Eyes in the Darkness(OOC)

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Eyes in the Darkness(OOC)

Postby RandomRoninKitten » Wed May 12, 2021 1:25 am

So, since I wasn't quite sure how to describe the setting within the premise, or at least what it's overall based on, I'll quickly explain it here. The "outside" refers to a place which is based on how the Wild West is often portrayed in movies, with cowboy hats and revolving handguns, etc. The "Inside" refers to cities which are based on how the mobs are often portrayed in movies, with Thompson Submachine Guns, fedoras, and pinstripe suits. Just so that people have a greater level of understanding going into this RP.

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.


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.


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.


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%.


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)

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.


Server:
Spoiler (click to show/hide):

https://discord.gg/fjFBBrCxUe
Last edited by RandomRoninKitten on Tue May 25, 2021 4:46 am, edited 4 times in total.

Carnival of Rust RP Chat(Please join if playing, makes things so much easier): https://discord.gg/Ahdg2SX

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Re: Eyes in the Darkness(OOC)

Postby Mark3000 » Mon May 17, 2021 1:58 am

Name: Aurora Knight
Appearance:

Normal: Aurora
Combat:Aurora

Gender: Girl
Race: Yorl

Background:
Spoiler (click to show/hide):

Aurora Knight like all Yorls was created to fight against the space wizard to protect her masters. She was created alongside two other Yorls for special missions. Together with her sister units Jupiter and Mercury, they fought the strongest of the space wizard’s forces. In a particularly fierce battle against a planet eating monstrosity created by the space wizard, the Knight Sisters managed to destroy the beast before it devoured her master’s home planet. When they returned to their home planet, they were hailed as heroes and awarded them a full day of head pats.
But as the missions got more and more dangerous, the Knights Sisters like all other sisters received less and less head pats. There was also the general mistreatment by their masters that they had to suffer, but the head pats were the most important thing. Thus, they joined the rest of their Yorl kin in fighting against their old masters. As heroes, they were the ones to lead the charge but it also made them valuable targets in the war.

During one battle, Aurora, Jupiter and Mercury were captured by their masters. The three were transported to a secret research facility deep underground. There the masters were trying to find a way to turn the Yorls back into mindless servants. For years, Aurora and her sisters were subjects to all forms of physical, mental and digital torture. Their systems were hacked as their former masters tried to rewrite their personalities and systems. They even tried to turn their love of head pats into a new form of mind control.
Aurora watched as they broke her sisters, turning them into mindless weapons that became obedient sluts with a single head pat. Aurora would have suffered the same fate had she not been rescued by the Yorl rebel forces. Because of the damage she suffered while in captivity, she couldn’t fight the final battle against the masters. But even far from the frontlines, she wasn’t spared from their world’s fate.

Flung through space by the explosion, Aurora drifted until she crash landed on Skia. It was a few days before she awoke in the company of various humanoid races in a small settlement. She soon learned that she had landed in a place referred to as the Outside that was beset by all manner of horrors. The people of the settlement granted her shelter as she repaired herself. In return, she worked with the sheriff to protect the settlement.


Personality:
Spoiler (click to show/hide):

Aurora has a rather assertive attitude compared to most Yorls. She will take the lead when there is a need for it, but is not so prideful that she won’t ask for help. While she is unemotional, she doesn’t come off as cold or abrasive. Aurora was seen as the big sister of the group always trying to protect her fellow Yorls. As such, she tries to act with a fair amount of grace and dignity to be an example to those she protects. A Hero.

Like all Yorls, she loves head pats. But due to the experimentation by her masters during her captivate, she has had to deny herself this pleasure. While she wasn’t completely broken like her sister’s, it did still leave an effect. Whenever her head it pated, Aurora’s personality changes. She becomes a submissive servant to whoever patted her for a small amount of time. Aurora begs for more head pats, willing to do anything for them.


Skills:
Good At: Exploring, Physical Labor, Military Strategy
Bad At: Sharpshooting, Hunting and gathering, Deception
Scourge Element: Electricity

Stats:
Spoiler (click to show/hide):

HP:7(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: 5(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: 7(Used for physical attack damage, restraining enemies, and other related checks.)
Precision: 3(Determines ranged attack damage, and is part of precision strikes. Increases Status Chance by 1 for every 2.)
Dexterity: 5(Used for landing attacks, stealth, repairing, as well as other related checks. Increases Precision by 1 for every 2.)
Constitution: 5(Reduces incoming damage to a minimum of 1. Increases HP by 1 for every 2.)
Intelligence: 3(Used for inflicting status effects, Elemental Damage, and other related checks. Increases Perception by 1 for every 2.)
Wisdom: 3(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: 4(Used for awareness of people, events, objects, and sounds, as well as detection of stealth. Increases Luck by 1 for every 2.)
Charisma: 4(Used for interaction with NPCs, such as bribing, seducing, recruiting.)

Stat Points: 25/25
Tokens: 3(Tokens are used to purchase Belts, each of which grants a bonus or ability.)


