Current Players
Name: Garland Bulboron
Gender: Male
Race: Human
Description: A Knight once loyal to the king of the land. With the rising tide or darkness and destruction he decided to quit his day job and become a Dark Knight
Affinity: Dark
Traits: Master of Ham - Whenever Garland makes an over the top speech to heroes, +1 to next roll
Darkmeister - +1 to diplomancy against summoned creatures.
Egotistical – Has such an ego, that he cannot stand being insulted, and must take some sort of action when insulted against the person who insulted you.
Personality: Ham, Ham all the way.
Lv: 1
HP: 100
Phys: +1
Mag: 0
Wealth:13/2
Experience: 2/40
Assets: Iron Keep - Generates 1/0 wealth every turn.
Defensive Keep - Is along the Elye/Darklands mountain pass. Enemies going along this pass will have to break through here.
Forces:
Black Velvet (Permanent)
Health: 1 FHP (When this runs out, they will reassemble 1d6 turns later)
Phys: 0
Mag: 0
A spy organization under Garland Bulboron. Never seems to stay destroyed.
Soldiers
Health: 1 FHP
Phys: 0
Mag: 0
A band of human soldiers. Basically worthless other than for fighting armies.
Elite Human Infantry (4)
Health: 3 FHP (12FHP Total)
Phys: 0
Mag: 0
A more elite force of human troops, they are far more prepared for war than most. Still kinda weak.
Notes: Cannot heal through standard (light aligned) magical means. Light magic gets +1 in attack and damage against you.
Name: Masasit Belmons
Gender: Male
Race: Demon
Affinity: Fire
Subrace: Fox Demon
Description: Black fur, wears a black robe. Has green eyes, and several scars all over the body. Has 4 tails, representing his power.
Traits: - Connection to the Void: Can banish people to the void as a special action, forcing them to have to escape before they can act. Not to mention the things that live within... (Cost 0/1 wealth to use.)
Megalomaniac (Power): Has delusions of having excessive power, must take offers of power, regardless of actual utility. -1 to social interactions with 'well adjusted' people (i.e. anyone who doesn't have an trait of insanity).
Personality: Narcissistic Asshole.
Lv: 1
HP: 119/140
Phys: 0
Mag: 0
Wealth:2/0
Experience: 3/10
Assets: None
Forces:
Minor Fox Demon Group (2)
Health(Total): 4FHP
Phys:0
Mag:0
Special: Firefox: Attacks are fire-based. Fire-aligned.
A group of minor fox demons. They have yet to ascend to full-fledged fox-demons, and therefore are much weaker then their boss. Have numbers on their side.
Generic Mooks
Health: 1FHP
Phys:0
Mag:0
Just a bunch of generic mooks. Kind of worthless.
Notes: Each tail you possess gives you 10 more HP. If you want to cast a powerful spell, you can expend one of your tails to gain 0/1 resources to cast it. When you level up, you can spend 1 point getting a tail. The presence of water in large amounts temporarily removes your ability to do this, and gives you a -1 penalty to magic. High amount of tails might give you greater benefits. Tails cannot be gained otherwise without tremendous effort. -1/-1 to starting Wealth.
Name: Ryleus Aluin
Gender: Male
Race: Undead
Subrace: Wraith, can fly and phase through non-magically protected walls.
Description: A huge being, it seems to be covered in black cloaks that prevent all from seeing it's true self, it wears a hood that casts a shadow on its face, the only thing that can really be seen for certain are it's glowing yellow eyes.
Affinity: Earth
Traits:Life Stealer – Can drain lifeforce from opponents as a standard spell, with a -1 penalty to the roll.
300 Year-Old Undead Wizard – Your skill in magic makes all magic resource costs decrease by 1. Anything worth only 1 magical resource is not decreased. When making a pernament Magical minion, the lowered cost applies before multiplication (IE One power would be reduced to 2, making the final price 10. Two powers would be reduced to 5 cost, making the final 25)
Mentally Unstable – You are, for the most part, slightly insane. Every action you take, if a 1 is rolled beforehand, you will do something different, but still "somewhat" relevant.
Personality: Surprisingly mellow for someone that died, intelligent and understanding. (i.e he doesn't constantly murder his minions for a minor screw-up.)
Lv: 1
HP: 100
Phys: -1
Mag: +1
Wealth:2/0
Experience:2/10
Assets: Orb of Detection - Warns if people (beyond the possessor) are within 15' of the orb. Does not tell location, only the presence.
Forces:
Elite Mooks
Health 3FHP
Phys: 1
Mag: 1
Perfectly generic force of Elite Mooks. No one can quite tell what they are supposed to be. Still not amazing, but arguably more competent.
Small Undead Army
Health: 3 FHP
Phys: 0
Mag: 0
Special: Generic Undead - Cannot follow more then the most basic orders, - 1 to enemy damage rolls, +1 to enemy fear rolls, hurt by "healing" light-magic. Dark-Aligned
A horde of zombies and skeletons. What would an evil army be without them?
