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[SFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game] [Ended]

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A PACT OF MONSTERS














Prologue
Starter Pack, Month 1, Month 2





Born of the...

Xicree

Destroy and Rejoice!
Joined
Jun 1, 2013
Messages
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A PACT OF MONSTERS



tiger_by_sandara-d5wgp63.jpg




Prologue​





Born of the Mother Mind to repopulate and render service to the garden, you are the creation of a deranged but powerful mind seeking to tame all that threatens the beloved creators and to learn all that you can of your 'Path' in life as assigned by the Mother. Every Vorid is a beast unto itself of untold potential growing from metal and magic into a powerful guardian of the Garden. You must venture out, weak but unlimited in potential for power, to navigate amoung the wild things... and the ever more treacherous none so wild things too.

Compete, Devour, Conquer.


They are born.

By the mother's will they begin.

Taught and forged, crafted in every form imaginable. They are Vorid, the children of the Garden. Created by the Mother Mind to defend, to examine, to become ever more than they were.

To learn and grow.

Hungry beasts, with hungry minds waiting to be filled. Only the fittest of them survive, thrive, prosper.

Unity is not the natural state of the ravening beast. It is not the rule by which the mighty have prospered... only lone strength, power shaped though personal realization and acquisition have yet proven themselves to work. And even the few lines for whom the power of cooperation have proven true, are ultimately selfish beast, merely being of one will spread across many bodies.

It is a strange fate which has befallen, monsters raging and willful, demons of metal like flesh, in a meeting of minds. It started all with a single spark... and now smolders, waiting to flare.

You are Vorid. Bio-mechanical creatures of every form, every intricate design... first generation, you have been hand crafted by the Mother Mind herself. Your mind shaped and taught in every format which could be. You are her hope, her hands, and her blade.

And you have done the impossible.

Breeds of Vorid, living in relative harmony, working together to achieve their goals. A community of beings who have adopted each other, you learn to accept the presence of those who are not akin to self and with your disparate capabilities...



You Experiment.​
You Prosper.​
You Conquer.​
You are the Pact of Monsters. And You Will BECOME.​
 
Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

CHARACTER SHEET BUILDER

Name:

Character Description: What kind of monster are you? Give a full description of your character and relevant personal details.

Initial Path: This is a one or two word summery of your character capabilities, around which your character conceptually operates and excels. Example - Ambush: You are quick, you are unseen. Sudden force and high mobility allow you to bleed your foes. They never saw you coming... and they cannot keep you from coming again, and again, and again.

Ideal: Choose an 'Ideal' around which your magical and technical progression will begin. Each ideal will give you access to different spells and abilities around which the character will be designed. (Fire, Ice, Dominion, Blood, Ect..)

Body Type: Choose a body type. Each type has its advantages and disadvantages. (Humaniod, Reptiliod, Avian, Other[describe], ect...)

Operational Philosophy: This will be a description of how you envision your character's body type, Ideal, and Path working together with your minds set in achieving your goals.


Efficiency Ratings: You will have 15 points which can be spent in any of the 3 areas. Each one affects activity rolls related to each of the 3 adding the points to the rolls in order to increase your chances of success.
Technical Proficiency – Technical applications of your abilities.
Combat Proficiency – Combat applications of your abilities.
Ideal Proficiency – How much your Ideal and Path affect applications of your abilities. Based on the task this can have either positive or negative effects on your success.


Ability Modifiers: You are allowed to create 2 ability modifiers which are always on which affects how your character interacts with the world and can cause changes to rolls which you participate in accordingly. All abilities must be listed as Combat or Technical adaptation. You may spend 20 advancement points and 1 core to gain a new Ability modifier at any time.

Here are 4 examples of such modifiers.

Burn Cutter – Combat – causes cutting surfaces on your body to burn and cauterize their way through surfaces which you attack
Dynamic Armour – Combat – every attack received from a target causes the outer layers of your skin to rearrange itself to better defend against the next strike.
Infiltrators eyes – Technical – Creates a secondary processor which handles identifying how to best proceed through an environment with minimal physical impact allowing far more efficiency in stealth.
Builder's Mind – Technical – Creates a secondary processor dedicated to examining structures and storing the information gained for later processing allowing a creature to build far more efficiently utilizing physical laws which it has learned and make measurements at a glance.


Spells: You are also allowed to create 1 spell which your character can freely use, it must relate to your Ideal. Spells open up additional options of exploitation which can add to rolls being made and allow you options otherwise unavailable in your environment. Spells are also highly dependent on your Ideal path stat and their power can fluctuate accordingly.





GAMEPLAY AND GOALS

This game is somewhere between an RP Council and a Civ game. Initially there will be a number of players (Max 7) who will participate directly in the affairs of the Pack. The goal of this game being to make the entire concept of 'Pack grouping' a successful one. As such each player can take a Personal Action marked with a [!], and all comers can make votes on a Pack action [X]. Each update will encompass a month's worth of activity.

Note: players who do not make a vote by the time the GM is ready to post will simply skip their turn. Similarly, players whose turns are skipped several times will be dropped from their game. In return the GM will attempt to update every day at least once a day.

You are playing as a Vorid, a biomechanical being and a natural mage capable of actively adapting your body and evolving as you compete with other beings in your environment, itself a biomechanical jungle of insane hostility, but there is hope for success in all forms, all looks, all type, all paths. Humaniod, Draconic, Insectile, flying jellyfish, shaggoth, diplomat, mind bender, stealth hunter, living power station. You are capable of being almost anything you can think of. Private actions are also allowed by sending me your instructions away from the prying eyes of your fellow packmates. Political intrigues, resources wars, and contact with the world outside of Garden... there will be much to do.


There are 3 main type of resources which will be absolutely necessary for the survival of your clan. Biometal, Cores, and Blood metal.

Biometal is the flesh of the Vorid, around which all Vorid technologies are based. As such each week barring injury your Vorids will make use of collected biometal in minor repairs. It can also be used in making upgrades in character size and physical capabilities as well as in the creation of progeny, shelters, ect so long as the a Vorid has the relevant skills for manipulating it.

Cores are the heart of the Vorid, in more ways than one. Each core is a reactor capable of great feats of power generation from cold fusion. But they are limited in time of operation and need to be recharged ever so often to continue high output uses, such as intelligent thought. Cores are also used by most Vorid as a kind of storage facility for their design ethic, the path which they took to create their current form and the reasoning behind the changes at every level, as well as a chart of their growth decisions. Cores contain both the seeds of continuation and improvement at the mental scale. Secrets of Magic are also sometimes stored on them.

Blood metal is rare resource, but a potent one. A single shard of blood metal can double the operational power of magic utilized by a being at the cost of both physical and mental damage. All the races of the world are hungry for it, for it is the easy path to be coming a powerful mage, and its effects of despair of debilitation can easily be weaponized. Vorids do not feel despair, at least not to a crippling degree, and thus are massively resistant to the mentally corruptive aspects of the Blood metal. It is ALWAYS useful for trade and can be used for quick boosts in untenable situations.



Advancement points - These are points which contribute towards a characters ability to become more complex and powerful, they may be spent in directly gaining new Ability modifiers, or in upgrading Efficiencies though contemplation. Advancement points are given for Stupid Success rolls and above, and may also gained though specific challenges.


Roll Challenges - From time to time players may end up fighting other entities in the setting. For these actions there will be negative bonuses based on what you are in combat against which alter the bonuses which apply though your character.


Group Synergy - The more your Vorid work together the higher their 'group synergy' Bonus will grow, Allowing them to work together on various projects ever more easily and meet roll challenge demands which would be outright impossible for a lone Vorid of their current ability.


Contemplation - This mechanic will allow your Vorid to advance in power by 5 efficiency points and 1 new spell when ever utilized. But It requires 10 advancement points, 10 cores, and 100 Bio-metal in order to be achieved.




The roll table I blatantly stole from Chibi-Reaper's Oni civ game... I might also steal Chibi's Dice rolls... be warned.

>Any Doubles: YOU WIN, RAWR. SO STRONG.
>101+: You win twice (Take your stupid success and DOUBLE IT!)
>90-100: Stupidly Successful
>60-90: Successful
>40-60: Neutral
>10-40: Not So Good
>1-10: Terrible (Actively horrible things will happen to you)


Further information on this game is Available Here, and Here
 
Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

PLAYERS



Player: Gibbousmoons
Name: Avid Learner
Advancement Points: 0
Additions: Crude Biometal Armour [Hivayi-Form] +4 to combat rolls.
Character Description: Intelligent. Obsessive. Controlling. Avid Learner is those things above all else. It insists on learning everything firsthand, and in cases where that is impossible it requires recorded visual or auditory data, but doing so irks it. It designs and builds in brute-force progression of ideas, except when inspired in a fit of manic obsession, when it races ahead to a conclusion and hastily builds evidence to support it. Perhaps . . . its humanoid form lets it mimic human thought too well?

Initial Path: Evaluation. Rather than testing and experimenting itself, Avid Learner observes others acting and draws conclusions from that. This often necessitates pretending to be something it isn't, but it always answers truthfully if asked a direct question.
Ideal: Discovery
Body Type: Humaniod (mobile body)
Operational Philosophy: At times joining with others, at times retreating to its lair with subjects to learn from, Avid Learner abhors direct violence. Then again, sub-intelligent mobile hunter drones and neurotoxins don't require it to actively kill anyone, ideally.

Efficiency Ratings:
Technical Proficiency – 9
Combat Proficiency – 0
Ideal Proficiency – 6

Ability Modifiers:
- Atmospheric Attitude Adjusters (Technical): In every structure and every main body Avid Learner creates for itself there are chemical emitters seamlessly integrated, lacing the air with a mix of adrenal vapors and soporifics that enhances both wakefulness and compliance. The longer this in inhaled, the stronger the effects become.
- Life Preservation Protocols (Technical): While distasteful, there are times when combat with Avid Learner's more brutal and ill-tempered brethren cannot be avoided. The outcome of such confrontations is extremely predictable, so Avid Learner can create 'main' bodies via Assembly, and transfer itself remotely to them.


Spells: Assembly. Avid Learner intends to learn everything there is, and carrying that much equipment would be impractical. This spell translates a nearby area into a chamber suitable for running an intended experiment in. Spends 1 turn to set up assembly.

Bonus Skills:
Social Control - Your participation in any group activity increases the group cohesion. (+3 per player participant in group rolls.)
Avid technician - Technical rolls increase by [bonus +Ideal: 7] where you have prepared on the turn beforehand. Moving locations demands new setup time.




Player: Wing101
Name: Verethragna
Advancement Points: 0
Additions:
Character Description: Verethragna is a Vorid that constantly seeks victory whether it be in a duel to the death or simple game of chance. In order to achieve victory he transform into something which allow him to do so. Verethragna always believes himself that he would win as long as he does everything he can to do so. Verethragna isn't negligent whether on the cusp of victory or backed in a corner he is ready to bite down an enemy in battle in order to be victorious. When defeated though he does not deny it but acknowledges his defeat and uses it to become stronger in order to attain more victories. Lastly Verethragna is the one who decides his victories or defeats when he succeeds on his goal even if he were to lose a battle he would consider himself victorious even if he were to defeat his enemy but in his goal he would consider it a defeat. That is Verethragna a Vorid of Transformation seeking the ideal of victory.

