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#1702416 Sanctuary [OOC]
Posted by The Illuminati on 13 January 2016 - 12:00 PM
#1706330 [OOC] DANMACHI
Posted by Unbelievably Majestic on 19 January 2016 - 03:46 PM
#1704112 [IC] Genesis - A Re: Monster RP
Posted by Unbelievably Majestic on 15 January 2016 - 03:44 PM
Patch
Morning was hungry and Patch was rocks. Or his stomach was rocks. Or ate rocks. Whatever the case, Patch decided he didn't like rocks. Never again would he befoul his mouth with rocks. One more insult from the rocks and he would refuse to let them touch his skin at all too. It might make living in a cave difficult, but Patch didn't think that far ahead.
In a fury he put his fist through the time-weakend surface of the cave wall once more, roaring out in anger. Something that, from a three day old Goblin didn't actually sound all that impressive. He stamped his feet as he looked around, hungry, angry and looking for something to kill. All he saw was other Goblins. He couldn't eat those, could he? Probably not. After all he was a goblin, and he couldn't eat himself. So surely he couldn't eat other goblins. This annoyed him. All he saw was Goblins and his new mortal enemy, rocks...
And then he saw the cave entrance.
Maybe there was something that was... not in the cave? Was there a not-cave place? It seemed mad. Insane. It seemed just crazy enough that he should maybe try eating rocks again and double check he hadn't imagined them not working for food. But he wouldn't try again. Never again. He had sworn vengeance against the rocks many long seconds ago. They would get no second chance.
He muttered and grumbled something about killing rocks and not-caves as he walked across the large room he had never yet left. It was time. Time to find out if he was just crazy. Time to find out if there was such a thing as a not-cave place! Time for food! "FOOOOD!" He roared as loudly as he could and ran full speed out of the cave.
OOC:
Name: Patch
Age: Day 3
Gender: Male
Race: Goblin
Appearance: His skin colour is a muddy green, uneven with darker and lighter patches all over. One large darker spot over his right eye earned him his name. His eyes are a deep reddish-orange in colour. His ears are a little larger than your average goblins, with pointed tips. His finger nails are a deep brownish-red colour, though some of that may just be dried blood. For someone who has only been living for 3 days there are a surprising number of small scars and healing cuts on his body from fights and falls and various scrapes.
Level: 1
Personality: Patch isn't very smart. In fact, most would be surprised to learn he has any inner thoughts at all. He is ruled by emotion and instinct. If for half a second he feels like he might like to do something, he'll already be on his way to doing it. This makes him very unpredictable to those around him. What people do know is that he loves a fight, seems to have a never ending appetite for new foods, especially meat, and unless you want your neck bitten out, is not someone you should sneak up on when he's asleep.
Talent(s):
- Bare-handed Fighting - Patch seems to have been born into the world with a great love of, and gift for, unarmed combat. He fights in a brutal style, using his teeth and nails as much as his fists and feet.
- Senses - Patch's senses are very fine tuned. He can smell, hear, see, taste and feel better that your average goblin. This is where his love of food comes from. It's also why he's hard to sneak up on.
Skill(s):
- Dark Eye - Allows one to see more effectively in the darkness. (Passive) E-Rank
- Absorption - A monster specific skill. This skill allows monsters to gain the skill(s) of the creatures they devour. The amount of skills gained in this process is limited to a 6 time usage. Choose your stolen abilities wisely. Uses will reset to 6 upon Ranking Up regardless of the amount you have used. (Remaining Uses: 6)
Inventory:
#1668316 Reverence: Venerated [OOC]
Posted by El Phantom on 20 November 2015 - 01:34 AM
The Frinians were the first of five warring forces to be destroyed by the Iconoclasts.
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Elemental Magic
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Neutral Magic
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Healing Magic
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Seals
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Safeguard Magic
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Necromancy
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Dark Magic
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Forbidden Magic
Central Icon: An innovation found from almost every Sage Civilization ruin found around the same time around the world, also known as an Eidolon, though Eidolons have become a blanket term. Kouryang was the first to weaponize it as an army banner kind of usage. Eventually they managed to turn it into a blanket of buffs, giving their troops an advantage in combat over their enemies. The Central Icon uses priests to pray to it, powering it with their faith, and then spreading the blessing over the allied armies. It has many types of uses though, here are their many uses.
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Army Buff (and sometimes single-buff, and create one super unit instead of many improved units)
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Giant Dome Shield
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Holy Retribution (like sending the power of the weather against the enemy)
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Summoning great beasts to fight alongside.
Demonic Power: ///no recent records, research in progress///
[Appearance]
WHAT IS AN ICONOCLAST?
"When the gods step upon this land,
of false gods
CHARACTER CREATION IDEAS
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Magidroid Scientist who fights alongside a personal Magidroid.
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Airship captain. Pirate or otherwise. (Requires you to be Kouryang if it is a war airship)
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Frinian Knight with Spirit Avatar.
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Raelinian Wyvern Rider, magic knight rider, or knight rider.
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Lorainian sniper.
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Yamato War Suit user.
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Yamato also do indeed have ninjas.
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Dogma user (you will be required to make a new god to pray to though)
- Diabolical Rhapsody, I-Am-X, Imnostrong and 2 others like this
#1632077 [OOC] Mystery Busters!
Posted by Unbelievably Majestic on 19 August 2015 - 04:46 PM
Tiny-Clamor at night.
(Fun fact!: That's me and my sister in the photo! We're by that cool tree on the edge of town! Sorry for the blurry-ness, I accidentally used the big-foot camera. I know, rookie mistake, but we'd been looking out for him and I got them muddled up. Sorry! >.<)
WELCOME INTERNET TRAVELER! You have found the super secret online headquarters of The Mystery Busters! Home of the weird and wonderful! Provider of FREE* magical powers and objects! Have you got a supernatural, sci-fi, fantasy or even imaginary, problem? We can solve it! And we will! Also we are always looking for new recruits so, as my stock broker cousin says, if you are interested then get inter-invested!
(Notice: The name is still under consideration. Send any suggestions in and we'll take a look through them. Thanks!)
*Free magical powers may, technically, be free but sometimes might have hidden clauses and loopholes. Often free powers come as a package deal with curses or cursed objects, sometimes magical ailments. Powers returned within a week are entitled to a no hassle, money back guarantee. But after one week we reserve the right to give you loads of hassle about wanting a full refund on your free magical powers, potions, miniature deities, cursed objects, etc. This is to make the whole experience just a little bit more fun for us, customers aren't the only ones who should get to complain.
Click here to enter! If you dare! SPOOOKY SPPOOOKY!
*Click* [Profile Picture] Username: Username: Grand Myster Username: Grand Myster GrandSyster ~ Tess [Best sister I've had in years!]
This was taken when me and William went back in time! We visited some vampire hunters down south and stopped a bad guy. That was a fun day. Username: Grand Syster
Hey-ooo! Welcome to my forum! I am the Grand Myster (Like Mystery crossed with Buster! Ha!) of this fine little community! You can call me William if you'd like, because William is my name! (Don't tell anyone though because names have power and I don't want my name falling into the wrong hands! >.<)
Now that you've been formally welcomed let's get down to business!
If you're here then that means that you, like myself, have noticed some odd happenings in this world. Some things that shouldn't happen. Things that most people don't believe in and would call crazy. But you know you aren't crazy. Just like me. I'm not crazy. Not at all. And don't let me tell you otherwise.
So, I'm here to tell you that it's all okay. You aren't crazy! You just have an open mind and a willingness to accept things as they truly are: weird as heck! It's the world that's crazy! Haha! Take that world! You crazy, round, insane, terrifying, HORRIBLE, BEAUTIFUL MOTHER EARTHER! It's all rown[sfahj!isas~##hbasdkp
Okay. That's enough from him for now. I have taken the keyboard. I am in control now. Things are about to get a little more sane around here. I mean like... Wow. Just look at that stuff he wrote. He's way over-excited for this. Like. Damn. Anyway, sorry. Hello. Allow me to introduce myself. I am Tess, William is my brother. For clarity's sake, on here I'm known as Grand Syster. Though given that it's just the two of us on here, maybe that was unnecessary. Anyway, allow me to explain a little about what we do here.
You see. We are a small organization dedicated to finding and studying the mysteries that are out there. Specifically we focus on the ones out in our home city. Tiny-Clamor. An odd name for a massive city. But it fit better back when the place was new. You see, judging by all appearances Tiny-Clamor is a city like any other. Just another big mess of noise and concrete that's been splashed onto the horizon. But when you take a closer look there's a lot of mystery to be discovered. Like the disappearances in Dark Town, nobody has any idea who or what is doing it. Or the Traveling Shop, an entire building that appears and disappears seemingly at random selling strange things. Or the Mystery Growth down on a tree at the park. That thing is gross.
Anyway. We find strange places and we explore them. We find creepy monsters and we fight them. We discover secrets, conspiracies, magical whatevers and floaty thingy-ma-bobs, and we abuse them for profit! We are going to put things on display! Make a real museum out of it! The museum of weird! We're going to show the world the inexplicable and the magical things they are ignoring, and we're going to squeeze every cent we can from them at the same time! By the time I'm done we may aswell be printing out own f*****g cash! HAHA! Ahem. It's going to be awesome.
Oh, and this forum will be used as a kind of mystery blog type thing. We can talk to each other. Post pictures we manage to snap. Schedule expeditions. Whatever you want really. It can also work as a kind of advertising for the museum! If you want to get involved, and help us get filthy stinking rich, then click the create account button. From there simply follow the instructions my brother set up. Have fun!
Create Account:
This is the empty boring one!
Real Name:
Gender:
Age:
About Me:
Magical Stuff, Powers, Quirks, Items, etc.:
And here's the fun one I made for myself earlier! IT ALSO WORKS AS A TUTORIAL! HOORAY! EXAMPLES!
Put your picture here just like this handsome stud-muffin did! (Thats me! That's what I look like! Don't mind the blood there was an incident with an overly friendly lamp-post. Sometimes things happen! It's fine now.)
Real Name: William. Due to a magical curse I am not allowed to give out my second name. You must guess it. Only if it is guessed correctly can I finally use it again.
Gender: All man baby! Just look at that picture. Why did you even need to ask me this? That's right, I'm talking to you, me in the past who wrote this form. Why did you do it huh? WHY?
Age: Uhh. Like. 700 or something. Probably.
About Me: I'm just your standard, everyday, commonplace, awesome magic type guy. You know? Just all about the fun times and the rocket trails. Also, magic. I love gathering me some more magic to go in my spell book. I've got like a whole slew of magical curses and protections stopping me from revealing too much of my past in such a public place. But you can feel free to tell us all about anything you want here. If you join us you'll be one of the family. You won't need to keep any secrets. You can really spill your beans here, tell us everything and anything you want to about your life, or yourself in general. Maybe tell us about that one hot guy you just saw on the internet and found incredibly attractive. (You can scroll up a little to see him again. Don't worry. That picture isn't going anywhere. You can come look at it anytime you want. I have it as a poster on my wall. Wait. No. That's a mirror.)
Magical Stuff, Powers, Quirks, Items, etc.: All kinds of stuff. Too much to name. But like. Not aging. That's a thing, I have that. And telepathy! Telekinesis. You know. Lots of stuff. More all the time too! Like. Yesterday. I bought an enchanted box that gives you the ability to jump higher than you could before as long as you jump off of it. My sister says I got ripped off. But I don't believe her. She's just jealous.
