Fetishes: Rape, Tentacles, Mind Control, Bestiality, Impregnation, Body Modification, Large insertions
Background
Spoiler (click to show/hide):
Up on a hill in the Cinder Oak Forest lies the city of Schwarzberg. The sprawling city was once the country’s crown jewel. Schwarzberg housed scholars and academics who studied a variety of topics from history to science to psychology to even the occult. It also housed a large market place where farmers and craftsmen from local townships would gather to share their wares.
And then suddenly the city went quiet. The large gates that surround Schwarzberg were closed as word of a plague spread through the land. Worry spread through the surrounding Townships as they pondered what was going on.
Two years passed until finally an envoy from the sealed city traveled from township to township. With a tip of their hat they apologized for sealing the city. As the envoys explained, they ruling council had been making some changes to the city. It appeared as though one of the scholars had stumbled over an amazing discovery that required specific preparations to present.
The Envoy also came to the townships with an offer. If each township sent one of their women to Schwarzberg to live, the town would be showered with wealth beyond their wildest dreams. To prove the veracity of his claim, the Envoy always left a priceless gem before returning to the sealed city.
While some villages were eager to take the offer, others rejected the deal out right or enlisted the help of outsiders. But one village immediately sent a messenger to the capital city of Litchstadt. The royalty and parliamentary body alike were concerned with the developments. In response they deployed a small squad from the Royal Litchstadt Army, a force made up of military families, recruits, and mercenaries alike. What the Army finds as they enter the city is…
Up on a hill in the Cinder Oak Forest lies the city of Schwarzberg. The sprawling city was once the country’s crown jewel. Schwarzberg housed scholars and academics who studied a variety of topics from history to science to psychology to even the occult. It also housed a large market place where farmers and craftsmen from local townships would gather to share their wares.
And then suddenly the city went quiet. The large gates that surround Schwarzberg were closed as word of a plague spread through the land. Worry spread through the surrounding Townships as they pondered what was going on.
Two years passed until finally an envoy from the sealed city traveled from township to township. With a tip of their hat they apologized for sealing the city. As the envoys explained, they ruling council had been making some changes to the city. It appeared as though one of the scholars had stumbled over an amazing discovery that required specific preparations to present.
The Envoy also came to the townships with an offer. If each township sent one of their women to Schwarzberg to live, the town would be showered with wealth beyond their wildest dreams. To prove the veracity of his claim, the Envoy always left a priceless gem before returning to the sealed city.
While some villages were eager to take the offer, others rejected the deal out right or enlisted the help of outsiders. But one village immediately sent a messenger to the capital city of Litchstadt. The royalty and parliamentary body alike were concerned with the developments. In response they deployed a small squad from the Royal Litchstadt Army, a force made up of military families, recruits, and mercenaries alike. What the Army finds as they enter the city is…
Positioning
Spoiler (click to show/hide):
Your squad can move about in two formation type, Set and Scattered.
Scattered:
When scattered, players can explore the area at their own pace. If they run into a trap or combat situations, they are on their own. If in different locations, there is a chance the other members in your party won’t know you’re in trouble. Surrounding players make a Feats of Insight to sense if their comrade is in danger.
Set:
When in Set Formation, players travel as a unit. Players can occupy the Vanguard (Front), Mainguard (Middle) and the Rearguard (Back). Your unit will move to differedt based either on the command of the group leader or when a majority of players give a direction.
When in a Set formation, your party can make skill checks as a group. Some obstacles can only be overcome as a team. These checks use stats, all the player’s skills and flaws.
Positioning in Combat
In combat, you can start battle at the Vanguard, Mainguard or the Rearguard. Fighting at any of these positions has its advantages and disadvantages.
In set formation, you decide which position your player will take. In a scattered formation, a player can start combat from the rearguard. But without any protection from the Vanguard or Mainguard, enemies can move in and attack up close.
It takes one turn to move between the Vanguard, Mainguard and Rearguard
Your squad can move about in two formation type, Set and Scattered.
Scattered:
When scattered, players can explore the area at their own pace. If they run into a trap or combat situations, they are on their own. If in different locations, there is a chance the other members in your party won’t know you’re in trouble. Surrounding players make a Feats of Insight to sense if their comrade is in danger.
Set:
When in Set Formation, players travel as a unit. Players can occupy the Vanguard (Front), Mainguard (Middle) and the Rearguard (Back). Your unit will move to differedt based either on the command of the group leader or when a majority of players give a direction.
When in a Set formation, your party can make skill checks as a group. Some obstacles can only be overcome as a team. These checks use stats, all the player’s skills and flaws.
