This is the character sheet and inventory for Cherry-Blossom (Aaron).
This is up to date as of Tier 1.54 so may contain spoilers if you haven't read that far.
| Name: | Cherry-Blossom | Skills ... |
| Class: | Forester | Class: Throwing Knife (Lvl. 4), Dodge (Lvl. 2) |
| Race: | Marquesses Wood Sprite | Knife Fighting (Lvl. 4) |
| Attributes ... | Species: Stealth (Lvl. 3), Lightsmith (Lvl. 2), Natural Connection (Lvl. 1) | |
| Vigor: | 7 | |
| Intellect: | 9 | Special: Nectar of Life (Lvl. 2), |
| Harmony: | 14 | Nymphara's Radiance (Lvl. 1), Sex-Toy (Lvl. 1) |
| Finesse: | 19 | |
| Stamina: | 12 | Spells: Starlight, Healing Nature |
| Presence: | 16 | |
| Height/Weight: | 3'2"/ 28lbs | Current Modifiers ... |
| Life Force: | 112 | Species: Finesse +4, Harmony +4, |
| Mystic Energy: | 30 | Mystic Energy +15, Life Force -5 |
| Life Balance: | 8 | Nymphara's Blessing: Presence +4, |
| Stamina+3, Natural Beauty | ||
| Level: | 10 | |
| Experience: | 47,451 |
Defense Rating: 37
Attack Rating: 29 (Dagger), Various 27-30 (Knives)
Skills Explained:
Spells Explained:
Species Specific Restrictions:
Species Specialization Description:
Class Specific Restrictions:
Purse: Gold-1 ; Silver-4 ; Copper-37
Inventory: (slots = 3 + Vigor)
Throwing Knives:
This is the character sheet and inventory for Mistie Frisky.
This is up to date as of Tier 1.54 so may contain spoilers if you haven't read that far.
| Name: | Mistie Frisky | Skills ... |
| Class: | Duelist | Class: Swordcraft (Lvl. 5), Footwork (Lvl. 3) |
| Race: | Cloud Leoposa | Blade Art (Lvl. 4) |
| Attributes ... | Species: Acrobatics (Lvl. 2), Hiss & Spit (Lvl. 1) | |
| Vigor: | 11 | Shadow Paw (Lvl. 1) |
| Intellect: | 10 | Special: Heat (Lvl. 1) |
| Harmony: | 4 | Open Heart (Lvl. 1) |
| Finesse: | 16 | |
| Stamina: | 5 | |
| Presence: | 15 | |
| Height/Weight: | 5'8"/ 125lbs | Current Modifiers ... |
| Life Force: | 129* | Species: Finesse +4, Presence +4, |
| Mystic Energy: | 15 | Life Force +18, Stamina -4 |
| Life Balance: | 8 | Tanamarra's Blessing: Intellect +2, |
| Finesse +2, Presence +2, | ||
| Level: | 10 | Defense +6 |
| Experience: | 50,227 |
Defense Rating: 41
Attack Rating: 34
Skills Explained:
Species Specific Restrictions:
Class Specific Restrictions:
Purse: Gold-11 ; Silver-70 ; Copper-37
Inventory: (slots = 3 + Vigor)
This is the character sheet and inventory for Yarrow (Tanner).
This is up-to-date as of Tier 1.54, so may contain spoilers if you haven't read that far.
