A
Asuras
Guest
Original poster
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Fantasy, Combat, PvP, Dice
OOC
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IC
PATCH NOTES 1.1
Arc 1 - Overworld Alliance Summary
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The Sentence is a fantasy roleplay set in the aftermath of a supernatural and apocalyptic (but expected) event leaving the population reduced to a range of young individuals. These youngsters represent the leftovers of a few great factions that were at war prior to the apocalypse, though they now rest at relative peace that will soon be disturbed. The Sentence will be an experiment into the realm of player-versus-player play-by-post roleplaying for me, with a large focus being placed on the potential for moderated battle being carried out between players.
Yes indeed, many of of you who join will end up fighting one another, and the prospect of drawn-out battles or uncooperative opponents may be off-putting, but such things will inevitably be heavily monitored by me, the GM, through the use of arbitration and simple dice-rolling. Battles will be carried out with a few rules to them, and failure to adhere to them will likely result in immediate loss of rights. Make no mistake; you will be playing badasses, but it would be unwise to disappoint me and your fellow players by purporting your character to be better than everyone else.
The Sentence won't start immediately with battle, but it will be a large part of the roleplay. Note that because of this, there is definite potential for losing your character's life. Do not join with the idea that your character will live forever.
[warning=red]The potential for death at the hands of another player is a very real possibility.[/warning]
The Setting
The First Sentence
Long has mankind known of the Holy Decree, the Final Verdict, the Sancrosanct Judgement.
The Sentence.
Under its demands, the world refrained from "war" in the traditional sense. Wars were not fought with massive armies, but with particular individuals, trained with utmost care and attention till they became champions of their people. Immeasurably skilled and undeniably powerful, these champions acted as the heralds of a state's will and the embodiment of their power. There were a number of these champions for every state or faction, and yet they were few. These champions were the sacrifices to sanctioned battles, the results of which determined the outcome of "war".
For The Sentence decreed that no man would ever send an army to battle another. Any military of sufficient size would be heresy to The Sentence, a rule of nature so entwined within reality that disobeying it would be paramount to destruction. Mankind obeyed, but they did not forgo the necessity of violence to attain their wants. Where an army could not be raised, few champions instead forced submission upon others.
For many years this silent pact was not broken, and the world's states twisted and fluctuated with every champion-borne conquest. It was ultimately broken when the will of a people would not bend to these war-customs. The champion of an unknown country was set to lose, and their opponent was the champion of a notably vile and oppressive state; the losers were unwilling to yield, and rose up an army in retaliation.
They would rather bring an end to the world than suffer the rule of the victor.
As the army rose, the original victors, too, amassed their own forces. As the first weapons clashed, a mighty storm crackled into being above the battlefield, and in an instant set divine judgement upon the world. A flash of light heralded the instantaneous vanquishing of all adults across the lands, leaving only their children unscathed.
Those That Remained
In a particular city, four factions existed, fragments of a divided nation far from the influences of others. Prior to the First Sentence, these factions were led by elders, and their mission was the control of their country. Like the rest of the world, the factions of the city utilized a select few -champions- to carry out their will. These champions, children of the faction families, battled one another for honor and spoils; land, resources, political power, money. No single faction, miraculously, ever seized full power, as someone had always risen up to meet the challenge of their opponents and take back fragments of control.
After the First Sentence, these factions were left with only their young children, devoid of knowledgeable mentors and guidance. All too familiar with the consequences of the First Sentence, the members of each faction immediately took towards securing order within their ranks, with individuals rising up to meet the occasion.
Mere years later, the Factions remain as staunch as ever, ready to meet the new world order with revitalized hope. You will play as one of these children, skilled warriors trained from birth to carry out the will of their faction. You will choose from one of four available factions and create your character for it, serving a leader and taking on missions together against opposing groups.
The Death of Gimara Hon
On a particular morning, members of Palace were barred entry from entering a neutral zone between two city boroughs by Guardian forces who were instructed not to let them in. General protocol dictated that any faction member or otherwise was free to enter or leave neutral zones as they pleased, so it wasn't surprising when the Palace members had become angry.
