Saturday, December 29, 2012

Aokdawn - the places - Volasia


Volasia is the grand capital of the empire created by the old worlders from long ago. The mega city governing all its surrounding area's is named Volasia. Volasia is a political hub for the empire and has a strong, rich history of varied nobility. Volasia is also the spiritual capitol of the world, and the main city houses a grand temple dedicated to every god except sorlah, though the temple to that god is currently being constructed and is supposedly going to be the prime temple of worship for that god. Volasia sits on the western most coast of the continent, and has a good shipping trade as well as a land route connected to candomia, hammerdull, alborine, ravenspire and the elven kingdoms in the ever woods. Volasia is supported by numerous farming comunites, though most of these small towns and villages are located due east towards ravenspires boarders. Small coastal towns and villages are also located north and south of the main capitol, though the only shipping routes go out from the capitol itself.

*Volasia has a large city just south of it called Ureshai - Ureshai was the home to the wizards that were outcast during the first treason that took place at the dawn of the first age when the old worlders first came over. Today Ureshai is a high magic community, and houses most of the magic colleges and schools. Many disciplines and traditions are taught in Ureshai, though they favor fancier magic with real results over boring or tedious magics. Ureshai makes its coin from taxation of the many neighboring towns and communites, mostly farm and fishing towns, and has a nice sized standing army to deal with hill giants, green dragons, and rogue minatours. The city has a rich, beautiful history and uses the same architecture present in the city of volasia itself. Yun and Ganiveil and Tylla and Varuna are very important gods worshipped within the city of Ureshai. Ureshei is the oldest territory that Volasia has, aside from the main city itself. Unlike Volasia, Ureshei has never moved in its location, though it has expanded and re expanded in diffferent directions as time dictated.

*Due east of Volasia is a smaller city known as White Hope or New Durei, and is actually the remnants of the volasian city Durei. When Raven Spire first set out to leave the fold of the empire during the middle of the first age they sacked and burned Durei and all trade communities and towns to prevent the powerful armies from reaching there borders. After leaving the empire Raven Spire was attacked viciously by the hobgoblins and swore loyalty to the queen if they would send aid to prevent the area's destruction. The empire responded and with the help of candomia reconstructed Durei as a military installation known as White Hope, or New Durei. The city served as a military trade base for the empire and allowed the empire to re-establish trade routes and reinforce Raven Spire. White Hope still exists as a military installation, though it is a smaller city than it was during the first age. White hope has a serious feel to it, far more so than most Volasian territories, but they still are extremely loyal to the queen, and tend to house both traditional, and non traditional combatants within there walls. White Hope gains its income from taxation of nearby trade towns, and from spoils of its endeavor to wipe out ogre and giant populations that creep up from time to time. K'vatch and Tylla and Varuna are important gods in White Hope, though Tor'kir and Ganiveil have a strong presence there as well.

Tuesday, December 18, 2012

The Heart of Fayn


This artifact was once a minor artifact, an accident made into a gate to the abyss. Its orignal potential and purpose were lost due to the fumblings of the faynish priests attempting to harness its power. Recently empowered by a relic of Modien Tassle, the artifact once known as the gate stone has been transformed into a powerful faynish artifact, the Heart of Fayn. Once the vessel was able to contain his power, fayn set his evil upon the artifact, transforming it, and its owner, into a powerful conduit of evil, corruption, and sin. The Heart of Fayn now represents what it was meant to, it is the will and desire of fayn, the sin and corruption that courses through his veins, and the evil core that drives him. All powers of the original Gate Stone are lost, destroyed by its transendence, and the new artifact mirrors some of those, but also has a power all its own.

Dimensional Portal - The Heart of Fayn has a demi plane attached, a monstrous plane filled with faynish angels and other evil denizens. It is very possible that somewhere within that very plane, fayn himself rests. The portal opens to a small island, where exists a massive castle of black stone, doors and gates made out of a finely polished obsidian. The liquid surrounding the island appears to be an ocean of blood, and the sky is a greenish color, with gray clouds constantly in the sky, drizzling acidic rain onto the unprotected. Luckily, the Castle is removed from the bad portions of the plane, and is safely tucked away from the noxious fumes in the air, the acidic rain, and the poisonous "waters". The area surrounding the castle is filled with thick dark woods that grow right up to the very edge of the island, showing only about 6 to 10 feet of bone white sand that represents a beach. The Castle has two attachments, a large tower connected to the east wing, and a massive library and study connected to the west wing. The inside of the castle vary according to the owners tastes, but are always lavish, easily reaching a 5 treasure rating in there rarity and worth. No objects inside the castle or plane can leave however. Existing in the castle are several servants, all angels of fayn, all female. the servants appear to be succubus, but have horns, bottle green eyes, and exude an aura of lust. They willingly do any and all tasks for the master of the house, though they too can never leave the plane. The bearer of the Heart of Fayn need only touch a mirror that is large enoug to act as a physical portal to enter the plane. Only those that are given permission to enter the plane may also do so. A portal once created is permanent (although only to the bearer and those allowed) until another is created. Anyone entering the plane always exits the same portal they stepped through.