| Name: | Yarrow | Skills ... |
| Class: | Hedge Witch | Class: Storm (Lvl. 6), Staff (Lvl. 1), |
| Race: | Wapita | Floramancy (Lvl. 4) |
| Attributes ... | Species: Horn & Hoof (Lvl. 2), Persuasion (Lvl. 3), | |
| Vigor: | 6 | Natural Insight (Lvl. 1) |
| Intellect: | 13* | Special: Experienced Lover (Lvl. 3), |
| Harmony: | 14* | Nymphara's Radiance (Lvl. 2) |
| Finesse: | 7 | |
| Stamina: | 13* | Spells: Gale, Electrical surge, |
| Presence: | 13* | Mental sway, Vine, Prune |
| Height/Weight: | 5'4''/105lbs | Current Modifiers ... |
| Life Force: | 155 | Species: Intellect +2, Harmony +4, Stamina +2 |
| Mystic Energy: | 110* | Mystic Energy +40, Life Force -10 |
| Life Balance: | 8 | Nymphara's Blessing: Presence +4, |
| Stamina +3, Natural Beauty | ||
| Level: | 12 | |
| Experience: | 84,529 |
Defense Rating: 0 (Regular), 53 (Naked)
Attack Rating: 23 (w/staff), 17 (w/ Horn & Hoof)
Spell Casting: 49 (w/staff), 44 (w/o staff) (Storm +6, Floramancy +4)
Skills Explained:
Spells Explained:
Species Specific Restrictions:
Species Specialization Description:
Class Specific Restrictions:
Purse: Gold-2 ; Silver-4 ; Copper-37
Inventory: (slots = 3 + Vigor)
Treasure
This is the character sheet and inventory for Trogia (Josh).
This is up to date as of Tier 1.54 so may contain spoilers if you haven't read that far.
| Name: | Trogia | Skills ... |
| Class: | Dark Acolyte | Class: Life Manipulation (Lvl. 6), Staff (Lvl. 4), |
| Race: | Corrupt Human | Air of Foulness (Lvl. 4) |
| Attributes ... | Species: Liar (Lvl. 1) | |
| Vigor: | 10 | |
| Intellect: | 9 | Special: <Locked> |
| Harmony: | 14 | |
| Finesse: | 8 | |
| Stamina: | 8 | Spells: Life exchange, Drain enemy, |
| Presence: | 9 | Spectral tentacles, Poison mist |
| Height/Weight: | 5'10"/125lbs | Current Modifiers ... |
| Life Force: | 83 | Species: Life Force -5, Mystic Energy +10 |
| Mystic Energy: | 45 | |
| Life Balance: | 8 | |
| Level: | 9 | |
| Experience: | 40,222 | Corruption: 24/100 |
Defense Rating: 33
Attack Rating: 19
Spell-Casting: 26 (Life + 5 (26,6), Air +3 (23))
Skills Explained:
Spells Explained:
Species Specific Restrictions:
Class Specific Restrictions:
Purse: Gold-0 ; Silver-4 ; Copper-37
Inventory: (slots = 3 + Vigor)
This is the character sheet and inventory for Hemlock.
This is up-to-date as of Tier 1.54, so may contain spoilers if you haven't read that far.
| Name: | <unknown> | Skills ... |
| Class: | Shaman | Class: Healing (Lvl. 4), Shillelagh (Lvl. 2) |
| Race: | Tulian | Spirit Guide (Lvl. 6) |
| Attributes ... | Species: Swift of Foot (Lvl. 1), Camouflage (Lvl. 3), | |
| Vigor: | 11 | At the Ready (Lvl. 1) |
| Intellect: | 9 | Special: Magic Wand (Lvl. 2), |
| Harmony: | 16 | Lust for Life (Lvl. 1) |
| Finesse: | 6 | |
| Stamina: | 10 | Spells: Nature's Blessing, Healing Chant |
| Presence: | 13 | Spirit Barrier, Ghost Touch |
| Height/Weight: | 6'3"/230lbs | Current Modifiers ... |
| Life Force: | 110* | Species: Intellect +2, Harmony +4, Stamina +2 |
| Mystic Energy: | 65* | Mystic Energy +20, Life Force -6 |
| Life Balance: | 8 | Sathorn's Blessing: Harmony +2, Stamina +1, Presence +2, |
| Attack +6, Natural Harmony | ||
| Level: | 10 | |
| Experience: | 47,615 |
Defense Rating: 15 (Regular), 33 (Naked)
Attack Rating: 37
Spell-Casting: 48 (Healing +4, Spirit +6)
Spells Explained:
Species Specialization Explained:
Class Specific Restrictions:
Purse: Gold-11; Silver-4; Copper-37
Inventory: (slots = 3 + Vigor)
This is the character sheet and inventory for Crystal (Jonathan).
This is up-to-date as of Tier 1.54, so may contain spoilers if you haven't read that far.
| Name: | Crystal | Skills ... |
| Class: | Ax-Maiden | Class: Ax (Lvl. 6), Shield (Lvl. 3), |
| Race: | Red Gnome | Whirlwind (Lvl. 4) |
| Attributes ... | Species: Night Vision (Lvl. 2), Stone Skin (Lvl. 3) | |
| Vigor: | 17* | Inner Flame (Lvl. 1) |
| Intellect: | 9 | Special: Critical Climax (Lvl. 1) |
| Harmony: | 6 | |
| Finesse: | 9 | |
| Stamina: | 14* | |
| Presence: | 10* | |
| Height/Weight: | 4'3"/210lbs | Current Modifiers ... |
| Life Force: | 121* | Species: Vigor +4, Stamina +4, |
| Mystic Energy: | 10* | Life Force +10, Mystic Energy -5 |
| Life Balance: | 8 | Garotha's Blessing: Vigor +3, Presence +3, Defense +6 |
| Level: | 10 | |
| Experience: | 56,136 |
Defense Rating: 50
Attack Rating: 38 (ax), 17 (shield)
Species Specialization Description:
Class Specific Restrictions:
Purse: Gold-0; Silver-4; Copper-37
Inventory: (slots = 3 + Vigor)
This is the character sheet and inventory for Ellie.
This is up to date as of Tier 1.54 so may contain spoilers if you haven't read that far.
| Name: | <unknown> | Skills ... |
| Class: | Trickster-Mage | Class: Light Illusion (Lvl. 3), Redirect (Lvl. 4), |
| Race: | Pixie | Horror (Lvl. 6) |
| Attributes ... | Species: Stealth (Lvl. 2), Pick-Ax (Lvl. 3) | |
| Vigor: | 4 | |
| Intellect: | 14* | Special: Pixie-dust (Lvl. 2) |
| Harmony: | 12* | |
| Finesse: | 10 | |
| Stamina: | 8* | Spells: Will-o'-the-wisp, Burst, |
| Presence: | 12 | Left Feet, Vision Fog, Phantom Foe, |
| Get-it-off | ||
| Height/Weight: | 3'8"/37lbs | Current Modifiers ... |
| Life Force: | 109* | Species: Harmony +4, Finesse +2, Stamina +2 |
| Mystic Energy: | 80* | Mystic Energy +25, Life Force -4. |
| Life Balance: | 8 | Finesse Penalty: -2 for every clothed body part |
| (current -0) | ||
| Level: | 10 | |
| Experience: | 46,857 | (Evolution Pending) |
Defense Rating: 17
Attack Rating: 15
Spell-casting: 22 (Light +3, Redirect +4, Horror +5)
Skills Explained:
Spell Explained:
Species Specific Restrictions:
Class Specific Restrictions:
Purse: Gold-12 ; Silver-4 ; Copper-37
Inventory: (slots = 3 + Vigor)
This is the character sheet and inventory for Savanna.
This is up to date as of Tier 1.48 so may contain spoilers if you haven't read that far.
| Name: | Savanna | Skills ... |
| Class: | Archer | Class: Longbow (Lvl. 7), Knife Fighting (Lvl. 3), |
| Race: | Human | Eagle Eye (Lvl. 3) |
| Attributes ... | Species: <None> | |
| Vigor: | 8 | |
| Intellect: | 10 | Special: After-Glow (Lvl. 1) |
| Harmony: | 5 | Diaphias Aggression (Lvl. 1) |
| Finesse: | 15 | |
| Stamina: | 8 | |
| Presence: | 11 | |
| Height/Weight: | 5'6"/130lbs | Current Modifiers ... |
| Life Force: | 86 | Species: <None> |
| Mystic Energy: | 10 | Diaphia's Blessing: Finesse +2, Vigor +2, |
| Life Balance: | 8 | Presence +2 Attack Rating +6, |
| Natural agility Restriction | ||
| Level: | 8 | |
| Experience: | 34,201 |
Defense Rating: 19
Attack Rating: 37[35-38] (bow), 20 (dagger)
Skills Explained:
Species Specific Restrictions: <none>
Class Specific Restrictions:
Purse: Gold-2; Silver-4; Copper-37
Inventory: (slots = 3 + Vigor)
Arrows:
Cherry-Blossom — Wood Sprite. Forester (They/Them)
Originally named Aaron, they were best friends with Tanner, Mack, and Josh back in college. They were always the reasonable one and the peace keeper of their little group. Before entering Feronia, they were employed as a corporate trainer in Chicago, IL.
