Overview
Gods have constantly intervened on mortals' behalf, granting them powers to slay thousands with a single strike or cast meteor-sized fireballs. It was all apart of their plan. There were even those who were blessed with a gift of Immortality in order to carry out their plans without fail. Three mortals in particular were chosen to unite a grand slew of lands under their banner, each backed by a different god with different ideas. One was fueled by technological advances and trade, another by faith and steel, and then the last by martial and magical powers.
While, for the most part, most of the world was ruled by one of the great Kingdoms, it would not last long. A great meteorite of pure black fell from the stars and landed in the city of Shrodon. It carved a grand portion of the time, sinking deep into the earth as it did so. The worst part had yet to come as rows of tentacles raised from the abyss. With it, people and creatures were mutated. The land became corrupted and dark, signaling the end of days for the Sol Empire. However, the corrupting miasma would not stop on only their land. It spread to the Sahsad Republic and Asahi Empire, too.
High-King Tyrian went mad and started to grow in height. He ordered for his Knights of the Round Table to fix his Sol Empire while he locked himself away in his grand tower. So distraught was he that he ordered a set of armor to be made for his taller-than-a-building frame. Steel plates were pushed deep into his flesh, for it was what he wanted. Yet, he never did come out of his tower.
Instead, his land continued to rot. The amount of death and despair awoken the Gravelord. His undeath miasma rose from cracks in the earth and infected a great deal of corpses, raising them to their feet. While he has no interest in the mortal world, simply believing the undead are better than corpses, his liches and vampires plot to overtake the entire world.
Curse of Heroes
0 CP
While at first this was a gift given to heroes of their age to save the world from impending doom, it has now become a curse. Any who bear its mark shall attempt to save the world from its current chaotic state or be forced to rot until their mind gives out than their body. For, if one loses their sanity and joins the ranks of the "Lost", the mark will no longer protect them.
That isn't to say dying becomes a boring affair. The pain of death can easily frighten a soul to never want to die again. However, the real issue comes with every death stealing a part of your memory. Happy days start to fade, names start to get muddled, events forgotten.
When a hero dies, their body is dissolved in a dark-grey light. Nothing of theirs remains aside from, perhaps, whatever was in their hands at the time. They reawaken at the last Shard of God they were nearby.
Every time the hero dies, they lose 10 EXP. The hero's EXP can never go into the negatives nor does losing EXP de-level them (so a level 2 hero will never drop below 100 EXP). However, whenever a hero loses 100 exp, they have a 5% chance of becoming Lost. If they ever do become Lost, they are turned into a NPC.
Those cursed don't need food or water, but instead monster blood. Drinking monster blood works exactly like if one were to eat and drink regularly. If they go too long without it, then they will become Lost.
What is a Shard of God?
Large, mystical crystals that the gods placed in churches. They're a pure gold and shine brightly for anyone in a mile radius to see. Most of the time, they are the size of a large men, but the Church uses a series of portable Shards to set up remote outposts. Obviously, they need Clerics of the Gods in order to maintain these Shards. A Cursed One may simply rest at one. In the case that they haven't rested at one before, they will revive at the closest church with a still-functioning Shard instead.
Lost in the Abyss: The Curse of Heroes
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Re: Lost in the Abyss: The Curse of Heroes
Sayohant Republic
The west continent is known as the Sayohant Republic. King-Warlord Al-Hassad was the man chosen to unite the land, being a wizen individual with a thirst for knowledge. While others fought and killed for their power, Al-Hassad had a different idea. He talked and bartered his way all across the deserts, gaining and exchanging favors where ever he went. It wasn't long until every major figure owed the old man with a long beard something.
He had formed a council of close allies to govern his lands. From oasis to oasis, one coast of desert to the next. His focus was on monetary and scientific growth, so his lands would prosper greatly. Giant machinery was built to travel around the sands, powered by a black liquid drilled from the ground. Guns are also available in a limited format. The government would rather hold on to the more deadly variants of them, but a single rifle can be bought per family for self-defense and militia purposes.
Strangely, the Sayohant Repbulic has a major population of cat-like folk called Marjaritans. They have large cat ears and a thickly furred tail. Their arms and legs mimic that of a cat's except more thickly furred on the paws and with hands more close to a human's. Their fur tends to be varying degrees of brown or yellow although a few are a pure white. On average, they're much shorter than humans.
Some minor mutations exist among the race. Some of them have very little in terms of fur or paws, making them just short humans with cat-ears and a tail. Others have a much greater amount of fur that some would consider them more animals than people.
It is seen as a faux pas to wear the fur of felines (for humans) around them.
But what threats are in the desert? Aside from thirst, starvation, and the sandworms... Arqabilu are hybrids of man and scorpions, yet show a great disdain for the humans. It might be taking over their land or it might be a deep rooted hatred in the race towards humans. Regardless, they tend to be hostile to any humans they encounter.
Small tribes of beastmen persist throughout the land, raiding oasis whenever they can. Giant serpents aren't too rare of a sight. Beings called Marid also live alongside the beastmen at times-- most would refer to them as demons due to commonly possessing horns, a pale-orange skin, and being large in size. They earn the title demon for their sadistic ways, torturing, eating, lusting humans as they please.
There also exists a tale of a enormous bird called Roc that ate the giant serpents. From that being is where harpies are thought to have originated from. They have a habit of scaring away people from most of the year, aside from the ones they trust, except when it comes to mating season. Flocks of harpies will kidnap people in order to breed with.
The west continent is known as the Sayohant Republic. King-Warlord Al-Hassad was the man chosen to unite the land, being a wizen individual with a thirst for knowledge. While others fought and killed for their power, Al-Hassad had a different idea. He talked and bartered his way all across the deserts, gaining and exchanging favors where ever he went. It wasn't long until every major figure owed the old man with a long beard something.
He had formed a council of close allies to govern his lands. From oasis to oasis, one coast of desert to the next. His focus was on monetary and scientific growth, so his lands would prosper greatly. Giant machinery was built to travel around the sands, powered by a black liquid drilled from the ground. Guns are also available in a limited format. The government would rather hold on to the more deadly variants of them, but a single rifle can be bought per family for self-defense and militia purposes.
Strangely, the Sayohant Repbulic has a major population of cat-like folk called Marjaritans. They have large cat ears and a thickly furred tail. Their arms and legs mimic that of a cat's except more thickly furred on the paws and with hands more close to a human's. Their fur tends to be varying degrees of brown or yellow although a few are a pure white. On average, they're much shorter than humans.
Some minor mutations exist among the race. Some of them have very little in terms of fur or paws, making them just short humans with cat-ears and a tail. Others have a much greater amount of fur that some would consider them more animals than people.
It is seen as a faux pas to wear the fur of felines (for humans) around them.
But what threats are in the desert? Aside from thirst, starvation, and the sandworms... Arqabilu are hybrids of man and scorpions, yet show a great disdain for the humans. It might be taking over their land or it might be a deep rooted hatred in the race towards humans. Regardless, they tend to be hostile to any humans they encounter.
Small tribes of beastmen persist throughout the land, raiding oasis whenever they can. Giant serpents aren't too rare of a sight. Beings called Marid also live alongside the beastmen at times-- most would refer to them as demons due to commonly possessing horns, a pale-orange skin, and being large in size. They earn the title demon for their sadistic ways, torturing, eating, lusting humans as they please.
There also exists a tale of a enormous bird called Roc that ate the giant serpents. From that being is where harpies are thought to have originated from. They have a habit of scaring away people from most of the year, aside from the ones they trust, except when it comes to mating season. Flocks of harpies will kidnap people in order to breed with.
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Re: Lost in the Abyss: The Curse of Heroes
Sol Empire
"Praise the Sun." - Common phrase in the Sol Empire
High-King Tyrian had united his land through bloodshed and religion, as the Sun God Sollum wanted. After establishing his empire, he had created the Knights of the Round Table. These knights were the best martial fighters throughout all of his land bar himself. Whenever an issue would arise like a small-scaled rebellion, as they were common when taken be forced by believers of other faiths, or one of his states when to war with another he would send one of his Round Table Knights and a small detachment of minor knights to deal with it.
While it is not illegal to worship other gods, for the Church of the Sun does not wish to receive any form of divine punishment from them or their neighbors, it is illegal to den Sollum's greatness. To vandalize His churches, beat His Followers, or kill His soldiers is a grave sin that must be punished with bloodshed. Most enemies crumble as the Sol Empire's troops and the Church of the Sun's militants unite to slay them to the last men. However, there are some pagan worshippers who hide out in forests and swamps that conjure curses and hexes, craft abominations, and slit the throats of Sun-worshipping children!
Minor races are spread throughout the lands, primarily staying in their own towns. Technically, they are apart of the Sol Empire although most of them would say otherwise. Their leaders wouldn't dare to comment on the issue...
The Star Thing as the people have come to call it, landed in the north. It had almost destroyed an entire town and sunk deep underground. Most saw it as a sign from the gods at first, but the pure evilness it spewed out could belong to no gods. An entire regiment and two Knights of the Round Table went to investigate the Star Thing, but no one knows exactly what happened to them. Its tendrils scrawl all over the remains of the town and inside the woods close to it. Not even the strongest knight of the land would dare to enter its realm. The only thing stopping its forces is the Sunset Wall, a giant wall and fortress that goes from one coast to another which was blessed by Sollum himself.
Along with the Star Thing, the undead started to wander the land. No doubt Tomb Lord Nero is plotting domination of the world. Yet, his followers bicker among themselves as much as humans do. Not only that, but the ferocious beastmen have large tribes within the Sol Empire-- a blight on their record that has existed some times eon. They pillage and rape as they please. Then there are untold amount of small factions that survive in this chaos like Alice's Wonderland, the now-twisted Guardaners, and One-Thousand Witches...
Those who are born as witches, but betray their kind, or are products of rape from a human and another, can find some companionship in the Sol Empire. For all it takes is to welcome Sollum into your heart to be a citizen! That is what the Empire as a whole says, but local communities still have their prejudices.
All that is holding these forces off are the remaining knights of the Sol Empire, the Church of the Sun's devoted followers and crusaders, and those who have the Curse of the Gods that are forced onto the borders of peaceful lands to hold off the forces of destruction as much as possible. Even the other empires see this as a threat to the world, so they send off as many Cursed Ones as they can to the Sol Empire.
"Praise the Sun." - Common phrase in the Sol Empire
High-King Tyrian had united his land through bloodshed and religion, as the Sun God Sollum wanted. After establishing his empire, he had created the Knights of the Round Table. These knights were the best martial fighters throughout all of his land bar himself. Whenever an issue would arise like a small-scaled rebellion, as they were common when taken be forced by believers of other faiths, or one of his states when to war with another he would send one of his Round Table Knights and a small detachment of minor knights to deal with it.
While it is not illegal to worship other gods, for the Church of the Sun does not wish to receive any form of divine punishment from them or their neighbors, it is illegal to den Sollum's greatness. To vandalize His churches, beat His Followers, or kill His soldiers is a grave sin that must be punished with bloodshed. Most enemies crumble as the Sol Empire's troops and the Church of the Sun's militants unite to slay them to the last men. However, there are some pagan worshippers who hide out in forests and swamps that conjure curses and hexes, craft abominations, and slit the throats of Sun-worshipping children!
Minor races are spread throughout the lands, primarily staying in their own towns. Technically, they are apart of the Sol Empire although most of them would say otherwise. Their leaders wouldn't dare to comment on the issue...
The Star Thing as the people have come to call it, landed in the north. It had almost destroyed an entire town and sunk deep underground. Most saw it as a sign from the gods at first, but the pure evilness it spewed out could belong to no gods. An entire regiment and two Knights of the Round Table went to investigate the Star Thing, but no one knows exactly what happened to them. Its tendrils scrawl all over the remains of the town and inside the woods close to it. Not even the strongest knight of the land would dare to enter its realm. The only thing stopping its forces is the Sunset Wall, a giant wall and fortress that goes from one coast to another which was blessed by Sollum himself.
