TLPAC: The Lurking Jungles

Lighthearter

President of the United States
Joined
Apr 29, 2010
Messages
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Location
The West Wing
First off, The Hunt is not dead. I may well wind up resuming it at the same time as this is running. Game played in the same Action Chatroom - here.

This is a simplistic kind of AC to bide time until I'm willing to resume Hunt and Sav2. However, I will be highlighting another side of the TLPverse by setting this game prior to the plot of the books, instead of after like The Hunt. I will also state that magical characters are forbidden. You are all normals.

Now, the backstory. You were all on a ship out in the Great Western Ocean, sailing for the Aerilian Colonies during their bloody civil warn that followed the terrible Mage's War, twelve years past. A storm erupted and the ship was blown off course for eight days and nights until it wrecked on a foreign shore.

You awoke lying in the sand, your gear scattered along the shore, the sun beating down on you in this tropical paradise. Your first priority needs to be finding shelter and civilization - but what comes after that, who can tell?

Start by filling out this sheet:

Name:
Race:
Class:
XP:
Weapon A:
Weapon B:
Weapon C:
Item:
Item:

Dodge:
Melee:
Unarmed:
Archery:
Survival:
Charisma:
Storm Tongue:
Sea Tongue:
Island Tongue:
Zelkonian:

Now, to explain.

Name: Should be obvious.
Race: Your species.

Race Details:
Spoiler :
Human:

Notable Kingdoms: Jinon Empire, Aerilian Empire, Independent States

Humans are an adaptable breed, with a wide array of skills, abilities and weaknesses. A stubborn people, they've become the dominant race on Haven's Continent through sheer force of will, and examples of their kind exist across almost all of the planet's surface.

Average height 5'11
Average age 26

Elven:

Notable Kingdoms: Ethara

Elves are an ancient people, though most of the mystique assigned to them by classical Gyrean literature is pure fiction. They are far from the near-godlike beings envisioned by classical authors, and in fact are in many respects simply humans, though naturally taller, with pointed, lobeless ears and a sharp king of beauty to their faces.

Average height 6'3
Average age 31

Goblin:

Notable Kingdoms: Kepholon

Goblins are a proud warrior race from the small, mountain-ringed northern nation of Kepholon. Commonly vilified in the older tales by xenophobic elven artists, the people of Kepholon are actually a race of philosophers first and foremost, though their love for a fight is greater than any other species' on Haven. They are devoted adherents to Alhandra, the Goddess of Good, and the Paladins of Kepholon are an elite breed of horse-masters, sworn to serve only the Light and their King.

Average height 4'4
Average age 24

Non-playable Races:

Zelkon:

Notable Kingdoms: Zelkonia

Zelkons are a race of serpent-men, balanced on four legs and with two long spindly arms hiding a certain surprising strength. Their poison-dripping fangs are perhaps the deadliest natural weapon in existence, and the zelkons are possessed of the speed of a horse and immense cunning - brought about by the political machinations of a society dedicated to Houses jockeying for position and authority in a climate of veiled political warfare.

Average height 6'
Average age 62

Dwarven:

Notable Kingdoms: The Dragon-Clans

Dwarves are a short, stout people prone to inebriation and stoneworking. They are pacifistic at heart, though willing to defend friends, allies and their own homes. They are unchallenged loremasters and interpreters of ancient writings - and the go-to peacemakers for troubled parties across all of Haven. All dwarves share a love for growing things that only Kepholonian goblins truly understand, due to their similar connection with their horses.

Average height 3'11
Average age 44


Class: Your choices are Soldier, Ranger and Noble. Every level up, you pick one of two abilities from the provided table. You need to earn certain amounts of XP to level up, and those are listed too.

Class Details:
Spoiler :
Soldier:


Weapons: Slot 1 Open, Slot 2 Open, Slot 3 Shield Favored skill: Melee

Level One:

Parry:If hit by enemy melee attack while wielding melee weapon, no damage dealt and immediately counterattack. Move action to activate

Level Two: (1200XP)

Armored Up: Gain a suit of armor
Battlefield Experience: +2 to hit with melee weapons

Level Three: (2500XP)

Reflex: +2 Dodge
Brawler: Gain Unarmed as a second Favored Skill

Level Four: (5000XP)

Berserker: Invulnerable for one round. Two round cooldown. Must be wielding melee weapon. Move action to activate.
Shield Bash: Can attack with either Unarmed or Melee regardless of whether weapons are drawn

Level Five: (8000XP)

Master Swordsman: Deal triple damage on crits
Battle Analysis: Deal crits on 19s and 20s.

