A
Asuras
Guest
Original poster
OOC
Spots Filled: 9/10
ACCEPTING ONE PLAYER
Themes: Fantasy, Assassins, Dice, Rebellion, Terrorism
Inspiration(s): Akame ga Kill
OOC Information:
I'm hoping to give players chances at taking meaningful decisions, with tangible and obvious consequences. There will be room for character improvement throughout, and danger will be ever-present; expect for your character to have many close calls, even outright death. All players who join will always have a spot open should their character die. Note also that dice will be used, so many of your character's actions and fates will be determined in part, by randomness.
THE SETTING
The world is conquered.
Untold ages ago an Empire managed the unthinkable, and through the power of an overwhelmingly more advanced force, took control of the entire globe. North and South, East and West; all was controlled by the massive, singular country. And through their technological might, they managed to maintain this grip on the world's nations.
A series of three systems, dubbed the 'Gauntlet' in various languages, ensured the Empire would not be wrested of its power. It was impenetrable, unbeatable, and unbearable. So powerful were they, that the mere prospect of defeating their forces or standing against them was akin to defying the gods themselves. Soon, the thought itself was lost.
The 'Angel' was the most obvious of the three systems; a massive structure, far into the sky, that looked down silently upon countries and men. The Angel was how rebellions were crushed, and the prospect of them ever starting again silenced. Defiant cities and nations were reduced to molten slag in an instant by the angel, which could strike any location within mere minutes. So potent and efficient is its power that none dare utter the words 'rebellion'. Rumors abound that the Angel itself can hear them from space.
The 'Priestess' is what sustained the Empire's spartan army. Through her endless reserves of magical energy and unparalleled healing potency, the Empire could ensure its knights were, quite literally, immortal. Dead knights of the Empire would rise from the mud, seemingly unharmed, and continue their campaign with unhindered efficiency. As each knight had surpassed the ideas of "expendable" or "invaluable", each was a walking champion, trained from birth to be as skilled a warrior as was physically possible. Their immortality, coupled with their unquestionable skill only served to further the terror the Empire could extend across the planet.
Through the 'Phalanx', the Empire could protect its seat of power. Though they may be considered paranoid, always worried, the Empire's Royal Family nevertheless remained unquestionably safe. A wall of army-destroying arcane cannons protect the Empire's capital city, able to destroy everything that lay in its sights. No opposition has ever stepped within miles of the capital without being suddenly and mercilessly vaporized.
Thanks to this gauntlet of power, the Empire has maintained control over the world, sapping wealth into its Royal Family for eons untold. None rise up against them, knowing full-well that their meager heroism cannot stand against the Empire. Nations can only mumble in anger at their situation, doomed forever to being a vassal.
This status quo was shattered in but a single, fateful day.
In a miraculous flash of light, the Angel burst into countless pieces, raining down to the earth like a shower of meteorites.
Within the same day, the capital city was sent into fits of terror and anguish as a hooded assailant revealed the severed head of the Priestess for all to see.
In but a day, the Empire had shrunk back, and its armies had lost their immortality. The prospect of rebellion had suddenly become possible. As the Empire's army had replaced the armies across the world, there were none but angry farmers and city folk who could actually defy the lingering might of the Empire. Against their heroic monstrous knights, however, there was still little hope.
Power had to be returned slowly.
A guild of assassins was formed to meet this difficulty.
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In Immortality's End, you will be playing as a member of the Bloodpeace Guild, newly formed and prepared to aid countless nations in ridding of the Empire's presence. The guild employs assassins and small bands of less discrete mercenaries to take on Empire VIP's and knights, in hopes that space may be made for nations to form their own armies. Newly initiated, you will first take on a low-tier but nevertheless important mission alongside others.
The danger is great, but you are being counted on to complete the mission, and continue onto even greater tasks as you continue to grow as a tool of rebellion. Know, however, that every one of your actions will ultimately have consequences. The shape of your destiny, as well as that of others around you, can shift drastically with a single swipe of the blade.
RULES
To maintain consistency and fervor, a posting schedule will be established that will be strictly enforced. Failure to post before the deadline date will result in a first-time warning (if it is especially late, there will be no warning). A second time will result in removal from the roleplay. Note that this only accounts for people who do not notify me of any obstacles to their posting (vacation, business, etc). If you are consistently not posting on time due to obstacles, I will simply skip over you.
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Unlike in prior roleplays I've done using dice, much of the rolling will be done by you, the player. Thanks to Iwaku's built-in dice roller, I can leave it to you all to roll the dice at the end of your posts, both to save me some time, and also for the fun of allowing you guys to see your own results (and despair). To this end, I will be providing a list of dice mechanics so you can more easily know when and in what way to roll when taking actions.
DICE MECHANICS
=Rolling Dice=
We will be using a d20 (gasp!). To better simulate the danger and skill present in all characters, we will be using a d20 roll paired with the base values of your stats to determine results. Whenever you make any sort of roll and after you've posted, you can 'Throw a die' in the 'More options' tab at the bottom of your thread post. Make sure to specify 1 die to be rolled, and that the faces are 20. Add this value to your stat in question, and edit the total value to the bottom of your post (make sure the value is obvious and easily visible!).