Profiles:
Profiles, profiles, profiles! Get your profiles here! Red hot steaming profiles! You want links? We got links! You want pictures? WE HAVE THEM TOO! Step right up and get your awesome profiles right here, RIGHT NOW!
GrandMyster ~ William. [Most awesome guy around!]
Put your picture here just like this handsome stud-muffin did! (Thats me! That's what I look like! Don't mind the blood there was an incident with an overly friendly lamp-post. Sometimes things happen! It's fine now.)
Real Name: William. Due to a magical curse I am not allowed to give out my second name. You must guess it. Only if it is guessed correctly can I finally use it again.
Gender: All man baby! Just look at that picture. Why did you even need to ask me this? That's right, I'm talking to you, me in the past who wrote this form. Why did you do it huh? WHY?
Age: Uhh. Like. 700 or something. Probably.
About Me: I'm just your standard, everyday, commonplace, awesome magic type guy. You know? Just all about the fun times and the rocket trails. Also, magic. I love gathering me some more magic to go in my spell book. I've got like a whole slew of magical curses and protections stopping me from revealing too much of my past in such a public place. But you can feel free to tell us all about anything you want here. If you join us you'll be one of the family. You won't need to keep any secrets. You can really spill your beans here, tell us everything and anything you want to about your life, or yourself in general. Maybe tell us about that one hot guy you just saw on the internet and found incredibly attractive. (You can scroll up a little to see him again. Don't worry. That picture isn't going anywhere. You can come look at it anytime you want. I have it as a poster on my wall. Wait. No. That's a mirror.)
Magical Stuff, Powers, Quirks, Items, etc.: All kinds of stuff. Too much to name. But like. Not aging. That's a thing, I have that. And telepathy! Telekinesis. You know. Lots of stuff. More all the time too! Like. Yesterday. I bought an enchanted box that gives you the ability to jump higher than you could before as long as you jump off of it. My sister says I got ripped off. But I don't believe her. She's just jealous.
Real Name: Tess. When my brother stupidly cursed himself by accident he made my last name go away too. I liked it too! It was a nice name. So for now I'm just Tess until someone can guess Williams last name.
Gender: Female
Age: Nineteen.
About Me: Hi! I'm Tess. I came up the idea with this whole Mystery Buster scheme. Though William came up with the name. Basically we're just doing what we were doing anyway, but now I'm going to end up making lots of money from it! It's brilliant! Also we can make friends and help people or whatever. But the museum comes first! It's always been my dream to get lots of money. When I was a little girl I thought I was going to become an archaeologist and find diamonds the size of a house and things like that. Turns out the world doesn't work like that. Instead, it's full of monsters and stuff that secretly exist in the underbelly of society. Shocker. That's when I came up with the idea of making a museum, but for all the weird stuff out there instead of the old stuff! So I convinced William it would be fun. Easy. And now my project is underway! We're going to get so rich it'll be amazing. I'll be able to buy anything I want!
Magical Stuff, Powers, Quirks, Items, etc.: William is teaching me stuff. He's been training me up for years, ever since he had to save me from a case of Shade-flesh... that he accidentally caused. Anyway, it turns out that it's hard to teach someone magic. Book learning helps, but you kind of have to experience stuff. The more weird stuff you are around, them more you face magic and overcome it, the more you learn how stuff works. Or your body does? It's like. You can read everything Merlin ever wrote, but your body or soul or whatever doesn't feel it. It doesn't understand. I guess it's like trying to move a new muscle. You can't do it, until you can. You know? It's weird. Anyway. Because of this, despite reading just about everything William owns, I'm not... you know... great, at magic. I can make myself look like a shadow though! A side-effect of the whole Shade-flesh incident. That's pretty useful! At night. When there's no lights. Anywhere. In a big city. Okay it kinda sucks.
Current members: [7] Grand Myster [Admin], Grand Syster [Admin],
Gunpowder Butterfly, Greatness, Shiro, Lucifera, The_Mind's_I.
#1494663 [Concept/OOC] The City of Monsters: Neverborn
Posted by ANIMA on 16 February 2015 - 01:16 AM
Du-dum.
Du--dum.
Du---dum.
You feel your heart is getting slower with each beat. Its ending, your life, long before it was meant to end. Something, or somebody, cut its natural span and now you feel the darkness slowly envelop. Accident, disease, murder, suicide? Doesn’t matter anymore. Soon you will bid farewell to this world. Already you can’t feel your limbs. At this point you can’t even see or hear anything. There’s only the sound of your heartbeat like a toll of a bell which someone swung once and then left to ring, slowly fading.
Du----dum.
Du-----dum.
Du------
Finally it stopped. There is nothing. You are left in the company of silence and darkness. There is no sense of touching the surface you are currently on, almost as if you are suspended mid-air. Alone, blind and deaf, you feel nothing- neither chill nor warmth, nor do you smell anything. In fact, you wonder if you are even breathing because you can’t sense the air entering your nostrils or your chest rising as it gets filled with oxygen. With this thought you try to gasp for air but you can’t move your jaw.
Is this death? Is this how your eternity will be? The horrifying thought sends an impulse from your brain to your vocal organs, demanding your body to shout, but you don’t budge. Madness. That’s the only thing that awaits you within this abyss
However, the creeping insanity is dispelled when a familiar sound resonates once again through your being.
-----dum.
Du----dum.
Du---dum.
Again the warmth returns to your body. Slowly, so you can’t move yet, but at least you feel. You never expected it to be good just to feel the existence of your body. The darkness remains, but through your sense of touch you realize you are sitting somewhere. A smell of tobacco fills your nostrils as you once again take the air into your lungs.
Then, over the drumming of your heartbeat which was now back to its normal pace, you hear something else. It is a monotone yet familiar sound. Few moments are all that it takes for you to remember where you have heard it before. The sound of rail tracks. You were in a train.
ANIMA presents
The City of Monsters
Premise
Now that you are here, however, you need to survive. The City is inhabited by monsters, most of which were once humans as well, but it changed them and it will change you. The Game is set, souls are the currency and anyone with a week of seniority will try to devour you. Quite literally, in some cases.
You better learn the new rules fast kid because you definitely ain’t in Kansas anymore.
Character Sheet
Appearance: Picture of how your character looks like. At the start his appearance should have one inhuman trait, be it horns, wings, tail, weird eyes, fangs, stuff like that. As you gain more and more points (and your character gets more powerful) his appearance will become more and more monstrous.
Theme Song: Everyone needs one.
Name: This is your mortal name, the one you had back on Earth. During the course of the RP if you use some alias often enough you will be allowed to change your name to that alias.
Gender: Male/Female. As you become less human things can get quite weird in this section.
Age of Death: Citizens of the City don’t age. Natives stop aging at some point while Neverborn look the age they were at the moment of their death eternally… or until their power changes them.
Background: This is both history and personality section combined into one.
Talents:
Stuff you are carrying over from your previous life, such as knowledge, skills, training, etc. There’s no limit, though you should keep it within reason.
Weakness: A supernatural weakness. Keep it in tune with your powers.
Stockpiled Souls: The amount of unspent souls you currently possess. You start RP with 800 unspent souls and you don’t have to spend them all on attributes.
Attributes: You must have rank in each attribute. You use the souls you have stockpiled to buy ranks. Rank E is average for a human, rank C is top a human can achieve. At rank S you are Superman.
Strength- hitting power in melee and general athletic ability.
Endurance- ability to withstand damage, resistance to toxins and diseases.
Accuracy- how easily you can hit and parry stuff.
Reflexes- reaction time and dodge.
Energy- magic juice, how much you can use your powers as well as resistance to mind-control and illusions.
Power- strength of your supernatural abilities, each rank gives you one.
Luck- in a city full of monsters you’ll need tons of it.
Ranks
E- 50pts
D-100pts
C- 200pts
B- 500pts
A- 800pts
S- 1200pts
Abilities:
Supernatural abilities you gained through your rebirth into the City. The power of all your abilities is determined by your Power stat (go figure). Also, every rank in Power gives you one ability (so at rank E you have one, at D you have two, etc.). All abilities must follow the same theme (so you can’t have blood magic and earth-bending… unless you manage to convince me it fits some theme). As your Power stat gets higher I’ll also allow more powerful abilities, so something I refused at rank E or D I may allow at rank A or S.
Advantages:
Various perks you’ll get as you go through the RP will be listed here, either by earning them or buying them. At the start the field is empty.
Equipment:
Things you have on your person. At the start this field is empty.
- Fatal Blood, I-Am-X, Muninn and 1 other like this
#1494584 [OOC] Eternal Sonata: A Dance of Spirits
Posted by SliceAndDice on 15 February 2015 - 11:50 PM
Premise
The Eternal Sonata. The never ending melody that binds this world, and all other worlds from which stories spring, together. The siren that sings to every storyteller of every age. The Greeks knew it as the Muses. The modern author calls it inspiration. But it matters not what name it is called. The point is that it is there. It has preceded our births, and it shall endure long after we are gone. But what tale should we draw from it today? Shhhh. Quiet now. The song comes... Ah, yes. The Age of Spirits. One of my favorites. Now, listen carefully my friends, as I conjure for you the world of Astoren!
It is a place often called the sandbox of the gods. It has seen the care and rule of a multitude of different pantheons, each one shaping the land and its people as its members decreed. But for this, our story, we visit Astoren in a rare time of transition. For you see, while most of the time the realm simply moves from one deified tribe to another, this is one of the only times the people actively overthrew their gods. The Elders, as the people knew them, had been nothing short of tyrannical in their dominion. They watched over the world with cold eyes and iron fists, subjugating the people with their power. For you see, the Elders drew their strength and divinity from acknowledgement. Fear, in particular. So long as they were given tribute, be it willing sacrifice or even something as simple as fearful awe, their power and that of their vile armies was ensured. With such forces arrayed against them, the mortal races saw little hope for shaking off this fearful yoke. And then... salvation appeared.
A gathering of the races, somehow shielded from the gaze of the Elders, managed to send a simple prayer into the cosmic expanse. It consisted of but two words; "Save us." And, to their great surprise, they were heard. A powerful being, greater than even the Elders, heard their plea for help. The prayer givers came to call him The Wise One, at his own behest. The Wise One reached out to the little world, and though he was unable to intervene himself, he still found fit to send his aid. Seven Magi, powerful and eternal agents of the Wise One, came into Astoren with the intent of guiding the mortals to freedom. Under the tutelage of the Seven, the Astorians learned to wield sword and sorcery, bend both steel and the elements to their will, and most importantly... they learned how to channel the spirits of the cosmos. How to harness the spark of life within themselves and bring it to bear against their enemy. And, with the Seven Magi's aid, the mortals went to war with the Elders. With tooth and nail they fought, battling the armies and the gods themselves back to the black desert in which they made their home. And, with a spell so powerful it shook the earth, the Seven sealed the Elders away, to slumber in tombs beneath the earth and be forgotten, slowly feeling their powers seep from them as the ages passed.
Having triumphed over their divine oppressors, the Magi gave the mortals a new age, free from any deity's influence. They would remain on Astoren to teach the races all that the Elders had neglected in their greed, and then they would slowly fade into the background of history. In time, the peoples of the world united beneath individual banners. The world was forged into seven City States, each named for one of the Seven. Initially allied only out of convenience, it was not long before the City States began to war. However, that is a story for another time. For the wars have been long over some 400 years past, and today the City States exist in harmony beneath a single imperial banner. The Astoren Empire is where we lay our scene tonight...