A long bout of arguing broke out in the border area as Palace and Guardian forces clashed "peacefully". Eventually a higher Palace member by the name of Gimara Hon, cousin of the faction's figurehead princess, approached the scene and attempted to resolve the issues. His gestures were met with death, as an arrow found its way into his heart, killing him instantly. The culprit was seen leaving the scene in a hurry, though was dressed in traditional Guardian uniform. They were never found.
The Warden of the area, a Guardian named Bellas Elk, was found to be the source of the initial barricade and after failed interrogations as to his reasoning, was removed from his position by Tycen Uma, leader of the Guardians. Palace responded poorly, exiling all Guardians from their faction borough and barring entry for all non-members.
The peaceful atmosphere of Drisbane was shaken after Gimara's death, with the Palace seeming the most readied for violence. In turn, the other three factions have become attuned to the coming return to city tradition, and have gathered their champions in preparation.
The City of Drisbane
The city-state of Drisbane was once home to several thousand individuals, though was effectively cut in half after the First Sentence. Many homes and buildings now are left abandoned, and great portions of the city are devoid of residents completely as the leftover children gathered in more specific quarters. Outside the city "limits" (the boundary between urban and rural countryside is a slow shift) exist sprawling farmlands that are still maintained by the sons and daughter of farmers. The populace is currently on an upswing from starvation after farm-children were more readily organized and given a place in society. Still, there are some significant problems with getting the proper amount of food to everyone, including the rich.
Currently divided into six sections, two of which are unoccupied by any faction presence. The first borough is considered the seat of the city; the location of the throne and the home of the late king and queen of Drisbane. Now it is left alone by the four factions post-Sentence, considered to be off-limits in hopes of having a peacetime devoted more to situating the public comfortably. Residents of Drisbane are allowed to wander the First Borough, but none consider it to be "theirs" alone. The other unoccupied section is simply considered abandoned space, devoid of residents. Few people enter this area for long.
The other four boroughs belong to each respective faction, and while unguarded due to a lack of standing army, defines where other faction members may or may not enter. Residents affiliated with a faction often wear articles of clothing or accessories displaying their respective faction, allowing others to identify them and turn them away from specific boroughs if the rules demand it.
Residents generally swear allegiance to a particular faction in hopes of attaining benefits, though there are still a large number of citizens who do not belong to any one of them, and are generally free to go where they please.
The Factions
The Aesil are the supposed descendants of angels, human beings with an affinity towards the divine and a staunch reliance on spirituality and order. While lacking a defined "religion", members passively agree on the existence of a heaven at the very least, and acknowledge their ability to utilize whatever powers exist associated with it.
Aesil is currently ruled by the surviving daughter of the former Drisbane monarchs, Princess Efrida. Despite her prior claim to the throne, Efrida is nevertheless considered but the faction's leader, and nothing more. Regardless, Efrida remains firm in her mission towards taking back the throne again.
Themes - Light, Heaven, Feudalism, Chivalry
Goetia is made up of the Disciples of Madurn, magicians of a nature the populace often considers sinister. Their shadowy dealings and darker magicks earn a repertoire of questionable morality, though their actual actions are almost never directed towards the evil missions many imagine.
Since the Madurn Covenant was vanquished after the First Sentence, Goetia's leadership was left in ruins. A single young man by the name of Kaileb rose up amidst the broken faction and claimed to have been inside the Madurn's Sanctuary and bore witness to the spirits of the Madurn themselves. Seeing no alternative leadership, Goetia followed his lead.
Themes - Darkness, Magic, Individuality, Mysticism
Terms:
Madurn Covenant - The secretive former leaders of Goetia prior to the First Sentence, the Madurn Covenant was made up of three unidentified individuals who displayed incredible talents for magic in all its forms. Never seen by the public and rarely encountered by Goetian members themselves, the covenant kept reclusive in their Sanctuary tower for countless years. Even the highest of Goetia's leadership was never allowed to enter the Sanctuary.
Goetia Sanctuary - The hallowed grounds of the Madurn Covenant, none had witnessed its interior until Kaileb entered on his own. Supposedly still haunted by the spirits of the Madurn leaders, Kaileb relayed to the rest of Goetia after his rise that the forbidden nature of its interior would remain intact.
