Hunter's Alliance
Posted: Sun Jan 06, 2008 4:35 am
There exists a powerful organization called the Hunter's Alliance. They seek talented people to take their exam in order to become a liscened hunter. Hunters take contracts in order to seek out rare items, missing people, track down and destroy monsters and villains and other odd jobs. Most hunters are powerful spellcasters, great martial artists or warriors, or just very clever talented individuals with nothing to lose and everything to gain.
Name:
Age:
Sex:
Motivation: Reasons for becoming a hunter. Characters who overcome conflict (by any means, not just cobmat) while working towards their motivations gain XP faster.
Bio: Description, personality, and backstory are what I'm going for.
Stats: Stats default to 10. You have 10 points to add as you wish, and may subtract points from stats you don't care about to others. However, all stats must be ranked 1-20.
-----
Strength: Measures Athletic ability, and power.
Coordination: Measures accuracy, balance and dexterity.
Stamina: Measures ability to withstand damage and fatigue.
Reflex: Measures speed, timing and instincts.
Spirit: Measures magical power.
Will: Resists magical attacks, mana drain and fear.
Perception: Awareness of surroundings, and sixth sense. Important for hunting, danger sense and magical awareness.
Charisma: High charisma positively influences the reactions of the NPCs.
Intelligence: Measures speed of learning and memorization. Gain new abilities faster and increase existing abilities faster.
Abilities
---------
Abilities are yours to create. Basically skills you think you want, things your character is good at, however here is some suggestions so you aren't totally in the dark.
Combat ones are essential, unless you plan on relying on ambush tactics if you get into a fight. Fighting in medium or heavy armor is a skill, but light armor anyone can fight in without being skilled at.
The ability to hide, to sneak around, to pursue or track things down and any general athletic abilities are very useful since a main theme of this is hunting.
A couple of social abilities, maybe lying or persuasion are useful, especially if you took high charisma.
You can take magic if you want it. Magic is explained below.
A money making skill might be useful, and we'll just do time skips if its something like crafting.
Class F (worst, no training or talent)
Class E (student level) 1-10 points
Class D (competent) 10-24 points
Class C (Skilled) 25-49 points
Class B (Master or Expert) 50-99 points
Class A (Legendary Skill) 100+ points
All non listed abilities are class F. These are things you have not done before and are not familiar with. You do not need to list any. You have a number of points equal to Intelligence x 5. You may not take more than one Class A skill <b>or</b> two class B skills to start with.
Equipment
---------
You can start off by requesting six items of any type (weapon, armor, carrying items, transportation, potions, magical items, money etc).
--------------
Some notes about this game. This is a mission oriented battleclub, with a focus on gaining fame and fortune, becoming a better class of hunter and succeeding at whatever you decide your character's motivations are.
Magic
-----
Spell Casting requires a trigger, and an effect. Triggers and effects are abilities you must take in order to be able to use magic, which means, at a minimum you need two magical skills in order to be able to cast spells.
Triggers: A trigger is the method by which you cast spells. Spoken incantations, magical gestures, lengthy rituals, summoning energy, brewing potions, pure will or thought, emotional outbursts, etc. Each has their subtle advantages and dangers.
Effects: Effects are the types of spells you can actually use. Anything you can imagine as a possibility may be taken. You could control fire with gestures, create enchantments and illusions through thought, etc.
Once you have a trigger ability and an effect ability, you are free to mix the two. You can cast a spell by deciding its effect and determing how much of your spirit you wish to use. You can use up to your spirit score (rounded down) without inflicting any mana drain. However, unless your spirit score as well as your magical abilities are high, this is going to provide a weak effect.
Aftereffects of Spell Casting: Spells have a cost however, in two forms. Mana Burn and Mana Drain. Mana Drain fatigues the caster, building up with each spell he casts. Its like mild physical exsertion. Your recovery from Mana Drain depends on both your stamina and your will. As long as you keep your mana drain under control, you're fine and the secondary worse effect won't happen. Mana Burn is much more severe, causing permanent physical or mental damage, or even losing control of the magical energies and having disasterous spell effects.
The Mage's Aura: Spell casters in addition to their magics, can learn to manipulate magical energy into an aura, which can give them numerous benefits including increased protection, the ability to use the aura to initiate spells, dispersion of mana drain (its can act as a sort of exhaust pipe for it). This is a double edged sword as characters with high perception can detect magical auras. A character skilled in the use of his aura can also hide it. Any character with at least rank D in one trigger and one effect gains Aura at Rank D at no cost.
The Mage's sixth sense: Mages, especially those with high perceptions are senstitive to magic. They can sense the use of magic instinctively (depending on range, strength of the spell and how perceptive the mage is) and tend to immediately recognize characters with magical abilities or supernatural properties. Anyone who has a D rank in at least one trigger and effect gains Sixth Sense at rank D, at no cost. Improving it costs points as usual.
Magical Focuses: A focus is an item that either enhances a spell's properties or amplifies the effects of spirit spent in order to keep from taking too much mana drain.
Combat:
-------
Combat is done by stating your tactical goals and determing what skills and stats you are using to win. For example, you might decide to hack and slash your way until all opponents are dead, or you might try and dance around a superior armored opponent, tiring him out and waiting for your opportunity to strike a vital blow, you might decide to get three friends and ambush them from above as they walk by.
I'll test your abilities against his, and determine if either side wounded the other, or if not, who has the tactical advantage for the next round of combat. There is no HP. If you score a hit, I determine how serious it is, and than compare it to your Stamina. Depending on where it hit, and how it compares, the effects will vary. I won't explain it in detail, and its not going to be as easy to determine how successful you'll be compared to most battleclubs.
Name:
Age:
Sex:
Motivation: Reasons for becoming a hunter. Characters who overcome conflict (by any means, not just cobmat) while working towards their motivations gain XP faster.
Bio: Description, personality, and backstory are what I'm going for.
Stats: Stats default to 10. You have 10 points to add as you wish, and may subtract points from stats you don't care about to others. However, all stats must be ranked 1-20.
-----
Strength: Measures Athletic ability, and power.
Coordination: Measures accuracy, balance and dexterity.
Stamina: Measures ability to withstand damage and fatigue.
Reflex: Measures speed, timing and instincts.
Spirit: Measures magical power.
Will: Resists magical attacks, mana drain and fear.
Perception: Awareness of surroundings, and sixth sense. Important for hunting, danger sense and magical awareness.
Charisma: High charisma positively influences the reactions of the NPCs.
Intelligence: Measures speed of learning and memorization. Gain new abilities faster and increase existing abilities faster.
Abilities
---------
Abilities are yours to create. Basically skills you think you want, things your character is good at, however here is some suggestions so you aren't totally in the dark.
Combat ones are essential, unless you plan on relying on ambush tactics if you get into a fight. Fighting in medium or heavy armor is a skill, but light armor anyone can fight in without being skilled at.
The ability to hide, to sneak around, to pursue or track things down and any general athletic abilities are very useful since a main theme of this is hunting.
A couple of social abilities, maybe lying or persuasion are useful, especially if you took high charisma.
You can take magic if you want it. Magic is explained below.
A money making skill might be useful, and we'll just do time skips if its something like crafting.
Class F (worst, no training or talent)
Class E (student level) 1-10 points
Class D (competent) 10-24 points
Class C (Skilled) 25-49 points
Class B (Master or Expert) 50-99 points
Class A (Legendary Skill) 100+ points
All non listed abilities are class F. These are things you have not done before and are not familiar with. You do not need to list any. You have a number of points equal to Intelligence x 5. You may not take more than one Class A skill <b>or</b> two class B skills to start with.
Equipment
---------
You can start off by requesting six items of any type (weapon, armor, carrying items, transportation, potions, magical items, money etc).
--------------
Some notes about this game. This is a mission oriented battleclub, with a focus on gaining fame and fortune, becoming a better class of hunter and succeeding at whatever you decide your character's motivations are.
Magic
-----
Spell Casting requires a trigger, and an effect. Triggers and effects are abilities you must take in order to be able to use magic, which means, at a minimum you need two magical skills in order to be able to cast spells.
Triggers: A trigger is the method by which you cast spells. Spoken incantations, magical gestures, lengthy rituals, summoning energy, brewing potions, pure will or thought, emotional outbursts, etc. Each has their subtle advantages and dangers.
Effects: Effects are the types of spells you can actually use. Anything you can imagine as a possibility may be taken. You could control fire with gestures, create enchantments and illusions through thought, etc.
Once you have a trigger ability and an effect ability, you are free to mix the two. You can cast a spell by deciding its effect and determing how much of your spirit you wish to use. You can use up to your spirit score (rounded down) without inflicting any mana drain. However, unless your spirit score as well as your magical abilities are high, this is going to provide a weak effect.
Aftereffects of Spell Casting: Spells have a cost however, in two forms. Mana Burn and Mana Drain. Mana Drain fatigues the caster, building up with each spell he casts. Its like mild physical exsertion. Your recovery from Mana Drain depends on both your stamina and your will. As long as you keep your mana drain under control, you're fine and the secondary worse effect won't happen. Mana Burn is much more severe, causing permanent physical or mental damage, or even losing control of the magical energies and having disasterous spell effects.
The Mage's Aura: Spell casters in addition to their magics, can learn to manipulate magical energy into an aura, which can give them numerous benefits including increased protection, the ability to use the aura to initiate spells, dispersion of mana drain (its can act as a sort of exhaust pipe for it). This is a double edged sword as characters with high perception can detect magical auras. A character skilled in the use of his aura can also hide it. Any character with at least rank D in one trigger and one effect gains Aura at Rank D at no cost.
The Mage's sixth sense: Mages, especially those with high perceptions are senstitive to magic. They can sense the use of magic instinctively (depending on range, strength of the spell and how perceptive the mage is) and tend to immediately recognize characters with magical abilities or supernatural properties. Anyone who has a D rank in at least one trigger and effect gains Sixth Sense at rank D, at no cost. Improving it costs points as usual.
Magical Focuses: A focus is an item that either enhances a spell's properties or amplifies the effects of spirit spent in order to keep from taking too much mana drain.
Combat:
-------
Combat is done by stating your tactical goals and determing what skills and stats you are using to win. For example, you might decide to hack and slash your way until all opponents are dead, or you might try and dance around a superior armored opponent, tiring him out and waiting for your opportunity to strike a vital blow, you might decide to get three friends and ambush them from above as they walk by.
I'll test your abilities against his, and determine if either side wounded the other, or if not, who has the tactical advantage for the next round of combat. There is no HP. If you score a hit, I determine how serious it is, and than compare it to your Stamina. Depending on where it hit, and how it compares, the effects will vary. I won't explain it in detail, and its not going to be as easy to determine how successful you'll be compared to most battleclubs.