Along with the Star Thing, the undead started to wander the land. No doubt Tomb Lord Nero is plotting domination of the world. Yet, his followers bicker among themselves as much as humans do. Not only that, but the ferocious beastmen have large tribes within the Sol Empire-- a blight on their record that has existed some times eon. They pillage and rape as they please. Then there are untold amount of small factions that survive in this chaos like Alice's Wonderland, the now-twisted Guardaners, and One-Thousand Witches...
Those who are born as witches, but betray their kind, or are products of rape from a human and another, can find some companionship in the Sol Empire. For all it takes is to welcome Sollum into your heart to be a citizen! That is what the Empire as a whole says, but local communities still have their prejudices.
All that is holding these forces off are the remaining knights of the Sol Empire, the Church of the Sun's devoted followers and crusaders, and those who have the Curse of the Gods that are forced onto the borders of peaceful lands to hold off the forces of destruction as much as possible. Even the other empires see this as a threat to the world, so they send off as many Cursed Ones as they can to the Sol Empire.
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Re: Lost in the Abyss: The Curse of Heroes
Asahi Empire
A beautiful land that was dominated by a ruler who understood the importance of arts and culture. Everlasting Shogunate Takeshari is both artist and samurai, a grandmaster in both of those fields. It was her kenjutsu that slew all opposing contenders to the crown of Asahi, it was her mystifying wall-sized artwork that calmed the youkai. Without her careful guidance, it is thought that the land of Asahi would descend into bloody battlefield after battlefield as the samurai vie to prove their way with the blade. She crafted a moral system called bushido that most samurai follow to these day or be labelled cowards or backstabbers.
The samurai are truly the ruling elite, although nobles may laugh at the idea. While samurai hold themselves to be wise with ink as they are with blades, the nobility see it as more of a convenient path to follow for those who just enjoy drawing blood. After all, was it not the First True Samurai, Takeshari, the same who bathed in the blood of her foes in battle for a week straight? Truth be told, the politics that run amok in Asahi's government is the worst part of it. Noble families squabble for any bits of land and art while bravely sacrificing any number of samurai for their easily-bruised honor. Meanwhile, the samurai invite you in for tea as easily they will declare you have dishonored their entire family line and will duel you to the death-- Asahians see inviting someone for tea, especially strangers, as a common curtesy.
Of course, the only people outside of these norms are the shinobi. Takeshari understood perfectly that good intentions and an iron will can lead a kingdom far, but a few tricks underneath the sleeve will ensure it doesn't fall apart. They're the perfect agents of stealth and assassinations. That sense of unease you get from nowhere is from the shinobi standing right behind you.
Politics aside, that is not the only issue that has forever haunted the picturesque land. Youkai, a catchall term for any sort of creature that is seen as unnatural, commonly stalk the lands. It was thanks to Takeshari that a deal was struck with their Yomi, the leader of all youkai, with the help of one of the most exquisite art pieces ever crafted.
Like the other two continents, the effect of the Star Thing has been felt all across the empire. Youkai are getting transformed, the dead from long-forgotten battlefields are raising once more to wage war, creatures from the other continents are slipping in.
A beautiful land that was dominated by a ruler who understood the importance of arts and culture. Everlasting Shogunate Takeshari is both artist and samurai, a grandmaster in both of those fields. It was her kenjutsu that slew all opposing contenders to the crown of Asahi, it was her mystifying wall-sized artwork that calmed the youkai. Without her careful guidance, it is thought that the land of Asahi would descend into bloody battlefield after battlefield as the samurai vie to prove their way with the blade. She crafted a moral system called bushido that most samurai follow to these day or be labelled cowards or backstabbers.
The samurai are truly the ruling elite, although nobles may laugh at the idea. While samurai hold themselves to be wise with ink as they are with blades, the nobility see it as more of a convenient path to follow for those who just enjoy drawing blood. After all, was it not the First True Samurai, Takeshari, the same who bathed in the blood of her foes in battle for a week straight? Truth be told, the politics that run amok in Asahi's government is the worst part of it. Noble families squabble for any bits of land and art while bravely sacrificing any number of samurai for their easily-bruised honor. Meanwhile, the samurai invite you in for tea as easily they will declare you have dishonored their entire family line and will duel you to the death-- Asahians see inviting someone for tea, especially strangers, as a common curtesy.
Of course, the only people outside of these norms are the shinobi. Takeshari understood perfectly that good intentions and an iron will can lead a kingdom far, but a few tricks underneath the sleeve will ensure it doesn't fall apart. They're the perfect agents of stealth and assassinations. That sense of unease you get from nowhere is from the shinobi standing right behind you.
Politics aside, that is not the only issue that has forever haunted the picturesque land. Youkai, a catchall term for any sort of creature that is seen as unnatural, commonly stalk the lands. It was thanks to Takeshari that a deal was struck with their Yomi, the leader of all youkai, with the help of one of the most exquisite art pieces ever crafted.
Like the other two continents, the effect of the Star Thing has been felt all across the empire. Youkai are getting transformed, the dead from long-forgotten battlefields are raising once more to wage war, creatures from the other continents are slipping in.
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Re: Lost in the Abyss: The Curse of Heroes
Harkom
The Starting Town for Players
The city of Harkom, a once filled with merry folk and over excited merchants. It is located a half a dozen days away from the Sunset Wall, but more importantly is on the wrong side of it. Still, it prospers from large walls, a forest to cover it on all sides, and a surprisingly high amount of knights that would gather inside. Now, it is nothing more than a husk. Many of the folk are either dead or have fled south. Beastmen and the undead wander down the same roads that grateful souls once did-- bloodsoaked they are now. Corpses are proudly displayed impaled upon spikes and hanging from windows. The ones that aren't raising from their death, anyhow.
However, not all is completely lost. A small settlement exists around the church. The area around it has been heavily fortified with all sorts of stone and wood walls that folk could scrounge together. Knights are constantly on the watch for the first sign of monsters moving to assault the makeshift town. The meat of monster is the most common source of food even if some worry about the safety of it. There also exists a few other small spots out in the city.
One of these spots is the place you have been forced to look over. A tavern, named Durand's Sleeve, that is tucked away behind a building in an alleyway. It has two stories and a basement, all kept decently let by the caretaker-- a Cleric of the Gods. While she doesn't say much, she takes decent care of the Cursed ones that are forced to be there. The Shard of Gods is installed in a glass box in the basement, closely watched by the Cleric who even has a bed next to it.
The Church Town isn't too far away, but they regard Cursed Ones as leeches on their small haven at best.
Cleric of the Gods
A cleric of the gods, dressed in nothing but a white, tattered dress and a fanciful cloak.
Entrapped Merchant
A merchant dressed as a tattered miner.
Perhaps she was one.
Don't ask where she got her wares.
Loner Sellsword
A soldier from a faraway land. She doesn't care much for her surroundings.
The world is going to end... No point in caring, right?
The Starting Town for Players
The city of Harkom, a once filled with merry folk and over excited merchants. It is located a half a dozen days away from the Sunset Wall, but more importantly is on the wrong side of it. Still, it prospers from large walls, a forest to cover it on all sides, and a surprisingly high amount of knights that would gather inside. Now, it is nothing more than a husk. Many of the folk are either dead or have fled south. Beastmen and the undead wander down the same roads that grateful souls once did-- bloodsoaked they are now. Corpses are proudly displayed impaled upon spikes and hanging from windows. The ones that aren't raising from their death, anyhow.
However, not all is completely lost. A small settlement exists around the church. The area around it has been heavily fortified with all sorts of stone and wood walls that folk could scrounge together. Knights are constantly on the watch for the first sign of monsters moving to assault the makeshift town. The meat of monster is the most common source of food even if some worry about the safety of it. There also exists a few other small spots out in the city.
One of these spots is the place you have been forced to look over. A tavern, named Durand's Sleeve, that is tucked away behind a building in an alleyway. It has two stories and a basement, all kept decently let by the caretaker-- a Cleric of the Gods. While she doesn't say much, she takes decent care of the Cursed ones that are forced to be there. The Shard of Gods is installed in a glass box in the basement, closely watched by the Cleric who even has a bed next to it.
The Church Town isn't too far away, but they regard Cursed Ones as leeches on their small haven at best.
Cleric of the Gods
Spoiler
A cleric of the gods, dressed in nothing but a white, tattered dress and a fanciful cloak.
Spoiler
A merchant dressed as a tattered miner.
Perhaps she was one.
Don't ask where she got her wares.
Spoiler
A soldier from a faraway land. She doesn't care much for her surroundings.
The world is going to end... No point in caring, right?
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Re: Lost in the Abyss: The Curse of Heroes
Races
While humans may refer to them as "races", they prefer the term "ancestry". It is mostly to call humans "non-ancestors", but there is some fact along with that subtle insult. Humans are seen as the baseline, an average that can shift in one direction or another. While the other races can still do everything a human can, they favor certain types of environments and combat.
Aelvs
Beastkin
Beastmen are notorious pillagers and rapists. Some probably enjoy the psychological damage of forcing themselves on a woman, so that they may take care of their kin for the rest of their life. An ugly remainder that they were defiled for the woman and another offspring for the beastmen. It is not unheard of that the woman will abandon their child in the middle of the woods or try for a miscarriage. Some even commit suicide to escape the stigma of being a beastmen's breeding stock. Many, however, simply take care of their new child.
Childhoods of beastkin differ greatly depending on the community. Those who value physical skills above all else see beastkin as great assets as they are naturally more stronger or faster than the rest. This is especially so in the north and coastal towns, where the Norscans reside. Some find themselves fighting for scraps in alleyways with a mother who was disowned by their family. Some have the best childhood a family could give them, but ridicule from society tends to fuel a thirst for revenge. It isn't unheard of that beastkin join tribes of beastmen to enact vengeance on those who wronged them.
Still, beastkin may attempt to live a normal life if they try hard enough. Of course, there is always the Sol Empire's army that accepts any and all. Genuine companionship can form when you rely on another to make sure you come out of combat alive. Strength and determination is also what the Sol Army looks for in a soldier, so it isn't quite uncommon that a beastkin raises to a position of Commander.
Catkin:
Gnosis: 5
Flexible Bodies
The catfolk, like the catmen, are known for their agility and and hand-eye coordination. Catkin have a +1 to AGI and DEX.
Sensitive Ears & Piercing Eyes
Catfolk have large, fluffy ears along with eyes that mimic that of a cat's. They can hear better and see better in the dark compared to a normal human. They gain Acute Sense (Hearing) and Night Vision. This means they have a +30 bonus on any perception-based check that uses hearing, and reduce the penalty for darkness by half.
Landing Feet First!
Cats have the strange ability to land feet first when falling from certain distances, so their descendants are no different! They reduce damage the base damage Difficult and below difficulty falls in half.
Lazy Learners
The Catfolk are quite lazy when it comes to learning, whether this is because of natural instincts to bathe in the sun from the cat ancestors or from the catmen parent who are known to never listening to others. They suffer a -1 EXP penalty to all EXP earned at the end of a session.
Wolfkin:
Gnosis: 5
Power of the Wolf
The wolfmen are feared for a very good reason. Not only are they decently fast, but they also posses strong bodies that support their lifestyle of hunting down their prey and tearing them apart with their large claws. The wolfkin exhibit these traits. They can add a +1 to any of the two characteristics: STR, CON, AGI
Superior Hearing & Smell
Wolfmen are difficult to escape from, thanks to their heightened senses to smell your blood and hear your heart beat-- although that is an exaggeration of their abilities. Wolfkin gain Acute Sense (Hearing, Smell) to better hunt down their prey.
The Better To Eat You, My Dear!
Be wary of the bite of the wolfmen, for they can tear flesh from bone! Wolfkin possess this ability to a lesser degree. They have Natural Weapon (Bite). It is 40 Damage (Thrust), +20 Speed, Breakage 0, Fortitude 16.
Slow Learners
It's hard to teach an old dog new tricks. Wolfkin suffer a -1 EXP penalty to all EXP earned at the end of a session.
Refer to this for mechanics: https://drive.google.com/drive/folders/ ... sp=sharing (subject to be edited)
Dvergr
Oni
The Crafted
Dracorms
While humans may refer to them as "races", they prefer the term "ancestry". It is mostly to call humans "non-ancestors", but there is some fact along with that subtle insult. Humans are seen as the baseline, an average that can shift in one direction or another. While the other races can still do everything a human can, they favor certain types of environments and combat.
Aelvs
Spoiler
Those who have been blessed by the nature goddess that goes by many names, but the most common one is "Gaia". Many years ago, a small sect of humans lived in the trees and valued the relationship between man and nature. They hunted only when they needed to and made sure to use every part of animals and plants that they could. Their worship of Gaia was so great that she offered her blessings to the group of humans. They now excel at being in nature, being able to understand nature, easily move about forests, and are in such balance with nature that the plants give a part of their energy to the aelv to heal them.
Aelvs are easily identified by their long, pointy ears, generally beautiful faces, and short statures. Most live within small communities in the forest, yet some wish to travel the world, so they can be found anywhere. Very few are found in the Sayohant Republic, however, as it is mostly devoid of nature aside from coasts and oasis spread through the desert. Their life expectancy is 618 years, but ones that live deep in the forests don't die from old age.
Gnosis: 5
Sense the Forest
Though they cannot literally talk with plants, the Aelvs can sense the feelings of nature (both plants and animals), detecting such things as fear, calm, or even just disquiet.
Nature's Cure
As long as they are within the forest, the soul of the Aelv provides their bodies with the essence of life around them. Therefore, while in thick forest or jungle, Aelvs add three points to their Regeneration.
Movement in the Forest
The Aelv recognize nature as their home, and nature accepts them. No matter how thick the forest or how tangled the brush, Aelvs suffer no penalties to movement.
Cute & Small
The Aelv are not usually tall or heavily built. They subtract 2 from their Size Characteristic. They are also quite beautiful, males included. Add 1 to Appearance to a maximum of 10.
Slow Learners:
Due to their long lifespans, they put more effort into mastery. This could mean practicing the same sword swing 1,000 times every day for a few years, before moving onto the next sword swing. They suffer a -2 penalty to all EXP awarded by the GM at the end of every session.
Aelvs are easily identified by their long, pointy ears, generally beautiful faces, and short statures. Most live within small communities in the forest, yet some wish to travel the world, so they can be found anywhere. Very few are found in the Sayohant Republic, however, as it is mostly devoid of nature aside from coasts and oasis spread through the desert. Their life expectancy is 618 years, but ones that live deep in the forests don't die from old age.
Gnosis: 5
Sense the Forest
Though they cannot literally talk with plants, the Aelvs can sense the feelings of nature (both plants and animals), detecting such things as fear, calm, or even just disquiet.
Nature's Cure
As long as they are within the forest, the soul of the Aelv provides their bodies with the essence of life around them. Therefore, while in thick forest or jungle, Aelvs add three points to their Regeneration.
Movement in the Forest
The Aelv recognize nature as their home, and nature accepts them. No matter how thick the forest or how tangled the brush, Aelvs suffer no penalties to movement.
Cute & Small
The Aelv are not usually tall or heavily built. They subtract 2 from their Size Characteristic. They are also quite beautiful, males included. Add 1 to Appearance to a maximum of 10.
Slow Learners:
Due to their long lifespans, they put more effort into mastery. This could mean practicing the same sword swing 1,000 times every day for a few years, before moving onto the next sword swing. They suffer a -2 penalty to all EXP awarded by the GM at the end of every session.
Spoiler
Childhoods of beastkin differ greatly depending on the community. Those who value physical skills above all else see beastkin as great assets as they are naturally more stronger or faster than the rest. This is especially so in the north and coastal towns, where the Norscans reside. Some find themselves fighting for scraps in alleyways with a mother who was disowned by their family. Some have the best childhood a family could give them, but ridicule from society tends to fuel a thirst for revenge. It isn't unheard of that beastkin join tribes of beastmen to enact vengeance on those who wronged them.
Still, beastkin may attempt to live a normal life if they try hard enough. Of course, there is always the Sol Empire's army that accepts any and all. Genuine companionship can form when you rely on another to make sure you come out of combat alive. Strength and determination is also what the Sol Army looks for in a soldier, so it isn't quite uncommon that a beastkin raises to a position of Commander.
Catkin:
Gnosis: 5
Flexible Bodies
The catfolk, like the catmen, are known for their agility and and hand-eye coordination. Catkin have a +1 to AGI and DEX.
Sensitive Ears & Piercing Eyes
Catfolk have large, fluffy ears along with eyes that mimic that of a cat's. They can hear better and see better in the dark compared to a normal human. They gain Acute Sense (Hearing) and Night Vision. This means they have a +30 bonus on any perception-based check that uses hearing, and reduce the penalty for darkness by half.
Landing Feet First!
Cats have the strange ability to land feet first when falling from certain distances, so their descendants are no different! They reduce damage the base damage Difficult and below difficulty falls in half.
Lazy Learners
The Catfolk are quite lazy when it comes to learning, whether this is because of natural instincts to bathe in the sun from the cat ancestors or from the catmen parent who are known to never listening to others. They suffer a -1 EXP penalty to all EXP earned at the end of a session.
Wolfkin:
Gnosis: 5
Power of the Wolf
The wolfmen are feared for a very good reason. Not only are they decently fast, but they also posses strong bodies that support their lifestyle of hunting down their prey and tearing them apart with their large claws. The wolfkin exhibit these traits. They can add a +1 to any of the two characteristics: STR, CON, AGI
Superior Hearing & Smell
Wolfmen are difficult to escape from, thanks to their heightened senses to smell your blood and hear your heart beat-- although that is an exaggeration of their abilities. Wolfkin gain Acute Sense (Hearing, Smell) to better hunt down their prey.
The Better To Eat You, My Dear!
Be wary of the bite of the wolfmen, for they can tear flesh from bone! Wolfkin possess this ability to a lesser degree. They have Natural Weapon (Bite). It is 40 Damage (Thrust), +20 Speed, Breakage 0, Fortitude 16.
Slow Learners
It's hard to teach an old dog new tricks. Wolfkin suffer a -1 EXP penalty to all EXP earned at the end of a session.
Refer to this for mechanics: https://drive.google.com/drive/folders/ ... sp=sharing (subject to be edited)
Spoiler
A short, almost childlike race of mountain dwellers with pointy ears. Not much is known about them, aside from possessing strange technology that only the Sayohant Republic would truly understand. Aside from this, two things have been gleamed about the Devergr: they are all strangely friendly and have a deep connection with magics. No one truly understands why for either of these points-- some say they naturally exhume a type of magic that tricks your mind into liking them while masking their own mind from the horrors of the world.
For instance, it is not uncommon for a Dvergr to suddenly stumble into a village, barge into a person's business, and start to work there. When asked why, most respond that they "Just felt like it." Most of the time, they are allowed to continue to work despite how the business' financial status may be or how racist the owner is. That is simply the power of the Dvergr...
Gnosis: 5
Happy Folk
For one reason or another, these dwarves have a naturally optimistic view on life. They get a +10 their mental health, +2 to their Shock Check, and +20 to their Composure Check. They also gain a +20 to the PsR Check if someone is trying to force them to assault, physically or mentally, another being. Someone else in close proximity of one gain a +1 to their Shock Check and +10 to their Composure Check.
Short Statue
Dvergr are naturally shorter than humans, the most common height for them being about 4'1. This seems to have no baring on their physical strength, however. A Dvergr of normal strength is about equally matched with a human of normal strength, although they are much easier to toss around. Their Size is reduced by 4 points.
Mountain-dwellers
They are quite used to living deep underground where light may barely shine and few things grow. Thanks to this lifestyle, they have Night Vision, never become poisoned from consuming mushrooms, and can survive three days without eating or drinking before gaining penalities.
Unusual Synchronization
These little ones are better adapt to using Theurgy and are better resisted at it. They gain a +10 to their MA and Magic Projection. They also gain a +10 in their MR. Whenever one is subject to the ritual of granting one the ability to Theurgy by the Terra Seclum, they always pass the test and don't recall any issues with it.
For instance, it is not uncommon for a Dvergr to suddenly stumble into a village, barge into a person's business, and start to work there. When asked why, most respond that they "Just felt like it." Most of the time, they are allowed to continue to work despite how the business' financial status may be or how racist the owner is. That is simply the power of the Dvergr...
Gnosis: 5
Happy Folk
For one reason or another, these dwarves have a naturally optimistic view on life. They get a +10 their mental health, +2 to their Shock Check, and +20 to their Composure Check. They also gain a +20 to the PsR Check if someone is trying to force them to assault, physically or mentally, another being. Someone else in close proximity of one gain a +1 to their Shock Check and +10 to their Composure Check.
Short Statue
Dvergr are naturally shorter than humans, the most common height for them being about 4'1. This seems to have no baring on their physical strength, however. A Dvergr of normal strength is about equally matched with a human of normal strength, although they are much easier to toss around. Their Size is reduced by 4 points.
Mountain-dwellers
They are quite used to living deep underground where light may barely shine and few things grow. Thanks to this lifestyle, they have Night Vision, never become poisoned from consuming mushrooms, and can survive three days without eating or drinking before gaining penalities.
Unusual Synchronization
These little ones are better adapt to using Theurgy and are better resisted at it. They gain a +10 to their MA and Magic Projection. They also gain a +10 in their MR. Whenever one is subject to the ritual of granting one the ability to Theurgy by the Terra Seclum, they always pass the test and don't recall any issues with it.
Spoiler
While originally hailing from the east, the Asahi Empire, they have proven very popular in terms of bodyguards and mercenaries. It is frequently said that one Oni could take on five men quite easily. It is also said they can rip trees out of the ground and swing them around without a single care. These rumors may or may not be accurate, but one thing is for sure: fighting an Oni is an uphill battle. They are hard to kill, never seem to tire, and can easily pick up a person and toss them.
Yet, the culture of Onis aren't one about war. Sure, they may frequently fistfight and wrestle, but this is usually done for fun or for ceremonies. An Oni would see a good day as being able to drink sake and read a good book-- especially those "mangas" the Asahi people have created. There is also an obsession with masks in Oni culture as they believe that your first mask is a removable piece of your soul. Marriage ceremonies involve (temporarily) giving your mask to your significant other, breaking an Oni's mask is seen as a great dishonor, and lords would give their masks to their heir before they die. An Oni mask crafter is seen almost as a seer since many say they peer into another Oni's soul when they craft their mask or so they say.
That's not to say all Oni believe in these "part of your soul" masks. Some might simply think they're cool, others don't care about superstitious stuff like that, although those types of Oni tend to be the younger, rambunctious sort.
Onis tend to share two things in common: horns and a tall build. Many may have black horns jutting from their head, curling up to the sky. Some may have a single horn, others may have red or blue skin. Some even have pointy ears like an Aelv or Dvergr. Height wise, they tend to be 6'3 to 6'9 on average. Some may be as tall as 8' or as short as 5'4, although these are far from common.
Gnosis: 5
Powerful Statue
Oni add 2 points to Strength or Constitution and then 1 point to the other. They also increase their Size by 2 and add 2 points to their Fatigue. They can perform inhuman level strength-related checks from the start.
Highly Unkillabe
Most fear Oni warriors for a very good reason-- they're extremely hard to kill. They gain +15 to their Physical Resistance. They also gain 10 LP per level.
Bad Learners
Simply put, the Oni are mainly interested in matters relating to physical prowess. Everything else is quite boring to them. They suffer a -1 EXP penalty to all EXP earned at the end of a session.
Yet, the culture of Onis aren't one about war. Sure, they may frequently fistfight and wrestle, but this is usually done for fun or for ceremonies. An Oni would see a good day as being able to drink sake and read a good book-- especially those "mangas" the Asahi people have created. There is also an obsession with masks in Oni culture as they believe that your first mask is a removable piece of your soul. Marriage ceremonies involve (temporarily) giving your mask to your significant other, breaking an Oni's mask is seen as a great dishonor, and lords would give their masks to their heir before they die. An Oni mask crafter is seen almost as a seer since many say they peer into another Oni's soul when they craft their mask or so they say.
That's not to say all Oni believe in these "part of your soul" masks. Some might simply think they're cool, others don't care about superstitious stuff like that, although those types of Oni tend to be the younger, rambunctious sort.
Onis tend to share two things in common: horns and a tall build. Many may have black horns jutting from their head, curling up to the sky. Some may have a single horn, others may have red or blue skin. Some even have pointy ears like an Aelv or Dvergr. Height wise, they tend to be 6'3 to 6'9 on average. Some may be as tall as 8' or as short as 5'4, although these are far from common.
Gnosis: 5
Powerful Statue
Oni add 2 points to Strength or Constitution and then 1 point to the other. They also increase their Size by 2 and add 2 points to their Fatigue. They can perform inhuman level strength-related checks from the start.
Highly Unkillabe
Most fear Oni warriors for a very good reason-- they're extremely hard to kill. They gain +15 to their Physical Resistance. They also gain 10 LP per level.
Bad Learners
Simply put, the Oni are mainly interested in matters relating to physical prowess. Everything else is quite boring to them. They suffer a -1 EXP penalty to all EXP earned at the end of a session.
Spoiler
There are two types of Crafted people. One is the Homunculus-- crafted by magic and alchemic ingredients to look human (or another race, but humans are by the far the most common choice) and to serve whatever purpose they were made for. It's a long and hard process to make a homunculus. It takes rare ingredients and many attempts to even start making one, so homunculus are quite rare. However, there are talks of a strange flesh-crafted who works day and night to create as many homunculus as possible. The most likely reasoning is to support the Thousand Witches with an army...
The second type of Crafted is the Dolls. Instead of magic (mostly), they are carefully crafted by a specially-trained mechanist. Using their trade secrets, they craft all components with the Cor being the most easy to botch. It is considered the heart and mind of the doll and placed within the skull of it. Without this, they could not act like a person like any other doll would. Then, a special material is made for the skin and sculpted to either the mechanist's preference or whoever is commissioning it.
Usually, they are made for shows and plays intended for aristocrats. Yet there is still many uses out of them like Homonculus, as soldiers, laborers, replacements for dead children, and darker reasons.
For mechanics: https://docs.google.com/document/d/1Z-z ... Ladms/edit#
The second type of Crafted is the Dolls. Instead of magic (mostly), they are carefully crafted by a specially-trained mechanist. Using their trade secrets, they craft all components with the Cor being the most easy to botch. It is considered the heart and mind of the doll and placed within the skull of it. Without this, they could not act like a person like any other doll would. Then, a special material is made for the skin and sculpted to either the mechanist's preference or whoever is commissioning it.
Usually, they are made for shows and plays intended for aristocrats. Yet there is still many uses out of them like Homonculus, as soldiers, laborers, replacements for dead children, and darker reasons.
For mechanics: https://docs.google.com/document/d/1Z-z ... Ladms/edit#
Spoiler
One may find the idea of dragons mating with humans to be absurd, if not impossible. Yet, it is true. Dragons are known for being able to shapeshift into a human form, albeit with scales, wings, and whatever other draconic features they wish to show off. They can also go on to mate with humans, creating an off-spring that appears like the shapeshifted form of the dragon. The Dragonseekers see them as chosen ones and worship them. Although, one my find it that a cult will follow you around to attend to your every wish.
Dracorms tend to live in the mountains, where other dragons live. Dragonseekers have set up small towns, so that they may be graced by the Dracorms and the dragons themselves. Of course, some of them wish to lay with the dragons. The dragons don't mind them with some even giving "gifts" like shed scales and killed prey that they don't like the taste of. In return, the dragons are usually bathed when they want to be, given food and gold in return, and follow the every wish the dragon may have.
Dracorms are a little less rare than dragons, since it isn't unheard of that a dragon lays with many people over their immortal lives.
Dracorms have scales, wings, tails, and horns. Although, thanks to the different human forms dragons take they could be missing any of those traits. Even if one is missing all of their dragon aspects, they still retain the benefits of it. They also tend to borrow colors from the element they belong to-- a fire dragon may have red hair and be more hot-headed. This isn't a guaranteed, however.
Gnosis: 8
Elemental Breath
Dracorms are able to breath their element onto their enemies. It's a 30 damage attack, modified by strength, with a range of 5 meters. The type of damage depends on the element.
Elemental Scales
The scales of a dragon commonly determines what elements they are attuned to. They get a +20 resistance against any effect relating to that element while gaining the same penalty against the opposing element.
Resistant Scales
Most Dracorms have series of scales upon their body, but even those missing their scales still has surprisingly tough skin. Therefore they naturally have a Cut, Impact, Thrust, and Heat AT of 1.
Wings of Dragons
All Dracorms posses a pair of wings that matches the color of their scales. These wings, while not as impressive as a dragon's, are capable of giving them flight. That is why they posses a Natural Flight of 8.
Slow Learners
Being born of an ancient being and a human, dracorms are presumed to be immortal. The only recorded deaths of them are from combat or illness. Their incredibly long lifespan means they don't put much effort in learning a skill right away. They suffer a penalty of -3 to all EXP when awarded such at the end of a session.
Dracorms tend to live in the mountains, where other dragons live. Dragonseekers have set up small towns, so that they may be graced by the Dracorms and the dragons themselves. Of course, some of them wish to lay with the dragons. The dragons don't mind them with some even giving "gifts" like shed scales and killed prey that they don't like the taste of. In return, the dragons are usually bathed when they want to be, given food and gold in return, and follow the every wish the dragon may have.
Dracorms are a little less rare than dragons, since it isn't unheard of that a dragon lays with many people over their immortal lives.
Dracorms have scales, wings, tails, and horns. Although, thanks to the different human forms dragons take they could be missing any of those traits. Even if one is missing all of their dragon aspects, they still retain the benefits of it. They also tend to borrow colors from the element they belong to-- a fire dragon may have red hair and be more hot-headed. This isn't a guaranteed, however.
Gnosis: 8
Elemental Breath
Dracorms are able to breath their element onto their enemies. It's a 30 damage attack, modified by strength, with a range of 5 meters. The type of damage depends on the element.
Elemental Scales
The scales of a dragon commonly determines what elements they are attuned to. They get a +20 resistance against any effect relating to that element while gaining the same penalty against the opposing element.
Resistant Scales
Most Dracorms have series of scales upon their body, but even those missing their scales still has surprisingly tough skin. Therefore they naturally have a Cut, Impact, Thrust, and Heat AT of 1.
Wings of Dragons
All Dracorms posses a pair of wings that matches the color of their scales. These wings, while not as impressive as a dragon's, are capable of giving them flight. That is why they posses a Natural Flight of 8.
Slow Learners
Being born of an ancient being and a human, dracorms are presumed to be immortal. The only recorded deaths of them are from combat or illness. Their incredibly long lifespan means they don't put much effort in learning a skill right away. They suffer a penalty of -3 to all EXP when awarded such at the end of a session.
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Re: Lost in the Abyss: The Curse of Heroes
Alice's Wonderland
Deep in one of the forests is a collection of large paintings. If one were to get too close, they would find a voice that barely speaks above a whisper calling out to them. When too close to the paintings, tendril-vines sprout out and take the gazer inside of it. Into the Wonderland that Alice crafted herself. While it likes vibrant and cute on the outside, it is not the paradise one would want. In fact, one would say it is worse than life on the outside.
There exists a small group that live inside the Wonderland, enjoying the bipolar world. They are called "Happy Folk", for they are always happy no matter what. Perhaps they are numbed to all other emotions or maybe they just enjoy the sadistic nature of their land. They all dress as a jester to some degree.
Beastmen
Barbaric hybrids of man and beast. They take, kill, and rape to their heart's content. Their idea of civilizations is shoddy buildings constructed out of stolen lumber and tools. Or, their preference, killing inhabitants of towns and living inside their buildings. While they were once fought off quite easily by townguards and knights, the end of times has come and strengthened their resolve. What keeps them in check aside from bands of heroes slaughtering small tribes of them is how they squabble among themselves and against other forces of evil.
Common races of beastmen include:
Boarmen - Stout, hairy creatures made of rage. Most wear light armor, but carry two large cleavers.
Bullmen - Also called Minotaurs in some parts of the Sol Empire, they are easily the size of two men and as strong as a dozen.
Catmen - Commonly the brains of any Beastmen assault, planning ambushes and finding weaknesses in defenses. Quite agile compared to the rest of the beastmen.
Wolfmen - Ferocious wolf-like creatures with long arms and large claws.
Undead Legion
The damned forces of the undeath. Bodies that were once dead that now walk the earth, terrorizing and killing all they see. No one knows what the father of death, Gravelord Nero, wants or why he is trying so hard to rid the world of the living.
It's believed that Gravelord Nero, along with his Mortemlords, summon the souls of dead witches and cultists and place them in the bodies of Wights. Wights act like the lower-officers in an army, giving out orders to their platoon of skeletons and zombies all in the name of their Gravelord.
LP: 70 | Zeon: 395 | Class: Wizard
Str: 5 Dex: 6 Agi: 5 Con: 5 Pow: 8 Int: 8 WP: 6 Per: 5
PhR 35, DR 35, VR 35, MR 45, PSR 40
Initiative: 30 Natural, 40 Staff
Attack Ability: 30 Staff
Defense Ability:40 Dodge
Damage: 30 Staff (Impact)
AT:
MA: 30
Magic Projection: 70 Natural, 80 Skull Staff (Death & Necromancy)
Path: Necromancy 40
Abilities: Physical Exemption (50), Natural Knowledge of a Path 40 (Necromancy) (20)
Powers: Skull Staff
Size: 10 Medium | Regeneration: 2 | Movement Value: 5 | Fatigue: 5
Secondary Abilities: Notice 20, History 10, Magic Appraisal 60, Occult 50, Tactics 20
Skull Staff: A staff made of black back that twists into a bleached skull on the top of it, a gift from the Gravelord to all of its spellcaster. It adds +10 to Projection when using Dark or Necromancy spells.
Bone Giant
Level: 4 | Category: Undead
LP: 2100 (140) | Class: Warrior
Str: 12 Dex: 5 Agi: 5 Con: 20 Pow: 3 Int: 3 WP: 4 Per: 5
PhR 90, DR 90, VR 90, MR 40, PSR 40
Initiative: -10 Natural & Bone Blade, 10 Fists
Attack Ability: 110 with Bone Blade
Defense Ability: --
Damage: 40 Fists (Impact), 100 Bone Blade (Cut)
AT: Natural Cut 1 Impact 0 Thrust 4 Heat 0 Electricity 2 Cold 2 Energy 0
Natural Abilities: Area Attack Module
Abilities: Physical Exemption, Without Emotions (Psychological Immunity), Immune to Pain, Regeneration 0, Damage Resistance, Inhumanity, Divine Physical Characteristics
Powers: Vision of the Dead (Extrasensorial Vision), Body of Bones (Physical Armor 4, Conditional)
Size: 32 Giant | Regeneration: 0 | Movement Value: 7 | Fatigue: Tireless
Secondary Abilities: Climb 20, Notice 30, Intimidate 50, Search 20, Feats of Strength 140
Star Thing's
The god-ball that landed far in the north has been slowly corrupting people and animals. It is even, as some whisper, creating its own monsters. There are too few reports and too many of those from madmen to accurately describe its forces. Yet, there is one thing its creatures tend to have in common.
They are demons. While demons were mostly metaphorical, the Star Thing has apparently been reading people's minds, extracting their fears and wants and then crafting creatures out of that. Some are black, tentacle-ridden masses the tear everything they grasp onto. Some are lightly-dressed, pale-skinned horned ones that seduce and slay those they encounter.
Miscellaneous
There exists many monsters in our world, from small to gargantuan. Dragons, for instance, are believed to be divine monsters that the gods sent down to watch over the world. Most don't believe this to be the case anymore, except for the Dragonseekers, except for perhaps the most ancient dragons like Vul'tun'zi.
These beasts have always burdened the lands and have gave great practice to adventurers and would-be heroes.
Church Knights
The Sun Church is a vital part of the Sol Empire, providing many with comfort during times of stress and relief during times of need. It had rarely taken part in warfare, yet the last 15 years has seen it rapidly mobilize. They are a separate entity from the Sol Army and are considerably smaller by comparison, yet are zealot in their beliefs. Many do believe that if they fail, the fate of the Empire is one step closer to falling. That may not be far from the truth...
They are the main force that operates in the north, seeing as the Sol Army believes everything past the Sunset Wall is beyond saving. Their first, and largest, group of soldiers is the men-at-arms. These are your everyday men and women who have been given short training sessions on how to fight, equipped with anything they could find or the town can offer.
Those who have proven themselves in battle, through valor or skill, might have the chance to be promoted to Crusader. They are given chainmail armor and plate helmets, many are further trained in the arts of war by other crusaders or knights. Their white tabards with a symbol of the sun on their chest is a reliving sight for any men-at-arms.
If a crusader survives for long enough, or perhaps shows further acts of valor, they may be knighted. Knights dress in various styles of plate armor and wear various different types of tabards, but all have the identifying golden sun sigil somewhere on the tabard.
Yet, that's not all that the Church Knights use. The few technical dvergr that join the faithful army frequently build war machines for them. While it's mostly for the devrgr to pilot, that is not to say that fortified positions may have a war machine on-hand.
Cursed
There are many cursed ones throughout the world, some referring to them as "Heroes" sometimes sarcastically, and a lot tend to be sent to the northern realm of the Sol Empire. The Star Thing is something that threatens the entire world, not just this sole empire. Since the Curse of Heroes has no discrimination in who it selects, these Cursed come from all walks of life.
Alesia the Wizard
Category Wizard; Level 2
Initiative 40;50 LP 63; AT Leather; Magic Projection 110 Dodge 20 Weapons Quarterstaff; Damage 30
AGI: 6 DEX: 6 CON: 4 STR: 5 PER: 5 INT: 10 WP: 6 POW: 9
Size: 9 Medium | Regeneration: 1 | Movement Value: 6 | Fatigue: 4
Abilities: Herbal Lore 40, Science 30, Notice 20, Search 30, Magic Appraisal 50, Occult 20
Special: The Gift, Mystical Armor (4 AT vs Energy)
Resistance: PhR 30, DR 30, VR 30, MR 45, PsR 40.
MA: 40 Zeon: 520 Level on Path: 50 (Fire; Subpath: Explosive)
Marii
Category Weaponmaster; Level 3
Initiative 45;10 LP220; AT Breastplate; Attack 130; Block 115; Weapons Bastard Sword; Damage 80
AGI: 6 DEX: 7 CON: 11 STR: 9 PER: 6 INT: 5 WP: 7 POW: 5
Size: 14 Medium | Regeneration: 4 | Movement Value: 6 | Fatigue: 11
Abilities: Climb 20, Notice 20, Search 20, Composure 30, Intimidate 20, Feats of Strength 80, Withstand Pain 40 280
Special: Knight Weapon Module, Area Attack Module, Armor Reduction Module (2), Unusual Size, Survivor, Immunity to Pain & Fatigue
Resistance: PhR 60, DR 60, VR 60, MR 45, PsR 50.
Deep in one of the forests is a collection of large paintings. If one were to get too close, they would find a voice that barely speaks above a whisper calling out to them. When too close to the paintings, tendril-vines sprout out and take the gazer inside of it. Into the Wonderland that Alice crafted herself. While it likes vibrant and cute on the outside, it is not the paradise one would want. In fact, one would say it is worse than life on the outside.
There exists a small group that live inside the Wonderland, enjoying the bipolar world. They are called "Happy Folk", for they are always happy no matter what. Perhaps they are numbed to all other emotions or maybe they just enjoy the sadistic nature of their land. They all dress as a jester to some degree.
Spoiler
Pawn
Category Warrior; Level 1
Initiative 75/80; LP 95; AT Leather; Attack 70; Block 70; Weapons Lance; Damage 45
AGI: 6 DEX: 6 CON: 5 STR: 6 PER: 6 INT: 5 WP: 5 POW: 5
Abilities: Jump 30, Notice 35, Search 25, Feats of Strength 40, Composure 20, Intimidate 20, Withstand Pain 20.
Special: Soldier Weapon Module, Acute Senses (+1 to Perc checks, +30 to Notice and Search), Quick Reflexes 2 (+45 Init)
Resistance: PhR 30, DR 30, VR 30, MR 30, PsR 30.
Bunnygirls that wear rather revealing clothing along with leather plates to act as armor. They all look the same, except for a unique few, that either have white hair and clothing or black hair and clothing. Their hair is long, rabbit ears, too, along with a rather cute and short appearance. They wear helmets that match their designation, so a bulbous-like leather cap for these ones.
Bishop
Category Wizard; Level 3
Initiative 65; LP 85; AT Leather; Magic Projection: 100
AGI: 6 DEX: 6 CON: 5 STR: 5 PER: 6 INT: 10 WP: 5 POW: 10
Abilities: Notice 25, Search 20, Science 35, History 45, Medicine 35, Memorize 50, Occult 60, Magic Appraisal 80.
Special: Acute Senses (+1 to Perc checks, +30 to Notice and Search), The Gift
MA: 50 Zeon: 685 Level on Path: 40 (Destruction)
Resistance: PhR 40, DR 40, VR 40, MR 65, PsR 45.
Rook
Level: 3 | Category: Monster
LP: 220 | Class: Weaponmaster
Str: 11 Dex: 5 Agi: 5 Con: 12 Pow: 5 Int: 4 WP: 8 Per: 5
PhR 600, DR 60, VR 60, MR 40, PSR 40
Initiative: 25 Natural, 45 Claws
Attack Ability: 115 with Claws
Defense Ability: 105 Block
Damage: 80 Claws (Cut)
AT: Physical 3, Magical 1
Abilities: Superhuman Physical Abilities, Physical Exemption, Area Attack Combat Module
Powers: The Might Rook (Natural Weapons, Impact, Physical Armor 3, Mystical Armor 1, Movement Value +3), Advancing Rook (Natural Charger)
The Mighty Rook: Being based on a chess piece that can move as much as it wants in a cardinal direction, it has been constructed to be a terrifying creature of sharp claws that can easily break bones, quick feet, and a body made of materials that resists blades and some minor magics.
Advancing Rook: The Rook only needs to move half its movement to charge, which it doubles its strength bonus and adds a +20 to its attack ability when doing so. No attack, except for a critical injury of +50, will stop its charge!
Size: 23 Big | Regeneration: 0 | Movement Value: 8 | Fatigue: 12
Secondary Abilities: Notice 20, Search 20, Intimidate 40, Feats of Strength 95
Large constructs that look more like giant dolls instead of some sort of golem. They have stitched eyes and mouths along with long bunny-like ears. Yet, their claws are far from anything like a rabbit's, being large, pink, and deadly.
Knight
Category Warrior; Level 4
Initiative 105/100; LP170; AT Half Plate; Attack 125; Block 125; Weapons Longsword; Damage 60
AGI: 7 DEX: 8 CON: 8 STR: 8 PER: 7 INT: 6 WP: 6 POW: 5
Abilities: Notice 50, Search 50, Feats of Strength 60, Composure 30, Intimidate 30, Withstand Pain 30.
Special: Soldier Weapon Module, Acute Senses (+1 to Perc checks, +30 to Notice and Search), Quick Reflexes 2 (+45 Init)
Resistance: PhR 55, DR 55, VR 55, MR 45, PsR 50.
Category Warrior; Level 1
Initiative 75/80; LP 95; AT Leather; Attack 70; Block 70; Weapons Lance; Damage 45
AGI: 6 DEX: 6 CON: 5 STR: 6 PER: 6 INT: 5 WP: 5 POW: 5
Abilities: Jump 30, Notice 35, Search 25, Feats of Strength 40, Composure 20, Intimidate 20, Withstand Pain 20.
Special: Soldier Weapon Module, Acute Senses (+1 to Perc checks, +30 to Notice and Search), Quick Reflexes 2 (+45 Init)
Resistance: PhR 30, DR 30, VR 30, MR 30, PsR 30.
Bunnygirls that wear rather revealing clothing along with leather plates to act as armor. They all look the same, except for a unique few, that either have white hair and clothing or black hair and clothing. Their hair is long, rabbit ears, too, along with a rather cute and short appearance. They wear helmets that match their designation, so a bulbous-like leather cap for these ones.
Bishop
Category Wizard; Level 3
Initiative 65; LP 85; AT Leather; Magic Projection: 100
AGI: 6 DEX: 6 CON: 5 STR: 5 PER: 6 INT: 10 WP: 5 POW: 10
Abilities: Notice 25, Search 20, Science 35, History 45, Medicine 35, Memorize 50, Occult 60, Magic Appraisal 80.
Special: Acute Senses (+1 to Perc checks, +30 to Notice and Search), The Gift
MA: 50 Zeon: 685 Level on Path: 40 (Destruction)
Resistance: PhR 40, DR 40, VR 40, MR 65, PsR 45.
Rook
Level: 3 | Category: Monster
LP: 220 | Class: Weaponmaster
Str: 11 Dex: 5 Agi: 5 Con: 12 Pow: 5 Int: 4 WP: 8 Per: 5
PhR 600, DR 60, VR 60, MR 40, PSR 40
Initiative: 25 Natural, 45 Claws
Attack Ability: 115 with Claws
Defense Ability: 105 Block
Damage: 80 Claws (Cut)
AT: Physical 3, Magical 1
Abilities: Superhuman Physical Abilities, Physical Exemption, Area Attack Combat Module
Powers: The Might Rook (Natural Weapons, Impact, Physical Armor 3, Mystical Armor 1, Movement Value +3), Advancing Rook (Natural Charger)
The Mighty Rook: Being based on a chess piece that can move as much as it wants in a cardinal direction, it has been constructed to be a terrifying creature of sharp claws that can easily break bones, quick feet, and a body made of materials that resists blades and some minor magics.
Advancing Rook: The Rook only needs to move half its movement to charge, which it doubles its strength bonus and adds a +20 to its attack ability when doing so. No attack, except for a critical injury of +50, will stop its charge!
Size: 23 Big | Regeneration: 0 | Movement Value: 8 | Fatigue: 12
Secondary Abilities: Notice 20, Search 20, Intimidate 40, Feats of Strength 95
Large constructs that look more like giant dolls instead of some sort of golem. They have stitched eyes and mouths along with long bunny-like ears. Yet, their claws are far from anything like a rabbit's, being large, pink, and deadly.
Knight
Category Warrior; Level 4
Initiative 105/100; LP170; AT Half Plate; Attack 125; Block 125; Weapons Longsword; Damage 60
AGI: 7 DEX: 8 CON: 8 STR: 8 PER: 7 INT: 6 WP: 6 POW: 5
Abilities: Notice 50, Search 50, Feats of Strength 60, Composure 30, Intimidate 30, Withstand Pain 30.
Special: Soldier Weapon Module, Acute Senses (+1 to Perc checks, +30 to Notice and Search), Quick Reflexes 2 (+45 Init)
Resistance: PhR 55, DR 55, VR 55, MR 45, PsR 50.
Barbaric hybrids of man and beast. They take, kill, and rape to their heart's content. Their idea of civilizations is shoddy buildings constructed out of stolen lumber and tools. Or, their preference, killing inhabitants of towns and living inside their buildings. While they were once fought off quite easily by townguards and knights, the end of times has come and strengthened their resolve. What keeps them in check aside from bands of heroes slaughtering small tribes of them is how they squabble among themselves and against other forces of evil.
Common races of beastmen include:
Boarmen - Stout, hairy creatures made of rage. Most wear light armor, but carry two large cleavers.
Bullmen - Also called Minotaurs in some parts of the Sol Empire, they are easily the size of two men and as strong as a dozen.
Catmen - Commonly the brains of any Beastmen assault, planning ambushes and finding weaknesses in defenses. Quite agile compared to the rest of the beastmen.
Wolfmen - Ferocious wolf-like creatures with long arms and large claws.
Spoiler
Boarman
Level: 2 | Category: Monster
LP: 160 | Class: Weaponmaster
Str: 9 Dex: 6 Agi: 4 Con: 9 Pow: 5 Int: 4 WP: 8 Per: 5
PhR 45, DR 45, VR 45, MR 35, PSR 45
Initiative: 25 Natural, 25 Cleavers
Attack Ability: 75 with Cleavers
Defense Ability: 65 Block
Damage: 55 Cleavers (Cut)
AT: Cut 1, Thrust 2, Heat 1, Elec 2, Cold 1
Abilities: Acute Sense (Smell), Ambidextrous, Fatigue Resistance (2) (60)
Powers: Rage of the Boar
Rage of the Boar: Once a Boarman drops to 20% of their LP, they enter a blind rage, jumping all about and smashing everything with their cleavers. They make an Area Attack with only a -25 penalty and add 20 to their damage.
Size: 18 Medium | Regeneration: 2 | Movement Value: 4 | Fatigue: 13
Secondary Abilities: Athleticism 35 , Climb 5, Jump 15, Intimidate 30, Notice 20, Track 30, Composure 50, Withstand Pain 60, Feats of Strength 50
Minotaur
Level: 3 | Category: Monster
LP: 745 Damage Resistance (100 DP) | Class: Warrior
Str: 12 Dex: 5 Agi: 5 Con: 12 Pow: 5 Int: 4 WP: 6 Per: 5
PhR 55, DR 55, VR 55, MR 35, PSR 45
Initiative: 45 Natural, 30 with Ax
Attack Ability: 110 with Ax, 110 with Horns
Defense Ability: 0
Damage: 90 Ax (Cut), 60 Horns (Thrust)
AT: 3, 0 vs Energy
Abilities: Supernatural Physical Characteristics, Natural Armor 3, Natural Weapons (Horns), Increased Reaction 2 (90), Movement Value +2
Power: Unstoppable Charge
Unstoppable Charge: If a Minotaur declares a charge against a creature more than 50 feet away, it can continue the attack even if it is put on the defensive or takes damage; it simply continues on like an unstoppable mass. Only a hit that causes a Critical (regardless of whether or not it has an additional effect) will stop its attack.
Size: 24 Big | Regeneration: 3 | Movement Value: 7 | Fatigue: 12
Secondary Abilities: Athleticism 20, Notice 35, Feats of Strength 105, Composure 15, Withstand Pain 90
Wolfman
Level: 3 | Category: Monster
LP: 171 | Class: Warrior
Str: 8 Dex: 6 Agi: 6 Con: 8 Pow: 5 Int: 4 WP: 8 Per: 6
PhR 50, DR 50, VR 50, MR 40, PSR 50
Initiative: 30 Natural, 30 Cleavers
Attack Ability: 105 with Cleavers
Defense Ability: 95 Block
Damage: 60 Claws (Cut)
AT: Cut 2, Thrust 2, Impact 1, Heat 1, Cold 1
Abilities: Acute Sense (Smell, Hearing),
Powers: Natural Weapons (+20 Damage), Rip 'n Tear (Up to 80 ft, 60 base damage, 10 foot radius = 40 + 50 = 90)
Rip 'n Tear: The wolfman leaps into the air, as far as 80 ft., to assault its target. Its claws tear apart everything in front of him, forcing anyone within a 5-foot radius to defend against the attack. It can also maintain the attack for another turn.
Size: 16 Medium | Regeneration: 2 | Movement Value: 6 | Fatigue: 8
Secondary Abilities: Climb 20, Jump 30, Notice 25, Track 55, Withstand Pain 30, Feats of Strength 55
Direwolf
Level: 1 | Category: Monster
LP: 120 | Class: Freelance
Str: 8 Dex: 5 Agi: 4 Con: 8 Pow: 5 Int: 4 WP: 5 Per: 10
PhR 40, DR 40, VR 40, MR 30, PSR 30
Initiative: 60 Natural
Attack Ability: 60 Fangs & Claws
Defense Ability: 50 Dodge
Damage: 50 Fangs & Claws (Impact)
AT: 0
Abilities: Natural Weapons: Fangs & Claws (Thrust), Acute Sense (Smell)
Size: Medium | Regeneration: 2 | Movement Value: 4 | Fatigue: 13
Secondary Abilities: Stealth 50, Notice 70, Search 35, Hide 50, Track 50, Jump 20, Intimidate 20, Climb 20, Swim 20.
Level: 2 | Category: Monster
LP: 160 | Class: Weaponmaster
Str: 9 Dex: 6 Agi: 4 Con: 9 Pow: 5 Int: 4 WP: 8 Per: 5
PhR 45, DR 45, VR 45, MR 35, PSR 45
Initiative: 25 Natural, 25 Cleavers
Attack Ability: 75 with Cleavers
Defense Ability: 65 Block
Damage: 55 Cleavers (Cut)
AT: Cut 1, Thrust 2, Heat 1, Elec 2, Cold 1
Abilities: Acute Sense (Smell), Ambidextrous, Fatigue Resistance (2) (60)
Powers: Rage of the Boar
Rage of the Boar: Once a Boarman drops to 20% of their LP, they enter a blind rage, jumping all about and smashing everything with their cleavers. They make an Area Attack with only a -25 penalty and add 20 to their damage.
Size: 18 Medium | Regeneration: 2 | Movement Value: 4 | Fatigue: 13
Secondary Abilities: Athleticism 35 , Climb 5, Jump 15, Intimidate 30, Notice 20, Track 30, Composure 50, Withstand Pain 60, Feats of Strength 50
Minotaur
Level: 3 | Category: Monster
LP: 745 Damage Resistance (100 DP) | Class: Warrior
Str: 12 Dex: 5 Agi: 5 Con: 12 Pow: 5 Int: 4 WP: 6 Per: 5
PhR 55, DR 55, VR 55, MR 35, PSR 45
Initiative: 45 Natural, 30 with Ax
Attack Ability: 110 with Ax, 110 with Horns
Defense Ability: 0
Damage: 90 Ax (Cut), 60 Horns (Thrust)
AT: 3, 0 vs Energy
Abilities: Supernatural Physical Characteristics, Natural Armor 3, Natural Weapons (Horns), Increased Reaction 2 (90), Movement Value +2
Power: Unstoppable Charge
Unstoppable Charge: If a Minotaur declares a charge against a creature more than 50 feet away, it can continue the attack even if it is put on the defensive or takes damage; it simply continues on like an unstoppable mass. Only a hit that causes a Critical (regardless of whether or not it has an additional effect) will stop its attack.
Size: 24 Big | Regeneration: 3 | Movement Value: 7 | Fatigue: 12
Secondary Abilities: Athleticism 20, Notice 35, Feats of Strength 105, Composure 15, Withstand Pain 90
Wolfman
Level: 3 | Category: Monster
LP: 171 | Class: Warrior
Str: 8 Dex: 6 Agi: 6 Con: 8 Pow: 5 Int: 4 WP: 8 Per: 6
PhR 50, DR 50, VR 50, MR 40, PSR 50
Initiative: 30 Natural, 30 Cleavers
Attack Ability: 105 with Cleavers
Defense Ability: 95 Block
Damage: 60 Claws (Cut)
AT: Cut 2, Thrust 2, Impact 1, Heat 1, Cold 1
Abilities: Acute Sense (Smell, Hearing),
Powers: Natural Weapons (+20 Damage), Rip 'n Tear (Up to 80 ft, 60 base damage, 10 foot radius = 40 + 50 = 90)
Rip 'n Tear: The wolfman leaps into the air, as far as 80 ft., to assault its target. Its claws tear apart everything in front of him, forcing anyone within a 5-foot radius to defend against the attack. It can also maintain the attack for another turn.
Size: 16 Medium | Regeneration: 2 | Movement Value: 6 | Fatigue: 8
Secondary Abilities: Climb 20, Jump 30, Notice 25, Track 55, Withstand Pain 30, Feats of Strength 55
Direwolf
Level: 1 | Category: Monster
LP: 120 | Class: Freelance
Str: 8 Dex: 5 Agi: 4 Con: 8 Pow: 5 Int: 4 WP: 5 Per: 10
PhR 40, DR 40, VR 40, MR 30, PSR 30
Initiative: 60 Natural
Attack Ability: 60 Fangs & Claws
Defense Ability: 50 Dodge
Damage: 50 Fangs & Claws (Impact)
AT: 0
Abilities: Natural Weapons: Fangs & Claws (Thrust), Acute Sense (Smell)
Size: Medium | Regeneration: 2 | Movement Value: 4 | Fatigue: 13
Secondary Abilities: Stealth 50, Notice 70, Search 35, Hide 50, Track 50, Jump 20, Intimidate 20, Climb 20, Swim 20.
Undead Legion
The damned forces of the undeath. Bodies that were once dead that now walk the earth, terrorizing and killing all they see. No one knows what the father of death, Gravelord Nero, wants or why he is trying so hard to rid the world of the living.
It's believed that Gravelord Nero, along with his Mortemlords, summon the souls of dead witches and cultists and place them in the bodies of Wights. Wights act like the lower-officers in an army, giving out orders to their platoon of skeletons and zombies all in the name of their Gravelord.
Spoiler
Wight
Level: 2 | Category: Between WorldsLP: 70 | Zeon: 395 | Class: Wizard
Str: 5 Dex: 6 Agi: 5 Con: 5 Pow: 8 Int: 8 WP: 6 Per: 5
PhR 35, DR 35, VR 35, MR 45, PSR 40
Initiative: 30 Natural, 40 Staff
Attack Ability: 30 Staff
Defense Ability:40 Dodge
Damage: 30 Staff (Impact)
AT:
MA: 30
Magic Projection: 70 Natural, 80 Skull Staff (Death & Necromancy)
Path: Necromancy 40
Abilities: Physical Exemption (50), Natural Knowledge of a Path 40 (Necromancy) (20)
Powers: Skull Staff
Size: 10 Medium | Regeneration: 2 | Movement Value: 5 | Fatigue: 5
Secondary Abilities: Notice 20, History 10, Magic Appraisal 60, Occult 50, Tactics 20
Skull Staff: A staff made of black back that twists into a bleached skull on the top of it, a gift from the Gravelord to all of its spellcaster. It adds +10 to Projection when using Dark or Necromancy spells.
Bone Giant
Level: 4 | Category: Undead
LP: 2100 (140) | Class: Warrior
Str: 12 Dex: 5 Agi: 5 Con: 20 Pow: 3 Int: 3 WP: 4 Per: 5
PhR 90, DR 90, VR 90, MR 40, PSR 40
Initiative: -10 Natural & Bone Blade, 10 Fists
Attack Ability: 110 with Bone Blade
Defense Ability: --
Damage: 40 Fists (Impact), 100 Bone Blade (Cut)
AT: Natural Cut 1 Impact 0 Thrust 4 Heat 0 Electricity 2 Cold 2 Energy 0
Natural Abilities: Area Attack Module
Abilities: Physical Exemption, Without Emotions (Psychological Immunity), Immune to Pain, Regeneration 0, Damage Resistance, Inhumanity, Divine Physical Characteristics
Powers: Vision of the Dead (Extrasensorial Vision), Body of Bones (Physical Armor 4, Conditional)
Size: 32 Giant | Regeneration: 0 | Movement Value: 7 | Fatigue: Tireless
Secondary Abilities: Climb 20, Notice 30, Intimidate 50, Search 20, Feats of Strength 140
The god-ball that landed far in the north has been slowly corrupting people and animals. It is even, as some whisper, creating its own monsters. There are too few reports and too many of those from madmen to accurately describe its forces. Yet, there is one thing its creatures tend to have in common.
They are demons. While demons were mostly metaphorical, the Star Thing has apparently been reading people's minds, extracting their fears and wants and then crafting creatures out of that. Some are black, tentacle-ridden masses the tear everything they grasp onto. Some are lightly-dressed, pale-skinned horned ones that seduce and slay those they encounter.
Spoiler
Blood Prophet
Level: 4 | Category: Monster
LP: 160 | Class: Weaponmaster
Str: 6 Dex: 6 Agi: 8 Con: 6 Pow: 9 Int: 8 WP: 10 Per: 7
PhR 45, DR 45, VR 45, MR 35, PSR 45
Initiative: 25 Natural, 25 Cleavers
Attack Ability: 70 with Cleavers
Defense Ability: 60 Block
Damage: 55 Cleavers (Cut)
AT: Cut 1, Thrust 2, Heat 1, Elec 2, Cold 1
Essential Abilities: Does Not Sleep or Eat, Immune to Natural Poisons (40), Natural Knowledge of a Path 60 (Destruction, Subpath: Blood) (30), Unspoken Casting (20), Special Attack (Blood Whip, 80 ft. distance, 60 base damage, Without Limits (90)), Physical & Mystical Armor 3 (60)
Powers: The Prophet's Domain
The Prophet's Domain: Prophets live in a large pool of blood, usually within a site that was once travelled by many people such as churches, bathhouses, brothels, whatever. The blood covers the entire floor, being a bit over ankle-deep. While within the blood, it is not possible to hide from the Blood Prophet.
Size: 18 Medium | Regeneration: 2 | Movement Value: 4 | Fatigue: 13
Secondary Abilities: Athleticism 35 , Climb 5, Jump 15, Intimidate 30, Notice 20, Track 30, Composure 50, Withstand Pain 60, Feats of Strength 50
Nightstalker
A specialized creature of the Star Thing. They commonly take on the appearance of young women with horns and wings, sporting little clothing in the process. They are born assassins and thirst for nothing more but to put an end to anyone who stands in the Star Thing's ways. When they aren't killing, they tend to be hiding among human settlements for whatever reason.
Level: 3 | Category: Monster
LP: 100 | Class: Assassin
Str: 6 Dex: 7 Agi: 8 Con: 6 Pow: 7 Int: 6 WP: 8 Per: 6
PhR 40, DR 40, VR 40, MR 45, PSR 45
Initiative: 70 Natural, 95 Star-Daggers
Attack Ability: 110 with Dual-Daggers
Defense Ability: 100 Dodge
Damage: 40 Star-Daggers (Cut)
AT: Natural All 2
Essential Abilities: Ambidextrous (30), Does Not Sleep or Eat (20), Immune to Natural Poisons (40), Natural Knowledge of a Path 40 (Illusions) (20),
Powers: Star Thing's Crafted Body (Physical & Mystical Armor 2), Nightstalker's Wings (Mystical Flight 6)
Size: 12 Medium | Regeneration: 2 | Movement Value: 8 | Fatigue: 6
Secondary Abilities: Acrobatics 30, Persuasion 25, Notice 55, Search 65, Track 25, Hide 70, Stealth 80, Sleight of Hand 30
Level: 4 | Category: Monster
LP: 160 | Class: Weaponmaster
Str: 6 Dex: 6 Agi: 8 Con: 6 Pow: 9 Int: 8 WP: 10 Per: 7
PhR 45, DR 45, VR 45, MR 35, PSR 45
Initiative: 25 Natural, 25 Cleavers
Attack Ability: 70 with Cleavers
Defense Ability: 60 Block
Damage: 55 Cleavers (Cut)
AT: Cut 1, Thrust 2, Heat 1, Elec 2, Cold 1
Essential Abilities: Does Not Sleep or Eat, Immune to Natural Poisons (40), Natural Knowledge of a Path 60 (Destruction, Subpath: Blood) (30), Unspoken Casting (20), Special Attack (Blood Whip, 80 ft. distance, 60 base damage, Without Limits (90)), Physical & Mystical Armor 3 (60)
Powers: The Prophet's Domain
The Prophet's Domain: Prophets live in a large pool of blood, usually within a site that was once travelled by many people such as churches, bathhouses, brothels, whatever. The blood covers the entire floor, being a bit over ankle-deep. While within the blood, it is not possible to hide from the Blood Prophet.
Size: 18 Medium | Regeneration: 2 | Movement Value: 4 | Fatigue: 13
Secondary Abilities: Athleticism 35 , Climb 5, Jump 15, Intimidate 30, Notice 20, Track 30, Composure 50, Withstand Pain 60, Feats of Strength 50
Nightstalker
A specialized creature of the Star Thing. They commonly take on the appearance of young women with horns and wings, sporting little clothing in the process. They are born assassins and thirst for nothing more but to put an end to anyone who stands in the Star Thing's ways. When they aren't killing, they tend to be hiding among human settlements for whatever reason.
Level: 3 | Category: Monster
LP: 100 | Class: Assassin
Str: 6 Dex: 7 Agi: 8 Con: 6 Pow: 7 Int: 6 WP: 8 Per: 6
PhR 40, DR 40, VR 40, MR 45, PSR 45
Initiative: 70 Natural, 95 Star-Daggers
Attack Ability: 110 with Dual-Daggers
Defense Ability: 100 Dodge
Damage: 40 Star-Daggers (Cut)
AT: Natural All 2
Essential Abilities: Ambidextrous (30), Does Not Sleep or Eat (20), Immune to Natural Poisons (40), Natural Knowledge of a Path 40 (Illusions) (20),
Powers: Star Thing's Crafted Body (Physical & Mystical Armor 2), Nightstalker's Wings (Mystical Flight 6)
Size: 12 Medium | Regeneration: 2 | Movement Value: 8 | Fatigue: 6
Secondary Abilities: Acrobatics 30, Persuasion 25, Notice 55, Search 65, Track 25, Hide 70, Stealth 80, Sleight of Hand 30
There exists many monsters in our world, from small to gargantuan. Dragons, for instance, are believed to be divine monsters that the gods sent down to watch over the world. Most don't believe this to be the case anymore, except for the Dragonseekers, except for perhaps the most ancient dragons like Vul'tun'zi.
These beasts have always burdened the lands and have gave great practice to adventurers and would-be heroes.
Spoiler
Lizardman Warrior
Level: 3 | Category: Monster
LP: 155 | Class: Warrior
Str: 8 Dex: 6 Agi: 5 Con: 8 Pow: 5 Int: 5 WP: 6 Per: 6
PhR 50, DR 50, VR 60, MR 40, PSR 45
Initiative: 40 Natural, 60 Unarmed, 10 Axe, 20 Shield
Attack Ability: 115 with Battle Axe
Defense Ability: 95 Block, 115 w/Shield
Damage: 55 Axe (Cut), 30 Shield (Impact)
AT: Cut 2, Thrust 2, Impact 1, Heat 1, Elec 2, Cold 2 (Natural + Fur)
Abilities: Acute Sense (Hearing), Aquatic Breathing, Cold-Blooded (Physical Need (Heat), Natural Vulnerability to an Element, 50% More Damage (Cold))
Powers: Reptilian Body (Natural Weapons, Aquatic Movement, Regeneration 8, Physical Armor 1 (Limited: Cold), +10 to Venom Resistance)
Cold-Blooded: Like all reptiles, the lizardman require heat to regulate their body temperature even if their bodies can somewhat do it. If they go without a nice, baking heat source for long, or are exposed to the freezing cold, they will perish.
Reptilian Body: Lizardman have large, sharp teeth that can rip flesh from bone and tough scales that could stop a knife, but fairs poorly against the cold. Due to their preferred environments of swamps, they are naturally great swimmers and are more resistant to poisons. They also have a far superior healing factor thanks to their ancestral blood.
Size: 16 Medium | Regeneration: 8 | Movement Value: 5 | Fatigue: 8
Secondary Abilities: 15 Athletics, 30 Swim, 25 Notice, 25 Search, 25 Track, 35 Withstand Pain, 75 Feats of Strength, 20 Stealth
Lizardman are commonly seen within the forest, waging war with their neighbors, elves, due to ancestral grudges. They have a preferred tactic of waiting in deep water and pulling unsuspecting travelers under, biting their throats out or simply waiting until they drown. Some lizardmen are accepted into society and have their skills used to discover underwater treasure or simply act as muscle.
Kobold Scavenger
Level: 1 | Category: Monster
LP: 60 | Class: Freelancer
Str: 4 Dex: 6 Agi: 6 Con: 5 Pow: 5 Int: 4 WP: 5 Per: 5
PhR 25, DR 25, VR 25, MR 30, PSR 30
Initiative: 25 Natural, 40 Sword, 45 Unarmed
Attack Ability: 55 with Sword
Defense Ability: 50 Dodge
Damage: 40 Sword (Cut), 40 Claws (Cut)
AT: Cut 1, Thrust 1, Impact 1, Heat 1, Elec 1, Cold 1
Abilities: N/A
Powers: Reptilian Body (Natural Weapons, Physical Armor 1), Lizards of the Caves (Nightvision, Subterranean Movement) 50
Lizard of the Caves: These lizards prefer to stick to caves and underground caverns, digging through rock with their large claws, eating mushrooms and insects, and being able to decently in the dark.
Reptilian Body: The kobold have soft scales, which are just hard enough to lessen the impact of having a rock thrown at them. They also have large claws.
Size: 9 Medium | Regeneration: 1 | Movement Value: 6 | Fatigue: 4
Secondary Abilities: Climb 35, Notice 20, Hide 50, Search 30, Stealth 45, Theft 45, Persuasion 20
Not many know how the kobolds fit within Lizardmen society, but they are frequently used as fodder, thieves, and miners by the lizardmen. They're smaller than a lizardman, being a little taller than a human child, yet still have a sense of ferocity to them. Some of them are described as "cute" despite how sadistic they can be at times.
LP: 300 (DR) (60) | Class: Shadow
Str: 6 Dex: 6 Agi: 5 Con: 8 Pow: 5 Int: 4 WP: 8 Per: 5
PhR 45, DR 45, VR 45, MR 35, PSR 45
Initiative: 25 Natural
Attack Ability: 60 Tentacles
Defense Ability: --
Damage: 45 Tentacles (Impact)
AT: 2, 0 Energy
Abilities: Tireless, Does Not Sleep, Immune to Natural Poisons, Disease, and Climate (70), Damage Resistance, Physical Need (Energy (-10)
Powers: Mimicry (Advanced Metamorphosis) (100), Natural Weapons (20), Natural Armor 2 (20) Special Trapping 8 (20), Addiitonal Attack at -40 (40)
Size: 18 Medium | Regeneration: 2 | Movement Value: 5 |
Secondary Abilities: Notice 100 (120), Track 40 (80), Search 20, Hide 20, Stealth 20, Feats of Strength 40 (80)
Mimicry: When a mimic takes on the shape of an object, it takes a Difficult Notice check or a Moderate Magical Appraisal check. If they fail to and interact with the mimic, they get a surprise attack off on the target.