Notes: Can fly without any help. Can phase through non-magic/earth-aligned barriers. Magic barriers are impassible. Severe windstorms cannot be passed, and wind-aligned barriers will harm you along with blocking you. -2/0 to starting wealth.
Name:Starn Gundar
Gender:Male
Race:Monster
Subrace:Minotaur
Description:Large and bulky,being a Minotaur,he has fur black as the night and several very visible scars,the eyes are orange,the horns are short and sharp.
Affinity:Earth
Traits: Strong - +1 to Phys Stat
Intelligent - +1 to any intelligence-related actions
Weakwilled – You are easy to sway. If someone is trying to convince you to do something a combat roll is made. If you win, your action goes through over their suggestion. If you lose, their suggestion overrides your action. They must be in person to do this.
Intimidating – People fear you, -1 to fear checks made around you.
Needs Forces – Any battle you are in gets a -1 to your rolls unless you have troops with you.
Personality:Savage and secretive.
Lv: 1
HP: 100
Phys: +2
Mag: -1
Wealth:2/3
Experience:4/10
Assets: Armor of the Mageknight- +1 to defense against magic, +1 to dodge versus physical attacks.
Damaged Airship- 36/40 HP. Your troops are enough to fly the thing, and you will have no issue with terrain. Anyone on the ship cannot be attacked by physical attacks of people off it.
Forces:
Lesser Minotaur Group (2)
Health: 6FHP
Phys: 1
Mag: -1
Smaller than a proper minotaur, they nonetheless are monsters. Their physical strength is massive. About 20 minotaurs per group.
Orc Band
Health: 1FHP
Phys:1
Mag:-1
A classic in evil armies. They are strong, but are about as tough as an ordinary human.
Curan Elite Archers
Health: 3FHP
Phys:0
Mag:0
An elite force of mercenary archers from Cura. Have morals, but otherwise under your disposal.
Curan Spies
Health: 1FHP
Phys:0
Mag:0
A bunch of spies from the land of Cura. Loyal to themselves and the coins spent on them. Pathetic in a fight.
Curan Mercenaries
Health: 3FHP
Phys:0
Mag:0
A group of Curan Mercenaries, bent on fighting for the coin spent on them. While mostly loyal, they tend to avoid doing morally questionable actions, and may break away if forced to participate in these acts.
Notes: Weak to Wind Magic, +1 to attack and damage from opposed Wind Magic attacks.
Name: Chad Wattler
Gender: Male
Race: Demon
Subrace: Gelugon (ice devil)
Description: massive, insectoid monstrosity that stands on two legs. Has a pure white carapace.
Affinity: Water
Traits:Cunning - +1 to intrigue related actions, +1 to attack made by your traps
Strong - +1 to Phys Stat
Cruel – Sometimes you can't avoid kicking the dog. -1 to diplomacy, Heroes are more likely to target you.
Personality: Cold and calculating, willing to make and break alliances as it fits his purpose.
Lv: 2
HP: 138/150 HP
Phys: +1
Mag: +1
Wealth:2/4
Experience: 4/40
Assets: None
Forces:
Ice Imps Band
Health: 2FHP
Phys: 0
Mag: 0
Special: Freeze - can freeze people, making them take stacking penalties due to the cold. Fire counters this ability. Water-aligned.
Frozen imps, for some reason, turn into these things. Has a mastery of the cold breeze. Groups are needed to really freeze people.
Notes: Weak to Fire Attacks, opposed fire spells get a +1 to attack and damage rolls. Extremely hot areas you will have to circumvent somehow if you want to enter. Is immune to the cold.
Name: Hanz-hanz
Gender: Male
Race: Undead
Subrace: Vampire cutebold
Description: A cutebold. His magic is always an offensively bright pink. He wears horrible, garishly bright colors.
Affinity: Wind
Traits: Charismatic - +1 to leadership related rolls, and to rolls related to ordering around.
Mind Mage - +1 to spells which effect the mind, like illusions or other mind effecting effects
Blood Mage – Can expend 20 health to get +1 to roll. Can do this multiple times to increase effect. Anyone's health can be used this way, but most people don't have tons of health, like you.
Doubt – Is particularly weak to insults and intimidation, -1 to resisting these kind of rolls
Unlucky – Rolling at the beginning of your turn, on a 1 or 2 you get a -1 to all parts of your turn's rolls.
Personality: He is overly energetic and cheerful. He also has a poor sense of self worth, and doesn't really understand morality, due to a troubled childhood.
Lv: 2
HP: 110/110
Phys: -1
Mag: +2
Wealth:12/2
Experience: 5/40
Assets: Overlord's Castle - +1 to all rolls as long as you remain inside it.
Multiracial Town - If actively governed, can generate physical wealth. Crystal network allows for remote spending of the populace for blood magic. Populace will take time recovering from this, and cannot generate wealth until then. 1d4+2 is if one point is spent, 4d4+2 if 2 are. If a +5 total bonus is every obtained through draining the village without letting it recover, it is destroyed. Is currently damaged by an attack, leaving its populace vulnerable, but thankfully unharmed.
Ring of regeneration (minor) - Heals 1d6 health every turn.
Forces:
Earth Golem Bodyguard
Health: 2FHP, 5 HP
Phys: 1
Mag:0
Special: Stoneflesh: -1 to enemy damage rolls when being attacked.
A weak group of golems made of stone. Tough, but nothing more to show. About 10 of them are in the force. Earth-Aligned
Kobold Band
Health: 1FHP
Phys:0
Mag:0
A group of kobolds with spears and blowdarts. Weak on their own, but have numbers.
Kobold Army(2)
Health: 3 FHP (6Total)
Phys:0
Mag:0
An even larger force of kobolds. Some of them serve as leaders within, and fight as well as any human with a sword. Still rely on numbers
Notes: Weak to Earth attacks, opposed earth attacks get +1 to attack and damage rolls. Is the evil overlord.
Name: Valyrie
Gender: Female
Race: Undead
Subrace: Greater Twilight Echo
Appearance: A sillouette of a female human with bat-wings and a spaded tail. She glows in the Dark and appears as a shadow in the Light
Personality: Whimsical, playful, with an erratic and sometimes cruel sense of humor.
Affinity: Dark (Currently Light)
Traits:
Dual Existence – Has affinity towards an element and its opposite. As a side action in a turn, they can switch between these, getting the benefits (and penalties) of the other element.
Ability Drain – After killing an enemy, they may choose to steal a combat bonus of an enemy. This bonus will decay at an approximate 1 for every 4-5 turns, though killing another enemy increases this turn count by one. Only living entities with HP (NOT FHP) can have their stats taken.
Impish – This character is sometimes annoyingly playful to those surrounding. Actions which are not an attempt to deliberately annoy someone nearby have a chance (at the beginning of the turn rolling a 1) to change into some sort of prank. These pranks may very, but regardless will cause the target to get distracted, giving them a -1 to their next roll.
LV: 1
HP: 84/100
Phys: -1
Mag: +1
Wealth:1/0
Experience: 0/10
Assets: Amulet of Minor Lifetheft - On a kill, you heal the damage you deal on the last attack. Every 1 FHP=5 HP healed.
Minor Ring of Disguise - Lets the character create a physical disguise on themselves. The appearance is only an image, and will disappear if removed from person. Actual physical appearance is maintained until damage is taken. How good the disguise is depends on roll. If you know what you are trying to copy looks like, +1. Only humanoid disguises, and voice does not change.
Bracelet of Light - A magical device which helps the character cast Light Bolt. +1 to casting the specific spell.
Cloak of Charming - A cloak which helps hide ones intentions. +1 to diplomacy rolls on non-hostile targets.
Troops:
A Lone Cultist
10 HP
Phys: 0
Mag: 0
The lone survivor of the birth of the Lieutenant. Has lost quite a bit of his sanity, due to almost dying. Unusually good with a sword.
Notes: The remaining abilities suggested in the post for the Twilight Echo were a bit broken/ implausible to use, so they were ultimately not included. -4/-2 to starting resources. Due to starting later, 1/1 resources added, making starting resources 2/4. Whatever you are currently aligned to, you are weak to the opposite spells and can cast spells of the current alignment.
Twisted Rider– As an action, the character can 'ride' into another creature. This creature gains any current bonus the character has a greater power than the original. The character's passive abilities are still active in this state, and the character steals bonuses from enemies killed. When doing this, however, the character cannot do any action beyond leaving the body and social (i.e. communication, diplomacy, etc.) actions. Troops cannot be ordered, and the target of the character's attempt is the only one which can engage in combat. If the character targeted dies, then the rider is ejected, taking have of the damage taken by the original target since being possessed.. The target can choose to resist this action or may attempt to eject the character using this. If a target is possessed by this ability, they will be more visually obvious, giving a -1 to hide checks.
Status of Enemy Nations:
Elye is currently at war with the armies of the Darklands, but doesn't know about the Overlord.
Elye's Army
FHP: 2/2, is currently fleeing the border.
Phys: 0
Mag: 0
Status of Elye's Heroes:
Elf Ranger
16/20 HP
Phys: 0
Mag: 0
Is currently escaping from the Darklands
Cura has risen patrols around the border after the raids, but still has not risen its army.
Special Units:
Curan Airship
HP: 40 HP
Phys: 0
Mag:0
Special: Broadside: +1 to attacks on structures, -1 to attacks on units. +1 to Final Damage (i.e. if the damage roll doesn't hurt, this doesn't apply).
Status of Curan Heroes: None Known
Has no idea what is happening, but rumors of monsters are persisting around.
Status of Ecrian Heroes:
Undead Hunter
47/60 HP
Phys: 0
Mag: 1
Exp: 0/10
Affinity: Light
Special: Undead Hunter - +1 to final damage to Undead.
Voidtouched - A pact was made with a being from the Void. This could have repercussions, as the void is fickle, but the Void is not as dangerous to one with this trait.
Trapped in Void. Is currently wandering the area. (4) Pact made, Voidtouched trait obtained, directions given.
Virtuous Fighter
7/20 HP
Phys: 1
Mag: 0