The heart of fayn has lost most of the demonic energies that once ran through it, as a gate most of those energies had faded over time anyways. The heart however did become more powerful in other aspects.

The Heart of Fayn represents sin. By taking on a mantle of sin one can become more powerful. When attuned to a sin others around the bearer of the heart also feel its presence (this is only for role playing purposes.) So one bearing Wrath would cause people to feel slightly agitated, Lust would cause those nearby to crave carnel pleasures etc. The bearer of the Heart most always have a mantle of sin activated. The bearer of the heart need not seek out others with a branded mantle to gain there power, Fayn is sin, and all that sin flowed into the heart during its creation. At the beginning of each session you must choose a Sin, this is the sin you represent through the story. Though Kaliora has a sin brand and gains power from it, it no longer controls her, she represents all sin now. Kaliora chooses one of the below sins as her primary sin. She always from this point on has that sin attuned and gains access to all its powers and benefits, it cannot be changed. Kaliora also gains a sin as stated above that has to be chosen at the start of every session.

Wrath Abilities -
1- Any succesfull attack you make does at least five levels of damage. This does not translate into successes, but simply causes any damage you do to be a minimum of five levels. This ability does not add five levels of damage, just causes the minimum damage you can do to be five. If you rolled one level of damage on an attack, it would be boosted up to five. Be warned, slapping someone, a defensive kick, all could become deadly. The five levels of damage are before soak and armor.
2 - Increase your physical stats by 2. This can increase there value above 5.
*Once per Scene - You can fire off a 10 level damage blast of sheer force. The range goes out to 40 yards.
*Once per Session - You can focuse your hatred and rage at an opponent within ten yards by emitting a horrible scream of sheer hate. The opponent must score three successes on a willpower roll. If the opponent fails the check it explodes, its body bursting apart with tremendous force. The explosion effects an area 20 yards around the target, and every creature aside from you takes 10 levels of damage. The damage can be soaked as per normal.

Greed Abilities -
1 - You have a treasure rating of five. No matter how much you spend, you gain more coin. As a representative of greed you can never give any of your treasure or bought goods away with out gaining something of at least equal value.
2 - Dont worry about rolling for your treasure roll, you always succeed. There is still a limit to what you can find and buy within the course of a story, and you may not have the time or chance to get what you want in certain situations.
*Once per Scene - You can cause any intelligent creature that has a need or value of money to stop and listen to you. This pause is always because of a promise of coin or reward. The pause allows for social diplomacy or other forms of persuasion, or sometimes just serves as a chance to distract or stall your opponent. This ability has a range of 10 yards.
*Once per Session - You can buy someones favor. This ability has a range of 10 yards. This power forces an opponent to score three successes on a willpower roll, failure means that you must give up something in return for a service. The service cannot require more time than a week, but can be as complicated or simple as you desire. The service needs to be something the person could aquire with his skill, otherwise he wont take the deal for the sheer purpose that he could not complete his end of the bargain.

Lust -
1 - You have an allies rating of five. These allies can be split up and allocated as you want, and can be a single ally, or several allies of varying ratings, so long as the total adds up to five. When the sin is chosen choose who the allies are, if this is a permanent sin you may choose new allies at the beginning of every session. (assume that the allies lasts through the downtime up until the start of the next session regarding rolls, services etc.)
2 - All social attributes are increased by 2, this can take the attributes to a rating above five.
*Once per Scene - You can gain an automatic success on any roll involving a social attribute.
*Once per session - You can gain control over a person with the promise of carnal pleasure. Lust drives people to acts that even greed cannot, and can cause rational people to do irrational things. A target within 10 yards of you must gain three successes on a willpower roll or being subject to a suggestion of your choice. The suggestion can be anything, though it has to be something that can be done within the scene (lust tends to fade away once the object of said lust is no longer around). Unlike greed people could be ordered to attempt something beyond there means, or potentially suicidal, such as attacking a dragon so that you could get a spell off.

