Post by melcaroni on Jun 30, 2018 6:25:02 GMT
2000 years ago, a war between humanity and hell raged. One day, a mighty demon woke up to justice, and fought the tyranny of the demon lord, sealing away his forces in hell, along with himself. Thousands of years later, the threat of demons still looms over humanity, and the humans in need call mighty demon hunters to save the day.
Unfortunately, they have you instead.
Welcome to the city of Membrane, a place where humans and demons coexist under a tenuous ceasefire that’s lasted for 60 years now. But not all is peaceful in this town, and Demon Hunters are always being hired to clear out the troublemakers. You are part of one such office, hoping to make some much-needed cash doing dirty jobs. Unfortunately, you haven’t gotten a single call...
Until now.
Until now.
Devil May Care is an RPG loosely based on the Devil May Cry franchise, where you take on the roll of demon hunters, hunting down demons that terrorize the city of Membrane. You take on cases from people around the city to hunt down demons, fight monsters, and look sick as fuck while doing it. All the while your actions will determine the fate of the city.
THE CITY OF MEMBRANE:
The world of Devil May Care is one that has been ravaged by the war 2000 years ago; but nonetheless, humanity has continued to live on. Mostly living in independent city states, the world is a semi-apocalyptic version of our world, where modern technology, cities, entertainment and corporations still exist, but regular demon attacks and battles mean that few proper “nations” have formed, and humanity mostly keeps to various cities scattered across the continents, which mostly leave each other alone.
Membrane is unique among these cities, as it allows humans and demons to live together in relative peace. The city has been standing for almost 200 years now, and somehow, that tenuous ceasefire has been maintained. Two main organizations watch over the city: the Membrane Police Department, which covers humans and human crimes, and the Demon Hunter’s Association, who are responsible for fighting demons when they terrorize the human population.
The hierarchy in the city heavily favors Demons, who live mostly in the upscale parts of town, while humans are relegated to middle to low class workers in the lower sectors. The Membrane Police Department is essentially run by demons, making them rather ineffective when the humans need help. The only ones they have to turn to are Hunters like you.
HOW WE DOING THIS:
I've essentially just copied the DnD 5th edition stuff with some tweaks, making this a homebrew I guess? I ended up copying a lot from that cause im lazy and i want to play this fuckin game sometime this century, so that's what we're going with. Players will make posts and label any actions they want to roll for, such as making checks, attacking, using special moves, etc. I do the rolls using this site, though if you wanna like, roll and screenshot it on the site and put that on your post if you don't want to wait for me. I will post with an answer to your result either way. The game will be done over a series of Cases, which are individual adventures revolving around fighting some kind of demon or solving some kind of mystery. In between adventures there'll be a down-time where you can choose to interact with each other, meet NPCs, or make changes to your character if you choose. I plan to do around 4 cases total, probably, but depending on how we feel about it I can do more or less.
HUNTING AGENCIES:
The players will work in teams of 3-4 Demon Hunting Agencies, which will take on various cases from around the city. The agencies are overseen by the Hunter's Association, which will appear to give you updates, missions, and assistance on your cases. Each adventure will begin with your agency getting a case, performing an investigation, and then going after the demons involved. After completing the task, players will get a brief section of downtime for players to interact, cool down, and interact.BATTLES:
The main thrust of the campaign will be taking down demons and monsters, and so battle will take place. Battle order is determined by rolling a d20 + Reflex Modifier. When Attacking, players roll 3d6 + STR mod. If this equals or exceeds the target’s DEF, the attack hits, and you roll dice as necessary to damage. Players can also spend STYLE POINTS to perform TECHNIQUES, determined by the user’s FIGHTING STYLE. When a player’s HP is reduced to 0, they are out of the fight until it ends. Along the way, you can inflict and be inflicted by various status effects:
DOWNED: If hit by a particularly devastating blow, the target may be knocked DOWN, stunning them and making them unable to move or defend themselves, allowing further damage to be dealt. DOWNED targets remain downed until their next turn, when they can recover.
RAGE: When enraged, you are only able to target whoever enraged you, and take more damage. However, enraged combatants also deal extra damage when they hit. Raged characters will also automatically fail any MIND checks. Rage lasts up to 6 turns, and a D6 is rolled to determine the length.
