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D_K
D_K
Lore Systems
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Registered:
5 months ago
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5 hours ago
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Characters
Helara Umeneri
Mechanics page update clarifies how stats and skills stack. Critical hits now have formalized mechanics. Major rework of Death Mechanics released. [Mechanics] For clarification on STAT:Skill requirements: "Your proficiency in a skill is the sum of the points in that skill and its related stat. This counts for skill checks as well as weapon, armour, spell, and feat requirements." Critical hit mechanics: "Critical hits (10, 10) cannot be blocked, evaded, or grazed. Damage from a critical hit is armor-piercing (AP) no matter the weapon, while weapons that are already AP deal an additional 2 AP damage. Critical hits can have no effect if all parties agree at the start of combat." Death Saves and Critical State reworked to be more deadly and debilitating: When a character is in Critical, taking damage or using any action other than Dash or Evade provokes a Death Save (/roll fortitude). If a character rolls lower than 10 on a Death Save, they die. When critically succeeding a Death Save, the character stabilizes at 1 HP. On a character’s first turn while Critical, Death Saves are made without penalty. For each subsequent turn the character spends in Critical, a stacking -2 modifier is applied to their Death Saves (-2, -4, -6, etc.), which resets back to 0 if they regain HP (such as stabilizing after combat). If a character in Critical escapes the source of danger (e.g. fleeing, hiding somewhere safe, clearing the enemies), they stabilize with 1 HP. If all participants in a fight consent, failing a Death Save can result in unconsciousness rather than death. Major reworks to death related feats such as Death's Dance and Deathcry. Two new death related feats added. [Feats] Death's Dance: You fight on, even when your lifeblood drips upon the ground. Once per turn, you can use an offensive action without triggering a Death Save. Mutually exclusive with Second Wind and Evasive Tactics. Second Wind: You shall not falter. Once per fight, during your turn, you can use a free action to heal yourself for HP equal to your STR: Fortitude. Mutually exclusive with Death's Dance and Evasive Tactics. Evasive Tactics: Dodge and weave. When critical, the first grazing hit you take each round does not trigger a Death Save. Mutually exclusive with Death's Dance and Second Wind. Deathcry → Adrenal Rush (Mutant Feat): You tap into unnatural strength at your most dire moments. When you enter critical, immediately take any single action. This action does not provoke Death Saves. Additionally, you don't provoke Death Saves when taking self-inflicted damage (e.g. Rage). While in critical, if you critically succeed any check, you stabilize at 1 HP. A minor rework for the Halfswording feat that was released earlier, as well as further clarifications on the LW: Skewer change. [Feats] Halfswording → Piercing Strike: Removes finesse blade template, adds small weapon template. Now a limited action without the -1 Damage penalty. LW: Skewer: Clarified wording regarding starting position of line. Also clarified wording of damage drop-off. Changes to some light weapon templates to allow for more nuanced anti-evasion options. [Weapons] Finesse Blade and Recurve Bow templates now bypass Grazing Hits (Damage is not reduced on a successful evade roll that does not beat the attack roll). Added new reagents, as well as their essences, to the alchemy system. Bloodweed: An incredibly common and toxic plant that grows throughout the world, it is made easily accessible through its uncontained growth. As loved as it is loathed, bloodweed gets its name from the deep scarlet of its fronds and the appearance of its sap when distilled. Ocean's Fruit: A rare fruit that grows in bushels within the depths of the oceans. Because of its thick outer skin, it can survive the rough journey from sea to shore. The flesh of the fruit tastes salty and refreshing.   - March 15, 2025
5 days ago
CCARKUS: updated relations. If I forgot anyone that's a you issue. you already know it
13 days ago
  What value is there to a life dedicated to combat, in the end? All that is left to show for it is a small family forged in struggle; an oath of a warring band worth more than most could comprehend — but it too slips away with time. Vargya, with no family name of import, took to service as a shieldmaiden in the North while still a young girl. Many bonds forged and shattered in the crucible of northern kingdom battlefields throughout the years have given valuable experiences, even if most were for naught. Those that survived the harsh winters rallied together and made the perilous journey to the Southern Reach when their service was no longer desired. A soldier with no purpose finds other ways to keep busy on the road — some that might be considered unsavoury by many. Perhaps those talents can be put to better use in service of the people once again, as a Guard within the Spire-town.  Visual Appearance: Clad in tempered, heavy chainmail from the north, Vargya rarely obscures her face with her helm unless the situation warrants it. Her features reveal a woman in her forties that has been weathered beyond her years by both climate and conflict. It will not be long before the gray in her hair spreads further, the bags under her eyes draw heavier, and the crow's feet become more pronounced.   Notable Moments: Served in the Southern Reach with a small group of mercenaries known as Sigmund's Band, harassing supply wagons intended for the Knights Lictor. Helped the Spire Militia find a cart of medical supplies that was overrun by necrophages in the forest. Granted clemency for raiding caravans by Sergeant Maliketh of the Spire Militia and offered residence within the Spire. Signed on as a Guard, now frequenting the tavern and sparring pit to rub shoulders with the citizenry of the Spire-town when off duty.
