Tales of Luxaria (OOC. RECRUITING)

A forum for recruitment and out-of-character role-play discussion.

Tales of Luxaria (OOC. RECRUITING)

Postby Mark3000 » Sun Jun 04, 2017 4:57 pm

Background
Spoiler (click to show/hide):

It is said that all life on the Mortal plane is supported by a network of trees brimming with divine energy. One such Divine Tree was located on the continent of Luxaria. Under the tree’s glow, all manner of flora and fauna thrived. Many different gods and spirits were attracted to the land by the tree’s wonderful glow. But the glow also attracted those that wished to take the power for themselves. A group of demons known as the Hellion Crusade descended upon the land seeking to claim the tree’s power.

To protect itself from the demon’s onslaught, the tree gave birth to the Dryads.Other gods also came to the aid of the Divine Tree. The Four Heavenly Beasts leant their aid to protecting the Tree as well. They came together to gift some of the animals who roamed the continent the strength and intelligence to stand and use weapons. These blessed warriors became the first Beastfolk. The war raged on for a century until finally the demons were pushed back. When the battle was over, the Dryad and Beastfolk were granted free will by their deities and left to live life on their own terms. The two groups separated and formed their own societies.

One day, a group of human settlers landed on the continent. They had fled their home country of Altair after the land was overrun by vampires. The Dryad and Beastfolk welcomed the settlers with open arms and helped them become accustom to the land. In return the humans shared their newest innovations. However, the humans brought with them something else. On one of the first ships to land on Luxaria were a group called the Dhampir. They were half vampires who also sought out a new land to escape from their pure-blooded overseers. Unlike the humans who built the large castle city of Luxburg, the Dhampir scattered throughout the southern swamplands.

The Dhampir soon joined with the beastfolk exiles who made the swamp their home. They became organized and formed their own capital. Soon they started to expand northward claiming more and more land. While they didn’t possess the same powers as pure blooded vampires, the Dhampir did adopt some of their mannerisms.Threatened by the Dhampir’s growing influence on the continent, the human settlers began to expand their own military might.

In desperation, a group of summoners attempted to reach into the Heavenly Realm and call forth the power of the angels to smite the Dhampir. However, one summoner instead reached into the Devil Plane and called forth the leaders of the Hellion Crusade. In no time their demonic army swept through the human capital of Luxburg. While most residents managed to escape, many were captured.

With no home of their own, the humans scattered across the continent of Luxaria. Many formed new settlements among the Dryad, the Beastfolk and even the Dhampir. But most still wander as nomads or worst, bandits. Meanwhile the Hellion Crusade has turned Luxburg into their home base and have launched attack after attack on the Divine Tree.


Game
Spoiler (click to show/hide):

The fall of the human capital of Luxburg and the reappearance of the Hellion Crusade has thrown the once peaceful continent of Luxaria into disarray. In the midst of all this chaos, two guilds have formed, each with different goals. The Starlight Knights were formed with the help of the Luma Sanctuary. Together they work to aid the people of Luxaria. Meanwhile the Crimson Marauders formed with survival as their only goal. Located in the Thundersnow Mountain, they raid and pillage locate villages while taking shady jobs from any party. Time and again these two groups have come into conflict. But ultimately, only one can come out on top. And the guild that does may eventually determine the fate of Luxaria.

The Starlight Knights and the Crimson Marauders have each moved to their new headquarters. From here they can take on new jobs and build up their headquarters. If you so choose, you can attack the opposing guild’s fort. But the game is meant to go as long as players want it to.


Playable Races
Spoiler (click to show/hide):

Humans
When the Country of Altair fell, the Alta royal family lead a great exodus to the sea in search of a new land. The humans travelled for years from land to land. Eventually the humans settled on Luxaria and prospered thanks to the land’s natural resources and their own ingenuity. They brought with them their knowledge of agriculture, mining and crafting.

However, their fear of the Dhampir drove them to make a terrible mistake and summoned the Hellion Crusade into their capital, Luxburg. When the capital fell, humans scattered to all corners of the continent.

Stat Boost: Plus 1 to all Stats
Racial Ability: Resourcefulness
Start the game with one extra class ability and one additional skill at Rank 2


Wanderers:
The human's closest to the incident found they couldn’t set up meaningful roots anywhere else. Instead these humans chose to continue wandering the continent. They move from land to land working as performers, mercenaries or herders. Some wanderers have decided to live as bandits and raiders.

Settlers:
Some humans have settled down in new lands to form new towns on different parts of the continent. These small cities are only a shadow of human’s former glory but they allow them to live a quiet life as farmers or traders. These settlements are small and can only summon a small militia force. This puts them at the mercy of larger forces.

Dryad
The Dryad race of humanoid plants that were originally born from a Divine Tree. After the first Hellion War, the Dryad chose to remain with the Divine Tree, but a few chose to explore the continent and become caretakers of nature. The Dryads and the Beastfolk have been allies and friends since the Hellion War. Though their relationship with the Humans is strained as they began to encroach on their land. The Dryad take on a female form and treasure honesty and empathy. They can live on average for 40 years. When a Dryad dies, a tree grows in it’s place that eventually becomes a new Dryad. The Dryad can have either two legged or four legged form (Similar to a centaur)

Stat Bonus:+3 to Dexterity and +2 to Intelligence or Wisdom
Racial Ability: Overgrowth (All Dryad have the ability to grow several different items from their body (Choose one, all abilities cost 5 Stamina in Battle):
Thorn Whip: Do 1d6 Damage with a 25% Bleed chance. +3 to grapple rolls, 80% Accuracy
Barkskin: Grow a bark shielding around your body. CON Increases by 2, Health Points increase by 5 & gain +3 to rolls to resist status effects
Engrained Roots: Implant roots into the ground. Can’t Move or be Knocked Down, Gain 1d4 HP per turn and + 10 to True Accuracy when using ranged weapons.


Beastfolk
Like the Humans, Beastfolk can be found on all corners of the continent. They were originally just simple animals that lived on Luxaria. When the Hellion Crusade first attacked, a group of demonic sorcerers tried to capture the Four Heavenly Beasts and bend them to their will. Seeing their plight, a few animals intercepted the sorcerers and freed the heavenly beasts. Grateful, they granted these beasts intelligence and the ability to use tools. Those became the first Beastfolk. When the war was finally over, the Beastfolk built large temple cities to honour their deities.

High Borne:
Unlike most Beastfolk, the High Borne are the direct descendants of The Four Heavenly Beasts. High Borne families are held in high esteem. From a young age High Borne are raised in the temple cities to be leaders or temple keepers. The High Borne are the only Beastfolk that take after the Four Heavenly Beasts (Dragon, Fox, Tiger, Snake) and that are allowed in close proximity to the Divine Tree.

Exiles:
When the temples to the Four Heavenly Beasts were being built, some beastfolk showed displeasure with the High Borne who had assumed command of the beastfolk. Others turned away from their original creators to worship darker forces. When word of a rebellion began to spread, the High Borne cast the malcontents from their temple cities. Some traveled south to live in the marshlands, While others traveled as far north as the Thundersnow Mountains.

Stat Bonus: +3 to Constitution and + 2 to Strength or Dexterity
Racial Ability: Natural Instances
Your beastial nature gives you an advantage in battle. Gain a natural weapon and a natural defense.

Natural Weapons:

Fangs/Claws/Talons:
Stamina Cost: 5 | Damage: 6 | Accuracy: 12 | Critical Rate: 2| Effects: Inflict Bleed on hit
Horn/Hoofs:
Stamina Cost: 5 | Damage: 8 | Accuracy: 8 | Critical Rate: 1 | Effects: Use STR Modifier (Player STR Roll vs. Enemy CON Roll), If you succeed, inflict Knockdown
Tendrils, Tail
Stamina Cost: 5 | Damage: 6 | Accuracy: 10| Critical Rate: 1 | Effects: Use DEX and STR modifier for grapple roll. +2 to Grapple Rolls

Natural Defense:
Tough Hide: +1 Defense & +1 Resistance to Status Effects
Nimble Reflexes: +1 Evasion & +1 to Reflex based rolls
Sharp Eyes: +1 to True Accuracy & +1 to Knowledge and Spot Checks


Feral:
After the first Hellion War, there were many Beast Folk that seemed to lose their intelligence and revert to their more bestial nature. The cause and cure for this feralization are still unknown. The most alarming fact is that feralization can struck commoner and High borne alike. Some Feral Beastfolk are taken care of by their kin. Others are kept as pets by the Dhampir or the Hellion Crusade. But the most power roam the land searching for prey.

Dhampir
When the vampires first started conquering human territory, they would keep the human nobles as sex slaves. In a few rare cases, these unions gave birth to half vampires called the Dhampir. They didn’t possess the same powers as a true vampire but they were stronger than the average human. The sun didn’t burn them but it did drain their strength extremely fast. They are long lived, being able to live up to 300 years. But stop aging after 18 to 30 years. Though once they began to reach the end of their lifespan, they hair turns a glimmering white.

Because of their elegant appearance, Pure-Bloods would treat the Dhampir they give birth to as dolls to be dressed up and put on display for other vampires. After a few decades, the surviving Dhampir couldn’t take these indignities anymore. So a small group left on a human ship to find a new home.