Positioning in Combat
In combat, you can start battle at the Vanguard, Mainguard or the Rearguard. Fighting at any of these positions has its advantages and disadvantages.
In set formation, you decide which position your player will take. In a scattered formation, a player can start combat from the rearguard. But without any protection from the Vanguard or Mainguard, enemies can move in and attack up close.
It takes one turn to move between the Vanguard, Mainguard and Rearguard
Stats
Spoiler (click to show/hide):
All Players have six Main Stats:
Strength: Your character’s physical capabilities (Used for Feats of Strength, Physical Damage)
Insight: Your character’s connection to the spiritual world (Used for Magic Damage, Resistance, Feats of Insight)
Skill: Your character’s aptitude (Used for Accuracy, Feats of Skill, Ranged Weapon Damage)
Speed: Your character’s quickness (Used for Evasion, Feats of Speed)
Endurance: Your character’s toughness (Used for Defense, Resistance, Feats of Endurance)
Vitality: Your character’s Health (Health Points [Vitality x 2] & Stamina [ 2 Stamina Points for every 3 Vitality])
Each Stat starts at 5 and can be raised to max of 20. Each character has 35 points to spend.
All Players have six Main Stats:
Strength: Your character’s physical capabilities (Used for Feats of Strength, Physical Damage)
Insight: Your character’s connection to the spiritual world (Used for Magic Damage, Resistance, Feats of Insight)
Skill: Your character’s aptitude (Used for Accuracy, Feats of Skill, Ranged Weapon Damage)
Speed: Your character’s quickness (Used for Evasion, Feats of Speed)
Endurance: Your character’s toughness (Used for Defense, Resistance, Feats of Endurance)
Vitality: Your character’s Health (Health Points [Vitality x 2] & Stamina [ 2 Stamina Points for every 3 Vitality])
Each Stat starts at 5 and can be raised to max of 20. Each character has 35 points to spend.
Feats
Spoiler (click to show/hide):
Certain actions require your character to make a stat check. These are called Feats. When performing a Feat, make a d20 Roll + the Select Stat and any bonus/Penalties from your Skills/Flaws. To succeed, your roll either has to beat the enemy’s roll or beat the Feat’s Difficulty
Difficulty:
Level 1: Need to Roll 15 or Greater
Level 2: Need to Roll 20 or Greater
Level 3: Need to Roll 25 or Greater
Level 4: Need to Roll 30 or Greater
Level 5: Need to Roll 35 or Greater
etc.
Certain actions require your character to make a stat check. These are called Feats. When performing a Feat, make a d20 Roll + the Select Stat and any bonus/Penalties from your Skills/Flaws. To succeed, your roll either has to beat the enemy’s roll or beat the Feat’s Difficulty
Difficulty:
Level 1: Need to Roll 15 or Greater
Level 2: Need to Roll 20 or Greater
Level 3: Need to Roll 25 or Greater
Level 4: Need to Roll 30 or Greater
Level 5: Need to Roll 35 or Greater
etc.
Stamina System:
Spoiler (click to show/hide):
Your character’s Stamina is based on your Vitality (2 Points of Stamina for every 3 points of Vitality)
You consume stamina during battle whenever you perform special actions or certain weapon attacks and abilities.
You regain 1 point of Stamina every post during battle. Stamina is fully restored after a battle.
All weapons have a basic attack which costs zero stamina and a secondary attack with a Stamina Cost
Your character’s Stamina is based on your Vitality (2 Points of Stamina for every 3 points of Vitality)
You consume stamina during battle whenever you perform special actions or certain weapon attacks and abilities.
You regain 1 point of Stamina every post during battle. Stamina is fully restored after a battle.
All weapons have a basic attack which costs zero stamina and a secondary attack with a Stamina Cost
Combat
Spoiler (click to show/hide):
When combat starts, the turn order goes from the fastest fighter to slowest.
Each turn you can make a single action, either using your main weapon, sub weapon or make a special action. When you announce an attack, first you check the accuracy of the attack.
Accuracy = Weapon Accuracy + Attacker’s Skill – Enemy Speed
If the calculated Accuracy is less than 20, you make an Accuracy Roll (d20). If your roll is less than or equal to the accuracy above, the attack hits.
The damage depends on whether the attack is physical or magic based.
Physical Damage = Damage Roll (Based on weapon) + Attacker’s Stat (Strength for Melee Weapons, Skill for Ranged Weapons) – Enemy’s Endurance
Magic Damage = Damage Roll (Based on weapon) + Attacker’s Insight – (Enemy’s Insight/2 + Enemy’s Endurance/3)
Damage from combat chips away at your character’s Health Points. HP is equal to your Vitality. 1 point of Vitality equals 2 Health Points until you reach 30 Vitality. Then 1 point of Vitality equals Health Point.
