- Messages
- 5,066
Your Greatest Sins
-
Five years have passed since the Sorceress in the Castle of Desires was slain, and though the former party all expected death when they entered that place, miraculously, only one of them perished. And the tale they told was certainly grand. Locals thought the Sorceress to be unbeatable. She was a tyrant who could not be deposed, neither by local or invading armies and powers. But three people proved them all wrong the day they emerged from that Castle, leaving behind the draconic smoking corpse of the Sorceress, utterly butchered by her own spell. It was done! The people of Aria were freed, and the Castle, being repeatedly plundered, stood an empty ruin, now holding only dust and memories.
Five years have passed since the Sorceress in the Castle of Desires was slain, and though the adventuring party's victory was echoed far and wide, the glory and happiness slowly faded from it all as the dust settled, lives continued on, and other troubles began to take form, as they always do sooner or later. And before everyone knew it, Aria became embroiled in a civil war. The treasure of the Castle was exceedingly great, and it seemed to make all the recipient kingdoms of Aria only hungrier for ever more power and wealth. Aria slowly became split up into tribal states, and the states fought for control of the Sorceress' hoard. No matter how much each state won control over though, it never seemed to be enough, and through it all, the people suffered and lamented, beginning to wish that the Sorceress was never destroyed in the first place. Were they right? Who could say...
Five years have passed since the Sorceress in the Castle of Desires was slain, and now, you find yourself on the doorsteps of the Castle of Iron, deep in the frozen mountainous wastes of the north. A place where, it is said, there is a sister to the Sorceress. A practical goddess of ice and steel who fought and won countless wars. Though the sister once had strong ties to the Sorceress in the past, she had later split from her for unknown reasons and retreated into obscurity. But you've found her location after much study and tracking down countless shadowy leads. Perhaps you're now here to seek the goddess' help on behalf of your state. Perhaps you're now here to find some way to end the civil war, no matter what. Or maybe you're here simply to kill and destroy and loot whatever you can.
Regardless of your reason, here you stand now, looking upon this massive fortress of steel, crusted over and buried in places with age-old ice and snow build-up. The Castle is dark and seems long abandoned, and the drawbridge that would cross the massive, dark, yawning crevice between you and the Castle is raised, but it doesn't matter to you. You will find a way in and you will obtain what you seek so badly to find.
-
Players will choose one of three factions. You may choose to work together or fight whoever you want. (CHANGED FROM THE ORIGINAL) If a player dies, they must wait a minimum of 3 turns (CHANGED FROM THE ORIGINAL) to get back into the game. Certain curses might extend this to 7 turns. Also, once a player is vanquished a second time, that will be the end of them for good.
The Possessed: Pact-makers. Wielders of a wide variety of spiritual powers both beautiful and nasty, depending on the user. The reputation these people have for being insane is well-deserved, though their madness can be somehow charmingly infectious to those around them. Who knows. Maybe we are the insane ones...
The Ritualists: Users of light magic. Believers in absolute beautiful truth. Incredibly tough to take down but do not have nearly as many offensive options available to them as the others unfortunately. Their game is a patient one. Let the waves throw themselves upon the steely rocks.
The Hunters: Destroyers. They seek the means to eliminate whoever stands in their path. Through knowledge of magic, finesse of body, or sophistication of technology, they do not care. If it works to obliterate, then it is good enough for a hunter. They are very weak though, thinking very little of any kind of defense.
-
Combat Stats:
Every player and NPC has a base 20 HP at start. Every faction member has 2 passive combat abilities and 6 active combat abilities. (CHANGED FROM THE ORIGINAL) During a turn in combat, the player will choose from 6 of their active combat abilities to use. After combat, if the surviving players are below 20 HP, they will be healed back up to 20 HP for the next fight.
Possessed - Passive: Ethereal Intuition
During the start of their 3rd turn, 6th turn, 9th turn, and so on, the possessed, as a group, will receive one large hint from the GM as to how to best get past whatever they are facing. Combat included. The hint will pertain to the possessed who receives it.
Possessed - Passive: Levitation
At any time, the possessed may fly at walking speed in any direction. Does not give any evasion bonuses.
Possessed - Active: Conjure Fire
Allows the user to manipulate fire to a limited extent. As a direct attack, it does 3 HP of damage. As a preparation attack, it will do 6 damage for two turns after a turn is spent charging it.
Possessed - Active: Conjure Ice
Allows the user to manipulate ice to a limited extent. As a direct attack, it does 3 HP of damage. As a preparation attack, it will do 4 damage for two turns after a turn is spent charging it and will halve the future damage dealt by the targeted player on their next turn.
Possessed - Active: Conjure Lightning
Allows the user to manipulate lightning to a limited extent. As a direct attack, it does 3 HP of damage. As a one-time preparation attack, it will do 4 damage for two turns after a turn is spent charging it and will disable a target's passive abilities on hit for their turn.
Possessed - Active: Mimic
If the possessed was hit by an attack on the opponent's turn, they may use that exact same attack for the exact same effects and damage.
Possessed - Active: Shapeshift
Allows the user to assume any human form. In combat, the possessed can shift to become one of the other two factions as well, but all attacks they do with that class do half-damage and they lose access to the possessed's passives. If an active from a class has limited uses, the possessed will only be able to use it once per life. Shapeshift can be cancelled without using up a turn.
Possessed - Active: Telekinesis
Allows the user to use Telekinesis to forcibly blast any nearby opponents out of the way in the direction of the user's choosing. The targets are stunned for two turns after and have their passives disabled for those 2 turns, the user is stunned for 1 turn after. Can only be used 5 times per life. Can be used out of combat at any time.
Ritualist - Passive: Regeneration
During the start of every turn, the ritualist will heal a little damage to gain back 2 HP. If their HP is 5 or lower, they will gain back 3 HP instead until they are over 5 HP again.
Ritualist - Passive: Revenant
Should the ritualist ever perish, when they come back, they will start with 40 HP instead of the usual 20 HP. This cannot be rendered null, even if the ritualist was killed with the possessed's lightning.
Ritualist - Active: Dagger of Light
Deals 2 damage. Always hits the ritualist's desired target. If the targeted player was blinded last turn, this attack does 4 damage (CHANGED FROM THE ORIGINAL) and heals 2 HP.
Ritualist - Active: Environmental Protection
The user is protected for the next 3 turns (CHANGED FROM THE ORIGINAL) from any and all hazards originating from the environment including falling.
Ritualist - Active: Blind
The GM will flip a coin. If heads, the targeted player will be blinded and their next attack will do half damage. If tails, this attack does nothing.
Ritualist - Active: Sword of the Judge
Deals 4 damage if the targeted player's health is greater than the ritualist's. Otherwise does nothing.
Ritualist - Active: Steel Will
The user becomes completely immune to actives for the next two turns and negative passives don't affect them during that time either. Can only be used 3 times per life.
Ritualist - Active: Repair
The user regenerates 14 HP, although they cannot act for this turn or next turn. Their Regeneration passive will also temporarily stop working for those 2 turns.
Hunter - Passive: Berserk
If the Hunter falls to 5 HP (CHANGED FROM THE ORIGINAL) or lower, their damage is doubled.
Hunter - Passive: Keep Them Dead
Should a player fall to a hunter, they will be cursed and must wait 7 turns before they can come back.
Hunter - Active: Longsword Slice
The GM will flip a coin. If heads, this attack does 7 damage. If tails, it does 4.
Hunter - Active: Dark Arrow
The GM will flip a coin. If heads, the arrow hits properly and does 2 damage plus 4 extra damage (CHANGED FROM THE ORIGINAL) whenever it's the hunter's turn. If tails, it misses entirely.
Hunter - Active: Melee
Hits the target player for 5 damage.
Hunter - Active: Blood Magic (CHANGED FROM THE ORIGINAL)
If the hunter's HP is 18 (CHANGED FROM THE ORIGINAL) or above, they may wound themselves down to 10 HP (CHANGED FROM THE ORIGINAL) and enter Berserk early. (CAN BE USED ON SECOND LIFE)
Hunter - Active: Summon Wolf
The user summons a pet wolf on their turn with 8 HP that can either attack for 4 damage (50% chance to miss) or stun a target for a single turn (also 50% chance to miss). The wolf can only be summoned 1 time per life.
Hunter - Active: Counterattack
The user ceases acting as they wait for any attack. Once an attack is delivered against them, the attack has a 50% chance to be blocked completely and the attacker suffering 4 damage for their troubles.
-
During a turn, assuming you're not engaged in active combat already, you can choose to attack a player that is a different faction than you. This is the attack order: Hunters go first. Then the Possessed. Then the Ritualists. If there is a boss or other NPC to fight, then they go first. Even before the Hunters. Also, even if you choose to attack someone or something first, the attack order will still be followed. After combat ends, the players may begin moving again or submit an answer to solve any obstacles they may encounter.
-
Once the player factions are chosen, and all players writes a short description of their character, a new thread will be created, and the first turn will start. Unlike the first game, you will not even be able to get into the place, and there (seemingly) is no easy way at all into it. You will have to find a way in. From there, you will have several routes available to you. And lucky for you, you've managed to procure a basic map of the castle by a mysterious old local who never spoke.
Beyond that, you have no idea what's in the castle or where this nameless sister even is exactly. But I guarantee you, there will be surprises, just as before... And post-game rewards!
Last edited: