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Shy Exhibitionist

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                          Abilities & Weaknesses

                          The character creation process involves picking Abilities and Weaknesses. Both have multiple Levels, which are numerical values, with Abilities having positive scores while Weaknesses have negative. More details are present in each section.

                          The scores are totaled. Well-rounded characters make for a better story, so to support that, the total should be no greater than 5. The total probably shouldn't be lower than -5, either, but such a flawed character could be accepted. At least one Weakness is required. A single -3 could be as engaging as a bunch of -1s. The system can probably be gamed, but the GM(s) will be looking out for that, and they may ask for adjustments at their own discretion.

                          The lists for Abilities and Weaknesses have a lot to choose from. The GM(s) welcome ideas that aren't listed. Just ask!

                          Where Levels are described, not quantified, those descriptions are more like guidelines. Players are welcome to put their own creative spins on them.

                          A character's Abilities and Weaknesses will likely change as the roleplay progresses. This will be decided by the player and GM(s) working together. Desires for character growth and decay should be discussed with the GM(s) so they can be incorporated into the story.

                          Example character sheets exist in a later post if it's helpful for understanding.


                          Abilities

                          Except where noted, an Ability's Level can range from +1 to +5, with +1 being above average, +2 being good, +3 being masterful, +4 being exceptionally talented, and +5 being supreme. To start, if ya think you can sell it to the GM(s), one ability can get a +4. All lower values are generally fine. The hope is that each character will be at least somewhat balanced.

                          Mundane Abilities

                          • Agile - The character skillfully moves their body with a natural grace, whether it be in combat, dancing, or performing other feats that require coordination. Agility improves the chances of a successful attack, balancing, and other fitting actions where the GM(s) use dice.

                          • Armored - Armor reduces damage dealt by a successful attack. These numbers can be altered with good reason, but to establish guidelines...

                            Hide or Leather = 1
                            Metal = 2
                            Wooden Shield = 1
                            Metal Shield = 2

                            Armor and shield Levels are cumulative, so a metal shield and metal armor would generate a Level of 4. Shields require facing the attack, so if a hero is holding their shield and they are attacked from behind, the shield will not be factored into damage calculation.

                            The armor rating assumes that, at the least, the torso is adequately protected; leather bracers, for example, would not impose a Level rating.

                            Having a total Armored Level of 4 is fine for any character. Just remember it counts toward the sum of the character's Abilities and Weaknesses.

                            If enough metal armor is worn, at least one Level in the Ineptitude (Stealth) Weakness should be taken.


                          • Charismatic - Through natural charm and words, the character is more likely to distract, inspire, or persuade others into seeing something their way. This Ability influences dice.

                          • Combat Expert - The character is trained in offensive tactics, skilled in hitting the enemy hard where it hurts and increasing their likelihood of a successful attack. This is a boost to attacking in general, perhaps great for soldiers or others with a wide range of combat training. To specialize in a certain class of weapons or fighting style, look at Knowledge instead. Also, this only applies to melee and ranged weaponry.

                          • Connected - The character has contacts they can call upon for favors. At Level 1, the character knows someone who knows someone else, who can put in a good word for a discount or another small favor. At Level 2, they have a reliable friend who may be an informant about a certain subject or group, or a skilled craftsman, or someone who can get the character rare goods. At Level 3, the character knows a variety of people in a small circle who can help achieve what they want, or maybe they have a friend with a variety of uses. At Level 4, they have a lot of contacts who owe them favors or otherwise are willing to assist; while finding someone may take time or effort, they can always find someone to assist.

                          • Dexterous - The character is skilled with their hands. They are more likely to succeed in picking pockets or locks, performing sleight of hand, or anything else requiring delicate manipulations. It influences dice rolls when used by the GM(s). This does not affect combat.

                          • Endurance Reserve - An amulet or another enchanted item provides the character with an extra store of Endurance. This Endurance can only be used for performing attacks and nothing else. It could be coupled with the Focus Weakness. Depleted reserves are reset once per day (the exact time of day can be chosen by the player) and can't be replenished any other way. At Level 1, the character gets 20 Endurance. At Level 2, 40; at Level 3, 60; at Level 4, 80; and at Level 5, 100.

                          • Evasive - It increases the odds of the character successfully avoiding attacks or escaping restraints.

                          • Famous - Through maybe valor or fortune, the character enjoys some degree of fame. At Level 1, a few people know their name, and those people might humor small requests. At Level 2, the character is recognized in their field by people familiar with their work or history. At Level 3, they are well known in many venues and can more easily gain favors, accommodations, and other perks.

                          • Flight - Thanks to wings or supernatural powers, the character can fly. The Ability can be used when pursuing a runaway or performing an airborne action, and it will increase the chances of success. Also, in a single turn, characters with this Ability can either close the distance on opponents who are Far Away or go Far Away themselves, requiring Ranged attacks in order to be hit.

                          • Gear - An enchanted item grants the wearer additional Abilities. Every Level in Gear grants the player that many Levels to apply toward Abilities imbued in the item. Any Weakness applied to the item also grants exactly one Level toward an Ability. The item's Abilities and Weaknesses are cumulative to the wearer's natural Abilities and Weaknesses. However, the player cannot create an item such that a cumulative score of theirs would be lower than -3 or higher than 5. The item can be lost, broken, or stolen. If another character equips it, their cumulative scores can be no lower than -3 and no higher than 5, regardless of what the total actually equates to.

                          • Handsome - The character's good looks make it easier for them to successfully convince, distract, and perform other social tasks where appearance pays off. It influences dice.

                          • Heightened Sense - The character is gifted in one of their five senses, and, when dice are rolled, it will make them more likely to succeed in actions where that sense is used. Heightening multiple senses requires taking this Ability that many times.

                          • Intimidating - The character can more easily frighten or bully others into doing what they want, or to scare them away.

                          • Intuitive - The character might not be well learned or book smart, but they are clever, capable of noticing small nuances, solving non-academic problems and riddles, discerning the motives of others, or relying on personal insight. It influences dice.

                          • Iron-willed - The character is sturdy under pressure and holds true to their values. They have a higher chance of resisting things like mind control, temptation, and fear.

                          • Knowledge - A character's interest or training in a particular area has allowed them to be more knowledgeable in it. This can apply to anything that seems fitting for a Medieval world, including categorical combat training or magic casting. Knowledge improves the chances of success for those situations in which the expertise is applicable.

                          • Passion - A particular interest, emotion, or idea drives a character, making them more powerful and competent when that passion applies to a situation, thus improving their chances of success in the endeavor.

                          • Perceptive - The character is more observant with people and things and their surroundings, making it easier to notice changes, things out of the ordinary, nearby enemies, and anything else that relies on the senses. Perceptive is more general than Heightened Senses.

                          • Performer - A character with music, acting, storytelling, or any other ability that can entertain. Useful when trying to impress, distract, or boost spirits.

                          • Position of Power - The character is in a position of power that grants them influence among particular people. At Level 1, the character holds influence over only a small subset of people. At Level 2, the character is in control of a small group and may have minor influence with those outside of it. At Level 3, the character controls an important group whose influence is felt by many.

                          • Quick - The character has quick reflexes and a natural gift for speed. Dodging (applies to Defense dice rolls) or running are possible applications for it, and it improves the chances of their success.

                          • Resistance - The character benefits from a particular resistance, such as fire or curses. Applicable damage is reduced by this Ability.

                          • Sixth Sense - A peculiar sense, maybe thanks to a voice from beyond, a true paranormal sense, or a great gut instinct, can increase a character's chances of feeling something wrong about a person or situation.

                          • Smart - The smarter the character, the higher the chance of recalling facts or the success anything else that tests the IQ.

                          • Stealth - How likely the character can go unnoticed while hiding, sneaking, or tailing others.

                          • Strong - Any feats of strength, such as lifting or pushing an object, can have a greater chance of success. Melee attacks also hurt more when successful.

                          • Tough - The character gets a bonus to their total Health. Going from Levels 1 to 5: 10, 20, 30, 40, 60.

                          • Vigorous - The character gets a bonus to their total Endurance. Going from Levels 1 to 5: 10, 20, 30, 40, 60.

                          • Wealthy - For one reason or another, the character is pretty well off. Going from Levels 1 to 5, the starting gold for the character is 200, 500, 1,000, 5,000, 10,000.


                          Special Abilities


                            A note on Attack: it improves damage on a successful attack. To improve the chances of attacking successfully, use Combat Expert or give the character Knowledge in a special fighting style. Also, except in the case of magic or martial arts, the Attack is more about the weapon than the character's ability to use it, so the Levels may change or disappear if a character loses or trades their weapon. If you feel an Attack is missing, please feel free to reach out to the GM(s).

                          • Attack, Dual Wielding - The character has twin weaponry. The character may attack twice in a single turn.

                          • Attack, Martial Arts - The character employs martial arts in combat situations. Non-magical, bare-handed fighting is limited to Level 1.

                          • Attack, Offensive Magic - The character employs offensive spells.

                          • Attack, One-Handed Weapon - The character uses a one-handed weapon.

                          • Attack, Polearms - The character attacks with a spear or another polearm. All attacks with it must involve the Reach Perk.

                          • Attack, Ranged Weapon - The character uses a bow, crossbow, throwing knives, or other similar ranged weapons. It is expected that the player will track how much ammo the character has.

                          • Attack, Two-Handed Weapons - The character attacks with a greatsword or another two-handed weapon.

                          • Barrier - The character is capable of creating a magical shield, bolstering their chances of a successful defense. If the barrier is created preemptively, the defense bonus is doubled, but the user cannot perform any other actions their turn. If an enemy breaks through the barrier, the character can spend Endurance to reduce the damage taken on a one-for-one basis. If Perks and Flaws are applied, the barrier will cost Endurance only each time it is activated--maintaining it is free at the cost of performing no actions.

                          • Healing - Through special power, divine influence, or extensive knowledge of first aid and medicinal herbs, a character has the ability to heal others. It is limited to a number of uses per day based on Level: at Level 1, it's twice per day; at 2, it's three times per day; at 3, it's four times per day; at Level 4, it's five times per day; and at Level 5, it's eight times per day. Damage healed is determined by dice and will be provided by a GM.

                            Perks and Flaws may be applied. The Effective Perk doubles the amount of Health regained. The Limited Use Flaw cannot be applied. Concentration is required for non-magic means of healing.


                          • Illusionist - Through magic or some other means, the character is capable of creating illusions. The higher the Level, the higher the success rate. The complexity of the illusion also influences success; giving someone the appearance of having bunny ears is much easier than creating the illusion that someone is in the middle of a snowstorm, for example.

                          • Incorporeal Form - Through magic or other means, the character, and everything on their person, is capable of phasing through objects or beings. They cannot be touched or attacked while in that state, nor can they affect the world around them. It can be applied in combat to improve the chances of avoiding an attack.

                          • Invisibility - The character has the ability to obscure themselves and their belongings from view, reducing the chance of detection. At Level 1, they aren't truly invisible, just more difficult to notice, maybe through a mind trick or camouflage. At Level 2, they are harder to see, maybe because special gear bends the light around them or they are capable of turning themselves into a shadow. At Level 3, they are actually invisible, though smell and sound can give them away. At Level 4, the character becomes invisible to all senses, but things like sitting on a cushion poses the chance of detection, and at Level 5, they leave no trace of their presence within the environment unless they will it, like scooting a tankard or lifting a scroll.

                          • Magic, Support - The character can grant select Abilities to themselves or anyone else by spending Endurance. The Level of this ability determines the maximum Level of the desired Ability that can be granted to the target (e.g., a Level of 1 in this Ability will grant a Level 1 of the desired Ability). This Ability is an automatic success. The base Endurance cost is as follows:

                            Level 1: Ability Level 1: 10
                            Level 2: Ability Level 1: 10, Ability Level 2: 15
                            Level 3: Ability Level 1: 10, Ability Level 2: 15, Ability Level 3: 20
                            Level 4: Ability Level 1: 5, Ability Level 2: 10, Ability Level 3: 15, Ability Level 4: 20
                            Level 5: Ability Level 1: 0, Ability Level 2: 5, Ability Level 3: 10, Ability Level 4: 15, Ability Level 5: 20

                            Perks and Flaws can alter the cost, but the cost will always be no less than the base number. The amount of Endurance spent cannot be replenished until the spell is released.

                            The Ability Level granted to the target is added to the score the target already has. If the target has an applicable Weakness, then that Weakness is negated first. The cumulative score cannot exceed 5.

                            Characters can have only a set number of Abilities to buff, and they must choose them. This is based on this Ability's Level, plus one. More could be gained through roleplay.

                            These mundane Abilities may be chosen: Agile, Armored, Charismatic, Combat Expert, Dexterous, Evasive, Flight, Heightened Sense, Intimidating, Iron-Willed, Perceptive, Performer, Quick, Resistance, Sixth Sense, Strong, Vigorous.

                            These special Abilities may be chosen: Incorporeal Form, Invisibility.


                          • Magic, Curses - The character can curse a target with Weaknesses. This Ability uses the same mechanics as the previous, except in this case, the cumulative score will not fall below -3. The Weaknesses that can be chosen are Clumsy, Dense, Dull, Easily Distracted, Endurance Use, Fear, Frail, Impaired Sense, Languid, Mute, Oblivious, Short-Tempered, Slow, Vulnerability, Weak, Weak-Willed.

                          • Shape-Shifter - Magic allows the character to change their appearance. At Level 1, clothes and hair can be changed instantaneously. At Level 2, age and eye and skin color can be changed. At Level 3, the character can take on the appearance of a different being of their race, whether fictitious or real. At Level 4, they can change into any living creature or someone of another race. Level 5 is only limited by their imagination, capable of transforming into anyone or anything.

                          • Telekinesis - It works like Strong, but is based on the ability for the user to move objects with their mind. The heavier the object, the more difficult it is to succeed in lifting or moving it. Items of trivial weight are always successful as long as the item is in sight. Telekinesis may be used as an attack.

                          • Teleport - The character can teleport anywhere as long as they have been there before and can picture it. The farther the distance, the more difficult the feat. Teleportation can be used in combat as a defensive maneuver.



                          Weaknesses

                          Except where noted, a Weakness's score can range from -1 to -3. -1 represents a moderate flaw or disability, -2 regularly impacts your character's life in a negative way, and -3 wreaks havoc on their day-to-day and severely hinders their potential.

                          Personality & Relationship Weaknesses

                          • Absent-minded - The character is prone to forgetting things at inopportune times. At Level 1, they may forget tasks they were supposed to do. At Level 2, they may have trouble recalling recent conversations and events, and even when they do remember, details may have escaped them. At Level 3, they probably don't remember much more than maybe the past hour. They sometimes lose their train of thought mid-speech or forget what they were doing while they are doing it.

                          • Airhead - It affects retaining information communicated to the character. At Level 1, the character sometimes misses the point of a conversation if it gets too long or complicated, and subtle humor may go over their heads. At Level 2, long conversations go over their heads completely and they're likely to misunderstand instructions. At Level 3, the character is a true simpleton, needing everything discussed in plain, simple facts.

                          • Amnesia - For some reason or another, the character has suffered memory loss. At Level 1, it happened long ago, but the character may be bothered by the loss and want answers. At Level 2, it happened pretty recently. The character has had time to adjust, but a lot of their life is missing. At Level 3, the amnesia happened very recently and they have few if any memories. They are likely lost and confused and may be filled with a dire need to know who they are.

                          • Code of Conduct - The character's actions and manners are defined by a code. At Level 1, the code is simple and comprises one major facet, such as honesty or a sense of fair play. At Level 2, it may be something like a code of chivalry or the edicts of a major organization, or it might be simplistic but highly inhibiting. At Level 3, the code dictates every facet of the character's life.

                          • Compulsion - The character has an intense need to perform a certain task or act on a certain whim, no matter its inconvenience. At Level 1, the impulse may be something like chattering incessantly, or having an insatiable curiosity, something they struggle to resist but has, for the most part, a minor impact on their life. At Level 2, the compulsion may be something like blurting out the truth, even to enemies, or spending money as soon as it hits their palm. It's difficult to resist and affects life adversely. At Level 3, they have no hope of resisting the temptation. They may suffer from kleptomania or possess a compulsion so severe that it can seriously harm their well-being.

                          • Dependency - An ingrained need, like an addiction or a superstition, affects the character's ability to function. The greater the dependency, the harder it is for them to go without it, and when they are without it, the more devastating it may be on dice rolls. The character may become depressed or even unwilling to do anything.

                          • Easily Distracted - At Level 1, sounds and bright lights and other attention-grabbers will attract the character's notice, but at least they'll be able to quickly return focus to their task. At Level 2, distractions may divert their attention longer.

                          • Emotionless - Whether through suppression or through nature, the character's emotions are dulled. At Level 1, while they do have feelings, they rarely express them. At Level 2, the emotions are buried deep in their psyche, and only intense stimuli are likely to cause them to react. At Level 3, the character is psychopathic.

                          • Fussy - The character is keen on proper cleanliness and organization and may nag or become overbearing about it. At Level 1, they are concerned for the tidiness of their own affairs, and, although they may be minorly annoyed by it, they may forgive those who they are close to for their own sloppy ways. At Level 2, everything around them needs to be a certain way and they will take it upon themselves to correct it. Being forced to leave things as they are will probably make them uncomfortable or anxious.

                          • Greedy - At Level 1, the character's thoughts are often preoccupied with finding ways to increase their personal wealth. At Level 2, they are focused on obtaining the next object that has captured their heart, and they may take unreasonable risks to line their pocket. At Level 3, they want everything, and nothing, not even friends or their own health, will stand in their way.

                          • Guardian - The character must protect another PC (discuss with their player first) or a special NPC who may or may not be with the group, whether for personal or occupational reasons. At Level 1, the person is rarely in danger. The character may be able to leave them for periods of time, and tolerate doing it, but will keep tabs on them. At Level 2, the danger is more prevalent, maybe due to a rivalry or trouble the person got themselves into. It's harder to leave them, especially for long periods. At Level 3, the person is constant in need of protection, maybe because they are wanted or they are a danger or they are a way for the character's enemy to get to them specifically. Or it might just be the character is overly protective. Either way, they rarely leave that person's side, and they will feel anxious when they do so.

                          • Hatred - The character becomes angry, and maybe even hostile, when faced with something or someone they hate. At Level 1, they can control their hatred, though they might desire to avoid it or, if a person, they may act cold toward them. At Level 2, the character is more compelled to harm or dispose of the hated person or thing, or at least treat them harshly. At Level 3, it or the person fills them with a blind rage. They will risk their own life to wipe it or them from existence, and no one better stand in their way.

                          • Impulsive - The character acts before they think. At Level 1, they have some self-restraint and can be talked out of the thing they want to do. At Level 2, they don't contemplate an action for long and likely find themselves in messes. The more dangerous the situation, the more they may be able to control themselves, but it's not guaranteed. At Level 3, they never think before they act, regardless of the situation.

                          • Infamous - Whether deserved or not, the character suffers from a poor reputation. The higher the Level, the harder it is to overcome. At Level 1, the infamy is more gossip than a true stigma. Some people may whisper and steer clear. At Level 2, the character's reputation is more renowned and people may act openly with emotions like disgust or fear. At Level 3, nearly everyone recognizes the character, and they will either avoid getting close or act aggressively.

                          • Jittery - The character is easily startled or frightened by sudden noises or sounds. At Level 1, they may flinch or jump, but it's more embarrassing than anything of real impact. At Level 2, they may yell or effect a combat stance.

                          • Kind-hearted - The character is overly kind. At Level 1, they easily forgive and help when they can, even when it's inconvenient. At Level 2, they will treat others well, even those that have done them wrong, and will suffer hardships to do the right thing. At Level 3, they will forgive even sworn enemies and will help someone even when they are sure it will backfire.

                          • Love Interest - The character is in love with another PC (must be discussed with their player) or a special NPC. No Level 1 unless the player can find a good way to spin it. At Level 2, the love is unrequited but the character is set on that person anyway, or if with a PC, the relationship might be complicated and involve bickering, things that make it uncomfortable for others to be around and cause the character to be on an emotional rollercoaster. At Level 3, the couple's love is forbidden, maybe due to family refusal or incompatible backgrounds or laws within a shared organization, or the character might feel so strongly for an unrequited love that it's all they think about, and it may cause them to act irrationally.

                          • Mute - Through accident or ailment or difficulty with the common tongue, the character's ability to communicate is compromised. At Level 1, they use simple words and broken grammar. At Level 2, they may have a very limited vocabulary, but they might know another language or be able to communicate thoughts through writing or other means. At Level 3, they can't speak at all and can only rely on gestures.

                          • Naive - The character is gullible and may have misconceptions about the world. At Level 1, they may fall for harmless gossip or mistruths. At Level 2, they may fall for outrageous stories and flat-out lies. At Level 3, they may believe just about anything they are told.

                          • Obsession - The character has an intense desire to have something or achieve a goal. At Level 1, the urge is felt often, but they may be able to turn away from their obsession if more important things are at stake. At Level 2, they might choose to pursue it over things that are logically more important, though they might stop short of breaking a strongly held moral or unnecessarily risking their own life. At Level 3, they can't live without the thing they obsess over, compromising everything else, even their own life.

                          • Outcast - At Level 1, the character is discriminated against by a small group that has at least some presence in their life, or maybe a village. They may or may not be aggressive toward the character, but they are at least excluded. At Level 2, they are an outsider to an organization or a significant town, or they might be treated differently by a substantial subset of people, and avoiding them is rather difficult. At Level 3, they are discriminated by virtually everyone, often isolated and maybe sometimes the target of violence.

                          • Overconfident - The character has an inflated sense of their abilities and what they can accomplish than what might be merited. At Level 1, they are relatively level-headed, but they often land themselves in situations they are not well-equipped for by overstating their abilities. They don't like to give up, but they usually figure out when they are in over their head. At Level 3, they believe they can take on the world. They will never say a situation is too tough for them and it is extremely difficult for them to give up, no matter how hard pressed they may be.

                          • Pacifist - The character tries to avoid violence as an answer. At Level 1, the character will fight only if it's clear that it's the only solution that will work. At Level 2, they will only attack to protect themselves or someone else they care about from great harm. At Level 3, they will never strike anyone, no matter what.

                          • Poor - For one reason or another, the character's funds are hurting a bit. Going from Levels 1 to 4, the starting gold for the character is 50, 25, 10, 0.

                          • Quirk - At Level 1, the quirk is eccentric and noticeable but rarely bothersome, like humming frequently. At Level 2, it's more offensive but isn't likely to have strong repercussions, such as swearing like a sailor or having little regard for personal space. At Level 3, it might be something that causes outright hatred or disgust, such as wearing the bones of enemies or killing animals for bloody, on-the-spot meals.

                          • Restricted Freedom - The character's lineage, social status, job, or another reason makes it more difficult to do what they want when they want. At Level 1, their family or job might have certain expectations, but the character might still enjoy a large amount of freedom outside of those. The character is mildly inconvenienced. At Level 2, much of the character's life is dictated by their circumstances. Perhaps they are well-guarded or they have a job with high expectations that requires explicit approval before acting. At Level 3, every aspect of the character's life is controlled by an external force, and when they can enjoy personal freedoms, they are lucky.

                          • Rival - The character and another PC (must be discussed with their player first) or a special NPC are rivals. It could be one-sided or mutual. At Level 1, the character might be the one who is better skilled, or the rivalry is more lighthearted. At Level 2, the character and the other person are more or less equals or the rivalry is pretty serious. At Level 3, the rival strongly outmatches them and it's a dynamic that consumes a lot of their focus.

                          • Room for Two - There is a voice in the character's head. Maybe it's real or they're crazy. At Level 1, the voice is supportive and sometimes helpful, but the character often talks aloud to it. At Level 2, the voice is neither particularly helpful or harmful. It's probably a nuisance if not also rude without resulting to personal insults. At Level 3, the voice is abusive or constantly tries to coax the character into committing a heinous act. It is a true threat to their well-being.

                          • Secret - There is a secret the character is protective of. At Level 1, the discovery is more of a mild inconvenience, such as embarrassment or unwanted attention. At Level 2, the secret has impactful consequences, such as endangering the character or others, the loss of their livelihood, or incarceration. At Level 3, the character would literally choose death over its discovery, because they believe it will completely destroy their life.

                          • Sensitivity - The character feels insecure about something, and it's a sore spot for them. At Level 1, remarks are immediately upsetting. The character might be angry or become withdrawn. At Level 2, actions that provoke their sensitivity disturb them to the point of aggression, vindictiveness, or grudge-holding. At Level 3, they will probably hold a grudge until the day they die, and they might actively try to make that person's life miserable at every opportunity.

                          • Servitude - The character serves a person or organization and are expected to perform duties and accept orders. It could be because of their job, a debt, or self-imposed. At Level 1, the servitude is voluntary, and although the obligation is felt, the duties can be shirked. At Level 2, the character is devoted and works to the best of their ability. Sacrificing their duties may involve repercussions, or at least a strong sense of guilt. At Level 3, servitude is their life and little comes between it and the character. They accept their tasks without question, or else they may face terrible consequences or never forgive themselves.

                          • Short-tempered - At Level 1, the character is irritable. They rarely get downright angry without provocation, though they may grumble or yell. At Level 2, they are easy to anger and they may resort to violence if antagonized enough. At Level 3, even the slightest indiscretion, intentional or not, sets the character off. They will react with loud outbursts or brutal attacks.

                          • Shy - Social situations are uncomfortable, if not difficult, for the character. At Level 1, they are a bit reclusive and prefer the company of their friends. They tend to be quiet around those outside of that circle. At Level 2, they are far more comfortable in their own company than with that of others, though they may attend social gatherings, usually when forced. At Level 3, social interactions are torturous, and the character interacts just enough to get by in life.

                          • Soft Spot - The character has a soft spot for something, like gardening or tiny animals. At Level 1, while the character is partial toward it, they won't put themselves in harm's way for it. At Level 2, they may be coaxed into dangerous situations or bribed into poor decisions. At Level 3, the character cannot resist their soft spot, no matter the dangers or consequences.

                          • Stubborn - The character holds strong to their ideals. At Level 1, they are not too unreasonable and may back down, or even modify their train of thought, with a sufficient argument. At Level 2, the character will not change their mindset without an incredibly blunt or forceful reason. At Level 3, hell will sooner freeze over. Even if their stubbornness will harm themselves or others, they will still cling to their belief.

                          • Wanted - A person or an organization is actively pursuing the character, and the character tries to avoid them. At Level 1, the hunter doesn't intend to do any harm, isn't very persistent in their search, or isn't powerful enough to carry out their threats. At Level 2, the hunter wants to dish out a little payback or take something from the character, or they are capable of getting what they want. At Level 3, the hunter wants the character severely punished or killed. They are very capable of carrying out their threat and likely have resources and power that exceeds the character's.


                          Action, Stat, Ability Weaknesses

                          • Arrogant - A big ego may offend others. Arrogance influences the success of relevant interactions. At Level 1, the character believes they are superior to most around them, but respect a select few. They treat those deemed beneath them with at least a mild civility. At Level 2, they feel as though they are above almost everyone, though a few are worthy "equals". Those deemed lesser may be treated with hostility or a cold pompousness. At Level 3, the world would simply cease to exist without them, and it's annoying to them that everyone around them fails to see it. They treat everyone like dirt.

                          • Clumsy - A klutz. At Level 1, the character is a bit butterfingered and accident-prone, but it's a mild inconvenience. At Level 2, things they touch may end up broken, and grace is a bit of a foreign concept. At Level 3, they're like a human wrecking ball and are probably lucky they can just walk. Any relevant actions, including attacking, are more difficult with Clumsy.

                          • Dense - The character lacks wit and book smarts. At Level 1, although they may struggle, they might be able to grasp an understanding of most things if they put in the effort. At Level 2, they likely speak simply. Absorbing new knowledge or figuring out a solution is an arduous process. At Level 3, they may use broken language and may lack literacy, and scholastic pursuits are usually failures. This affects tests of reasoning and anything involving academics.

                          • Dull - Boring. At Level 1, the character's message may be received, but they are rarely remembered for it. At Level 2, they tend to drone. People may indulge in diversions and miss the point. At Level 3, the character is so boring, people may fall asleep, or at the very least, just tune them out entirely. The chances of a successful social interaction are lower.

                          • Endurance Use - An Ability of the character costs (extra) endurance based on the Level, from 1 to 3: 5, 10, 20. Applies to only one Ability; more Endurance Uses can be taken to affect others. This Weakness establishes a minimum cost of Endurance.

                          • Fear - The character fears a specific thing. At Level 1, the character is uncomfortable and may try to distance themselves from it. At Level 2, they are genuinely scared and will want to escape, but they may still have their wits about them. At Level 3, it is a phobia. Being confronted with it may cause them to behave irrationally. Actions are harder to perform successfully when Fear is in effect.

                          • Focus - An item, maybe a focusing point for the character's energy or one that is enchanted, is required for the character to use one or more of their Abilities. Losing it, temporarily or permanently, in some way, affects that Ability/ies. At Level 1, a single Ability, probably one that isn't very impactful, is lost without the item. At Level 2, the character may lose multiple Abilities or one or two of their core strengths. At Level 3, nearly all Abilities are lost, or they lose all of their vital Abilities, practically becoming husks compared to who they were.

                          • Frail - A chronic illness or an easy lifestyle has made it harder for the character to sustain large amounts of damage. Subtract 10 from Health for each Level.

                          • Impaired Sense - The character suffers impairment of one of their senses. It's something that can't be corrected (Dependency is more suited for that), and it can't be something that is circumvented through a supernatural Ability (that would be a custom Weakness that can be discussed with the GM(s)). At Level 1, it is a mild inconvenience. At Level 3, the character lacks the sense entirely. An action that relies on the particular sense is less likely to be successful.

                          • Ineptitude - The character struggles with grasping a specific skill or craft, despite efforts. The higher the level, the harder it is for them to do it successfully.

                          • Languid - The character tires more easily. Subtract 10 from Endurance for each Level.

                          • Limited Uses - An Ability can only be used a limited number of times, whether altogether or just per day. The higher the Level, the more conservative the character must be in its uses. Try to be reasonable. At Level 1, an Ability might be limited to five uses per day. At Level 3, the Ability can be activated only once per day. Because it can be easily circumvented, ranged weaponry cannot use this Weakness unless the weapon fires energy bolts or it can only use special ammo that is hard to obtain.

                          • Oblivious - The character is more likely to overlook things. At Level 1, things need to be fairly obvious or in plain sight to be noticed or found. At Level 2, searching for things is difficult and only blatant changes or things may be noticed by the character.

                          • Rude - The character lacks manners and good behavior. At Level 1, the character may appear coarse to others and often act discourteous. At Level 2, their actions come off as blatantly offensive and are usually considered crude or disgusting. At Level 3, the character does and says whatever they feel like, manners and social repercussions be damned. This Weakness does affect the chances of a successful social interaction.

                          • Slow - The character is slow on their feet and delayed in reacting. Defense and anything that requires speed will be harder to succeed in.

                          • Suppressed Power - An Ability is not fully powered without something external, be it an item, emotion, or event that the character doesn't usually have access to. When not in the presence of that special thing, the Ability's power is subtracted by the Level of this Weakness.

                          • Trigger - An Ability requires a trigger to become functional, such as an emotion, a specific event, or a potion. The Ability is active for as long as the trigger is present or the effect lasts. At Level 1, the trigger is fairly accessible. At Level 3, it is exceedingly rare.

                          • Vulnerability - The character's body is vulnerable to a particular magic or maybe has a weak point. At Level 1, one more point of damage is added for every two points of damage. At Level 2, the damage is doubled. At Level 3, every point of damage adds two additional points of damage. If a Vulnerability does not inflict damage, the chance of resisting the Vulnerability is reduced.

                          • Weak - The character has little in the way of muscle mass. Anything involving strength has a lower chance of success, and melee damage is reduced.

                          • Weak-willed - The character may be easily tempted or influenced, or they may struggle with pain. At Level 1, although they are unreliable, they are more resistant when faced with something that is important to them, at least for a time. At Level 2, the character submits easily and can only be inspired by dearly held causes. At Level 3, they are a slave to their temptation or the whim of others. This Weakness lowers the chances of success when the character's fortitude is tested.


Shy Exhibitionist

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                          Ability Perks & Flaws

                          The special Abilities listed in the previous post can be further customized with Perks and Flaws, which can give the character more benefits or more drawbacks with a given Ability. Perks cost Endurance, though Flaws can be used to reduce that cost. All Perks and Flaws assigned to an ability are totaled to produce the amount of Endurance spent for each use. If the total is a negative number, the cost just becomes zero.

                          If Perks and Flaws are not applied to an Ability, then the Endurance cost is zero unless otherwise stated in the Ability's description, or unless an appropriate Weakness is applied.

                          For Attacks in particular, players have a choice: based on an Attack that the character has, the player can specify a number of attacks that their character may resort to or generalize the character's fighting style. For example, if a character uses a sword, the player might decide to keep an attack vague by saying the character just uses the sword. Or, they might in addition specify special attacks, like burning slash or whirlwind. Each attack gets its own set of Perks and Flaws, and may be stronger or weaker than another attack; the base Attack's damage score becomes the basis for an attack's damage score, and Perks and Flaws may alter it.

                          Some of that might be confusing. There are example character sheets in the next post that can illustrate how it works.

                          All attacks ought to be decided before the start of the story. The GM(s) aren't likely to allow more unless the character achieves them through roleplay.

                          Where specified, Perks and Flaws can be stacked by multiplying the cost.

                          Custom Perks and Flaws may be granted if a player has an idea. Just talk to a GM!


                          Perks


                          • Accurate (+5) - A mage casts a homing projectile. A skilled swordsman exerts extra effort to strike precisely, not only making it harder to dodge, but more deadly. This can be multiplied up to 5 times.

                          • Area Effect (+10) - This could be a cone-shaped blast, a circular explosion, or a dense array of bolts. This can be multiplied up to 3 times: the first level is a ten foot diameter, the second level is twenty feet, and the third level is thirty. Anyone, including allies, or anything within the area of effect will be affected.

                          • Armor Piercing (+5) - A sharp sword or arrow, a spell with incredible impact or one that does damage through non-physical means. Somehow, the attack has a way of negating protection. It can be multiplied up to two times.

                          • Barrier Buster (+5) - Through strength alone or magic effect, barriers are weaker against the attack. Successfully disabling the barrier will Stun the opponent.

                          • Blinding (+20) - A trick of the mind, a brilliant flash, a smokescreen. Somehow, the attack has the ability to hinder the target's vision. The number of rounds the effect lasts is equal to the Level of the base Ability.

                          • Continued Effect (+10) - Although reduced by half, the ability continues to affect the target after use, whether poison or burning or healing. It will last either until the effect is somehow neutralized or until the maximum rounds have been exceeded, as determined by the base Ability's Level. It can be taken twice to output the full effect.

                          • Defensive (+5) - A defensive offense like bashing with a shield. Performing the attack bolsters the chances of not getting a scratch.

                          • Disarming (+10) - The attack takes the opponent off guard and activates a Weakness or a Flaw, either by disarming their weapon or by disarming them emotionally. An attack that deals damage must deal a quarter of the opponent's total Health for the effect to be a success. An attack that deals no damage will just require a pass/fail.

                          • Effective (+5) - The character is more effective with the Ability than others at the same Level. For attacks, it improves damage output. For Healer, it doubles the Health recovered. For Barrier, it will harm enemies when they fail an attack or enter it. This Perk can be multiplied up to 5 times.

                          • Fatiguing (+0) - The attack damages Endurance. If Endurance is zero, Health is damaged instead.

                          • Impairing (+10) - Upon success, the attack Impairs the opponent. If dealing damage, the damage must be no less than a quarter of the target's total Health. If no damage, it's just a pass/fail.

                          • Multiple Targets (+10) - The Ability allows the character to aim at multiple targets, regardless of each target's relative distance. Variably, this Perk can be multiplied, each increasing the number of targets by one. Each target must be unique; it can't be used to target one individual multiple times.

                          • No Gesture (+5) - The Ability requires no movement or gestures to use.

                          • Overwhelming (+15) - The attack is so overwhelming that the opponent must forfeit making an action their next turn just to defend. Otherwise, the attack will automatically hit.

                          • Paralyzing (+10) - Whether ensnaring limbs, freezing, or shocking, the target may become Paralyzed, preventing them from attacking and nullifying their ability to defend. The target can make an attempt to break free on their turn, which, on success, will allow them to perform an action as normal. Otherwise, they will be paralyzed until either something disrupts the attacker or until a number of rounds have completed equal to the Ability's level. The damage dealt must be no less than half of the target's total Health. If multiplied twice, the damage must be no less than a quarter of the target's total Health. If no damage is dealt, it simply becomes a pass/fail.

                          • Ranged (+0) - The Ability can affect targets at a range. It can be blocked by obstacles.

                          • Ranged, Strength-Powered (+5) - Like Ranged, but the damage is affected by the Strong Ability and the Weak Weakness.

                          • Reach (+5) - The wielder can take advantage of their weapon or Ability's reach to effect a minor penalty to either the target's attack or defense success against the wielder until the wielder's next turn. The player must choose either attack or defense. It can be multiplied up to three times where it makes sense.

                          • Redirectable (+5) - If the attack misses, the character can use their next turn to continue the attack without expending additional Endurance. However, no other action can be taken that turn. Being hit, injured, or severely distracted will nullify this Perk. This Perk can only be applied with the Ranged Perk. This Perk can also be used to bypass obstacles.

                          • Strike Through (+5) - Whether because of its incorporeal nature or a capacity to pierce through obstacles, the Ability affects the target regardless of what lies in between.

                          • Stunning (+10) - Dealing no less than a quarter of the opponent's Health will Stun them, or by making a successful attack without dealing damage.

                          • Trap (+5) - A trap with a specified trigger, such as an enemy stepping on it, can be set up to Surprise the target.

                          • Vampire (+5) - The attack is capable of replenishing the user's Health at the expense of the enemy's. It can be multiplied up to 8 times, each one increasing the Health restored by a quarter of the damage dealt. The restored amount cannot exceed the character's maximum.

                          • Will Attack (+0) - The attack affects the mind of the opponent directly. Iron-Willed and Weak-Willed are used to compare attack and defense.


                          Flaws


                          • Activation (-10) - The Ability requires spending one turn on preparation before a single use, such as by reloading, recharging, or something else. Once the preparation is complete, the Ability can be activated any time thereon, but only once before activation is required again.

                          • Ammunition (-5) - A magic Ability or weapon may only be used a number of times per day. At the base level, the max is three times per day. If multiplied by two, it can be used up to two times per day, and if multiplied by three, then one time per day. Weapons with physical ammunition are affected by a physical count and not by this ability.

                          • Backlash (-5) - The attack hurts the user, too. It can be multiplied by up to 8 times, each time increasing the self-inflicted damage by a quarter of the damage dealt.

                          • Break (-10) - The Ability can only be used when all of the user's Endurance has been exhausted.

                          • Cancel (-0 to -20) - The Ability does not work on a specific class of targets. The more common or vague the class, the greater the reduction to the endurance cost. Something like humans or elves would get a -20, whereas something like plant monsters might be a -5.

                          • Concentration (-20) - The Ability requires one round of focus. Injury, severe distraction, making an action, or defending will break concentration and cause Endurance to be spent anyway (if Endurance is spent to begin with).

                          • Elaborate Gestures (-5) - The Ability requires full body movement, such as a dance. The character's body cannot be preoccupied with holding items, navigating terrain, or any other type of movement.

                          • Inaccurate (-5) - The attack has a tendency to miss. It can be multiplied by up to 5 times.

                          • Ineffective (-5) - The Ability is not as effective as others of the same Level. This can be multiplied, but the number of times can't equal the Level (e.g., Ineffective can't be multiplied three times if the Ability's Level is three).

                          • Low Penetration (-5) - Armor is more resistant to the attack.

                          • No Damage (-20) - Damage is not inflicted, but effects from Perks will still be applied. Cannot be combined with Ineffective.

                          • Open to Attack (-25) - After completing the Ability, the character is defenseless to attacks until their next turn.

                          • Recoil (-10) - The Ability leaves the character Stunned after performing it.

                          • Requirement (-5 to -15) - The Ability requires a certain condition to be met. Something easily accessible, such as needing a lot of room, would be worth -5, whereas something more infrequent, like the night of a full moon, would be worth -15.

                          • Self Only (-5) - The Ability can only target its user.

                          • Unwieldy (-5) - A large weapon or effects from a spell slightly lowers the character's chance of a successful defense. It can be multiplied up to three times.

                          • Weapon (-5) - The attack involves the use of a weapon and therefore requires the ability to wield it.


Shy Exhibitionist

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                          Joining & Skeletons

                          To join the game, PM SeXXXy Sparkling Zombie a completed reserve. Approval will grant an invitation to the Discord server.

                          Reserve Sheet
                          [url=to be filled in by me later][imgleft]150 x 150 image[/imgleft][/url][size=11][color=white]xxxx[/color][/size][color=color1][size=20][b]First and Last name[/b][/size][/color]

                          [size=11][color=white]xxxxxxx[/color][color=color2][✖][/color] [b][color=color1]Age:[/color][/b] Must be at least 18, preferably no younger than 21
                          [size=11][color=white]xxxxxxx[/color][color=color2][✖][/color] [b][color=color1]Race:[/color][/b] Humans, elves, orcs, and half-elves are the common races of Kior, but there's more to the world than the continent, and other races may be welcome as long as they aren't vampires, werewolves, or anthros.
                          [list][list][list][list][list][list][list][list][list][list][list][list][list]
                          A short blurb to give an idea of the concept you have in mind, capturing archetypes and any information you would like to share. Doesn't have to be fancy, just a sentence or five.
                          [/list]
                          [color=color1][size=9]✗[/size][u][color=color2]Username[/color][/u][/color]
                          [/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/size]

                          [url=]Samples[/url] - The GM(s) are as interested in seeing how you interact with others as they are in seeing how well you write (qualitative, not quantitative). A link to a roleplay in which you've posted a few times is preferred over a collection of posts.


                          Example Reserve
                          User ImagexxxxHenry Hillman

                          xxxxxxx[✖] Age: 24
                          xxxxxxx[✖] Race: Human

                                                    Henry is but a simple, young man, hailing from a farm on the outskirts of Fairden. Concerned the beastman threat may one day harm his family and friends, and wanting a taste of excitement and adventure, he has picked up a sword. Perhaps glory awaits? Or maybe death.

                                                  ✗A Noob



                          Five days will be allotted for completing the character sheet. The GM(s) will provide a reminder on the third day. They may allow leniency or an extension based on communication and their own discretion; real life happens and the GM(s) intend to be fair based on circumstances, but they also need to be fair to the rest of the group. If the allotted time has passed, the GM(s) will either open the spot for someone else, which can be taken if the sheet is not submitted before other interest is shown, or disallow the player altogether if they have lost trust.

                          The GM(s) are here to help, so do feel free to ask questions. When you are satisfied with your character, PM it to SeXXXy Sparkling Zombie.

                          Character Sheet
                          [imgleft="300"]No wider than 300px[/imgleft]
                          [list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][size=18][color=color1]B A S I C S[/color][/size]
                          [list][list][list][list][size=11]

                          [color=color2][✖][/color] [b][color=color1]FULL NAME[/color][/b] » text here

                          [color=color2][✖][/color] [b][color=color1]NICKNAMES[/color][/b] » text here

                          [color=color2][✖][/color] [b][color=color1]AGE[/color][/b] » text here

                          [color=color2][✖][/color] [b][color=color1]RACE[/color][/b] » text here

                          [color=color2][✖][/color] [b][color=color1]HEIGHT[/color][/b] » text here

                          [color=color2][✖][/color] [b][color=color1]HEALTH[/color][/b] » 40, modified based on Abilities/Weaknesses

                          [color=color2][✖][/color] [b][color=color1]ENDURANCE[/color][/b] » 40, modified based on Abilities/Weaknesses
                          [/list][/list][/list]


                          [size=18][color=color1]A B I L I T I E S[/color][/size]
                          [list][list][list][list][size=11]

                          Remember, the sum between Abilities and Weaknesses must be no higher than 5! Only one Ability can have a Level of 4, with the right amount of justification. Copy the below code as many time as it is needed.

                          [color=color2][✖][/color] [b][color=color1]ABILITY NAME (+1-4)[/color][/b] » A description. How does the Ability manifest for them? Why are they above average (or greater) with that particular ability?

                          [color=color2][✖][/color] [b][color=color1]ABILITY NAME (+1-4)[/color][/b] » A description. How does the Ability manifest for them? Why are they above average (or greater) with that particular ability?
                          [/list][/list][/list]


                          [size=18][color=color1]W E A K N E S S E S[/color][/size]
                          [list][list][list][list][size=11]

                          [color=color2][✖][/color] [b][color=color1]WEAKNESS NAME (-1-3)[/color][/b] » A description. How does the Weakness manifest for them?

                          [color=color2][✖][/color] [b][color=color1]WEAKNESS NAME (-1-3)[/color][/b] » A description. How does the Weakness manifest for them?
                          [/list][/list][/list]


                          [size=18][color=color1]M O V E S[/color][/size]
                          [list][list][list][list][size=11]

                          Any Abilities that are getting Perks and/or Flaws, or any attacks that will appear in combat, regardless of whether they get Perks or Flaws, should be listed here. For example, if your character knows Healing and you want to apply the Effective Perk, list it here. You have freedom with Attacks. You can keep it simple by just naming the weapon (e.g., "Sword"), or you can get creative with it, with each attack having different Perks and Flaws. Try to be reasonable with the number of attacks, though.

                          [color=color2][✖][/color] [b][color=color1]NAME[/color][/b] »
                          [list][list][color=color2][✖][/color] [b][color=color1]PERKS & FLAWS[/color][/b] » List all Perks and Flaws, including their multipliers (where applicable) and the Endurance cost
                          [color=color2][✖][/color] [b][color=color1]ROLL[/color][/b] » I'll supply a number here upon approval
                          [color=color2][✖][/color] [b][color=color1]DAMAGE[/color][/b] » I'll supply a number here upon approval
                          [color=color2][✖][/color] [b][color=color1]ENDURANCE[/color][/b] » Add the scores of the Perks and Flaws, and any Endurance costs from the Abilities and Weaknesses. If lower than 0, then put 0.
                          [/list][/list]
                          [color=color2][✖][/color] [b][color=color1]NAME[/color][/b] »
                          [list][list][color=color2][✖][/color] [b][color=color1]PERKS & FLAWS[/color][/b] » List all Perks and Flaws, including their multipliers (where applicable) and the Endurance cost
                          [color=color2][✖][/color] [b][color=color1]ROLL[/color][/b] » I'll supply a number here upon approval
                          [color=color2][✖][/color] [b][color=color1]DAMAGE[/color][/b] » I'll supply a number here upon approval
                          [color=color2][✖][/color] [b][color=color1]ENDURANCE[/color][/b] » Add the scores of the Perks and Flaws, and any Endurance costs from the Abilities and Weaknesses. If lower than 0, then put 0.
                          [/list][/list]
                          [/list][/list][/list]


                          [size=18][color=color1]B A C K G R O U N D[/color][/size]
                          [list][list][list][list][size=11]

                          [color=color2][✖][/color] [b][color=color1]ROLE[/color][/b] » What is their normal role within society? Adventurer? Mercenary? Carpenter?

                          [color=color2][✖][/color] [b][color=color1]REASON FOR VOLUNTEERING[/color][/b] » Why are they volunteering to assist with the invading beastmen? Is it because of their job? Is it for selfish reasons? Do they have ulterior motives?

                          [color=color2][✖][/color] [b][color=color1]NOTES[/color][/b] » Any notes you would like to share about their background that might not have been made clear elsewhere. Try not to make this too long.
                          [/list][/list][/list]


                          [size=18][color=color1]E X T R A[/color][/size]
                          [list][list][list][list][size=11]

                          [color=color2][✖][/color] [b][color=color1]GOLD[/color][/b] » 100, unless the character is Wealthy or Poor. Any starting items bought should be subtracted from the starting total. For example, if your character is neither Wealthy nor Poor, and you want to start with a hunting trap, your starting gold will then be 92, not 100.

                          [color=color2][✖][/color] [b][color=color1]INVENTORY[/color][/b] » For free, every character can optionally start with a backpack and a waterskin. If the character is starting with a bow, they also can start with 20 arrows. Other items may be granted based on the character's background - talk to a GM. Otherwise, all other starting items must be purchased with the starting gold.

                          [color=color2][✖][/color] [b][color=color1]ENABLE DEATH?[/color][/b] » Are you okay with your character dying? This means that, if the character's Health falls to zero, they could die. Otherwise, they will only be knocked out. This is purely based on player comfort. There is no pressure either way and the GM(s) will honor this. However, that doesn't mean being knocked out won't have consequences (e.g., being captured by the enemy or losing an item). Also, this can be changed at any point, though do contact the GM(s) after updating the sheet.

                          [color=color2][✖][/color] [b][color=color1]DESIRED PLOTS[/color][/b] » What ideas would you like to explore with your character? Would you like to see them develop a particular way or experience a particular conflict? This will give hooks for the players and the GM(s). This is optional.

                          [color=color2][✖][/color] [b][color=color1]OTHER NOTES[/color][/b] » Just in case there is more you would like to share.
                          [/list][/list][/list][/list]
                          [/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list]


                          Example Sheets
                          Anyone can adopt the characters or any of the sheets' elements if it suits their fancy.


                          User Image
                                                                        B A S I C S


                                                                                [✖] FULL NAME » Henry Hillman

                                                                                [✖] NICKNAMES » Just Henry

                                                                                [✖] AGE » 24

                                                                                [✖] RACE » Human

                                                                                [✖] HEIGHT » 6'0"

                                                                                [✖] HEALTH » 40

                                                                                [✖] ENDURANCE » 40



                                                                        A B I L I T I E S


                                                                                [✖] ARMORED (+1) » Henry possesses a shoulder plate. He'll be fine, right?

                                                                                [✖] KNOWLEDGE (ANIMAL HANDLING) (+2) » Being on a farm all his life has taught him a thing or two about domesticated animals, and how to work with them.

                                                                                [✖] STRONG (+1) » Farm work builds muscle!

                                                                                [✖] ATTACK, ONE-HANDED (+1) » He possess a sword. It's a little dull, but it'll do the trick, right?



                                                                        W E A K N E S S E S


                                                                                [✖] DENSE (-1) » Some things go over his head, but he may grasp it with enough patience.

                                                                                [✖] INEPTITUDE (READING) (-2) » Henry is illiterate, and he lacks the patience to learn.

                                                                                [✖] POOR (-3) » Henry is but a simple farmer, and most of his savings were spent on the sword and piece of armor.



                                                                        M O V E S


                                                                                [✖] DULL SWORD »
                                                                                    [✖] PERKS & FLAWS » N/A
                                                                                    [✖] ROLL » 2
                                                                                    [✖] DAMAGE » 2x
                                                                                    [✖] ENDURANCE » 0




                                                                        B A C K G R O U N D


                                                                                [✖] ROLE » Farmer

                                                                                [✖] REASON FOR VOLUNTEERING » His farm could be next. He wants to do what he can to keep that from happening, and also to enjoy the thrill of adventure.

                                                                                [✖] NOTES » All Henry has known is farm work. There is a small group of guys he hangs out and gets into trouble with, but for the most pat, he has kept his nose clean, a little too clean. Bored with the monotony, he has picked up a sword to assist the duchy in the beastmen threat.



                                                                        E X T R A


                                                                                [✖] GOLD » 1

                                                                                [✖] INVENTORY » Backpack, waterskin, his lucky horseshoe, a tinderbox, and a mess kit.

                                                                                [✖] ENABLE DEATH? » Yes

                                                                                [✖] DESIRED PLOTS » To get the taste of adventure and grow into the warrior he is (hopefully!) destined to be. It could also be fun if he were to develop a rivalry with another party member.

                                                                                [✖] OTHER NOTES » N/A





                          User Image
                                                                        B A S I C S


                                                                                [✖] FULL NAME » Elliot Castagnier

                                                                                [✖] NICKNAMES » N/A

                                                                                [✖] AGE » 28

                                                                                [✖] RACE » Human

                                                                                [✖] HEIGHT » 5'10"

                                                                                [✖] HEALTH » 30

                                                                                [✖] ENDURANCE » 40


                                                                        A B I L I T I E SxxxxxxxxxxxxxxxxxxxxxXXXXXXX★


                                                                                [✖] ATTACK, OFFENSIVE MAGIC (+2) » Years of training in the Academy has taught him how to hone his spells to be devastating.

                                                                                [✖] HEALING (+1) » Elliot has dabbled in healing arts. His knowledge is more extensive than his efficiency. Concentration is key; he always requires one round to charge his spell without being attacked or severely distracted, or else he must try again, but perhaps having to use them more will allow him to improve. Also, he can use healing magic only twice per day.

                                                                                [✖] BARRIER (+2) » He also excels in barrier generation. If the opponent's attack succeeds, he may spend Endurance points to reduce damage on a one-for-one basis. If the barrier is created preemptively, the defense bonus is doubled, but he cannot perform any other actions his turn.

                                                                                [✖] KNOWLEDGE (ARCANE) (+2) » Years in the Academy and his own personal studies have given him a breadth of knowledge in the arcane.


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                                                                                [✖] ENDURANCE USE (HEALING) (-1) » His lack of practice in the healing arts has him expending more energy than what may be necessary. Perhaps he can improve later. He expends 5 Endurance each time he uses a healing spell.

                                                                                [✖] FOCUS (-2) » One of Elliot's quirks is using a book to focus his manipulations of aether. He doesn't exactly understand why, but not having it in his hands makes him less effective in his casting. Healing, Offensive Magic, and Barrier all lose 1 Level without it.

                                                                                [✖] FRAIL (-1) » A life spent mostly indoors has left him soft. He bruises easily and is more sensitive to pain. He has lost 10 from his base Health.

                                                                                [✖] WEAK (-1) » Reading and studying does little for muscle development.

                                                                                [✖] SHY (-2) » He hates interacting with others. It's uncomfortable and he's sure other people feel awkward around him, too. When there's a purpose to a conversation, he performs better, but small talk? Please, keep it away from him!

                                                                                [✖] ABSENT-MINDED (-1) » Sometimes he gets wrapped up in his musings and reading and neglects tasks he's supposed to do.

                                                                                [✖] WEAK-WILLED (-1) » Generally, Elliot finds it easier to go with what someone else wants than to deal with the conflict.


                                                                        M O V E SxxxxxxxxxxxxxxxxxxxXXXXXXXXXXXXX★


                                                                                [✖] FIREBALL »
                                                                                    [✖] PERKS & FLAWS » Ranged (+0), Continued Effect (+10), Cancel (-5) - Rock Monster
                                                                                    [✖] ROLL » 2
                                                                                    [✖] DAMAGE » 3x
                                                                                    [✖] ENDURANCE » 5

                                                                                [✖] FIRESTORM »
                                                                                    [✖] PERKS & FLAWS » Continued Effect x2 (+20), Area Effect (+20), Concentration (-20)
                                                                                    [✖] ROLL » 2
                                                                                    [✖] DAMAGE » 3x
                                                                                    [✖] ENDURANCE » 20

                                                                                [✖] ENERGY BOLT »
                                                                                    [✖] PERKS & FLAWS » Ranged (+0)
                                                                                    [✖] ROLL » 2
                                                                                    [✖] DAMAGE » 3x
                                                                                    [✖] ENDURANCE » 0

                                                                                [✖] HEAL »
                                                                                    [✖] PERKS & FLAWS » Concentration (-20)
                                                                                    [✖] ROLL » 3
                                                                                    [✖] DAMAGE » N/A
                                                                                    [✖] ENDURANCE » 0

                                                                                [✖] HEALING CIRCLE »
                                                                                    [✖] PERKS & FLAWS » Area Effect (+10), Concentration (-20)
                                                                                    [✖] ROLL » 3
                                                                                    [✖] DAMAGE » N/A
                                                                                    [✖] ENDURANCE » 0

                                                                                [✖] OFFENSIVE BARRIER »
                                                                                    [✖] PERKS & FLAWS » Effective x2 (+10)
                                                                                    [✖] ROLL » 4
                                                                                    [✖] DAMAGE » 2x
                                                                                    [✖] ENDURANCE » 10

                                                                                [✖] BARRIER »
                                                                                    [✖] PERKS & FLAWS »
                                                                                    [✖] ROLL » 4
                                                                                    [✖] DAMAGE » 0
                                                                                    [✖] ENDURANCE » 0



                                                                        B A C K G R O U N DxxxxxxxxxxxxxxxxxxXXXXXx★


                                                                                [✖] GOLD » 72

                                                                                [✖] INVENTORY » Backpack, waterskin, rations (1 week), mess kit, bedroll, his spellbook, ink (1 ounce bottle) (free), ink pen (free), 5 sheets of paper (free)

                                                                                [✖] Role » Mentor's apprentice - he assists in the teaching of others while furthering his own knowledge inside the mage's academy.

                                                                                [✖] REASON FOR VOLUNTEERING » There is an artifact in the beastmen territory that he hopes to obtain. While volunteering to aid in the threat wasn't part of the original plan, putting a few bodies between him and danger doesn't sound like a bad thing, even if it means having to socialize.

                                                                                [✖] NOTES » At a young age, he learned he had a talent for magic and joined the academy as a teen. He has been there since, studying to improve his prowess.



                                                                        E X T R AxxxxxxxxxxxxxxxxxxXXXXXxXXXXXXXX★


                                                                                [✖] ENABLE DEATH? » Yes

                                                                                [✖] DESIRED PLOTS » Trying to obtain the aforementioned artifact.

                                                                                [✖] OTHER NOTES » N/A



Shy Exhibitionist

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                          The Continent of Kior

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                          (Click on image to open a larger version.)


                          Kior is home to three nations, each predominantly populated by a given race: human, orc, or elf. Other races may exist throughout the world.

                          The Kingdom of Bandan - Humans
                          King Richard Solreign III and Queen Ethel rule over all of Bandan. Prince Richard IV is set to succeed his father, with some consternation among those most familiar with the royal family. Richard III is, ultimately, considered a fair king under which the kingdom has prospered. Richard IV is considered spoiled and self-absorbed and, at worst, may be prone to corruption. His younger brother, Phillip, is considered to be more levelheaded but is rumored to have human supremacist ideals.

                          Humans are actually not native to Kior. Hundreds of years ago, what is known as Bandan today was founded by a group of settlers who had sailed from overseas and battled beastmen to establish a foothold on the continent. The ambitiousness of humanity allowed them to expand quickly.

                          Humanity is also arguably the most diverse of the races, their skin tones ranging from pale white to dark brown. Their religions and cultures are also as diverse. The prevailing religion in Kior centers around Lorelei, who is said to have turned his back on his creation due to the sin that plagues it. Only the righteous are granted his notice, his miracles, and only they can join him in the afterlife. The rest are reborn to try again.

                          Some soldiers and other warrior types might revere Helm as a saint of protection, or worship him as a deity. His symbol is a shield.

                          A lot of humans dislike orcs. Many of Lorelei's worshipers see them as the humanoid race who Bhaal corrupted the most, as noted by their tusks. The cities and towns tend to be more open-minded, or at least more tolerable, than the villages.

                          Some noteworthy settlements are as follows:

                          • Ethaia - The capital of Bandan, located on the northern point of the kingdom, along the shore. It's where humanity first landed on Kior. It's the largest city of the kingdom. Wavecrest and Dalry are within the province.
                          • Keminy - City located within the mountains. It's home to the magic academy. It also governs Newmill.
                          • Port Westkirk - The other port city. The duchy oversees Roselake.
                          • Fairden - The city of a relatively poor province, which also happens to be the youngest in the kingdom.
                          • Higar - Originally called Mul-Daugar, it was invaded and taken from the orc clan. A few orcish elements still remain.


                          The Territory of Mul-Yer - Orcs
                          To other races, the green (or brownish) humanoids with tusks are called orcs. To a lot of orcs themselves, they prefer the name Mul-Yer. They are typically bigger and stockier in build compared to humans and elves. (Orcs are similar to those in Elder Scrolls, or half-orcs in D&D.)

                          The Mul-Yer are run by a system of clans, with each clan having its own set of rules. Each clan has a chieftain. From there, the governments vary. Some may employ a council of elders to help guide the clan. With others, the chieftain's rule may be absolute. In times of war, the chieftains may convene and select a supreme chief to lead the orcs.

                          There is no official capital of the territory. Mul-Raugug is home to the Raugug clan, which is arguably the most respected, and currently the largest. They have been trying to unify the orcs through peaceful means. Some clans are more open to it than others.

                          Orc settlements are named after the ruling clan. The names do change as power shifts and are the bane of mapmakers.

                          The Mul-Yer, at least among others of their race, place their clan name before their individual name. For example, in the name Mogarba Bashus, Mogarba would be the clan name.

                          Like humans, orcs aren't native to Kior. They were once enslaved by high elves on the continent to the east. After an uprising won them their independence, plus a settlement, some orcs chose to stay. Others traveled by boats to Kior, landing on the peninsula. They battled various creatures, and later wood elves and beastmen, taking control over more land as the decades passed.

                          Yer is the orcs' patron deity, the hero who led the revolt against the high elves and won them their independence, sacrificing his life in the final battle. To most high elves, Yer Garzmash is recognized as merely the face of the orc uprising.

                          The claim from some humans that orcs and their society are evil and barbaric is exaggerated, though Mul-Yer as a whole is arguably a strict and tough place. Strength, valor, and self-sufficiency are the primary values across all clans. Those who fail to embody them, and those with crippling disabilities, are usually looked down on, kicked out, or killed outright. Achieving old age is considered an achievement, though only up until the point the elder becomes too frail to be of use to the clan. Most orcs try to seek a good death before that happens, and others may disappear overnight when age begins to get the better of them, not wanting to become a burden.

                          Shamans uphold the spiritual side of orcish society. They are also the ones who are most likely to be magic wielders.

                          Most orcs respect the elves to the north after they have proven to be able to hold their own. It's the high elves that they generally detest. The territory's view on humans varies from clan to clan; some respect them for their ambition, while others see them as being not much different from high elves. For others still, they might prefer to judge individuals over the collective race.

                          Noteworthy settlements are as follows:

                          • Mul-Raugug - The settlement of the Raugug clan, considered to be the most respected, and the largest, clan among the territory.
                          • Rau-thum - Due to mutual interest in trade, the city was established by orcs and elves. Populated by both species, its architecture is a blend of elvish and orcish aestheticism.
                          • Mul-Sil - At least relative to other orcs, this clan tends to be more laid back.


                          The Nation of Asmor - Elves
                          Most wood elves are lithe and often of fair complexion like their high elf counterpart, but the vast majority of them prefer to live within nature, and they usually lack the arrogance of the high elves. With their long lifespan of 600 years, most of the wood elves value diplomacy and patience. They are arguably the most peaceful of the three predominant races but aren't to be mistaken as pushovers, having proven to be capable of defending themselves when they must. They often enjoy artistic and intellectual pursuits, and they generally respect magic more than other races, including high elves.

                          The wood elves follow a pagan-esque religion. The chief goddess is Gaea, nicknamed Mother. She is the creator of all things and is often depicted with butterfly wings. Other deities include Thelandira, god of hunting, survival, and wilderness, who is depicted with antlers and a bow; Faenya, goddess of the wind and weather; Sehanine, goddess of the moon and dreams; Meunniduin, god of mountains; Sashelas, goddess of the sea, rivers, and lakes; and Yulia, goddess of the woodlands and bounty. The religion is also comprised of nature spirits.

                          The nation generally gets along with both Bandan and Mul-Yer, even if only on the surface, and many of the elves are at least tolerant of the other races--at a distance. Many settlements disapprove of outsiders, either rejecting them outright or limiting their access. It's primarily out of an interest of keeping themselves and their homes safe, in part since the other races tend to not respect nature as much as they do.

                          Asmor is run by a council that meets seasonally in A'lebelle, or more often in troubling times. Each council member, usually the one who is most revered, is in charge of a settlement, and, at least in theory, each member has equal power. A standard council session lasts anywhere from a couple of days to a few weeks, depending on how many items are to be covered that session and how long it takes for the members to reach consensus on each.

                          Noteworthy settlements are as follows:

                          • A'lebelle - The capital of the nation. It sits alongside a large lake and is also home to what they have call the Tree of Gaea. The city is closed off to members of other races, unless they are invited by a councilperson, or unless they are a partner of a wood elf.
                          • Rau-thum - Due to mutual interest in trade, the city was established by orcs and elves. Populated by both species, its architecture is a blend of elvish and orcish aestheticism.
                          • Nylvenmore - To the chagrin of the rest of the nation, they have steadily been lowering the importance of nature within their culture in favor of becoming more advanced like humans or high elves. It is one of the settlements that is open to other races.
                          • Shenbel - A port city that was actually founded by high elves who desired to get away from the empire. They were only recently given a spot on the council.
                          • Esya - A port city of wood elves that is more favored by the nation. It is open to other races.


                          Itlye
                          Itlye is a neutral city that acts as the trading center between the three nations, and as a place to meet for international affairs. Its government is comprised of three Houses, one human, one orcish, and one elven, an attempt by the three races to keep it equal. Each House is a conglomeration of the respective nation's most upstanding citizens, at least supposedly. Membership is lifelong unless corruption is evident or a member chooses to step down, in which case a replacement is found. Every five years, the members elect a head for the respective House who represents it in lawmaking and public affairs, while all members of each House work together to oversee the city's day-to-day, based on the facet they specialize in.

                          Although it took time, the city's neutrality has fostered open-mindedness among the populace, or perhaps has invited it. Discrimination is particularly minimal within its limits.

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                          Extra

                          Magic
                          Aether is a naturally occurring phenomenon. Everything, including all life, is made up of it. It also forms the foundation of magic.

                          There are two ways one may wield magic. The most common way is to gather aether from the environment or from within one's self. Gathering aether can be dangerous. In highly concentrated sources, it's like a geyser, hard to control in small amounts without causing explosions or other disasters. Generally, only those with a certain sensitivity to the energy can wield magic. It's a natural occurrence, though there have been stories of people, usually monks, gaining that sensitivity through rigorous training. They might not be as powerful as most mages, but they learn elements of magic. Of humans, elves, and orcs, elves are the most sensitive to aether. Humans are next. It's rare among orcs.

                          Others might gain magical prowess through a spirit or a deity. It might be something the individual sought out or something that was bestowed upon them by chance or because of their devout following. Usually, there is a catch, or a drawback. It could be malevolent, or it could be as simple as the individual being required to follow certain morals or behaviors or else forfeit the abilities gifted to them.

                          Sometimes, aether can be so dense that it typically manifests in rock-like formations called Magicite. Due to its density, it's a valuable source of magic that is refined and sold for various purposes.


                          Kior Timeline
                          Some events of the continent are as follows. More may be added as the roleplay progresses or as characters are created.

                          Present day - The beastmen have been invading the southern parts of Bandan. Wolford was decimated in an attack, and Fairden is fearful of being next.

                          104 years ago - The orcs and elves launched a joint attack on what was then called Port Cheshire. The battle lasted about half a year before the humans surrendered. The elves suggested the city become a neutral zone and trade spot for all three nations, somewhat modeled after Rau-thum. The orcs and humans agreed. The treaty was ratified and the government for the city formed. The city was renamed Itlye.

                          115 years ago - The Battle of Higar lasted for about three months when humans, desiring more territory, invaded what was then called Mul-Daugar. Humans took over the orc settlement and wiped out most, if not all, of the Daugar clan. Humans and orcs agreed to peace.

                          280 years ago - First contact between orcs and humans. A skirmish breaks out.

                          290 years ago - Human scouts are discovered in Asmor. Most are captured. A negotiation occurs for their release.

                          294 years ago - First contact between elves and humans, when a group of the latter is discovered by the former in the forests of Asmor by elven scouts. The humans are intercepted. Although initially tense, the encounter ends peacefully. Politicking begins later that year. The elves, however, continue to assert that the forests are off limits.

                          298 years ago - Bandan refocuses on expansion.

                          303-310 years ago - War breaks out between the Oria and Bandan kingdoms. The latter wins and maintains independence.

                          319 years ago - Bandan begins to prioritize expansion, steadily driving the beastmen farther back.

                          321 years ago - War in Oria begins. Ulric refuses to assist in the effort. An assassination attempt on the duke fails. He uses it to inspire the people and a revolt occurs. With Oria unable to dedicate resources, victory for Ulric comes easily, and although not recognized by the kingdom, he declares independence as Bandan Kingdom.

                          322 years ago - As tensions between Oria and another human nation mounted, Duke Ulric Vutsk of Ethaia, power-hungry and highly charismatic, began to plant the desire for independence in his people, or nourish the sentiments already there.

                          397 years ago - Humans arrived on Kior, settlers from a kingdom, Oria, on a northern continent. They battled beastmen and secured a chunk of land on the northern shore, which would later become Ethaia.

                          400 years ago - Elves attacked an orc settlement and won. It later became Rau-thum.

                          402-469 years ago - Orcs occasionally attempted to invade elven land. The elves proved to be a worthy adversary, though stronger clans managed to push back elves in parts of the forested land.

                          469 years ago - First contact between orcs and wood elves. A clan of orcs were traveling through the forested land and were spotted by scouts. An "ambush" was set up a few miles south of A'lebelle. The intent was to ward off the invaders by intimidating them through a show of numbers. The clan attacked instead, all but one being slaughtered. The elves nursed her back to health and sent her back to her people in an attempt to build good will.

                          472 years ago - Orcs arrived on the southern peninsula of Kior.


                          Factions

                          Many factions, small, national, and international, exist in the world. More may be added by players or as the roleplay unfolds.

                          Heroes' Guild - The Guild is a selective organization that invites into its membership strong adventurers who embody integrity. Many exterior to the guild just call them glorified mercenaries. There are chapters throughout the world. Members are tattooed with the Guild's symbol: the hilt of a sword enclosed in a circle. Usually, it's placed in a visible location, such as the hand or the face or neck. The tattoo glows upon the hero willing it.

                          Church of Lorelei - Lorelei's prominent denomination. It values justice, honesty, honor, compassion, and duty. The holy symbol is a torch, originating from the tale of Lorelei gifting one to the first human man to ever live, to protect him and the first human woman from the darkness and the evil that lurks there, because of Bhaal, the one whom Lorelei is in an eternal struggle against. The Church is intent on casting away the darkness and spreading Lorelei's teachings to the four corners of the world, believing that a total conversion is needed to regain Lorelei's favor. It believes the other humanoid races were humanity's predecessors, each one corrupted by Bhaal. Humanity was his last hope. Races who are more bestial in nature are usually considered to be creations of Bhaal. The Church does have a military arm.

                          House of Light - Lorelei's fledgling denomination. It takes a less lawful approach and disfavors militancy, valuing care, compassion, forgiveness, and charity above all else. It started thirty years ago. Theresa Summerglide worked through one of the churches and was revered by those who knew her for her faith and her ability to mediate conflict. She sometimes acted outside of the Church's rules in favor of helping those in need. When her actions were later discovered and she was punished, it and instances of corruption within the Church spurred on some individuals to spread her deeds and follow her ideals. It hasn't really reached Kior yet. There may be warriors, but because the denomination encourages nonviolence, they tend to be pacifists to some degree.

                          Fremier's Academy - Students and employees of the academy on Fremier's Gate.


                          Items/Services

                          Arrows - Each arrow costs 2 gold.

                          Backpack - Costs 13 gold.

                          Basket - Costs 5 gold.

                          Bedroll - Costs 12 gold.

                          Bell - Just a simple bell with a wooden handle. Costs 3 gold.

                          Blanket - Costs 10 gold.

                          Bottle - Costs 5 gold.

                          Bucket - Costs 3 gold.

                          Candle - Emits a soft light when lit. Lasts for a total of 1 hour. Costs 2 gold.

                          Chain (10 feet) - Costs 6 gold.

                          Crowbar - Adds 1 Level to strength checks where the crowbar can reasonably grant leverage. Costs 3 gold.

                          Fishing Tackle - The kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Costs 8 gold.

                          Hammer - Costs 3 gold.

                          Hunting Trap - Costs 8 gold.

                          Ink (1 ounce bottle) - Costs 15 gold.

                          Ink pen - Costs 2 gold.

                          Lantern - Casts a bright light for 6 hours on a flask of oil. Costs 10 gold.

                          Manacles - Costs 4 gold.

                          Mess Kit - This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. Costs 6 gold.

                          Mirror - Handheld. Costs 8 gold.

                          Oil (flask) - Costs 2 gold.

                          Paper - Each sheet costs 1 gold.

                          Pot - A simple iron pot for cooking. Costs 3 gold.

                          Potion of Cure Poison - Costs 20 gold.

                          Potion of Minor Healing - Instantly restores 10 Health. Costs 15 gold.

                          Potion of Healing - Instantly restores 20 Health. Costs 30 gold.

                          Potion of Greater Healing - Instantly restores 40 Health. Costs 60 gold.

                          Potion of Minor Stamina - Instantly restores 10 Endurance. Costs 10 gold.

                          Potion of Stamina - Instantly restores 20 Endurance. Costs 20 gold.

                          Potion of Greater Stamina - Instantly restores 40 Endurance. Costs 30 gold.

                          Rations - Lasts for one week for one person. Costs 10 gold.

                          Rope (50 feet) - Costs 3 gold.

                          Shovel - Costs 3 gold.

                          Tent - Can house up to two people. Costs 8 gold.

                          Tinderbox - Costs 3 gold.

                          Torch - Burns brightly for 1 hour. Costs 2 gold.

                          Vial - Costs 3 gold.

                          Waterskin - Costs 2 gold.


Shy Exhibitionist

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                          Rules


                          • The GM is SeXXXy Sparkling Zombie.
                          • This roleplay is looking for players who...

                            • ...can form coherent sentences and provide sufficient details. They care about writing posts that accomplish what they need to and don't treat length/word count as a priority.
                            • ...are at least eighteen, for the comfort of the adults in the room.
                            • ...can post within a 1-2 week period.
                            • ...understand the difference between player and character, or OOC and IC.
                            • ...don't metagame or godmode.
                            • ...will be communicative in terms of the roleplay and their availability to post.
                            • ...join a roleplay with a willingness to collaborate. They don't actively try to make the roleplay about their character every step of the way.
                            • ...are respectful toward other players and don't ignore posts.


                          • The GM(s) will have an active hand in the overall plot, though players can help shape the story. There will be some room for player endeavors and personal character arcs, and the GM(s) are happy to assist if ideas are communicated to them.

                            Character death is only a chance for those who give their permission.


                          • Because of the system elements, a single post ought to keep its actions and dialogue condensed. Try to use good judgment with each situation. Conversation, of course, has more breathing room than a moment of chaos, for example. At least a paragraph per post is wanted. Players are still expected to put in thought with each response, to provide something with substance. Filler is not substance.

                          • This is an M/M game - not yaoi, because some of its tropes aren't wanted. The GM(s) desire a space where the cast of characters lean masculine, whether cis or trans. Men with overtly feminized appearances aren't likely to be accepted.

                          • Each player can have only one character.

                          • Please understand that (despite OVA) this isn't an anime game; the GM(s) want it more grounded in realism in terms of character behaviors and actions. Think more in the terms of Elder Scrolls, for example.

                          • Artwork should be used for character images. Anime is not preferred but is accepted as long as the hair color and style is realistic. Any other type of artwork is acceptable, including 3D.

                            All of that said, the characters must appear to be eighteen or older; if there is any question that the male in the image does not meet that criteria, the GM(s) will ask that another image is used.


                          • Post formats should include a character image, the character's name, and their Health and Endurance. Optionally, they could also include a list of the Abilities and Weaknesses illustrated in the post - those will be explained later. The posts themselves should be at least 11px.

                          • There will be gore and possibly other mature elements, but everyone is expected to know what is acceptable on Gaia.



                          System

                          The game will use a blend of freeform and a slightly customized version of the OVA RPG system. OVA employs a fun and easy character creation process that helps to balance characters, and that information will appear in the next post. Below are guidelines that may change as we go. The intent is to adapt them based on what seems best for the group during a given period.


                          How the GM Uses Dice Rolls

                          Dice rolls will not be used for everything. Primarily, dice rolls will be used during combat and events where the GM(s) are taking a direct hand in the story, whether through narration or NPCs. So, if a character wants to determine whether an NPC in a GM event is lying, that will involve a dice roll, or if a character tries to persuade the NPC into doing something, that too will be a dice roll, and so will virtually any other influential action. Outside of combat and GM events, the roleplaying will be freeform unless players request otherwise.

                          Most of the time, a dice roll will be prompted based on the action a character performs in their post. In other cases, the GM(s) might make dice rolls without an obvious prompt to determine whether a character may hear approaching enemies or notice that someone is lying. Within reason, the GM(s) will use the content of a character's post, and that character's sheet, to determine what influences a roll, so details within a post are important.

                          The GM(s) will make all dice rolls in the Discord server for the sake of transparency. Players may make their own dice rolls in the Discord server if they are familiar with the OVA system, and as long as they explicitly state what the dice roll is for. Where applicable, the GM(s) will provide that player with a difficulty to beat.


                          GM & Player Involvement (Plot, NPCs)

                          Generally, the GM(s) will guide the plot through their own party character or an NPC. They may also toss events at characters, like a potential side quest or a natural disaster. They are also happy to assist with a character's personal story where it fits within the single adventure. Is the character on the run from a crime boss or do they wish to accomplish a goal? If asked, the GM(s) will introduce plot points or NPCs throughout the game to help those arcs along. All GM Posts will be labeled accordingly.

                          The GM(s) will control enemies during combat and toss in NPCs to direct events or plot points. Players may control trivial NPCs for trivial means, like bartenders or a town guard, on their own. They may also control important NPCs in their character's personal life or ask another player to do so for them. In both situations, the GM(s) are also happy to control those NPCs if asked.


                          GM & Player Trust

                          Needless to say, some trust is needed for the relationship to work. The GM(s) will try their best to direct the game while being attentive to the players. For example, those who enjoy risk might get more intense personal events and consequences thrown their character's way, while those who don't might get a lighter arc. Group events and plot points are a little trickier, but the GM(s) will try to compromise between different tastes.

                          The GM(s) will not kill or do anything to a character that will permanently remove them from the story, unless permission has been given in the character's sheet, which can be changed at any time with notification to the GM(s). The other exception is if a player leaves.

                          If the GM(s) are doing something that is not working for a player, the GM(s) are happy to discuss. The intent is for everyone to have a good time, and the GM(s) are open to feedback. They can't know what to adjust if they aren't aware of it!

                          On the flip side, the GM(s) entrust players to be fair with their agency. Being a troll, circumventing or ignoring dice roll outcomes, or other such nonsense will have consequences.


                          How Posting Will Work

                          In most roleplays, everyone takes their turn in sequential order before a person can post again. This roleplay is going to work a little differently. The following might be adjusted during the life of the game, based on the shifting needs of the players, but it entails the general guidelines.

                          When a GM Post happens, that GM will wait, at most, two weeks before making the next GM Post. All involved players are given the chance to post once within that time frame. The order doesn't matter. If a player wants to post immediately, they can. If they want to wait for someone else to post first, they can. They just want to make sure they respond before that next GM Post, or they lose their chance to react. The GM may post sooner if everyone has completed their turn, though they are not required to.

                          If a player doesn't post in time, they'll simply be skipped. Where feasible, it won't pose a consequence, because, hey, things happen. They'll be momentarily ignored or ghosted. Inactivity for two or more rounds, however, may cause the player and their character to be removed. The GM(s) will try to be reasonable based on a given circumstance.

                          Sometimes, players know they can't post, or they lack the creative energy that round, and that's okay! In those cases, players are welcome to explain what their character does or provide lines of dialogue to the group. It's a great compromise to keep the story moving and to reduce pressure on any player. This isn't to be used to react before someone else, though, only when the player knows they won't be able to post that round. If a player wants to post before someone else, they can just ask.

                          Also, players can ask to be skipped. Sometimes they might not have much to do in the moment, maybe because they don't have anything to add to the conversation, and that's okay. There's no reason to force a post. That said, in this case, there's no harm in writing a couple of lines, either. Whatever the player is comfortable with will work just fine.

                          Outside of combat and GM events, we'll keep the same cadence. It just might not be benchmarked by GM posts.

                          Of course, some writers are speedier and it can pose an unfair advantage. The hope is that the speedier ones will try to be considerate and give the slower ones a chance to shine every so often. This might be done by allowing them to post first or through some other means. If a given player is posting first every round, the GM(s) reserve the right to ask them to wait.


                          Combat

                          Combat is done in rounds, where each player takes one turn per round. Each round will last up to two weeks before a new one begins. Tabletops use initiative to determine which character goes first. In this game's case, initiative will be whoever posts first/next. That includes enemies, who also get one turn per round.

                          An enemy will be two possible distances: In Reach or Far Away. In Reach means a character can close in on that enemy and attack in the same turn. Far Away means the character must spend a turn charging toward the enemy, unless they have a way to make a Ranged attack, or unless they have an Ability to close the distance more quickly.

                          Each participant can make multiple inconsequential actions per round, which are anything that can be performed with little effort and time and has little room for failure. This might be drawing a weapon, glancing around a room, or shouting words of encouragement to a companion.

                          Beyond those, each combatant can take one Action. These can be any of the following:

                          • Attack or perform an Ability - when attacking; the GM(s) will assume the character is attacking to kill unless stated otherwise
                          • Recover 10 Endurance, maybe by taking a short breather or refocusing their energy, anything creative - can be performed only once per battle
                          • Protecting someone who would otherwise take damage - the protecting character defends and takes any damage instead
                          • Focusing on defense to increase the chance of success
                          • Perhaps something else - be creative!

                          Except where an Ability, Weakness, Perk, or Flaw states otherwise, characters defend automatically without a cost to action.


                          Health & Endurance

                          The system uses two simple pools.

                          Health is a character's vitality and how many hits they can take before they're knocked down. If this is brought to zero, a character will either be knocked out or die, depending on whether a player wants death to be an option. Potions, healing spells, and a good night's sleep can restore it.

                          Endurance is the character's store of energy. Primarily, prolonged effort and special abilities, including spells, will use it. Zero Endurance means a character is completely winded and can't do much unless they are willing to spend Health. Resting for about half an hour will replenish it.

                          All characters start with 40 Health and 40 Endurance. Abilities and Weaknesses can modify these scores.

Shy Exhibitionist

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                          It was a pleasant evening in Fairden before a shriek shattered the peace of the streets. Wolford was attacked! A lone woman escaped on horseback to seek aid for the beastmen threat. A few adventurers will come together and enter uncharted territory in hopes of rescuing the hapless civilians who were captured by the savage beasts.


                          Note: Welcome! This will be a pretty short roleplay comprising a single adventure. The intent is to try out a slightly customized version of the OVA RPG system, which uses a fun character creation process, in a play-by-post format. All dice rolls will be made by the GM(s), allowing players to focus more on the roleplaying and the creativity and less on the technical aspects. Those interested in, or at least curious about, a system-based roleplay are encouraged to join in on the fun and exploration!

                          Credits: This is a spawn of a roleplay run years ago. The credit for the post border, the world's magic, the orcs' culture, and other various elements goes to Dheer. The map is a derivative of this one and was edited by me.
















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