Initial Path: Transformation: Your body changes along with the ability it holds in order to achieve your ideal of victory transforming into wind to move quickly and a warrior to defeat enemies. A monster that and adapts and change again, again and again to achieve victory.
Ideal: Victory
Body Type: Variable Depending on the Incarnation taken.
Operational Philosophy: Verethragna's body type depends on the Incarnation he takes because his path is transformation he transforms into a form he believes would allow him to achieve victory. In order to go somewhere fast he would transform into a form that would increase his movement in order to win a battle he would transform into a body with high power or great combat skills consequently if victory requires negotiations he would transform into something which would allow him to convince others.

Efficiency Ratings:
Technical Proficiency – 2
Combat Proficiency – 3
Ideal Proficiency – 10

Ability Modifiers:
Wind Incarnation-Combat-Transform body into a Air state allowing him to manipulate the wind in the surrounding area like shooting air blast, razor wind, a tornado, or using wind to form a shield.
Warrior Incarnation-Combat-Transform into an Armored Warrior suitable for combat through increased physical abilities but most of all allows learning of path, Ideal, ability modifiers and spells of opponents.

Spells:
Golden Sword - A spell that locks away the targets ability modifier or spell that I have knowledge of can only be used while in Warrior incarnation.

Bonus Skills:
Ideal Forge - Allows the application of direct debuffs to almost any opponent where normally they would be ignored. (Reduces combat challenge of any fight, amount variable)
Victorious - Combat rolls are increased by [bonus 1/2 Ideal: 5] cumulatively with every challenge of the same creature, and [bonus 1/2 Ideal: 2] with the same creature type.




Player: KingLugia
Name: Eden's Garden
Advancement Points: 0
Additions:
Character Description: A six-legged metallic-skinned being the size of a horse, most reminiscent to what would be called as a Torterra in other worlds. However, instead of a singular bonsai tree growing out of the shell, a delightful flower arrangement made of gold, silver, copper, jade and steel can be seen, their names long forgotten. A stalk is seen at the centre of the mound, ending in a closed flowery bulb.

Initial Path: Seeder
Ideal: Creation
Body Type: Animal/Insect/Plant hybrid
Operational Philosophy: EG is a mostly pacifist Vorid in nature, who depends on his allies and minions to do combat for him. However, in the off chance that he has to personally fight his opponent, he prefers to do it on his own terms, aka his own territory, or the seat of his power, to stack the odds in his favour.

Efficiency Ratings:
- Technical Proficiency: 4
- Combat Proficiency: 2
- Ideal Proficiency: 9

Ability Modifiers:
Fruit of Eden (Technical) - EG's plants are capable of bearing fruits rich in Biometal.
Territory Creation (Technical) - By attuning his Ideal to an area, EG is capable of creating a territory in which he (and his minions) gains a bonus to all actions he takes while within it that strengthens the longer it stays in place. It also goes without saying that EG is capable of expanding said territory.

Spell:
The Gardeners of Eden - EG prefers its minions to do its work for him. As such, it is capable of generating any type of automata from its trees by a swift gestation period in pods of bio-metal, before bursting forth in a flash of light. The minions will be fully under TMG's control, and he can sense the surroundings through their own senses, if they have any.

Bonus Skills:
Biometal Generator: Can generate bio-metal 10 units a turn. Removes side effects of combat regen during events.
Seed Whore: Generates minions to do combat for him. This is bonuses directly substitutes for all other combat rolls from this character. (Roll 9d4-2 minion combat bonus)




Player: CrawlingChaos74
Name: Eternal Storm
Advancement Points: 2
Additions:
Character Description: The Vorid that is known as the Eternal Storm seeks to endure and outlast all that is and will be. Instead of rushing to attack, he follows and observes before striking when the moment is right. He considers others to be passing things that will fade in time, as such he rarely holds any emotion other than indifference to them. If something does catch his attention however, he will often pursue that it till his satisfaction is met.


Initial Path: Stalker. You shadow your prey unseen and unheard waiting for the perfect moment to strike. When the time comes you attack with such ferocity that none survive, should some by chance survive the process simply repeats.
Ideal: Eternity
Body Type: Felinoid
Operational Philosophy: You are the silent shadow that stalks the world, choosing your prey and stalking them endlessly. Patience defines you, waiting for the perfect moment to strike is second nature to you. Though solitary you understand that the aid of others can be useful even if it will pass in time.

Efficiency Ratings:
Technical Proficiency – 2
Combat Proficiency – 8
Ideal Proficiency – 5

Ability Modifiers:
Times Aegis – Combat – Slows time when in combat, allowing for greater speed and evasion.
Entropy's Edge – Combat – Attacks dealt by you are incredibly difficult to heal and often worsen instead.

Spells:
Outside of Time – The Eternal Storm steps outside the normal flow of time making it far harder for others to detect itself.

Bonus Skills:
Temporal Tempering - Allows you to apply your bonuses twice in combat. [Bonus total x 1.5]
Temporal enhancement - Allows the use of temporally based techniques.




Player: MrGazzer
Name: Zerelth
Advancement Points: 2
Additions:
Character Description: dully shining obsidian skin, eyes like amber gems and snorting a black fog from her nostrils, Zerelth is an intimidating and magnificent sight, a Black Queen. She is graceful and thin, frame hiding power beyond imagining.

