On a scale from Very Edgy to Very Silly, I think the game will be somewhere in the middle. I have nothing against circus antics and dancing numbers, but how silly can you be in plague-ridden backwater of Wallachia in late 18th Century?
Link to IC Thread.Stuff so far:
STATS:
Strength = Straight bonus to Melee Damage (1 Strength = +1 damage). Strength+6 = Amount of items you can carry.
Perception = Straight bonus to Hit chance with all weapons (1 Perception = +1 Hit). Darkness and Bright Light affect Perception
Speed = Amount of Actions per turn that you can perform is equal to Speed (rounded down). Each Skill Point spent increases Speed by 0.3. Your Evasion is equal to Speed+1 (rounded down).
Endurance = Endurance increases Hit Points and Natural Armor which lowers Melee and Ranged Damage. Your Hit Points are equal to 10 + (Endurance x3). Your Natural Armor is equal to Endurance/2 (rounded down).
Arcana = Each point of Arcana increases amount of Spell Points (3 SP per 1 Arcana) you receive as Dhampyr or Sorceress. It also increases Magic Damage (1 Arcana = 1 Magic damage). Priests cannot spend points on Arcana.
Piety = Each point of Piety increases amount of Spell Points (3 SP per 1 Piety) you receive as Hunter or Priest. It also inreases your Magic Defense (1 Piety = 1 Magic Defense). Sorceresses cannot spend points on Piety.
Health Points: If these fall to 0, you die.
Spell Points: You need to spend those to cast Spells.
ACTION ROLLS:
Whenever you want to perform some detailed action, we roll a six-sided die and add whichever Stat necessary, then weigh the result against the Difficulty set by the GM. If the roll result is equal or higher than Difficulty, you succeed.
For example if you want to spot a dark-hooded figure between trees during early evening, which sets it at (examples now!) Difficulty of 8, we take your Perception score of 4 and roll a dice.
If you roll at least 4 on the dice, together with Perception the result is 8, equal to Difficulty; thus you succeed in your action.
HIT ROLL, DAMAGE AND WOUNDS:
Hit roll: A six-sided die is rolled and then your Hit chance bonus is added. Then, your enemy rolls a four-side die and their Evasion is added. If your Hit roll is higher than your enemy's Evasion roll, you score a hit.
After that, a Target roll is performed with eight-sided die to determine which body part is struck. You can specify which body part you are targeting, but that comes with -1 (Torso) or -2 (other bodyparts) penalty to your Hit chance.
This is default Target roll pattern for humanoids (other beings, like quadrupeds or non-humanoids will have different patterns):
Torso: 1-3. Normal damage.
Left Hand: 4. Normal damage.
Right Hand: 5. Normal damage.
Left Leg: 6. Normal damage.
Right Leg: 7. Normal damage.
Head: 8. Double damage.
If you deal at least 5 Damage, there's 30% chance that you will deliver a Critical Wound. This causes additional damage to the enemy depending on the body part.
Left/Right Hand: Item carried in this hand is dropped; no items can be carried by this hand till Critical Wound is healed.
Left/Right Leg: -1 to Evasion and -0.5 to Speed. If both legs receive Critical Wound, Evasion is lowered to 0 and Speed are lowered to 0.5
Head: Enemy loses it's ability to act for 2 turns.
If you miss the target, he/she/it counters for free. This only applies to Melee attacks; Ranged attacks cannot be countered this way.
AILMENTS AND SUCH:
Bleeding: You lose 1 Health Point at the end of the turn, then there's 50% chance that Bleeding will stop. Each time you receive at least 3 non-Magical damage, you start to Bleed.
Poison: You lose 1 Health Point at the end of the turn until you're cured or die. You can get Poisoned from few sources, like bite of rabid animal, poisoned food, etc.
THROWING WEAPONS:
With proper skill, you can throw Daggers and Axes at your enemies. This is special case of ranged weapons. Unlike Crossbows and Firearms, thrown Daggers and Axes have low base damage; to counter that, when throwing, half of your Strength is added to thrown weapon's damage.
ACTIONS AND WHAT THEY ARE:
In combat (and outside of it), an Action is anything you want to be done. An attack, weapon throw, item use, item recovery, interaction with levers/furniture. As long as you bold it, it's an Action.
During Combat, the amount of Actions you can perform per Turn depends on your Speed. For example, if your Speed is 2, you can perform 2 Actions per Combat Turn.
