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Looking for players ( Thion : The Redemption of Man )

This is actually my first time on this site. im a fellow rper from the descriptive side of things and am wanting to branch out into the d&d . Im familiar with its rules and have decided to do an original piece. I have made up my own handbook. My own stat system as well as class system. Im looking for people to check it out and give me their honest opinions and even if you are interested and want to join do let me know. The theme is alot to be honest. A new world / fantasy / sc-fi/ adventure-action and its completley open ended <a href="https://app.roll20.net/join/900009/VKD3lQ" rel="nofollow">https://app.roll20.net/join/900009/VKD3lQ</a>
It currently tells me that I'm not authorized, to look at that. But I am interested about what you might have, and if you could let me know how you've changed it, I might even want to join.
I will post to you the players mini Handbook here for you. <a href="https://app.roll20.net/lfg/listing/27123/thion-the" rel="nofollow">https://app.roll20.net/lfg/listing/27123/thion-the</a>... or just read below
Health Points Within the crazy array of things this D&D is going to be based off the realistic value system. there will be no health points. (Pause for dramatic effect) If you are hit with something it all depends on what you are hit by and where you are hit. BUT don't freak out. in order to help the cause there as been a reflex system implemented. which is basically a second chance to dodge an attack. A enemy or player can meet your AC Or your Defense rating. but that does not mean that they will automatically hit you. People Dont just stand there and let themselves be hit in combat. they try to be evasive. If a player meets your defense a dice check is made based off of your reflex level and there is a chance you may dodge. it. . Now.. a lot of you will think that all people have to do is get a really high reflex stat and they can never be touched..... WRONG When you fault to meet your reflex check and are hit you are considered wounded and your reflex stat will be lowered. meaning your wounded. your not going to be able to dodge the same as you did before. which makes the fights more interesting There is a implemented Death system but i would like for you to scroll down and read somemore before we get to that ^_^ Experience System Experience gained throughout this world is not merely based on the killing blow. While in this world you can gain experience from rping out your characters as well as interacting with the open world around you. Tho i will give you the expereince at which you add to your sheet.. but i am not going to tell you how much you need to level. lets keep this a secret that you look forward to. Dice roll system [Dice roll system is based on a D20] Dexterity check is rolled to see if your hit lands where you aim Crits add to overall base of The attacks proficiency rather then damage Strength: 13-14 + 1 to knockout prob 10 [carry weight], + 1 to strength checks ---------------- 15-16 + 2{10 carry weight] -------------- 17-18 + 3 [10 carry weight] Base carry weight 20 Cw (Carry weight, subdue power, Power) Dexterity:+1 to attack prob, + 1 to dexterity checks, +2 attack prob (How you use melee and ranged weapons, Precision in fine acts) Athletics: Gain a normal + 10ft to movement, + 5 fatigue,-10 % fall damage Extra action at 18 (Reflex, Movement Speed, Fatigue) Presence: +1 durability, Raises resistence to Ailments , + 1 to perception checks+ 1 to sneak checks, nature checks (Con, Vit, Res to Health factors, Perception) Magic: + 1 magic ability, Bonus spell pool Added spell abilities, Gains the ability to naturally detect magic ( Spell casting , Spell Pool, Spell efficiency ) Charisma: + 2 to persuasion checks, Npcs offer you more , can open up your own store (Persuasion, Pricing, Npc Reaction) Spirit: Reduces Blood loss rate, +1 to will check, + 2 to resolve checks + 1 language to learn (Will, Resolve, Knowledge base,) Luck: Increases chances of running to rare merchants, Artifacts reveal themselves, Enigma factor works for you rather then against you Warrior -- + 1 to any combat profec +1 defense [Rogue --- + 1theft +1 stealth prof Mage + 1 spell controll Templar + 20 fatigue + 1 people skills Monk + 2 hand to hand Gunslinger + 2 ranged combat : kinesis + 1 spell controll artificer +1 combat prof + 20 fatigue witch doctor + 1 spell control + 1 combat prof Proficiency Bonus Armor Proficiency: The Scale is from 1-10, From [1-2] Defense increases by 1 From [3-4] Defense increases by 2 ---Armor Absorbs more damage---- From [5-6] Defense increases by 3 -----Lowers fatigue rate ------ From [6-7] Armor weighs nothing From [8-9] Regenerate fatigue out of combat naturally From [10] Melee Weapon Handling: Attack prob increases 1-3 Can have potential to do critical damage without the critical hit. Gains a chance to parry an attack if you miss your reflex roll Gains an extra Attack Ranged weapon handling: Attack prob increase 1-4 Projectiles have a chance to pierce through their target Increases the distance at which you can attack You now longer need line of sight to shoot a target Can notch multiple projectiles into 1 shot Hand-to-Hand Combat: Damage increase Attack prob increase Fist can break armor Unarmed actions gain bonuses Unarmed attacks naturally can stun naturally. Unarmed combat actions double Magic Control: Spell capacity increases Spell power increases Spell Wrath increases Can dual cast effectively? No longer need spell book or wand Stealth: Sneak prob increase Alarm checks increase Sneak attacks have increased crit rate From stealth can coup de grace (Requires dex check) Footsteps naturally make no sound Embodied with the shadows Attractiveness: People naturally talk to you without you having to talk to them + 2 To rolls involving the opposite sex Gains the chance to break combat from a fight with the opposite sex People Skills: Quest become more readily available Chances to discover unknown lore’s increase Gains the ability to acquire trades