Initial Path: Ambush
Ideal: Shadow
Body Type: Humanoid-Feline Hybrid (Death Monster Cat Girl is ago!)
Operational Philosophy: She is by nature an Ambush predator with patience. She sticks to high ground when she can and exceeds in night hunting. And so, to hunt more effectively, she brings the night with her. All you see before your death is glowing amber eyes, unless she wants to play with you. But Zerelth can wait, she can and will wait forever for the right pray, and when one does...she strikes, quietly and quickly.

Efficiency Ratings:
Technical Proficiency – 5
Combat Proficiency – 5
Ideal Proficiency – 5


Ability Modifiers:
Shadow Fog Generator- Combat/Ideal- a series of of micro generators which release a thick, black fog from her open mouth, nostrils and tiny almost imperceptible pores along her sides, creating an area of night like darkness and limiting visibility and sound with in it. (Think Grue)
Vampire Matrix- Combat- A Matrix that allows the absorption of materials from still living vorids, to heal it's user, comes in the form of razor sharp retractable fangs and claws.
Spells: Umbra Kinetic Tendrils- Can be used for attack and binding, these tendrils of blackness can be called and controlled from any area of darkness or shadow. They attack like whips with bladed edges.

Bonus Skills:
Dark Storm - Allows the concealment of an area, presenting a +3 bonus to all teammates in stealth and combat actions.
Blood Drinker - Each enemy which must be faced is the springboard by which one can fight all others. Allows a +2 bonus to roll per opponent being faced.




Player: Cyanios
Name: Old Crow
Advancement Points: 2
Additions:
Character Description: Old Crow is cunning, secretive and more than a little possessive about those he consider his or under his protection. Enjoys peace and quiet and will ruthlessly make it quiet again if you threaten that. Appearance is like before somewhat like this, but with more black feathers.

Initial Path: Ambusher.
Ideal: Shadow.
Body Type: Avian.
Operational Philosophy: Strike fast, strike hard and make sure nobody gets word out so peace and quiet can be maintained.

Efficiency Ratings: You will have 15 points which can be spent in any of the 3 areas. Each one affects activity rolls related to each of the 3 adding the points to the rolls in order to increase your chances of success.
Technical Proficiency – 2
Combat Proficiency – 6
Ideal Proficiency – 7

Ability Modifiers:
Shadow Claws. - Combat/Ideal - Attacks deal extra shadow damage on strike.
Strike from the Shadow. - Ideal/Combat - Deals heavy damage when attacking from Stealth. Does not break stealth when attacking.

Spells:
Hide in Shadow. - Ideal - Can use shadows to hide himself from sight.

Bonus Skills:
Perfect Stealth: +6 to Stealth based Combat actions and events.
From the Night: May ask to roll a 2d7 modifier on any stealth action. This will apply a bonus equal to the result. This bonus can apply negatively in some situations.




Player: Mishie
Name: Kro'Lit
Advancement Points: 4
Additions:
Character Description: Kro'Lit's obsession with the Hunt is best shown by his appearance. He is a large humanoid lion perfectly designed for not only navigating whatever environment that his Hunt would take him through and for tracking them with only the slightest hint of their presence left, but also for the brutal combat that will ensure at the end. Although he is more than capable of using more advanced tools than his own razor sharp claws and various spikes, he doesn't really have the patience to do so between his Hunts.

Initial Path: Hunter
Ideal: The Hunt
Body Type: Animal/Humanoid
Operational Philosophy: Some may look down on X for his simple weapons and his indifference to technology, let them do so, it will only make it the more satisfying when he hunts them down and takes their tools from what remains of their corpse. X has no need to waste his time tinkering around, to him, the hunt is all and as such he most devote himself completely to it. From the moment that he catches wind of his prey and begins the chase, looking for the smallest of clues to tell him more about his prey, until that wonderful moment has arrived. When it's just himself and his target, and soon only one of them will remain.

Efficiency Ratings:
- Technical Proficiency: 0
- Combat Proficiency: 10
- Ideal Proficiency: 5

Ability Modifiers:
Master Tracker (Combat): The most important part of the Hunt isn't the fight itself, but in first finding your prey. As such, Kro'Lit excels at not only killing his prey, but in finding them in the first place, and whilst doing so, learning as much as he can about his prey to ensure his success. As the Hunt continues, Kro'Lit gains a bonus to Combat Proficiency as he learns more about his target.
Savagery (Combat): Although the Hunt itself is a sacred act to Kro'Lit, that doesn't mean he can't enjoy himself, the longer than a fight lasts, the more he gives into his feral instincts and stop to care about small details like "I should be in incredible pain now" or "I'm pretty sure I had 2 arms at the start of this fight", instead all he cares about is finishing the Hunt. As a fight goes on, Kro'Lit's Combat Proficiency will increase, increasing faster the more than he's hurt. But as he gives in more to his bloodlust, he'll be less likely to cut his losses and escape from a fight if things go badly.
Spell:
Keep What You Kill (Ideal): The purpose of the Hunt isn't to just track down prey for Kro'Lit, but to also show respect, not just to himself and his own skills, but to those of this prey. He honors them by ensuring that he fully dedicates himself to their eventual death, that no matter how strong or weak they are, he will push himself to his limits to ensure that the Hunt is successful. And even when the Hunt is complete, he continues to show that respect by ensuring that a small part of them is carried on within himself, whether is be a technique that they used to hide themselves or even taking some of their technology as his own, Kro'Lit will continue to honor their death. As such, depending on how long the Hunt lasts for, Kro'Lit gains a bonus to AP gained once he kills them.