Pride -
1 - Any time you roll dice and score five or more successes on the dice roll (this does not include automatic successes) you regain all your exhausted willpower. (this is not accumulated successes for the purpose of extended rolls, only individual rolls.)
2 - Your dice pools can never be penalized except by abilities that you yourself use.
*Once per scene - re-roll a failed dice roll.
*Once per session - you gain five successes on a single roll. This substitutes the actual roll, and you simply succeed in the best possible manner.

Envy -
1 - You can create an illusion over yourself at will, appearing as any type or race of person within your racial size range, and wearing whatever gear and objects you desire. This is all an illusion of course, and does not allow you to look like someone else, though you might pull off a close or similar appearance.
2 - Raise all your attribute points by 1, this can take the value above the normal maximum rating of 5.
* Once per scene - When anyone rolls five or more successes on a dice roll you can use this ability, you gain an automatic success on that particular roll for the remainder of the scene.
* Once per session - Choose a target, you can steal one non physical (no magic swords devices or the like) magical advantage from the target. The ability disapears from the target and you gain control of that advantage. A target has to be within 10 yards and is only affected if it doesnt score 3 successes on a willpower roll. You use the advantage, along with the available upgrades it has, for the remainder of the session. You still cannot steal advantages you could not attain (such as a template if you already have one). You could steal magic, dynamic sorcery or other forms of magical abilities and use them however you desire. If a target loses the ability it does not gain the ability back until the end of the session.

Sloth -
1 - Whenever you skip a turn you add one to the success of any roll you make the following turn. You can continue to skip turns to add more successes when you finally do decide to act. This functions only on turn to turn scenarios, primarily combat.
2 - All enemies within 10 yards of you lose 2 dice from all of there dice pools. You can effect allies if you so desire.
*Once per scene - One target within 10 yards of you loses his actions for a turn. He can do nothing, not even move or take "free" actions.
*Once per session - A target within 10 yards needs to score 3 successes on a willpower roll, failure means that the target cannot use willpower and cannot put more effort in anything he does than 3 dice worth. The target can still take actions, but barely. A target who's dice pool is already below three uses the lower number instead. This effect lasts one scene.

Gluttony -
1 - you gain a bite attack. Your bite attack is a weaponry attack and you add two to the dice of it. If you have a bite attack already you add the two dice to that bite attack.
2 - you gain a level of health, and a point of willpower anytime you do damage with your bite attack.
*Once per scene - you gain a number of health and willpower points back equal to the amount of damage you do with a bite attack. You can split the number between the two statistics.
*Once per session - Add five successes to your bite attack roll. If you kill your opponent with your bite attack you eat him. He's dead. You gain the number of health boxes he had as new health boxes for the remainder of the session, and they are treated as normal health boxes, capable of being healed etc. You also regain all your willpower points back for eating a person as well.

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The bad - Unfortunately taking in the heart of fayn has its drawbacks. You certainly elevate in power, but you become something similar in appearance to the true form of the dark lord, or at least you can. The corruption of taking in all the sin that fayn has to offer often takes its toll on a mortal vessel.

Kaliora automaticaly gains a point in the features upgrade - All points must be accounted for and represent a physical change.

Kaliora must choose one of the following -
*Elasticity Advantage (Represents tentacles, boneless arms etc)
*Glider Advantage (Represents flaps of skins under the arms or small near vestigal wings)
*Special Movement Advantage (usually supported by a minor physical representation)

Kaliora must choose one of the following -
*Natural Weapon Advantage (supported by a physical representation.)
*Large Size Advantage (obvious)
*Extra Arms Advantage (2 extra pair of arms for a total of six arms)

Kaliora must choose one of the following -
*Breath Weapon Advantage (supported by a draconic visage, or demonic visage)
*Cloud of Vermin Advantage (Supported by a minor physical representation)
*Flight Advantage (Draconic or Demonic wings)

Kaliora is also capable of purchasing Racial advantages at this point to support her corrupted appearance. Once the theme is drawn out the player and GM can decide together which racial advantages could be supported by the idea. Kaliora must permanently assign 3 points to be placed into her physical stats (which can raise the stat beyond its normal limitation of 5), and remove 2 points from either social or mental stats (or 1 point from each), chosen at the players discretion. The corruptive nature shines through whatever ruse you put up, impacting your social capacity on at least some level. The physical stat increase is usually represented by an increase in muscle mass, or a leaner toned muscle for dexterity, and perhaps an increase in general mass for stamina.