Can apply for diplomacy Gains the ability to create a free company Spell casting When in a normal combat scenario players must choose between dealing actual physical damage aka using weapons or using magic. Players do have the ability to be able use both within combat but it requires spirit check as the body’s disposition must change. Spells adapt to the body casting them. At later rates Magic users have the ability to create their own spells from the forge Spells do spiritual damage and have the ability to harm But at greater degrees then physical weapons naturally magic users gets you a – 1 to defense + 2 spell prob.. If you crit fail while using magic….. No comment There are 2 types of magic casters within this world. Book casters which represent magic through the respective tomes . Tome of The natural Elements Tome Of Necromancy Tome Of restoration Tome Of Warping Tome of hexing Tome Of Nature Tome of shielding Tome Of Time Tome of Telekinesis Tome Of Embodiment Tome Of conjuration Tome of Spiritual Essence Tome of dark arts Or Runic casters which will be talked about later . The starting city for all players East Mallow East mallow is one of the few places within Thion which is actually a major city port. This city known for its embanking trade routes making all of its revenue from its party sector that expands bigger then any other sector within east mallow. East mallow is known for 3 things. Its women, Its casino, And its women, It is told all along thion that the decent of beauty that sits within a woman’s chromosomes comes from this very place. Thus this being also one of the largest residential towns throughout the whole world. Many people within this town do relish themselves in the new found world were machinery is a prominent and must have within their lifestyle. Many people do cherish the Old world and thus still pay for old world jobs. Within this city armor is not a lot to be worn while within the city and can only be put on as patrons are going to be leaving out. Not even weapons are allowed to be seen by guards on the streets at any time Specialty Classes Are unlocked through a Affinity check when your character is created. These are special classes so their details are not going to be displayed on the main sheet but they will be discussed with the patron who is eligible Mystic knight Sorcerer Strider Magick archer Nightshade Kinetic Burst Death star The World Money is called Kips At nighttime creatures turn feral and gain extra abilities Everyone must eat and drink every day unless of a symbiotic decent Exp will not be given to you but calculated on my terms and I will let you know when you level up. The proficiency system is passive and increase as you act within each field You are given 3 characters within this role-play. And other then that its all you have, There is no Hp system. This is all realism base, It all depends on how and where you are hit Your actions do effect how the world around you acts There is no attack prob scenario. They are either going to hit you or not. For you its based off a reflex check to see if you can get that attack prob. Artifacts in this game are power full ARTIFACTS IN THIS GAME ARE POWERFULL Unique abilities are rolled for. Not everyone will have them. There are gods and deities within this world ARTIFACTS IN THE WORLD HAVE EITHER MAJOR ADVANTAGES. MAJOR DRAWBACKS OR BOTH Classes (YOU start off as your main class at lvl 1. as you hit lvl 3 you can choose your first sub class. Only one sub class can be used until lvl 6 then another sub class can be taken. Each class has their own abilities Warrior Berserker Dragon Knight Marauder Knightenchanter Champion Rogue Assassin Hoodlum Dancer The gambler Mage Elementalist Conjurer Necromancer Blood mage Spirit walker Time mage Illusionist Transmuter Templar Paladin warlock Hero Monk Auramancer Ki User Defender Drunkard Gunslinger Assaulter sniper raider traditionalist Kinesis Telekinetic Biokinesis Oracle warper Artificer Alchemist Tinker Demolitionist Witch doctor Priest Invoker Violator Races Human - Can learn magic at a faster rate then others -Holds no accelerated fatigue rate + 1 to char Ghouls -Do not have to fill drinking and eating requirement but can eat for bonuses -Can see in the dark -- 1 strength - Orc -Gains + 1 to strength -+2 strength checks - Must eat twice as much as the normal human Dwarf -Starts off with Double starting money -+2 to dex checks -+1 Dex Elf -Can speak to Non humanoid animals of lesser intelligence - Gains +2 advantage bonus when using a ranged weapon at long distance Mermaids -+2 persuasion rolls -Does not have to fill drink requirement -Can start off with a aqua based kinesis Salarian -Can start off with a subclass -Must and can only drink purified water -Can speak telepathically to others for a short time -+ 1 spirit Boa ”Beastian” -Can be of any beastian decent -Can go berserk - Not all creatures are hostile toward them Interaction With The races Vampires A nobleman by the name of Casius had achieved everything he wanted in life at a very young age. From the start of life born from the royal decent of the Chapman family, money was never a problem for him which allowed for him to achieve things past his wildest dream. Having everything he wanted at the age of 32 the young prince was stepped into the royal seat after the passing of his father. Placed into a position that he did not want he did the least of effort while in a place of power leading the kingdoms of aru into poverty and disease. The citizens at the time began to pray to the goddess of life for help against the uncanny ruler and asked for qystia to remove him from power while others wished harsh curses upon him, Qystia hearing the cry’s of Her people placed a hex upon The young king that started off with mild symptoms. For the cursed to be removed casius had to repent for his sins and turn against his ways, To arrogant to listen to anyone who sought to give advice casius watched himself turn into the creature that in today’s world we would call a vampire. After his first event of turning feral the kingdom