OOC Leader: Jovi of Shadows IC Leader: Siyo'Jini Cert Colors: Dark brown and Gold. Cert Symbol: TBA Cert Background: *Needed: Will Hire*
[Welcome to the Adventure Society!]
At a glance! Colors: Anything and everything is okay! Breeding: Everything is okay, no permission needed. Main Species: Lions, leopards, cheetahs, hybrids, hyenas, and wild dogs. Familiars: Avians, genets, jackals, maned wolves, ratels, servals, and snakes. Battle System: Heavily based on D&D, includes stats, skill checks, class abilities, HP, and dice.
Posted: Sat Jan 18, 2014 4:59 pm
[Concept]
Accepted Species Lions, leopards, cheetahs, hyenas, wild dogs and crosses are all welcomed into the Society without much of a fuss. Of course individual members might have their own views on species and crosses, but as a whole the group does not have any official stigma against them. Familiars (excluding: hares, klipspringers, and waterbucks) are allowed to tag along with the group, but it is generally considered too dangerous for them to become full adventurers, and thus the highest level a familiar can obtain is 4.
Species Stat Boosts
Lion: Add +1 Strength Leopard: Add +1 to Dexterity Cheetah: Add +1 to Intelligence Hybrid: Add +1 to the stats of their heritage, and a -1 to Charisma. Hyena: Add +1 to Constitution Wild dog: Add +1 to Wisdom Familiar: Add +1 Charisma
Territory The society started out as a semi-nomadic group, traveling from area to area as they pleased and looking for adventure where ever they roamed. Eventually the small group gained followers wishing to join in their adventures, and it became necessary to claim a home territory for the weary travelers to mingle between quests, store treasures in secured areas, and start families with one another.
The area the Society now claims is a low valley surrounded partially on all three sides by high, rocky mountain walls. These mountain walls contain shallow caves used as dens by members or sealed off by all manner of trap to protect hordes (personal or communal) of treasure they have amassed throughout the years. The climate itself is moderate, with hot days and warm nights to keep the members comfortable and relaxed in their home. Their territory is landlocked, however, there is a thin stream that runs down from the mountains year-round, that the Society has full access to. Game comes and goes, but they've never had to travel far to find fertile hunting grounds.
[Ranks] A member's rank is based on how much skill and experience they have in their class, and determines what sort of adventures he or she is allowed to partake in. Characters gain levels by gaining experience, and thus becoming better adventurers, ready to face any challenge!
[Rank: Legendary Adventurers (Lvl. 10)]
Ubasi -(Boss in Zulu.) The leader of the society and the one who organizes and prepares adventuring parties for quests. An experienced an adventurer as they come, and often tags along more dangerous missions to ensure the safety of any overwhelmed Society member. Mbia -(Partner in Swahili.) The Ubasi's own adventuring party, and considered some of the most trustest and experienced members of the Society. If anyone has any problems, they often seek the council of a Mbia before bringing it to the Ubasi's attention.
[Rank: Veteran Adventurers (Lvl. 5-9)]
Iqhawe -(Hero in Zulu.) A feline adventurer that has gained enough experience to be considered a distinguished member of the Society. Shujaa -(Hero in Swahili.) A canine adventurer that has proved themselves on many a quest, and was seen fit to be elevated to the next rank.
[Rank: Amateur Adventurers (Lvl. 1-4)]
Cishe -(Almost in Zulu.) A newly joined adolescent or adult member of the group. They start at level 1 and must work their way up the experience ladder to gain levels and ranks. Upya -(New in Swahili.) A cub or pup born into the Society. They aren't allowed to participate in any adventure until adolescence, and upon leveling past lvl 4 will go directly into the next rank like anyone else who joins the Society. Dogo -(Small in Swahili.) A familiar species that has decided to join up with the Society. They're small size can come in handy at times, and they're treated as equals, albeit they'll probably get a lot of 'cute', 'precious', and 'adorable' thrown their way. Unlike feline or canine adventurers, these guys max out at level 4, as anything else is considered too dangerous for them.
[Classes] At lvl.1 a character is able to pick their class, and gains all their bonuses/special abilities by doing so. An adventuring party can have members of both the feline and canine variety, however their fighting styles differ from one another and so their classes are called by different names. Just remember, its all in the name of fun and adventure!
[Feline]
Cleric -(Healer.) A cleric's ability is steeped in the faith of something bigger than themselves. Be that the belief in Gods and Godesses, teamwork, or an individual they see as deserving high amounts of respect. This is their inspiration to push themselves to greater and greater feats, while still putting others before themselves. In combat a cleric can hold their own fairly well, but they excel in battle field first-aid and are usually more concerned with making sure their friends and comrades are able to keep on fighting, as well prevent any serious injuries that may occur.
Fighter -(Heavy Hitter.) At the peak of physical perfection, these felines have mastered the art of combat. Fighting comes second nature to them, and some are more comfortable in battle than they are anywhere else. Each individual may have their own style that they've honed through the years, but all share the passion that drives them to seek out challenges to overtake, wading through the tides of war as easily as still water.
Paladin -(Skill Based.) Paragons of righteous zeal, these felines believe strongly in doing good and driving back the forces of evil. Often stubborn with a strong moral compass to guide their every move. They aren't always the leaders of their adventuring party, but a paladin can be counted on to lend his voice to decision making. Typically they are highly alert observationalists, judging a situation before taking any action against it.
Rogue -(Assassin.) Stealthy and preferring to keep out of sight until the right opportunity presents itself. These cats are masters of taking advantage of situations that may look hopeless to anyone else, and are known to flip the odds of a battle in the blink of an eye. Somewhat capable fighters on their own, they much prefer to fight alongside their comrades to draw attention away from themselves, thus leaving them open to attack the weak points.
[Canine]
Barbarian -(Heavy Hitter.) Vicious and fierce warriors that have no equal when it comes to their rage. They fight using their emotions to push them forward, be it anger, sorrow, or simply the glee at feeling the rush of battle. These canines specialize in the chaos of combat, with raw power and courage to see them through, and a lust to prove themselves to their friends and comrades.
Bard -(Assassin.) Masters of infiltration with the ability to blend into their surroundings. Friendly and easy going one moment, until they've successfully calculated their position, and then striking without warning. Not a particularly strong fighter by themselves, but able to sway the tide of battle in the favor of themselves and their comrades.
Druid-(Healer.) A druid knows and understands the land and its ways, and is able to apply this knowledge in many helpful fashions for an adventuring party. First and foremost, they carry with them many various herbs and homemade remedies for a variety of things, such as: increasing vigor, clotting blood, herbs to boost the immune system, talismans to ward off danger, and of course first-aid. They aren't as skilled in combat as some of their comrades, but a druid can hold their own if need be.
Ranger -(Skill Based.) One of the more solitary members of the Society, ranger's often scout days ahead of an adventuring party, keeping an eye out for troublesome paths or hostile prides. Though not an all-out brawler like some of the other classes, a ranger uses their wit to formulate plans that suit their needs, often times taking their environment into consideration.
[Familiar]
Mage-(Healer/Assassin.) Familiars in this category are usually the smaller species, such as: avians , genets, and snakes. They lack the physical presence to be much of a threat in ground battle, but still possess efficient weapons to fight with when necessary. Other species may also consider themselves a mage due to practicing the healing arts.
Monk-(Heavy Hitter/Skill Based.) The more physically based species such as: jackals, maned wolves, ratels, and servals. While not as imposing as larger species, these familiars are small enough to squeeze through the tight spaces of dangerous territory while stick packing a punch.
Leadership Structure: The Adventure Society is a very casual gathering of like-minded individuals. In general, everyone minds their own business and deals with issues on a personal level. However, there are basic rules to follow, mostly known through common sense: no theft, murder, or rape. Those that break these rules must deal with consequences: exile, execution, or whatever else the Society decides to do with them.
When it comes to settling disputes or making Society wide decisions, the Ubasi usually takes this responsibility on himself. Depending on the situation he'll likely hold council with his Mbia until they can decide on a solution together.
Its up to an adventuring party to decide who will lead them while away from Shani'Jamii territory; though, its most often the highest ranking member within said adventuring group. If an issue arises and a party is having difficulty with other prides, its considered wise to send for the Ubasi; especially if the consequences will effect the whole Society. Parties that fail to do this will likely face disciplinary actions upon returning should those consequences follow them to the border.
Guilds: When a character is not adventuring, they're likely living their lives amongst themselves in the territory. Many members have skill sets that go beyond adventuring, and make a living trading goods and skills for treasures others have found during quests. The main guilds recognized by the pride is as follows.
The Mercs: (Headed by Siyo'Jini himself.) This is a group of highly capable fighters, lending out their strength and prowess in battle to neighboring prides or rogues willing to pay the price. Not only do they take on foreign contracts for goods and favors, they are also the first to respond to threats against the Society. A very casual militant group, close-knit and often rambunctious. The Artisans: (Headed by ???.) A group of crafters that make and trade trinkets, furs, and other finely made adornments. They take the raw materials adventurers find and turn them into something anyone would be proud to wear. Members often take on apprentices to teach their craft to, and are by no means bound to accept any and all offers. Members pick and choose what projects they want to work on, and those that are denied by one artisan may have better luck with another. The Hunters: (Headed by ???.) While most Society members do their own hunting to feed themselves and their families, there are those occasions when one just doesn't feel like it. That's where this guild comes in. Too tired or don't have enough time to spare? The Hunters will gladly catch a meal for you, that is, for a price. Have something specific in mind? No problem! They'll stalk game both large and small.
[Creating a Family]
Courtship: There are no rules regarding the selection of one's lover in the Society, and no regulations on inter-species mingling. What everyone does is their own business, though like all groups, individuals will have their own opinions on the matter. Typically when individuals do choose a mate, it's likely been someone they've adventured with before. Facing danger and over coming obstacles together can strengthen a bond of friendship as well as romance; and, many Society members prefer to be romantically involved with those they have come to trust. Of course, this is not always the case!
When one does choose to a create a family, they'll be in charge of taking care of it. The Society sees to the overall protection of its members, but individuals are expected to care for themselves and their families without needing too much support.
Naming Cubs: Cubs can be named anything their parent's see fit to name them, though it has become Society tradition that these naming ceremonies be observed by at least one witness. No one wants a bunch of mischievous little pranksters running around without having a name to shout at them.
Adulthood: Members are considered adults at adolescence, and are allowed to go on their first adventures. Nothing too dangerous, but its best to get experience at a young age before being thrown into more serious situations.Some families may prohibit their youngsters from going out so earlier, but they're generally accepted by the society as equals; albeit, inexperienced.
[Open Borders]
Quest Givers: Rogues and those belonging to a pride may at any time venture into Shani'Jamii territory to seek out anyone willing to take on a job for them. These 'quests' can be anything an individual wishes, though the Shani'Jamii is not bound to accept every contract. If no one wants to take up the job, the individual will be asked to leave and seek assistance elsewhere.
Upon completion of an accepted quest, the individual will be expected to pay the agreed upon terms. If for any reason they are unable to do this, they'll be dealt with by the Ubasi, punished, and most definitely banned from further contact with the Society. In extreme cases, the Society may choose to imprison the individual for however long they see fit.
Temporary Lodging: The Prancing Zebra Inn, an establishment run by The Hunters guild, furnished by the Artisans guild, and protected by The Mercs, offers temporary lodging to any rogue willing to pay the fee. A small system of shallow, interconnected caves offers private and communal dens, and complimentary meals. Rogues are allowed to stay within pridal borders for as long as they're able to pay the Inn fee, and if they can't they'll be asked to leave.
[Thrill Seeking]
Looking for Group: Most experienced adventurers prefer the company of certain individuals they've worked with in the past, or have a particular group they go out with time and time again. However, for those who have yet to find the niche, or simply do not want to travel with the same party over and over again, they can ask the Ubasi to assign them to a random group.
Posted: Sat Jan 18, 2014 5:02 pm
[Questing]
Adventurers are thrill-seekers, treasure hunters, and expert combatants all rolled into one. They're expected to overcome obstacles, work together as a cohesive group, and face dangers others would likely shy away from. Such courage is often rewarded with treasures and prestige within their social group.
Questing is the primary means adventurers go about proving themselves and gaining both experience and rewards. Each month will have new prompts for characters to complete in either PRP form (with a group) or SRP form (solo) for fixed amounts of Exp. Characters will gain more experience completing a prompt with a group of others than they will on their own; but, both are viable ways to go about adventuring.
[Experience & Leveling]
Leveling System
Lvl. 1- 0 exp (Gain class abilities.) Lvl. 2- 250 exp Lvl. 3- 750 exp Lvl. 4- 1,500 exp (Raise 1 stat by +1.) Lvl. 5- 2,500 exp Lvl. 6- 4,000 exp Lvl. 7- 6,000 exp (Raise 1 stat by +1.) Lvl. 8- 8,500 exp Lvl. 9- 11,500 exp Lvl. 10- 15,000 exp (Raise 1 stat by +1.)
[Class Battle Dice]
This chart shows the different classes and their battle dice as they advance through the ranks of the Society. Notice how some classes are more efficient at battling than others, and how some have special abilities only available to them through battle.
Every member of the Society must assign numbers to six different stats. These stats will help in specific fields of adventure and different classes will get bonuses to different stats. To start out, these are the six stats and what they are used for.
Strength: Strength adds to the damage dealt by the character. Dexterity: This reduces the damage taken by the character from attacks. Also a bonus to initiative at the beginning of each battle. Constitution: Adds to HP gained at every level up. Intelligence: The amount a cleric/druid/mage can heal for. Wisdom: A bonus to skill checks. A ranger's bonus to track. Charisma: A bonus to negotiate with NPCs. A paladin's bonus to smite.
Every character has six numbers to assign to their six stats, and can be placed in any order. These numbers are: -1, 0, 0, +1, +2, and +3 (For familiars: -1, 0, 0, +1, +1, and +2). They represent the bonus (and in some cases negatives) a character will receive in each stat, and aid/hinder their ability to perform certain skill checks.
[Class Abilities]
Barbarian: Add 1d10 + CON bonus to HP every level up.
Rage: Once unleashed into the fray these creatures of raw emotion just let the fur fly! Wild and uncontrolled, they're attacks are very difficult to predict, and often times what may have normally missed turns into a glancing blow. Barbarians only miss on a one!
Bard: Add 1d6 + CON bonus to HP every level up.
Perform: While in a group, the character puts on such a performance of wit and guile, that he/she dazzles their opponent into losing track of them. The bard is then able to take advantage of the situation and cause extra damage.
Cleric: Add 1d6 + CON bonus to HP every level up.
Divinity: A cleric must have a belief in something greater than themselves to face the dangers of adventuring, and it is this belief that drives them to care for their comrades and companions. Risking harm to themselves they dive into the fray to tend to any injuries that may occur, using their knowledge of first-aid to heal and patch-up any vulnerable areas.
Druid: Add 1d6 + CON bonus to HP every level up.
Herbalism: In-tune with nature and a vast knowledge of plants, Druids create elixirs, potions, and anything else that may help their comrades through a fight. Some of these concoctions can even be applied to wounds to help seal it from infection, or drank to give an extra boost of vigor!
Fighter: Add 1d10 + CON bonus to HP every level up.
Mastery: Skilled and disciplined combatants, these felines know what they're doing! Every move is a calculated and balanced assault of both instinct and years honing their abilities. Even at the last minute they're able to turn near-misses into hitting their mark. These adventurers only miss on a one!
Mage: Add 1d4 + CON bonus to HP every level up.
Cantrip:
Monk: Add 1d4 + CON bonus to HP every level up.
Unity:
Paladin: Add 1d8 + CON bonus to HP every level up.
Smite:The character is so intensely focused on the battle that he/she makes a daring attempt to attack twice in a row! (Instead of STR adding to DMG, the Paladin uses their Cha bonus for this attack.) This ability can only be used so many times a day, as it is exhausting to put in so much effort.
Ranger: Add 1d8 + CON bonus to HP every level up.
Track: Any well trained ranger can track and calculate the movements of their opponent, and when they see an opening they go in for a second attack! (Instead of STR adding to DMG, the Ranger uses their WIS bonus for this attack.) However, attacking in such a way is very tiring, so they can only do it so many times a day.
Rogue: Add 1d6 + CON bonus to HP every level up.
Back-stab: Rogues are stealthy fighters that are able to wade through battles and carefully choose their target and the precise moment to strike; however, this ability can only be used in groups.
Posted: Sat Jan 18, 2014 5:04 pm
[Joining]
First things first! Fill out this form and post it in thread. I will then quote you with what you need to do to fill out their character sheet: stats, HP, ect.
[size=18][color=green][b][u]WHOO! Nat 20!!![/u][/b][/color][/size] [b]SOA's Name:[/b] [url=image here]name here[/url] [b]Class:[/b] [b]Rank:[/b] [b]Personality:[/b] [b]Brief History:[/b] [b]Why does adventure appeal to them?[/b]
Name: Siyo'Jini Species: Lion Rank: Legendary (Ubasi) Level: 10 Hit Points: 77 (10d10 + 10 (Con x number of lvls)) DMG Reduction: -2 to all DMG taken. Initiative: +2 (Dex bonus.) Class: Fighter Class Ability: Mastery Battle Dice: 1d10 + 6 (Str adds to DMG.) Stats
Strength: +3 (+1 for lion species boost.) (Two stat advances used.)= +6 Dexterity: +2 Constitution: +1 Intelligence: -1 (One stat advance used.) = 0 Wisdom: 0 Charisma: 0
Jovi of Shadows
Name: Thayiga'Thunzi Species: Leopard Rank: Legendary (Mbia) Level: 10 Hit Points: 46 (10d6 + 0 (Con x number of lvls)) DMG Reduction: -4 to all DMG taken. Initiative: +4 (Dex bonus.) Class: Rogue Class Ability: Back-stab Battle Dice: 1d8 + 3 (Str adds to DMG.) Stats
Strength: +2 (1 stat advance used.) = +3 Dexterity: +3 (+1 for leopard species boost.) = +4 Constitution: 0 Intelligence: -1 Wisdom: 0 Charisma: +1 (2 stat advances used.) = +3
Jovi of Shadows
Name: Umbra Species: Lioness Rank: Veteran (Iqhawe) Level: 5 Hit Points: 18 (5d6 + (-)5 (Con x number of lvls)) DMG Reduction: -2 DMG taken from all attacks. Initiative: +2 (Dex bonus.) Class: Cleric Class Ability: Divinity Battle Dice: 1d6 + 3 (Str adds to DMG.) Stats
Strength: +2 (+1 for lion species boost.) = +3 Dexterity: +1 (One stat advance used.) = +2 Constitution: -1 Intelligence: +3 Wisdom: 0 Charisma: 0
Fayth-x
Name: Faiciƫ Species: Wild Dog Rank: Veteran (Shujaa) Level: 5 Hit Points: 42 (5d8 + 15 (Con x number of lvls)) DMG Reduction: -2 to all DMG taken. Initiative: +2 (Dex bonus.) Class: Ranger Class Ability: Track twice a day. Battle Dice: 1d6 - 1 (Str adds to DMG.) Stats
Strength: -1 Dexterity: +2 Constitution: +3 Intelligence: 0 (One stat advance used.) = +1 Wisdom: +1 (+1 for wild dog bonus.) = +2 Charisma: 0
Kallysto
Name: Rudra Species: Lion Rank: Veteran (Iqhawe) Level: 5 Hit Points: 27 (5d8 + 6 (Con x number of lvls)) DMG Reduction: 0 Initiative: 0 (Dex bonus.) Class: Paladin Class Ability: Smite twice a day. Battle Dice: 1d6 + 3 (Str adds to DMG.) Stats
Strength: +2 (+1 for lion species boost.) = +3 Dexterity: 0 Constitution: +1 (One stat advance used.) = +2 Intelligence: -1 Wisdom: 0 Charisma: +3