Premise:
In the world of Remnant, there exists soulless creatures known only as the Grimm. These creatures are the harbingers of destruction, and they have been the enemy of mankind for as long as history has recorded. For reasons unknown, they would hunt down and terrorize man, killing and destroying with nothing but hatred no one could dare to understand. These creatures are powerful, come in many different shapes and sizes, and are legion.
But humanity was not defenseless. In time, powerful warriors rose up to challenge them. They learned the ways of their Aura, and used Dust and their combat abilities to hunt the strongest of the Grimm and obliterate the weakest. They became a symbol of hope for Remnant. They were the Huntsmen and Huntresses. More of these warriors are trained every day to produce new defenders of humanity who would battle the Grimm to keep the kingdoms safe. You are just one of these hopefuls who attend Ixion Academy in the Kingdom of Cirrus. You will learn the ways of Aura and how to fight terrible threats.
However, in these newer days, the threats Huntsmen combat are not just the Grimm. Sometimes, other humans seem more dangerous than the hunters of man ever could be...
Lore:
Spoiler (click to show/hide):
Cirrus is one of the five kingdoms of Remnant, located on the continent of Caritas to the west of Vale and north of Vacuo. The kingdom is perched on top of several mountaintops, with massive and intricate stone walls gilded with gold surrounding the kingdom within. Due to the height at which it was built, most people travel to cirrus via Bullethead instead of taking the long (and dangerous) walkway up to the gates.
Cirrus's culture is built on the themes of inspiration, spirit, and originality. The kingdom's technology is second only to atlas, with cutting edge and intricate machinery that works on common and sometimes poorer resources, yet the end result is no less beautiful. The entire kingdom seems to run on steam engines and dust instead of electricity, making it seem a bit traditional or medieval at times, and the people are known to all be rather handy with a gadget or two.
Cirrus is ruled chiefly by a noble council rather than a king. The kingdom was founded by the richest merchants in remnant, and thus, its economy is the largest of the five kingdoms. The four noble families who rule cirrus are the Goldwin, Rubear, Gates, and Eden families.
Cirrus's laws are... seen as pretty questionable by the other kingdoms. It's the only kingdom where slavery is still legal and widely employed, but it has slave protection laws and terms of slavery. Slaves are typically put to work to pay off a debt or as severe punishment and, depending on their contract, they may be permitted to refuse some orders. Their rights are protected by the National Slavers' Association (NSA). Furthermore; honorable duels are also commonplace among huntsmen and huntresses within Cirrus. These duels allow the victor one favor of whichever they wish of the loser. It's a tradition that has been hammered deep into the culture.
Cirrus is one of the five kingdoms of Remnant, located on the continent of Caritas to the west of Vale and north of Vacuo. The kingdom is perched on top of several mountaintops, with massive and intricate stone walls gilded with gold surrounding the kingdom within. Due to the height at which it was built, most people travel to cirrus via Bullethead instead of taking the long (and dangerous) walkway up to the gates.
Cirrus's culture is built on the themes of inspiration, spirit, and originality. The kingdom's technology is second only to atlas, with cutting edge and intricate machinery that works on common and sometimes poorer resources, yet the end result is no less beautiful. The entire kingdom seems to run on steam engines and dust instead of electricity, making it seem a bit traditional or medieval at times, and the people are known to all be rather handy with a gadget or two.
Cirrus is ruled chiefly by a noble council rather than a king. The kingdom was founded by the richest merchants in remnant, and thus, its economy is the largest of the five kingdoms. The four noble families who rule cirrus are the Goldwin, Rubear, Gates, and Eden families.
Cirrus's laws are... seen as pretty questionable by the other kingdoms. It's the only kingdom where slavery is still legal and widely employed, but it has slave protection laws and terms of slavery. Slaves are typically put to work to pay off a debt or as severe punishment and, depending on their contract, they may be permitted to refuse some orders. Their rights are protected by the National Slavers' Association (NSA). Furthermore; honorable duels are also commonplace among huntsmen and huntresses within Cirrus. These duels allow the victor one favor of whichever they wish of the loser. It's a tradition that has been hammered deep into the culture.
