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Pyro
09-18-2018, 07:51 PM
D I R E
https://img00.deviantart.net/ea50/i/2008/340/f/e/rusted_and_forgotten_by_pyromaniacinsomniac.jpg
(Photo Credit: Me, 2008)

The town of Woodbury has never been the topic of conversation for any who live outside its forested borders. It holds no tourist attractions, no monuments, no interesting landmarks. Its tiny population has continued to shrink as the majority of each generation leave for bigger and better things in bigger and better towns. The ones who remain, however, are a generally hardy, reliable group who value work ethic and honesty. They are so few and close knit that all emergency services and local government offices reside in the same building. It is common knowledge that nothing exciting has happened in Woodbury since its foundation...but a storm is coming that will test the true mettle and character of its inhabitants.


You are either a member of an emergency service, a local government employee, or a visitor to the town hall (be it a complaint or something else...you decide!) when the storm hits. You must hide in the basement shelter to wait it out with everyone else in the building, but when you exit, the world is not the same...


.


I'm drawing on a few previous rp ideas I've had as well as Silent Hill and Dungeons & Dragons to make this horror rp, so I hope it goes over well with you guys! We will be using adapted DnD character classes, alignments, and skills to build your characters, and I'd like to use a rolling system for certain events and actions (I seem to remember a function on this site for dice rolling but I forget how it works so if any of you recall, I'd much appreciate it).


NOT EVERYTHING IS EXACTLY LIKE DUNGEONS & DRAGONS/NEVERWINTER NIGHTS. I'm using them as a guide to help me build an interesting and challenging roleplay.




Classes, Alignments, Abilities, and Skills referenced/copied from the first Neverwinter Nights PC game (2003)




Barbarian – Fire department, redneck, survivalist, etc. - Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of “sixth sense”, a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary. Alignment restrictions: any nonlawful (you cannot be lawful good, lawful neutral, or lawful evil as a barbarian). Hit Die: d12





Bard – Musician, journalist/reporter, historian, etc. - Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched. Alignment restrictions: any non lawful (you cannot be lawful good, lawful neutral, or lawful evil as a bard). CHARISMA MUST BE 10+ THE SPELL LEVEL (e.g. 3rd level spell requires 13 charisma). Hit die: d6






Cleric – Medic, clergy, psychic, etc. - Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric help those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. WISDOM MUST BE 10+ THE SPELL LEVEL (e.g. 2nd level spell requires 12 wisdom). Hit die: d8






Druid – Hippie, animal handler, gardener, etc. - Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually more powerful creatures. Alignment restrictions: Can only be neutral good, lawful neutral, true neutral, chaotic neutral, or neutral evil. WISDOM MUST BE 10+ THE SPELL LEVEL (e.g. 4th level spell requires 14 wisdom). Hit die: d8





Fighter – Police, martial artist, athlete, etc. - Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes. A fighter's rigorous martial training grants him many bonus feats as he progresses. Hit die: d10






Monk – Martial artist, chiropractor, clergy, etc. - Monks are versatile warriors skilled at fighting without weapons. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Alignment restrictions: any lawful (you cannot be anything other than lawful good, lawful neutral, or lawful evil as a monk). Hit die: d8






Paladin – Police, local government, clergy, etc. - Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test – an opportunity to demonstrate bravery, to learn tactics, and to do good in the world. Divine power protects these warriors of virtue, warding off harm, protecting them from disease, healing them and their allies, and guarding against fear. Divine power also guides their sword arms, making them among the most effective warriors against undead and evil outsiders. Many of the paladin's special abilities also benefit from a high charisma score. Alignment restrictions: Lawful good only. Hit die: d10






Ranger – Park ranger, survivalist, animal handler, etc. - Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy – a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Hit die: d10






Rogue – Drug dealer, local government, private investigator, etc. - Rogues have little in common with each other. While some – maybe even the majority – are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to the fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes “fake it” well enough to cast spells from scrolls, activate wands, and use just about any other magic item. Hit die: d6






Sorcerer – Artist, craftsman, business owner, etc. - Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories – just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. CHARISMA MUST BE 10+ THE SPELL LEVEL (e.g. 3rd level spell requires 13 charisma). Hit die: d4





Wizard – Student, teacher, scientist, etc. - Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells to the go farther, work better, or are improved in some other way. A wizard can call a familiar: a small, magical creature that serves her. INTELLIGENCE MUST BE 10+ THE SPELL LEVEL (e.g. 5th level spell requires 15 intelligence). Hit die: d4





Lawful Good - “Crusader” - A lawful good character has the commitment and discipline to oppose and fight evil relentlessly. She tells the truth, keeps her word, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. A paladin who fights evil without mercy and who protects the innocent without hesitation is lawful good. Lawful good emphasizes honor and compassion. (Example character: Katara from Avatar: The Last Airbender)






Neutral Good - “Benefactor” - A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. A cleric who helps others according to their needs is neutral good. Neutral good means doing what is good without bias toward or against order. (Example character: Izuku “Deku” Midoriya from Boku no/My Hero Academia)





Chaotic Good - “Rebel” - A chaotic good character acts as his conscience directs him with little regard for what others expect. He believes in goodness and right but has little use for laws and regulations. He follows his own moral compass, which, although good, may not agree with that of society. A ranger who waylays the evil baron's tax collectors is chaotic good. Chaotic good combines a good heart with a free spirit. (Example character: Hugh Jackman's Van Helsing)






Lawful Neutral - “Judge” - A lawful neutral character acts as law, tradition, or a personal code direct her. She may believe in personal order, and live by a code or standard, or she may believe in order for all and favor a strong, organized government. A monk who follows her discipline without being swayed by the demands of those in need, nor by the temptations of evil, is lawful neutral. Lawful neutral means that you are reliable and honorable without being a zealot. (Example character: Judge Dredd)






True Neutral - “Undecided” - A true neutral character doesn't feel strongly one way or the other about good vs. evil or law vs. chaos. She thinks good is better than evil – after all, she'd rather have good neighbors and rulers than evil ones – but she's not personally committed to upholding good in any abstract or universal way. A wizard who devotes herself to her art and is bored by the semantics of moral debate is true neutral. Some true neutral characters, however, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as dangerous extremes. They advocate neutrality as the most balanced road in the long run. Neutral means you act naturally, without prejudice or compulsion. (Example character: The Sniper from Team Fortress 2)






Chaotic Neutral - “Free Spirit” - A chaotic neutral character is an individualist, resents restrictions, and challenges tradition. He does not intentionally promote anarchy, however, as that would require he be motivated either by good (and a desire to liberate others) or evil (and a desire to make others suffer). A bard who wanders the land living by his wits is chaotic neutral. Chaotic neutral represents freedom, both from society's restrictions, and from a do-gooder's zeal, though a character of this alignment is not totally random in his actions. He is not as likely to jump off a bridge as to cross it. (Example character: Holden Caulfield from The Catcher in the Rye)





Lawful Evil - “Dominator” - A lawful evil villain methodically takes what he wants within the limits of his code of conduct. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He is loath to break laws or promises, partly because he depends on order to protect himself. Some lawful evil villains have particular taboos, such as not killing in cold blood, and imagine that these compunctions put them above unprincipled thugs. The scheming baron who exploits his people is lawful evil. Lawful evil represents methodical, intentional evil. (Example character: Clu 2 from Tron: Legacy)






Neutral Evil - “Malefactor” - A neutral evil villain does whatever she can get away with, shedding no tears for those she harms. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any more noble. However, she doesn't have the restless nature or love of conflict that a chaotic evil villain has. The criminal who robs and murders to get what she wants is neutral evil. Neutral evil represents evil without honor and without variation. (Example character: Starscream from Transformers)





Chaotic Evil - “Destroyer” - A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, and unpredictable. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can only be made to work together by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. The demented sorcerer pursuing mad schemes of vengeance and havoc is chaotic evil. Chaotic evil represents the destruction not only of beauty and life, but of the order on which beauty and life depend. (Example character: Invader Zim)



Determine your abilities by rolling 3 d6s for each ability. You may reroll a maximum of 3 times and choose the most suitable from that set.




Charisma - measures a character's force of personality, persuasiveness, ability to lead, and physical attractiveness. It represents actual personal strength, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers, and bards. It is also important for clerics, as it affects their ability to turn undead. All characters benefit from having a high charisma when speaking with others in the world. Charisma affects an NPC's initial reaction to the player and it modifies the player's persuasion skill checks.





Constitution - represents the health and stamina of a character. High constitution increases the number of hit points a character has (affecting how much damage they can take), and this makes it important for everyone, but especially so for fighters. If constitution ever increases, hit points increase retroactively as well. Spellcasters also need strong constitution to keep their spells from being interrupted during combat.






Dexterity - measures agility, reflexes, and balance. This ability is most important for rogues, but also for characters who typically wear light or medium armor (barbarians and rangers) or none at all (monks, wizards, and sorcerers), or for any character who wants to be a skilled archer.






Intelligence - determines how well a character learns and reasons. Intelligence is important for wizards because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It is also important for any character who wants to have a strong assortment of skills; however increasing intelligence will not grant bonus skill points retroactively.






Strength - measures the muscle and physical power of a character. This ability is especially important for fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat.






Wisdom - describes a character's willpower, common sense, perception, and intuition, whereas intelligence represents the ability to analyze information. An "absent-minded professor" has low wisdom and high intelligence. A simpleton with low intelligence might nevertheless be very perceptive (have high wisdom). Wisdom is important for clerics and druids, affecting the strength and number of their spells, and is also significant for paladins and rangers. It is very important for monks as well, modifying many of their abilities. The wise character is capable of intuitively understanding others, occasionally having insights into their motivations.



Determine your skill ranks by rolling 1 d20 for each skill. You may reroll a maximum of 3 times and choose the most suitable from that set.






Animal Empathy – A successful check allows a character to charm or dominate certain creatures. Check: Animals and dire animals have a difficulty class of 15 + the creature's hit dice. For beasts and magical beasts, the DC is 19 + the creature's hit dice. If the check succeeds, the creature is dominated. Special: If the character fails their check by five or more, the creature will go hostile. (Charisma – Druid, Ranger)





Bluff - The character can make the outrageous or the untrue seem plausible. The skill encompasses acting, conning, fast talking, misdirection and misleading body language. The more difficult the con, the more difficult the check. (Charisma – Bard, Rogue)






Concentration – (ONLY APPLICABLE IF YOU ALSO HAVE SPELLCRAFT) Concentration checks are made whenever a character is distracted during the act of casting a spell. Concentration checks are also made when casting a spell in defensive casting mode. The difficulty class for this type of check is 15 + spell level. (Constitution – Bard, Cleric, Druid, Sorcerer, Wizard)






Craft Weapon - The character knows how to create most types of weapons and ammunition from different materials. Check: Based on the difficulty to craft this particular item. (Intelligence – any class)





Disable Trap - This skill allows the character to perform a variety of actions on a trap. Check: There are four progressively difficult actions that a character may perform on a trap; the base DC is determined by the difficulty rating of the trap and is modified by the action being performed. Assessing a trap to determine its difficulty modifies the DC by -7. Flagging a trap to make it visible to the rest of the party modifies the DC by -5. Disarming a trap uses the base DC. Recovering a trap modifies the DC by +10. Special: Rogue is the only class capable of disarming traps with a DC of 35 or greater. With 5 or more ranks in the set trap skill a character gets a +2 synergy bonus on disable trap checks. Spectacular failure: When disarming or recovering a trap, a spectacular failure results in the trap immediately going off if a DC check is failed by 10 or more. (Intelligence – Rogue)






Discipline - A successful check allows the character to resist knockdown. Check: The DC is equal to the attacker's attack roll. When resisting a knockdown attempt, a character gets a +4 bonus per size category for being larger than the attacker, and a -4 penalty per size category for being smaller than the attacker. (Strength – Barbarian, Bard, Fighter, Monk, Paladin, Ranger)






Heal – Enables the character to start with a first aid kit on hand. The healer must make a successful check against the GM's roll. GM will assign random difficulty to each kit to determine what is inside it. If you make a successful roll, the kit will contain exactly what you need. If you fail, the kit will either be empty, damaged, or useless in some way. (Wisdom – any class)






Hide - This skill allows a character to hide from enemies. Check: The character must succeed at an opposed test against a searching creature's spot heck. Success means that the character goes undetected. Special: The hide and move silently skills combine into a single stealth action. Movement in stealth mode is slower than the normal rate. Low light can provide a bonus. A character in stealth mode is harder to spot if standing still. (Dexterity – Bard, Monk, Ranger, Rogue)






Intimidate - The character can use this skill to get a bully to back down or make a prisoner give him the information he wants. Must make a successful check. (Charisma – Barbarian, Rogue)






Listen - Alerts a character to hidden creatures that may be nearby. Standing still provides a +5 bonus to a listen check. +10 DC if the listener is in combat. +5 DC if the target is standing still. -5 DC if the listener is standing still. +1 DC for every 3 meters between listener and target. Size modifiers (tiny: +8, small: +4, medium: 0, large: -4, huge: -8). (Wisdom – Barbarian, Bard, Monk, Ranger, Rogue)





Lore – Grants special knowledge about town history, important information, etc. PM's will follow selection of this skill. (Intelligence – any class)





Move Silently - A character may sneak quietly past an enemy. Check: A move silently check is opposed by the listening creature's listen check. If the character is successful, the opposing creature remains unaware as the character moves. (Dexterity – Bard, Monk, Ranger, Rogue)






Open Lock - Allows the character to enter locked rooms and open locked containers. Check: The difficulty class is determined by the lock's difficulty rating. A successful check opens the lock. (Dexterity – Rogue)






Parry - Allows the character to block incoming attacks and make spectacular counterattacks. Check: The difficulty class is the modified attack roll of the incoming blow. A successful parry means that the attack does not damage the parrying character. A character may only parry a number of attacks per round equal to the number of attacks per round available to the character. (Dexterity – All except Sorcerer and Wizard)






Persuade - A successful persuade check prompts NPCs to reveal additional information or give bonus treasure in conversation. Check: The difficulty class is determined by the NPC being spoken to. (Charisma – Bard, Cleric, Druid, Monk, Paladin, Rogue)






Search - Search is used to detect traps, find hidden objects, and secret doors. Check: Detecting a trap is an opposed test, pitting the character's search check against a difficulty class equal to the set trap skill check, plus the strength of the trap. Only rogues may detect traps with a DC greater than 35. (Intelligence – Ranger, Rogue)






Set Trap - This skill allows a character to place traps. Check: When a trap is set, the character makes a skill check. The difficulty class of the task is determined by the power of the trap. Spectacular Failure: If a skill check is failed by 10 or more, the trap goes off in the attempt to set it. This can only occur if you are in combat when trying to set the trap. Special: Having 5 or more ranks in the disable trap skill grants a +2 synergy bonus on set trap checks. Any party members will be able to see traps that the character has set. (Dexterity – Ranger, Rogue)






Spellcraft – This skill allows your character to use magic. More details in the Spells section. (Intelligence – Bard, Cleric, Druid, Sorcerer, Wizard)






Spot - A successful spot check reveals a hidden creature. Check: The difficulty class is determined by the hide check of the hidden creature. +10 DC if the spotter is in combat. +5 DC if the target is standing still. -5 DC if the spotter is standing still. Size modifiers (tiny: +8, small: +4, medium: 0, large: -4, huge: -8). (Wisdom – Ranger, Rogue)






Tumble - Characters with high tumbling skill are able to roll away from attacks during combat, positioning themselves safely at all times. If successful the attack is avoided. Check: DC 15 to avoid attack of opportunity while moving. (Dexterity – Bard, Monk, Rogue)






Use Magic Device – Allows your character to use an object they would not have previous knowledge on how to use. Difficulty by value of item. (Charisma – Bard, Rogue)





IMPORTANT: If you have the skill Spellcraft, you will enter the altered world with strange powers that you cannot explain. These powers are determined by your abilities per class (Bard, Sorcerer – Charisma. Cleric, Druid – Wisdom. Wizard– Intelligence.). Depending on your ability score, these powers will be barely noticeable to reasonably strong.



0



Cure Minor Wounds: The target creature is healed for 4 points of damage. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
Light: Creates a small light source above the target creature's head. The light travels with the target and is capable of illuminating a small area. It can be cast on any item the character can equip to make it glow for the spell's duration like a natural source of light.



1


Charm Person: 50% more liked by target human.
Cure Light Wounds: The target creature is healed for 1d8 points of damage. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
Expeditious Retreat: The caster becomes 150% faster than their normal movement rate, allowing them to flee from dangerous encounters. (in text format like this, you just run really fast to escape – don't worry about being super specific)
Sleep: Causes weaker creatures to fall into a comatose slumber. Stronger creatures are unaffected. (20 meter range)



2


Bull's Strength: The target creature's strength is increased by 1d4 + 1. (roll 1 d4, add 1)
Cat's Grace: The target creature's dexterity is increased by 1d4 + 1.
Eagle's Splendor: The target creature's charisma is increased by 1d4+1.
Fox's Cunning: The target creature's intelligence is increased by 1d4+1.
Owl's Wisdom: The target creature's wisdom is increased by 1d4+1.
Sound Burst: All creatures within the area of effect take 1d8 points of damage and must make a will save or be stunned. (40 meter range)
Cure Moderate Wounds: The target creature is healed for 2d8 points of damage, +1. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
Darkness: Area is shrouded in a haze of darkness which can only be pierced using ultravision. (40 meter range, 6.67 meter radius)
Hold Person: The target humanoid is paralyzed for the duration of the spell.
Invisibility: The target creature becomes invisible and impossible to detect using normal vision. Any attack or spellcasting action taken by the invisible creature will immediately cancel the invisibility.
Ultravision: The target creature's ability to see in complete darkness is improved.



3


Charm Monster: 50% more liked by target monster.
Cure serious wounds: The target creature is healed for 3d8 points of damage, +1. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
Displacement: The target gains 50% concealment, displacing the caster's image several feet to the side.
Gust of Wind: This spell creates a blast of air that knocks down any creatures failing their saving throws. It is also powerful enough to disperse any cloudlike area of effect spells (such as cloudkill) that are in the path of the wind gust. (20 meter range, 6.67 meter radius)
Invisibility Sphere: The caster brings into being a zone of invisibility that travels with him for the duration of the spell. All allies within the spell's area of effect are rendered invisible, but not to each other. Those that leave the sphere are visible once more. (15 foot radius)



4


Cure Critical Wounds: The target creature is healed of 4d8 points of damage, + 1. Healing spells have a reverse effect when used on undead, causing the targeted undead to take an amount of damage equal to what the spell normally heals. A successful touch attack must first be made when this spell is used against undead.
Hold Monster: The target monster is paralyzed for the duration of the spell.
Improved Invisibility: The target creature becomes invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but still retain a 50% cover bonus.
War Cry: The caster lets out a powerful shout that grants the bard a +2 bonus to attack and damage. All enemies within the area of effect are stricken with fear. (10 meter radius)



5


Healing Circle: All friendly creatures within the area of effect are healed for 1d8 hit points, +1. Healing spells have a reverse effect when used on undead, harming instead of healing them.




0



Cure Minor Wounds: The target creature is healed for 4 points of damage. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
Light: Creates a small light source above the target creature's head. The light travels with the target and is capable of illuminating a small area. It can be cast on any item the character can equip to make it glow for the spell's duration like a natural source of light.
Inflict Minor Wounds: If the caster succeeds in striking an opponent with a touch attack, the target suffers 1 point of damage. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.



1




Cure Light Wounds: The target creature is healed for 1d8 points of damage, +1. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
Bless: All allies within the area of effect gain a +1 bonus to attack rolls, along with a +1 bonus on will saves against fear. (can also be used on items) (40 meter range)
Divine Favor: The caster gains a +1 bonus to attack and weapon damage rolls.
Doom: The target creature receives a -2 modifier to all attack rolls, magical damage, saving throws, and skill checks.
Inflict Light Wounds: If the caster succeeds in striking an opponent with a touch attack, the target suffers 1d8 points of damage, + 1. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
Magic Weapon: You empower the touched weapon with a +1 enhancement bonus. (for the purposes of this roleplay, you will roll 1 d6 to receive a random elemental imbuement)
Sanctuary: The caster's or the person's, touched by the caster, presence is completely ignored by nearby creatures for the duration of the spell.



2


Bull's Strength: The target creature's strength is increased by 1d4 + 1. (roll 1 d4, add 1)
Cat's Grace: The target creature's dexterity is increased by 1d4 + 1.
Eagle's Splendor: The target creature's charisma is increased by 1d4+1.
Fox's Cunning: The target creature's intelligence is increased by 1d4+1.
Owl's Wisdom: The target creature's wisdom is increased by 1d4+1.
Cure Moderate Wounds: The target creature is healed for 2d8 points of damage, +1. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
Endurance: The target creature's constitution is increased by 1d4+1.
Darkness: Caster is shrouded in a haze of darkness which can only be pierced using ultravision.
Hold Person: The target humanoid is paralyzed for the duration of the spell.
Inflict Moderate Wounds: If the caster succeeds in striking an opponent with a touch attack, the target suffers 2d8 points of damage, + 1. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
Negative Energy Ray: A ray of negative energy slams into the target creature, doing 1d6 points of damage. Negative energy spells have a reverse effect on undead, healing instead of harming them. (20 meter range)
Remove Paralysis: All paralysis and hold effects are removed from allies within the area of effect. (8 meter range)
Ultravision: The target creature's ability to see in complete darkness is improved.



3


Continual Flame: This creates a magical flame that burns as bright as a torch. It can be cast on any item that can be equipped to create a permanent source of light.
Cure Serious Wounds: The target creature is healed for 3d8 points of damage, +1. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
Glyph of Warding: The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d8 points of sonic damage. After being triggered, the glyph dissipates. (8 meter range)
Inflict Serious Wounds: If the caster succeeds in striking an opponent with a touch attack, the target suffers 3d8 points of damage, + 1. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
Prayer: All allies within the area of effect gain +1 to attack and damage rolls, skill checks, and saving throws. Enemies receive -1 penalties to the same. (10 meter range)
Searing Light: The caster directs a beam of white-hot light at a single target. The damage is based on the target's racial type: Undead: 1d8, Construct: 1d6, Other: 1d8 (20 meter range)



4


Cure Critical Wounds: The target creature is healed of 4d8 points of damage, + 1. Healing spells have a reverse effect when used on undead, causing the targeted undead to take an amount of damage equal to what the spell normally heals. A successful touch attack must first be made when this spell is used against undead.
Hammer of the Gods: The caster smites a group of enemies with divine light for 1d8 (20 meter range)



5


Circle of Doom: All enemies within the area of effect are struck with negative energy that causes 1d8 points of negative energy damage, +1. Negative energy spells have a reverse effect on undead, healing them instead of harming them. (20 meter range)
Flame Strike: A pillar of flame engulfs all within the area of effect, inflicting 1d6. Half of the damage caused by the spell is divine and the other half is fire-based. Enemies are struck by both damage types, while allies are struck only by the fire damage. (20 meter range, 3.3 meter radius)
Healing Circle: All friendly creatures within the area of effect are healed for 1d8 hit points, +1. Healing spells have a reverse effect when used on undead, harming instead of healing them. (5 meter radius)
Raise Dead: Returns one target corpse to life. The raised character returns to life with only 1 hit point.






Cure Minor Wounds: The target creature is healed for 4 points of damage. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
Light: Creates a small light source above the target creature's head. The light travels with the target and is capable of illuminating a small area. It can be cast on any item the character can equip to make it glow for the spell's duration like a natural source of light.



1


Camouflage: The caster's coloring changes to match the surroundings, gaining a +10 competence bonus to any hide checks.
Cure Light Wounds: The target creature is healed for 1d8 points of damage, +1. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
Entangle: A mass of clinging vegetation wraps around all creatures in the area of effect. Those affected are immobilized, though still able to fight and cast spells. Victims who make a reflex save still have their movement reduced by half. (40 meter range, 5 meter radius)
Sleep: Causes weaker creatures to fall into a comatose slumber. Stronger creatures are unaffected. (20 meter range)
Ultravision: The target creature's ability to see in complete darkness is improved.



2


Blood Frenzy: The caster enters a rage similar to that of a barbarian. The caster gains a +2 bonus to constitution and strength and a +1 bonus to will saves, while suffering a -1 penalty to armor class.
Bull's Strength: The target creature's strength is increased by 1d4 + 1. (roll 1 d4, add 1)
Charm Person or Animal: 50% more liked by target human or animal.
Flame Lash: The druid is able to flay an enemy with flaming brands that do 2d6 points of fire damage. (8 meter range)
Hold Animal: The target animal is paralyzed for the duration of the spell.
One with the Land: The caster forges a strong link with nature, gaining a +4 competence bonus to animal empathy, hide, move silently, and set trap skills.



3


Call Lightning: All enemies within the area of effect take 1d6 points of electrical damage. (40 meter range, 5 meter radius)
Cure Moderate Wounds: If the caster succeeds in striking an opponent with a touch attack, the target suffers 2d8 points of damage, + 1. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
Dominate Animal: The target animal temporarily becomes a faithful and loyal servant of the caster.
Spike Growth: Covers the terrain with small spikes. Any creature will suffer 1d4 points of damage each round that they remain within the afflicted area. (for this particular spell I'll count each post a round) (40 meter range, 5 meter radius)



4


Cure Serious Wounds: The target creature is healed for 3d8 points of damage, +1. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
Flame Strike: A pillar of flame engulfs all within the area of effect, inflicting 1d6 points of damage. Half of the damage caused by the spell is divine and the other half is fire-based. Enemies are struck by both damage types, while allies are struck only by the fire damage. (20 meter range, 3.3 meter radius)
Hold Monster: The target monster is paralyzed for the duration of the spell.
Mass Camouflage: All allies in the area of effect gain a +10 bonus to their hide skill. (10 meter radius)
Polymorph Self: The caster is able to transform into one of the following: rat, bear, bird, cat, toad (the larger the form, the higher the roll required to transform. Roll 1d20 to attempt transformation. Rat: 5-10, Bear: 15-20, Bird: 10-15, Cat: 10-15, Toad: 5-10. Rolls lower than 5 result in spell failure)



5


Cure Critical Wounds: The target creature is healed of 4d8 points of damage, + 1. Healing spells have a reverse effect when used on undead, causing the targeted undead to take an amount of damage equal to what the spell normally heals. A successful touch attack must first be made when this spell is used against undead.
Inferno: The caster causes a target to ignite into flame. Each round the target will suffer 2d6 points of fire damage. (for this particular spell I'll count each post a round) (8 meter range)
Owl's Insight: The target gains an enhancement bonus to wisdom equal to half the caster's level.
Wall of Fire: This spell creates a curtain of fire that deals 4d6 points of fire damage to any creature that attempts to pass through it. (20 meter range, 30 foot wall)




0



Acid Splash: The caster fires a small orb of acid at the target for 1d3 points of acid damage. (20 meter range)
Electric Jolt: The caster does 1d3 points of electrical damage to a target. (20 meter range)
Light: Creates a small light source above the target creature's head. The light travels with the target and is capable of illuminating a small area. It can be cast on any item the character can equip to make it glow for the spell's duration like a natural source of light.
Ray of Frost: Does 1d4 + 1 cold damage to a single target creature. (20 meter range)



1


Charm Person: 50% more liked by target human.
Expeditious Retreat: The caster becomes 150% faster than their normal movement rate, allowing them to flee from dangerous encounters. (in text format like this, you just run really fast to escape – don't worry about being super specific)
Horizikaul's Boom: You blast the target with loud and high-pitched sounds. The target takes 1d4 points of sonic damage, and must make a will save or be deafened for 1d4 minutes in game time. (8 meter range)
Magic Missile: The caster creates a shimmering projectile of magical force that unerringly slams into a single selected target. Magic missiles do 1d4+1 points of damage each. (40 meter range)
Negative Energy Ray: A ray of negative energy slams into the target creature, doing 1d6 points of damage. Negative energy spells have a reverse effect on undead, healing instead of harming them. (20 meter range)
Shelgarn's Persistent Blade: The caster summons a knife. (4 damage) (8 meter range)
True Strike: Through magical intuition the caster gains a +20 bonus to attack rolls.



2


Bull's Strength: The target creature's strength is increased by 1d4 + 1. (roll 1 d4, add 1)
Cat's Grace: The target creature's dexterity is increased by 1d4 + 1.
Combust: This spell makes a creature burst into flame. The initial eruption of flame causes 2d6 fire damage +1 with no saving throw. Creature continues to take 1d6 damage each post until a saving roll is made or HP drops to 0.
Continual Flame: This creates a magical flame that burns as bright as a torch. It can be cast on any item that can be equipped to create a permanent source of light.
Darkness: Area is shrouded in a haze of darkness which can only be pierced using ultravision. (40 meter range, 6.67 meter radius)
Eagle's Splendor: The target creature's charisma is increased by 1d4+1.
Fox's Cunning: The target creature's intelligence is increased by 1d4+1.
Invisibility: The target creature becomes invisible and impossible to detect using normal vision. Any attack or spellcasting action taken by the invisible creature will immediately cancel the invisibility.
Knock: This spell will unlock doors and containers sealed by conventional locks in a 150ft radius around the caster. Exceptionally complex locking mechanisms or magically sealed doors and containers are beyond the abilities of this spell. (20 meter range, 50 meter radius)
Owl's Wisdom: The target creature's wisdom is increased by 1d4+1.
Ultravision: The target creature's ability to see in complete darkness is improved.



3


Displacement: The target gains 50% concealment, displacing the caster's image several feet to the side.
Hold Person: The target humanoid is paralyzed for the duration of the spell.
Invisibility Sphere: The caster brings into being a zone of invisibility that travels with him for the duration of the spell. All allies within the spell's area of effect are rendered invisible, but not to each other. Those that leave the sphere are visible once more. (15 foot radius)



4


Charm Monster: 50% more liked by target monster.
Improved Invisibility: The target creature becomes invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but still retain a 50% cover bonus.
Isaac's Lesser Missile Storm: A number of energy missiles appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, one of the creatures will be hit with multiple missiles. Each missile does 1d6 points of damage. (40 meter range, 8.33 meter radius)
Polymorph Self: The caster is able to transform into one of the following: rat, bear, bird, cat, toad (the larger the form, the higher the roll required to transform. Roll 1d20 to attempt transformation. Rat: 5-10, Bear: 15-20, Bird: 10-15, Cat: 10-15, Toad: 5-10. Rolls lower than 5 result in spell failure)
Wall of Fire: This spell creates a curtain of fire that deals 4d6 points of fire damage to any creature that attempts to pass through it. (20 meter range, 30 foot wall)



5


Hold Monster: The target monster is paralyzed for the duration of the spell.
Lesser Spell Mantle: Creates a barrier around the caster that absorbs all incoming spells and spell-like abilities. It can absorb up to 1d4+6 levels of spells before collapsing. (lasts one post)



I did not include every spell that will be used in-game, just the ones your characters will be able to use.


Remove my notes when you are done with your sheet. If you are not a spellcaster, also remove the spells slot on the sheet.



NAME:
AGE: (18+)
GENDER: (any gender/pronouns. If playing a genderfluid character, do not change pronouns mid-sentence. No one does that irl and it's distracting.)
APPEARANCE:
CLASS:
ALIGNMENT:
ABILITY STATS: (Use this for your character sheet rolling {unless you've got a collection of physical dice and want to do it that way} :https://www.wizards.com/dnd/dice/dice.htm)


Charisma:
Constitution:
Dexterity:
Intelligence:
Strength:
Wisdom:

HP: (Roll 1d20, add result of your class's hit die {example: Barbarians use a d12. I rolled a 14 on the d20, and a 12 on the d12, so my Barbarian has 26 HP.})
BRIEF BIO : (include actual profession here)
SKILLS:
SPELLS: (if applicable)
OTHER INFO :


Let me know if I missed anything or if you have any questions! I'm here to help!


Roman Bell (https://role-player.net/forum/showthread.php?t=92132&p=3001048&viewfull=1#post3001048)
Zach Hadel, the Wizard (https://role-player.net/forum/showthread.php?t=92132&p=3001032&viewfull=1#post3001032)
Nikolaj de Menses, the Cleric (https://role-player.net/forum/showthread.php?t=92132&p=3001051&viewfull=1#post3001051)
Jamie Russo, the Sorcerer (https://role-player.net/forum/showthread.php?t=92132&page=2&p=3001582&viewfull=1#post3001582)

IsaacGaming
09-19-2018, 01:16 AM
NAME: Zach Hadel

AGE: 20

GENDER: Male

APPEARANCE: A tall (6’4’’), larger set (230 lbs.) man with broad shoulders. He has brown hair, brown eyes, wears glasses and has stubble. Has a scar on his right middle knuckle. Usually tends towards wearing cargo shorts and a t-shirt.