Come now, I'm certain you've all heard the tale before! Tell me, whom are your favorite characters from it? I should like to know which parts of the story I should highlight!
The World
Astoren as we know it
The realm of Astoren is divided into 8 regions, 7 of which are the City-States of the Empire. Each state consists of a section of the continent with several towns and villages in the countryside, but each one is centered around the massive city from which the state derives its name. They are as follows;
Corvus (Royal Blue, North Central): The capitol and the heart of the Empire. Named for the leader of the Seven Magi, Corvus is a sprawling, multilayered city of white marble that sits amid a field of green grass and rolling hills as far as the eye can see. The Empress makes her Court in Corvus, and thus nearly all important decisions for the land are made there. Corvus' population, as befitting the cultural center of the Empire, does not favor any one race, but rather holds a mixture.
Berylius (Light Green, East Central): The breadbasket of the land, the city of Berylius sits atop a large, sweeping area of fertile ground that produces the bounty of food needed to sustain the Empire. The land was blessed by the Magi whose name it bears, who used his immense command of the spirits of nature themselves to transform the once barren landscape into a massive garden, ripe for the hands of farmers. As it was made from what was once the primary populous zone of the Manus race, Berylius' population contains a high concentration of men.
Mercede (Purple, Center Island): Named for the Magi known as the Ocean Enchantress, Mercede is a beautiful metropolis that rivals Corvus in size. Often called the Empire's Lifeline, Mercede serves as the primary trade hub of Astoren. Ships leave the city's ports on an hourly basis, ferrying just about anything one can imagine to any corner of the realm. Remarkably, the waters in the port are always calm, even in the midst of the fiercest storms. Like Corvus, Mercede houses all races and creeds in its sprawling trade lines.
Jerik (Burned Orange, Northeast): Carved from the great eastern mountains by the lord of Earth among the Magi, Jerik provides a harsh and treacherous landscape of jagged peaks, plunging canyons, and shear walls of rock. The ancient home of the small but hardy Storgus since time immemorial, this mountainous region stands as a challenge to any who would explore it, but offers great riches to those tough enough to tackle the task; the gemstones, ore, and raw minerals that can be found beneath the earthen spires are of great value all across the land.
Legentis (Green, Northwest): Many who have made the journey to Astoren's great forest region have returned with tales of strange happenings and wonders untold and unforseen on their lips. Such things are fitting, as Legentis is the region named for the storyteller and dreamer of the Seven. With trees that reach the clouds and a variety of mystical creatures, Legentis is very much the sort of enchanted wood that makes the stuff of children's stories. Some say the leaves and illusions hide great secrets. But only the illusive Luxius who make their dwelling among the branches can know for certain...
Exeria (White, Southwest): Eternally memorialized as the mortal race's last stand before driving the Elder armies back to their desert, the land named for the shadowstalking Magi has become a symbol for resistance and endurance against all odds. Harsh storms seem to constantly ebb and flow over the marshland, causing it to easily rival Jerik in its lack of forgiveness... and yet, it's people endure. Those that make their way in Exeria do so with an immovable will and a cunning mind. Particularly the devilishly clever Noctius, who long ago left the leafy trees of their light skinned brethren in favor of the perilous pools that only they can truly navigate.
Feran (Grey, South Central): In all the years the City States were at one another's throat, only one ever truly abstained from any conflict. The region belonging to the Seven's most potent combatant has remained free from any external strife in Astoren; it seeks no trouble with the other City States, and the others in turn leave it well enough alone. Political leaders cited a multitude of causes for this- that the barren and rocky plains offered nothing of value, that the Oruukus tribes were too unruly to properly subjugate, or that Feran's military prowess was too great to be trifled with. But in reality, Feran remains undisturbed because it serves as the continent's shield against the horrors that lurk among the dunes of the Ebon Sands. Most of the region's population centers, devoid of normal resources, are bastions of armored might where live some of the greatest fighters of mortality and their families. And the Oruukus, far from being unruly, serve as a mobile force that patrols the entire area, fighting where the Iron Watch cannot reach. Feran is left alone, because if Feran should fall, all of Astoren would surely follow.
The Ebon Sands (Dark Red, Southeast): Hardly anybody knows what lies in the blackened desert in the southeast of the continent. All that most see is the view of the great obsidian sand dunes that can be viewed from the battlements of Divinity's Spine. Foul winds blow about the border region, bringing with them the smell of death and plague. Every so often, a couple of brave souls will set out to explore the sands in spite of the Iron Watch's warnings, only to never be seen. Some theorize the sands that billow against the great wall are the dusty remains of those foolish enough to tread where even the Seven are said to have felt unease, but nobody can say for certain. As for the shambling horrors that try to pass the wall... most of the men dislike discussing it.
Divinity's Spine (Thick line between Feran and the Ebon Sands): The great wall that separates the continent from the Ebon Sands and all their dread. It spans the entire length of the border with Feran, manned and guarded by the soldiers of Iron Watch.
The Races
Manus
Traits: Very well rounded physical abilities, Can master a multitude of skillsets, high degree of adaptability.
Life Expectancy: 60-70 years. Maturity reached by age 18.
Notes: Essentially the humans of the Rp-verse. Manus are widely considered the dominant race on the continent due to their ability to excel at anything they choose. While every other race will have something they can do better than anyone, Manus have the ability to be pretty good at everything. That, and there's a lot of them. More than any other race. They are also the only race that can produce halfbreeds; any other combination will either have one race emerge as the dominant (namely, Luxius and Noctius) or simply not work. PLEASE CONSULT ME BEFORE MAKING A HALFBREED CHARACTER; each combination has its own set of implications.
Storgus
Traits: Incredible strength and durability, well suited to both heavy weaponry and elemental magic, strong convictions.
Life Expectancy: 100-120 years. Maturity reached by age 30.
Notes: Inspired by Tolkien's Dwarves. Storgus aren't necessarily anywhere near as ill-tempered as Middle Earth's mountainfolk, but they share the same stubbornness and love of treasure and alcohol. They are one of the least populous races, eking out only the Noctius, but the only way a Dwarf doesn't reach his 100th birthday is some kind of terrible accident in the mines. And even then most of them live to tell the tale.
Luxius
Traits: Nimble and graceful with keen eyesight, potent with all forms of magic as well as medium size weapons, very wise thanks to longevity.
Life Expectancy: 500+ years. Maturity reached by age 80.
Notes: It wouldn't be High Fantasy without some kind of elven styled race. The Luxius are an odd cross between the two typical kinds of benevolent elves, those being forest elves and the "light" elves that often contrast the dark elves. They have the good intentions and wisdom of the latter, but it's tempered by the former's mischievousness and love of adventure. They also generally lack the cliche "High and mighty" attitude that often pervades the race. Some older Luxius have such a disposition, but it is far from the cultural outlook. Luxius are the second most populous race, only losing to the Manus.
Noctius
Traits: Swift and relentless with excellent hearing, powerful with light weapons and shadow based magic, extremely cunning and ruthless.
Life Expectancy: 200-225 years. Maturity reached by age 80.
Notes: Noctius and Luxius are sibling races that draw their inspiration from the classic Light Elf/Dark Elf divide. However, the Noctius, in spite of taking the Dark Elf inspiration, are neither evil nor forsaken. The split between the two races occurred during the Battle of the Marsh that is mentioned in Exeria's description. A large number of Luxius were instrumental in holding the line, and for this the Elders cursed them and their family lines to have darkened skin, lose most of their affinity with magic, and have their life expectancy more than halved. As a result, they broke off on their own and became a new race, carving their lives into the land they were cursed for defending. They are the least populous mortal race.
Oruukus
Traits: Ferocious physical power that borders on savage, Low magic potential but a very deep connection with Aeons, surprisingly strong sense of unity within a tribe.
Life Expectancy: 70-100 years. Maturity reached by age 14.
Notes: The Oruukus take inspiration from multiple sources, chief among them the Draenor (aka before the blood curse) Orcs of the Warcraft-verse and the Dothraki of Game of Thrones. While they exhibit their fair share and more of savagery, the Oruukus are defined much more by their spiritual connections, both to their Aeon and with those they consider their tribe. While most Oruukus live, ride, and fight with the tribe they were born in, it is not at all uncommon for them to leave in search of their own tribe. Nor is it abnormal for the tribe they find to consist of a group of interracial friends that they gain along the way. When a Oruuk finds such a group, he or she will fight to the death (especially to the death) for them.
Organizations
Note: Organizations marked with a star (*) are not open to Players at the start of the RP, but are still plot significant. All joinable organizations are largely interracial and without discrimination, unless such a thing is desired by the Player.
The Royal Guard: A group of five men and women who report directly to and protect the Empress and her family, the Royal Guard is widely considered to be one of the finest fighting forces in the land. Hand picked by the Empress for both their combat prowess and their demeanor, the Royal Guard are often considered heroes for every race and creed. NOTICE: I will only be accepting 2, possibly 3 Royal Guard CS's. And I will be harsher on them than any other CS. Those who are accepted will get to play a bigger hand in the direction of the roleplay, including working directly with me on some occasions, and will be expected to take something of a leadership part among the PCs. I will judge accordingly. Bring your A-game if you want a spot. You have been warned.
The Dawn's Hand: Widely regarded as the face of the Empire's military, the Dawn's Hand is less of a cohesive unit and more of a widespread armed task force. Handling everything from defending the populace to public services to working with the regional City Watches to keep their men up to snuff, the knights of this regiment are a symbol of hope to many of the Empire's people.
The Grand Library: Based out of Mercede, the Grand Library is both a building housing all the known books, scrolls, and information that can be uncovered by mortal hands and an order that has dedicated itself to the research and advancement of Magic. Librarians, as their members are called, come from all walks of life, but all are drawn by a burning passion for the arcane arts. It is not uncommon for Librarians to travel the globe, seeking new discoveries and advancements to their research, nor is it strange for them to stop and lend a friendly passerby a mystical hand.
Umbris Morgul: Widely regarded as the shadowy hand behind the most infamous acts of ne'er do well, Umbris Morgul is a guild of thieves, crooks, assassins, and other professions of ill repute. Whenever a foul deed is afoot, it is almost a certainty that they have a hand in it somehow, and as a united front for skullduggery they have proven to be a fearsome foe for those who would maintain law and order in the Empire. Their motivations for their deeds vary, but every Umbra swears to two covenants upon joining; the First, that they will forever hold their fellow Umbras in honor among thieves. The Second, that anybody who comes to their aid, regardless of who it may be, shall be repaid in equal sums.
The Hunters: The most famous Mercenary Guild in all of Astoren, the Hunters are well known for both their prowess in the field and for being the single rowdiest bunch of miscreants in the Empire. While they are a fun-loving bunch that treat each other like a giant family, they are also the best at what they do. A Hunter will take any job, so long as the price is right and the job isn't too dirty. Because many of their jobs place them in a grey area, the Guild Master tends to leave it up to the Hunter on the job to decide what is and is not alright to proceed with. However, he is known to be both a good man and a match for even the Royal Guard Captain, so many Astoriens are willing to let them be for the most part.
Freelance: If none of the above appeal to you for the sake of your character, you may enter Freelance. Just be aware that I will look to open a brief dialogue with you in this case so that I can get a grasp of your character's aims and motivations and make sure they have a place in the overarcing plot.
Maidens of the Night Sky*: A group made almost entirely of Luxius and Noctius women that holds its meetings deep in the forests of Legentis. Their agenda and aims are easily the best kept secret in the Empire- it is debatable whether or not even the Empress herself knows what they are up to. The Maidens are shrouded in rumor and hearsay, and nobody is truly certain how to separate fact from fiction.
The Iron Watch*: The elite unit that patrols Divinity's Spine and the coastal regions of Feran. Serving in the Iron Watch is a high honor that can only be undertaken by the exceptionally brave, skilled, or foolish. Unlike some other fantasy wall watchers, the Iron Watch allows for love, matrimony, and the general joys of life- so long as they don't interfere with duty. Perhaps this is why they have maintained more success? Regardless, once a man or woman is sworn to the Iron Watch, they remain there until they can no longer lift their weapon to fight, whatever the cause of that may be.
The Scribes*: A peculiar group of travelers that always wander alone with large tomes strapped to their backs. Easily identified by their deep purple cloaks and paint brush walking staves, a Scribe is one who has taken it upon himself to witness history as it unfolds and record it for posterity. However, they are also known as the finest storytellers in Astoren, and a Scribe will happily regale an audience with a thousand tales of ages past but for the asking.
Powers & Abilities
Character Abilities for this Roleplay are separated into three distinct areas; Skills, Magic, and Aeons. I will explain each in turn below.
Skills
Skills are the bulk of your character's powers and abilities that you will be using in the game. Skills are pretty straightforward; they're something your character can do that they specialize in. Skills include any weapon prowess your character has, whether or not they can use magic, and a whole slew of other options. Some examples of Skills include;
Weapon Skill- Is your character particularly good with a weapon?
Fighting Style- Does your character employ a specific style of fighting?
Magic- Are you a mage? See below for more information.
Animal Companion- Can you tame and travel with a beast?
Shadowstalking- Are you sneaky?
You are also free to describe your own Skills. My only request is that you keep them simple; I'm running a combat system based on player skill and strategy rather than stats, please keep that in mind.
Magic
Magic in the world of Astoren is also fairly straightforward. Magic is, by definition, the result of mixing the raw aether of the world with whatever medium you choose and using your will as a catalyst, then directing it. All branches of magic are able to do just about anything. Every element can heal, do damage, send messages, even scout for you, to name just a few. The only things that can't happen are things that don't make sense, like growing trees out of a forest fire or something. The branches of magic and their subsets are as follows;
Elemental Branch
-Fire
-Water
-Earth
-Air
Balance Branch
-Light/Holy
-Shadow/Darkness
(Notes: As with the Luxius and Noctius, the two sides of the Balance Branch do not signify good or evil; they're just named as such because that is what they are likened to. There is nothing stopping an evil mage from using Light, nor is it unusual for a benevolent mage to have mastery over Darkness)
Arcane Branch
-Runestones (The art of using magical runes combined with aether to achieve a wide variety of magic effects)
-Infusion (The act of combining magic with everyday objects to produce unusual forms of magic. For instance, combining magic with an instrument to give your music magical effects)
-Aether (The art of conjuring pure aether to wield in your magic. Aether magic is very volatile and not for the faint of heart, but an Aether spell will almost always overpower another spell of equal strength from a different subset. Cannot be taken as a half and half Specialization.)
When you take the Magic Skill, you may select 2 Specializations for your character. Each Specialization is good for 2 Elemental subsets, 1 Balance subset, or 1.5 Arcane subsets (to translate: If you take both Runestones and Infusion, you may also use Aether). This means that you can either specialize in all of one Branch, or take half and half. Those that decide to go half and half are allowed to combine their branches for more potent effects at the cost of taking more out of them.
Aeons
Aeons are the other primary half of the abilities in the RP. An Aeon is the name for a personal spirit that walks with every man, woman, and child on Astoren from the day they are born. Most people go their entire lives without seeing or hearing them. Some can see them, but never gain the aptitude to conjure them. And some, like your average Player Character, can fully conjure their Aeons for all the world to see. Aeons are usually some kind of animal, sometimes with odd markings or adornments to them, but just as often not. Legendary or mythical creatures are a rarity, but they are not inherently stronger or weaker than any other Aeon. Many Aeons talk to their master, with varying degrees of wisdom. This is completely up to the player, as you will have full control of your Aeon.
The most important thing for those who can fully conjure an Aeon is the Transformation. Once conjured, an Aeon has the ability to transform into a weapon or tool for their master to wield in battle. These transformed states are typically a powerful version of whatever item they turn into, and they bring with them a specific effect to endow their wielder with. For instance, in past RPs, Pitou's character has held a staff with the power to cause healing magic to harm the intended target rather than heal them. In the context of this RP, that staff would be a transformed state of her Aeon. These extra abilities are what will make your character stand out from the average crowd.
--More info will be added on Aeons as I solidify it. This is what you need to know to make one and have it function. I will say in the OOC when I add more information.--
Character Sheet
[Character Portrait]
[Theme]
Name: (What shall we call you?)
Moniker: (Is there another name you are known by? A nickname, a title, or perhaps a childhood prank that got out of hand? You may leave this blank if you so choose.)
Description: (For those of you that prefer to tell, rather than show. If you've a picture, you make strike this section entirely)
Race: (Which of the earth's children are you? A hardy Manus? A wise Luxius? Or a cunning Noctius? A stalwart Storgus? Or perhaps a tribal Oruukus?)
Age: (And how long have you waited for your part to play in the story? Do remember to account for your race's lifespan as seen above.)
History: (How has your life's journey seen you thus far? And how has it shaped you?)
Organization: (Beneath what flag do you wander?)
Skills: (What practical prowess is yours to command? You may have 2 to start.)
Aeon (Ah, how fortunate you are to be able to conjure your Aeon! Would you please show him or her to me?)
Name: (Every Aeon has a name. What is yours?)
Natural State: (What does it look like normally?)
Transformed State: (What does it transform into to aid you?)
Ability: (And what additional power does it grant you in this form?)
Notable NPCs
Ilyana Elincia Crysthera, Grand Empress of Astoren
Race: Manus
Age: 35
Moniker: "The Rose Queen"
Aeon: ???
More to Come! Stay Tuned!
If you've any questions, feel free to ask! Notable NPCs will be expanded as I find pictures for them.
Disclaimer: I neither own nor claim to own any of the artwork pieces used in this post (with exception to the world map), nor do I stand to gain monetarily from their use. All credit for them goes to the original artists. If you are the original artist and wish your artwork stricken from my roleplay, please contact me via Private Message here on the forum.
- KDPtheKing and Visitor like this
#1471537 [OOC] Mnemosyne
Posted by Wandering Rogue on 29 January 2015 - 08:29 PM
Mnemosyne
GMs: Rogue/Useless
Intro It’s a voice from beyond the void of sleep that speaks to you. You know with a cold certainty that you should wake up. It was important. Why was it again? You don’t know. It’s too cold to care. You want to tell them to leave you alone but it’s too much effort. A pair of hands grab you by the shoulders There was something familiar about that touch… Why do you always make this harder for me?
He pulls you up and you gasp like someone fighting for air. The man wears a genderless cloak of grey with the hood pulled up which played havoc with the shadows across his face. It was a him right? It was hard to say. The features seemed familiar and different all at once and seemed to change depending on the way the light hit it. The voice was the same. Are you here? You nod without realizing what they meant. It felt right though when you did it. It must have been what they wanted to see because they smiled as they released your shoulders. Where was here though? Certainly nowhere you’ve been. There was a dense mist that clung to everything that made it hard to see much beyond a few feet and yet one detail was impossible to miss. The towering wall that stretched out before you in every direction as far as you could see. What was it and who had made it? The nearest part seemed to be made of grey stone and yet further along you were certain that it was brick. Further up you could make out a reflective surface. Metal? You wanted to open your mouth and ask but before you could your eyes followed the wall upwards and into the impossibly grey sky. Were those supposed to be clouds? They felt off. Everything here did. Who are you? Odd, now that he mentioned it you weren’t really sure. That’s not right. You try to recall it and just as you seem to be about grab hold of something it slips out of your hand. You realize that he’s been staring at you quite intently for some time. You don’t know. You agree. He nods and seems satisfied with your answer. You ask about this place. What is it? It’s where all things that forget or are forgotten go. Does it have a name? If it did it doesn’t remember. What’s that mean? Exactly what I said. Can you at least tell me how I got here? I forget. You don’t find that very funny. He doesn’t seem to care. You forgot. Or were forgotten. Does it matter? You go to answer and find that you don’t have a response. You shiver as the mist causes a chill to run up your spine. The realization strikes you as for the first time you notice that you’re bare. The stranger seems to notice your distraction. Better? What? Ohh, he put clothes on you. Nostalgic ones. You ask how he did that. I remembered you with clothes. Here, in this place that forgets, memories are power. If you have them you can eat, drink, or wear whatever you can recall. That sounded rather strange. It was wrong but so was so much else here. You ask him if you could do that too. If you want to. You just need a name first. How about [ ]? That’s not a name you tell him. He shrugs. It’ll do for now. You can go by another one as soon as you remember it. Deal? No. That’s stupid. Why would you do that? Well, too bad? We can talk it over next time. Next time? What did that mean? Are they leaving? That didn’t seem fair. Yet, the mist seemed to be growing thicker and the familiar stranger became harder and harder to make out. Remember this. The exit is lost. The way is shut. The fee denied. Find yourself to find escape. He was gone and you were alone. Just another forgotten thing.
Premise
Everyone wants to escape outside of it. It’s why they hunt out the dungeons of memory in the mists. What are they? Well, they are memories of a place in time that needs a bit of help completing it self. Do that and you’ll be stronger here. The stronger you are the more your own memories will return to you. That’s what they say at least. Nobody really knows but what’s the harm in trying? Even if you die all you do is lose a bit of memory and come right back. They say if you lose too many you’ll fade away too but it’s worth the risk.
It has to be.
Character Sheet [Image] Be a friend and sing me a little ditty won’t you? Name: Give me a second to look you over. (Given after acceptance) Age: How old do you feel? Gender: You didn’t forget that did you? Need me to give you a moment to check? Personality: So what are you like? Forgetting your past didn’t rob you of your persona did it? Biography: You haven’t completely lost yourself. You have the foundation there. There aren’t any images or names but you have a feeling don’t you? A sense of your identity. (You can be from any period in time. I just need a basic outline of your background no details. I’ll tell you the details over the rp.) Power: These are the abilities gained from completing a memory. What is it? Well it can be a lot of things. The way the memory interacts with you changes from person to person but the ability will be deeply personal and meaningful. Possibly ironic. You won’t know but I will. Will I tell you? No, don’t think so. Figure it out for yourself. (You start with one power. This should be in some way directly related to your bio in its current state even if it has deeper implications that haven’t been revealed)
- Johnny Paradise, Unbelievably Majestic, Jod and 2 others like this
#1467089 [OOC] March of the Valkyries
Posted by Viscoun on 26 January 2015 - 02:17 PM
"Your end begins here."
One morning, the city of Triumvirate awoke to the dawn of a new era.