Actions are processed linearly. For Example, if Adam can make 2 Actions, Bob 1 and Charles 2, the order will be Adam, Adam, Bob, Charles, Charles - and then it will be Enemy Turn.
Called Actions (gained by Skills) consume Actions as well; you cannot Call several times in one Action.
RELOADING:
After you shoot with Crossbow or Firearm, you have to spend time on reloading the weapon.
Crossbows require 2 Actions, Firearms 3. Firearms also consume 1 use of Bag of Gunpowder. Quick Reload skill of Hunters reduces the required amount of Actions.
DUAL-WIELDING:
You can wield 2 one-handed weapons at once for quicker use in combat, however this incurs -0.4 Speed penalty. Dual-Wielding skill of Hunters and Dhampyrs nullifies that penalty.
You cannot wield a shield with two-handed weapons.
Effects from two Symbols of the same kind do not stack, nor the same effect of different Symbols is cumulative (for example, wearing Greek Cross and Latin Cross will only give you 25% chance to avoid damage from Magical Creatures, not 35%).
HUNTER:
Descendant of the Belmont Family or one of the associated families, Hunter specializes in close and ranged combat. They can learn minor spells and helpful skills along the way, but Hunters are always the true masters of pure combat.
Can wear Robes, Light and Heavy Armor.
Can wield Axes, Daggers, Swords, Crossbows, Firearms and Shields.
Can be Male or Female.
Extra 4 Health Points at start.
TRAITS (pick 3 at Character Creation):
Armor Specialist: Reduces Speed Penalties from equipped Armor up to 0.4 points.
Axe Specialization: +1 Hit chance and +1 damage with Axe weapons.
Axe Mastery (requires Axe Spec): Additional +2 Hit chance and +1 damage with Axe weapons.
Crossbow Specialization: +1 Hit chance and +1 damage with Crossbow weapons and Bolts.
Crossbow Mastery (requires Crossbow Spec): Additional +2 Hit chance and +1 damage with Crossbow weapons and Bolts.
Dagger Specialization: +1 Hit chance and +1 damage with Dagger weapons.
Dagger Mastery (requires Dagger Spec): Additional +2 Hit chance and +1 damage with Dagger weapons.
Enhanced Endurance: +2 to Endurance.
Enhanced Perception: +2 to Perception.
Enhanced Speed: +0.4 to Speed.
Enhanced Strength: +2 to Strength.
Fighter: +1 Damage with all weapons.
Firearms Specialization: +1 Hit chance and +1 damage with Firearms weapons and Bullets.
Firearms Mastery (requires Firearms Spec): Additional +2 Hit chance and +1 damage with Firearms weapons and Bullets.
Holy Man: You can learn Priest's skills.
Sharpshooter: +1 Hit chance with Crossbows and Firearms. Lowers Targeted Hit Roll penalties by 1 with Crossbows and Firearms.
Shield Specialist: Increases Evasion bonus from carried Shield by 1.
Swords Specialization: +1 Hit chance and +1 damage with Swords weapons.
Swords Mastery (requires Swords Spec): Additional +2 Hit chance and +1 damage with Swords weapons.
Throwing Specialist: +2 Hit when throwing Daggers/Axes.
SKILLS (pick 2 at Character Creation (*denotes skills that cannot be picked at character creation); you will also be rewarded extra Skill points during the game):
Anatomical Knowledge: You deal extra 2 Damage to Human enemies; when using First Aid Kits, +1 HP healed. With First Aid Knowledge present, Anatomical Knowledge nullifies mis-use risk for Bandages and First Aid Kits.
Axe Throw (Axe weapon required): You can throw your Axe to perform ranged attack, nullifying the risk of enemy's counter attack. You will lose the Axe till you recover it, though.
*Careless Attack: You can call Careless Attack for a +2 Hit and +2 Damage bonus, but you will also receive -2 Evasion penalty till next Turn.
Dagger Throw (Dagger weapon required): You can throw your Dagger to perform ranged attack, nullifying the risk of enemy's counter attack. You will lose the Dagger till you recover it, though.
*Decapitation (Axe weapon required): If you land a hit on Head and deal Critical Wound, there's 30% chance of instakill.
Dodge Roll: You can call Dodge Roll and instead of attacking, perform a roll maneuver that increases your Evasion by 4 till next turn.