Some attacks also have a chance to do critical damage. If they do, roll a d100 to see if it succeeds. If you make a critical hit, deal triple damage.
When combat starts, the turn order goes from the fastest fighter to slowest.
Each turn you can make a single action, either using your main weapon, sub weapon or make a special action. When you announce an attack, first you check the accuracy of the attack.
Accuracy = Weapon Accuracy + Attacker’s Skill – Enemy Speed
If the calculated Accuracy is less than 20, you make an Accuracy Roll (d20). If your roll is less than or equal to the accuracy above, the attack hits.
The damage depends on whether the attack is physical or magic based.
Physical Damage = Damage Roll (Based on weapon) + Attacker’s Stat (Strength for Melee Weapons, Skill for Ranged Weapons) – Enemy’s Endurance
Magic Damage = Damage Roll (Based on weapon) + Attacker’s Insight – (Enemy’s Insight/2 + Enemy’s Endurance/3)
Damage from combat chips away at your character’s Health Points. HP is equal to your Vitality. 1 point of Vitality equals 2 Health Points until you reach 30 Vitality. Then 1 point of Vitality equals Health Point.
Some attacks also have a chance to do critical damage. If they do, roll a d100 to see if it succeeds. If you make a critical hit, deal triple damage.
Special Actions:
Spoiler (click to show/hide):
In a battle, you can take special actions to gain the advantage. Some actions take a full turn while others can be performed alongside an attack
Grappling: (2 Stamina to use, 1 Stamina to maintain, Consumes one turn) A successful grapple prevents the target from acting. The grappling party can also perform Pure Strength Damage/2 (Enemy Endurance not considered)
Feat of Skill to perform (Player Skill vs Enemy Speed)
Feat of Strength to Maintain/Escape (Player Strength vs Enemy Strength)
Targeted Attacks: (1 Stamina to use, used with an attack) Targeted attacks are aimed at a specific body part which has special effects.
Feat of Skill to Succeed (Player Skill vs Enemy Speed)
If it succeeds, you go through the normal combat routine. If the attacks hits, your attack gets a special effect.
Head: 5% chance to Instakill enemy, 50% Chance to Stun (-5 to Player Skill Roll)
Arm: Reduce Skill by 50% (-3 to Player Skill Roll)
Leg: Reduce Speed by 50%, 50% chance to Knockdown (-2 to Player Skill Roll)
There are other areas that can be targeted as well. Each of these areas will incur a skill Roll Penalty but also grant a special effect.
Flanking: (2 Stamina to use, Consumes full turn) Leave a set formation to attack the enemy’s formation from the back. Perform either a Feat of Speed or a Feat of Skill (Player’s choose). Must beat enemy with highest Speed or Skill.
If you succeed, Rearguard enemies can be attacked with melee attacks.
Evasive Maneuvers: (2 Stamina to Use, used with attack) During battle, you can focus a bit more on evading attacks over actually attacking. Increase your speed by 50% when defending attacks.
Escape: (Consumes ½ your max Stamina to use) If you want to run away from combat, Perform a Feat of Speed either as a group or individually if you want to run away on your own.
Appraisal (Consumes 1 Stamina) Perform a Feat of Insight against an enemy. Learn that enemy's HP & Stamina. For 2 Stamina, learn their stats as well as two of their attacks.
Unarmed Combat Accuracy: 15, Does pure Strength Damage
In a battle, you can take special actions to gain the advantage. Some actions take a full turn while others can be performed alongside an attack
Grappling: (2 Stamina to use, 1 Stamina to maintain, Consumes one turn) A successful grapple prevents the target from acting. The grappling party can also perform Pure Strength Damage/2 (Enemy Endurance not considered)
Feat of Skill to perform (Player Skill vs Enemy Speed)
Feat of Strength to Maintain/Escape (Player Strength vs Enemy Strength)
Targeted Attacks: (1 Stamina to use, used with an attack) Targeted attacks are aimed at a specific body part which has special effects.
Feat of Skill to Succeed (Player Skill vs Enemy Speed)
If it succeeds, you go through the normal combat routine. If the attacks hits, your attack gets a special effect.
Head: 5% chance to Instakill enemy, 50% Chance to Stun (-5 to Player Skill Roll)
Arm: Reduce Skill by 50% (-3 to Player Skill Roll)
Leg: Reduce Speed by 50%, 50% chance to Knockdown (-2 to Player Skill Roll)
There are other areas that can be targeted as well. Each of these areas will incur a skill Roll Penalty but also grant a special effect.
