The Monastery (Open, Full)

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

The Monastery (Open, Full)

Postby Mark3000 » Wed Oct 24, 2018 2:59 am

Image


The Church of the White Flame was once the dominant religion of the land. They gained influence with the Sandsburg royal family by preaching the values of Temperance, Humility and Self-sacrifice. After gaining the eye of the Monarchy, they worked to suppress the worship of the Wild Gods from their land. They did this by erecting Churches and Monasteries to honor the Goddess of light Ki'ra and the White Flame and suppress the Wild Gods.

But some didn’t enjoy living under the White Flame’s control and found their rules stifling. One such person was the current King, King Rudolf van Sandsburg the Third. Unlike his father and his father before him, King Rudoulf wanted to indulge in every vice known to man. Rumors of his lecherous nature was known throughout the land. So much so that The Church of the White Flame were looking into ways to replace the King with his brother.

Fearing that he might lose his position, he turned to his concubines for relief. One of his kept women, Semiramis introduced the King to the Cult of the Black Depth. Unlike the White Flame, the Black Ocean saw their vices as what made them human. So enamoured was he that the King worked with his concubine to elevated the Cult of the Black Depth to official status, with Semiramis as it’s head. He helped members of the new Church of the Black Ocean send missionaries to various small towns to spread the teachings of their dark patron. Their visits were said to devolve into hedonistic parties were orgies, drug use and even ritual sacrifice was practiced.

At the same time, he orchestrated attacks against the White Flame’s largest cathedrals to remove the higher ranking members. While the White Flame possessed many powerful warriors, Semiramis and the Black Ocean had the aid of dark forces. Monsters once banished by the White Flame had returned to aid in their destruction. The very presence of these monsters helped to undermine the Church of the White Flame’s authority. Indeed it seems the influence of the white flames is starting to dim.

You reside in one of the few remaining Monasteries under the control of the Church of the White Flame. The St. Lily Monastery takes in wayward or orphan girls like yourself and sets them on the right path. Here they are trained to serve the White Flame as Priestesses, Paladins, Monks or Scholars. So far the Monastery has avoided the chaos of the upheaval. But that may be about to change.

Deities of the World

Spoiler (click to show/hide):

Ki’ra Goddess of Light ( https://danbooru.donmai.us/posts/3249625)

In the Scripts of White Flame, it is said that Ki’ra created the world and all life on the planet. The goddess’s first gift to humanity was the white flame which they used to illuminate the darkness. Ki’ra’s kindness is as well known as her love for all her followers. But she is also a vindictive goddess who strike against those who displease her.

Goddess of Night Hellea ( https://danbooru.donmai.us/posts/2925952 ) / Master of the Depth Ikuzto ( https://gelbooru.com/index.php?page=pos ... id=4205902 )

Members of the Church of the Black Ocean worship the Goddess Hellea. The Goddess of Night teaches her followers to follow their passions. Is some cases, that means devoting time to the arts, study, exploration and more. But more often it means engaging in vice without guilt. This appeal for freedom draws more and more followers

However, before the Church of the Black Ocean was formed they were the Cult of the Black Depth. A group who engaged hedonistic rituals including fornicating with monsters and blood sacrifice. These cultist worship a being from the depths called Ikuzto, Master of the Depths. She is also known as the ‘The Mother of Monsters’ The progenetor of the demons that once roamed the land. The connection between Hellea and Ikuzto is the debate of many scholars,

The Wild Gods

The Wild Gods were worshipped by the early tribes of man in order to survive the harsh wilderness. Followers would pray for a bountiful harvest or a successful hunt. For their tribute, they would offer their followers certain physical gifts. There are a pantheon of gods that are worshipped across the land. While some engage peacefully with each other, others would war with each other for land, resources or pride.

While most worship of the Wild Gods has diminished due to the influence of the Church of the White Flame, there are still pockets of worship.

Fenrir the White Wolf ( https://gelbooru.com/index.php?page=pos ... id=4116324 )

Oboro the Red Fox ( https://pngtree.com/freepng/white-nine- ... 11476.html )

Åsmund the Grey Owl ( https://www.tumblr.com/tagged/druid-owl )

Cormac the Black Stallion ( https://www.deviantart.com/karmeticpeac ... -458619098 )

Genbu the Green Turtle ( https://www.deviantart.com/dinmoney/art ... -155335562 )


Locations of Notice

Spoiler (click to show/hide):

Crystalcairn

The home of the Sandsburg royal family and the centre of the kingdom of Ravenborough. It was once a close ally to the Church of the White Flame and the Cathedral City of Whitemore. A bustling castle city surrounded by farmland. However, with the new king’s temperament and the rise of the Church of the Black Ocean, Crystalcairn is undergoing a great many changes

Whitemore

Home to the St. Cassandra Cathedral and many other holy sites for the Church of the White Flame. Whitemore has peace for many years in the past, prosperity for many more after their close friendship with the kingdom of Ravenborough. Priests and Priestesses train here and then travel the land spreading the faith. In return, followers make the pilgrimage to Whitemore to visit the Cathedral.

