First off, this wouldn't be possible without help from Zender because he's awesome. We will be co-gming this together
Second, this is a Bloodborne rp. In case you aren't familiar with Bloodborne or anything Dark Souls-esque, you're going to die, maybe a lot. Since for the most part you guys will be in a group I would hope full wipes won't happen a lot but individual deaths will happen so don't get too frustrated. There is sex and rape in this if that's your butter but this will be more story and combat focused with sex usually either happening as a result of one side or other winning combat or to advance the plot. This rp in the Bloodborne-verse takes place somewhere else where different rules will apply (This is basically the disclaimer saying we have taken liberties with the lore to fit our needs) but most of the things you love and hate about the series will probably make it in one form or the other. Your characters will be tasked with ending the night of the Hunt within Ryunia and it'll be a super fun time. A few other things to know is that this isn't first come, first serve, we'll be picking CSs based on merit.
~STORY~People in this world seek immortality, for good, bad or personal reasons, not content with the way the world is, how it treats the people within it or unwilling allow the world to unmake them as is the natural cycle of the world. However only one place has proof of their method, the mountain city of Ryunia. Their proof lies in their king, who has ruled the city for over one hundred years while never aging a day. Once word got out about a real immortal, many flocked to the city in hopes of gaining immortality themselves. To deal with the constant influx of travelers seeking the immortal secret, the king imposed several trials for every person that approached. The King became legendary for his cunning, how he always managed to outsmart every seeker of immortality while getting some form of service out of them. As more people came to seek his gift, so did the size of his kingdom, expanding further inside and outside the mountain.
Many of those trying to gain immortality found themselves serving in his Hunter Corps, a high-risk/high-fatality group of people that were forced to use Old Blood to become more and do more than any human. Some would refuse and that would be the end of that path for them, forcing themselves to either find another way to gain their desires or forget about them entirely. More often than not, people how gone this far for supposed immortality were willing or gullible to go further and joined the king's Hunter Corps. How the king acquired Old Blood is a secret held just as closely as his own immortality but Hunter Corps members have remained steady in the few thousands for decades, despite sometimes high casualties. Like the hunters of yore, the King used them to stamp out any inhuman festers in his dominion as well as political rivals, brigades of bandits and opposing neighboring armies and serve every night in the Hunt. Brigades and armies could be wiped out with a few hundred trained hunters, some were distributed to borders keep watch and maintain a presence, and select few were allowed to wander the lands to aid towns and villages on the nights of the Hunt. However most hunters have never been inside of Ryunia itself, as the people who state their intention to learn the secrets of immortality at the gates are later brought to one of the surrounding outposts to undergo the initial procedure then given a post elsewhere.
The city-nation of Ryunia has profited well, thanks to the Hunter Corps. With them subduing neighboring nations to force tribute and patrolling the areas around Ryunia growth has come to the city. What was just a small fort within a mountain has become so much more. Most of the mountain at the bottom is hollowed out, filled with markets, shops and living space. Its considered to be the center of Ryunia, leading to many places further in the mountain like the Royal Palace, the deep tunnels, pathways to the other side of the mountain and the forests that adorn that side. With its main export being the minerals and metals found in the mountain, some of the best weapons and armor can be found in these lands.
You as one of the many members of the Hunter Corps have killed humans and monsters to try earning yourself the privilege of immortality. Whether on the front lines against other nations or border patrol or even rooting out sinister monsters, the job, the duty is your life now. Others before you have died in the line of duty or succumbed to the Old Blood in different ways but you are a survivor, and survive the night and hunt you must.
