Battle for Terra-Duo (6/6, Reserve List Open)

A forum for recruitment and out-of-character role-play discussion.

Battle for Terra-Duo (6/6, Reserve List Open)

Postby Mark3000 » Sun May 31, 2020 1:36 am

Background
Spoiler (click to show/hide):

Terra-Duo was meant to be a new start for humanity after the destruction of Earth. Discovered 1000 years before the Great Exodus, it was deemed to possess all the required elements to not just support life but promote human’s continued growth and development. Alas, what the First Pioneers found were merely the bare essentials dotted across vast wastelands. Unwilling to explore other alternatives, a large group of the First Pioneers settled on this planet and made the best of their situation. They struggled and suffered but succeeded in building a new life on Terra-Duo.

Then as quickly as their new civilization was built, it crumbled to dust. The few historians that reside in Terra-Duo have long sought the answer to the Fall of the First Pioneers. Many believe their society was brought low by outside invaders or infighting among the Pioneer’s elite. Others believe it was some form of natural disaster or onset of disease. It could have been a combination of all of them. What is known is that humanity on Terra-Duo is but a shadow of it’s former self.

300 years later, the people live huddled together in Cityspheres , city states protected by barriers built around one of the few oasis on the planet. Each Citysphere has an elected mayor as well as their own law enforcement lead by a sheriff. Travel between Cityspheres is fraught with danger. If the wastelands don’t kill you, the creatures who inhabit them will. Bandit roam the the wastes away from whatever laws the Cityspheres enforce, capturing travelers for the slave trade. Of course some bandits get too big for their britches and attempt to take on a Citysphere, that’s when the sheriff can call on the aid of Bounty Hunters. Terra-Duo has no shortage of thrill seekers willing to take on the various bandits and monsters that roam the wastes or explore First Pioneer’s ruins to retrieve valuable relics and old technology.


Starting Cityspheres
Spoiler (click to show/hide):

Utopia:

Built on the foundations of one of the more intact First Pioneer’s ruins, Utopia is one of the largest and most advanced Cityspheres on the planet. Large skyscrapers that dot the skyline are visible from a distance. Protected by an array of energy barriers and a sheriff with a long storied battle record, Utopia is considered one of the safest settlements on the planet. Food and water are plentiful and the entertainment district is a sight to behold.

However not all is well in Utopia. The divide between the haves and have-nots is vast and the tension is palpable. Various street gangs control Utopia’s less protected areas. While corruption in the Utopia Government ensures only a small minority benefit from the city’s wealth. Still, in the harsh hellscape of Terra-Duo Utopia is considered the last bastion of humanity.

Bermuda

One of the only mobile Cityspheres on Terra-Duo. Bermuda was once a few Landships that travelled the wastes together in a Caravan. Due to the limited space on Bermuda, the density of buildings and people is high. While they can produce food on a few of the landships, most of their food comes from trade or scavenging whatever they can find on the wastes. Bermuda is home to a bevy of specialized artisans and tradespersons who work round the clock to keep Bermuda moving. When the traveling Citysphere stops by another settlement , these workers often depart Bermuda for a short time to offer their skills to the locals.

As a result of their past as Landships, Bermuda is governed by a group of three Captains and their crew. They are the ones responsible for plotting the settlement’s course and ensuring Bermuda doesn’t fall apart. Many candidates are trained from birth to fill the role but the current Captains have the final say in their successor.

Exodus

Exodus serves as the home of the Followers of X’adu. The Followers of X’adu believe that the First Pioneers were punished for their hubris by otherworldly entities. The strongest among them being X’adu, the beast with a thousand eyes. While the Followers can be found across Terra-Duo, Exodus is considered their holy land. They spend their days worshiping an alien relic called the Obelisk said to grant a chosen few visions and psionic powers. Though in truth they become enthralled to its power and pledge their lives to spreading the faith. The Citysphere employs a mixture of physical and psionic barriers to subdue invaders. Those who live in Exodus enjoy a commune like atmosphere with many of the people practicing open relationships focused on physical pleasure.

The leader of Exodus is looked to as a living god, wielding unbelievable psionic power. The current leader is tended to by a 20 woman harem, who serve as his wives and personal guards.