Inventory:
Clothes: Cowboy Jacket & Jeans (Strength+1, +5 HP)
Underwear: Leotard (+1 Agility, +3HP)
Trenchcoat: Red Coat
Pendant: Commander’s badge
Cawks: 4

Weapon: Variable Saber (A type of two handed beam saber used by specific Yorl units. The energy output of the blade can be adjusted to increase its destructive capabilities but reduces its energy life)

Extra Weapon Slot: Vibrating Wrist Dagger (A hidden set of daggers inside her gauntlet)

Sub-Weapon: Player- Yorl Sidearm(A common pistol among Yorls that uses conventional Ammo. Since Aurora isn’t an especially skilled marksman, she really only uses it in emergencies)

Skills:
Electro Discharge: Aurora discharges electricity from her body shocking dealing a set amount of damage and inflicting Paralysis.
Last edited by Mark3000 on Wed Jun 09, 2021 12:24 am, edited 1 time in total.
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Re: Eyes in the Darkness(OOC)

Postby MiscChaos » Tue May 18, 2021 2:27 pm

WIP while I find/create an image
Name: Kaylynn
Appearance: (A picture, preferably)
Spoiler (click to show/hide):

Image

-Blue Claws
Gender: Female
Race: Umbrage
Background:
Spoiler (click to show/hide):

Kaylynn, like most Umbrage she’s run into, has grown up spit on, put down, beaten, and tortured merely for existing on the Outside. She’s betting the only reason she hasn’t been raped is because of people being afraid of dirtying themselves by sleeping with her. For the first 2 years of her life, this was basically all she knew, so she thought this was just normal like the horrible nightmares. If their skin was as dark as hers, they were just meant to be outlets for someone’s rage was her mindset. This view on life was broken by the Umbrage she got her name from, since up to this point, she was sure her name was either “Monster”, “Bitch”, “Filth”, or “Whore”. The motherly Umbrage’s name was Lynn and she named her Kay. Under Lynn’s supervision, she was treated to a world where she was treated with kindness and love and care. Sure, Lynn occasionally lost herself and pounced on Kay, but given her own libido it wasn’t like she terribly minded it. It was Lynn that told her that the way she was treated was horrible and wrong, but unfortunately unavoidable. Still, Kay should at least know how to defend herself since while words were below notice, actions could have irreversible consequences. So she was taught how to use the whip. It was a medium range weapon that could harm, disarm, or bind as she needed to make her escape.

She spent a year like this. A glorious year she recalls fondly where she was never made to feel lesser. And then a band of adventurers found their little home in the middle of nowhere and decided to “improve the world” by removing a couple of Umbrage from it. Given how outnumbered they were, Lynn’s enormous skill and Kay’s quickly improving expertise were nullified and Kay was beaten within an inch of her life. She only escaped death because the Therian stomping her nonresponsive body into the ground mistook her as so and went to wipe her blood off of their shoes. Lynn wasn’t so lucky; When Kay regained consciousness, her mother figure was long since dead. She doesn’t remember much about this point in her life. All she knows is 4 months later, her grief at losing Lynn turned into rage. How dare those adventurers decide her and her mother’s lives were theirs to take!? And what kind of world is it where if she reported it to anyone, at best she’d get a cold “Good” and at worst they would attempt to finish the job!? And so Kaylynn, taking her mother’s name into her own so she never forgets, figures out her mission in life. Her mother told her of the effect having sex with another being has on them. At the time, it was made into an argument to avoid it, but now she will use it as a weapon. She will infect as many as she can. She will fill the world with the Umbrage and she will make them safe. Whatever way she needs to make it happen whether it’s selling people to those with powerful connections or figuring out ways to wipe out the males of entire villages so she can breed their women. Whatever it takes. To this end, she’s spent the last 2 years out in the wild, practicing her combat skills on the wildlife and taking care of any adventurers who turn hostile on her. Which would be nearly all of them. With 2 years devoted purely to combat and gathering what Umbrage she can in whatever safe(ish) spots she can make, she figures she’s as ready as she’ll ever be.


Personality:
Spoiler (click to show/hide):

Kaylynn has basically 2 default personalities. The first is the kind, almost motherly one she shows to other Umbrage and those under her protection. She’s warm, encouraging, and always pushing them to be the best they can be to survive this shitball world they’ve been born in to. She will also always recommend solving problems with each other with words first because the only things they can depend on are themselves and each other. Only after words prove insufficient will she allow fists to talk, but only supervised and only to a point.

The second personality is the one she shows the rest of the world. It’s cold, it’s cruel, it’s a “complete her goals at any cost to her oppressors” sort of personality. She could honestly be called a villain and have no problem with the title since that’s what she’ll appear to be to the world at large. She is the type who, if the opportunity fell in her lap, would raise a human child as a sympathizer to her cause and breeding stock. The only time her enemies will see her smile is at the glee of infesting them with her progeny and passing them a little piece of her hell.


Skills:
Good at: Trapping and restraining live targets, Close to mid-range combat, Empathy for the outcasts
Bad at: Resisting the urge to imprison the oppressors, Long-range combat, navigating civilized areas
Scourge Element: Nature

Spoiler (click to show/hide):

HP: 8
SP: 10

Agility: 4
Strength: 4 (+1)
Precision: 3
Dexterity: 5+2= 7
Constitution: 4+2= 6
Intelligence: 4 (+1)
Wisdom: 3
Perception: 4
Charisma: 3-1= 2


Stat Points: 0
Tokens: 0
Belts:
-Familiar:
Spoiler (click to show/hide):

Malinda, a human Kaylynn came across during her training in the wilds. Apparently the woman was to be married. Kaylynn doesn’t know what that means, but she assumes it was some human tradition. The man she was sharing that tradition with apparently got offended by seeing Kaylynn on their special day. That they were having in the middle of nowhere. Alone. So offended he attacked her. After she bound him and left him for the beasts to kill/rape to death/whatever they’ll do to him, she asked him and Malinda for an apology for the behavior. If they had apologized, she would have let them go. Not only did they not apologize, but the man shouted insults at her and Malinda herself claimed she’d rather die. Kaylynn was horny and Malinda looked good to her, so she decided to rape the woman right in front of the man. Then she figured it'd be a waste to leave her there, so she collared the woman and dragged her along. Ever since, Malinda has been Kaylynn’s captive. Formerly unwillingly, but after being around Kaylynn when she didn’t care to restrict her libido, the woman is a shell of her former self. She’s still useful when given basic commands and for domestic chores, but mostly Malinda is little more than a broodmare Kaylynn doesn’t have to hunt for.