Disciples of Madurn - While technically defining the entirety of Goetia's membership, the Disciples were originally meant to denote the particular librarians who studied from the walls of Goetia's Library. The Maurn Covenant, closely tied to the Library's very existence, were able to relay teachings to the various spellbooks that layered the shelves. The Disciples in turn picked up on the newfound information and further relayed it to the rest of Goetia's membership. These Librarians still exist today, though are offered no further new teachings as the Covenant no longer lives as flesh and blood individuals.
The Drisbane Guardians are the de-facto police of the city, and while made up of technically vigilante individuals, is honored by the public and unanimously considered their source of protection. New members of the Guardians are welcomed and summarily trained with rigorous physical courses. Despite the seemingly selfless nature of their mission, the Guardians serve only those who pay a tax, ignoring the pleas of individuals who would not "aid their cause".
Before the First Sentence, the Guardians were led by "Captains" who sought after the throne as much as they sought the peace of the city. Today, it is led by a young man by the name of Tycen Uma who funneled all of the Guardian's efforts into civil protection, rather than power-seeking.
Themes - Justice, Brotherhood, Spirit, Nature
Terms:
Warden - Wardens are the Second-in-Command leaders of the Drisbane Guardians serving just under the Sentinel himself, Tycen Uma. Wardens are almost always champions of the force who have displayed abilities above and beyond their peers, earning them a leadership position and control over all lower Guardians in their proscribed district. The Guardian Borough is governed by a single Warden, while other districts (save for the Palace Borough, now) have multiple Wardens each, split up into Districts.
The "Palace" as it is often called, is the widespread family made of up of foreigner descendants who had long ago come to the city. Highly influential and exclusive, entrance is granted only to those bearing their own blood. As their numbers increased and the city became a mixing pot of ethnicities, the Palace had gained a significant grip on the potential for rulership.
The heir to the Palace family head-ship was to be the current Aosoki Hime, though due to her youth was willingly denied leadership of the faction. Instead her cousin, Utashou Hokoa, took the claim at the suggestion of Aosoki's peers, now serving as the "temporary" Palace leader.
Themes - Family, Devotion, Skill, Sophistication
Characters
Each character will have a number of basic stats to them which will determine their ability in a variety of combat aspects. These will be used to roll dice behind the scenes against other individuals or entities. These will be mainly used to determine successes against other player characters, though may sometimes be used to determine the outcome of non-combat events (especially in the case of Perception).
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.
Finesse - Used to determine physical ability when it comes to feats of dexterity and precision; aiming, hitting with fast weapons, balancing, etc.
Fortitude - Used to determine your ability to resist damage, be it poison, physical, mental, or magical.
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.
Arcane - Used to determine the power of magic spells.
Perception - How well you can detect worldly (or unworldly) effects; 5 senses and beyond.
In addition to determine your character stats, you will also be given free reign over developing up to three "Abilities" your character has. These can be feats of skill, magic, etc... Use your imagination! Note that because these are so open to freedom, there is potential for being quite powerful; I will be heavily analyzing them as you might expect, but don't be afraid to think big at first.
The general rule is that the ability should neither
1) Be able to destroy more than a single house-sized building at full exertion.
2) Render a target unable (by any means) to avoid it.
Just use common sense, really. Don't worry about how your abilities will utilize dice; once I've accepted the ability, I'll be figuring out how to integrate it with the dice rolling system. NOTE that I have every right to nerf (or buff) abilities any time during the IC.
Character Sheet
Notes:
- Remember. You're the surviving child of a family in a world with no individuals above 19 years old. No one has parents anymore.
- You have the freedom to play someone who isn't a "champion", that is someone who was trained very early on in their age to serve their faction as a substitute for an army. You can play someone who is more mundane, but you'll receive limits to your stats and abilities as a result.
- If you're a part of Palace, chances are you'll have a Japanese-esque name.
- If you're a part of Aesil, chances are you'll be heavily ingrained with a fondness for hierarchy and behave as such.
- The setting is technically medieval, but if you want some mechanical weapon ala RWBY, feel free to have one. The only thing that is forbidden is advanced firearms; at most you can have a fancy musket or handcannon.
[b]Name:
Age:
Gender:
Appearance:[/b] (As a description or at the top as an image, or both)
[b]Personality:
Short Biography:
Faction:[/b]
[b]Stats:[/b]
[i]Might[/i] -
[i]Finesse[/i] -
[i]Fortitude[/i] -
[i]Health[/i] -
[i]Speed[/i] -
[i]Arcane[/i] -
[i]Perception[/i] -
[b]Abilities:
Equipment:[/b]
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How does combat work in this roleplay?
The general structure will be as follows:
Determine who is faster --> Faster individual gets first choice to attack or defend --> In their IC post they depict their character carrying out their decided action --> Dice are rolled to determine outcome of their attack, if it hits and/or damages the target, I will notify them through OOC prior to their own IC post (the defender) --> Defender has the chance to retaliate (if they're still alive and not crippled) --> rinse and repeat. -
What can I do in a "turn"?
Within a turn you can Attack or Defend and move once. Choosing to Defend grants you bonus Fortitude for the duration of the opponents next turn. You can move once either before or after an Attack/Defend action a number of meters equal to 5x your Speed stat.
Achievements
Achievements are events/actions that you have successfully performed with your character (or yourself!) in the IC or OOC. Getting an Achievement grants your character bonus permanent stat points. Achievement requirements are hidden until they are unlocked by at least one person. Achievements can be attained any number of players.
Hate Crime - ???
"We've got a name for your kind."
Executioner - ???
"And that, my friends, is an extreme example of mortality."
Tearing Feathers - ???
"The demon to your angel."
Movin' On Up - ???
"What a kiss ass."
One Man... what's the word? - ???
"The Sentence don't matter to me."
Undue Force - ???
"You have the right to remain UNDER MY BOOT."
No Me Gusta - ???
"Excuse me. Coming through."
Witness - Enter the Madurn Sanctuary.
"Breaking rules where there are none."
Unlocked by: Zombehs, Skyswimsky, kingdomkeylight
MEDIC! - ???
"Not on my watch!"
Safety - ???
"We cannot allow her to exist."
Mercy - Spare Carol
"She has done nothing wrong!"
Unlocked by: Everyone
To Whom it May Concern - ???
"I'm calling you out."
Anniversary!" - ???
"We will not become another statistic."
Let the Mahou Stars Fall on Another Aurora after the Sentence Reality-Flux - ???
"Top that, bitch."
Let Him Come - ???
"Do the impossible, the unintended, and the game-changing. FUCK THE RULES (but don't really)."
New World Order - ???
"Under new management."
Plot-Breaker - ???
"They were made like this for a reason!"
PSYKE - ???
"You tricky little devil..."
Softball - ???
"Rito pls."
Seconds - Make a second character.
Please sir, may I have some more?"
Unlocked by: Beta
Charmed - ???
"Well now I have to roll with it."
I Saw Him - ???
"He greeted me."
Curtain Fall, End Roll - Complete a Scene.
"On to the next round."
Unlocked by: Everyone
Trading Blows - ???
"From that day on, I vowed to surpass them."
GET DOWN MR. PRESIDENT - ???
"This is what I was trained for."
HNNNGGG - ???
"Irresistible."
Curbstomp Battle - Defeat another player without being injured.
"Never had a chance."
Unlocked by: Skyswimsky, ERode, Psyker Landshark
Second to None - Post first.
"I JUST CAN'T CONTAIN MY EXCITEMENT."
Unlocked by: Jakers
1UP'ed - ???
"I can do better."
Tear Down This Wall! - ???
"They're watching us."
Generation Next - ???
"Hopefully it was in a PM."
Million-Dollar Meal - ???
"Your monarch is pleased."
Ninja Slayer - ???
"YEAART."
Nightfall - ???
"In that moment, I knew true power."
Bloodthirsty - Be the first to defeat a player.
"Blood now. Plot later."
Unlocked by: Skyswimsky
Consistent - Get the same post number 3 times in a row.
"That counts for something, right?"
Unlocked by: ERode
Eyes on the Inside - ???
"Turn away, mortal."
Kiki Shikizaki - ???
"I have seen the future of warfare."
Pillars of the World - ???
"You are not ruled by superiors."
Viva la FUCK YOU - ???
"I defy you!"
Your... MILKSHAKE! - ???
"I drink it up!"
Darkness Spreads - ???
"The army grows."
Sequel - Complete an Arc
"MONTA LAST EPISODE."
Unlocked By: Everyone -
Accepted Characters
Aesil
Daughter of the late King and Queen of Drisbane, and sole survivor of the Royal Family as an only child. Efrida leads over the Aesil faction as an idol of sorts, heavily loved by its members if only due to her benevolence and beauty. Though she "technically" has a right to the throne of Drisbane, being the heir, the factions nullified her claim after the Sentence, for fear of further turmoil where peace was needed. Not one to be stood up by more moral actions, she followed suit and agreed to place the First Borough off-limits for the time being. Still, she strongly believes herself to be the rightful heir, and has vowed to secure it one day or another.
Despite her dainty demeanor, Efrida is a champion like all other rulers that preceded her; Aesil leadership offers no respite from hard work and extreme skill, after all. Bearer of the Aesil Angelic Host, she commands a golden entourage of angelic golems, each of them possessing their own will and skills.
Stats:
Might - 5
Finesse - 10
Fortitude - 5
Health - 6
Speed - 12
Perception - 7
Abilities
Immaculate - No Scaling
Ildaem is immune to debuffs.
Presence of the Divine - Scales with Finesse
Ildaem can render himself invisible, requiring the enemy to consistently roll a Perception check to strike him or to dodge.
God-Hand - Scales with Finesse
Ildaem can strike from anywhere his eyes fall upon, and towards any direction. His weapon can manifest through portals of light to attack enemies with a flurry of disorientating attacks. Enemies attacked in this way must roll a Perception check and succeed or take reduced dodge chance.Stats:
Might - 10
Finesse - 5
Fortitude - 12
Health - 7
Speed - 5
Perception - 6
Abilities
Immaculate - No Scaling
Drakanael is immune to debuffs.
Elder Dragon's Armor - Scales with Fortitude
Before rolling against an attack, Drakanael rolls half his Fortitude, rounded up. If the value exceeds the attacker's offensive damage roll, Drakanael becomes invincible for the next turn. Attacks against Drakanael do not grant Finesse-to-Might bonuses.
Holy Gates - No Scaling
For each opponent Drakanael faces, he is granted a Heaven's Gate buff, which gives him +2 Might and +2 Fortitude each.
Only daughter of the High Guard captain, Francisca now leads the very same group within Aesil. Despite her young age of fifteen, Francisca commands absolute respect, behaving far more roughly than her appearance would indicate. Short, loud, and very powerful, her sheer skills have afforded her a position as High Guard captain without fear of competition or mistrust. Despite her profession, her master, Princess Efrida, has commanded her to direct her skills elsewhere.
Still retaining the title of High Guard captain, Francisca now spearheads the readying of Aesil's champions and their eventual foray into the city as forces of the faction.
Stats:
Might - 12
Finesse - 5
Fortitude - 6
Health -6
Speed - 6
Perception - 5
Abilities:
Ultimate Decree - Scales with Might
Enemies within twenty feet are instantly drawn in (Fortitude resists) to Francisca's reach as she raises her greatsword into the air. Enemies caught within range are hit by her sword as she swings around. Enemies damaged by this effect are stricken with a second grievous attack that renders them immobile and unable to use abilities for a single turn.
Domain of the Sentinel - Scales with Might
Enemies within ten feet must roll a Fortitude check every turn or be rendered immobile prior to any actions.
Right of Justice - Scales with Health
Bestows a fellow ally with half the users Health in extra Fortitude for the duration of the battle.
An Aesil champion known moreso for her family past than anything else, Lizbaine (not her true name) is a rising individual in the faction, displaying characteristics of incredible skill that never seems to stop short of what is needed. Born of foreign blood, she is one of the few far-Westerners still living in Drisbane after the First Sentence, the majority of them being her direct family members.
Lizbaine utilizes a large bow as her weapon of choice, and commands a repertoire of strange and deadly curse-based magics against her foes. Many say her opponents were long ago doomed before they even knew her name.
Stats:
Might - 4
Finesse - 7
Fortitude - 4
Health - 4
Speed - 5
Perception - 6
Abilities:
Duneblast - Scales with Perception
Generates an illusory spell around a target, continually damaging them with mental lashes of wind and sand the longer the remain unable to pierce through the illusion. Every turn, roll Perception vs. Perception; if the target fails to succeed, they take a half-point of damage. Target's Perception is reduced by 1 while the spell continues.
Accursed - No Scaling
Enemies around Lizbaine suffer from a passive curse that hinders their luck the longer they remain around her. Every two turns, targets get a Mark of Misfortune, stacking indefinitely. Whenever they roll against Lizbaine and succeed against her, she may re-roll as many times as the target has Marks of Misfortune.
Doomshot - No Scaling
Enemies wounded at least once by Lizbaine remain marked for the duration of their lives, capable of being fired at from anywhere in the world by an ethereal arrow.
Goetia
A mysterious member of Goetia whose background is not fully understood. Fellow members recognize that he has been a part of Goetia since before the First Sentence, but events before then are shrouded. What is known is his name and his newfound status as leader of Goetia, if only due to the passiveness of the rest of its members. As the Covenant of Madurn disappeared, it took some time before the Librarians recognized that new spells were no longer being made. Still, Goetia members refused to enter the
Sanctuary and truly see if the great mages were indeed gone. Mere months later, Kaileb broke the rules and did it himself.
What he saw within is unknown, but his recounting of its contents were what led Goetia to accept his leadership position, finding no other alternative. "The ghosts of the Covenant spoke to me, and I see now what they desire in full. I can lead this faction to greatness, if only you accept me as the new Magus Supreme."
Once a student of the Goetia Library, Astra has since disappeared from the ranks of said faction. Prior to her mysterious leave, she served under Kaileb as his direct subordinate for a brief time, and their relationship was relatively unknown beyond simple employment. Her disappearance has caught the attention of Kaileb, who is seemingly quite intent now on retrieving her.
DECEASED
Stats:
Might - 9
Finesse - 9
Fortitude - 3
Health - 5
Speed - 9 +2
Perception - 5
Abilities:
Forbes Blutgang - Functions in the same way as her younger sister, though instead grants her a +3 in Might, Fortitude, Speed and Finesse. Does not reduce her Perception. Can be activated at any time, not just on death.
Vampiric Essence - All damage-dealing attacks by Astra return 1 health point to her.
Cursed Touch - All damage-dealing attacks by Astra instantly remove all bonuses, buffs, etc, from the damaged target.
A lesser champion within Goetia, Clanna has nevertheless caught the eye of Kaileb for whatever reason, now designated the leading member of a soon-to-be formed search party aimed at finding Astra Forbes. Energetic and faithful, she appears quite ready to do her part for the faction, answering promptly and carrying herself properly before the defacto Goetia leader.
Stats:
Might - 3
Finesse - 6
Fortitude - 3
Health - 3
Speed - 5
Perception - 5
Abilities:
Past-Piercer - Scales with Finesse
Clanna has the remarkable ability to sense an individuals prior location up to a few seconds in the past. With the rapier she possesses, Clanna can "attack" these past images of of enemies to deal undodgeable small damage (though is still resisted by Fortitude).
If an enemy was nearby Clanna within the last turn, she can make an undodgeable attack on the past image to deal 0.5 stored damage, stacking and becoming 1 Health damage if hit again.
Future-Sight - Scales with Perception
Clanna can roll to dodge (using Perception) even if her initial Perception check fails against detecting sneak attacks. She gets a +1 Speed bonus when dodging attacks naturally.
Time-Burst - No Scaling
Each turn Clanna goes without attacking an opponent directly, the next strike she successfully deals damage with deals an additional 1 damage to Health.
Former guard of the Madurn Sanctuary, Zaie has chosen instead to conspire with others and enter the forbidden tower. Generally reserved and uninterested in the affairs of others, Zaie has a keen interest in understand her faction's past, hence her decision to break an "unspoken rule" of modern Goetia. Understandably, she seems to hold little respect for Kaileb, and a waning interest in Goetia itself.
Stats:
Might - 2
Finesse - 7
Fortitude - 4
Health - 3
Speed - 8
Perception - 11
Abilities:
Ethereal Body Mastery - No Scaling
Zaie's body has become a material puppet of her will, her true "self" being separate from her body and the world itself. While the body lives on, it is slow in metabolism and feeling; Zaie is immune to pain, even dismemberment and blood loss. Zaie suffers no penalties to stats when she loses health and cannot be exhausted. Though she has gone without being severely wounded thus far, she can survive severe damage by stitching together her own body parts. As her head is the medium with which her soul interacts with the body, beheadings will leave her soul without a body to control.
Witch's Curse - Scales with Perception
Zaie can place any number of different debuffing curses on a target, though can only affect one stat per cast. Debuffs stack and can be removed by a perception-modified Fortitude roll.
The Nameless Fate - No Scaling
Working in tandem with Witch's Curse, Zaie's presence immediately lights aflame any targets whose stats have been reduced to 0 by her curses. Targets roll a half-value Fortitude roll against her Perception.
A mysterious young girl of 12 years who was under the protection of Astra Forbes before the vampiress was killed. She seems to have a connection to Kaileb and Goetia, though next to nothing is known about it.
A woman long ago favored by the Madurn Covenant at a young age due to her prowess in the arcane, Tinette was granted a special room within the Goetia Library to call her own. Able to transform into a rather large owl, she's been noted by what few peers she interacts with that her life is spent half as a bird and half as a human.
Stats:
Might - 4
Finesse - 4
Fortitude - 5
Health - 6
Speed - 5
Perception - 10
The Guardians
Leader of the Drisbane Guardians, Tycen Uma, for all his desire for peace and civility, is a rarely-seen individual. His Wardens are the few who ever meet him regularly, and despite his great strength and skill, rarely himself goes out into the field to enact justice and protection. While the public may see him as a just and noble champion, his underlings are often disapproving of his reclusive nature, urging him to make more appearances more often.
At the turn of the First Sentence, The Guardians were quickly assumed control of by another Warden who desired power more than anything. Tycen rose from little notoriety to challenge said Warden for his position, and summarily defeated him with a swift and single punch; the battle was over in mere seconds. Since then, Tycen has utilzied his power of command to ensure the Guardians sole focus was the ensuring of safety in the scared and confused populace.
Once a vagrant and outsider to Drisbane, her outstanding performance on the street in favor of helping some troubled individuals quickly earned her a spot within the Drisbane Guardians. Though she had little notoriety to speak of, her skills with an enchanted firearm afforded her a chance to quickly rise through the ranks. A lucky encounter with Tycen Uma started a strong friendship between the two, and she was soon titled Warden of the Guardians Borough.
Quiet and unassuming, Mimo nevertheless carries herself with an air of capability and seriousness. Her foreign-made musket is a fearsome tool amidst the Drisbane populace, capable of quickly discharging wind-infused magic projectiles thanks to a series of runes placed within.
Stats:
Might - 4
Finesse - 11
Fortitude - 5
Health - 4
Speed - 8
Perception - 8
Abilities:
Jestream Shot - Scales with Finesse
Fires a wind-based elemental shot at a target. The shots possess their own "will of the wind", and are capable of making split-second turns to strike enemies around a corner, or to attempt a hit on an enemy that dodged at first (one or the other).
Bird's Eye View - Mimo's eyes can perceive through her pet albatross, allowing her a secondary vision from the sky (or any other location the albatross can travel).
Wind's Favor - Scales with Finesse
Projectile attacks against Mimo suffer penalties at any range, and can be redirected if the rolls achieve any degree of success. Each degree of success grants Mimo 1 extra Finesse when aiming the projectile back at another individual.
Palace
Current leader of the Palace faction, at least until her cousin comes of age and maturity to do the same. Devout and dedicated to her family, faction, and cause, Utashou is known for her extreme sense of duty and even greater level of skill. Next to Tycen Uma of the Drisbane Guardians, the general populace of Drisbane often consider her to be one of the most powerful champions of the entire city.
Despite her position of power, Utashou presents herself as humble and without a desire for maintaining her power. Her love for her younger cousin is often seen as almost too fanatical, though she would obviously deny any such claims. After the death of Gimara Hon, Utashou exiled the Drisbane Guardians from the Palace Borough and summarily closed access to any non-Palace members. Her busy-body nature and stern look in recent times has only served to affirm beliefs that she is preparing for battle to take the throne.
Currently a mere figurehead for the Palace faction, Aosoki Hime is nevertheless the intended leader of it all, chosen heir of the late Palace family heads. Too young and innocent to lead properly, she willingly bestowed the leadership position upon her much more capable cousin, Utashou Hokoa, until she felt herself to be old enough. Despite this, Utashou often comes to Aosoki to speak of issues and decisions, giving her, at the very least, a chance to exercise her rightful power and potentially learn from the experience.
