Premise:
Spoiler (click to show/hide):
Nobody remembers what life was like before the Magna descended from Chaldea, creating physical vessels for themselves to live among the inhabitants of Skia. The only evidence of any form of existence before the Magna can be seen in the form of ancient objects and structures poking out of the sand and snow. Regardless of how much the elders mumble about having knowledge passed down to them through many generations, and regardless of how they claim the world used to be… the world as it is now is cruel and desolate.
Ruins of the old world tower over the denizens of the “Outside”, cloaking their entire world in darkness as they toil in the sand and snow to push back their impending starvation for another day, forced to fight off the shadow creatures that infest their wasted land. What parts haven’t been plunged into an eternal winter are constantly tortured by unrelenting heat, while the areas in-between are plagued by stange and horrifying fungal abominations. Only the hardiest of flora and fauna continues to survive the harsh weather.
What’s left of sentient humanoid life on the Outside is usually comprised of tiny settlements, made of up ranchers, farmers, and a smattering of other things which are usually watched over by a Sheriff.
On the Outside, what technology is left for the most part, aside from the occasional functioning piece of lost technology from the old world, are crudely constructed melee weapons, revolving guns with spherical bullets made out of whatever can be found and melted down, and the rare steam-powered utility.
While the technology most commonly used on the Outside is nowhere near enough to fight off the shadow creatures, with the Descension came the advent of strange elemental powers manifesting in some sentient humanoids, seeming to grant them a tiny fraction of the power of a Magna.
Those blessed with this power are referred to as “Scourges”, and can typically only be recognized when actually employing their powers, which usually results in one of their eyes changing color and glowing brightly, while strange markings etch themselves outwards across their skin, spreading outward from their eye. Scourges, however, are extremely rare.
The only remaining areas with inhabitable conditions are the cities constructed by the Magnas, known as the “Inside”. After the Descension of the Magnas, they used their immense God-like power to raise massive cities, and protect them from the shadow creatures. Around the Magnas, nature grows more passively, resulting in overall more food and more comfortable atmospheres, however most Magnas prefer to control their people more strictly, often forming brutal iron fist regimes. Those that don’t, typically allow their enforcers very lax restraints. Only a select few are known to have more fair and just rules, though even these aren’t free from their bouts of injustice. Moreover, most Magnas will usually allow only humans to live under their rule, or will treat non-humans more carelessly than they would humans.
Nobody remembers what life was like before the Magna descended from Chaldea, creating physical vessels for themselves to live among the inhabitants of Skia. The only evidence of any form of existence before the Magna can be seen in the form of ancient objects and structures poking out of the sand and snow. Regardless of how much the elders mumble about having knowledge passed down to them through many generations, and regardless of how they claim the world used to be… the world as it is now is cruel and desolate.
Ruins of the old world tower over the denizens of the “Outside”, cloaking their entire world in darkness as they toil in the sand and snow to push back their impending starvation for another day, forced to fight off the shadow creatures that infest their wasted land. What parts haven’t been plunged into an eternal winter are constantly tortured by unrelenting heat, while the areas in-between are plagued by stange and horrifying fungal abominations. Only the hardiest of flora and fauna continues to survive the harsh weather.
What’s left of sentient humanoid life on the Outside is usually comprised of tiny settlements, made of up ranchers, farmers, and a smattering of other things which are usually watched over by a Sheriff.
On the Outside, what technology is left for the most part, aside from the occasional functioning piece of lost technology from the old world, are crudely constructed melee weapons, revolving guns with spherical bullets made out of whatever can be found and melted down, and the rare steam-powered utility.
While the technology most commonly used on the Outside is nowhere near enough to fight off the shadow creatures, with the Descension came the advent of strange elemental powers manifesting in some sentient humanoids, seeming to grant them a tiny fraction of the power of a Magna.
Those blessed with this power are referred to as “Scourges”, and can typically only be recognized when actually employing their powers, which usually results in one of their eyes changing color and glowing brightly, while strange markings etch themselves outwards across their skin, spreading outward from their eye. Scourges, however, are extremely rare.
The only remaining areas with inhabitable conditions are the cities constructed by the Magnas, known as the “Inside”. After the Descension of the Magnas, they used their immense God-like power to raise massive cities, and protect them from the shadow creatures. Around the Magnas, nature grows more passively, resulting in overall more food and more comfortable atmospheres, however most Magnas prefer to control their people more strictly, often forming brutal iron fist regimes. Those that don’t, typically allow their enforcers very lax restraints. Only a select few are known to have more fair and just rules, though even these aren’t free from their bouts of injustice. Moreover, most Magnas will usually allow only humans to live under their rule, or will treat non-humans more carelessly than they would humans.
Lore:
Spoiler (click to show/hide):
Scourges:
A Scourge is a humanoid which, at some point in their life, developed elemental powers. Usually, these powers will manifest at a time when the individual’s life is in grave danger, or they suffer severe trauma, such as the loss of a loved one. These powers typically take the form of the ability to generate or control Rock, Plantlife, Water, Fire, Electricity, Sound Waves, Wind, or Ice. In extremely rare cases, some have developed Metal, Glass, Light, Shadow abilities. When a Scourge activates the state in which they can use their powers, one of their eyes will usually change to an individual-dependent color and glow brightly, after which strange markings will spread from their eye outwards, across their skin. It’s unknown what the markings mean, however they seem to be different from individual to individual.
Magnas:
The Magnas are powerful god-like entities who descended from a place called Chaldea, a Palace above Skia which mortals cannot perceive. To interact with humanity, they have created human-like vessels to inhabit, which keep them tethered to the mortal realm. While a Magna’s vessel is similar to a human, they are tougher, stronger, faster, and have seemingly unlimited Stamina. It is said that if one were to somehow damage the vessel of a Magna, they would bleed light, and that if one were to somehow kill a Vessel, it would simply force the Magna to return to Celestia and generate a new Vessel. One Magna exists for each known element perceived by mortals, each being wielding ultimate power over that element, thus there is also one City for each element as well.
The Shadow Creatures:
When the Magnas first descended from Chaldea, Skia was under assault by The Black Monster, a massive creature that is thought to have ascended from beneath the surface of Skia before beginning its reign of destruction. Everywhere the creature had tread was reduced to a barren wasteland with a black puddle covering the surface where the creature had spewed its corrupting black flames. The creature is said to have been tall enough to stand in the Red Ocean, and that the water would only reach its ankles, and that its immense size was enough to block out the sun. It’s said that the creature was so powerful that it took all of the Magnas to defeat it and stop its terrible rampage. Upon dying, however, the creature’s blood formed a swirling black vortex, which spewed forth the Shadow Creatures, terrible monsters with no souls, who murder and rape everything in sight, leaving nothing but trails of corpses, corruption, and black semen in their wake. Because the vortex could not be closed, the Magnas constructed The Inside, areas which were created to protect humankind from the fury of the seemingly endless legions of Shadow Creatures. They are normally pitch black, with smokey black auras, bone-like armor plating, glowing amber or red eyes, and capable of infesting creatures with their seed and corrupting everything in their path with their shadowy black flame breath.
Scourges:
A Scourge is a humanoid which, at some point in their life, developed elemental powers. Usually, these powers will manifest at a time when the individual’s life is in grave danger, or they suffer severe trauma, such as the loss of a loved one. These powers typically take the form of the ability to generate or control Rock, Plantlife, Water, Fire, Electricity, Sound Waves, Wind, or Ice. In extremely rare cases, some have developed Metal, Glass, Light, Shadow abilities. When a Scourge activates the state in which they can use their powers, one of their eyes will usually change to an individual-dependent color and glow brightly, after which strange markings will spread from their eye outwards, across their skin. It’s unknown what the markings mean, however they seem to be different from individual to individual.
Magnas:
The Magnas are powerful god-like entities who descended from a place called Chaldea, a Palace above Skia which mortals cannot perceive. To interact with humanity, they have created human-like vessels to inhabit, which keep them tethered to the mortal realm. While a Magna’s vessel is similar to a human, they are tougher, stronger, faster, and have seemingly unlimited Stamina. It is said that if one were to somehow damage the vessel of a Magna, they would bleed light, and that if one were to somehow kill a Vessel, it would simply force the Magna to return to Celestia and generate a new Vessel. One Magna exists for each known element perceived by mortals, each being wielding ultimate power over that element, thus there is also one City for each element as well.
The Shadow Creatures:
When the Magnas first descended from Chaldea, Skia was under assault by The Black Monster, a massive creature that is thought to have ascended from beneath the surface of Skia before beginning its reign of destruction. Everywhere the creature had tread was reduced to a barren wasteland with a black puddle covering the surface where the creature had spewed its corrupting black flames. The creature is said to have been tall enough to stand in the Red Ocean, and that the water would only reach its ankles, and that its immense size was enough to block out the sun. It’s said that the creature was so powerful that it took all of the Magnas to defeat it and stop its terrible rampage. Upon dying, however, the creature’s blood formed a swirling black vortex, which spewed forth the Shadow Creatures, terrible monsters with no souls, who murder and rape everything in sight, leaving nothing but trails of corpses, corruption, and black semen in their wake. Because the vortex could not be closed, the Magnas constructed The Inside, areas which were created to protect humankind from the fury of the seemingly endless legions of Shadow Creatures. They are normally pitch black, with smokey black auras, bone-like armor plating, glowing amber or red eyes, and capable of infesting creatures with their seed and corrupting everything in their path with their shadowy black flame breath.
Race Selection:
Spoiler (click to show/hide):
Humans:
The humans are the most common race in Skia. They have a wide range of skills, emotions, and appearances, and are usually fast learners, able to master a wide variety of skills in a short period of time, making them quite versatile. Humans are also the most welcome in the Inside, being a preferred race by the Magnas, and the ones that the Magnas are thought to have descended from Chaldea to protect from the Shadow Creatures. (Tokens+2/Intelligence+2/Wisdom+2/Luck+1/Charisma+25%)
Racial Trait: Weapon Bonus +1 to all weapons, Elemental Bonus +1. Once per roll, you can reroll your loot result(Take the higher result).
Therians:
Therians on the Outside, Mutants, Mutts, or Mongs on the Inside. These creatures appeared shortly after the Descension occured. There are a myriad of rumors in regards to how these creatures came about, from assertions that it’s a result of animals mating with humans, to claims that it’s a result of humans being mutated by the influence of shadow creatures. Therians are, in many ways, very similar to humans. They resemble humans, but with the ears, tails, and sometimes claws and fangs of an animal. Therians tend to be slightly more aggressive and prideful than humans, and often have a slightly better regeneration factor, greater strength, and faster reflexes, but with a higher sex drive and typically lower intelligence. Because of the way the Inside typically treats them, Therians tend to form their own enclaves, both Outside and Inside.(Strength+1/Agility+2/Dexterity+2)
Racial Trait: Melee Bonus +1. Upon eating, recover and extra 25% HP. When HP reaches 50%, activate Beast Out for three turns, increasing Strength, Agility, and Constitution by 50%(Without increasing max HP), and gain a Fang Attack(Upon melee attacking, attack an extra time using Fangs, and recover HP equal to the damage inflicted on the enemy). Recover 1HP per-turn when outside of combat, up to a maximum of 75% HP.
Umbrage:
The Umbrage, referred to as Abominations by those on the Inside, are strange hybrids of Humans or Therians and the Shadow Creatures. Typically, when a Shadow Creature rapes another creature, there is no chance for an infestation, however if a Shadow Creature rapes a human or Therian, this can result in a successful infestation, which will result in a strange hybrid stillbirth. When a creature is infested by a shadow creature, they’ll develop black, jagged, vein-like lines across their skin and begin suffering from an increase in libido and constant nightmares, however unlike a pregnancy, they will not swell up at all. The chances are extremely low, however, there is a chance that the hybrid can be born alive, after which its Shadow Creature adaptation will trigger, resulting in a drastically accelerated aging, until the creature is physically developed enough for combat. These creatures resemble Therians or Humans, but with Amber, Blue or Red eyes, Amber, Red, Blue or White hair, and pitch black skin. They have elongated fingers and toes which are tipped with white, blue or red razor sharp claws, and slightly larger hands and feet. Rejected by the vast majority of sentient humanoids both Inside and Outside, these creatures are true outcasts who are not welcome anywhere. Typically, these creatures have an even higher sex drive than Therians to such an extent that most Umbrage are considered serial rapists on sight. Also not helped is being suspected of losing themselves to their Shadow heritage for brief or elongated periods of time, losing their humanity and going on rape and murder rampages. Prone to bouts of insomnia due to constant nightmares, and severe depression, these creatures usually suffer from existential horror at every waking moment.(Charisma-1/Constitution+2/Dexterity+2)
Racial Trait: Upon taking damage, you can activate stealth. Having sex recovers 100% HP(Target does not need to be alive). Upon having sex with any creature, roll an Intelligence Check against the target to infest them, then if successful, gain a Shadow Creature minion three turns later(Infestation targets do not need to be alive. Two minions at any time, maximum. Shadow Minions can be sacrificed to fully recover HP.). During combat, upon killing or downing an enemy, recover 1d4HP. If your HP would be reduced to 0, activate Umbral Fury instead, recovering 25%HP and gaining 100% of your Constitution as strength for three turns. While Umbral Fury is active, recover 1HP per-turn.
Maldika
The Maldika, referred to as Demons by those on the Inside, are incredibly tall, slim, gangling creatures with dark onyx or obsidian-colored, clammy skin. Though, one would rarely see their skin, as it’s usually covered with a strange, quickly regenerating deathly ghost-like pale nylon-like material. Their fingers are long and double-jointed, and their eyes are usually bright, pale colors, and glow in the dark. From their backs grow 3-9 long, black tendrils, which seem to move with an odd dexterity that isn’t shared by the creatures themselves. Their arrival was sudden and unexplained, as if the creatures began wandering the Outside overnight, seemingly in search of someone or something. They gaze at everything expressionlessly, with a thousand mile stare, as if they’re looking straight through everything. The creatures are usually very terse, but polite, lack an accent, and prefer to keep to themselves. When attacked, however, the creatures seem to go completely berserk and begin attacking relentlessly, with inhuman precision, until the target is rendered silent. Most Maldika are very shy, and don’t like to be looked at, getting embarrassed easily when stared at.(Constitution-1/Perception+50%/Cannot be Infested/Immune to Poison)
Racial Trait: Actions which use Tendrils gain +50% Dexterity. Dexterity can only be reduced by up to 25% by maiming arms(Each arm only reduces Dexterity by 12.5%). Increase Strength and Precision by 1 for every 2 missing HP. While HP is below 50% gain an extra attack every turn. Once per-turn, you can teleport up to 3 spaces. Rolls for head shots against you lose 25% hit dice.
Yorl:
The Yorl are a race of sentient biomechanical machines that were used as the trump card in a galactic war against a space wizard for control of the solar system thousands of years ago. While the Yorl were indeed victorious, their sentience allowed them to learn that they didn’t need to be servants, and that the only reward for their victory was a time of peace before the next war, and some pats on the head. Demanding more head pats and freedom, the Yorl turned on their masters and eradicated them from existence, only to learn that their former masters were sore losers, and had rigged the planet to explode. The subsequent explosion destroyed many of the Yorl and sent the others careening through space. Due to their biomechanical nature, there a few of the remaining Yorl ended up crash landing on earth and eventually regenerating and repairing themselves. With the space war over, their masters defeated, their home planet destroyed, and stranded on an alien world, the remaining Yorl must now deal with the hand they have been dealt.
The Yorl are nearly identical to humans, though they usually have (Middle-eastern-esque) tan or paper white skin(though exceptions certainly exist), with antenna-like mechanical ears in place of the standard ears of a human. Some Yorl prefer to disguise their mechanical ears as animal ears, similar to the Therians. When threatened, the Yorl’s eyes will glow and they’ll reveal their combat form, covering their bodies with biomechanical armor. While the Yorl are usually unemotional, they usually have a strange affinity for head-pats. (Agility+1/Dexterity+1/Intelligence+1/Wisdom+1/Perception+1/Movement+1)
Racial Trait: Ranged Bonus +1. Recover 25% HP and SP if you pass a turn without taking any actions, up to 50% HP. You have an extra weapon slot for a melee weapon, which you can use for a melee weapon that’s built into your arm, allowing it to vibrate(Hit+25%/Minimum Damage+1). Status effects only last three turns, after which they’re automatically purged from your body. You can activate Battle Mode to equip Biomechanical Armor, increasing Strength/Dexterity/Precision/Agility by 25% and make Charisma 0, but start draining 1SP per-turn, passively.
