corresponding stat. In addition, Nos's dance partner must choose one of the following extra effects:
-A: Nos's partner becomes temporarily crazed from the psychic energy of the dance, increasing their Power by 25%, but at the cost of taking on Nos's Genetic Insanity trait. This lasts for 5 turns, but they may end the effect at the start of any preceding turn if they wish to.
-B: Nos becomes temporarily stable by adopting some of the mannerisms of his dance partner, causing him to gain one of his dance partner's traits of their choosing for 5 turns. Duration may be greater or lower depending on the trait chosen.
-C: The dance takes on a bloodthirsty tempo, healing both partners for 35% of the damage done and curing them of a debuff or status ailment.
Photosynthesis: Increases Strenght, Speed and Affinity by 6 whenever Evergreen is in sufficiently powerful natural sunlight.
Unpredictable Movement: Increases defense rating by 2.
Verdant Aura: All duration based effects of nature magic last 33% longer, rounded up. This effect is an aura and benefits all nearby allies.
At peace with nature: This character is not targeted by animal-type or plant-type enemies under normal circumstances, in exchange for not targeting them either. (This trait is currently under design!)
Language of the forest: Is able to 'speak' so to say with plants. Plants aren't known for being great at conversation, but they might be able to give her valuable info about the surrounding area. (This trait is currently under design!)
Special Abilities:
Ensnare: Calls thorned vines to immobilize an enemy, preventing movement and lowering their Power by 35%. Lasts for 2 (3) turns. Each turn, the target will take damage equal to ½ your Power. Should they struggle to escape, they instead take x2 your Power, but lower the duration by one turn. Struggling to escape does not usually take up a turn, but does prevent some forms of actions from being taken at the same time. Cooldown 8.
Hallucinogenic Breeze: A breeze infused with spores or pollen with hallucinogenic properties sweeps over the enemies, for a chance to inflict the Confused status effect on them. Some enemies may be immune to confusion. Lasts 2 (3) turns. Cooldown 9.
Confused: Each turn, anyone affected by confusion rolls a die to determine their actions. For rolls of 5 or lower, they will attack a nearby friend or foe. For rolls of 6-10, they will run away. For rolls of 11-15, they will do nothing. For rolls of 16-19, they act relatively normally. On a roll of 20, i will make up something for them to do.
Artisan: +4 to any non-combat action rolls. This can be anything from painting to attending social gatherings to solving weird puzzle shit. Anything that doesnt involve hitting stuff or healing stuff, really.
Dapper: Due to your gentlemanly disposition, enemies never see it coming when you suddenly throw sulfuric acid at them from a wine glass. +2 to everything that goes as gentlemanly combat. You're just that resourceful gentlemanly.
Class: Reduces all damage taken by 10%.
You're Not My Type: +2 defense when quarreling with those not donning a fancy hat! Which is to say, almost all of them.
"Precisely, Belvedeer!" +2 Precision
Merlin Can't Touch This: Any negative magical effects targeting you receive a -3 to their rolls.
Eye for Value: Being used to seeing great treasures, you can tell when an ordinary object has extraordinary abilities and can figure them out with your keen eye. Able to identify hidden item characteristics, all potion effects, etc.
Special Abilities:
Wits: YOU'VE GOT ALL OF THEM. You throw your marbles at the situation. You will either immediately solve anything that needs solving, get a tip to doing so, or anything else that seems reasonable. This ability does no damage on its own, but it CAN be used as a special means to ATTACK THE WEAK SPOT, if the given enemy has any such thing. Additionally, this ability can also prove useful at any time that an overabundance of gentlemanly intelligence might come in handy. Cooldown 8.
Fine Wine: Your entire team, including you, begin drinking the finest chardonnay and instantly feel like the classiest characters in the story. Everyone are healed for 1x Power, and most enemies will become too intimidated by this display of gentlemanly class to attack. However, anyone who takes an offensive action will again be vulnerable to attack. Lasts 3 turns. Cooldown 20. This ability is currently banned from the game because of reasons.
Dragon of the Red Wine: You take a large gulp of any sort of alcohol on hand and spit it out as a stream of flames, damaging up to four targets for 1.5x Power. Be careful! This attack may hit your allies if they are caught in melee with your targets. The damage may be improved slightly by using more flammable liquids. Cooldown 8.
Items:
Ancient Blessed Armor
Each turn, you regenerate 30 health passively.
-2 Precision This raiment of well-worn steel is from an ancient place of learning.
Behind You: Should Savannah attack anything from behind, she deals critical damage for the first hit upon that enemy.
Cryomania: Savannah is cold. All of her physical strikes deal frost damage, causing an additional 10% damage and has a 20% chance to lower the targets Power by 20% for 3 turns.
Grow Up: Grants +3 to rolls involving things growing.
Permafrost: Savannah's ice spells cause their targets to take an additional 10% damage from all physical attacks. Lasts for 3 turns.
Warm Me Up: Savannah takes 50% less fire damage.
Reactive: Upon entering battle, the first enemy that lands a physical attack on Savannah is magic-punched. Savannah gains double her usual damage modifier to this attack.
Lifeless Power: In areas without plants, Savannah's affinity and strength are swapped around. In addition, she gains a permanent +2 Defense.
Special Abilities:
Aromatherapy: Savannah causes a sudden growth of special herbs, then 'pops' them, causing their oils to debuff enemies and buff allies. Allies are healed for ½x Power, and have their strength, speed, affinity and precision buffed by 4. Enemies instead take a penalty of 4 to those stats. Cooldown 12.
Absolute Zero: Savannah chooses a group of up to five enemies and flash freezes them, dealing 4x Power damage split evenly among all targets, aswell as immobilizing them for 2 turns. They can still attack and whatnot, but may not move around, so they can easily be outdistanced. Cooldown 12.
Parasitic Relationship: Savannah grows nutrient sucking plants on an enemy, which deals ½x Power damage to the target each turns. Once the plant has dealt damage equal to ½ Power, its Power is increased by 1/3 your Power, but the required amount of damage dealt to grow is doubled. This effect lasts forever, unless the plant is removed with fire or ice. Additionally, if the target dies while the plant is still alive, Savannah can use the plant to heal herself for 2x Power (regardless of how much was drained). Cooldown 10.
Items:
Wand of Healing
Grants the ability Heal.
Heal: Heals an ally for 1x Power (using your highest strength/speed/affinity stat as multiplyer). 25 Charges. No cooldown.
60 Gold
Champion Blade
On succesful hits, smites evil targets for an additional 30 damage.
+2 Constitution
Re: Black Zenith [Adventure / RPG / Sign Ups in Progress!]
Name: Aya
Race: Half elf
Gender: Female
Traits: Eagle eye (can see targets from afar) Tactical mind (traps will always be laid in a good position) Dual arrow (can shoot 2 arrows at the same time)
Special Ability: Magical traps (stun or incapacitate)
Combat Stats:
Class: Archer/hunter
Description: Archer delivers death from afar and set up cunning traps to make their enemies helpless
Bio: Half elf, a mix between elves and humans, shunned by both sides they live as outcasts and wanders the world
Current Occupation/Goal/Wish/Personal Objective or likewise: To always be free
Last edited by Askia; 12-02-2011 at 10:27 AM.