The ship containing the Dhampir drifted south and landed on Luxaria’s swampland. Having spent most of their lives with their Vampire parents, most Dhampir adopted their prideful, decadent nature. One day a relatively young (50 years old) woman by the name of Valerie DeCosta offered the Dhampirs something they never had before, the ability to procreate. With Valerie’s blessing, new Dhampirs could be born. But with the extremely low fertility rate, the Dhampir population remained small.

Stat Bonus: +3 to Wisdom and + 2 to Dexterity or Intelligence
Racial Ability: Draining Bite (Usable on Grappled or Immobilized Enemies. Stamina cost chosen by player. Deal (Stamina(d2) + Level) Damage. Recover half that damage in HP, Can only used once a turn)


Regions
Image
Spoiler (click to show/hide):

Nightvale:
Formally a loose collection of Dhampir and Beastfolk exile settlements in the southern part of Luxaria. This area was filled with thick swamp and marshland and an oppressive fog. The low concentration of sunlight made it an ideal home for the Dhampir. When Valerie Valentina gave the Dhampir the ability to procreate, they rallied around her as their leader.

This southland had also been inhabited by Beastfolks who had been exiled from Faunaflora. When the Dhampir finally united behind Valerie, her people confronted these exiles led by the Raven King Elixir. Stories say to avoid war, Valerie and Elixir met in private. When the meeting was over, observers could see bite marks on Elixir’s neck and Valerie’s blouse open exposing her ample chest. The two were wed and the state of Nightvale was formed. Valerie’s estate, Nightingale became its capital.

Nightvale is rich in gold, coal and unique herbs and metals. Despite the reputation of the Dhampir and Exiles, the Western Isles were more than willing to trade with Nightvale. This wealth allowed the people of Nightvale to live in comfort, even employing indentured servant who double as meals for the Dhampir.

Locations:
Nightingale:
The Bloody Swamp
The Parris Company and Gold Mine
Yellowtail Port
Exile’s Point

Artoria:
After gaining the trust of the Luxaria natives, the human settler set up roots on the continent. The Alta Royal Family founded Luxburg which became a hub for commerce, art and innovation. They made uses of the plentiful forests, rolling hills and farmlands. But no matter how much their presence grew, they could not shake their fear of the Dhampir. In a moment of fear, a mage managed to summon the Hellon Crusade to Luxburg. Their forces managed to sweep through the capital with ease.
Now it and the surrounding area are occupied by the Hellion Crusade. The closer you get to the capital, the thicker the demonic presence becomes. They are still a few human villages scattered through the land but they have to fend for themselves.

Locations:
Luxburg/Hellion Fortress
White Swallow Port
Luma Sanctuary
Dark Thorn Fortress

Vestalia: The Dryad land that surrounds the Divine Tree. The country consists of thick forests of all kinds. Unlike Luxburg, the Dryad have no large capitals but instead multiple small villages. Since the soil is so fertile, many Dryad grow fruits and vegetables that they trade with other races. They have come into conflict with Artoria and Faunaflora who wanted to use their fertile land.
The largest village is situated at the base of the Divine Tree. There houses a shrine that allows visitors to commune with the Goddess of the Tree. To avoid any other corrupting influences, the only other beings permitted this close to the tree are Dryads and High Borne Beastfolk.

Locations:
Divine Tree
Lake of the Fairy Queen
Forest of Reflection
Syvlan Village

Faunaflora:
After the first Hellion War, the Beastfolk began to build homes for themselves along with monuments to the Four Heavenly Beasts that gave them form. They built large pyramid temples and made offering to them and other animal gods. However, conflict arose between the four major temples when the Beastfolk began to disagree on which deity deserved to be worshiped. Fighting broke out and a civil war was on the horizon. However, a group of High Borne Beastfolk calmed the rising anger and proposed a multi-theistic solution. Appeased, the separated temples joined together to form the nation of Faunaflora. The four families of the High Borne Beastfolk that brokered the peace continued to lead the people through a group called the Council of Fangs.

Locations:
Temple of Raijin in the Dragoneye Mountains
Temple of Inari in the Shinto Forest
Temple of Hu Jiang Jun In the Blazing Plains
Temple of Jörmungandr in the Land of Four Rivers

The Northern Range:
This land was the stage for the final battle between the Hellion Crusade and the forces of the Divine Tree in the first Hellion War. The land was left scarred and rogue demons still roam the land. The Dryad have been working to rehabilitate the land but those that call the Range home are a rough and tumble bunch. Hidden within the mountain range is a crater that crackles with negative energy.

Locations:
Obsidian Scar
Thundersnow Mountains
Broken Angel Retreat
The Caverns
Svylan Outpost

The Western isles:
When the human settlers first came to Luxaria, they settled on this small set of islands first. While most moved to the mainland, a single ship remained on the islands. This small outcropping became a trading port which connected Luxaria to the rest of the world. However, the Western Isles retained their independence from the kingdom of Luxburg. While the two fiefdoms were on friendly terms, The Western isles have always valued their independence.

Locations:

Northern Island:
Tower of Purity

Southern Island:
Tower of Corruption

Central Island:
Settler’s Bay


Spirits/Gods/Deities (For Worship, Magic users)
Spoiler (click to show/hide):

Heavenly Watchers

The creation of the world is shrouded in mystery. Birthed by a nameless god, the only evidence of its existence are a group of heavenly bodies left behind

Saint of Luminous Light: Luma
The first light in the universe came from Saint Luma and it’s heavenly realm. This light eventually became the sun and was worshipped by early mortals. However, Luma was too powerful to interact with them. So instead he set angels to visit the mortals. These angels would offer humans the power to perform divine miracles and salvation if they worshipped Luma. Not as a Deity but the one true creator.

Saint of Devouring Darkness: Zoth
In the places where Luma’s holiness didn’t shine, Zoth and it’s Void Horrors were born. These monsters could touch the very souls of mortals. Some describe Zoth’s touch as freeing while others describe it as maddening. The mortals touched by these early void horrors eventually became the first demons and began to invade Luma’s territory. In a millennia long battle, Luma and his angels cast Zoth and it’s cohorts into a separate plane of existence called the Devil Plane. Despite this banishment, Zoth’s demons and influence still leaches out into the mortal realm.

The Divine Tree
All life on the planet is managed by a network of trees called Divine Trees. The life essence of the world flows into these trees and through the ground to touch all life. Within each tree resides a spirit that looks over this immense power. Mortals who make a pact with these spirits will gain the ability to tap into the Divine Tree’s energy to control the earth itself.


The Four Heavenly Beasts
When the divine trees were first formed, one didn’t fully grow to into maturity. The tree eventually hollowed out due to the harsh conditions of the newly formed world. Through storms and heavy weather, four beasts took shelter in the decimated divine tree. A fox, a snake, a tiger and a dragon whelp. Together in this tree, the animals absorbed the energy of the tree and became godly beasts. With their new power, these four heavenly beasts watched over the new world.

Thunder Dragon, Raijin.
Master of Lightning. Raijin is said to travel the skies causing thunderstorms in his wake. Wrathful and Authoritative, Raijin is a symbol of justice and retribution. Watching from the skies, Raijin strikes down the wicked.

Illusionary Fox Inari
Mistress of the Winds. Inari hids in the forest in wait for anyone to enter her domain. Inari lays tricks for the mortals, punishing the ones who reveal their dark hearts. A playful and mysterious god, Inari is a symbol of truth and purity.

Blazing Tiger: Hu Jiang Jun
Master of Flames. Hu Jaing Jun marches through the plains with pride like a general. This heavenly beast is a symbol of protection and military power. The god’s presence is said to spur on warriors to redouble their efforts.

Snake of the Four Rivers: Jörmungandr
Mistress of the Seas. Jörmungandr keeps her presence concealed in the waters. When the time calls for it she whispers sage advice to those who would listen. The cunning serpent is a symbol of wisdom and knowledge.

The Three Demon Lord

The Devil Planes were meant to house demons, void horrors and other sinful beings created by Zoth. However, overtime their influence had begun to leak into the mortal realm. Seeing this, Luma became worried and sent his three strongest angels to contain this chaotic energy. The saint gifted each of them a portion of it’s power and dispatched them to the Devil Plane. But one after another, they meet an unexpected fate.

Lillion of Endless Delights
Lillion was once the most beautiful of Luma’s angels. She had a trusting heart and hoped to redeem the demons.

When Lillion entered the Devil Plane, she was beset by the succubus queen and her follows. While Lillion was powerful, she could not resist the demon’s seductive magic and was made a prisoner within the Succubus Queen’s Cathedral. There, the heavenly beings body and mind were ravaged by all manner of succubus, incubus and other foul creature. Near a millennia passed and Lillion’s soul was on the verge of breaking.

At her weakest moment, a dark voice reached out to her. “Accept my power and be free.” It said. Lillion accepted the offer without hesitation. Her wings grow dark as her aura became twisted. She was no longer an angel but a powerful demon. With little effort, she turned the demon’s seductive magic against them and claimed the Succubus Queen’s Cathedral for herself.

Bellion of Endless Pestilence
Bellion prided wisdom and knowledge above all else. This curiosity lead him to a specific area within the devil plane said to be ruled by necromancers and disease riddled demons.