Aside from the above "bonuses" there is a matter of the sin itself. Representing a sin means doing just that. Having a sing means you must meet the requirements below. Though the sin will affect the characters RP to some level, it will also have noticeable effects during downtime.

(there are ways around the above taboos, such as spending the first 4 hours of everyday in quiet contemplation, using the allies you gain from lust to sate your appetite, having allies steal something for you and deliver it to you, those channeling gluttony might have a small pouch of dried rations or fruits on them at all time etc.) Assume that during downtime you have the ability to focus on making sure the sins are sated, but during game time when you are more active it is sometimes harder to concentrate on getting the sins sated. This shouldnt be too complicated, simply have your player explain a common routine that would be developed to sate the sin, then inform the player when it might become disrupted. (such as sloth coming into play when Kaliora tries to do a 36 hour spell)

Saturday, December 15, 2012

D&D WOD crossover stuff


(Hey guys, this is just a taste of some of the stuff i've been working on. The below class and class templates and character building are set though, thats how we'll be creating starting characters in the D&D setting. There will be some more additons too. And Ill try to post them as I work side by side with my other stuff.
World of Darkness Revision to D&D

Utilizing these rules and mixing them with the BESM rules to create a more specialized version of that game.

Character generation – Characters assign stat points to their attributes. All characters use the below stat blocks for character creation.

Attributes 5 / 4 / 3

Skills 11 / 7 / 4

Willpower – Resolve + Composure / Health – Size (5) + stamina /

Advantage Points – Adventurers start with 10 advantage points. Advantage points can be used to buy advantages that are described later on. Advantages are split into 3 categories. The first category is All and is the most common category, meaning it’s a type of advantage that just about anyone can do; Magic, a separate but powerful and common category, and Racial, a specific category defining racial advantages.

Type Advantages –Unlike BESM standard rules, the D&D version does not have type advantage, because all characters start out as adventurers. Adventurers gain specific advantages not assigned to those present in the Braedis Well campaign setting.

Success Roll – 8-10 is a success.  10 again rule applies.  If you have no successes and roll a 1 you botch the roll. Note; spending a willpower point adds 3 dice to a roll. Some abilities give automatic successes, only one automatic success can ever be applied to a single roll unless an ability or advantage specifically says otherwise.

Quick overview of attributes – Attributes are split up into 3 categories. Each category has 3 traits. Mind / Social / Physical are the categories. Mind has the traits Intelligence – Wits – Resolve / Social has the traits Presence – Manipulation – Composure / Physical has the traits Strength – Dexterity – Stamina / As above your chosen archetype reflects your points that can be put into attributes. The 5-4-3 for average joe characters means that the character can spend 5 points in one category, 4 points in the second, and 3 points in the third category. Every trait is assumed to have one dot already, so if you point 1 point into strength you would have a strength score of 2. No score can go above 5.

Quick Skill Overview – Skills are broken up like attributes into three categories. Mental – Physical – and Social – Each category has a list of skills. Mental – Academics, Computer, Crafts, Investigation, Medicine, Occult, Politics, Science / Physical has Athletics, Brawl, Drive, Firearms, Larceny, Stealth, Survival, Weaponry / Social has Animal Ken, Empathy, Expression, Intimidation, Persuasion, Socialize, Streetwise, Subterfuge / Spending points on skills is similar to that of spending them on attributes. Adventurers start out with a core set which is of points to spend which is 11, 7 , 4 ; so a character can put 11 in one category, 7 in another, and 4 in the third. Skills unlike attribute do not have a starting dot, so if you put one point into athletics, you have that one point.

Rolling Skills – Most things in the game require skill rolls or similar rolls. Rolling a skill is easy; your gm will call out for a roll that requires an attribute and a skill, you add the attribute value to a skill and that give you a dice pool. Roll that dice pool, every die that rolls an 8 9 or 10 is a success. If you roll no successes and have a 1 in the roll you botch the roll, and the effects are up to the gm. Example ; Gm asks the players to roll a Dexterity + Brawl to hit the piñata; Matt has a dex 2 and a brawl 3 and so has five dice. He rolls one success. Vic has 2 dex and 1 brawl and gets no successes. Kenneth has 3 dex and 3 brawl but gets no successes, and rolls a 1. He botches the roll, missing the piñata and kills matt. Note, that if you are not trained in a skill there is a penalty. If you are not trained in physical or social skills you get a – 1 to your dice pool. If you are not trained in a mental skill you get a – 3 to your dice pool. So; using the example above, if vic had a dex of 2 and a brawl of 0 he would have only 1 die in his dice pool. 

