TLPAC: The Hunt

Lighthearter

President of the United States
Joined
Apr 29, 2010
Messages
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Location
The West Wing
Ten years have passed since the Battle of Kaluge. The North is at peace. Princess Agente Varvande was revealed as an Oracle - the first of that race of supernaturally powerful sorceresses to live in a thousand years. Renouncing her royal blood, the heroine of the fabled Last Prophecy has established an Academy in the sacred Mount Okholt of the Dragonclans . . . but now, something changes.

Far to the south, the powerful, revenge-driven Aerilian Empire marshals its legions. They face the small coastal nation of Ichondor: three hundred years ago, the Northern Nations carved this small chunk of mountain-ringed desert from the Aerilian heartland. They never forgot. Thirty years ago, again the North aided Ichondor in taking territory from Aerilia in the Mage's War - and the Empire seeks vengeance.

But Ichondor is a barren, tough land, ruled by petty warlords and tyrant robber barons. The Empire of Jinon and the Kingdoms of Ethara and Kepholon, the ruling powers of the North, cannot decide if Ichondor's right to independence even in an ineffectual form is worth starting another Mage's War over. But that is not what truly matters.

An Oracle, one of the recent graduates from the Academy, has traveled to Ichondor to investigate rumors of dragons and magicians disappearing or being found dead. She has not returned.

Now, a team of volunteers from the Academy - mere magicians, Oracles-in-training, and even wandering Rangers of magical talent have joined together with one purpose: they will find Elena Farol, or discover what happened to her. To succeed, they must journey into one of the last outright war zones on the face of a peaceful planet - and perhaps they will not simply find Elena, but themselves buried in the chaos.

Good fortune favor the bold . . . they will need it.


__________

Welcome to TLPAC: The Hunt. This is an action chatroom - a game of dice and roleplaying, in a chatroom much like this one I'm linking to right now. You play as one of the volunteer magicians on the hunt for Elena Farol.

The Oracular Academy only teaches those considered to be moral and just defenders of all life across the face of Haven - therefore, no character the GM(c'est moi) would consider villainous or evil is allowed.

To join, fill out this character sheet:

Spoiler :
Name:
Gender:
Ability:
Age:
Appearance:
Magic Color:
HP:
XP:
Royals:
Specialty 1:
Specialty 2:
Penalty:
Locked:
Schools:
Skills:
Perks:
Items:
Bio:


To recap:

Name: This is your character's name.
Gender: This is your character's gender.
Ability: If your character is female, you are allowed to be an Oracle-in-training if you so desire. There is no gameplay difference, but Oracles are nominally far more powerful than any other magician, if you wish to RP from that perspective. You cannot be a male Oracle.
Age: This is your character's age.
Appearance: This is what your character looks like.
Magic Color: This is the color of your character's magic. All colors are acceptable except any derivative of "clear".
HP: This is your hit points, which decide how many hits you take before dying. It starts at 30. Exchange 3XP for 1HP to improve.
XP: This is your Experience Points, which decide what skills you can get and how high you can level them up. You start with 150. Invest 5XP in a skill to gain one level in it. You cannot level any skill up above 10 at game start. You can also convert 5XP to 1SP, which is spent on one level. This has no difference from the simpler method earlier, but I wrote all the costs on the lists below in SP values so I will tell you that 1SP=5XP just to avoid having to redo everything.
Royals: This is how many Royals you have. You can convert XP to Royals at a 1:1 ratio. Royals are the standard Northern currency, and exchange well enough into the Southern variant that they're basically the same coin despite a different design.
Specialty 1: This is one of your two Specialty schools. You convert XP to levels at a 4:1 ration in these, instead of 5:1. Choose from the Schools list below the character sheet.
Specialty 2: This is one of your two Specialty schools. You convert XP to levels at a 4:1 ration in these, instead of 5:1. Choose from the Schools list below the character sheet.
Penalty: This is your Penalty school. You convert XP to levels at an 8:1 ratio here. Choose from the Schools list below the character sheet.
Locked: This is your Locked school. You cannot take levels in this school. Choose from the Schools list below the character sheet.
Schools: This is where you list what levels you have in what Schools. Choose from the Schools list below the character sheet.
Skills: This is where you list what levels you have in what Skills. Choose from the Skills list below the character sheet.
Perks: This is where you list what perks you have. Choose from the Perks list below the character sheet.
Items: This is where you list what items you have. Choose from the Items list below the character sheet.
Bio: This is where you get to play - tell us what your character's story is. Why are you training at the Academy? Why did you volunteer to rescue Elena?

The lists follow:

Schools:

Investing 2SP into a School or Skill gives you a +1 Modifier with it. Overall maximum investment is 30SP. You cannot invest more than 10SP/50XP at game start in any one School or Skill.

Spoiler :
Fire: Usage of heat, flames and the like to achieve ends.

Water: Water and other liquids answer to your direct control, as does ice.

Air: Strikes of air and wind, plus minor levitation.

Earth: Dirt, stone, plants and similar substances answer your call.

Energy: Bolts of light and constructs of the same, serving your ends.

Transformation: Turn something into something else!

Divination: Read the present, view possible futures, know the past, communicate telepathically, and sense lies.

Potions: Brew concoctions and serums that will benefit you!

Illusions: Control what others see and don’t – and how their mind registers what their eyes can detect.


Skills:

Investing 2SP into a School or Skill gives you a +1 Modifier with it. Overall maximum investment is 30SP. You cannot invest more than 10SP/50XP at game start in any one School or Skill.

All combat skills give the related weapon of your choice for free upon taking them.


Spoiler :
Unarmed: Brawling experience or martial arts training – whatever source, this is how well you can punch.

Melee Weapons: Swords, knives, axes – with your weapon of choice, how skilled are you?

Thrown Weapons: Throwing stars, slings, hurled daggers – this is your aim with a good throw.

Armor: How thick is your suit of armor – traveler’s rags, or harder than plate mail?

Hand Accelerators: One-handed weapons, very light and easy to conceal, but not as powerful or accurate as their larger brethren.

Accelerator Rifles: The weapon that has replaced the crossbow, the accelerator rifle hurls a metal ball at impossible speeds in a blast of magic – accurate and deadly, but ineffective in a brawl.

Stealth: A soft step, a silent whisper, and the patience of a god – these are the telltale signs of a master sneak.

Perception: See things others don’t, and react faster than they can – unless you skimp on the eye exam.

Persuade: A magnetic personality and a way with words can win you many friends through the arts of persuasion and seduction.

Knowledge: What you know, and how likely you are to remember it when you need to.

Survival: Tracking, camping, and shielding yourself from the hot, unforgiving sun – this shows how well you can do those things.

Strength: Muscles and brute strength.

Willpower: Mental dedication, a firm heart, and sheer ungodly stubbornness.

Constitution: Determines your ability to take a hit and brush it off.

Dexterity: Here’s is how . . . fast and flexible you are.

Tactics: Your skill level with the famed Havenian card game. You never know if you might be playing for your life someday.


Perks:

Spoiler :
Impulsor: In bad situations, sometimes your inherent magical talent will fire a spell for you to save the day. Requires 1 in any School. Cost 10SP.

Munchkin: Take another Locked School in exchange for another Specialty. Cost 7SP. XP investment in the new Specialty is done at a 3XP:1SP ratio.

Adept: One additional Specialty School. Requires 5 in any School. Cost 10SP. XP investment in the new Specialty is done at a 3XP:1SP ratio.

Master/Mistress: Yet another bonus Specialty to show your mastery of arcana. Required Adept and 10 in any School. Cost 10SP. XP investment in the new Specialty is done at a 3XP:1SP ratio.

Ranger: Use your Survival skill level as a replacement for Stealth when performing a stealth action in the wilderness. Requires 10 Survival. Cost 10SP.

Fast Learner: +20% XP gain. Requires 15 in three skills or Schools. Cost 20SP.

Brawler: Bonus to melee damage. Requires 5 in Unarmed or Strength. Cost 10SP.

Duelist: Bonus to melee weapon hit chance. Requires 5 in Melee Weapons or Dexterity. Cost 10SP.

Sharpshooter: Bonus to ranged weapon critical chance. Requires 5 in Accelerator Rifles, Pistols or Throwing Weapons. Cost 10SP.

Sorcerer: Bonus to spell damage. Requires 8 in Fire, Energy, Earth, Air or Water. Cost 10SP.

Wizard: Bonus to spell hit chance. Requires 8 in Illusions, Potions, Divination or Transformation. Cost 10SP.


School Spells:

Spoiler :
Flight(Air) : Lift yourself into the air with magic! Requires 7 Air. Cost 8SP.

Sonic Shriek(Energy) : Scream, shout and shatter eardrums! Requires 7 Energy. Cost 8SP.

Cold Control(Water) : Determine the temperature of the air around you. Requires 7 Water. Cost 8SP.

Elemental(Fire) : No longer fear burning heat or searing flames – save those sent by another spellcaster. Requires 7 Fire. Cost 8SP.

Rocker(Earth) : Add your Earth modifier to your Armor score! Requires 7 Earth. Cost 8SP.

Foresight(Divination) : Garbled visions of potential futures – do with them what you will. Requires 7 Divination. Cost 8SP.

Torment(Illusion) : Create an illusion of your target’s worst fears come to life. Requires 7 Illusion. Cost 8SP.

Nature Form(Transformation) : Pick an approximately human-sized animal and shapeshift back and forth at will. Requires 7 Transformation. Cost 8SP.


Potions:

Can carry 2+ your Potions modifier worth of potions at once.

Spoiler :
Love Potion: Make the drinker infatuated with whoever you want them to be! Romantic satisfaction post-drugging not guaranteed. Potential hilarious side effects. Great for pranks! Cost 10R. Requires 1 Potions.

Healing Draught: Restores 10HP plus the brewer’s Potions modifier. Cost 15R. Requires 3 Potions.

Truth Serum: Makes the drinker unable to tell lies unless they pass a Willpower check. Cost 15R. Requires 3 Potions.

Pain Drops: Sprinkle on the skin of someone you don’t like. Countered by Constitution. Cost 15R. Requires 4 Potions.

Relieving Rain: Removes any spell or potion effects on the drinker. Cost 30R. Requires 6 Potions.

Revitalizer: Heals 18HP plus the brewer’s Potions modifier. Cost 40R. Requires 8 Potions.

Dragon Eyes: Instant boost to Perception and Stealth as the drinker is much more aware of their surroundings and potential hiding places. Cost 40R. Requires 10 Potions.

Gods’ Plague: A vial of unstable chemicals. Throw at someone you don’t like and get your head DOWN. Cost 50R. Requires 10 Potions.

Aprix Blood: A draught made from the blood of aprix. Temporarily bestows the legendary raptor’s ability to see magic upon the drinker – though it makes you otherwise blind. Cost 50R. Requires 12 Potions.

Nullfication Potion: The drinker is unable to use magic until the effects wear off. Cost 50R. Requires 15 Potions.

Anti-Nullification Potion:
Drink this to undo the effects of a Nullification potion or make yourself immune to the effects of Nullifiers. Cost 50R. Requires 15 Potions.

Restorative:
Heals 25HP plus the brewer’s Potions modifier. Cost 50R. Requires 18 Potions.

Lucky Lightwater: A bonus to all rolls in the drinker’s future as their luck is increased. Cost 55R. Requires 20 Potions.

Reviving Serum: Anyone who has been killed within the past two turns? It isn’t their time to face Judgement yet. Cost 60R. Requires 25 Potions.

Masters’ Tears: You know Gods’ Plague? Yeah, this is much, much worse. Throw it FAR AWAY and pray for your life. Cost 60R. Requires 25 Potions.


Inventory Items:

Max 3 Inventory Items at a time.

Spoiler :
Nullifier: An enchanted item that will impair a magician’s ability to cast spells and shriek like a disrobed demon when a spell is attempted, allowing anyone around to ensure the magician can no longer concentrate enough to cast. 10R.

Orb: Enchanted crystal ball that serves as a communicator to any other orb the caster desires. Can also assist Divinators in scrying. 15R.

Arcane Crystal: A crystal charged with magical energy of a mortal magician or of the gods. Use to power magical machinery that goes dormant, or to imprint messages for anyone with an orb that finds them. 15R.

Earthsnake Scale:
An incredibly dangerous artifact. Earthsnake scales will cause massive injury and practically instant death to any magician whose skin they come into contact with. Handle with gloves and EXTREME caution. 75R.

Protective Clothing: Turbans, cloaks and a walking staff – protect yourself from the heat and sandstorms of the desert without relying on spells. 20R.

Potionmaking Gear: A cauldron, a textbook, and everything else you need to brew potions. Do not use for kegstands. 20R.

Rope: Because you never know when you'll need 30 meters of it. 10R.


And that's about it. First mission will be at five EST tomorrow night if there's enough players, or Saturday if I need to wait another day. See you in Haven!

-L
 
Name: Ethar'tey
Gender: Female
Age: 34
Appearance: 5'9", with black hair and golden-brown eyes. Eth usually wears minimalist green clothing to ensure both camoflauge and freedom of movement.
Magic Color: Imperial Pink

Specialty 1: Illusion
Specialty 2: Divination
Penalty: Transformation
Locked: Energy

HP: 35
XP: 11
Royals: 0

Schools:

Fire: 1
Water: 1
Air: 1
Earth: 1
Divination: 10
Illusions: 10

Skills:

Unarmed: 20
Melee: 2
Thrown: 1
Accelerator Rifles: 10
Stealth: 2
Perception: 8
Survival: 14
Strength: 4
Willpower: 2
Dexterity: 16

Perks:

Ranger

School Spells:

Foresight

Items:

Rope
Earthsnake Scale
Accelerator Rifle
Knives (most hidden in various places)
Al-Shumar's Scimitar
Elena-Written Letter
Un-signed Magical Permit Papers
Page from the Holy Book (Ichondarian Version)
Cloth with the eye symbol
Regulator (attuned to her)
Elena's Oracle Graduation Necklace
Page of the Black Book

Bio: Ethar'tey was born a few years before the mages war, and within the first few years of her life had had her father ripped away from her by it. Soon after she and her mother took to living in a small house outside of town, leaving Eth' to grow up half in the wilderness. As she grew up, Eth' would meet a number of Gyreans, and combining the impressions they left on her with her out-of-the-way home would lead Eth' to take to the forest as she aged.

Although never technically a ranger in her own right, Eth' helped them out on many occasions, and was accepted as a competent ally, albeit not the most likeable one. This would culminate in her participation in the Shadowblade crisis, where she fought with the rangers inside Mount Okholt. During this time, she stuck up a freindship with a dragon named Shael'tuum, who would inform her after the fighting was over that she had magical potential, and noted that it might be something she should explore.

It was this thought that drew her to the opening of the Academy several years later, partly to observe the opening ceremony and partly to revisit the freind she had made there on her last visit. It was on this visit that she met Elena Farol, also attending the opening ceremony, although with hopes of being admitted. Although Eth' was not actually intending to join the academy, Shael'tuum did point out that she might have hopes of admission if she was looking to develop her, then still largely unused, powers.

After several years with the thought in her head, Eth' decided that perhaps it was something she should look into further. On her next visit to Mount Okholt, she had a number of long conversations with people within the mountain, and ultimately decided to at least attempt to learn more. Meeting Elena again soon after she was admitted, Eth slowly built up something resembling a freindship with her. It was this that motivated her to volunteer for the search party.


DT
 
Name: William Hayley
Gender: Male
Ability: Magician
Age: 28
Appearance: Black, a slight limp, a deck of cards he is constanty shuffling, piercing green eyes, below average height, a constant halfsmile, an unrevealing face.
Magic Color: Dark green, the color of the forest.
HP: 30
XP: 0
Royals:
Specialty 1: Earth
Specialty 2: Illusion
Penalty: Divination
Locked: Fire
Schools:
Earth: 30
Illusion: 24
Shamanism: 30
Transformation: 3
Skills:
Survival: 10
Throwing Weapon: 7
Hand Accelerators: 2
Accelerator Rifles: 3
Perks:
Items: Saphire, black cat with blue eyes.
Bio: Later
 
Name: Belenus Orran Oszkar McKay (BOOM)
Gender: Male
Age: 21
Appearance: Tall, with tan skin. Has thick black hair, gigantic sideburns, an impressive handlebar moustache, & a truly epic beard. Silver eyes.
Magic Color: Indigo
HP: 36
Damage Resist: +3
XP: 0
Royals: 0
Specialty 1: Fire
Specialty 2: Energy
Specialty 3: Transformation
Specialty 4: Shamanism
Penalty: Illusions
Locked 1: Divination
Locked 2: Potions
Schools:
  • Fire 30
  • Energy 30
  • Transformation 30
    • Nature Form (Megatherium)
  • Shamanism 14
Skills:
  • Perception 3
  • Knowledge 12
  • Willpower 3
  • Armor 6
Perks:
  • Munchkin
  • Adept
  • Fast Learner
Items:
  • Protective Clothing
  • Regulator [Attuned to Phil] (Non-inventory)
  • Fishing Kit (Non-inventory)
  • Teagan the Pet Ferret (Non-inventory)
  • Page of the Black Book (Non-inventory)
Bio:
Spoiler :
The Son of 2 Alchemists from the Central Nations, Belenus was always fascinated by his parents' experiments. What fascinated him infinitely more than their successes, however, was their failures; he would eagerly observe them for hours on end, just waiting for them to use an improper ratio or an impure product, so that he could see the roiling smoke & fire that inevitably resulted. When his magical abilities manifested at age 4, the first thing he did was attempt to recreate the spectacular explosions he so often saw his parents create.

Miraculously, he avoiding getting seriously burned. Horrified by their son's pyromania, his parents sent him off to an Academy of Magic, to learn self-control & the proper use of his powers. He studied at the Academy for many years, and though the occassional explosion was never entirely out of the picture, he did develop some measure of self-control.

When the Mount Okholt Academy was established, he transferred there to learn from the best, and became fast friends with the Oracle-in-training Elena Farol. When news of Elena's kidnapping reached him, he insisted upon being a part of the rescue team sent into Ichondor; the Academy Masters, acknowledging his unusual talent & feeling the experience would do him some good, agreed. Now, BOOM is ready to join the fellowship & eager to do his part to bring Elena back.

Nature Form Stats:
Spoiler :
Animal: Megatherium
Magic Color: Indigo
HP: 50
Damage Resist: +10
Specialty 1: Fire
Specialty 2: Energy
Specialty 3: Transformation
Specialty 4: Shamanism
Penalty: Illusions
Locked 1: Divination
Locked 2: Potions
Schools:
  • Fire 30
  • Energy 30
  • Transformation 30
  • Shamanism 14
Skills:
  • Perception 3
  • Knowledge 12
  • Willpower 3
  • Armor 20
  • Constitution 20
  • Strength 24
  • Dexterity -10
  • Stealth -99
Perks:
  • Munchkin
  • Adept
  • Fast Learner
 
Name: Phil Fallowson
Gender: Male
Age: LXXXVI
Appearance: An old man, caucasian, with a long flowing brown beard. Always wears a ratty pointed hat and an old blue cloak.
Magic Color: Purple
HP: XXXX
Damage Resist: V
XP: 0
Royals:
Specialty 1: Illusions
Specialty 2: Divination
Penalty: Earth
Locked: Transformation
Schools:
Spoiler :
-Fire:
-Water
-Air
-Earth
-Energy
-Transformation
-Divination XXX
-Potions
-Illusions XII

Skills:
Spoiler :
-Melee Weapons IV
-Armor X
-Persuade II
-Tactics X

Perks:
Spoiler :
-Nothing yet. Fooled you, though.

Items:
-Ornate staff (Melee weapon, walking stick)
Bio: Phil Fallowson, born Philip Reginald Fallowfellow of Fallowshire, has been traveling the north for more than fifty years. He tends to wander in isolated, out of the way communities where he introduces himself as "The Good Wizard of the North" and puts on a magic show for the village which is how he makes his living. His history is largely unknown, but his tendency to win a lot at cards is well documented.

He was born in a beautiful, wealthy estate and brought up as the heir to all of it - but when he inherited at age twenty-one, he sold the entire estate and gave the money to the poor, saying "I always hated that place". It was only after four years of living as a beggar that his talent manifested and he found his true passion: Entertaining children.

The artist formerly known as "The Good Wizard of the North" was playing Tactics with thirteen dwarves when it became known that an Oracle had gone missing in Ichondor of all places. Unable to bear the thought of a lady, who was once a child he had entertained, being in danger Phil Fallowson volunteered to track her down citing his concern for her welfare.
 
Name: Adrianna Sviltharm
Gender: Female
Ability: Oracle-In-Training
Age: 27
Appearance: Tall, light brown hair and eyes, relatively tan skin
Magic Color: Dark blue
HP: 37
Damage Resist: +4
XP: 0
Royals: 4
Specialty 1: Water
Specialty 2: Transformation
Penalty: Illusion
Locked: Potions
Schools:
  • Water: 30
  • Transformation: 30
  • Fire: 20
  • Air: 3
  • Energy: 3
Skills:
  • Melee Weapons: 14
  • Strength: 6
  • Armor: 8
  • Dexterity: 9
Perks
Items:
  • Hand-and-a-half Sword
  • Orb
Bio:
Born on the sothern border of the Jinon Empire and right n the coast, Adrianna was the daughter of two important figures inher hometown. Her father was a merchant who traveled the North, trading goods for a profit and helping the town grow. Her mother, also by the name of Adrianna, was a very good healer and potionmaker. Their only daughter had neither of these traits. She always was playing with the boys in the town, learning how to fight with swords instead of how to be a proper lady. This also made her powers very apparent, especially when it came to playing in the ocean or when starting fires. However, being next to the Central Nations, it was only a matter of time until disaster in the form of war would touch her hometown. When she was thirteen, a band of rogues from Stanniastan, one of the upstart kingdoms, attacked her town, and killed her family in the process while she escaped. She travelled the north, doing jobs such as bodyguard, sailor, and sellsword, until one day her magic attracted the attention of the Academy, where she has been ever since, waiting for adventure.
 
Name: Umira Din
Gender: Female
Ability: Oracle-in-training
Age: 17
Appearance: 5'8'', middle eastern skin color, raven hair, blue eyes, standard school blue dress, etc
Magic Color: A midnight black
HP: 30
XP: 0
Royals: 2
Specialty 1: Potions
Specialty 2: Transformation
Specialty 3: Earth
Penalty: Energy
Locked: Fire
Schools:
Spoiler :
Air 6
Earth 20
Potions 8
Transformation 30

Skills:
Spoiler :
Survival 10
Tactics 6

Perks:
Spoiler :
Nature Form: Horse
Adept
Ranger

Items:
Spoiler :
Potionmaking Gear x1
Love Potion x1
Revitalizer x1

Bio: Later
 
By Popular Request:

TACTICS: THE RULES

Cards in Tactics:

Suits: Order, Chaos, Light, Darkness

1-10 – 1 each per suit
Hands(Jacks) – 1 per suit (Counted as worth 13)
Kings(Queens) – 1 per suit (Counted as worth 15)
Lords(Kings) – 1 per suit (Counted as worth 18)
Gods(Aces) – 1 per suit (Counted as worth 20 on EO, 1 on DT)
Prophets(Jokers) – 2 total (Counted as worth a copy of the highest card you have in your Commander’s suit)

Aces High/Aces Low = Established Order/Downfall Times

How to Play:


Each player is dealt a hand of six cards. The remainder are shuffled and placed in a deck, facedown, on the table between them. The players then select from four possible Formations:


Spoiler :
Line: they lay their cards facedown in a line on the table. Line is a basic Formation, but you can change from Line to either Porcupine or Wedge at your discretion instead of launching a probe on a given turn.

Porcupine: they lay their cards in an X around the Commander, with the left and right rear cards serving as the Flanks. A defensive Formation, in Porcupine your cards will triumph in any tie on an attack the enemy instigates.

Wedge: they lay their cards in an arrowhead, Commander card first, Center cards to the side and slightly behind, and Flanks to the side and behind them. An offensive Formation, in Wedge your cards will triumph in any tie on an attack you instigate.

Overrun: they place their cards in an inverted arc, with the Commander in the middle, the Flanks on the outside edge, and the Center making up the gaps. An extremely finicky Formation, a player in Overrun can change to Line and from there to Wedge or Porcupine. Overrun Formation cannot launch attacks and automatically loses ties, but can draw two new cards every turn instead of one.



If a Wedge Formation attacker meets a Porcupine Formation defender, or two Line formations attack each other, a tie is resolved by a flip of a Royal.

Every turn, the players check their cards and reposition them in the Formation. There are three slots:

Spoiler :
The Flanks: Occupied by the cards on the extreme right and left of the Formation, the Flanks can only be occupied by numbered cards.

The Center: Occupied by the two cards in the middle of the Formation, the Center can host any card at all.

The Commander: The Commander cannot be occupied by a Prophet or a numbered card less than a Seven, but depending on the card that is in play, you receive a tactical bonus. The Commander is placed faceup at the rear of the Formation, or the center for Porcupine.

Spoiler :
Numbered Card: the total is added to your Round Strength twice.
Hands and Kings: The total is added to your Round Strength twice and you count all cards of the suit the Commander is in as one higher than they actually are.
Lords and Gods: The total is added to your Round Strength twice and you count all cards of the suit the Commander is in as three higher than they actually are.


Every round, each player draws one card and decides whether to replace one of their cards with it, or put it back at the bottom of the deck. They can replace a card at any time they desire. In order to win, you must learn the enemy’s cards by “probing” his Formation. When you probe, you pick either your Center or Flank and then announce you are probing the enemy’s center or flank. The enemy must turn his cards faceup as you do the same, and whoever has the higher combined total wins the probe and can remove one enemy card from the game and back to the deck. Gameplay alternates turns in this fashion until one party feels they know enough about the relative strengths of their forces to declare they are “attacking”. At this point, both parties lay their cards faceup and compare totals. The higher total wins if they have more than half again the other player’s strength, if less than that, they remove enough of the enemy’s cards to make up the strength deficit and play resumes.

Spoiler :


Map of Haven.

Red - Zelkonia
Dark Red - Jinon Empire
Yellow - Aerilian Empire
Purple - Kepholonian Empire
Green - Kingdom of Ethara
Gray - Independent States
Light Blue - Madagarian City-States
Brown - Ichondorian Republic
White Space - The Central Nations(Not represented due to political instability)

Yes it's a rejected IOT map.

-L
 
Name: Sofiya Kuznetsova
Gender: Female
Ability: Oracle-in-training
Age: 31
Appearance: Pale, short brown hair, and blue eyes. Various burn scars around body.
Magic Color: Light blue
HP: 30
XP: 4
Royals: 0
Specialty 1: Potions
Specialty 2: Air
Penalty: Fire
Locked: Earth
Schools:
  • Potions: 30
  • Air: 24
Skills:
  • Unarmed: 10
  • Thrown Weapons: 10
  • Knowledge: 6
Perks:
Items: Potion-making gear, 1 love potion, 1 healing draught, 1 masters' tears, throwing knives, regulator
Bio: never
 
A handy summary of (some) of what happened last mission:

Lighthearter said:
Okay, allow me to summarize this campaign so far acting on your behalf to the Oracular Academy. "Well, the very first thing we did after arriving in Ichondor City and getting settled in was attempt to defy Aerilian occupational law, then we reprogrammed their arcane trackers so that we could do whatever we ****ing felt like, started a traveling circus without a permit and barely avoided arrest for unlawful activity in an occupation zone, then we break into a house, root through women's underwear and human excrement, create a reconstruction of a massacre for horsehockys and giggles, converse with someone who may or may not be a demon lord, participate in arson, and flee the authorities before running into a tribe of nomadic wanderers and commiting wanton murder in the name of boredom. Oh, and we took up volunteer firefighting on the arson we particpated in."

Also for those who spent all that time trying to come up with the codephrase, I am sorry to say that I found it in a pile of unnoticed PMs during the conversation with Cat, several RL hours after we needed it. :sad:

DT
 
Name: Katharina Nysaetia
Gender: Female
Ability: Mage
Age: 26
Appearance: Katharina has an hourglass figure and is of average height, with long brown hair and hazel eyes. Commonly wears a long coat with padded leather garments for modest protection, including heeled boots, breeches, cuirass, and fingerless gloves. Detests wearing jewelry.
Magic Color: Dark Red
HP: 50
XP:
Royals: 0
Specialty 1: Energy
Specialty 2: Illusions
Penalty: Transformation
Locked: Earth
Schools:
  • Energy: 15
  • Illusions: 10
  • Fire: 3
  • Potions: 3
Skills:
  • Melee Weapons: 6
  • Armor: 2
  • Persuade: 10
  • Knowledge: 5
  • Willpower: 15
  • Dexterity: 10
Perks: Duelist
Items:
Rapier
Hunting Knife
Bio:
Spoiler :
Born in the States, Katharina was one of four children in the house of Nysaetia, a powerful patrician family with several holdings in the realm. Her mother died in childbirth, and her father, when he wasn't doting on his firstborn, busied himself with managing the family estate. Unlike her two younger siblings, Katharina was instead mostly educated by Partho, a wandering soldier who became her guardian as a reward for saving her father's life. While her siblings learned how to survive the intrigue of the patrician courts, Katharina learned how to survive in the real world. By the time she was thirteen, noblewomen were heard to gossip about that strange girl of the house of Nysaetia, climbing trees, getting in fights, and wearing "men's clothing" while her siblings behaved like decent folk. Katharina paid no attention to the rumors, even as the innocence of childhood began to fade away.

Despite her reputation as a tomboy, there was no doubt that the eldest daughter of Nysaetia was, in layman's terms, a stunner. Many potential suitors came forward, but Katharina never showed any interest in them, preferring to practice her swordplay instead of flirting with the princes and dukes that came to her doorstep. Her father, always concerned with his image, believed that marrying her to someone respectable would in turn make her behave normally and quell any unpleasant rumors towards his family. To that end, he betrothed her to the son of a Kepholonian noble, both to give her a respectable husband and to secure a claim on some wealthy territories owned by the Kepholonian. The elder Nysaetia was pleased with his actions, and believed that things would soon return to normal in his little corner of the world.

Weeks before the planned wedding, an unpleasant rumor began spreading around the estate that Katharina was seen in a compromising position with one of the maids. The scandal spread like wildfire, and her father was so offended by her "impure actions" that he had her banished from the estate. Alone and dejected, she sold her valuables and left for parts unknown, turning her back on the family and the life that rejected her. She survived mostly doing small jobs here and there, using her sword, speed, and silver tongue to her advantage. She discovered her own magical ability when she was hired as a bodyguard for a nearsighted wizard who practiced fire magic. Casting a fireball in the wrong direction, Katharina swung up her hands to defend herself, and the fireball dissipated on a shield of energy. Equally as surprised as she was, the wizard suggested that she visit the Academy to train further in the magic arts.


Previous character:
Spoiler :
Name: Asuden Sykes
Gender: Male
Age: 30
Appearance: Medium height, short blonde hair, hazel eyes. Wears an armored coat and an eye patch.
Magic Color: Crimson
HP: 30
XP: 50
Royals: 10

Specialty 1: Earth
Specialty 2: Energy
Penalty: Illusion
Locked: Air
Schools:
Spoiler :
Earth: 14
Energy: 10

Skills:
Spoiler :

Strength: 6
Melee Weapons: 10
Dexterity: 9
Armor: 5

Perks:
Duelist
Items:
Claymore
Rope
Bio:
Spoiler :
Sykes was born in the Kepholonian highlands, far from the troubles of the modern world, to a good family with modest wealth and little strife outside of the occasional goblin raid. The only boy among three children, Sykes was well known to be a bit of a troublemaker, accented further when his magical abilities began to manifest, but always found the time to be noble and kindhearted. Growing older, he also developed a great love and respect for women, "the better sex", as he prefers to call them, which often got him into trouble with more conservatively-minded individuals. While his life was uncomplicated and satisfactory, ambition soon seized him, and left his home in the capable hands of his sisters, setting off to find his place in the world.

Sykes did rather well for himself, getting hired to guard caravans and travelers and occasionally using his magic to great effect, often at no charge if the cost was good. One fateful night, he jumped to the aid of an elvish woman being harassed by a group of drunken mercenaries. While the drunkards were dispatched easily, the fight left him with a dagger lodged in his eye socket. Impressed by his skill, the elf asked if he was associated with the Mount Okholt Academy. Not yet, he replied, but that sounds like a fine idea.

No sooner was he accepted into the academy then news of the missing Oracle broke. While many new entrants would have chosen to sit this task out, Syke's good heart got the better of him, and he was one of the first to volunteer for the rescue party. Wielding his claymore and earthen magic, Sykes will defend a just cause to the death, and should you prove to be noble of heart, you will find no better ally in all of Haven.
 
Well, last mission we blasted, divined, and generally staggered our way through the tomb of pharoah Doncarad. After leaving we were captured by the same riders as were encountered (and wantomly murdered) last mission after an incredibly short and unlucky fight. However, one of our captors had met and helped Elena, and despite the best efforts of the rest of our team I was able to convince him to help us. He was able to secure an agreement that any that were not taken as slaves for the war affort would be released, which fortunately was all of us except BOOM and Will. Although the rest of us chased after them into the desert, we found that they had already escaped, and rejoined them. We now face a decision of wether to head North-West to the nearest city, or North-East to try and follow in Elenas footsteps.

DT
 
Sorry, can't make it. Will be playing the Injustice demo and a couple other games all night.
 
Well, that was a fun mission. Particularly the part where we got offered Power, Unlimited Power :mwaha: and some of us accepted. Well, okay mostly me accepted. Alright, only me accepted. But perhaps I should start at the begining. In the begining the universe was created. This has made a lot of people very unhappy and is widely regarded as a bad move. Skip forward a few eternities and we are hit by a sandstorm and stumble into an ancient ruin while trying to shelter ourselves. Inside we found a bard (who also happened to be the former dark lord), and who explained to us that the white man was our true enemy and that Agente expected us all to die. After a giggle fit in which I watched everyone else complain at how cryptic he was about everything, which is usually a complaint reserved for me, we, or rather I, and no this isn't the unlimited power bit, allowed him to cast a spell over that ring megs carries around, as well as producing a duplicate. Then, following a long and tedious conversation about trust, we allowed him to 'take us to Marigold'.

This led to us being stranded in the middle of nowhere even more lost than before, with the only landmark a nearby ruin. Naturally we headed over that way, and there recovered several more pages from the black book, which I immidiately took custody of (still not the unlimited power bit). Moments later the white man appeared and demanded that the pages be 'returned' to him, for reasons ranging from peace to justice to revenge to SAVE THE WORLD. And yes, this is the part where we started seeing things like unlimited power, returning of the dead, and most importantly the return of Elena being offered. However, the team quickly split between those who were tempted, Eth and Umi (henceforth to be known as team lesbian :love:) and everyone else (henceforth to be known as team spoilsport :nono:), over wether or not this was a good deal. When swords started being draw and spells being cast, all of which was done by team spoilsport I rush to add, the white man signalled for his minions, the black men (no racist undertones here, no sir), to prevent team spoilsport from stopping what appeared to be on the verge of a deal.

Negotiations then seemed to break down for a while as we all teamed up to fight off the black men, whilst Eth began pressing for proof Elena would actually be released. The fight was then interupted by Umira's father showing up, only to be promptly shot in the head before any of us even noticed. After the fight was over, a compromise was finally agreed, in which one fragment of a page was given to the white man and the remainder would be turned over at the Pharoahs tomb when he showed up with Elena. As soon as he was gone, a new arguement kicked off, because for some reason team spoilsport didn't trust Eth with the pages anymore. This was interrupted by an Orb call from Cat just as threats of violence were being tossed around, in which we were informed that the Oracular Order and the Jinon empire were apparently having a race to see who could be the first to kick off a war between them. This call was abruptly interrupted by an explosion and screaming on the other end, so we might want to start being careful about the whole 'some of us are oracles' thing until we can figure out what is going on up there.

DT
 
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