Bread Bowl

True to its name, Bread Bowl possesses the most agricultural land on all of Terra-Duo. They produce enough food not only to support themselves but to trade with other Cityspheres for technology and protection. It’s fertile land makes it a target for attack, so all citizens are trained in the use of weaponry

The citizens of Bread Bowl live humble lives as farmers, butchers and tradesmen. Compared to Utopia’s rising skyscrapers and Exodus’s ornate chapels, the Bread Bowl is much more modest in it’s design opting for simple farm houses. Their barrier is equally as simple, consisting of high concrete walls with anti-air defenses. Because of this the Bread Bowl uses a combination of a general draft and local mercenaries to defend themselves. Many a person would fight tooth and nail if provided food.


Den of Fangs

The Den of Fangs won’t be found and any conventional map of Terra-Duo. What started out as a simple hideout for a small group of bandits became a small Citysphere all it’s own. Located underground through a series of connecting tunnels lies the den. The Den of Fangs is a refuge for all those abandoned by the proper Cityspheres. Humans and mutants alike call the Den home and engage in activity that would be deemed illegal elsewhere. The motto of the den is “Everything is for Sale” Food, weapons, drugs, even people. The Den of Fangs hosts an open slave market along with a coliseum for the people’s entertainment.

Instead of a mayor and their sheriff, the Citysphere is governed by the Council of Fangs. The Council of Fangs is made up of the three leaders of the largest gangs in the Den. Each of them governs different areas of the Den. Madam C and the Crimison Lilies govern the mu sector. Master Serpent and the Black Suns govern the theta sector. Finally Eclipse and the Sundown Raiders govern the iota sector.


The Emergence of Psionic Powers
Spoiler (click to show/hide):

It’s said that humans began to develop Psionic abilities as they traveled through the cosmos. The combination of cosmic rays and the vast emptiness of space caused an awakening in the human body. It started as simple telekinesis and a heightened sixth sense. But when they landed on the planet, the First Pioneers used their technology to develop people’s innate powers to aid with the settlement of the planet.

While the First Pioneer’s disappeared, the work they did to advance humanity’s psionic abilities remained. While all the people on Terra-Duo possess some form of latent psionic power, only a few are able to manifest it out into the world.There are also relics of unknown origin said to increase a person’s abilities.


System and Combat
Spoiler (click to show/hide):

Skill Checks and Combat are resolved with a 1d20
The stats are as followed:

HP: 10 + Base Con
Stamina: 20

Strength: (How physically strong your character is)
Dexterity: (Your character’s agility and physical finesse)
Constitution: (Your character’s physical resistance and endurance)
Precision: (Efficiency with ranged attacks, actions that require finesse)
Mentality: (Your character’s mental fortitude and psionic potential)
Charisma:(Your character’s ability to interact with other people)

Melee Combat

Accuracy:
All Weapons have a Base Melee Accuracy. A hit is determined by calculating the True Accuracy.

True Accuracy: Base Melee Accuracy + Attacker’s Strength -Defenders’s Dexterity + Modifiers

A d20 is then used to determine if the attack hits. This is called the Accuracy Roll

If the Accuracy Roll < True Accuracy, the attack hits
If the Accuracy Roll = True Accuracy, the attack critical hits
If the Accuracy Roll > True Accuracy, the attack misses

When True Accuracy is equal to 20, the attack automatically hits and a 20 roll will result in a critical hit.

Critical Hits deal 2.0 times damage after damage calculations are complete.

Damage:
Weapon Damage + Attacker’s Strength - Defender’s Constitution/2

Range Combat
All ranged weapons have a Base Range Accuracy. Each ranged weapon has an ideal range. When used at the ideal ranged the Base Range Accuracy remains the same. When inside that range, gain +1 to the Base Range Accuracy. When outside that range lose -1 to the Base Range Accuracy.

A hit is determined by calculating the True Accuracy.

True Accuracy: Base Range Accuracy + Attacker’s Precision -Defenders’s Dexterity + Modifiers

A d20 is then used to determine if the attack hits. This is called the Accuracy Roll

If the Accuracy Roll < True Accuracy, the attack hits
If the Accuracy Roll = True Accuracy, the attack critical hits
If the Accuracy Roll > True Accuracy, the attack misses

When True Accuracy is equal to 20, the attack automatically hits and a 20 roll will result in a critical hit.

Critical Hits deal 2.0 times damage after damage calculations are complete.

Damage:
Weapon Damage + Attacker’s Precision - Defender’s Constitution/2

Psionic Abilities:

All Psionic Abilities require either a Skill Check or Accuracy Check

Psionic Accuracy Check

Psionic Abilities have a Base Psi Accuracy. All Psionic Abilities have an ideal range. When used at the ideal ranged the Base Psi Accuracy remains the same. When inside that range, gain +1 to the Base Psi Accuracy. When outside that range lose -1 to the Base Psi Accuracy.

A hit is determined by calculating the True Accuracy.

True Accuracy: Base Psi Accuracy + Attacker’s Mentality - Defenders’s Dexterity + Modifiers

A d20 is then used to determine if the attack hits. This is called the Accuracy Roll

If the Accuracy Roll < True Accuracy, the attack hits
If the Accuracy Roll = True Accuracy, the attack critical hits
If the Accuracy Roll > True Accuracy, the attack misses

When True Accuracy is equal to 20, the attack automatically hits and a 20 roll will result in a critical hit.

Critical Hits deal 2.0 times damage after damage calculations are complete.

Damage:
Weapon Damage + Attacker’s Mentality - Defender’s Constitution/4

Skill Checks

Performing a skill or using Psionic Abilities out of combat requires a skill check. Skills have a base chance of success or Success Rate. This is used to determine the True Success Rate which is compared to a d20 roll or Skill Check Roll.

True Success Rate = Success Rate + Attacker’s Target Stat - Difficulty Penalty(Or Defender’s Opposing stat if facing another player or NPC)+ Modifiers .

If the Skill Check Roll < or =True Success Rate, Check is successful
If the Skill Check Roll >True Success Rate, Check is unsuccessful

Range and Movement:
0 Spaces: Engaged
1-2 Spaces: Short
3-4 Spaces: Medium
5-6 Spaces: Long
7-8 Spaces: Extreme

A character may move two spaces per-turn unless they choose to sprint. Sprinting allows a character to move three spaces in a single turn.

After sprinting, a character must roll a Dexterity Check against the enemy in order to take other actions. If a character attempts to sprint away from an enemy, that enemy may roll a Dexterity check to make an attack on the enemy while they’re vulnerable.

To escape, your character has to make it to the edge of the battlefield and pass one last Dexterity Check.

Determination:

When a character misses an attack, the player gains one point of Determination. Determination can be added to the True Accuracy of the next attack. Determination can also be stored to be used later. If you store Determination and miss, you gain two points of Determination. You can only store Determination two times in a row (Five Points Max). After this you have to use your stored Determination.

Cover:

On the Battlefield, there will be objects the players and enemies can use to protect themselves from Ranged Attacks and AOE. While in cover, the Enemy takes a -6 to their Accuracy Roll and can’t gain Determination every other miss. However, when an attack misses a second accuracy roll is made with the Cover itself (True Accuracy = 15). If the attack hits cover, it becomes damaged. Cover can only take a few hits before being destroyed and leaving the one behind cover exposed.

Universal Actions:

Targeted Attacks: Targeted attacks are aimed at a specific body part which has special effects. While they have special effects, targeted attacks also suffer an accuracy penalty.
Head: +1d4 Damage, Increase Critical Range by 2, 50% Chance to Stun (-4 to Attacker’s Accuracy)
Arm: +1d3 Damage, Reduce Enemy Accuracy by 4 for three turns (-2 to Attacker’s Accuracy)
Leg: +1d3 Damage, Reduce Dexterity by 50%, 25% chance to Bind (-1 to Attacker’s Accuracy)
There are other areas that can be targeted as well. Each of these areas will incur a skill Roll Penalty but also grant a special effect.

Grappling: ( Consumes one turn to perform, Escape attempts are a free action) A successful grapple prevents the target from acting. The grappled target can not evade incoming attacks. The grappling party and their allies can also perform various action in this state (Strength vs Strength to grapple and escape). Characters allied with the grappled party can attempt to break the grapple with a strength check which will consume their turn. When a Character is Stunned or Shocked, they can be grappled without a check
Throw: Toss an enemy a maximum of 2 spaces if your Strength is greater than theirs. Can be tossed two spaces. The target is Stunned and takes Strength Damage.
Pummel: Perform an unarmed attack against the grappled enemy. Does Damage equal to the attacker's Strength.
Strip: Remove Clothing from a Grappled target without performing a Dice Check. If Stripped, Target takes +1d2 additional damage from ‘Violate’
Violate: Grappler or ally begins to rape the target. While violating the target, Grappler gains Stamina while target loses HP. The Amount of Stamina gains/ HP lost is 2 + 1 for every two levels

Rest: (Can move beforehand, Consumes Battle action & Turn)
When a character uses Rest, they regain ¼ Max Stamina + 2 and 2 HP. When a character is attacked while resting, their Speed Stat while evading is cut to half.

Status Effects

Some weapons, skills and perks have the ability to apply status effects on an enemy. Here are a lists of some of the status effects:

Incapacitated: Characters that have their HP reach 0 are considered Incapacitated and can no longer take part in Battle. If a character is Incapacitated and their party wins, they gain 1 HP and the ability to act. If their party loses the battle, they are at the mercy of the enemy.

Stun: A character which is stunned can not act for 1 turn. Endurance check to be applied. An enemy recovering from Stun gains ‘Stun Immunity’ For the next turn.

Poison: Deals 1 HP damage per turn for three turns

Paralyze: For three turns, get a 33% chance you’ll be unable to act

Bind: Prevent an enemy from moving for three turns

Blind: Reduce True Accuracy by ½ for three turns

Burn: Take +1 Damage when hit.

Confusion: For three turns, have a 33% to act normally, 33% to move in a random direction, 34% chance to do nothing.

Sleep: Characters can not act while asleep. Will awaken after being attacked but take 1.5 times damage

Infection: For two turns, reduce all stats by ½

Puncture: For three turns, decrease the targets constitution by half

Leveling and Class Creation:
Every character in the ‘Battle to Terra-Duo’ has a unique Class. Each character class starts with a Perk and two Skills. Perks are passive abilities related to your class and character’s background. Skills are active abilities that are used either in or out of combat. As your character levels, they gain new skills and perks. Every even number level, you gain a new skill. Every Odd number level, you gain a perk. Some new perks and skills you gain leveling will replace old skills and perks.

Classes also have two prefered stats. Preferred Stats increase at Level 3,5,7,10,13,15,17 & 20. Characters also gain +2 HP and +1 Free Stat.

Experience is earned after each battle , based on the Enemy’s Stats. EXP for the next level is x^3 +30

Talents

Finally, all characters have a talent that is unique to themselves independent of their class and is based more on their background. Talents are suggested by the player and approved by the DM and can have both in combat and/or in world effects. These talents can include psionics, marksmanship, espionage, politics or just plain luck.

Armor , Weapons, Slots and Currency

At the start of the game, all players gain two weapons and an Armor Set. Armor Sets and Weapons also possess slots that can be used to enhance either piece. Weapons and Enhancements are dropped by enemies or sold by merchants.

Armor Sets on the other hand are created by collecting armor pieces and using a blueprint. Armor pieces and Blueprints drop from enemies, sold by merchants or obtained via other methods.

The common currency on Terra-Duo is Credits stored on Coins or Card. However, bartering is the primary way of trading in some of the smaller cityspheres. All characters start with 1d12 x 100 Credits.


Character Sheet:
Spoiler (click to show/hide):

Name
Age
Gender
Place of Origin
Appearance
Background

Base HP: 10 + Base Con
Stamina: 20

Stats: ( 15 Points to spend, Max 5 To any stat)
Preferred Stats:(Pick two)
Strength: (How physically strong your character is)
Dexterity: (Your character’s agility and physical finesse)
Constitution: (Your character’s physical resistance and endurance)
Precision: (Efficiency with ranged attacks, actions that require finesse)
Mentality: (Your character’s mental fortitude and psionic potential)
Charisma:(Your character’s ability to interact with other people)

Talent (Discuss with GM via Discord)
Class (Discuss with GM via Discord)
(For Weapons and Armor https://docs.google.com/spreadsheets/d/ ... aring&#41;
Primary Weapon
Secondary Weapon
Armor Set

Starting Currency: 1d12x100


Discord: https://discord.gg/3XGnD39 (Required for combat and Class Discussion)
Last edited by Mark3000 on Sat Jun 06, 2020 9:58 pm, edited 8 times in total.
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Re: Battle for Terra-Duo (0/6 Slots Open)

Postby RandomRoninKitten » Sun May 31, 2020 5:28 am

Name: Astreiya Velociraptor Zora
Age: 23
Gender: Female
Place of Origin: Den of Fangs
Appearance: [X][X]
Background:
Spoiler (click to show/hide):

Astreiya, or Rei for short, was a slave from the earliest moment she can remember. She was told that her parents had sold her to her master in order to pay off a long standing debt. From that moment onward, her duties under her master varied wildly. Sometimes he wanted her in his bed... while other times it was work outside, or in the garden, or if he was angry with her, he'd use her to please his servants of higher status or to fight his dogs in place of other dogs. He called them bitch fights, since not all of the participants were dogs. At the age of 13, in an ironic twist, it turned out that HE had not be paying his own debts, and as a result, the debt collectors came to take all of his assets... except for Astreiya, who managed to remain hidden until that had taken everything else of value. Naturally, Astreiya didn't really care what had been done with all of the other slaves and servants, as they had been just as much a part of her torment as her master himself. With her newfound freedom, Asteiya quickly realized that she would need to find some work, otherwise she'd starve and managing to free herself from slavery would be completely pointless, since she'd be dead. She quickly took to the streets and began selling her body, as using what little she had learned during her time as a slave, she was at least able to offer herself for enough to buy food, even if she couldn't afford shelter. She was also willing to give herself to the pets of her patrons, which tended to be worth more than just giving herself to human patrons. Over time, due to a strong desire to take on other, more highly paying jobs, she worked hard to develop other skills. Fights tended to break out in certain areas of the cities, and by observing these fights closely, Astreiya managed to develop barely passable combat techniques, mostly close combat due to having no weapons to train with.

Over the next ten years, working as a Prostitute, a Bounty Hunter, and cheap private investigator, working with others in the field whenever she could, she was able to make a bit more money, allowing her to afford better clothes, armor, equipment, as well as training in the fields she had been operating in, as well as a place to stay and decent meals. Currently, she takes all of the jobs she can, from anywhere she can, but advertises herself as a Bodyguard, Private Investigator, Bounty Hunter.

In terms of personality, Astreiya tends to react in two extremes, either being far too confident and smug when she believes things are going her way, or getting angry, petulant, and depressed when things are going poorly. Part of what leads to this sort of behavior is her poor upbringing, as well as her choice of companions. Part of her armor, and something she got at a drastic discount for good reason, is Shork, an AI unit that can be equipped with all manner of ranged weaponry, which she thought would compensate for her lack of ranged weapon training, however Shork was sold at a discount for being sassy and obnoxious. He constantly criticizes everything Astreiya does, insults her at every opportunity, and tends to half-ass his aiming(Yet still manages to operate ranged weaponry more effective than Astreiya).


Base HP: 10 + Base Con
Stamina: 20

Stats: ( 15 Points to spend, Max 5 To any stat)
Strength: 3
Dexterity: 5
Constitution: 3
Precision: 1
Mentality: 1
Charisma: 2

Talent: [Under construction]
Class: [Under Construction]
Primary Weapon: Straight Sword(Styled as a big Ninjaken)
Secondary Weapon: Buster Cannon(Ranged weapons are used by Shork)
Armor Set: Nanoskin Set
Last edited by RandomRoninKitten on Sun May 31, 2020 9:05 pm, edited 2 times in total.

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Re: Battle for Terra-Duo (0/6 Slots Open)

Postby MiscChaos » Sun May 31, 2020 8:28 am

Name: Sonya Saylor
Age: 24
Gender: Female
Place of Origin: Bread Bowl
Appearance
Background:
Spoiler (click to show/hide):

Sonya comes from rather simple folk: Her pa is a farmer, her ma is a tailor and Sonya herself was expected to take up one or both of their arts. Sonya, however, had other plans. Being a young, free spirit, she didn’t want to be locked down to a plot of land for all of her life. She wanted to roam, to see the world. Of course, that didn’t stick with her parents, so they tried to bury her in farmwork. Tending crops, raising livestock, the whole nine yards. All that did was give her a solid physique for when she started to slip away when she was 13 and practice her combat skills against some of the wild life. She isn’t an idiot, of course. She would create situations where only one beast could come at her at once and would have an exit plan if the attracted beast looked too powerful for her. Of course, even the best laid plans go wrong and she actually lost her virginity to a beast that managed to overpower her when she was 17. Explaining the claw marks in strange locations to her folks was both embarrassing and a trial of her rarely used lying skills. She did well enough to avoid suspicion of what actually happened, but she couldn’t hide the fact she was out fighting the wildlife.