However with the growth of the Church of the Black Ocean, Whitemore has become the last refuge for followers of the White Flame.

Oldbury Village

A small fishing village located towards the western coast of Ravenborough. While on the surface the land may look like a quaint hamlet, it is said Oldbury is where the Cult of the Black Depth originated. They say a large underwater ruin runs underneath the village. Once a year the village sends a woman into the labyrinth to gain Ikuzto’s favour.

Spiritwallow

While there are small pockets of Wild God Followers around the kingdom. But Spiritwallow allows these followers to worship freely. The thick forests and mountains provided a natural border against incursions by the Church of the White Flame. But with the White Flame being assaulted by the King and the Black Ocean, Spiritwallow has gotten a moment of peace.


System
Spoiler (click to show/hide):

Stats

HP: Health Points
AP: Ability Points:


Strength: Your character’s aptitude with strength based feats
Dexterity: Your character’s aptitude with traps and accuracy
Speed: Your character’s aptitude to avoid traps and damage
Endurance: Your character’s aptitude to resist damage and Status Effects
Mentality: Your character’s aptitude for perception and Deception
Charisma: your character’s aptitude to interact with others

Combat and Rolls

Accuracy = 10 + Attacker’s Dexterity - Defender’s Speed + (Modifiers)
Hit Roll = 1d20
If Hit Roll > Accuracy: Attack Misses
If Hit Roll < Accuracy: Attack Hits
If Accuracy = 20 +, Automatic Hit!

Attacks may also have a chance to critical hit depending on abilities, weapons, ext.

Damage

Damage = Weapon Damage Roll + Ability Damage Roll(If it Applies) + Weapon/Ability Stat (Strength, Dexterity or Mentality) - Defender’s Endurance

Critical attacks deal double damage.

Charisma Roll

Initiator: 1d20+Charisma Roll + Modifiers
Target: 1d20+Charisma Roll + Modifiers
If Initiator > Target, Roll Successful
Can be used to interact with NPCs to gain information, bribe them convince them to help you.

Mentality Roll

Initiator: 1d20+Mentality Roll + Modifiers
Target: 1d20+Mentality Roll + Modifiers
If Initiator > Target, Roll Successful
A Mentality Roll can be used to detect characters in stealth. Mentality Rolls can also be used to analyze a target. When successful, you will gain certain details about the target and gain +1d3 to your charisma roll.


Positioning

There are five different ranges you can position yourself from the enemy.

Engaged(Melee)
Short
Medium
Long
Far



Universal Actions:
Spoiler (click to show/hide):

Targeted Attacks: (1 AP, Usable 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 (-3 to Attacker’s Accuracy)
Arm: Reduce Enemy Accuracy by 4 for three turns (-2 to Attacker’s Accuracy)
Leg: Reduce Speed by 50%, 50% chance to Knockdown (-1 to Attacker’s Accuracy)
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.

Grappling: (1 AP to use, Consumes one turn) A successful grapple prevents the target from acting. The grappling party can also perform various action in this state (Dexterity vs Speed to grapple, Strength vs Strength to escape):
Throw: Toss an enemy a maximum of 2 spaces if your Strength is greater than theirs. Can be tossed two spaces and is knocked down.
Pummel: Perform a unarmed attack against the enemy. Does Damage equal to attacker’s Strength.
Violate: Grappler begins to rape the target. While violating the target, Grappler gains 1 AP while target loses 1 HP

Block: (No AP to use, Consumes one Turn)
Instead of trying to evade an attack, take it head on. Ineffective against ability attacks
Attacker’s Roll:1d20 + Weapon Stat
Defender’s Roll: 1d20 + Endurance
Defender’s Roll> Attacker’s Roll: ½ damage taken
Defender’s Roll< Attacker’s Roll: ¾ damage taken


Status Effects
Spoiler (click to show/hide):

Incapacitated: Characters become afflicted by this status when their HP is reduced to 0. Characters afflicted by this status have their speed halved and cannot attack, the next attack kills the character. Players get experience for reducing a character’s HP to 0, and do not have to kill them for experience.

Stun(Toughness): A character which is stunned can be stunned for 1-2 turns. Toughness check to be applied.

Shock(Ment): A character afflicted by Shock skips their next turn. A character cannot be afflicted with Shock twice in a row.

Burn(Ment): Characters afflicted by this status lose HP each turn dependent on the source of the affliction, the afflicted character also has their Toughness halved for the duration.

