[ OOC ] ~ SUNNEPHEIA ~ The Sundered World

Kausteiran people -- go nuts! 8D There is no health or dice rolls necessary this time, just roleplay like crazy and show off your skills! Make sure not to bring down the monster all on your own though x3
 
*is feeling discouraged about the Zmaragdos Thread*
 
Erg >< I've been totally overloaded with homework before the Christmas break. It's HIGH SCHOOL and I spent ten hours this week making a 20-page POP-UP BOOK. My life. I don't even.

Updates commencing though! XD Good news is that the testing week has ended and all our projects are being turned in tomorrow so I'm done for like 5 months! 8D I really had not planned for my inactivity to get so out of hand. Argh, that vacation really lost our thread! I know people will be busy during Christmas time too. Hopefully though cool monsters and quests can motivate everyone to keep participating and make this RP awesome!
 
All right. I've got to go to bed now but I have not been just doing nothing in these past few days! I've worked up awesome battles with all the dice rolls and accuracy and hit points shtuff for Pégulis and Zmaragdos, and will probably update Kausteira by that standard too since the "free-for-all" mode doesn't seem to be very engaging. It'll be up tomorrow! :D I'll post a comprehensive overview of the combat system here and in spoilers in the nation posts ^^
 
This is what I have so far of the Pégulis battle, which will DEFINITELY be up tomorrow 8D I made the system a whole lot more complex over the weekend, which means a longer wait now, but A LOT more fun later. I've got the Zmaragdos story done and the monster's stats. I'll add the Zmaragdosi PC and NPC stats tomorrow and then move on to make the Kausteira thread a real battle too :D I'll keep posting updates here so you notice how unlike a lazy sop I am ><



PART II
Dragon's Bane

Dragon-1.jpg






The Blue President glared fiercely at the vicious beast curling around a distant frosty spire. Even from the distance she could feel its chilling icy eyes staring back, fixated on the intricate tunnel system: the perfect nesting place. The dozens of spacious, warm caverns could safely house a dragon clutch, and Pahkné could not imagine many such places in the barren northlands. She had thought the dragons had all gone extinct post-Cataclysm, but it seemed that some had yet managed to survive. She thought of its thick, shining silver plates, reflecting the scorching white sun so brightly it practically blinded her when the ferocious beast launched into the sky. Then she turned around to face her people, and her chin rose in grim satisfaction. Mages with various glowing objects and murmured incantations, rogues with sharp daggers and glinting eyes, archers with rippling arms, spearthrowers tipping their projectiles in obsidian: the bane of all dragons, the only stone capable of slicing cleanly and easily through the dragon's powerful silver plates. At least, according to the ancient scrolls she'd dug up. She prayed silently that they had served her well.

"This dragon will attack us at any moment!" she cried, her voice carrying across the ice. Even in the stillness of the peak of noon, the air crackled with cold. "It seeks our home as its lair. If we fail to protect our home, we will be driven defenseless into the vast wastelands surrounding us. This is our last stand." She cast a hasty look at the dragon once more. "The monster could have burnt us all to ashes unawares long ago, but it has waited this long! See its weary wings, its saggy skin! See its swollen belly! This beast is about to bear more of its fiery spawn!" A roar of indignation rippled through the crowd, to Pahkné's great satisfaction. "This means that she is feeble! Her body feeds the parasites that would live to expunge us, and her mind is slave to protective instincts. Comrades, she is weak, physically and mentally alike! Our mission is simple – beckon her with food, preserve the protective shields, and target her greatest vulnerability – her stomach. Comrades, it is time! It is time to stand and fight in the name of Pégulis!"

Cheers echoed through the biting blue sky and with a flourish Pahkné and a select class of powerful mages, with a chant and a slight of the hand, snuffed out the shield around the enormous whale carcass draped across the ice, close to the mouth of the ocean where it had been hunted. The dragon moved uncertainly, muscles bunched and posture prowling like a snow leopard observing an unsuspecting hare. The mother dragon expected a trap, but the humans seemed so far away, and besides, so puny. Pahkné had no powers to aid in this venture, so she relied on the vast assortment of Barval spellcasters attuned to the winds, who might bend it to their favor: the weapons would fly longer and harder, a jet of fire would be cooled and scattered … provided the attack went as planned.

