The Black Knight
One Thousand Club
THE GREAT SNAKE WAR: Several fissures appeared across the earth and from them, emerged eight, demonic heads. The heads resembled snakes, and they breathed upon the world a black poison that watered the seeds of darkness in the humans’ hearts. The seeds grew, corrupting the humans, filling them with a hatred so great that it transformed them into the sin they embodied most. These monsters were called youkai (妖怪). The youkai raided the villages, the waters, and the skies, consuming humans for their souls. When a youkai gorged itself on too many souls—acquired too much power—one of the serpent heads would find the demon and swallow it whole. The legendary beast was called Yamato no Orochi (or Orochi 大蛇). The beast swelled inside the earth until eight of its tails emerged out the other end of the planet and started lashing the world. The gods were forced to undo their laws and involve themselves in a war against great evil. They fought back the youkai and severed the eight heads and tails of Orochi. The severed appendages dissipated into a black smoke and the gods and humans foolishly rejoiced for they believed the battle to be won. No longer separated by laws, the gods and their descendants intermingled with the humans creating demigods and further diluted beings who possessed an affinity for magic.
The eight heads of Orochi sought out beings with evil in their hearts and burrowed within them. The beings were assimilated into Orochi, and they were tasked to find their tails. The tails of Orochi were powerful, demonic weapons that granted their possessor the power of the eight-headed serpent. The tails often fell into the hands of corrupted officials and warriors, and their power used to terrorize and subjugate, but the true power of those tails could not be accessed by just anyone.
One god encountered one of Orochi’s hosts and managed to battle with the demon until it fled. The god became aware of the eight heads of Orochi and their desire to claim Orochi’s tails from those who possessed them. The god entered a race to recruit other gods to help them stop the hosts. And this, my friends, is where our story begins.
The Setting
Timeline
0 – Birth of all existence.
500-580 A.B. (After birth)– Rise of the four nations.
600 A.B. – The Great Serpent War
610 A.B. – Where our story begins.
Races
In Kami no Shubyou, players will be allowed to choose from multiple races. Understand though, that if your character chooses a youkai creature, then they will be on Orochi’s side due to corruption. Evil characters will be evil and there will be no redemption arc for them. There exist humans, humans with gifts, demi-humans (humans with beast qualities, which are actually god qualities), demigods, and gods. There is a large variety because not many people will want to play a certain being, and this allows for players to create mostly what they want.
The gods are the heroes in this story, and they can have supporting characters added to their team such as demi-gods, demi-humans, humans, etc. Any character that is a hero but not a god, must be affiliated to one of the gods. This includes demi-gods. They must be affiliated with one of the gods. Below is the list of gods allowed in this game. Remember, the player can tailor their god however they wish, BUT unlike youkai and hosts (Orochi), these gods will not possess any demonic traits. They can possess dragon, phoenix, animal, etc. traits but not demon. Do not make hybrids of two different races. There will be no god/Orochi, god/youkai/ god with cat/dragon/dog/wolf qualities, etc. These concepts will be denied instantly. If you do not know who these gods are, then you are required to look them up. If the god you choose is god of "x," then do not change that. If you have for example, Amaterasu, Goddess of the Sun, then she is goddess of the sun. However you looks is up to you. You are allowed to make your god appear however.
- Amaterasu Omikami
- Fujin
- Hachiman
- Inari Okami - WolfSol (Reserved)
- Izanagi no Mikoto
- Izanami no Mikoto
- Kotoamatsukami
- Omoikane
- Sarutahiko Okami
- Susanoo no Mikoto
- Takemikazuchi
- Tenjin
- Tsukuyomi
- Raijin - Heterological (Reserved)
- Ryujin
- Suijin
- Ebisu
- Daikokuten - The Black Knight (Reserved)
- Bishamonten - Prodigious Mage (Reserved)
- Benzaiten Sacrosanctus (Reserved)
- Jurojin
- Hotei
- Fukurokuju or Kichijoten
- Obake - shapeshifters who can take on human form in order to trick humans. This will probably be the most popular choice because many animals were thought capable of doing this such as cats, badgers, foxes, etc.