CLASS: Wizard

ALIGNMENT: Lawful Neutral

ABILITY STATS:
Charisma: 10
Constitution: 15
Dexterity: 12
Intelligence: 18
Strength: 16
Wisdom: 11

HP: 21
BRIEF BIO : From a young age, Zach was the subject of bullying due to his hobbies and interests. However, rather than allowing this to continue, he instead decided to make a change. All the way through High School, Zach didn’t only work on his mind, but also his body, becoming a hulk of a man with a mind to match. From there, Zach attended college ahead of schedule, graduating by the age of 19 with a Bachelor’s in Biology and a major in Chemistry. From here, Zach moved into the town of Woodbury, acting as the town’s Biology teacher while continuing to research on the side.
SKILLS:
1. Spellcraft (Rank 18)
2. Concentration (Rank 12)
3. Lore (Rank 17)
4. Use Magic Device (Rank 15)
5. Craft Weapon (Rank 8)

SPELLS:
1. Acid Splash
2. Magic Missile
3. Combust
4. Improved Invisibility
5. Wall of Fire

OTHER INFO :
Zach likes:
1. Nature
2. Mechanics
3. Anime
4. D&D (meta, I know)
5. Weightlifting

Pyro
09-19-2018, 03:59 AM
NAME: Roman Bell
AGE: 46
GENDER: Cis male
APPEARANCE: A bit on the spindly side, Roman is about 5' 10", 150 lbs. He has fairly pale skin with patches of dry flakiness that tend to get a bit red. He is balding, with thin black hair around the back and sides of his head, and has a long, pointed nose. He wears gold-rimmed glasses over his small, crinkly looking hazel eyes, and an overall friendly looking face. He usually wears crisp dress shirts with the sleeves rolled up to the elbow, and well-fitted black suit pants with black loafers.
CLASS: [REDACTED]
ALIGNMENT: Neutral Good
ABILITY STATS:



Charisma: 10
Constitution: 9
Dexterity: 13
Intelligence: 10
Strength: 6
Wisdom: 8


HP: 15
BRIEF BIO : Roman was born and raised in Woodbury, and as such, he knows everyone in town. He works as the receptionist at town hall, mostly directing calls to the correct departments. Due to his cheerful, easygoing nature, many consider him harmless and trustworthy. He seems only to have the desire to help people get what they need and enjoy their day.
SKILLS: [REDACTED]
OTHER INFO : Likes crosswords, lapdogs, and caramel iced coffee. Dislikes pollen, messy rooms, and spicy food.



Note: Only I am allowed to have redacted areas because I am the GM so :vTongue:

Ma1chbox
09-19-2018, 06:16 AM
NAME: Nikolaj de Menses

AGE: 53

GENDER: Male

APPEARANCE:

https://towardfreedom.org/wp-content/uploads/2013/11/0-1-0-albertcamus2.jpg
Nikolaj stands at 5’9” and weighs 130 lbs. He has brown hair that’s slowly fading to gray, as well as somewhat sunken brown eyes that suggest a lack of sleep. His fading youth shows in the wrinkles that are starting to adorn his face. He dresses simply but sharply, and is very rarely found not wearing either a polo shirt and slacks or a casual clerical (”[url=/UI/CMAlmyImages/Haberdashery_1/p_1681_de.jpg”) outfit.

CLASS: Cleric
ALIGNMENT: Lawful Evil
ABILITY STATS:
- Charisma: 11
- Constitution: 12
- Dexterity: 11
- Intelligence: 12
- Strength: 9
- Wisdom: 16

HP: 25

BRIEF BIO :

From a young age, Nikolaj had always felt that he was meant to make a connection to an all-powerful higher power. He grew up devout and strong in his faith, and his penchant for reading gifted him with a sharp and bountiful mind. He had also fancied himself a shepherd of sorts, a guide for those who would listen, and so he eventually became the pastor of a small congregation, where he served while he worked on getting his doctorate in theology.

This all changed one fateful winter night. As Nikolaj sat reading in his study, he fell into a deep slumber, where he had unnervingly vivid dreams of an ancient being that called to him. He awoke a changed man. The dream, or the vision, as he calls it, planted a seed in his psyche, one that was as much palpable dread as much as it was insatiable curiosity. He began to lose himself trying to find “the truth,” whatever that may be, dabbling (read: attempting) in taboos such as dark arts and conspiracies, all while still trying to hold together a facade of being the very same man he used to be.

Rumors eventually spread among his congregation about his sudden change in character. Not willing to risk the repercussions if his heretical curiosities were found out, he left town without warning one night, never to be seen again. Nikolaj eventually settled in Woodsbury, where he began anew. There, he set up a small chapel and worked as a wise preacher with a friendly and close-knit, but at the same time somewhat distant personality. For years, he kept this facade successfully, but continued to feed his deep-seated hunger for knowledge and enlightenment behind closed doors.

SKILLS:
- Spellcraft (Rank 20)
- Concentration (Rank 18)
- Lore (Rank 15)
- Persuade (Rank 13)
- Heal (Rank 12)

SPELLS:
- Inflict Serious Wounds
- Cure Serious Wounds
- Hold Person
- Sanctuary
- Raise Dead

OTHER INFO :
Apart from when he's holding religious services or out buying household supplies, Nikolaj is rarely seen outside. He spends most of his time in his study, which he guards closely from prying eyes. Every now and again, he leaves the town in the dead of night in his old second hand car, and does not return for hours or even days on end. When queried about it, he simply replies with "ecclesiastic research."

Pyro
09-19-2018, 03:35 PM
Looking good! I'm very interested to see how this plays out~

Pyro
09-19-2018, 05:13 PM
Small edits, guys. Ma1chbox, you can't have Listen, and Isaac, you need to roll ranks for your skills. (sorry I'm a bit slow with this, I've been super busy and preoccupied with my injury so I miss some stuff!)

Scottie
09-19-2018, 08:09 PM
https://i.imgur.com/L35IDr8.png


Looks like you've got an awesome roleplay started, Pyro! If you would like to advertise for more members, here are some ways to do so!

First off, there's the Roleplay of the Week (https://role-player.net/forum/showthread.php?t=85745). This is displayed on the website's home page as well as on the side bar of the forum. If you think it might help then we implore you to do so! We are always looking for new RP's to advertise. (No, really. We are. Always.) If you would like a little bit more information, or even an example, you can view that here (https://role-player.net/forum/showthread.php?t=59571).

One of the requirements for a RP of the Week submission is that you have a banner. If you're not artistically inclined, however, do not fear! We have several amazing artists on the site who will make one for you. Simply post here (https://role-player.net/forum/showthread.php?t=79546).

Next, you can post in this thread (https://role-player.net/forum/showthread.php?t=79783) and the staff will display your role-play in their signatures.

Also feel free to post in the Roleplay Directory (https://role-player.net/forum/showthread.php?t=40645). This is a thread that anyone can view at any time to see roleplays that are currently seeking and accepting members.


https://i.imgur.com/x9yqH0s.png

Pyro
09-19-2018, 09:08 PM
Thanks, Scottie!

Ma1chbox
09-19-2018, 11:31 PM
Why can't I have listen? Would Heal be a good alternative?

Pyro
09-20-2018, 12:32 AM
Why can't I have listen? Would Heal be a good alternative?

Listen is not available for Clerics. I listed the classes able to use each skill after the description. Clerics are able to use Concentration, Craft Weapon, Heal, Lore, Parry, Persuade, and Spellcraft. For Nikolaj, I'd recommend Persuade, but it's up to you what you want to choose.

Ma1chbox
09-20-2018, 01:35 AM
OH. I can't believe I missed that. I thought they were just suggestions at first, not restrictions. I'll fix it right up!

Pyro
09-20-2018, 03:21 AM
OH. I can't believe I missed that. I thought they were just suggestions at first, not restrictions. I'll fix it right up!

No big deal! As I said, I may have missed some things or was not as clear as I thought so any question is a good one!

Kris
09-22-2018, 03:30 PM
This RP has been featured as RP of the week (https://role-player.net/forum/cmps_index.php)

Pyro
09-22-2018, 05:40 PM
This RP has been featured as RP of the week (https://role-player.net/forum/cmps_index.php)

Adjfbfkfnjrndjdj THANK YOU SO MUCH I'M SHOOK

Possum-Time
09-22-2018, 06:27 PM
NAME: Jamie Russo
AGE: 27
GENDER: Cis Male
APPEARANCE: Jamie is a short, stocky dude (good body reference is Charlie Day from Pacific Rim) who carries himself with a neutral posture but occasionally has twitchy movements. He has wavy dark brown hair that goes just past his jaw, that he always has pulled back with either a bandana or elastic band. His go-to outfit is a dark t-shirt with jeans and combat boots.
CLASS: Sorcerer
ALIGNMENT: Lawful Neutral
ABILITY STATS:
• Charisma: 16
• Constitution: 15
• Dexterity: 12
• Intelligence: 17
• Strength: 13
• Wisdom: 13

HP: 13

BRIEF BIO : Jamie is the youngest of two kids; obsessed with Scifi and Fantasy from a young age, he was the target of bullying through his public school education. In college Jamie really came into his own, he found his niche in the art program and discovered his love for sculpting. After graduating, Jamie found he could balance a sensible career with his passion, and he hasn’t been happier since. Jamie does video editing for a local news network while selling traditional sculptures, ceramics and fantasy sex toys on the side.

SKILLS: Concentration, Craft Weapon, Heal, Lore, Spellcraft

Concentration 20,
Spellcraft 14,
Heal 11,
Lore 9,
Craft Weapon 9,

SPELLS: Charm Monster, Invisibility Sphere, Isaac's Lesser Missile Storm, Knock, Continual Flame,
OTHER INFO : Jamie’s hobbies include eating snacks, relaxing , listening to podcasts and generally anything that isn’t work. Jamie lives above his studio and it’s about an eight-hour drive from Woodbury.

- - - Updated - - -


This RP has been featured as RP of the week (https://role-player.net/forum/cmps_index.php)

Heck Yeah!!!

Pyro
09-22-2018, 06:47 PM
Oh my god he's ridiculous I love him. You gotta pick the ranks though idk what to do with three ranks each. Other than that you're good~

Possum-Time
09-22-2018, 06:53 PM
Oh my god he's ridiculous I love him. You gotta pick the ranks though idk what to do with three ranks each. Other than that you're good~

WHOOPS, yeah just edited the post. Sorry was trying to put this up real quick before i headed into work :v

Pyro
09-22-2018, 07:05 PM
Btw, guys, this is important but take your time with it: please pm me at your earliest convenience with your character's greatest fears and weaknesses. They won't come up till later so really spend some time on them to make them really good

TheJediMuffin
09-22-2018, 07:25 PM
Redacted

TheJediMuffin
09-22-2018, 08:03 PM
NAME: Jake Torrent

AGE: 23

GENDER: Male

APPEARANCE: He is about 5’11, with long curly blonde hair that falls down a little past shoulder length. He is often wearing simple but relatively dirty blue jeans with a simple T-shirt, usually plaid checkered type of apparel. While not smelling bad, he usually has an earth type aroama to him, and he is very against wearing shoes. He will wear Sandals occasionally, but prefers not to. Just your average hippie.

CLASS: Druid

ALIGNMENT: Nuetral Good

ABILITY STATS:
Charisma: 15
Constitution: 17
Dexterity: 11
Intelligence: 13
Strength: 12
Wisdom: 19

HP: 21
SKILLS:
1. Animal Empathy - 20
2. Heal - 15
3. Spellcraft - 16
4. Lore - 15
5. Persuade - 10

SPELLS:
1. Cure Light Wounds
2. Entangle
3. Dominate Animal
4. Polymorph Self
5. Sleep

BRIEF BIO : Jake was born to a simple family in a country town about 30 miles from Woodbury. He grew up loving animals, loving any type of nature setting. Often running away from home to climb trees, sit at riverbeds, and meditating in forests. When he was a teenager, he had a small crow that he had befrended and became partners with. After the crow disapeared, Jake took a more pessimistic tone on the world and its occupants. At his very core, nature is what he lives, breathes, and worships. While a good natured man, Jake also has a little temper. He came to Woodbury to get away from his former job of a coffee shop, and seek out the beautiful trees that awaited him in woodbury.

Pyro
09-22-2018, 08:07 PM
Redacted

Yes indeed! We could use some stealth or combat characters since we're currently all magic and mystery

Pyro
09-22-2018, 08:12 PM
Oooh cool I love druids. You're good, just don't forget to pm me his fears and weaknesses!

TheJediMuffin
09-22-2018, 08:31 PM
will do :)

Pyro
09-24-2018, 04:30 AM
Alright, magic and mystery dudes, I'm thinking if we don't get any more players, I'll start writing up the IC like tomorrow during my break at school (I got 3 1/2 hours between my afternoon and my evening so that gives me plenty of time to just write). If we get more players while I'm working on it, I'll push it back to the end of the week.

Regardless, we should be up and running by the weekend! I can't wait to throw y'all to the literary wolves~

Cfavano
09-24-2018, 11:07 PM
I'm being a Paladin Detective. However, may I use this definition of lawful good?


https://www.youtube.com/watch?v=bSPtcpcMezk&t=1s

Cfavano
09-25-2018, 12:00 AM
NAME: Frederico Fabrizzio
AGE: 32
GENDER: Cis Male
APPEARANCE: https://vignette.wikia.nocookie.net/p__/images/9/9d/Stabler.jpg/revision/latest?cb=20140323163739&path-prefix=protagonist
CLASS: Paladin (Cop)
ALIGNMENT: LG (PS)

ABILITY STATS:

Charisma: 17
Constitution: 17
Dexterity: 15
Intelligence: 11
Strength: 14
Wisdom: 12

HP: 29

BRIEF BIO : Born to abusive parents on the wrong side of town, Freddie had always had a rough life. A trouble child, he was prone to acting out, and he found himself in trouble often, which caused more problems at home. Eventually, he was given an option by family court - to join the military, or go to juvie. He chose to join the Marines.

The Service was exactly what he needed. The discipline, the orderliness, and the camaraderie brought him from the depth of his own dysfunction and into productive life. After is tour was over, he used his G.I. Bill money to go to college and got his B.A. in Criminal justice and joined the Police force and rose to Detective, before being transferred to Woodbury. The night the storm hit was his first day on the job.
SKILLS:

Persuade - 19
Lore - 14
Discipline - 16
Parry - 20
Heal - 10

SPELLS: (if applicable)
OTHER INFO :

Cfavano
09-25-2018, 12:04 AM
Frederico, the morning after the storm:


https://www.youtube.com/watch?v=YoTThWeyR0Q

HalflinfSuzu
09-25-2018, 01:26 AM
By chance are you still looking for more characters?

Pyro
09-25-2018, 01:32 AM
That video is pretty much the long version of what's given in NWN

You're good to go - I will send you some lore in a moment (sorry about the flatness I'm kinda dead rn from being on campus all day while sick)

- - - Updated - - -


By chance are you still looking for more characters?

Sure!

Cfavano
09-25-2018, 01:34 AM
yeah, a lot of people think lawful good mean 'I have to follow the written law at all times' when really its 'I'm a decent fellow and I have a personal code I follow'

TheJediMuffin
09-25-2018, 01:58 AM
Im very excited to begin ^^

Cfavano
09-25-2018, 02:05 AM
*racks the slide on his shotgun*

Cfavano
09-25-2018, 02:10 AM
Frederico - okay guys, we gotta get there fast, follow me!

https://i.gifer.com/9JYO.gif

Rest of the party -

https://media.giphy.com/media/vpZ6XrDBiJvSo/giphy.gif

HalflinfSuzu
09-25-2018, 02:30 AM
NAME: Eoree Vladlena
AGE: 25
GENDER: Female
APPEARANCE:https://negativespace.co/wp-content/uploads/2018/03/negative-space-woman-beauty-red-hair-bridge-freestock-thumb-1.jpg (but changes with the new identuty she gets, such as dying her hair)
CLASS:Rogue (Identity theft, theft)
ALIGNMENT: Chaotic Neautral

Charisma:15
Constitution:13
Dexterity: 16
Intelligence:12
Strength:9
Wisdom:13

HP: 22
BRIEF BIO : Eoree was raised in a well brought up home, well to her at least, being part of a mob family was not everyones ideal life. She decided she wanted more, and took off to become a different woman. From then on she became a different woman every couple of months.
She would use her charm and ways to steal out of the pockets of those who were well endowed. Making her way to the town of Woodbury she wooed her way to the city attorney. Eoree was making her way to visit her new scam, when everything went topsy turvy.
SKILLS: Bluff-17, Disable trap-14, Open lock-16, Move silently-15, Tumble-10
OTHER INFO :

Pyro
09-25-2018, 03:09 AM
What drew her to Woodbury though? I can understand the need for police or teachers and there's the two who are visiting for personal reasons but I'm having trouble seeing the appeal to a high profile thief. Woodbury is a bland, backwoods small town with no real upper class

Cfavano
09-25-2018, 03:17 AM
perfect place to hide out?

Maybe she got a little too close to the fire nd has to cool her heels

HalflinfSuzu
09-25-2018, 03:51 AM
What drew her to Woodbury though? I can understand the need for police or teachers and there's the two who are visiting for personal reasons but I'm having trouble seeing the appeal to a high profile thief. Woodbury is a bland, backwoods small town with no real upper class

Exactly what Cfavano is saying. She was close to being caught.

Cfavano
09-25-2018, 03:59 AM
and then she has to work with a detective

Camelpaks
09-25-2018, 04:20 AM
Hey! This seems awesome and I'd love to join. I've made a character sheet but I'm not very familiar with DnD, I know a few concepts from it but not a lot so if there are errors with the Character Sheet just tell me and I'll fix it. Also, if you'd prefer someone who has experience with DnD I won't take offense if you'd rather me not join.

NAME: “Rodney Specter”/Arthur McCoy
AGE: 26
GENDER: Male
APPEARANCE: An average height man, around 5’10. He’s a slim build, with little muscle mass and a soft physique indicating a clear aversion to manual labor. His face is handsome, with high cheekbones and stylish, tousled, black hair. He wears glasses and dresses in a casual manner.
CLASS: Bard
ALIGNMENT: Chaotic Neutral
ABILITY STATS:
Charisma: 16
Constitution: 12
Dexterity: 13
Intelligence: 12
Strength: 9
Wisdom: 11

HP: 19
BRIEF BIO : It’s Rodney Specter! Your favorite host of RPN’s number one paranormal series, "Is It Haunted?" You my faithful viewers have been with me since the beginning; uncovering buried mysteries, exploring asylums haunted by as many deadly paranormal creatures as there is asbestos, and defiling ancient indian burial grounds like a whore in church.

For season 5 we have a special documentary. We will be investigating the completely unremarkable town of Woodbury. Where the hell is that you ask? That’s a damn good question and hopefully by the end of this series I’ll know myself. That’s right. I’m being blindfolded, restrained, and dumped in the middle of this town with nothing but my wits and an overly expensive pair of Roogle Glasses to record my time there while I try to immerse myself with the populace and show that even the smallest of places can have the biggest mysteries.

Rodney Specter is Arthur’s charming TV personality, a persona which he despises and shares nothing in common with. A staunch skeptic, Arthur has never encountered a paranormal event in all 5 seasons of his show. Not without effort though, every supposedly haunted place he’s entered he has taunted and bid whatever entities whom resided there to attack, injure, kill, or possess. But lo and behold, the only entity taking over Arthur is Rodney.

Since season 3, his show has been tanking. Ghost hunters and cheap paranormal shows are a dime a dozen after all, and Rodney needs a new direction if he's to stay afloat. So Arthur is deciding to try a different style of season this time, taking note of the popularity of movies and shows that use “lost footage” techniques and frequent usage of first person perspective in video recording.

SKILLS:
Bluff (15)
Persuade (18)
Spellcraft (14)
Concentration (20)
Use Magic Device (11)
SPELLS:
Charm Person
Charm Monster
Expeditious Retreat
Cure Light Wounds
Improved Invisibility
OTHER INFO :

Ma1chbox
09-25-2018, 05:02 AM
Oh right, before I forget, I have a few questions about my Raise Dead spell:
1) After I raise them, do they count as living or undead?
2) Will they be under my control, mindless (like a zombie), or fully conscious but severely injured?
3) Can I use Raise Dead on an undead enemy?
4) What happens if I use Raise Dead on an undead enemy after we've killed it (again)?

Pyro
09-25-2018, 05:46 AM
Okay dokay I'm passing out from cold medicine but here are a few responses:

HalflinSuzu, you're good to go

Redx, modern technology isn't going to work post-storm. Plus there are zero rumors of hauntings/paranormal activity so I'm not sure how he would have heard otherwise. Maybe instead he's from Woodbury and trying to make enough money to move out? Everyone is coming from outside and that's really not what I had intended.

Ma1chbox, it says in the description of Raise Dead that they are revived with 1HP so they're definitely not undead. I'm looking at it like Flynn from The Gamers 2: Dorkness Rising where they're alive again but really uncomfortable and needing to be patched up. I'm trying to keep things on the simple side so you won't be able to use it on undead enemies. It'll just fizzle out if you try

Sorry if I sound cranky or anything I really don't mean to I'm just heckin wiped from this cold/injury/infection in injury/busy schedule I've been having as of late. Should all clear up very soon though ^^;

Camelpaks
09-25-2018, 07:09 AM
I didn't plan for technology to play a big role anyways. But, he didn't hear rumors about Woodbury being supernatural or anything. I didn't make it evident but he's being dropped in the middle of Woodbury because the place is mundane. Trying to either dig out if there were any potential mysteries of the place or by just faking footage himself.

I could make a new character though if you'd prefer someone to be from the town.

Cfavano
09-25-2018, 05:05 PM
Pyro, so guns don't work?

Pyro
09-25-2018, 05:11 PM
Pyro, so guns don't work?

Weapons work just fine I meant anything electronic like a camera or a phone also cars don't work

Pyro
09-25-2018, 05:15 PM
I didn't plan for technology to play a big role anyways. But, he didn't hear rumors about Woodbury being supernatural or anything. I didn't make it evident but he's being dropped in the middle of Woodbury because the place is mundane. Trying to either dig out if there were any potential mysteries of the place or by just faking footage himself.

I could make a new character though if you'd prefer someone to be from the town.

I still don't understand but if you want to keep this character, either go with the suggestion I gave/something similar or work out exactly how he decided on this nowhere town that doesn't even have tourist brochures

Cfavano
09-25-2018, 05:55 PM
Pyro, I think the fact that Woodbury is so oppresingly boring that maybe his producer thought that there must be some dark seret to be found.


Also I think I am the only one in good physical shape.

Camelpaks
09-25-2018, 08:59 PM
I still don't understand but if you want to keep this character, either go with the suggestion I gave/something similar or work out exactly how he decided on this nowhere town that doesn't even have tourist brochures

The reason has been worked out. Assuming this is a modern time setting, any place can easily be found through googling no matter how obscure. Even without google or a modern setting, you can easily look through census documents or anything to see where people live or what towns there are in a territory.

The character looked through a bunch of random obscure towns, picked Woodbury for no real reason, it’s an obscure place and that’s what he was looking for. It’s a lot easier to make up fake paranormal stuff in a town no one knows about than one where there’s predicting rumors and you have to play by those rules. He makes a career on faking paranormal stuff, if he could do it in even a completely mundane place like Woodbury then in his mind it could help future seasons.

I didn’t make as clear as I should have in the brief bio, I apologize for that. I didn’t want to make it too long and figured I could go more in depth into his own motivations and reasons within the the actual RP. If it’s still not to your liking or doesn’t make sense to you then I’ll scrap it.

Pyro
09-25-2018, 11:55 PM
Redx, that's fine

I'm capping it there for players. The party is already considerably bigger than I anticipated so I'm gonna start working on an intro

Keep in mind that you can die in this and we only have one character who is able to raise the dead so be careful with how you approach situations

Cfavano
09-25-2018, 11:58 PM
https://i.imgur.com/Mwd3y1v.gif

- - - Updated - - -

also why don't paladins have lay on hands or spells?

Pyro
09-26-2018, 03:20 AM
Because in NWN Paladins don't have spellcraft as a skill and I thought it would make things interesting if not everyone was able to cast post-storm

Cfavano
09-26-2018, 03:34 AM
i mean, I get that, but honestly, without lay on hands and smite evil, how is a paladin any different from a fighter? there's not really any point to having a high Cha

- - - Updated - - -

and you speciially said we were low on healers

TheJediMuffin
09-26-2018, 05:36 AM
Im just stoked to start (:

Pyro
09-26-2018, 06:38 AM
Cfavano, I want a challenging game for you guys. This isn't the type of game where you get to be op as much as you want, kicking in doors and being a movie star badass. I made restrictions and setbacks to give your characters obstacles and problems to solve. You don't start a game with maxed out characters, you start out with basic characters who get stronger later on.

Cfavano
09-26-2018, 12:12 PM
again, I get that. So are you saying that, hopefully soon, I'll be bale to get the basi powers of a paladin? Otherwise I need to make a new character.

Pyro
09-26-2018, 05:59 PM
again, I get that. So are you saying that, hopefully soon, I'll be bale to get the basi powers of a paladin? Otherwise I need to make a new character.

Would you like me to tell you the entire plot as well? Be patient. Things will reveal themselves in game.

Cfavano
09-26-2018, 06:05 PM
That was very rude. There is a difference between asking for plot details and info on basic mechanics. There is no point for me even having a high charisma, since all paladins really use it for is spellcasting. I might stay, but I'm not sure I can commit.

Pyro
09-26-2018, 06:05 PM
I also never said we were low on healers. I said we were low on stealth and non-magic combat, but it seems we're more well balanced now

I have been trying to be polite but I'm losing patience, particularly since I have asked many times to cut me a little slack due to the amount of health problems I've been experiencing lately. Paladins are more than fighters who use charisma for spellcasting, which actually they use wisdom because it's divine based (https://nwn.wikia.com/wiki/Paladin) but I digress.

Please wait for gameplay for any questions about how characters will advance.

Cfavano
09-26-2018, 06:09 PM
plus, as I said, my class is pointless without lay on hands, immunity to disease and fear, and smite evil. i'm just a fighter without extra feats.

Possum-Time
09-26-2018, 08:44 PM
plus, as I said, my class is pointless without lay on hands, immunity to disease and fear, and smite evil. i'm just a fighter without extra feats.

Dude, chill out.

TheJediMuffin
09-26-2018, 09:10 PM
Yeah man everybody has been really chill. Not to mention the GM has been ill. Lets just all talk peacefully <3

Cfavano
09-26-2018, 09:14 PM
sorry, s somone who has been burned in the past, and someone who play D&D often and knows the rules backwads, forwards, sideways, and upside down, I'm just looking out for the party

Possum-Time
09-26-2018, 09:30 PM
sorry, s somone who has been burned in the past, and someone who play D&D often and knows the rules backwads, forwards, sideways, and upside down, I'm just looking out for the party

I'm not trying to be mean, but this is a homebrew game, things are going to be different here. That's why this site's so fun, because there's variety of games and you have the opportunity to experiment and adapt to different worlds on the fly.

IsaacGaming
09-26-2018, 09:39 PM
Everything's fine, guys. While I do understand that Paladins do use charisma for spellcasting (at least they do in D&D 5e), it's Pyro's creative choice on how to handle each class. Either way, having a front-line fighter is indispensable to the party rn, so being a Paladin is still good for us overall.

Cfavano
09-26-2018, 09:43 PM
i know, and I'm not complaining, I was asking a question.

TheJediMuffin
09-26-2018, 10:03 PM
Yeah one well aimed fireblast type attack shouldnt be able to destroy most of the party

Ma1chbox
09-26-2018, 11:50 PM
Let's not get antsy before things even start, guys.

Cfavano, judging solely from the paladin description on the first page, it does say that:

"Divine power protects these warriors of virtue, warding off harm, protecting them from disease, healing them and their allies, and guarding against fear. Divine power also guides their sword arms, making them among the most effective warriors against undead and evil outsiders."

I've also checked the NWN wiki about paladins and they really don't have spellcraft, and judging solely from NWN's description of spellcraft, that decision kind of makes sense. Lastly, Pyro didn't exactly say no, so I'd keep your hopes up at least. If anything, at least you get to play out Nick Angel.

Cfavano
09-27-2018, 12:05 AM
who?

Ma1chbox
09-27-2018, 12:15 AM
Sgt. Nicholas Angel? The guy from Hot Fuzz you were using in your gifs?

Cfavano
09-27-2018, 12:18 AM
oh him

- - - Updated - - -

i thought you meant some sort of magic cop

Camelpaks
09-27-2018, 01:12 AM
I don’t want to add fuel to the issue, but I don’t see how Cfavano was being antsy just by asking questions.

I don’t understand the mechanics of DnD that well and it kind of sets a bad precedent if someone asks a question and then the group acts like it’s walking on glass with Cfavano only wanting more understanding of his character’s class.

Ma1chbox
09-27-2018, 01:33 AM
Oh no, don't get me wrong, I'm not pointing fingers. I was just referring to the tension in the room. I'm just hoping things don't boil over before we start, is all.

Camelpaks
09-27-2018, 02:03 AM
No I understand. I’m sorry, I used your word to describe the situation, but I wasn’t actually referring to you haha I know you meant more to smooth it over. I was more responding to the overall reception that Cfavano’s question got. It seemed like it was dismissed overall and made out like he was overreacting or impatient.

I understand it’s Pyro’s campaign, but we’re all investing time and energy into this, if there’s a question about how a class might play out within the campaign then I think it’s a fair question and the reception he got is kind of discouraging to me if I have my own questions since I’m a noob and I’m definitely going to be asking a lot.

Ma1chbox
09-27-2018, 02:45 AM
It's cool man, no offense taken

TheJediMuffin
09-27-2018, 06:23 AM
No tension if you ask me, i know itll be great between us all based on our passion just ooc

Pyro
09-27-2018, 07:17 PM
IC is up (https://role-player.net/forum/showthread.php?t=92197). If it wasn't clear in the first post, you all have to be inside the town hall, either working or attending to business in some way. It wouldn't make sense for your character to just be hanging around for no reason, so get creative. I'm still trying to figure out how the site dice rolling feature works so don't worry about any of that for the time being

BumblingBee
09-28-2018, 10:55 AM
IS THIS STILL OPEN?? ;0

Pyro
09-28-2018, 04:19 PM
IS THIS STILL OPEN?? ;0

Sorry, no. I capped it about a page or two back

Cfavano
09-28-2018, 04:42 PM
Is it okay if my entrance is my guy just getting there ad getting settled in?

Pyro
09-28-2018, 05:32 PM
Is it okay if my entrance is my guy just getting there ad getting settled in?

Sure the police station is part of town hall. There's no one else working in there at the moment since the only people inside the building are PCs so I imagine they left the new guy with the desk work or something

Cfavano
09-28-2018, 05:59 PM
...He's a detective XD

but they do desk work too

TheJediMuffin
10-04-2018, 12:45 AM
Hey guys sorry ive been away, sickness got me in rl. Ill be posting soon

Pyro
10-04-2018, 01:22 AM
Hey guys sorry ive been away, sickness got me in rl. Ill be posting soon

Oh no! I hope you feel better soon!

Pyro
10-17-2018, 05:09 AM
Sorry for delays in response; things have been crazy busy for me. I'll try to get a post in tomorrow, however, we are still waiting on intro posts from about half the party. It's okay if you need to drop, just let me know so I'm not waiting on you C:

Pyro
10-25-2018, 07:40 PM
Alright, guys, I'm gonna need a final headcount if we want to move things along. I wanted to wait until we had all the intro posts but it's going a bit slower than I'd hoped, so please let me know if you're dropping out. If you've already posted in the IC, don't worry about replying - you're good.

If you have NOT posted in the IC, please do so by Tuesday or the plot will move along without you. I'm giving it till then because this coming week is midterms for me so I'm taking a break to study. I'll check in Wednesday early afternoon (eastern time) after my last midterm but please please please either tell me you're dropping/post in the IC/let me know of any further delays if you really want to stay on (I'll work something out on my end if that last one is the case)

Pyro
10-31-2018, 06:10 PM
Time's up, folks. I'll make some revisions to the party list and work on a progression post as soon as I can

Possum-Time
11-08-2018, 04:16 AM
Hey Pyro, just a quick question for Jamie. He used to live in Woodbury, would he know if tornadoes are common for that area? :V

Pyro
11-08-2018, 05:08 AM
Hey Pyro, just a quick question for Jamie. He used to live in Woodbury, would he know if tornadoes are common for that area? :V

I'm thinking it's like our area where they're possible but not likely and people know how to recognize the signs (distinctive clouds, excessive lightning, etc.)