Bonus Skills:
I hunt - Offensively initiated combat gains 1d5+10 to positive planning bonuses. In Group combat this allows an extra 1d5 bonus roll per player character other than you.
Therefore I am - Kro'Lit's trophies of his prey allow him to study them in greater detail for eventual upgrades. All successes give chance 1d2 chance for AP.




Player: Adyen
Name: Kohas
Advancement Points: 0
Additions:
Character Description: Vaguely humanoid with three claws on each side, Kohas is not big, is not small, and does not seem strong. A wide grin is permanently etched on his face, which shows nothing else but a pair of eyes. Kohas does not believe victory can be gained from winning everything, but rather learned from losses and is willing to lose continuously until it win.

Initial Path: Experience
Ideal: Failure
Body Type: Humanoid
Operational Philosophy: The only victory lies in defeat - and defeat is only a learning experience.

Efficiency Ratings:
Technical Proficiency: 3
Combat Proficiency: 0
Ideal Proficiency: 12

Ability Modifiers:
Growth though Failure - Technical - Every failure brings a chance to accumulate Advancement Points. (roll 1d2 on Failures 1: gains 1 advancement point 2: gives none)
Schadenfreude - Technical - All bonuses applied/used to/by Kohas are reduced from its rolls and vice versa. (Except for Proficiency)

Spells:
Aura of Failure - Ideal - All rolls on the target have reversed conclusions. All successes are failures, critical successes are critical failures, and neutrals are minor failures. Includes doubles and 100+ rolls.

Bonus Skills:
Inverse order - Inverts the challenge bonus of 1 enemy when in a group, but inverts the roll table for self when alone. All successes become failures and only failures succeed.
Persistent Failure - Allows this unit to reroll any failed roll involving it once per turn with a -10 penalty.




Player: Bloodshifter
Name: Sov Rein
Advancement Points: 0
Additions:
Character Description: Sov Rein is arrogant and self-serving, he measures others not at face value but, through the strength of their Ideals. A small dust storm is perpetually around him partially obscuring him from view.

Initial Path: Overwhelm
Ideal: Dominion
Body Type: Arachnid
Operational Philosophy: Sov Rein isn't shy of charging into battle against overwhelming numbers. Sov prefers to find and fight other strong Vorids in personal combat to pit is Ideal against their own. Sov's style is to overwhelm his opponents as soon as possible in straight combat.

Efficiency Ratings:
Technical Proficiency – 3
Combat Proficiency – 5
Ideal Proficiency – 7

Ability Modifiers:
Air Sense-Technical Proficiency- Sov has linked his own senses with that of the surrounding air and can detect to an lesser degree things in his blind spots as well as invisible foes within an small area.
Spike-Tipped Legs-Combat Proficiency- Sov's legs all end in sharp spikes allowing him to climb objects and stick to walls as well as turning his front pair of legs into crude claws to hold prey. Deals Piercing Damage.
Spells:
Sovereign's Right- Sov imposes his Ideal against the opposing Ideals of his enemies.

Bonus Skills:
Right of Rule - You may consider a combat roll won vs an enemy if its challenge bonus is lower than yours numerically. This counts each for each enemy individually.
Subjugate - During combat with a group of enemies roll 1d(# of enemies). If 1 then you add the challenge bonus of the weakest enemy in the group to your own.




Player: ReinZero
Name: Ephemeral of Existence
Advancement Points: 1
Additions:
Character Description: Resembling a proper 'humanoid' in appearance, Ephemeral is not quite so much properly that. The eyes are but silvery and a long flowing strands of 'hair'... belaying its 'gender' (male). Its general appearance seems androgynous and generally styled along a smooth 'suit-like' appearance that is a matching silver and black with a gray tinge. Depending on role and task, its appearance shifts but retains its humanoid body. Generally though, its more oft used alternative style is slightly fox themed, though mainly pertaining its ears and a faux tail that is technically weaponized while sacrificing defense for mobility and agility. Another alternative variant employed at times takes after a 'wolf' theme, though omitting the tail in favor of significantly denser 'hair' that acts as a light but effective defense that can double as an offensive weapon.

Initial Path: Existence
Ideal: Actualization - The ideas and thoughts that are... but comes to be. Ever changing, ever shifting, here and not. However, without coming to be, they are nothing. I am but one that brings such things to come. As long as it is, it may come into being. Body Type: Humanoid
Operational Philosophy: Nothing is impossible. Every 'thing' can be existent. Failure is nonexistent, there is only setbacks. Success is the only final possibility. What one cannot do alone, one shall call upon the might of others, under one common or overlapping cause.

Efficiency Ratings:
- Technical Proficiency: 4
- Combat Proficiency: 4
- Ideal Proficiency: 7

Ability Modifiers:
Conceptual Strike – Combat – Everything Exists, but that also means everything has something which is tied to it that gives it meaning... and is what is 'identified' with it. As such, the realization and thus following reaction can be utilized to remove part of the process, thus giving the impression that something occurred despite the lack of 'sufficient' action. There is no need to truly strike the target if one can actualize such a thing at a distance.
Refinement – Technical – What has yet to come... can always be made better... and better. There is no such thing as a flawless existence, and neither a perfect existence. As such, performance grows overtime with activity and pursuit in an endeavor or activity. Extends to combat experiences and scales with damage taken/done while gaining more in the event of a failure, minimal gain... or major gain/success. Moderate outcomes tend to generate less results/progress except for damage done to it.
Spells:
<Manifestation>: One may bring into being what one has knowledge thereof or need of. It is the truest sense of Actualization as it brings things into Existence. However, complexity and 'sentience' generally add much more cost, effort, and time needed to complete it, as well as power.

