I kinda want to do some RP with the realms I'll be using for Corrupted Honor, and to familiarize myself with it/get folks interested in it. To this end, I'd like to run an RP for it (I'll be strictly GMing since I'm already trying to participate in two other RPs lol). I'd like to get at least three characters in before starting, assuming folks might be interested in this?
The lands of Mesh'la in the ancient tongue as named by the Dark Elves; Beautiful in common. A sprawling landscape where life has begun to return, but still recognized simply as "The Wastelands" to most everyone else. A land filled with monsters that will tear you limb from limb, rend you, torture you, inseminate you with their children... It has been three generations since the Devil King was defeated by the great fallen paladin and her husband, the devil king's own son. The church was hesitant for so long to open up the borders to this accursed land, but their spies claim that the devil is long gone, and that the lands are now safe for travel. The land has begun to return to a place where people can live, entire forests having spread with the help of Myn's servants. The lands are still filled with criminals though... The church wishes to make the wastes livable once more, and to this end they have initiated the purge; offering bounties through the mercenary's guild for the carcasses of monsters and heads of outlaws. Extra money is even being provided for the capture of notable individuals... Perhaps you traveled in order to enjoy the spoils of these bounties, maybe a vision from your deity guided you, a desire to do good, or perhaps the various unexplored ruins of the devil king's servants now dead draw you in with the promises of riches and fame beyond your wildest dreams... Whatever the reason, you find yourself with others aboard a boat as it docks at the lazy frontier village of "Merc Town" near the center of the Wastes. A bastion of peace in the untamed territory where your journey will begin...We'll be using a situational D20 system. Some situations will have roll vs. roll (such as combat), while others will be situational DCs (such as struggling against X monster/bandit). Firing weapons such as a bow or crossbow will be held on an honor system. I won't actually track your arrow/bolt/bullet count unless you've shot like... 100 things and have never bought more ammunition.
What I need from you if you're interested... The more exotic your character is, the more supplemental stuff you'll need to read. The goal is that if you just want to come in and kill stuff (or... Other things)/RP, you can jump right in. Fields with * are required.
Character Name*: Western European/Nordic region-like names are the most common, but your character could be an immigrant from distant lands. Last names are typically only taken by clergy members, and upper class citizens/nobility, but again, foreigners might not be affected by this.
Age: Characters must be of "the age of adulthood" at bare minimum to cover my own ass OOCly, and to realistically represent the time it would take to learn your arts
Gender*: Male or Female? If you have a really good bio, I might allow for something else (Keep in mind that some monsters don't care what your gender is).
Race*: Playable races are Human, Elf, Dwarf, Dark Elf, or Orc. See below if you plan on playing anything other than Human due to restrictions. Mention if you had something else in mind.
Appearance*: picture, description, or both. Need at least a basic description for RP reasons.
Class*: Playable Classes for this RP will be Fighter, Rogue, Hunter, Holy Warrior (Paladin/Blackguard), Priest, Witch, and Shaman. Classes give me an idea of the general skill sets your character has. You don't have to read supplemental material if you're a Fighter, Rogue, or Hunter (the names are self explanatory of their general skills)
Traits: Does your character have any interesting traits? Anything special about them? Traits give you an edge at one thing, but penalty at another thing in the process. The only exceptions are a +1 bonus with no -1 penalty (this is a recent change)*. Maximum +/- 3 bonus from these, and maximum of three traits allowed. These are purely a player-made choice and are not required (except where specified for exotic races).
Spoiler (click to show/hide):
Examples:
Nobility: You came from a noble family, making you a good diplomat, but your narrow family tree leaves you more prone to being hurt. +2 to diplomacy, -2 to keeping consciousness when being hit.
Slave: As a former slave, you're all too familiar to hard labor, but your mind is weak. +3 to Endurance, -3 to struggling against an opponent (or maybe swaying suggestions).
Herbologist: You had supplemental training in the use of various herbs. +1 to identifying herbs, but -1 to seeing traps.
Information/Bio: These are awesome and let me help make your experience better, but I won't require them unless you're making something totally out there.
Equipment/Inventory: if unlisted or specified that you want it, I'll simply give you a base "adventurers" set of gear. Think middle ages through early renaissance in terms of equipment. I'll let you have fancy weapons like an arquebus/flintlock pistol if you really want it, but it'll be a highly inaccurate against anything not in metal armor, and slow to fire/reload too. Starting money will be determined when I look at your gear unless otherwise stated.
