Service to the Unbowed________________________________________________________________________________________________________________________________________________________________________
The year is 648 of the New Dawn Calendar, established by Emperor Falsinar during the reign of the Mayar Empire. Like all empires, however, it collapsed; leaving only the Calendar and its memory to the descendant states which rose from the ashes of the old. The Kingdom of Malinar is one such state. Ever since the destruction of the Empire five hundred years ago, Malinar has been ruled by the line of monarchs known as the Unbowed. Though the dynasty has changed from time to time, the title has remained: a badge of honor that Malinar has refused to bend the knee to any would-be conqueror, always maintaining their independence from those who would take it from them. You are an individual who has, for one reason or another, ended up in the military to defend the traditions of Malinar and serve the Unbowed. Here’s to hoping it doesn’t involve a gruesome death.
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Service to the Unbowed is a character-based roleplaying game. You will play the part of someone within the Malinar military; other than this, there are no restrictions on background, rank, or motives. There won’t be a hard cap on the number of players, but not too many will be allowed in; anywhere from five to ten. The amount does depend on what rank people sign up for; if ten people sign up for rank and file, it will be more likely that all of them will get a slot than if ten people signed up for officer positions. I expect well-written backgrounds, though I don’t need too much fluff; though it will help determine who I select, more words isn’t necessarily better. Outside of combat, there will be no turns - though there will be time, which means you'll be halted if you get too far ahead of everyone else.
Note: the level of technology is roughly Renaissance-era.
3D6 will be used for rolls. Crits and auto-hits only apply on a natural roll (having a +18 doesn't mean you'll always overshoot).
16-18: A 16 is an auto-hit/success, a 17 is a critical hit/success, and an 18 is an overshot.
6-15: Normal rolls. Success is determined by the opposing DC or roll.
3-5: A 5 is an auto-fail, a 4 is a critical fail, and a 3 is a critical fumble.
For each 10 points below/above 100, you get a -1/+1 to your roll. This is further modified by skills, whose ceiling is (3 + [stat bonus/2]).
Name:
Stats: You have 160 points to spend on stats. Each stat will start at 70; to increase up to 110 costs 1 per stat gained; from 111 to 120 costs 1.5 per a stat; from 121 to 130 costs 2 per a stat, etc.
Skills: Your starting skills will be determined by your background. If you have a preference and believe I might not pick the skills you want from your background, type what you want in here.
Rank: Rank and station. If you are a non-combatant (drummer, scout, etc.), note it.
Appearance:
Background:
The four stats are Physical, Intellect, Charisma, and Wisdom.
The base value for each stat is 100; this is completely average. Stats will increase through profound experiences, supernatural means, and increases in your skills. They provide bonuses to related skills while also determining the skill ceiling and increasing the rate at which you gain experience for said skills.
In the case that skills are potentially used by two or more stats, the average of the stats used is what determines skill gain, ceiling, and bonuses.
Physical: Your overall fitness, health, and body type. Increases hit points, reduces risk of illness and disease, and decreases wound duration.
Intellect: Your acumen, comprehension, intelligence. Allows a greater number of starting skills and increases the rate at which you gain them.
Charisma: Your charm, force of personality, and diplomatic ability. Improves how other characters view you and increases the ease at which you can manipulate them.
Wisdom: Your sagacity, spirit, percipience. Improves willpower, increases common sense, and prevents internal turmoil.
Skills are widely ranging; anything from Swords skill to Calligraphy. They increase your ability to perform that skill. The formula for attempting a skill check is (3D6 + Skill + [Stat1/2] + Stat2), where Stat1 is the Skill's associated Stat up to the skill value, and Stat2 is the stat above the skill value. Skill Groups are skills that are so intrinsically linked that getting better at one will make you slightly better at all other skills within the skill group. For example, if you get very skilled with the Sword, you will also become good at melee fighting in general; the same goes for Axes, Polearms, Maces, and Daggers. These represent the Skill Group of Melee Fighting. The value of the Skill Group will be the highest skill in the group divided by two (EX: Sword 4, Melee will be 2). This means if you only practice with the Sword, you won't be rubbish at combat without one.
EXAMPLE: Our character is Jeremy. He has Physical 130 (Value of +3) and Polearm 2. He charges into combat with a spear; now, his Physical score is +3, but he doesn't receive that full bonus. He only receives half of the bonus up to 2, and then the full bonus afterwards. So, his final combat score will look something like (3D6 + 2(Polearm) + 1(2 divided by 2) + 1(Physical above 2)) = 3D6 + 4. He rolls a 10, and his final value is 14.
GUNINANRUNIN - Pertelay Hussar.
Cheesecake - Cannon Gray.
theyamikami - Sael.
SaberToothTiger - Thomas Higgins.
Coolrune206 - Eifron Torth.