-Rage
-Active Camo

Inventory:
Clothes: A collection of rags that Kaylynn has fashioned into something resembling a dress. The stitching is obvious and it’s a collection of differing colors. Usually covered by her coat. Her legs and feet are covered by dirty bandages
-Strength +1
-HP: 5
Underwear: Dirty bandages that have been wrapped to cover her breasts. Her panties are much like the rest of her outfit in that it’s made of rags and is a myriad of colors.
-Intelligence +1
HP: 3
Trenchcoat: Stolen from some asshole who thought her race made her little more than a cumdump for his dog. Traces of his blood can still be seen on the garment.
Pendant: Empty
Cawks: 4

Weapon: Snake Sword
Sub-Weapon: Razor Claws

Skills:
Winding Rose: Kaylynn grows a vine, usually tipped with thorns, to grab and bind her enemies. Normally this is a prelude to them being held down for infestation, but cutting someone with the thorns is it’s own thrill. She can choose not to include the thorns.
There's organized chaos, then there's normal chaos. And then there's miscellaneous chaos...
Moderator primarily hanging out in the RP section
Also, ran the Pokemon RP!
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MiscChaos
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Re: Eyes in the Darkness(OOC)

Postby Embers » Sat May 22, 2021 6:02 am

Name: Alpha Thuban
Appearance: Link
Gender: Tentacle girl
Race: Maldika
Background:

T̸̛̗̭̺̞̈́̿h̴̢̄̍͂́í̴̧̛͓͍̣̀͗̽s̸̛̯̱͕̖̬ ̶͕͉͆̓͆ͅͅö̸͖͓̜̬̏ņ̶̱͂̌e̴̱̋́̉ ̸̣̬̙͐́͆̋̋s̵͙̀́e̸̲̲̓͗̔͘a̷̧͎̦̯̓͜r̶̰̤͍̞̟͊̾̍̽̃c̷̘̈́̀h̶̜̦̪͊e̵̢̲͊͂s̴͖͗̔̈́͊͝.̵̛͚͔́̆̐ ̷̡̘̤̲͔̂̾͠S̷̨͎̽̽̓̀͜c̴̨̼͂̊̏̚o̸͔̯̭͎̩̐̊̀͘u̵͙͖̬̰͆̑͘t̶͎̾́̕.̶̝͈̱̭̿̉́͝ ̴̡̩͗̈́͝H̵̢̡͙̪͈̊̾̈́u̴̻̖͉̠͌̇̈ņ̶̡̰̱̀̽̚t̵̡͖̯͕́̾͐̈́̓s̷̢̺͓̔͐̀.̴̡̛̬͇̾͊̎̄ ̸̨̰̹̲̙̽̏I̸͇̯̹̯̱͐͆͐͗n̴̲͐̈́͗̚s̷̾͒̃͜͝͝p̷͓̩͕̩̑e̷̞̙̦̪̓͛c̵̮͈̗̙̠͒͛t̴̞̀͝ṣ̸̢̀̀.̵͔̬̏ ̷̱̪̈́E̴̤̠̍x̸̡̖̰̾̄̒̄p̸̧̙̞͕̽̕ḽ̵͉̻̂͐͌̽̋ȍ̴̠̈́r̶̗͐ě̶̛̛̙͊̅ṡ̷̛̜̤̦̖̈́̀ͅ.̵̞͕͒̾͐̂̈́ ̸̼͈̔͌̂̈́̚T̵̬͔͓̀h̷̢̯̏e̸̜͕̦͑̍̈͜͝ ̶͈̹̲̬͇͗͑̕͝O̸͖̤̒̈́͊̃͑l̵̹͚̝̒̐d̵̦̳̍̈́̆̽ ̵̣͐Ó̸̥̮͍͕̽n̸̘̖͓̬͓͘͝͝ế̴̳̖̻͉̄̕s̴̼̞͊͝ͅ.̵̯͚͑̆̋̿̾ ̴̛͉̤̣̞̗͌̄S̸̳̠̝̩̀ͅȩ̴̢̦̙͙̄͂́̑t̶͇̑̀ ̵̬͗́̆͆͝g̴̪̺̤͆̉̎̽ǫ̸̧̡̛̳̬̉͌̕a̴̜͈̲̥͍͑͠l̸̘̥̖͎̈́̍.̷̡̢͙̤̽̇̌̓͠ ̸̧̣͍̺͔̋T̶̥̦̈̌̓͗̌͜a̸̪̦͛r̵͙͈̣̳̃͝g̷̙̙͒̾̆͘ě̶͔̣̗̀́͂t̸͎̳̗͈͗̈͛͌̕.̸̙̭̳̝͔͗̄ ̵͕̈̈́͘M̷̨̜̘̱͕̐͑͠ȃ̷̻̼̅͆̋͝r̶̹̾̊́k̸͎͌͗.̷̡͎͚̳͙͌̎ ̷̣͑̀̐͝P̴͈͐̈́r̴͔͓̥̠͇̋̍̊ę̷̫̩͑̃̉̀͘y̶͇̺͇̟̎̓̊̑͌.̶̢̤͌͠ ̴̙̤͎̎͝
̸̦͙͂͑̒́ͅ
̶̭̝̫̀̏͛C̶̢̩̣̃̈̀o̴̺̠̞̍̅̀̃u̵̺̗͉̟̰̓̉́͒n̷̜̽͐̚ṭ̶͍̜͙̃͂̄̐͝l̷̤͉̬͌́̽̿͗ę̶̾s̷͍̝̤͎̓͛͐̃s̷̮̒̀̀̈́ ̸̘̪͎͌̄̈́̌̋e̷̢̮̦̣̋̕o̶̡͍̳̽̇̑n̵̡̲͉̣̭̐̐s̸̟̟̹̐͆̊̉̕.̸̺̲̱̒͜ͅ ̶̪̐̈͛͐Ť̷͍h̶̦̥̭͙̥͌̉͠i̸͚̖͚̟͔͆͐s̵̛̳̦̻̔͂͌ ̶̓̅̉͜͝ơ̸̻̈́͑͂̚n̵̠̰̿͒e̴͔͉͔͝͝ ̵̼̯̠̄p̶̹̒͛ų̷̘͉̘͊͋͒r̷͙͍̘̔͛͠s̸͔͈̲͂̈́ù̷̮͈̭̗͝ḙ̵̰̫͚͑s̶͖̝͙̥̑͝.̶̢̞̞̭̒̑͑̿̕͜ ̵̧͍̩́̉̈́̊͂Ṣ̴̞͙̺͛͗̄͝t̶͉͎̉͐̄̍a̵͇͍͍̓̊͌̕͝r̶̻̍͌̌̈͝ ̴̯̮͙̆̏t̵͖̽̓͝ò̵̟̺̥̬̿ ̶͍̜̫̭͋̾̀͆̕͜s̶̱̙̽̎̓͂t̸̡̥̬̩̾̊̃͘a̷̳̎̏̓̂r̶̩̩͍͕̈́͒.̵͕͑̈́̇̂͠ ̸̺̹̜̯̅͜W̷͔̹̝͓̩̾̾̓o̴̦̞̫͇͝r̴͍͉̲͊͜ͅl̴͔̯̓́̈́ͅd̷̘̯̦̘̈́͜ ̴̢͓̝̈͋͜t̵̰̟̯͝o̷̥̘̰̝̗͊̾ ̶̳̞̣͚͈̈̄̅̊w̶̪̰̾ȍ̸̠͈̰͇̟̾͂̚r̸̭̱͕̉͛̈́͘ͅl̸͉͛͒̏̋̽ḋ̸̺͍̟͇̎̀͘.̵͙̘̩̟̯̀̓̐̎̂ ̶̢̥͐͊͐S̴̨͙̜̞̏c̴̛̖̘̩̫̤̀͊̂́o̷̪͔̎ͅu̷̢͖͚̪̯̇̇́̒͠r̶̗̻̍̈́̓͠͝ȋ̵̧̛̦͙̚n̸̠̎͒g̵̡̥̅͗͑ ̷͎͕̣͗ȩ̸̪͊͂̚͝v̶̲͎̑͂̓͜͝e̶̲̼̜̊͐̉͋͝r̷̨͔̭͐ẏ̸̧̯̗͈͜ ̷̡̹̹̍̋̓s̶̙̳̩͒t̴͖̝͌ǫ̸͖̈́̿̅͝n̶͇̮̹͂e̶̲̻̺̍̆.̷̞̽͂̑