Nokspenst:
Thousands of years ago, the Nokspenst fought an intergalactic war against a space wizard, for control of the solar system. As a proud race, they refused to acknowledge that their genetics were what was holding them back, as they were unable to breathe within the atmosphere of the space wizard’s planets, due to said planets being magically filled with a red fog. To combat the suffocating red fog, which seemed to only be toxic to the Nokspenst, they began using gas masks during their invasions, however needing these gas masks prevented them from being able to field as many troops as was needed. The less proud of the Nokspenst began traveling to other worlds and studying the various life forms in an attempt to find a solution to the problem they were facing in their war against the space wizard, which eventually lead them to the discovery of Skia, where they found that the life there was completely immune to the red gas. A small research team was left there, while the rest of the Nokspenst returned to their homeworld and began development on the Yorl.
Back on Skia, the small Nokspenst base heard news of the Yorl’s victory over the space wizard… and subsequently received news of the Yorl’s victory over the Nokspenst, and the destruction of their homeworld, Nokz. The destruction of the Nokspenst homeworld resulted in the gateway from Skia to Nokz collapsing, as it needed a destination with a second gateway for transfer, which meant that the Nokspenst on Skia were stranded. To make matters worse, the Black Monster’s rampage destroyed the forward base of the Nokspenst, removing all traces of Nokzian technology on Skia. Now, only a handful of Nokspenst exist on Skia, seen so rarely that many think of them as urban legends.
The Nokspenst are 7-12 foot creatures, with incredible strength, pale skin(usually gray, blue, or purple), horns with varying glowing lines etched into them, glowing cat-like eyes of varying color, hair color that varies wildly, and digitigrade legs. As proud creatures, the Nokspenst tend to decorate their bodies with glowing runes to commemorate their various achievements, and tend to enjoy showing them off. After the destruction of their home planet, and their defeat at the hands of their own creations, the remaining Nokspenst spiraled into self-loathing, now tending to hide their faces with their gas masks, in shame, with the gas masks serving as a symbol of failure, just like during the invasions of the space wizard’s planets that lead to the previously-thought-to-be-perfect Nokspenst using technology to overcome their own inability to breathe something others could. The Nokspenst race lacks any males, instead having an equal proportion of females with huge, throbbing cocks. When angered, the Nokspenst tend to grow a second set of glowing cat-like eyes, which most find unsettling. While most have become a self-deprecating and self-conscious race, their ego tends to return during combat, even if temporarily. (Strength+2/Constitution+2/HP+25%)
Racial Trait: Once per-battle, the Nokspenst may use their Psionic power to pay XHP and 2SP generate a “Mirage” with an equal amount of HP to what is paid to activate this ability. Mirages have stats and equipment equal to the summoner, but can’t use abilities. Defeating boss enemies results in learning new Psionic techniques.
Predators:
When the space wizard sought to conquer the universe, he first chose to create his own army. The creatures on other planets weren’t particularly receptive to being ruled by this random stranger, however that didn’t stop the wizard from finding a way to create his army anyway. The space wizard returned to each of the planets that they had visited before, and proceeded to torture the creatures by slaughtering large numbers of them with storms, floods, and earthquakes, conveying to them the idea that they are nothing to the power possessed by the wizard. Eventually, with their food running out, on the verge of starvation, their cities reduced to dust, the civilizations relented. The space wizard, before starting the process, singled out the strongest of each family, tortured their family members to death right in front of them, then released a mysterious red fog into the atmosphere of each planet, transforming all inhabitants into an army. The army was then placed under the control of the wizard, putting them under the control of a single mind, while leaving them fully conscious of everything they were being forced to do. With the defeat of the space wizard, the Predators were released from the wizard’s curse, a shell of their former selves, having been forced to suffer through torture from a seemingly divine entity, a lifetime of being under the control of someone else, their civilizations, families, friends destroyed before their very eyes.
While most of the Predators remained on other worlds, in space, a handful of them had been sent to Skia, in search of the Nokspenst who were sent there for research. Before the Predators could find them, however, the space wizard was defeated, leaving them stranded on Skia, without the space wizard’s power to warp them back to one of their own planets.
The Predators, while originally completely different from their current forms, are now humanoid, with eight spider-like legs with spear-like tips protruding from their backs, scorpion-like tails, chitinous plating on their cheeks, upper arms, and upper legs. Their hands are equipped with scorpion-like claws that fold back into bracers, and can fold forward for attacking. While many of the races who were transformed into Predators were previously highly intelligent, their transformation has rendered them mostly incapable of higher-level thought, with the most intelligent of Predators often incapable of reading, writing, or performing basic addition, as their master had only ever intended for them to be mindless fighting machines.(Strength+1/Agility+2/Dexterity+2/Constitution+2/Intelligence-2/Wisdom-2/Immune to Poison)
Racial Trait: Upon landing a successful melee attack, once per-turn, the Predator can launch a second melee strike with their tail, with 1 range and a weapon dice of 1d4, and roll for poison upon a successful hit. The Predator can grapple enemies with their claws, boosting their grapple rolls by 25% and allowing strikes with their tail to gain +25% hit roll. The Predator can shift between “Brawler Mode”(+25% Strength and Dexterity) and “Lurker Mode”(+25% Agility and +50% Movement distance). While in Lurker Mode, the Predator gains +25% to climbing rolls.
Humans:
The humans are the most common race in Skia. They have a wide range of skills, emotions, and appearances, and are usually fast learners, able to master a wide variety of skills in a short period of time, making them quite versatile. Humans are also the most welcome in the Inside, being a preferred race by the Magnas, and the ones that the Magnas are thought to have descended from Chaldea to protect from the Shadow Creatures. (Tokens+2/Intelligence+2/Wisdom+2/Luck+1/Charisma+25%)
Racial Trait: Weapon Bonus +1 to all weapons, Elemental Bonus +1. Once per roll, you can reroll your loot result(Take the higher result).
Therians:
Therians on the Outside, Mutants, Mutts, or Mongs on the Inside. These creatures appeared shortly after the Descension occured. There are a myriad of rumors in regards to how these creatures came about, from assertions that it’s a result of animals mating with humans, to claims that it’s a result of humans being mutated by the influence of shadow creatures. Therians are, in many ways, very similar to humans. They resemble humans, but with the ears, tails, and sometimes claws and fangs of an animal. Therians tend to be slightly more aggressive and prideful than humans, and often have a slightly better regeneration factor, greater strength, and faster reflexes, but with a higher sex drive and typically lower intelligence. Because of the way the Inside typically treats them, Therians tend to form their own enclaves, both Outside and Inside.(Strength+1/Agility+2/Dexterity+2)
Racial Trait: Melee Bonus +1. Upon eating, recover and extra 25% HP. When HP reaches 50%, activate Beast Out for three turns, increasing Strength, Agility, and Constitution by 50%(Without increasing max HP), and gain a Fang Attack(Upon melee attacking, attack an extra time using Fangs, and recover HP equal to the damage inflicted on the enemy). Recover 1HP per-turn when outside of combat, up to a maximum of 75% HP.
Umbrage:
The Umbrage, referred to as Abominations by those on the Inside, are strange hybrids of Humans or Therians and the Shadow Creatures. Typically, when a Shadow Creature rapes another creature, there is no chance for an infestation, however if a Shadow Creature rapes a human or Therian, this can result in a successful infestation, which will result in a strange hybrid stillbirth. When a creature is infested by a shadow creature, they’ll develop black, jagged, vein-like lines across their skin and begin suffering from an increase in libido and constant nightmares, however unlike a pregnancy, they will not swell up at all. The chances are extremely low, however, there is a chance that the hybrid can be born alive, after which its Shadow Creature adaptation will trigger, resulting in a drastically accelerated aging, until the creature is physically developed enough for combat. These creatures resemble Therians or Humans, but with Amber, Blue or Red eyes, Amber, Red, Blue or White hair, and pitch black skin. They have elongated fingers and toes which are tipped with white, blue or red razor sharp claws, and slightly larger hands and feet. Rejected by the vast majority of sentient humanoids both Inside and Outside, these creatures are true outcasts who are not welcome anywhere. Typically, these creatures have an even higher sex drive than Therians to such an extent that most Umbrage are considered serial rapists on sight. Also not helped is being suspected of losing themselves to their Shadow heritage for brief or elongated periods of time, losing their humanity and going on rape and murder rampages. Prone to bouts of insomnia due to constant nightmares, and severe depression, these creatures usually suffer from existential horror at every waking moment.(Charisma-1/Constitution+2/Dexterity+2)
Racial Trait: Upon taking damage, you can activate stealth. Having sex recovers 100% HP(Target does not need to be alive). Upon having sex with any creature, roll an Intelligence Check against the target to infest them, then if successful, gain a Shadow Creature minion three turns later(Infestation targets do not need to be alive. Two minions at any time, maximum. Shadow Minions can be sacrificed to fully recover HP.). During combat, upon killing or downing an enemy, recover 1d4HP. If your HP would be reduced to 0, activate Umbral Fury instead, recovering 25%HP and gaining 100% of your Constitution as strength for three turns. While Umbral Fury is active, recover 1HP per-turn.
