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Wild ♥'s: Tooth, Wing, and Claw

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Wild ♥'s: Tooth, Wing, and Claw

Post by Carol on Sat Jun 05, 2010 4:59 pm





Wild Hearts: Tooth, Wing, and Claw

Just beyond the noise of the cities and suburbs lie a few pieces of untouched hunting grounds where wild animals compete for their prey. Among these beasts are four tribes of shapeshifters. Alliances have been made and treachery is around every corner. As each clan struggles to survive there is a small glimmer of hope when two young hunters meet and fall in love. ((The characters playing the two who fall in love are not set in stone, but they do need to be in different clans))
Will their forbidden love bring their mighty families together? Or will it finally destroy the two houses, making way for a new era?

This is set in a a modern high-fantasy setting.

A quick history of the war:
50 years ago in a forest miles away from the nearest city, four clans of shifters would go to war. The Dreamcloud werecats in a mad strike for power attacked the nesting grounds and homes of the peaceful, fragile werebirds. In retaliation the birds sent over their strongest to grab the kits of Dreamcloud and dash them against the cliffs and mountains. Blood and tears flowed freely until a counsel of elders of both clans signed a truce. The werebirds gave up rights to their land in order to have peace and the cats took over the hunting territories.
Not far away the werewolves of Windbite were ready to launch an attack on the werecats due to lack of prey on their own hunting grounds, allied with them were the small and mighty Whiskertremble clan.
Through the battle that ensued the rats helped the wolves claim prime hunting grounds and established their claim to most of the stream that ran between the clan territories. The wolves quickly forgot that the wererats were essential to helping them win this territory and began claiming the rat's lands as their own. Still, the truce lasts between them, although it is strained.


BEFORE THE WAR...AFTER THE WAR
......
Click on the maps to see a larger version.


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Re: Wild ♥'s: Tooth, Wing, and Claw

Post by Carol on Sat Jun 05, 2010 5:00 pm


THE CLANS

The Windbite Clan:


A Clan of werewolves as proud as they are ancient. As long as there have been legends of beasts walking like men there has been a Windbite. A lonely king now rears a headstrong daughter. She is his greatest source of pride as well as anger.


The Dreamcloud Clan:


Noble, and strong werecats who work together out of a sense of duty instead of loyalty. The leader of these powerful beasts is the young prince who was put in charge before he felt ready. His main drive is to keep the clan peaceful and together. Many members of this clan believe that one day his father (who went missing in battle) will return to claim his throne.


The Whiskertremble Clan:


A clan of wererats. Don't mistake their size for cowardice, their beast form may be small but they have the hearts of warriors. A few generations ago an alliance was struck with the wolves but whispers and squeaks among the swarm suggest that the rats are tired of leftovers.


The Suntalon Clan:

In the years of war, no tribe has suffered as greatly as the werebirds.
A flock usually consists of only one species of bird but after years of warring with the werecats an uneasy truce was called. Now these once numerous avians are mere scavengers. How much longer can this last?




Stryker Clan
Years ago this clan of werefoxes disappeared without a trace, kept in secret by the royals of the Windbite clan. Will they return to their plan of assassinating the royal family or will they take this new lease on life as an opportunity for peace? No one seems certain but one thing is for sure: Things are going to change for the other clans.


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Re: Wild ♥'s: Tooth, Wing, and Claw

Post by Carol on Sat Jun 05, 2010 5:01 pm



Code:
[img]YOUR CHARACTER PIC [/img]
[size=18]+*¨^¨*+[color:476b=YOUR POSTING COLOR] CHARACTER'S FULL NAME</font> +*¨^¨*+ [/size]
GENDER: +*¨[color:476b=YOUR POSTING COLOR] YOUR GENDER </font>¨*+
CLAN:+*¨[color:476b=YOUR POSTING COLOR] YOUR CLAN </font>¨*+
BREED:+*¨[color:476b=YOUR POSTING COLOR] What TYPE of bird/wolf/cat/rat ARE YOU (Please Make this a link to a picture of your animal form)</font>¨*+
TITLE:+*¨[color:476b=YOUR POSTING COLOR] YOUR TITLE</font>¨*+
PLAYER:+*¨[color:476b=YOUR POSTING COLOR] USER NAME</font>¨*+
POWERS:+*¨[color:476b=YOUR POSTING COLOR] Rank Power, 1 Clan Power, 1 Extra Power</font>¨*+
BIO:+*¨[color:476b=YOUR POSTING COLOR]A little bit about your character.</font>¨*+
INVENTORY:+*¨[color:476b=YOUR POSTING COLOR] NONE</font>¨*+





Last edited by Carol on Sat Jun 05, 2010 5:09 pm; edited 1 time in total

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Re: Wild ♥'s: Tooth, Wing, and Claw

Post by Carol on Sat Jun 05, 2010 5:07 pm

[/align]
[align=center]RULES:[/align]

1. Follow TLS TOS

2. Post your characters in the Character Forum.

3. No God Modding

4. If you don't post for more than 1 week your profile will be removed.

5. No Chat Speak!

6. Once most of the positions have filled up I will allow more types of creatures, just PM me with your design.

7. Please don't ask for me to summarize the whole plot for you, I'm a student, a mother and I work. I probably have less free time then you.

8. If I have already answered a question on the front page I will respond to your PMed questions with silence.

9. If I designate someone as a helper respect them when they remind you of the rules, this is a very large game, abiding by the rules means we all have fun.

10. Please have respect for other people's story lines and don't barge in unless there is a plot-based reason to.



[align=center][/align]
[align=center]Shapeshifting[/align]
Human Form: The form used to walk amongst humans without causing fear. To them you look normal enough though some of the more in tune ones may feel some odd discomfort around you. While in human form you may not use your animal senses or strengths (Claws, wings, roars, or howls)

Mid-Shift: A monstrous form mid-way between beast and human. Humans WILL run from this form, because it automatically triggers the "flight" in the fight or flight part of the brain. This is the preferred form for fighting other werecreatures because it allows for size as well as beast advantages.
The major disadvantage to mid-shift is that the form is horrible for retreating. Two legs burdened with extra weight from wings, tails and other things makes this a warrior's form. It should be noted that birds cannot fly in this form because their bodies are too heavy for flying, but they can glide.

Beast Form: Full animal form with all animal traits available. In this form your characters may not speak human. Speech is also limited to specific animals (i.e. rats can speak to rats fluently and other rodents but not to cats birds or wolves.)

[align=center][/align]
[align=center]POWERS:[/align]

Get 3 powers 1 Rank Power, 1 Clan, 1 Extra Power

Rank Powers:

Second Sight: The ability to see something happening that you are not there to witness. The more detailed the vision the more physically draining the process. This is not the ability to see the future!!! The power is for you to see the in game events you aren't there for. (Available to: the Advisors, the Seer)

Noble Bearing: Your character commands respect and members of their clan may not disobey an order given by your character when this power is active.(The exception being to physically harm themselves). (Available to: the King, the Prince, the Princess, The Captain)

Sword Dance: When this power is called upon your character becomes one with his/her weapon. Their focus and swordsmanship is unmatched. This power will not end until blood is drawn.(*See combat notes)(Available to: the Soldier, the Battle Scarred, the General, the Warrior)

Song of Apollo: This song has the ability to alter the moods of anyone who can hear it. To resist the effects of the song takes all the willpower of anyone but someone with Noble Bearing. (Non NB users must score an 8 or higher on a d10 roll in order to resist the song's suggestion) While singing this song the character is vulnerable because the song requires all of their focus. (Available to: the Peace Keeper, the Runt, the Gossip)

Move the Wound: This potentially sinister power allows the character to move wounds. Either from themselves or others. When used for good it can be used to transfer potentially fatal wounds to less fatal locations or even to simply remove the pain of a skinned knee of a crying child. When used for evil it could mean that all wounds inflicted on the character will manifest on the attacker. The exception to this rule is silver weapons, which creates unmovable wounds.(*See combat notes)(Available to: the Nursemaid, the Traitor, the Sorceress)

Be Unseen: This "power" allows the character to be completely ignored. If in the middle of a conflict, activating this power will cause the attacker to lose interest in the character. (Available to: The Coward, The Inventor, The Mage)

Clan Powers:
Windbite:

Call of the Pack: The howl of a wolf can be heard for miles around. This howl can summon the other members of your clan or a number of wolves determined by a d10 die roll. (Each wolf summoned does 1d4 damage during attacks but they cannot block. They only attack once.) This can be used once per fight.
Menace: Your character moves with a blinding speed.(Plus 2 to attack rolls and block rolls)
Wind Armor: Your skin becomes like armor (Plus 5 to block rolls).
Wolf Witness: Your character can pick a wolf within a 100 mile radius and see through its eyes.

Dreamcloud:

Strength of the Pride: Your character can summon the strength of their ancestors to become stronger in battle. (*See combat notes)
Cat Dance: Your character always lands on their feet, even in human form.
Bast's Grace: Your character can walk in the land of the dead, speaking to those who have passed before him/her.
Constant Companion: Your character can separate their beast and human forms. While this gives them the ability to be in two places at once it also carries with it a risk. If one of the forms is killed the character will be stuck in the surviving form. (Each form has 40 HP)


Whiskertremble:

Ratspeak: With focus the character can filter through the minds of rats in a 10 mile radius.
Willard: You can summon a swarm of attack rats. This will drive most humans mad (Roll a d20). (Summoned rats do 1 damage and then leave, this can only be used once.)
Whip Tail: You can use your tail as a fifth appendage.
Swarm Shift: You can shift into a swarm of rats equal to your body mass. (+5 to dodge -3 to attack rolls)


Suntalon:

Feather Fall: (Yes like the one from D&D) this power allows you to slow the fall of your character or another.
Eagle Eyes: Your character can see things up to a mile away clearly and take aim from those distances.
Bird Song: Gives your character the ability to speak with and command birds. Great for sending messages.
Confusing Scent: You do not smell like a shape shifter, making your character hard to detect by the other wereanimals.


Stryker (Only available once collar is removed):

Fae Realm: Gives the fox the ability to open and close a door to another realm, either to hide, or to trap someone else.(Only available to members of the Stryker Clan)
Wind Shadow:With this power foxes can move unnoticed.
Aura Shift: With this power the foxes can hide their clan affiliation from others, and make them think they belong to their own clan. (Only works in human form)
Moon Claws: Your bare hands inflict damage like silver (wounds cannot be moved and +2 to attack.) Not available to wound movers or those immune to silver.





Extra Powers:

Infect: Your bite or claws (pick one) carry the shape shifter gene. If you break a human's skin they will become a shape-shifter. This gift (or curse) was almost completely eradicated by human hunters.
Night Vision: Even in human form you have superb night vision and can see as clearly as you could in the daylight.
Web Weaver: Long ago an ancient race of spiders walked the earth with magics long forgotten since their passing. A few spell scrolls survived and your character has one. (Once shops are added this power will get a free scroll)
Moon Path: At night you can open doors through streams of moonlight and travel unseen.
Mother's Gift: You can sense when one of your clan is in danger and can find them no matter where they are.
Healer: You can heal minor wounds. This gift cannot bring someone back from the dead. During battle you may heal 5 P per turn.
Silver Immunity: Cannot be used by wound movers.
[align=center]

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Re: Wild ♥'s: Tooth, Wing, and Claw

Post by Carol on Sat Jun 05, 2010 5:11 pm


COMBAT

Each player starts with 50 hit points.
For each attack the attacker rolls a d10 for damage and the one being attacked rolls a d10 for blocking. The blocking is subtracted from the damage, if blocking is higher than damage dealt then if counts as a parry and the attacker receives the damage.
0 hit points is incapacitated and requires the assistance of a healer.
((BTW: If you are going to kill another character please discuss it with the other player BEFORE you post the killing blow.-Thanks!))

If game play goes on long enough I'll release items that give bonuses to HP or attacking and personally add them to your character's profile under a slot called "Inventory"

Special Note about "Wound Movers": This is a power designed to be notorious and untrusted. Silver weapons do not require special permission but it's considered bad taste to be a shifter who carries something so sinister. For wound movers to move wounds on their own bodies no rolls need to be made, but during combat if the wound mover chooses to use their power then the dice rolls are reversed (The attacker's roll counts against him.) No other attack or block action may be taken by the wound mover for the next turn.
Example: Todd of the windbite clan is fighting Sora of the Whiskertremble. Todd rolls a 9 and Sora rolls a 2 (9-2=7 damage). On Sora's turn she uses her wound mover power, and the wound appears on Todd. Sora cannot make another move since she is using her power and therefor cannot block the next attack.
Basically every other attack can be moved.



Another Note, This time about Sword Dance:
Sword dance, when activated cannot be parried but can be blocked. Once activated all blocking rolls that are greater than or equal to the attack roll do not do damage to the attacker. This power lasts until the one using sword dance draws blood (makes a successful attack) it may only used ONCE during a fight.


Another (yikes) Note...Strength of the Pride: Attacker rolls a d4 before the fight. The number rolled is the attack modifier. It remains the same for the duration of the fight.



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Re: Wild ♥'s: Tooth, Wing, and Claw

Post by Carol on Sat Jun 05, 2010 5:17 pm





THE WEAPONS SHOP

A man with no sleeves on a t-shirt reading "Get er Dun" is cleaning a sword behind the counter in this shop. He is missing an eye but seems to be trying to make up for it with sweat stains on his clothing. Turning to you he grins a frightening smile with a jagged maw, "What can I do ya fer?"