The bridges linking Port Flight to the other two districts began to crack. One rivet popped, and others soon followed. The entire suspension system pulling the bridge together snapped, the giant riggings tumbling over the edge as the central pillar crumbled under the weight of thousands upon thousands of tons of steel and concrete. The roads that ran upon the bridges was sundered, as if a great axe had fallen upon the glass and iron, splicing the beams that had held them for so long as if they were paper ribbons, pulled apart and scattered across the floor of clouds below.
The mining spire below Port Flight sunk rapidly into the ocean of fog, tendrils of vapor rising up around the needle, swallowing it whole. The base of the district followed, the fallen bridges trailing behind like the tail on a falling kite, flailing helplessly in the torrent of air that had kept it, and Port Flight, afloat all this time. Soon, the entirety of the district was consumed by the morass, leaving nothing but the broken ends of two bridges to suggest that it had existed at all.
The descent of Port Flight had been sudden, sharp, and unforgiving to the very end. All the more surprising, then, that reactions to it hadn't been quicker. Though it had been a quiet affair, and only a few on the other two distrcts had noticed it at all.
But once all the inhabitants of Anteria and Tenth Point were finally roused from their slumber, they found naught but cries, klaxons, panic, and a full third of their magnificent city gone with the wind.
10 years later...
TRIUMVIRATE MILITIA INFORMATION SHEET
Background
Welcome to Triumvirate! Triumvirate is a city located in the back end of the galaxy, created for the sole purpose of mining the precious gases trapped in the clouds that surround the entirety of XZ-5, a giant gas planet. One thing separates Triumvirate from the rest - Triumvirate is a floating city, the galaxy's first of its kind, and an experiment begun with the help of the most cutting-edge technology the Sagittarius Trade Federation has to offer. The city floats on a torrent of air generated by a trade ship that crashed into the planet many moons ago, creating a hole in the clouds through which air gushed out, the atmosphere within being pushed down by the sheer weight of the clouds, like a balloon with its air being squeezed out. Surprisingly, the air that escaped was breathable, unlike the gases within the clouds themselves. The Sagittarius Trade Federation saw an opportunity, and took it, thus creating the marvel you can see today. Update #1: Following an unexplained incident ten years ago, Triumvirate's mining facilities have ceased operation, and the citizens are being prepared for evacuation in eight years' time, when the next trade ships arrive on XZ-5. Update #2: Citizens of Triumvirate may now, by Sagittarian law, be conscripted into the militia that once operated from Port Flight. Fight for the city! Protect our citizens! More information can be found below.
Triumvirate
Triumvirate is a city split into three districts, making it triangular in shape. Each district is a floating segment of the city, kept afloat both by the torrent of air coming from beneath XZ-5's clouds, as well as thrusters that keep the city within the air current's range. The three districts are as follows: Port Flight, which maintains the spire used to mine the gas in the clouds, as well as being the district that operates the Valkyrie Protectorate, protecting against exterior threats such as shrikes; Anteria, the nominal capital of the city, where communication with the rest of the Sagittarius Trade Federation is maintained; and Tenth Point, named for the planet's stellar position in the galaxy, which is responsible for receiving supplies from trade ships, and exporting the gas mined from Port Flight. The three districts are connected by large suspension bridges, between which train and gravi-car services travel. The three districts each operate their own Valkyrie protection services, though Port Flight is the headquarters for the organization. Update #3: Ten years ago, Port Flight sunk into the clouds in an unexplained incident - the most likely causes of events include an altering of the position of the city, a failing of Port Flight's thrusters, the shrinking of the hole in the clouds, or even the reduction of the strength of the air current itself. Whatever the cause, Triumvirate is now composed of only the two remaining districts, Anteria and Tenth Point, and is to be evacuated when the trade ships next pass by. The city itself is then to be stripped of its most valuable resources, and sunk permanently by cyclone missiles. Aftewards, XZ-5 will be left on standby within Sagittarian territory until another alternative is found to mine its gases.
Shrikes
Shrikes currently present the greatest threat to the citizens of Triumvirate. They are, to put it bluntly, flying monsters - similar to the birds of prey found on Terra, but much more aggressive, well-coordinated, intelligent, and well-equipped. They have beaks and talons made of some carbon fiber-esque organic substance that can cut through steel, and their bones appear to consist of the same material. They often roam the area near the city, rising out of the hole in the clouds to prey on the people of Triumvirate. Attempts to find their nests have been made, but the gas in the clouds is corrosive enough to wear down most metals in a mere matter of seconds, and flying against the current of air beneath Triumvirate requires much more fuel and power than most Valkyries can handle. An alarm system is in place to ensure most citizens can escape from danger, but the shrikes have often taken to attacking the mining spire, hence the need for the Valkyrie Protectorate to be located on Port Flight, where the spire is located. As the shrikes would be killed by the city's thrusters if they remained in the current of air from below, they leave the current as soon as they emerge, and it is around the current where Valkyries set up camp, guarding the spire against shrike attacks. Shrike attacks may happen any day of the week, any hour of the day. Shifts are in place to ensure the mining spire is under watch 24/7.
Valkyries
Valkyries are where you come in, citizens - and soldiers - of Triumvirate. Some citizens of Triumvirate have been trained to operate Valkyries, flying machines akin to the "mecha" once used in the Terran Wars. Valkyries come in a range of types, though they run on the same basic chassis and frame, as well as the same engine, and are equipped with various features and an assortment of weaponry. However, armor and weaponry scale in inverse proportions - the bigger and tankier the Valkyrie, the less weapons it can carry without risking it becoming overweight and falling into the clouds. A less than befitting end for any soldier. Valkyries are operated by their pilots via a combination of mechanical straps that attach themselves to the limbs of the pilots, as well as a brain implant that communicates with the pilot during battle and can take over the entire operation of the Valkyrie should the mechanical straps happen to fail. Weaponry come in all shapes and sizes, and can run on a variety of platforms, from purely energy-based propulsion to simply vacuum chambers and dollops of gunpowder. The same applies for hull reinforcement, and the corresponding hull strength. Update #4: Since Port Flight's sinking, the Valkyries' center of command has been moved to Tenth Point, from which most Valkyrie missions are begun. New recruits are also now trained there, though the sinking of Port Flight means that the organization is currently underhanded. Shrike attacks seem to have increased as a result.
Portfolio
Members of the Valkyrie Protectorate enter their information here.
<Picture of yourself> <Theme> Name: Your name goes here. Remember: Valkyrie pilots come from all walks of life. Age: Pilots of Valkyries must be between 18 to 45 years old. Gender: Male/Female. Rank: Valkyrie Protectorate military rank. Conventional ranks utilized. Background: A summary of your past experience here. Where you're from, how you got into the Valkyrie Protectorate. Anything. (NOTE: You may only have 4 of the following 6 equipment slots. All Valkyries must have Primary weapons and reinforcements. Delete this note in your CS, as well as any unused slots.) 1. Primary weapon: Your main source of firepower. Close-combat weapons only in extreme cases. Dual-wielding allowed. 2. Secondary weapon: Your backup, usually a close-combat weapon, though it may be a small single-hand firearm/cannon. Secondary weapons are usually stored in sheaths. 3. Tertiary weapon: A part of your Valkyrie that fires periodically and automatically, and takes time to charge up, such as a laser or missile launcher. You may only get this if you have a secondary weapon. 4. Primary reinforcement: Your main source of protection. Usually some form of shield generator, or a hand-held bulwark. 5. Secondary reinforcement: Your second layer of protection. Usually some form of armor enhancer, reinforced hull plating, or simply an increase in size. 6. Tertiary reinforcement: An independent emergency protection measure built into the frame, such as a backup generator. You may only get this if you have secondary reinforcement. <Picture of your Valkyrie> Personal equipment: Things to bring with you whilst piloting a Valkyrie. Extras: Other points of note not already covered in the above sections. Delete if necessary.
[Still provisional, so some things are being sorted out. Open for any questions/suggestions. This'll be my last attempt at an RP.]
- Diabolical Rhapsody, Crouching Bacon and Visitor like this
#1394824 [OOC] Villainy and You
Posted by Wandering Rogue on 01 November 2014 - 10:48 PM
Villainy and You
Greetings to you,
How do you find the world? Do you find it to be the best of all possible worlds? Truly, I have always been apprehensive. It demands you offer yourself upon the altar of societal standards and yet receive nothing. It decrees that you smother your inner voice and accept the monotone ramblings of the masses as truth. It destroys the best of us so that the rest might feel content in their own weakness.
I rejected such a world and was rejected by it in turn.
An irredeemable sociopath is what they called me. The actions I took to fix the world were labeled as criminal. Yet, how could that be? How could what I did be wrong if it felt so right? I wasn’t wrong. This was not a case of good versus evil. It was a matter of the prisoners judging the free out of jealousy for their status. It was not me that they hated but rather the fact that they could not be me. When I realized this I came to pity the sheep of the world.
I wished to free them from the oppression that society had placed upon them by destroying it on its most fundamental plane. It took years to gather the resources to do it but finally I stood upon the threshold of success and came to the realization that the shackles were of their own making. They were blind by choice and even if I were to shove the truth before them I could not make the blind see. So I became their shepherd. I would guide them out of pity so that they might not fall off the cliff or be eaten by the wolves at night.
I ruled the world in all but name from the shadows. Not that it mattered in the end for if you are reading this than I am already dead.
Death was an eventuality that I accepted. The only true limitation on me was time but even this I could plan for. This letter was foremost of those preparations. You see, with my death a vacuum was created. Which will only lead to a struggle for power as the various pieces of my empire cannibalize each other. A war shall be fought in the shadowed places of the world that most “decent” folk have long since chosen to ignore. They won’t be able to for long though. The scale of this conflict is greater than the powers that be realize.
Which is why I come to you. You who are free as I once was. I’ve watched you for some and have come to understand you and in the knowing I have come to feel a certain connection. Let’s call it affection. I see the you that could be if only given the right circumstances and so I offer to give you them.
A gauntlet of challenges open to all who are worthy and to the one most deserving I shall grant you all that I was. What you do with it all is hardly my concern. After all, lest we forget, I am dead and deadmen have no right to judge the living.
-Premise-
-Paradigm City-
Paradigm City is the exemplar for the best and worst traits of humanity all gathered in a single point in time. If you just forget the bad parts it is the ideal city. An isolated city-state completely self-sufficient and separate from any other nation. Yet, it has in the few decades since its inception risen to be the center of industry and commerce the world over. From far off and through rose colored glasses this city of Paradigm could almost be seen as a man made utopia. Truth is though that from the ground up it was built and paid for by criminals. Of course, they worked through legit and perfectly legal enterprises. The trail leading back to them though was there for anyone who was brave enough to dive down that rabbit hole. The city that had grown to become the unofficial capital of the world was corrupt down to its very core and everyone knew it and quietly ignored it. They paid the right bribes and signed the right papers to make all the dirtiness stay away. Almost all of it at least. A new type of criminal was taking the stage across the world and nowhere were they more prominent than here. Villains of the like you’d see on saturday morning cartoons wandered the city streets like a plague on the common man. So it was only a matter of time before a group of vigilantes rose up to defend against them. The crooks that ran the city were quick to offer them official sponsorship and grant them all the legalities needed to help them do their job of keeping the streets safe from the other villains so business could continue and maintain the status quo. That group is known as the Guard and are quartered in the largest building in the center of the city so that all anyone has to do to feel reassured and safe is to look up.
