1881. People tend to not believe what hides in the dark. They believe that they are saved, that the sounds of the forest are just animals. Each morning renews hopes, every night, silence. They are not saved because they believe but because there are people like you. You are a hunter. With or without reward you made a promise, to face the creatures that humanity refuses to believe. Around you a weapon, luck and silence. You are the last hope, the clever lamb who hunts the wolf.
Sign Up sheet:
Name: This is what people call your character.
Age: How old are you?
Appearance: This is what your character appears like to other characters.
Gender: This is whether your character is a girl or a boy.
Level: You start at level 1. Each level gives you 10 HP.
HP: Your hit points. These represent your ability to take physical damage. If you lose all your HP you will fall unconscious, and further hits will kill you. You start with 25.
AC: Your armor class. In order to be hit an enemy must exceed this score. AC= AGI + 10
Stats: Your skills, both natural and trained. Each has a purpose. You start with 3 points and have 10 points to customize. You're a human above normal, so the minimum value is 2 points and the maximum is 10 pre-perk.
STR: Strength. A measure of your character's physical strength and muscle power. This statistic is used in the secondary statistics Carry Weight and Melee Damage. All weapons have a minimum Strength requirement as well. Rolls against Strength are used when characters try to break doors down and do other feats that require sheer muscle power.
PER: Perception. Your character's awareness. Perceptive characters notice details instantly, like smells, sounds, and sights that don't fit a "normal" picture. The primary use of this statistic is to determine how much you is accurate with a ranged weapon.
END: Endurance measures the bodys constitution and overall health. Characters with a high Endurance have great immune systems, good cardiovascular fitness, and can outrun and outswim others. The Hit Point and Poison Resistance are based on Endurance. Rolls against Endurance determine things like whether your character can hang on to that rope over a canyon, or can resist the deadly venon a Drakon just sprayed in his or her face. Every point gives you 5 HP.]
CHAR: A combination of appearance and charm. A high Charisma is important for characters that want to influence people with words.
INT: Intelligence is a character's higher reasoning power. Characters with high intelligence have better memories and are better at solving problems than people with low intelligence. Also affects the use of magic.
AGI: Agility measures the speed of a character's reactions. Characters with high Agility are jugglers and acrobats. Characters with low Agility dance with two left feet. This statistic is the basis for the Armor Class.
LUC: Characters with a high amount of Luck just tend to have things go their way, and characters with a low amount of Luck always seem to be standing under the scaffolding just when someone drops that brick. Luck directly affects the Critical Chance secondary statistic as well as influences Social skills. Rolls against Luck are made at the GM's discretion.
Traits: Traits modify different aspects of gameplay, such as primary statistics, derived statistics and skills. Traits have positive and negative results. You can only select 2 traits.
Bruiser: A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! You lost Agility points, but your Strength is increased. (+2 point bonus to Strength, but lose 2 on Agility)
Gifted: You have more innate abilities than most, so you have not spent as much time honing your skills. Your statistics are better than the average person, but your skills are lacking. You get 3 more Character Points to distribute among your Primary Statistics, but all rolls get a -2 penalty.
Heavy Handed: You swing harder, not better. Your attacks are very brutal, but lack finesse. You rarely cause a good critical hit, but you always do more melee damage. You get a +4 point bonus to Melee Damage, but your critical hits do half of their normal damage (50%).
Night Person: As a night-time person, you are more awake when the sun goes down. Your Intelligence and Perception are improved at night, but dulled during the day. (-2 to all skill check in the day, +2 to all skill check in the night)
One Hander: One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem. You have a -4 penalty to hit with two-handed weapons, but get a +2 bonus to hit with weapons that only require one hand. This don't stack with Heavy Handed.
One In a Million: You're not particularly lucky or unfortunate, but when lightning strikes, it strikes hard! Whenever you critically hit or fail, a second check is made to see if it actually happens. If you succeed in the first roll you receive a 1/4 bonus based on your damage. If not, you lose 1/4.
Small Frame: You are not quite as big as everyone else, but that never slowed you down. You get a +1 point bonus to Agility, but you lose 5 hit points.
Red Scare: You are paranoid in the extreme and think that everyone around you may be trying to do you in. You gain +2 Perception but your shaky nerves in combat give you a -2 penalty to hit.
Sharpshooter: You learned to use ranged weapons. While using Guns, Crossbow, Bow or Daggers you have a perfect aim (+2 bonus to hit and -4 penalty to hit with meele weapons.).
Perks: Perks are bonuses obtainable by the player character. In contrast to traits, perks are almost purely beneficial with only some exceptions. You get one every four levels starting from level 4.
Intense Training: with this perk, a single point can be put into any stat. Avaliable at level 4 and 16.
Toughness: you gain 20 HP.
Friend of the Night: your eyes adapt quickly to low-light conditions.
What do we say to the death? Your unconscious threshold is raised to -10 HP.
Mighty Tarzan: +2 in tests involving Strength.
Lore master: +2 in tests involving Intelligence.
Be water, my friend: +2 in tests involving Agility.
Cole Phelps: able to spot hidden clues and traps. +2 in tests involving Perception.
The Physician: your healing are more effective.
Shadow Walk: able to better hide from enemies.
Go for the eye: when you do a critical you have 10% chance of performing a attack that trades damage for disabling.
Additional resistance: you can choose only one from this list. You will receive +2 resistance testing for the specific element but will be penalized at -2 for others.
Pursued by poison: resistance to poison.
Ice King: additional resistance to ice.
Ashes to ashes: fire resistance.
Heavy weather: lightning resistance.
Equipment: What do you use as a weapon and armor /clothing?
Biography: The story of your Characters life, and how they ended up becoming hunters.