The Ryukaze

An adventuring and sometimes vigilante Clan flying around the world seeking to protect the innocent and if need be avenge the dearly departed while acting as a haven for those with supernatural lineages or power who seek to do good in the world.A 21+ Mature Roleplay Free Company on Mateus Server located at Shirogane Ward 3 Plot 43

About Us and our Rules

In Character
The Ryukaze Clan is a clan dedicated to defending the innocent and if need be avenge the dearly departed. Named Wind Dragon in Hingashi,the clan was formed over 500 years ago from a mixture of Xaela of the Dotharl, Orl, Ejiin, and Kha tribes who left the Steppe as well as Samurai and farmers from Hingashi. The clan prides itself on their martial prowess especially in hunts against monsters ranging from vile voidsent, yokai, monsters, and even a dragon here or there. Being one of the Tozoma or outside clans, the clan has a rumored history of being a haven for those deemed cursed or supernatural. The clan is also a clan known to be welcoming of outsiders called ijin from abroad as well.
The clan has recently begun rebuilding after various conflicts while preparing for the future, the Ryukaze is based out of the Tatsu Mountains in Hingashi. It is led by its new but proven Daimyo Demetrius Dotharl whose seat of power is the Ryu no Kitsune Castle; an airship known abroad as the Dracofox. The Moving Castle serves as both home and a symbol of the clan’s namesake.Secretly the Clan also acts as a haven of sorts for those who were born or turned into monsters who wish to use their abilities for the greater good. Mortal, Half Voidsent, Heretic, Auspice, or Yokai, if you seek to do some good in the world you can find a home within the ClanOut of Character
We are a 21+ Free Company that is a bit lore bendy. As long as it makes sense in the universe and isn’t overly overpowered we'll allow it. We are here to rp and if there is an interest do content together and all around hang out and have some fun.
The FC is inspired by things such as Bleach, Devil May Cry, Shogun, GOT, the FF series(Vlll, Xlll, XIV, and XVl), Vampire the Masquerade, Fire Fly, and Howls Moving Castle. We cater to those looking for dark and mature adventure, political intrigue, combat, investigative, ongoing story, character advancement, and slice of life roleplay. Players can be on the upper level on the power scaling cause this FC is also about giving players a we are Big Damned Heroes vibe while still staying down to earth.We got a few FC Rules mostly the standard stuff really:**1. Be respectful of your fellow players. **
We’re all here to have fun, so please be respectful and considerate of others. Members who harass or hurt other players, venues, communities, or FC's may be removed. This includes posting overly offensive comments or pictures in the Discord.
**2. Non-Discrimination Policy **
The Ryukaze will not tolerate any form of racism, sexism, homophobia, transphobia, biphobia, anti any religion, or any other form of discrimination or discriminatory practice. Ideologies that promote OOC hate and violence are not welcomed here and will get you a swift kick from the discord and fc.
3. Real Life Comes First
Real life happens please respect people's time and their real life obligations. If you are planning on running an event and need to cancel please let people know, and if there is an event you said you'd be there for please let the DM for the event know you can't make it if plans change.
**4. Practice Roleplay & Discord Etiquette. **
Be considerate of other roleplayers when engaging with them on an IC and OOC level. Do not troll. When you are a member of this FC you are a reflection of everyone in the FC a whole. Further, if you are a guest to our server, you are expected to uphold all of the above standards, and you are expected to behave responsibly. Inconsiderate, abusive, or rude behavior will not be tolerated.
5. NSFW Screenshots, Art, and Story Spoilers
Please keep those spoil tagged thanks.
6. Have Fun!
We are all here to have fun in FFLand To that point this FC is friendly to most character concepts and lorebendyness so long as it make's sense in universe and what the FC does ic. If at any point you are in a disagreement with another member please talk it over in DM's and if need be ask an officer to help mediate. We are all responsible adults here.
7. FC Rooms
Please Note if you intend on getting an FC room please decorate it. We'd like to not have any empty rooms if at all possible. We want the airship to look lived in and we encourage everyone to make their own space.