Killing a dragon was no easy matter, even with the booby trap they'd set in place designed to paralyze the mother in a vulnerable position. Even very young ones had been known, according to lore, to last two days and nights. Pahkné's eyes narrowed on the distant argent speck. She was counting on the mother dragon's lack of the virility and power of youth, hoping it would make this exhausted, cumbersome beast relatively easy picking. There was only one way to find out, and she hoped for no nasty surprises.







Battle I: Mother Ice Dragon


Enemy: Dragon Lv. 2
Type: Female Ancient Ice
Difficulty: Hard
Critical Hit Chance: 10%

Attack Points: 50-100
Basic: 50-75
Critical: Fire Jet: 100

Defense Points: 125
Basic: 100
Natural Armor: +50
Vulnerable Position: –25

Accuracy: 70-85%
Basic: 100%
Vulnerable Position: –10-20%
Slow Reflexes: –5-10%

Conditional Weaknesses: 3
Obsidian: –25 defense
Wind Support: –15 defense
Wind Dispersal: –25 attack, –25-50% accuracy

Conditional Strengths: 1
Iron: +20 defense


Total Modifiers
High susceptibility to any obsidian weapons
Interference of wind-controlling mages
Physically and mentally exhausted
Caught in a vulnerable position, movement restricted
Natural armor, though there are many defense penalties, good resistance to common iron
Very high basic attacks without many penalties


PC: Shardis
Type: Female Felleon
Experience: Novice
Critical Hit Chance: 7%

Attack Points: 15-25
Basic: 15-20
Critical: Claw Slash: 25

Defense Points: 55
Basic: 50
Thick Fur: +5
Fast Reflexes: +10
Weakness to Fire: –10

Accuracy: 95%
Basic: 85%
Massive Target: +5%
Fast Reflexes: +5%

Conditional Weaknesses: 1
Hit by Fire: –5 defense

Conditional Strengths: 3
Shielded: +50 defense
Wind Support: +10 attack
Dodge: +10 defense


Total Modifiers
Weakness to fire
Naturally thick, protective fur
Agile with ninja reflexes


PC: Medwick
Type: Male Human
Experience: Novice
Critical Hit Chance: 7%

Attack Points: 10-20
Basic: 10-20
Critical: Hit Weak Point: 25

Reinforcement: Uphold Shields: 85%
Basic Success Chance: 90%
Far Away: -5%

Defense Points: 65
Basic: 50
Far Away: +5
Balanced: +10

Accuracy: 70%
Basic: 85%
Far Away: –5%
Nearsighted: –10%

Conditional Weaknesses: 1
Near Miss: –5 attack

Conditional Strengths: 2
Shielded: +50 defense
Wind Support: +10 attack


Total Modifiers
Nearsighted; far away from target
Only moderate swordsmanship; has few attack spells; focus on protective magic
Among shield-casting mages; almost out of enemy's range but has distance penalty
A good climber; has excellent balance


PC: Eilene
Type: Female Aquarial
Experience: Novice
Critical Hit Chance: 10%

Attack Points: 30-40
Basic: 25
Critical: Vicious Strike: 35
Keen Senses: +5
Exhaustion: –3 attack PER TURN

Defense Points: 25
Basic: 50
Weakness to Fire: –15
Blindness: –20
Agile: +10

Accuracy: 100%
Basic: 85%
Massive Target: +10%
Keen Senses: +5%

Conditional Weaknesses: 2
Hit by Fire: –5 defense
Hateful Rage: –5 defense, 40% chance of hitting allies with 50% of attack, 10% chance of hitting allies with 100% of attack

Conditional Strengths: 3
Shielded: +50 defense
Hateful Rage: +25 attack
Wind Support: +10 attack


Total Modifiers
High susceptibility to fire
Blindness
Tires quickly due to poison
May slip into a hateful rage and attack allies
Keenly developed senses besides blindness (compensation)


NPC: Wind-Casting Mages
Type: Elemental Magic
Experience: Master - Virtuoso
Critical Hit Chance: 20%

Attack Points: 10-35
Basic: 10-20
Critical: Strangle: 35

Reinforcement: Wind Currents: 75%
Basic Success Chance: 45%
Working Together: +20%
Weather: +10%
Exhaustion: –2% PER TURN

Defense Points: 55
Basic: 45
Favorable Position: +10

Accuracy: 90-100%
Basic: 100%
Far Away: –5%
Massive Opponent: –5%

Conditional Weaknesses: 1
Weather Interference: –15% accuracy, -5% reinforcement success chance

