The Hunters of Castrum Venator

"The Void encroaches and we stand vigilant"

"The Hunters" as we are known

We are a faction of Void Hunters operating within the confines of Hydaelyn, primarily in the northern regions of Coerthas and Dravania. But, as Hunters, we are not limited to the cold — Our reach extends to the whole of the star.Here at Castrum Venator, bounties are undertaken, job requests are filled, and we operate to protect the city-states and their surrounding regions from the encroachment of the void and its supplicants.With heavy roots steeped in the culture of Garlemald,
much of the Northern Branch at Castrum Venator is heavily influenced by the Techno-Militaristic faction. Outfitted by Garlean engineers, our Hunters are provided with only the most high quality weapons and armor. For anyone seeking the assistance of the Northern Branch, they need only to reach out
— for only the Hunters protect those who cannot protect themselves.

Hunters of The North

CRYSTALMATEUS ● Pacific Time Zone
Castrum Venator ● Empyreum ● W13 - P30

OOC

<HN-RP> is a Galrean-themed Free Company (FC) located on Mateus, but we have a community across the shard. “The Hunters of the North '' is considered to be an 18+ aged FC, as some roleplay stories can dip into more graphic content pertaining to the brutality of the voidsent.

ALL RP Themes are welcomed into the FC, as long as you ascertain consent from present parties. As a community, we host frequent IC and OOC Events, including gaming and movie nights.

Rules, Recruiment, and comraderie await.
Your first step is to enter our Discord link below.

Primus

Rausvas "Red" Kanasazi

The Leader of Castrum Venator.

Invictus

Bishop Dark

The Second-in-Command of Castrum Venator, answering only to the Primus themself. They handle part of the leadership responsibilities IC-ly on behalf of the Primus.

Hunter Ranks

TRIBUNUS:The Officer Corp, those with special privileges including events and campaign missions. They are also in charge of introductions for new members to turn them into hunters. More often than not, the Tribunus will lead Hunters into battle.

CAPTAIN:Junior Officers of the Hunters, those with special privileges during events and campaign missions. They are also in charge of introductions for new members to turn them into Hunters. Captains will lead their squads on smaller missions and stand on the precipice of joining the Officer Corps.

CENTURION:The highest rank-and-file rank, reserved for squad leaders and those who are interested in hosting their own events. On an IC level, these members show dedication, show leadership ability, and are willing to step up and assist the Tribunus in mentoring new Hunters.

COHORT:Proven fighters, dedicated hunters. Veterans of their craft. They are reliable, and versatile fighters that make up the spirit of the cohort venator.

LEGIONNAIRE:Hunters, members of the rank-and-file. They have pushed past recruitment rank and joined the organization full-bore. They are eager to prove themselves, and they are the lifeblood of our organization. We would be nothing without our legion.

VELITES:Basic, raw recruit. The uninitiated new member. The beginning of your path to progression within the organization.

Voidsent Ranks

ARCHON:The Officer Corp, but of our voidsent recruits, those with special privileges including events and campaign missions. They are also in charge of introductions for new members to turn them into hunters. More often than not, the Archon will lead Hunters into battle.

SANCTUS:Junior Officers of the voidsent, those with special privileges during events and campaign missions. They are also in charge of introductions for new members to turn them into voidsent. Captains will lead their squads on smaller missions and stand on the precipice of joining the Officer Corps.

SOVEREIGN:The highest rank-and-file voidsent, reserved for squad leaders and those who are interested in hosting their own events. On an IC level, these members show dedication, leadership ability, and provide support to Archon in mentoring new voidsent as fellow hunters.

BLACKGUARD:Proven voidsent, dedicated hunters, and veterans of their craft. They are versatile fighters, reliable comrades that make up the demonic spirit of their cohorts.

LISTENER:The rank-and-file among voidsent, who have pushed past recruitment rank and joined the organization full-bore. As voidsent, they are met with suspicions, and must prove themselves. Their rank shares progression with the Legionnaire.

SERVITOR:Basic, raw recruit. The uninitiated new member, but a voidsent. The beginning of your path to progression within the organization.

test

Castrum Venator:
Combat System

General Info

Rolls & Damage ValuesHow much damage am I dealing?Roll a d20:
1-5 = 1 damage
6-10 = 2 damage
11-15 = 3 damage
16-18 = 4 damage
19-20 = 5 damage crit

Flanking Bonus
Any Hunter that manages to strategically position themselves on either the flank or rear of an enemy's position may roll again for each of their attacks, using the highest roll value as their attack roll.

Limit Breaks
Hunters may be assigned into smaller groups, in the event which any member of their assigned group rolls an 11 or greater - All players in that group will deal double their damage or healing for that turn.

Horde System
Roll a d6, and the number you get is the number of enemies you can kill. Pure and simple.
Please note that this system is designed to be used when the Hunters face overwhelming numbers of foes, but each individual enemy isn't necessarily all that strong. This will allow our DM's to prepare encounters in which our players face large numbers of enemies without having to worry about overwhelming them. Also note that in this system role/rank/factio, bonuses do NOT apply.

Hunters Stat Sheets
[TBD - WIP]
(We are open to any suggestions! - There's a general idea of how we want to design this part, but if you have ideas, we are more than willing to hear them. Shoot a DM to any of our FC Officers to start a discussion today!)