Mechanics
Spoiler (click to show/hide):
Stats
Vitality- Health and Poison Resistance
Endurance- Number of actions in fights and when running
Strength- Base Damage and Stagger Chance
Skill- Weapon Speed and Dodge chance
Bloodsight- Damage with ranged weapons, blood wielding, discovery chance, resistance to insanity
Wisdom- Additional damage against regular creatures, Damage with arcane magic and cosmos weapons, vulnerability to the Great Ones, resistance to bloodthirst
Arcane Magic- Arcane Magic is techniques and spells gleaned from dissecting creatures of the cosmos or their artifacts. They are mere shadows of their full potential but are still quite lethal in human hands. Arcane magic, sometimes referred to as “old” magic, is less stable than Blood magic, but also has more uses. In addition to simple combat applications, it can also create illusions, warp one’s environment, and have effects on a targeted mind directly, without touching the body. Most creatures lack proper defense against arcane magic but the more one uses it, the more vulnerable to the call of the Old Ones when they speak. Experiments on hunters that have devoted their time to the arcane arts has shown that insight into the Cosmos dulls the wants of the body and slows the progression of bloodthirst
Blood Wielding- Blood Wielding was developed by Hunter as a way of using their bloodthirst and blood to give themselves more benefits in the Hunts, as sometimes their weapons would fail them before their bodies did. It solely uses Hunter blood as a source and weapon and increases bloodthirst slowly with every use as one feels the desire to regain the blood they've lost, despite it not being a substantial amount. New Hunters that focus on learning Blood magic are usually taught one or two basic techniques to help them out but Hunters will generally keep their more advanced techniques a secret, taking them to the grave or writing them down somewhere, forcing others to either find them or through years of experience create their own.
The Hunter manipulates the old blood inside of them to flow and take shape. Due to its man-made nature, this magic often takes far more controlled forms, such as shaped projectiles or weapon enhancement fields. Not all are capable of casting blood magic, let alone continuously using it without overextending themselves. Bloodsight is a must to properly control blood magic and be able to resist the urges and cost of it. Most trained blood users know how many spells they can cast before their bodies start feeling the true effects. An interesting thing noted by generations of Hunters is that the reliance on blood wielding dulls the call of the Old Ones.
Death
Upon death the Hunter loses all the collected bloodechoes(exp) that hasn’t been spent and is sent back to the Hunter’s Dream. The Hunter gains +5 Bloodthirst until he/she manages to regain the lost bloodechos. The creature that killed them becomes stronger proportionate to how much bloodecho they absorbed. The next time the creature is encountered, it will try to rape before killing, regardless of monster type. Upon losing more Bloodechoes to same creature, untold things may happen to the creature.
Combat Mechanics
Combat will be based mostly on anticipatory actions. You won't know what your enemy will do before you perform your own actions, although one might be able to guess their combat style and behavior through their actions and demeanor before and during battle. Initiative is decided by a combination of Skill and Wisdom. All hunters start off being able to perform up to three actions during their turn. This number can be increased by leveling up one’s stamina.
Attacking, dodging, re-positioning, casting a spell (Some spells may require a charging action), and using a sidearm all cost one action each and can be done multiple times to use up all the actions. A charged attack can do extra damage and even stagger an enemy but will take an extra turn to charge beforehand. Staggering an enemy or being staggered will make the person skip their next action to recover, possibly even leaving them open to other attacks in the process. If a sidearm is used to riposte and is successful then the visceral attack will happen in the same action. In boss fights a riposte will leave the bosses open to Team Viscerals.
The amount of actions enemies will be capable of performing will vary, most mobs will be full of enemies capable of only performing one or two actions per turn and more dangerous and lone creatures like bosses or unique enemies will either be able of performing just as many actions if not more than you.
The power of a physical melee attack is enhanced by Strength, and ranged weapons by Bloodsight. First, a d20 roll is made for the attacker, with the corresponding offensive stat added as a modifier. The attack is then compared to the target’s defense roll, if they do decide to dodge. If the attack roll is larger than the defense roll, then the attack succeeds; in the event of a natural 20 on an attack roll will turn the attack into a Riposte hit, multiplying the damage based on the weapon’s critical rating (x2 for starting weapons), and applying any special effects that may trigger on a Riposte. Likewise, rolling a natural 1 on an attack (aka “fumbling”) will instead throw the attacker off balance, leaving them open to a Riposte from their opponent.
Magical Combat
Unlike physical weapons and abilities, magic does not use stats like Strength and Skill. Instead, it focuses on Bloodsight and Arcane, each with their own school of magic: Blood magic and Arcane magic, respectively. Based on their respective stats, players will be able to cast an x-number of each spell before further use begins increasing the equally respective ailment bars.
Blood magic is a more easily-taught form, having been originally created by the Hunters to aid them in their duties. After all, a weapon could give out on them long before their bodies in a fight, and all they really need to use Blood magic is coursing through their own veins. Due to its man-made nature, this magic often takes far more controlled forms, such as shaped projectiles or weapon enhancement fields. Blood magic is not without its risks, however; those who practice Blood magic become more attuned to their own desires and physical needs, increasing their vulnerability to Bloodlust.
Arcane magic, sometimes referred to as “old” magic, is less stable than Blood magic, but also has more uses. In addition to simple combat applications, it can also create illusions, warp one’s environment, and have effects on a targeted mind directly, without touching the body. It also dulls one’s instinctive urges and desires, increasing Bloodlust resistance. However, it also makes one more sensitive to the Old Ones’ influence, thus increasing one’s vulnerability to Insanity.
In a combat scenario, magic is governed entirely by its respective stat, both offensively and defensively. Much of the actual process remains unchanged, except that spells cannot utilize the Riposte mechanic. Instead, rolling a natural 20 on a magical attack will greatly increase the amount of Bloodlust or Insanity influence applied, while a natural 1 causes the spell to misfire on the caster, affecting them instead.
As for more physical fighters, some attack spells may be more effective than others. For instance, a spell that fires a focused energy projectile directly at the target (e.g., the classic “Magic Missile”) will do more damage on a successful hit, but is easier for the fleet-footed to weave around. Likewise, a spell with an area of effect (AoE) will be less focused and thus less powerful, but also more difficult to evade, as it covers more ground at once. Thus, spellcasters have options for both the classic Fighter and Rogue archetypes, as long as they know how to use their spells right.
Ailments
Both of these are out of 100, and can be filled through careless actions or losing way too many times. Bloodsight and Wisdom can increase one's resistance to them and knowing Blood Wielding or Arcane magic will further increase it, but with the possibility of them exponentially raising your intake if not careful. Sometimes it's the safest choice to know as little as possible and not dabble in things not meant for humans. Upon hitting 100 in either, an attempt to forcibly sever you from the Hunters' Dream will happen next time you die or end up there. Once that happens perma-death will be active unless you find a way to somehow reverse the severing or gain another means of immortality.
Bloodthirst- Undone by the blood, you crave more, doing what you must to gain more. Increased by overusing Blood Wielding, losing bloodechoes, being riposted
Insanity- Having laid eyes on the Great Ones and been taken by their creations, you are no longer in control. Increased by being raped, interaction with Great Ones or their immediate creations, gaining large amounts of insight
Character Sheet
Spoiler (click to show/hide):
Name
Physical Description
Origins
Starting Weapon and sidearm
Bloodwielder/Arcane Practitioner/Neither?
Stats (Each stat starts at 1, with up to 10 points to allocate between stats at the player’s discretion. )
Vitality- 1
Endurance- 1
Strength- 1
Skill- 1
Bloodsight- 1
Wisdom- 1
Bloodthirst- 0/100
Insanity- 0/100
Weapons
Spoiler (click to show/hide):
This will be updated as new weapons become available to procure. You can switch weapons at the Hunters' Dream. You will not be stuck with your starter weapons forever unless you want to. The letters adjacent to the weapon represent how well it scales with certain stats in this order; strength, skill, bloodsight, wisdom. An asterisk means the stat isn't applicable to the weapon. Weapon scaling can be improved by upgrading the weapon.
Default Weapons
Hunter's Axe [C, D, *, D]
A historical weapon of the Hunters that has been tried and tested throughout the ages. As one of the oldest trick weapons of the workshop, it is commonly used on the Hunt. Even when transformed it retains the qualities of an axe, yet offers a slower but wider and stronger palette of attacks by extending the shaft for more range and requiring two-hands to be wielded properly.
Hunter's Saw Cleaver [D, C, *, D]
One of the standard trick weapons of the workshop that was created in a far away city called Yarnahm. The Saw Cleaver has become a commonly used weapon through dependability.
This particular variation of the saw base, transforms into a long cleaver that makes use of centrifugal force while still allowing for a firearm to be held in the other hand, a rather rare thing among hunter weapons. Both forms use slashing techniques to get the job done. The base form is a little faster while the transformed form provides more range.
Hunter’s Saw Spear [D, C, *, D]
Another common trick weapon of the workshop. commonly used by those who dedicate themselves to the hunt. This saw version is serrated and effective at drawing the blood of beasts with every slash. It transforms into a one-handed medium-ranged spear that incorporates thrusting and slashing techniques while still allowing for a sidearm.
Hunter’s "Knuckle Breakers" [B, E, *, D]
A rather new trick weapon developed in the city workshop of Ryunia. The name was coined by its first public usage, a drunk Hunter shattering a man's fingers, knuckles, hand, wrist, forearm and dislocating the shoulder in a barfight with a single punch after being mocked for having "bricks" strapped to her hands.
The term "Knuckle Breakers" only explains the first form of the weapon, the two heavy stone-carved fist weapons. Each pair are carved from the mountain itself and thus lack any special attributes besides being uncannily heavy for natural rock. The extra weight is felt by the Hunters but more by whoever is on the other side, the blunt damage causing many to fall under it’s slow but powerful fist combos. To transform into its alternate form, the two rocks are placed together, the grooves lining up perfectly to allow a steel pole to slide in the middle and lock into place, creating a warhammer. Many novice Hunters find the warhammer to be large and unwieldy, requiring immense strength to master but those that have indeed mastered the warhammer tell tales of many fallen enemies that are crushed and stunned by their blows.
“Kynareth Repeater” Say it once but never twice [E, *, B, D]
An invention by the genius disgraced hunter, Vander. Originally the weapon didn't meet the Hunter regulations, since it couldn’t be wielded alongside a melee weapon. That should have been the end of the weapon, but Vander continued to work and eventually produce it. For his transgression, Vander was disgraced and exiled from the Hunters, despite the Kynareth’s later acceptance and success as a weapon of the Hunt.
Basic form is a repeating rifle that holds 5 enhanced quicksilver bullets. Its alternate firing mode is the scattershot, which empties entire gun in a single burst. The scattershot does extra damage, including the damage done by however many bullets are discharged. It’s said that Vander created extra parts for his marvelous invention to increase its usefulness but hid them once he was forced into exile, denying the current hunters an even more lethal ranged weapon. (Does not allow for a sidearm)
Default Sidearms
Hunter Pistol [*, *, D, D]
One of the staple weapons of the Hunters, the pistol is a small and useful thing in the right hands. While it is not capable of delivering large amounts of damage and has trouble hitting faster opponents, hunters have found it useful for setting up monsters for a riposte. With a quick hand and trained eye, hunters have been known to be able to time their shot right from varying distances when the monster is most vulnerable, leaving the creature stunned and open to attack upon success.
Hunter Blunderbuss [*, *, D, D]
Another staple weapon of the Hunters, the blunderbuss has earned its place in the workshop arsenal through dependability and force. While largely dependant on the distance of the target, at closer ranges the blunderbuss can do adequate damage and catch faster targets with its spread, sometimes even staggering enemies with the blows. However being heavier than the pistol, it isn’t as easily able to be quickdrawn and as such can’t be relied on to riposte as well.
Hunter’s Torch [E, *, *, C]
A simple device that holds great importance in all forms of the hunt. Different from a regular torch, this one is formed by wrapping a pine resin cloth around the end of a long stick and a metal engraving of the Hunter Caryll rune is embedded into the wood. The combination of the two creates a torch that shines brighter, which keeps some creatures away and makes others hesitate before attacking and burns monsters worse than a normal one would. When a group of Hunters hunt together it isn’t uncommon to see at least one carrying a Hunter’s Torch to light the way and keep lesser creatures from overwhelming them.
Other Weapons
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