Conditional Strengths: 1
Shields: +25-35 defense


Total Modifiers
Low endurance
Dependent on weather
Favorable position; on fringes of enemy range
High defense


NPC: Archers & Spearthrowers
Type: Obsidian Projectiles
Experience: Novice - Master
Critical Hit Chance: 10%

Attack Points: 20-50
Basic: 20-25
Critical: Deep Puncture: 35
Critical: Chest Wound: 50

Defense Points: 50
Basic: 40
Very Agile: +15
Vulnerable Position: –5

Accuracy: 65-100%
Basic: 100%
Hit Armor: –0-35%

Conditional Weaknesses: 2
Hit by Dragonsteel: –15 defense
Fire Interference: –15% accuracy

Conditional Strengths: 2
Wind Support: +15 attack, +20% accuracy, +5% critical hit chance
Shields: +30-50 defense


Total Modifiers
Potentially in range of dragon's sweeping tail (coated in dragonsteel)
High susceptibility to dragonsteel
Interference of wind-controlling mages
Potential high protection from fire- and physical-attack-proofed shields
Relative to dragon, excellent chance of dodging attacks (very agile)


NPC: Shield-Casting Mages
Type: Protective Magic
Experience: Virtuoso
Critical Hit Chance: 30%

Attack Points: 0-15
Basic: 0
Critical: Shield Ricochet: 15

Reinforcement: Shields: 85%
Basic Success Chance: 90%
Far Away: -5%
Exhaustion: –5% PER TURN

Defense Points: 60
Basic: 40
Favorable Position: +20

Accuracy: 100%
Basic: 90%
Favorable Position: +10%

Conditional Weaknesses: 1
Hit by Fire: –15 defense

Conditional Strengths: 1
Shields: +5-10 defense


Total Modifiers
High susceptibility to fire
Relative to Enemy, very low endurance as they are constantly channeling large amounts of energy into a lot of shields simultaneously
Favorably positioned; almost out of Enemy's range





Confused? Maybe this alphabetically ordered walkthrough will help! :D


Accuracy
Accuracy is the precision of an attack and determines its percentage effectivity. Attack points are multiplied by the accuracy percentage (determined by a dice roll, then applied modifiers), and the result rounded up. Let's say the monster attacks with 50 points, then rolls 65% accuracy. 50 x .65 = 32.5. The final attack points are then 33.

Attack Points / AP Distribution
Attack Points indicate by how many points your enemy's Defense decreases when you attack them. Your AP is influenced by critical hit chance, conditional strengths/weaknesses, and accuracy. If you are fighting more than one enemy, based on the location of each character, your attack will be broken into percentages distributed across all the opponents (so, the one in the very front receives 80% of your attack, while the small one far away is hit by 20%). This is called AP Distribution.

Conditional Strengths/Weaknesses
Set apart from permanent strengths and weaknesses found beneath each stat, conditional strengths and weaknesses have a *probability* of occurring beneath 100%, meaning they may or may not occur, while permanent strengths and weaknesses have a 100% chance of happening.

Critical Hits
Everyone has a basic critical hit chance of 0-5%, determined by a 1d100 roll. If the roll is 95-100, anyone has thus automatically scored a critical hit. Critical hit chances increase with experience in PCs and vary largely among NPCs. If a character has more than one critical hit attack, the likelihood of each attack having happened is evenly distributed, and determined by another roll. For example, if a monster has a 25% critical hit chance and 2 critical hit attacks, it will assign the first attack with 1-50 and the other with 51-100, then roll 2d100. The first roll indicates whether the hit was critical, and the second roll determines whether the first or second attack occurred. If the monster rolled a 51-100, it was the second attack; if 1-50, it was the first.

Defense Points
Defense Points are a character's health points. When attacked, they lose as much DP as their attack is strong. However, at the beginning of their turn, a character's health is restored by 10% (not of their original DP, of their current DP). Upon reaching 0 DP a character is considered incapacitated and/or unfit for battle and may choose to remove themselves to recover. Monsters and NPCs can and will do this just as much as PCs! Upon reaching negative DP, the character is considered dead, but negative DP can only be reached when attacked with 0 DP. That is, if your DP is higher than 0, the minimum DP you'll drop to remains 0 until you hit 0 and choose to continue battling.