Spoiler (click to show/hide):
For players who opt for an "adventurers" set of gear, you'll receive a light backpack with the following:
- Current outfit (Cloth or starting armor if applicable)
- A change of clothes
- 30 feet of rope
- Two torches
- Flint and Firestone (pyrite, iron, steel, etc.)
- Small whetstone
- Warm blanket
- Cooking Gear
- Six day's rations
- Bedroll
- A Waterskin
- Starter Weapon (as specified by the class)
- 3 rolls of bandages
It will weigh approximately 40-45 lbs (not too important unless running away, but as a general note), and leave you with about 20 Talons to spend starting out.
The following link sends you to all current supplemental information except where noted below: https://docs.google.com/document/d/1f5H ... SOldd4/pubCurrent Restricted RacesSpoiler (click to show/hide):
Dark Elf: 1 Slot Available, other filled by Acharnel
Elf: Filled by Sidra, Kylie, and Elenwe. 1 slot will open when Kylie or Elenwe are gone/have departed to session
Dwarf: 1 slot available
Orc: 1 slot available, other filled by Alaric
Beastmen: Not applicable at this time, potentially in the future
Irilin's Spawn: Also not applicable at this time, potential in the future
Bestiary (bottom of page 3)
Character QuicksheetsSpoiler (click to show/hide):
Acharnel (30 GP) HP: 3 Mana: Low
Minimum Corruption: 15 (it cannot drop below this point)
Current Corruption: 15
Dark Elf (+3 to seduction, -3 when trying to avoid)
+1 to witchcraft, -1 unconsciousness/poison
Hunter (no animal chosen)
+3 Survival/Tracking/Hunting
+2 Swimming/Jumping/sneaking/Camouflage/herbology
+1 w/bow
+2 STR, -1 perception, -1 diplomacy (when enraged)
+3 against Unnamed One's Followers
Can force answers through magic but it will backfire if used to long/against certain things
Inner Glow: +1 to self and allies if mentioned
Weapons: Wooden Bow and steel knife
Armor: combo soft/hard wood ("Leather")
Can enter Orcish encampments without issue
Rayle (10 GP) HP: 2, Mana: High
Minimum Corruption: 20
Current Corruption: 28
Human
Witch (cat)
+4 Alchemy/pharmacology
+3 Seduction (specifically)
+2 Concentration
+1 Diplomacy/healing/etc.
Additional +2 diplomacy when sexy diplomacy
Voices: +1-10 summon/locate, -1-10 resist commands
Weapon; Walking Staff
Armor; Alchemy Robes
Spells:
Demon Hex -3 penalty, DC 14 to keep control
Luhix: 40 talons + sexy non-sentient juices, super-steroids for people
Lust Flasks: 5 talons +sexy juices, -1 combat, +2 sexual magic and lusty (specifically owner of sexy juices)
Sleep Flasks: 10 talons, self explanatory
Myn's Eyes: Map of surrounding 30 meters, shows demons
Illusions: produce sight or sound
Lesser Monsters: Summon critters. DC 6 concentration check (10 in combat) to keep from turning on you.
Summon Demon: BAD JUJU
Elspeth (20 GP) HP: 6, Mana: Medium
Minimum Corruption: 15
Current Corruption: 15
Human
Holy Warrior (Rastan)
+5 against followers/demons
+1 normal
+2 diplomacy/horse riding/discipline
+1 healing/lore/leadership
Bonus Damage vs. Big Guys
Keeps a calm head
Can transfer half health to raise to consciousness/heal ally
Detect Corruption (similar to detect evil but w/numerical value) 3/day
Hydra Roar: +1 combat, -1 combat everyone else
Weapon: Lance, Hydra Tooth Necklace, Holy Symbol(?)
Armor: Damaged Scalemail (Chain Shirt), Holy Symbol(?)
Dana (30 GP) HP: 5 Mana: N/A
Minimum Corruption: 10
Current Corruption: 10
Human
Fighter
+2 Bastard Swords
+1 Combat (otherwise)
+2 Discipline/Swimming
+1 Healing/jumping/smithing
+3 to skills on clear/cloudy days, -3 in overcast/stormy
Powerful Strike: Lose bonuses to combat, massive damage if successful
Pommel Strike: Less Damage, additional +1 and chance to stun
Weapon: Hand-and-a-half sword
Armor: Padded Armor
Sidra/Roxanne (20 GP) HP: 3 (4 vs. certain attacks), Mana: Low. Corruption: 10
Minimum Corruption: 10
Current Corruption: 17
Half-Breed (human/elf)
Hunter (Sprite; Kitsune Tsuki (Fox spirit), animal Companion; Tyto Alba "Barn Owl")
+3 vs. Dragon-kin
+3 Survival/Tracking/Hunting
+2 Swimming/Jumping/sneaking/Camouflage/herbology
+1 Crossbows
+1 Physical/Willpower checks
Extra Corruption Points when corrupting
-2 vs. Poison
DC 8 to harm peaceful animals/plants
+1 vs knockouts (+3 -2)
+3 to stay awake
DC 12 sleep check (9 + 3) or -2 combat, -1 strenuous activities
Berserker Technique
Fey Compass: Safe path, destination, or nearest water source- 100 meters before cast again
Myn's Circle: 30 talons to form 20 meter diameter circle of safety. Hostiles detected and demons cannot breach
Weapons: Crossbow and Knife
Armor: Leather Armor + Cloak
Alaric (15 GP 6 SP) (6 HP, Mana: N/A. Days until next potential Orc Fiasco: 4)
Minimum Corruption: 15
Current Corruption: 20
Orc
Fighter
+2 Discipline/Swimming
+1 Healing/jumping/smithing
+4 bastard swords
+3 other
+3 Intimidation
-1 Social
-1 Perception
DC 14 to not protect children, 12 to not protect female slaves (doesn't include rape)
DC 6 (+2/day) to not rape something (4 days before counter activates)
Disarm: Attack bonus becomes +1/2 instead of 3/4, attempt to disarm them
Concussion: Usually stuns, slim chance to knock unconscious, no damage except on small enemies. Useless on orcs/brutes
Armor: Studded Leather, Buckler
Weapons: Bastard Sword, Knife
Note: Change in GP due to realizing you're in studded leather as a Fighter
Darius (17 GP) HP: 2, Mana: High
Minimum Corruption: 20
Current Corruption: 20
Human
Warlock (witch)
+3 Seduction/Concentration
+1 Diplomacy/healing/Pharmacology/Alchemy/etc.
Can see through familiar (standard penalties when attacked like this)
Can use light/dark witchcraft, can be hunted by both if found out
Icy Touch: ice dagger, -1+ice weapons, or fire-resistant shields
Summon Torch Demon: DC 6 Concentration (10 in combat)
Luminous Stone: Sickly green moderate light (10 feet), can be thrown to create flash
Myn's Pillar: 10 talons, visible beam can track (1 mile), +10 talons/mile, either self only or everyone can see
Entropic Visions: Refer to spell (page 2 of OOC)
Limb Lock: Make arms fall asleep (is a save, bonuses for fighting-types)
Summon Demon: BAD JUJU!!!
Armor: Cloth
Weapon: Staff
Kylie (17 GP, 7 SP) HP: 2, Mana: Medium
Minimum Corruption: 10
Current Corruption: 17
Elf
Rogue (Rat?)
Sneak Attacks/Backstabs +1
+1 Perception
+4 Sneaking/scouting
+3 Open Lock/Disguise/Pickpocket/etc.
+1 climbing/lore/diplomacy/etc.
-2 vs. poison/knockout
DC 8 check to harm a peaceful animal/plant
Gain Corruption more slowly, but DC 10 sleep check if get less than 8 hours with fatigue penalties
Hubris: (SECRET BONUSES ACTIVATE!)
Chamelion: +2 sneaking vs. sight
Morsule's Vision: See people through walls, can't see walls though trololo (3 post timing)
Feint: Ignore armor if successful except on Cruxers and armored behemoths
Weapons: Shortswordx2
Armor: Padded
Triana (10 GP) HP: 2, Mana: Very High
Minimum Corruption: 0
Current Corruption: 5
Human
Shaman (Earth Sprite +2 Earth/Healing/Herbology, -2 Fire/Wind/some other stuff)
-1 attacks/diplomacy
+5 Nature lore
+4 Herbology
+3 Healing/Survival
+1 Tracking/Swimming/Climbing/etc.
Spells on page 3
Nature's Communion: Talk with animals
Elemental Sprite: Damage enemies with the elements
Cure Wounds: Purge Corruption and heal wounds
Natural Armor: Vine lingerie (not really lol)
Herbology: Make salves out of herbs!
Predator's Eyes: Detect intentions of enemies (only living enemies)
Armor: Silk Robes w/vine Padding
Weapon: Quarterstaff (Oak)
Ruby (5 GP) HP: 3, Mana: N/A
Minimum Corruption: 10
Current Corruption: 10
Human
Rogue (Scout)
Sneak Attacks/Backstabs +1
+1 Perception
+4 Sneaking/scouting
+3 Open Lock/Disguise/Pickpocket/etc.
+1 climbing/lore/etc.
+3 Survival
-2 Diplomacy (-3 + 1)
Corruption-resistant
-3 Perception in social interactions
Misc +3 when doing it right with special situations
Misc -3 when not
Knee Cracker: Render a Limb as "injured" (utilizing your sword or legs)
Innocent Submission: Backstab even if spotted (if successful)
Armor: Leather (Studded Leather with partially exposed torso)
Weapons: Kodachix2
Elenwe (16 GP), HP: 3, Mana: Low
Minimum Corruption: 10
Current Corruption: 10
Elf
Hunter
+3 Survival/Tracking/Hunting
+2 Swimming/Jumping/Camouflage/herbology
+1 w/bow
+4 Stealth
-1 Diplomacy (-3 w/elves)
Set Trap: Auto success
Morsule's Vision: See enemies through walls! Can't see the walls though (trololol, 3 post timing)
Rapid Shot: -3 per additional shot instead of -5
Armor: Padded (Leather vest/bracers/etc.)
Weapons: Composite Shortbow, Glaive (shortened haft), and Knife
Marjory (20 GP), HP: 4, Mana: N/A
Minimum Corruption: 15
Current Corruption: 23
Human
Hunter (Pet: ???)
+3 Survival/Tracking/Hunting
+2 Swimming/Jumping/sneaking/Camouflage/herbology
+1 w/bow
Groin Popper; +3 resistance to sexual grapples
Meditation; Can lose 6 corruption points/day instead of 4 if meditate for few hours
Weapons: Hunting Bow, Hunting Knife
Armor: Leather
Shura (15 GP), HP: 6, Mana: N/A
Minimum Corruption: 10
Current Corruption: 10
Human
Fighter
+2 Halberd-like polearms
+1 Combat (otherwise)
+2 Discipline/Swimming
+1 Healing/jumping/smithing
Unyielding determination: +2 Fortitude, -2 Sexual Grapples
Conscious Sleeper: Requires more sleep, but more likely to be awoken by enemies
Devil's Mark: It's a secret! :3
Knockdown: Sacrifice bonus to knock an enemy off their feet (requires a polearm)
Investiture: Mysterious effects when using demon byproducts
Weapon: Ferryman's Oar (Halberd)
Armor: Hide, shield gauntlet
Lord Garian Jorell (25 GP), HP: 5, Mana: N/A
Minimum Corruption: 10
Current Corruption: 10
Human
Fighter
+2 w/Longsword
+1 Combat (otherwise)
+2 Discipline/Swimming
+1 Healing/jumping/smithing
Exiled Prince: +2 Endurance, -2 diplomacy w/upper class
Honorable: +2 Charisma, -2 Social-based Perception
Strong: +2 Strength, -2 Reflexes
Defensive Neutral: -1 Penalty to combat, no reflex penalty vs. sexual grapples
Rallying Cause: wins-on-ties bonus applied to 1 additional party member per additional enemy after first, or +1 HP per additional enemy to maximum +2 per person
Weapon: Longsword
Armor: Studded Leather
Amber Rictone (17 GP), HP: 3, Mana: Between low and moderate
Minimum Corruption: 15
Current Corruption: 15
Human
Rogue
Sneak Attacks/Backstabs +1
+1 Perception
+4 Sneaking/scouting
+3 Open Lock/Disguise/Pickpocket/etc.
+1 climbing/lore/diplomacy/etc.
Back to Wall: -2 Vs. Sexual Grapples, +2 when in the act
Cobra: +1 to poison attacks, -1 to potion effects
Amplify: Hear noises better or quiet your step- loud noises are nearly debilitating
Invitation: -4 to sexual grapples, but counter-attack on anyone who acts on it
Crux's Mark: 1/day -4 combat/sex penalty, and +3 sneaking bonus against said enemy
Weapons: Shortsword and Shortbow
Armor: Padded
To be updated/upgraded as we go along.
For those curious, I'm defining a generation as 25 years, so three generations ago is ~75 years ago if this helps for some reason or another.
Side note: It is suggested (though by no means required) that your character not be a native to the wastes. If they are a native to the wastes, they will be provided with what knowledge I can, but some things are very different even between two villages in the wastelands.