For example, should you wish to roll to attack another character, you would first make your post detailing your attempt to attack someone. Once posted, select 'More options' and then 'Throw a die'. Specify it to be 1 die with 20 faces, and roll it. Take the result and add it to your Finesse stat value, then edit it into the bottom of your post.
But wait, there's more!
To make things even smoother, you will also be rolling Might as well! You don't know if you'll be hitting the opponent, but just in case you do, might as well have your Might (heh) rolled as well, right? Do the same roll for your Might as well whenever you attack.
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=Might/Arcane, Finesse, Speed, and Fortitude/Spirit=
To damage an opponent, you first have to hit them, and then actually breach their defenses (if they have any). Might and Arcane simulate your raw damage output, Finesse represents your ability to hit, Speed your ability to avoid being hit, and Fortitude and Spirit as your defensive ability.
To hit an opponent, your Finesse must first outmatch their Speed. Your first roll when attacking someone will be Finesse vs. Speed. The attacker rolls Finesse (d20 + Finesse stat), and the defender rolls Speed (d20 + Speed stat). If the Finesse value is greater than the speed value, the attacker manages 'to hit'. If Speed wins, the defender managed to dodge.
To see if you actually hurt someone, though, requires yet another roll. Might vs. Fortitude (or Arcane vs. Spirit, in the case of magic/supernatural attacks). This roll is performed in exactly the same way as Finesse vs. Speed. Except in special cases, the enemy will always take 1 health point of damage if they (the defender) fail their Fortitude roll.
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=Critical Success and Failure=
Take note of that magical '20' value you might get when rolling d20. Getting a 20 on your roll means you got a Critical Success. Critical Successes work in different ways for different stats.
-If you are an attacker, should you get a Critical Success when rolling Finesse, you will get to add a whopping 10 base score to your following Might/Arcane roll.
-If you are a defender and are rolling Speed, a Critical Success equates to a "tactical dodge". Should you avoid being hit, the next time you roll Finesse against your opponent, you are in an advantageous position and get 10 base score added to your result.
-If you are an attacker rolling Might/Arcane and get a Critical Success, should you breach the opponent's defenses, you will deal 2 health instead of just 1.
-If you are a defender rolling Fortitude/Spirit and get a Critical Success, you automatically block/resist regardless of your total value.
But what if you get a 1 on your d20 roll?!
A 1 represents Critical Failure, either by bad luck, an honest mistake, or God's wrath. What happens when you get a Critical Failure? Anything could happen, really; it's up to you! The only rules behind Critical Failures are that they automatically cause the roll to fail. What happens specifically is up to your imagination. The other rules is that a Fortitude/Spirit Critical failure means you automatically take 2 damage.
There's good news though! You can only get one Critical Failure per battle even if you roll a 1 multiple times! The first time you roll a 1 in a battle will result in the first and only Critical Fail for the whole battle.
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=Perception=
Perception dictates how aware your character is of their surroundings; whispering individual's words, the rustling of an assassin's feet behind you, even the glimmering of an invisible enemy. You are free to roll Perception whenever you'd like, though it cannot be rolled alongside combat rolls. I will reveal potentially additional things to you if your character rolls Perception and gets a high enough score. Just... don't roll Perception every single post.
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=Abilities=
As abilities will have mechanics specifically tailored to them, there may be some confusion as to how exactly they may work in certain situations. If you are confused, don't hesitate to ask me. However, so long as you are confident in how they work according to the rules that have been set for them, then you are free to roll your abilities in your posts. Almost all abilities will count as an action, which means it's either using your ability or using a standard attack.
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=Distances=
The effective range your character can use a ranged weapon is determined by their Perception and Finesse. The higher your Perception, the further you can 'shoot' before your Finesse value begins to drop off. For each 1 point in Perception, you may attack at a range of 100 meters without causing your Finesse to decrease. Every 100 meters or less over your maximum range that you attack, your Finesse decreases by 2. For example, let's say you have 5 Perception and 4 Finesse.
You can attack at a maximum range of 500 meters with your full 4 Finesse. If you were to attack at 600 meters, your Finesse would drop to 2.
When rolling to catch up to someone, you can roll Speed vs. Speed (including the d20) to determine if one of the characters encountered difficulty traversing the terrain, slowing them. A Speed vs. Speed Critical Success on the attacker's side gives them +10 score value to their next Finesse vs. Speed roll should they opt to follow up with an attack.
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=Matched Rolls=
If an attacker and defender get the same total value in their roll (d20 + Stat), then victory goes to the individual who has a higher base stat. For example, if you had an attacker roll 10 with 5 base Might against an opponent's 6 roll with base 9 Fortitude, the attacker wins (10 Might is higher than 9 Fortitude).
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=Common Natural Debuffs=
CHARACTERS
Cast:
Ren Shokunin @Jakers
Aesil Kelthuriaz @ERode
Jagred Hollowcrest @SirStabby
Sahms Hayan @Zombehs
Elias Hawken @RJS
Rue Van Achteren @Click This
Amulak al Acterus @Psyker Landshark
Gestalt @Skyswimsky
Glinda von Hearte @Asuras
Characters within the Bloodpiece Guild express a myriad of backgrounds and talents; defeating the Empire one body at a time requires numerous skills to fully encompass the possible situations they may face along the way. Shadowy rogues, hulking mercenaries, mystic wizards. All are welcome, so long as they use their abilities towards ending the Empire's reign across the world. As you make your character, feel free to 'go wild'. As this roleplay is indeed inspired by Akame Ga Kill, characters will likely have fantastic or otherwise abnormal backgrounds to them, as well as great powers, physical abilities, or weapons of strange nature.
When making your character, remember a few key facts about the world;
- The Empire has had full monopoly over the entire world for untold eons. Your character has never known a world where they were not ruled by the lords and knights of the Empire.
- No country has been able to sustain a military. The knights of the Empire have served as the protection for all countries against bandits and beasts alike. Secret societies of fighters have appeared numerous times, and in most cases, have been dealt with by the Imperial Knights.
- Rebellion of any significant form has been dealt with consistently and swiftly every time; in the form of an apocalyptic death beam from the sky. Entire capitals have been turned into craters merely because of the resistance of its constituent countryside populaces.
- Save the mysterious Priestess-beheading assassin, no one with ill-intent has ever been able to approach the Empire's capital city. It is preposterously guarded, both by the Phalanx and ever-vigilant guardsmen.
- Until recently, the Imperial Knights were immortal in age and body; they were invincible. The Priestess' powers afforded the Empire's army true immortality, rendering all attempts to fight them useless, as their heroic skill also meant it was near impossible to even harm them in the first place. No one has ever killed an Imperial Knight.
- The Empire has sapped wealth steadily from the whole world. The capital is presumed to be a place of divine luxury. Individually, countries suffer very little from this tax, unless the lord presiding over them is especially corrupt and ill-mannered.
- The Bloodpeace Guild was formed recently. Hierarchy is still being solidified. Your character was contacted to enlist by a strange, ethereal bird for your skill.
- The Guild's location is a closely guarded secret, though your characters know its location, of course. It is found in the heart of the largest continent of the world. The Empire's 'homeland' is located on another continent, across an ocean.
- Magitech is essentially mechanisms that use automated spells in the form of etched runes to perform actions. "Spellslinging" mechanisms are essentially magitech items that cause a spell to be launched, generally through a barrel of some sort.
- The Empire utilizes magitech extensively, though the technology has seeped out into the rest of the world slowly and minimally.
Your character will possess "Stats" that determine how adept your character is at certain facets of combat and 'physique'. By putting points into each stat, you increase the chances that your attacks or attempts at various tasks will do what you intend. The stats are:
You have 50 points to spend across these stats. They should reflect what your character is good at! In addition to stats, your character will be given 3 "Abilities" they may have that will be given specific mechanics (determined by me) to use in or outside of battle. There are a few rules to these abilities:Might - Used to determine your physical ability when it comes to feats of pure strength; punching, lifting, and swinging weapons with a hefty weight, etc. This is your 'damage dealing' stat.
Finesse - Used to determine physical ability when it comes to feats of dexterity and precision; aiming, hitting with fast weapons, balancing, etc. This is your 'attempting to hit' stat.
Fortitude - Used to determine your ability to resist damage, be it poison or physical. This is your 'resisting physical damage' stat.
Health - How much life force you have, in a general sense; how much actual damage you can take before dying.
Speed - Used to determine how fast you are; running speed, striking speed, or otherwise. This is your 'dodging' stat.
Perception - How well you can detect worldly (or unworldly) effects; 5 senses and beyond. This is your 'detecting things' stat.
Arcane - The damage output of supernatural abilities. This is your 'magic damage' stat.
Spirit - The ability of your character to resist death effects, such as 1HKO's, dying at 0 health, going unconscious, and resisting magic damage.
- Abilities must always be avoidable or able to be circumvented. Things like guaranteed hits or instant death are not acceptable. Same goes for invincibility, even temporary. Simply put, no matter how you word your abilities, there will always be a chance that it will fail when used.
- Supernatural aspects to weapons or items that have significant use count as abilities. Things such as swords that can cut through "anything" or arrows that track their target are such examples. Flaming swords are not.
- No healing potions. Sorry!
- Activated buffs will always have greater stat bonuses than passive bonuses.
- Abilities are always subject to sudden and merciless nerfing or buffing! :3
Character Sheet
[/url]
[b]Name:
Age:
Gender:
Appearance:[/b] (As a description or at the top as an image, or both)
[b]Personality:
Biography:[/b]
[b]Stats:[/b]
[i]Might[/i] -
[i]Finesse[/i] -
[i]Fortitude[/i] -
[i]Health[/i] -
[i]Speed[/i] -
[i]Perception[/i] -
[i]Arcane[/i] -
[i]Spirit[/i] -
[b]Abilities:
Equipment:[/b]
[b]Theme Song(s):[/b]