Poison(Ment): Characters afflicted with poison lose a percentage of their HP every turn, dependent on the source of the poison. Poison lasts for the duration of the battle, unless cured by another source. Mentality check to recover.

Paralysis(Ment): Characters afflicted by this status effect have a 33% chance to be unable to perform an action on their next turn, until the affliction ends. Mentality check to be applied, and to recover.

Chilled(Ment): Characters afflicted by this status have their speed halved until the affliction ends. Mentality check to recover.

Bind(Toughness): Characters afflicted by this status can’t change their position, and can’t basic attack for a turn.

Blind(Ment): Blinded characters have their Dexterity reduced by 50%. Mentality check to recover.

Shadow Burn(Ment): Afflicted character’s stats are all lowered by 1(Minimum 1). When inflicted by a disease, the status can last for days at a time.

Disarmament(Ment): Lose weapon and stat bonuses and abilities from that weapon until passing a speed check to reclaim that weapon.

Shed Armor(Ment): Affected character becomes completely naked for a duration. While naked, all armor bonuses are lost.

Bleed(Toughness): Take damage equal to the dice of the weapon which inflicted this status over the course of several turns, the damage per turn being 2 or less until the weapon dice is equaled.

Mind Break(Ment): Mentality becomes zero and all other stats are halved until a Mentality check is passed to recover, OR three turns pass.

Delirium(Ment): Afflicted character becomes delusional and will see things which aren’t actually there. Mentality is halved.

Possession(Ment): A character afflicted by this status will be controlled by the player or entity who afflicted the character with this status as if it was their own body. Any damage that the character takes is transferred to the user’s body once they re-materialize. During the control process, the afflicted character will roll Mentality checks every turn to expel the invader.

Mind Control(Ment): A character afflicted with this status will do as ordered by the entity which afflicted the character with the status for one turn.

Stasis(Ment): Affected character is removed from the map for a duration.


Experience and leveling table:

Experience required to level up: x^3+9

Experience received: Sum of enemy’s stats

Faith/Corruption

Spoiler (click to show/hide):

All characters start out with a certain level of Faith in their chosen deity. Over time your character’s faith will be challenged. Once your faith is broken, your character is vulnerable to corruption by maleficent deities or can attempt to build their faith with a different deity.

Your Faith drops/ Corruption rises when you participate in actions that displeases your chosen deity. Some universal actions are

Renounce your chosen deity of your free will. (Faith Drops to 0)
Violence against Followers of your deity or innocent people (-5 Faith per Battle)
Non Consensual Sex
As Victim:-5
As Perpetrator:-10
With Non-Humans: Additional 10 to above two options
With Multiple Partners Additional 5 to above two options
Consensual Sex
With a Human: -1
With a Monster, Black Ocean or enemy deities: -15
Worshiping a deity not allied with your own (-20)
Taking Mind Altering or Body Shifting Drugs
Of your free will: -15
Forcefully: -5
Stealing, Prostitution, Torture: -5

Faith can also be regained through various actions. Though if you renounce the church, you can never regain Faith again :

Praying at a temple of your faith: +5
Slaying a High Ranking Member of an opposing faith: +10
Charity, performing good acts (Quests) for members of the White Flame: +5
Converting normal citizens to your religion. +1 Per Person, + 20 Per town
Slaying enemies in the name of your deity. + 5 per battle

Certain Deities also have specific

Allied Deities

Some deities have close ties with each other, or their doctrines and followers are ancient allies. These deities share a Faith or Corruption value.

Wild Gods Followers: Allied

Hellea and Ikuzto Followers: Allied

Ikuzto and ??? Followers: Allied

Adversarial Deities

Some deity’s doctrines are so opposed that they can never see eye to eye. Thus their follower are at odds with each other. These deities can’t share a Faith value and consider each other enemies.

White Flame & Hellea/Ikuzto Followers Enemies

White Flame/Wild Gods Followers: Enemies

Faith and Corruption Levels:

100 % Faith: +5 to Charisma Rolls with members of your faith; Monsters and enemy followers won’t negotiate with you

75% Faith +4 to Charisma Rolls with members of your faith; -2 when invoking a Charisma Rolls involving Monsters and enemy followers.

50% Faith +3 to Charisma Rolls with members of your faith; -1 when invoking a Charisma Rolls involving Monsters and enemy followers.

25% Faith +2 to Charisma Rolls with members of your faith, + 1 when invoking a Charisma Rolls with Monsters and enemy followers

10% Faith +1 to Charisma Rolls with members of your faith; + 2 when invoking a Charisma Rolls involving Monsters and enemy followers

10% Corruption + 1 to Charisma Rolls involving Monsters and members of your faith. Minor Transformation (Depends on Corrupting Force).