Bonus Skills:
Rework - Allows the full use of technical skills in combat rolls.
Actualize - Allows for permanent structures to be summoned from pure ideal and refined with use. Accumulates Advancement points on doubles.
 
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Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

Current Resources:
Biometal stores – 0 units.
(Every Vorid uses 1 unit of Biometal per month, 10 if injured, 30 if critically injured)

Cores – 0 units
(Vorid cores are used by Vorid doing energy intensive work. One core is used up if a unit is critically injured)

Bloodmetal stores – 0 units
(Bloodmetal is precious; it will not be used up without group agreement.)




Camp status: None

Camp Defenses: None

Pack capabilities: None learned

Pack Fame: Unknown

Pack comfort level: Beginnings of trust. (0/10)

Pack Size: 10 members (10 Founders)





Biometal Construction Options:
Create Simple Biometal structures: -100 Biometal
Integrate Biometal with existing structures: -50 Biometal per structure
Sacrifice minion for biometal structure upgrade (Minion becomes part of structure, runs defenses): Cost -1 minion per structure.
Biometal defenses (Spike tendril, saw blade tendrils, Gatling spikes, writein): Cost -100 Bio-metal per defense instance



Lines of Inquiry:
Better hunting: (? ? ?)
 
Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

Name: Verethragna

Character Description: Verethragna is a Vorid that constanly seeks victory whether it be in a duel to the death or simple game of chance. In order to achieve victory he transform into something which allow him to do so. Verethragna always believe's himself that he would win as long as he does everything he can to do so. Verethragna isn't negligent whether on the cusp of victory or backed in a corner he is ready to bite down an enemy in battle in order to be victorious. When defeated though he does not deny it but acknowledges his defeat and uses it to become stronger in order to attain more victory's. Lastly Verethragna is the one who decide's his victories or defeats when he succeed's on his goal even if he were to lose a battle he would consider himself victorious even if he were to defeat his enemy but in his goal he would consider it a defeat. That is Verethragna a Vorid of Transformation seeking the ideal of victory.

Initial Path: Transformation: Your body changes along with the ability it holds in order to achieve your ideal of victory transforming into wind to move quickly and a warrior to defeat enemies. A monster that and adapts and change again,again and again to achieve victory.

Ideal: Victory

Body Type: Variable Depending on the Incarnation taken.

Operational Philosophy: Verethragna's body type depends on the Incarnation he takes because his path is transformation he transforms into a form he believes would allow him to achieve victory. In order to go somewhere fast he would transform into a form that would increased his movement in order to win a battle he would tranform into a body with high power or great combat skills consequently if victory requires negotiations he would transform into something which would allow him to convince others.


Efficiency Ratings: You will have 15 points which can be spent in any of the 3 areas. Each one affects activity rolls related to each of the 3 adding the points to the rolls in order to increase your chances of success.
Technical Proficiency – 2
Combat Proficiency – 3
Ideal Proficiency – 10

Ability Modifiers: You are allowed to create 2 ability modifiers which are always on which affects how your character interacts with the world and can cause changes to rolls which you participate in accordingly. All abilities must be listed as Combat or Technical adaptation. You may spend 20 advancement points to gain a new Ability modifier at any time.

Wind Incarnation-Combat-Transform body into a Air state allowing him to manipulate the wind in the surrounding area like shooting air blast,razor wind, a tornado, or using wind to form a shield.
Warrior Incarnation-Combat-Transform into an Armored Warrior suitable for combat through increased physical abilities but most of all allows learning of path, Ideal, ability modifiers and spells of opponents.

Spells: You are also allowed to create 1 spell which your character can freely use, it must relate to your Ideal. Spells open up additional options of exploitation which can add to rolls being made and allow you options otherwise unavailable in your environment. Spells are also highly dependent on your Ideal path stat and their power can fluctuate accordingly.

Golden Sword: A spell that locks away the targets ability modifier or spell that I have knowledge of can only be used while in Warrior incarnation.

Bonus Skills:
Ideal Forge - Allows the application of direct debuffs to almost any opponent where normally they would be ignored. (Reduces combat challenge of any fight, amount variable)
Victorious - Combat rolls are increased by [bonus 1/2 Ideal: 5] cumulatively with every challenge of the same creature, and [bonus 1/2 Ideal: 2] with the same creature type.
 
Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

That's 20 points on your character not 15.
Wind Incarnation would be a combat adaptaion not technical, you would need to further define HOW it is used other wise I have to assume that it is for combat situations.
 
Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

Edited things that you pointed out hopes this is fine.
 
Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

Yes this works well.
 
Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

Xicree said:
Yes this works well.
Sweet I was worried that the ideal along with how my path works might be bit of problem but since its okay I'm going to have fun with this.
 
Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

Name: Avid Learner

Character Description: Intelligent. Obsessive. Controlling. Avid Learner is those things above all else. It insists on learning everything firsthand, and in cases where that is impossible it requires recorded visual or auditory data, but doing so irks it. It designs and builds in brute-force progression of ideas, except when inspired in a fit of manic obsession, when it races ahead to a conclusion and hastily builds evidence to support it. Perhaps . . . its humanoid form lets it mimic human thought too well?

DqrT5FV.png


Initial Path: Evaluation. Rather than testing and experimenting itself, Avid Learner observes others acting and draws conclusions from that. This often necessitates pretending to be something it isn't, but it always answers truthfully if asked a direct question.

Ideal: Discovery

Body Type: Humaniod (mobile body)

Operational Philosophy: At times joining with others, at times retreating to its lair with subjects to learn from, Avid Learner abhors direct violence. Then again, sub-intelligent mobile hunter drones and neurotoxins don't require it to actively kill anyone, ideally.