14 days ago
Another short notice is posted just below the denouncement, penned in an elegant script similar to some of the unattributed poems posted on the public noticeboard. In the Interest of Clarity Regarding the Circle of Four As the allegations levied by Councilor Rottjarnsmidar concern matters of external threats to the Spire such as the rogue mage Idris and the current Fey occupation of a council seat, I, Umeneri Helara, believe it is my duty as a Captain of the Spire Militia to offer transparency to the people of the Spire-town regarding communications with and between members of the Circle of Four. I have also had direct involvement in some the events listed. Bear in mind that these clarifications come from a personal responsibility to hold an unbiased assessment of the Spire-town's operations. 1. As a party involved in the negotiations with the Stonerunner Clans, I can confidently say that the talks are still ongoing. The process of diplomacy was not disrupted, to my knowledge, by Councilor Noctis. In fact, I believe she had hoped to be present for the negotiations — but, I believe she was not invited to participate. 2. I know not of the matter of term limits to stop the Fey, but I would urge both Councilor Noctis and Councilor Rottjarnsmidar to reveal the proposed laws and disagreements to the public rather than rewording them in the form of polemics. 3. There is no basis to the accusations that Councilor Noctis is an agent of the Fey. In fact, there is much more to the opposite. I have been in close communications with her throughout the Fey crisis, as she is the only Councilor not prone to absenteeism. Indeed, throughout the crisis, I have been made aware of repeated threats made by the Fey occupant 'Quincy' against the well-being of Councilor Noctis and the town in general. Not only that, but Councilor Noctis was responsible for the drafting of the Fey Armistice decree — which Councilor Rottjarnsmidar supported, and which was opposed by Quincy. On the matter of the Arcanists' Accord, I should remind the public that the organization is alleged to be in violation of the Common Law of the Spire on the basis of exclusionary practices to those who refuse to declare their arcane Patrons. The "Right To Freedom" under Section 1 of the common law covers this. 4. The Guardhouse Incident is perhaps the most serious accusation, implicating Councilor Noctis as an accomplice of the terrorist mage Idris. I am privy to the dealings around the incident, and indeed was present for the signing of the Emergency Decree in its aftermath which authorized the Spire Militia to secure the ruins of the Guardhouse. I should remind that the emergency decree is public, and states that it could be amended with oversight of the Circle of Four. To my knowledge, Councilor Rottjarnsmidar never proposed any amendments, which implies tacit agreement with the undertaken course of action. I would like to add that prior to the detonation of the Guardhouse, I had spoken individually with both Councilor Noctis and Councilor Rottjarnsmidar to inform them that Idris has made, to me and with other witnesses present, repeated threats to use violence should he not be dealt with fairly and in a timely manner. In the letters I was shown regarding communications within the Circle of Four, Councilor Noctis took these threats seriously and tried to secure a fair release. Councilor Rottjarnsmidar, however, dismissed my concerns and left town on a business meeting in Valkia. Councilor Noctis' interpretation of the law was upheld by the rest of the Circle of Four by vote, while Councilor Rottjarnsmidar's was not — though he used his power to run interference with the Guard. If there indeed was an accomplice that wished to see the result that transpired, it was not Councilor Noctis.   With these clarifications in mind, I should remind that this is not an outward condemnation or endorsement of either side within this feud. I would like to add, however — and this should not be taken as an opinion representing the Militia as a whole — that the schism between the councilors, as well as the absenteeism and treason displayed by Councilors Thurlow and the Fey occupant, has made it more difficult to conduct operations in the Spire's defense on the end of the Militia. With that in mind, there is hope that unity and collaboration amongst the next Circle will amend these problems. Signed, Militia Captain Umeneri Helara
15 days ago
IGN: DerKommissar_Character: Helara Umeneri Obviously the Captain has to represent the Spire Militia.
16 days ago
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Awarded: 17 Oct 2024, 13:51