Level: 3 | Category: Monster
LP: 155 | Class: Warrior
Str: 8 Dex: 6 Agi: 5 Con: 8 Pow: 5 Int: 5 WP: 6 Per: 6
PhR 50, DR 50, VR 60, MR 40, PSR 45
Initiative: 40 Natural, 60 Unarmed, 10 Axe, 20 Shield
Attack Ability: 115 with Battle Axe
Defense Ability: 95 Block, 115 w/Shield
Damage: 55 Axe (Cut), 30 Shield (Impact)
AT: Cut 2, Thrust 2, Impact 1, Heat 1, Elec 2, Cold 2 (Natural + Fur)
Abilities: Acute Sense (Hearing), Aquatic Breathing, Cold-Blooded (Physical Need (Heat), Natural Vulnerability to an Element, 50% More Damage (Cold))
Powers: Reptilian Body (Natural Weapons, Aquatic Movement, Regeneration 8, Physical Armor 1 (Limited: Cold), +10 to Venom Resistance)
Cold-Blooded: Like all reptiles, the lizardman require heat to regulate their body temperature even if their bodies can somewhat do it. If they go without a nice, baking heat source for long, or are exposed to the freezing cold, they will perish.
Reptilian Body: Lizardman have large, sharp teeth that can rip flesh from bone and tough scales that could stop a knife, but fairs poorly against the cold. Due to their preferred environments of swamps, they are naturally great swimmers and are more resistant to poisons. They also have a far superior healing factor thanks to their ancestral blood.
Size: 16 Medium | Regeneration: 8 | Movement Value: 5 | Fatigue: 8
Secondary Abilities: 15 Athletics, 30 Swim, 25 Notice, 25 Search, 25 Track, 35 Withstand Pain, 75 Feats of Strength, 20 Stealth
Lizardman are commonly seen within the forest, waging war with their neighbors, elves, due to ancestral grudges. They have a preferred tactic of waiting in deep water and pulling unsuspecting travelers under, biting their throats out or simply waiting until they drown. Some lizardmen are accepted into society and have their skills used to discover underwater treasure or simply act as muscle.
Kobold Scavenger
Level: 1 | Category: Monster
LP: 60 | Class: Freelancer
Str: 4 Dex: 6 Agi: 6 Con: 5 Pow: 5 Int: 4 WP: 5 Per: 5
PhR 25, DR 25, VR 25, MR 30, PSR 30
Initiative: 25 Natural, 40 Sword, 45 Unarmed
Attack Ability: 55 with Sword
Defense Ability: 50 Dodge
Damage: 40 Sword (Cut), 40 Claws (Cut)
AT: Cut 1, Thrust 1, Impact 1, Heat 1, Elec 1, Cold 1
Abilities: N/A
Powers: Reptilian Body (Natural Weapons, Physical Armor 1), Lizards of the Caves (Nightvision, Subterranean Movement) 50
Lizard of the Caves: These lizards prefer to stick to caves and underground caverns, digging through rock with their large claws, eating mushrooms and insects, and being able to decently in the dark.
Reptilian Body: The kobold have soft scales, which are just hard enough to lessen the impact of having a rock thrown at them. They also have large claws.
Size: 9 Medium | Regeneration: 1 | Movement Value: 6 | Fatigue: 4
Secondary Abilities: Climb 35, Notice 20, Hide 50, Search 30, Stealth 45, Theft 45, Persuasion 20
Not many know how the kobolds fit within Lizardmen society, but they are frequently used as fodder, thieves, and miners by the lizardmen. They're smaller than a lizardman, being a little taller than a human child, yet still have a sense of ferocity to them. Some of them are described as "cute" despite how sadistic they can be at times.
Mimic
Level: 2 | Category: MonsterLP: 300 (DR) (60) | Class: Shadow
Str: 6 Dex: 6 Agi: 5 Con: 8 Pow: 5 Int: 4 WP: 8 Per: 5
PhR 45, DR 45, VR 45, MR 35, PSR 45
Initiative: 25 Natural
Attack Ability: 60 Tentacles
Defense Ability: --
Damage: 45 Tentacles (Impact)
AT: 2, 0 Energy
Abilities: Tireless, Does Not Sleep, Immune to Natural Poisons, Disease, and Climate (70), Damage Resistance, Physical Need (Energy (-10)
Powers: Mimicry (Advanced Metamorphosis) (100), Natural Weapons (20), Natural Armor 2 (20) Special Trapping 8 (20), Addiitonal Attack at -40 (40)
Size: 18 Medium | Regeneration: 2 | Movement Value: 5 |
Secondary Abilities: Notice 100 (120), Track 40 (80), Search 20, Hide 20, Stealth 20, Feats of Strength 40 (80)
Mimicry: When a mimic takes on the shape of an object, it takes a Difficult Notice check or a Moderate Magical Appraisal check. If they fail to and interact with the mimic, they get a surprise attack off on the target.
The Sun Church is a vital part of the Sol Empire, providing many with comfort during times of stress and relief during times of need. It had rarely taken part in warfare, yet the last 15 years has seen it rapidly mobilize. They are a separate entity from the Sol Army and are considerably smaller by comparison, yet are zealot in their beliefs. Many do believe that if they fail, the fate of the Empire is one step closer to falling. That may not be far from the truth...
They are the main force that operates in the north, seeing as the Sol Army believes everything past the Sunset Wall is beyond saving. Their first, and largest, group of soldiers is the men-at-arms. These are your everyday men and women who have been given short training sessions on how to fight, equipped with anything they could find or the town can offer.
Those who have proven themselves in battle, through valor or skill, might have the chance to be promoted to Crusader. They are given chainmail armor and plate helmets, many are further trained in the arts of war by other crusaders or knights. Their white tabards with a symbol of the sun on their chest is a reliving sight for any men-at-arms.
If a crusader survives for long enough, or perhaps shows further acts of valor, they may be knighted. Knights dress in various styles of plate armor and wear various different types of tabards, but all have the identifying golden sun sigil somewhere on the tabard.
Yet, that's not all that the Church Knights use. The few technical dvergr that join the faithful army frequently build war machines for them. While it's mostly for the devrgr to pilot, that is not to say that fortified positions may have a war machine on-hand.
Spoiler
Men-at-Arms
Category Freelance; Level 1
Initiative 45/25; LP 75; AT Leather; Attack 40; Block 40; Weapons Longsword; Damage 50
AGI: 5 DEX: 5 CON: 5 STR: 6 PER: 5 INT: 5 WP: 5 POW: 5
Abilities: Athleticism 20, Jump 20, Climb 20, Notice 30, Search 20, Feats of Strength 10, Animals 30, Herbal Lore 25, Swim 20, Composure 10
Special: Soldier Weapon Module
Resistance: PhR 30, DR 30, VR 30, MR 30, PsR 30.
Crusader
Category Warrior; Level 2
Initiative 55/35; LP125; AT Chainmail; Attack 90; Block 90; Weapons Longsword; Damage 55
AGI: 5 DEX: 7 CON: 7 STR: 7 PER: 5 INT: 5 WP: 5 POW: 5
Abilities: Notice 30, Search 20, Feats of Strength 40, Composure 25, Intimidate 25, Withstand Pain 25.
Special: Soldier Weapon Module
Resistance: PhR 40, DR 40, VR 40, MR 35, PsR 35.
Knight
Category Warrior; Level 4
Initiative 60/55; LP170; AT Fullplate; Attack 125; Block 125; Weapons Longsword; Damage 60
AGI: 6 DEX: 8 CON: 8 STR: 8 PER: 6 INT: 6 WP: 6 POW: 5
Abilities: Notice 50, Search 50, Feats of Strength 60, Composure 30, Intimidate 30, Withstand Pain 30.
Special: Soldier Weapon Module
Resistance: PhR 55, DR 55, VR 55, MR 45, PsR 50.
Oni Knight
Category Warrior; Level 4
Initiative 60/-10; LP220; AT Full Heavy Plate; Attack 125; Block 125; Weapons Two-handed Axe; Damage 130
AGI: 6 DEX: 8 CON: 9 STR: 10 PER: 6 INT: 6 WP: 6 POW: 5
Abilities: Notice 50, Search 50, Feats of Strength 65, Composure 30, Intimidate 30, Withstand Pain 30.
Special: Soldier Weapon Module
Resistance: PhR 70, DR 55, VR 55, MR 45, PsR 50.
Category Freelance; Level 1
Initiative 45/25; LP 75; AT Leather; Attack 40; Block 40; Weapons Longsword; Damage 50
AGI: 5 DEX: 5 CON: 5 STR: 6 PER: 5 INT: 5 WP: 5 POW: 5
Abilities: Athleticism 20, Jump 20, Climb 20, Notice 30, Search 20, Feats of Strength 10, Animals 30, Herbal Lore 25, Swim 20, Composure 10
Special: Soldier Weapon Module
Resistance: PhR 30, DR 30, VR 30, MR 30, PsR 30.
Crusader
Category Warrior; Level 2
Initiative 55/35; LP125; AT Chainmail; Attack 90; Block 90; Weapons Longsword; Damage 55
AGI: 5 DEX: 7 CON: 7 STR: 7 PER: 5 INT: 5 WP: 5 POW: 5
Abilities: Notice 30, Search 20, Feats of Strength 40, Composure 25, Intimidate 25, Withstand Pain 25.
Special: Soldier Weapon Module
Resistance: PhR 40, DR 40, VR 40, MR 35, PsR 35.
Knight
Category Warrior; Level 4
Initiative 60/55; LP170; AT Fullplate; Attack 125; Block 125; Weapons Longsword; Damage 60
AGI: 6 DEX: 8 CON: 8 STR: 8 PER: 6 INT: 6 WP: 6 POW: 5
Abilities: Notice 50, Search 50, Feats of Strength 60, Composure 30, Intimidate 30, Withstand Pain 30.
Special: Soldier Weapon Module
Resistance: PhR 55, DR 55, VR 55, MR 45, PsR 50.
Oni Knight
Category Warrior; Level 4
Initiative 60/-10; LP220; AT Full Heavy Plate; Attack 125; Block 125; Weapons Two-handed Axe; Damage 130
AGI: 6 DEX: 8 CON: 9 STR: 10 PER: 6 INT: 6 WP: 6 POW: 5
Abilities: Notice 50, Search 50, Feats of Strength 65, Composure 30, Intimidate 30, Withstand Pain 30.
Special: Soldier Weapon Module
Resistance: PhR 70, DR 55, VR 55, MR 45, PsR 50.
There are many cursed ones throughout the world, some referring to them as "Heroes" sometimes sarcastically, and a lot tend to be sent to the northern realm of the Sol Empire. The Star Thing is something that threatens the entire world, not just this sole empire. Since the Curse of Heroes has no discrimination in who it selects, these Cursed come from all walks of life.
Spoiler
Alesia the Wizard
Category Wizard; Level 2
Initiative 40;50 LP 63; AT Leather; Magic Projection 110 Dodge 20 Weapons Quarterstaff; Damage 30
AGI: 6 DEX: 6 CON: 4 STR: 5 PER: 5 INT: 10 WP: 6 POW: 9
Size: 9 Medium | Regeneration: 1 | Movement Value: 6 | Fatigue: 4
Abilities: Herbal Lore 40, Science 30, Notice 20, Search 30, Magic Appraisal 50, Occult 20
Special: The Gift, Mystical Armor (4 AT vs Energy)
Resistance: PhR 30, DR 30, VR 30, MR 45, PsR 40.
MA: 40 Zeon: 520 Level on Path: 50 (Fire; Subpath: Explosive)
Marii
Category Weaponmaster; Level 3
Initiative 45;10 LP220; AT Breastplate; Attack 130; Block 115; Weapons Bastard Sword; Damage 80
AGI: 6 DEX: 7 CON: 11 STR: 9 PER: 6 INT: 5 WP: 7 POW: 5
Size: 14 Medium | Regeneration: 4 | Movement Value: 6 | Fatigue: 11
Abilities: Climb 20, Notice 20, Search 20, Composure 30, Intimidate 20, Feats of Strength 80, Withstand Pain 40 280
Special: Knight Weapon Module, Area Attack Module, Armor Reduction Module (2), Unusual Size, Survivor, Immunity to Pain & Fatigue
Resistance: PhR 60, DR 60, VR 60, MR 45, PsR 50.