08/10/2020 The Warband was approved! We are mostly set up and open for members, involvement, etc etc. I will be designing an insignia for the group soonish, and hopefully get some simple banners up.
IC
Warriors take note
08/10/2020 At the moment, the Warband is raiding in Mistfruit Forest! Warriors may concentrate their RPs and efforts there, or get started with some Barrens RPs.
Also of note, Ragnar has recently commissioned some armor that bears metal. This material was made by the Others, which goes against many of the Warband's values. But this armor is being employed in the fight against the Others' invasive pests. Members are encouraged to agree or disagree with this decision as they see fit!
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Posted: Sun Aug 09, 2020 9:03 pm
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THE WARBAND
The Warband is a group of fearsome fighters who dedicate themselves to performing "healing raids" across Vykeli - they travel far and wide to (1) perform widespread healing on the land, and (2) rid the land of the scourge of dire rats and catbeasts that they believe to be a plague. Eschewing the comforts of Homewood in favor of living in closer proximity to the Grandfather Tree, these hardened wanderers worship the Tree as their creator and Vykeli as their mother. These entities are said to protect them, and they believe that signs and omens (anything from weather patterns to their success or failure in healing raids) are messages from their deities. They have a particular love for treasure, which they tactically acquire from the rat nests they raid, but most warriors do it either for their love of the fight or a genuine devotion to healing the land.
The group has a reputation for being fearless in battle. They do not fear death, and indeed, consider it a welcome return to Vykeli's embrace. They are not mercenaries and conduct raids entirely based on where they decide their healing will be most advantageous or their efforts will be most advantageous to the group.
Membership in the Warband has always come with the unspoken prerequisite of being a noulicorn.
HISTORY
The Warband has a long and storied history in the Barrens. Legend has it that the original members were among the first noulicorns in existence and that the Warband has been following Vykeli's way for countless generations. Their current leader, Ragnar, is said to be a descendant of these very noulicorns and is blessed with his unusual coat as a sign of the Grandfather's special protection over his family.
Members of the Warband have always prided themselves on being at the forefront of exploration beyond Homewood, often leading the way in exploring newly discovered areas. Although not a territorial bunch, they do not tolerate challenges to their fighting prowess and have historically been both decisive and merciless when attacking their foes.
BELIEFS + CUSTOMS
A closer look at the Warband's operations. Members who were born into the band or were raised in it will tend to adhere more closely to these beliefs, while those who join as adults will have more leeway regarding how much they buy into these superstitions. However, members who are openly disdainful of these cultural norms will not be tolerated and are likely to be ostracized by the group.
Culture
Rugged - A generally tough group that accepts violence as a part of life, so long as its intent is not to degrade a creature of equal status. They do not seek comforts for themselves, and rather pride themselves on their ability to survive.
Strong - Strength is one of the key pillars of the Warband, and appropriately so, as every warrior fights for Vykeli and is devoted to helping restore the land in the most effective way possible. Most (but not all) warriors pursue the betterment of their fighting ability, and many root their self-worth in their fighting prowess.
Fair - They are often guided by a sense of honor (chaotic though it may be), and everyone in the band enjoys equal rights. They employ a loose justice system based on group consensus whenever it is needed, but are usually good at policing themselves, often resolving minor disputes through self-regulated tussles and fights.
Please note: These warriors do not like dire rats and will not hesitate to attack or kill them! Although your character is free to have a differing opinion, understand that pro-rat sentiment is looked down upon by the group as a whole. This is a fairly insular group that does not trust other species.
Deities
Vykeli
Vykeli is their Mother, and as such, they must treat her with the utmost respect. Everything these warriors do will, in some way or other, serve to benefit the Mother (although how each warrior chooses to justify their actions is up to the individual).
Grandfather Tree
They refer to the tree as the Grandfather. They believe that the Grandfather protects them and favors them above all other noulicorns. Their successes and failures hinge upon the Grandfather's approval, and warriors are known to present offerings and occasionally even sacrifices to win the Grandfather's favor before embarking on major journeys in their lives.
Noulicorns who grew up in the Warband are considered "youngsters" until they visit the Grandfather and receive a Gift, whereupon they become true adults. They are then gifted with a tail ring - a symbol of devotion to their cause and often considered a warrior's most prized possession. Noulicorns who join the Warband as adults must first earn the group's trust by performing well in one or two healing raids before they will receive their ring. Earning a tail ring is a sign of honor, and many warriors will swear upon their tail ring in instances that require outward displays of trust.
Omens and Signs
The warriors are a generally superstitious bunch and read heavily into signs and omens of all kinds. Weather patterns, successes and failures, strangers they may encounter - few things are considered coincidences, and these noulicorns tend to use these signs to determine whether the Grandfather is happy with them.
They wholeheartedly trust their Seer (a dream reader in the Warband), and often consult them for advice and wisdom relating to the future and to pleasing the Grandfather.
Death
The warriors see death as a welcome return to the Mother's embrace. There, they will reap what they sow. They generally believe there is a life after their mortal one, in which they reside in paradise with the Mother, and that experience will be improved in accordance to the things they have accomplished while they were alive. They must face death with no fear if they wish to return to the Mother's embrace.
Vision
Above all, the Warband wishes to see Vykeli returned to its former glory. Their vision for the land is a restored world that flourishes independently and enjoys freedom from invasive species left behind by the Others.
LOCATION
The Warband does not have a set territory, but tend to base themselves close to the Grandfather Tree in the Barrens. Though most warriors tend to live with the Warband full-time, it it certainly not a requirement. Any adult who has earned their tail ring is welcome to leave to pursue other ventures and can reliably expect to be welcomed back warmly upon their return.
Posted: Sun Aug 09, 2020 9:03 pm
#6C8BA7#8BD1BD#A5BFC5
CURRENT RAID
The current raid location is where the Warband is primarily focused at the moment. This will likely change every few months, or with new IC/OOC developments.
Location Mistfruit Forest
Considerations Mistfruit is a new and recently-discovered area. Ragnar has brought the Warband here because of the ample healing opportunities and the existence of some dire rat nests nearby.
RAIDING OPTIONS
Play as you wish!
Apart from sticking to the current raiding location, there are no real limits to what you can do from a raiding perspective. Just keep in mind that this group's actions are generally two-fold, and that warriors work to both heal the land and rid it of enemies. You are highly encouraged to set up your own raids and conduct them either purely RP or through our battle system, and you are welcome to have your noulicorns raid solo, in pairs, or in a group. If you conduct raids, you will be able to choose how many enemies you battle and how difficult they are. Occasionally, ORPs will be run to facilitate group-wide, plot-forwarding events.
We also have PVP battle option! Sometimes, warriors just get a hankering for a good fight. PVP battles are either friendly sparring sessions or duels meant to settle a score of some sort. These are played between two player-controlled characters.
Please note: You are 100% welcome to join this group even if you have no interest in playing with the battle system. This group also exists for all the RP possibilities it provides!
DEATH + MAJOR INJURIES
These are always done on an opt-in basis. If you are participating in a PVP battle, be sure to communicate to your RP partner if you are willing to entertain more serious injuries for your character. However, never assume that this is the case unless given express permission by another player.
Death
If you character's HP is brought down to 0 in a raid or a PVP battle, you have the option of making this a lethal condition. You are certainly not required to play it as such, and this can also be explained ICly as being knocked out.
Injuries
You may choose to react to rolls however you choose, however, you are encouraged to play it in some alignment to the way the rolls fall (ie, higher damage rolls = more severe injuries). You are never required to permanently maim or injure your noul, but you can, and if you so choose, injuries can be as serious as you wish them to be! Nouls can gain scars, be blinded, even lose limbs in serious battles! Be creative.
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Posted: Sun Aug 09, 2020 9:03 pm
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UNDERSTANDING STATS
The system we use for battle is a pared-down D&D-type system. All of this will be rolled in this thread, but generally tracked by each player and used in an honor-system way. Just have fun with it! (Please note, this is a minimally-tested system and may require some tweaking as we go along. If there are any changes, they will be noted in the News post. If you have suggestions, feel free to drop me a note on Discord.)
Stats + Modifiers
For this system, we will use a simplified D&D-style stat system. Each noulicorn will have three, and once you have rolled and assigned stats, you may not change them.
We will also use D&D-style modifiers in our system. Each stat will have a raw value that cannot exceed 20, along with a corresponding modifier.
The "default" value is 10, which carries a modifier of 0. Every two numbers above or below 10 is +/- 1 to the modifier. Raw values of any stat cannot exceed 20.
You will roll for your character's stats in this thread. Follow these steps:
1. Roll 12d6 2. Split the resulting dice into three groups ((#1-4, #5-8, #9-12) 3. Within each group, drop the lowest number and add the remaining three. The resulting numbers are your stats. 4. You may reroll twice (for a total of three sets of stats) and keep your favorite set 5. Assign each number to STR, DEX, CON at will
Starting Stats HP: 8 Initiative: Highest raw DEX goes first Armor Class (AC): 10 + CON modifier
Bonuses
This is a list of special bonuses from being a particular species or equipping items to your noulicorns.
Species Bonuses
Noulicorn - +1 to a stat of your choice
Items
Fighter's Claw - Advantage on all attack rolls
Armor - Must be bought from RP point shop and equipped on your noul, gives you the following:
Small piece = AC +1 Medium piece = AC +2 Large piece = AC +3, Initiative -1
Leveling Up
As your character levels up, your damage increases and you gain stat or attack perks. Your prestige within the Warband, ICly, also goes up! Warriors inherently respect those who have proven themselves in battle, and higher levels are an easy way to show that your noul is an accomplished, respectable creature.
Experience Tree
XP continues to stack as you level, and does not reset to zero.
Level 1: 0 XP Level 2: 3 XP (3 Level 1s) Level 3: 11 XP (4 Level 2s) Level 4: 26 XP (5 Level 3s) Level 5: 50 XP (6 Level 4s)
Each defeated enemy is worth XP equal to its level. This includes PVP battles.
Level Perks
Randomize 1-3 for HP gain every time you level up.
Level 1: None Level 2: Increase HP by an additional 1 point Level 3: Choose one stat to boost twice, or two stats to boost once Level 4: You may attack twice in one turn Level 5: Your crit range becomes 18-20
FIGHT MECHANICS
Our fighting system will be an almost entirely player-run system, requiring minimal modding. These raids and fights are meant simply to provide a fun way for players to interact with the world of Vykeli, so any mistakes are 100% okay. The mechanics generally involve rolling some d20s and adding modifiers! We hope it will be relatively easy to wrangle, and when in doubt... roll d20!
Initiative
Initiative is what determines who goes first, and determining it is simple: Whoever has the higher raw DEX goes first. In the case of a tie, the player-controlled character attacks first.
If two PCs have the same DEX in a group raid, players may choose who goes first.
If both fighters in a PVP battle share the same DEX, each player can roll 1d20 and the higher roll goes first.
Attacking
On each character's turn, post the proper form (see below) and follow these steps:
1. Roll 2d20 2. Determine accuracy. Take Die #1 + STR mod. If it meets or exceeds opponent's AC, you hit 3. Detemine damage. Consult Die #2. "Regular damage" is your character's level +1
Gifted nouls may choose to use their action to active their magical abilities instead of performing a melee attack.
Using magic in an attack has two effects:
1) An automatic minimum 10 on your accuracy die (#1). This means that if you roll anything below a 10 on your first die, you may still consider it a 10 and add your STR mod. 2) The damage is the ability's healing amount + your level (ie, if a Level 1 character uses an ability with +2 healing, the damage is 2 + 1).
Any abilities that specifically protect your noul from physical damage may be activated to nullify damage for 1 round (apprentice-level skill), 2 rounds (adept-level skill), or 3 rounds (ascended-level skill).
Any abilities that heal your noul may be activated to restore 1-3 HP (apprentice-level skill), 2-4 HP (adept-level skill), or 3-5 HP (ascended-level skill).
Please note, these are determined by the rank that the ability is available under, and not the user's current rank. An adept who uses an apprentice-level healing ability can still only heal 1-3.
Fleeing
In the event that you wish to flee a battle, follow these steps:
1. Roll 1d20 2. Take your result + DEX mod 3. If the result is greater than your opponent's raw DEX, you have successfully fled
Roleplaying
As the player, you are encouraged to engage your character in the fight as much as possible! As such, one fun tip I've recently learned is this:
Characters don't "miss."
The idea behind this is that, even if you happen to roll poorly, you and your character still have agency in any given situation. If your attack roll doesn't meet your opponent's AC, consider it as a chance for them to have done something that was unfortunately foiled by the opponent (ie, NOULBOY whips his horn through the air and stabs at his foe, but the dire rat notices. It leaps to the side, swiping out desperately with its paw, and knocks NOULBOY's horn aside with a well-placed shove).
Similarly, if your opponent's attack fails to match your AC, it's not just a lucky close call, but a chance for your character to display its martial prowess (ie, the Bone Crusher charges with jaws agape, and NOULBOY stares him down with nerves of steel. As if to taunt his opponent, NOULBOY flings himself to the side just as the Bone Crusher snaps its jaws shut). This will help your character remain a badass even when the dice aren't quite on their side!
As far as injuries and death resulting from raids, these are entirely up to the player. You are welcome to maim and kill your characters if you wish, but similarly, you are not required to do either of these things if you don't want to! Do try to RP injuries that are in line with the dice and the way things roll, but being taken out with a crit doesn't necessarily have to have permanent, lasting effects if you don't want them to.
Posted: Sun Aug 09, 2020 9:03 pm
#6C8BA7#8BD1BD#A5BFC5
ENEMY STATS
These are the defeat stat blocks for each type of enemy. See the section below for how these will scale according to level.
Each defeated enemy is worth XP equal to its level
CONTROLLING ENEMIES
These are loose guidelines for controlling enemy actions as a player.
Enemy Stats and Levels
- You may choose what level enemy you wish to battle. The enemy's level cannot exceed the average level of your party - Enemy attacks work the same as noul attacks (enemy's level + 1). If the enemy's level = 2, their default damage = 2+1 - Add +2 HP per level above 1
Enemy Attacks and Targeting
Players will have to roll for the enemies and determine how the enemy targets its foes. In a group, the raid organizer will control the enemy.
Enemies will always attack following these criteria, in order of this list: - The closest opponent - The opponent who dealt the most damage - The opponent with the highest initiative
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Posted: Sun Aug 09, 2020 9:03 pm
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DETERMINING ENEMIES AND TURN ORDER
Enemies in a Raid
To set up a battle, copy/paste form with below code, and roll Xd20, where X = the number of enemies you would like to battle
1-10: Dire rat 11-18: Catbeast 19-20: Bone Crusher
Whoever has the higher initiative goes first.
PVP Battles
In a PVP battle, there is no need to roll for enemies. Simply determine turn order using initiative.
STARTING POSTS + CODES
In the event of more than one enemy or more than one noul, copy and past the relevant secions as many times are required
Individual Raids
[align=center][size=16][b][color=#8BD1BD][color=#6C8BA7]R[/color] A I D[/color][/b][/size] [color=#A5BFC5][ solo ][/color]
1. Copy/paste the appropriate starting code into the first post. Roll Xd20, where X = the number of enemies you'd like to battle 2. Consult the dice to see which enemies you're fighting 3. If you choose to battle an enemy above Level 1, scale the enemies' HP and damage to the appropriate level (you cannot fight an enemy whose level exceeds the average level of your party). Copy this info into the appropriate spot in the form 4. Determine and fill out turn order (in order of raw DEX number) 5. Begin fighting! Make sure to state which character is attacking and which enemy they are targeting. Roll 2d20. Edit your RP and character's response into your post 6. Repeat until someone is defeated
SUBMITTING RAIDS
Send us your completed RPs of 750+ words to help us earn points for the organization! Post this form in this thread!
[align=center][size=16][b][color=#8BD1BD][color=#6C8BA7]R A I D · [/color] R E P O R T[/color][/b][/size] [color=#A5BFC5][ sdf ][/color]
[list][i][color=#A5BFC5]By submitting this form, you acknowledge that this RP is 750+ words, and that you are responsible for submitting this RP for redemption! Submitting RPs here is mean to help the organization earn business points.[/color][/i]
[color=#8BD1BD]Username(s)[/color] [url=]Journal[/url] (include all participants) [color=#8BD1BD]Noul(s)[/color] names [color=#8BD1BD]Thread URL[/color] [url=]Link[/url] [color=#8BD1BD]Enemies Defeated[/color] (Fill out if this was a raid) [color=#8BD1BD]Battle Result[/color] (Fill out if this was a PVP battle) [/LIST][/list] [align=center][img="280"]https://i.imgur.com/zwclolM.png[/img][/align] [quote="MoonRazor"][/quote]
Posted: Sun Aug 09, 2020 9:04 pm
#6C8BA7#8BD1BD#A5BFC5
JOIN THE WARBAND
Use this form if you have a noulicorn who wants to tag along with the Warband!
Adults
Nouls can join the Warband as adults or have been born into it. The vast majority of members are simply known as Warriors, although other roles are not out of the question. As a rule, adults are required to contribute, although on occasion, some are accepted into non-combat roles if they have a desirable skill.
[align=center][size=16][b][color=#8BD1BD][color=#6C8BA7]J O I N I N G[/color] · U P[/color][/b][/size] [color=#A5BFC5][ Add me ][/color]
[size=11][list][color=#6C8BA7][b]COUNT ME IN[/b][/color]
[list][color=#8BD1BD]Username[/color] [url=JournalLink]Username[/url] [color=#8BD1BD]Noulicorn(s)[/color] [url=UNCERT]NAME[/url] [color=#8BD1BD]Role[/color] (If you have an idea other than Warrior, feel free to run it by me) [color=#8BD1BD]Plot Ideas[/color] (optional) [color=#8BD1BD]Joining RP with Ragnar?[/color] Y/N [color=#8BD1BD]Stats[/color] HP - 8 STR - DEX - CON -
[b]Roll 12d6 with this post to determine your stats! You may roll a total of 3 times and keep your favorite set. Noulicorns gain +1 to a stat of their choice. Update this post with your finalized stats![/b] [/LIST][/list] [align=center][img="280"]https://i.imgur.com/zwclolM.png[/img][/align] [quote="MoonRazor"][/quote]
Foals
Foals may join the group only with an accompanying parent or guardian, but foals who are raised in the Warband tend to grow up tougher. When foals join, they will roll their stats as usual. When they reach adulthood, they are able to join healing raids and earn +1 to a stat of their choice.
Use the same form as adults to include your foals in the Warband.
PLOT IDEAS + ENCOUNTERS
Use this form if you're not looking for membership, but want your character to have some sort of encounter or prolonged plot or drama with these nouls! This is also a way for you to have your noul participate in a raid without joining the Warband permanently. The only limitation non-members face is that they must partner up with a member of the Warband to go on a raid.
We are also very open to plots with other groups and characters! If you have a dire rat that wishes to hate on the Warband or be antagonized and raided, or just otherwise have a character with a bone to pick, use this form. Dire rats are highly likely to dislike this group, and some Homewooders could easily view them with disdain.
[align=center][size=16][b][color=#8BD1BD][color=#6C8BA7]P L O T · [/color]F O D D E R[/color][/b][/size] [color=#A5BFC5][ RP ideas ][/color]
[size=11][list][color=#6C8BA7][b]I'VE DONE SOME STUFF[/b][/color]
[list][color=#8BD1BD]Username[/color] [url=JournalLink]Username[/url] [color=#8BD1BD]Noulicorn(s)[/color] Name [color=#8BD1BD]Update[/color] What level, etc [color=#8BD1BD]Enemies Defeated[/color] (This is honor-system, so you do not need to link each fight, but please list all defeated enemies that got you up to this level) [color=#8BD1BD]New Stats[/color] HP - STR - DEX - CON -
[b]Randomize 1-3 with this post to determine your HP increase![/b][/LIST][/list]
Stats HP - 8 STR - 15 (+2) DEX - 13 (+1) CON - 12 (+1)
NPCs
These characters are always open for interaction and can be referenced/make cameos in solos and PRPs without express permission. Please try to play them in accordance to their character details!
Seer
The Seer is really just an ancient dream reader who has lived and traveled with the Warband for as long as any of the existing members can recall. They help characters interpret their dreams and claims to have some prophetic abilities (although there is no real proof of this, and from an objective point of view, any time the omens and predictions come true, it could easily be incredible coincidence). Still, the warriors tend to believe their words wholeheartedly. The Seer is a pious creature who feels a deep connection to the Grandfather Tree, and the warriors revere them as a pillar of wisdom. Warriors will often come to them with questions about their future, and the Seer answers - but always cryptically and in half-decipherable declarations.
Bard (Claimable by a PC)
If there is one thing brave warriors love, it is having their achievements recorded for the generations to come. The Warband has a long and rich oral tradition, in which popular folklore and legends spun from real warriors' victories are written into song and relayed around camps and to young foals. The Bard is responsible for recording and performing all these songs, committing famous warriors into the memories of future generations.
Rune (roo-nuh)
An elusive black cockatrice who has lived with the Warband for an absurd number years, well beyond the lifespan of any regular familiar. Indeed, it is entirely possible (and probable, even) that there have been several generations of Runes living alongside the band, but the warriors never ask. This familiar is not bonded to anyone in particular, and his presence is of vital importance to the group's morale because they consider him to be a gift from the Grandfather. He rarely speaks and likes to hide - so much so that his appearances have become something of a good omen for members of the band. Warriors say they tend to see him right before them embark on long journeys or enter into difficult battles. Rune is a stealthy creature, prone to staring, and is particularly drawn to shiny things.
Posted: Sun Aug 09, 2020 9:04 pm
#6C8BA7#8BD1BD#A5BFC5
ROLEPLAYS
Note
Midnight Encounter | Link | Ragnar, Indira, Aisling | Claimed for Points? Y
BATTLES
Note
Give it a Shot | Link | Ragnar/Torsten | Claimed for Points? Y
[color=#8BD1BD]TITLE[/color] | [url=]Link[/url] | Participants | Claimed for Points? Y/N