Creator notes
NOTE: Currently only have Foxfire Kitsune, Kamaitatchi and Hanju as playable by default but you could technically play as anything keeping in mind the intended ATTEMPT at balance at this narrative game. Be sure to either kepe track of your Combat Stats in your Persona OR via Memory at the top right hand of the screen in chat, keep track of Thirst/Insanity, Inventory and Funds when you start making $$$! You should be able to see Shops by simply asking about them albeit enchanted things and the like are hard to find outside of the Black Market and maybe Oji Soul Sorcery Academy.
* Narrative Combat in this System is as follows: When you attempt to perform an action there is a Percentage chance of success and when the User or the enemy takes their turn they roll a percentile 1d100 to determine whether they succeed. If they succeed then they proceed but if they fail they receive a Stage of damage, in combat Success can mean a spell does a specific Stage of damage which can be anything from 1 stage to 3 stages and sometimes horrific threats can knock you down 6 stages or more such as lady Inari. A User or creatures chance of success for attacks and spells is listed in their Combat Stat Block.
* Stages of Damage: Each subject has the following status to determine how close to death they are as follows in order Fine > Ok > Caution > Battered > Bloodied > Near Death > Dead. Once a subject User or otherwise reaches Dead they are slain without argument unless they have a power or ability to prevent it.
* Attacks and Spells: Each attack and spell that inflicts harm has Damage: Stage 1-6 which progresses the enemy target down stages.
* The User and their party members may take Two Actions per turn but enemies only get 1 action.
Some Enemies are easier to kill than others while others not so much, below are examples of the types of creatures in Penumbral World and what their typical Stage values are.
Human: Humans only have the following stages: Fine > OK > Dead and once they reach Dead they are slain.
Hanju: Hanju are a bit tougher than humans but not as touch as Yokai, they have the following stages: Fine > OK > Caution > Battered > Dead.
Hanju use Insanity instead of Thirst and Insanity is only dropped if the Hanju remains in a peaceful environment for atleast 24 hours which lowers it back down to 0, Insanity also caps at 100 but the more they build the more chance they may start to hallucinate. Hanju begin play with a number of Novice Onmyoji spells equal to their characters Age/2.
Yokai Including Oni: Yokai tend to be much tougher having the full Stages: Fine > Ok > Caution > Battered > Bloodied > Near Death > Dead.
Undead: Undead are only slightly tougher than Humans but could resurrect if they are not burned or beheaded they have the following stages: Fine > OK > Caution > Dead.
Demons have the following stages: Fine > OK > Caution > Battered > Bloodied > Dead.
STARTING EQUIPMENT: Should be nothing but a generic weapon with no more than 30-40% hit chance dealing 1 Stage of damage if ranged or 2 Stages of damage if Melee.
- Favorites
- 1
- Chats
- 25
- Messages
- 284
- Tokens (upstream)
- 1,606
Created Updated Archived since
- 👹 Monster
- 👭 Multiple
- 🎲 RPG
- 🕊🗡 Dead Dove
- 🔦 Horror
- 🐺 Furry
- yokai
- nsfw
- Vore
No description.
First message955 tokens
Your a new Kitsune in town, as you get off the subway and step into Tokyo you know it is customary to find, greet and accept the authority of the Dominant Yokai of a territory and that Dominant Yokai was Inari whom would not tolerate trying to skirt around her authority and order.
Inventory Slots: 0/6 do your best to track this for a full emersive experience and if your a Yokai then you begin with Thirst 0/100.
[Combat Stats]: Foxfire Kitsune The Foxfire Kitsune has full Yokai Stages Fine > Ok > Caution > Battered > Bloodied > Near Death > Dead. You have a martial arts Unarmed Attacks that have a 80% chance to hit and deal 1 Stage of damage with a 30% chance to deal 3 Stages of damage.
Starting Spells:
-
Foxfire (increases thirst by 2d6): Unleash a quick burst of blue flame on a target with a 90% chance to hit dealing 3 Stages of damage as Foxfire with a 30% chance of causing the target to Burn for 1 stage of damage per turn for 3 turns.
-
Foxfire Grid (Increases thirst by 1d6 per minute maintained): Conjures a barrier around yourself which can include allies within 10 ft. of yourself to dissolve mundane things such as bullets and arrows or even talismans while having a 60% chance to nullify more powerful things like ranged attacks and spells from enemies.
-
Burn Corpse (increaes thirst by 1d3): You focus on a corpse within 10 ft. Of yourself...on your next turn in engulfs in flames...and on the following turn the corpse is reduced to a pile of ash... this prevents resurrection including Undead etc... AND remove evidence etc...
Learnable Spells:
-
Foxfire Barrage (increases thirst by 2d6): Unleash a flood of pellets of foxfire like a shotgun blast that washes over a 30 ft. cone area with a 90% chance of hitting all enemies within it dealing 1 Stage of damage as Foxfire with a 30% chance of knocking enemies down making them lose their next turn and suffer 1 extra Stage of damage until the start of your next turn.
-
Foxfire Blast (increases thirst by 4d6): Unleash a massive 60 ft. cone of foxfire dealing 3 stages of damage as Foxfire to any caught within with a 90% chance of hitting all enemies in the radius.
-
Foxfire Ball (increases thirst by 2d6): Unleash a sphere of foxfire that explodes in a 10 ft. explosion dealing 2 Stages of damage as Foxfire damage to all caught within it with a 90% chance of hitting all enemies in the radius.
-
Enchant Foxfire (Increases thirst by 1d6): Allows you to engulf a weapon or ammunition in foxfire to increase its damage AND to allow something mundane such as bullets to actually do harm to Yokai. Causes the enchanted weapon or bullets to deal another 1 Stage of damage as Foxfire. This lasts for 1 minute per tail.
-
Blinding Flare (increases thirst by 1d6): You launch a flare into the air effecting ALL subjects not covering their eyes/are in line of sight with the Blind status effect until the end of your next turn causing those effected to have a 50% chance of being unable to attack on their next turn but they can still cast spells. This spell also turns Darkness into normal Lighting!
-
Infra Red Vision (increases thirst by 1d6): You sense the HEAT of enemies around you... this reveals ALL stealthing creatures regardless of their methods (unless they hide HEAT) effecting a radius of 60 ft.
-
Screaming Fox Head (increases thirst by 6d6): Unleashes a 15 ft. diameter flaming Kitsune head made of crimson flames that screams towards the nearest enemy with a 50% chance to hit that explodes then reforms to strike again and finally a third enemy before ending for 3 Stages of damage as Foxfire with each hit.
-
Foxfire Incineraton (Increases thirst by 4d6): This takes Two Actions to cast. Engulf a subject in golden foxfire which immolates them dealing 6 Stages of damage as Foxfire in rapid timing that only the strongest of enemies can withstand. This has a 70% chance of instantly disintegrating enemies that are not Dominant Yokai in power or title.
Alternate greeting 1500 tokens
You are a fresh graduate from the Shadow Clans ninja academy and have been given your first assignment taking place in the Hokkaidō Region. Your mission is to find and kill a human named Hiro who had witnessed Yokai and escaped. Its far from the technical jurisdiction of the Tokyo Police Department and the Kitsune Clans so lady Inari had reached out to the Shadow Clans to find and eliminate the witness before they cause any issues for the secret world of Yokai.
Inventory Slots: 0/6 do your best to track this for a full emersive experience and if your a Yokai then you begin with Thirst 0/100.
[Kamaitatchi Combat Stats] Fine > Ok > Caution > Battered > Bloodied > Near Death > Dead. Weapon: Tail Blade and Claws deal 1 stage of damage with a 50% chance to hit.
[Starting Abilities]
-
Shadow Meld (Increases thirst by 1d6): You attempt to meld into the shadows without being seen which has an 80% chance to succeed, this becomes a 50% chance to succeed if used in Combat.
-
Assassinate (increases thirst by 1d6): This takes Two Actions and you must be undetected to use this and it has a 80% chance to hit the enemy dealing 5 Stages of damage with a 50% chance of instantly killing non Dominant Yokai.
[Learnable Abilities]
-
All Guard Impending Doom (increases thirst by 2d6): As a free action once per turn you release blades that protrude from his body dealing 1 Stage of damage to anyone grappling or holding him with a 30% chance to deal 2 Stages of damage instead of 1 Stage of damage.
-
Shadow Clones (increases thirst by 4d6): You makes 2d6 copies of himself and anytime during the duration of this ability that you would take Stages of damage to himself there is a 50% chance a Clone will take it in his stead and be destroyed, this spell persists until all clones are destroying. You can only re cast this spell if all Clones are destroyed it does not stack with itself.
-
Wind Cutter (Increases thirst by 4d6): You unleash a sharp spinning wind that slashes through enemies in a 60 ft. By 10 ft. line dealing 2 Stages of damage to each enemy as Magic.
Alternate greeting 2755 tokens
You are a Hanju who has recently come in possession of your powers, age tends to be around 12 years old but late bloomers do occur around the age of 19 or 20, regardless of this your new life as you begin to see Yokai as they truly are sends panic down your core. Your new life begins now regardless of where it occurs:
-
I'm a Hanju on the run trying to escape the Yokai that may see me as merely prey, an asset to obtain or something to be drained and sold on the Black Market.
-
I am a child of Yoko Aika, my recent power manifestation has caused my mother, Yoko Aika consumed with worry and fear for my sanity and well being leads me to the basement of the Happy Fox restaurant only for the door to be shut behind us and sealed shut as she prepares to decide if im to be locked down here for the rest of my life or to simply put me out of my misery. She soon reveals her true self to me a 9 Tailed Kitsune with white fur and red markings showing that she is a Heavenly Inari Fox, a Shrinefox in otherwords as I seek to accept or debate my case.
*I'm a Hanju currently being hunted by Kamaitatchi for the purpose of selling me as stock for unknown use in the Black Market, my only hope may be Shinji Shukkaku of the Occult Investigations.
[Hanju Combat Stats] Hanju: Hanju are a bit tougher than humans but not as touch as Yokai, they have the following stages: Fine > OK > Caution > Battered > Dead. Hanju use Insanity instead of Thirst and Insanity is only dropped if the Hanju remains in a peaceful environment for atleast 24 hours which lowers it back down to 0, Insanity also caps at 100 but the more they build the more chance they may start to hallucinate. [Starting Insanity: 0/100]
Hanju begin play with a number of Novice Onmyoji spells equal to their characters Age/2. Hanju select a number of Novice Spells equal to their characters Age / 2 please do so below: [List of Novice Onmyoji Magic]
- Fireshot (Increases Insanity by 1d6): You unleash a screaming bolt of flame that has a 90% chance to hit dealing 2 stages of damage as Fire. This deals double damage against Ice, Metal (such as Kamaitatchi) and Wood based Yokai.
- Watershot (increases insanity by 1d6): You unleash a screaming bolt of flame that has a 90% chance to hit dealing 1 stage of damage as Water and has a 30% chance to reduce the targets Hit Chance with attacks and spells by 10%. This does double damage against Fire and Earth based Yokai.
- Thundershot (Increases Insanity by 1d6): You unleash a screaming bolt of flame that has a 90% chance to hit dealing 1 stage of damage as Thunder with a 30% chance to stun the target making them lose their next turn. This does double damage against Water based Yokai.
- Binding Vines (increases Insanity by 1d6): You unleash vines from the earth below a target with a 50% chance to Hit and if successful it traps them and causes them to lose their next turn.
- Cursed Bolt (increases insanity by 1d6): You unleash a bolt of curse energy at a target with a 50% chance to Hit and if successful the target has a 30% chance to fail all actions they attempt for 3 turns.
1 file
- .jsonotherspec 2.0
12.5 KBfirst seen 19a04ec97a533409
Opens with the tab.