[hider=Land of The Lost][center][url=https://fontmeme.com/fonts/modern-goth-font/][img]https://fontmeme.com/permalink/190529/2634c1937dde4f923a2719e31d2a4107.png[/img][/url][/center] [center][img]https://www.amoeba.com/admin/uploads/blog/Eric_B/2013-foggy-day.jpg[/img][/center] [center][url=https://fontmeme.com/fonts/modern-goth-font/][img]https://fontmeme.com/permalink/190529/2f3a4a0bb89be77ba5b2c892478a47be.png[/img][/url][/center] [center][i]"A colorless land of death and fog, that lies beyond the ocean long. Beware what lies among the throng...horrors from the world beyond..." ~Fragmented Sea Chanty~[/i] In this roleplay, you and four other adventures have taken it upon yourselves to investigate the isle of Phavos, a large mountainous and forested landmass that lies several thousand league's to the northwest of the main continent of Irilia, from which several dilapidated ships filled with undead are rumored to have sailed. Something that technically shouldn't be possible not only since the island was abandoned over a hundred years ago due to a lethal plague that swept through the place, killing its inhabitants and plunging the once mighty kingdom that ruled over it into ruin, but also because of the passing of magic from the world. Yet the ships sailed all the same and unloaded their unholy passengers upon civilized shores to wreak incomprehensible amounts of destruction, chaos, and havoc. Each of you have your own reasons for journeying to this hellish isle. Perhaps your village was attacked by the undead and you want vengence. Or maybe you're just in it for yourself and the years of untouched loot that may still lie on Phavos. Or perhaps you've come simply to find some adventure. Whatever the reason, you find yourselves on a small rickety boat that is slowly drifting further and further into the seemingly infinite expanse of white fog blanketing the dark water's before you. After what seems like days of aimlessly floating across the eerily calm Sword Sea, the prow of your ship finally hits land... You will face many difficult challenges on your journey to uncover the island's secrets and put the dead to rest. You and your friends may even die before making it to the end. So what do you say? Think you have what it takes to brave the land of the lost? [/center] [hr][hr] [center][url=https://fontmeme.com/fonts/modern-goth-font/][img]https://fontmeme.com/permalink/190529/30f68bc54817ae8040499b009a2b062e.png[/img][/url][/center] [center]Abide by the Guild's rules. Also, keep in mind that this is 18+ and not appropriate for anyone under that age. As for the length of writing, I ask for at least a paragraph. Preferably one that adds something to the current scene or your character in some way rather than fluff or filler. I also ask that you keep track of your Battle Sheet. If you pick up an item and put it into your inventory IC, then I expect to see it in the Inventory section of your sheet in the Character's Tab. Hate the character, not the player. In other word's, don't bring things from IC over into the OOC. Keep it civil. [/center] [hr][hr] [center][url=https://fontmeme.com/fonts/modern-goth-font/][img]https://fontmeme.com/permalink/190529/6d04c65dc13aa87adc6ec11c3c97b669.png[/img][/url][/center] Each player will have a set amount of 530 health. No more. If this falls to 0, you die. No exceptions. Also, all rolls will be made with the Guild's dice roller and the results, with links to the rolls themselves, will be left in a summary hider at the end of your post. There will also be no levelling or skill management that you have to worry about, only health and the rolls listed below. [center] [b]{{DCR's - Direct Combat Rolls}}[/b] Combat will be handled in a turn based fashion, starting with the first person in the party and proceeding in descending order. Each player will have the ability to take one of the following actions during combat. Please keep in mind that for Direct Combat Rolls, you must roll a single D20 die and the end roll must be higher than your opponents for your action to succeed. * Attack - Make an attack action of your choosing, i.e. a downwards strike. * Defend/Block/Parry/Dodge - Make a defensive action of your choice. * Counterattack - After an enemy makes an attack and it is your turn, you can choose to make a counterattack. In essence, a counterattack functions as both a defensive and offensive action at the same time as the player first parries the incoming attack (defense), before making an attack of their own (attack). An example of this would be 'Alyssa rushes in with a vicious downward swing, her axe blade singing as it slices through the air. '(Alyssa rolls a ___) 'Lysander raises his shield and deflects her reckless strike (Start of the counterattack), causing sparks to fly as Alyssa's axe blade skids off to the side. Stabing upwards with his steel short sword (the attack portion of the counterattack) Lysander attempts to pierce through the hardened leather and cured furs protecting her abdominal area.' (Lysander