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14:36, 11th May 2024 (GMT+0)

Character Creation (and combat info)

Posted by XethrylFor group 0
Xethryl
GM, 1 post
Wed 8 Nov 2023
at 07:22
  • msg #1

Character Creation (and combat info)

Step 1: Determine Base Attributes. There are four; Warfare, Mind, Agility and Spellcasting. You can choose where to distribute 4 points. Each point boosts dice rolls in that category by +2. Having 0 in any Base Attribute decreases rolls from that category by -5, and exposes a weakness certain types of enemies may exploit.

WAR: Fighting with conventional weapons such as blades and bows. Also affects tactics in encounters involving many enemies.
MIND: Building and working with intricate tools. Also boosts skill with complex weapons.
AGI: Nimbleness and speed. Lighter weapons calling for finesse over strength benefit from this.
SPL: Evoking elemental forces and conducting rituals calls for spellcasting expertise.

A character also has a pool of 4 Special Points that replenish upon resting. Using 1 reduces damage from an attack by 1, using 2 adds advantage to a roll, and using 3 negates any amount of damage from an attack.


Step 2: Pick an Origin
The player race are Amazoness made up of different origins.

Sovereign: Rulers of the Amazoness Isles for untold centuries. They pride themselves on achievement in warfare and solidified their rule through a militaristic society.

Base HP: 11
+1 WAR
+2 to any WAR-based skill

Special Ability:
Martial Prowess: The price to gain advantage to a roll using Special Points is 1 instead of 2 as long as it's combat related. Twice per encounter using a Special Point to reduce damage by 1 is free.


Lotus: Lithe, elegant and dexterous, they hail from the mysterious Violet Archipelago. They cultivated exotic fighting styles resulting in prized agents sought after for their deadly grace.

Base HP: 9
+1 AGI
+2 Exotic Arnaments

Special Ability:
Deadly Strikes: Instead of needing a Natural 20 to perform a Critical Strike in combat (double damage), this also applies to both natural and unnatural 19's and 18's.


Panthera: Easily identified by feline ears and a tail, they usually come from vertical towns built into massive trees. They are surprisingly resourceful.

Base HP: 10
+1 MIND
+2 to any MIND-based skill

Special Ability:
Feline Aptitudes: Advantage on Stealth rolls. Triple Advantage on rolls involving any land based Athletics traversal. Falling damage is halved and then deducted by 1. No penalties for seeing in dim light.


Divergent: They sometimes have skin of an unusual color or carry special marks and glyphs on their body. Drawing power from the stars and earth usually comes naturally to them, so it's rare to find a Divergent that can't cast spells well.

Base HP: 7
+1 SPL
+2 to any SPL based skill

Special Ability:
Celestial Attunement: 1 Special Point can be used to boost the damage of a magical attack by +1. 2 Special Points can be used to boost the damage of a magical attack by half its base damage -1. In sunlight regain 2 Special Points after a fight or short rest. In moonlight roll spells with advantage.


Elfin: They possess long, keen ears and usually stand at an above average height. In matters of archery, they've harboured a fierce but friendly rivalry with the Sovereign.

Base HP: 8
+1 AGI
+2 to Archery

Special Ability:
Acute Senses: Triple Advantage to spotting enemies, performing ambushes, and defending from an ambush. Difficulty for firing beyond Effective Range is +3 instead of +5.

Step 3: Specialize with Skills

A skill can only be tagged once. You may tag one skill with +4, two skills with +3, three skills with +2, and four skills with +1.
Bladed Armaments (WAR)
Polearms (WAR)
Ballistics (WAR)
Tactics (WAR)
Exotic Armaments (AGI)
Archery (AGI)
Athletics (AGI)
Swimming (AGI)
Stealth (AGI)
Perception (MIND)
Nature (MIND)
Firearms (MIND)
Vehicles (MIND)
Engineering (MIND)
Ritual (SPL)
Elements (SPL)
Enchantment (SPL)

Bladed Armaments, Polearms, and Exotic melee weapons are somewhat related enough to each other that there is still some benefit for using a weapon you're not skilled in, so you gain half the benefit rounded down. For example if you have +6 in Bladed Armaments but try to use a Polearm, your +6 becomes a +3. The same thing applies to the ranged weapon group with Ballistics, Firearms, Archery and Exotic ranged weapons where if you have +7 in Firearms but try to use an Archery weapon that +7 becomes a +3. This effect does not occur with SPL skills.

Step 4: Pick a class
If you scroll down to the bottom of this thread you'll see a list of classes that confer a few benefits.

Step 5: Come up with a gift, and optional quirks

To make each character their own think of some advantage or special feature your character has. It could be anything such as being particularly gifted at something or having more assets of a certain kind or who knows what else.

On top of that, optionally, you can come up with other things that may help but also give drawbacks, modify something good, or simply are there for fun. An example of a quirk could be changing the Lotus Special Ability to instead have something good happen when rolling a natural 1, or a Panthera that instead of gaining advantage on land is a bit of a catfish and gains advantages at sea.


.. then finally send a physical description of your character with as much detail as you can. Can also write a background, but this is optional if you prefer to have that aspect shaped purely through rp.
This message was last edited by the GM at 21:49, Fri 12 Apr.
Xethryl
GM, 2 posts
Wed 15 Nov 2023
at 20:39
  • msg #2

Combat Explained

In combat you can attack as many times as you like in a single post, but after every 5 rolls you gain a -2 modifier that could be interpreted as mounting fatigue or waning focus. On your next turn all those penalties are removed.

