A wise man once said "a hoonter must hoont".
Jaktomrader is the realm of Hraaldstag, Lord of the Hunt, a cold and rugged taiga housing snowy mountains and tall looming pines. Every three years, the Lord of the Hunt brings forth participants, willing or not, to his Storjakt - Great Hunt, announced by the moon turning a deep orange or red color in the sky.
Surviving the cold is alone a great feat of strength, but Jaktomrader is also home to dangerous, hostile wildlife. Wildfolk are druids lacking the willpower to keep their senses and susceptible to letting the animal spirit overcome them, losing their former selves to become wild. Among them is the dreaded Svarturbjorn. Roaming packs of slobbering feral worg, bristleback beasts and bloodthirsty bears are particularly ferocious animals that cannot be allowed to walk any other realm than Jaktomrader, where their overpowering drive to kill serve as a challenge to any finding themselves in the realm of the Hunt. Vanstalld are malformed Beasts of conflicted minds; they are typically insane, mad Beasts that live in constant pain. Haunting the forests like ghosts are the Ogden, wicked creatures born from a corruption of the Beast Blood. Circling the air are Blood Carrion, vicious carrion birds waiting for just the right moment to strike. Never ones to refuse challenges, Skallbor can also be found here, especially the Baersarks. The Welvyr is a particularly vicious creature, apex predator of the realm.
For those willing to try and tame the beasts of the realm, or team up with fellow Prey or Hunter, the walk in the realm of the Hunt is a less harrowing endeavor. Braving the wilds are also a herd of mighty Olgfolk, who live in a great lodge open to anyone the hardy moosebear people welcome.
The most important place in Jaktomrader is its very North, where Hraaldstag himself lives. Should any manage to reach the massive glacier or otherwise impress the Great Hunter enough, they face the biggest challenge yet: Hraaldstag himself. Only by confronting him are the prey allowed to escape…
---
So, uh… after trying to kick up an RPG on a separate site and failing to get even a single thread starting up, I decided to start it here.
The rules are as follows:
In General:
1. Do not be disrespectful.
2. Be reasonable. RPGs with multiple people writing can’t always go the way one wants, but there’s no need to make a fuss over it. If something rubs you the wrong way, be reasonable about it and discuss it calmly.
3. Failing to abide to the above gets you removed from the game. I’d like to avoid such things as the RP failing because a single person causes trouble and whatnot.
For Characters:
1. You can have up to 5 kaiju and 5 characters. It might sound limiting, but if 5 people each bring 10 creations, we’ll have 50 different creatures to keep track of; it quickly adds up. The reason the limit is in place is to avoid cluttering things by bringing characters that end up doing nothing (which I’m myself guilty of) and promoting development of the chosen characters. It’s not meant to be tyrannical, but to optimize.
2. Only serious and all-original creations are allowed. That is, no joke monsters or things such as Mecha-Manda or Hyper Godzilla or what have you. It makes more sense for the story/setting.
3. 130 meters is the maximum height for monsters; 360,000 tons is the limit to what they can lift up with their strength. Boss monsters can be up to 160 meters tall and lift up 600,000 tons. Smaller scale characters cannot be taller than 20 feet, since it causes too much trouble. I’m thinking of allowing a “medium” range of character between 20 and 100 feet, though. We’ll see if there’s any interest in that.
4. All characters must have a combat-oriented weakness, such as being weak to piercing hits or heat-based attacks. Slow speed is a weakness, but though it can make it easier to write an attack, the auto-hit system means slow monsters do not have their weakness actually exploited and so they still need a combat-based weakness.
For Combat:
1. No breaking limbs, breaking bones or rupturing organs. A rule of thumb is "hurt, but don't break". An exception can be dislocations; for example, a dislocated shoulder, as they can be shoved back into place when the injured character's turn comes. Be aware that such dislocations need to be kept to a minimum of times they can happen in a single fight.
2. No rendering weapons useless. An exception is disarming the enemy from, say, a sword or whatever they are holding, in which case they get their weapon back when their turn comes.
3. Combat posts have one attack that automatically hits, one attack from your opponent that also automatically hits, and end with one that is left undecided for the next poster to decide if it hits or not. If a fragile speedster type of character is fighting a character that is slow, they get one more attack against them, to make up for their fragility fighting against a tougher/stronger opponent.
4. Combination attacks are made up of five, consecutive, melee-only hits. Please use your better judgment to decide what should be included in a combo attack; repeatedly hitting a foe with a huge sword is hardly fair.
5. Be aware that any of the above rules can be ignored if all participants of a fight are okay with it. For example, you can ask for your opponent's permission to rip off their limb, but make sure to let others know of it so you are not punished for nothing.
6. If a player has not answered in two weeks, you are free to leave the encounter or KO their character or whatever you want to do, so long as it isn't killing them.
7. A fight ends when the players figure it lasted long enough. It's up to them to decide who is the winner or if it's a draw.
8. If two or more enemies are fighting the same character, that character gets an extra post equal to the amount of foes they are fighting to avoid turning them into punching bags. If they're fighting two characters, they get two posts per round, if they're fighting three, they get three, so on and so forth.
Character Template:
Name: The name of your character. You may include a pronunciation guide if you wish.
Alias: If your character has nicknames or titles, list them here.
Height: For non-bosses, the maximum height is 130 meters. For bosses, 160 meters.
Weight: Use your best judgment for this.
Info: Describe who your character is. Can be a little summary or a longer one.
Description: Describe what your character looks like here.
Personality: Describe what your character acts like. Make sure to be as informative as you can.
Powers and Abilities:
- Power Name: Description.
Weaknesses:
- Weakness Name: Description.
---
Name:
Alias:
Height:
Weight:
Info:
Description:
Personality:
Powers and Abilities:
Weaknesses:
---
The Olgfolk of Jaktomrader
Instead of posting stats/bios for each of those, I’ll just post the species’ bio/stats:
The members of the tribe are as follows:
- Thursk the Thirsty: An unusually large male and chieftain of the herd. Has greyish fur.
- Sten the Shaper: Blacksmith. Has dark brown fur.
- Skaal the Skald: A, well, skald, aka a storyteller and musician. Wise and offers advice. Has white fur.
- Eigir the Warrior: The lead warrior of the tribe. Has brown fur.
- Hyngnar the Wanderer: A tracker and traveler from a subspecies of Olgfolk. Looks more like a burly bipedal caribou/reindeer than a moose. He’s really there for flavor and lore.
- Horski the Healer: The (you guessed it) healer of the tribe. Has black fur.
- Rorn the Tracker: Knows the area inside and out and excels at tracking prey and laying traps. Has spotted white and greyish-brown fur.
- Sovarr the Sea-Strider: Builds and handles kayaks and canoes; fisherman. Has silvery bluish fur.
- Kovar the Mighty: A guard. Has black fur, but differs from Horski in that she is bigger, has red markings, and darker antlers. She also has brown eyes as opposed to Horski’s green.
- Rigmor the Runemaster: A rune carver that sculpts and creates enchanted wooden doodads and totems; also blesses weapons, tools and boats. Has pale brown/blonde fur.
- Hanorr the Hammer: Builder and sculptor/wood carver. Pale grey fur.
Should any of the champions need something, the Olgfolk of Hirstaang can provide.
With that out of the way, let’s get started.
---
Players:
Obbs:
Noataq:
viewtopic.php?p=1725604#p1725604
Hayes
viewtopic.php?p=1725614#p1725614
Corzak
viewtopic.php?p=1725962#p1725962
Tyrantgoji
viewtopic.php?p=1726035#p1726035
Monster X
viewtopic.php?p=1727035#p1727035