On the shore of a silent lake sits the village of Rosashire. It has existed here, bordered on two sides by thick forest, for longer than anyone can remember. It is far away from the bustling cities, and seemingly far away from everything.
In the centre of the village, surrounded by old buildings, is a cobbled square. The buildings seem to only be held together by the almost constant restorations. Surrounding the inner buildings are rows of equally ancient houses, and beyond them are farms and the lakeside pier.
In the village square, two figures are talking. One of them is a middle-aged man and the village blacksmith, his name is John Adams. The person he is talking to is a woman of about the age of sixty by the name of Catherine O’Reilly.
“Have you heard? Another one’s vanished” Mr. Adams claimed.
“What?” Ms. O’Reilly said, “Who?”
“Roderick Wilson, Allison’s son” Adams continued.
“Oh, that poor boy. He’s the third one this month”
Welcome to Grove, a mystery roleplay using a stat system based on one from another forum. It is set in the quiet town of Rosashire. You have recently heard rumours about this place, and undoubtedly many of you have only found out about this town’s existence through these rumours. People are vanishing in this town. You may have come here because of this, or you might be just passing through, it’s up to you really.
This world is inhabited by a number of different sentient races. There are several nations in this world, each filled with a variety of different people. These nations have long histories and have warred with each other.
The year is 1742, and the world is in the Georgian era. Homes are lit with candles, muskets have been invented and the industrial revolution is brewing. Electricity exists but remains a scientific curiosity and not something that has been harnessed.
Many of the nations have been busy exploring the vast oceans of this world and explorers are held in high esteem. The oceans provide vital trading routes between major cities and many see them as a source of wealth.
Magic exists in this world, and is used by those who have dedicated their lives to learning to harness its power. It often requires a lot of training, and maybe a bit of innate talent, to be able to cast powerful spells. Anyone can learn minor spells without too much study though. Rituals are used to cast the most powerful spells, and often require ingredients, patience and help from other magic users.
Magical artefacts, regents, potions, charms, alchemical devices, foci, etc. can be used by everyone for whenever they need to cast a spell without having to learn it. However, these devices must be created by those who have trained and can often be quite dangerous. Such items are quite rare.
There are many different schools of magic, each with their own casting techniques, methods of study, sources of power and magical effects.
This roleplay uses a simplified stat system, based on one made by Solawind on the Minecraft Forums. This is mostly used to judge the abilities and power of a character and no rolls will be made, unless you want to do them yourself. The basic stats are:
Strength [STR]: how hard you hit, how much you can lift, etc. Endurance [END]: how much you can withstand, etc. Dexterity [DEX]: how nimble you are, how accurate you are, etc. Intelligence [INT]: how much you know, how mentally strong you are, etc. Magic [MAG]: how well you can conduct mystic forces, etc.
These stats give an idea of what your character can and cannot do. 1 is average, 10 is the maximum during character creation. You get 10 points to begin with.
Abilities detail what it is that your character can do. Examples include spells, training, racial bonuses, etc. When giving your character an ability, please specify what it is, what stats it requires and what it can do.
Each spell takes one skill slot, but related variants of that spell would not need an extra slot. For example, an enchanting skill would include a small number (say, about 3) of related enchantments. However, these enchantments would not be very powerful and the known enchantments would have to be listed.
It is assumed, unless otherwise stated, that your character can use the weapons you give them. A skill related to that weapon means that skills is especially refined and would give an advantage to that weapon’s use.
Each character can have up to one negative ability. This is an ability that hinders your character. If you have this, you can have 2 extra normal abilities.
e.g. Flare (MAG 2+): You can produce a small flame in the palm of your hand
Tracking (DEX 2+, INT 2+): After years of training, you can track animals and people using footprints and the like
Poison Resistance: You are naturally resistant to poison, minor poisons have no effect on you and you recover twice as quickly from all poisons.
Your character’s inventory is what they are carrying with them, it includes potions, money, weapons, food, supplies and anything else you think should be mentioned in the list.
Money in this world works as such: 1 gold piece = 100 silver pieces 1 silver piece = 100 copper pieces
Enchanted gear is available, but expensive. If you include a magical item in your inventory, you have to specify what it is and what it does.
Name: Race: (Human, Elf, Dwarf, Goblin, etc. Custom races require a description) Age: Gender:
STR: (You get 10 points to start with) END: DEX: INT: MAG:
Name: Emma Miller Race: Human Age: 23 Gender: Female
Stats STR: 1 END: 1 DEX: 5 INT: 3 MAG: 0
Abilities: Mental Fortitude: Adds a bonus to resisting mental attacks due to her strong willpower.
Translate(INT 2+): Can translate another language due to her massive amounts of studying.
Identify(INT 1+): Somehow she has heard of this thing and can identify the object or being.
Nimble Feet(Dex+1): Allows her to move silently due to her light frame and careful footing.
Weak Frame: She has a weak frame that can be damaged easily by others.
Inventory: - 1 Silver and 50 bronze pieces - Small pocket knife - Satchel of food and water - Medium sized leather backpack - Various books - Magnifying glass - Pen and ink - Rolled up parchment paper
Appearance: Standing at 5 foot 7 is Emma Miller, a freckled redhead with determination and passion in her heart. Her eyes are a fierce green and freckles dot her cheeks. Her hair is braided and lays down her back a short length. Often sporting a pair of men's clothes she tends to avoid dresses. She has a small frame and is fairly lightweight and average looking. She often has her backpack hanging on her shoulder which is filled to the brim with supplies.
Biography: Emma was the daughter of John and Martha Miller. Her father was the town miller and her mother stayed at home taking care of Emma. Her childhood was standard for that age. She would dress as her mother told her and she learned how to sew and take care of chores around the house. As Emma grew into her teenage years she began to work with her father and ignored the duties her mother assigned her. Often she would challenge the view of what women should do and she would venture out and play with the boys whenever she could.
As she journeyed into her young adult years she began to become frustrated with her lack of magic powers while everyone else seemed to have some, even just a little. Emma had none and began to take an interest in books and anything that she could get her hands on that expanded her mind. She often borrowed her father's books and the books of the boys she grew up with. With time she grew interested in languages and other mediums of similarity. As the years passed she began to grow more and more learned and eventually became very familiar with several foreign languages and how they worked.
At the age of 22, she moved away from her home and began the nomadic lifestyle of traveling wherever the road took her. She took the occasional odd job to get by and managed to get by with very few coins. A year of this has left her experienced and cynical of the world. She found herself in a rut but, now at the age of 23 she has heard of the town of Rosashire and all the rumors floating around it. With the money, she has saved up and a new pair of boots Emma heads out toward the town in hopes of adventure and a shot at something great.
A Dhampir is the offspring a human and a vampire. Key features of the race are as followed:
•They often retain the visual features of their vampire parent depending on the species of vampire. For example a more beastial species of vampire will result in offspring with that beastial appearance.
•In addition to appearance, they will inherit certain abilities of their vampire parent.
•Almost all offspring are a result of a male vampire and female human.
•The thirst is much more manageable and controllable for a dhampir than it is for a pure bred vampire. Animal blood and normal food can sustain them, however they require it in greater volumes than human blood.
•Most dhampir become vampire hunters, often out of a hatred from their father for making them what they are.
•Most will age as a human till 30 at which point they will cease ageing and retain their appearance, effectively becoming immortal.
•Dhampir are heavily resistent to the cold and do not need to worry about long exposure to sub zero temperatures.
•Several hours of exposure to sunlight on skin can result in severe burns, potentially leading to shock, coma and ultimately death.
•Dhampir must consume 1.5x more food than a normal human, 100ml of human blood or 500ml of animal blood on daily basis to keep the hunger at bay. Failure to do so will result in the Dhampir losing total control to their bloodlust, attacking everything and anything in it's way until the hunger is satiated.
Age 32
Gender Male
STR: 3 END: 2 DEX: 4 INT: 1 MAG: 0
Abilities [Positive / Negative]
Unnatural Reactions - [DEX 4+] Seymour's father was from a species of vampire called Morgen, a species experienced in martial combat and not very well versed in magic. While lacking the strength of more feral species such as Strigoi, they are highly agile. It is almost as if they experience combat in slow motion, making the dodging of incoming attacks much easier. This ability has passed on to Seymour albeit currently in a lesser form. With more focus and harnessing his natural instincts, he could eventually reach the same capability as full vampires.
Vampiric Strength - [STR 3+] The Morgen rely on martial prowess to get the job done over brute strength. That isn't to say that they are not strong in their own right. Where Strigoi are persistantly powerful, Morgen can occassionally unleash bursts of insane strength. Quick actions (e.g. strikes) result in massively increased strength where longer actions (e.g. lifting and holding a horse cart) result in much less drastic increases.
Regeneration - [Racial Ability] The Morgen are for the most part, an attractive species of Vampire. While most races would scar from wounds, the Morgen heal at a rapid rate and look as if they have never faced a hard day in their existence. In the case of Seymour this has passed from his father onto him. Smaller wounds are healed almost instantly while more serious ones can take several hours, or in the case of dismembered limbs, up to a week.
Bloodsight - [Racial Ability] Bloodsight is the ability to hear nearby heartbeats and within twenty metres, able to see the vascular system of that creature. When in range the entire vascular system of the creature appears to glow, giving away their position even in total darkness. Heartbeats can be heard through solid objects such as a building wall while the vascular system can only be seen through clothing.
The Hunger - [Racial Ability] As mentioned in the racial description, Dhampir must consume a certain amount of food, animal blood or human blood per day or risk succumbing to the hunger. If the hunger takes over he will lose all control and become a danger to friend and foe alike.
Name: Markas Race: Half-elf, raised among humans Age: (TBD) Gender: Male
STR: 1 END: 1 DEX: 3 INT: 2 MAG: 3
Abilities:
Runic Magic (DEX 2+, MAG 3+): Markas studies Runic Magic. In this magic system, he can write what he wants to have happen in a specially enchanted pen in the Ancient Language, read it aloud, and the words will come off of the paper and cause whatever was written. He has knowledge of basic grammar- "Of", "The", "It", "They", etc., and knows how to structure a sentence, but he is limited in words of real use. The only ones that he knows of that have any sort of use currently are "Move", "Fire", and the terms for time, up to a half hour.
Translate (INT 2+): (Sorry for 'stealing' your skill, Total) Markus knows Common, Elven and a small amount of the Ancient Language. He can translate sentences between these three languages, although with more difficulty to and from the Ancient Language.
Stealth (DEX 3+): Markus is adept at hiding and moving stealthily through locations.
Inventory:
-(Ordinary) Paper and Magic Pen -Longbow, Quiver and 25 Arrows -Two daggers -Backpack (Contains two meals worth of food at the moment) -Waterskin (Half-full) -One book detailing the basics of Runic Magic -One book written in the Ancient Language -Leather gloves -3 Silver, 200 Copper.
It appears that this has enough interest, and I have posted the actual roleplay. Would everyone who has posted an application please copy and paste it onto the thread, just so we can have everyone's applications in one place.
It appears that this has enough interest, and I have posted the actual roleplay. Would everyone who has posted an application please copy and paste it onto the thread, just so we can have everyone's applications in one place.
Thats more for the capabilities of Vampires than himself. If his DEX ever reached 10 then that's what it'd be. Either way I'll edit it out when I get back to my PC :)