- Tengu
- Kappa
- Tsukumogami - inanimate objects that become sentient.
- Yamauba
- Rokurokubi
- Yurei - a god who becomes vengeful and evil.
Hosts are those beings who had evil in their hearts transformed into one of the heads of The Great Serpent, Orochi. These warriors are demonic in nature and seek to find their tails (great weapons). These beings can look however you want. There will only be eight allowed.
Hosts
- Head 1 - Peckinou (Reserved)
- Head 2 - Open
- Head 3 - Open
- Head 4 - Open
- Head 5 - Open
- Head 6 - Open
- Head 7 - Open
- Head 8 - Open
Power Controls
You will be given 80 points to distribute below. You must distribute your points in increments of 8. Any attributes not used should be marked with “0.” Example:
Strength 24
Magic 8
Defense 24
Dexterity 16
Endurance 8
Tier: 1 (You start as 1. Do not put points in here.)
Strength
This attribute measures your character’s physical strength and martial prowess.
Every 1 point in strength equals 2 physical attack power. If your strength level is higher than another character’s, then your character is physically stronger than that character. The total points in strength equal your character’s total physical damage. In the above example, there are 24 points in strength. 24 x2 = your character inflicts 48 total physical damage.
Magic
This attribute measures your character’s magic power.
Every 1 point in magic equals 2 magic damage. If your magic level is higher than another character’s, then your character has stronger magic than that character. The total points in magic equal your character’s total magic damage. In the above example, there are 8 points in magic. 8x2 = your character inflicts 16 total magic damage.
Defense
This attribute measures your character’s physical/magic defense and health points.
Every character starts with 50 points in HP and 50 points in resilience. Every 1 point placed into Defense equals 1 point to be added to HP and resilience. In the above example, the character has 24 points in defense. The character’s HP and resilience attributes already have 50 points in them. Add 24 to them. 50 + 24 = 74 HP and 74 Resilience. Your Resilience acts as Armor Points. The damage your character absorbs per turn will be deducted from Resilience before HP will be deducted. This is only for those characters who are god, demi-gods, youkai, or hosts. Normal humans will not naturally have resilience. They will have to equip armor in order to get armor points. Gods and god-like beings naturally have supernatural durability. When your character’s resilience reaches 0, then your character will start taking damage from their HP. For example, your character’s HP is 74 and Resilience is 74. They take 80 magic damage (or physical) from an enemy. 80-74 Resilience = 6 residual damage that carries over into your character’s HP, reducing it from 74 to 68 HP.
Dexterity
This attribute measures your character’s accuracy and critical damage.
In combat, players will roll a 1d100 dice, which can be rolled using Google or any dice-roller. If ever a character engages another in PvP combat, whether spar or death match, then they must designate a third-party to be the dice roller. The dice roller will always be a character not involved in the 1v1. For PvE, the dice roller will be the GM. The results of the 1d100 roll + Dexterity will equal whether or not your character hits or misses. Any total above 50 is a hit. A natural roll of 95 or above (Remember: “natural” this excludes any add-ons from Dex) is a critical hit. Every 10 points in Dexterity grants a 1.5xs critical bonus to physical or magic attacks. For example, in the above example, Dexterity is 16, which grants a 1.5x. Your character rolls 27 + 16 (Dex) = 43. This is a miss because the total points did not exceed 50. You roll again and your character gets 95. This will be a critical hit. You can still add the dex if you want, but we know the attack hit and we know it will be a critical. Your character has 16 dex, which is 1.5x(your character’s physical or magic damage) = using the physical damage from the above example 1.5 x 48 = 72 physical damage! Every 10 points in Dexterity, you will increase the critical by 0.5. Example, 24 points in Dexterity means 2x crit.
Endurance
This attribute determines how many times your character can use a technique or spell.
Every 5 points in Endurance grants you 1 stamina point. Stamina determines how many times your character can use a technique and cast a spell in a battle. This is like mana points or energy points. However, unlike MP and EP, if your Stamina reaches 0, then your character will faint. As long as your character has 1 Stamina point, then they will remain conscience. You have two ways in which your character can faint and be defeated: 1) they run out of HP, and 2) they run out of Stamina. Use your techniques wisely!
Tier
This attribute determines your character’s god-level or formidability. This can be seen as reputation for human character.
The Tier level can only be leveled through the completion of spars, missions, or story arcs. After every battle, event, mission, or completion of a story arc, your character can earn Tier that can be used to increase your attributes by 8 pt. or to purchase more spell or technique slots. A completed mission, spar, etc. will only increase your Tier level by 1. This is not to be confused with the Tier (similar to XP) your character will receive in rewards. Tier can also be increased in other ways. If your character challenges another character to a spar whose Tier level is higher than theirs, and they defeat that character, then depending on the character’s tier, the character can receive bonus Tier. For example, a Tier 1 character challenges a Tier 5 character and got lucky (with the dice rolls) and beat the Tier 5. The character just earned 4 Tier pts to increase their Tier to 5. They now assume the rank of the one they defeated. The defeated Tier 5 is not affected by the loss. Tier can only be increased and not stolen or lost. So, no matter what, your character will be “X” tier.
Displayed below is an example of the entire Stat Portion and how it will appear in the Character Sheet. The points distributed below are just an example. You distribute 80 points however you see fit.
Strength 24
Magic 8
Defense 24
Dexterity 16
Endurance 8
Tier 1
HP 74
Physical Damage 48
Magic Damage 16
Resilience 74
Accuracy 1d100+Dex(16)
Critical 1.5x
Stamina 1
There will be a further explanation of Battle Mechanics later. None of that information is important at this time. If you are reading this page, then you are trying to join the game and that is what this OP is focused on.
Basic/Technique/Special Technique Damage
In this section, we will go over the different types of damage from basic attack (to include physical or spell damage) to Special Techniques that characters inherit after certain Tier levels (10 and 20 specifically).
In the above stats, the physical damage is 48. This is the damage of a basic physical attack. The magic damage is 16, this is the damage of basic magic attack. Characters can use basic attacks without spending Stamina. On the contrary, techniques/spells and special techniques/spells require the use of Stamina. Here are the types of techniques that you can use to categorize your character's moves:
- Single - This technique or spell targets a single opponent. For single techniques, roll a 3d10. The results of this roll are added to your character's physical and magic damage. All you will have to worry about is the technique hitting. This type of technique costs 1 Stamina.
- Barrage - This technique targets a single opponent but more than once. For a barrage, roll a 4d6 with +4 damage. The results of this roll are added to your character's physical and magic damage. All you will have to worry about is the technique hitting. This type of technique costs 1 Stamina.
- Area - This technique targets all enemies within a single area. For area techniques or spells, They will deal 10 damage up to three targets and grants your character a +15 to the abilities accuracy. All you have to worry about is this technique or spell hitting. This type of technique costs 2 Stamina.
- Finisher - This can only be used once per mission. This technique can be as outrageous as you want, but it has the highest Stamina cost. Roll a 5d10 with +10 to your character's base damage depending if the finisher is physical or magical in nature. All you will have to worry about is this technique hitting. This type of technique costs 3 Stamina.
Note: For support characters who cast healing magic. Your healing magic depending on what you categorize it as, will be treated like the damage explanation above. Except, instead of inflicting damage, your character will be healing for that amount.
Character Sheet
The following sheet can be designed however you like. There are websites you can use to make it better such as 1001 fonts or finding pictures on pinterest. Only digital art and anime art will be allowed for imagery. Avoid using popular anime characters as face claims. You can probably use them if an artist did some OC work on them to make them appear slightly different than how they appear in canon. Scale your pictures down. You should be able to click on them and resize them in the preview pane. Avoid bright and obnoxious fonts. Nobody wants to highlight your character sheet in order to read it. I will not accept a CS that ignores these standards.
Code:
[imageFloat=right][img]put image link here[/img][/imageFloat]
[b]Human Name:[/b] If your chosen race is human, demi-god, or demi-human, then you will have a first and last name. If your chosen race god, then you will only have a first name.
[b]Deity Name:[/b] This is only applicable to gods, any other character ignore this.