It didn’t take long for the heavenly being to became ill with some ethereal virus. This pain and weakness was an unfamiliar feeling for Bellion and almost drove him to madness. All the while, the powerful angel fought off demons trying to claim his diseased soul for their own purposes. Cornered and on the brink of death, Bellion cried out for anyone to help him. Just as the heavenly being felt it’s soul begin to dissipate, something dark stitched it back together. However he recovered, his once divine body was marred by welts and scars. With a new understanding of pain and death, Bellion spread his influence over the devil plane.


Hellion of Endless Conquest
Hellion was said to be the most noble of the three angels. The powerful angel thought to subdue the demons with force.

However, Hellion wasn’t prepared for the lawless nature of the demons he encountered. Alone, Hellion began his crusade to quell the orcs, orges and other monstrous demons that roamed this part of the Devil Plane. He bathed in the blood of his enemies until it was absorbed into his body. The blood granted Hellion power but he became crueler and more violent. He recruited demons to his crusade and continued to subjugate the Devil Plane. As Hellion consumed more of the demon’s blood, his body transformed until Hellion became more than a demon. The orcs he had subjected had begun to worship him as a god.


Magic and Magic Users
Spoiler (click to show/hide):

While the world is filled with mystical forces, there are only a few way mortals can access these mystical power:

Source Magic:

Source magic users tap into the cosmic energy that moves throughout the universe. This type of magic can only be used if the user has some affinity for it. Even then, harnessing this power requires intense training under a Grandmaster. As such Source magic users are particularly rare. But those who learn how to use source magic can control natural phenomena like Magnetism, Gravity, Light, Sound. The most powerful Source Magic users can control time and space.

Pact Magic:

Clerics, Warlocks, Shaman and other magic users can gain their power by forming a contract with a deity. In exchange for their devotion or for a certain price, a deity will grant mortals access to some of the powers they control. A Magic User can form multiple pacts with different deities. However, the more pacts you form the less devout each deity will see you and you’ll be able to draw less power from each pact. Also some Deities wouldn’t make a pact with you if you work with an opposing god.

Saint of Luminous Light: Luma
Magic users who make a pact with one of Luma’s angels can use light and holy fire to damage, heal or empower. They can also summon angels to their aid.


Saint of Devouring Darkness: Zoth
Magic users touched by Zoth and who don’t go insane can borrow power from the Devil Realm. They gain the ability to cast curses and hexes that eventually erode the victim's mind and body. They can also summon minor void horrors from the plain to drain your targets.

The Divine Tree
Magic users who have made a pact with the Divine Tree gain the power to commune with nature. They can control plants, small animals and even the earth. They can also borrow power from the sun and the moon.

Thunder Dragon, Raijin
Magic Users who make a pact with Raijin gain the ability to control lighting and the power to control the weather. They also gain the ability to summon lesser thunder dragons to their aid.

Illusionary Fox Inari
Magic Users who make a pact with Inari gain the ability to control the winds and create illusions. Inari magic users can also perform enchantments. If in need of assistance, these magic users can call upon fox spirits.

Blazing Tiger: Hu Jiang Jun
Magic users who make a pact with Hu Jiang Jun gain the ability to control fire and perform protective spells. They can also summon tigers made completely of fire.

Snake of the Four Rivers: Jörmungandr
Magic users who make a pact with Jörmungandr gain the ability to control water and create poison. They can also gain divination, scrying and dowsing spells. If needed, the user can call upon an army of snakes.

Lillion of Endless Delights
Magic Users who worship Lillion gain the ability to charm their foes with magic. They also gain the ability to drain another being’s life essence and summon certain demons. These users also have an affinity for fire magic.

Bellion of Endless Pestilence
Magic Users gain power over the undead and the ability to craft deadly diseases. Bellion also grants users dominion over insects and other demons. These users also have an affinity for ice magic.

Hellion of Endless Conquest
Magic Users who make a pact with Hellion gain access to blood magic. Blood magic focuses on drawing or corrupting your enemy’s blood or using it to enhance their allies. They can also summon orcs, trolls and other such demons.
Last edited by Mark3000 on Sat Jul 08, 2017 1:50 pm, edited 7 times in total.
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Re: Tales of Luxaria (Open, CS UP. Recruiting)

Postby Mark3000 » Sun Jun 04, 2017 4:57 pm

Stamina System:
Spoiler (click to show/hide):

Stats
Primary Stats
Strength: For Physical Attacks, Grappling, Physical Feats
Dexterity: For Evasion, Sneaking, Throwing weapons
Constitution: For Guarding, Physical Status Ailment Resistance,
Intelligence: For Spells and Knowledge Rolls
Wisdom: Diplomacy, Tracking, Magical Resistance & Magic Status Ailment Resistance

All stats start out at 8 (-1), you get 26 points to distribute and can bump them up to 18 (4)

Secondary Stats

Health Points: Base HP + CON Modifier (Based on Class)
Evasion: DEX - Armor Penalty.

The success of your character’s actions is determined by a d20 Roll. The difficulty of the action will determine what you need to roll to succeed.

Easy: 6 or Greater
Average: 10 or Greater
Hard: 14 or Greater
Difficult: 18 or Greater
Impossible: 22 or Greater

A natural roll on the dice of 1 is a critical failure (worst case scenario) and a natural 20 on the dice is a critical success (best case scenario).

Stamina & Focus Points
Every player gets 15 STAMINA Points per post to act. A character’s STAMINA regenerates after every post. Some of these actions include:

Melee Weapons & Ranged Weapons: 3-15 STAMINA
All Weapons will have two attacks:Normal & Heavy.

Full Retreat: 15 STAMINA (Make a Retreat roll [Dex] to leave combat)

Knockdown Recover 3 STAMINA (Get up from being knocked down, Gain +1 Knockdown Resistance Stacks five times)

Movement: Refer to Positioning

Guarding:
Block: 7 STAMINA | Raise your shield to block incoming attacks, Add your shield defense when blocking. Ends your turn
Parry: 7 STAMINA | Make an Accuracy Roll against the enemy’s True Accuracy. If you roll greater the half that, block 100% of the attack’s damage. If you fail, take x2 damage. When you successfully parry an attack, perform a counterattack. Can only parry melee attacks, requires a weapon

Rolling Dodge: 7 STAMINA | Increase your evasion next turn by 8, Take x1.5 damage if hit, When you chose to do a Rolling Dodge you can:
Roll Backwards: Retreat to Mid-range
Roll to the side: Make a positioning roll to start next turn at your opponent’s side.
Roll forward: Evasion only increases by 4, Make positioning roll to start next turn behind your opponent.

Use Items (Including throwing weapons), Performing a check (Spot, Listen, Knowledge, etc), Interact with Doors, Switches etc: 5 STAMINA


Along with Stamina, All characters start a fight with Focus Points used for Abilities and Spells.The amount of Focus Points you start a battle with depends on your class. You regain your Focus Points by having your character resting. You can also regain Focus Points by doing Normal Attacks (1 Point) or Heavy Attacks (3 Points)

Initiative and Turn Order

Initiative Order is set at the beginning of battle. The ones who go first are the players and enemies that have the highest combined WIS and DEX. If two or more characters are tied, the tie is broken by a d20 roll. Some attacks and abilities break the Initiative Order either allowing you to strike first or last.

Positioning
You can confront an enemy at Melee (Swords, Spears, etc), Mid-Range (Some spells, throwing weapons, crossbow) and Long Range (Spells, bows). To move forward or backwards requires 5 STAMINA

You can also re-position yourself around your enemy. Going from Front to Side requires a Dex roll (Average). While moving from the Front to the enemy’s rear requires a Dex Roll (Hard). Both require 7 STAMINA

Front: Normal Combat
Rear: Bonus to Grapple Rolls (+5); True Accuracy (+ 5); Melee Damage (x2),
Side: Bonus to Grapple Rolls (+3); True Accuracy (+ 3); Melee Damage (x1.5)
Enemies will always face the character that attacked them last.

Grappling and Binding:
A general grapple (7 Stamina) or a grappling skill involves grabbing an opponent with a d20 Str roll while your opponet makes a d20 DEX Roll. The grappled target's evasion drops to 0 and they can no longer attack the grappler. Though they can perform non attack actions. Each turn the grappled party can attempt to escape by making a d20 STR roll against the original grapple roll. An escape roll takes an entire turn.

Stamina Use: Advance
A player can borrow STAMINA from their next turn and use it for additional attacks. Doing so will result in a negative effect the following turn which persists for One turns. Though you still get 15 STAMINA next turn
· Borrow 1-6 STAMINA, Gain Weakened Lv1
· Borrow 7-12 STAMINA, Gain Weakened Lv2
· Borrow 13-15 STAMINA, Gain Weakened Lv3
Borrowing STAMINA turn after turn will cause the negative effects to stack.

Skills:
Your character can start out with three initial skills (Fishing, Climbing, Alchemy, etc). Rank each skill 1, 2 and 3 which will determine the bonus you get to these skill checks.
Ranking:Bonus To Rolls
1:4
2:2
3:1

Combat

True Accuracy = Weapon Accuracy + Attack Modifier (STR, DEX, INT, WIS) - Evasion

Roll a d20. The attack hits if it’s less than or equal to True Accuracy. If true accuracy is 20 or more, the attack hits automatically. However, True Accuracy can’t drop below 1.

