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Hunter's Alliance

Posted: Sun Jan 06, 2008 4:35 am
by [sage]
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.
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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
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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
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You can start off by requesting six items of any type (weapon, armor, carrying items, transportation, potions, magical items, money etc).

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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
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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:
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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.

Posted: Sun Jan 06, 2008 2:37 pm
by KirbyBoy2000
Name: Garan Eisell
Age: 20
Sex: Male

Motivation: Garan is driven by one thing; to find the monsters that destroyed his village and kill them. He hopes to gain strength through the Hunter's Alliance and find them through the Alliance's abilities.

Bio: Garan was raised in a small village to the north, his father teaching him to hunt and to protect the village as he did before. He was raised to be strong and respectful towards those around him; to protect those in need, and to always try to improve himself. After several years of training he was deemed ready to fight along side the rest in his village; he hunted for years, further honing his skills. On one hunt, he saw an odd creature that was never seen before by the people of the village. They tried to defeat it, but with no success; it easily overpowered them, leaving few of the hunters alive as it continued onward. When the hunters returned, most of the village was gone, with few survivors. They looked for surivors, and seeked to rebuild the village; all of them except for Garan. He vowed to hunt down the beast, leaving his village to look for it. After a long and uneventful journey he heard of the Hunter's Alliance and traveled to join them.

- Stats -
Strength: 14.
Coordination: 12.
Stamina: 7.
Reflex: 12.
Spirit: 10.
Will: 11.
Perception:11.
Charisma: 7.
Intelligence: 16

Abilities
Tracking - 10 points.
Stealth - 10 points.
Spear Combat- 25 points.
Magical Gestures - 15 points.
Air Magic - 10 points.
Ice Magic - 10 points.

Equipment - Spear (Possibly magical, but doesn't matter), Pouch, Money. I don't care much for else, since money can probably cover potions and such.

I hope I did the magic abilities right. Also, would 10 points fall under an E rank ability or D rank? Let me know so I can change them if needed.

Posted: Sun Jan 06, 2008 3:44 pm
by SephirothKirby
Wow, this sounds so amazing, I'm willing to drop everything I'm doing (except the D&D game I'm running) to play it.

Couple things, though.

1) How do more skill points effect a trigger? I assume more skill points into a spell increase it's damage/effect.

2) For each spell do I need a different trigger?

According to your responses, I may change some things.

Name: Detharte Grimm
Age: 28
Sex: M

Motivation: Detharte joined the Alliance to gain the powers to find out who killed his parents and why. His conflict would be his unforgiving hatred toward humans in general.

Bio: At the age of 7, he saw his parents get brutally murdered by unnamed thugs. Apparently his father was in to the dark arts, and someone had hired them to kill him and end the line family line of Grimm. Unknown to them, he had a son. Detharte has snapped, and decided to take revenge upon the world. He isolated himself and studied the dark arts his father left behind to do so. He became a sort of crime lord, but refused to associate with any alliance that proposed to him. His hideous streak of murders ended when he realized that killing random humans would do no such good to his father's death. With still much hatred toward the race, he dropped what he was doing and joined the Hunter's Alliance.

Statistics:
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Strength: 6
Coordination: 10
Stamina: 10
Reflex: 12
Spirit: 14
Will: 15
Perception: 12
Charisma: 6
Intelligence: 15


Abilities
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Magical Trigger (Class D): 10 Points.
Effect: Detharte triggers his magic by incantation.

Magical Aura (Class D): 0 Points.
Effect: Offers increased protection, the ability to use the aura to initiate spells, dispersion of mana drain. Those with high perception can detect magical auras.

Fire Magic (Class D): 10 Points.
Effect: Allows Detharte to cast Fire Magic. Orriented at burns.

Painting of Blood (Class C): 25 Points.
Effect: Creates a glowing lavender circle with different unintelligable (to non mages) runes, 20 feet in diameter. By concentrating, he may make it fade into the ground so it's invisible to those who do not percieve it. When one other than the caster steps inside of it, they are completely paralyzed, and can't move so much as a step without high Will. Used for Ambushes.

Invisiblity (Class D): 10 Points.
Effect: Detharte becomes invisible for a short period of time, making it easy for him to sneak up to the opponent and dispurse them easily, so long as they don't detect him.

Dark Magic (Class D): 10 Points.
Effect: Allows Detharte to cast Dark Magic. Oriented at Status Conditions.

Dagger Combat (Class D): 10 Points.
Effect: Allows Detharte to use his Dagger with moderate skill.


Equipment
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1) Dagger
2) Magical Focus (Appears of fine craftsman ship, made of wood and in the shape of a pentagram)
3) Light Armor (Dark blue robe.)
4) Poison (A liquid inside of a bottle that allows to him poison his Dagger 3 times.)
5) Bracers of Protection (Increase his defense, making him more prone to defending/taking less damage.)
6) Money

Posted: Sun Jan 06, 2008 8:21 pm
by Blake
Name: Jared Keilhan
Age: 28
Sex: Male

Motivation: Jared is an individual that wants to gain reputation through the dangerous missions he has completed. He wants to gain respect and honor from those around him by proving his strength in combat and other dangerous situations.

Bio: Jared has been bored for most of his life. He had been living in a simple town as a farmer for the past twenty years. Until recently, he looked into the Hunter's Guild for a life-altering experience; one that would take him on an epic adventure that he can retell to his grandchildren.

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Strength: 20
Coordination: 10
Stamina: 10
Reflex: 11
Spirit: 8
Will: 8
Perception: 11
Charisma: 10
Intelligence: 12

Abilities
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[25 Points = C]Counter Initiative- Jared carefully walks around a battlefield and awaits for a hidden enemy to strike first. If successful, he will block the enemy's initiative attack.
[25 Points = C]Brutal Strike- Deals a lot of damage to a single enemy.
[10 Points = D]Armor Break- Can cause damage to an enemy's armor, dealing initial damage and reducing armor, allowing Jared to deal more damage on his next attacks.

Equipment
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Axe, Shield(If I can equip with Axe), Gold, Light Armor, 1 healing potion(2 if I can't use shield and axe together).

Posted: Sun Jan 06, 2008 11:10 pm
by [sage]
First, to answer your questions.

10 points is Class D. It should read 1-9.

"1) How do more skill points effect a trigger? I assume more skill points into a spell increase it's damage/effect.

The skill's class is what matters. The points are how close you'll be to the next class. Its basically an XP and ranking system in one.

2) For each spell do I need a different trigger?"

Not nessecarily. Triggers are the methods by which your character knows how to cast spells. You can mix and match them for varied effects. Once you know how to use a trigger method you can use that for any type of spell you can cast (effect abilities)

I probably should've clarified this a bit better. An effect ability is a skill in creating similiar types of effects. For example, both of KB's spells could be classified under an effect ability called Air magic.

And SK, don't drop anything else for this. Its not like I'm going to be on the site all the time waiting for updates. I work and I check vgf once a day.
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Its a lightly structured system, you don't need to go so specific. I'll give you guys some suggestions on what to do with your characters.

KB. I would suggestion combining your two effects into one effect of Air or Wind magic at 20 points. As it is, your guy can already control the air and wind around him by gesturing. Pretty cool ability.

SK. Your magic is good and powerful, for class D and C abilities. However, you'll be very bad with your dagger with average physical stats and no training, unless of course your opponents are similarily skilled. You can also change your blaze ability to a general fire magics and be good at a variety of different fire spells.

Now relying on invisibility and your paralysis spell you can overcome this by ambushing and good tactics, but in a straight fight, you'll probably lose.

Blake, you might be thinking of what abilities the wrong way, although I'm not sure based on your stats and how I'm reading your guy, just a little warning though.

Basically all your guy knows how to do is hack and slash. You suck at defending (your only combat skills being to attack brutally, walk around blocking sneak attacks and to break armor, and are inept at anything outside of combat (and frankly not that good at it). However, with your strength and brutal strike, you can quite likely knock anyone in the world out (who isn't protected by magic or a good helmet) in one blow, that is if you can hit them.

I would drop your initiative break skill down a class and invest 10 points in dodging or some sort of skill like that. Because you have almost zero defensive ability, aside from having a slightly above average reflexes, which will help a little bit.

If thats what you want, a hard hitter with no defenses, low accuracy and no other skills, than thats what you have right now.

Post if you guys want to make any changes, or you're fine with your character as is, than I'll post your topics.

Posted: Sun Jan 06, 2008 11:22 pm
by KirbyBoy2000
Alright, edited to just be magical types. I guess with just broader categories it will be more varied atleast.

Oh, and one thing I noticed for Blake's character is that his stats are just the default ones switched around. He can technically add 10 more points to everything (either that or both SK and I did it wrong, but with how it was written I don't think we did.)

Posted: Sun Jan 06, 2008 11:26 pm
by [sage]
^ you're right. Blake you've got 10 points to add to stats. I would highly recommend bringing your 3's up to 8 (at least will), or adding some more to Int.

KB, i'll have your topic up in a bit.

Oh, just to warn you guys again. Its quite possible to fail the liscense exam. The Hunter's Alliance is supposed to be an exclusive organization. You can retry it, you can try with a new character, or if you want, you can do something in the mean time to try and improve your character without actually having a hunter's liscense.

Posted: Sun Jan 06, 2008 11:49 pm
by SephirothKirby
You still didn't get what I was trying to ask, however.

I was asking how does a higher class Trigger effect anything? The speed of the Trigger?

I'll revise my character, and tell me what you think.

EDIT: Also, I made his Poison a seperate item, because honestly I think it should be. Do you think Detharte's better revised, now?

Posted: Mon Jan 07, 2008 12:14 am
by [sage]
It affects everything about a spell, speed, power, range, etc. Basically you combine the trigger and the effect and how much of your spirit you use to determine how powerful the spell is overall.

Anyways, it looks good. You have a more varied but still powerful character for your current ability. I'll have your topic up right away.

Posted: Mon Jan 07, 2008 12:18 am
by SephirothKirby
Beautiful.

Also, it's irrelevant, but I'd like to note that I wasn't serious when I said I'd drop everything. I just wanted to express how awesome the game looks.

Posted: Mon Jan 07, 2008 12:30 am
by Blake
Alright, thanks a bunch for catching my slip up. I should be good to go now.