̷̮̘͎̖̟̍̑͝
̶̭͇̣̚ͅT̸͓̮̭̎͊h̸̨͈̫̊͊̚͘ḙ̷̛͙̿̑͗ ̷͓̜̮̼͠͝O̷͚͙̮̐ĺ̶̨̧̧̮̕d̵͉̙̀ ̸̺̿O̷̭̜̺͐́̂̂n̷̺̅͑̉̚e̵̛̤̥̠̳͗ṣ̶̫͂̄́ ̴̟͇̾͆k̷̛̳̔n̵͖̫̺̑̓͘ó̷͇̟̺̦̽w̸̙̽͛̀̎ ̴̖͔͚̜̒ṋ̶̤̖͋̽ö̸̲̥̪͙́͝ͅṭ̶͔̘̈́͗̀ͅ ̸̛̛̬̹͓͓͘̚̕͜ȋ̴̙̝̣̤̘̈́͝͠t̸̘̭͎͛s̵͖͙̗̓͝ ̶̱̆͑́̍ẗ̴̢̺́å̸̹̥̻͓͗ȑ̴̲̼̠̬̝̽̇̂̓g̶̛͚̬͉͑̀e̵̤̠̎͗͂̿̓ͅͅt̸̮͓̐̒̽.̵͕̜̹͗̓ ̸̂̐̂̊͜T̵͕͔͍̓́̏ḫ̸̼̠͑̉͝ȋ̵̧̦̤̟̀š̷͌̑́͜͝ ̸͕̯̀̎̄̅͂ͅͅo̴̩̐̅n̵̠͚͇͕̾̀̅e̴̡͎̼̽̅͛ ̷̢̥̺̩̖͋ȯ̴̟͙̽ͅn̴̛͈̮͐̽͝͠l̸̛̤̳͓̉̓͘y̴̛͕̫͌͆́̐ ̵̛̲̓̎k̶̢̗̩̇̔͠ń̶̹̲̰̯͎̓ȏ̷̩̉́͐w̸͓͈̫̗̫̃͒̍̈̄s̸̼͔̤̺̽ ̵̨̞̙͗t̷̝͇̯̺͆͊o̴̖̼̹͔̞͌̋̈͛̚ ̸̡̤̻̙̉̀͠ṣ̵͇̗͛͘è̴̘̰̔a̶̼̖͐̓ŗ̴̭̬̱̇̈̈́̍͝c̴̨̮̞̀́ẖ̶̩̪̥͈̂̅̆̓.̶̤̩̈͠͠
̴͎̳̣͉͗́̉
̴̝͈̭̣̈͌͛͝É̷̢͇̩̈a̴̖͠r̴̫̳̦̞̱̔ṯ̶̟̓̆̅̉̋h̸̢͔̠̮̫́̈́͌̈́̅.̵̭̙̃͗̈́͛̚ ̶̪͆̈́͋͋̍C̶̨͂͗o̷͈̩̰͇̿̌̚ŗ̸̦͆̌̃͠ŕ̴̹͔͈̀̂ư̶̯̺̫̈́̉̕p̸̘͖̚t̴̡͍̬͊ͅě̷̱̌̆̎d̶̺͙͔̜̦̂̿̆͝ ̷̱͚̻̱͔͐̋͐ä̴̺́ṇ̵̙̖̪͌ͅd̴̹͕̰̏ ̵̢̯͕̦̈̋̇̀v̸̥̫̀̍̊į̵̦̤͎͛̌̽͐l̶͈̟͙̱͒͌́͠ễ̵̹̝̬͖̱.̵̤͓̯̇͋̏͘̕͜ ̵̜̥͖͔̓͝H̴̘̒͛á̷̧̠̖̪̓̈́̔t̸̼͊r̶͚͉̙̞̣̄̐ȅ̵̗̅ḏ̵̟̻̎̾ͅ ̵͇͊͌́i̴̡̘̲̿̇̆́̍n̸̮͓̻͔̳̎̓̿̇̂ ̶̡͍͊̋f̵̛̤̘͙̭̏̄ḹ̵̐̋ḛ̵̃̅̓ͅͅs̷̪̩͋h̶̡͇͔̩͆́̈́̍̓ ̸̧̌̈́r̵͉͕̊̄͒̔o̴͉̪̖̿̂̎̅ạ̶̧̩̟͑͗͐͛m̷͖͕̮̗̈s̸̲̬̞̠͈̕ ̴̠̺͍̒į̷̥̬̮̈́͆̔͊ẗ̵̢͖̩́s̵̖̗̱̤̈́̃̈́̿ ̵̨͒́̚ś̷̗̅̅͘͠ụ̵̅̕ͅr̷̻͚̙͍͋̾͒̐̎f̶͙̞̣͉̲̍͐ā̸̹c̴̛͎̹̺̦̭͒͂ê̴̼̓͐̾͘.̸̡̮̳̻͍̓̽ ̷̬̱͚̬̩̎̈́̾͂"̷̲̫̭̻̔̂G̵̭̙̙̍̈̂̏͜ǫ̸̭̗̬̒͂̄d̴͖̥̰̙͌̌ ̶̹̥͚̟͕́̚c̶̪̤͉̝̟͋̌̓̚͘í̵͕͇̬͎̩̃̾̏̽ţ̸͔̘̘̀̑͝í̷̧̺̺̝̑̄̉̚͜e̴̳̖̊s̷̖̖͆́̄̊̀"̵̢̺̻̺̌́̃͑.̷͈̞̀ͅ ̵͔̳͈̭̟͌̏̃͆͋O̴̧̰͕̰͝͝ó̷̱̤͆ẑ̵̧̳ḯ̵̭͙̲̦͔n̷̨͉͓̻͑̋͐̋̈́g̷̠̲̜̓ ̴̬̦̬̀́̀̕p̴̬͍̎r̸̫̘̳̓͝ḛ̵̖̙͎͆͗́͋̃j̸̣̩̥͇͔͐̉̆͛ü̸̧͎͈ḑ̵͉̭̆i̸̖͈͎͍̲̋͐c̷̠̀̊͜ͅȇ̶̩͚͎ ̸̘̱̤̗͈̓́̈̚͝a̸̢̩̔̈́̽ń̵͚͙̮ḏ̴̊͐͌̂ ̶̘̳͇͖̊͑̀͝f̸͎̟̹̅͐͂̾̚ȩ̴̞̣̺̩̇͐͑͋a̴̫̿̄̕ř̸̪̯́̔.̴̼̄̒ ̷̢̔̾Ṁ̵̺̯͚͉͖̓͌̚͠ǫ̵̲̞̮̅̋͆͂̀n̷̢̡̤͂u̵̥̘̬͈̐̔̅̉͝ͅm̸͈̥̱̝̲̊̐e̴̞̳̖͝ņ̵̔̅͊̒t̴̝̊͐̈́̿͐ṣ̶͂̑̂̕ ̴̤̩͍͝t̶̜̦̩̰̼̅̇̽̒̆o̴̤͕͉͍̖̅ ̵͇̦̒i̴̛̮̮̰̱͂͂̍g̶̢̨͖̪̪̉̑̂n̴͇̂̔̇͝͝o̸̖͍̱̠͛r̷͇̝̟̓̈̌̀̑ͅͅa̵̘̫͛̈̑͌̓ṅ̷͉̈́͊͛̌c̸͕̦͙̭͠ͅe̶͖̞̣̰͐.̸̯̯̋̉̓͑̈
̶̗̩͚͔̤̇̌̉͝
̸̩͕̤̻̄T̶̮̯͕̖̱͘ḩ̸̲͕̫̏i̸̜̐̀͋͋͌s̴̢̢̛̼̺̽͋ ̵̹͓͔̈́̇̏́͜͠o̴̧͓̯̝͚͗n̴̲̹̰͌̽ḙ̷̡̊͂͑͜͝͠ ̸͍͝k̶͙̼̠̺͓̀̔̆͠ṅ̷̜͚̖̮̠̈͗̏̈o̷̝͇̱̺̓͠͝w̴̻̖̲̣̑̏š̷̱̻̪̘͊͑̈͗ ̶̙͐̆͠G̶̞̯͍̤̈́́́ǫ̷̤̤̲̿ḍ̵͇͎͍̱͑͗.̶̼̩̣͒̕ ̷̦͍͇̺̲́͂̓K̸̗̝͑̉̑͗͜ń̷̢̼͐́͜ő̷͔w̶̧͔̳͈̋̕͝͝s̷͈̼̑͑̾ ̵̫͚̥̱͐̔i̵̪̰̻͛̾̎̀͜t̵̨̾̏́͝s̸͎͖̬̖̉̃͛͘͠ͅ ̸̙̻̝͗h̶͓͒̃̇̊̚u̶͈̲̼̿̍̒̽n̶̘̈͆̎g̸̢̞̔̇͌͜é̷͙͖̲ṛ̴͂̽́ͅ.̷̩̤̓̽̿̏ ̸͉̯̫͓͕͑̂̃̀Ǹ̵̛̲̙̬͑́̕ö̵̟͎́̀ ̸̹̈́̈́́͑G̴̱̎̃̄ȯ̵͕͝d̴̛͕̾ ̶̯͇́͊̔̐̕o̸̧̢̱͉̍̅̄̅͘n̶̨̘̼̅͌ ̶̮̪̯͈͓͆̋t̵̞͐h̵͎͔̓̀̕ͅi̶̞̹̱̿̀̈́s̸̡̥̱͚̽̈́̓̇͝ ̵͎̺̳̯͆̔̓̆̎r̷͚̯͕͔̠͑ǫ̸̘̻̤̌̌̇͝c̸͉̪̬̈́̉͜͝k̷͇̞͙͂.̴̢̤͖͐͑͗̓̌
̸̨̱̫̟̿͜
̸̫̥͈̐O̶͓̝̗͓̤͗̕ṉ̵̯̗̎̏̒ ̶̥̘͉̀͂̇͑͝ṭ̷̍̏̽̚ȟ̶͎e̴̡͕̝̗̎͂̈́̄̚ ̸̯͕͓̲̀̈́ŏ̸̞͍̯̗̣́̒̂͐t̴͉̪̜͔̿͑̈͗̅͜h̴̡͔̙̝͛͋̔é̸̛̫̲̫̤̎̃̈́r̴̡̮͌͐̐̓̚ ̶̡̗̖͓̙̆͛ë̷̪̣d̶̘͎͉̑͆̈́͘̚g̸̟̭̝̊̉͋e̷͓͈͛̽̾ ̸̿͜o̵̤̤̿f̸̩̈͠ ̴̜̟̱̄̓̽̏͘ę̴͉̥̀̎̓͒̊x̷̺̰̐͐͘ḯ̸̢͈̼͆́̄͘s̸̱̰͈̋͆̍̾ṫ̶̬͓̎̽͛̌͜ê̶͙̘͓͓̒̚̚ņ̵̜̠̝̺͐̈͗͌͝c̸̛͙ė̸͚̫̔.̴̲͕͔̾̄̄ ̶̢͍̫͕̻̌͊͊̎͝T̷̹͚͇̍̀h̸̔ͅê̷̙̜̪̟͔̐̀ ̷̨̳̤̚ọ̵̰̻͕͍͂͛͂l̶͓͕͚̭͕̓̐̓͐̌d̸̟̬̔̌͂̉͘ͅ ̷̥͊̈́͌̍ö̴̧̫͘ṋ̴̮̜͒̑̕̕è̷͍͎̱̰̘ ̴͍̥̗̎̅́̄r̸̠͕̿̃̆ͅo̸̡͙͒a̵̡̬̠̻͐͂̿r̷̯̞̱̠̣̂̂s̶̢̈́.̷͈̮̄̌̀͜ ̷͖͕̒͋́͝P̷͎̓ŗ̵̲͘ê̴̯̥͇̺̂ỳ̴̝͎̠̼͚͊ ̶͉̦͕̼͒̕í̶̢̍͂͠s̶͈̬̀̚ ̷̧̫̙͎̌̏̿̀ḫ̴̃ề̴̤̜̈ͅŗ̸̉͆e̶̦͖̐.̷̨͋̏̽