Reason: spelling errors
Re: Black Zenith [Adventure / RPG / Sign Ups in Progress!]
Name: Thunderpaw
Race: Bunni (Short, rabbit-like race. Height averages at about 2'6)
Gender: Male
Traits:
Underestimated- The character's seemingly harmless appearance lowers the enemy's guard, guaranteeing a critical hit at the start of an encounter.
Jumper- Powerful legs and a small frame grant the character an innate ability to reach high places and cross long gaps.
Tiny- The character's small stature makes it harder for enemies to attack the character, allowing him a 30% dodge rate.
Special Ability:
Fury Comet- Thunderpaw jumps high in the air, then slams his hammer crashing down on his foes at an extreme velocity. Deals a large amount of damage to the target, and splash damage to nearby enemies. Can be used from afar to close the range gap between Thunderpaw and his target.
Class: Fellhammer- A warrior class based around using hammers and maces with a hit-and-run style of dodging and quick hits. An expert fellhammer can bash a foe as if he were heaving a boulder around, yet be impossible to land a hit on.
Description: ^Above pic^
Bio: The Bunni are a closed-off race of bunnyfolk that tend to stay away from the civilizations of other races, settling in secluded villages in forest groves. Though cautious of strangers, they are a very humble and kind people. Few of their race are profficient in combat skills, prefering to flee instead of hold their ground. The few that can fight have to develop skills of their own, or seek training from the outside world. Due to their natural charm, they tend to make great entertainers and likable merchants.
Thunderpaw is one of the few that know the art of combat, having learned it to proove his race has the potential to fight under the right circumstances. Though very few outside his race observe his ability, he is more than capable of holding his own in combat. With his hammer in hand, he intends to show the world he's more than a ball of fluff. Thunderpaw seeks to follow the warrior's path and broaden his horizons, even if it means bashing in a few faces to gain the respect he deserves.
Current Occupation/Goal/Wish/Personal Objective or likewise: Thunderpaw works as a wandering mercenary for hire, as few would hire a guard who fails to be intimidating. Even then, he can't seem to get any high-paying jobs due to people not taking him seriously due to his painfully adorable appearance. However, he's more than willing to join in a crusade against evil if it would mean proving his ability to the world.
Last edited by MasterBlade; 12-04-2011 at 04:50 PM.
Reason: Added picture because why not?
Dian Martin, Nurse of Blood. aphoristicBloodbanker [AB]
Re: Black Zenith [Adventure / RPG / Sign Ups in Progress!]
Name: Takumi
Race: Human
Gender: Male
Traits: Counterattack (gives you a free attack when an opponent misses you)
Psychotic: You are completely off your rocker. Damage is improved, but always have 5% insanity.
Sadistic: You gain large bonuses when you kill an opponent. (I modified this a little since the other thing doesn't make much sense.)
Special Ability: Flaming Legs. Takumi uses friction from fast movement to set his legs on fire. This greatly amplifies the power of his attacks and adds a burn/fire effect to them. It also boosts his speed (not the stat, since you told me it only applies to ranged attacks and such which he really uses much less than physical attacks), vaporizing bits of the ground and using the gas stream to move even faster (see class for more details).
Social Stats:
•Sincerity: 7
•Guile: 9
•Intimidate: 12
•Charm: 2
Class: Assassin. Takumi uses his speed to fight. He has such great kicking skills he can kick the ground a number of times in rapid succession allowing him to move faster than a bullet. He calls this move the Flash Kick. Additionally his speed grants his already powerful kicks more power (Power = 1/2 * mass * speed^2).
Description: Takumi is a young man without any outstanding features except for his cold, black eyes. He has dark brown hair with equal length on every side in no particular hairstyle. He is about 1.80 meters tall (5’11” or almost 6 feet). He wears a plain shirt, brown pants and regular brown shoes to blend in with the crowd to make sure he fits in everywhere. When he is out on an assassination, though, he wears a black suit with matching black pants and shoes.
Bio: Takumi's mother was a nameless prostitute who died giving birth to him. He was reluctantly taken in by a hermit who only did so because he felt he couldn't leave a defenceless child all alone. It soon became apparent that he was far from helpless. At the age of six he was able to wield a knife effectively in combat and at the age of ten he was physically stronger than an adult man. At around the same time the hermit, who had grown afraid of him attempted to kill him in his sleep. Takumi broke his left arm, packed the few things he posessed and left without saying a word. At the age of thirteen he tracked down his father and assasinated him along with his entire family. He grew up to be a ruthless man, only taking joy from physically and emotionally hurting others. The hermit who raised him (until the age of five, that is, when he was more than able to fend for himself) often commented he wasn't normal. He had seen more kids like him grow up to be ruthless killers, but none as satanic as him. He thought a demon had accidentally born from a human, resulting in the emotionless killer Takumi was. As an adult he invented the Flash Kick, in which he kicks the ground several times at an incredible speed, launching him at a speed that exceed the speed of a bullet.
Current Occupation/Goal/Wish/Personal Objective or likewise: None, although he is occasionally hired as an assassin. He only takes joy from combat and killing and mostly lives day by day without a greater goal.
Last edited by sjasogun; 12-03-2011 at 03:45 AM.
Best quotes ever:
Originally Posted by jasperkf
Originally Posted by Ixelrod
I just wish thirteen year old girls looked like Vriska five years ago. Yes, complete with gray skin and horns.
Fascinating. Tell me about your mother.
Originally Posted by Bluecho
Originally Posted by Ixelrod
Originally Posted by orderboundChaotic
Can someone tell me what a heartstring is? I still do not understand.
It's the origin of the phrase, "striking a chord".
Basically, it's like if someone tugs on your heart strings, it means they've played a chord that resonates with your heart. An emotional syncronization, if you pardon the less-than-apt metaphor.
Originally Posted by orderboundChaotic
So, Andrew is performing surgery on certain readers? Is he licensed?
Originally Posted by The Orange Man
Originally Posted by Mikker
We do need to see more Vriska.
Why doesn't Homestuck focus more in Vriska?
I mean seriously, we get more Gamzee than Vriska now...
If you arrange every panel of homestuck in a mosaic 1025 panels wide, you will find that it forms a portrait of Vriska.
Originally Posted by Diminuitive Calvin
So this is more of a weird coincidence:
I was looking through a february issue of the New Yorker. It had an article about potentially dangerous asteroids, and a "planetary defense foundation" called B612.I didn't think it was all that startling, but then these three cartoons followed it:
0_0 definitely a total tribute to MSPA
Originally Posted by Riou
What is a Bro.
Originally Posted by oogley
I just looked up cuttlefish. Turns out they sometimes eat each other. And have green-blue blood. And have three hearts. And see about eight times better than most creatures. And their eyes are Ws
FEFERI IS KANAYA (because vampire) IS TEREZI (because teal blood) IS SOLLUX (because three lives) IS VRISKA (because vision 8fold) IS ERIDAN (because W) IS NEPETA (because tranistive property of Nepeta) IS LORD ENGLISH (because shut up).