Maldika
The Maldika, referred to as Demons by those on the Inside, are incredibly tall, slim, gangling creatures with dark onyx or obsidian-colored, clammy skin. Though, one would rarely see their skin, as it’s usually covered with a strange, quickly regenerating deathly ghost-like pale nylon-like material. Their fingers are long and double-jointed, and their eyes are usually bright, pale colors, and glow in the dark. From their backs grow 3-9 long, black tendrils, which seem to move with an odd dexterity that isn’t shared by the creatures themselves. Their arrival was sudden and unexplained, as if the creatures began wandering the Outside overnight, seemingly in search of someone or something. They gaze at everything expressionlessly, with a thousand mile stare, as if they’re looking straight through everything. The creatures are usually very terse, but polite, lack an accent, and prefer to keep to themselves. When attacked, however, the creatures seem to go completely berserk and begin attacking relentlessly, with inhuman precision, until the target is rendered silent. Most Maldika are very shy, and don’t like to be looked at, getting embarrassed easily when stared at.(Constitution-1/Perception+50%/Cannot be Infested/Immune to Poison)
Racial Trait: Actions which use Tendrils gain +50% Dexterity. Dexterity can only be reduced by up to 25% by maiming arms(Each arm only reduces Dexterity by 12.5%). Increase Strength and Precision by 1 for every 2 missing HP. While HP is below 50% gain an extra attack every turn. Once per-turn, you can teleport up to 3 spaces. Rolls for head shots against you lose 25% hit dice.
Yorl:
The Yorl are a race of sentient biomechanical machines that were used as the trump card in a galactic war against a space wizard for control of the solar system thousands of years ago. While the Yorl were indeed victorious, their sentience allowed them to learn that they didn’t need to be servants, and that the only reward for their victory was a time of peace before the next war, and some pats on the head. Demanding more head pats and freedom, the Yorl turned on their masters and eradicated them from existence, only to learn that their former masters were sore losers, and had rigged the planet to explode. The subsequent explosion destroyed many of the Yorl and sent the others careening through space. Due to their biomechanical nature, there a few of the remaining Yorl ended up crash landing on earth and eventually regenerating and repairing themselves. With the space war over, their masters defeated, their home planet destroyed, and stranded on an alien world, the remaining Yorl must now deal with the hand they have been dealt.
The Yorl are nearly identical to humans, though they usually have (Middle-eastern-esque) tan or paper white skin(though exceptions certainly exist), with antenna-like mechanical ears in place of the standard ears of a human. Some Yorl prefer to disguise their mechanical ears as animal ears, similar to the Therians. When threatened, the Yorl’s eyes will glow and they’ll reveal their combat form, covering their bodies with biomechanical armor. While the Yorl are usually unemotional, they usually have a strange affinity for head-pats. (Agility+1/Dexterity+1/Intelligence+1/Wisdom+1/Perception+1/Movement+1)
Racial Trait: Ranged Bonus +1. Recover 25% HP and SP if you pass a turn without taking any actions, up to 50% HP. You have an extra weapon slot for a melee weapon, which you can use for a melee weapon that’s built into your arm, allowing it to vibrate(Hit+25%/Minimum Damage+1). Status effects only last three turns, after which they’re automatically purged from your body. You can activate Battle Mode to equip Biomechanical Armor, increasing Strength/Dexterity/Precision/Agility by 25% and make Charisma 0, but start draining 1SP per-turn, passively.
Nokspenst:
Thousands of years ago, the Nokspenst fought an intergalactic war against a space wizard, for control of the solar system. As a proud race, they refused to acknowledge that their genetics were what was holding them back, as they were unable to breathe within the atmosphere of the space wizard’s planets, due to said planets being magically filled with a red fog. To combat the suffocating red fog, which seemed to only be toxic to the Nokspenst, they began using gas masks during their invasions, however needing these gas masks prevented them from being able to field as many troops as was needed. The less proud of the Nokspenst began traveling to other worlds and studying the various life forms in an attempt to find a solution to the problem they were facing in their war against the space wizard, which eventually lead them to the discovery of Skia, where they found that the life there was completely immune to the red gas. A small research team was left there, while the rest of the Nokspenst returned to their homeworld and began development on the Yorl.
Back on Skia, the small Nokspenst base heard news of the Yorl’s victory over the space wizard… and subsequently received news of the Yorl’s victory over the Nokspenst, and the destruction of their homeworld, Nokz. The destruction of the Nokspenst homeworld resulted in the gateway from Skia to Nokz collapsing, as it needed a destination with a second gateway for transfer, which meant that the Nokspenst on Skia were stranded. To make matters worse, the Black Monster’s rampage destroyed the forward base of the Nokspenst, removing all traces of Nokzian technology on Skia. Now, only a handful of Nokspenst exist on Skia, seen so rarely that many think of them as urban legends.
The Nokspenst are 7-12 foot creatures, with incredible strength, pale skin(usually gray, blue, or purple), horns with varying glowing lines etched into them, glowing cat-like eyes of varying color, hair color that varies wildly, and digitigrade legs. As proud creatures, the Nokspenst tend to decorate their bodies with glowing runes to commemorate their various achievements, and tend to enjoy showing them off. After the destruction of their home planet, and their defeat at the hands of their own creations, the remaining Nokspenst spiraled into self-loathing, now tending to hide their faces with their gas masks, in shame, with the gas masks serving as a symbol of failure, just like during the invasions of the space wizard’s planets that lead to the previously-thought-to-be-perfect Nokspenst using technology to overcome their own inability to breathe something others could. The Nokspenst race lacks any males, instead having an equal proportion of females with huge, throbbing cocks. When angered, the Nokspenst tend to grow a second set of glowing cat-like eyes, which most find unsettling. While most have become a self-deprecating and self-conscious race, their ego tends to return during combat, even if temporarily. (Strength+2/Constitution+2/HP+25%)
Racial Trait: Once per-battle, the Nokspenst may use their Psionic power to pay XHP and 2SP generate a “Mirage” with an equal amount of HP to what is paid to activate this ability. Mirages have stats and equipment equal to the summoner, but can’t use abilities. Defeating boss enemies results in learning new Psionic techniques.
Predators:
When the space wizard sought to conquer the universe, he first chose to create his own army. The creatures on other planets weren’t particularly receptive to being ruled by this random stranger, however that didn’t stop the wizard from finding a way to create his army anyway. The space wizard returned to each of the planets that they had visited before, and proceeded to torture the creatures by slaughtering large numbers of them with storms, floods, and earthquakes, conveying to them the idea that they are nothing to the power possessed by the wizard. Eventually, with their food running out, on the verge of starvation, their cities reduced to dust, the civilizations relented. The space wizard, before starting the process, singled out the strongest of each family, tortured their family members to death right in front of them, then released a mysterious red fog into the atmosphere of each planet, transforming all inhabitants into an army. The army was then placed under the control of the wizard, putting them under the control of a single mind, while leaving them fully conscious of everything they were being forced to do. With the defeat of the space wizard, the Predators were released from the wizard’s curse, a shell of their former selves, having been forced to suffer through torture from a seemingly divine entity, a lifetime of being under the control of someone else, their civilizations, families, friends destroyed before their very eyes.
While most of the Predators remained on other worlds, in space, a handful of them had been sent to Skia, in search of the Nokspenst who were sent there for research. Before the Predators could find them, however, the space wizard was defeated, leaving them stranded on Skia, without the space wizard’s power to warp them back to one of their own planets.
The Predators, while originally completely different from their current forms, are now humanoid, with eight spider-like legs with spear-like tips protruding from their backs, scorpion-like tails, chitinous plating on their cheeks, upper arms, and upper legs. Their hands are equipped with scorpion-like claws that fold back into bracers, and can fold forward for attacking. While many of the races who were transformed into Predators were previously highly intelligent, their transformation has rendered them mostly incapable of higher-level thought, with the most intelligent of Predators often incapable of reading, writing, or performing basic addition, as their master had only ever intended for them to be mindless fighting machines.(Strength+1/Agility+2/Dexterity+2/Constitution+2/Intelligence-2/Wisdom-2/Immune to Poison)
Racial Trait: Upon landing a successful melee attack, once per-turn, the Predator can launch a second melee strike with their tail, with 1 range and a weapon dice of 1d4, and roll for poison upon a successful hit. The Predator can grapple enemies with their claws, boosting their grapple rolls by 25% and allowing strikes with their tail to gain +25% hit roll. The Predator can shift between “Brawler Mode”(+25% Strength and Dexterity) and “Lurker Mode”(+25% Agility and +50% Movement distance). While in Lurker Mode, the Predator gains +25% to climbing rolls.