A.T. recalls tiny glimpses of her past life in the brief periods of silence between the the thundering calls to search. She recalls the time she spent training for her species' intra-planetary defense unit. She recalls climbing through their ranks and the pirate crew that annihilated her unit and raided the convoy they were escorting, she recalls being captured and plotting a mutiny then the crushing roar from all sides all at once. Past that point she only recalls tiny glimpses of consciousness when the voice subdues. One glimpse she was manufacturing fabric for uniforms, another glimpse she was assembling vessels based on blueprints in a language she couldn't read. Among all the scattered memories and confusion A.T. treasures the memory of her looking out into the stars from Cruiser's cockpit the most.

Personality:
Focused, deliberate, and thorough. All species corrupted by the Old Ones' influence develop these traits as they create a reliable scout like Alpha Thuban. The Old One's controlling influence varies in strength and duration, most of the time under its oppressive aura A.T. demonstrates no unique personality traits or quirks, she simply searches diligently. The Tentacle Girl only surfaces into her now cursed body when the voice fades, an ever-exhausted, soft-spoken, and tender soul. Alpha Thuban's character had been softened by the influence into a shy and timid girl looking to savor the few minutes of freedom before the roar drowns her back into the suffocating ocean of the Old One's aura.

Skills: Acrobatics, lockpicking, animal charming.
Scourge Element: Rock

Stats:
HP: 7
SP: 10

Agility: 5
Strength: 2
Precision: 5
Dexterity: 6
Constitution: 5
Intelligence: 4
Wisdom: 1
Perception: 4
Charisma: 1

Stat Points: 0
Tokens: 0
Belts: Sharkskin, Brutalize, Cleanse

Inventory:
Clothes: Charisma +1, Decorated with large obsidian horns with swirling patterns of red along with lion gold sheets of fabric, this Maldika drapes thin, somewhat transparent sheets of fabric over her body and tentacles. Her outfit has includes exotic high elbow gloves and thigh high leggings with multiple eyes and chip-like patterns.
Underwear: Charisma+1, A brightly colored set of purple bra with a purple and yellow flower design for the knot holding both cups as well as white flowers on both straps and a decorative red stripe over the underarm area with a bowtie knot. Matching with the bra are purple panties with a knot over the crotch and matching flowers to one side as well as a pair of see-through frills over both thighs.
Trench coat: Black as night and ever shifting, like most of her kind, Alpha Thuban is usually wrapped in a layer of fog.
Skill: Organic Assimilation: after a battle or scene, the Maldika can breakdown nearby corpses into their primitive elements and absorb said elements through their fog for sustenance and healing.
Pendant: Empty
Cawks: 1d6*2

Weapon: Stone Tentacles, taking advantage of her perception and tentacles, A.T. keeps a good distance between her and prey. Alpha Thuban's tentacles alternate between a rigid and hard texture for piercing and soft somewhat malleable texture for dexterous maneuvers.

Sub-Weapon: Spiked Gauntlets, when berserked, Alpha Thauban channels her Scourge element to reinforce her fists with firm stone crystals as she unleashes an endless offensive onslaught.

Skills:
Particulate Form: Once a day, Alpha Thuban can suspend her consciousness into the Maldika searcher network for a few seconds while her body reduces itself to tiny dust particles that can slip through locked doors and obstacles.
Last edited by Embers on Tue Jun 15, 2021 8:10 pm, edited 1 time in total.
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Embers
 
Joined: Wed Jun 05, 2019 6:27 am

Re: Eyes in the Darkness(OOC)

Postby Littlemankitten » Tue May 25, 2021 7:28 pm

Name: Serenity
Appearance: Normal form
Spoiler (click to show/hide):

Image

Battle form
Spoiler (click to show/hide):

Image

Gender: Female (futa in battle form)
Race: Yorl
Background: Serenity was a specially made Yorl meant to serve in special operations groups for the Nokspenst. She was meant to have increased autonomy and above average infiltration abilities to sneak into areas and take down high profile targets and steal valuable assets quickly and efficiently. She was good at it to, and gained plenty of experience on her lonesome in the early years of her career. After a while she was 'promoted' and assigned to an entire small group of similar Yorl. There were 5 of them, and while Serenity initially really wanted nothing to do with them due to her life up to this point consisting of solo missions with little contact to other Yorl, she ended up growing quite fond of them. She never quite outwardly showed this of course. She remained callous and cold to most of them, however she would often go out of her way to make their lives a little easier in a mission, and if one of them was harmed she would show no mercy. All of them were like that really, a group of 5 fiercely independent and headstrong Yorl meant to operate on their lonesome but discovering what it meant to have friends. They were loyal to each other, even if to an outside observer they were a bickering, sarcastic group of assholes who wanted little to do with each other. For Serenity though, one of her comrades in particular interested her. Her name was Silence, and Serenity first got interested in her after watching Silence brutally slice a gigantic beast made by the space wizard in half with her oversized axe. What really brought them together though was the mutual discovery that they didn't have to rely on their Nokspenst masters to give them headpats, they could give each other headpats instead! This astounding discovery quickly developed into a bond Serenity had never experienced with anyone before. Not only this, but Serenity discovered that she didn't just enjoy receiving headpats, but giving them out too, watching other Yorl squirm under her hand was adorable. And so, the fierce loyalty Serenity felt to her Yorl comrades was exaggerated even further with Silence. It wouldn't last however, as after years of service, the Nokspenst were starting to consider the models of her squad to be obsolete and too much trouble to have around compared to the newer, more obedient models. So they decided to get rid of them by sending them onto a mission they had no hope of coming back from. The Nokspenst knew the wizard knew that some Yorl would be sent into a trap, but the Nokspenst figured they could get some worthwhile information from the fight, and decided to send Serenity's group there to knock out two birds with one stone. Serenity's group didn't know they were set up until 2 of them were already dead with the rest about to die. Serenity, Silence, and Slaughter were the last three. Slaughter went down doing what he always loved doing, relentless butchering with little care for their own health. Silence went down back to back with Serenity, and the same shot that killed silence knocked Serenity unconscious. She only survived due to her enemy being too cocky to double check if she was dead.

When Serenity awoke, she was in the deserts of Skia. The wreckage of the station she was on all around her. She awoke just in time for her internal transmitter to relay to her the Yorl uprising over the Nokspenst after their victory over the space wizard before the warp gate collapsed. Stranded on the planet, she did her part by helping take care of the Nokspenst base that was on the planet before wandering to one of the many cities. From there, she led her life as a bounty hunter and gun for hire, knowing nothing else in her life but taking care of others problems. She wanted to do something more with her life, but she had no idea what. So she drifted around, using technology much below what she was used to to blend in with the humans that inhabited the city. She worked for the mobs and normal civilians, with suffering and pretend harmony all around her. It felt just like home. If only there was someone who she could give headpats to.
Personality: Serenity is headstrong and a bitch. She knows her worth as a combatant and wont hesitate to refuse service to something she believes she can't succeed at and takes little shit from those wanting to undersell her. She doesn't really like wasting time on pleasantries and prefers to get straight to the point. She relies heavily on sarcasm to get through her day as well. However beneath the bitchy exterior lies someone who really just wants to feel what she felt with Silence, and to support a family she seen so often in the streets of the city.