Now that you mention it, I am feeling a bikgnkjbv lvfklvhnkj
Originally Posted by CranialHeartache
GUYS.
Originally Posted by Andrew
I told you motherfuckers.
She will be my wife.
Originally Posted by Malisteen
I will throw rice at you so hard. You have no idea how hard, you will all be saying "ow, I wish that fat fuck wasn't throwing the rice so gog damned hard, how the fuck does he even throw rice that hard with those weak-ass noodle arms?"
Other people will be looking on, saying "man, calm down, it's just rice. You need to chill your punk ass down," and I'll be all "NOOOO! MUST THROW RICE! YEEARGH!"
Also quotes, but of the "Oh my god everything makes sense now!" kind.
Originally Posted by GideonWells
Originally Posted by Newlemming
Hmm.. so Jack's been going around murdering the dreamselves. We already know what's happening here.
Jack has acquired the knowledge post-scratch of the regicidal older Noir who's currently in the Troll's incepisphere.
He knows that killing off the dream-kids before they can God Tier will make things much more one-sided. Derse-sided, specifically.
Sorry if this was obvious to everyone else.
I'm not sure it is that complicated. Ignoring Jack and the Midnight Crew the game would still be locked into a stalemating cold war. Each side would get the same upgrades. I believe Jack is Sburb's chaos causing construct designed to break up the stalemate. Hussie used the example of Bowser in Super Mario games when describing Jack and other constructs. They follow a programming. Outside of player induced changes of plans they would do the same thing over and over, same core personalities until player events forces changes.
* PM's interactions show that Jack Noir regularly sends low level minions and others on assassination attempts attempts.
* Judging by his lack of prototyped clothes with meeting Karkat, it looks like he and the BQ always get in a fight over wearing silly outfits.
* Judging by Karkat's introduction to Jack, Jack encounters a kid and stabs them. It should be on one of their worlds.
- If Kid survives he adjusts his plans and activates the Regicide Quest against the Black Queen. (Remember, he stabbed Karkat).
- If Kid dies, he shrugs and continues on with his programming of hunting down all the players.
- In this regard I think Jack servers as Sburb's "enrage" timer. You aren't leveling fast enough on your planets? Jack kills you. Taking too long to even get into the game (supposed to start playing at 13, not 15.5 silly alpha kids)? Jack kills you.
* Letting Jack get a ring speeds up the game considerably. Bec Noir is a threat because you aren't supposed to prototype the first guardian. There looks to be a window of time kill him without this messing the game up beyond repair:
- If Jack get the ring because you haven't leveled enough after starting the quest, he kills you for going too slow.
- Considering Jack killed the BK and the game continued, this may or may not be a hard enrage. If so, this is another you fail Sburb by going too slow.
TL, DR: Jack is Sburb's "You are taking to long. WIPE! " mechanism. The alpha kids are 2.5 years late getting into Sburb so Sburb is wiping the raid.
Originally Posted by kaoticAntagonist
Something a lot of people forget is that regardless of how hopeless eridan was in romance and in life he was one of the most badass trolls ever.
Dude killed monsters everyday in order to feed an even bigger monster. He literally held his species survival in his hands at 6 sweeps, and no one was really worried because he made killing giant troll-eating monsters look that easy. They mistook personality for skill, and one thing he had a lot of was skill. He was studying conquerors and shit at that age too. His desk was full of war campaign maps. tool or not the man had shit locked down.
He was also one of the most fashionable trolls and his pants were hands down the best. And he pioneered wearing scarfs constantly, and pulling it off with ease. And a cape that makes you more badass when you take it off? Pure style.
Before Sgurb he was in the top 4 strongest trolls easy, along with Sollux,Vriska, and Equius (and Vriska is questionable since she could not control her dice back then).
And he went through the entire game without upgrading shit, while fighting a planet full of things trying to kill him that scared everyone else off with how fucking strong they are.
And he killed them all in a month.
After this he finally gets an upgrade and casts fucking magic spells stronger than sollux's eyelasers.
No matter what your opinion, the man was badass, and even if you dont respect him you must acknowledge that.
Re: Black Zenith [Adventure / RPG / Sign Ups in Progress!]
Name: Salvatore
Race: Human
Gender: Male
Traits: Self-preservation: You know hand- to hand combat is not your specialty, and stay on the back row whenever possible during combat. This makes you less likely to be targeted by enemy attacks.
Specialization: You designed and built these inventions, and you know how to use them. You deal additional damage whenever wielding an Invention.
Technical expertise: With your extensive knowledge of engineering, you know exactly where to hit Construct-type enemies to take them down. 2.5x damage against Constructs.
Special Ability: Invent: Non-combat ability, When using this you can use items from your inventory to create 1 INVENTION, the properties of the invention depend on the items used. Whenever you use an invention in combat, there is a small chance it will break.
Social Stats:
•Sincerity: 10
•Guile: 14
•Intimidate: 2
•Charm: 4
Class: Inventor- Salvatore is not distinguished for his superhuman strength or his extensive knowledge on the arts of magic, but no one can deny that he is a genius when it comes to engineering. Given time, inspiration, and tools, he can use his unmatched skill to turn the most common everyday items into a machine of great versatility. He knows how to use his skills and his inventions to take down enemies otherwise stronger than him.
Description: Salvatore is a relatively tall man, yet his weak physique doesn't make him look very intimidating. He is often seen equipped with an accessory that resembles a monocle, but has several adjustable lenses with different zooms. He has mid-length black hair with a few grey streaks and generally wears an overcoat. It is unlikely to see him without some strange invention of indiscernible purpose in his hand.
Bio: During his youth, Salvatore spent most of his days in his father's workshop, observing him make items at request day after day. When his father was inevitably killed in cold blood after making deals with the wrong people, he attempted to follow his footsteps and learnt the techniques of engineering that have been developed as a family tradition for generations. For years, he didn't leave the workshop he inherited from his father for days on end, with only the endless sound of clockwork keeping him company. Until one day when it was destroyed by a fire, caused by arson from the same organization that killed his father. The artifacts he devoted his entire life to create and that kept him from going insane from the solitude destroyed, he took his most important tools and set off to find a new life, to a new land where he could escape harassment from these criminals.
Current Occupation/Goal/Wish/Personal Objective or likewise: He wanders the world in search of an adequate place to practice his art and not let his family tradition die with him.
Last edited by InoxFy; 12-02-2011 at 09:34 PM.
Reason: To stop breaking the rules with broken stats
Re: Black Zenith [Adventure / RPG / Sign Ups in Progress!]
Just to let you know, the minimum value for a combat stat is 4, the maximum value for a combat stat is 18 and the minimum value for a social stat is 2.
Oh, and just so you people know I officially have a spot reserved. I spoke to chimericWilder earlier regarding this.
Re: Black Zenith [Adventure / RPG / Sign Ups in Progress!]
At character creation, you have 65 points to spend between all of the combat stats. The lowest score you can have in a combat stat is 4, and the highest is 18.
You also have 30 points to use on social stats. The lowest you can have in any one social stat is 2.
It should be noted that althrough the rules may claim one thing or another, i am very usually willing to make exceptions. Having a 0 in affinity, for instance, is acceptable. Having a 0 in strength through, is not, unless you have a very good excuse such as being a spellcasting ghost or some such. Thus, InoxFy, i'd say a 2 in strength is too inhumanly weak to be acceptable, unless your character is physically crippled or something likewise. You'd probably also have to spend a trait if you want to start with any stats being higher than 18.
Items are also not actually something that exist except in the case of special items of relevance; Say, your character is an archer, you wont ever really have to micromanage stuff like arrows. Dont get me wrong, there are special items, but you are simply assumed to own any mundane items you state you do if you have a relevant reason for doing so, so your character would probably have a lot of clockwork and metal and gears and stuff like that just kinds of lying around.
Sorry for nitpicking.
E: ah, and ninja'ed.
I really should see about getting a new signature.
Re: Black Zenith [Adventure / RPG / Sign Ups in Progress!]
Name: Zane
Race: Human
Gender: Male
Traits: One-Two Punch- You are skilled at getting that second punch in, giving you a chance to make an additional attack action.
Determination- You don’t have time for this dying bullshit! If you were to die, you will instead go Critical for (X) turns, allowing you to take another hit. You cannot be healed when critical. Getting hurt while critical obviously kills you. Once critical fades, you return to 1 HP and you can be healed again.
Enforcer Resistance- Enforcers don’t use magic and you’re not an exception. Your non-existent affinity doesn’t make a great conductor for magic, giving you a high resistance to magic.
Special Ability: Enforcer’s Vow- An Enforcer does not fail to protect the innocent! When activated, Zane receives a substantial defense bonus and all enemies must attack him for a time.
Class:Enforcer- A warrior-based class skilled in melee combat and survival. Enforcers are not cowards, taking the frontline in the battlefields with melee weapons. Zane here uses his fists and punches people very very hard. Enforcers are trained to take and deal damage with impunity. Enforcers also eschew ranged combat and magic, as nothing is more frightening than a large man pounding a face in with his fists.
Description: Zane is a large imposing and muscular figure, standing at 1.95 meters tall (6’5”). He wears an armored midnight purple longcoat with a collar that covers his mouth, black pants, and black boots. He has unkempt black hair, thin brown eyes, and a small goatee that is hidden by his collar. He seems to have a perpetual expression of anger, though he is aware of this and dons a pair of shades in an attempt to cover it.
Bio: Zane was inducted to the Order of Enforcers, once an organized group of warriors and sworn defenders of the world, when he was a young child. The Enforcers fought to enforce free will, allowing the progression of new ideas and growth of individuality and protecting it by using tyranny against tyranny. However, the Enforcers are not what they used to be. Betrayal and corruption turned the Order into what they have fought against. They were nothing more than an organized group of thugs working as a police state.
Zane was a young adult, when the Order had collapsed. And with no further ties to the Order, he begins to venture forth to the world. Now at the age of 27, Zane is now one of the few true Enforcers left in this world.
Current Occupation/Goal/Wish/Personal Objective or likewise: Zane now wanders the earth, righting wrongs and protecting others, in order to show who exactly the true Enforcers are. He also wants this Enforcer business to be done with.
Re: Black Zenith [Adventure / RPG / Sign Ups in Progress!]
Hey, telling someone to stop breaking the rules isn't nitpicking :P It's what the GM is supposed to do.
But yeah I missed the part about min. and max. stats, so I went "eh, what's the point of having strength if I am never going to hit something with a melee attack in ever. I'll just get gamebreaking precision and speed so I can shoot everything for massive damage" but yeah.... I fixed that
Re: Black Zenith [Adventure / RPG / Sign Ups in Progress!]
Name: Jack Norman Race: Human Gender: Male
Traits: Unremarkable: You are incredibly unremarkable! That means enemies are less likely to attack you and people have the tendency to gloss over you. This makes you sad.
Skill Monkey: Man, all these community guild classes you took have finally paid off (sorta)! You get a small bonus in whatever you do, because higher education still is beneficial (sorta).
Acrobat: Your overdeveloped sense of self-preservation combined with your awkward parkour skills has essentially made you a more flexible, faster, (and more noodly) man.
Special Ability: Critical Storm: Tapping into the reserves of your ancestors (or willpower, or yesterday’s egg salad sandwich, I have no clue, honestly), you suddenly become hyper-competent in whatever you are doing. Your attacks would be even more crippling. Your agility would become inhuman. You could say, your attacks would be more critical, to say the least.
Combat Stats:
Strength:11
Speed:11
Affinity:11
Constitution:11
Defense:10
Precision:11
Social Stats:
Sincerity:7
Guile:9
Intimidate:7
Charm:7
Class: I HAVE NO IDEA, YOU TELL ME
Description: Not too tall, not too short. Not too heavy, not too light. Twenty years old. Grey eyes. Mousy brown hair. Dress shirt. Brown suspenders. Leather fingerless gloves. Boots. Ribbon bow tie. Jack is amazingly mundane in appearance.
Bio:
Jack was abandoned on the doorsteps of a loving couple, who look upon him and decided to adopt him (after filing the required papers and signing important documents of child adoption). He had a fairly happy childhood, with the usual highs and lows. He had a proper education.
However, that was not enough.
At his twentieth birthday, Jack realized to his horror that his life was soul-crushing mundane, incomparably mediocre. He was doomed to live in obscurity and he could not live with that! Jack thought there might be more to life than just existing. He wanted to live! To THRIVE.
So he decided to go on an adventure.
Current Occupation/Goal/Wish/Personal Objective or likewise:
Through his life, Jack has been crushed by his crippling advantage of being irritatingly middle of the bell curve. This time, not so much. He would prove himself worthy, out of the normal spectrum. He will show his peers that he would be exemplary, amazing and best of all, UNCONVENTIONAL.
So, yes, he has big plans for himself. Let’s hope he would not bite off more than he can chew.
Re: Black Zenith [Adventure / RPG / Sign Ups in Progress!]
Name: Jane "Doe"
Race: Human
Gender: Female
Traits: Telekinetic (Doe can control matter with her mind. This form of attack is more effective thanks to this trait)
Magical (Doe's unusual form is supported via magic. Strength is unnecessary, and affinity has no starting cap)
Tech assaults (Doe's telekinetic abilities help her allies perform incredible feats. When attacking with an ally/multiple allies, the strength of all the attacks involved is increased significantly)
Special Ability: Torn Asunder (Doe attempts to rip out the insides of her opponent using telekinesis, causing massive damage. If this move kills the enemy, the cooldown is immediately refreshed. If the enemy survives, torn asunder causes them to bleed internally gives a large penalty to their next action)
Class: Mage of the Mind. Doe's telekinetic prowess is unmatched- possibly because she is the only one of her kind. While she is strong, Doe has by no means tapped the full extent of her powers.
Description: Doe is about 5'9" tall. She is 21 years old, and has long brown hair. Her face is very angular in appearance, but still quite beautiful. Also, she shimmers when she moves... almost as if she isn't real. Like reality is reaching out to erase her for daring to continue her existence.