Flanking: (2 Stamina to use, Consumes full turn) Leave a set formation to attack the enemy’s formation from the back. Perform either a Feat of Speed or a Feat of Skill (Player’s choose). Must beat enemy with highest Speed or Skill.
If you succeed, Rearguard enemies can be attacked with melee attacks.
Evasive Maneuvers: (2 Stamina to Use, used with attack) During battle, you can focus a bit more on evading attacks over actually attacking. Increase your speed by 50% when defending attacks.
Escape: (Consumes ½ your max Stamina to use) If you want to run away from combat, Perform a Feat of Speed either as a group or individually if you want to run away on your own.
Appraisal (Consumes 1 Stamina) Perform a Feat of Insight against an enemy. Learn that enemy's HP & Stamina. For 2 Stamina, learn their stats as well as two of their attacks.
Unarmed Combat Accuracy: 15, Does pure Strength Damage
Weapons and Armor
Each player possesses a Main weapon, a Sub weapon and a set of armor.
Main Weapons
Spoiler (click to show/hide):
Steel Short Sword
Attack 1: Accuracy: 15; Damage: 1d8
Attack 2: (2 Stamina) Accuracy: 16; Damage 1d10
Weapon Ability: Stance (1 Stamina to use) (Can take an offensive stance, deal 50% Damage, Increase Enemy Accuracy by 50%)
Royal Spear
Attack 1: Accuracy: 14; Damage: 1d10
Attack 2: (2 Stamina) Accuracy: 15; Damage 1d6, 50% Chance to inflict Bleed
Weapon Ability: Piercing Blow (Attacks can reach Mainguard without a penalty; attack a target in the Vanguard and Mainguard at the same time (1 Stamina to use))
Hunter’s Axe
Attack 1: Accuracy: 16; Damage: 2d4
Attack 2: (2 Stamina) Accuracy: 14; Damage 1d8, 10% Critical chance
Weapon Ability: Battle Cry (1 Stamina to use) (Make a passionate war cry, Increase your party’s damage by 50%, all attacks have a 15% chance to critical)
Iron Great Sword
Attack 1: Accuracy: 13; Damage: 1d12
Attack 2: (2 Stamina) Accuracy: 15; Damage 1d8, 25% Chance to Knockdown opponent
Weapon Ability: Cleaving Strike ((2 Stamina to use) Attack all targets in a single row at once with a 1d6 Damage roll)
Musketeer’s Rifle
Attack 1: Accuracy: 13; Damage: 1d10
Attack 2: (2 Stamina) Accuracy: 14; Damage: 1d6, 50% Chance to inflict Bleed
Weapon Skill: Quick Reload (Perform a Feat of Speed against next enemy in turn order. If you succeed, perform a second attack that does 1d6 physical damage)
Knight’s Longbow
Attack 1: Accuracy: 14; Damage: 1d8
Attack 2: (2 Stamina) Accuracy: 14; Damage: 1d6, 50% Chance to inflict Slow
Weapon Skill: Steady Aim ( (2 Stamina to Use) Take a turn to prepare your attack. Next turn, perform an attack that doesn’t miss, 50% more damage and has a 15% chance to critical)
Magic Staff
Accuracy: 15; Damage: 1d6
Gain Fireball (Accuracy: 14, Damage 1d8 Magic Damage. 40% Chance to inflict Burn) For +1 Stamina, Gain +1d4 Magic Damage and +20% Chance to inflict Burn
Ancient Tome
Gain Fireball (Accuracy: 14, Damage 1d8 Magic Damage, 40% Chance to inflict Burn) For +1 Stamina, Gain +1d4 Magic Damage and +20% Chance to inflict Burn
Gain Lighting Bolt (Accuracy: 12, Damage 2d6 Magic Damage, 40% Chance to inflict Stun) For +1 Stamina, Gain +1d4 Magic Damage and +20% Chance to inflict Stun
Steel Short Sword
Attack 1: Accuracy: 15; Damage: 1d8
Attack 2: (2 Stamina) Accuracy: 16; Damage 1d10
Weapon Ability: Stance (1 Stamina to use) (Can take an offensive stance, deal 50% Damage, Increase Enemy Accuracy by 50%)
Royal Spear
Attack 1: Accuracy: 14; Damage: 1d10
Attack 2: (2 Stamina) Accuracy: 15; Damage 1d6, 50% Chance to inflict Bleed
Weapon Ability: Piercing Blow (Attacks can reach Mainguard without a penalty; attack a target in the Vanguard and Mainguard at the same time (1 Stamina to use))