Efficiency Ratings:
Technical Proficiency – 9
Combat Proficiency – 0
Ideal Proficiency – 7


Ability Modifiers:
- Atmospheric Attitude Adjusters (Technical): In every structure and every main body Avid Learner creates for itself there are chemical emitters seamlessly integrated, lacing the air with a mix of adrenal vapors and soporifics that enhances both wakefulness and compliance. The longer this in inhaled, the stronger the effects become.
- Life Preservation Protocols (Technical): While distasteful, there are times when combat with Avid Learner's more brutal and ill-tempered brethren cannot be avoided. The outcome of such confrontations is extremely predictable, so Avid Learner can create 'main' bodies via Assembly, and transfer itself remotely to them.


Spells: Assembly. Avid Learner intends to learn everything there is, and carrying that much equipment would be impractical. This spell translates a nearby area into a chamber suitable for running an intended experiment in.

Skills:
  • Social Control - Your participation in any group activity increases the group cohesion. (+3 per player participant in group rolls.)
  • Avid technician - Technical rolls increase by [bonus +Ideal: 7] where you have prepared on the turn before hand. Moving locations demands new setup time.
 
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Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

Name: Eden's Garden

Character Description: A six-legged metallic-skinned being the size of a horse, most reminiscent to what would be called as a Torterra in other worlds. However, instead of a singular bonsai tree growing out of the shell, a delightful flower arrangement made of gold, silver, copper, jade and steel can be seen, their names long forgotten. A stalk is seen at the centre of the mound, ending in a closed flowery bulb.

Initial Path: Seeder

Ideal: Creation

Body Type: Animal/Insect/Plant hybrid

Operational Philosophy: EG is a mostly pacifist Vorid in nature, who depends on his allies and minions to do combat for him. However, in the off chance that he has to personally fight his opponent, he prefers to do it on his own terms, aka his own territory, or the seat of his power, to stack the odds in his favour.

Efficiency Ratings:
- Technical Proficiency: 4
- Combat Proficiency: 2
- Ideal Proficiency: 9

Ability Modifiers:
Fruit of Eden (Technical) - EG's plants are capable of bearing fruits rich in Biometal.
Territory Creation (Technical) - By attuning his Ideal to an area, EG is capable of creating a territory in which he (and his minions) gains a bonus to all actions he takes while within it that strengthens the longer it stays in place. It also goes without saying that EG is capable of expanding said territory.

Spell:
The Gardeners of Eden - EG prefers its minions to do its work for him. As such, it is capable of generating any type of automata from its trees by a swift gestation period in pods of bio-metal, before bursting forth in a flash of light. The minions will be fully under TMG's control, and he can sense the surroundings through their own senses, if they have any.

Bonus Skills:
Biometal Generator: Can generate bio-metal 10 units a turn. Removes side effects of combat regen during events.
Seed Whore: Generates minions to do combat for him. This is bonuses directly substitutes for all other combat rolls from this character. (Roll 9d4-2 minion combat bonus)
 
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Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

*caresses the RP*
Hey baby, it's been so long.

EDIT: Behold, Zerelth, The Black Queen.

Cat_eyes.jpg


Character Description: dully shining obsidian skin, eyes like amber gems and snorting a black fog from her nostrils, Zerelth is an intimidating and magnificent sight, a Black Queen. She is graceful and thin, frame hiding power beyond imagining.

She Who Waits in the Black.

She Who Is The Night.

Darkness will not hide you.

Shadows will not be your ally.

The Shadows are her loyal subjects. The Darkness her kingdom.

Initial Path: Ambush

Ideal: Shadow

Body Type: Humanoid-Feline Hybrid (Death Monster Cat Girl is ago!)

Operational Philosophy: She is by nature an Ambush predator with patience. She sticks to high ground when she can and exceeds in night hunting. And so, to hunt more effectively, she brings the night with her. All you see before your death is glowing amber eyes, unless she wants to play with you. But Zerelth can wait, she can and will wait forever for the right pray, and when one does...she strikes, quietly and quickly.


Efficiency Ratings:
Technical Proficiency – 5
Combat Proficiency – 5
Ideal Proficiency – 5


Ability Modifiers: You are allowed to create 2 ability modifiers which are always on which affects how your character interacts with the world and can cause changes to rolls which you participate in accordingly. All abilities must be listed as Combat or Technical adaptation. You may spend 20 advancement points to gain a new Ability modifier at any time.

Shadow Fog Generator- Combat/Ideal- a series of of micro generators which release a thick, black fog from her open mouth, nostrils and tiny almost imperceptible pores along her sides, creating an area of night like darkness and limiting visibility and sound with in it. (Think Grue)

Vampire Matrix- Combat- A Matrix that allows the absorption of materials from still living vorids, to heal it's user, comes in the form of razor sharp retractable fangs and claws.

Bonus Skills:
Dark Storm - Allows the concealment of an area, presenting a +3 bonus to all stealth and combat actions.
Blood Drinker - Each enemy which must be faced is the springboard by which one can fight all others. Allows a +2 bonus to roll per opponent being faced.




Spells: Umbra Kinetic Tendrils- Can be used for attack and binding, these tendrils of blackness can be called and controlled from any area of darkness or shadow. They attack like whips with bladed edges.
 
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Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

Name: Eternal Storm

Character Description: The Vorid that is known as the Eternal Storm seeks to endure and outlast all that is and will be. Instead of rushing to attack, he follows and observes before striking when the moment is right. He considers others to be passing things that will fade in time, as such he rarely holds any emotion other than indifference to them. If something does catch his attention however, he will often pursue that it till his satisfaction is met.
tumblr_n7qmrckwrm1tq4mcho1_1280.png


Initial Path: Stalker. You shadow your prey unseen and unheard waiting for the perfect moment to strike. When the time comes you attack with such ferocity that none survive, should some by chance survive the process simply repeats.