After the First Sentence, Konyuu Shora was left the sole survivor of a Palace branch family practicing the Intervening Divinity arcane martial. Being the only one left with said blood coursing through her, she is thusly the last to be able to carry out the incredible feats of magic associated with the technique. Like most larger branch families in the Palace after the First Sentence, she is technically alone in power, though thusly possesses a great deal of leverage in the community. Considered even more aggressive than her true leader, Konyuu seeks to attain greater power for her faction at an even faster pace, and has thus opted to go out into the field herself.
Stats:
Might - 10
Finesse - 10
Fortitude - 6
Health - 6
Speed - 4
Perception - 4
Abilities:
Intervening Divinity - No Scaling
Konyuu possesses the (now unique) ability to call upon increasingly powerful forces the longer she remains in battle. Each turn, Konyuu gains a +1 to Might, Finesse, and Fortitude, stacking indefinitely. If Konyuu succeeds in experiencing this buff for the first time, she also no longer loses Speed when checking against subsequent attacks by multiple people to an increasingly effective degree the more times she is buffed.
Each time she buffs, a new pair of ethereal golden arms appears at her back.
Divine Calm - No Scaling
Through a perfected state of meditation, Konyuu remains immune to fear, confusion, and angering effects. Moves that require her to roll Perception checks due to extreme Speed or teleportation, as well as barely noticeable effects are not required for her, and she tracks them passively and easily.
Karmic Favor - No Scaling
Any time Konyuu is damaged by an attack, her Fortitude increases by 1 for the duration of the battle, stacking indefinitely.
Young, energetic, and determined, Kokusho is one of the more rambunctious of Palace's Champion collection, always seeming to be out and about making or finding trouble. Alone in her family, her surviving sister after the First Sentence commit suicide in despair, leaving her without a caretaker for some time. She was taken in by a visitor to Drisbane who had taken refuge in the city after their caravan-family was annihilated. Being of Palacian descent, she was readily welcomed into the faction when her caretaker left the city on a voyage.
Stats:
Might - 8
Finesse - 7
Fortitude - 4
Health - 4
Speed - 7
Perception - 5
Abilities:
Leviathan Forms - No Scaling
Kokusho has access to three different attack options which she can utilize as she pleases.
Crushing Depths allows Kokusho to take any number of additional turns charging. For each turn, her next attack gains +2 Might.
Global Sea reduces the target's Speed by half automatically, but gets lowered Might (-2) during the attack.
Bergpiercer ignores 2 of the target's armor during the next attack.
Encapsule - Scales with Finesse
Enemies damaged by any of Kokusho's attacks must resist being encapsulated inside a water bubble that forms at her impact point. Enemies can use either Speed (to escape) or Might (to break free) immediately. Failure results in Kokusho being afforded an immediate second attack during her turn on the encapsulated target.
Unknown
Partnered with Aposto and Zaie, Jorn is one of the three individuals seeking to enter the Madurn Sanctuary and reveal any treasures inside. It is unknown where his allegiance lies, but without a faction of his own, one is left to assume he desires things for himself. Boisterous and energetic, his mysterious appearance seems to indicate he is also a good actor, or at the very least, good at keeping up a different, albeit farcical, personality.
The most enigmatic of the three entering the Sanctuary, Aposto seems to be a tad bit older than his peers; that, or much taller and wiser. His calm disposition and politeness belies an incredible, terrifying power hidden underneath his mask.
A mysterious girl whose origin cannot be surmised beyond the fact that she is much older than she looks, and has been in the service of a Demon Lord for quite some time. She finds her home in the Demonic Court of Silzard, patron of assassins.
Second Wind
Character Name Player Faction Hallus "Halberd" Burgundy Jakers Guardians Natalya Gordetz RJS Goetia Lyssa Elspeth Psyker Landshark Aesil Galina Raske Azathoth Goetia Varanese Malx ERode Guardians Kanade Kondou R-9 Pilot Aesil Aurora Spiere kingdomkeylight Unaffiliated Junkiro Iwazuma Greased Smitening Palace Aiden Renmor Kazuma Tadayoshi Zarrock Palace
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List of Character Ability Mechanics
Character Stats and Status[/tr]
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