ARDORES IMMORTALIUM II - The Spark of the Gods

SamSniped

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PLEASE NOTE - INCOMPLETE, TAKING A BREAK

25 DECEMBER 2767 AB URBE CONDITA.

SOMETHING HAS ARRIVED.

IO SATURNALIA!


-----​

"What is this madness?!" Gaius Iulius Caesar shouted, the toga-clad members of the Senate crowding around him. He cried for his guards, but none came. Looking around frantically, he failed to notice the first man who reached him. Caesar staggered and gasped in shock, feeling the cold iron burn as it pierced his flesh. He let out a shout as he disarmed the man, taking his dagger and spinning away - right into the reach of another Senator. The next wound that came severeed a muscle in his arm, and the blood-coated dagger fell from Caesar's hand as he himself slumped in defeat. More blades, hungry for blood, found their way to his body, drinking in his life with every piercing touch.

"But...why?" Caesar did not scream, nor did he fight back. Brutus stepped forward, plunging his blade deep into Caesar's chest. Caesar uttered his famous words - "Et tu, Brute?"

But then time slowed to a halt. The face of his best friend had changed. It was of no mortal or immortal he had ever seen. It was the face of a man locked away in the depths of Hades, who was to never be released again.

"Because your power has grown too strong, Son of Venus," the demonic voice boomed. No one else would hear, of course. Time had ceased for everyone else. Even Caesar's wounds stopped pouring blood onto the Senate floor as he spoke, though he felt the pain of each individual stab continue, and knew that the next could be the last.

"No..." Caesar shook his head in disbelief. "We made sure you could never escape again..."

The voice laughed. "You thought it would work, demigod? Then you know nothing of the powers of a true immortal. It is time for a change in the world, and you are in the way. And even Brutus has been convinced that it is true, though he was the hardest to sway."

"Bastard!" Caesar tried to move, but his muscles wouldn't respond. Brutus laughed. "I'm sorry, Caesar. But Charon is beckoning your name. And while you may enjoy the fields of Elysium in Hades, I can assure you, the doors of Tartarus shall be opened upon the mortal realm, and none of the gods shall survive."

And with that final prophecy, time unfroze. Brutus's face returned to normal. The stabs continued to rain down upon Caesar as he breathed his last breath.

The pure-white togas of the Senate ran red with blood as they fled.


-----​

*ah-hem*
Gentlemen.
For those who don't know me, I'm SamSniped, resident sniper who totally hasn't gone insane due to the AC community yet. This is my 3rd 4th actual AC, and I'm hoping that this one doesn't die in a ball of fire or out of frustration with the game system. Standard house rules apply, and although I am rather lenient (and just as much of a PC as all you sadistic motherlovers), I reserve the right to bar any character who I deem unfit. This is a historical setting, so no Navy SEALs or tobors or alien space bats, mmkay? Mmkay.

HOW TO JOIN:
Just fill out the sheet below.

Name:
Gender:
Description:
Deity:
Age:
Feat Points:
Denarii:
HP:
Stats:
-STR
-DEX
-INT
-WIS
-CHA
-AIM
Feats:
Equipment:
Bio:

Spoiler :
Name: What do you call yourself? What do others call you? What crazy things do the enemies call you? Check posts below for Roman naming conventions.
Gender: ARE YOU MANLY MAN OR WEAKLING LITTLE GIRLY GIRL? (almost anywhere between the two is acceptable)
Description: What do you look like?
Deity: Whose child are you? Greco-Roman Pantheon strongly encouraged, chat with me for other options
Age: How old are you? Preferably older than 16, though I won't say no to anyone above 10. I will bring the hammer down if you all play as children, though.
Feat Points: These are the points you use to buy feats from the various trees. You start with 5 points.
Denarii: Currency of Rome. You start with 75.
HP/Stats: See the Stats section below.
Feats: See the Feats section below.
Equipment: See the Equipment section below.
Bio: TELL ME YOUR BACKSTORY RAWR. The more you tell me, the more I can use against you I can get you involved with the plot.


STATS
These numbers show you how good you are at certain things, and how badly you tempt the RNG Gods in others. You start with 5 in each category (except HP). These stats can go no lower than 1 but no higher than 10 (pre-feats and in-game effects). You have 10 points to spend at your will on these stats, and can lower other stats to gain more points. The final total must be 40 points total (again, not counting HP).
Strength (STR): Strength primarily affects Unarmed Combat, Single-Handed Weapons, Two-Handed Weapons, and Blocking, as well as your melee damage output and certain situations which require brute force.
Dexterity (DEX): Dexterity primarily affects Archery, Single-Handed Weapons, Evasion, Horseback Riding, and Stealth, as well as increases your to-hit chance, dodge chance, and any situations requiring agility.
Intelligence (INT): Intelligence represents your ability to retain knowledge. This stat primarily affects all Magic, Potioncraft, and Leadership, as well as situations which require pure knowledge or checking for knowledge on a randomly mentioned fact, and increasing the success rate/to-hit chance of magic spells.
Wisdom (WIS): Wisdom represents your street smarts and indicates how well you can use your knowledge. Wisdom affects all Magic, some parts of Potioncraft, and Seduction & Persuasion, as well as increases the effectiveness of magic spells and helps you think your way out of tough situations quickly.
Charisma (CHA): Charisma represents the mind, not the body, and shows how smoothly you interact with NPCs and your fellow players. This affects certain magic spells, Leadership, Seduction and Persuasion, and increases the likelihood that a prayer will be answered or an NPC will do what you want.
Accuracy (ACC): Accuracy represents how steady your hand is and how sharp your eyes are. This affects Archery, some Evasion situations, breaking through Illusions, is the stat used for perception checks, and pretty much anything involving eyesight.
Hitpoints (HP): You start with 20 HP. You gain (STR/2 rounded up) HP, and feats and other in-game aspects can grant more HP. You can also spend 1 Feat Point for a direct 10 HP if you so wish.