Experience
Experience is the overall skill a PC or allied NPC possesses. Enemies' experience is indicated by their Level. Experience does not actually affect the stats directly, but as experience is gained, stats do increase. How depends entirely on the manner in which the experience was attained! The way you roleplay reflects the skills your character emphasizes in combat, and these will increase the more you use and develop them. Experience is also a simple way of letting you know OOC how much control and understanding your character has over and of his/her skills. It also helps compare the general capabilities of opposing factions in combat. Regardless of character history, everyone starts out as a Novice! The ranks continue in this order:
Novice - Proficient - Intermediate - Adept - Master - Virtuoso - Fabled - Heroic.

Modifier
A modifier is something about a character, their opponent or their surroundings that affects the character's interaction with others and thus performance in activities such as battle. Modifiers are quantitatively expressed as states, further divided into permanent and conditional strengths and weaknesses. A list of total modifiers, including neutral modifiers which may not be involved in stats if they cancel out, can be found underneath every character's stats.

Reinforcement
Reinforcements are actions that a character can make to positively affect an ally of theirs, including themselves, potentially indirectly harming the enemy – such as enchanting a sword or warding an ally with a protective shield. Reinforcements cannot directly harm an enemy – that would classify an action as an attack.

Round
One round of battle is when everyone including the enemy has had a turn.

Statistics
Statistics, or stats, are a character's attributes expressed quantitatively, that is, numerically. Qualitative attributes would be, for instance, John cannot see in the dark. A statistic would be a –5 defense penalty on John's character during a battle that takes place in the dark or dim light. Among a character's primary stats are attack points (AP), defense points (DP), and accuracy. Not everyone has the same stats, but everyone has those.

Turn
A turn in battle is when one character has passed through the action sequences available to them and can no longer do anything, thereby ending their turn.

The combat goes by turns. Each turn is structured in this manner:

1 - Collect 10% Defense Points & Reinforcement Bonuses [May Choose To Leave Battle Here]
2 - Roll for Attack Points & Modifiers
3 - Roll for Critical Hit Chance
4 - Roll for Accuracy & Modifiers
5 - Attack Enemy (decrease targeted enemy's DP)
6 - Roll for Reinforcement Points & Modifiers (targeted allies will receive on their turn)
7 - Roll for Conditional Strengths in Next Turn
8 - Roll for Conditional Weaknesses in Next Turn
9 - End Turn [May Choose To Leave Battle Here]

In this battle, the turn sequence is:

1 - NPC: Shield Mages
2 - NPC: Wind Mages
3 - NPC: Archers & Spearthrowers
4 - PCs (first come first serve)
5 - Enemy: Mother Ice Dragon Lv. 2

When everyone in the sequence has had one turn, a round has ended. Upon completion of every round, there will be an interlude where the GM makes a post recapping in words and awesome pics how the battle has gone. It'll also provide an easy to read summary for players to look over. Then the next round begins.

In this battle, the reinforcements are:


1 - NPC: Shield Mages have an 85% chance of raising all PC defenses by 50 and positively affecting NPC defenses.

2 - NPC: Wind Mages have a 75% chance of reinforcing all PC attacks by 10 and positively affecting NPC attacks.

3 - PC: Medwick is among the Shield Mages. He has an 85% chance of increasing the possibility of the Shield Mages' reinforcement succeeding by 5%.
In this battle, the AP distribution is:


1 - ENEMY - 100% of Allied attack
NPC: Mother Ice Dragon Lv. 2

2 - ALLIED FRONT - 50% of enemy attack
NPC: Archers & Spearthrowers - 40%
PC: Shardis - 5%
PC: Eilene - 5%

3 - ALLIED SUPPORT I - 25% of enemy attack
NPC: Wind-Casting Mages

4 - ALLIED SUPPORT II - 25% of enemy attack
NPC: Shield-Casting Mages - 20%
PC: Medwick - 5%

For our very first battle, I have provided a "battle skeleton", which is an outline of when everyone needs to roll for what. I thought it might be a helpful reference to prevent confusion as it's our first time trying out a system that, so far, has existed only in theory. In fact, we may have to make changes depending on how well this goes, so suggestions for change are welcomed!

