Lighthearter
President of the United States
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:
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.
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.
Perks:
School Spells:
Potions:
Can carry 2+ your Potions modifier worth of potions at once.
Inventory Items:
Max 3 Inventory Items at a time.
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
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:
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.
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.
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.
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.
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.
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.
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