RP System

The goal of the Ryukaze FF14 RP system is to give player characters and bosses some defined traits while also granting the player and DM customization of said characters to add to their rp and grant them a shift in more successful odds to their rolls. We all want to be cool, but we all can't be invincible after all.This system is intended for use with a 1d10 in mind.This RP system has no levels and each player gets all their max stats, skills, class, and role bonuses from the start. Boss characters will also receive full character sheets as well with some added bonuses to spice up combat. Bosses HP pools are also their starting HPx the amount of players at the start of the fight.Actions/Combat:Each round will consist of player actions and then enemy actions or vise versa depending on the situation. Each player can emote or in voice declare and describe their active action on the Players turn and roll either before the emote or after.Player Actions: Each Player has one active action per round to attack or heal, and the ability to do up to two reactive or non combat actions per round.Attacking and Defending: Players (and bad guys) may attack on their turn. They will do a 1D10 roll + physical or magical Modifier vs the Targets 1D10+Defense Attribute. The Winner of the roll either deals Damage to the target, or avoids Damage altogether. If the attack hits the targeted player or npc subtract their defense+roll from attackers Attack roll and modifier to determine how much damage they take.If the Attacker Rolls a Natural 10 and the defender isn’t also able to roll a nat 10 then the attacker is able to activate their Limit Break.If the defender rolls a Natural 10 and the Attacker doesn’t roll a nat 10 then the Defender activates their Defensive Limit Break.Finally if both attacker and defender tie on a roll they enter a clash which ends when one of them rolls a d10 that is higher than the other’s without a modifier. A clash ends once a winner is determined.Healing:Roll a 1 D10 + Magical or Knowledge Modifier to heal yourself or a target of your choosing..Barriers: For a Barrier you may roll a 1 D10 + the Magical modifier to apply Temporary HP to yourself or another based on your roll.Stuns: When attacking you may roll a 1D10 + Physical or Magical Modifier to stun your target for one round rendering them unable to do any physical rolls till your next turn.HP: 20
Defense: 1
Physical: 1
Knowledge: 1
Social: 1
Magical: 1
Skills:Traits:Limit Breaks:Airship Role:Stats: Each player will be able to invest a +4, 3, 2, and 1 into Defense, Physical, Knowledge, Magical, and Social attributes. These Attributes determine your modifier used for combat and situations outside of combat. Attributes are capped to +6 (Traits included) (bonuses from allies are not counted as part of the cap).Skills: When you take a general skill you gain +2 to the roll as well as being able to apply one of two modifiers to the roll as well. If you don’t have the skill it is just a flat roll. Each player is allowed up to Five Skills, plus 1 skill for each point of Knowledge you have.Animal Handling (Physical, Social): Determines whether you can calm down an animal, keep a mount from getting spooked, or intuit an animal's intentions, This is a non magical skill.Athletics (Physical, Magical): Athletics reflects a broad category of physical training and ability. It covers sports, and basic physical tasks such as running, jumping, dodging threats, and climbing.Deception (Social, Magickal): Determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.Insight (Social, Knowledge): Insight represents your character’s ability to read and understand, predict, and or determine another’s feelings, motivations, and next move. This helps discern moods, or read deceptive behavior in discussion.Investigation (Magical, Knowledge): Investigation is your character’s skill with solving mysteries, tracking something, and putting together puzzles. It reflects the ability to draw conclusions, to find meaning out of confusion, and using lateral thinking to find information where others could not.Intimidation (Physical or Magical): Intimidation reflects your character’s ability to influence others’ behavior through threats and fear. It could mean direct physical threats, interrogation, or veiled implications of things to come.Larceny (Physical, Magical): Larceny covers intrusion, lock picking, theft, pickpocketing, and other (generally considered) criminal activities. This Skill is typically learned on the streets, outside of formal methods. However, stage magicians and other entertainers learn these skills as part of their repertoire.Lore (Knowledge, Magical): Lore is the ability to know about a place of reference or identify a magical item and know it’s history, religion, anything of importance when it comes to the area or magical items.Machinist (Physical, Knowledge): Machinists are great at using machines or beating them up to get results when it comes to fixing them or making it work. This skill also covers hacking and hotwire vehicles or allegan orbs and such.Perception (Magical, Knowledge): Lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are bandits lying in ambush on a road, thugs hiding in the shadows of an alley, traps, or candlelight under a closed secret door.Perform (Physical, Social): A skill used to influence or distract a crowd through a variety of song, dance, acting, storytelling and even writing. It’s about influencing a person through emotions rather than through logic or deceit.Persuasion (Social, Magical, Knowledge): Persuasion is your character’s ability to change minds and influence behaviors through logic, fast-talking, or appealing to a positive desire. Examples of persuading others include convincing a Retainer to let your party see their lord, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.Stealth (Physical, Magical): The Stealth Skill reflects your character’s ability to move unnoticed and unheard, or to blend into a crowd. Every character approaches Stealth differently; some use distraction, some