Hunter’s Axe
Attack 1: Accuracy: 16; Damage: 2d4
Attack 2: (2 Stamina) Accuracy: 14; Damage 1d8, 10% Critical chance
Weapon Ability: Battle Cry (1 Stamina to use) (Make a passionate war cry, Increase your party’s damage by 50%, all attacks have a 15% chance to critical)
Iron Great Sword
Attack 1: Accuracy: 13; Damage: 1d12
Attack 2: (2 Stamina) Accuracy: 15; Damage 1d8, 25% Chance to Knockdown opponent
Weapon Ability: Cleaving Strike ((2 Stamina to use) Attack all targets in a single row at once with a 1d6 Damage roll)
Musketeer’s Rifle
Attack 1: Accuracy: 13; Damage: 1d10
Attack 2: (2 Stamina) Accuracy: 14; Damage: 1d6, 50% Chance to inflict Bleed
Weapon Skill: Quick Reload (Perform a Feat of Speed against next enemy in turn order. If you succeed, perform a second attack that does 1d6 physical damage)
Knight’s Longbow
Attack 1: Accuracy: 14; Damage: 1d8
Attack 2: (2 Stamina) Accuracy: 14; Damage: 1d6, 50% Chance to inflict Slow
Weapon Skill: Steady Aim ( (2 Stamina to Use) Take a turn to prepare your attack. Next turn, perform an attack that doesn’t miss, 50% more damage and has a 15% chance to critical)
Magic Staff
Accuracy: 15; Damage: 1d6
Gain Fireball (Accuracy: 14, Damage 1d8 Magic Damage. 40% Chance to inflict Burn) For +1 Stamina, Gain +1d4 Magic Damage and +20% Chance to inflict Burn
Ancient Tome
Gain Fireball (Accuracy: 14, Damage 1d8 Magic Damage, 40% Chance to inflict Burn) For +1 Stamina, Gain +1d4 Magic Damage and +20% Chance to inflict Burn
Gain Lighting Bolt (Accuracy: 12, Damage 2d6 Magic Damage, 40% Chance to inflict Stun) For +1 Stamina, Gain +1d4 Magic Damage and +20% Chance to inflict Stun
Sub Weapon
Spoiler (click to show/hide):
Sturdy Buckler
Effects: +1 Endurance
Weapon Ability: Guardian (Protect an ally at any range from a single attack. Take half the damage that turn)
Military Dagger
Accuracy: 16; Damage: 1d6
Weapon Ability: Parry Stance ((1 Stamina to Use) Take a defense stance for a turn to deflect an incoming melee attack and counterattack with your main weapon. If used on consecutive turns, parry chance goes from 100% to 75% and so on)
Flintlock Pistol
Accuracy: 14 ; Damage 2d3
Weapon Ability: Stun Lock ( Don’t attack on your turn. On the enemy’s turn, perform a pistol attack with a chance of stunning the enemy for a moment. You or an ally in striking distance can follow up the Pistol attack with a Main Weapon attack that never misses and does max damage. If used on consecutive turns. The pistol attack’s Accuracy decreases by 5)
Oak Crossbow
Accuracy: 13; Damage: 1d6
Weapon Ability: Mark Target
(1 Stamina to Use) Mark a target with a painted bolt. Main weapon attacks gain 50% accuracy and do 50% Damage until the arrow is removed (Enemy must take a turn to remove it.)
Simple Talisman
Effect: +1 Insight
(Choose one spell for your Talisman)
Elwind (Accuracy: 16, Damage 1d6 Magic Damage 40% Chance to inflict Bleed) For +1 Stamina, Gain +1d4 Magic Damage and +20% Chance to inflict Bleed.
Frost Spear (Accuracy: 17, Damage 1d4 Magic Damage 40% Chance to inflict Slow) For +1 Stamina, Gain +1d4 Magic Damage and +20% Chance to inflict Slow
Toxic: 50% chance to Inflict Poison. For +1 Stamina, Gain +20% Chance to inflict Poison and Deal 1/4 Insight as Magic Damage if the Poison lands
Tower Shield
Effect: +3 Vitality
Weapon Ability: Shield Bash (1 Stamina to Use) (Perform a Feat of Strength, if successful stun the enemy)
Grappling Hook
Attack 1: Accuracy: 14; Damage: 1d6
Attack 2: Accuracy: 12, Inflict grapple on hit
Weapon Ability: Drag (1 Stamina to Use) (Perform a Feat of Skill. If it succeeds, pull enemies into Mainguard or Vanguard.)