Feats: In an experimental mood, I decided to have feats operate similar to Skyrim. There are many Feat Branches, ranging from combat to survival to the fact that you are a demigod, with everything in between. If you have an idea that doesn't fit, send it to me, and I'll probably throw it under Miscellaneous Feats if I add it and can't find anywhere to put it. Each feat branch corresponds with one if not two or more stats, so try to balance your stats with your planned playstyle. PLEASE NOTE: Feats under the Liberi Deorum category are NOT pre-made! You must have one feat from your chosen god/goddess at game start with at least 1 point in it. Put it in your sign-up post, contact me on chat, or send me a PM, and I will approve any feats.

COMBAT FEAT BRANCHES (The Legionary)
Spoiler :
Spoiler Archery :
  • Trained Archer - Requires 5/6/7/9 ACC - Grants +1 bonus to Archery rolls per level (max 4 levels)
  • Double Shot - Requires Trained Archer 1 - Fire 2 projectiles at one target, 3 uses per mission.
  • Precise Shot - Requires Trained Archer 2 - Projectile will crit on a 19 or 20.
  • Crippling Shot - Requires Trained Archer 3 - Projectile targets a limb and prevents the target from moving until the target is healed. 2 uses per mission.
  • Volley - Requires Trained Archer 4 - Practically an Area of Affect attack, launches a volley of projectiles into a 5 meter area, dealing 75% damage to all targets and increasing hit chance by +2. Only 1 use per mission.

Spoiler Combat Magic :
  • School of Destruction - Requires 5/6/7/9 INT - Grants +1 bonus to Combat Magic rolls per level (max 4 levels)
  • Spray Spell - Requires School of Destruction 1 - Unlocks a spray spell of chosen type (see Spells list for more info on effects)
  • Venomous Mist - Requires School of Destruction 1 - Target takes WIS/3 damage per turn until cured; target must already be wounded or this will have no effect
  • -Battlemage - Requires School of Destruction 2 - Allows casting spells in heavy armor
  • Rune Spell - Requires School of Destruction 2 - Unlocks a rune spell of chosen type (see Spells list for more info on effects)
  • Bolt Spell - Requires School of Destruction 2 - Unlocks a bolt spell of chosen type (see Spells list for more info on effects)
  • Blast Spell - Requires School of Destruction 3 - Unlocks a blast spell of chosen type (see Spells list for more info on effects)

Spoiler Unarmed Combat :
  • Close Combat Specialist - Requires 5/6/7/9 STR- Grants +1 bonus to Unarmed Combat rolls and increases damage by +1 per level (max 4 levels)
  • Pressure Strike - Requires CCS 1 - A powerful attack that does double the damage if successful. Can use twice per mission.
  • Knockdown - Requires CCS 2 - Does halved damage but stuns the target and knocks them down, incurring a -4 dodge penalty on them and requiring them to spend a move to recover. Usable 3 times per mission
  • Weapon Synergy - Requires CCS 3 - Non-bladed weapons gain Unarmed Combat bonuses.
  • Focused Strike - Requires CCS 4 - An immensely powerful blow that deals full crit damage and incurs the penalties from Knockdown upon a successful hit. Only 1 use per mission, and certain armored foes can withstand this attack.

Spoiler Single-Handed Weapons :
  • Small Weapon Mastery - Requires 5/6/7/9 STR OR DEX - Grants +1 bonus to Single-Handed Weapon rolls per level (max 4 levels)
  • Blademaster - Requires SWM 1, DEX 6 - Bladed weapons gain +1 additional to-hit per level of SWM.
  • Powerful Blows- Requires SWM 1, STR 6 - Non-bladed weapons deal +1 damage per level of SWM.
  • Parry - Requires SWM 2, Armored Warrior 1 - Can block a melee attack with any single-handed weapon, no shield required.
  • Storm of Swords - Requires SWM 2, DEX 6 - Upon a successful crit with a single-handed weapon, gain another attack.
  • Returning Blow - Requires Parry, SWM 3, DEX 7 - Upon a successful Parry, you can attempt to disarm the opponent or perform a free counterattack.
  • Precision - Requires SWM 3 - single-handed weapon attacks crit on rolls of 19 or 20.
  • Dual Wielding - Requires SWM 3/4 - No penalty for dual-wielding two single-handed weapons; Grants a +2 bonus when dual-wielding two of the same single-handed weapons (2 levels)

Spoiler Two-Handed Weapons :
  • Large Weapon Mastery - Requires 5/6/7/9 STR - Grants +1/2/3/4 bonus to Two-Handed Weapon rolls (max 4 levels)
  • Strong Arms - Requires LWM 1 - two-handed weapons deal +1 damage per level of LWM.
  • Disabling Strike - Requires LWM 2 - This attack incurs a -2 to-hit penalty to the target, but only deals 75% damage. Usable 3 times per mission.
  • Shattering Blow - Requires LWM 3 - Upon success, this attack breaks the targeted piece of equipment, but only does 50% damage. Some objects are impervious to breaking. Useable 3 times per mission.
  • Strength of the Giants - Requires 10 STR - Can wield any only-two-handed weapon in one hand, allowing the other to hold another object (no dual-wielding, but shields are allowed)

Spoiler Blocking (Armor/Shields combined) :
  • Armored Warrior - Requires 5/6/7/9 STR - Grants +1 bonus to Blocking rolls per level (max 4 levels)
  • Shield Bash - Requires Armored Warrior 1 - Upon a successful block and with an equipped shield, you can take a free action to bash the enemy, stunning them if successful.
  • Tank - Requires Armored Warrior 2 - Grants +10 HP for Light Armor, +20 for Heavy Armor
  • Absorb Blows - Requires Armored Warrior 3 - Any attack that would deal over 8 damage is reduced by 25% of the original damage.