25% Corruption Increase Corruption Gain by 1, gain -1 when the target of Charisma Rolls involving sexual acts

50% Corruption + 2 to Charisma Rolls involving Monsters and members of your faith. Secondary Transformation (Depends on Corrupting Force).

75% Corruption When corrupting pure characters, increase Corruption increase by one, gain - 2 when the target of Charisma Rolls involving sexual acts

100% Corruption + 3 to Charisma Rolls involving members of your faith. Final Transformation (Depends on Corrupting Force).


Character Sheet

Name
Age
Gender: (Female only)
Appearance:
Bio

HP: 15
AP: 10


Strength: Your character’s aptitude with strength based feats
Dexterity: Your character’s aptitude with traps and accuracy
Speed: Your character’s aptitude to avoid traps and damage
Endurance: Your character’s aptitude to resist damage and Status Effects
Mentality: Your character’s aptitude for perception and Deception
Charisma: your character’s aptitude to interact with others

All Stats start at 1: You have 7 Points to distribute. Highest you can raise a single stat during character creation is 5. Can spend one point to raise AP or HP by two

Classes: https://docs.google.com/document/d/1yXe ... sp=sharing

Abilities:

Discord (https://discord.gg/qVdP7FV)
Last edited by Mark3000 on Thu Nov 22, 2018 1:40 am, edited 4 times in total.
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Re: The Monastery (Open)

Postby MASigma » Thu Oct 25, 2018 12:33 am

About how many players are you looking for with this one?
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Re: The Monastery (Open)

Postby Mark3000 » Thu Oct 25, 2018 12:39 am

Maybe around 4-6 at most.
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Re: The Monastery (Open, 4-6 Spots)

Postby Littlemankitten » Fri Oct 26, 2018 12:37 am

Name: Harper Vampris
Age: 19
Gender: Female
Appearance:
Spoiler (click to show/hide):

Image

Bio: Harper was adopted as a orphan at around the age of 3. She was abandoned and one of the monasteries doorsteps for reasons that very quickly became clear. The most obvious one was the fact she was albino, her skin was unnaturally pale, her hair was mostly white and her eyes were red. As a side affect of her albinism she is also very sensitive to light, and her skin burns easily in the sun. Normally, this would result in someone being accused as a vampire or demon and the child, along with most of the family, would be slaughtered. The fact that she managed to live until the age of 3, as well as being found by a priestess that was compassionate enough not to just drown her in holy water was mostly down to luck. She was raised by said priestess to be a servant of the White Flame. However, many of the colleagues of the priestesses were distrustful of Harper, thinking she was some form of unholy tainted individual. In fact, her last name became 'Vampris' due to many thinking her being a vampire-kin. While most were content with simply avoiding her, others made actual attempts on her life or place in the monastery, luckily for her, the priestess that adopted her saved her from every attempt. Due to all of this though, she became extremely reclusive and distrustful of people, and at the same time very clingy to those that showed her kindness. Because of this, there was no way she could become a priestess herself. There was no way she could become a adventurer thanks to her aversion to sunlight, plus she'd probably be mobbed in public. None of the Paladins really wanted anything to do with her, and while one of the monks was willing to train her, she was to easily scared to get anywhere meaningful. That really only left one option, becoming a scholar. She actually turned out to be really good at it to. She was able to spend all her time indoors and away from people, only really interacting with others when they wanted information on a subject or finding a particular book. Everyone else was also content with her simply being a scholar as that meant she would be somewhere else usually. She quickly became quite knowledgeable about the world because of this, and by the time she was 19, proved to be a very valuable asset to the monastery, even if many didn't like to admit it.

HP: 15
AP: 10


Strength: 1
Dexterity: 2
Speed: 3
Endurance: 1
Mentality: 3
Charisma: 3

Class: Scholar

Abilities:
Analyze: AP:2 | Long | All Allies gain + 10% Critical Chance against a selected Target. Out of battle gain +1 to Mentality Rolls
Summon Sprite: AP: 3 | Summon with a Spirit of Wind, Spirit of Fire, Spirit of Water or Spirit of Earth and gift them to an ally. Each spirit had its own effects
Inscription: Craft a magic scroll that contains one of your abilities. Can be used by anyone.


