[center][img]https://i.pinimg.com/564x/86/2f/7b/862f7b8605c69806325739f2a9bb31e4.jpg[/img][/center] [center][h3] To The Depths [/h3][/center] [hr] [center] When the sins of man flooded earth it gave birth to a new dawn. A thousand years of prosperity came about to the land of man as it prospered under the new world. but from their prosperity came selfishness and greed, and when an angel came to take up human views he was sent to earth and in his fiery blaze created a hole within the center of Earth. Spanning miles it was named the abyss for its black fog that covered its insides and those who neared its darkness would suddenly disappear. From the descent of a fallen angel God became silent and from his silence heavenly horns played within the sky, the day after, angels came from the abyss but bore charred wings. Foolishly humanity took this as a sign of good faith and that these angels would help them in their prosperity but the moment they turned their backs the angels struck and a mass genocide occurred. The earthly realm began to topple as the angels attacked, killing every last human in their sight as if to eradicate God’s creation from Earth. Luckily human tenacity shined within the very soul of mankind’s body and on the edge of their existence, God spoke and gave them a gift. A weapon of sorts that would aid mankind in their war against the charred-Angels. God’s gift would manifest into the human body and soon after would be formally called the Spirit. But in turn for accepting God’s gift they would relinquish the right to ascend to heaven, and in their final moment before returning to slumber God nicknamed the charred-Angels, Demons. In a cry of hope, humanity led the first crusade against Demons, with their Spirit they conjured miracles, shining down rays of light, healing their comrades, and striking their foe with great power. A war finally sparked and every day for the next upcoming decades would be filled with constant bloodshed. The fight for survival became heavy and in humanity's fifth crusade they reached the abyss and created a lone castle on its edge, fighting head-on against demonic forces as humans would be sent down into the abyss to find the origin of the evil that sparked the war. [/center] [hr] [h2]Gift of God[/h2] After its arrival, the spirit was intensely studied. Before then it was well known that when God had created humans from divine dust they were given dual pieces, the body, and the soul. The body and the soul worked in tandem to give life and personality to the human form. But when the gift is accepted into man’s body the Spirit is introduced. A spirit is an innate energy from the heavenly realm that gives humans a mystical power to fight against Demons, this energy flows in the center of the body and then with the human will is moved from either the soul or to the physical-body. This creates two major categories that separate different users of the gift. [b]Spiritual and Physical[/b]. [h3][b]Spiritual[/b][/h3] Spiritual users are those who focus their energy on their soul. By focusing on the soul they enable the ability to gain control over the divine energies or more specifically, magic. Magic is an umbrella term in regards to its ambiguous and mysterious form having the ability to summon storms, control lightning, and heal allies it is the most powerful gift compared to its brother, Physical. But in its strength it also faces weakness, due to its focus on the soul it loses energy from the body, and thus those dawning the spiritual gift become weaker in the physical aspect. Casting & Vessels Spiritual casting is centered around God’s language, while it’s true name is unknown it simply goes by heavenly tongue. Verbally speaking with heavenly tongue is the most common form of casting, simply put a user speaks in heavenly tongue and then manifest their spiritual energy to conjure whatever they willed into the physical realm. This type of casting can also be aided with vessels to increase the potency of the spell they cast or in special cases use non-verbal casting. Nonverbal casting is the act of using a purified-feather to write divine symbols into an object or persons. A purified feather is the feather of a demon that has been thoroughly purified in holy water, after its purification the feather’s tip becomes extremely hot to the touch and burns almost anything in its path. In proper use the energy from the feather is used to enchant weapons and armor or draw divine symbols into such, the act of