Mack — Felinoid, Duelist (She/Her)
She was best friends with Aaron, Tanner, and Josh back in college. She's always been the tough one, and uses snark, sarcasm, and insults to isolate herself from others. Before entering Feronia, she's was employed as a software developer in Oakland, CA.
Yarrow — Wapita, Hedge Witch (She/her)
Originally named Tanner, she was best friends with Aaron, Mack, and Josh back in college. She was always the brain, overthinking things and would have come off as a know-it-all, except she was deathly shy. Before entering Feronia, she was employed as a engineer for the green-energy industry in Cambridge, MA.
Trogia — Corrupted Human, Dark Acolyte (He/Him)
Originally named Josh, he was best friends with Aaron, Mack, and Tanner back in college. He was always the troublemaker of the group and would have seemed not to fit in, but their shared love of gaming bridged their differences. Before entering Feronia, he was a manager of a Pizza Hut in Ft. Myers, FL.
Rick — Elenian, Shaman (He/Him)
He's friends with Jonathan and Matthew (Ellie). He's been paralyzed from the waist down ever since a car accident when he was seventeen. He'd always been calm and level headed, but since the accident, he's battled with depression. Before entering Feronia, he lived at home with his parents in Portland, OR. He worked in customer support for an online craft market.
Crystal — Red Gnome, Ax-Maiden (He/Him (She/Her used in earlier chapters))
Originally named Jonathan, she's friends with Rick and Matthew (Ellie). Heavy-set and strong, she's always felt more comfortable working with her hands and being outdoors. Before entering Feronia, she worked for a bicycle repair shop in Portland, OR.
Ellie — Pixie, Trickster-Mage (She/Her)
She's friends with Rick and Jonathan. She's always been nervous and awkward around people, but recently began to feel better after the realizations that she been suffering from gender dysphoria. Originally named Matthew, she has chosen the name Ellie. Before entering Feronia, she worked as a barista at a independent cafe in Portland, OR.
Savanna — Human, Archer (She/Her)
Originally named, Sulin, she knew none of the others before the game. She's highly competitive and approaches gaming the same way as everything in her life: with single-minded focus. Before entering Feronia, she worked in marketing in Vancouver, BC.
Here are my notes on level requirements and bonuses for Feronia. This is incomplete and a work in progress.
* On obtaining each new level, players receive additional Life Energy Points equal to 2 + Level. For example, on reaching level 3, 5 additional points are gained.
Level Points Req. Bonus
0 Starting level None
1 1 1 Free Attribute Point
2 1,000 New Skill
3 3,000 +5 Mystic Energy Points or +2 Life Force Points
4 6,000 Free level up of 1 skill of player's choice
5 10,000 [Minor evolution] 1 Free Attribute Point
6 15,000 Random level up of 1 skill
7 21,000 +10 Mystic Energy Points or +4 Life Force Points
8 28,000 Free level up of 1 skill of player's choice
9 36,000 1 Free Attribute Point
10 45,000 [Major evolution] New Skill +10 Life Force, +5 Mysticism Energy, +1 Presence
11 55,000 Random level up of 1 skill
12 66,000 +15 Mystic Energy Points or +6 Life Force Points
13 78,000 Class Improvement - Mages & Clerics [spells X4], Warriors & Thieves [10% criticals]
14 91,000 Free level up of 1 skill of player's choice
15 106,000 [Minor Evolution] 1 Free Attribute Point
16 122,000 Earn first title
17 139,000 New special skill
18 157,000 Class specialization (plus chance to exchange or combine class skills)
19 176,000 Tier 2 Quest assigned (requirement to reach level 20, award upon completion)
20 196,000 [Major evolution] +20 LF, +10 ME, +1 Presence, level up of all special skills
The Inventory System
All characters receive 3 inventory slots, plus 1 additional slot for every point of Vigor they have (including any temporary modifiers). The inventory holds all equipped and unequipped items a character posses, and a character cannot have more items than they can hold in their allotted slots. Any unequipped item in inventory is essentially in an unseen void, saving the character from having to worry about packs or other means to carry the items.