Combat System:
Spoiler (click to show/hide):
Melee+Bow Physical Attacks:
Step 1:
Attack Dice:
[Dexterity]+[Modifiers influencing hit chance]+[1d20]
Defense Dice:
[Agility]+[Modifiers influencing hit chance]+[1d20]
If Attack Dice is higher than Defense Dice, the attack is successful, move to step 2. If Attack Dice is lower than Defense Dice, the attack missed.
Step 2:
Attack damage is equal to [Strength]+[Weapon Dice]-[Target Constitution]=Damage
Gun Physical Attacks:
Step 1:
Attack Dice:
[Dexterity]+[Modifiers influencing hit chance]+[1d20]
Defense Dice:
[Agility]+[Modifiers influencing hit chance]+[1d20]
If Attack Dice is higher than Defense Dice, the attack is successful, move to step 2. If Attack Dice is lower than Defense Dice, the attack missed.
Step 2:
Attack damage is equal to [Precision]+[Weapon Dice]-[Target Constitution]=Damage
Dust Checks:
Step 1:
Attack Dice:
[Intelligence]+[Modifiers influencing hit chance]+[1d20]
Defense Dice:
[Agility]+[Modifiers influencing hit chance]+[1d20]
If Attack Dice is higher than Defense Dice, the attack is successful, move to step 2. If Attack Dice is lower than Defense Dice, the attack missed.
Step 2:
Attack damage is equal to [Intelligence]+[1d20]-[Target Wisdom]=Damage
If the attack has a status, move to Step 3.
Step 3:
[Intelligence]+[1d20]=Status Roll
[Wisdom]+[1d20]=Status Resistance Roll
Stat Check Mechanics:
[Initiator’s Associated Stat]+[1d20]=Stat Roll
[Target’s Associated Stat]+[1d20]=Defense Roll
If Stat Roll is higher than Defense Roll, the check is successful. If the Defense Roll is higher, the check is failed.
Glancing Blow:
In an instance in which defense dice and attack dice are equal, the attacker rolls a 1d4 to determine damage. 1-2 results in 50% damage, and 3-4 results in 75% damage.
Determination:
Each time a physical attack misses the target, the character which missed their physical attack gains a stack of Determination. Each stack of Determination grants +1 Dexterity. Upon landing a successful attack, all Determination stacks are consumed.
Chain Attacks:
When a character lands a successful physical attack, that character may attack again. If a character misses a physical attack, the enemy that the character missed may counter-attack. If a character blocks an attack, that character may counter-attack the enemy whose attack was blocked.
Chain Attacks are limited to 1 additional attack for every 10 Dexterity a character has, to a minimum of 1.
Once per-turn, after attacking once with their weapon, a character may transform that weapon and move one distance, then attack again(This does not count towards a character’s Chain Attack limit).
Universal Actions:
Universal actions are a few standard actions characters can take in battle. Most of them are designed to open up an advantage and allow for any strategizing.
Grapple:
The user attempts to grab onto the target. Must pass an Agility Vs Agility contest weighed in the initiator’s favor ((1d20+AGI)-(1d12+AGI).
Effects: Target is grappled and unable to move, and they may not be able to attack. Must pass a Strength Vs Strength OR Strength Vs Agility contest in order to escape.
Extra: User can disarm the target, or damage their equipment for 1 HP, with the disarm requiring a Dexterity check.
Extra 2: User can attempt to molest the target and drain 25% of their aura. Must pass a Spirit contest.
Extra 3: User can throw the target a certain amount of distance away, with the amount being 1 range for every 4 points in Strength. Must pass a Strength check.
Targeted Attacks:
The user attacks a specific part of the target’s body.
Effects: Enemy may take extra damage or receive a status effect depending on where they’re hit.
Head: Attack’s Critical Window is increased from 20 to 18-20
Arms: Apply -25% Strength to the target
Legs: Apply -25% Agility to the target
Flank:
The user attempts to sneak around the target. Must pass an Agility Vs Agility contest weighed in the defender’s favor ((1d12+AGI)-(1d20+AGI).
Effects: All attacks’ critical windows are increased from 20 to 16-20.
Extra: Grapple attempts automatically pass the check.
Melee+Bow Physical Attacks:
Step 1:
Attack Dice:
[Dexterity]+[Modifiers influencing hit chance]+[1d20]
Defense Dice:
[Agility]+[Modifiers influencing hit chance]+[1d20]
If Attack Dice is higher than Defense Dice, the attack is successful, move to step 2. If Attack Dice is lower than Defense Dice, the attack missed.
Step 2:
Attack damage is equal to [Strength]+[Weapon Dice]-[Target Constitution]=Damage
Gun Physical Attacks:
Step 1:
Attack Dice:
[Dexterity]+[Modifiers influencing hit chance]+[1d20]
Defense Dice:
[Agility]+[Modifiers influencing hit chance]+[1d20]
If Attack Dice is higher than Defense Dice, the attack is successful, move to step 2. If Attack Dice is lower than Defense Dice, the attack missed.
Step 2:
Attack damage is equal to [Precision]+[Weapon Dice]-[Target Constitution]=Damage
Dust Checks:
Step 1:
Attack Dice:
[Intelligence]+[Modifiers influencing hit chance]+[1d20]
Defense Dice:
[Agility]+[Modifiers influencing hit chance]+[1d20]
If Attack Dice is higher than Defense Dice, the attack is successful, move to step 2. If Attack Dice is lower than Defense Dice, the attack missed.
Step 2:
Attack damage is equal to [Intelligence]+[1d20]-[Target Wisdom]=Damage
If the attack has a status, move to Step 3.
Step 3:
[Intelligence]+[1d20]=Status Roll
[Wisdom]+[1d20]=Status Resistance Roll
Stat Check Mechanics:
[Initiator’s Associated Stat]+[1d20]=Stat Roll
[Target’s Associated Stat]+[1d20]=Defense Roll
If Stat Roll is higher than Defense Roll, the check is successful. If the Defense Roll is higher, the check is failed.
Glancing Blow:
In an instance in which defense dice and attack dice are equal, the attacker rolls a 1d4 to determine damage. 1-2 results in 50% damage, and 3-4 results in 75% damage.
Determination:
Each time a physical attack misses the target, the character which missed their physical attack gains a stack of Determination. Each stack of Determination grants +1 Dexterity. Upon landing a successful attack, all Determination stacks are consumed.
Chain Attacks:
When a character lands a successful physical attack, that character may attack again. If a character misses a physical attack, the enemy that the character missed may counter-attack. If a character blocks an attack, that character may counter-attack the enemy whose attack was blocked.
Chain Attacks are limited to 1 additional attack for every 10 Dexterity a character has, to a minimum of 1.
Once per-turn, after attacking once with their weapon, a character may transform that weapon and move one distance, then attack again(This does not count towards a character’s Chain Attack limit).
Universal Actions:
Universal actions are a few standard actions characters can take in battle. Most of them are designed to open up an advantage and allow for any strategizing.
Grapple:
The user attempts to grab onto the target. Must pass an Agility Vs Agility contest weighed in the initiator’s favor ((1d20+AGI)-(1d12+AGI).
Effects: Target is grappled and unable to move, and they may not be able to attack. Must pass a Strength Vs Strength OR Strength Vs Agility contest in order to escape.
Extra: User can disarm the target, or damage their equipment for 1 HP, with the disarm requiring a Dexterity check.
Extra 2: User can attempt to molest the target and drain 25% of their aura. Must pass a Spirit contest.
Extra 3: User can throw the target a certain amount of distance away, with the amount being 1 range for every 4 points in Strength. Must pass a Strength check.
Targeted Attacks:
The user attacks a specific part of the target’s body.
Effects: Enemy may take extra damage or receive a status effect depending on where they’re hit.
Head: Attack’s Critical Window is increased from 20 to 18-20
Arms: Apply -25% Strength to the target
Legs: Apply -25% Agility to the target
Flank:
The user attempts to sneak around the target. Must pass an Agility Vs Agility contest weighed in the defender’s favor ((1d12+AGI)-(1d20+AGI).
Effects: All attacks’ critical windows are increased from 20 to 16-20.
Extra: Grapple attempts automatically pass the check.
Dust:
Spoiler (click to show/hide):
Dust is a consumable item that can cause a variety of effects, from status effects, to area effect damage, to healing, to buffing. Dust can only be used once per-turn, and has effects and accuracy that are augmented by character intelligence. Dust Checks are made easier by integrating it into the character’s weapon.