as a whole casted him into the abyss of the world never to return to human society again. Casius out of pure hatred for the gods and humanity began to willingly spread his own curse to others in hopes to create an army of vampires to strike back.. but the gods quickly learning of this smited him into a pillar of salt… Most vampires in today’s society have blended into the shadows only rumored to still exist through common lore. For a vampire To expose themselves is all on their own will. Most vampires travel together in cults or factions in order to keep them busy. IN society -Vampires must eat one time every 4 days or risk negative stats or turning feral -Vampires can see in the dark. -Vampires can move an additional 20 feet. - Greater based vampires get even more bonuses Werewolves The lore of werewolves starts way back into the essence of old earth Jor. A part time thief and professional drunkard would daily Rummaged the streets of old earth with a simple goal. To drink himself into the next morning and fraternize with any women that would give him a chance. Though he smelled of bas tarnished spoils and the waste of a giant he felt as if the world should kneel before him. Unwilling to bow before any man. And refused to pray before any god Jor challenged all who he met to fight him in a game of chance. It didn’t matter what the occasion was or what the challenge lead to. If someone thought they could outbest him jor would step to the plate. At the time of jor reaching middle age he had gotten into a fight with a bear off in the lethal forest of Hirano. Fighting this King of the forest he did not hold the aptitude to fight him and win. And as the great beast prepared itself to take his life a Salarian by the name of K’eh Cam to his aid killing the beast with a fail swoop of the sword to its head. The two of them exchanged a few words and K’eh spoke to him telling jor to thank the gods for sending him to save his life. In rebuttal Jor cursed the salarian male and told him that the gods were beneath them and if the gods where to challenge him he would win hands down… And in that moment his words did not fall on deaf ears.. Descending from the heavens in a ray of holy light came the God known as Qystia. Her elegance unworldly and her knowledge unmatched by any Meer mortal. The goddess challenging Jor to a strength test and wanted to wager his life as the prize. He foolishly accepted the challenge and the game of life and death began… Of course he was unable to even scratch the surface of strength that qystia had. And lost the realm of his soul. Feeling as if he losing his life wasn’t enough she placed a curse upon his body… just as the bear. He would become a beast that would be forever tormented by the moon. In order to free himself from this curse he must eliminate the vampire race. Or forever live in this torment. Jor forced back into the world was shunned out by society just as the vampires were. And in return he began to build up an army to fight the vampires in a war of extinction. -Werewolves can track people based on their scent -They can move and additional 30 feet. -They regen slowly - Half breeds Radiation Throughout the world of thion there are major parts of the world that still remains battle scared., From the great 100 year war that developed between man and Salarian Atomic alloys still tarnish about the wasteland creeping radiation over livestock and the main water source of this planet, People who Still live upon this planet after the war have banded together in order to restore Thion back to its former glory. Due to the amount of waste and bi product from the war adventures have to keep a constant meter on their Radiation Exposure There are various things throughout the world that can help fight against Unwanted adaptations…Mutations.. and other unnatural problems which at a worst case scenario could lead to death. For the amount of radiation a body can handle it all depends on the person. Human : 200 CC Ghoul: 300CC Orc:275CC Elf:150CC Dwarf:175CC Mermaid:190CC Boa:250CC Salarian:170CC Symbiote:190CC Things that can help against the radiation throughout this world can come to be very costly. Due to the High value of these items and the constant demand. There isn’t always a ready supply. For those moments that these items are not available throughout the world R.A.R.S Rejuvenation against Radiation serums A all-white antidote That can be injected 2 ways. There is an all-white tablet designed in a square formation that can be ingested, the serum can also be injected through vial in the blood stream only two doses of the rars serum can be taken at a time. Reproccer A syringe like item that can be used to extract the doses of rars from the blood stream The dosage can only be taken if the body has not been deceased for over 24 hours. When the serum is extracted from the bloodstream you can only recover half of the original dosage or whatever the being has taken. Magic System -When you learn a spell it starts out at a level one. The spells have their own experience setting and the experience needed to level each spell is different progressively as spells do level they get stronger in power. But as well as power spells can gain unique effects and additive properties based on the constitution of the spell. Every 2 levels your spell gains and additive effect based on the property. Instead of using an amount of time at which you can use the spell per day. Now there is a designated mana pool at which you can tap from to activate your spells. Lower level spells take up less mana while higher level spells take more mana. -Mana can be regenerated after either a shot rest. Or a long rest - Various items such as sensu beans. Mana fruit. Mana stars, Unboaras - Magic users naturally gain a resistance to offensive magic against them Mana Pool & Fatigue Human: 100 Ghoul:80 Orc:75 Elf:100 Mermaid:110 Dwarf:100 Boa: 60 SALARIAN:90 Symbiote:120 Fatigue rate applies the same as your mana pool. Your fatigue rate goes down after -Fighting -Traveling -Carrying heavy items -Emotional situations -When your