Shield Mages

1 - Collect 10% Defense Points (6 points); collect Shielded Conditional Strength if successfully raised Shields last turn; collect Maintain Shield Support Conditional Strength if Medwick successfully reinforced Shields - Total DP: 66

2 - Roll for Conditional Strengths in Next Turn - Omit Step (all strengths dependent on #6); if #6 successful, +5-10 defense

3 - Roll for Conditional Weaknesses in Next Turn - Roll 1d100; if x-100 rolled, -15 defense due to being hit by fire

4 - Roll for Attack Points - 0 AP; Omit Step

5 - Roll for Critical Hit Chance - Roll 1d100; if 70-100 rolled, score Critical Hit

6 - Roll for Accuracy - 100%; Omit Step

7 - Attack Enemy - If scored Critical Hit, Enemy DP -15; otherwise, Omit Step

8 - Roll for Reinforcement Points - Roll 1d100; if 15-100 rolled, success, Shields affect allies; if 1-14 rolled, failure, no Shields raised

9 - End Turn - DP: 66


Wind Mages

1 - Collect 10% Defense Points (5.5 points); collect Shielded Conditional Strength if Shield Mages successfully raised Shields - Total DP: 60.5

2 - Roll for Conditional Strengths - Omit Step (all strengths dependent on reinforcement)

3 - Roll for Conditional Weaknesses - 1d100; if x-100 rolled, -15% accuracy and -5% reinforcement success chance due to weather interference

4 - Roll for Attack Points - 1d11. 9 is added to score.

5 - Roll for Critical Hit Chance - 1d100; if 80-100 rolled, score Critical Hit

6 - Roll for Accuracy - 1d11. 89 is added to score. Multiply percentage with AP

7 - Attack Enemy - Enemy DP subtracted by AP score from #6

8 - Roll for Reinforcement Points - 1d100; if 25-100 rolled, success, Currents affect allies positively and enemies negatively; if 1-24 rolled, failure

9 - End Turn - DP: 60.5


Archers & Spearthrowers

1 - Collect 10% Defense Points (5 points); collect Shielded Conditional Strength if Shield Mages successfully raised Shields; collect Wind Support Conditional Strength if Wind Mages successfully manipulated Currents - Total DP: 55

2 - Roll for Conditional Strengths - Omit Step (all strengths dependent on reinforcement)

3 - Roll for Conditional Weaknesses - 1d100; if x-100 rolled, -15 defense due to being hit by dragonsteel; 1d100 again; if x-100 rolled, -15% accuracy due to fire interference

4 - Roll for Attack Points - 1d6. 19 is added to score.

5 - Roll for Critical Hit Chance - 1d100; if 90-100 rolled, score Critical Hit; roll 1d100 again; if 1-50, Deep Puncture; if 51-100, Chest Wound

6 - Roll for Accuracy - 1d36. 64 is added to score. Multiply percentage with AP

7 - Attack Enemy - Enemy DP subtracted by AP score from #6

8 - Roll for Reinforcement Points - not a reinforcing unit; Omit Step

9 - End Turn - DP: 55


Medwick

1 - Collect 10% Defense Points (6.5 points); collect Shielded Conditional Strength if Shield Mages successfully raised Shields; collect Wind Support Conditional Strength if Wind Mages successfully manipulated Currents - Total DP: 71.5

2 - Roll for Attack Points - 1d11. 9 is added to score.

3 - Roll for Conditional Strengths - Omit Step (all strengths dependent on reinforcement)

4 - Roll for Conditional Weaknesses - 1d100; if x-100 rolled, –5 attack due to nearly missing opponent

5 - Roll for Critical Hit Chance - 1d100; if 93-100 rolled, score Critical Hit

6 - Roll for Accuracy - Multiply AP by 70%

7 - Attack Enemy - Enemy DP subtracted by AP score from #6

8 - Roll for Reinforcement Points - 1d100; if 15-100 rolled, success, Shield Mages have 5% greater chance of reinforcement success; if 1-14 rolled, failure

9 - End Turn - DP: 71.5


Shardis

1 - Collect 10% Defense Points (5.5 points); collect Shielded Conditional Strength if Shield Mages successfully raised Shields; collect Wind Support Conditional Strength if Wind Mages successfully manipulated Currents - Total DP: 60.5

2 - Roll for Conditional Strengths - 1d100; if x-100 rolled, +10 defense due to dodging attack

3 - Roll for Conditional Weaknesses - 1d100; if x-100 rolled, –5 defense due to being hit by fire

4 - Roll for Attack Points - 1d6. 14 is added to score.