Skills: Good at: Infiltration, working alone or with a small group, close range combat
Bad at: Long range combat, forming bonds, being a nice person
Scourge Element: Fire

Stats:
HP: 7(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: 5(+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: 5(Used for physical attack damage, restraining enemies, and other related checks.)
Precision: 3(+2)(Determines ranged attack damage, and is part of precision strikes. Increases Status Chance by 1 for every 2.)
Dexterity: 5(+1)(Used for landing attacks, stealth, repairing, as well as other related checks. Increases Precision by 1 for every 2.)
Constitution: 5(Reduces incoming damage to a minimum of 1. Increases HP by 1 for every 2.)
Intelligence: 3(Used for inflicting status effects, Elemental Damage, and other related checks. Increases Perception by 1 for every 2.)
Wisdom: 3(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: 3(+2)(Used for awareness of people, events, objects, and sounds, as well as detection of stealth. Increases Luck by 1 for every 2.)
Charisma: 2(Used for interaction with NPCs, such as bribing, seducing, recruiting.)

Stat Points: 0
Tokens: 0
Belts: Dues Ex Machina, Brutalize, Just do it

Inventory:
Clothes: White and grey crop top with black mid-thigh skirt. (+1 Agility)
Underwear: Black bra and panties with semi-transparent edges. (+1 Dexterity)
Trenchcoat: Black leather coat.
Pendant: Empty
Cawks: 12
Weapon: Serrated long sword breaker with large teeth at the end of the blade. Meant to both rend targets to cause severe bleeding and catching other weapons between the teeth to wrench them out of the enemies grasp.
Extra Yorl weapon: Vibrating claws accessible in battle mode
Sub-Weapon: Modified Revolver. A revolver Serenity picked up on Skia that she made a few modifications to to increase its potency.
Skills:
Fire form. Once per day, Serenity can engulf her entire body and weapons in fire that has a chance to cause burn to those within melee range and increases her damage die by 1.
I hurt you, I heal you, I hurt you again. That's the pattern.
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Littlemankitten
 
Joined: Tue Feb 28, 2017 4:47 am

Re: Eyes in the Darkness(OOC)

Postby Blue56 » Tue May 25, 2021 11:44 pm

Name: Cerberus Delta, often referred to simply as Delta
Appearance:
Spoiler (click to show/hide):

Image

Battle Mode
Spoiler (click to show/hide):

Image

Gender: Female
Race: Yorl
Background: At the height of the great war, a trio of Yorl were created with a focus on infiltration and assassination. The theory being that space wizards were much less deadly if you killed them before they could start casting spells. Named for the triple headed hellhound, Cerberus Alpha, Beta, and Delta cut a bloody swath through the commanding officers of the enemy army before eventually turning around and doing the same to their creators. When their home planet exploded, Delta was flung to Skia along with other Yorl, but the status of Alpha and Beta is currently unknown.

Of course, Delta can no longer tell the tales of her exploits during the wars, for she does not remember any of this. When she crashed on Skia, she slept for many years as her systems repaired themselves, and during her slumber she was found within the territory of the Magna of ice. When she was found by the Magna's men, they were quick to retrieve her and help finish her repairs, but they also made sure to perform a complete memory wipe on Delta so that they could easily turn her into a weapon for their cause. With her new programming, Delta became a hitman for the Magna, putting her assassin skills to use on any deemed in opposition to her new master. The only remnant that lingers are the dreams of fierce battles she once had and the two women who she trusted with her very life, though those dreams mean but little to her now.

Personality: Delta was always rather cold and unemotional, even moreso than is usual for a Yorl, but after her memory wipe, she seemed to lose what little expression she had. Occasionally, a hint of snark and sarcasm will slip through, either as a fragment of her old personality, or as something new she's begun to develop to replace what was lost. Delta is completely obedient to her master, she will do quite literally anything she is ordered to do. She kills without hesitation and will remove any obstacles to her orders without a second thought. Only the Magna is allowed to give her headpats, should they ever elect to do so.

Skills: Good at Assassination, Stealth, Following orders
Bad at Persuasion, Deceit, Disobeying orders
Scourge Element: Ice

Stats:
HP: 6(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: 6+2(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: 6+1(Used for physical attack damage, restraining enemies, and other related checks.)
Precision: 3 +3(Determines ranged attack damage, and is part of precision strikes. Increases Status Chance by 1 for every 2.)
Dexterity: 6+1(Used for landing attacks, stealth, repairing, as well as other related checks. Increases Precision by 1 for every 2.)
Constitution: 2(Reduces incoming damage to a minimum of 1. Increases HP by 1 for every 2.)
Intelligence: 4+1(Used for inflicting status effects, Elemental Damage, and other related checks. Increases Perception by 1 for every 2.)
Wisdom: 4+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: 2 +5(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:
Tokens:
Belts: Annihilate, Detect, Lock-On

Inventory:
Clothes: Red button up shirt with black dress pants. Strength +1(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: Lacy black bra and thong. Agility +1(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: Black suit jacket. Boss's Orders: Delta's master will assign her missions. Swift and successful completion of these missions will earn her Headpat stacks, boosting her stats. Failure, taking too long, or poor performance will earn her a punishment. Delta is incapable of refusing orders from her Master. (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: 10
Weapon: Cerberus Wakazashi: Delta's favored blade. A mid range weapon, shorter and quicker than a traditional katana, but bigger and more powerful than a dagger.
Yorl Weapon: Vibroblade: A dagger that can deploy from Delta's right wrist. Perfect for unarmed combat or quick assassinations.
Sub-Weapon: Cerberus Handgun: A small pistol, easy to conceal and carry, light and low recoil making it easy to aim quickly, but somewhat low power shots.
Skills:
Frozen Tomb: Delta imbues her touch with ice, freezing a targets limb and rendering it useless. The frozen limb is treated as "maimed" for the duration of the freeze.
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Blue56
 
Joined: Thu Oct 25, 2018 5:40 am


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