fatigue reaches 0, You are unable to carry items and or move and must fall into an immediate rest Fatigue regenerates overtime just as your mana will. Starting Equipment Vagrant -Bedroll-waterskin-Robes-2 torches-2 rations- Journal [ 20 kips ] Entertainer -Small Backpack-Bedroll-Entertainers item- Trinket- 1 torch-2 outfits [ 50 kips ] Adventurer -Backpack-Canteen- Leather armor-Small weapon-2 torches-Bedroll- 20 ft rope [ 70 kips ] Hunter Backpack-small tent-10x torches-2 candles Canteen, Medium weapon, Leather armor [ 80 Kips] Commoner Civilian clothes- 2 parchment- inkwell-[400 kips] Knight -Horse Mountain backpack-Large tent-fire pit- Large weapon- Iron armor- 5 rations- 1 flask [ 100 kips] Nobleman -Ford T150- Supreme tent - Any weapon- Nobility clothes- 10 rations- Golden bottle – 300 kips Upbeat Death If you as a player happen to fall to your wounds you do not die instantly. Due to the fact that we have no health you will have time to stabilize yourself or have an ally stabilize your body. You have 4 tries and must roll based off of your con check. Each time you fail you have to roll even higher to bring yourself back. THIS DOES NOT MEAN JUST BECAUSE YOU FALL DOWN YOUR ENEMY WILL STOP ATTACKING YOU. --------------- There will be other bonuses added under the races and their descriptions.------------ The Main Gods Oddon, God Of Shadows Cadmus, God Of Luck Cithar, God Of War Saesis, God Of Life Ocara, Goddess Of Death Qigyn, Goddess Of The Afterlife Turone, Goddess Of Nature/balance Qystia, Goddess Of The Knowlege The World Map The world map for you is blank. But for me is full of different cities and places dungeons crypts and various adventurous things. This is to give you a general aspect of the world. You guys would be starting northwest.
Abilities Berserker Berserk - Your being becomes filled with rage and for a short duration you can perform double your actions. Cry of rage - Your shouts of valor inspire others around you and feel your enemies with fear. For a short duration allies are given swiftness and strength while enemies are struck with fear Unbound will- While on the duration you cannot be killed despite the damage you take. Earth shatter- One singular strike to deal does double the damage it normally would be Untouchable- With each successful hit that you gain a guard Max guard is based off of your strength ------------------------------------ Passives ----------------------------------- Armor weighs nothing for you Gain armor bonuses based off of presence Can provoke enemies to attack you Dragon Knight Breath of Fire- Can use the ancient draconic tongue to summon flames from your mouth Standard of dragons- Can use a standard or weapon stabbing it into the ground that pulsates flames that burn the enemy and gives attack prob to allies Sanction- Can create a rupture into the earth from your strikes in a downward slash Reap – can use your draconic tongue to create massive flames to arise from your sanctions Kin- Can transform into a small dragon for a short duration ------------------------------------ Passives ----------------------------------- Your dragon blood causes for you to regenerate at an accelerated rate Can intimidate people to flee from combat Cannot be hurt by any type of fire Marauder Circle of death – Creates a spiritual barrier, when enemies die within the circle you gain and shield. Drains fatigue Grappling chain -Can grapple a enemy to you stunning them Fervor - for each enemy killed you gain you gain attack prob and bonus to defense and for each one weakened you gain half Mark target – Can mark your target and while marked the enemy takes negatives to hit and you gain attack prob Feast- Can bite into your opponents body (Provided there is a fleshy substance) And paralyze them Gaining their knowledge from 1-10 ------------------------------------ Passives ----------------------------------- Can teleport to a target you have wounded within 100 feet Last 5 mins Each strike you land seems to be harder and harder Can summon a spectral scythe Grand Champion Bodyguard – A mark appears on your allies allowing for you to intercept attacks meant to hit your allies Hero- Your body gains a constitution bar based off of your presence Fortress- Your reflex rate does not lower Defensive posture- Can take a defensive state to increase your defense rating, while sacrificing your reflex. When you are hit the damage is reflected Catalyst – You raise your foot stomping on the ground knocking all enemies prone summoning a great Champion in the middle of the battlefield ------------------------------------ Passives ----------------------------------- Cannot be affected by combat based status effects Your eyes adapt to the worldly senses allowing for you to see the abnormal Second wind Knight Enchanter Spirit Blade – can summon a spectral sword for a duration. While landing attacks you gain a spectral guard that is powered by the user landing consecutive blows Combat clarity- Allows allies to regenerate mana in combat while giving you only bonus to attack prob Unholy Knowledge – Can telepathically throw words of ancient into the mind of a foe lowers their attack prob damage and in worst case scenario can kill Line Breaker- Can create a spectral barrier that pushes all foes back in a line that they cannot pass without passing spirit checks To the death- Can taunt a enemy into a mortal battle, they only attack you at a negative to attack prob ------------------------------------ Passives ----------------------------------- You have a chance to not take damage from an attack that hits you Can combat roll as an extra action Can disrupt chanting from a distance. But it takes up a turn Assassin Invisibility- Can turn invisible. Last for 30 feet in combat 120 feet outside of combat Coupe de grace- Can instantly kill a opponent from the shadows. Enemy must pass their presence roll you must pass a athletics check Sleep- can emit a mist from your being that has the possibility to put enemies and allies to sleep. Or blind everyone Unseen threat – Can turn the whole party invisible each person