writing a divine symbol includes concentration and heavy focus into pouring spiritual energy into the symbol and once the symbol has been sufficiently powered it becomes a permanent marking on the persons or object it's drawn on, it is then simply up to the user to focus on the symbol to cast it. Vessels come in a variety of shapes most often do mages use staffs, books, and wands. But in some other cases use swords, lanterns, and even mirrors. Vessels can be anything its user wills it to be as long as it has a focus, a body, and spiritual energy. For a lantern, the body could be its metallic shell and its focus, the fire. For a book’s body, it could be its leather back cover and its focus, the words. For a staffs the body could be its wooden structure and its focus, a crystal. As long as the user pours their energy into an object anything can become a vessel. [h3][b]Physical[/b][/h3] Physical users focus their spirit into the body, allowing them to exceed their physical limitations by becoming stronger, faster, and durable. Users with this gift focus on a single aspect of their body, choosing between strength, constitution, and dexterity. And depending on what they choose their body also adapts to their decision but in choosing one you weaken in another aspect (of your choosing). Unlike spiritual gifts, physical users do not cast spells but instead perform feats in which the user focuses their spirit energy to act on their aspects. From destroying boulders, running at incredible speeds, or enduring a barrage of arrows feats are essentially the extreme enhancement of one's aspects in turn for energy. Lastly, physical users present an extra ability that allows them to transfer their spirit energy into objects such as walls, armor, and weapons to enhance its durability, but unlike vessels, the transfer of spirit energy does not activate spells or feats. [hr] [center][h3][i] Path To The Castle [/i][/h3][/center] [center] Through an arduous five decades, humanity has made thousands of steps into the future of mankind. With the power of God’s Gift at hand, they were able to swiftly push back the demonic forces to their origin, Egypt. With major nations reclaimed the millions of soldiers bearing God’s Gift make way for a singular castle at the top of a cliff overhanging the abyss. From their soldiers, each and every nation descends into its darkness to flush out the demons. No matter what story you bear or how you rose against tall odds you've accepted the gift and are now pointed to Zion, the frontlines even if your mind says otherwise. You and many others are all on the path to the abyss and on this path you aren’t too sure if you will ever return to the mainland but that is the sacrifice of the warriors of God. [/center] [hr] [h3][center]MECHANICS[/center][/h3] [hider=Roleplay Mechanics] [center] [b][i]Stats and it’s Modifiers[/i][/b] Your base stats are Power, Skill, and Resistance. Each of these three encompasses a larger set of actions that you will do during roleplay and each of three can represent different meanings when applied to armor, weapons, and spells/feats which are defined specifically below. Your stats are your main way of calculating your character's strength and aspects and regulates the flow of progression. As you continue down the story you will encounter major events and it ends with a number of points that you use on your ability scores. These major events are called milestones. Spirit on the other hand is special and dictates how many actions you can perform, like points you get a spirit from milestones and every spirit that you receive your action capacity increases by three and ends at 3. [hider=Ability Score Modifiers] 10-13 // + 1 13-16 // +2 16-19 // +3 19-22 // +4 22-25 // +5 (Basically every three points you put into one of the ability scores that are above 10 you add +1 to your stats. ) [/hider] [b][i]Combat and Movement [/i][/b] Out and in combat, your movement does not matter at all but instead is just determined by RP responsibility. If you know your character is slow and wears iron armor then you would RP as such and vice versa. But entering combat movement does not affect you unless you have factors that do affect your movement or until you are directly attacked. Your stats take effect instantly as you jump into battle, automatically being set into a turn-based scenario and following turns that are set by the GM. In combat, Power, Skill, and Resistance all determine how you take and dodge attacks. You do three main actions in combat, first, you must choose a spell or feat and then roll for its power (d20) which relates to its damage output and then skill (d6) which determines if the spell/feat hits! You do not roll for resistance because you are not taking damage, the defender is. As the defender you must roll for skill (d6) and if it is lower than the attacker's skill roll you will be hit and vice versa and secondly you will roll for resistance (d10)if you take damage and then from whatever number you receive you subtract from the attacker's damage! Blocking is very important and is only enabled if you have an item or spell that allows such to happen. When blocking you roll for resistance add stat and the shields/spells modifier. If you fail a block then you [hider= Combat Structure ] ( Turn Order: Avemelle, Enemy, Healer Turn 1 Avemelle uses Firebolt! A firebolt hurls towards, Enemy! Rolls : P(power): 12+5 = 17 || S: 3+3= 6 (wearing cloth robes) | Enemy Rolls : S: 4-4= 0 (wearing iron armor) R: 2-3 = -1 (negatives add onto the assailant’s attacks! ) Avemelle does not miss and deals 17 damage and applies a -1 resistance every two turns Enemy Roll | R: 7 - 1 = 6 (Enemy Health: 77 ) Enemy performs Barrage! Rolls | P: 14 + 4 = 18 || S: 6-3 = 3 Avemelle Rolls | S: 0+3= 3 || R: 7-5 = 3 (In cases where both the assailant and defender get the same roll, both have to roll for resistance but with no modifier. ) Avemelle : 5, Enemy: 7 Enemy does not miss and deals 15 damage! ( Avemelle : 35/50 ) Healer casts Healing Light A ray of lights shines down onto Avemelle. Rolls |S: 3+2 =5 (wearing leather wear ) || +10R (Since the Healer isn’t being explicitly attacked or attacking they do not have to roll resistance or power. But since the healers spell is a healing spell, the person affected has to roll for resistance and then add the effect. Armor modifiers do not apply ) Avemelle rolls | R: 6 Healer successfully casts Healing Light and Avemlle regains 16H! (Avemelle : 50/50 ) TURN 2 Avemelle uses Earthen Spikes! A barrage of spikes rises from the ground hurdling towards, Enemy! Rolls | P: 17 + 4 = 20! || S: 4 +3 = 6 || Enemy Rolls| S: 2-3 = 0 || R: 6+4 = 10 || Avemelle deals 10 damage to Enemy! (Enemy : 67/10 ) While under an affliction you can put it out and then attack! Enemy Roll || R: 6 // Avemelle || R: 4 ) Enemy successfully puts out affliction! (Because the assailant is casting a buff that does not deal damage they only roll for skill! ) Enemy casts Rope Web! Enemy throws a ball of rope towards Healer! Roll: S: 6-3 = 3 // Healer Roll || S: 0+2 = 2 Healer is caught in a net! Enemy attacks slashes at Healer with Iron Sword! Rolls || P: 14+3 = 17 || S: 4-3+2= 3 Healer Rolls || S: 3+2-5 = 0 // R: 7-2 = 5 (-5 is due to the debuff, Enemy casted! ) Enemy strikes the Healer! (Healer :38/50 ) Healer uses Healing Light with wooden staff on themselves!! Rolls | S: 4+2 = 6 || 10R+ → R: 7+3 (wooden staff) = 10+10 =20 (Because a vessel is being used its power modifier translates into the healing spells resistance! ) Healer regains 20 health! (Healer: 50 ) END OF TURN 2! [/hider] [b][i]Magic, Feats, Weapons, and Actions[/i][/b] Magic and Feats are your abilities and you will use these in the course of combat. Your magic and feats cause damage and add to your power ability score. Spells and feats can also inflict status effects that can cause damage over time. The modifier you’ve set for your spell or feat will also be the damage that the defender will take and will have to roll for resistance (d10 ) for however long the affliction goes. When afflicted you have a chance to remove the affliction if the enemies spell specifically says so. Healing and buffing are special types of spells/feats that roll completely differently compared to spells and feats. Healing requires a resistance roll (d10) and the healing spells modifier (resistance) and after adding both the roll and the spell modifier you add it onto the character's health. Buffing and debuffing can affect all or a singular ability score, buffing/debuffing simply adds or subtracts from the users base stats. Your spells and feats are managed by actions that are determined by the amount of spirit you have. At the beginning, you have one spirit which gives you three actions to use. Your actions are used up once you use a magic/feat which determines how many actions it takes. After using up an action you must wait a turn to regain it. While actions can be regained if you are marked with, fatigued by the GM you will be extremely slowed and any attack after will fail. You can get out fatigue by escaping combat by using a skill roll or resting for a determined amount of time. [hider= Spell and Feat examples ] Barrage! : User gets up close and throws a barrage of punches towards the target. REQ:: P: 15 || S: 14 || R: 0 [] E: +4 Power Earthen Spikes! : User summons a barrage of spikes from the ground towards the target. REQ:: P: 14 || S: 12 || R: 0 [] E: +3 Power Firebolt! : Forms a ball of fire into your hand and launches towards the enemy. ( REQ:: P: 10 || S: 10 || R: 0 [] A: 1 [] E: +2 Power, -1R (over two rounds ) (If defender attempts to put out fire both the assailant and defender will role resistance. ) Healing Light! : You call out to God and from above rays of light shine onto your ally. REQ:: P: 10 || S: 10 || R: 0 [] A: 1 [] E: +10 Resistance Rope Web! : A ball of rope hurls towards the target unfolding revealing a web-like net that wraps around the enemy. REQ:: P:10 || S:14|| R: 0 [] A: 1 [] E: -5 Skill, (lasts for two rounds), both have to roll for resistance if the defender attempts to break binds. ) When creating a spell you can be extremely creative! Go wild with the effects of a spell and don’t be scared to force other players to roll for ability, as long as it relates to the spell and isn’t overpowered you will be fine! [/hider] Aside from abilities you also have basic attacks that aren’t determined by action use and can always be used in combat. Instead, your basic attacks will be modified by your weapons stats which use Power and Skill. Power determines how much damage the weapon deals and Skill for a weapon determines how heavy it is. Using items is also prevalent amongst spiritual users when using a vessel. Vessels physically do not add onto power if it is being used for a basic attack, but! If it is used for a spell it is modified by its power. The power modifier affects all types of spells. [hider= Weapon Examples ] Iron Sword Stats:: P: +3|| S: +2 ( An Iron sword is moderate and fairly light. ) Iron Greatsword Stats:: P: +5 || S: -2 (A greatsword has incredible power but is heavy. ) Wooden Bow Stats:: P+ 3 || S: +2 (Uses arrows and is very lightweight. ) Vessels work differently as they have two different types of Power Rolls. If the user uses the staff without casting it has 0 additional power, but if cast with a spell it adds onto the spells power modifier . Wooden Staff Stats:: P: 2 || S: +1 (A wooden staff is a magical vessel but in physical terms a stick. While lightweight it does not do anything to provide for aim. ) Magical Book Stats:: P: 2 || S: +1 (Another magical vessel does no major damage as it is a book. Lightweight. Small Rock Stats:: P: 0 || S: +1 ( A rock. Small. ) [/hider] [b][i]Armor[/i][/b] Directly affects your resistance, skill, and occasionally power if you wear enchanted armor. Like a modifier, you add/subtract from your resistance and skill depending on what you’re wearing. Wearing armor really only matters if you’re in combat and out of combat you will simply roleplay the armors weight, mobility, and so forth. Ex, [hider= Armor Example] An armor set is compiled of 5 pieces; Head, Chest, Arms/Shoulder, Gloves, and Legs. Cloth Robes S: +3 || R: -5 Leather Wear S: +2 || R: -2 (Occasionally you will find or receive the part or set of an armor, you can either do them separately or mix them together as one. ) Iron Chestplate : S: -1 || R: +1 Iron Boots : S: -1 || R: + 1 Iron Chestplate and Boots S: -2 || R: +2 Iron Armor S: -5 || R: +5 [/hider] [/center][/hider] [hr] [hider=Details for RP] To The Depth's is a dungeon crawler type roleplay with its themes leaning towards more of that classic-RPG feel and a somewhat Dark Souls-like aesthetic. For this roleplay, I intend to have at least some sort of system that includes dice for the character sheets and combat. While not entirely LIKE DND it will have some very simplified elements that resemble it. While very bare-bones I do intend on adding bits of information as I come up with them later on today and the days to come with information such as races, magic, and things like that. The dumps of information should completely be finished by either Sunday or Monday. I'm not the best writer, grammatically speaking, or the best person with numbers so if you'd like to help out with some of the writing or the setup with the DND aspects please hit me up with a PM! I do hope that many of you will join me on this new adventure! Thank you! [/hider]