-Villain Etiquette- Yeah. There are rules kiddo if you want to make it big. You just burst onto the scene and start hitting the city you’re gonna learn real fast that this city pushes back. You know, like that Newton guy said about actions and reactions ya dig? You do something and you better expect a reprisal to be swift in coming so be prepared for that. Now what do you do exactly? I mean you are a villain right? Aint got the time of day for some two bit crook. Don’t go just running about killing people all willy nilly, ya dig? I mean, yeah sure kill if you want but like have some class. Style point you know? Nobody gonna respect you if you just go knocking people off for the “lols”. That just makes you a run of the mill murderer and those are a dime a dozen here. Stand out. Understand what you are about because its not about what you do but how you do it. Don’t be some one trick pony though. Diversify your portfolio. Discover just what makes yourself tick and run with it. Believe it or not but the people love a good villain almost as much as they fear them. The bad guys are just more interesting. So act like a lake and get deep. Deep as balls son. Don’t be no puddle. So you figured out what kind of angle you are working and got yourself some character. Good for you. So how are you going to work? What I mean is, how you going to do crimes. Are you good with a gun? Got a third arm? Magic? Powers from some freak accident? You gotta have a talent of some sort kiddo. Ahh shit, let me get the chart… Don’t get me wrong. There can be plenty of crossovers but those are just the basics. They also get rated on a level system by the Guards who got their own names for the categories. So you know your type right? Yeah. Play it up and make your plans around them because the guys who you’re going up against certainly will. One last thing kid...don’t go getting cocky. Sure you got your power but so what? You are still bottom of the barrel. Barely a pimple on the gigantic flabby ass that is Paradigm City. Push your limits and get good. Don’t overreach. Keep all this in mind and you might suck a bit less. Might even wind up becoming a real bonafide villain. Eh...but then again probably not.
-Character Sheet- [Appearance] Theme: A villain is only as good as his accompanying theme song. Name: Your real name or at least what you go by. I will be coming up with your villainous titles. Age: Whatever makes sense for your char Sex: See above Bio: This is your origin story. How did you get your powers? Were you born with them? Did they suddenly appear? How did it affect you? What led to you becoming the person you are now? . Aspiration: What is your endgame? Weakness: What would you consider to be your character’s greatest weakness? Power/Talent: This can be anything. An power you were born with, magic, ninja skills, science, whatever. I will try to keep people about the same power level to start so be warned that I might ask you to limit yourself some. There will be room to grow.
- Fatal Blood, Orcraniil, Jod and 1 other like this
#1345686 [OOC] Codex Regius
Posted by Jod on 19 August 2014 - 09:59 AM
Codex Regius
George is sitting in front of his TV, situated in a rather quaint little living room, skimming through the channels. However it is quite clear that he isn’t really paying attention to whatever it is that was going on the screen of the telly. After All today was the day it would arrive, and the TV was just another way to bide his time. The day was a Wednesday, normally George would already be in his car on his way to work that is if it was a usual Wednesday. He looked anxiously at the time on his personal HUD provided by his implant. It told him that it was 7:30 AM.
“It should already be here dammit” He muttered . The endless tick tock of the clock on the wall was starting to drive him crazy, he had no idea why he bought it, and at the moment he thoroughly regretted his decisions. Like many things he owned, the clock was rendered oboslete by his implant. Just as the clock struck 7:31, his door bell rung. It took nearly took all his self-control to not make a mad dash for the door. After a minute, which consisted of him grabbing the package from the deliveryman and placing his thumb on the verifier, followed by a frantic scramble to lock his door back up.
Too impatient to go back to his living room, he tore off the brown packaging, to reveal a simple black box, with the words ‘ Codex Regius’ inlaid in silver script. Opening the box, he found a small booklet, and a cube the dimensions of a sugar cube. This cube was black as well with several silver, lines etched across its surface, forming into a complex circuit like arrangement.
There lay what he had been waiting for, the data cube(dc) for Codex Regius, the VMMO of the century, the most cutting edge, realistic, diverse game created till date. The game was touted to be so lifelike that, they actually had to reduce the accuracy of the simulation, otherwise there was a high chance of developing psychological problems amongst the players.
The game was so anticipated that it was selling like hot cakes two years before its release. Today, was the release day. After spending some time staring at the dc with an awed expression, he ran into his bedroom, where he picked up his Gear, his terminal to the world. The Gear looked like little blue box, with a few status leds embellishing its matte plastic surface, with a small optical fibre cable attached to it. He slotted in the dc and put on the Gear, and plugged the cable into a little slot hidden behind his ear.
“Link Start” He whispered….. With a kind of whirring noise, the device came to life. First went his sense of touch, then smell, taste, then sound and finally sight. All his senses faded away leaving him in a metaphorical abyss. However just as quickly as his senses disappeared, they snapped back in an instant, as if the world had just blinked back into existence. This was called as the warp by veterans of the Gear, and had a tendency to cause dizziness on those unaccustomed to it...
He found himself in a white expanse with no end in sight, the ‘start lobby’ was quite simple. In most of the other games the start lobbies were quite fancy, many times more so than the game itself. Slowly in front of him a small blue light coalesced from nothing, about the size of tennis ball. This was followed by a voice, which seemed to come from no direction in particular…
“Welcome User, it appears that you are unregistered, beginning registration process”,The voice was that of a woman, it was the kind that you couldn't help but trust…..
“Please select, character name”
Without a second thought, “Jabberwok”
“Character name set to Jabberwok, please select character race”
Suddenly, the ball of light split into several solid figures, each with a small translucent window describing the race of the figure , and so on and so forth…
Labrynth
Welcome to the Labrynth, dear fellow. Yes, yes I understand It can be quite confusing at first, what with you being new and all. But luckily for you, I’m here to help you out! You can call me Old Man Caw. You see this here is Junction City, the greatest city there ever was, though some say there a better ones in some of the realms, but they don’t know what they’re talking about. Sorry about that, I tend to go tangents sometimes..
Anyway lets get you started on the basics shall we, you see the Labrynth in simple words is a maze of epic proportions, infinite actually. But thats not all, you see it has a will of its own, its a living thing, and its always growing. Not two parts of the Labrynth are ever the same, In one place the Labrynth might be a series of floating stones in the midst of a void, or it may be a like a normal maze in others, In another it may look more like extensive cave system. I have feeling that it loves thinking up all kinds new weird kinds mazes and such. For example do you know there's actually a corridor somewhere that’ll let travel back in time as you go along it!
However that's not all, sometimes Labrynth will form Realms, essentially bits of it that are so large that an entire civilization can develop inside it and never realize that there is a Labrynth around them. You can find all sorts of interesting things out there, all you need is bit of adventure in you spirit, a dab of courage, a touch of wit and last but not least some friends to share it with!
Though I must tell that not all of the Labrynth is cute and docile. Unfortunately, during its creation a bit of corruption seeped into the Labrynth. Most of us call it the Shadow these days, since we don’t actually know what it is. Well anyway this Shadow is a pesky thing, it goes about perverting parts of the Labrynth, and turning them into dungeons designed to cause the optimal amount of pain to whomsoever has the unfortunate luck of stepping into it. Though If you do come across one I have some sound advice for you.
--- Old Man Caw
Junction City
Now that I’ve given you the run through to the Labrynth, Let me introduce you to our beloved city, which for all intents and purposes will probably be your home for some time .For the most part you can consider Junction city to be pretty much the center of the Labrynth, although no one really knows where the actual center of the Labrynth is. Anyway, one fact is true, that nearly all pathways within the Labrynth touch upon the city at least once…
Unlike other cities, which you can find in the Realms,Junction city is formed straight out of the Labrynth. Now don’t ask me why or who made that happen, cause I have no clue, just be happy it did happen. I can tell you one thing, theres more than enough adventure within the city itself to last an entire lifetime.
You can find all sorts in the city, from cave men to cyborgs, knights to pirates, aliens and zombies, and many other things in between. You can probably find a sample of every kind of denizen to call the Labrynth home. However this makes governing the city rather hard, not that there really is much of a government within the city. Heh, no ones crazy enough to take up that kind of responsibility. More or less each part of the City is run by a variety of powers, and not all of them good, not all of them bad, and some simply beyond the concept altogether. All these powers together run the city together in a kind of ramshackle agreement called the Understanding.
Though its not like everything is alright and dandy, due to the city’s rather eclectic approach to governance, law and order can be quite fluid at time, and all kinds of nonsense goes about on the streets,still at least we can always be sure that Junction City is always lively
--- Old Man Caw
The Realms
Ahh so wish to know abit more about the realms eh. I’m no definitive guide on the subject but I can tell you about the few that I have had the pleasure or the displeasure of visiting. Mind you I have only been to a marginal fraction of the realms about the Maze, and their are many more each unique in its own right. Anyway lets begin shall we…
First Lets go to the Stellarelm, A very funny place, if you ask me. The people over there have all kinds of technology, and boy do they love to play around with it. I bet Stellarelm would have been a brilliant place to be, if only the fellows their weren’t so childish. I understand they have a great passion for science, and have done great things with it as well, but they have a tendency to go overboard. I mean fitting an irate butler robot with a plasma grenade is simply asking for trouble. Theres always an explosion somewhere or the other in Stellarelm, though it does make the night sky pretty…
Then we have the beautiful land of Valiantrelm, with its shining castle’s and emerald rolling hills, its fair maidens and proud knights in shining armor. A very nice place to vacation, I myself go there every once in awhile. Though I suggest that you avoid it during winter time. since thats when the beasties start propping out from the snow and slowly forming up into the annual horde, to plunder the pastures and all that. You might even find a dragon or two in the mix sometimes. Of course the knights absolutely love winter, after getting bored the silly tournaments, jousts and other such competitions with one another, they get a chance for lasting glory and such. Those knights can turn out to be a right crazy bunch sometimes...
Before I continue I must warn you, never and I mean NEVER trust a fairy. You never know when you’ll find yourself a hundred years later licking some troll’s boot. Enter the strange realm of the fairy kind, Sithrelm. A very tricksy place it is, full of all kinds of magics and fae creatures, the landscape is much like a dream, always changing, half illusory and half real. Its probably a good idea not to go there is all I’m willing to tell you about it.
Of Course I must mention the metropolitan Gaearelm, not as technologically advanced as Stellarelm perhaps, but that doesn't mean it is in any way inferior. Given that the architects of the realm have a much better artistic sense than those of the Stellarelm, their cities are far more beautiful, with glistening skyscrapers and elaborate parks. However possibly the most important aspect of the realm are its businessmen, the corporations of the Gaerelm are a veritable economic powerhouse. However the corporations do have tendency to get out of hands, and at times like this the League Of Super Heroes step in with their various caped crusaders, they keep the peace and make sure the laws are kept. You should give it a looksie, it is a rather interesting place, though I don’t care for the hectic lifestyles of the people there.
Finally let me tell you about a place that absolutely never should go to, Helrelm. Remember that Shadow thing I was talking about, well the Helrelm is what happens if the Shadows gets to a realm before its properly grown. Its a bad place plain and simple, it's also full of demons, a whole bunch of them. Its good thing that most demon’s aren’t smarter than a similarly sized bag of bricks, cause otherwise we Labyrinthian would be deep trouble indeed. I hope you never have the unfortunate luck to chance upon that horrible place..