Dust is a consumable item that can cause a variety of effects, from status effects, to area effect damage, to healing, to buffing. Dust can only be used once per-turn, and has effects and accuracy that are augmented by character intelligence. Dust Checks are made easier by integrating it into the character’s weapon.
Currency and Leveling:
Spoiler (click to show/hide):
Lien is a universal currency that’s exchanged all across Remnant. Lien can be obtained by completing missions and defeating Grimm, among other methods.
Shops can be located within cities, where Lien can be spent on Equipment, Dust, Items, and weapon components. Various other services may also be available.
Experience and Leveling:
Experience required to level up: x^3+9
Experience received: Sum of enemy’s stats
Each time a character levels up, they recover 1d4 HP and Aura for every 10 Max HP or Aura that the character has.
Each level, characters gain 1 stat point which can be freely allocated.
Lien is a universal currency that’s exchanged all across Remnant. Lien can be obtained by completing missions and defeating Grimm, among other methods.
Shops can be located within cities, where Lien can be spent on Equipment, Dust, Items, and weapon components. Various other services may also be available.
Experience and Leveling:
Experience required to level up: x^3+9
Experience received: Sum of enemy’s stats
Each time a character levels up, they recover 1d4 HP and Aura for every 10 Max HP or Aura that the character has.
Each level, characters gain 1 stat point which can be freely allocated.
Weapon Construction:
Spoiler (click to show/hide):
Weapon Construction:
Huntsmen weapons are typically composed of two modes and capable of transformation. Due to the unique nature of their weapons, all huntsmen are expected to make and maintain their weapons themselves. How that weapon is made and what is used to make it all depends on the weapon’s Type.
While parts typically belong to a specific type of weapon, players are not limited to building specific weapons. A player’s weapon is instead a name, and any weapon built from any parts will instead be attached to that name, regardless of how many parts are replaced on that weapon. Thus, your weapon can be formed with any parts. Keep in mind that its Type may change depending
Bladed Weapon Components:
Handle: The part of the weapon that you hold.
Blade: The part of the weapon that you hit things with.
Dust Chamber: A component that can be added to the weapon to allow the usage of Dust through that weapon.
Accessory: Some accessories can be attached to the weapon.
Gun Weapon Components:
Grip: The part of the weapon that you hold.
Barrel: The part of the weapon that the ammunition exits through.
Body: The part of the weapon that houses the operating parts.
Stock: The part of the weapon that the barrel and firing mechanism are attached to.
Dust Chamber: A component that can be added to the weapon to allow the usage of Dust through that weapon.
Accessory: Some accessories can be attached to the weapon.
Bow Weapon Components:
Grip: The part of the weapon that you hold.
Limbs: The part of the weapon that holds the string.
Bowstring: The part of the weapon that’s used to fire arrows.
Dust Chamber: A component that can be added to the weapon to allow the usage of Dust through that weapon.
Accessory: Some accessories can be attached to the weapon.
Accessory 2: Some accessories can be attached to the weapon.
Shield Weapon Components:
Grip: The part of the weapon that you hold.
Boss: The part of the weapon used to block.
Dust Chamber: A component that can be added to the weapon to allow the usage of Dust through that weapon.
Accessory: Some accessories can be attached to the weapon.
Accessory 2: Some accessories can be attached to the weapon.
Polearm Weapon Components:
Pole: The part of the weapon that you hold.
Head: The part of the weapon that you hit things with.
Dust Chamber: A component that can be added to the weapon to allow the usage of Dust through that weapon.
Accessory: Some accessories can be attached to the weapon.
Accessory 2: Some accessories can be attached to the weapon.
Whip Weapon Components:
Handle: The part of the weapon that you hold.
Thong: The part of the weapon that hits things.
Dust Chamber: A component that can be added to the weapon to allow the usage of Dust through that weapon.
Accessory: Some accessories can be attached to the weapon.
Glove Weapon Components:
Body: The part of the weapon that covers your palm and the back of your hand.
Fingers: The part of the weapon that covers your fingers.
Dust Chamber: A component that can be added to the weapon to allow the usage of Dust through that weapon.
Accessory: Some accessories can be attached to the weapon.
Boot Weapon Components:
Body: The part of the weapon that covers most of your foot.
Fingers: The part of the weapon that covers your toes.