Spoiler Evasion :
  • Fast Feet - Requires 5/6/7/9 DEX - Grants +1 bonus to Evasion rolls per level (max 4 levels)
  • Fluid Combat - Requires Fast Feet 2 - Upon a successful dodge, gain +2 to your next combat roll.
  • Blocking Synergy - Requires Fast Feet 3, Armored Warrior 3 - Blocks and dodges act as the same thing when it comes to other feats (i.e. Parry)
  • Quick Action - Requires Fast Feet 3 - Allows an opportunity for a second attack with a high enough roll. This second attack only deals halved damage.
  • Warrior of the Wind - Requires Fast Feet 4 - For every successful dodge, gain 1 move next turn or use it as a counterattack immediately; max 2 extra moves.

SUPPORT FEAT BRANCHES (The Auxiliary)

Spoiler :
Spoiler Medicine and Restoration Magic :
  • School of Healing - Requires 5/6/7/9 INT - Grants +1 to Medicine and Restoration rolls per level (max 4 levels)
  • Heal - Requires SoH 1 - Target restores WIS/2 + 1d8 HP
  • Basic Medicine - Requires SoH 1 - Allows you to stabilize critically wounded characters and stop bleeding damage
  • Cure Affliction - Requires SoH 1 - Target is cured of poison upon success
  • Herbal Medicine - Requires SoH 2 - Certain herbs used for potioncrafting can be used for their pure effects, such as healing, recovering from paralysis or poison, etc.
  • Regenerate - Requires SoH 2 - Target restores WIS/2 HP per turn for 5
  • Augumentation - Requires SoH 3 - Target gets an extra 10 HP for the remainder of the mission; 2 uses per mission.
  • Group Heal - Requires SoH 4 - 3 targets restore WIS/2 + 1d10 HP

Spoiler Blessing Magic :
  • School of Protection - Requires 5/6/7/9 INT - Grants +1 bonus to Protective Magic rolls per level (max 4 levels)
  • Magic Shield - Requires SoP 1 - Creates a shield that absorbs 4 * 1d8 damage from any direction.
  • War Blessing - Requires SoP 1 - Target gains +2 damage for (WIS/2) turns
  • Protective Ward - Requires SoP 2 - Target takes 25% less damage for 5 turns; only 1 Protective Ward can be active at a time
  • Ironflesh - Requires SoP 3 - Prevents a total of 20 HP of damage from hitting the target; usable 3 times per mission; does not stack

Spoiler Illusion Magic :
  • School of Illusion - Requires 5/6/7/9 INT - Grants +1 bonus to Illusion Magic rolls per level(max 4 levels)
  • Create Image - Requires SoI 1 - Just as it says on the tin. The image can be used as a form of persuasion.
  • Fear - Requires SoI 2 - Target wastes its actions cowering in fear or fleeing for (WIS/5 minimum 1) turns
  • Fury - Requires SoI 2 - Target wastes its action attacking the closest living being for (WIS/5 minimum 1) turns
  • Calm - Requires SoI 3 - Placates the target for (WIS/5 minimum 1) turns (or can defuse an encounter out of combat
  • Paralyze - Requires SoI 3 - Creates a signal in the target's brain that blocks neurotransmitters, simulating paralysis of the limbs. Lasts (WIS/5 minimum 1) turns.
  • Enthrall - Requires SoI 4 - Overrides the images of the targets brain and replaces them with your chosen ideal, convincing them to follow your order for the next turn. If this fails, the target cannot be enthralled for the remainder of combat.

Spoiler Summoning Magic :
  • School of Summoning - Requires 5/6/7/9 INT - Grants +1 to Summoning Magic rolls per level (max 4 levels)
  • Summon Animal - Requires SoS 1 - Summons a random animal to your aid for (WIS/3) turns
  • Familiar - Requires SoS 2 - You gain a permanent animal follower, clear it with me before you make anything permanent.
  • Reanimate Dead - Requires SoS 3 - Reanimates a dead corpse at 25% of original HP for 3 turns or until killed again. Rekilled corpses cannot be reanimated.
  • Summon Monster - Requires SoS 4 - Summons a monster from the depths of Hades for (WIS/3) turns; 1 use per mission safely, 2 max. The second can have...unfortunate results.

Spoiler Horseback Riding :
  • Trained Rider - Requires 5/6/7/9 DEX - Grants +1 to Horseback Riding rolls per level (max 4 levels); Level 1 grants you a mount (clear it with me before you choose); Level 2 removes the penalty for untrained mounted combat
  • Commanding Presence - Requires CHA 7, Trained Rider 2 - All nearby allies gain +1 to their rolls
  • Charge - Requires Trained Rider 2 - Your mount charges the enemy, providing extra strength to attack. Add (mount STR + your STR)/2 to the attack damage; requires straight line to target regardless of other feats
  • Skilled Handler - Requires Trained Rider 3, DEX 7, Mount DEX 7 - +2 RTD atop mount, and no penalties on dangerous terrain; almost all traps are avoidable
  • Master of the Saddle - Requires Trained Rider 4 - +2 to all actions while mounted

NON-COMBAT FEAT BRANCHES (The Commander)
Spoiler :
Spoiler Stealth :
  • Soldier of the Shadows - Requires 5/6/7/9 DEX - Grants +1/2/3/4 bonus to Stealth rolls (max 4 levels)

Spoiler Leadership :
  • Gravitas - Requires 5/6/7/9 CHA - Grants +1 bonus to Leadership rolls per level (max 4 levels)
  • Rallying Cry - Requires Gravitas 1 - Grants a +2 boost to all actions of allies for 2 turns; does not stack with itself.
  • Combat Maneuvers - Requires Gravitas 2, INT 7 - Grants a +3 boost to all combat actions of allies for 2 turns; does not stack with itself
  • Shield Wall - Requires Gravitas 2, INT 7- Grants a +3 boost to all defensive actions of allies for 2 turns; does not stack with itself
  • Inspiring Speech - Requires Gravitas 3 - For the next turn, allies will crit on any roll 17 and up. Can only be used once per mission.
  • Voice of the Gods - Requires Gravitas 4 - Grants a blanket +4 boost to all allies for 1 turn; 1 use per mission
  • Prayer to the Gods - Requires Gravitas 4 - Selected ally's actions will succeed (not crit) regardless of rolls on their next turn; usable 2 times per missoin

Spoiler Seduction and Persuasion :
  • Cunning Linguist - Requires 5/6/7/9 CHA - Grants +1 to S & P rolls per level (max 4 levels)
  • Persuade - Requires CL1 -Persuade forces the target to believe what you want with this action. A successful roll is maintained and cannot be broken without serious effort.
  • Seduce - Along with the obvious, this action can prevent the target from engaging in combat with you. A successful roll is maintained and cannot be broken without serious effort.
  • Skilled Inquisitor - Requires CL2 - +2 to all persuasion and interrogation roles
  • Skilled Barterer - Requires CL 2 - 75% return on loot and sold equipment instead of standard half value; can try to persuade quartermasters for additional allowances.
  • Silver Tongue - Once a seduction, persuasion, or interrogation roll succeeds, the target cannot stop telling the truth or following your orders for 3 questions without GM Fiat.
  • Charm - Requires CL4 - Target is at your command for 2 turns.

Spoiler Potioncraft :
-level 1 - healing, curing, speed, protection
-level 2 - Warrior, Archer, Wizard, Explosive, Poison
-level 3 - Major Healing, Cure All Afflictions, Divine Blessing, Acid
-level 4 - Berserker, Bowmaster, Magus, Nightshade


SPECIALTY FEAT BRANCHES (Liberi Deorum)
Spoiler God-specific feats :
This is where your deity-based feats belong. You come up with these, you decide these, and you get to enjoy the power of your immortal parent. Except immortality. Death's sort of permanent for demigods.


Spoiler Miscellaneous (Luck, specialized individual feats, etc.) :
And this is where anything I missed will go, along with any of your ideas. Don't hesitate to ask!
 
DRAMATIS PERSONAE

Coming Soon...

On Roman Names...
Male Roman names are organized in three parts - the praenomen, nomen, and cognomen. Taking Gaius Iulius Caesar as an example:
Gaius - praenomen - the praenomen was rarely different among men, and therefore only close friends or family would ever call a Roman by his praenomen
Iulius - nomen - the nomen was the formal name of a Roman, and was passed down through a family.
Caesar - cognomen - with the praenomen and nomen gradually becoming more and more common and similar, the cognomen became the way to distinguish between various members of a family. Cognomen could come from being adopted into a family, as an honor (P. Cornelius Scipio Africanus - gained as tribute for his success against Hannibal), or simply derived from a person's nickname.
Female Roman names were a lot simpler generally, consisting usually of only two names - the feminine form of their father's nomen (i.e. Iulius-->Iulia) and a cognomen.
 
EQUIPMENT
Spoiler Weapons :
Spoiler Melee Weapons :
Spoiler Small Weapons :
  • Dagger - 10 denarii
  • Shortsword - 15 denarii
  • Longsword - 20 denarii
  • Spear (note- only small when used w/ shield) - 15 denarii

Spoiler Large Weapons :
  • Spear (nore- only large when used without a shield) - 15 denarii
  • Battleaxe - 20 denarii

Spoiler Ranged Weapons :
Spoiler Bows :
  • Shortbow - 10 denarii
  • Longbow - 20 denarii
  • Ammo: 5 arrows per 1 denarius

Spoiler Thrown Projectiles :
  • Pilum - 1 pilum per 2 denarii
  • Slingshot - 5 denarii (free ammo, but desert terrain makes this useless)


  • Spoiler Armor :
    Spoiler Light Armor :
    • Cloth Armor - +5 HP - 10 denarii
    • Leather Armor - +10 HP - 20 denarii
    Spoiler Heavy Armor :
    Lorica Segmentata - +20 HP - 30 denarii

    Spoiler Shields :
    • Small (+1 RTD (block), +2 RTD (evasion)) - 10 denarii
    • Large (+2 RTD (block), +1 RTD (evasion)) - 15 denarii
    • Wall (+3 RTD (block) - 25 denarii

    • Spoiler Barding (mount/familiar armor) :
      • Leather - + 10 HP - 15 denarii
      • Plate - +15 HP - denarii


      • Spoiler Miscellaneous :
        (note - personal items are free, but may need to be cleared with me, i.e. no free family longsword)
        -25 ft rope coil 1 denarius
        -manacles 1 denarius
        -10ft chain 1 denarius
        -legion standard - +2 to leadership rolls 10 denarii
        -torches & tinderbox 2 denarii
        -grappling hook 3 denarii
        -lockpicks 1 denarius


        SPELLS LIST

        Spoiler THE LIST :
        • Spray - General conical spray, damage based on WIS/3 + modifiers, can hit multiple targets within 15 degrees from the center of the cone
        • Rune - Essentially a landmine, causes an elemental blast when triggered. WIS/2 damage + modifiers.
        • Bolt - less damage area than spray, but damage is highly concentrated and based purely on WIS + modifiers.
        • Blast - combination of bolt and spray - area of effect. WIS-based damage + modifiers, WIS/2 damage + modifiers to all within 5 feet of blast.

        Spoiler Elemental Effects :
        • Water - Knockback
        • Ice - Slow
        • Fire - Burns target
        • Light - Blinding, extra damage vs. undead
        • Energy - Knockback
        • Lightning/Electricity * - Stun and damage over time
        • Earth - Ensnarement
 
So, it seems that CFC hates me, since the almost completed feat lists and intro no longer exist...I'll type em up on my plane ride tomorrow. Apologies for the delay :(
 
Name: Signus Originus Iratus
Gender: Male
Deity: Mars
Age: 26
Description: Although Signus dark hair and eyes are common to other Romans, his sheer size and muscled bulk are more unusual. He still carries a misshapen scar over his right shoulder, but his straight posture and commanding presence dispel any notion it causes him problems in those who see it.
Bio:Signus was born to a single young mother living in the backwaters of the Roman slums, one of the many ignored plebeians in the mightiest city on the planet. When Signus was seven, his younger sister was born, also to an unknown parent, expanding a family that was already struggling to survive. The situation was made worse by his mothers poor health after delivering the baby, and within a year she had passed away. Left to raise his sister Percaria by himself, Signus resorted to the traditional craft of an orphan; crime.

As the years wound on, Signus grew, despite his meager diet, large and strong. His sheer size leant him a measure of respect, and his natural aptitude for fighting ensured the safety of his family. Eventually, old enough to take a proper job, Signus took up work as a small time soldier in the capital, working as a temporary bodyguard for various officials, and using the proceeds to fund an education for Percaria. Eventually, he was hired full time to work for Senator Bigus Doofus, and ultimately gained the cognomen Iratus for his apparent love of vicious fights.

However, this was not enough, and as Caesars Legions initiated the civil war, Signus found himself abandoned as the senator fled the city with Pompey's men. Although work was far from scarce in the chaos, when the Legions returned from a brief campaign in Hispania with holes in their ranks Signus found himself signing on with them. It seemed somehow natural to him, easily passing training and showing himself remarkably skilled in the hack and slash of melee. Soon he was deployed on yet another campaign east against Pompey's remaining forces, and in the vicious fighting he was promoted to Optio after proving himself in battle.

Despite his skill, Fortuna seemed not to smile too much on the young soldier, and in the final battle of Munda Signus found himself severely wounded. It seemed even his unusually resilient constitution had been broken, and he was discharged from the legions. Now returned once more to Rome with a bad arm, Signus found himself reliant on Percaria, who dutifully tended to her brother as the accumulated pay of his time in the legions wore down. But fickle Fortuna turned her eye back to the young man, and for whatever reason his supposedly lifelong wound began to heal. By the time news came of Caesers tragic death, Signus had fully recovered, and was once more looking around for work.

Feat Points: 0
Denarii: 3
HP: 45

Stats:
STR: 10
DEX: 10
INT: 5
WIS: 6
CHA: 8
AIM: 1

Standard Feats:
Small Weapon Master I - A trained warrior, Signus is undeniably skilled with weapons, and his unnatural gifts only enhance this. (See List, modified by Warriors Way)
School of Summoning I - Able to call upon a legion of ghostly warriors to assist him in battle, Signus technically qualifies as a powerful summoner. (See list, modifies Shadow Legion Feats)

Divine Feats:
Legion Logistics - Mars can always find a blade for his son, and Signus has learned to store his other equipment in the same limbo from which he draws his swords. (The contents of Signus inventory can be kept in 'hammerspace' and called forth when needed. They return there when dropped unless otherwise specified, and any Gladius in the inventory can be copied to create multiple temporary swords. Temporary gladii disappear after combat.)
Loose Pila - Signus calls upon a ghostly legion to deliver a devastating volley of Javelins into the ranks of his enemies. (A short range AoE attack that does 4+WIS/2 damage to all targets within 10M, with double damage against targets with large shields and heavy armour. Shadow Legion Feat, Requires School of Summoning I.)
Pack Leader - Signus commanding presence at the forefront of the battle fills his allies with resolve even as they watch. (Whenever Signus disables an enemy, all his allies in the combat gain 1 HP, himself included.)
Shields of Shadow: Signus calls upon a ghostly legion to form ranks and protect his allies. (Prevents enemies who do not pass a strength check from closing to melee with other members of the party. Any attacker who fails the strength check is battered for 5HP damage. Shadow Legion Feat, requires School of Summoning I.)
Spear of Mars - Mars looks after his son, providing the occasional thunder from the heavens to keep him safe. (A beam of Divine Light deals 10+WIS/2 damage to a single target, can be used twice per mission)
Warriors Way - Signus' status as Son of Mars leaves him a warrior almost beyond compare, and he makes use of his strengths in ways others cannot. (Whenever Signus disables an enemy, the effect of any to-hit or damage bonuses Signus gains are doubled until his next turn. This does not include the bonus from stats. This effect is capped at a +3 bonus.)

Equipment:
-Gladius (Shortsword)
-6x Pila
-Lorica Segmenta
-Scutum (Wall Shield)
-25 ft Rope
-Manacles
-Legion Standard
-Torches
-Tinderbox
-Lockpicks

It goes without saying he is an alien space bat.

DT
 

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Name: Child
Gender: Female
Description: Those soulless eyes...
Deity: Hecate
Age: 12
Feat Points: 1
Denarii: 25
HP: 27
Stats:
-STR 3
-DEX 9
-INT 10
-WIS 10
-CHA 1
-AIM 7
Feats:
-2 Potioncraft
-3 Ritual Casting (Hecate Feat)
-2 Horseback Riding
Equipment:
-Slingshot
-Small Shield
-Light Armor (Cloth)
-Large Potions Kit
-Leather Mount Armor
-Rope
-Grapple Hook
-Lockpicks
-Various useless things she has picked up
Bio:
There once was a mad man in the woods, he lived off the land and spent his time learning about plants. Although he was mostly harmless most others in the area went out of their way to avoid him and so he lived alone. One spring evening he found a woman mixing a concoction by his fire, although they did not speak they quickly became companions. Eventually the woman gave birth to a daughter and left her and the mad man in the woods. Unfortunately for the daughter her father was not at all suited to raise a child and rarely paid attention to her. She was named Child and quickly decided to leave her father and the woods she was born and grew up in.

Horse:
Spoiler :
HP: 28
-STR 5
-DEX 8
-INT 0
-WIS 0
-CHA 0
-AIM 8


Special Feats:
Spoiler :
Ritual Casting
-Level 1 - Stoneskin (10 temp HP), Scrying (the works), Prepare Minor Curse(-1 to all checks), Transmutation (Used to get rare materials)
-Level 2 - Concealment (hides a specific area), Prepare Curse(-2 to all checks), Enchantment (upgrades equipment), Corrosive Curse (eats away at enemy equipment)
-Level 3 - Silence (stops a target from using special abilities for 5 turns), Prepare Major Curse (-3 to all checks), Leyline (double the effect of all buffs and debuffs), Foresight (Turn one action a mission into a critical success or failure).
 
Name: Domitius Hilarius Fraenator
Gender: Male
Age: 21
Description: 5' 11" tall, wraithlike, with luxurious blonde hair, a goatee, & a ponytail that reaches to his waist. His eyes are hazel & mischievous, he is somewhat pale, & has a horse-like laugh
Deity: Epona
Feat Points: 0
Denarii: 0
HP: 35
Stats:
  • STR: 10
  • DEX: 10
  • INT: 7
  • WIS: 5
  • CHA: 7
  • AIM: 1
Feats:
  • Fast Feet
  • Trained Rider (lv. 2)
  • Horse of a Different Color: Can mount any animal strong enough to support my weight and have it act as a horse for game mechanics purposes- No animal cannot be tamed by a Son of Epona
  • Only The Chosen May Ride (lv. 2): All animals mounted by Fraenator get bonuses to all stats; stat bonuses increase with skill level- Fraenator's innate gift with animals will drastically improve the performance of creatures chosen as his mount
  • Psychopomp: If an ally dies in my presence, I can choose to reanimate them at full HP & provide them with a mount; useable only twice in the entire game- No soul can enter Hades without Epona escorting them to the banks of the Acheron; as her son, Fraenator has some say in how thouroughly she does her job, though she will quickly grow impatient if he tries to abuse this influence
Equipment:
  • Spear
  • Leather Armor
  • Small Shield
  • Plate Barding
  • 25 ft. Rope
  • 10 ft. Chain
  • Grappling Hook
Diluculum Scintillula (Mare):
Spoiler :

HP: 43
  • STR: 5 (7)
  • DEX: 8 (10)
  • INT: 0 (2)
  • WIS: 0 (2)
  • CHA: 0 (2)
  • AIM: 8 (10)

Bio:
Spoiler :
Domitius was born in Narbo Martius, the capital of Gallia Narbonensis, to a wealthy merchant family. His father, Decimus Hilarius Cupidum, always wanted him to go into business like himself, and strove to keep him away from horses and other animals, but the more he forbade Domitius animal contact, the more Domitius craved it. He would frequently sneak out of the family household to spend time a forest not too far away, where he found that wild animals would respond very well to his presence. This led those who knew of his habit to nickname him Fraenator.

It was during one of these visits that he came across the most perfect horse he'd ever seen; his curiosity piqued, he followed the horse as it led him deeper & deeper into the forest, until at last it stopped beside an unearthly woman surrounded by Donkeys & Mules. She revealed herself as Epona, the Goddess of Horses & their relatives, and his true mother. Claiming that the reason his father desired to keep him away from animals was a fear that his son would abandon him as Epona did, she offered him a place at her side, to aid her in protecting steeds & escorting souls. Fraenator was tempted, but now that he knew why his father acted the way he did, could not bring himself to abandon the man and make his nightmares a reality. He respectfully declined Epona's offer, and after procuring a method of calling upon her should he need it, bade her farewell.

Returning to his father's house, he confessed that he had been sneaking out and disobeying him, and also that he knew he was a demigod. His father was furious, and preparing to unleash his wrath, when Fraenator gently reassured him that he would always love & never turn against the man who raised him. Cupidum's anger disappeared immediately, there was a heartwarming moment of father-son bonding, and after promising that he would keep in touch, his father agreed to allow him to enlist in the Roman military.

Being a Son of Epona, Fraenator naturally wished to become a cavalrymen instead of a footsoldier, and when the trainers saw his skill with beasts of all kinds, they could not help but agree. Fraenator's natural skill allowed him to advance quickly, and Roman military training in combination with his godly heritage made him a monster on the battlefield- as long as he was on horseback. It was after one such battle that his faithful steed, Chirurgus Ungula, died, and, while drowning his sorrows, he found the same mare who led him to Epona. Thanking his mother profusely for her generosity, he & the mare, dubbed Diluculum Scintillula, became very well known in the Roman Army; partially due to their incredible skill, and partially because Fraenator insisted that they were equals, and occasionally carried her into battle on his back.

He served under Titus Labienus, and followed him when he defected from Caesar in the Civil War (not for any grand ideological reason; Labienus was just the man who paid him). He was spared after Caesar's victory by beating the general in a game of Hackenbush, and was present in Rome on the Ides of March. Now, with the city in lockdown & Romans weeping & panicking, he wonders if his divine heritage will prove important in the coming storm...

Feat Ideas:
Spoiler :
  • The Horde (Requires Gravitas 1): All friendly characters (including myself) get +X to all rolls when mounted, for every friendly character (not including myself) who is mounted
 
Name: Lucilla Agrippa
Gender: Female
Description: A woman of average height and a little strong for her age. Her skin is in an olive tone. Her eyes are as black as the night and also her hair, which is curly and long.
Deity: Feronia
Age: 19
Feat Points: 0
Denarii: 31
HP: 38

Stats:
  • STR: 6
  • DEX: 10
  • INT: 5
  • WIS: 6
  • CHA: 10
  • AIM: 3

Feats:
  • Child of Feronia
    • Daughter of the wildlife - At her birth, Feronia blessed her with animal's souls; she have a unusual friendship with wildlife and a sense of direction in outdoors. (Sharp sense of direction in fields and forests, blind like a door in cities)
      • Spirit of the Stag -While in this instance her armor changes color and shape, becoming a black leather armor with a large stag drawn in the chest, so light that allows her to dance while fighting. (+3 to Evasion while enveloped in Stag's soul, last WIS/3 turns)
      • She-Wolf - The Lucilla alpha wolf spirit allows she to defend her pack fiercely, her armor becomes fur clothes with a wolf tailored in the chest. She can dash towards to an ally and receive the damage. (Requires Fast Feet II. Lucilla can use this action only when an ally is on a radius of 10 meters around her)
  • Large Weapon Mastery - After two years being trained by general Aulus, Lucilla is a formidable warrior. (Grants +1 bonus to Two-Handed Weapon)
  • Fast Feet II - She did not fight, instead she dances to the rhythm of death. (Grants +1 bonus to Evasion rolls)
    • Fluid Combat - The Lucilla's speed allows her to give counter-blows more easily. (Upon a successful dodge, gain +2 to your next combat roll)

Equipment:
  • Weapon
    • Hasta (Two-handed Spear);
  • Armour
    • Leather Armor;
  • Misc
    • Legion standard;
    • Torches & tinderbox (5x);
    • Lockpicks (10x);
    • Basilisk - a miniature giant space hamster just a normal tiny rodent. (Squeak!)

Bio:
Spoiler :
A girl of Etruscan origin, Lucilla Agrippa is the daughter of a family of innkeepers. She has six brothers and three sisters, she is the only family adopted daughter. Her mother said that Lucilla was found in the forest, wrapped in a nest made of branches and dry leaves. She is a beautiful young girl with black hair and eyes and your skin is in olive tone, known by her family for always be the wild type; and early her father left she in charge of serving dinner and drinks to those who passed through the tavern. She also, when needed, was in charge of going in the cities to shop, usually dried bread and potatoes.

It was when she was sixteen that the events that followed changed the lives of the little girl. When a group of Legionnaires began a mess in the tavern, she ended up killing one and wounding two more; and to pay the "debt" that she did and for her family not be captured or worse, she gave herself as a slave.

When in the field of legionaries, one of the officers tried to use her, but she eventually left him unconscious and tried to escape. In the escape she fought fiercely killing several soldiers but was captured again. Nicknamed the wild girl, she was thrown into a pig pen, awaiting trial, no man was interested in getting close to Lucilla.

Three days went by and the general Aulus reached the legionaries field. After noticing the girl, covered in mud and undressed, sharing the pig pen he decided to see up close. When one of the officers told the story he laughed and said to release the girl. He noticed something different and for a moment he swore she was talking to a pig and the animal was listening.

After Lucilla being cleaned properly and presented with new clothes, he noticed something similar in the girl, she reminded him of one of his daughters; then decided he adopted as his protégée, and as the stories of the official was of a wild girl who knew how to fight with a spear, he decided encourages her to military training.
 
Name: Marcus Tullius Lupus (Marcus Tullius the Wolf, roughly)
Gender: Male
Description: For someone with the name Lupus, Marcus looks less canine than you would think. He is attractive, in a way, but soft and not all that strong. He has jet black hair and pale skin, but his muscles could barely lift a sword (hence why he doesn't).
Deity: Pluto
Age: 17
Feat Points: 0
Denarii: 73
HP: 22
Stats:
-STR: 3
-DEX: 8
-INT: 10
-WIS: 10
-CHA: 7
-AIM: 2
Feats:
-Summoning 3
-Summon Animal
-Familiar
-Reanimate Dead
-Spirit Speak (Pluto): Allows spirits to last for WIS/2 turns.
Equipment:
-Familiar that is a wolf.
-Torches
Bio:
Later
 
Quick little note, for your bio, at game start everyone is in the city of Rome itself, so might be good for plot reasons to place yourself there.
 
Sub post!
 
If everyone could tell me if they could make a mission before the 31st or not, that would be great :)

Also, with the oldest PC being 21, proposing alternate title to be The Children's Crusade.
 
Name: Shira
Gender: Female
Description: 4'8, dark brown and curly hair and and brown eyes.
Deity: Apollo
Age: 12
Feat Points: 1
Denarii: 65
HP: 27

Stats:
  • STR: 3
  • DEX: 5
  • INT: 9
  • WIS: 9
  • CHA: 7
  • ACC: 7

Feats:
  • Trained Archer 1
    • Double Shot: Fire 2 projectiles at one target, 3 uses per mission.
  • School of Healing 1
    • Heal: Target restores WIS/2 + 1d8 HP
  • Child of Apollo
    • Song of Heroics: Shira plays on her Cithara a song about the heroes of Rome, giving all allies within 10 m a +3 to hit and +2 damage. This lasts for 3 turns.
    • Song of Tranquility: Every turn this is active, enemies within 10m have a 25% chance to do nothing on their turn. Last for 3 turns.
    • Song of Harmony: Gives all allies within 10 m a +3 to hit for magic and +2 the effect. This lasts for 3 turns.

Armour: Cloth
Main Weapon: Sling
Misc: Torches and tinderbox, 50 ft of rope, Cithara

Bio:
When the Romans conquered what is now Judea in 63 BC, they brought back many slaves to the Roman provinces. Most of these slaves ended up working for upper class patricians back in Rome. Two, in fact, ended up under the man they call Caesar. They worked for him, followed him on his campaigns, and generally were decent slaves. And together they had a child, little Shira.

Little children are not exactly fit for manual labour, so Caesar had other work in mind for her. She was taught to play the Cithara, a more professional version of the lyre, and entertain Caesar when he wished. It worked, and she began to spend much of her time playing for the general himself or his soldiers. Music wasn't the only thing she knew, she was taught a few things about caring for the injured from another, more medically focused, slave of Caesar's.

And then things happened and I'll complete this some other time.
 
Name: Decima (Orgional name: Ameretat)
Gender: Female
Description: Decima is an average height woman, with jet black hair and brown eyes. As she is Scythian (an Iranian tribe), her skin is darker than the average Roman, which unfortunately as a fugitive slave makes her stand out in a crowd.
Deity: Sol
Age: 24
Feat Points: 0
Denarii: 70
HP: 26

Stats:
-STR 2
-DEX 10
-INT 3
-WIS 5
-CHA 10
-AIM 10

Normal Feats:
Trained Rider 2- A Scythian child learns how to ride almost as soon as they can walk. Decima was not different.
Trained Archer 2- While the time she spent as an actual raider seemed to be a lifetime away, Decima still remembers the training she had using a bow for war.

God Feats:

Incinerate- Summons a pillar of fire at the target. Is especially flammable. Sol is always willing to give his daughter some support in a fight when needed
Fire Arrows- Bow attacks have the fire elemental effect. Can be toggled on/off. Decima can channel the sun's energy into her arrows, instantly setting them ablaze
Dazzling Gleam-Intensifies sunlight; anyone blinded by the light loses one action on their next turn. Usable twice a mission. Too much sunlight isn't good for the eyes, and Decima has no shame using that to her advantage
Daywalker-Can see at any time with the same sunlight intensity as high noon. Makes archery better at night. Even when the sun sets, Sol lends his light to his daughter


Equipment:
Cloth Armor
Shortbow
50 Arrows

Bio: Decima was originally born as Ameretat, a freewoman of the Royal Scythian tribe. She was the child of a locally famous warrior, and since Scythian custom was OK with it, her father trained her to be a warrior. She was taught how to ride a horse, how to fire a bow, and the proper way to burn and loot a village. By 16, she was already riding into battle, fighting for the glory of the Scythian tribes.

However, when Ameretat was 21, everything changed during one raid against a Greek polis in the Crimean peninsula. Faulty intel led the Scythians to believe that the Greek defenders were vastly smaller than they were in reality, and therefore they bodly charged at them. It was a slaughter; most of the Scythian warband was slaughtered, and the few survivors, Ameretat included, was enslaved.

She was auctioned off between slave owner and slave owner, eventually finding her way under the ownership of patrician Celsus Marcellus Blandus. Finding her Scythian name hard to pronounce, and since she was the tenth slave he bought that month, Ameretat was renamed "Decima", much to her initial protest (Now, she's been so broken she even uses it herself). She was sent to work on one of his farms, tending the harvest and making sure it was as bountiful as it possibly could be. She found the whole process to be humiliating, and yearned for the chance to one day free herself.

The time came soon enough. Someone left a horse and a bow unattended, and there was no one watching her. Decima jumped on the horse and rode into the sunset. She didn't care that she would be hunt down as a fugitive; freedom was the only thing that mattered.
 
This game is NOT dead, for the record. Life's just been in the way the past month. Aiming for a mission either last weekend of January or first weekend of February.
 
Oh yeah, we totally believe in you Sam!

Spoiler :
 
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