I hurt you, I heal you, I hurt you again. That's the pattern.
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Re: The Monastery (Open, 4-6 Spots)

Postby Blue56 » Fri Oct 26, 2018 10:19 am

Name: Priscilla Lillian
Age: 18
Gender: Female
Appearance:
Spoiler (click to show/hide):

Image


Bio: The noble Lillian family has served the crown faithfully for generations and Priscilla was fortunate enough to be born as the sole heir to that name. She never felt much loyalty for a goddess that she could not see, but she attended as many services as was her duty and came to respect the stability brought by the church and solace that the people could take in their faith. Priscilla truly believed that this sentiment was shared by her family, and so her whole world was turned upside down when the king elevated Black Ocean over the White Flame, and her father supported this. Seeing the Church of the White Flame that she had respected so much brought low, in part by her own family, left Priscilla lost and confused. But at her lowest, she managed to find the resolve to act. Priscilla would not follow her father in his descent into debauchery. She fled in the dead of night, leaving behind her family name and all save what she needed to survive. With few other places to turn, she made her way to the safest monastery of the Church of the White Flame she could find, pretending to be an orphan seeking sanctuary. Priscilla was not simply content to hide away however, she wanted to be able to fight back. From a young age, she had excelled in her training with the blade more so than any other skill, and sought to do so further by training as a paladin with the church. Her faith was lacking and she struggled with traditional paladin skills that protected her allies, but her desire to punish evil more than made up for it, as she felt wronged by her family and those who had turned on the church and vowed not to rest until the injustice had been corrected.

HP: 15
AP: 10


Strength: 4
Dexterity: 1
Speed: 2
Endurance: 3
Mentality: 1
Charisma: 2



Classes: Paladin

Abilities: Smite: AP: 3 | 1d4 | Strength | Short | Inflict Shock on Hit, Add Mentality/2 to damage

Two Handed Mastery: Gain +2 Accuracy, +2 Damage to attacks with a Two Handed Weapon

Bash: AP: 3 | Strength | Chance to Inflict Stun
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Re: The Monastery (Open, 4-6 Spots)

Postby Littlemankitten » Fri Oct 26, 2018 10:37 pm

Your image link is broken btw Blue
I hurt you, I heal you, I hurt you again. That's the pattern.
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Re: The Monastery (Open, 4-6 Spots)

Postby Blue56 » Sat Oct 27, 2018 2:14 am

Oh? That's odd, it shows up just fine for me. Thanks for the heads up though, I'll look into fixing that.
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Re: The Monastery (Open, 4-6 Spots)

Postby Lorielle » Sat Oct 27, 2018 6:54 am

Character Sheet

Name: Sasha Mars
Age 22
Gender: Female
Appearance:
Spoiler (click to show/hide):

Image

Bio Sasha was originally the daughter of hedge knight and a tavern wench. Her father was a stern man but when he was left with a daughter he knew that he would need to raise her to combat a world that may be harsher to her than he could protect her from. But despite her rather spartan upbringing her mother made sure to make sure she grew up with a kind heart and that taking care of one another was more important simply surviving. At the end her mother's mentality won out soon enough she found herself as a convert to the faith of the White Flame, making it her mission to serve the world more than herself, though this kindness also lends a certain... naivete she tries to see the best in anyone and everyone even people that meant her harm and definitely to demons and monsters despite her paladin training otherwise told her. That doesnt mean shes a push over though she wields a sword as good as anyone and will not stand by if someone brings her harm.

HP: 15
AP: 10


Strength: 2
Dexterity: 1
Speed: 1
Endurance: 2
Mentality: 4
Charisma: 3

All Stats start at 1: You have 7 Points to distribute. Highest you can raise a single stat during character creation is 5. Can spend one point to raise AP or HP by two

Classes: Paladin

Abilities: Aura of Protection: AP3 | All Allies in Short Range gain + 1 Endurance and +1 Speed for Three turns

Guardian: When Blocking, A successful block reduces Damage to 1, will protect one ally in within Engage Range

Lay on Hand: AP: 3 | Restore Health = 1d4 + Mentality | Short
Last edited by Lorielle on Sat Oct 27, 2018 4:06 pm, edited 1 time in total.
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Re: The Monastery (Open, 4-6 Spots)

Postby mrblah » Sat Oct 27, 2018 1:40 pm

i suggest uploading the image to imgur. danbooru hates it when you try to embed their images, for whatever reason.
imagine a loading screen that loads a new loading screen.
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Re: The Monastery (Open, 4-6 Spots)

Postby mrblah » Sat Oct 27, 2018 3:38 pm

Name: Meredith Strong
Age: 26
Gender: Female
Appearance:
Spoiler (click to show/hide):

Image

Bio:
Spoiler (click to show/hide):

Meredith Strong grew up in the White Flame. Her parents were devout followers of the Church, with her father even enlisting as a Paladin to join the fight against the Wild Gods' followers, and her mother a Priestess. She was taught of the most important virtues of the White Flame at a young age, and when was trained in the ways of the Priestesses by her mother when she was old enough to understand her teachings. Ms. Strong taught Meredith the many edicts a Priestess must follow, with the most important one being that a Priestess's job is ultimately to heal. Some Priestesses use their gifts to harm, such as the users of the Holy Light spell, but Meredith's mother instead chose to focus her efforts solely on saving others, rather than doing any harm. She was just an idealistic woman, and of course, her ideals rubbed off onto Meredith... by maybe too much.

Meredith's father had since been killed in the line of combat, and as the war progressed, her mother was assigned to full-time healing duty at one of the cathedrals. This left Meredith in the hands of Evaline Mcpetal, who taught of similar teachings at the St. Lily Monastery. Thanks to her home tutoring, Meredith rose to the top of her class, and graduated with high honors for her advanced skill with the Goddess's Light. As had become the custom during war-time, Meredith knew she'd be drafted into the army to serve the church in their battle against the Wild Gods' followers, and soon enough she was assigned to a 6 woman troop who mainly did recon in hostile territory, usually either to claim useful resources or to map out and gather information. Frankly speaking, though this job seemed quite worrisome with how unpredictable it was, it was fairly safe for her and her troop. They mostly scouted out in the forests belonging to the followers of Oboro, and they had a good few skilled adventurers to keep them from the most dangerous parts of the forest. Whenever they did encounter danger, their Paladin leader would always take care of it. Simply put, Meredith never saw much action, until one mission took a turn for the worst.

They were headed deeper into enemy lines than they've ever been in search of the whereabouts of the followers of Oboro's main village, but in the dead of night as they were taking a break in their quest, Meredith's troop was suddenly attacked by both Oboro followers and their Fenrir allies. It was a long fought battle, one that ended poorly for her team, tired, surprised, and discombobulated as they were. Meredith was the only one who evaded capture, but the others weren't so lucky, and Meredith couldn't do anything to help them by herself. Worst of all, this particular mission took them so far into unfamiliar territory that without the help of her team's skilled Adventurers, she had no idea which way was out or which way was in. Her only options were to try to survive in the woods and wait for the higher ups to eventually note their lack of communication, which would take 2 days, as they always send reports back every 2 days, with roughly 1 day for their leader's messenger bird to fly out. Backup could arrive in maybe 5 days, meaning she'd have to survive one whole week in Oboro territory while actively being hunted. For just a lone Priestess who never knew combat, it was a hard ask... but she had to try. For her companions, whose moans and screams filled her nightmares at night as they were captured by the ferocious tribesmen and raped into the ground, and for her mother, who no doubt was still waiting on her daughter's return. Meredith had to be Strong in the face of her new tribulations. She prayed every night for protection to Ki'Ra.

The first day started off with her foraging or resources and forming a home that was in hopefully safe territory, the second day was spent confirming her mapping out the area and making sure there weren't too many variables nearby, and the third... was when things went off plan. Meredith had been coming back from a fishing trip, headed to the cave she'd come to find as her camp, when she was suddenly attacked by a young Oboro follower. It was a single kid with a small knife. Even if she was a Priestess who all but vowed pacifism, the child was so small and weak that it wouldn't have been difficult for her to bat him away with her staff. But the look of him wasn't vicious or very threatening. He looked... starved. Unusually hungry. She was well aware that the tribes of Oboro were quite protective of their young, so one so starved seemed... nothing less than strange. This meant to Meredith that he was one in need, and even if he was the follower of another God, a child so young... could've been converted to the right path, much like her companion had in her older age. So simply, she disarmed the weak boy of his weapon, but instead of killing him as he expected, she offered mercy in the form of a fish. From there, she'd taken him under her care, though the language barrier between them (likely he was too young to have fully mastered the commonly spoken language) prevented her from understanding his situation.

More days past in the forest, uneventfully going by... and still she was given no signs of backup coming to her rescue. They were nearing the end of the week, and really, the only good thing that had happened was that Meredith's foxy young friend was somewhat warming up to her, at least enough to stay in her cave and not come just to eat (another thing that Meredith found strange; Oboro followers are usually good at hunting, why did he seemingly need her help to get food?) or hide from the rain. Sometimes he'd even come back hurt, and she'd have to heal him with her magic, all while... almost enjoying her time spent with the young boy. A few more days past, with the two getting closer and closer to one another. She'd gotten to teaching the young boy how to fish so that he could better fend for himself when she left, and she taught him some ways to patch up his injuries with medicinal herbs and bandages (more primitive healing methods her mother taught her for if she ever ran out of energy to cast magic). He took to her teachings well, and seemed to even enjoy their fishing lessons. Those quiet days were spent more happily than she felt she deserved at the time, but of course, nothing happy ever lasts.