must pass a spirit check Living shadow- Can summon your shadow to fight with you. Your shadow cannot speak but follows commands. Cannot move more than 10 feet away from you and can only do simple commands ------------------------------------ Passives ----------------------------------- Your attacks lower defense Enemies are less likely to target you in combat Killing enemies restores mana Hoodlum Decoy-Can create an decoy of one’s self to distract a being if they fail to notice your deception Swap- can positions with the decoy Lata- can place an item of their belonging into the earth and teleport back to it later 100 FT RADIUS Hinder- Creates a massive smoke bomb that effects everyone but yourself. Radius is 30 ft Death Blow – Can mortally wound an already wounded being ------------------------------------ Passives ----------------------------------- Gain bonuses for stealth like actions Stealing from an enemy marks them. And while marked you do extra damage and attack prob Caltrops are ready available Dancer Quick step- Can perform and extra action while in this step Half step - Can Break Guard status effect and stun enemies Stutter step- Gain defense and attack prob while in this step Elegance- Can do a dance like motion hitting multiple enemies Mockery- Can dance toward a enemy causing for them to mimic your own dance in a trance like state ------------------------------------ Passives ----------------------------------- None Gambler Haymaker- In a mighty swing the user does a hefty swipe, if hit they can roll a check of each stat to do another attack within the same action Smite- Can do critical damage or heal an enemy (Based off of a deck of cards or dice and is doubled) Teleport- can teleport (Distance based off of a deck of cards or dice and is doubled) Flick of the wrist- Cards become ablaze as they are thrown at the enemy. While in this state you get bonus attack prob Blinding speed- Becomes unbound as if set free for 5 rounds within one round (Become fatigued after) ------------------------------------ Passives ----------------------------------- Can naturally re roll 2 things a day User has superior initiative Can roll at the start of a fight for an additive effect (D12) Elementalist Can bounce between the tome of elements for different abilities Tome Of Fire Fireball Flame Burst (Aoe) Ring of fire Dragons tooth Meteor Tome Of Water Geyser Ice shards Vapor strike Frozen ground Healing mist blizzard Wall of ice Ice armor Mine Focus Tome of Lightning Chain lightning Gust Lightning strike Lightning cage Electrocute Tome of earth Stone Barrier Churning earth impale Magnetic grap/leap ------------------------------------ Passives ----------------------------------- Can regenerate mana by meditating Can cleanse status effects off of themselves. Can give their weapon elemental properties Conjurer Bound- Can summon a spiritual weapon that acts upon its own Familiar – Can some a fox/dog like familiar to fight along your side Runic- Can summon an atornach Spiritual binding- after killing a enemy that day they can pair with its soul to resummons it the next day as an ally Raise- Brings a fallen comrade back to life ------------------------------------ Passives ----------------------------------- Can regenerate full mana within a short rest Cannot be effected by charming effects Can speak to the freshly deceased Necromancer Death Siphon- Every enemy that dies near you is added to your summon pool Spirit mark- Summons a lost soul to fight for you in combat Walking bomb- Can explode that spirit for shatter damage Horror- creates a fearsome burst of Death that fears all within the area Fringe- When in a deathlike state your body dissipates and when placed into unconsciousness a spirit takes over your body and fights for you ------------------------------------ Passives ----------------------------------- When an enemy dies you gain mana Gain +1 to summons Gain + 2 to summons Blood mage Blood sacrifice- can cut yourself with your own weapon to make the sacrament. Once your blood comes into contact with the enemy’s blood you are able to heal off of them whenever damage is done to them. Blood Wound- Causes the enemies blood to boil inflicting severe damage Blood Control – Can use the blood of another enemy to enslave them Silence- Can completely silence the enemy vocally and magically Blood pact- Can take twice as much damage then normal. While active the enemy you placed blood sacrifice is bound to you. When you die they die. ------------------------------------ Passives ----------------------------------- Can drink the blood of your enemy to heal yourself Flesh runes can be used instead of mana Naturally regen Spirit walker Bond- Can bring a spirit from the other plane to this world to fight for you. Fade step- Can fade into the spirit plane to escape fights Shield – Can create a barrier that absorbs damage for you. And your allies Shifter- can assume the form of a once legendary beast Unbound- Upon touching a enemy you can teleport them to the spirit realm with yourself to fight them in mortal combat ------------------------------------ Passives ----------------------------------- Can see spirits which have not passed on yet and can communicate with them Can use their life essence instead of mana TO CAST Can be reborn if a pact is made with a spirit Time mage Haste- Can speed up the actions of you and your allies. Causing for them 2 do 2 actions a turn Slow- Can freeze the enemies in time if they fail their spirit save Cosmic blast- Can bend the fabric of time to unbind sending a special attack at an enemy Time shield- can use your mana to absorb blows for you Rewind- Can rewind time back 2 hours ------------------------------------ Passives ----------------------------------- Can Float or levitate naturally Can naturally distort time to attack Can rewind time 1 minute Illusionist Portal- Can create a portal to pass things through. Things that pass through this portal come out at a increased speed. Anything can travel through them. Blink- Can teleport without it being considered a action 10 ft Phantasmal strike- Every 2 attacks you do creates a solid body clone with 1 hp Mimic- Can copy the ability of an enemy or ally Chaos storm-Creates and aoe field around the allies and enemies. Those within the field generate their worst nightmares and biggest fears into existence. ------------------------------------ Passives ----------------------------------- Can create images of themselves that are spectral body 2 times a day Can eat normal food to restore health and mana Has a 15% chance to be an illusion Transmuter Alter self- can shapeshift into an object or being no bigger than one’s self Elemental Body- Can take the form of an elemental creature for the fight Transmutation- can change the properties of simple things into other simple things Polymorph- can downgrade the size of a likeminded or lesser intellectual creature to a smaller portioned being. Lord of the sky- Can fly at will ------------------------------------ Passives ----------------------------------- Can enlarge size or lessen size Can change small properties about oneself Can adapt ones body on thought Paladin Fist of the heavens- A spectral fist of whatever god you serve comes raining down from the heaves for massive damage Stone skin- your armor hardens past its current properties for additional defense Holy Ray- Creates a ray of blinding angelic light that hurts enemies or heals allies Defiance- Becomes resistant to all magic Bulwark – Causes a Floating holy shield to appear before you taking damage for you ------------------------------------ Passives ----------------------------------- Deals extra damage to undead Can speak to a god once a day Can help other people recover from downed state Warlock Petrify – Can set a gaze upon a enemy turning them to stone for a short duration Flail- Can do a series of attacks based off of their dex check Minion – cans summon a demonic minion to fight with them till its own death Dark embrace- Can enslave a enemy to fight for you Demonic Opening- Can create a large arch portal to the underworld for a being to emerge from ------------------------------------ Passives ----------------------------------- Can naturally command lesser demons to follow you Can speak to your god once a day Can see in the dark and absolute darkness Auramancer Burden- Creates an aura around all accepting allies through vocal confirmation. While this aura is active it Can absorb damage for allies Protective wings- grants immunity to all magic effects and has a chance to take an attack for you Imprison- Summons a glyph on the ground around an enemy locking them into the realm of that glyph which is 10 ft Retribution- When one enemy takes damage all enemies take damage for a short duration Death’s vengeance- When you deliver the killing blow to one enemy death is spread like the plague and each person must pass a spirit and presence check or fall to the plague ------------------------------------ Passives ----------------------------------- Can make attempts to calm or anger a person by touching them and speaking to them Can meditate to restore health Can speak from a distance to another person mentally Ki user Vortex Punch- When you hit a creature with a unarmed attack each enemy within 50 ft is hurt as well Ki beam- a beam of spiritual energy surges from your body hitting the enemy. This beam is continuous and pushes the enemy back while doing damage. Requires concentration to use Ether- Can take an ethereal state being untargetable while still being able to attack Ki disc- ( Krillin’s distructo disk) Ki Sense – at the start of a fight before you have touched one another you can use ki sense to subdue your opponent knocking them out for a short time. ------------------------------------ Passives ----------------------------------- Don’t have mana but have a ki meter which is based off of stat rolls Can manipulate their ki to heal others Can manipulate their sense Defender Synchro- The user is able to mentally and physically become obsolete to this plane. Within this state the user cannot take harm from physical damage but as a drawback magic based attacks are amplified against them Bolster- The user can take a defending stance increasing their defense while in this stance Denial – The user can place a mark upon user taking their damage for a short duration Tower- Gives the user 4 guard ------------------------------------ Passives ----------------------------------- Naturally have bonus to defense Suffer from athletics Less subjectable to blood loss Drunkard Internal release- For a short time the user gains 4 defense and 2 to their reflex and attack prob increase Perfect balance- While activated all attacks hit onto the target desired Hands of the destroyer- Emits a flurry of blows that lower the defense rating of the target per hit for a short duration True strike- For short time your attacks ignore and opponent’s armor Venomous strike- Your attacks hit directly at the nerves causing status effects upon the enemy ------------------------------------ Passives ----------------------------------- Only takes a singular drop to achieve the drunken state While drunk your wounds heal rapidly 20% chance to hit twice Assaulter Steady Aim- Increase your attack prob based on the length at which your opponent is Rapid shot- Can unload a series of shots into your opponent Mortal wound- Take your whole turn charging up for one particular shot. If landing the blow the damage comes out at true damage Double Clip- Can take double the actions for a short duration and can get a instant reload Dead shot- Can unload their whole clip instantly into 1 attack ------------------------------------ Passives ----------------------------------- Does not need line of sight to attack but if given line of sight they get a bonus to attack prob Can camouflage at will to help stealth them Can Move twice as much in a turn Sniper Minion- Can turn kips into small bots that Can give them vision. The minion can only travel 120 feet away from the user before deactivating Keyhole- Can use the charging mechanism to its max. With this ability the user can overcompensate his shot to hit multiple people with one bullet Eagle Eye- Can fire at a increased distance with a additive hit prob Infuse- The ability to infuse a bullet for elemental value for additive properties Plan B- Before combat the sniper can place a dagger or artifact in a position up to 140 feet away from where the fight took place. At any point the user can teleport to that spot to distance himself from combat ------------------------------------ Passives ----------------------------------- Bullets break into shrapnel within the body Has the ability to one hit kill Can see farther than the normal person Raider Unstoppable rage- When activated the user is able ti reach a form of insanity. While in this state allies can be attacked. Also while in this state he gets +4 to attack prob damage boost. Can double his actions and can gain supernatural feats. But after suffers from a major debufff Auto volley- can pre charge his gun to fire multiple times at the enemy Secret weapon X01 – Can change the properties of the gun in combat to fit the battle scenario (Gatling gun, Laser cannon, Hammer of dawn, Hammer) Succession – after landing a hit the next turn you can double your action. ------------------------------------ Passives ----------------------------------- Every time the user is hit their mana is restored Can naturally repair machinery Every time an enemy is killed his next attack will crit Traditionalist Leaping shot- Can leap in the air away from your enemy unloading a barrage of shots toward them Preparation- Can get to a knee and take a whole turn to prepare a critical shot Bats eye – Can send a diseased arrow that rend sight from the enemy completely Retreat Arrow- Can fire an arrow with such ferocity that it blows bot you and your opponent backwards Lashing arrow- Can Shoot an arrow up into the heavens for it to come back at a duplicated rate ------------------------------------ Passives ----------------------------------- When shooting from 15-20 feet you gain a bonus to attack prob Can use mana to make arrows Gain athletic bonuses Alchemist Wondering whisp- this flask creates a gaseous whisp that protects the user when enemies come into contact Acidic Glue- Throws the flask upon the ground in an aoe around the enemies. Those affected by this glue are frozen in place and are poisoned for a short time Flask of The sage- Allows the user to randomly adapt the elemental properties of an atornach for a short time Flask of immolation- Creates an aoe explosion around the user with the up heavel of smoke that hinders the enemy’s vision and blowing them back Fury of the storm- This potion takes 3 turns to cast and at the end of the 3 turns the user must pass his spirit check and con check. If passed the user can imbue a storm in a 40 ft radius to strike down upon their enemies ------------------------------------ Passives ----------------------------------- Every time a potion is drunk you can gain a random stat bonus for a duration Potions have a 20% chance to act twice Can use their enemy’s parts to create new potions Tinker Explosive tripwire- Creates a 20 ft long trip wire that holds a very faint look making it easy to walk over Elemental Mines- Creates symbiotic mines that dig their way into the ground and act upon the vibrations of footsteps Needle trap – Create a nest of needles guarded by an illusionary veil. As enemies walk upon it the needles explode into an aoe radius. Those needles poison over time Rewind Trigger- Can create a vortex that rewinds the fight 10 rounds Spring trap- Places a mechanism upon the floor that launches the ally or enemy into the air depending on how hard they step upon it. ------------------------------------ Passives ----------------------------------- Can use their mana to create gadgets Have a high affinity for dexterity Rarely get fatigued Demolitionist Priest Touch of life- Can bring an ally back out of their downed state instantly Last chance- Holds the ability to bring an ally back to life. While awakened they are in a frenzied state and must get the killing blow on something or they fall to their wounds Mending – Can restore a person’s being Transcendence- Can negate magic in a 15ft radius for a short time Holy Embrace- Can summon a light elemental to fight with them for a short duration ------------------------------------ Passives ----------------------------------- Resistant to the dark arts and mind altering effects Can natural manipulate the sun and moon to form attacks that take the formation of spears Must pray before fights and thank their gods after. If you get others to pray with you the lot of you gain random bonuses depending on the god. Telekinesis Unarmed wielding- the user has the ability to wield weapons without touching them allowing them to be used in combat Harm- The user can mentally clear his mind to use the elements around them to harm their opponent Projectile projection- The user holds the ability to stop all projectiles in motion heading toward the user for a short duration. Homing effect- All attacks toward the designated enemy gain attack prob for a short duration Atomic split- The ability to split molecular atoms in a designated area which cause for explosion to happen within that pocket of space. This move increases the radiation of the area as well. ------------------------------------ Passives ----------------------------------- Can speak to others mentally. Can meditate for 1 Hour as if taken a full rest Can teleport self and others 100 feet Invoker Mass paralysis- All targets within the area that fail to resist are paralyzed for a short duration Spectral armor- Can grasp spiritual armor to one’s frame increasing your defense Pandemonium – Can create 20 ft radius glyph. While within this glyph magic and enchantments have no effect Apparition- Can place a spectral aura around oneself to reflect damage for a short duration Weak point- The user can scan their enemy for a viable weak point to incur massive damage upon the target if they successfully hit Violator Compelling whispers- concentrate on the target to gradually convert it to fight for you Vortex- Can physically steal an opponent’s spell list for a short duration Claim- Creates a swirling wind of spiritual essence that sucks the natural properties from an enemy upon landing a blow upon an opponent you can steal their actions Bolide- Throws a flaming rock that heats up and creates more damage as it travels dealing more damage the farther it travels Mark and call- For a short time when an opponent tries to heal instead they hurt themselves ------------------------------------ Passives ----------------------------------- Can feed off of other peoples heals if the person is willing Can Commune with one’s past self