Ideal: Eternity

Body Type: Felinoid

Operational Philosophy: You are the silent shadow that stalks the world, choosing your prey and stalking them endlessly. Patience defines you, waiting for the perfect moment to strike is second nature to you. Though solitary you understand that the aid of others can be useful even if it will pass in time.

Efficiency Ratings:
Technical Proficiency – 2
Combat Proficiency – 8
Ideal Proficiency – 5

Ability Modifiers:
Times Aegis – Combat – Slows time when in combat, allowing for greater speed and evasion.
Entropy's Edge – Combat – Attacks dealt by you are incredibly difficult to heal and often worsen instead.

Spells:
Outside of Time– The Eternal Storm steps outside the normal flow of time making it far harder for others to detect itself.

Skills:
Temporal Tempering - Allows you to apply your bonuses twice in combat. [Bonus total x 1.5]
Temporal enhancement - Allows the use of temporally based techniques.
 
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Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

These work.
 
Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

Huh. Is there a spot for old crow?

I enjoyed playing as the old shadow user.
 
Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

Name: Old Crow

Character Description: Old Crow is cunning, secretive and more than a little possessive about those he consider his or under his protection. Enjoys peace and quiet and will ruthlessly make it quiet again if you threaten that. Appearance is like before somewhat like this, but with more black feathers.

Initial Path: Ambusher.

Ideal: Shadow.

Body Type: Avian.

Operational Philosophy: Strike fast, strike hard and make sure nobody gets word out so peace and quiet can be maintained.

Efficiency Ratings: You will have 15 points which can be spent in any of the 3 areas. Each one affects activity rolls related to each of the 3 adding the points to the rolls in order to increase your chances of success.
Technical Proficiency – 2
Combat Proficiency – 6
Ideal Proficiency – 7

Ability Modifiers:
Shadow Claws. - Combat/Ideal - Attacks deal extra shadow damage on strike.
Strike from the Shadow. - Ideal/Combat - Deals heavy damage when attacking from Stealth. Does not break stealth when attacking.

Spells:
Hide in Shadow. - Ideal - Can use shadows to hide himself from sight.

Bonus Skills:
Perfect Stealth: +6 to Stealth based Combat actions and events.
From the Night: May ask to roll a 2d7 modifier on any stealth action. This will apply a bonus equal to the result. This bonus can apply negatively in some situations.
 
Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

She is done!
 
Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

She is wunderbar. Allies for life?
 
Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

MrGazzer said:
So much. You make shadows, I stab things from then. Win-Win right?:D
 
Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

It's almost as if I made her to have a symbiotic relationship with Old Crow.
 
Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

MrGazzer said:
It's almost as if I made her to have a symbiotic relationship with Old Crow.
Do you preffer flowers or the corpses of our dead enemies for courtship? ;)
 
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Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

Zerelth, The Black Queen requires no courtship, she has already taken you as a pet.

"It's not like y-you're my friend or anything, old m-man!"

I'm basing Zerelth on the Catgirl Civ game we had for a little while. She's one of those Catgirls.

The ones with Murder Death for souls.
 
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Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

Did not read that game. Still this will be fun.
 
Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

Cyanios said:
Did not read that game. Still this will be fun.
Didn't last long, but the GM started thinking we'd be the Joke Civ.

Then the dice gods said fuck that, you're tree dwelling murderkillers that enslave or murder every other civ you come across.

We wore the bones of those we killed as jewelry.

It was amazing.
 
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Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

Damnit. I had at need written up and the the servers crashes. Unnng
 
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Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

CHARACTER SHEET BUILDER

Name: Kohas

Character Description: Vaguely humanoid with three claws on each side, Kohas is not big, is not small, and does not seem strong. A wide grin is permanently etched on his face, which shows nothing else but a pair of eyes. Kohas does not believe victory can be gained from winning everything, but rather learned from losses and is willing to lose continuously until it win.

Initial Path: Cycle of Failures: A loss is not the end. Only through continuous failure will success come about.

Ideal: Endless Failures

Body Type: Humanoid

Operational Philosophy: The only victory lies in defeat - and defeat is only a learning experience.

Efficiency Ratings:
Technical Proficiency ? 3
Combat Proficiency ? 0
Ideal Proficiency ? 12

Ability Modifiers:
Growth through Failure - Technical - Failures are counted as a success for Kohas, and successes are counted as Failures. (Doubles are counted as successful failures that doesn't hinder, but was not what was expected)
Area of Failure - Technical - Kohas may set an area where he absorbs the failures of other for Growth

Spells:
Limited Resurrection - Ideal - When cast beforehand, the death of Kohas only returns it life in a set area. This effect ends only after Kohas leaves the set area.


New sheet below.
 
Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

Path and Ideal need to be Summed up in 1 word concepts. Keeps things from getting out of hand for me.
Area of failure would need to be a Spell.
Limited Res... Is kinda out of your reach.


Growth though Failure - Technical - Every failure brings a chance to accumulate Advancement Points. (roll 1d2 on Failures 1: gains 1 advancement point 2: gives none)

Spell: Area of failure - Sets up a space in which all failures contribute to his growth.
 
Re: [NSFW] A Pact of Monsters II [Garden of Monsters Civ/Rp/Council game]

Eh. I thought since it say 1 or 2 I could use "of" as a non word.

Hmm. Is a spell that reverses success and failure in an area for rolls Ok for a spell instead?
 

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