Well there you go those are the places I’ve been to, though do note that these are but a few of the Realms that are found in the depths of the Labrynth. Though I do hope there isn’t another Helrealm, that would be bad…
--Old Man Caw
Character Creation Kit
Character Sheet
[IRL Appearance]
Name: George
Age: 24
Gender: Male
About Me -
[No not you life history, only the important things about you, and also your motivation. Your motivations are important, don't give something obvious such as ‘ to have fun’. This section doesn’t need to be too long]
------
[In Game Appearance]
Handle: Jester
Level: 20
Race:[This can be anything as well, give a short description about the race if it is something out of the ordinary]
Class/Role: [This can be anything, if it is something a bit more exotic a description would be nice as well]
Abilities:[You start with 30 points, read about abilities in the next section ]
Example-
-
Will[10]
-
Energy Manipulation[10]
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Constitution[5]
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Energy Barrier[5]
Inventory:[You get one weapon(level 6), one Health Potion or one Energy Potion]
Example-
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Energy Rod
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Energy Potion
Abilities
The best way to describe abilities, is as a descriptor for that character. They can be things about the character, or things they can do, or even specific attacks. Points can be invested in them to increase their effectiveness. Depending on the scenario, two or more abilities can be stacked on top of each other to increase their effectiveness.(Eg. Dexterity and Lockpicking)
The more general an ability is the more versatile it is, however won’t have the same effectiveness as something more specific.(Energy Manipulation Vs Energy Barrier).
Refer to the list of abilities for a few basic abilities, you are of course free to come up with your own…
The List of Abilities
Will - Needed for those mental activities, useful for magic users
Strength - Big muscles
Constitution - That tickled
Athletics - Look at my speed and fancy movements
Dexterity - Good with my hands
Perception - I see you
Reflex - Spidersense
{Weapon} Mastery - Such Skill, Much Wow
…. more to be added
Items
Items much like characters have attributes, which are used to describe the given weapon. The only difference being that, unlike characters; items do not level up.
A items level is determined by the total number of points invested in attributes.When using the Item, its attributes are added to the characters ability score wherever applicable. The function of attribute are the same as abilities and work much the same in most cases
.
Items are described in the following format..
Name:...
Type: Gun/Sword/Lance/Jacket/Flower and etc
Level: ...
Attributes:
Common Item Attributes
Damage
Range
Accuracy
Size
Fire/Earth/Water/Wind
Energy
Durability
Penetration
Heal
Some Examples
Blaster
Type: Gun/Energy
Level: 6
Damage[3]
Range[2]
Energy[1]
Health Potion
Type: Potion
Level: 10
Heal[10]
Note that for convenience this can be shortened to
Health Potion[10]
- I-Am-X, Faye, Unbelievably Majestic and 2 others like this
#1314956 Tokio Funka [OOC]
Posted by Asor al ed Ergnas on 11 July 2014 - 04:21 AM
GM: Sangre de La Rosa
Co-GM: Wandering Rogue
This RolePlay is rated M for Mature.
It contains Sex, Drugs, and Murder.
Including but not limited to,
Vicious demons feasting upon entrails with vivid description,
Prostitutes stabbing men in the back during coitus,
A great manner of terrible things happening to innocent people,
And use of tobacco.
Premise
Tokio Funka....A town of tradition, warmth, and booming economics. If you wanted it, anything could be found here. Pleasure, Wealth, Food. It could all be attainable if you had the desire and will. In Tokio Funka, anything seemed possible.
Unfortunately for us humans, it really was.
I was little, when the Oni came. They were spoken of in stories, and legend only before then. To see them, monstrous and terrible was worse than anything any of us could ever imagine. We soon found out that in reality, they had always been there. Watching, waiting, planning like the snakes they were. Striking deals from the shadows with the Hierarchy. Steadily making their legends grow, rumors seeming too real for comfort. Then, when it was time; they came in a wave of unholy filth. We had no defense, save for the Dark Priests on the outskirts of our town. My parents and some of the older samurai went to them for help, and they happily gave it. But the cost...was far too high for them to repay. So, we let ourselves be subdued. Living at the whims, and pleasures of these despicable creatures.
But we have new allies now. It's time to retake our town.- Oimashu Takunda(53)
Our Story Now
It's been thirty-nine years since the Oni came to Tokio Funka. Since then, they have been living large in the city alongside the humans whom have amassed wealth by benefiting off of the needs of the Oni. These humans, being nobles, wealthy merchants, emissaries of the Emperor; help to make up the Hierarchy of Tokio Funka. They control what comes in, and goes out of the city. In exchange for comfort and luxury, the Oni force the weaker of their numbers to be conscripted into the Emperors army. This, is not the only reason of course. Thanks to the strength of the Oni, the Hierarchy fears them. Which of course, is understandable. It's better to be with the dominant faction, than be dominated yourself. The lower class humans suffer as expected. Prostitution, filth and squalor is common in the streets now these days. Small bands of urchin thieves trying to simply survive are taken away and severely punished. Most of these children, don't come back. Then you have the slaves.
Regular citizens sold to the Oni by their own kind is a frequent sight in the city of Tokio Funka. People round up whom are untagged, and sold in auction to the highest bidder. It is something that leaves a foul taste in the mouths of many. Ironically enough, the lesser Oni identify with these people. Being in much the same predicament as them. No choice but to fight for a cause that isn't theirs, or be killed. Naturally, a coalition of humans tired of living in this state, have banded together with the lesser Oni whom just desire to live themselves without being subjugated. These individuals are growing even more well known in the city these days as "The Sakura Rebellion".
Factions/Races
The Oni
Oni are separated into two categories. Greater Oni, being the strong, old demons who have been around for a very, long time. They are large, greedy, and bloodthirsty individuals. Their strength could snap men in two with little effort. Some, are even large enough to use their bones as toothpicks. Not only known for their strength, many are wise, and crafty. As evidenced by their swift, and cemented integration into Tokio Funka. Some say, it's as if the spot was already there, waiting for them.
The Lesser Oni, are generally smaller, and though weak compared to the Greater Oni, are strong individuals in their own right. Able to easily surpass a common man in physical ability, they are not to be underestimated. Many are also rather dull, leading for them to be misguided and intimidated by the Greater counterparts. This also, makes them capable soldiers for the army of the Emperor, if only for sheer force. Though, it is said some only play the fool; so as to go unnoticed themselves.
The Hierarchy
A collection of humans who are at the top of the totem pole. These men and women are composed of anyone who has the wealth, or resources to dominate the lower populace. Aptly named, they control everything from food, money, and even the many crafts the city provides. If you grow crops, if you sell your body, if you are a craftsman; you can bet your button that someone from The Hierarchy will come to collect. Everyone pays taxes to The Hierarchy, or are submitted to the Greater Oni for disciplinary action.
The Common Man
Your everyday citizens, living under the rule of fellow humans and the monstrous Oni. The common people can range in just about any viable profession, providing they have the craft for it. Whores, Homeless, Thieves, Blacksmiths, Farmers, and even common slaves. These are just some the regular humans forced under the foot of their so called "betters". Many, if not all; simply just desire the common freedoms deserved by all man. Sadly, this isn't the case. Basic rights, and rules have been all but thrown out the window when the Oni took up power. With a few wrong words, a person could easily end up as a slave. Or worse for some, forced into battle. Either way, many are forced away from their families unwillingly, and regardless of what you are as the common man; life could be far better.
The Sakura Rebellion
Named after their symbol and the annual festival. The Sakura Rebellion is a combined effort of Lesser Oni, and the humans treated less than dirt. This group is tired of being used, beaten, and abused. People from all walks of life, work in secret to try and make lives better for their fellow man. With the recent alliance with some of the more intelligent Lesser Oni, plans to rise against their so called "betters" have not only taken visible shape and form; they instill hope to many for a better life. But to achieve their goals, they will have to work with the one group that frightens even the Greater Oni; the Dark Priests.
Dark Priests
Little is known about these people. Some even doubt if they are even really human. their bodies are always covered with their robes, and not even the oldest individual in Tokio Funka can recall ever seeing one of their hooded faces. What is known however, is that the Oni dare not go near their temple outside of town. It is also a well documented fact, that they are not taxed, and even supplied a monthly allotment of goods. Rumors say it's because they hold the key to driving out the Oni, and restoring peace once again to the tumult of the city. Others think it's because they are even worse monsters than the Oni, who simply have no interest in the squabble. But higher members of the Sakura Rebellion have gained information form their Lesser Oni Allies, and intend to seek out the Dark Priests to see if their information holds fact.
Character Sheet
Character Appearance: What do you look like? Written descriptions are welcome, but I am a visual person. Pictures are recommended. Theme: What groove describes you? Name: What do people call you? Gender: Are you a man, or woman? Or are you something that fits into both, or neither of these categories? Age: How old are you? Race: Are you a Dreadful Oni, or Lowly Human?(If you wish to be Half-Human/Oni, you'll have to really impress me) Personality: What kind of individual are you? Faction: Where do you stand? I refer you to the Q&A regarding this. Skills: What do you contribute to the world? Do you sew, do you farm, do you teach? Or do you use your Oni abilities? Keep It Simple History: What is your past like? This is where I will be creating a Q and A based on the questions some of you may ask. I require patience in waiting for said answers, I am a busy woman. Questions, With Answers "Who can we be?"- Liar The main PC faction driving the RP will be The Sakura Rebellion. You CANNOT be a member of the Dark Priests.Player Characters will be largely composed of The Common Man and the Lesser Oni(both being the founding factions of The Sakura Rebellion). However, should a person wish to be a part of the Greater Oni or The Hierarchy, they can be. Providing your Character Sheet vastly impresses me. And I mean, impress. Should someone do so, their character will work with me personally to further the RP. Overall, I advise you all to shoot mainly for the factions provided in The Sakura Alliance.- Sangre "What's the tech level?"- Neph Excellent question Nephy. The setting itself has a Folky Japanese vibe to it. It is a fictionalized mishmash of both the Edo Period, and Meiji Period of Japan's history. So think of the setting and such as in the Edo Period(Samurai Champloo is a good example) and for the purposes of this RP, a little bit of the technology level present in the Meiji Period(Electricity, Radios, Think Rurouni Kenshin). No cars, however. As for the weapon level, since guns in RP's make me angry, I put it perhaps at the level of Princess Mononoke. However, if one talks with me one on one, we may be able to make a compromise based on your character. GM interaction is your friend here. Any further questions of what may, or may not be around in regards to technology; I will be happy to address.- Sangre "Does this only involve the Onis or the entire plethora of Kamis? Will be seeing Kitsunes, Tengus and the likes?"- Diabolical Rhapsody Another great question. Oni, Kami, Youkai. Here's my answer. If it's in Japanese folklore, assume it exists. However, for classification purposes, we will make Oni the broad term encompassing all three in classifying what you are, or what is. If you intend to make your character an Oni, as I have previously stated, to be one of the Greater, more powerful ones, you will need to impress me. Most will be dumbed down to a lesser level otherwise. -Sangre "Do Oni have powers based upon their established Japanese Folklore?"- Dudeitzmeh As for them having powers based upon folklore, the answer is yes they do. However, I will be keeping a tight leash on certain things. Such as mind control, psychic ability, ect. The OP abilities you all know and love. If you want it, again, you better impress. I ain't letting people get away with stupid bullshit. -Sangre "Is there a limit to the mount of characters you will be accepting?" -Sangre Excellent question me. The answer is yes. I am new at managing an entire RP to myself, and am going to be imposing a seven character cap. Read it again. Seven. I MAY perhaps go over this amount if I am wholly intrigued and slightly aroused by more than the Seven character cap I have imposed.. But as it stands right now, this is the cap. Also know, it is NOT first come, first serve. It's who has the most intriguing, relevant, and well put together characters that will make it in. So please, bring your A-Game. -Sangre --------------------------------------------------------------------------- Once I accept a character, they are Locked Into The RP. Ominous? Perhaps a little. This means should you drop out, or stop posting, This DOESN'T mean your character is gone. Ohohohoho oh no. You have gained entry into my world, and now have a special place in it. Should the before mentioned things happen to you, Your Character will still be in the RP, under MY control. However, if you have to leave the RP thanks to whatever reason and are unable to post. Talk With Me, And We Will Make Arrangements! Back to the topic on hand. That's right, even without you, your character will continue to play a part in the RP. Unless they die. On the matter of Character Death, should you die within the RolePlay; you are gone. Nothing will save you. But this opens the door for someone else to take your spot. So I implore those whom are accepted, tread carefully, for I am very Unforgiving. These may seem like strange stipulations to many of you, and some may not exactly agree. So this is the point, that I will allow anyone to back out should they wish and allow others to have a better chance. You may wonder "Sangre, this seems a bit odd for RPing, why are you doing it this way?" and you might be right in your assumptions. I have been around the block a few times when it comes to roleplays, and I for one, and sick and tired of good ideas dying because of lack of interest from BOTH GM's and Players. I am doing things this way as both an experiment, and a way for people to get used to my style of GMing. I give you my own promise, should people continue to participate, I'll always update. Even then, I'll finish up the story On My Own if need be. My ambitions will not falter or stop because of anything. I'd rather though, for it to not have to come to that. So I ask of you to help me build this world together, and any future ones I design. -Sangre de la Rosa
#1310942 Hearthorne Village (OOC)
Posted by The Illuminati on 07 July 2014 - 06:09 AM
Setting:
Hearthorne is a small, riverside village. It has done well for itself as a stopover place for merchant crafters and visitors heading upriver. Recently, orcs, vicious pig-men, have begun raiding other nearby villages. In order to keep Heartthorne safe, the local lord has hired mercenaries to protect the village and eventually discover the orc camp. Sadly, the village is attacked before the mercenaries could arrive. Now the heroes must race to protect what little is left of the town.
Players:
Testers are free to come up with their own races and classes, from any genre imaginable so long as they can fit it into the CS.
Character Sheet:
Name: This is where you fill in your character's birth name, nickname, or epithet.
Description: This is where you tell us, in a short sentence, what makes your character special. Or explain to us why we should care about your character. Or, just brag about your wicked-looking beard.
Aspects: Aspects are phrases ("I am the God of wood!") that describe an important detail about your character. Each player can only have a maximum of five Aspects. Aspects can be anything you choose, and can be activated, by giving away a hero point, to gain a one-time bonus to one of your Skills (+2). But only if it makes sense to do so.
Say for example, that my character is a wizard and one of his Aspects is: "My milkshake brings all the boys to the yard!" It says something interesting about the character, and it can be used to help him later in the story. Let's say there is an NPC guarding a vault and instead of fighting them to get inside, I decide to use my Aspect to lure him away long enough for another player to get inside. More on that when we get to Skills and Hero Points.
Skills: Skills are what you use during the game to do complicated or interesting things. At the start of the game, player skills will be ranked from Average (+1) to Great (+4), and each player starts with a maximum of ten skills and twenty points to spend on those skills. Players choose their own skills, and choose what value to give them.
For example: A warrior might have Fight and Stamina as skills, while a wizard might have Lore and Will as skills.
Of the ten skills, players may only have: One Great (+4) skill, Two Good (+3) skills, Three Fair (+2) skills, and Four Average (+1) skills.
Hero Points: Players start the game with 3 Hero Points that they can spend to activate one of their Aspects. Hero Points are tied directly to Stunts. More on that when we get to Stunts.
Extras: Extras are anything technically part of a character, or controlled by them. They can be powers, gear, vehicles, organizations, or locations that don't quite fall under Aspects, Skills, or Stunts. Extras require the GM's final approval.
Stress: Stress is one of two options the player has to avoid getting killed. It represents exhaustion, light wounds, and so one. Each player has Physical Stress and Mental Stress, each of these has two levels: Mild (absorbs 1 point of Damage) and Moderate (absorbs 2 points of Damage)
When you fail to block a hit that will kill you, you have four choices: Surrender, Die, use a Consequence (more later), or use Physical Stress to soak up the hit. Physical Stress is the reason you somehow managed to avoid getting chopped in half, whether because you managed to twist away at the last moment or the wound just isn't as bad as it looks.
Mental Stress can be thought of as you biting your tongue at the last second to stop yourself from saying something stupid, or managed to ignore an insult.
Stunts: While Skills are shared between players (Fighter), Stunts are special abilities unique to your character that adds a special twist to one of your skills (Warmaster: +2 Fight, once per battle). Players start the game with 3 Stunts. Every extra Stunt costs 1 Hero Point
3 Stunts = 3 Hero Points, 4 Stunts = 2 Hero Points.
Players cannot have negative Hero Points.
Consequences: Besides Surrendering, Death, and Stress: Consequences is another way that players can stay in the game. But unlike Stresses, which are removed once the battle ends, Consequences take time to heal. In this test game, Consequences will linger for two battles. Every time you take a new Consequence, you get a new Aspect describing your injury. These injuries are visible to the player(s) or NPC(s) that forced you to take the Consequence, giving them a Bonus against you.
Combat:
Damage:
This experimental system works by having players make an attempt to do something, and the GM will roll some dice to see if the attempt succeeds or fails. Each turn, a player or NPC can try one of four things: Attack, Defend, Overcome, or Create an Advantage.
For example:
"The mighty Warrior swings his axe at the Boss Orcs' green neck..."
The Warrior has a +3 (Good) Fight skill, but the Boss Orc has a +4 (Great) Defend skill. The GM rolls the four dice, adding some randomness to the game, to see what happens in this fight. The dice each have 2 0's, 2 +1's, and 2 -1's sides, which gives you a number when rolled. This number is then added to the skills. In this case, the GM rolls twice. Once for the Warrior (-2), and once for the Boss Orc (-1). The final result is this:
GM: "The Mighty Warrior swings his axe (+3) but because he was only using one hand (-2), he doesn't do as much damage! (+3 + -2 = +1) The Boss Orc raises his shield (+4) to block the attack, but looses his footing on the soft soil (-1). Luckily, he was still able to block The Warrior's attack (+4 + -1 = +3) and manages to save his precious neck from The Warrior's axe!"
In a situation like this, you can either Fail (-1), Tie (0), Succeed (+1), or Succeed with Style (+2 or more). In this case, The Warrior failed in his attack. Because of this, he did no damage to the enemy, and will now suffer a minor penalty. The Boss Orc was able to Defend with Style (succeeded with +2), so he gets a Bonus. This Bonus can either be used as a free attack on The Warrior, or converted into an an advantage.
A.) GM (Boss Orc Decides to use the Bonus to create an advantage): "The Boss Orc not only blocks the attack, but manages to use the shield to knock The Warrior flat on his back!" (For one round, The Warrior has a -1 to Attack and a +1 to Defend)
B.) GM (Boss Orc Decides to make a free attack): "The Boss Orc blocks the Warrior's axe with such style that he decides the Warrior isn't a challenge for him, so lowers his shield and stabs the Warrior with his sword!"
This creates another dice roll, where the warrior has to block the Boss Orc now. Because this is an extra attack, the Boss Orc attacks twice in his turn -- if he chooses to. (Attack, Defend, Overcome, Create an Advantage)
Turns: Players take turns (one post) when using their skills. This means that if players come across an Obstacle (Locked Door, Guard), depending on what that thing is, only one player can tackle it at a time (only one person can pick a lock).
Rules:
- Nameless NPCs can be auto killed by players but there is a limit of three per post, and twelve NPC kills per week.
- Engaging named NPCs will raise the combat flag. The combat will be explained in detail later.
- Boss NPCs can only be engaged by 4+ players.
Enemies and Allies:
Orcs: Deformed humanoids with pig-like features. Originally created by a wizard to serve as a new food source for humans, the orcs eventually escaped into the wilds and have tormented human beings ever since. Orcs are aggressive, range from 5 to 6 ft. tall, eat human flesh, and are twice as strong as regular men. The group attacking Hearthorne is lead by a black orc named Choppa.
Choppa, Da Boss: The biggest, baddest orc in the village. This guy is intelligent enough to properly use weapons and heavy armor, and needs to be taken down by the entire party.
Choppa's CS
☠ Name ☠
Choppa
☠ Description ☠
The leader of the orcs that are attacking Hearthorne.
☠ Aspects ☠
"Da bigga, da badda!": Tough melee tank, able to soak up lots of damage thanks to it's shield and heavy armor.
"Lotsa Chopp'pin!": Specializes in dealing powerful attacks via chains of abilities.
"Waaaarrghhh!!!": Goes berserk, becoming more deadly the more damage it does or takes.
☠ Skills ☠
Great (+4): Strength
Good (+3): Brawler, Healing
Fair (+2): Tactics, Stamina
☠ Extras ☠
--------
☠ Stunts ☠
Warmaster: +2 to Brawler rolls made to create an advantage against an opponent, provided the opponent has a fighting style or weakness it can exploit.
Tough as Nails: Once per battle, Choppa can reduce the severity of a moderate physical consequence to a mild physical consequence, or erase a mild physical consequence altogether -- at the cost of a Heroic Point.
☠ Physical Stress ☠
+ Mild (absorbs 1 Damage)
+ Moderate (absorbs 2 Damage)
☠ Mental Stress ☠
+ Mild (absorbs 1 Damage)
+ Moderate (Absorbs 2 Damage)
☠ Consequences ☠
+ Mild (absorbs 2 Damage)
+ Moderate (absorbs 4 Damage)
+ Severe (absorbs 6 Damage)
☠ Hero Points ☠
3
Da Boys: These are the lieutenants of the invading orcs. Not as tough as Choppa, but tough enough to raise a Combat Flag. They can be engaged 1v1 or 2v1.
Grum: Fast as the wind and as strong as a bull, Grum wields a human greatsword in one hand as if it were a toy. Wears medium armor.
Krung'Krak: Slow but heavy hitting, Krung'Kruk wields a massive greataxe and is decorated in the skin and skulls of humans. Wears medium armor.
Frak'Coth: An orc shaman able to summon fire and lightning magic to destroy his enemies, and earth magic to heal his Allies. Wears light armor, but is able to summon orc allies every two turns to fight for him.
Da Peoples: The runts of the litter, these orcs wear minimal armor. What weapons they do use are old and rusted, made from bones, or sticks. They are the faceless horde that players can kill without raising a Combat Flag.
Humans:
[spoiler]
Captain Hearthorne, and his knights: The local law enforcement in Hearthorne Villiage, Captain Hearthorne rode out to meet the mercenaries that were sent to help him end the orc menace. When they returned, one of his knights rode up with an orc axe sticking out of his back. With his dying breathe, the knight let the party know that the village was already under attack. After saying a small prayer, Captain Hearthorne mounts his horse one last time as he raises his sword to the sky and signals the charge back to town.
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