To score a critical hit, you have to roll a 1d20. You score a critical by rolling a 20 if your weapon’s critical range is one. The larger the critical range of a weapon, the greater your chance for a critical hit.

For example, with a critical range of 3 you can score a critical hit by rolling an 18, 19 or 20.

Damage: Attack [Weapon Damage + Attack Modifier (STR, DEX, INT, WIS)] - Defense [Armor+CON Modifier for physical attacks and WIS Modifier of Magical attacks]

Critical Damage results in 2 time the damage of a normal attack before subtracting for defense.

You can also direct Normal attacks at a specific body part for an additional effect. Though this will involve an accuracy penalty. The penalty increases by 2 every subsequent turn you aim for the same body part,

Body Part: Accuracy Penalty: Bonus Effect when hit
Body: No Penalty: None
Legs: -2 Accuracy: Enemy makes [CON, Average] roll or is Knocked down for a turn / Enemy makes [CON, Hard] roll or is Slowed for three turns
Arms: -4 Accuracy: Enemy Accuracy -5
Head: -6 Accuracy: Enemy is Stunned on hit, 1% Chance to instantly Knock out Enemy (Must roll 100)

Experience & Leveling

Players can earn experience either through combat or using your character’s skills to get through an encounter.

Each Level Players gain 2 Status Points to put into their 5 Starting stats and 3 Health Points. Damage dealing spells gain + 1 damage

Every Two Levels, Players gain a new ability based on the original abilities you've chosen, a point of Stamina and one Focus Point

Status Ailments:
Blind:True Accuracy Reduced by 75%, Evasion Reduced by 5. Recover in 3 Turns
Charmed:Target can’t attack or harm charmer. Charmer gets a boost to accuracy and damage (25%) against Charmed target. Recover in 3 Turns
Sealed: Can’t use Spells or Skills of any kind. Recover in 3 Turns
Weakened
Reduce an enemy’s Stat Modifiers based on how much the level of Weakening
· Level 1: Reduced by 2
· Level 2: Reduced by 4
· Level 3: Reduced by 6
Recover in 3 Turns

Confusion
Confused characters will take random actions: (20% Character Does nothing, 20% Character attacks Ally, 10% Character Attacks Enemy, 25% Character Attacks Self, 20% Retreat or Advance)
Berserk
Multiply the target’s Damage by x2, High Chance (80%) Character will attack closest Ally.
Fear
Each turn, a dice is rolled. (200% chance of recovery, 30% chance your turn precedes as usual, 50% Chance of being paralyzed with fear) While inflicted with fear, your attacks are less accurate (True Accuracy reduced by 25%)
Poisoned
Afflicted person takes damage over time. May vary with skill, weapon and poison used.
Bleeding
Lose 1 HP of Health per post. When it stacks 3 times, player loses 1/4 HP and bleed returns to 1 stack.
Burn
Enemy takes a set amount of damage for Three turns. Their physical and Magical defense are reduced by 2 point.
Slow
Require 2x the STAMINA to perform movement actions. Move last. Recover in 3 Turns
Exhaustion
All action require addition STAMINA and FP to perform:
· Level 1: +2 STAMINA, 1 FP
· Level 2: +4 STAMINA, 2 FP
· Level 3: +6 STAMINA, 3 FP
Lasts 3 Turns
Curse
The afflicted will be incapacitated in X turns, where X varies from skill to skill.
Stun
Character can’t act for a turn, Evasion is reduced to half, Knockdown skill rolls gain +5. Gain +1 Stun Resistance after the status ends Stacks five times
Knockdown
Character is prone on the ground. Evasion reduced to 0. Take double damage.


Character Sheet
Spoiler (click to show/hide):

Name:
Age:
Race:
Guild:
Appearance:
Background:

Stats: All stats start out at 8 (-1), you get 26 points to distribute and can bump them up to 18
Strength: For Physical Attacks, Grappling, Physical Feats
Dexterity: For Evasion, Sneaking, Throwing weapons
Constitution: For Guarding, Physical Status Ailment Resistance,
Intelligence: For Spells and Knowledge Rolls
Wisdom: Diplomacy, Tracking, Magical Resistance & Magic Status Ailment Resistance

Weapon:
Armor:
(Link to Basic Weapons and Armor: https://docs.google.com/spreadsheets/d/ ... aring)
Skills: (Knowledge, Swimming, First Aid, etc)
Choose Three Skills and Rank them from 1 to 3, 1 being most adept, 3 being least adept.

Evasion: DEX Modifier - Evasion Penalty
Class:
Abilities:
(Classes and their abilities are found here https://docs.google.com/spreadsheets/d/ ... aring)
Choose 5 Abilities from your class list
Spellblade classes (Paladin, Mystic Knights & Dark Knights): Gain 6 Abilities which includes:
Two-Three Spells from your chosen deity
Abilities from either the Spellblade Ability list, the Special Abilities list or a class ability list of their choosing.
Magic Users: Magic Users gain 5 Spells from their spell list.
(Spell list for deities: https://docs.google.com/spreadsheets/d/ ... aring)



The first player to submit a character for either guild will get the title of Captain. As a Captain, you start at level 5 which gives:
8 Status Points
+12 Health Points
Two updated abilities
+2 Stamina and Focus Points

Everyone after that gets the title of Grunt and start at Level 3 which gives you
4 Status Points
+6 Health Points
One updated abilities
+1 Stamina and Focus Points
Last edited by Mark3000 on Sat Jun 24, 2017 1:53 pm, edited 13 times in total.
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Re: Tales of Luxaria (Open, CS UP. Recruiting)

Postby Mark3000 » Sun Jun 04, 2017 5:29 pm

Accepted Characters:
Crimson Marauders:

mrblah - Elisa Laveau
Spoiler (click to show/hide):

Name: Elisa Laveau
Age: 29
Race: Dhampir
Guild: Crimson Marauders
Appearance:Image
Background:Elisa was born in Nightvale as one of the rare few Dhampirs to be born from other Dhampirs. Her parents cherished and loved her like a gift, and she grew up to know all of the fruits of freedom. Despite their spoiling of her, they also taught her of the harshness of the world, trying to impress upon her the dark history of the Dhampir and all the sacrifices many had to go through for something like her to be a possibility. Elisa's parents were actually a part of the Crimson Marauders, and wanted to prepare their child to join their guild. They taught her how to defend herself with a bow, as she felt pretty partial to long-ranged combat, along with many other important subjects useful for a Crimson Marauder and Dhampir to know. As Elisa grew up, however, she became more and more sexually promiscuous. She'd often sneak away from her parents to go have a casual fling with whatever interested her, and due to her beauty, many had fallen to her charms. She'd even slept with her own tutors and her indentured servants. Her parents didn't support her behavior, but she didn't care. She felt it was her right to enjoy herself with the life she'd been given, and they couldn't find it within them to refuse her any longer. When her training was complete, they sent her to the Thundersnow Mountain with their family dog as the final trial to become a Crimson Marauder. Alone. Along the way, she had seen firsthand the roughness of the world, serving to ground her a bit into the reality of the situation. By the time she had reached the mountain, she had already completed a few odd jobs of her own to make some money, and had a bit of experience with some of the other unsavory aspects of her job. She was recruited successfully, and quickly climbed through the ranks with her training and her parents' connections that they pulled on the side.

Stats:
Strength: 12 (1)
Dexterity: 20 (5)
Constitution:14 (2)
Intelligence: 14 (2)
Wisdom: 19 (4)

Weapon: Long Bow
Armor: Padded Cloth
Skills: Rank 1: Dancing, Rank 2: Manipulation, Rank 3: Alchemy

Level 5
Experience: 3/25
Health Points: 26
Focus Points: 22
Stamina: 17

Evasion: 4
Defense: 3
Class: Ranger
Abilities: Focused Sniper's Aim, Favored Enemy Advanced (Beastfolk, 'cause she likes them a lot), Scouting, Animal Companion (Bloodhound get it), Crippling Arrow


Firehead - Kurth Fleetfoot
Spoiler (click to show/hide):

Name: Kurth Fleetfoot (Formerly Dogal)
Age: 21
Race: Beastfolk(Fox)
Guild: Crimson Marauders
Appearance: An older version of this (is SFW but character is marked as cub) https://e621.net/post/show/1199075/absurd_res-anthro-canine-cub-fox-fur-hair-hi_res-k
Background: A High Borne of the Dogal family. Kurth found himself always fascinated with the long lineage that had lead to his birth, and so it was only natural for him to take up a pact with the Divine Beast Inari learning to combine the fascinating arts with his swordsmanship lessons. His father, an important general, was always a light-hearted man. Always willing to laugh even if he finished scolding Kurth for causing trouble. His mother was a kind woman who was to softspoken to ever discipline the boy.

When the Hellion Legion returned and his father was called to action much of the time, the war remained far from his mind, so Kurth, left only with his mother, continued to be a bit of a trouble maker. One night though, when he was out cavorting, he returned to find his family home had been surrounded by unrecognized soldiers. Feeling something was wrong, he went into hiding and eventually learned his father had been accused of colluding with the demons he was supposed to be fighting. A charge he found utterly ridiculous. None the less, his father was found guilty, and both he and Kurth's mother were executed. Seeing his heritage now as a threat to his own life he fled from Vestalia and forsook his family name in the interest of continuing to live. He eventually allied himself with the Crimson Marauders never revealing who he really was for fear that someone might think to sell Vestalia his head.