*Double Strike: You can call Double Strike and perform second attack with the same weapon with -1 Hit penalty, but without consuming another Action. Double Strike can be performed only once per Turn, however.
Dual-Wielding: You can carry two one-handed weapons at once without Speed penalty.
Extra Swing: You can call Extra Swing and receive -1 Hit penalty and +2 Damage in the incoming attack.
First Aid Knowledge: You can use Bandages and First Aid Kits with only 20% mis-use risk instead of usual 50% when patching your own or your companion's wounds.
Initiative: During first Combat Turn, your Speed is increased by 1.0 for determining the amount of Actions.
Precise Aiming (Crossbow weapon required): You can call Precise Aiming and receive +3 Hit bonus for your next attack, but this consumes an extra Action; thus, Precise Aiming cannot be called if you cannot perform any more Actions.
Quick Reload: Reloading Crossbows and Firearms takes 1 and 2 actions instead of usual 2 and 3, respectively.
*Sniping (Firearm weapon required): You can call Sniping to guarantee a Hit on Targeted body part. Sniping requires you to have at least 2.0 Speed and to spend all Actions in this Turn, and it cannot be called if you already performed an Action this turn.
Swordplay (Sword weapon required): Grants +2 to Evasion.
===
PRIEST:
Roman Catholic priest that has been sent on the mission to purge the literal evil from the land of Vallachia. Whilst not good at combat, his skills at dealing with devil creatures and healing wounded companions will certainly be a boon for the group.
Can wear Robes and Light Armor.
Can wield Symbols, Daggers and Staves.
Can only be Male.
Can Bless weapons (for combat's duration) or turn Water into Holy Water for 1 Spell Point; Blessed weapons deal 50% more damage against magical creatures, undead and vampires, respectively.
TRAITS (pick 3 at Character Creation):
Classical Languages: You can read Latin and Greek texts.
Dagger Specialization: +1 Hit chance and +1 damage with Dagger weapons.
Divinely Touched: +2 to Spell Points and +1 to Natural Armor.
Excommunicated: Your Spells deal extra 3 Damage, but your Piety is halved when calculating Magic Defense.
Inquisitor: You deal extra 2 Damage to Magical creatures with your Weapons.
Keen Mind: +1 Perception and +0.2 Speed.
Medicinal Schooling: No risk of mis-use when using Bandages or First Aid Kits. First Aid Kits restore 2 HP more than usual.
Mystical Languages: You can read Hebrew and Arabic texts.
Power of God: Your offensive spells deal extra 2 Damage; Exorcisms, Mass Purifications and Requiem Chants get +5% bonus to their chance rolls.
Saint's Aura: All companions in your group gain 1 Piety for purposes of calculating Magical Defense.
Staff Specialization: +1 Hit chance and +1 damage with Staff weapons.
Strong Body: +1 Strength and Endurance.
Tolerant: Symbols do not incur penalties.
SKILLS/SPELLS (pick 2 at Character Creation (*denotes skills that cannot be picked at character creation); you will also be rewarded extra Skill points during the game):
Battle Priest (Staff weapon required): Grants +1 to Hit and Evasion.
*Circle of Saints: Halves Magical Damage you receive from all attacks till next Turn. This spell consumes 2 Spell Points.
Dagger Throw (Dagger weapon required): You can throw your Dagger to perform ranged attack, nullifying the risk of enemy's counter attack. You will lose the Dagger till you recover it, though.
Exorcism: 30% chance to instakill a magical creature. If it fails, the creature receives (10 - Magical Defense) damage. This spell consumes 1 Spell Point.
Holy Armor: Doubles Armor rating of targeted companion's armor and increases their Magical Defense by 2; this skill lasts 3 turns and consumes 3 Spell Points.
*Holy Flames: Strikes each enemy Magical creature with holy fire, dealing 8 to 14 (minus Magical Defense) damage. The creatures can dodge the flames, and their chances to do that are equal to (Evasion x 5%). This spell consumes 3 Spell Points.
*Major Healing: Targeted companion recovers 5 Health Points; Critical Wounds, Bleeding and Poison, if present, are removed. This spell consumes 3 Spell Points.
*Mass Purification: 20% chance (rolled individually) to instakill any Magical creature or Undead. Any roll that fails still deals (10 - Magical Defense) damage. This spell consumes 5 Spell Points.
Minor Healing: Targeted companion recovers 2 Health Points; Bleeding, if present, is stopped. This spell consumes 1 Spell Point.
Prayer: You can call Prayer to ensure that the next attack that targets you shall miss. This does not protect from area-of-effect abilities.
Protective Aura: Everyone in Priest's group receives 1 Damage less from all attacks. This spell consumes 1 Spell Point during casting and Priest can use 1 Spell Point to maintain the Aura during following Turns. This skill ends automatically if Spell Points fall to 0.
Requiem Chant: 65% chance to instakill an undead creature. This spell consumes 1 Spell Point.
Sign of Cross: Two lines of pious energy strike the target, using your Perception for Hit chance calculations, for 5-10 damage (minus Magical Defense). If they both hit, the total damage dealt is doubled. This spell consumes 2 Spell Points.
Word of God: You can call Word of God and receive 20% chance bonus to Exorcisms, Mass Purifications and Requiem Chants till the end of the next turn. These bonuses do not increase further from multiple Words of God.
===
DHAMPYR:
Child born when his/her mother was turned into a vampire during late pregnancy. A strange mix of human and the undead, dhampyrs are feared by both humans and vampires alike, and shunned by society, even if they strive to protect the humans from the forces of darkness.
Can wear Robes and Light Armor.
Can wield Swords, Daggers and Crossbows (and Axes and Shields).
Can be Male or Female.
Dim Light do not incur Hit penalties; Darkness gives only -1 penalty to Hit as opposed to usual 3.
TRAITS (pick 3 at Character Creation):
Arcane Knowledge: You can learn Sorceress' skills.
Axe Training: You can wield Axes.
Crossbow Specialization: +1 Hit chance and +1 damage with Crossbow weapons.
Dagger Specialization: +1 Hit chance and +1 damage with Dagger weapons.
Enhanced Endurance: +2 to Endurance.
Enhanced Perception: +2 to Perception.
Enhanced Speed: +0.4 to Speed.
Enhanced Strength: +2 to Strength.
Magic Battery: +3 Spell Points.
Shield Training: You can wield Shields.
Super Endurance (required Enhanced Endurance): Another +2 to Endurance.
Super Perception (required Enhanced Perception): Another +2 to Perception.
Super Speed (required Enhanced Speed): Another +0.4 to Speed.
Super Strength (required Enhanced Strength): Another +2 to Strength.
Swords Specialization: +1 Hit chance and +1 damage with Swords weapons.
SKILLS/SPELLS (pick 2 at Character Creation (*denotes skills that cannot be picked at character creation); you will also be rewarded extra Skill points during the game):
Anatomical Knowledge: You deal extra 2 Damage to Human enemies; when using First Aid Kits, +1 HP healed.
*Change: You can call Change and turn into powerful half-beast. Items carried in your hands are dropped and you gain Claw attack with your hands, which deal 4-10 base Damage. Your Hit, Evasion and Natural Armor are increased by 2. You lose 1 HP per Turn of Change and automatically switch back to human self if HP falls below 1/2 max.
*Concentrated Attack: You can call Concentrated Attack to perform an attack with +3 Hit bonus, and +2 Evasion bonus against enemy's counter attack. However, you can only call Concentrated Attack once per Turn.
Dagger Throw (Dagger weapon required): You can throw your Dagger to perform ranged attack, nullifying the risk of enemy's counter attack. You will lose the Dagger till you recover it, though.
Dodge Roll: You can call Dodge Roll and instead of attacking, perform a roll maneuver that increases your Evasion by 4 till next turn.
*Dual-Wielding: You can carry two one-handed weapons at once without Speed penalty.
Extra Swing: You can call Extra Swing and receive -1 Hit penalty and +2 Damage in the incoming attack.
Fairy Companion: You summon a small fairy to help in combat. For next three turns, Fairy Companion will heal up to 3 Health Points of random wounded ally, or do nothing. This spell consumes 2 Spell Points.
Faux Vampirism: Whenever you deal a killing blow against Human enemy, you recover 1 Health Point.
Leap: You can call Leap and perform a normal Melee attack that also throws the enemy off balance, nullifying their counter attack. However, you can only call Leap once per Turn.
Precise Aiming (Crossbow weapon required): You can call Precise Aiming and receive +3 Hit bonus for your next attack, but this consumes an extra Action; thus, Precise Aiming cannot be called if you cannot perform any more Actions.
*Secrets of the Pale Ones: You deal extra 3 damage to Vampires.
Swordplay (Sword weapon required): Grants +2 to Evasion.
Will o' Wisp: You summon a fiery spirit to help in combat. For next three turns, Will o' Wisp will perform ranged attack against random enemy, with +3 Hit chance, dealing 4-8 damage (minus Magical Defense) upon hit. This spell consumes 2 Spell Points.
===
SORCERESS:
Witch, the woman dealing with the Devil, speaker of mystical languages and person of god-like powers. These are the Sorceresses, bound to help Belmont Family and all who follow their steps, with devastating magical arsenal at their disposal.
Can only wear Robes.
Can wield Daggers and Staves (and Swords).
Can only be Female.
Extra 6 Spell Points at start.
TRAITS (pick 3 at Character Creation):
Arcane Might: Your offensive spells deal extra 2 Damage.
Celtic Tatoos: -1 to all Damage received.
Cosmic Totem (Magic Battery required): Another +3 Spell Points.
Dagger Specialization: +1 Hit chance and +1 damage with Dagger weapons.
First Aid Knowledge: You can use Bandages and First Aid Kits with only 20% mis-use risk instead of usual 50% when patching your own or your companion's wounds.
Keen Mind: +1 Perception and +0.2 Speed.
Magic Battery: +3 Spell Points.
Mystical Languages: You can read Hebrew and Arabic texts.
Protective Charms: You receive -2 damage from all Magical attacks.
Oracle's Insight: +2 Evasion.
Staff Specialization: +1 Hit chance and +1 damage with Staff weapons.
Sword Training: You can wield Swords.
SKILLS/SPELLS (pick 2 at Character Creation (*denotes skills that cannot be picked at character creation); you will also be rewarded extra Skill points during the game):
*Blizzard: All enemies are struck by blasts of ce that deal 4-10 (minus Magical Defense) damage and freeze every hit enemy till next turn. This spell consumes 4 Spell Points.
Coat of Flames: Sorceress coats herself in a layer of magical flames that shall deal 4-8 (minues Magical Defense) damage to any enemy that dares to attack her. Coat of Flames cannot be cast if Wall of Ice is active. This spell lasts maximum 4 Turns and consumes 3 Spell Points during casting.
Dagger Throw (Dagger weapon required): You can throw your Dagger to perform ranged attack, nullifying the risk of enemy's counter attack. You will lose the Dagger till you recover it, though.
Enchantment: Targeted weapon deals double damage against magical creatures till next turn. This spell consumes 1 Spell Point.
Fire Bolt: A blast of fire striking one enemy for 8-14 (minus Magical Defense) damage. This spell consumes 2 Spell Points.
*Firestorm: Wave of flames engulfs all enemies, dealing 8-14 (minus Magical Defense) damage to them. This spell consumes 4 Spell Points.
Herbalism: You can call Herbalism to immediatelly restore 1 Health Point of a wounded companion, or to stop their Bleeding.
Ice Bolt: Icy blast that deals 4-10 (minus Magical Defense) damage to one enemy and freezes them till next turn. This spell consumes 2 Spell Points.
*Implosion: Implosion of energy that deals 6-10 unblockable damage to one enemy. This spell consumes 3 Spell Points.
Magical Daggers: Sorceress summons several blades of energy that then strike every enemy present for 4-8 (minus Magical Defense) damage. This spell consumes 2 Spell Points.
Meditation: You can call Meditation to forfeit all remaining Actions this turn and recover 1 Spell Point per 1 forfeit Action. You receive -2 Evasion penalty till next turn, however.
Rejunevation: You regain 3 Health Points while Bleeding and Poison, if present, are removed. This spell consumes 2 Spell Points.
Soul Bolt: Blast of pure energy that deals 4-8 (minus Magical Defense) damage to one enemy. Double damage against Magical creatures. This spell consumes 2 Spell Points.
*Time Stop: All enemies with Magical Defense lower than 7 are frozen in time till next turn. This spell consumes 5 Spell Points.
Wall of Ice: Sorceress conjures a wall of ice around her that has 10 'Health Points'. Enemies most wear down that wall to 0 HP before they can strike the Sorceress. Wall of Ice cannot be cast if Coat of Flames is active. This spell lasts maximum 4 Turns and consumes 3 Spell Points during casting.
Winged Feet: Targeted companion gets 1 extra Action for next 3 turns. This spell consumes 1 Spell Point.
DAGGERS:
Iron Knife: 1-3 Melee damage.
Throwing Knife: 1-2 Melee damage. +1 to Hit when thrown. Stacks up to 3.
Steel Knife: 1-4 Melee damage.
Silver Knife: 1-3 Melee damage. Double damage against Vampires and Magical creatures.
Sanctified Knife: 1-3 Melee damage. Double damage against Undead.
Ceremonial Knife: 1-4 Melee damage. +1 Damage to offensive spells.
Kris: 1-3 Melee damage. +1 to Evasion.
Orichalc Knife: 2-4 Melee damage. +1 to Magic Defense.
Kard: 1-4 Melee damage. Enemy Armor's halved when calculating damage.
SWORDS:
Iron Sword: 1-6 Melee damage.
Steel Sword: 2-8 Melee damage.
Silver Sword: 1-7 Melee damage. Double damage against Vampires and Magical creatures.
Sanctified Sword: 1-6 Melee damage. Double damage against Undead.
Rapier: 1-5 Melee damage. Enemy Armor's halved when calculating damage.
Broadsword: 1-10 Melee damage.
Damascus Blade: 3-9 Melee damage. +1 to Hit in Melee.
Claymore: 3-12 Melee damage. Two-handed. -0.2 to wielder's Speed.
AXES:
Handaxe: 1-4 Melee damage. +1 to Hit when thrown.
Iron Axe: 2-6 Melee damage.
Steel Axe: 3-8 Melee damage. Too heavy for Throwing.
Silver Axe: 2-7 Melee damage. Double damage against Vampires and Magical creatures.
Sanctified Axe: 2-6 Melee damage. Double damage against Undead.
Battleaxe: 3-10 Melee damage. Too heavy for Throwing. -0.2 to wielder's Speed.
Dane Axe: 5-10 Melee damage. Too heavy for Throwing. Two-handed. -0.2 to wielder's Speed.
Bardiche: 2-12 Melee damage. Too heavy for Throwing. +10% chance bonus for Decapitation skill. Two-handed. -0.2 to wielder's Speed.
STAVES:
Wooden Staff: 1-2 Melee damage.
Quarterstaff: 1-3 Melee damage. +1 to Evasion.
Metal Staff: 2-4 Melee damage.
Silver Staff: 1-2 Melee damage. Double damage against Vampires and Magical creatures.
Sanctified Staff: 1-2 Melee damage. Double damage against Undead.
Runic Staff: 1-3 Melee damage. +2 Damage to offensive spells.
Golden Staff: 1-2 Melee damage. +2 to Magic Defense.
Druidic Staff: 1-2 Melee damage. +50% to wielder's Arcana for magical damage calculations.
Bishop's Staff: 1-2 Melee damage. +50% to wielder's Piety for magical defense calculations.
CROSSBOWS:
Wooden Bolt: 3-6 Ranged damage. Stacks up to 5.
Metal Bolt: 6-12 Ranged damage. Stacks up to 5.
Silver Bolt: 4-10 Ranged damage. Double damage against Vampires and Magical creatures. Stacks up to 5.
Piercing Bolt: 4-10 Ranged damage. Enemy Armor's halved when calculating damage. Stacks up to 5.
Sanctified Bolt: 4-8 Ranged damage. Double damage against Undead. Stacks up to 5.
Light Crossbow: 1-1 Melee damage. +1 to Hit when shooting Bolts. Two-handed.
Crossbow: 1-2 Melee damage. Two-handed.
Heavy Crossbow: 1-4 Melee damage. +1 to Bolt damage. Two-handed. -0.2 to wielder's Speed.
Clockwork Crossbow: 1-3 Melee damage. Lowers reloading times by 1 Action. Two-handed.
FIREARMS:
*All Bullets halve Enemy Armor when calculating damage.
Metal Bullet: 6-16 Ranged damage. Stacks up to 10.
Silver Bullet: 4-12 Ranged damage. Double damage against Vampires and Magical creatures. Stacks up to 10.
Sanctified Bullet: 4-10 Ranged damage. Double damage against Undead. Stacks up to 10.
Bag of Gunpowder: 20 uses; required for reloading.
Flintlock: 1-1 Melee damage. +1 to Hit when shooting Bullets.
Quality Flintlock: 1-2 Melee damage. +2 to Hit when shooting Bullets.
French Pistol: 1-3 Melee damage. +1 to Hit when shooting Bullets.
Arquebus: 1-4 Melee damage. +1 to Bullet damage. Two-handed. -0.4 to wielder's Speed.
Musket: 2-4 Melee damage. +2 to Bullet damage. Two-handed. -0.2 to wielder's Speed.
Light Musket: 1-3 Melee damage. +1 to Bullet damage. Two-handed.
SYMBOLS:
Greek Cross: 10% chance that Magical creatures will deal 0 damage to the Priest during their attack.
Latin Cross: 25% chance that Magical creatures will deal 0 damage to the Priest during their attack.
Patriarchal Cross: 40% chance that Magical creatures will deal 0 damage to the Priest during their attack.
Crucifix: Non-humans receive +1 Damage from all weapons of Priest and his allies.
St.Paul's Cross: Priest receives 1 Damage less from all attacks.
Russian Orthodox Cross: 25% chance that Magical creatures and Undead will deal 0 damage to the Priest during their attack. -0.4 Speed penalty.
Eastern Icon of Virgin Mary: Doubles the power of Priest's healing spells. -4 Magical damage penalty.
Eastern Icon of Christ the Redeemer: +2 Magical Defense bonus to Priest and his allies. -2 Melee and Magical damage penalty.
Rose Cross: +2 Magical Damage bonus to spells of the Priest and his allies. Penalty: Magical creatures deal 1 extra damage to the Wielder.
St.Anthony's Cross: +2 Melee Damage bonus to Priest and his allies. Penalty: Natural Armor of the Priest equals 0.
St.Nino's Cross: +2 Hit and Evasion bonus to Priest and his allies. Penalty: Effect of Priest's Healing spells is halved.
Eastern Blessing Cross: Doubles the power of Priest's Blessing. -2 Hit and Evasion penalty.
ROBES:
Flax Robe: Armor Rating 1.
Silken Robe: Armor Rating 1. +1 to Evasion.
Woolen Robe: Armor Rating 2.
Sanctified Robe: Armor Rating 2. +2 Magical Defense. Priests only.
Druidic Robe: Armor Rating 2. +2 Magical Damage. Sorceresses only.
Enchanted Robe: Armor Rating 2. +1 to Evasion and Magical Defense.
Elven Robe: Armor Rating 2. +0.2 to Speed.
Metal-woven Robe: Armor Rating 4. -0.2 to Speed.
LIGHT ARMOR:
Thick Cloth Suit: Armor Rating 2.
Leather Suit: Armor Rating 3.
Chainmail Suit: Armor Rating 4.
Chains of Rage: Armor Rating 4. +4 to Melee damage. -2 to Evasion.
Elven Chainmail Suit: Armor Rating 4. +0.2 to Speed.
Reinforced Chainmail Suit: Armor Rating 5. -0.4 to Speed.
Basilisk Scale Armor: Armor Rating 4. +2 Magical Defense. -0.2 to Speed.
Mithril Chainmail Suit: Armor Rating 6.
HEAVY ARMOR:
Lammellar Scale Armor: Armor Rating 5. -0.4 to Speed.
Partial Plate Armor: Armor Rating 6. -0.4 to Speed.
Orichalc Scale Armor: Armor Rating 7. +3 Magical Defense. -0.6 to Speed.
Obsidian Shard Armor: Armor Rating 6. +5 Magical Defense. -0.6 to Speed.
Mithril Scale Armor: Armor Rating 8. -0.2 to Speed.
Full Plate Armor: Armor Rating 10. -0.8 to Speed.
Mithril Plate armor: Armor Rating 10. -0.4 to Speed.
SHIELD:
Buckler: +1 to Evasion.
Small Shield: +2 to Evasion.
Large Shield: +3 to Evasion. -0.2 to Speed.
Pavise: +4 to Evasion. -0.2 to Speed.
Roman Shield: +5 to Evasion. -0.4 to Speed.
Orichalc Shield: +2 to Evasion. +1 Magic Defense.
Crusader's Pavise: +4 to Evasion. +1 damage against Magical creatures. -0.2 to Speed.
ITEMS:
Bottle of Water: 25% chance to clear Poison. Can be turned into Holy Water.
Bottle of Holy Water: Can be thrown to deal 5-10 unblockable damage to Magical creatures and Vampires. Double damage versus Undead.
Herbs: Can restore 1 Health Point, or clear Poison. Stacks up to 3.
Bandages: Stops Bleeding. Stacks up to 3. Has 50% chance to deal 1 Damage in hands of incompetent handler.
Health Potion: Restores up to 7 HP.
Magic Potion: Restores up to 5 SP.
First Aid Kid: 10 uses. Can restore up to 5 HP, remove Critical Wounds, Bleeding and Poison. Has 50% chance to deal 2 Damage in hands of incompetent handler.
Drug Powder: 5 uses. Increases Strength by 3 and Speed by 0.6 for 3 turns. Deals 1 damage at the end.
PERSONAL DETAILS:
Name: Name of your character
Age/Gender: Anything between 18 to 40. Females cannot be Priests, Males cannot be Sorceresses.
Class of Choice: Hunter/Priest/Dhampyr/Sorceress
Country of Origin: Where you have been trained to deal with evil beasts
STATS:
You start with all Stats at 1 (Priests start with 0 Arcana, Sorceresses with 0 Piety), and you get 10 Skill Points that you can spend.
Each Stat can be raised by maximum of 4 points during character creation.
Strength:
Perception:
Speed:
Endurance:
Arcana:
Piety:
Health Points:
Spell Points:
TRAITS: as listed at your character's class
SKILLS/SPELLS: as listed at your character's class
STARTING EQUIPMENT: You have 12 Equipment Points that you can spend on various pieces of equipment.
BACKGROUND: Short or verbose (but please keep it short if you can) background of your character, his/her childhood, personal goals and ambitions, yadda yadda.
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STARTING EQUIPMENT AND COSTS:
Iron Knife: 1 Points
Full stack (x3) of Throwing Knives: 2 Points
Steel Knife: 2 Points
Iron Sword: 3 Points
Steel Sword: 4 Points
Rapier: 4 Points
Handaxe: 2 Points
Iron Axe: 3 Points
Steel Axe: 4 Points
Wooden Staff: 1 Point
Quarterstaff: 2 Points
Metal Staff: 2 Points
Full stack (x5) of Wooden Bolts: 1 Point
Full stack (x5) of Metal Bolts: 2 Points
Light Crossbow: 4 Points
Crossbow: 3 Points
Full stack (x10) of Metal Bullets: 2 Points
Bag of Gunpowder: 2 Points
Flintlock: 3 Points
Arquebus: 3 Points
Greek Cross: 1 Point
Latin Cross: 2 Points
Crucifix: 1 Point
Flax Robe: 0 Points
Silken Robe: 1 Point
Woolen Robe: 1 Point
Thick Cloth Suit: 1 Point
Leather Suit: 2 Points
Chainmail Suit: 3 Points
Lammellar Scale Armor: 3 Points
Partial Plate armor: 4 Points
Buckler: 1 Point
Small Shield: 2 Points
Large Shield: 3 Points
Bottle of Water: 3 for 1 Point
Bottle of Holy Water: 1 Point
Full stack (x3) of Herbs: 1 Point
Full stack (x3) of Bandages: 1 Point
Health Potion: 2 Points
Magic Potion: 2 Points
First Aid Kit: 2 Points
Drug Powder: 2 Points
BACKGROUND:
It is year 1785... Darkness descends upon the lands of Wallachia. Plague ravages the countryside, dead are restless in their graves, and strange beings roam the woods to prey on hapless travelers. Dracula, Prince of Darkness, is thought to be alive again.
But the main branch of Belmont Family is now in hiding, their members too young or too old to tackle on the problem. Thus the fate of the world is in the hands of the Hellsing Association, whose chapters in numerous Catholic cities across Western Europe train able-bodied men and women to fight the Darkness.
ARRIVAL:
The starting group of 6 shall arrive by a black carriage in a border town in Wallachia, where they are to gather clues on recent sightings of beats in the forests surrounding Wallachian countryside.
From there, their quest will have them visit other settlements, ruined castles and mystical places, till they manage to find the root of all evil.
DEATH AND REPLACEMENT:
If your Character dies, the Hellsing Association shall send a replacement. Do not wonder how the Association knows that your comrade have perished - they have their ways.
Said person will be sent to the last human settlement that you have visited, and they shall arrive 2 days after the death of your comrade. Make sure to pick them up so they don't feel lonely and hapless in the backwater Wallachia!
In the meanwhile, feel free to throw your questions, suggestions or 'bug reports' at me~
Character Sheets and Waitlist are in 3rd post of this thread.