RANK BONUSES
[TEMPORARY]
(Does NOT apply to Horde System attacks or Dueling Systems at this time - Hunter Stat Sheets will replace the Rank Bonuses once details are hammered out, so this part is still a WIP)Velite/Servitor: +0 to all rollsLegionnaire/Listener: +1 to all rollsCohort/Blackguard: +2 to all rollsCenturion/Sovereign: +3 to all rollsCaptain/Tribunus/Archon: +4 to all rollsInvictus: +5 to all rollsPrimus: +6 to all rolls

Castrum Venator:
Combat System

DUELING

Please note that this system is only to be used during friendly duels such as during tournaments, sparring matches, etc. Also note that any bonuses used in other systems such as rank, role, or faction bonuses will NOT be applied here.

Each player will start with 3 HP each, and roll a d20 for initiative - highest roll decides whether they wish to attack first or second, and in the event of a tie, simply reroll.Once combat begins, players can choose to either roll or emote first - doesn't matter which, though it's recommended to roll first, allowing more freedom in writing your emotes. You'll know ahead of time whether your attack lands successfully, after all. Even so, please be sure to write your emotes as attack attempts, and allow the other player to write how they defend/evade/take the hit and suffer damage. WE DO NOT AUTOHIT HERE. This applies not only to this system, but just about all of our systems. There is to be no godmodding and no metagaming, no exceptions.Anyhow, on to the mechanics of the actual duel - each player will roll a d20, one for attacking and the other for defending. In the event of a tie, ties go to defender. Make it seem close, of course, you barely dodged/blocked/parried the incoming attack, but you managed to avoid taking damage all the same. Each successful hit deals 1 damage, and you take turns from there (i.e. After Player A attacks, then it's Player B's turn to attack, so on and so forth). All in all, this is by far the simplest of our systems and should be easy to grasp and understand. Even so, if you have any questions, feel free to send a DM to any FC Officer.

____________________________

Please note that this system is only to be used during friendly duels such as during tournaments, sparring matches, etc. Also note that any bonuses used in other systems such as rank, role, or faction bonuses will NOT be applied here.Each player will start with 3 HP each, and roll a d20 for initiative - highest roll decides whether they wish to attack first or second, and in the event of a tie, simply reroll.Once combat begins, players can choose to either roll or emote first - doesn't matter which, though it's recommended to roll first, allowing more freedom in writing your emotes. You'll know ahead of time whether your attack lands successfully, after all. Even so, please be sure to write your emotes as attack attempts, and allow the other player to write how they defend/evade/take the hit and suffer damage. WE DO NOT AUTOHIT HERE. This applies not only to this system, but just about all of our systems. There is to be no godmodding and no metagaming, no exceptions.Anyhow, on to the mechanics of the actual duel - each player will roll a d20, one for attacking and the other for defending. In the event of a tie, ties go to defender. Make it seem close, of course, you barely dodged/blocked/parried the incoming attack, but you managed to avoid taking damage all the same. Each successful hit deals 1 damage, and you take turns from there (i.e. After Player A attacks, then it's Player B's turn to attack, so on and so forth). All in all, this is by far the simplest of our systems and should be easy to grasp and understand. Even so, if you have any questions, feel free to send a DM to any FC Officer.

Castrum Venator:
Combat System

Roles

Please note that these bonuses will only be applied during one of our RP events, and will have no impact outside of this Free Company nor in any duels.

TANK
Hunters choosing to specialize in defense, are bold and fearless protectors who often lead the charge against hordes of voidsent on the frontlines of any encounter.

Starting HP: 7/7Role-Specific Roll Bonus: +2 to all defensive rollsRole-Specific Abilities:Intervene:
Allows the tank to intercept all incoming damage targeting another player,
-1 due to their added defensive capabilities
Provoke and Guard:
Gain an additional +2 to current HP and taunt the target, taking all incoming damage instead (necessary for defending against tankbusters)

DAMAGE DEALERSHunters that to specialize in offensive tactics and weaponry. These skilled fighters have a myriad of different methods of eliminating their voidsent quarry, unleashing death and destruction in equal measure.

Starting HP: 5/5Role-Specific Roll Bonus: +2 to all damage dealt, NOT roll
(Please note this affects actual damage dealt, not your roll)
Role-Specific Abilities:Bloodlust:
Augment your next attack, adding +1 to your attack roll - this affects your roll, not necessarily your damage dealt (Limit once every 3 turns)
Overdrive:
Double the damage dealt by your next attack (Limit once per event)

HEALERSHunters who choose to specialize in medicine or other restorative magicks. Often found at the rearguard or surrounded by defenders, their focus is on keeping their allies alive and kicking despite the threats they face.

Starting HP: 5/5Role-Specific Roll Bonus: +2 to all healing spells/skills/shields
(Only applies to AOE healing spells/shields)
Single-Target Healing: Roll a d2, and heal for the amount rolledAOE Healing: Roll a d20 to determine the number of player(s), so
you can heal +2 from your role bonus and heal each player +1HP
Role-Specific Abilities:
Hunters Never Die:
Revive a fallen comrade at 1HP, but if limit break conditions are met,
revive all fallen comrades at 1HP instead (Limit once per event)

HEALER Sub-Class:
Restoration Healer

Role-Specific Abilities:Regen:
Cast a healing spell/effect on a single target that restores +1 HP over time for 3 turns
(Limit once every 3 turns)
Mass Regen:
Cast a healing spell/effect on a number of targets,
determined by your roll that restores +1HP over time for 2 turns
(Limit once every 4 turns - cut your roll in half to determine number of targets)

HEALER Sub-Class:
Barrier Healer

Role-Specific Abilities:Shield:
Place a magicked shield/barrier device on a single target,
worth +2HP that lasts for 2 turns (Limit once every 2 turns)
Mass Shield:
Place a magicked shield/barrier device on a number of targets, determined by your roll worth +1HP that lasts for 2 turns (Limit once every 3 turns - cut your roll in half to determine number of targets)