5 - Roll for Critical Hit Chance - 1d100; if 93-100 rolled, score Critical Hit

6 - Roll for Accuracy - Multiply AP by 95%

7 - Attack Enemy - Enemy DP subtracted by AP score from #6

8 - Roll for Reinforcement Points - not a reinforcing unit; Omit Step

9 - End Turn - DP: 60.5


Eilene

1 - Collect 10% Defense Points (2.5); collect Shielded Conditional Strength if Shield Mages successfully raised Shields; collect Wind Support Conditional Strength if Wind Mages successfully manipulated Currents - Total DP: 27.5

2 - Roll for Conditional Strengths - 1d100; if x-100 rolled, +25 attack, –5 defense, 40% chance of hitting allies with 50% of attack, 10% chance of hitting allies with 100% of attack due to hateful rage

3 - Roll for Conditional Weaknesses - 1d100; if x-100 rolled, +25 attack, –5 defense, 40% chance of hitting allies with 50% of attack, 10% chance of hitting allies with 100% of attack due to hateful rage; if x-100 rolled, –5 defense due to being hit by fire

4 - Roll for Attack Points - 30; Omit Step

5 - Roll for Critical Hit Chance - 1d100; if 90-100 rolled, score Critical Hit

6 - Roll for Accuracy - 100%; Omit Step

7 - Attack Enemy - Enemy DP subtracted by AP score from #6

8 - Roll for Reinforcement Points - not a reinforcing unit; Omit Step

9 - End Turn - DP: 27.5


Ice Dragon

1 - Collect 10% Defense Points (2.5 points) - Total DP: 125 minus Allied attacks +10% of remaining DP

2 - Roll for Conditional Strengths - 1d100; if x-100 rolled, +20 defense due to being attacked by iron weapons

3 - Roll for Conditional Weaknesses - 1d100; if x-100 rolled, –25 defense due to being attacked by obsidian weapons

4 - Roll for Attack Points - 1d26. 49 is added to score.

5 - Roll for Critical Hit Chance - 1d100; if 90-100 rolled, score Critical Hit

6 - Roll for Accuracy - 1d16. 64 is added to score.

7 - Attack Enemy - Allied DP subtracted by distributed AP score from #6

8 - Roll for Reinforcement Points - not a reinforcing unit; Omit Step

9 - End Turn - DP: 125 minus Allied attacks +10% of remaining DP


OOC Notes
You'll see that in this battle, Medwick and Shardis have received a +2% critical hit chance. This is indicative of an experience raise due to their previous battle with the were-bear, which was awesomely played :D Eilene, on the other hand, has +5% critical hit chance due to her Critical Strike skill. Additionally, Medwick would usually be given the opportunity to make a shield spell for himself, but he is currently among the mages shielding everyone so that element has been removed from this battle. You will see that everyone's strengths and weaknesses enormously affect their character, and that basic stats are influenced by inherent racial attributes. While everyone is still rather inexperienced I can assure you the battle is set up to make you PCs practically invincible :D If your combat stats aren't looking spectacular compared to others, don't worry – that just means you'll be more proficient than they in non-combat-related stats that'll come in handy when we're doing things besides battling, such as bribing guards, surviving in a blizzard or participating in diplomatic parleys ^^ I am always up for discussing a change in your char's stats if you see my decisions as unfair. Remember that the intensity of the penalties and bonuses will vary depending on the enemy and surrounding territory. Now go out, my little darlings, and KIIIIIILLLL >8D

This is where all turns and dice rolls will be recorded!


 
never done this before...what do i do now? o,0

All right, for everyone wondering this, here's the basic idea…

1 ~ Read the "Process" spoiler at the bottom.
2 ~ Take note of the battle sequence and turn structure.
3 ~ Wait until it's your turn in the sequence (right now, GM still has to roll for NPCs)
4 ~ Do your turn (see your char's info in the "Battle Skeleton" spoiler under "Process" if you're lost on what to do)
5 ~ Wait until it's your turn again ^^

At any time the "Combat Log" will let you know where we are. "Terms" lists definitions if you're confused by terms like "stat", "modifier" or "reinforcement". Hope this helps :D
 

Done with everything! :D I hope everyone will have lots of fun battling! >8D
 
I just have a few questions here, hopefully I aren't being totally blind and missed the info in the first posts:p

-You mentiond races have mixed a lot with humans resulting in humans gaining exotic features as well as other races becoming more humanoid, so does that mean you could add in small traits for example having a human have a slight point to the ears or skin tones and such?