Advantages – templates – some advantages will have the template indicator beside them, a template advantage can be taken only at character creation, and as a rule of thumb, only one template can be applied to the character. Adventurers get a special class template that can only be taken at first level. The class template can be stacked with other templates, and does not count towards the above limit.

Prestige Class – Prestige Class is a special form of advancement. Prestige Class is a template that has specific designated powers and is similar in many ways to a starting class, but has no upgrade options. A prestige class is a template.

 

 

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Class Types – All starting characters gain a class type. This is not a class template as is defined below, but just adds a theme to the characters basic nature. Putting warrior on a wizard class template is perfectly fine for example, especially if the character concept is a fighter mage or something similar.

Warrior – Starts with 2 more points in physical attributes. Warriors gain 2 points in physical skills. 

Arcanist – Starts with 2 more points in mental attributes. Arcanists gain 2 points in knowledge skills.

Divine – Starts with 2 more points in social attributes. Divine characters gain 2 points in social skills.

Skillful – Starts with 1 point put into any attribute as desired. Skillful characters begin with 5 bonus skill points to be applied to skills as desired.

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Magic in D&D – Magic in D&D is split into two groups. Wizard magic, and themed magic. Wizard magic if chosen allows a character to have a number of slots equal to his willpower rating. Everytime he uses a spell (must be themed around the wizard spells form the 3rd edition game setting) that spell is locked, though he can use it again. This allows wizards to have a nice choice of spells, and still be able to adjust their spell casting based on situations that arise. Themed magic works just like it suggests in the rules for magic, and usually is set aside for those playing characters that want a specific locked in theme for there spells.

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Armor rules – All types of armor can be purchases with treasure. Light armor can be purchased with a treasure rating of 1. Medium armor can be purchased with a treasure rating of 2. Heavy armor can be purchased with a treasure rating of 3. Shields can be purchased with a treasure rating of 1.

Light Armor – roll a single die, if a result is 0 after taking any damage you reduce the damage by one. This applies to physical attacks only.  Light armor does not reduce speed.

Medium – Roll 2 die, if a result is 0 on either die you reduce the damage by two. This applies to physical attacks only. Medium armor reduces a characters speed value by 2.

Heavy – Roll 3 die, if a result is 0 on any of the die you reduce the damage by three. This applies to physical attacks only. Heavy armor halves a characters speed value.

Shields – Add one to the number taken off by armor if the armor die is a success. For example, if you have armor rating of one and roll a 0 on your one die, you reduce the damage by 2.

Enchanted Armor – Adds one die to the roll to see if your armor succeeds.

Enchanted Shield – Adds one additional point to the damage absorbed on a successful armor roll.

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Class Templates – Advantage Cost – 3 points – Only available at Character creation.

Class Templates are an option, and need not be applied to every character. Some characters wishing to play “multi class” style characters may find that not having a class template is more advantageous to their starting skills and abilities.

Fighter – A fighter does one additional level of damage any time he hits with a brawl, archery, or weaponry specialization. So a fighter specializing in bar brawling would gain an extra level of damage any time he scored a hit while using his fists in that situation. Fighters start the game with two additional health boxes. Fighters start the game with 2 points to be placed in their physical skills.       //Upgrade// 3 points allow for a physical attribute. This may be taken twice. / 2 points allow for an additional health box. This may be taken 3 times. / 3 points add one level of damage to a single chosen specialization; this can be taken once per specialization. This only works on archery, weaponry, or brawl specializations.

Wizard – After a wizard casts a spell he need not worry about rolling ones when attempting the same spell at a later time that day. A wizards willpower rating is Resolve + composure + 2 to a maximum of 10. Wizards gain two skill points to be placed into their knowledge skills. Add two to the wizards spell slots available in a day.                         //upgrade// 3 points allow for a mental attribute. This may be taken twice. / 2 points allow for a dot in a knowledge skill. This can be taken 3 times. / 1 point allows the wizard to purchase a familiar.

Priest – A priest gains 4 dice whenever they spend a willpower point to aid in a skill roll. A priest gains two skill points to be placed into their social skills. A priest has a reserve of power and faith to call upon, and once per session can refresh there willpower by three points.           //upgrade// 3 points allow for a dot in a social attribute. / 3 points allow for a dot in a physical or mental attribute. / 2 points allow for a dot in a social skill. This can be taken twice. / 2 points allow for a dot in a physical skill. / 2 points allow for the priests’ ability to refresh 1 an additional willpower point. This can be taken twice.

Rogue – A rogue does one additional level of damage on any attack in which they can deny their opponent there defense trait. This ability works only on living creatures with a discernible anatomy. Rogues can place 2 skill points wherever they choose. A rogue can use there dexterity score when using the weaponry skill, so long as it is a small weapon and no shield is being used in the off hand.  //upgrade// 3 points allow the rogue to buy a dot in an attribute. This can be taken twice. / 2 points allow the rogue to buy a dot in a skill. This can be taken 3 times. / 3 points increase the damage to the rogues sneak attack. This can be taken twice. /

Bard – A bard only suffers a 1 point penalty on untrained knowledge checks, and no penalty on untrained social skills. A bard also always gets 2 chance die on any skill roll that would require a chance die roll. Any ally of a bard that is within their presence for eight or more hours per day regain 2 points of willpower when they rest, instead of one. Bards gain 2 points to be put in social or knowledge skills. //upgrade// 3 points allow the bard to purchase a point in a social attribute. / 3 points allow the bard to purchase a dot in any attribute. / 2 points allow the bard to purchase a dot in a skill. This can be taken 3 times. / 2 points allow a bard to expend there willpower to benefit another characters action. This can be done once per turn and does not work if the other character has already spent a point of willpower on that action. This ability works only with skills. /

Sorcerer – A sorcerer adds two additional die whenever they roll willpower to use dynamic sorcery. A sorcerer can use Presence instead of Composure to determine their starting willpower. A sorcerer gains 2 points to be spent on social skills.                            //upgrade// 3 points allow a sorcerer to add one to a social attribute. This can be taken twice. / 2 points allow a sorcerer to add a point to a social skill; this can be taken 3 times. / 1 point allows a sorcerer to purchase the familiar advantage.

Druid – A druid can detect the presence of magic within 20 yards of him by concentrating.  A druid gains 2 points to be spent on knowledge or physical skills. A druid spending willpower can opt to gain an automatic success instead of rolling three extra dice.                                                                                 //upgrade// 3 points allow a druid to add one to any mental attribute. / 3 points allow a druid to add one to a mental or physical attribute. / 2 points allow a druid to add a point to a knowledge or physical skill. This can be taken three times. / 2 points allow a druid to purchase a place of power.

Monk – A monk’s unarmed attack modifier is +2 instead of +0. / A monk’s defense rating is the lowest of dexterity or wits +1. / A monk can add 2 points to their physical skills. /                                                  //upgrade// 3 points allow a monk to gain a point in any physical or mental attribute. This can be taken twice. / 2 points allow a monk to purchase a point in any physical skill. This can be taken three times. / 2 points allow a monk to add an additional die to his unarmed base attack. This can be taken twice. / 1 point can add 3 yards to the monks speed rating. /

Paladin – A paladin can detect the presence of Evil within 20 yards by concentrating. Paladins do 2 extra levels of damage to any evil creature that they hit with a weaponry attack. Undead and any evil creature or person suffers a 2 die penalty to any roll they make when within 20 yards of a paladin.                           //upgrade// 2 points allow a paladin to expend a point of willpower to heal any wounded ally 3 levels of damage. / 2 points allow a paladin to add 3 soak dice to any magic or energy based attack from an evil source. Unlike normal soak dice these soak dice stack with all others. / 1 point allows a paladin to become immune to all forms of disease or all forms of fear. This can be taken twice. /

Barbarian – A barbarian can enter a rage once per scene, entering a rage requires no action and can be in response to taking damage. Leaving a rage requires one turn. While raging a barbarian can only move and make weaponry attacks. Rage allows the barbarian to do two additional levels of damage when they strike an opponent with a weaponry attack. While in a rage a barbarian takes one less point of damage from any and all sources. A barbarian adds 3 to his speed while raging.                                            //upgrade// 3 points allow the barbarian to increase a physical attribute. This can be taken twice. / 2 points allow a barbarian to take a point in a physical skill. This can be taken three times. / 3 points allow the barbarian to ignore 2 levels of damage from any and all attacks instead of one while in a rage. /

Ranger – A ranger adds an additional level of damage any time they successfully attack with the archery skill. Rangers add can add two additional points to purchase physical skills. Rangers have outdoor survival, which allows them to move 3 yards faster while in natural terrain, they never get lost, and never need to roll survival for a roll that would normally only require 1 success.                         //upgrade// 3 points allow a ranger to purchase a point in a physical attribute. This can be taken twice. / Two points allow a ranger to purchase a point in a physical skill. This can be taken 3 times. / 2 points allow a ranger to purchase the magical beast advantage, though this is some form of fierce woodland animal as opposed to a fantastical beast, though even that’s possible with the GM’s approval.