Bio: Doe is, or perhaps was, a human female. She has very little recollection of her past. When she was 19, something catastrophic happened to her and perhaps her entire village. All she knows is that when she came to, she was sitting in the middle of a burning cluster of thatched-roof cottages, she remembered next to nothing, and had acquired telekinetic powers. Doe has been traveling the world since her accident, looking for a place to belong. Most people get uneasy around her, due to her appearance.
These past two years of isolation from society have taken a toll on Doe's personality. Perhaps she was once a happy young woman, but she is now an estranged being incapable of emotional connection. She can't even remember the last time someone looked at her without fear or bewilderment in their eyes...
She might as well give them a reason to be afraid then, right?
She calls herself Doe. Of all the things she could have possibly remembered, all the sleepless nights spend trying to recover her lost memories, she recalls the nickname her childhood friends gave her. It is the only fragment she has from her past.
Current Occupation/Goal/Wish/Personal Objective or likewise: Doe wants nothing more to recover her memory and understand her existence. Some friends would be nice as well, but she would never tell anyone that.
Last edited by Unknown_Entity; 12-02-2011 at 05:27 PM.
Re: Black Zenith [Adventure / RPG / Sign Ups in Progress!]
Name: Daril Graves Race: Human Gender: Male
Traits: Quick Draw - Years of training with firearms allows Daril to attack first in combat. Double Shot - Daril's training allows him to quickly fire off two shots from both his pistols, technically allowing him to attack twice in a turn. Grit - Every time Daril is attacked, his damage goes up for the duration of the fight.
Special Ability: Bullet Time - Daril's unloads all of his ammo on a single or multiple targets, doing MASSIVE damage, but needing to reload the next turn.
Class: Gunslinger - Gunslingers are amazing competent in ranged combat, using their superior weaponry and range to rain down a hail of bullets on the enemy as they close in. They specialize in taking out their enemies as quick as possible through the use of specialized firearms, but they can also use weaponry such as bolas, nets, and grenades. Most Gunslingers aren't good at close combat, but Daril's time in the alleys has allowed him to develop a fighting style with his knives, so he is fairly good at close combat and can keep his own. Although Gunslingers are dangerous ranged fighters, Daril is also quite dangerous in close combat because as he takes damage, this further fuels his attacks to deal more damage.
Description: Daril is a somewhat tall man standing at 5'8". He wears a brown cowboy hat with sharpened bones strapped to it with black bands that he keeps tipped, hiding the top portion of his face. He wears a matching brown jacket that he keeps open with a white shirt underneath along with a pair of black pants. He wears a pair of black combat boots as well where he keeps a pair of hidden knives. He also wears a bandolier across his chest just on top of the shirt where he keeps his ammo, including stuff such as grenades. When he takes his hat off, his hair looks a bit messy and his eyes are colored red like blood. He also has an "X" shaped scar on his face, hence, why he has the hat.
Bio: Daril was raised in the backwater town of Lirax. Born to Mina Graves and Jeffrey Graves, they were a poor family, much like most of the population, but they were happy and content with their lives. One day, when Daril was playing with this friends, he heard screams from their house. He ran back home and opened the door to find his father slumped on the floor with multiple stab wounds and a large, hooded man towering over his mother. He panicked and retrieved his father's pistols and pulled the trigger, letting loose the bullet that would change his life forever. The bullet hit its mark and buried itself in the man's chest. The man turned around and glanced at Daril for a split second before he bolted and ran away, escaping through the window. He instantly ran to his mother and knelt next to her, crying heavily. His mother, like his father, had multiple stab wounds as well, and he knew she didn't have much longer in this world. Mina, with her last bit of strength, raised her hand to the boy's face and wiped his tears before her arm went limp as she took in her last breath. Daril wiped away the tears that still remained and retrieved his father's pistols, but they were no longer his father's, they were his.
After the tragic event, Daril lived everyday as a thief, stealing just to keep himself alive and being chased down by the authorities. He was constantly in hiding and when he wasn't, he was running away. At the age of 16, he was already a well-known thief as well as a notorious one. One day, when he was gambling with other thieves, one of them pulled out a knife and lunged at Daril, but before the man could lay a finger on him, a shot rang through the air and blood gushed through the man's forehead as he fell limp on the table. There, on the other side of the room stood a man, his arm outstretched with pistol in hand. The man introduced himself as Kraine and from that day forward, he and Daril became partners and best friends.
But on one, faithful day, all of that changed. During a heist, as Daril and Kraine were running away, loot in tow, Kraine heard a loud voice in his head. "Shoot him" it said, "And I will grant you your wildest wishes". Somehow, Kraine felt compelled to do so and pulled out his gun and shot Daril in the right knee, making him crash to the ground. Soon after, men in black robes and hoods came. One of them, a large and tall man, put his hand on Kraine's shoulder and congratulated him. Daril lied there on the ground, still shocked. How could his best, and his only friend, betray him like this? He looked up and saw the large man and instantly recognized him. The same man who took the life of his parents. Daril groaned and struggled to reach his pistols, but the man stomped on his back. Daril howled in pain, coughing blood on the dirt-covered ground. "Take him away." the man said. The man looked at Kraine and said, "You, come with me." The men walked over to Daril and restrained him, dragging him away to prison. He looked back, hoping Kraine would as well, but he didn't. For 6 years, he was stuck in prison, but one day, he made his great escape and left Lirax for good. His goal? Hunt down the killer of his parents and the traitor, Kraine.
Current Occupation/Goal/Wish/Personal Objective or likewise: Find Kraine and the killer of his parents.
Last edited by Riou; 12-04-2011 at 02:25 AM.
In my spare time I like to revive extinct animals, but then I kill them for exotic cuisine!
Re: Black Zenith [Adventure / RPG / Sign Ups in Progress!]
Name: Glenn Race: Human Orc (You know MB, you're right, there are too many humans, the bio of my character is totally human but his nature fits an Orc anyway so let's just assume he's from a horde of fairly civilized Orcs.) Gender: Male
Traits: Ambidextrous: You can use single target spells on two targets with halved effects if both of your hands are available. Focus: When attacking a single enemy your precision and affinity increase at the cost of lowering your defense. Eureka!: Your precision increases after the 5th turn of combat (I haven't read the previous game, so I don't know how many turns in average a battle should last, but my idea is that this should only come up in long battles, this trait represents the spells being more effective once he figures out the trick, so I'd change it for a later turn if they're usually longer than 5)
Special Ability: Magic Imbuing: You can temporarily imbue a non magical weapon with elemental damage.
Combat Stats:
Strength: 4
Speed: 4
Affinity: 18
Constitution: 11
Defense: 10
Precision: 18
Social Stats:
Sincerity: 3
Guile: 13
Intimidate: 12
Charm: 2
Class: Wizard - Want elemental magic? Healing magic? Funny spells? Curses? Hexes? Just ask this guy, he knows it all, and if he doesn't you can count on him wanting to learn it.
Description: Glenn looks like a middle aged man orc, and he would probably tell you that he is, in fact, just a middle aged man orc... but his shady appearance and the constant stuttering in his voice would lead you to think that he's actually something else in a disguise trying to lie right to your face. But he's not, he's just a skinny, badly shaven man orc. He's 1.70 m tall, but you couldn't tell from how hunched he is. The hunch and his general awkwardness almost make you think that he's some sort hermit who's spent most of his youth with his face in a book. He always carries a strange jewel in his pocket.
Bio: (Spoilered because it ended up bloody long.)
At the young age of 12, Glenn had a man orc to man orc talk with his father. He didn't want to be a farmer. He wasn't sure what he wanted to do with his life but milking cows and plowing fields was not an option he could possibly like. He respected his old manorcdad and his life style, but knew that he had potential for intellectual fields and didn't want to waste it. To his surprise, his father agreed. He also informed him that as much as he agreed with him, there was no way the income from the farm could afford any kind of lessons, and that the best he could shoot for was becoming the apprentice of Grimdorf, the local wizard.
Grimdorf had rejected several prospective apprentices already, but Glenn was too sick and tired of shoveling cow shit to give any about that. So he stood at the wizard's door, ready to annoy the wizard until he gave him the job or zapped him to hell. Luckily for him, it turned out that Grimdorf had been a farm boy in his long far gone youth and decided to take Glenn as an apprentice as had been done for him so long ago. No questions asked, just "Sure, boy, you'll start tomorrow at 8 am. Now, get off my lawn."
About five years later, the old wizard was then requested by higher authority (the King? Some sort of God? Voices in his head? Glenn never knew.) to go on a quest to take care of an infested forest. The first thing they did was teleport along with the whole house into the forest. Glenn never managed to figure out how that was a good strategy, but he did get an intensive battle magic lesson out ot if, so he didn't mind that much. After all, dark creatures were a rare thing bad then. They eventually figured out that the creatures in the forest were created by a powerful witch. One fine day Grimdorf told Glenn to take care of his house while he was away and left to face the witch alone.
Glenn waited a whole year before deciding that it was ok to leave for a couple of days every now and then to visit his father. He stayed in that house though, each day consisting of housework in the morning, food gathering in the noon and studying in the evening. Dark creatures were no longer a problem for quite a while.
Then one day, Glenn found a young orc lady in the middle of the forest. She was apparently also the apprentice of a wizard in a similar situation. Their encounters became frecuent and they grew fond of each other and they eventually got engaged.
He is a lucky fellow, you could say. Unless you take into account that his father died a couple of days after the engagement... or that two weeks after that, while the couple was gathering food, they found the evil witch alive in the middle of the forest and only one of them walked back home. But who cares about sad stories anyway.
Current Occupation/Goal/Wish/Personal Objective or likewise: Trying to find a spell to turn a jewel into a person an orc.
Playing Roll to Die. OzTheWizard (Dead); Turns 1 to 12. Survived 3 traps. Donovan (Dead); Turns 13 to 15. Garrick (Dead); Turns 16 to 21. Randall; Started Turn 22.
Achievements
- Beyond the impossible - Randall (turn 30).
Roll higher than a 20. On a d20.
The art of losing isn't hard to master;
so many things seem filled with the intent
to be lost that their loss is no disaster.
Lose something every day. Accept the fluster
of lost door keys, the hour badly spent.
The art of losing isn't hard to master.
Re: Black Zenith [Adventure / RPG / Sign Ups in Progress!]
My character isn't strictly human. She's some sort of magic-human-ethereal hybrid. I just wrote human in the box because I didn't know how to phrase it!
Temptation- Actions and persuasion attempts that appeal to base needs (lust, greed, jealousy, revenge, etc) have an increased chance of success.
Demonic Affinity- Affinity, Strength, and Precision increase in areas tainted by evil. All stats decrease in holy/sanctified areas.
Cult Followers- Some people worship Azazel as a religious entity. They will come to him with gifts, but also favors. Failure to complete their task negates this trait for a week.
Special Ability:
Demon Form: Though you look mostly human, you can change into a more beastly demon form, allowing you to fly. Affinity is brought to 0 and distributed among the other stats. All Social stats decrease to the minimum but Intimidate is increased by the total lost in the other stats divided by 2 (rounded down). You gain sharp claws to attack opponents. You can't use weapons or armor while in this form.
Social Stats:
Sincerity: 11
Guile: 3
Intimidate: 6
Charm: 10
Class: Demon. Basically will deal in evil magic and power along with seduction/enchantment abilities.
Description: A tall, slender man who hides his horns under a hat. He looks like your average human, though his eyes faintly glow and his skin has a pale purple hue. His hair is jet black and he always dresses well.
Bio:
Azazel was once a Demon Prince who ruled a small part of a hellish dimension. He enjoyed this life and influencing humans from beyond to do his bidding. As a demon of lust and temptation he specialized in making ordinary humans do things they would never think to do otherwise. Unfortunately, he didn’t realize that his influence created a cult, a cult that decided to do everything in their power to summon Azazel to the mortal plane. They succeeded, but the ritual drained Azazel of most of his power.
Though stripped of his powers he enjoyed the amenities being a cult god provided. He had daily meals, baths, many lovers and offerings. However as the years wore on he grew bored of his life. He missed meddling in human affairs and the powers he possessed in his home plane. When he heard word that a great evil had befallen the world, he knew finding the source of this evil and making use of it would restore him to his former glory
Current Occupation/Goal/Wish/Personal Objective or likewise: To restore himself back to power and ultimately return to his home dimension.
Re: Black Zenith [Adventure / RPG / Sign Ups in Progress!]
Name: Bohw & ???? "Mayor" ???? (He has no names, just a nickname) Race: Half-Imp (Bohw) + Armor Golem (Mayor) Gender: Female (Bohw) + Male???? (Mayor) Traits: The Ol' Brimstone: Bohw has a passive bonus to using explosives, Explosives do less damage against singular enemies but do more damage against several enemies.
Two's Company: (Also known as Traits: Mod headache edition) Bohw and Mayor count as separate entities, and their health and attack is equal to a bit above a normal player, then halved and split between the two. Combined they are stronger than a normal player, but this comes with the obvious penalty that if one goes down, suddenly they are at half strength. Additionally, when splitting health and base attack, Mayor has a bit more health than Bohw and Bohw has a bit more base attack than Mayor.
Karate Kid: Mayor has a passive bonus to using Martial Arts and Unarmed Combat.
Special Ability: Sabotage: Dependent on who uses it. If Bohw uses Sabotage, all enemies take heavy damage and cannot use unique attacks next round. If Mayor uses Sabotage, all enemies suffer super minor damage and serious defense penalties for a period.
Combat Stats: To reduce mod headaches, Bohw and Mayor share both Combat Stats and Social stats.
At first glance, the two most notable things you will spot about her would be the tail and the dry and bloodied rag donned around one of her eyes. Then, once you had a better look at the pale skin, the sharp claws, glowing eyes and the pointed ears, your guess would be that she not entirely human, and you would guess correctly, Bohw is a Half-Imp.
Unlike other Half-Imps however, Bohw has no horns, her original set were forcibly removed in an event she'd rather not recall. She wears a heavy coat and long trousers, both with plenty of pockets for carrying plenty of explosives. She also carries a large satchel, containing food, trinkets and heavy-duty bombs, she usually lets Mayor carry most of the load however, due to the golem's great strength and his lack of fatigue.
Mayor is a massive, walking, chunk of metal, and he likes it that way. He was originally a summoned guardian, to serve and protect his master, but after untimely events he was separated with his master and the rest of his friends, much to his dismay. Although he cannot speak and you may think he would be an intimidating fellow, he is a very docile and friendly golem, looking past the metal and the spikes, just by looking into his eyes you can see a soul and a gentle spirit, and a true friend to help you when times are desperate.
Bio: Super long, so spoilered:
Bohw, A young half-imp girl, (but old enough to marry) was out hunting during a starry night, alongside was her mother, who was picking berries. Bohw was an expert with her Bow and Arrow, something that only comes with years of pratice, she was happy, without a care in the world, life was sweet.
She casually picked out a leaf that somehow got caught on one of her horns, and didn't seem to care. Her mother mentioned it was getting late, it was time to go home, Bohw was eager to show off what she had caught to her father. There was a rustle in the bushes. Bohw's mother stopped to examine the noise, while Bohw herself reached for her weapon.
A flash of the blade and the spray of blood, her mother fell down, Bohw tried to scream, but something dark wrapped its hands around her mouth. Struggling and crying, she was dragged into the forest.
Years ago, Mayor was the summoned guardian of a young Half-Imp girl, he sought to protect and aid her, but in a desperate fight up against an unknown evil, most of his friends were slain, and his master disappeared in a rift before his very eyes. Him and the survivors fled the battle with a teleportation spell, in a desperate last ditch attempt, the spell was cast and the heros were scattered across the world.
Mayor awoke in a clearing, with only fowl memories of death and fighting. He was unaware of what happened to his friends or where they had ended up, the same as the others. He wandered for months, helping travelers as they went, aiding villages with tasks, and turning in the occasional bandit that was foolish enough to fight him. All this wandering had one goal in mind, to find his companions, and maybe most importantly, his master.
Then, fate crossed the paths of the two beings. Mayor was roaming in a dark forest, when he heard desperate screaming from within the deeper groves. When he realized they were cries for help, he rushed to the source as quickly as he could, there was men beating a figure, they were garbed in dark flickering robes, weaved from shadows and corruption. On a closer look, the figure was a Half-Imp girl, lying on the forest floor covered in her own blood, missing her horns and and eye. Instantly he thought of his Master, and in a rage, he slaughtered the entire group of men.
The girl was weak and dying, so as quickly as he could he brought her to the closest village, her home village as luck would have it. He learned that this girl, "Bohw" as she was named, her mother was killed and Bohw had disappeared, it was a troubling night indeed. Bohw's father was very thankful for his deed, and let Mayor stay with them. Over the months, Bohw was nursed back to health, Mayor stayed by her side in nearly every moment. People kept offering gifts to Mayor as a thank you, but he declined, all that really mattered to him was the safety of this girl.
Bohw's father was a master blacksmith, he had to thank Mayor somehow. Then in a wave of brillance, he gave Mayor an offer, to rebuild Mayor a new body. Crafting magnificent parts of armor, he replaced Mayor bit by bit until Mayor was reborn anew, as the all powerful Armor Golem.
Bohw, once an expert archer, her skills now mediocre with the lack of one of her eyes, she took up tinkering with little gadgets and explosives, and with Mayor by her side, they formed a bond almost nigh unbreakable. Bohw was ever thankful for the Golem's deeds, but never forgot the night her mother was killed before her eyes. If there was one thing she wanted in the world, it would be revenge, revenge not for those men's actions, but revenge against the very beast that spawned them.
However, the murder of the Cultists had not gone unforgetten, soon the darkness returned and it threatened the village, once more the two were plunged into a combat... will this time have a happier ending for the two of them? Only time will tell.
Or if you want the short version just see below:
Bohw was out in the forest with her mother, Bohw was hunting because she's good with arrows, then her Mother was killed and she was kidnapped. Mayor was lost and wanted to find his friends and most importantly his Master (he's a summoned guardian you see). He was wandering around, found Bohw and saved her life, Bohw however was de-horned and had an eye gouged out before this however (so she was bad with arrows now, no depth perception). Regardless they became best friends forever. Bohw's father was thankful and replaced Mayor's heaped scraped body with refined Armor. Bohw and Mayor now go out to save the world.
Current Occupation/Goal/Wish/Personal Objective or likewise: Bohw seeks revenge against the Demon that did all this to her (and her mother's death) and Mayor just wants to be re-united with his companions and master.
Just by looking at this sign-up sheet, you can see how far you can go with your traits and character. Crazy! (and yes I already have the thumbs up for these characters @_@)
Re: Black Zenith [Adventure / RPG / Sign Ups in Progress!]
Name: Nos Reaper Race: Demented Gender: Male
Traits: -Genetic Insanity: Some might argue that something like insanity can't be passed on genetically. Well, he was BORN insane, so there. Any action taken has a 20% chance to be changed to something similar, but detrimental instead (swinging at the enemy->swinging at a friend, calming someone down->infuriating them, jumping over a pit->jumping into a pit). The tradeoff is that all actions that do damage or heal do 20% more. When Genetic Insanity is triggered the effects of his other traits are reversed as well. How exactly his actions are changed is mainly up to the GM's discretion.
-Explosions Are More Fun: Any attack or spell that has multiple targets is 25% more effective, while things with single targets are 20% less effective. Attacks that can hit multiple targets but are aimed at a single target count as the latter, and get the penalty not the buff.
-Kill Time is Fun Time: The longer the fighting goes on for the more unstable, and the more destructive, he gets. The more he desires to watch skulls get crushed under his heel and for things to burst into flames at his will. Each turn he ignores another 1% of any applicable defenses or resistances his targets have(caps at 20%), but the chance for Genetic Insanity to change his action increases by 2% as well(caps at +30%), and all Social stats decrease by 1 each turn as well(let's say... caps at -10, doesn't go below 0). All effects persist for 3 rounds worth of time outside of combat.
Special Ability: Calming Breath: For the turn it's activated on, ignores any effects that would stop him from taking his action or performing it successfully (except critical effects that the GM determines can override this), and increases Precision and all Social stats by a large amount(+10?). This is specifically meant to be combined with another action, so it doesn't take up his turn. This resets the effects of Kill Time is Fun Time, and causes Genetic Insanity and Explosions are More Fun to stop applying while active. This is meant to have a short cooldown, but only during combat.
Social Stats: Sincerity: 2
Guile: 2
Intimidate: 15
Charm: 11
Class: Pain Roulette: Capable of great damage output, but an unreliable level of control means he takes more luck than aiming to be successful. Nearly glass-cannon-ish defense levels stymie his long-term effectiveness as well. Comparable to a Berserker perhaps, except with a certain emphasis placed on AoE and no adversity to magic. Of course, nothing's set in stone.