A target will have a listed 'Difficulty' value; if your dice roll meets it the attack succeeded. Each time you attack however you take damage according to the value listed in an enemy's 'Counter' stat. If your attack struck however that damage is -2, but if it missed, you take the full damage.

If your character is at a distance from the target and attacks with a ranged weapon, and the enemy target does not have any 'Range Counter' listed, you won't take damage attacking it until something happens that makes the enemy move close to you.

Certain enemies that are big and/or ponderous might have a value called 'Slow', which is how many attacks you can do against it in one post where Counter doesn't apply.

A GM post might happen anytime with the enemies changing positions or creating additional problems that may call for some kind of roll to avoid. No one has to wait for a GM's turn, but usually it might happen after everyone posted once.

Although you can attack as many times as you like in a post, there are a number of things you can only do once each per turn in combat. Those things are:
-Travelling distance
-Using a non-combat skill, such as Stealth
-Improvising for a potential advantage

There is another action that can only be done once per turn in combat, but it doesn't do damage, and if you fail it you'll take Counter damage -1. You can 'Assist' a chosen character. If you meet the target's Difficulty with a combat roll the Assist works and the next attack that character does will be immune to Counter damage (without using up any Slow value if that enemy has any).

Every ranged weapon has an Effective Range, which is simply the listed weapon's range value, but you can attack beyond that for +5 Difficulty for each additional range.

Dual-Wielding weapons is more difficult than wielding one weapon, so it adds +3 Difficulty to a roll. But if you do so, you can choose a bonus for your turn (it can only be one of the options each turn, not both):
-If you succeeded with an attack atleast two times that turn, the target takes the offhand weapon's attack damage once.
-Each time you attack successfully two times a in a row, the target takes the off-hand weapon's damage.

You can throw melee weapons for +3 Difficulty at enemies at 1 range, and if that succeeds does +1 damage, +2 if that weapon was two-handed. But that melee weapon won't be useable again until you retrieve it until a GM post says its okay to, or after the battle ends (assuming it didn't fall down somewhere).
This message was last edited by the GM at 00:12, Sat 13 Apr.
Xethryl
GM, 3 posts
Wed 15 Nov 2023
at 21:05
  • msg #3

Weapon Types

There are a few weapon types that might be more helpful against certain enemies. If something says it rolls with advantage it means you roll twice and take the highest result.

Bladed Armaments roll with advantage against enemies with 0 Armor.

Polearms roll with advantage against enemies having the 'Standard' or 'Predator' keyword.

Ballistics does 2 extra damage if the target only has 1 Armor or less.

Exotic Arnaments ignore the first time in a post Counter Damage is taken from that specific target

Archery weapons have additional range.

Firearms treat a target as having 0 Armor, but if only if that target has 2 or less Armor. Above 2 normal deduction applies. Firearms have the drawback of being more vulnerable to certain events than other weapons.

Fire Element does 2 more damage against enemies that have the words 'Standard' and 'Predator' in their keywords.

Ice Element adds 1 Slow to a target, but it is consumed next time someone that would have taken Counter Damage from it doesn't as a result of the Slow.

Storm Element rolls with advantage against targets with any Armor greater than 0 unless the target has the Resistant keyword.
This message was last edited by the GM at 20:15, Tue 12 Dec 2023.
Xethryl
GM, 4 posts
Thu 16 Nov 2023
at 01:46
  • msg #4

Classes

Warrior:
+3 HP
Two equipment slots taken up by weapons don't count toward the limit
+3 Bladed Armaments

Lancer:
+2 HP
Can choose to make the first attack on a target ignore Counter and add +1 damage, but can't use any travel action this turn and can't use this bonus again until you travel away from it.
+3 Polearms

Sentinel:
+1 HP
Arbalest weapon can be used one-handed. Immune to Overwhelm keyword
+3 Ballistics

Archer:
+1 Effective Range
Every second successful Archery attack in a turn can follow up with a half-damage attack that doesn't trigger Counter
+3 Archery

Ranger:
Attacks from high-ground do +2 damage
Advantage on Perception and Nature rolls
+3 Archery

Ninja:
Exotic Armaments do +3 damage if used during Stealth and on the first attack after it breaks
+3 Exotic Armaments

Myrmidon:
If the only melee item equipped is a single Exotic Armament it gains +1 damage
If wearing no apparel that provides Armor ignore an additional Counter
+3 Exotic Armaments

Sniper:
+1 Effective Range with Firearms
Advantage on attacks when outside of enemy Range and on first attack out of Stealth
+3 Firearms

Rogue:
Wielding one dagger singlehanded makes all attacks with it roll with advantage
Dual-wielding daggers has no +3 Difficulty penalty
+3 Stealth

Apothecary:
Advantage when harvesting Nature materials and gain double resources from each yield.
+3 Nature

Okeanid:
+3 to combat rolls made in water
Can hold breath for 8 minutes instead of 3. 25% more air efficiency with Scuba Gear
+3 Swimming

Mechanic:
Uses half the components necessary for Engineering tasks
+2 Engineering
+2 Vehicles

Elementalist:
+1 damage to Elements spells if all 3 attuned spells are their own unique element
+2 Elements, +4 instead if if all 3 attuned spells are their own unique element

Sorceress:
+2 damage with one chosen element. Evoking a spell outside of the chosen element turns the spell elemental type into the chosen element.
+3 Elements

Priestess:
Wearing mystical unarmored equipment confers doubled benefits
Starts with 5 Attunement instead of 3
+3 Ritual

Enchantress:
Wearing enchanted unarmored equipment confers doubled benefits
Gems in your possession never lose power
+3 Enchanting
This message was last edited by the GM at 08:45, Wed 13 Dec 2023.
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