Ordinis Sancti Percute; The True Accounting of World War 2.

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Picking a class costs 1 trait point ;)

The Winchester and Knuckle-Knife don't need to spend a trait point for, it's "normal" equipment, the traits are generally for special gear. And i'd say your enhanced combat prowess is a 2 pointer. So once those adjustments are done, accepted.


The only Necromancers are found in Hitlers camp. The Covenant has Necromancers put to death on discovery.
Adjusted my stuffs.
 
Hmm. So if I create an app I can make a custom magic class correct?
 
Does equipment related to the individuals powers count as traits or equipment?
 
Does equipment related to the individuals powers count as traits or equipment?

Only for, so to speak, unusual equipment. Like in my examples, a ring that douses fire for a fire mage would cost a trait, but a soldier wouldn't have to spend a trait to have a M1 Garand, Thompson Submachinegun or a couple grenades.

Same as for a mage, if they have a staff and all it does is serve as a focus for their powers (IE they use the staff to direct fireballs instead of their hands) then it wouldn't cost a trait. But if the staff could throw fireballs itself, it'd cost a trait.
 
Ravencloak Mage.jpg
Name
: Jace Morteres
Gender: Male
Appearance: An Irish-English man with bright, blue eyes, a vertical scar over the right eye, with pale-ish skin and a brown goatee and short-ish hair he keeps slicked back. He is thin, with a squarish jaw and the build of a man trained for military service. He stands about 5'11, and often wears his custom cloak, as well as a white, button-down shirt, black pants, boots, and a half-finger glove on his left hand.
Specialisation: Occultist (Illusionist)
History: Jace Morteres, and Irish-Englishman raised in Ireland was born to a family of Illusionists. Natuarlly, he was inducted into the Illusionist Guild at the proper age of six, when the imagination was powerful and the mind not yet set on anything. He has trained his mind and body for years, proving to be the most powerful illusionist of his bloodline since his great grandfather, whom he looks like. He has trained in the arts since, and when he was presented with his choice of Path after graduating Level two at twenty, he chose the path of the Mindshadow: Nightmare Manipulation. He quickly became one of the most feared and respected Illusionists in the guild. He still has six months and three tests administered by the guild before he can graduate to Hellmind, the most powerful rank in his Path, and from there, Reality Bender, a master Illusionist who can alter the physical world. Only the Guild Masters have reached this level so far, but Jace has high hopes and great potential. He joined the Ordinis Sancti Percute in hopes of bettering his skills, increasing his strengths, and ridding the world of the Nazi menace.
Traits:
Gambit (Illusionist Level 1)- The most basic level of Illusionist. Powerful enough to cause confusion, minor hallucinations, and perform tricks such as making things seem to disappear and then reappear elsewhere. Perfect for the con-man or entertainer.
Architect of Thought (Illusionist Level 2)- A more powerful level of Illusion magic. Previous abilities become more powerful, and new abilities include group illusions such as summoning light, basic appearance changes (facial features and gender at higher cost, no looking like animals or demons), temporary invisibility, temporary memory wipes, planting thoughts into people's minds or changing ones already there, minor mind reading, and sensory deception. Perfect for the small-time Rogue, infiltrator, interrogator, or other "undesirable".
Mindshadow (Illusionist Level 3, Nightmare Path)- Illusionists, after graduating level two, choose a specific path of illusion magic to focus on in addition to their previous abilities. These powers are unique to their respective paths, and no member of another path can replicate them without extreme focus, and even then not as powerfully. Previous abilities become even more powerful, with special emphasis on the hallucinations. Hallucination abilities now include the ability to tap into the part of the mind that stores fears and brings them to life, hallucinations of terrifying creatures in the shadows, hallucinations cast on allies to make them look like monsters or enemies, and extreme stimulation of the fear center of the brain, sometimes causing temporary paralysis or death by overdose of adrenaline and extreme anxiety.

Set of Charms: A set of charms worn around the waist on a belt. While not actively wielded, the stored energy inside can be called upon when the wearer runs out of mana.

Focus Stone: A stone that floats around Jace, used by him in meditation to focus his energies. He can make it stop floating whenever he wants.

Shaderaven Companion: A companion Shaderaven, a type of bird made of pure shadow energy. Often considered taboo because of Shadecrature's ties with necromancers in the past, the exception is made for Illusionists, who's arts are relatively taboo anyway, but viewed as necessary. The bird, being an incorporeal creature, cannot be harmed, but neither can it interact with the physical world. It can, however, be used in battle to obscure and opponents vision. It appears to be made of thick smoke.


Equipment: Beaked cloak with leather harness, five small vials (one of air, one of dirt, one of water, and one of ash, worn on the leather harness. The fifth, filled with blood, is worn on a necklace around his neck. They represent the five elements, air, earth, fire, water and life, and are purely for spiritual purposes.), a staff tipped with four spikes and a crystal sphere (see Sauruman's Staff), a Colt Model 1903 he keeps silenced, and a small, sturdy athame he uses for religious and combat purposes.
Miscellaneous: The Illusionist Guild and it's schools are relatively unrelated to the Covenant, preferring to keep to their own. The only conact they have with the normal world is with the powers of the Level one Illusionist, as performers and con men. Jace is no exception. Also, he was named after the famous Illusionist Jace Beleren.
Disclaimer: I "Thomas McTavish" consent to having my character murderised for the needs of the plot, to move things on, because i'm plain unlucky or did something incredibly stupid.
 
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View attachment 60979
Name
: Jace Morteres
Gender: Male
Appearance: An Irish-English man with bright, blue eyes, a vertical scar over the right eye, with pale-ish skin and a brown goatee and short-ish hair he keeps slicked back. He is thin, with a squarish jaw and the build of a man trained for military service. He stands about 5'11, and often wears his custom cloak, as well as a white, button-down shirt, black pants, boots, and a half-finger glove on his left hand.
Specialisation: Occultist (Illusionist)
History:
Traits:
Gambit (Illusionist Level 1)- The most basic level of Illusionist. Powerful enough to cause confusion, minor hallucinations, and perform tricks such as making things seem to disappear and then reappear elsewhere. Perfect for the con-man or entertainer.
Architect of Thought (Illusionist Level 2)- A more powerful level of Illusion magic. Previous abilities become more powerful, and new abilities include group illusions such as summoning light, basic appearance changes (facial features and gender at higher cost, no looking like animals or demons), temporary invisibility, temporary memory wipes, planting thoughts into people's minds or changing ones already there, minor mind reading, and sensory deception. Perfect for the small-time Rogue, infiltrator, interrogator, or other "undesirable".
Mindshadow (Illusionist Level 3, Nightmare Path)- Illusionists, after graduating level two, choose a specific path of illusion magic to focus on in addition to their previous abilities. These powers are unique to their respective paths, and no member of another path can replicate them without extreme focus, and even then not as powerfully. Previous abilities become even more powerful, with special emphasis on the hallucinations. Hallucination abilities now include the ability to tap into the part of the mind that stores fears and brings them to life, hallucinations of terrifying creatures in the shadows, hallucinations cast on allies to make them look like monsters or enemies, and extreme stimulation of the fear center of the brain, sometimes causing temporary paralysis or death by overdose of adrenaline and extreme anxiety.

Set of Charms: A set of charms worn around the waist on a belt. While not actively wielded, the stored energy inside can be called upon when the wearer runs out of mana.

Focus Stone: A stone that floats around Jace, used by him in meditation to focus his energies. He can make it stop floating whenever he wants.

Shaderaven Companion: A companion Shaderaven, a type of bird made of pure shadow energy. Often considered taboo because of Shadecrature's ties with necromancers in the past, the exception is made for Illusionists, who's arts are relatively taboo anyway, but viewed as necessary. The bird, being an incorporeal creature, cannot be harmed, but neither can it interact with the physical world. It can, however, be used in battle to obscure and opponents vision. It appears to be made of thick smoke.


Equipment: Beaked cloak with leather harness, five small vials (one of air, one of dirt, one of water, and one of ash, worn on the leather harness. The fifth, filled with blood, is worn on a necklace around his neck. They represent the five elements, air, earth, fire, water and life, and are purely for spiritual purposes.), a staff tipped with four spikes and a crystal sphere (see Sauruman's Staff), a Colt Model 1903 he keeps silenced, and a small, sturdy athame he uses for religious and combat purposes.
Miscellaneous: The Illusionist Guild and it's schools are relatively unrelated to the Covenant, preferring to keep to their own. The only conact they have with the normal world is with the powers of the Level one Illusionist, as performers and con men. Jace is no exception. Also, he was named after the famous Illusionist Jace Beleren.
Disclaimer: I "Thomas McTavish" consent to having my character murderised for the needs of the plot, to move things on, because i'm plain unlucky or did something incredibly stupid.

Accepted, looks good ;P
 
I am definitely interested in this. I'm just trying to grasp the table-top point system ya'll got going here. I think The plot is great.

Sorry to have taken up some of your space.

I decided to back out of this because I don't think I'll be able to keep up with the system of the game.
Wish you all luck and I hope you have fun. It's a great plot so I'm sure it'll be wicked.
 
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Ok the only issue is the Bloodline trait. Edit it to "potential", but as-is the trait would be denied, people have to level up to that level of strength/speed/wet dog smell...

;)
 
You could just say she has the -potential- for that level of power, as suggested.
 
Not a chance, potential. You'd still get a power boost, just not at maximum Alpha level.
 
Fair enough, then. Your charrie.
 


  • Gender: Male
    Age: 34
    Nationality: Australian

    Specialisation: Investigator
    History:
    The Zike family have been wealthy for a long time now, 'old money' is the term most often applied, most of this money comes from global business holdings in a number of industries and interests. Nathanials Father took to running the family holdings well and they have seen considerable growth since Nathanials Grandfather retired. As a result of this family wealth Nathanials life has been nothing but comfortable for the most part, he went to the best schools, had access to any toy he wanted (including 'big boy toys' as he has grown older), has been around the world on numerous family vacations and business trips, has a thriving social life that saw him rubbing elbows with various other rich families and government officials around the world. To top it off his entire family is alive and well including several uncles a brother and sister and of course his parents.
    The Zike family have also been associates and financial contributors of the Covenant of Peace for many years and each member of the family is familiar with the organisation. Nathanial himself has been acting as a courier and occasionally a scout for the Covenant for the past ten years, using his hobbies of motor racing, hunting, flying and his families businesses as a cover for those activities. With the official formation of the Ordinis Sancti Percute, Nathanial has joined the Order as more of a support specialist than the more combat capable in its ranks.

  • Errol06LG.jpg


  • High Speed Driving; Nathanial has spent years of his life on the professional racing circuits and has become quite adept as handling vehicles at high speeds.
    Aviation; Being the son of a rich family Nathanial also learned to fly, from small light wing craft to mid sized private cargo planes. The later of which he actually owns so that he could fly his race car around the world to the different races over the years.
    Connections in High Places; The Zike Family, naturally being quite wealthy have connections all over the world in businesses and governments, on occasion Nathanial may be able to make use of some of these connections in the course of their duties.
    Scholastic Lore: Covenant of Peace; The Zike Family have long been associated with the Covenant of Peace and have been one of the higher financial contributors to the organisation for almost as long, as such Nathanial was practically raised with knowledge of the group and the forces they face at large.
    Winchester Rifle; Nathanial carries a reliable Winchester Model 1894 loaded with the traditional .30WCF calibre. Originally purchased and used for hunting he is a fair shot with it though he is far from being an expert marksman.
    Keen Sight; Game moving in a dense forest, small pot holes on a road, ducks flying south about to be sucked into the plane engine. These are just some of the things one needs a good eyesight for in the hobbies Nathanial enjoys and as a result his sight is keener than most at picking up irregularities.


  • Equipment:
    Winchester Model 1894, 8 shot of .30 WCF calibre, lever action rifle with a 26" barrel.
    Smoking Pipe
    Binoculars
    Pocket Knife
    Douglas DC-3,
    Modified with large cargo doors and much of the passenger capacity removed for the loading of Nathanial's racer and a small amount of support equipment for the car.
    Race car (type to be determined when I can get more research done, already took an hour and a half finding a suitable plane to use.)

    Miscellaneous: None as yet....



    Disclaimer:
    I "Gat" consent to having my character gloryfied for the needs of the plot, to move things on, because I'm plain lucky or did something incredibly not stupid.

    … wait.. did I do it right?..
 
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Hmm, I'd like to join this and I've pondered a character for a few days, but I want to settle my traits before getting committed. So, a bit of help would be appreciated!

Basically, I have two different 'builds' that I'm interested in, one being an Investigator and the other an Occultist. I've posted them in the hiders below! I fear that the investigator might be more of a 'the brains' rather than a 'tracker', not sure how useful that is. The occultist is a healer-type character. Useful, but might be too close to Yggdri with the druid/nature thing. Also, I've tried to balance some of the more powerful traits by dumping two points into them.

Investigator (1)
Eidetic Memory: Elizabeth has the ability to recall images, sounds, and objects after only a few or short instances of exposure, with high precision and without using mnemonic techniques. (2)
Decorum I: Elizabeth has training in basic decorum frequently employed by high society and public officials. (1)
Decorum II: Elizabeth has learned social manipulation techniques and trained her voice to have a seductive chime—most effective on men, but has occasionally worked on women as well. (1)
Gunslinger: Elizabeth knows how to aim in the right direction and shoot with a pistol, but most of the time she will leave the fighting to others. (1)
Education: Elizabeth education consists of higher studies in philosophy, which includes four branches: epistemology, logic, metaphysics, and ethics. (1)

Occultist-Sorceress (1)
Divine Favor: Elizabeth has a soothing aura and voice that will clam those in her vicinity. (1)
Halo: Elizabeth emits a faint light from her person that intensifies in darkness. (1)
Mend: Elizabeth's touch can increase the speed of the natural healing process in wounds and burns. (2)
Pacifism: Elizabeth can force everyone in her presence to temporarily cease violent behavior. This offers a moment of respite. (2)

Let me know what you think!