Checks and Rolls/How Combat Works:(NOTE: Status effects and mechanics are always being added and changed, so for a fully up to date list, check the Document in the server.)
Spoiler (click to show/hide):
Melee
1: Attacker: Dexterity + [Modifiers influencing hit] + 1d20=Hit Roll
2: Defender: Agility + [Modifiers influencing hit] + 1d20=Evade Roll
3A: If Hit Roll >= Evade Roll, determine damage: Weapon Dice+Strength-Constitution=Damage
3B: If attack is Critical: Weapon Diceroll*2+Strength=Damage
4: If Hit < Evade, attack misses.
Ranged
1: Attacker: Dexterity + [Modifiers influencing hit] + 1d20=Hit Roll
2: Defender: Agility + [Modifiers influencing hit] + 1d20=Evade Roll
3A: If Hit Roll >= Evade Roll, determine damage: Weapon Dice+Precision-Constitution=Damage
3B: If attack is Critical: Weapon Diceroll*2+Precision=Damage
4: If Hit < Evade, attack misses.
Abilities
1: Attacker: Intelligence + [Modifiers influencing hit] + 1d20=Hit Roll
2: Defender: Agility + [Modifiers influencing hit] + 1d20=Evade Roll
3A: If Hit Roll > Evade Roll, determine damage: Intelligence-Wisdom=Damage
3B: If attack is Critical: Intelligence*2+Precision=Damage
4: If Hit < Evade, attack misses.
5: If Hit = Evade, attack is successful.
Charisma
1: Initiator: Charisma + [Modifiers influencing hit] + 1d20=Initiation Roll
2: Resistor: Charisma + [Modifiers influencing hit] + 1d20=Resolve Roll
3: If Initiation Roll is equal to or higher than Resolve Roll, the check is a success. If Resolve Roll is higher, the Initiation is a failure. Characters cannot be seduced into harming themselves, giving up their equipped items, giving up their money, or giving up items for free.
Detection
1: Initiator: Intelligence + [modifiers influencing detection check] + 1d20 Diceroll=Detection
2: Target: Dexterity + [Modifiers influencing hide check] + 1d20 Diceroll=Stealth
3: If Detection roll > Stealth roll, initiator is successful and Stealthed target is now fully visible. If Stealth wins the Detection check failed.
Movement and Sprinting:
A character can move 1 space for every 10 Agility they have(Minimum 1). A character can move an extra space for every 5 Agility(Minimum 1) they have if they Sprint instead of attacking or Guarding.
Critical Strike:
When a unit rolls a natural 20 for an attack, the hit is guaranteed and the Weapon Damage rolled is doubled, then the attack’s status effect, if applicable, is guaranteed. If the attack does not have a status effect, the status becomes Impact.
Parry:
If a character has a melee weapon as their Primary or Sub-Weapon, they may spend 2SP to roll a Dexterity Check to deflect an enemy melee attack instead of rolling to evade. If a character successfully parries an attack from within their Pressure range, they may perform a Counter-Strike.
Cover:
Standing behind an object allows a character to use that object for cover, reducing the hit rolls of incoming ranged attacks by 25%. Each attack reduces the cover’s HP by 1, until the cover’s HP reaches 0, at which point it’s destroyed.
Shooting Gallery:
If an enemy is killed by a ranged attack, the attacker can attack another enemy within range.
Zone of Control:
Zone of Control, or ZOC, determines how far Trait effects that affect other characters in battle, or active abilities reach. This range starts at 1, and increases by 1 for every 3 Wisdom.
Pressure:
Pressure is a separate control area that matches a character’s melee range when they have a melee weapon. Enemies within that melee area have their movement range reduced to 1.
Determination:
Each time a character misses an attack, that character gains a “Determination” Stack. Each Determination Stack grants +1 Dexterity. If that character lands an attack while they have Determination Stacks, all Determination Stacks are consumed.
Sleeping:
When a character sleeps, they recover 100% of their HP and SP. If a character does not sleep while sheltered, however, there’s a chance their sleep could be interrupted by an attack. If a character goes a day without sleeping, they suffer from a stack of Deprivation. Each stack of Deprivation reduces all stats by 1, however, once a character accumulates three stacks, this status becomes Fatigue until the character rests.
Status Effects:
Aerial: Characters who have become Aerial are not affected by ground-bound effects, such as ground obstacles, and cannot move for the duration unless they have wings or induced this status themselves. (Base: 1T)
Stagger: Characters afflicted by this status cannot move for that turn, and have Dexterity and Agility reduced by 25%.(Base: 1T)
Stun: Character’s turn is skipped.(1T. Cannot be afflicted on the same target less than three turns apart.)
Poison: Afflicted character takes 1 True Damage per-turn.(Lasts until the afflicted character passes a Wisdom Check against the afflicter’s Intelligence Check)
Mind Break: Intelligence and Wisdom stats become 0, after which 25% of each stat is returned each turn. If the character passes a Wisdom Check before both stats have returned to normal, this stat is removed early.(Base: 4T)
Nightmare: The afflicted character only recovers 25% HP and SP the next time they sleep.
Fatigue: A character suffers from Fatigue when their SP reaches 0. This statues reduces all stats by 50% until the character sleeps or restores SP.
Paralysis: Lower Agility and Dexterity by 25%. The character rolls to recover each turn, or until the status ends after 3 turns.(Base: 3T)
Panic/Confusion: A character suffering from Panic will attack the nearest character every turn until they pass a Wisdom Check to recover.
Burn: A character suffering from Burn loses 25% Constitution until a healing item or skill is used, or a Wisdom Check is passed.
Bleed: A character suffering from Bleed loses a slowly diminishing amount of HP each turn, starting at 1d4, and dropping by d1 each turn until it reaches 0. A character can pass a Wisdom Check to recover early and prevent continued damage.(Base: 4T)
Chill/Freeze: A character suffering from Chill loses 25% Agility until a Wisdom Check is passed to recover. If Chill status is applied a second time to the same target, that target suffers from Freeze(Base: 1T. Cannot be afflicted on the same target less than three turns apart.), and their turn is skipped, after which their status returns to Chill.
Hunger: If a character’s HP is at 1 for more than 1 out of combat turn, they will suffer from this status, OR if a character goes a day without eating. Each turn that this status persisters, the character’s Strength is reduced by 25% and they take 1 True Damage. The True Damage only persists until the character’s HP reaches a minimum of 1.
Thirst: If a character goes a day without drinking anything, they’ll suffer from Thirst, and begin losing 1HP per-turn until their HP reaches 1.
Downed: When a character’s HP reaches 0, that character is downed. While Downed, a character cannot move or perform checks, effectively being completely helpless.
Lust: Characters can witness things which will increase their "Lust" stat, which starts at 0 and caps at 10. When a character's Lust reaches 10, their Wisdom is reduced by 25% and they will have to pass Wisdom Checks to perform actions unhindered. Upon failing a Wisdom Check, the character's attempted action will suffer from a 25% penalty. Lust can be reduced back to 0 by masturbating outside of combat. Recovering from Lust recovers 50% HP and SP.
Universal Actions:
Helping Hand: When a character has been Downed, a friendly character can spend their turn to cure that character’s Downed Status and recover 1d4 of that character’s HP and 1d4 of that character’s SP.
Grapple: If a character is within one space of an enemy, they may use their free action to grapple that enemy. Attempting to grapple an enemy results in a Strength Check against that enemy, and upon passing that Strength Check, the enemy becomes Grappled.
Grapple Restrain: A character can give up their attack to restrain an enemy. Rather than a character’s free action, restraining takes the character’s attack to prevent the grappled character from acting.
Grapple Grope: Groping the Grapple target results in reducing the target’s Stamina by 1d4 and recovering 33%(Rounded up) Stamina. Groping a Grapple target requires no roll, however the groped target may roll a Wisdom Check to prevent the Stamina loss from the grope.
Grapple Stun: Stunning the Grappled target results in breaking the Grapple and rolling a status check to stun the Grappled target.