If You Are interested in what you see please do apply to join the campaign. Here is the character sheet so those that are interested can get started on things. Introduction of Character Name : (First/Last) Age : Race: Gender : Male/Female Nickname(s) : Alias(es) : Occupation : The Character’s Appearance Appearance : Height : Weight : Blood types ----Type A----- People with blood type A have a deep-rooted strength that helps them stay calm in a crisis when everyone else is panicking. However, they tend to avoid confrontation, and feel very uncomfortable around people. A types are shy and withdrawn. They seek harmony and are very polite, but all the same feel that they never really fit in with others socially. A types are very responsible. If there is a job to be done, they prefer to take care of it themselves. These people crave success and are perfectionists. They are also very creative, and the most artistic of all the blood types, most likely because of their sensitivity. + 1 Strength + 1 Spirit +1 dex – 1 charisma - 2 magic ------Type B---- People with blood type B are the most practical of the blood groups. They are specialists in what they do. When they start a project, they spend extra time understanding and trying to follow directions than others might. When they are doing something, all of their attention is focused on it. They tend to stick to a goal and follow it through to the end, even if it seems impossible. They tend to be less than cooperative, as they like to follow their own rules and their own ideas. They are individualists. B type people pay attention to their thoughts a little more than their feelings, and therefore can sometimes seem cold and serious. +1 Dexterity + 1 athletics -1 presence - 1spirit -----Type O------ People with blood type O people are outgoing, energetic and social. They are the most flexible of the blood types. They easily start up projects but often have trouble following through because they give up easily. They are flighty and not too dependable. O types always say what's on their mind. They value the opinion of others and like to be the center of attention. Also, people with O blood are extremely self-confident. +1 charisma + 1 athletics – 1 strength ------Type AB------ People with blood type AB are hard to categorize. They can have characteristics on both ends of the spectrum at the same time. For instance, they are both shy and outgoing. They easily switch from one opposite to another. AB people are trustworthy and responsible, but can't handle it when too much is asked of them. They don't mind doing favors or helping out, as long as it’s on their own conditions. People with this blood type are interested in art + 1 presence + 1 luck -1 strength + 1 charisma ---------Type X---- People with the x Blood type are known as the “Unlimited calamity” Those born of this blood type are from the basis magic users. Majority of the people with this fate are very very self-regarded. Majority of them do not even look at others when It comes down to hard times and when others are in the mix of things they do not think of the Party as people that they should help, But more or less then anything they see them as scapegoats. People of this blood type can pair in groups with others but it is often better for them not to. They do not set their sights to accomplish Goals but yet do what they feel like is best within the moment. +2 Magic +1 spirit + 1 presence – 1 athletics + 1 magic control – 2 luck ------- Type H------ People with this blood type are considered to be brute warriors. They are the type of people who get easily angered and decided to punch first and ask questions while punching. While at a party they are the life of it. In the battlefield they are the star and must outshine all. Adapting to goals for them is hard due to their lack of attention span but if able to push through their flaws they can come to a pretty nifty result. Having these people on your team can be a great risk but has the potential to reward well if you plan things out well. + 2 strength + 2 athletics + 1 dex -4 magic – 2 spirit – 1 presence The Character’s Familial/Biographical Information Birthplace : Blood Type: Religion: Alignment: Character Background : The Character’s skills Point Buy system 30 points --All stats start at 8--- At 13 it takes 2 points per 1 skill--- At 16 it takes 3 points per 1 skill Strength: (Carry weight, subdue power, Power) Dexterity: (How you use melee and ranged weapons, Precision in fine acts) Athletics: (Reflex, Movement Speed, Fatigue) Presence: (Con, Vit, Res to Health factors, Perception) Magic: (Spell casting, Spell Pool, Spell efficiency) Charisma: (Persuasion, Pricing, Npc Reaction) Spirit: (Will, Resolve, Knowledge base,) Luck: (Loot, Encounter odds, Enigma) ------------------------------------------- Tinker Proficiency: /10 Armor Proficiency: /10 Melee Weapon Handling: /10 Ranged weapon handling: /10 Hand-to-Hand Combat: /10 Magic Control: /10 Theft: /10 Stealth: /10 Defense: Base 10 Fatigue: Attractiveness: /10 People Skills: / 10 The player’s spells and Abilities
Still Looking for 2 more people ^_^
Could you perhaps invite me? I cannot seem to access the campaign link
1435532825
Gen Kitty
Forum Champion
Unless you want the entire world joining your game, we advise sending invites via private message. I've blanked the link for now. If you really want the whole world able to join, just let us know :&gt;