GUNS:


Plasma Cannon
Details: Shoots energy, solar powered, does not work at night. +3 to attack.
Cost: 1500 GP


Hand Gun
Details: Shoots 15 bullets before reload. +2 to attack
Cost: 175 GP


Revolver
Cost: 150 GP
Details: Nothing says class like a revolver...shoots 6 bullets before you need to reload. +2 to attack

SWORDS AND KNIVES:


Steel Sword
Cost: 150 GP
Details: +2 attack

Silver Sword
Cost: 600 GP
Details: +4 attack damage unless immune to silver then +2



Steel Dagger
Cost: 75 GP
Details: +1 to attack


Silver Dagger
Cost:300 GP
Details: +2 attack damage unless immune to silver then +1

BOWS AND CROSSBOWS:



Longbow
Cost: 150 GP
Details: This shoots arrows, great for long distances.


Bow
Cost: 140 GP
Details: A smaller bow for shorter distances.


Crossbow
Cost:150 GP
Details: Shoots bolts, carries 3 extra bolts for rapid reloading.

AMMO:

Lead Bullets:
Cost: 25 GP
Details: 50 bullets

Silver Bullets
Cost: 100 GP
Details: 50 Bullets +2 damage unless immune to silver

Arrows:
Cost: 25 GP
Details: 50 arrows

Silver Arrows
Cost: 100 GP
Details: 50 Arrows +2 damage unless immune to silver




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Re: Wild ♥'s: Tooth, Wing, and Claw

Post by Carol on Sat Jun 05, 2010 5:18 pm

g woman greets you as you enter the shop.
"Hi there! Pick a material or material and I'll fashion some armor for you!"
She is very perky and enthusiastic about armor.


Cloth
Cost: 50 GP
Details: Durable fabric that keeps you from the scrapes and hazards of a rough life. (+1 to blocking)


Leather
Cost:100 GP
Details: This soft leather offers more protection, in battle or the bedroom *giggles* (+2 to blocking)


Chain Mail
Cost: 250 GP
Details: Fashionable and protective! (+3 to blocking)


Steel
Cost: 450 GP
Doesn't rust and offers protection! (+4 to blocking)


Silver
Cost:1000 GP
Details: You probably shouldn't wear this unless you are immune to silver. It also prevents shifting... (+4 to blocking +2 to attack to creatures not immune to silver)


Magic
Cost:1050 GP
Details: This doesn't so much block as make you harder to kill. (+10 hitpoints)



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Re: Wild ♥'s: Tooth, Wing, and Claw

Post by Carol on Sat Jun 05, 2010 5:18 pm





MAGIC SHOP
As you enter the smoky hut your hair stands on end with the magic buzzing around the place. A tired looking old woman with a name tag reading, "My Name is Parker" turns to you.
"What do you want?" She asks.
You mumble a response and she points you to her shelves.


[/align][align=left]BOOKS


Cost: 400 GP
Details: You may chose one extra power from the "Extra Powers" section


Cost: 1000 GP
Details: You may chose one Dreamcloud Power


Cost:1000 GP
Details: You may choose one Windbite Power


Cost:1000 GP
Details: You may choose one Suntalon Power.


Cost: 1000 GP
Details: You may choose one Whiskertremble Power


Cost: 1000 GP
Details: You may choose one Stryker Power


Cost: 2000 GP
Details: You may choose one Rank Power.

POTIONS:

The Flight of the Humming Bird
Cost: 200 gp
Details: This minty blue potion allows the user to fly for 2 hours. 3 doses per bottle.(+2 blocking)


Dragon's Blood
Cost: 400 GP
Details: This potion makes the user fiery hot to the touch, going so far as to leave scorch marks in your tracks. 2 uses. (+5 to attack)


Dream Walkers
Cost: 300 GP
Details: This potion allows for users to visit other players in their dreams. (4 uses)


Love Potion #9
Cost: 300 GP
Details: Makes all members of the opposite sex in the vicinity of your voice feel instantly attracted to you. (3 uses)


Gift of Life
Cost: 300 GP
Details: A small sip of this potion cures all wounds and will revive incapacitated players (4 uses)


Skin of Steel
Cost:400 GP
Details: This potion makes the user tough! (+5 to block, 4 uses)


SCROLLS:


Cauldren of Blood
Cost: 5000 GP
Details: When used this potion causes the target's blood to boil. (Does 49 HP damage to target, 35 to user) can only be used once.)



Will-O-The-Whisp(WW)
Cost:1000GP
Details: When used a series of glowing orbs shoots from the fingers of the caster, disorientating the target. (-3 from blocking/attacking to target)


Silk Binding(WW)
Cost: 1000 GP
Details: When used it wraps the target in a sticky web. (No blocking roll for 1 turn.)


Venomous Bite (WW)
Cost:1000 GP
Details: A poisonous bite, causes 1 HP damage per attack round to target. Healing stops the poison.


Force Shift
Cost:2500
Details: Forces your target to one of their other forms.
[/align]
[align=center]

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