Description: Unpredictability in a predictable-looking package. The Demented are a small group of humans cursed with insanity for all their days, so he looks like a fairly normal (bald) human with a decent physique, standing at an even 6 feet, except for the pale skin and deep-sunken eyes. Mentally though, he is completely unstable. He prefers to fight with large weapons good for swinging like scythes and halberds. He will wear whatever he fancies wearing, so he may very well have multiple hats stacked on his head or shoes on his hands. For start-of-the-game purposes he'll be in a ratty old business suit.
Bio: Maybe he was born in a moment of clarity between two insane fun beings, or maybe he just forgot that he used to be not completely insane fun. At any rate, Nos Reaper, or just Nos, wanders the world with no purpose to speak of, doing whatever amuses him at the moment. He's not very popular in places where cutting someone down mid-conversation and then playing with their lifeless body like a doll is considered socially unacceptable. Or somewhere where spitting in someone's face every time they say something that starts with an 's' is frowned upon. Or... you get the idea. Born insane, does whatever amuses him the most, finds violence to be highly amusing. He has a little more of a grip on his mind then he lets on, but the slightest push
can break that grip. As such he tends to go absolutely mad in tense or emotional situations like a a battle. He's the guy with the unstable, childish personality the leader keeps around for his sheer combat power, not his moral fiber or cunning.
Current Thing of Irrelevance for the Mad: Have fun, maybe blow something up? Unless there are shinies to throw at people.
(Yeeeeah... I'm using a 'race' I made up that is only marginally creative, but there you have it. If that or his 0 Precision is a problem just let me know and I'll do whatever needs to be done to make things acceptable. On that note the numbers in his traits are flexible, I don't know exactly how this system will work so I'm relying on the intent of each trait to get across what it should do rather than the actual numbers.)
Last edited by Dais; 12-02-2011 at 10:41 PM.
Reason: Minor Stat Changes
Re: Black Zenith [Adventure / RPG / Sign Ups in Progress!]
Name: Heyneraie-Douskelos
Race: Laurentian - Dwellers of a now-destroyed ancient civilization's ruins, they posses great dexterity and have inherited much charm and intellect from their ancestors, but are derelict in their morals and have no ethics at all. Many Laurentians' forms differ greatly for unknown reasons, but these previously mentioned characteristics bind them all. Laurentians are effectively genderless, although personalities may lead to assumptions.
Gender: N/A.
Traits:
Indefinite - Heyneraie's form cannot be ascertained. Any attempt at finding out Heyneraie's stats, condition, or other information has a 1% chance at success, and this effect is hard to detect (5% if needed). Any being will find Heyneraie's form to be its own perception, but generally bound by the shared traits of the Laurentians. During battle, critical hit damage is lowered by 50% of the original damage, for the enemy will not be able to detect spots to target. Intimidation may rise if complications happen with this; for example, if there is obvious hostility from the character, or if another being pries too far.
Prodigy - During battle, Precision rises with each critical hit scored, and if healed, Affinity increases. Socially, knowledge-based items are faster to be understood than normal, and Guile is increased.
Flit - Ranged attacks aimed at Heyneraie will have a significantly lowered chance to hit, but each miss caused automatically by this ability will lower the chance for ranged attacks to hit and increase the critical chance of the enemy's melee attacks. However, any missed attack aimed at the character will increase Defense a tiny bit.
Special Ability:
Abyss
- Charges if Heyneraie does not attack for five turns in a row. After the five turns, different actions happen depending on when the ability is activated. After five turns, any activation will cause all enemies to be stunned for the duration not attacking. Each turn past five turns temporarily moves points from other stats (except constitution) directly to strength, affinity, or speed, depending on the weapon wielded, until the ability is activated. The stats have a lower limit of 5. If all other stats have reached their lower limits, constitution is drained into the attacking stat until it hits the lower limit.
When the ability is activated after drainage has occurred, the attack does
( 400% + (turns past 5)*10% ) - For example, 8 turns would be 400% + 30%.
of the damage from the modified stat, and also stuns the targeted enemy for the an additional (half of number of turns waited) number of turns.
Social Stats:30
-Sincerity: 5
-Guile: 11
-Intimidate: 3
-Charm: 11
Class:Ninja-Wizard Rouge - Doctor (Ninja-wizard was simply the best description for the stats, though!)
Description: (Besides the already-included information)
- To most observers: Medium-tall, of rather pale complexion and silver-tinged white hair. The character's eye color is, when asked by observers, unknown, as they never remember. Some have commented on rather strange distortions in the ground where Heyneraie steps.
- Actuality: Decently tall and humanoid, although with ability to both breathe and maneuver efficiently underwater and on dry land as well. Has ten fingers on each hand, and the fingers are sharp and claw-like with the grace of a predator. The "head" is like a snake or eagle blended, but not completely comprehensible, though it vaguely can seem humanoid. The eyes themselves on the head are recursive-reflective and capture old light and returns it through itself to imprint as memory, using an as-of-yet unknown method, and allows literally photographic memory. Because of this, the eyes are a iridescent texture that behaves chromatically rather like the surface of an oil puddle on water.
Bio:
Current Occupation/Goal/Wish/Personal Objective or likewise:
The land of tumultuous weather and unfounded paranoia
Posts
3,989
Re: Black Zenith [Adventure / RPG / Sign Ups in Progress!]
Name: Worrow Race: Orsimer Gender: Male Traits:
** * * * *Unarmed specialist: You gain bonuses when using unarmed weapons and major penalties when not.
** * * * *Masked menace: while wearing a mask or any face obscuring items you gain bonuses to your strength and intimidate scores.
** * * * *Persistant: You do more and more damage for each consecitive attack against the same target.
Special Ability: Explosive flurry: blows cause explosive damage that can send the target flying
Combat Stats: (Stats represent different aspects of your character - i believe we all know how the combat variety work. You have 65 points to spend as you like, but check the rules on combat stats first!)
Strength: 18
Speed: 4
Affinity: 0
Constitution: 14
Defense: 11
Precision: 18
Social Stats:*
Sincerity: 7
Guile: 2
Intimidate: 18
Charm: 3 Class: Brawlers are scrappy bastards who fight bare handed with almost no regard for their own well being, many turn to the drink to help them fight hardier and longer numbing themselves to all pain, others simply fight smarter.
Description: Worrow is a tall Orcish fellow standing just around 7 feet tall, bald with a short black goatee, not that you'd be able to see as he wears a cowl/mask that obscures his face which allows you to see his pure white eyes. He prefers to wear a red dyed leather outfit with yellow trim
Bio: Worrow revels in the art of the fight, with every blow he lands or is landed on him he hears the cheers and jeers of the audience, invisible to all but himself. As a result many think he's mad, a fool and very dangerous.
Current Occupation/Goal/Wish/Personal Objective or likewise: Worrow believes himself to be a participant in an insane tournament that pits him and others against insane creatures *for the sick machinations of some god-like figure, he seeks to win and free himself and others from this insanity.
Re: Black Zenith [Adventure / RPG / Sign Ups in Progress!]
Originally Posted by MasterBlade
Are Aya and I really the only nonhumans? >.>
A year ago or something, i'd immediately have noticed and commented on this meself. Now i didnt notice before you pointed that out
Then again the bunny did stand out.
The truth is, i think, that i dont much care anymore, s'long the character is good.
I really should see about getting a new signature.