Stats:
Strength: 8(-1)
Dexterity: 20(+5)
Constitution: 15(+2)
Intelligence: 18(+4)
Wisdom: 14(+2)

Weapon:Curved Sword, Claws
Armor:Studded Leather
Skills: Seduction(1), Stealth(2), Bluff(3)
Choose Three Skills and Rank them from 1 to 3, 1 being most adept, 3 being least adept.

Level 3
Experience: 8/15
Health Points:23
Stamina:16
Focus Points:31

Evasion: 5
Defense: 4
Class: Mystic Knight(Inari)
Abilities:
Racial:
Claws
Nimble Reflexes

Fighter:
Stance:Balance, Defense

Spellblade:
Enchanted Blade
Delay Spell

Spells:
Summon Fox Sprite
Wind Blade
Sylph Feet



Starlight Knights

RavenLord - Maximillian von Hohensarch
Spoiler (click to show/hide):

Name: Maximillian von Hohensarch
Age: 27
Race: Human
Guild: Starlight Knights

Appearance:Face:
1280x720-AXo.jpg

Armor:
tumblr_nm9691rjIC1rtdsh3o5_1280.jpg


Background: Maximillian wasn't a noble born unlike the many other knights that served the kingdom before its fall. She was the sole child of a man at arms sergeant who served the royal family. He mother died at childbirth thus leaving his father to raise her all on his own. This caused problems as Max's father didn't know how to raise a child let alone a daughter. He was a harsh and demanding father, acting more like a drill sergeant rather than a parent at times. Yet he loved his daughter nonetheless, teaching her the only way he knew. Max in return tried hard to make his father proud, fighting for every little bit of praise. Her skills in armed combat grew exponentially thanks to her efforts and eventually caught the attention of others. Thus Max found himself squired to a knight when she was thirteen. Much to the surprise of the knight who took the young girl as his squire Max proved a very brave and steadfast supporter if not a little bit of reckless. Her morals and strong sense of justice earned her the approval of even other knights. It was following her defense of a village of innocents against bandits despite the overwhelming odds that she was knighted at the age of nineteen.

From that point onwards, her fame only grew with each victory. As a reward for her loyal service, she was given the surname "von Hohensarch" and was elevated to the rank of nobility by the royal family. Max was one of the knights who were able to escape kingdoms fall at the hands of the demons. She saved many lives that day as she rallied then led a group of survivors to safety among whom was the princess of the kingdom. She has been fighting ever since then, to drive back to Hellion Crusade and take back the human homeland.

Stats: Spent 34 points
Strength: 9+9 (+4) For Physical Attacks, Grappling, Physical Feats
Dexterity: 9 (-1) For Evasion, Sneaking, Throwing weapons
Constitution: 9+11 (+5) For Guarding, Physical Status Ailment Resistance,
Intelligence: 9+5 (+2) For Spells and Knowledge Rolls
Wisdom: 9+9 (+4) Diplomacy, Tracking, Magical Resistance & Magic Status Ailment Resistance

Level 5
Experience: 8/25
Health Points: 20 + 5 + 12 = 37 (Knight)
Focus Points 20 + 2 = 22

Weapon: Greatsword
Armor: Plate
Skills: Leadership(1), Knowledge:Battle Tactics&Strategy(2), Combat Mastery(3)
Choose Three Skills and Rank them from 1 to 3, 1 being most adept, 3 being least adept.

Evasion: -8
Defense: 11

Class: Knight
Abilities:
Cleave > Punishing Swing
Crowd Control > Advanced Crowd Control
Last Stand
Intercept
Weapon Art: Parry Stance
Charge



Lord Butts - Xie the Witch (Inactive)
Spoiler (click to show/hide):

Name: Xie the Witch
Age: 22
Race:Beastman(Octopus if possible, if not I'll edit)
Guild:Starlight Knights
Appearance:
Image

Background:
Xie was born in the Nightvale region, somewhere near Yellowtail port. Living in and around those dark waters would lead anyone to a devious life, and the life Xie chose was that of magic, and banditry. Not even having two coins to rub together Xie was hungry and desperate, she begged borrowed or stole all that she had. She would try to use her looks to get what she wanted, but when that didn't work a quick tentacle around the neck, or a sword to the belly did the trick. It was only later that she heard a strange call in her dreams, when she found the source of the calling she was met with the most beautiful creature knowable...Lillion. After that night she made it a point to learn more of the wonderful creature she beheld in her dream. A Dhampir mage explained The Three Demon Lords, and after a well spent night, gave her a book about magic and the demon lords. Xie studied this book cover to cover, using the bit of magic she learned to aid her with seductions and murders, things were going well. But Xie made a mistake. Having never seen them before she foolishly attempted to ply her trade on a group of Starlight Knights. Not a fortnight passed before she was on trial for murder and devil worship. She was, however, given a choice. Death, or enforced service, to become a tool against the demons she revered. She feared death more than she feared her demonic masters and so she was fitted with a magical armband, the band would not allow her to act in any way that would harm a Starlight Knight or anyone they were allied with, further more it could not be removed and, if the command word was spoken,it would force her to submit to whoever spoke it. She had become a tool of good, no matter how much she hated it.

Stats: All stats start out at 8 (-1), you get 26 points to distribute and can bump them up to 18
Strength:13(+1) For Physical Attacks, Grappling, Physical Feats
Dexterity:18(+4) For Evasion, Sneaking, Throwing weapons
Constitution:12(+1) For Guarding, Physical Status Ailment Resistance,
Intelligence:20(+5) For Spells and Knowledge Rolls
Wisdom:12(+1) Diplomacy, Tracking, Magical Resistance & Magic Status Ailment Resistance

Weapon:Trident (Spear) Feral weapon Tendrils/tail
Armor:Padded Cloth Feral defense nimble reflexes.
Skills: Swimming (1) Seduction(2) medicine (3)
Choose Three Skills and Rank them from 1 to 3, 1 being most adept, 3 being least adept.

Health points: 22
Focus points: 31
Stamina: 16
Level 3
Experience: 8/15

Evasion: 5
Defense: 2
Class:Dark Knight
Abilities: Summon Higher Familiar, Bewitching Stare, Maddening Lust, Delay Spell, Boon of the Gods (Lillion), Enchanted Blade


Voff - Fenrir Ursa
Spoiler (click to show/hide):

Name: Fenrir Ursa
Age: 31
Race: Human
Guild: Starlight Knight
Appearance:
Image

Background:

Fenrir was one of the many humans wandering Luxaria after the return of the Hellion Legion. After everything he knew and cared for had been completely wiped from Luxaria by the demons' lust for power, and the absolute destruction and havoc those unholy creature were willing to lay upon the world to get the power they lusted for, he started to walk the wilds. All he could do was to try and stay out of the demons way, staying alive, but not really knowing why. Before he could be completely numb against the world he met the first thing of beauty he had seen since his world had been ripped apart. In a clearing at the edge of Vestalia, a clearing that held a strange property where the wildness of the forest and the hand of cultivation had seemed to merge, he saw her.

Image


The dryad Pestalia had spent all the time she could tending this grove making it a sanctuary for the creatures in the surrounding wood. She was dedicated to protecting this land against the demons and caring for the creatures in her grove. When she saw Fenrir stumble in she had almost been taken by a rather heated rage.Why couldn't the humans leave anything alone. Did they have to violate everything? The fact that humans were to blame for the demon scourge once again being upon their lands defiling the forests was something she would be slow to forgive, if she ever could, but seeing in Fenrir's face the will of life practically lost to him, she relented in a rare moment of mercy and decided to help him.

Eventually she managed to nurse some spark of life back into Fenrir's soul and in time they even grew to care for one another. Falling as much for Fenrir as he was smitten with her, she eventually broke tradition letting him make a pact to the Divine Tree and teaching him some of the craft of druids. For a while they were happy tending their grove. Pestalia keeping Fenrir out of sight of the other dryads as a precaution. Their happiness was not meant to last though. Being on the edge of Vestalia it was only a matter of time before the demons would find and intrude even here. When the day came the demons surprised Fenrir and Pestalia which gave the demons the upper hand, but sensing the losing nature of the battle Pestalia threw everything she had into the fight. Doing so opened her up for attack so even though she ended up finishing off the demons she also took mortal wounds in the process.

Fenrir ended up leaving the grove some while after. The only sign that the demons had passed through there was a new sapling sprouting in the middle of the grove. He was tired of running, hiding hadn't helped much either and tired of losing the people around him so he found himself on his way up to sign with the Starlight Knights. It was tine to use his newfound skills to fight back.