Dust Chamber: A component that can be added to the weapon to allow the usage of Dust through that weapon.
Accessory: Some accessories can be attached to the weapon.
Dust-Based Weapon Components:
Body: The base of the item that’s been altered/infused with Dust.
Dust Chamber: A component that can be added to the item to allow the usage of Dust to weaponize it.
The components used to build a weapon are what determines its stats and range, as well as whether or not Dust can be used through said weapon. The type of components also determine the weight of the weapon. Heavier weapons will add certain benefits, while causing the user to suffer certain drawbacks, while smaller weapons may grant different benefits. Once the weapon is fully assembled from two or more parts, it can change back and forth from the primary and sub weapon modes.
Weapon Construction:
Huntsmen weapons are typically composed of two modes and capable of transformation. Due to the unique nature of their weapons, all huntsmen are expected to make and maintain their weapons themselves. How that weapon is made and what is used to make it all depends on the weapon’s Type.
While parts typically belong to a specific type of weapon, players are not limited to building specific weapons. A player’s weapon is instead a name, and any weapon built from any parts will instead be attached to that name, regardless of how many parts are replaced on that weapon. Thus, your weapon can be formed with any parts. Keep in mind that its Type may change depending
Bladed Weapon Components:
Handle: The part of the weapon that you hold.
Blade: The part of the weapon that you hit things with.
Dust Chamber: A component that can be added to the weapon to allow the usage of Dust through that weapon.
Accessory: Some accessories can be attached to the weapon.
Gun Weapon Components:
Grip: The part of the weapon that you hold.
Barrel: The part of the weapon that the ammunition exits through.
Body: The part of the weapon that houses the operating parts.
Stock: The part of the weapon that the barrel and firing mechanism are attached to.
Dust Chamber: A component that can be added to the weapon to allow the usage of Dust through that weapon.
Accessory: Some accessories can be attached to the weapon.
Bow Weapon Components:
Grip: The part of the weapon that you hold.
Limbs: The part of the weapon that holds the string.
Bowstring: The part of the weapon that’s used to fire arrows.
Dust Chamber: A component that can be added to the weapon to allow the usage of Dust through that weapon.
Accessory: Some accessories can be attached to the weapon.
Accessory 2: Some accessories can be attached to the weapon.
Shield Weapon Components:
Grip: The part of the weapon that you hold.
Boss: The part of the weapon used to block.
Dust Chamber: A component that can be added to the weapon to allow the usage of Dust through that weapon.
Accessory: Some accessories can be attached to the weapon.
Accessory 2: Some accessories can be attached to the weapon.
Polearm Weapon Components:
Pole: The part of the weapon that you hold.
Head: The part of the weapon that you hit things with.
Dust Chamber: A component that can be added to the weapon to allow the usage of Dust through that weapon.
Accessory: Some accessories can be attached to the weapon.
Accessory 2: Some accessories can be attached to the weapon.
Whip Weapon Components:
Handle: The part of the weapon that you hold.
Thong: The part of the weapon that hits things.
Dust Chamber: A component that can be added to the weapon to allow the usage of Dust through that weapon.
Accessory: Some accessories can be attached to the weapon.
Glove Weapon Components:
Body: The part of the weapon that covers your palm and the back of your hand.
Fingers: The part of the weapon that covers your fingers.
Dust Chamber: A component that can be added to the weapon to allow the usage of Dust through that weapon.
Accessory: Some accessories can be attached to the weapon.
Boot Weapon Components:
Body: The part of the weapon that covers most of your foot.
Fingers: The part of the weapon that covers your toes.
Dust Chamber: A component that can be added to the weapon to allow the usage of Dust through that weapon.
Accessory: Some accessories can be attached to the weapon.
Dust-Based Weapon Components:
Body: The base of the item that’s been altered/infused with Dust.
Dust Chamber: A component that can be added to the item to allow the usage of Dust to weaponize it.
The components used to build a weapon are what determines its stats and range, as well as whether or not Dust can be used through said weapon. The type of components also determine the weight of the weapon. Heavier weapons will add certain benefits, while causing the user to suffer certain drawbacks, while smaller weapons may grant different benefits. Once the weapon is fully assembled from two or more parts, it can change back and forth from the primary and sub weapon modes.
Character Sheets:
Spoiler (click to show/hide):
Name: (First and last name, middle and/or nickname if desired)
Age: (18+)
Gender: (Are you a boy, or are you a girl?)
Appearance: (Picture is preferred, very detailed description also accepted)
Personality: (Give a description of your character's personality and mannerisms)
Background: (Give a comprehensive backstory for your character before joining the academy)
HP: 7(When this stat reaches 0, the character becomes Downed)
Aura: 20(Used for Semblance and Aura Skills)
Agility: 1(Used for evading attacks)
Strength: 1(Used for inflicting engaged physical damage)
Precision: 1(Used for determining ranged damage)
Dexterity: 1(Used for hitting targets)
Intelligence: 1(Used for determining the effectiveness of Dust)
Wisdom: 1(Used to defend against Dust)
Constitution: 1(Physical defense)
Spirit: 1(Used for Aura and Semblance stuff)
Charisma: 1(Used for interaction)
Stat Points: 17+2d7(Discard the lower dice result)
Semblance: (Player-selected)
Aura Skills:(Select 2 from the list in the next spoiler)
Equipment: (Your character starts with basic clothing that grant no bonuses)
Head:
Upper Body:
Lower Body:
Weapon:(Give a name for your weapon, and what type it is)
Sub-Mode:(Your weapon cannot yet transform)
Inventory:
Name: (First and last name, middle and/or nickname if desired)
Age: (18+)
Gender: (Are you a boy, or are you a girl?)
Appearance: (Picture is preferred, very detailed description also accepted)
Personality: (Give a description of your character's personality and mannerisms)
Background: (Give a comprehensive backstory for your character before joining the academy)
HP: 7(When this stat reaches 0, the character becomes Downed)
Aura: 20(Used for Semblance and Aura Skills)
Agility: 1(Used for evading attacks)
Strength: 1(Used for inflicting engaged physical damage)
Precision: 1(Used for determining ranged damage)
Dexterity: 1(Used for hitting targets)
Intelligence: 1(Used for determining the effectiveness of Dust)
Wisdom: 1(Used to defend against Dust)
Constitution: 1(Physical defense)
Spirit: 1(Used for Aura and Semblance stuff)
Charisma: 1(Used for interaction)
Stat Points: 17+2d7(Discard the lower dice result)
Semblance: (Player-selected)
Aura Skills:(Select 2 from the list in the next spoiler)
Equipment: (Your character starts with basic clothing that grant no bonuses)
Head:
Upper Body:
Lower Body:
Weapon:(Give a name for your weapon, and what type it is)
Sub-Mode:(Your weapon cannot yet transform)
Inventory:
Starting Aura Skill Choices:
Spoiler (click to show/hide):
Recover(2A): Recover 1d4HP.
Boost Agility(2A): Increase your Agility by 25%.
Boost Strength(2A): Increase your Strength by 25%.
Boost Dexterity(2A): Increase your Dexterity by 25%.
Reinforcement(2A): Heal a piece of equipment by 1d2HP.
Aura Blast(4A): Fire a condensed shot of Aura at a target.
Aura Charge(1A): Recover 1d4 Aura after successfully landing your next physical attack.
Aura Transfer(1d4A): Target character(Cannot target the user) gains the skill cost multiplied by two as Aura.
Recover(2A): Recover 1d4HP.
Boost Agility(2A): Increase your Agility by 25%.
Boost Strength(2A): Increase your Strength by 25%.
Boost Dexterity(2A): Increase your Dexterity by 25%.
Reinforcement(2A): Heal a piece of equipment by 1d2HP.
Aura Blast(4A): Fire a condensed shot of Aura at a target.
Aura Charge(1A): Recover 1d4 Aura after successfully landing your next physical attack.
Aura Transfer(1d4A): Target character(Cannot target the user) gains the skill cost multiplied by two as Aura.
Discord Server:
Spoiler (click to show/hide):
https://discord.gg/vxydYWF
https://discord.gg/vxydYWF
Footnotes
1. This RP will be DM'd by mrblah and RandomRoninKitten.
2. Our minimum player count is 3, and our max is 8.
3. Discord server is mandatory for those wishing to play. It's where we'll do battles, as well as regularly talk to our players and discuss any changes made to the mechanics.
4. Expected size of the RP... uh, big? Probably. Hopefully.