Obsidianserpent
Senior Member
Twenty years has passed since the Vampire Lord Uther Lalumiere was slain at the hands of Emilian Varias. With the Prince of Hell's demonic portal destroyed, his castle returned to the abyss and the curse which had spread famine, plague, and corruption throughout the heartlands of Constanta for nearly a half century lifted, Constanta would know a moment of peace. Farmer's crops flourished, and the once abandoned town of Mordova became a bustling center for trade, engineering and religious fervor. However, a silent darkness festers within Mordova's backstreets. A new guild has arisen, challenging the authority of the longstanding Silver Hand. Emilian has fallen gravely ill to some unknown illness, with his nephew Hadrian Varias serving as the current guild master. Mutilated bodies bearing strange scars continue to pile up in street corners and alley ways as the escalating guild war threatens to send the town into a panic.
In the midst of this chaos, the Church of Edifus has returned to Mordova, proselytizing its message of meekness and submission to Edfius, and promising to save the town from the darkness which dwells within its city walls. Fiercely intolerant of magic, the High Priesthood of Edifus instigated a witch hunt shortly after Uther's death; a genocide which continues to this day. With nearly a hundred citizens executed so far, several brave souls have dared to speak out against Edifus, only to have their tongues cut out and their mouths sewn together. Evil stirs in Constana once more. Several adventurers take refuge within the Widow's Flagon, a small tavern on the outskirts of Mordova; unlikely allies soon to embark on perilous journey...
(I will be accepting 4 applications in addition to my own. EXPERIENCED & COMMITTED ROLE-PLAYERS ONLY!!!!)
NPCs & Lore
- Uther Lalumiere- Original prophet of Edifus and priest of incredible power who was promised eternal life in order for spreading the gospel of Edifus; a gospel originally centered around love. After nearly a decade of spreading the church across Constanta, Uther began to notice himself age. Perplexed, he attempted to commune with Edifus but to no avail. Feeling cheated, he forsook the teachings of Edifus and made a dark pact with the arch-devil Beelzebub, who in exchange for the priest's soul, prevented him from ever aging, and made him the vessel of the Arch-Devil's power on the mortal plane. He became the original vampire, and the most powerful daemon to ever walk the mortal world. He began to form an army, infecting the most powerful criminals within Constanta with vampirism, an infection which turned humans into lesser versions of himself. For decades he worked to construct a portal to the seven hells. A ritual of such enormous proportion would take time however, and for years he worked in silence. As the portal became more and more complete over the years, hell's influence leaked into the mortal world, leading to what would be known as the Curse Lalumiere. Uther was eventually slain by the Hunter Emilian Varias, and his castle returned to the void.
- Emilian Varias- The most skilled Hunter of his time, and slayer of Uther Lalumiere. He founded the Silver Hand. For the past several months Emilian has fallen gravely ill.
- Isabella Dimir- A powerful Witch who helped Emilian to reveal Castle Lalumiere and defeat Uther.
- Silver Hand- The dominant guild in Mordova established by Emilian Varias. The guild has recently fallen into conflict with a mysterious and macabre rival guild.
- The Balan Family- A extremely wealthy family which supported Uther during the course of Curse Lumiere. The family mysteriously disappeared after Uther's death.
- Hadrian Varias- Charismatic nephew of Emilian. Watches over his uncle and is temporarily serving as guild master.
- Octavian Xan- High Priest of Edifus. Initiated the Witch Hunt and the Purge. Is known for whipping and mutilating himself in order to communicate more closely with Edifus. He strives for a sort of spiritual perfection through self mutilation, and believes that such forms of self punishment are necessary to avoid succumbing to evil like Uther.
- Curse Lalumiere- A foul curse which spread famine, plague, and corruption throughout Constanta. With the help of the Witch Isabella, Emilian discovered that the source of the curse was a portal to the hells created by Uther Lalumiere. With the destruction of the portal and Uther's defeat, the curse was lifted.
- The Witch Hunt- A 15 year witch hunt started by the priests of Edifus. The church formed an elite squadron of hunters known as the Fel Hunters. As a result, witches have been forced to either leave Mordova or practice their magic in secret within the town's walls.