[b]Nicknames:[/b] This can be nicknames you have for your human name or god name. Demons may have nicknames used by other demons.
[b]Alias:[/b] Your god may have an alias, “God/Goddess of…” For humans, demi-gods, demi-humans, this may be what you are reputed as. For youkai, this will be what your monster is known as. Example: “Dreameater.” For a host, this is what you are feared as.
[b]Age:[/b] If your character is a human, demigod, demihuman, then put a realistic age down. If your character is a youkai, host, or god, then only put what age they appear to be.
[b]Race:[/b] God/Goddess, Human, Demihuman, Demigod, Youkai, or Host.
[b]Gender:
Nation:[/b] Taiyou, Tsuki, Ten, or Mizu. Choose a home nation for your god/goddess, human, youkai, etc.
[b]Affiliation:[/b] This is only for youkai, hosts, demigods, and demihumans. All youkai and Hosts are “Orochi.” Demigods and demihumans need to choose what god/goddess they take after or worship.
[b]Height:
Weight:
Hair Color:
Eye Color:
Overall Appearance:[/b] To include tattoos, highlights, distinct or inhuman features. Your character may even appear as a beast, mention any additional beast features.
[b]Personality:[/b] Just a summary. The more you add here, then the more you know about your character.
[b]Backstory:[/b] (Optional) You can leave this blank or fill it out if you know it.
[b][u]Combat Information.[/u]
Stats.[/b]
[i]Distribute 80 pts in increments of 8. Use the OP as an example. Any section you don’t add points to write “0.”[/i]
Strength
Magic
Defense
Dexterity
Endurance
Tier 1
HP
Physical Damage
Magic Damage
Resilience
Accuracy 1d100+Dex(X)
Critical
Stamina
[b]Class:[/b] There are only four character classes to choose from: Samurai/Ronin, Ninja, Kyudoka (archer/marksman), and onmyoji (your mage class). Choose one.
[b]Weapons:[/b] This section is not for any divine or supernatural weaponry. Players must spend technique or spell slots to use supernatural weaponry because they are a summonable item. Of course, an item can be equipped and permanently visible on a character, but it was summoned first. This section is specifically for conventional weapons. Leave this blank. Your character has not acquired any weapons just yet. You are allowed only two equipped weapons on your character.
[LIST][*]Slot One.
[*]Slot Two[/LIST]
[b]Techniques:[/b] These are supernatural techniques/spells that are either passive or activated in battle. These techniques/spells use Stamina. Again, these techniques/spells are not to be confused with normal martial arts your character can perform in combat. They are also not to be confused with superpowers. You will not say “My character has the power to manipulate fire.” You need to write the technique as either offensive, defensive, or utility. Example, “My character can summon a red sword crafted from fire magic. The sword is “x” feet long and inflicts burn damage to an enemy for “x” turns for “x” magic damage.” Your character starts with 3 technique slots. Techniques/spell must match the theme you have set for your character.
[LIST][*]Slot One.
[*]Slot Two.
[*]Slot Three.[/LIST]
Rules
1. Activity. You will be required to post once every seven days. If you do not do this, then you will be skipped in a posting order. If you go MIA for 30 days, then regardless if you are active in other games, you will automatically be dropped from this one.
2. Communication. Please let us know if you are going to be absent or delayed. We want to make sure you aren’t skipped and we want to be able to accommodate for your absence.
3. Do not argue with the GM. If you want to join this game, then you are agreeing to follow these rules or any rules the GM decides. If you do not want to do this, then you need to go elsewhere. I am not like other GMs. I put people out of my games who want to argue and cause drama.
4. Read my game. If you skim or rush through my game, then I will know. I know as soon as you try to fill out the CS. If you ask questions that are answered on the page, then I may not answer you. Your peers will have to answer your questions. I didn’t write this OP for me. I wrote for you so read it.
6. No oversized pictures or neon fonts. Not everyone views the sight in dark or light mode. So please avoid colors that conflict with either viewing panes. Please resize your pictures of they are obnoxiously large. Thank you. WolfSol Equusheart @kesshowolf
Links
Battle System & Extra Information
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