Stats: All stats start out at 8 (-1), you get 26 points to distribute and can bump them up to 18 (Human +1 All)

Strength: 12 (+1) For Physical Attacks, Grappling, Physical Feats
Dexterity: 13 (+1) For Evasion, Sneaking, Throwing weapons
Constitution: 16 (+3) For Guarding, Physical Status Ailment Resistance,
Intelligence: 20 (+5) For Spells and Knowledge Rolls
Wisdom: 20 (+5) Diplomacy, Tracking, Magical Resistance & Magic Status Ailment Resistance

Weapon: Fists
Armor: Studded Leather
Skills: Herbalism (1), Tracking (2), Animal Handler (2) (Human +1), Animalistic instinct (3)

Level 3
Health Points 18
Focus Points 41
Stamina 16

Evasion: 0
Defense 5
Class: Druid (Magick User)
Abilities: Draining Entanglement, Restoration, Earthen Barrier, Shapeshift: Bear, Fungal Missile, Solar Beam (Human +1)


Nobudi - Eleneir the Dragon Mage
Spoiler (click to show/hide):

Name: Eleneir the Dragon Mage (Formerly Sonya of the Red Dragons)
Age: 57
Race: Beastfolk (Dragon)
Guild: Starlight Knights
Appearance:http://danbooru.donmai.us/posts/247771
Image
Background: Born of the illustrious Dragon Clan, Sonya was considered a prodigy in her field of studies from an early age. By the time she was 15, she had made a pact with the Divine Tree and could successfully perform magics that would astonish those thrice her age. However, she had never been allowed to leave the Divine Tree. That left her with a great desire to see the world for herself, and in a fit of naivety, asked to explore the world. Her proud parents, who could not help but spoil her, decided it was dangerous to leave alone, and sent an escort with her. They made no mistake, save for allowing their daughter to command and lead them around. They didn't make it far from the forests before they encountered demons. To call it a slaughter was a joke. She was the sole survivor, only surviving due to the fact that the demons captured her and vented their lusts on her. Day and Night, only stopping long enough to feed and water her before starting the cycle anew. Eventually, something... cracked. She heard the voice of Lillion and gladly taken a pact with her. Not too long after, she managed to escape. Her mind, once filled with the fog of lust and closed to the world, was now only filled with horror at what she had undergone and what she had done. She couldn't return home. Not anymore. In desperation, she shut out the whispers of Lillion and joined the Starlight Knights. No more was she Sonya, but now taken a new name: Elenier, the Dragon Mage. But in order to join the Knights, she did not breath a word of what she had undergone. After all, she could safely shut out the whispers of the dark by herself... right?

Stats: All stats start out at 8 (-1), you get 26 points to distribute and can bump them up to 18
Strength: 12 (3)
Dexterity: 10 (1)
Constitution: 15 (6)
Intelligence: 18 (10)
Wisdom: 17 (8)

Weapon: Fists
Armor: Padded Cloth
Skills: Knowledge: Magic (1), Perception (2), Lore (3)

Level 3
Experience: 3/15
Evasion: 0
Defense: 2

Class: Magic User
Abilities: Summon Earth Golem (Major), Entangle, Shapeshift: Animal, Bewitching Stare, Lillion's Appeal

Natural Weapons:
Fangs/Claws/Talons:
Stamina Cost: 5 | Damage: 6 | Accuracy: 12 | Critical Rate: 2| Effects: Inflict Bleed on hit

Natural Defense:
Sharp Eyes: +1 to True Accuracy & +1 to Knowledge and Spot Checks

Shapeshift: Dragon, if possible?
Last edited by Mark3000 on Sun Jul 30, 2017 10:27 pm, edited 30 times in total.
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Re: Tales of Luxaria (Open, WIP)

Postby mrblah » Sun Jun 04, 2017 10:44 pm

Name: Elisa Laveau
Age: 29
Race: Dhampir
Guild: Crimson Marauders
Appearance:
Spoiler (click to show/hide):

Image

Background: Elisa was born in Nightvale as one of the rare few Dhampirs to be born from other Dhampirs. Her parents cherished and loved her like a gift, and she grew up to know all of the fruits of freedom. Despite their spoiling of her, they also taught her of the harshness of the world, trying to impress upon her the dark history of the Dhampir and all the sacrifices many had to go through for something like her to be a possibility. Elisa's parents were actually a part of the Crimson Marauders, and wanted to prepare their child to join their guild. They taught her how to defend herself with a bow, as she felt pretty partial to long-ranged combat, along with many other important subjects useful for a Crimson Marauder and Dhampir to know. As Elisa grew up, however, she became more and more sexually promiscuous. She'd often sneak away from her parents to go have a casual fling with whatever interested her, and due to her beauty, many had fallen to her charms. She'd even slept with her own tutors and her indentured servants. Her parents didn't support her behavior, but she didn't care. She felt it was her right to enjoy herself with the life she'd been given, and they couldn't find it within them to refuse her any longer. When her training was complete, they sent her to the Thundersnow Mountain with their family dog as the final trial to become a Crimson Marauder. Alone. Along the way, she had seen firsthand the roughness of the world, serving to ground her a bit into the reality of the situation. By the time she had reached the mountain, she had already completed a few odd jobs of her own to make some money, and had a bit of experience with some of the other unsavory aspects of her job. She was recruited successfully, and quickly climbed through the ranks with her training and her parents' connections that they pulled on the side.

Stats:
Strength: 12 (1)
Dexterity: 20 (4)
Constitution:14 (2)
Intelligence: 14 (2)
Wisdom: 19 (3)

Weapon: Long Bow
Armor: Padded Cloth
Skills: Rank 1: Dancing, Rank 2: Manipulation, Rank 3: Alchemy

Level 5
Health Points: 25
Focus Points: 22
Stamina: 17

Evasion: 4
Class: Ranger
Abilities: Focused Sniper's Aim, Favored Enemy Advanced (Beastfolk, 'cause she likes them a lot), Scouting, Animal Companion (Bloodhound get it), Crippling Arrow

Companion's name: Lulu the Bloodhound
Stats:
Strength: 14 (2)
Dexterity: 20 (5)
Constitution: 12 (1)
Intelligence: 8 (-1)
Wisdom: 14 (2)

Weapon: Bite Stamina Cost: 5 | Damage: 6 | Accuracy: 12 | Critical Rate: 2| Effects: Inflict Bleed on hit

HP: 18
Evasion: 4
Defense: 3
Skills: Rank 1: Tracking, Rank 2: Perception, Rank 3: Swimming
Abilities:
Tackle: Stamina Cost: 10 | Damage: 8 | Accuracy: 8 | Critical Rate: 1| Effects: Make a STR Roll against the enemy’s CON. If you Succeed, inflict Knockdown
Charge: Stamina Cost: 3 | Effects:Enter Melee Range in a single turn. 40% Chance to stun if used to open combat
Last edited by mrblah on Thu Jun 08, 2017 10:47 pm, edited 5 times in total.
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Re: Tales of Luxaria (Open, CS UP. Recruiting)

Postby Mark3000 » Sun Jun 04, 2017 11:36 pm

@mrblah

Looks good. Since you're the first to send in a Character Sheet for the Crimson Marauders you get one of the Captain spots. That means your character gets to start at Level 5 along with

Another 8 Status Points
An upgrade to two of your abilities:
First Upgrade: Sniper's Aim
You can change Sniper's Aim to:
Critical Sniper's Aim (On top of the normal effects, gain 1 Critical Range/ 1 additional point of Stamina used)
or
Focused Sniper's Aim (Gain +2 Damage & True Accuracy/+1 additional stamina used for an attack)

You can change Favored Enemy to:
Favored Terrain: Choose a specific type of terrain. Gain the same Favored Enemy bonuses when fighting on this terrain.
or
Favored Enemy Advance: Select a Race or Enemy Type. Against these enemies gain +3 True Accuracy, +4 Damage, +4 to tracking and perception rolls

Which reminds me you still have to pick a Favored Enemy and Animal Companion.
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Re: Tales of Luxaria (Open, CS UP. Recruiting)

Postby mrblah » Mon Jun 05, 2017 12:16 am

oh, sweet. then, i'll edit my post and put those in.
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Re: Tales of Luxaria (Open, CS UP. Recruiting)

Postby Voff » Mon Jun 05, 2017 1:12 am

I'd like to join, but I am away from my computer atm, writing on my phone, and it is a quite annoying process. It leaves my posts riddled with typoes, mispelling and bad phrasing. Would like to write up a CS tomorrow evening though. Just putting it up in hopes of potentially reserving a spot if that is needed.
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Re: Tales of Luxaria (Open, CS UP. Recruiting)

Postby Firehead » Mon Jun 05, 2017 1:16 am

Name: Kurth Fleetfoot (Formerly Dogal)
Age: 21
Race: Beastfolk(Fox)
Guild: Crimson Marauders
Appearance: An older version of this (is SFW but character is marked as cub) https://e621.net/post/show/1199075/absurd_res-anthro-canine-cub-fox-fur-hair-hi_res-k
Background: A High Borne of the Dogal family. Kurth found himself always fascinated with the long lineage that had lead to his birth, and so it was only natural for him to take up a pact with the Divine Beast Inari learning to combine the fascinating arts with his swordsmanship lessons. His father, an important general, was always a light-hearted man. Always willing to laugh even if he finished scolding Kurth for causing trouble. His mother was a kind woman who was to softspoken to ever discipline the boy.