- Fell Hunters- An elite group of Hunters and Crusaders assembled by Octavian Xan, specializing in the extermination of Witches, Vampires and Lycanthropes.
- The Heccubus Coven- A powerful coven of witches residing with the Ravincal Ruins. They've adopted an isolationist attitude and have erected several enchantments within the surrounding plains and forests to hide their encampment.
- The Purge- Shortly after initiating the Great Witch Hunt, the priests of Edifus declared a war on all creatures of the night; primarily werewolves and vampires. The Fel Hunters took up this calling as well.
Character Creation Template
Name: Character’s name.
Age: Character’s age.
Gender: Character’s gender (male, female, other).
Physical Appearance: Your character’s height, hair color, skin color, eye color, clothing, scars, or any other unique physical characteristics. You may upload a photo, but it must fit a 15-16th century european setting. For suggestions, check out the following link. https://www.pinterest.com/search/pins/?q=ayami+kojima
Biography: Your character’s history and what has brought him/her to the Widow's Flagon in Mordova (2 paragraph min). This should be thorough and interesting. Is your character being followed? Stalked? Are you hiding, waiting for someone? Perhaps you seek work in the city. Be creative. These paragraphs should be a demonstration of your writing ability. Be sure to refer to your Origin (see below) when writing your Biography.
Weapon Style: Choose 2 Weapon Styles, 1 weapon per style. Normal Attacks deal 1d6 Normal Damage. You may take a shield but for now it will be a purely aesthetic choice.
- Fast Melee- Dagger/Dual Wield, Short Sword, Scimitar, Rapier, Staff.
- Heavy Melee- Greatsword, Hammer, Mace, Axe, Flail.
- Ranged- Pistol, Bow, Crossbow, Darts, Throwing Knives.
Origin:
- Hunter- Hunters are driven by a variety of motives. Some are driven by greed, lust, or the the thrill of adventure. Others serve as bounty hunters or mercenaries. And still others are driven by revenge against the creatures of the night which robbed them of their friends, homes and families. What all Hunters have in common however is the ability to stalk and kill prey with ease. In addition to their impressive dexterity, hunters also possesses an in depth knowledge of occult lore, enabling them to use a variety of powders and toxins to expose the weaknesses of their enemies.
HP: 16
- Agility: 1d6+2
- Feat: Occult Lore - Hunters must study the magical prey they stalk in order to effectively eliminate them. After years of collecting bits and pieces of occult knowledge, skilled Hunters are able to coat their weapons in a variety of agents, from holy water, to garlic and liquid silver, putting to rest otherwise invulnerable prey. Your feats cause ENCHANTED enemies to become vulnerable to further damage
[*]Tier I Skills (5 Energy): (Choose 1)
- Sacred Grenade- Storing a vial of blessed water within a small glass container, the Hunter can create a small grenade that erupts into a swathe of holy light which purges flesh. Deals 1d10 Holy Damage to bosses.
- Flaming Oil- Applying a viscous substance to their weapons that ignites with friction, Hunters can deliver an attack that sears their opponents. Deals 1d10 Fire Damage to bosses.
[*]Tier II Skills (10 Energy): (Choose 1)
- Fleshbane- Skilled Hunters are capable of concocting a poison from a variety of rare ingredients. This poison must be carefully brewed and the slightest mistake can prove fatal to the Hunter brewing it. Once applied to their weapons however, they can deliver a vicious strike that festers and seathes. Deals 2d10+3 Poison Damage to bosses.
- Calculated Strikes- Elite Hunters have developed an understanding of anatomy so complete, that they can inflict a series of perfectly placed wounds upon an enemy in quick succession, severing arteries, and causing major bleeding. Hunters are able to execute this attack most efficiently when emerging from the shadows. Deals 2d10 Bleeding Damage to bosses. If target is above 75% hp, deal an additional 6 damage.
- Witch- Those born with a gift for sorcery haven’t always been so reviled. Before the emergence of the Church of Edifus, those with such talents were revered and treated as powerful shaman or medicine men. Now they are reviled as demon worshipers, and while some witches are certainly guilty of consulting with demons, most are not. Regardless, most witches must keep their magic well concealed while within the city limits of Mordova. For this reason, many choose to join coven located throughout the ruins and forests. Other chose a life of isolation. Regardless, witches who learn to hone their natural powers through practice and magical experimentation can turn their spirits and minds into weapons of destruction.
HP: 18
- Agility1d6+1
- Feat: Remove Curse- Witches have a natural sensitivity to spiritual activity, and can sense the presence of curses or enchantments upon both objects, the environment. Furthermore their magical talents allow them to dispel these foul presences. Removes a CURSE from an item or the surrounding area.
[*]Tier I Skills (5 Energy)Choose 1)
- Viper’s Nest- With this magical feat, certain Witches can summon forth a gathering of pit vipers beneath their enemies. These snakes bite at the flesh, injecting gobs of venom which degenerate flesh. Deals 1d10 Poison Damage to bosses.
- Storm Locus- Witches who seek to harness the raw powers of nature can create a locus of energy and stormclouds which electrocutes their enemies. Deals 1d10 Lightning Damage to bosses.
[*]Tier II Skills (10 Energy)Choose 1)
- Wilting Hex- Witches who master the art of necromancy are capable of weaving a terrible curse. Those afflicted find the moisture violently drawn from their bodies as it slowly coalesces into the shape of a wailing human skull. Deals 2d10 Necrotic Damage to bosses. Deals +10 damage to plants and celestials.
- Torrent of Flame- With this mighty sorcery, Witches specializing in elemental magic can create a large torrent of flame which circles them furiously. The stream can be directed toward the Witch’s enemies, overwhelming them with scorching heat. Deals 2d10+3 Fire Damage to bosses.
- Crusader- With the recent surge in religious activity throughout the region, Crusaders from the three faiths have become increasingly prevalent. Crusaders worship the God Edifus, and through years of spiritual and martial training, have learned to harness his powers to deliver divine retribution. They are both warriors and missionaries, and are respected and feared throughout the land. Many Crusaders recently have defected from the Church of Edifus however, believing it to have been corrupted by a malevolent force, masquerading as their God. These defectors have been deemed traitors of the faith, and a death warrant rests upon each of their heads. Like Witches, many rebel Crusaders within the city walls of Mordova have been forced to live in secrecy.
HP: 20
- Agility: 1d6
- Feat: Lay on Hands- Crusaders are well known for their miraculous ability to cure the wounded by invoking the divine powers of Edifus. Two times per rest, restore 1D10hp to one character. Can only be used out of combat.
[*]Tier I Skills (5 Energy): (Choose 1)
- Baneful Word- Uttering a condemnation, the Crusader can wrack an enemy’s mind with psychic pain. Deals 1d10 Necrotic Damage to bosses.
- Punish- Crusaders are skilled warriors and those who focus on their martial abilities can deliver a strike with extra force, causing internal and external bleeding. Deals 1d10 Bleeding Damage to bosses.
[*]Tier II Skills (10 Energy): (Choose 1)
- Summon Avatar- Crusaders who have proven themselves to be true disciples of Edifus are capable of opening a celestial gate and summoning forth a mighty avatar of light which strikes their enemies with a heavenly sword while mending the flesh of their allies. Deals 2d10 Holy Damage to bosses. Each party member regains 5 hp.
- Imbue- Holding their weapons high into the air and reciting a holy incantation, certain Crusaders are capable of charging their weapons with the power of a mighty lightning bolt and delivering a devastating strike. Deals 2d10 Lightning Damage to bosses. Deals +10 Lightning Damage to constructs and undead.
Acquired Traits: (You may choose 1)
- Lycanthropy- Most people that become infected with Lycanthropy die within their first full moon: the transformation from man to beast proving too physically and mentally taxing. Those who do survive however emerge forever changed. Under the light of the full moon, Lycanthropes lose all sanity, and turn into eight foot bloodthirsty werewolves that will ravage anything in sight. After years of personal experimentation however, some Lycanthropes have learned how to control and harness their disease to a limited extent. Injecting themselves with small doses of Lycanthropy solution distilled from their own blood, they can temporarily transform into werewolves while maintaining limited control over their own behavior, even without the influence of a full moon. Lycanthropes who engage in such practices play a risky game however, as the side effects are often dangerous and unpredictable, and leave the body ravaged and near the brink of death. Most citizens of Constanta also mortally terrified of werewolves, forcing most Lycanthropes to keep their affliction a dark secret.
Advantages:
Once per rest, inject yourself with Lycanthropy solution and turn into a werewolf, gaining 50% max hp and dealing an additional 5 Physical Damage with each normal attack for the duration of the battle. While transformed you cannot use skills. At the end of the battle, your hp is reduced to 1.
[*]Disadvantages:
- Must keep identity secret from the public.
- Coming in contact with silver causes 3 hp loss.
- Vampirism- Vampirism stems from that dark oath taken by Uther Lalumiere nearly a century ago. While the powers and afflictions of those who contract vampirism are considered lesser than those of their original maker, Vampires still haunt the nightmares of the citizens of Constanta. Those who are bitten and drink the blood of their makers enter into a nightmarish sleep for several days. Their bodies turn cold, their skin pale, and two hollow fangs sprout from their mouths. When they awaken, they must feed upon blood immediately to avoid going into a permanent coma. The vampire’s need to feed has made these creatures natural enemies of humans. A small number of vampires choose to live off the blood of rats, boars, and deer in the wilderness. Regardless, with the Vampire Lord Uther Lalumiere recent defeat, vampires are more despised than ever; fearing that they may be the harbinger of his return. Those who choose to live amongs mortals do so at their own peril.
Advantages:
Once per rest, you may feed upon an enemy, stealing 1d10+2 hp.
- Gains 2 Agility
[*]Disadvantages:
- Must keep identity secret from public.
- Skin cannot come in direct contact with sunlight (must wear a hooded cloak for example) or else vampires take 1d10 fire damage each time they post until they are covered or find shade.
- Vampires cannot be cured by restorative magic (i.e. Potions or Lay on Hands).
1.) Normal Battles vs. Boss Battles: Before a battle, I will state in parentheses whether or not we are fighting a Normal Enemy or a Boss. Battles with Normal Enemies are completely up to you; you can kill them in one hit, parry back and forth for a while, whatever. It's entirely your call how you narrate battles between your character and Normal Enemies. When fighting Bosses, we will use the dice system. When using the dice system, state what your character is intending to do and post the damage roll. I will then narrate whether or not the attack hits (in the case of Normal Attacks), and what the results were. Normal Attacks have a 75% chance to hit. Skills are guaranteed to hit.
2.) HP and Unconsciousness: Crusaders begin with 20 hp, Witches 18 hp, and Hunters 16 hp. You shall remain unconscious until you rest or are healed.
3.) Resting: Resting restores player's hp and per rest abilities.
4.) Energy: Each character regardless of Origin will start with 15 Energy. Energy is restored after each battle.
5.) Battle Order: I shall roll a dice representing Agility for each character before a Boss Battle to determine the order. Hunters shall begin with 1d6+2 Agility, Witches with 1d6+1 Agility, and Crusaders with 1d6 Agility. The order will be from highest score to lowest score.
6.) Boss Attacks: Boss attacks have a 50% chance to hit. The Boss will target players randomly or the entire party.
7.) Posting Requirements: I require that players post at least once every 5-6 days. During battles I’d prefer that players post sooner, so that we can finish them faster. I don’t think this is asking too much. If a player neglects to post after 7 days the story-line will continue on without them and they shall be left behind. This is especially important given the battle order; if it’s your turn to post during a battle and you neglect to do so, it will prevent the rest of the party from finishing the fight. If you don’t think you’ll be able to meet this requirement, please don’t apply.
8.) Be kind and respectful: Treat your fellow RPers with kindness and respect. If there are tensions in character within the RP, make sure that players aren't taking it personally out of character. Absolutely NO racist, sexist, homophobic, transphobic, or otherwise derogatory language or references will be tolerated whatsoever.
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