rolls a ___). [b]{{NCA's - Non-Direct Combat Actions}}[/b] Any action that doesn't affect your enemies or isn't directly aimed at them, such as healing. When it comes to NCA rolls, a player will make the same type of roll as they would when making an out of combat check or action. In other words, a player who wants to heal his or herself will roll a D20 die. If it lands on an 11 or above, the roll is successful. If it lands on a 10 or below, the roll is unsuccessful. To figure out the amount of HP restored, please refer to the "Calculating Damage & HP Regen" below. [b]{{OOCA's - Out Of Combat Actions}}[/b] Any action, or check, that happens outside of combat. A good example of this is when you come to a locked door. Should you choose to bash or pick its lock, then you'll have to roll an 11 or higher, with a single D20, for the action to succeed. Should you roll a 10 or lower, the action with fail with increasingly worse consequences the lower the roll gets. OOCA's can be made anytime you like and without restraint, unless your character's physical condition doesn't permit it, like being on 1 hp and trying to lift a heavy boulder as such an act is physically impossible for someone that is near death. [b]{{Calculating Damage & HP Regen}}[/b] In order to calculate the damage done by your successful attacks, simply roll a D20 as usual. Then take whatever number shows up, lets use a 5 for this example, and then roll that number of D10 dice. In other words, roll a D20, then take whatever number it lands on and roll that amount of D10 dice to figure out the damage dealt. When figuring out the HP regained from healing be it from a potion, item, or herb, the rule from above still applies, just with some minor differences. To calc the health gained, simply make an OOCA or NCA roll, depending on the situation, with a D20 and, assuming it's successful, take the number the die lands on and then roll that same number of D10 dice. [b]{{Item & Object Roll Modifiers}}[/b] Certain items, artifacts, and objects in the world will give a positive or negative roll modifier to either your OOCA's, DCR's, and NCA's depending upon the situation at hand. An example of this is an iron greatsword with a frost enchantment woven into it. Such an item, at its lowest level, would only convey a +1 modifier to a players DCR and up to a +5 at its highest level. Another example of roll modifiers could be a Cursed Amulet of Perception, which may add a +3 modifier to your OOCA rolls in certain situations to give yourself a better chance of getting an 11 or higher, but also add a -3 roll modifier to your NCA's, DCR's, or even other OOCA's in some cases. It all depends on the item being used. Please keep in mind that all item modifiers can only go up to +5 and down to -5. [b]{{TCR's - Tied Combat Rolls}}[/b] Basically anytime two players make their DCR's and roll the exact same number. While rare, this can happen. When it does, each player will make another DCR and whoever has the higher roll will have their previous action in combat succeed. [b]{{Enemy Size & Armor Class}}[/b] Each enemy will have a set armor class and size when you fight them. If you and depending on the foe, you may or may not get a bonus to your DCR during combat. Below is a complete list of enemy sizes and armor classes. [hr] [u]Sizes[/u] Behemoth - Foes that are large enough to boggle the mind and strike fear into the most well trained of men and women. These lumbering beasts are capable of wiping out whole parties in one swoop. Extreme caution should be used when dealing with them. Large - Much smaller than Behemoth's, yet still just as intimidating and nearly as powerful, large foes are not to be underestimated. Medium - Around the same size as your average man or woman, and quite clearly much smaller than their large or behemoth brethren, medium sized foes still pack a punch and will not hesitate to put an end to your adventuring days if you're not careful. Small - These foes may not seem intimidating at first, but stay aware of your surroundings. Enemies of this size like to gang up on and swarm lone targets in order to take them down easier. Tiny - Often the weakest and most nonthreatening of the foes you'll encounter, creatures of this size are nothing more than mere cannon fodder. [u]Armor Classes[/u] Maximum - The strongest and most difficult to break armor class, often granting those who have it large reserves of health. This class is found primarily on Behemoth sized enemies. Heavy - The second strongest armor class and most difficult to break through after maximum, often giving the person with it a somewhat lower, yet still sizable, health boost than that of the maximum class. This class is found primarily on Large sized enemies. Moderate - The third strongest armor class and somewhat easier to break through after maximum and heavy, often given the person or creature with it a much lower, yet still reasonable, boost to health than that of the heavy class. This class is primarily found on Medium sized enemies. [/center] [hr][hr] [center][url=https://fontmeme.com/fonts/modern-goth-font/][img]https://fontmeme.com/permalink/190529/0aa06cb815ecc59bbad378014c12b78f.png[/img][/url][/center] Magic, the channeling of one's own spiritual energy or mana for the casting of spells and the manipulation of one's surroundings, has long since passed from the world along with the ancients who once relied on it so much in their everyday lives, and now only exists in the realm of fantasy. As a matter of fact, the only form of magic left in the world that still functions as intended is the art of enchanting. Enchanting is a very powerfull skill to have as it allows one to use the latent mana within themselves to bind a certain element, curse, or effect into a weapon, item, piece of clothing, or set of armor. The craft is difficult to master however, as it takes a large toll on the user's own spirit which in turn feeds into their physical form, causing exhaustion in the best of cases and death in the worst. As such, only a handful of people ever learn the art and even fewer live long enough to pass on their knowledge to other's. Those that do however, usually end up living very lucrative lives traveling from town to town and city to city peddling their wares and offering their services to the highest bidder. [center][/center] [hr][hr] [center][url=https://fontmeme.com/fonts/modern-goth-font/][img]https://fontmeme.com/permalink/190529/04ae0ca20cdd43cace85a875f13582a4.png[/img][/url][/center] [center] [color=silver]Knight[/color] ~A person specializing in armored and mounted combat who follows a strict code of honor, be it their own or someone else's. Knights start out with a melee weapon of their choice, a shield, and a suit of plate armor. {Receives a +4 mod to all DCR's against behemoth enemies with a maximum armor class and a +2 to certain OOCA rolls involving influence, persuasion, diplomacy, etc.} [color=red]Warrior[/color] ~A person specializing in fast and hard hitting combat with a variety of weapons, armors, and items. Warriors start out with a weapon, shield, items, and armor of their choosing. {Receives a +4 mod to all DCR's against large enemies with a heavy armor class and a +2 to certain OOCA rolls involving endurance, resistance, force, intimidation, etc.} [color=lightgreen]Ranger[/color] ~A person specializing in ranged and close quarters combat, as well as tracking, foraging, and survival techniques. Rangers start out with a longbow, a quiver of arrows, a steel long sword, and a set of medium armor. {Receives a +4 mod to all DCRs against medium sized enemies with a moderate armor class and a +2 to certain OOCA rolls involving survival, tracking, foraging, etc.} [color=black]Thief[/color] ~A person specialising in the art of stealth and theft. Thieves start with a pair of steel daggers, a set of lockpicking tools, and a set of light armor. {Receives a +4 mod to all DCR's against small enemies with a light armor class and a +2 to certain OOCA rolls involving stealth, theft, lockpicking, agility, etc.} [color=olive]Alchemist[/color] ~A person specialising in the brewing of potions and other concoctions. Alchemists start with a solid oak walking stick, a leather satchel containing the necessary items for potion brewing, and a set of common clothes. {Receives a +4 mod to all DCR's against tiny enemies with an unarmored class and a +2 to certain OOCA rolls involving herb identification, alchemical brewing, medicinal treatments, etc.} [/center] [hr][hr] [center][url=https://fontmeme.com/fonts/modern-goth-font/][img]https://fontmeme.com/permalink/190529/8fba5656494914c5fae5f81ab72bca95.png[/img][/url][/center] [hider=Character Sheet][center][b]Name:[/b] [b]Age:[/b] [b]Gender:[/b] [b]Appearance:[/b] [b]Class:[/b] [b]Biography:[/b] [/center] [/hider] [hr][hr] [center][url=https://fontmeme.com/fonts/modern-goth-font/][img]https://fontmeme.com/permalink/190529/6d500f21aa94de8f087b116858a79230.png[/img][/url][/center] [hider=Battle Sheet][center][b]Health:[/b] 530/530. [b]Inventory:[/b] {Each player starts out with three health potions, 235 gold, and whatever weapons or gear their class provides as well as a leather satchel within which items can be stored. This initial loadout can be changed over the course of the roleplay however} [b]Item Modifiers:[/b] {The positive or negative roll modifiers any of the items you may acquire on your journey have} [b]Class Roll Modifiers:[/b] {The roll modifiers granted to you by your class will go here} [/center] [/hider] [hr][hr] [center][url=https://fontmeme.com/fonts/modern-goth-font/][img]https://fontmeme.com/permalink/190529/642200f760c5467129284c783c0baef7.png[/img][/url][/center] [center][img] [/img] WIP. [/center] [hr][hr] [center][url=https://fontmeme.com/fonts/modern-goth-font/][img]https://fontmeme.com/permalink/190529/2c6295fc8934518f4adac218e3e45058.png[/img][/url][/center] [center] Kingdom Name Placeholders {Araetor Dynasty} {Daryini Empire} {Velosian Confederacy} [/center] [hr][hr] [/hider]