Sturdy Buckler
Effects: +1 Endurance
Weapon Ability: Guardian (Protect an ally at any range from a single attack. Take half the damage that turn)
Military Dagger
Accuracy: 16; Damage: 1d6
Weapon Ability: Parry Stance ((1 Stamina to Use) Take a defense stance for a turn to deflect an incoming melee attack and counterattack with your main weapon. If used on consecutive turns, parry chance goes from 100% to 75% and so on)
Flintlock Pistol
Accuracy: 14 ; Damage 2d3
Weapon Ability: Stun Lock ( Don’t attack on your turn. On the enemy’s turn, perform a pistol attack with a chance of stunning the enemy for a moment. You or an ally in striking distance can follow up the Pistol attack with a Main Weapon attack that never misses and does max damage. If used on consecutive turns. The pistol attack’s Accuracy decreases by 5)
Oak Crossbow
Accuracy: 13; Damage: 1d6
Weapon Ability: Mark Target
(1 Stamina to Use) Mark a target with a painted bolt. Main weapon attacks gain 50% accuracy and do 50% Damage until the arrow is removed (Enemy must take a turn to remove it.)
Simple Talisman
Effect: +1 Insight
(Choose one spell for your Talisman)
Elwind (Accuracy: 16, Damage 1d6 Magic Damage 40% Chance to inflict Bleed) For +1 Stamina, Gain +1d4 Magic Damage and +20% Chance to inflict Bleed.
Frost Spear (Accuracy: 17, Damage 1d4 Magic Damage 40% Chance to inflict Slow) For +1 Stamina, Gain +1d4 Magic Damage and +20% Chance to inflict Slow
Toxic: 50% chance to Inflict Poison. For +1 Stamina, Gain +20% Chance to inflict Poison and Deal 1/4 Insight as Magic Damage if the Poison lands
Tower Shield
Effect: +3 Vitality
Weapon Ability: Shield Bash (1 Stamina to Use) (Perform a Feat of Strength, if successful stun the enemy)
Grappling Hook
Attack 1: Accuracy: 14; Damage: 1d6
Attack 2: Accuracy: 12, Inflict grapple on hit
Weapon Ability: Drag (1 Stamina to Use) (Perform a Feat of Skill. If it succeeds, pull enemies into Mainguard or Vanguard.)
Armor
Spoiler (click to show/hide):
Saint Litchstadt Robes: +1 Insight, +3 HP, Regen +1 HP every three posts
Litchstadt Army Leather Suit: + 1 Speed, +5 HP, +2 Evasion on the first turn in battle
Litchstadt Army Mail Armor: + 1 Endurance, +7 HP, -1 Damage on your first turn in battle
Litchstadt Army Plate Armor: + 1 Strength, + 10 HP, -1Speed
Saint Litchstadt Robes: +1 Insight, +3 HP, Regen +1 HP every three posts
Litchstadt Army Leather Suit: + 1 Speed, +5 HP, +2 Evasion on the first turn in battle
Litchstadt Army Mail Armor: + 1 Endurance, +7 HP, -1 Damage on your first turn in battle
Litchstadt Army Plate Armor: + 1 Strength, + 10 HP, -1Speed
Skills and Flaws
Spoiler (click to show/hide):
Every character has a set of skills and flaws that define them. Choose 3 to 5 Skills and Flaws from the list below and rank them from Most Adept/Inept to less. The Bonus/Penalty depends on how the Skill or Flaws. You must have an equal amount of Skills and Flaws. But you can also recommend Flaws and Skills for approval.
Skills
Feat Based Skills (Can only take one. Must take a Feat Based Flaw in return)
Nimble: Your character is noticeably quick, bonus to Feats of Speed
Dexterous: Your character is good with their hands, bonus to Feats of Skill
Muscular: Your character has been physically powerful since birth, bonus to Feats of Strength
Attunement: Your character is has a strong connection to the forces of nature. Bonus to Feats of Insight
Sturdy: Your character’s body is rather resilient, Bonus to Feats of Endurance
Perceptive: A measure of your character’s general awareness
Salvaging: Ability to find useful Items in an area
Martial Artist: Character is adept at Grappling and unarmed strikes
Trap Master: You character is adept at making and evading Traps
Lockpicking: Adept at opening doors, safes and chests
Diplomacy: Your character’s ability to negotiate with intelligent life
Teamwork: Ability to work with others. Gain a bonus when doing checks as a group
Lone Wolf: You work better alone. Gain a bonus to roles when in Scattered Formation on your own
Seduction: Your character is well adept at drawing the sexual attention of others
Comfortable Footing: Your character does particularly well in a select setting (Pick one)
Flaws
Feat Based Flaws
Feeble: Your character has a weak body, does poorly at Feats of Strength
Lead Footed: Your character has a slow reaction time, does poorly at Feats of Speed
Slow-Witted: Your character has a rather slow mind, does poorly at Feats of Insight
Bumbling: Your character is rather klutzy, does poorly at Feats of Skill
Frail: Your Character’s constitution is weak, does poorly at Feats of Endurance
Oblivious: Your Character has Poor General Awareness
Discourteous/Undiplomatic: Your character does a poor job of negotiating with intelligent life.