She felt a presence at night. Her time spent in the forest alone helped her catch on to any subtle issues in the environment. Meredith had taken to sleeping behind a few well placed rocks to hide her body if someone glanced or entered the cave, so when she awoke, she was somewhat sure she hadn't been found. Carefully, the young woman peaked her head out to spot the intruder... and had to withhold her panic from outting her when she saw 4 fully grown and armed tribesmen. They were sniffing around, with their eyes scanning her campsite, seemingly searching for something or another. She was trapped in the cave as it had no exit, so simply, she'd hoped she could hide out in her cover and wait for them to leave... until her eyes met with a fifth, just as she turned her head.

The man pulled her out from her cover and presented her to his companions, roughly throwing her down to the ground. Her staff was discarded quickly, and her clothes were torn to shreds while they barked out unfamiliar words. The men grabbed onto her, pulling her up and presenting her bare form to one central man who looked the most important. He spoke to her in the common tongue, asking her for the whereabouts of his son. She had no idea who he was referring to, and said as much. Honesty was clearly the wrong move, since the man slapped her and repeated the question. Without a doubt, she was being interrogated by a very angry looking and important man, who continued asking questions she couldn't answer. Eventually, the man became fed up with the lack of results and ordered them to hold her to the ground. Meredith knew what he intended. She pleaded for mercy, again saying she really didn't know anything, but her answers fell on deaf ears. She felt him prodding against her virgin flower, and tears came flowing from her eyes as she knew what was coming, along with a certain heat of arousal and a dark sense of anticipation... but it never came.

Just before Meredith could have been penetrated, she was suddenly saved by the arrival of the young boy, who jumped at the older man and pushed him away from her. The man was shocked by his appearance, and the boy seemed... angry, with him. They talked in their unfamiliar language, and Meredith was let go. The man approached her and apologized. Apparently, the young boy was his son, and he had ran away from home after his older brother was granted leadership of the tribe over him. He was always very bad at everything he did, but he always tried so hard to find something to do. Meredith's teachings had helped him be able to do basic first aid and even hunt fish, which not only kept him alive when he was starving, but also made him feel some worth to himself and made him more confident. The tribe leader thanked Meredith profusely, and offered her a favor in return.

So she asked, and she received. Meredith was given her imprisoned team back and an escort out of the forest, despite the fact that the tribe would likely need to move since they were quite literally allowing spies to leave with very valuable information. Information Meredith had to give to the higher ups upon her return. All of it. She was both praised for her work and admonished for helping a Oboro follower, and was mostly punished for the deed rather than praised for what came of it, something she simply couldn't agree with. She'd saved her team members. She came back with incredibly valuable info from when she'd personally gone to the Oboro followers' village and acquired her companions. Against all the odds, she survived alone without their help for as long as she had, and they judged her for following her teachings and her methods? The prejudice of the Church of the White Flame was shown to Meredith in full, right then and there. She shortly resigned from service, instead moving out to a small village to work as a healer for all people of all faiths secretly.

Until the Black Ocean came. Word got around pretty quickly of what the Black Ocean was about and what they were doing to the White Flame, so Meredith made a trek to the cathedral her mother once worked in... only to find it in ruins. Needless to say, she was heartbroken by what she found, and she realized what she had to do. Meredith journeyed to St. Lily, hoping to rejoin the Church in hopes of taking the battle to the Black Ocean and avenging her mother.

HP: 15
AP: 12

Strength: 1
Dexterity: 1
Speed: 2
Endurance: 1
Mentality: 4
Charisma: 4

Class: Priestess

Abilities:
Heal
AP: 2 | Restore Health = 1d4 + Mentality | Medium
Hymn of Retribution
AP: 3 | Increase Damage +2, grant 15% Critical Chance To an Ally
Prayer of Protection
AP 4 | Surround yourself or an Ally with a 10 HP Barrier
Last edited by mrblah on Wed Oct 31, 2018 1:49 am, edited 2 times in total.
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Re: The Monastery (Open, 4-6 Spots)

Postby RandomRoninKitten » Sat Oct 27, 2018 3:50 pm

Name: Magdalene "Magz" Antoinette
Age: 21
Gender: Female
Appearance:
Spoiler (click to show/hide):

Image

Bio:
Spoiler (click to show/hide):

Magz was taken in as a wayward orphan who had been abandoned by her family due to their inability to afford feeding all... well, she actually doesn't recall how many siblings she had, only that they're either food for the local wildlife, or scattered throughout the area and stealing food and/or money to sustain themselves. She couldn't even call them all by name if she saw them face to face and her life depended on it.

Upon being taken in by the Monasteries, she immediately gained interest in being trained as a Paladin, as despite looking up to them and always dreaming of becoming one, she never saw it as a realistic dream, the training and recognition just seemed like something that would forever be far outside her reach, and she never quite had the mindset before now, as an extension.