AIRBORNE: Enemies knocked into the air, where they cannot do anything until they land on their next turn-- However, multiple airborne attacks can be performed to juggle the target for up to 5 turns. FLYING enemies cannot be kept AIRBORNE.
POISONED/SICK: When poisoned or sick, you take 1d8 of damage every turn and have disadvantage on all actions until the poison is cleared.
RAGE: When enraged, you are only able to target whoever enraged you, and take more damage. However, enraged combatants also deal extra damage when they hit. Raged characters will also automatically fail any MIND checks. Rage lasts up to 6 turns, and a D6 is rolled to determine the length.
AIRBORNE: Enemies knocked into the air, where they cannot do anything until they land on their next turn-- However, multiple airborne attacks can be performed to juggle the target for up to 5 turns. FLYING enemies cannot be kept AIRBORNE.
POISONED/SICK: When poisoned or sick, you take 1d8 of damage every turn and have disadvantage on all actions until the poison is cleared.
Character Sheet:
Name: (Your Identity)
Species: (Human, Demon, Hybrid)
Appearance: (How Cool do you Look)
Bio: (Gimme the lowdown)
Stats: [Roll 3d6 to determine your ability in a stat.]
HP: [Determines how many hits you can take in battle before dying.]
SP: [Determines how many Techniques you can use in combat. Determined by Style x10]
STR: [Determines damage from your attacks.]
DEF: [Determines resistance to enemy attacks.]
RFLX: [Determines speed, turn order.]
MIND: [Determines Magical Power and resistance to magical powers.]
STYLE: [Determines how fuckin COOL you are, your ability to talk and charm people,
and your ability to perform Techniques.]
Species Bonuses: [Apply modifiers to your stats depending on what species your character is.]
Humans: +2 MIND, -1 DEF, -1 STR
Demon: -1 STYLE, -1 MIND, +2 STR
Hybrid: +1 STYLE, +1 RFLX, -2 HP
Fighting Style: [Your character's fighting style, which determines what kind of abilities they can use:
Trickster, Swordmaster, Gunslinger, Royalguard, or Dark Slayer]
Devil Arm: [Your characters' weapon of choice, a special weapon imbued with demonic power. Typically named
after a mythological creature. i.e. "Cerberus" = 3 headed flail, "Beowulf" = Gauntlets and Greaves.
Required to use Techniques in your chosen Style. Devil Arm must be appropriate for your chosen Style in some manner.]
Techniques: [Select three techniques your character can perform from their selected Style,
and 1 Any Style technique.]
TECHNIQUE LIST:
ANY STYLE: Techniques used by Hunters of all types, mostly free of cost. You can select one free technique in addition to 3 of your chosen Style.
Air Hike: Create a magical platform to do a double jump in midair. [0 SP]
Charged Shot: Fill your gun with demonic energy for one turn, boosting your next shot’s damage by 1d8. [5 SP]
Taunt: Taunt the enemy, causing them to go into a RAGE and target you if they fail a saving roll. [0 SP]
Free Ride: Surf on a downed enemy by jumping onto them, moving both of you across the arena up to 20 meters, and recover 1d10 of Style Points. [0 SP]
Payback Time: After taking a hit, if you land a successful attack on the last enemy that hit you, regain 1d10 of Style Points. [0 SP]
Demonic Sense: Channel the senses of a demon to detect DEMONIC ENERGY in a short radius around you. Can be used to sense the presence of demons (unless hidden), Devil Arms, some minor illusions, or the strength level of a demon. [2 SP]
Charged Shot: Fill your gun with demonic energy for one turn, boosting your next shot’s damage by 1d8. [5 SP]
Taunt: Taunt the enemy, causing them to go into a RAGE and target you if they fail a saving roll. [0 SP]
Free Ride: Surf on a downed enemy by jumping onto them, moving both of you across the arena up to 20 meters, and recover 1d10 of Style Points. [0 SP]
Payback Time: After taking a hit, if you land a successful attack on the last enemy that hit you, regain 1d10 of Style Points. [0 SP]
Demonic Sense: Channel the senses of a demon to detect DEMONIC ENERGY in a short radius around you. Can be used to sense the presence of demons (unless hidden), Devil Arms, some minor illusions, or the strength level of a demon. [2 SP]
TRICKSTER STYLE: Tricksters rely on speed, reflexes, and running circles around enemies. Tricksters dodge and dance around foes, confounding them and avoiding danger in high-stakes maneuvers. They lack power, but can keep enemies distracted and confused.
Angel Evade: When attacked, dodge and restore half of the damage you would have taken. [25 SP]
Demon Evade: When attacked, dodge and add half the damage you would have taken to your next attack. [25 SP]
Air Trick: Teleport into the air behind an enemy target you can see. The target must make a MIND check to see if they notice you. [5 SP]
Afterimage: Move so fast you leave an afterimage, distracting your foe and drawing fire. [10 SP]
Bullet Time: For one turn, you perceive things at a heightened rate and are able to move incredibly fast, at the cost of your next turn. [30 SP]
Bold Move: Perform a forward jump up to 5 meters, then perform an Attack or Technique on the same turn. [10 SP]
Demon Evade: When attacked, dodge and add half the damage you would have taken to your next attack. [25 SP]
Air Trick: Teleport into the air behind an enemy target you can see. The target must make a MIND check to see if they notice you. [5 SP]
Afterimage: Move so fast you leave an afterimage, distracting your foe and drawing fire. [10 SP]
Bullet Time: For one turn, you perceive things at a heightened rate and are able to move incredibly fast, at the cost of your next turn. [30 SP]
Bold Move: Perform a forward jump up to 5 meters, then perform an Attack or Technique on the same turn. [10 SP]
SWORDMASTER STYLE: Swordmasters wield swords with masterful skill, delivering powerful blows to enemies and busting through enemies. Swordmasters are known for leading the charge, rushing into battle, and kicking ass first, asking questions later.
High Time: Upward slash that launches target into the air, leaving them AIRBORNE until they hit the ground. [10 SP]
Stinger: Powerful thrust attack through your target’s defenses, hitting regardless of DEF. Must be within 5 meters of the target. [25 SP]
Helm Breaker: Overhead slash that breaks opponents' guard, leaving them DOWN. [15 SP]
Round Trip: Throw your weapon like a boomerang, targeting all enemies nearby. [15 SP]
Prop Shredder: When attacked by a projectile, spin your sword rapidly to deflect incoming attacks. Make a DEF saving throw for each projectile, and deflect each successful check. Only effective on small projectiles such as bullets. [5 SP]
Crazy Dance: Plunge sword into the ground and spin around it, knocking all foes within a 5 meter radius away. [5 SP]
Stinger: Powerful thrust attack through your target’s defenses, hitting regardless of DEF. Must be within 5 meters of the target. [25 SP]
Helm Breaker: Overhead slash that breaks opponents' guard, leaving them DOWN. [15 SP]
Round Trip: Throw your weapon like a boomerang, targeting all enemies nearby. [15 SP]
Prop Shredder: When attacked by a projectile, spin your sword rapidly to deflect incoming attacks. Make a DEF saving throw for each projectile, and deflect each successful check. Only effective on small projectiles such as bullets. [5 SP]
Crazy Dance: Plunge sword into the ground and spin around it, knocking all foes within a 5 meter radius away. [5 SP]
GUNSLINGER STYLE: Gunslingers wield pistols, rifles, shotguns, and other projectile weapons in combat, allowing them to rain down damage from afar. They excel at crowd control, sniping, and providing support from afar.
- Twosome Time: Fire simultaneously in two different directions, allowing you to attack two different opponents at once, OR perform two attacks on a single target. [5 SP]
Gun Stinger: Ferociously stab your gun into a target and pull the trigger, blasting them at point blank and dealing 3d6 of extra damage. [10 SP] - Bursting Shot: Fire a bullet that explodes on impact, allowing you to target multiple enemies in a 10 meter radius. [15 SP]
- Stunning Shot: Strike the enemy with a demonic bullet, holding them in place. Target must make a REFLEX saving throw each turn to break free. [15 sp]
- Acid Rain: Fire into the air, and on your next turn, deal damage to a 5 meter area of effect up to 10 meters away. [15 SP]
- Wild Stomp: Stomp on a DOWNED foe up to 5 meters away, and unload your weapon into them. Roll 1d6 + REFLEX for number of attacks. [10 SP]
ROYALGUARD STYLE: Warriors who focus on defense, protection, and using the enemy's force against them. Their typical weapons are Gauntlets, Greaves, Shields, and other melee, close-range combat weapons. They charge up their abilities by guarding attacks, and then unleash it in devastating blows.
- Royal Stance: Guard yourself and reduce incoming damage by 20%. You cannot be DOWNED or sent AIRBORNE during this move’s duration. If you take damage, gain 1 CHARGE for every hit you take or block while guarding. [2 SP]
- Guardian Stance: Target an ally within 5 meters and take all damage they would take during this round (reduced by 20%), gaining 1 CHARGE for every hit you block. [2 SP]
- Killer Bee: Diving kick in midair. If used on an AIRBORNE target, the enemy takes an extra d10 of damage and is knocked DOWN. [10 SP]
- Beast Uppercut: Target must make a STR saving avoid being knocked AIRBORNE; if you spend at least 1 CHARGE, target is automatically sent AIRBORNE. [15 SP]
- Hyper Fist: Throw a rapid flurry of punches directly in front of you, performing 1 extra attack for every CHARGE you spend. (Max 5) [5 SP]
- Volcano: Slam fist into the ground, creating an explosion that rips through everything in range; requires at least 3 CHARGE to perform. [30 SP]
DARKSLAYER STYLE: Those who walk the path of the Darkslayer seek power above all else. They can draw upon their own life force to use devastating magical techniques, and conjure up magical weapons to attack with. They can wield any type of weapon, as they rely mainly on magical techniques.
- Judgment Cut: Rapidly draw your sword and slice an enemy up to 10 meters away, ignoring DEF. [15 SP]
Judgment Spear: Use your life force to create a spear of dark energy, which can pierce enemies up to 20 meters away. [30% HP]
Summoned Swords: Create a series of magical blades and hurl them at an opponent. Roll 1d6 + MIND to determine number of swords. [10 SP]
Spiral Swords: Create a wheel of blades that surround you for 3 turns, damaging whatever comes near you. Roll 1d6 + MIND to determine number of swords. [15 SP]
Gemini Force: Lift an enemy AIRBORNE with your powers, and can be followed by slamming them DOWN afterwards by spending an additional 10% HP. Target must make a MIND saving throw to avoid being lifted.[20 SP]
Doppelganger: Create an after-image of yourself that follows every move you do on your turn. Lasts for up to 6 turns, and has as much HP as was spent to create it. Usable once per long rest. [10% HP]
LOCATIONS:
- Downtown Membrane:
The bad part of city, where you and your fellow Hunters reside. This is where your shop is set up, and where many of your adventures will begin.The Pentagram:
The center of the city, where the Mayor, the City Council, Police Headquarters, and the Hunter's Association are all stationed. This is where you will go when things mean business.Devils You Know:
A news outlet that has all the gossip, rumors, and secret information you need to do your hunting... For a price. It's become an invaluable source to Demon Hunters looking to solve their cases, and will be your main go-to when you need information on someone or something.From Scratch Gunworks:
A weapons store that specializes in Devil Arms, run by a crabby old lady who likes booze and crying. This will be your go-to shop to sell, buy, or repair Devil Arms and other weapons.The Beelze Pub:
Local pub where most Hunters go down to cool down after a mission, or make deals with citizens of a... less legal nature. It's said that if you need to find someone, look at the Beelze Pub.
ORGANIZATIONS:
Hunter's Association:
Essentially a union for Demon Hunters, oversees all hunter activity in the city, keeping them in line and protecting them from legal action. They will reward you for jobs well done, and punish you if you mess too much stuff up.
Membrane Police Department:
The police department of the city, dedicated to controlling the human population. Majority made up of demons, the MBPD is known for leaving the humans of Membrane helpless before demonic attacks, forcing them to go to Hunters for any help.
City Council:
The city council of Membrane, who collectively run the city. There are 12 seats of the most powerful demons in Membrane, and many more who have the seats in their sights. The council is led by the Mayor, Dafne.
Essentially a union for Demon Hunters, oversees all hunter activity in the city, keeping them in line and protecting them from legal action. They will reward you for jobs well done, and punish you if you mess too much stuff up.
Membrane Police Department:
The police department of the city, dedicated to controlling the human population. Majority made up of demons, the MBPD is known for leaving the humans of Membrane helpless before demonic attacks, forcing them to go to Hunters for any help.
City Council:
The city council of Membrane, who collectively run the city. There are 12 seats of the most powerful demons in Membrane, and many more who have the seats in their sights. The council is led by the Mayor, Dafne.