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 WorldSpoiler (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 GodsThe 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 NoticeSpoiler (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.
SystemSpoiler (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 EffectsSpoiler (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/CorruptionSpoiler (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 SheetName
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=sharingAbilities:
Discord (
https://discord.gg/qVdP7FV)