When the Hellion Legion returned and his father was called to action much of the time, the war remained far from his mind, so Kurth, left only with his mother, continued to be a bit of a trouble maker. One night though, when he was out cavorting, he returned to find his family home had been surrounded by unrecognized soldiers. Feeling something was wrong, he went into hiding and eventually learned his father had been accused of colluding with the demons he was supposed to be fighting. A charge he found utterly ridiculous. None the less, his father was found guilty, and both he and Kurth's mother were executed. Seeing his heritage now as a threat to his own life he fled from Vestalia and forsook his family name in the interest of continuing to live. He eventually allied himself with the Crimson Marauders never revealing who he really was for fear that someone might think to sell Vestalia his head.

Stats:
Strength: 8(-1)
Dexterity: 20(+5)
Constitution: 15(+2)
Intelligence: 18(+4)
Wisdom: 14(+2)

Weapon:Curved Sword, Claws
Armor:Studded Leather
Skills: Seduction(1), Stealth(2), Bluff(3)
Choose Three Skills and Rank them from 1 to 3, 1 being most adept, 3 being least adept.

HP:22
Stamina:16
FP:31
Evasion: 5
Defense: 4
Class: Mystic Knight(Inari)
Abilities:
Racial:
Claws
Nimble Reflexes

Fighter:
Stance: Balanced
Stance: Defense

Spellblade:
Enchanted Blade
Delay Spell

Spells:
Summon Fox Sprite
Wind Blade
Sylph Feet
Last edited by Firehead on Mon Jun 05, 2017 3:09 pm, edited 2 times in total.
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Re: Tales of Luxaria (Open, CS UP. Recruiting)

Postby Mark3000 » Mon Jun 05, 2017 2:15 am

@Firehead

Looks good. Your Character will start at Level three so you can add:
+4 Status Points
+6 Health Points
+1 Stamina and Focus Points
and
An upgraded abilities
Stance: Offensive (Take a more aggressive stance, Attacks do x1.50 Damage, Gain +2 Critical Range, Reduce Evasion by 5)
or
Stance: Defensive (Take a more guarded stance, Reduce damage taken by half. Attacks do 0.75 damage.)
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Re: Tales of Luxaria (Open, CS UP. Recruiting)

Postby Firehead » Mon Jun 05, 2017 4:18 am

Alright, updated my sheet. I can't tell if my ability choices are to upgrade Stance: Balanced like mrblah got or a seperate ability to add, for now, I've treated it as an ability upgrade.
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Re: Tales of Luxaria (Open, CS UP. Recruiting)

Postby Mark3000 » Mon Jun 05, 2017 2:58 pm

@Firehead

Sorry I should have been more clear. For this upgrade, you are learning another stance, do you still have Stance:Balance, But you also gain Stance:Defensive

@mrblah

You still have to include your Racial Bonus into your stats. Dhampir gain +3 Wisdom and +2 to either Dexterity or Intelligence. I'll come back to you with starts for your Fox Sprite and Bloodhound.
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Re: Tales of Luxaria (Open, CS UP. Recruiting)

Postby RavenLord » Mon Jun 05, 2017 4:50 pm

Name: Maximillian von Hohensarch
Age: 27
Race: Human
Guild: Starlight Knights
Appearance:Face:
Spoiler (click to show/hide):

1280x720-AXo.jpg

Armor:
Spoiler (click to show/hide):

tumblr_nm9691rjIC1rtdsh3o5_1280.jpg

Background:
Spoiler (click to show/hide):

Maximillian wasn't a noble born unlike the many other knights that served the kingdom before its fall. She was the sole child of a man at arms sergeant who served the royal family. He mother died at childbirth thus leaving his father to raise her all on his own. This caused problems as Max's father didn't know how to raise a child let alone a daughter. He was a harsh and demanding father, acting more like a drill sergeant rather than a parent at times. Yet he loved his daughter nonetheless, teaching her the only way he knew. Max in return tried hard to make his father proud, fighting for every little bit of praise. Her skills in armed combat grew exponentially thanks to her efforts and eventually caught the attention of others. Thus Max found himself squired to a knight when she was thirteen. Much to the surprise of the knight who took the young girl as his squire Max proved a very brave and steadfast supporter if not a little bit of reckless. Her morals and strong sense of justice earned her the approval of even other knights. It was following her defense of a village of innocents against bandits despite the overwhelming odds that she was knighted at the age of nineteen.

From that point onwards, her fame only grew with each victory. As a reward for her loyal service, she was given the surname "von Hohensarch" and was elevated to the rank of nobility by the royal family. Max was one of the knights who were able to escape kingdoms fall at the hands of the demons. She saved many lives that day as she rallied then led a group of survivors to safety among whom was the princess of the kingdom. She has been fighting ever since then, to drive back to Hellion Crusade and take back the human homeland.


Stats: Spent 34 points
Strength: 9+9 (+4) For Physical Attacks, Grappling, Physical Feats
Dexterity: 9 (-1) For Evasion, Sneaking, Throwing weapons
Constitution: 9+11 (+5) For Guarding, Physical Status Ailment Resistance,
Intelligence: 9+5 (+2) For Spells and Knowledge Rolls
Wisdom: 9+9 (+4) Diplomacy, Tracking, Magical Resistance & Magic Status Ailment Resistance

Health Points: 20 + 5 + 12 = 37 (Knight)
Focus Points 20 + 2 = 22

Weapon: Greatsword
Armor: Plate
Skills: Leadership(1), Knowledge:Battle Tactics&Strategy(2), Combat Mastery(3)
Choose Three Skills and Rank them from 1 to 3, 1 being most adept, 3 being least adept.

Evasion: DEX Modifier - Evasion Penalty -7
Class: Knight
Abilities:
Cleave > Punishing Swing
Crowd Control > Advanced Crowd Control
Last Stand
Intercept
Weapon Art: Parry Stance
Charge
Last edited by RavenLord on Tue Jun 13, 2017 4:17 pm, edited 8 times in total.
"You see? The one who wins is the one who has the bigger weapon." - Immortal Baron Vorg
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Re: Tales of Luxaria (Open, CS UP. Recruiting)

Postby mrblah » Mon Jun 05, 2017 6:09 pm

RavenLord Wrote:


the links in your appearance and background aren't there.

Mark3000 Wrote:


alright, and fixed.
imagine a loading screen that loads a new loading screen.
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Re: Tales of Luxaria (Open, CS UP. Recruiting)

Postby Voff » Mon Jun 05, 2017 6:28 pm

Name: Fenrir Ursa
Age: 31
Race: Human
Guild: Starlight Knights
Appearance:
Spoiler (click to show/hide):

Image


Background:

Spoiler (click to show/hide):

Fenrir was one of the many humans wandering Luxaria after the return of the Hellion Legion. After everything he knew and cared for had been completely wiped from Luxaria by the demons' lust for power, and the absolute destruction and havoc those unholy creature were willing to lay upon the world to get the power they lusted for, he started to walk the wilds. All he could do was to try and stay out of the demons way, staying alive, but not really knowing why. Before he could be completely numb against the world he met the first thing of beauty he had seen since his world had been ripped apart. In a clearing at the edge of Vestalia, a clearing that held a strange property where the wildness of the forest and the hand of cultivation had seemed to merge, he saw her.

Image

The dryad Pestalia had spent all the time she could tending this grove making it a sanctuary for the creatures in the surrounding wood. She was dedicated to protecting this land against the demons and caring for the creatures in her grove. When she saw Fenrir stumble in she had almost been taken by a rather heated rage.Why couldn't the humans leave anything alone. Did they have to violate everything? The fact that humans were to blame for the demon scourge once again being upon their lands defiling the forests was something she would be slow to forgive, if she ever could, but seeing in Fenrir's face the will of life practically lost to him, she relented in a rare moment of mercy and decided to help him.

Eventually she managed to nurse some spark of life back into Fenrir's soul and in time they even grew to care for one another. Falling as much for Fenrir as he was smitten with her, she eventually broke tradition letting him make a pact to the Divine Tree and teaching him some of the craft of druids. For a while they were happy tending their grove. Pestalia keeping Fenrir out of sight of the other dryads as a precaution. Their happiness was not meant to last though. Being on the edge of Vestalia it was only a matter of time before the demons would find and intrude even here. When the day came the demons surprised Fenrir and Pestalia which gave the demons the upper hand, but sensing the losing nature of the battle Pestalia threw everything she had into the fight. Doing so opened her up for attack so even though she ended up finishing off the demons she also took mortal wounds in the process.

Fenrir ended up leaving the grove some while after. The only sign that the demons had passed through there was a new sapling sprouting in the middle of the grove. He was tired of running, hiding hadn't helped much either and tired of losing the people around him so he found himself on his way up to sign with the Starlight Knights. It was tine to use his newfound skills to fight back.


Stats: All stats start out at 8 (-1), you get 26 points to distribute and can bump them up to 18 (Human +1 All)

Strength: 12 (+1) For Physical Attacks, Grappling, Physical Feats
Dexterity: 13 (+1) For Evasion, Sneaking, Throwing weapons
Constitution: 16 (+3) For Guarding, Physical Status Ailment Resistance,
Intelligence: 20 (+5) For Spells and Knowledge Rolls
Wisdom: 20 (+5) Diplomacy, Tracking, Magical Resistance & Magic Status Ailment Resistance

Weapon: Fists
Armor: Studded Leather
Skills: Herbalism (1), Tracking (2), Animal Handler (2) (Human +1), Animalistic instinct (3)
Evasion: DEX Modifier - Evasion Penalty

Class: Druid (Magick User)
Abilities: Draining Entanglement, Restoration, Earthen Barrier, Shapeshift: Bear, Fungal Missile, Solar Beam (Human +1)

Stats bearform:

Strength: 22 (6)
Dexterity: 16 (3)
Constitution: 20 (5)
Intelligence: 6 (-2)
Wisdom: 6 (-2)

Weapon: Bear Claws (Uses Greatsword template)
Evasion: 2
Defense: 6

Abilities:
Cleave (Knight Ability List)
Charge (Knight Ability List)
Battle Roar: Stamina Cost: 6 | Focus Points: 2 Effects: Make a STR Roll against your opponents WIS. If you succeed, Inflict Fear


Took a chance that it would be OK with a human druid even though it may be a bit sketchy in regards to the lore you provided. I can make a different character if that is the case. I also built my stats around the thought that whatever stat changes there would be in shape shifting into a bear would be + and - to his original stats and not just fixed stats for the bear. Would like to adjust the character's stats if the latter is the actual case. (stats edited)
Last edited by Voff on Wed Jun 07, 2017 4:47 pm, edited 3 times in total.
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Re: Tales of Luxaria (Open, CS UP. Recruiting)

Postby RavenLord » Mon Jun 05, 2017 8:32 pm

mrblah Wrote:
the links in your appearance and background aren't there.



Damn it. Thanks for telling me. Fixing that now.

Also, i will spend my bonus status points after getting confirmation whether my character is the guild master or not.
"You see? The one who wins is the one who has the bigger weapon." - Immortal Baron Vorg
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Re: Tales of Luxaria (Open, CS UP. Recruiting)

Postby Mark3000 » Tue Jun 06, 2017 12:38 am

@Ravenlord

Spoiler (click to show/hide):

Technically, The Crimson Marauders and the Starlight Knights have guild leaders who will hand out jobs. What I'm handing out are Captain spots.

Anyway, Since you're the first one to submit a character for the Starlight Knights you get the Captain spot. So you Start at Level 5 with
8 Status Points
+12 Health Points
+2 Stamina and Focus Points

Ability Updates 1:
Change Cleave to:
Bloody Cleave: Inflict a stack of bleed on all enemies hit by Cleave
or
Punishing Swing: (Player STR Roll vs. Enemy CON Roll), If you succeed, Inflict Stun

Ability Upgrade 2:
Gain Lockdown ( Stamina 6, FP 1, Effect: Prevent an opponent from moving period for two turns, reduce enemy evasion by 3)
or
Chance Crowd Control to Advance Crowd Control (Stun Bonus increased to 3, If your Crowd Control Roll Succeeds, Stun the Enemy.)

Also as a human you get one additional class ability and 1 Status Point to all stats. Also, could you give a bit more details on your Weapon Art.


@Voff

Spoiler (click to show/hide):

Looks good, You will start at Level 3 with

4 Status Points
+6 Health Points
+1 Stamina and Focus Points

Spell Upgrade:
Change Entangle to
Thorny Entanglement (When an enemy is grappled with Entangle, they gain a stack of bleed.)
or
Draining Entanglement (When an enemy is grappled with Entangle, Inflict Weakened Lvl 1)

As for Shapeshift Abilities, it is the latter plus additional skills. So if you what to adjust your stats, feel free.
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Re: Tales of Luxaria (Open, CS UP. Recruiting)

Postby Voff » Tue Jun 06, 2017 1:13 am

I am assuming I can use the 4 new points to go beyond 18 in a stat. If not I can change that. I added the stat points, but not sure if that changes the other ones so haven't put in stamina, hp and focus points.
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Re: Tales of Luxaria (Open, CS UP. Recruiting)

Postby Mark3000 » Tue Jun 06, 2017 1:27 am

@Voff

Exactly

@All

Okay here are the stats for the Bloodhound, Fox Sprite and Druid Bear Form:

Name:Bloodhound
Spoiler (click to show/hide):

Stats:
Strength: 14 (2)
Dexterity: 20 (5)
Constitution: 12 (1)
Intelligence: 8 (-1)
Wisdom: 14 (2)

Weapon: Bite Stamina Cost: 5 | Damage: 6 | Accuracy: 12 | Critical Rate: 2| Effects: Inflict Bleed on hit

HP: 18
Evasion: 4
Defense: 3
Skills: Rank 1: Tracking, Rank 2: Perception, Rank 3: Swimming
Abilities:
Tackle: Stamina Cost: 10 | Damage: 8 | Accuracy: 8 | Critical Rate: 1| Effects: Make a STR Roll against the enemy’s CON. If you Succeed, inflict Knockdown
Charge: Stamina Cost: 3 | Effects:Enter Melee Range in a single turn. 40% Chance to stun if used to open combat


Name: Fox Sprite
Spoiler (click to show/hide):

Stats:
Strength: 8 (-1)
Dexterity: 18 (4)
Constitution: 12 (2)
Intelligence: 14 (3)
Wisdom: 18(4)

Weapon: Claws (Uses Dagger template)
HP: 10
Evasion: 5
Defense: 0

Abilities:
Repelling Wind (From Inari Spell List)
Kalidescope (From Inari Spell List)
Dirty Trick (From Rogue Ability List)


Bear Form
Spoiler (click to show/hide):

Stats:
Strength: 22 (6)
Dexterity: 16 (3)
Constitution: 20 (5)
Intelligence: 6 (-2)
Wisdom: 6 (-2)

Weapon: Bear Claws (Uses Greatsword template)
Evasion: 2
Defense: 6

Abilities:
Cleave (Knight Ability List)
Charge (Knight Ability List)
Battle Roar: Stamina Cost: 6 | Focus Points: 2 Effects: Make a STR Roll against your opponents WIS. If you succeed, Inflict Fear


Also, A note to people choosing the Crimson Marauders. When I mentioned 'Shady Jobs' that included jobs from demons. I didn't mean them to be reluctant heroes.
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Re: Tales of Luxaria (Open, CS UP. Recruiting)

Postby Lord Butts » Tue Jun 06, 2017 8:23 pm

Name: Xie the Witch
Age: 22
Race:Beastman(Octopus if possible, if not I'll edit)
Guild:Starlight Knights
Appearance:
Spoiler (click to show/hide):

Image

Background:
Spoiler (click to show/hide):

Xie was born in the Nightvale region, somewhere near Yellowtail port. Living in and around those dark waters would lead anyone to a devious life, and the life Xie chose was that of magic, and banditry. Not even having two coins to rub together Xie was hungry and desperate, she begged borrowed or stole all that she had. She would try to use her looks to get what she wanted, but when that didn't work a quick tentacle around the neck, or a sword to the belly did the trick. It was only later that she heard a strange call in her dreams, when she found the source of the calling she was met with the most beautiful creature knowable...Lillion. After that night she made it a point to learn more of the wonderful creature she beheld in her dream. A Dhampir mage explained The Three Demon Lords, and after a well spent night, gave her a book about magic and the demon lords. Xie studied this book cover to cover, using the bit of magic she learned to aid her with seductions and murders, things were going well. But Xie made a mistake. Having never seen them before she foolishly attempted to ply her trade on a group of Starlight Knights. Not a fortnight passed before she was on trial for murder and devil worship. She was, however, given a choice. Death, or enforced service, to become a tool against the demons she revered. She feared death more than she feared her demonic masters and so she was fitted with a magical armband, the band would not allow her to act in any way that would harm a Starlight Knight or anyone they were allied with, further more it could not be removed and, if the command word was spoken,it would force her to submit to whoever spoke it. She had become a tool of good, no matter how much she hated it.

Stats: All stats start out at 8 (-1), you get 26 points to distribute and can bump them up to 18
Strength:13(+1) For Physical Attacks, Grappling, Physical Feats
Dexterity:18(+4) For Evasion, Sneaking, Throwing weapons
Constitution:12(+1) For Guarding, Physical Status Ailment Resistance,
Intelligence:20(+5) For Spells and Knowledge Rolls
Wisdom:12(+1) Diplomacy, Tracking, Magical Resistance & Magic Status Ailment Resistance

Weapon:Trident (Spear) Feral weapon Tendrils/tail
Armor:Padded Cloth Feral defense nimble reflexes.
Skills: Swimming (1) Seduction(2) medicine (3)
Choose Three Skills and Rank them from 1 to 3, 1 being most adept, 3 being least adept.

Health points: 22
Focus points: 30

Evasion: 4
Class:Dark Knight
Abilities: Summon Higher Familiar, Bewitching Stare, Maddening Lust, Delay Spell, Boon of the Gods (Lillion), Enchanted Blade
Last edited by Lord Butts on Tue Jun 06, 2017 11:37 pm, edited 2 times in total.
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Re: Tales of Luxaria (Open, CS UP. Recruiting)

Postby Firehead » Tue Jun 06, 2017 8:32 pm

Looking at the Fox Sprite I notice it has no Focus Points but has abilities that cost FP. Is it just being assumed it won't tend stick around long enough to exhaust FP?
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