Other classes do exist, and if you have an interest in one that is present here (the above are the core classes) the gm will come up with them so long as they are ingrained classes within the world, such as samurai, witch etc.

Monday, December 10, 2012

A show of strength


Indeera moved through the halls of the lower sanctum, the smell of must, ash and death surrounding everything. She arrived at the designated meeting spot, a large circular room, hallways leading out in six other locations, a set of stone benches in the center. She knew these area's well, though they were used very little these days. In a past time these meeting spots were common for clergy members to talk in private to discuss whatever they could not in front of there elders. Backstabbing and back room plotting were all apart of Fayn's grand design, and the only way to rise to the top of the clergy was to climb the pile of bodies you created. Indeera looked over the meeting place only vaguely, and moved into the center of the room. She was dressed for war, though she always walked the halls decked out for battle. Large, heavy plate mail, designed seemingly just for her was her armor, the under chain linking the armor plates was made of blue black adamantine, and ridge and edgework was done up in a rust colored metalic coat. Her sir cloak was normal for her meetings in the catacombs, a large, dark red cloak, the center done up in a black scepter crossing a black sword. She wore no helmet, and her long red hair flowed down her back gracefuly. Her piercing green eyes and her blood red lips were the only evidence of life on an otherwise stoic face. Two men arrived out of the entrance in front of her, an older man with short grey hair, wearing black robes and sporting a noteable spell pouch, and another man wearing chain mail, a black faynish overcoat, and black breaches was standing in front of the mage. Indeera recognized the man, Ison the Waste, a priest known for spreading misery and disease to bring the suffering from the masses to the waiting jaws of fayn. The man was devious, and indeera wasnt suprised when six more men, armed with long swords, sporting chain mail, and wearing black hoods came from the other various halls. Ison looked at the mage, who worked the fabric of magics around him, and after a moments incantation, sealed all the portals leading out with a thin wall of ice. Ison smiled coldly at indeera. "Just a precaution, dont want you leaving before you've heard me out. I need to get a point across my dear.." The mans eyes narrowed as he watched indeera start moving across the room, heading towards one of the hooded guards closest to her. Ison spoke, curtly. "No need to make a scene, these men are far better trained than some.." Ison never finished his sentence, his mouth hung open as Indeera lunged at the guard, smashing her guantlet through the guards throat and ripping out most of the surrounding meat, with a gesture she flung most of the mans windipe and surrounding tissue to the ground beside her, the mass hitting the stone floor with a wet thud, the guard, dead on his feet, hit the ground shortly after. No one could react, jsut watch as indeera then bent down, and clamped her mouth onto the opening in the mans neck she had just created, her throat contracting as she sucked down the blood flowing freely from the dead man. Indeera rose a moment later, blood covering her mouth and throat now, as she looked over at Ison. Staggering backwards Ison pointed at indeera. "Kill the bitch! Kill her now!!" The guards reacted quickly and professionally, all of them drawing there swords and moving at her, all of them trained, all of them experienced. The first guard to die went out spectacularly, as he neared her cautiously, poised for an opening, indeera stepped forward. The guard went for the kill, his sword point slamming into her chest, and bounced harmlesly off the thick, enchanted plating of her armor. Indeera touched the man's head after his attack failed, and the man staggered back. The guards around him could see blood flowing from his mask, could hear the gurgling, noticed when blood began pouring from his breeches until finaly it ran so freely that it began oozing through the very pores of his skin. a moment later, the mostly emaciated guard hit the ground, blood still leaving his body, even after his life had ended. Two of the remaining guards then rushed her, one slamming his sword into her leg, and getting at least a bit of penetration, the other swinging his sword into her arm, but again not penetrating her defenses. Indeera pulled a massive flail from under her cloak and brought it to bare, the guards taking another round of attacks against her but not penetrating the massive plates of her vile armor. The guard that had struck her leg lost most of his left shoulder, and all of his head as the great force and power of her flail smashed into and through him, knocking the man's head across the room where it exploded against the wall behind the wizard, who in turn screamed and began scrambling backwards. She brought the flail down on the other guards knee, tearing off most of the lower half of his leg and knocking him to the ground. She followed up that blow with one in the center of his torso, crushing into his chest. Indeera then moved around that guard towards the remaining two, the one below her coughing up blood, his life fading from the world as she passed. The remaining