Level Six: (11000XP)

Storm of Blades: If you score a critical hit, automatically attack again
Master Parry: Parry affects first three melee attacks

Level Seven: (15000XP)

Toughness: Immune to Critical Hits
Finest Hour: Guaranteed critical hit. Once per encounter.


Ranger:


Weapons: Slot 1 Open, Slot 2 Open, Slot 3 Open
Favored Skill: Survival

Level One:

Herbology: Use Survival score to medic allies. Standard action.

Level Two: (1200XP)

Nigh Invisible: +2 to stealth attempts
Like Smoke: +2 Dodge

Level Three: (2500XP)

Gyrean Bowmaster: Archery becomes second Favored Skill
Fluency: Add one language as second Favored Skill

Level Four: (5000XP)

Never Surprised: Immune to surprise attacks
Deadshot: +3 to hit with bows

Level Five: (8000XP)

Arboreal Highway: +3 bonus to climbing trees
Crippling Shot: Targeted enemy cannot move

Level Six: (11000XP)

Doubleshot: Fire two arrows at one target
Rapid Fire: Attacking with a bow counts as a Move action

Level Seven: (15000XP)

Flaming Arrow: Arrow that ignites large radius around the impact point. Once per encounter.
Master Shot: Full-round action. If it hits, guarenteed total success at any target within LOS.


Noble:


Weapons: Slot 1 Open, Slot 2 Open, Slot 3 Open
Favored Skill: Charisma

Level One:

Rally: One ally immune to Panic. Move action to activate.

Level Two: (1200XP)

Noble Warrior: Melee becomes second Favored Skill
Noble Diplomat: 2 Languages become second Favored Skills

Level Three: (2500XP)

Stand to Defend!: All allies gain +2 dodge. Move action to activate.
Stand to Attack!: All allies gain +2 to hit. Move action to activate.

Level Four: (5000XP)

Seductive: +3 to Charisma against opposite gender
Great Rally: All allies immune to panic. Move action to activate.

Level Five: (8000XP)

Omnifluency: 2 Languages become second Favored Skills
Like the Wind: All allies gain +1 Move action. Move action to activate.

Level Six: (11000XP)

Silver Tongue: Guaranteed Charisma success. Once per discussion.
Quick Learner: May adopt one skill from an allied party member.

Level Seven: (15000XP)

Rousing Speech: All allies score critical hits on 17-20 for duration of encounter. Battle Analysis soldiers score criticals 16-20. Full-round action to activate.
Battle Song: All allies gain additional Standard Action for duration of encounter. Move action to activate.


XP: This is where you tally your XP. You start with 0.
Weapon A: This is a weapon slot. You may use any melee weapon or a bow for this slot.
Weapon B: This is a weapon slot. You may use any melee weapon or a bow for this slot.
Weapon C: This is a weapon slot. You may use any melee weapon or a bow for this slot. Soldiers may not use this slot as it is taken by a shield.
Item: This is an item slot. You can carry a small item here, like an extra quiver of arrows for a bow or a nullifier to fight magicians.
Item: This is an item slot. You can carry a small item here, like an extra quiver of arrows for a bow or a nullifier to fight magicians.

Dodge: Used to avoid attacks.
Melee: Used to attack with weapons.
Unarmed: Used to attack while unarmed.
Archery: Used to attack with a bow.
Survival: Used to track, scout, sneak and heal.
Charisma: Used to convince NPCs.
Storm Tongue: Used to understand, read, write and speak this language.
Sea Tongue: Used to understand, read, write and speak this language.
Island Tongue: Used to understand, read, write and speak this language.
Zelkonian: Used to understand, read, write and speak this language.

These are your Skills. They represent what you can do and what you can't. Depending on your class, you will get an opportunity to make a certain set of these your Favored Skills. This means that when you invest SP in them, it will count as a value of 2 instead of 1. The maximum you can invest is 24. You automatically have one Favored Skill determined by your class.

You begin the game with 10SP to invest. Spread them around wisely.

That's about it. Join and prosper!

-L
 
Name: Commissar Roberto McFenland
Race: Human
Class: Soldier
XP: 2550 (ARMORED UP, Reflex)
Weapon A: Arming Sword
Weapon B:
Weapon C: Shield 'Unbreakable'
Item: Arcane Crystals
Item: Arcane Crystals

Dodge: 5 (7)
Melee: 12 (24 Favored)
Unarmed: 0
Archery: 0
Survival: 0
Charisma: 0
Storm Tongue: 1
Sea Tongue: 0
Island Tongue: 0
Zelkonian: 6
 
Name: Audrey Tritium
Gender: Female
Appearance: Long, brown hair and a quite comely face. Grey green eyes and a determined look.
Age: 16
Race: Human
Class: Noble
XP: 1200
Weapon A: Bow
Weapon B: Rapier
Weapon C: Three Ornate Daggers, one in my boot, one in my cloak and one in my sleeve
Item: Letters of introduction to various nobles in Madagar and other countries, as well as documents proving diplomatic immunity. Audrey always brings diplomatic letters with her, due to her father's intensely paranoid nature. They were kept in a sealed chest, thereby surviving the wreck, and she has now kept them in her pack, never far from sight.
Item: Quiver of arrows

Dodge:
Melee:
Unarmed:
Archery:
Survival:
Charisma: 12
Storm Tongue: 3
Sea Tongue: 2
Island Tongue: 2
Zelkonian: 5

Bio: Born to a fanily of Jinonese diplomats, Audrey always preferred the classroom over The Great Outdoors. A gifted speaker and learner, as well as a beautiful woman, Audrey soon took after her mother, becoming a diplomat-in-training, someday hoping to be a politician. This priority of word of warfare was reinforced strongly when her mother was assassinated over political noble-vs-government tensions. Soon, she was smothered t her newly overprotective father, and kept from going aboard. After much pleading, he father relented, letting Audrey travel to the colonies, planning to catch a ship straight back to Jinon. Sadly, she was shipwrecked, floating to shore on a chest containing her supplies.

Feats: Noble Diplomat
 
Name: Wiebke Habel Abracham McKay (WHAM)
Race: Human
Class: Soldier
  • Parry
  • Armored Up
  • Reflex
XP: 3500
Weapons
  • War Scythe
  • Urumi
  • Shield (Scutum)
Items:
  • Nullifier
  • Small Bag of Explosive Chemical Vials- 7 remaining

Dodge: 12 (14)
Melee (Favored): 12 (24)
Unarmed: N/A
Archery: N/A
Survival: N/A
Charisma: N/A
Storm Tongue: N/A
Sea Tongue: N/A
Island Tongue: N/A
Zelkonian: 2

Other Info: Is BOOM's uncle; more focused upon the physical arts & the Glory of Battle, as opposed to BOOM being an erudite magician.
Bio:
Spoiler :
Born in the Central Nations to a Ranger & an Alchemist, WHAM was the eldest child in a family of 4 sons & 3 daughters. He displayed a talent for warfare at a young age, and was drafted into the Centralian military at the age of 11, to fight in the never-ending wars that plague the Central Nations. He spend the next 15 years honing his skills at battle, becoming a fierce warrior equally capable of holding the line or lightly fighting his way across the battlefield. He eventually mastered the extremely difficult to use Urumi Sword, & became one of Centralia's top soldiers.

He likely would have continued to serve Centralia for the rest of his life, but after being repeatedly assigned to cowardly, dishonorable commanders & barely surviving a textbook suicide mission, he decided the city was no longer worthy of his service. Branded a traitor & unable to return to his home, he turned to mercenary work to survive, and- despite the profession's less than ideal reputation- kept to a rugged code of honor. He loathes running from a fight or leaving innocents to die, and has been known to stand fast in the face of suicidal odds rather than abandon an ally.

He was recently hired to provide extra muscle in the Aerilian Civil War, and was en route to the colonies when a hurricane struck the ship he was travelling on. Now he is stuck on a deserted island far from civilization, and though he knows it not, his greatest adventure is about to begin...
 
Name: Trajan Tryphen
Race: Goblin
Class: Soldier
XP: 2350
Level 2
Weapon A: Bastard Sword 'Bloodline'
Weapon B: Spear 'Outcast'
Weapon C: Shield 'Unbreakable'
Item: Nullifier
Item: Hatchet

Feats:
Parry
Armored Up!

Inventory:
Armor.
Spade.
Stake Carving Knife.
Ornate Silver button.

Dodge: 4
Melee: 18
Unarmed: 4
Archery: 0
Survival: 1
Charisma: 0
Storm Tongue: 0
Sea Tongue: 0
Island Tongue: 0
Zelkonian: 0

Spoiler :
Twenty-three. Nineteen. Four. Seven-A.?
 
Name: Tal Haenen
Race: Elf
Class: Ranger
XP: 4600
Weapon A: Rapier
Weapon B: Dagger
Weapon C: Bow
Item: Quiver
Item: Rope
Skills: Herbology, Like Smoke, Gyrean Bowmaster

Dodge:8
Melee:2
Unarmed:0
Archery (favored ): 11
Survival (favored): 22
Charisma:0
Storm Tongue:0
Sea Tongue:0
Island Tongue:0
Zelkonian:0
 
Name: Amali Knochemaus
Race: Human
Gender: Female
Class: Noble
Level: 4
XP: 5150
SP:
Weapons:
  • Weapon A: Hidden Knife (Never intended to be used, but she has to travel with some protection besides bodyguards.)
  • Weapon B: Sword (Recovered from a dead bodyguard's body, no clue how to fight with it.)
  • Weapon C: NA
Items:
  • Item: Pen and paper, or whatever they are called
  • Item: Money!

Dodge: 8
Melee: 4
Unarmed: 0
Archery: 0
Survival: 0
Charisma (favoured): 24
Storm Tongue (Favoured): 10
Sea Tongue: 0
Island Tongue: 0
Zelkonian (Favoured): 10

Abilities:
  • Rally
  • Noble Diplomat
  • Stand to Defend
  • Great Rally

Bio: Amali is the daughter of a noble in the city-state of Yurson, a member of the Independent States. She had never left the States; however, she did take frequent trips to its other members. In the interest of getting her to take a more active role in the city-state, her father ordered her to accompany a diplomat on a voyage to the Aerilian Colonies. Which, of course, crashed.
 
Name: Estella Sandis
Race: Elven
Class: Ranger
XP: 5350
Weapon A: Composite Bow
Weapon B: Quarterstaff
Weapon C: Curved dagger
Item: Quiver
Item: Herbal Medical Kit
Skills:
Like Smoke
Gyrean Bowmaster
Never Surprised

Dodge: 9
Melee: 3
Unarmed: 0
Archery: 19
Survival (Favored): 22
Charisma: 0
Storm Tongue: 0
Sea Tongue: 0
Island Tongue: 0
Zelkonian: 0

Bio: Estella was born into a working class family and a largely unremarkable childhood. She spent much of her time outdoors, doing her own thing and often getting into trouble in the meantime. She later joined up with the military at the request of her father, where she performed admirably despite her apathy towards the career. Luckily for Estella, it more or less ended after she convinced her squad to defy retreat orders and help save a family who would have been caught in the enemy's path. She managed to avoid discharge with the testimony of the family she had helped save, but later resigned anyway, her remaining interest tainted by the whole incident. Going into freelance work defending caravans and travelers, it was just another paycheck when Audrey Tritium hired her as a bodyguard to convince her father that it was safe for her to travel to the colonies.
 
Name: Tenabry Nactal
Race: Human
Gender: Male
Class: Ranger
Age: 23
Appearance: Average height, Reddish-brown hair, green eyes. Wears a hooded black cloak.
Bio: Tenabry Nactal was born to a Jinon family living in Madagar, but they moved back home when he was only three years old. When Tenabry was eleven, the mages war errupted, and his father was killed fighting within it. His mother eventually re-married, but Tenabry never quite felt that his step-father filled the gap, and the two remained somewhat distant. Leaving home at sixteen, Tenebry adopted to a nomadic lifestyle, moving from town to town, learning the skills that would sometimes lead him to be mistaken for a Gyrean. Not long after the civil war broke out, he determined to return to the land of his birth, traveling on the same whims that had directed him before.

Level: 4
XP: 5350

Skills:

Dodge: 8
Melee: 8
Archery: 14
Survival: 12
Charisma: 4
Storm Tongue: 2

Abilities:

Ranger 1: Herbology
Ranger 2: Like Smoke
Ranger 3: Gyrean Bowmaster
Ranger 4: Deadshot

Equipment:

Weapon A: Staff
Weapon B: Shortbow
Weapon C: Short Sword
Item: Rope and Grapple Hook
Item: Orb

DT
 

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If I take noble and put 5 points into melee, when I reach level 2 and take noble warrior, will I have 10 points in melee?
 
Name: Jackson MacScottie
Race: Human
Class: Noble
XP: 0
Weapon A: Halberd
Weapon B: Dirk
Weapon C: Throwing axes
Item: Food
Item: Horn

Dodge: 0
Melee: 0
Unarmed: 0
Archery: 0
Survival: 0
Charisma (f): 20
Storm Tongue: 0
Sea Tongue: 0
Island Tongue: 0
Zelkonian: 0

Scottish-ish family, hates his name, I'm not writing any more.
 
Name: Gerald von Trike
Race:Human
Class: Solider
XP: 0
Weapon A: Throwing Knife
Weapon B: Bow and Arrows
Weapon C: Hatchet
Item: Gloves
Item: Empty Journal

Dodge: 2
Melee: 7
Unarmed: 3
Archery: N/A
Survival: 1
Charisma: 5
Storm Tongue: N/A
Sea Tongue: N/A
Island Tongue: 2
Zelkonian: N/A

Bio: Not much is known about Gerald, yet what is known is that he is the son of a noble who has a thirst for adventure. Everything else is unknown.
 
Yeah, no way I'm making that.

Will the other missions be more friendly to those on the West Coast? If not then i'll have to drop out of this AC.
 
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