Pa doubled down, trying to force her to do nothing but farmwork so she couldn’t possibly do such a thing again. But the thing about tasks on a farm is there’s only so much of them. Ma pretty immediately figured how useless that was and instead broached a compromise: Sonya would work part time on the defense force to fuel her desire to see more than the farm and in exchange she wouldn’t go off on her own to pick fights. Sonya agreed readily enough just to get Pa off her back. That’s how she’s lived her life since then. It’s a simple life with not nearly as much travel as she wants, but she knows the dangers of travelling the wastelands unprepared and she doesn’t have the resources to make it anywhere of importance alive. So she bides her time and gets ready as best she can.


Base HP: 14
Stamina: 20

Stats:
Strength: 4
Dexterity: 3
Constitution: 4
Precision: 2
Mentality: 1
Charisma: 1

Talent (Discuss with GM via Discord)
Class (Discuss with GM via Discord)
Primary Weapon: Knuckles
Secondary Weapon: Composite Bow
Armor Set: Braver Set
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Re: Battle for Terra-Duo (0/6 Slots Open)

Postby mrblah » Sun May 31, 2020 10:54 am

Name: Johann De Veen
Age: 18
Gender: Male
Place of Origin: Bermuda
Appearance
Spoiler (click to show/hide):

Image

Background
Spoiler (click to show/hide):

The Sacrificial Lamb. The Creation. The Sin. Once, it lived in the wastelands, the spawn of two Followers of X'adu in one of their endless sessions of lovemaking. It was born with a strange psionic mutation that turned its blood blue and gave it incredibly powerful healing capabilities. A "vision" gifted by the Obelisk explained that it was born to be a sacrifice. It was to bleed for the beasts. It was to die, with its blood being the relieving liquid to absolve those of Sin... the cruelties the Sacrificial Lamb suffered were endless in those times. It was not valued with rights. It was the sacrifice, the Sin. It'd never even been taught or given a name, merely used at the whims of its owners.

Even when it ended, the method of which the Sacrificial Lamb found freedom was bloody and horrific. Sometimes it can still hear the screams of sheer agony. The sound of flesh being torn asunder as the beasts of the wastelands converged in on the camp of its holders, the cries for help and pleas for mercy...
The Sacrificial Lamb remembers none of it.

In fact, it doesn't even remember its purpose. Its earliest traces of memory were living in the aftermath of the carnage. The days it remained in its cage, the days it went out of its cage to scrounge for food and return back to it... then the day its liberation came as a band of hunters chased a beast into its camp, and after another bloody battle in which many of the hunters were injured, the days when it used its blood to tend to them in hopes that the human hunters would give it food in return. They did not.

What they did do instead was take this amazing gift of power and return home to Bermuda with it. As always, the Sacrificial Lamb would be offered as tribute to a follower's leader... but instead of being groomed to be devoured by beasts, the Sacrificial Lamb was instead found by an eccentric captain and given the name "Johann De Veen," son of Claire De Veen of Bermuda.

The gods are nothing if not terrific comedians.

From then onward, Johann would be taught the proper skills of a person. It... no, he now, was taught how to speak, think, sleep, and read all from his new crew family. Many years passed as he steadily grew into the Medic of the De Veen crew and an important piece of the Bermuda, known for his lackadaisical attitude and lack of energy. While still seeming quite bizarre to most, Johann has made himself comfortable on the landships of Bermuda, his new home.

Yet...

The Sin is not to be lost forever. Hidden beneath his sleepy eyes and lazy persona may hide a darker intent of someone more than willing to bring as much pain and torment as he does relief and healing. Among other things...

