IntroThe Wargals have begone moving once more, the Skandians have been growing more, and more fierce each year, and there have even been rumors of new Kalkara appearing in the northern parts of Araluen. But even worse things are brewing in Gallica, because of a man name Desruisa, a corrupted warlord, who has united all of Gallica under his banner, and now seeks to take over Araluen, and take its treasure for his own. There have even been sightings of new creatures within the Araluen realms that have never before been seen, they lie only in legend. The world is on the verge of shear chaos, legends, and myths roam the world, and armies gather, but that is simply a new task for the Ranger's.
The Ranger Corps was founded during King Herbert's reign. King Herbert is also known as the founder of modern Araluen. They are considered an elite intelligence and reconnaissance force. There are 50 rangers, one for each fief. They are tasked with gathering intelligence on the varying countries, and lands neighboring Araluen as well as keeping the peace within the Araluen realm. They are considered to be people who posses magical abilities by the commoners of Araluen, but they contain no such powers for they are simply uniquely gifted.
Many of the Rangers who had no Apprentice have begun looking for, or found one, and you six are one of those Apprentices, but your training is yet to begin, and worse things are ahead of you. You have a year to train, and hone your abilities before the Gathering where, if you pass, you will be accepted as a true Ranger's Apprentice, and you will begin receiving assignments of your own.
Name: Required
Gender: Required
Bio: Required (The More Detailed the Better)
Stats: You have 15 Points To Distribute (Minimum of 2 Points in each Stat max of 6)
Dexterity - Determines your skill with ranged weapons, and specific melee weapons (Daggers, & Knives)
Speed - Determines how swiftly you can move, or perform actions
Grace - Determines how quietly you act, or move
Reflex - Determines how quickly you can react to certain situations
Skills:
Unseen Movement - Determines how hidden you can remain whilst moving
Archery - Determines how well you can use a bow
Tracking - Determines how easily, and accurately you can track something(s), or someone(s)
Woodsman - Determines how easily you can move through difficult terrain
Survival - Determines how easy it is for you to find game, or to set up a camp
Knife Skill - Determines how well you can use your Saxe, and throwing knife in combat
Climbing - Determines how easily you can scale things (From Trees, to Walls)
First-Aid - Determines how easily you can take care of wounds, and make healing ointments, and tonics
Scouting - Determines how easily you notice things that seem out of place, and how accurate your deductions of other peoples feelings are
Leadership - Determines how well you can lead people (Varying from Soldiers to simple Farmers)
Speech-craft - Determines how well you are in the ways of Coercion, Bartering, etc.
Sword Mastery - How well you can use a sword (Can only get if your family lineage is that of knights)
Ability: Your ability is something that is unique to you, but that is hard to control (EX: Swift Hands - You were always good with a bow, and in certain situations you are able to fire with such speed that you could take out three crows in the span of twenty seconds)
Combat will be very simple, so as to keep the game updating quickly, and to allow it to be faster paced. The first rolls will be for accuracy, and dodge/roll (The second roll won't occur if you are hidden, and the enemy has no special ability has that allows them to block it) the second pair of rolls will be opposing if you beat the other roll you deal damage. The greater your number is to the enemy the greater the damage.
I will be doing the damage system realistically, so a shot to the head with an arrow will usually kill your target, and if you cause a bleeding wound then the opponent will have a set time until they bleed out.
Stealth Rolls will be a little more complex, and will use 1D20's. You will garner bonuses, or penalties from varying things (From Noise Made, to Light Levels to Weight Carried) for your roll while the same will happen for those who can spot you. The farther apart your rolls are the varying results for instance if yours was higher than your foes then you may either get bonuses, or even penalties.
EXAMPLE:
Your Roll: [8+3-1+2=12]
Foes [3+2+4-2=7]
Your roll is five higher than the one who is trying to spot thus you gain no penalties, or bonuses.
Geography:Araluen is an island off the coast of the continent. To the north is the land of Picta, home of the wild Scotti tribes. In the southwest corner is the country of Celtica, at present an ally of Araluen, with a mutual defense treaty. Located nearby, is Skandia, though it has not been mentioned how close the nation is.
Geography:Celtica is a country southwest of Araluen, located on the same island. Its border with Araluen is its only. The rest of its boundries are formed by the sea. Celtica's buildings are mainly made of stone as the scarce amount of timber available is used for holding up the coal and iron mines.
Current Players:1. - Dave1004, Malakai Mal'uk
2. - Dwarmin, Alana Ivandis
3. - Talarion, ?
4. - Riccto, Ian Haelfax
5. - Spartan, Kevon Guilardi
6. - Powder Miner, Agin Isai
Waiting List:- SeriousConcentrate
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