Non-cooperative: Working in team is challenging, does poorly when doing group checks
Needy: Working alone is a challenge, does poorly when doing checks alone.
Unfamiliar Terrain: You do poorly when fighting in a certain type of local (Pick One)
Phobia: Your character is deathly afraid of an Object or situation (Can possess multiple phobias)
Sensitive Body: Your body is vulnerable to sexual stimulation.
Naïve: You have trouble detecting lies and deceitful intent.
Every character has a set of skills and flaws that define them. Choose 3 to 5 Skills and Flaws from the list below and rank them from Most Adept/Inept to less. The Bonus/Penalty depends on how the Skill or Flaws. You must have an equal amount of Skills and Flaws. But you can also recommend Flaws and Skills for approval.
Skills
Feat Based Skills (Can only take one. Must take a Feat Based Flaw in return)
Nimble: Your character is noticeably quick, bonus to Feats of Speed
Dexterous: Your character is good with their hands, bonus to Feats of Skill
Muscular: Your character has been physically powerful since birth, bonus to Feats of Strength
Attunement: Your character is has a strong connection to the forces of nature. Bonus to Feats of Insight
Sturdy: Your character’s body is rather resilient, Bonus to Feats of Endurance
Perceptive: A measure of your character’s general awareness
Salvaging: Ability to find useful Items in an area
Martial Artist: Character is adept at Grappling and unarmed strikes
Trap Master: You character is adept at making and evading Traps
Lockpicking: Adept at opening doors, safes and chests
Diplomacy: Your character’s ability to negotiate with intelligent life
Teamwork: Ability to work with others. Gain a bonus when doing checks as a group
Lone Wolf: You work better alone. Gain a bonus to roles when in Scattered Formation on your own
Seduction: Your character is well adept at drawing the sexual attention of others
Comfortable Footing: Your character does particularly well in a select setting (Pick one)
Flaws
Feat Based Flaws
Feeble: Your character has a weak body, does poorly at Feats of Strength
Lead Footed: Your character has a slow reaction time, does poorly at Feats of Speed
Slow-Witted: Your character has a rather slow mind, does poorly at Feats of Insight
Bumbling: Your character is rather klutzy, does poorly at Feats of Skill
Frail: Your Character’s constitution is weak, does poorly at Feats of Endurance
Oblivious: Your Character has Poor General Awareness
Discourteous/Undiplomatic: Your character does a poor job of negotiating with intelligent life.
Non-cooperative: Working in team is challenging, does poorly when doing group checks
Needy: Working alone is a challenge, does poorly when doing checks alone.
Unfamiliar Terrain: You do poorly when fighting in a certain type of local (Pick One)
Phobia: Your character is deathly afraid of an Object or situation (Can possess multiple phobias)
Sensitive Body: Your body is vulnerable to sexual stimulation.
Naïve: You have trouble detecting lies and deceitful intent.
Background:
Spoiler (click to show/hide):
The Litchstadt army is made up of various soldiers from different back grounds. Each of them brings a unique ability:
Sellswords:
A group of soldiers who are uses to making a living by fighting. Despite the name, Sellswords include Theives, Bandits and Vagabond who had the choice of either prison or the battlefield.
Unique ability (Sleight of Hand): Gain the ability to use two Sub weapons during battle. Don’t need to take a turn to switch between them
Military Elite:
Certain families have served the country of Hamelion for time immemorial. Doing so has granted them wealth, fame and prestige. Even as a recruit, you are looked to as a future military leader.
Unique ability (Noblesse Oblige): Gain the ability to use two Main weapons during battle. Don’t need to take a turn to switch between them
Volunteer/ Conscript:
Whether for country, for money or for pride, you left your peaceful life to become a solider in the Litchstadt army. While fighting isn’t second nature to you, you can still hold your own in battle.
Unique ability (Hidden Talent): Gain a sixth skill when making your character with a +3 Bonus. You don’t have to take a corresponding flaw.
The Litchstadt army is made up of various soldiers from different back grounds. Each of them brings a unique ability:
Sellswords:
A group of soldiers who are uses to making a living by fighting. Despite the name, Sellswords include Theives, Bandits and Vagabond who had the choice of either prison or the battlefield.
Unique ability (Sleight of Hand): Gain the ability to use two Sub weapons during battle. Don’t need to take a turn to switch between them
Military Elite:
Certain families have served the country of Hamelion for time immemorial. Doing so has granted them wealth, fame and prestige. Even as a recruit, you are looked to as a future military leader.
Unique ability (Noblesse Oblige): Gain the ability to use two Main weapons during battle. Don’t need to take a turn to switch between them
Volunteer/ Conscript:
Whether for country, for money or for pride, you left your peaceful life to become a solider in the Litchstadt army. While fighting isn’t second nature to you, you can still hold your own in battle.
Unique ability (Hidden Talent): Gain a sixth skill when making your character with a +3 Bonus. You don’t have to take a corresponding flaw.
Progression:
Spoiler (click to show/hide):
Characters gain stat points by absorbing Soul Essences or drinking Spirit Elixirs. Soul Essences can be found on certain powerful enemies or mysterious relics. Spirit Elixirs are special potions found all around the Sealed City. They raise a stat by two points, but have various aftereffects (Body Modification).
Characters gain stat points by absorbing Soul Essences or drinking Spirit Elixirs. Soul Essences can be found on certain powerful enemies or mysterious relics. Spirit Elixirs are special potions found all around the Sealed City. They raise a stat by two points, but have various aftereffects (Body Modification).
Status Effects:
Spoiler (click to show/hide):
Poison: Lose 10% Max HP for three turns
Burn: Lose an increasing amount of HP over four Turns (5% - 10% - 15%) Must take a turn to extinguish.
Bleed: While Bleeding, Lose 5% Max HP for three turns. Gain Wounded status (HP Recovery reduced by 50%) Until treated.
Stun: Lose a turn, Evasion reduced to zero
Slow: Reduce Speed by Half, Character moved to bottom of turn order.
Blind: Reduce Accuracy by 75%
Enfeeble: Reduce all stats by half for two turns
Confusion: When confused, characters have a chance of either attacking allies (30%), Attacking themselves (25%), attacking the enemy(20%) or doing nothing (25%) for two turns.
Knockdown: When knocked down, opponents take double damage and can’t dodge attacks or grapples
Poison: Lose 10% Max HP for three turns
Burn: Lose an increasing amount of HP over four Turns (5% - 10% - 15%) Must take a turn to extinguish.
Bleed: While Bleeding, Lose 5% Max HP for three turns. Gain Wounded status (HP Recovery reduced by 50%) Until treated.
Stun: Lose a turn, Evasion reduced to zero
Slow: Reduce Speed by Half, Character moved to bottom of turn order.
Blind: Reduce Accuracy by 75%
Enfeeble: Reduce all stats by half for two turns
Confusion: When confused, characters have a chance of either attacking allies (30%), Attacking themselves (25%), attacking the enemy(20%) or doing nothing (25%) for two turns.
Knockdown: When knocked down, opponents take double damage and can’t dodge attacks or grapples
Character Sheet
Spoiler (click to show/hide):
Name:
Gender:
Background:
Appearance:
History: (Your character’s Backstory)
Main Weapon:
Sub Weapon:
Armor:
Stats:
Strength: Your character’s physical capabilities (Used for Feats of Strength, Physical Damage)
Insight: Your character’s connection to the spiritual world (Used for Magic Damage, Resistance, Feats of Insight)
Skill: Your character’s aptitude (Used for Accuracy, Feats of Skill, Ranged Weapon Damage)
Speed: Your character’s quickness (Used for Evasion, Feats of Speed)
Endurance: Your character’s toughness (Used for Defense, Resistance, Feats of Endurance)
Vitality: Your character’s Health (Health Points = Vitality x 2, 2 Stamina Points for every 3 Vitality)
Each Stat starts at 5 and can be raised to max of 20. Each character has 35 points to spend.
Health Points:
Stamina
Skills:
Flaws:
Name:
Gender:
Background:
Appearance:
History: (Your character’s Backstory)
Main Weapon:
Sub Weapon:
Armor:
Stats:
Strength: Your character’s physical capabilities (Used for Feats of Strength, Physical Damage)
Insight: Your character’s connection to the spiritual world (Used for Magic Damage, Resistance, Feats of Insight)
Skill: Your character’s aptitude (Used for Accuracy, Feats of Skill, Ranged Weapon Damage)
Speed: Your character’s quickness (Used for Evasion, Feats of Speed)
Endurance: Your character’s toughness (Used for Defense, Resistance, Feats of Endurance)
Vitality: Your character’s Health (Health Points = Vitality x 2, 2 Stamina Points for every 3 Vitality)
Each Stat starts at 5 and can be raised to max of 20. Each character has 35 points to spend.
Health Points:
Stamina
Skills:
Flaws: