They Who Hunt Monsters
Through the centuries, the vampires ruled over humans
They were the feudal lords, and humans were their livestock
But, two hundred years ago, humans rose in rebellion against the living-dead
A hero named the Fair Lady led them
With her holy powers and strategical genius, she led humans from one victory to another
Although the Fair Lady paid the ultimate price, humans prevailed
And the vampires ruled mankind no more
But the job that the Fair Lady started was not finished with the war's end
For although they were defeated the vampires still existed
The Order of the Sunlight Lance was founded to hunt them down
In their search for vampires they realized
That there are other foul creatures roaming the night
Either skulking in the dark corners of the world
Or wearing masks while hiding amongst humans
And thus they set forth to purge them all
You are a member of the Order
May the spirit of the Fair Lady guard your soul in the trials to come
CHARACTER SHEET
~Appearance Picture~
[Name]
[Age]
[Gender]
[background]
[Stats]
Strength
Accuracy
Reflex
Skill
Resilience
Endurance
Willpower
Perception
Faith
Charisma
[Psalms]
[Equipment]
STATS
Strength (STR)
-melee and thrown weapon damage
-general athletic ability
-maximum encumbrance
Accuracy (ACC)
-combat accuracy
Reflexes (REF)
-reaction time
-dodge
Skill (SKL)
-weapon draw speed
-reload speed
-lock-picking
-stealth
Resilience (RES)
-resistance to natural poisons and diseases
-with Faith resistance to negative supernatural effects
Endurance (END)
-ability to fight with injuries
-stamina
Willpower (WIL)
-resistance to mind-control
-courage
Perception (PER)
-awareness of surroundings
-noticing obscure details
Faith (FTH)
-belief in the Fair Lady’s divine protection
-accessibility of Psalms
Charisma (CHA)
-persuasiveness
-leadership
Scale
1 point- You are either a newborn or in a coma.
4 points- You are probably missing a body part or you are not quite right in the head if your stat is this low.
7 points- You are not just untrained, you are inherently inept in this field.
10 points- You can do it as well as anyone else who didn’t practice.
14 points- You are better than the average person and average with those who consistently practice this stat.
17 points- You have both talent and experience and your ability is recognized widely.
20 points- You are so good there are only a handful of people in the world who can match you.
EQUIPMENT
[Cold Weapons]
All cold weapons of the Lancers are dipped in the Holy Water consecrated by the Holy Matron of the Church. Sceptics may doubt the effectiveness, but it doesn’t hurt to do it just in case. Purpose of all these weapons is pretty obvious so I won’t describe each one in detail.
Claymore (5W)
Sabre (2W)
Throwing Knives (0.2W)
Hunting Knife (1W)
Axe (3W)
Spear (3W)
Large Hammer (6W)
[Firearms]
The important characteristic of firearms is their Reload Time (RT). The RT value shows the amount of posts the user needs to spend reloading the firearm without doing other things before he is able to shoot it again. Based on value RT is: 0.5- character can shoot in the next post, 1- character has to spend the entire next update reloading before being able to shoot again in the update after, 2- character has to spend two whole updates reloading before being able to shoot again (at this point it is better to not bother with reloading). SKL reduces the reload time. There’s no keeping track of ammunition for firearms.
Blunderbuss (3W, 1RT)- does spread damage at short range, ineffective at mid to long range.
Pistol (1W, 0.5 RT)- does little damage but it is easy to carry around and quick to reload.
Cannon (10W, 5RT)- a cannon scaled down so that a single human can operate it, projectile explodes on impact and deals incredible amount of damage if it hits but it is highly inaccurate at longer ranges and recoil can hurt the user.
Flamethrower (5W)- lets out a stream of flame in front of the user, effective only at close range. The canister can explode and hurt the user, and the environment can be set on fire, trapping the user.
Musket (4W, 1RT)- less accurate and has lesser range than the rifle, but has faster reload time.
Rifle (4W, 2RT)- accurate and long ranges, long reload time.
Repeating pistol (3W, 2RT)- a three barrelled pistol capable of firing three consecutive shots or all at once.
[Armour]
Breastplate (4W)
Fullplate (10W)
Chainmail (7W)
[Bombs]
Grenade (0.2W)- a bomb which explodes 5 seconds after its match has been lit.
Fire Bomb (0.2W)- bomb filled with easily flammable mixture which, upon impact, is set on fire and spread over the surface of 3 square meters and will burn for couple updates.
Smoke Bomb (0.2W)- upon breaking this bomb, after one update, covers large surface with thick smoke making it hard to breathe and severely reducing visibility. Duration depends whether bomb is used in open or closed space.
Flash Bomb (0.2W)- blinds everyone in radius of 5 meters for 2 updates.
Acid Bomb (0.2W)- covers surface of 2 square meters with acid which quickly eats away any organic material and cause severe pain to living beings. Lasts 2 updates.
[Remedies]
Healing draught (0.1W)- speeds up recovery of bruises, cuts and broken bones.
Painkiller (0.1W)- makes one unable to sense pain for 3 updates.
Disinfectant (0.1W)- apply to open wounds to prevent infection.
Antidote (0.1W)- cures natural poisons.
Disease cure (0.1W)- cures natural diseases.
Bandages (0.1W)
[Poisons]
Black Lotus Poison (0.1W)- Works only on living creatures. If weapon coated in this poison inflicts wound target will die in the next update.
Chimera Spittle (0.1W)- An acidic poison which eats away organic material for 2 updates.
Flaming Extract (0.1W)- Works only on undead. When weapon coated with this extract inflicts wound on a vampire it will slow down its regeneration.
Mandrake Root (0.1W)- Stiffens the muscles of the target and reduces its agility.
Dark Venom (0.1W)- Inflicts excruciating pain upon the target, reducing its ability to do anything unless it has high Bravery.
Manticore Spoor (0.1W)- Anyone who inhales fumes of this poison is put to sleep for several hours.
[Stimulants]
Crimson Shade (0.1W)- Increase STR by 5 points, lasts 3 updates. Taking it often in short time period user gets addicted, suffering penalties if not under the effect of Crimson Shade.
Mad Cap Mushrooms (0.1W)- Increase STR and END by 5 points, lasts 2 updates. User is forced to attack without regard for his own wellbeing or if the target is friend or foe.
Greta’s Boon (0.1W)- Concoction whose vapour clears the mind and improves WIL and PER by 2 points and removes the effect of mind-control. Lasts 2 updates.
Rumelian Ale (0.1W)- Grants 5 points in WIL and CHA but reduces REF , ACC and SKL by 3. Lasts 2 updates.
Hawk’s Gift (0.1W)- Grants 3 points in PER for 3 updates.
Dancing Ogre (0.1W)- Grants 4 points of REF and SKL but reduces WIL by 2. Lasts 2 updates.
[Other]
Thieves Gear (3W)- Lockpicks and other tools for opening locks and disabling devices.
Bloodstone (1W)- Stores vampire blood up to 10 charges. To refill it just touch the vampire’s blood with it.
PSALMS
Psalms are powered by Bloodstone. The activation cost in Bloodstone’s charges depends on the Psalm’s tier: tier 1 requires 1 charge, tier 2 requires 2 charges etc.
[Tier 1]- 12 FTH
"Be cleansed injury or disease"- Heals target's minor injuries, such as cuts and bruises.
"There is no sanctuary for evil"- Detects supernatural creatures in 100 meter radius around caster.
"Surrounded by darkness faith shines brightest"- Creates a bright golden light from Bloodstone which illuminates area 30 meters in front of the caster, lasting 5 minutes.
[Tier 2]- 14 FTH
"Pain is the illusion of senses"- Target ignores pain, letting it fight without penalties. Lasts until the end of fight.
"This shall be the weapon of the just"- Imbues weapon with a blessing, making it do more damage to undead. Lasts until the end of fight.
"Even faced with Abyss I know no fear"- Increases target's Willpower by 2 for the duration of the fight.
"In this struggle no drop of blood spilled is in vain"- The effect of the next Psalm used is more powerful.
[Tier 3]- 16 FTH
"Fear the wrath of the righteous"- Frightens lesser monsters around caster, either causing them to run away or to be frozen in place for a short while.
"Faith is unquestioned"- Target gains Willpower increase to 20 against the next mind control spell. Lasts until used up or until the end of the fight.
"No spawn of Abyss shall tarnish the faithful"- Monsters don’t attack caster and ignore his presence until he does something that affects others.
"In my embrace I offer thee respite"- Barrier covers 5 meter area, preventing anything to pass through it in either direction. Lasts until dispelled.
"Know thy enemy"- Gain a rough glimpse of enemy's strengths and weaknesses.
[Tier 4]- 18 FTH
"Become of one body and mind again"- Heals more serious injuries, such as broken bones and internal bleeding. Can regrow limbs if used continuously.
"I break thy chains and give thee a new life"- All beings around caster enthralled to a vampire are released from his control, though he can reassert it.
"Purify with fire"- Creates a ray of fire 3 meter long from Bloodstone. Caster can maintain it by spending 1 point of blood per turn after the first.
"Be crushed under the weight of thy sins"- Adds 10W to target. Lasts 2 updates.
"Thine blood be thine demise"- Creates a Bloodstone. You can save blood charges by using fresh vampire blood.
[Tier 5]- 20 FTH
"In me thou see the majesty of the Fair Lady"- Caster's skin turns pale and eye turn icy blue. His STR, END, ACC, SKL, RES and REF increase by 3 and he gains passive effect of "Become of one body and mind again" and "Fear the wrath of the righteous" Psalms, but can't use "Purify with Fire". Lasts 3 updates.
"Those who fight the Damned need not fear death"- Revives a person who died in the last 10 minutes, healed of any life-threatening injury. After using this Psalm caster forgets it and has to re-learn it.
THE CONTINENT
West
The entirety of the western part of Eltass is covered by the kingdom of Belegiard. It is the continent’s largest and richest nation, protected by the sea from north, west and south and by the mountains and rivers from the east. Angelwing, its capital, is the centre of Eltass’ culture, with artists, poets, composers, architects, scientists, philosophers and other gifted men and women coming from every corner of the world to receive the royal stipends or patronage of the great nobles.
Something no Belegiardan will ever fail to mention is the fact that it is the homeland of the Fair Lady and that the rebellion which overthrew vampire’s rule began there. Indeed, most of the Belgiardan nobility is descendant from the generals and high-ranking officers of the rebel army. His Majesty the King of Belegiard Philip IV is direct descendant of the Fair Lady herself- or so is claimed.
The seat of the Holy Church can be found in Angelwing.
North
The savage lands of the North are yet to be fully explored. Many petty kingdoms and tribes dot the land, and the mountain ranges at the northernmost edge of the continent still hide many mysteries today. It is suspected that numerous vampire families still remain in the North, but despite several attempts to exterminate them all there are still reports of monster activity coming from the region.
Due to its cold and harsh climate, as well as xenophobic behaviour of the natives the North is rarely visited by the outsiders. Those who are forced to come try to make their stay as short as possible, lest they get attacked by vampires, dire-beasts or some frenzied barbarian.
East
The East’s terrain is dominated by heavily forested mountains and hills, a feature which has shaped both the nations and the people of the region. Despite numerous attempts, the East has never been able to unite into a single kingdom or an empire due to its natural barriers which isolate towns and villages from the outside world. During the days of the vampires this has often kept the people safe for few vampires bothered to delve deep into its wilderness, but today, ironically, it makes it easier for vampires to hide from the Lancers.
Due to their ability to live off the land and their brutality in war, easterners suffer the reputation in more civilized parts of Eltass of not being completely human. Some take it as an insult, other reply only with a merry laugh.
South
Separated from the rest of the continent by the tall Atlas Mountains, the South is also called the Trident, due to being split into three peninsulas- Lobar, Mlezzia and Tamara. Covered by forests in the north and by shrubland in the south, it is home to several wealthy city-states. The southern political scene is very complex due to the heavy influence of powerful merchant families in the state government. Foreign nations can never be sure if the city they are allied to will switch the side mid-war because a family sympathetic to the enemy has taken the reigns. This has created a stereotype that the southerners are cunning and treacherous.
Most spies, assassins and saboteurs of Eltass have begun their careers in the South.
Middle
The region known as Middle Eltass is in the middle not just geographically, but culturally. In the northern parts the culture is tribal and rough like of those in the North, in the south the region has a lot of powerful and rich cities and in the west you have several principalities trying to emulate the high culture of Belegiard. Only in the east does the custom break, for where the East is broken into several small states, the eastern part of the Middle is mostly in the hands of a powerful duchy of Ostreik, which dominates the region’s politics.
Belegiard and Ostreik have a sense of rivalry- the former being what later strives to become- and this has caused many small wars in the Middle between the states which are allied to Belegiard and the states allied to Ostreik.
THE ORDER OF THE SUNLIGHT LANCE
Problems arose when the public at large began suspecting that the members of the Order are just loath to give up the privileges which they were given under the pretext of easing their quest to hunt down all vampires, so today, although officially still having a lot of legal leeway, many see the Order as a relic of a bygone age.
Privileges
By the decree of the Holy Church and secular law in most of Eltass principalities, the Order is free to conscript anyone they deem capable of fighting the vampires. Historically, the Order has used this right to put together a group of the greatest warriors, scholars, scoundrels and occultists in the world.
The crimes of the members of the Order are also supposed to be outside the secular authority- the Order will punish anyone who steps out of line and uses their exemption from the laws of kings and princes to freely commit crimes.
The Holy Church itself supplies the Order with anything it needs to combat the undead, making their resources on pair with those of the smaller states. However, Lancers themselves don't receive any pay for their work, though they are given some money for "work expenses".
Anyone accused by the Order of being the vampire is assumed guilty until proven otherwise. Often, the accused never gets the chance to prove otherwise.
Headquarters
The monastery of Logh, located high on the Atlas mountains, serves as the headquarters for the Order. Here the Father-General, the commander of the Order, resides and directs the actions of other Lancers. It’s exact location is unknown to anyone but the members of the Order.
The monastery is a marvellous piece of architecture, but as far as comfort goes it is very Spartan. Within his cell average Lancer only has a bed, a table, a chair and a chest to keep his things in. There’s also, without exception, a symbol of the Fair Lady on a wall. All Lancers who reside in the monastery eat together in the common hall at the same time- those who don’t come on time don’t get to eat.
Fortunately for the Lancers who appreciate more comfortable living conditions, very few of them have to spend more than a few days in the monastery before they are off to another vampire hunting quest.
VAMPIRES
[Strengths]
- Vampire is significantly stronger than humans. They can lift things many times heavier than them, jump huge distances and run on pair with galloping horse.
- Vampire's sense of pain dulled, so wounds that don't cripple it will not impair it as much as they do humans.
- Vampire regenerates a lot faster than humans and is capable of regrowing its lost body parts. Given time, vampire reduced to just its head will regrow the rest of its body.
- Vampire isn't in risk of death while using the magic of the Abyss. Not all vampires use it, though.
- Most of vampire's organs are useless. It has no need to drink, eat and breathe. Its blood doesn't circulate the body. As long as the brain is undamaged, vampire can survive almost anything. It also can't have sex or give birth, so natural reproduction is impossible for them.
- Vampire's senses are superior to humans. They can see in the dark as well as in daylight.
- Vampire is immortal. It can't die natural death and it is immune to all natural diseases.
[Weaknesses]
- Vampire loses most of its abilities while under direct sunlight. It can't regenerate, use its supernatural abilities, its strength diminishes to human level and its senses are dulled (becomes nearly blind).
- Due to its undead state, vampire is vulnerable to fire and regenerates wounds made by it slower.
- Vampire shows no reflection in the mirror nor does it casts shadow.
- While submerged into running water vampire suffers the same penalties as if it's under sunlight.
- Vampire has limited amount of blood it can store within its body. Once it's spent vampire can't use its supernatural abilities.
- Brain is the single vulnerable point of the vampire. Destroying it (literally destroy, not just pierce with an arrow) is the only way to kill it. Standard procedure is to cut off the head, burn it and then scatter the ashes into the sea or river. Until the last step is done you can never be sure if the vampire will regenerate some day.
Nobody knows for certain how a vampire is created. It is a widespread belief that vampires come from the Abyss, but there obviously isn't just that because their numbers barely seem to ever increase from what the info humans have indicates.
This is somewhat of a sequel to my Vampire Hunters RP. It's inspired by Bloodborne, or at least by the soundtrack and images, because I didn't play the game itself. Just like with VH I will be ruthless in combat, but this RP will not be solely focused on combat and exploration like VH was meant to be.
The RP is not done, this is just an interest check. I'll put up more info if there are people willing to join.
Edited by ANIMA, 29 March 2016 - 07:33 AM.