In addition to the inventory slots, each player has a purse that is the equivalent to one treasure slot for the purpose of holding their personal cash.
Equipping items involves removing it from the void of inventory and physically manipulating it in the game world. For example, a cloak would be slung over the shoulders, a ring would be slipped on a finger, a sword would be worn on a belt, etc ...
In most cases, 1 item can be stored in 1 inventory slot, but there are three exceptions to this.
Treasure -- 1 slot can hold either:
Potions -- 1 slot can hold:
Jewelry/Magic Items -- 1 slot can contain:
All coins are stored in the player's purse and don't count toward inventory until they exceed 100 gold coins or the equivalent in value.
Conversion: 1 Gold = 20 Silver. 1 Silver = 20 Copper. 1 Gold = 400 Copper
Equipped Items and How They're worn
Only 1 piece of clothing or armor may be equipped and cover a body part at any given time. For the sake of the game, there are 10 body parts. They are considered to be, from the top down:
Parts such as hands and feet are counted as 1 and it is expected that any item worn on them will be a matching pair.
Some exceptions exist to the rule of 1 item per part. Cloaks, coats, belts, and other accessory clothing may be worn in addition to main items. These accessory still count as covering the body parts they are worn on, affecting any bonuses or penalties that may apply,
Over time, I have modified and changed this background system mechanics, but I think I've finally worked out a way that works. Here it is explained, for the RPG nerds among us.
(Note: whenever any of the main six attributes are referred to as part of a calculation on a base of 8 with 8 being a modifier of zero. This means, for example, a score of 8 adds 0, a score of 5 subtracts 2, and a score of 12 adds 4. )
Defense Rating
This indicates the ability to withstand an attack.
It is calculated as an accumulation of: Level, Finesse, any applicable skill levels (Dodge, Block, Shield, etc), total of all equipped armor ratings, and any additional bonuses.
For example, a level 5 adventurer (+5) has a Finesse score of 7 (-1) and is at level 3 with their Dodge skill (+3). They wear leather armor and boots (+6, +4) and have a ring that gives a defense bonus (+3). They receive a Defense Rating of 20 (5+3+6+4+3-1).
Attack Rating
This indicates the ability to deliver an attack.
This calculation depends strongly on the weapon used. Depending on the weapon, the Attribute Score may be Vigor, Finesse, or an average of the two. For example, a mace would use Vigor, a bow Finesse, and rapier the average of Vigor and Finesse.
Additionally, Weapon Skill Levels can be accumulative. For example, if a player has both Swordcraft and Blade Art (both skills that develop the use of a sword) the two skill levels are added together in the calculation.
Attack Rating is calculated as an accumulation of: Level, Attribute Score, Weapon Skill levels, rating of weapon used, and any additional bonuses.
For example, a level 5 adventurer (+5) has a Vigor score of 10 (+2) and is at level 3 with their Ax skill (+3). They use a hand ax (+6) and have a garter-belt that gives a attack bonus (+3). They receive a Attack Rating of 19 (5+2+3+6+3).
Spell-Casting
This indicates the ability to cast a spell.
Spell-Casting and Attack Rating is very similar, with the one major difference being that the calculation is also used when not attacking. For example, a healing spell would receive the same modifier as a fireball.
This calculation depends strongly on the nature of the magic used. Depending on the spell-caster, the Attribute Score may be Intellect, Harmony, or an average of the two. For example, a Trickster-Mage would use Intellect, a Shaman would use Harmony, and Dark Acolyte would use the average of Intellect and Harmony.
The Spell-Casting bonus is calculated as an accumulation of: Level, Attribute Score, level of the skill the spell is derived from, rating of casting tool used if any (staff, rod, etc), and any additional bonuses.