-Can an Aenigmae keep semi solidifed for as long as it wishes or has it limits?

-If a person is affected by the poison of the world how does it show? Do they get sick quickly or gradually get worse until they die, and are there different kinds of poisons infecting the world or just one?
 
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I just have a few questions here, hopefully I aren't being totally blind and missed the info in the first posts:p
Not at all! Your questions show that you've read A LOT of material and seen things I've completely forgotten about, which I find … really impressive O_O

-You mentiond races have mixed a lot with humans resulting in humans gaining exotic features as well as other races becoming more humanoid, so does that mean you could add in small traits for example having a human have a slight point to the ears or skin tones and such?
Oh, absolutely. As long as they don't have special skills reserved for other races (breathing underwater, seeing in the dark, a thick coat of fur/scales, super-senses, etc.), humans can display physical traits typical of other races (bone structure, skin tone, skin texture, etc.)

-Can an Aenigmae keep semi solidifed for as long as it wishes or has it limits?
An aenigma can remain semi-solidified for as long as it wishes, but ONLY when in contact with their lopos, no other person/thing.

-If a person is affected by the poison of the world how does it show? Do they get sick quickly or gradually get worse until they die, and are there different kinds of poisons infecting the world or just one?
There are maaaaaaaaany different kinds >< In battle, poison will usually steadily decrease a person's defense/health over each turn. Outside of battle, if someone actually wants their char to get poisoned, we'll work out a way for that to affect the char. Eilene is a great example ^^
 
There, I think I'm done with her now:D

Name:
Kana N'falar
Gender: Female
Race: Human
Age: 23
Nationality: Kausteira, the City of Avarath
Occupation: Potter

Appearance: Standing close to 5'10” Kana has long dark brown hair with short bangs that she often keeps in a ponytail while working, almond shaped blue black eyes and tanned rubbery skin. She is strong and while she is relatively willowy has a muscular build although still quite agile and has quick reflexes, her ears have a slight point to them instead of the usually rounded edge. She mostly wears white harem trousers with soft leather shoes, a long maroon robe-like, short sleeved dress with slits along each side up past her knees together with a long sash tied around her waist. She has a leather arm guard on her left arm to steady her weakened limb and a gold bracelet on the other, Kana also have a shoulder bag with some simple supplies, including a cloak to protect her in harsher weather and some tools to care for her weapons.

Balsa 1.jpg (The differences between the picture and Kana is mainly the trousers, shoes, her eye colour and her bag.)

Personality: Generally calm and collected Kana is a realist, though others may call it being negative, she wants the world to be healed but she dares not believe in it although now she is determined to do what she can to help. She can be easily provoked depending on the subject and while she can bicker with people Kana isn't fond of fighting or being angry and she quickly calms down when enraged though she can keep grudges against people for a long time. She is a bit controversial as she dislikes ordering people around and isn't really a leader type but neither does she like being ordered around or told what she can or cannot do. While appearing confident and quiet she is a bit insecure, afraid of getting hurt, although she doesn't let that keep her from interacting with people and being friendly and outgoing when she feels like it.

Being a book lover Kana has read a lot and often sits down comfortably to read with Raeus in her lap, because of this she has a wide range of knowledge with many subjects but not so much in each. Having seen little of the world but read about it much more Kana is curious about it and would like to see more but with the poison slowly killing the world and all the dangers she isn't very inclined to leave the relative safety of Avarath.

Skills: Kana is very skilled with a spear having trained with it for many years and likes to have a bit of distance to her enemies that a long spear gives her. She is also quite skilled with her two long knives that she carries with her just in case she looses or breaks her spear or for some reason need to fight close range. She is fast both when moving and in her reflexes and being a lover of heights she is a good climber, she has decent stamina as well.

Weaknesses: Kana is claustrophobic and can't stand small spaces or the feeling of being stuck but she can fight the panic attacks for a short time. When she was seventeen she dislocated her left elbow in a training accident and even though it has healed she is significantly weaker in that arm and can't have too much pressure on it. Despite a bit of Forest Kin blood in her and growing up in Edel Kana is terrible with a bow, her aim and range whenever she can let an arrow fly is deplorable, she also has little to none affinity for magic.

Aenigma Name:
Raeus the Empath Gryphon.
Aenigma Gender: Male

Aenigma Appearance: Raeus is very small, barely a foot tall with wings just big enough for him to fly with, he has the head and front legs of a bald eagle and the hind legs of a lion, on his head he has two ears similar to a horse's albeit smaller and slimmer. His large eyes are a bright amber and his fur and feathers have a sheen of metallic bronze while his aura shines with the blue black of his lopos eyes. His feathers are dark brown with a beige rim around the edge and his head is white, feathers stretch down his back and mixes with the golden hue of his fur. His beak is curved and his claws long although he can't actually attack someone with them, his long tail ends in a tuft of dark brown fur.

Gryphon cub.jpg (The differences between the picture and Raeus is mainly his size, the eagle part of him and the colouring.)

Aenigma Personality: Raeus is quite lazy and prefers to nap when he can, he often keeps a half solidified form so he can hitch a ride on Kana's shoulder or lie in her lap, although he can be playful and devious when he feels like it. Proud and protective he doesn't like to take orders and he is strongly tied to Kana, preferring to be close to her at all times and is always prepared to glare and growl at others coming near his other half. Curious about new things and sights Raeus can easily get caught up in something he deems interesting but can just as quickly loose interest.

Aenigma History:
Born at the same time as Kana he gained his name when she neared the age of three and her parents could clearly hear what she called him. Being an Empath Raeus has always remained close to Kana, preferring physical contact and has a very strong tie emotionally to Kana, and even though he can't empathize with her physical pain he comforts her anyway. Still to this day the two have never been further apart than a few metres.

Sexual Orientation:
Straight
Relationship: Single/available although so far she is quite oblivious to love despite her age.
Family: Her father Lakon, 49.

History: Born in Edel, Zmaragdos to a relatively wealthy merchant family on her mothers side she had Forest Kin blood although Kana never really learned their skill with the bow. She was never a girly type, instead preferring trousers above skirts and more tomboyish activities like climbing and learning how to fight. When her mother died from a decease when she was seven Kana was devastated and only the support of Raeus helped her through it and some time after that her father moved them back to his home land of Kausteira, at first Kana hated to hot and dry land compared to the cool forests of Zmaragdos but she slowly got used to it. Thankfully they had moved to Avarath which was situated in between the harsh desert landscape and a more lush forest so the climate wasn't as scorching as in the rest of Kausteira though it was still hot and dry.

During her life she took on the interest of pottery and evened out her time of learning to fight with a spear with making pottery as well as spending her free time climbing or venturing a bit outside the city. When she was seventeen she dislocated her left elbow when training and despite it healing well she would always feel the after effects of the damage, and as she was naturally left handed she had to learn how to use her right arm as well. As she grew older she picked up on using dual knives as well but also decided to make use of her potter skills and started selling her wares.

Recently Kana's father Lakon was infected with a poison through a plant he'd come over through his work and now he is slowly dying, perhaps not for some year or more but the more it spreads through him the more his death is certain. Now Kana is determined to do whatever she can to help him survive, and the only way to do that is to rid the world of poison, or at leas that is what she hopes. Now if she only knew a way to go about reaching her goal.
 
I'm sorry Quill. I'm unable to continue. T_T
 
Heh, Quill, rather ;)
I can't say it isn't a bummer, but I'm glad you're letting me know up front! I'm hoping that as we lose players we'll absorb more, I'm out scouting and if everyone can spread the word among friends that might catch on that'd be awesome :D

Also Elflady! Great CS, accepted :D Can't wait to see your charrie in action!
 
I'm for messing up your name Quill ~ I'm a bit spaced and realized it when you just asked a question in Cbox. T_T Don't hold it against me?
 
Great, then do I just jump into the action in Avarath or do I roll a dice or something?
 
Hmm. I'd whip up a char outline for ya, but I'm making an emergency wizard for a D&D campaign of Asmo's last minute ><

Therefore – just post :D Later I will record your strengths/weaknesses and just assign numerical values to whatever damage you deal :D
 
Yeah female Kausteirans! *high fives* (Incidentally, both with names that start with K with aenigmae starting with R. =D)