two guards went at her together, one swinging towards her neck but having his blade deflected by the massive pauldrons on her shoulders, the second guard swinging low and striking into her knee but not penetrating the protective mesh of her armor. Indeera kicked the guard that went low in the face, her shin splitting his lip, shattering his teeth and nose and sending him to the ground in a heap of pain and blood. She swunng her weapon sharply before her with a second swift motion and came down on the second guards wrist, crushing through the bone and flesh of his hand, sending it and the sword it was carrying falling to the ground. Grabbing the guard she had just mauled, she lifted him up, her strong grip crushing his wind pipe as she held him, then lifting her leg she brought her foot down onto the head of the guard below her, crushing his skull and splattering it across the very cobblestone that her boot connected with. A moment later she tossed the guard in her hand to the ground, his wind pipe crushed, and the life long removed from his body. Slowly she turned and stared at Ison, the same look on her face, the cool stoic visage masking a swiming volcano of fury and hatred underneath. With a motion she dropped her flail and began moving towards the priest. Ison spoke, pointing at her. "Stop!! Stop damnit!! I want to talk.. Stop you bitch!! I want to talk.. to TALK!!" Indeera reached him swiftly, and Ison grabbed at his holy symbol, reaching out and touching her chest. Nothing happened. Indeera swung both of her open hands together on the sides of Ison's head, the mans ear drums ruptured, and he screamed as blood flowed from those wounded cavities. Indeera then palmed the front of Ison's face with one of her gauntleted hands, and grabbed the back of his head with the other, and in one swift motion turned his head around with a sharp, final crack. Ison gurgled a moment, and his arms and legs twitched and thrashed as the confused nerves in his body gave out there final signal, and then he was dead. Indeera tossed the corpse to her side and approached the mage, the man looking at her in absolute terror. "No! NO! get away from me.. I did nothing.. I meant no harm! I.." Indeera cut him off, speaking coldly. "I need your assistance in getting through the ice." The man, sweating nodded emphatically. "Of course.. of course.. Ill do that.. I can do that.. I can.." Indeera grabbed the man by his shoulder and marched him towards the other side of the room, towards the passage she had come out of, as she approached the ice wall covering it she picked up her pace. The man spoke hastily. "ok.. ok, dont rush I just need to.." Ignoring him Indeera picked up more speed, moving as fast as she could in the armor, then released his shoulder, grabbed the back of the mages head and rammed him head first into the ice wall. On the first hit the mages face was mostly shattered. He was dead by the second hit. The third hit finaly cracked through the ice wall, and destroyed most of the mages head. She dropped the remains of the mage to the side and shouldered past the ice, stepping into the dark halway in front of her. Wiping her mouth she took a deep breath of the air around her, taking in the smell of death and blood. "Report" her words were spoken into the darkness, and Ella responded from those shadows. "All is well, Varren dispatched the guards along the hall, though he's having a bit too much fun at it I think." Indeera closed her eyes, using her willpower to get her wrath under control, the soft voice in the darkness somehow calming her as it spoke again. "Well, we need to get you cleaned up, then off to your fourth meeting today. Busy busy! but you honestly shouldnt eat at these things." Ella stepped from the shadows, a form of cat and woman combined perfectly, a slender clawed hand rising up with a white cloth to get the blood from her mistresses face. Indeera interjected as Ella did her best getting the gore from her face, and having trouble doing so. "Four more to go. I'll crush the last remnants of these aged politians under my boot, and make way for a path more suited to our god." Ella only nodded, obviously more concerned about the blood than the divine revelation she just heard. "Ok, ok, well thats all well and good but we should get a move on. Ill have varren continue racking up a body count, and let you deal with the priests." Ella's ears perked a moment and she looked at Indeera curiously. "Do you think its wise though to leave Kaliora and Kerrivas out of it though, I know they'd love to help." Indeera shook her head as she moved past her lover and down the hall. "No. Kaliora has her own agenda's, and they may well aid us in the future, better to allow her to follow her own goals, that freedom is why she stays, and I have no intention of taking it from her." Ella pondered and followed behind her mistress. "What of Kerrivas then?" Indeera shook her head slightly. "He also has his hands full at the moment, and Gauthic made it clear to me what he wants. We'll have to wait and see." Ella nodded to herself and moved gracefully behind her mistress, already beginning to blend in with the shadows around her. "... and gloom?" Indeera kept walking, and only responded after several minutes. "Let him watch. He needs to see this more than anyone."  With that Indeera continued her journey in the catacombs to conclude a very busy, grisly, and necessary day. All for a show of strength.