disguise, some are just hard to keep an eye on. If you land an attack from stealth roll double damage. If you try to restealth while in combat, roll at disadvantage.Traits: Traits are abilities or passives that your character has learned, trained for, magical items, or inherited from their bloodlines. Each character is allowed10 Traits from below with the option to make 2 of those 10 traits a custom ones. Remember stats by yourself can’t be buffed past +6. Custom Traits will require approval from the FC lead or an officer. (During testing period new traits will be added to the list below)Echo: Gain the ability to see a vision from a plot induced headache for one turn, Also you lose the ability to act that turn. Also gain the ability to be immune to being tempered as well as one custom ability.Intercept: You may aid a friend by intercepting the damage intended for them and depending on your roll against the enemy attacking your friend you also either avoid the damage or take half of it.Emotional Support: You can use your action to buff up a friendly with a +2 modifier to increase one of their stats in and out of combat.Bound Weapon: You can summon a weapon to your person and that item will grant a +1 to one of your stats of your choosing. Furthermore it may also have one ability attached to it. This weapon can be summoned whenever by the player as well.I AM MY EDGE!: You can sacrifice 5 HP to gain +5 on an attack roll. This HP is unrecoverable for the rest of the night.Last Stand: Once a night if your HP drops to 0 you can continue fighting for one more turn. If at the start of your next turn you are still at 0 HP, you go down.Revival: Once a night you can revive a downed player with your turn. You can also roll a 1D10 to see how many hit points they return with.Lucky: Twice a night you can do one reroll, but each time you reroll the DM can negate one of your other rolls to be a nat 1. Afterall sometimes our luck runs out…Toughness: You’re pretty durable and tough so here have 8 extra hit points.Elemental Resistance: You may pick an element (Fire, Earth, Wind, Water, Ice, Lightning) and if you are hit by said element you take half damage instead of full damage. You may take this trait multiple times but you can’t double up on the same resistance multiple times.Immunity to Mind and Emotional Control: You are immune to those sort of spells and magical influences. But that doesn’t mean what you are thinking and feeling are hidden…Silver Tongued Scoundrel: Gain advantage on your rolls when it comes to persuasion or deception rolls.Go beyond: Your result is 10 and Crits for any Physical or Magical Skill rolls. Can be used once a night.Lifesteal: Regenerate your HP when you land an attack, but if you choose to regen HP you forgo your modifier for your roll and use just the flat roll.Resist Stun: You may roll at advantage to resist a stun attack used against you. If you are stunned when it’s your turn you may roll again against the attackers initial attack + Modifier to break the stun.Mass Barrier: You may cast a mass Barrier. Roll as if you would for a normal barrier spell. But now you divide the Temp HP among whomever you want including yourself in the party.Skill Expert: Pick one skill that you have and roll with advantage. This Trait may be taken multiple times.Melee Master: Add +1 to your Defense and your Melee Attack Rolls when in melee combat.Sniper: When using a ranged attack Deal Double Damage once per night.Mass Heal: You may Cast Mass Heal. Roll as you normally would roll when healing someone or yourself but, distribute the final number among those you wish to heal.LIMIT BREAK: When you roll a nat 10 you can use your limit break. A limit break by default turns your roll from a 1D10 to a 1D20 and doubles the modifier you are using. Each player is encouraged to make a combat, defensive, and a social/out of combat limit break for their character. Limit Breaks will need approval from the FC Lead or an Officer.Airship Combat:
Airship Combat is like normal combat only the crew works as a team to take down their target or escape. Over time the Airship will gain additional enhancements though some equipment may be one use or damaged during combat. Each Crew member has two turns per round to attack with the armaments aboard the ship, make in-flight repairs, or if piloting use evasive maneuvers.
Turns are Airship vs Enemy with a roll to determine which side goes first. When it’s the Dracofox or another allied airship’s turn everyone may emote what they are doing. Pilot may act on enemies' turns.Airship Roles: Airship Roles grant the player a modifier to any rolls involving airship combat or navigation through treacherous elements. Players may pick up one of these Roles.Piloting: Pilots are able to use this Role to maneuver the airship through combat or bad weather and even find out where they are potentially if lost. Add your normal of magical attack modifier to Ramming Rolls and use the airships threshold/shield roll for defense rolls. In addition a Pilot may use the thrusters or a barrier twice per night for evasive maneuvers or to increase ramming capabilities (gain advantage on rolls). They also have advantage on rolls when determining where they are if lost.Engineer: the Engineer skill allows the player to heal the Haul of the Airship and its shields while in the midst of combat. NOTE: Yes some of the crew can help repair the airship after combat without any advantage. They can also sort through scavenge for other airship upgrades. Gain a +3 to “healing”/repairing the airship during combat, and roll with advantage when looking at loot to determine if anything can be used for the airship. Use a 1d10+Physical or Knowledge +3 to repair the Ship.Gunners: Gunners man the cannons, lasers, harpoons and what have you. Gunners have the ability to use two actions to carpet bomb targets on the ground. Gunners also have the ability to use special ammo granting them that ammo’s bonus effects as a result. Use a 1D10+Physical or Magical when attacking with Guns. Add a 0 at the end of your damage done.

The Crew and Clan

Demetrius Dotharl

Demetrius Dotharl
Lord of the Ryukaze, Captain of the Dracofox, Half Voidsent Dark Ronin, Adventurer, Dragon Rider, Freelance Blacksmith, and Voidsent Hunter, Husband of Lady Lakaera Riverthorn of the Shinbon Clan, and Kasumi Dotharl

S'eraphina Farlane
Chief Engineer, Wholesome Cheerleader, Expert Shooter, Gil Goblin, Mischief Maker, Owner of the Moonsugar Bakery, inventor of various weapons, emotional Support Miqo’te, Menace to Doors.

The Dracofox
The Dracofox is both Dem's moving castle and home for the clan as well as an assault class airship made from a broken down castle, Allegan, Garlean, Lopprite tech, and a bit of magic. It's durable, maneuverable, and got a bit of speed with the ability to travel by air, land, and sea while also having a mecha form.
The ship has three decks within with the top deck serving as the bridge. The middle deck serves as the living quarters for the crew and clan. The bottom deck serves as a bar, stage, and fight pit.

ConnectionsThe Ryukaze is currently recruiting people who want to join a group who loves rping adventure and political intrigue within an airship and clan setting.Most of the time Roleplay Main Storyline events will be set in the evenings on Wednesday 8 PM EST (6 PM MST). Pick up RP can happen at any point. As for the Venue that is still all a Work In Progress.if you wish to join the clan and have an agreeable and upbeat attitude and like to nerd out like us you can send a message in game to Demetrius Dotharl and of course message Dem on discord at Demetrius7777. You can also apply to the FC in game by clicking the sign board as well. Thanks for taking the time to look things over. We look forward to hearing from you!