Thanks to her newfound training, she was able to quickly solidify as one of the most serious, and one of the most inept, Paladins the Monastery has ever had. Her power as a Paladin is easily rivaled due to her clumsiness and thoughtlessness, however she tends to put on an air of seriousness and edginess that could ALMOST subvert this if it weren't for the fact that the bystanders are not freaking blind and can literally SEE her spells failing and SEE her stumbling upon attempting to strike and parry her enemies.

Despite her ineptitude, her seriousness is not a simple facade, as she firmly believes that because she's a Paladin, she's one of the most unstoppable forces that the world has to offer and has an ego to match this. She seems completely blind to her actual current skill level, aside from taking everything her instructor says at face value and holds her up on a pedestal, aspiring to match her skill and ability someday, however also understanding that she may never reach that point.


HP: 15
AP: 10

Strength: 2
Dexterity: 3
Speed: 3
Endurance: 2
Mentality: 1
Charisma: 2

Class: Paladin

Abilities:
Aura of Protection: AP3 | All Allies in Short Range gain + 1 Endurance and +1 Speed for Three turns
Two Handed Mastery: Gain +2 Accuracy, +2 Damage to attacks with a Two Handed Weapon
Lay on Hand: AP: 3 | Restore Health = 1d4 + Mentality | Short

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Re: The Monastery (Open, 4-6 Spots)

Postby MiscChaos » Sat Oct 27, 2018 7:21 pm

Name: Iona Salazar
Age: 23
Gender: Female
Appearance:
Spoiler (click to show/hide):

Image

Bio:
Spoiler (click to show/hide):

Iona has always been a rather free spirited girl. She was one who’d put her heart and soul into everything she did no matter what it was. Her parents enjoyed and encouraged this aspect of her and put her into things like the arts and general learning and basically all of the things that would allow her to lead the family into high class society. Being poor all their lives her parents were willing to do almost anything to escape poverty, even if that meant marrying their daughter off to some Lord and reaping the benefits even if she turns out to be miserable in the end. So she was trained in the ways of the higher class and didn’t complain because it was all she knew.

Until she hit age 12 anyway. In the throes of puberty, she began wondering about sex and such. Because of her enthusiasm, she pursued it the same way she pursued everything else. It started with seeking out someone who would teach her the basics since her parents refused to do it. This was difficult because most of the more upstanding people would refuse to do it because of her age, but she eventually found a kind lady who explained the basics. From there it was finding someone to do some of the more inoffensive stuff with. A handjob here, a blowjob there, experiencing cunnilingus, nothing involving penetration just yet. At this point, her parents became more domineering. They didn’t approve of what she was doing because it increased the risk of her becoming used goods and very few Lords indeed would go for used goods. They locked her down, didn’t allow her to leave the house without their supervision, watched over her at nearly all times. And she hated it. She despised having her freedom stripped from her, not being allowed to even breathe without permission. She overheard one conversation about fitting her with a chastity belt just to be safe and knew this wasn’t where she wanted to be. She ran away one night, found one of the seediest places she could, and offered one of the gentlemen there a chance at taking the virginity of a 14 year old. She wasn’t turned down. When she arrived back home with a triumphant look on her face, her parents knew exactly what she had done.

In response, they immediately shipped her off to the Church of the White Flame in hopes that the nature they themselves instilled in her could be broken and made meek. They still want her to be someone that could marry a Lord and make them rich. Iona had other plans. She resisted the lessons of the White Flame as much as possible, with the exception of the teachings of their Monks. They, she gave her usual 100% effort to, their hand-to-hand combat style something she enjoyed watching and wanted to make her own. Because of the way she entered the monastery, she’s been labeled a flight risk, but she’s bidding her time. Sooner or later they’ll send her out into the world. And then she’ll live the life she wants, no matter what.


HP: 15
AP: 10


Strength: 2
Dexterity: 4
Speed: 2
Endurance: 1
Mentality: 2
Charisma: 2

Class: Monk
Meditation: AP 3 | In Battle, focus for a turn. Gain +1 to accuracy and a 15% Critical Chance when attacking for three turns. Out of battle, Meditate to regain ½ of your HP.
Ki Blast: AP: 3 | 1d4 | Mentality | Long | Can replace AP Cost with HP (2)
Double Strike: AP 3 | Perform two normal attacks in one turn. If the first attack hits, the second attack gains 2 Accuracy and additional 1d4 damage.
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Re: The Monastery (Open, Full)

Postby Mark3000 » Sat Oct 27, 2018 7:33 pm

With Misc's CS, we have all the people we need to start. If anyone else wants to submit a CS, you'll be put on the reserve list.

We'll be using a Discord for battles and RP discussion. That's also where you'll find maps and character sheets. https://discord.gg/qVdP7FV
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