For example, a level 5 adventurer (+5) has a Harmony score of 10 (+2) and is at level 3 with their Storm skill (+3). They use a staff (+3) and have a nipple-ring that gives a casting bonus (+4). They receive a Spell-Casting bonus of 17 (5+2+3+3+4).
Magic Resistance
This is similar to Defense Rating but rarely used. Certain beings (for example, wyverns) have a natural resistance to spells and it is possible by various means for a player to acquire it as well. This gives an additional modifier (accumulates with Defense rating) to any spells cast against them.
There is no set calculation because it is based on the conditions the monster or person receives the resistance and not on skills or attributes.
Application
When to opponents face off in battle, the Attack Rating of the attacker is matched against the Defense Rating of the defender. If the Attack Rating is higher than the Defense Rating, it is added to the base damage. If it is the same or lower, only the base damage is done.
For example, the attacker has a rating of 30 and the defender has a rating of 24. The attacker strikes and based on the dice roll does 8 points of damage. A total of 14 points will be dealt to the defender. Or if he attacker has a rating of 24 and the defender has a rating of 30. The attacker strikes and based on the dice roll does 8 points of damage, only those 8 points will be dealt to the defender.
NOTE: Critical hits are calculated on the damage including the Attack bonus.
Spell-casting follows the same formula accept when the spell is beneficial, such as a healing spell. In those cases the Defense Rating of the person receiving the spell is not factored in. But because the rating is designed to modify combat and is expected to be countered by a Defense Rating, the caster only gets one fourth of the bonus on such spells. For example, a healer has a Spell-Casting rating of 30 and casts a spell restoring 8 points of Life Force, a total of 16 points will be restored (8+(30/4=7.5 rounded up)).
These are my personal notes on the creatures that the characters have faced so far and the experience players get from killing them. This is up to date as of tier 1.43 and may contain spoilers if you haven't rad that far.
Notes: Critical hits score double experience. Shared kills divide experience equally among participants.
Type Level Experience Gained
Bandits Various 150/per level
Bandit Warlord Various 150/per level
Boggles 3-6 100/per level
Boggles (Demented) 5 600
Bugbears 1 60
Dogs (Large) 1 20
Goblins 2-6 100/per level
Minotaur (Demented) 8 1000
Mold (Giant) 6 600
Rats (Giant) 1 50
Roc 5 500
Skeletons 3 250
Spiders (Large) 3 300
Troll (Cave) 8 800
Troll (Mountain) 10 1000
Wolves 1 40
Wyvern (Trippy) 12 1500
great story author love the unique take on the genre and the mix between the great characters and fun adventure and the psychological horror elements are great. Interested to see how it develops and love to see that you update at your own convienence. Some people are obsessed with once twice thrice a week but you see so many stories like that abandoned on this site. Stick with it but write the story you wanna write at a comfy pace.
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Okay, so this is smut, pure and simple. I don't know why the author bothers to put content warnings in front the chapters with s*x in them, as it feels like they far outnumber the rest. But what is there is good. So, if smut is what you are looking for, this has got it.
This story features a shifting first-person narrative between a party of (eventually) eight individuals. Pretty much every chapter is from a different perspective and that often becomes disorienting to the detriment of the story. Quite often, I found myself having to refer to the chapter title in order to understand who the narrator even was, and if I did not have that reference, I would have no way of knowing. Frankly, the author would have been much better served using a third-person limited style.
The draw of this story, however, is in the fact that there is an AI which
is slowly transforming the people within its game-world, both mentally and physically, to the point where they aren't even sure who they are anymore and would have serious second thoughts in returning to a reality where their body and mind is no longer what they perceive as their own.
As to sheer writing skill, I will say it is a little spotty, both in terms of grammar and scene construction, but it is still quite readable unless you are super picky. I will say that sometimes, I found myself skimming sections toward the beginning where the author spent a little too much time talking about loot drops. Usually because found items were often discarded and upgraded and what with the sheer number of characters, it was next to impossible to keep track. However, this problem mostly goes away after they exit the first dungeon area.
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