REGISTER HERE TO PLAY Spoiler: Tags @Quaesitor @Naraku @FuRen @TiggerBane @Murteeh @Halmista After the devastation of Rye Town by the spirits, the fief's capital Fort Town became the scene of a three day and three night war between the Territorial Lord, Earl Perseus AlGol and the resident Witch Covens, after he contacted the church and they jointly called for an inquisition against heresy, specifically a hunt for witches. They struck the women unprepared, though many commoner women, young and old, perished as well. A week had passed since the Blood Moon, and tonight the blood would be on the streets. Map: Rules: Posts in the thread may be only In Character (IC), unless the Out Of Character (OOC) content is separated from the rest of the post by tags. Both IC and OOC posts must be made in this thread. To participate, you must have an approved character in the format specified by the registration thread in your signature. IC content of posts should be no less than 100 words, and no more than 500 words, unless at least two players are interacting, which adds a bonus 250 words to the maximum. Double posting is not allowed. The goal of the game is to survive the witch hunt and help your coven achieve its goals. One irl day equals 2 IC hours. The game starts during early evening on the first IC day. An NPC is provided to be used by all players : the Witch Hunter. The Witch Hunter is an extremely powerful individual, thus cannot be defeated until the end of the game. Any encounter with the Witch Hunter will result in a player character either running away, or getting injured. Each player must move the witch hunter to any location of their choice per movement rules, with that location being specified at the end of their post. Any characters at that location will encounter the Witch Hunter, if they post next. Any location containing the witch hunter will not provide score, until he moves away. If a character encounters the Witch Hunter for two posts, or two or more characters encounter the Witch Hunter simultaneously, he cannot be moved for the following two posts. After that duration has passed, the Witch Hunter can be moved again, regardless of encounters. Players who participated in the previous Mini-RP in the series can summon their spirit character through their witch. The spirit will the be able to manifest and act as a second character. Spirits can complete missions, but cannot contest territory on their own. Spirits are significantly less powerful outside their domain, and manifest only through the aid of a caster, however they are still more powerful than most commoners and guards, but not the Witch Hunter. This game has a win condition; within one month all posts will be scored, based on their total amount, with an additive multiplier for each other character a player's character interacts with per individual post (+ 1 point for every interaction with another player character, per post). The winners will be the top 3. Victory cannot be achieved without controlling territory. To control territory, characters of your faction must stay a total of two consecutive posts in an area. After leaving the area, control is reset, unless otherwise stated by mission rewards. Posts must contain the name of the location in a format, such as “Craftsmen, North”, or “Market West” All witches (player characters) of a certain coven should dominate an area by their post score. The areas are marked on the map. Missions are specified below which give bonus points when completed, regardless of success or failure. A mission can only be completed on controlled territory. Notify a staff member (@BB_Tensei, @Kuma Desu) when you have completed a mission. Successful missions allow the player who completed them to use their rewards once per post. Failed missions can no longer be undertaken by any player and provide no further reward. Patch rules: All characters can only move to 1 adjacent area per post; When engaged in combat, you cannot move in the same post; Attacking a player character prevents them from moving next post, but cannot be ambushed again until the player makes 2 more posts after the attack. All characters of one player in the same area are affected by this rule; The above rule is also true of the Witch Hunter encounter; Characters now have a limited number of abilities. A character may have 3 tier 1 abilities, and 2 tier 2 abilities. The ability format is specified in the Registration Form in the Registration Thread. Abilities are to be set in two tiers; tier 1 is capable of affecting common NPCs, tier 2 can prevent a major NPC from harming your character; Tier 1 abilities have a limit of 3 total uses, Tier 2 abilities have a limit of 1 total uses. This limit applies to all characters of a single player collectively. 2 consecutive posts in a single area without completing a mission or entering combat will recharge 2 uses total; If you have no spells available to prevent harm to your character, they suffer a permanent wound and lose one ability use out of the total; Missions may only be started after obtaining them from a collaborator NPC in a Slum or Merchant area; Spells recharge upon the end of a cycle (2 ingame hours) Completing a mission requires 2 posts per player at the same location consecutively. Items can be used instead of an ability. To use an item you must obtain or craft it for 2 posts (initiate crafting; outcome); Items are held in the inventory and are crossed out after use; Items can be recharged instead of an ability per the same rule; The GM is free to change the rules at any time. Rule changes will be announced and this post updated; Area Control Reward: Due to capturing a significant part of Fort Town, witches can now call on collaborators within any area of the city once per ingame cycle (2 ingame hours, 1 irl day). Collaborators are NPCs, who can perform tasks similar to player characters, but are less powerful, and lack plot armour. Missions Available: Spoiler: Ongoing Spoiler: Collect and Investigate The town has been closed off. People have barred their doors, and drunkards in taverns are kissing holy symbols, and praying for salvation. Whether friends or foes, the townsfolk ought to know something. Find and interrogate important merchants, tavern owners, isolated priests, and whoever else you fancy. Rewards: Each interrogation has a chance to add a mission to this list and receive 10 score. After you collect or extort information out of an NPC, roll a 1d10. Upon a result of 7, you have unlocked a bonus mission. Spoiler: Encounter the Dark Lord's harbingers Note: Time limited to 7 ingame cycles (14 ingame hours, 1 irl week). Multiple players can complete this mission solo or in groups. A number of agents of the invading army are hidden right outside border areas of Fort Town (thus count as in those areas). These await a signal to infiltrate and cause mayhem among the inhabitants. The messengers are beastmen of a vicious character, who hide their animal features underneath heavy clothing. Depedning on your disposition, feel free to kill, negotiate, kidnap, brainwash, cause the retreat of, or send them to combat the church's minions, as you see fit. Reward: Posts contributing to the completion of this mission in an area containing a harbinger will have a 4x multiplier, after player interactions are factored in. The results of this mission will depend on players' actions. Spoiler: Rescue the alchemist princess Note: Time limited to 7 ingame cycles (14 ingame hours, 1 irl week). Prerequisite: At least one player character opening a secret passage with the Master Key, OR 4 rounds of combat at the Castle Location. The next mistress of the Fountain of Eternal Youth Coven has been kidnapped by the Inquisition. She is being held inside the Castle dungeon. She has the gift of foresight and a convenient scouting ability, covering the entire Fort Town. While returning her to her mother will earn you a hefty reward, she herself will try her best to offer different terms for her release. Reward: 20 score per round of combat per player; 50 score for successful infiltration; Either a medium grade magic item of your choosing, or a strategic advantage and hidden missions. Spoiler: The Secret Beneath The Temple Note: Time limited to 3 ingame cycles (6 ingame hours, until the end of Wednesday's round). Prerequisite: Infiltrate the Temple without engaging in combat. Capture the Catacombs beneath it (as a separate location from the Temple itself). Thanks to the rescue of our sisters, we have learned of a secret weapon held by the Church inside the Temple Catacombs. It is described as some kind of magic armour for giants, capable of autonomous action. It is said that the holy spirit moving these armours can only be summoned with the coming of light. Either seal these weapons away from our enemies, or use our own means to unleash them for our own purpose. Reward: Giant living armours x6, capable of autonomous operation or equipping; During Witching Hour, the armours can be corrupted and possessed by any character alligned to a coven or individual witch; If sealed, 100 score total for the player or group. Upon Failure: If the armours are not used or removed from the game by the end of the time limit, they will enter as NPCs similar to the Witch Hunter, moving separately. A mission will be unlocked, required for their destruction. Spoiler: Completed Spoiler: Rescue the captured women Part 2 Witches have been safely rescued.There is something hidden in the catacombs under the temple. Not all is as it seems. Reward: 10 score each for @TiggerBane and @Quaesitor; Information. Spoiler: Capture Messengers The first messneger recently departed from the castle toward the Central Market, and went all the way to the Central-Western Craftsmen area, before mysteriously disappearing. He carried a letter pointing to an inquisitor safe house within the vicinity of the South-East Gate. Reward for @Quaesitor : 10 score; Information. Spoiler: Capture Messengers Part 2 Mission Complete! A messenger left the Castle in secret, going toward the South-East Gate, where a fast horse was waiting to take them toward Windmere. Unlike the previous messenger, this one was a female knight, possessing magic weapons. After her defeat, her fate was in the hands of the witches. She carried a message requesting reinforcements from Windmere. Reward: 30 score total for @Haxagen; The Lord's letter (allows free passage through town gates, and identifies the owner as a messenger of the Territorial Lord); Reinforcements will not come for Fort Town within the next ingame day; Soulstone Beacon (Can be used to track the whereabouts of the soulbound; a bound soul and stone can be sacrificed to summon and expand a spirit domain). Spoiler: Capture Messengers Part 3 Mission Complete! A messenger from outside entered the city from the North-West Gate. The messenger was unarmed and wounded by multiple attacks, eventually captured by a wayfarer witch. He carried a message about an incoming army of monsters and beastmen from the North. Reward: 50 score total for @Halmista; Unlocks a special mission (prerequisite to weakening the Witch Hunter), the mission will become available with the next update; Spoiler: Loot the Inqusitor warehouse Part 2 Mission Complete! The Inquisition Warehouse has been located. To find it your character must have completed Part 1, or asked a character who has completed it for the location. The inqusition's agents have brought a number of magic items and provisions that would better serve our cause than theirs. Raid the warehouse, located in the singleton building south of the South-East Gate. Reward: One Minor Magic or Alchemic Item of your invention and choosing. When used, this item will provide 1 additional score. No rule breaking items, aside from that go wild. Some items might turn out to have an effect on future missions. Spoiler: Loot the Inqusitor warehouse Part 1 Mission Complete! At an unknown location in Fort Town, the inqusition's agents have brought a number of magic items and provisions that would better serve our cause than theirs. Follow the rumour mill, capture an agent, or find one of the workers in the Slums who were hired to bring the items in. At least one of these people should know where the warehouse is located. Reward: 10 score for capturing the Slums OR 10 score for capturing Central Merchant area, where a tavern is located OR 10 score for capturing an inqusitor agent near Central Market; Unlocks the location of the warehouse in Part 2 of the mission. Spoiler: Rescue The Captured Women Part 1 Even if the means were bloody, the inquistion's victims were spared their lives, at least. One of the agents of the inquisition carried with him a strange skelleton key. The witch possessing it would find a lot less doors barring access for her in Fort Town. Rewards: 10 Score and the Master Key for @FuRen Spoiler: Special Event Mission: Stall The Guards Guards from every area are sending groups of two or three armoured men and women toward the Central Market and Temple. The Central Areas become a combat zone, and will only score and/or be captured after the guards are cleared away. Completion rate: 66%. While the most pessimistic scenarios have been avoided, the town's guard has become alert of your presence, and received the blessing of the Divine. For the next two ingame hours (one day), every time you enter combat, your character will be unable to change location for the next post, due to guards flooding in, followed by the Witch Hunter, unless he's engaged in combat elsewhere.