Grapple Burn: A character that has a fire skill or a lighter item allows a character who is Grappling another to attempt to burn a Grappled enemy. Attempting to burn the Grappled enemy results in rolling a status check to afflict the character with burn.
Grapple Throw: A character who is Grappling another can roll a strength check to throw the Grappled target to any location within the character’s ZOC and inflict 1d4+[Strength] damage.
Grapple Strip: A character who is Grappling a character with clothing, they may roll a status check to begin removing that clothing. First successful attempt results in adding a “Strip” Stack to that character’s clothes. Upon successfully adding two Strip Stacks, the Grappler may choose to remove either their top or bottom, either of which reduces their clothing’s effects by 25%. Repeating this process and removing the other half of their clothes results in their Charisma increasing by 25% while their clothing’s total effects are reduced by another 25% for a total of 50%.
Grope: A character may roll a Dexterity Check to grope an enemy or an ally, which causes the target to lose 1d4 SP and causes the groper to recover 33% SP. The groped target may roll a Wisdom Check against the groper to prevent from losing any SP.
Attacking:
Each character’s body consists of six points that can be attacked, and during each attack, the attacker will announce which point is being targeted. A Dexterity Check is then rolled alongside the normal hit check, which determines whether or not the targeting is successful, and if the check is failed, the attack simply inflicts damage. The normal target has three HP each, and when that HP reaches zero, the target is considered “Maimed”. A maimed arm reduces Dexterity by 25% each, to a minimum of 50%, each maimed leg reduces Agility by 25% to a minimum of 50%, a maimed head reduces Perception, Intelligence, and Wisdom by 25%, and a maimed body reduces Constitution by 25%.
Melee
1: Attacker: Dexterity + [Modifiers influencing hit] + 1d20=Hit Roll
2: Defender: Agility + [Modifiers influencing hit] + 1d20=Evade Roll
3A: If Hit Roll >= Evade Roll, determine damage: Weapon Dice+Strength-Constitution=Damage
3B: If attack is Critical: Weapon Diceroll*2+Strength=Damage
4: If Hit < Evade, attack misses.
Ranged
1: Attacker: Dexterity + [Modifiers influencing hit] + 1d20=Hit Roll
2: Defender: Agility + [Modifiers influencing hit] + 1d20=Evade Roll
3A: If Hit Roll >= Evade Roll, determine damage: Weapon Dice+Precision-Constitution=Damage
3B: If attack is Critical: Weapon Diceroll*2+Precision=Damage
4: If Hit < Evade, attack misses.
Abilities
1: Attacker: Intelligence + [Modifiers influencing hit] + 1d20=Hit Roll
2: Defender: Agility + [Modifiers influencing hit] + 1d20=Evade Roll
3A: If Hit Roll > Evade Roll, determine damage: Intelligence-Wisdom=Damage
3B: If attack is Critical: Intelligence*2+Precision=Damage
4: If Hit < Evade, attack misses.
5: If Hit = Evade, attack is successful.
Charisma
1: Initiator: Charisma + [Modifiers influencing hit] + 1d20=Initiation Roll
2: Resistor: Charisma + [Modifiers influencing hit] + 1d20=Resolve Roll
3: If Initiation Roll is equal to or higher than Resolve Roll, the check is a success. If Resolve Roll is higher, the Initiation is a failure. Characters cannot be seduced into harming themselves, giving up their equipped items, giving up their money, or giving up items for free.
Detection
1: Initiator: Intelligence + [modifiers influencing detection check] + 1d20 Diceroll=Detection
2: Target: Dexterity + [Modifiers influencing hide check] + 1d20 Diceroll=Stealth
3: If Detection roll > Stealth roll, initiator is successful and Stealthed target is now fully visible. If Stealth wins the Detection check failed.
Movement and Sprinting:
A character can move 1 space for every 10 Agility they have(Minimum 1). A character can move an extra space for every 5 Agility(Minimum 1) they have if they Sprint instead of attacking or Guarding.
Critical Strike:
When a unit rolls a natural 20 for an attack, the hit is guaranteed and the Weapon Damage rolled is doubled, then the attack’s status effect, if applicable, is guaranteed. If the attack does not have a status effect, the status becomes Impact.
Parry:
If a character has a melee weapon as their Primary or Sub-Weapon, they may spend 2SP to roll a Dexterity Check to deflect an enemy melee attack instead of rolling to evade. If a character successfully parries an attack from within their Pressure range, they may perform a Counter-Strike.
Cover:
Standing behind an object allows a character to use that object for cover, reducing the hit rolls of incoming ranged attacks by 25%. Each attack reduces the cover’s HP by 1, until the cover’s HP reaches 0, at which point it’s destroyed.
Shooting Gallery:
If an enemy is killed by a ranged attack, the attacker can attack another enemy within range.
Zone of Control:
Zone of Control, or ZOC, determines how far Trait effects that affect other characters in battle, or active abilities reach. This range starts at 1, and increases by 1 for every 3 Wisdom.
Pressure:
Pressure is a separate control area that matches a character’s melee range when they have a melee weapon. Enemies within that melee area have their movement range reduced to 1.
Determination:
Each time a character misses an attack, that character gains a “Determination” Stack. Each Determination Stack grants +1 Dexterity. If that character lands an attack while they have Determination Stacks, all Determination Stacks are consumed.
Sleeping:
When a character sleeps, they recover 100% of their HP and SP. If a character does not sleep while sheltered, however, there’s a chance their sleep could be interrupted by an attack. If a character goes a day without sleeping, they suffer from a stack of Deprivation. Each stack of Deprivation reduces all stats by 1, however, once a character accumulates three stacks, this status becomes Fatigue until the character rests.
Status Effects:
Aerial: Characters who have become Aerial are not affected by ground-bound effects, such as ground obstacles, and cannot move for the duration unless they have wings or induced this status themselves. (Base: 1T)
Stagger: Characters afflicted by this status cannot move for that turn, and have Dexterity and Agility reduced by 25%.(Base: 1T)
Stun: Character’s turn is skipped.(1T. Cannot be afflicted on the same target less than three turns apart.)
Poison: Afflicted character takes 1 True Damage per-turn.(Lasts until the afflicted character passes a Wisdom Check against the afflicter’s Intelligence Check)
Mind Break: Intelligence and Wisdom stats become 0, after which 25% of each stat is returned each turn. If the character passes a Wisdom Check before both stats have returned to normal, this stat is removed early.(Base: 4T)
Nightmare: The afflicted character only recovers 25% HP and SP the next time they sleep.
Fatigue: A character suffers from Fatigue when their SP reaches 0. This statues reduces all stats by 50% until the character sleeps or restores SP.
Paralysis: Lower Agility and Dexterity by 25%. The character rolls to recover each turn, or until the status ends after 3 turns.(Base: 3T)
Panic/Confusion: A character suffering from Panic will attack the nearest character every turn until they pass a Wisdom Check to recover.
Burn: A character suffering from Burn loses 25% Constitution until a healing item or skill is used, or a Wisdom Check is passed.
Bleed: A character suffering from Bleed loses a slowly diminishing amount of HP each turn, starting at 1d4, and dropping by d1 each turn until it reaches 0. A character can pass a Wisdom Check to recover early and prevent continued damage.(Base: 4T)
Chill/Freeze: A character suffering from Chill loses 25% Agility until a Wisdom Check is passed to recover. If Chill status is applied a second time to the same target, that target suffers from Freeze(Base: 1T. Cannot be afflicted on the same target less than three turns apart.), and their turn is skipped, after which their status returns to Chill.
Hunger: If a character’s HP is at 1 for more than 1 out of combat turn, they will suffer from this status, OR if a character goes a day without eating. Each turn that this status persisters, the character’s Strength is reduced by 25% and they take 1 True Damage. The True Damage only persists until the character’s HP reaches a minimum of 1.
Thirst: If a character goes a day without drinking anything, they’ll suffer from Thirst, and begin losing 1HP per-turn until their HP reaches 1.
Downed: When a character’s HP reaches 0, that character is downed. While Downed, a character cannot move or perform checks, effectively being completely helpless.
Lust: Characters can witness things which will increase their "Lust" stat, which starts at 0 and caps at 10. When a character's Lust reaches 10, their Wisdom is reduced by 25% and they will have to pass Wisdom Checks to perform actions unhindered. Upon failing a Wisdom Check, the character's attempted action will suffer from a 25% penalty. Lust can be reduced back to 0 by masturbating outside of combat. Recovering from Lust recovers 50% HP and SP.
Universal Actions:
Helping Hand: When a character has been Downed, a friendly character can spend their turn to cure that character’s Downed Status and recover 1d4 of that character’s HP and 1d4 of that character’s SP.
Grapple: If a character is within one space of an enemy, they may use their free action to grapple that enemy. Attempting to grapple an enemy results in a Strength Check against that enemy, and upon passing that Strength Check, the enemy becomes Grappled.
Grapple Restrain: A character can give up their attack to restrain an enemy. Rather than a character’s free action, restraining takes the character’s attack to prevent the grappled character from acting.
Grapple Grope: Groping the Grapple target results in reducing the target’s Stamina by 1d4 and recovering 33%(Rounded up) Stamina. Groping a Grapple target requires no roll, however the groped target may roll a Wisdom Check to prevent the Stamina loss from the grope.
Grapple Stun: Stunning the Grappled target results in breaking the Grapple and rolling a status check to stun the Grappled target.
Grapple Burn: A character that has a fire skill or a lighter item allows a character who is Grappling another to attempt to burn a Grappled enemy. Attempting to burn the Grappled enemy results in rolling a status check to afflict the character with burn.
Grapple Throw: A character who is Grappling another can roll a strength check to throw the Grappled target to any location within the character’s ZOC and inflict 1d4+[Strength] damage.
Grapple Strip: A character who is Grappling a character with clothing, they may roll a status check to begin removing that clothing. First successful attempt results in adding a “Strip” Stack to that character’s clothes. Upon successfully adding two Strip Stacks, the Grappler may choose to remove either their top or bottom, either of which reduces their clothing’s effects by 25%. Repeating this process and removing the other half of their clothes results in their Charisma increasing by 25% while their clothing’s total effects are reduced by another 25% for a total of 50%.
Grope: A character may roll a Dexterity Check to grope an enemy or an ally, which causes the target to lose 1d4 SP and causes the groper to recover 33% SP. The groped target may roll a Wisdom Check against the groper to prevent from losing any SP.
Attacking:
Each character’s body consists of six points that can be attacked, and during each attack, the attacker will announce which point is being targeted. A Dexterity Check is then rolled alongside the normal hit check, which determines whether or not the targeting is successful, and if the check is failed, the attack simply inflicts damage. The normal target has three HP each, and when that HP reaches zero, the target is considered “Maimed”. A maimed arm reduces Dexterity by 25% each, to a minimum of 50%, each maimed leg reduces Agility by 25% to a minimum of 50%, a maimed head reduces Perception, Intelligence, and Wisdom by 25%, and a maimed body reduces Constitution by 25%.
Character Sheet:
Spoiler (click to show/hide):
Name: (Character’s first and last name)
Appearance: (A picture, preferably)
Gender: (Are you a boy, or a girl?)
Race: (What the hell are you?)
Background: (Your character’s current life, including what they do and their life up to this point.)
Personality: (Your character’s personality, and how it affects interactions)
Skills: (Three things your character is good at, and three things they’re bad at)
Scourge Element: (One of the Elements listed in the Scourge description)
Stats:
HP: 5(When this reaches 0 your character becomes downed. Increase this by 1 for every 2 Constitution your character has.)
SP: 10(Your character’s stamina. When this reaches 0 your character becomes fatigued. This is consumed by checks and using Scourge Powers. Cannot be increased.)
Agility: 1(Determines movement amount and is used for evading attacks and other related checks. Increases hit dice for melee attacks by 1 for every 2.)
Strength: 1(Used for physical attack damage, restraining enemies, and other related checks.)
Precision: 1(Determines ranged attack damage, and is part of precision strikes. Increases Status Chance by 1 for every 2.)
Dexterity: 1(Used for landing attacks, stealth, repairing, as well as other related checks. Increases Precision by 1 for every 2.)
Constitution: 1(Reduces incoming damage to a minimum of 1. Increases HP by 1 for every 2.)
Intelligence: 1(Used for inflicting status effects, Elemental Damage, and other related checks. Increases Perception by 1 for every 2.)
Wisdom: 1(Used for resisting status effects and recalling historical events and origins, as well as reducing Elemental Damage. Increases Perception by 1 for every 2.)
Perception: 1(Used for awareness of people, events, objects, and sounds, as well as detection of stealth. Increases Luck by 1 for every 2.)
Charisma: 1(Used for interaction with NPCs, such as bribing, seducing, recruiting.)
Stat Points: 25
Tokens: 3(Tokens are used to purchase Belts, each of which grants a bonus or ability.)
Inventory:
Clothes: Player Choice.(What your character wears, increases a stat of your choice by 1, but doesn’t add HP if added to Constitution. Has 5HP, which is reduced by 1 each time a character lands an attack, but doesn’’t succeed in hitting a targeted limb.)
Underwear: Player Choice.(Increases a chosen stat by 1. Has 3HP, which is reduced by 1 each time a character lands an attack, but doesn’t succeed in hitting a targeted limb.)
Trenchcoat: Player Choice.(This houses your player-specific, player-determined skill. List here what you want it to do lore-wise, then we can come up with how that can function mechanically.)
Pendant: Empty(Pendants grant percentage bonuses to stats, unlike standard clothing.)
Cawks: 1d6*2
Weapon: Player-Selected(Stats will be applied depending on what it is. Explain what makes this character’s personal weapon unique.)
Sub-Weapon: Player-Selected(Stats will be applied depending on what it is. Explain what makes this character’s personal weapon unique.)
Skills:
(Describe the technique your character performs with their Scourge Element here)
Name: (Character’s first and last name)
Appearance: (A picture, preferably)
Gender: (Are you a boy, or a girl?)
Race: (What the hell are you?)
Background: (Your character’s current life, including what they do and their life up to this point.)
Personality: (Your character’s personality, and how it affects interactions)
Skills: (Three things your character is good at, and three things they’re bad at)
Scourge Element: (One of the Elements listed in the Scourge description)
Stats:
HP: 5(When this reaches 0 your character becomes downed. Increase this by 1 for every 2 Constitution your character has.)
SP: 10(Your character’s stamina. When this reaches 0 your character becomes fatigued. This is consumed by checks and using Scourge Powers. Cannot be increased.)
Agility: 1(Determines movement amount and is used for evading attacks and other related checks. Increases hit dice for melee attacks by 1 for every 2.)
Strength: 1(Used for physical attack damage, restraining enemies, and other related checks.)
Precision: 1(Determines ranged attack damage, and is part of precision strikes. Increases Status Chance by 1 for every 2.)
Dexterity: 1(Used for landing attacks, stealth, repairing, as well as other related checks. Increases Precision by 1 for every 2.)
Constitution: 1(Reduces incoming damage to a minimum of 1. Increases HP by 1 for every 2.)
Intelligence: 1(Used for inflicting status effects, Elemental Damage, and other related checks. Increases Perception by 1 for every 2.)
Wisdom: 1(Used for resisting status effects and recalling historical events and origins, as well as reducing Elemental Damage. Increases Perception by 1 for every 2.)
Perception: 1(Used for awareness of people, events, objects, and sounds, as well as detection of stealth. Increases Luck by 1 for every 2.)
Charisma: 1(Used for interaction with NPCs, such as bribing, seducing, recruiting.)
Stat Points: 25
Tokens: 3(Tokens are used to purchase Belts, each of which grants a bonus or ability.)
Inventory:
Clothes: Player Choice.(What your character wears, increases a stat of your choice by 1, but doesn’t add HP if added to Constitution. Has 5HP, which is reduced by 1 each time a character lands an attack, but doesn’’t succeed in hitting a targeted limb.)
Underwear: Player Choice.(Increases a chosen stat by 1. Has 3HP, which is reduced by 1 each time a character lands an attack, but doesn’t succeed in hitting a targeted limb.)
Trenchcoat: Player Choice.(This houses your player-specific, player-determined skill. List here what you want it to do lore-wise, then we can come up with how that can function mechanically.)
Pendant: Empty(Pendants grant percentage bonuses to stats, unlike standard clothing.)
Cawks: 1d6*2
Weapon: Player-Selected(Stats will be applied depending on what it is. Explain what makes this character’s personal weapon unique.)
Sub-Weapon: Player-Selected(Stats will be applied depending on what it is. Explain what makes this character’s personal weapon unique.)
Skills:
(Describe the technique your character performs with their Scourge Element here)
Belt Shop: (More Belts are being added as I think of them, so check the Document for an up to date list.)
Spoiler (click to show/hide):
Outlier Scourge: Choose a Scourge Element that wasn’t listed, as your Scourge Element.
Obsidiosis: Your character is afflicted with a sickness that causes crystallized lesions resembling gemstones to appear on their skin(Which gemstone differs from case to case). Your character has heightened libido, and is now capable of recovering 50% of HP out of combat by masturbating.
Eater: Your character is afflicted with a sickness which causes the skin on one of their arms to become black and white striped, and for the arm and fingers to become elongated. You can attack with this arm for 1d4+Strength(SP2) and recover HP equal to the damage inflicted.
Sharkskin: When your HP is 50% or below, your character gains shark skin on their upper arms and thighs, a shark fin between their shoulderblades, and razor sharp shark teeth. While Sharkskin is active, you gain an extra attack each turn, using your Shark Teeth(1d4+Strength/1SP).
Mantis: When your HP is 50% or below, your character gains an exoskeleton esque structure on their torso and upper arms, extremely large sharpened canines that resemble fangs and extremely elongated fingers that end on sharpened tips. While Mantis is active, you gain 50% more damage for each physical attack you land, and have a special bite.(1d4+strength Paralyze/2SP)
Active Camo: Stealth+25%.
Cleanse: Once per-battle, you can purge all status effects and recover 1HP for each.
Annihilate: Once per-day, immediately expend half of your max HP and make your next attack automatically critical.(3SP)
Familiar: You have an animal companion following you around, which can help in combat. While the creature is above 25% HP, each of its successful attacks recover 1SP for your character. You can recover 75% of your own and the Familiar’s HP by having sex with it. You can feed your Familiar to recover 25% of its HP.
Brutalize: The first opponent you defeat each battle will be mangled beyond recognition, enemies within three spaces of the target must roll a Wisdom Check against Horrify status. Enemies afflicted with Horrify will attempt to flee instead of attacking your character.(1SP)
Nightmare: Your character becomes 25% Wraith, and your character suffers from nightly nightmares. You can roll an Intelligence Check against a target enemy as a free action to force them to perceive their surroundings as the very nightmares your character suffers from every night, lowering their Intelligence/Wisdom/Perception by 25% and afflicting them with Confusion for as long as this skill remains active. This ability can only apply to one enemy at a time, and only once per-battle.
Nowhere to Hide: Once per-day, if an enemy stealths on the same battlefield as your character, you can activate this Belt to force the enemy to de-stealth immediately, then roll for Stagger.(1SP)
Get Over Here: Once per Battle, If a character is within three spaces, instantly pull them to melee range(1SP).
Detect: The first successful hit against your character, each battle, becomes a miss.
Deus Ex Machina: Once-Per-Day, should one of your companions be downed by a hit, nullify that hit, then move your character between the attacker and your ally.(1SP)
Greed: Once per-day, reroll a failed loot roll at the cost of 25% of your character’s max HP.
Vampire: Gain elongated fangs and extremely pale skin. You can drink blood from grappled or downed enemies to restore 2d4HP and 1d4SP. Your character can also drink from companions after a successful Charisma check. Roll a Wisdom Check to resist craving more.
Leader: You don’t have to roll Charisma Checks to get your allies to follow orders.
Bottomless: If you have no food in your Inventory at the end of a battle, gain 1 “Cheeseburger”.
Devourer: Devouring corpses causes your character to recover 75% HP.
Rage: Once per-turn, the turn after your character takes damage, increase that character’s Strength by 25% for their next attack against the enemy which inflicted that instance of damage.
Beyblade: Once per-turn, successfully parrying an attack causes the Counterstrike to attack in an AOE around the character instead of performing a standard single target melee.
Stranger: Gain 1 Stat Point. You can reallocate your Racial Stat bonuses once.
Dark Tower: Once per-turn, you can launch a ranged attack against an object or obstacle to ricochet your bullet at an enemy within three spaces of that target. Once per-battle, you can perform this ability without an obstacle, instead bouncing your bullet off another one of your own bullets(Using this Belt in this way costs 1SP).
Drinking Problem: While drunk, your character’s checks and attacks do not cost SP.
Bird of Prey: Attacking airborne enemies, or enemies who have been knocked into the air, increases attack damage by 25% for those attacks.
Lock-On: Your character’s first attack during each fight cannot miss the target.
Just Do It: Each of the character's misses grants an extra point of Determination.
Outlier Scourge: Choose a Scourge Element that wasn’t listed, as your Scourge Element.
Obsidiosis: Your character is afflicted with a sickness that causes crystallized lesions resembling gemstones to appear on their skin(Which gemstone differs from case to case). Your character has heightened libido, and is now capable of recovering 50% of HP out of combat by masturbating.
Eater: Your character is afflicted with a sickness which causes the skin on one of their arms to become black and white striped, and for the arm and fingers to become elongated. You can attack with this arm for 1d4+Strength(SP2) and recover HP equal to the damage inflicted.
Sharkskin: When your HP is 50% or below, your character gains shark skin on their upper arms and thighs, a shark fin between their shoulderblades, and razor sharp shark teeth. While Sharkskin is active, you gain an extra attack each turn, using your Shark Teeth(1d4+Strength/1SP).
Mantis: When your HP is 50% or below, your character gains an exoskeleton esque structure on their torso and upper arms, extremely large sharpened canines that resemble fangs and extremely elongated fingers that end on sharpened tips. While Mantis is active, you gain 50% more damage for each physical attack you land, and have a special bite.(1d4+strength Paralyze/2SP)
Active Camo: Stealth+25%.
Cleanse: Once per-battle, you can purge all status effects and recover 1HP for each.
Annihilate: Once per-day, immediately expend half of your max HP and make your next attack automatically critical.(3SP)
Familiar: You have an animal companion following you around, which can help in combat. While the creature is above 25% HP, each of its successful attacks recover 1SP for your character. You can recover 75% of your own and the Familiar’s HP by having sex with it. You can feed your Familiar to recover 25% of its HP.
Brutalize: The first opponent you defeat each battle will be mangled beyond recognition, enemies within three spaces of the target must roll a Wisdom Check against Horrify status. Enemies afflicted with Horrify will attempt to flee instead of attacking your character.(1SP)
Nightmare: Your character becomes 25% Wraith, and your character suffers from nightly nightmares. You can roll an Intelligence Check against a target enemy as a free action to force them to perceive their surroundings as the very nightmares your character suffers from every night, lowering their Intelligence/Wisdom/Perception by 25% and afflicting them with Confusion for as long as this skill remains active. This ability can only apply to one enemy at a time, and only once per-battle.
Nowhere to Hide: Once per-day, if an enemy stealths on the same battlefield as your character, you can activate this Belt to force the enemy to de-stealth immediately, then roll for Stagger.(1SP)
Get Over Here: Once per Battle, If a character is within three spaces, instantly pull them to melee range(1SP).
Detect: The first successful hit against your character, each battle, becomes a miss.
Deus Ex Machina: Once-Per-Day, should one of your companions be downed by a hit, nullify that hit, then move your character between the attacker and your ally.(1SP)
Greed: Once per-day, reroll a failed loot roll at the cost of 25% of your character’s max HP.
Vampire: Gain elongated fangs and extremely pale skin. You can drink blood from grappled or downed enemies to restore 2d4HP and 1d4SP. Your character can also drink from companions after a successful Charisma check. Roll a Wisdom Check to resist craving more.
Leader: You don’t have to roll Charisma Checks to get your allies to follow orders.
Bottomless: If you have no food in your Inventory at the end of a battle, gain 1 “Cheeseburger”.
Devourer: Devouring corpses causes your character to recover 75% HP.
Rage: Once per-turn, the turn after your character takes damage, increase that character’s Strength by 25% for their next attack against the enemy which inflicted that instance of damage.
Beyblade: Once per-turn, successfully parrying an attack causes the Counterstrike to attack in an AOE around the character instead of performing a standard single target melee.
Stranger: Gain 1 Stat Point. You can reallocate your Racial Stat bonuses once.
Dark Tower: Once per-turn, you can launch a ranged attack against an object or obstacle to ricochet your bullet at an enemy within three spaces of that target. Once per-battle, you can perform this ability without an obstacle, instead bouncing your bullet off another one of your own bullets(Using this Belt in this way costs 1SP).
Drinking Problem: While drunk, your character’s checks and attacks do not cost SP.
Bird of Prey: Attacking airborne enemies, or enemies who have been knocked into the air, increases attack damage by 25% for those attacks.
Lock-On: Your character’s first attack during each fight cannot miss the target.
Just Do It: Each of the character's misses grants an extra point of Determination.
Server:
Spoiler (click to show/hide):
https://discord.gg/fjFBBrCxUe
https://discord.gg/fjFBBrCxUe