Base HP: 11
Stamina: 20 (+5)

Stats:
Strength: 0
Dexterity: 3
Constitution: 1
Precision: 4
Mentality: 3
Charisma: 4

Talent: Blood Renewal
Class: Blood Alchemist
Primary Weapon: Revolver
Secondary Weapon: Rocket Launcher
Armor Set: Braver Set
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Re: Battle for Terra-Duo (3/6 Slots Open)

Postby CondorBoH » Sun May 31, 2020 10:24 pm

Name: Theresa Kelis
Age: 29
Gender: Female (Futanari)
Place of Origin: Exodus
Appearance: https://twitter.com/i/web/status/865783388124266496
Image
Background:
Spoiler (click to show/hide):

Pious, kind, caring, generous. All these things describe Theresa. The very picture of a cultist good religious girl here on Terra Duo. An atypical fact, however, is that Theresa is chaste as well. While open to accept the sexual urges of others, Theresa does not actively seek physical relationships. When she was young, she had what she believed to be a prophetic dream - that one day X'adu would return and claim the worthy as its consorts... or rather, breeding stock. Theresa believes that she is one of the chosen, and so is 'saving' herself and her desires for her deity's inevitable return. She has since taken to spreading word of this vision to her fellows, but few respond to her calling and she is largely ignored. Over the years she has become somewhat infamous for this view. X'adu's return is destined, after all, everyone knows this. But this second fact is seen as negligible. If there was chosen of X'adu, for its brood or its unknowable purposes - the leader of Exodus and his harem would be them indeed! He hasn't had this vision, presumably. So Theresa goes about her life, pushing for her truth to be acknowledged. One day, perhaps, she will leave Exodus and travel the world, bringing this truth to everyone! Then, no doubt, the lord of Exodus will see the truth Theresa preaches!

She is, without a doubt, a tad mad. Praying to the Obelisk day in, day out, performing her duties as is expected, treating the desires of those to come to her. Yet her mind is always elsewhere, her desires suppressed over lonely nights in prayer as she awaits an alien that ended the First Pioneers to return.


Base HP: 12
Stamina: 20

Stats:
Strength: 1
Dexterity: 2
Constitution: 2
Precision: 3
Mentality: 4
Charisma: 3

Talent (Discuss with GM via Discord)
Class (Discuss with GM via Discord)
Primary Weapon: Grand Buster
Secondary Weapon: Whip
Armour Set: Nanoskin set
Currency: 300
Last edited by CondorBoH on Sun Jun 07, 2020 2:42 am, edited 1 time in total.
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Re: Battle for Terra-Duo (4/6 Slots Open)

Postby Blue56 » Wed Jun 03, 2020 12:23 am

Name: Jane Goodell
Age: 25
Gender: Female
Place of Origin: Bread Bowl
Appearance
Spoiler (click to show/hide):

Image

Background:
Born Jaina Kalamet in Utopia. Jaina and her family were definitely one of the many have nots in that city. Her parents toiled day in and day out to make a living, leaving Jaina to fend for herself for the most part. Gangs in the area would often prey upon children like her who were home alone, pressing them into work running drugs or grooming them for later to bolster their numbers down the line, but Jaina managed to avoid this fate by gathering kids nearby to form a coalition of sorts. Working together they were able to closely watch the movements of gang members and avoid them, while scouting out secluded places they could play. Jaina had a natural charisma that brought them all together and helped her use everyone's talents to ensure that they all stayed safe and grew up together.

By the time she was 16, both of Jaina's parents had passed, from illness and overwork, but the strong support network she had built in her childhood ensured she would be able to survive. While she grieved, she grew to resent the upper class of Utopia who lived so large while people like her and her friends and family suffered. That resentment naturally passed on to her friends who had come to trust and rely on her for so long, and together they all decided to do something about it. They wanted to take back what they felt was stolen from them by the upper class of Utopia, and for years they trained in their spare time to do it. Practicing marksmanship, gathering intel, scouting targets, planning infiltration routes until they were ready to begin their crime spree. Jaina's gang came seemingly out of nowhere and took Utopia by storm. Despite how skilled the local authorities were, tracking them down proved difficult. So long as Jaina stayed out of the way of other local gangs, they would never cooperate with the sheriff and sell her out. Similarly, Jaina and her friends spread their wealth among the people of the slums, making them local heroes of sorts and ensuring the people there would never turn them in either.

Successful though they were, their work did take a toll on the group however. Many robberies in such a well armed area left one of them either captured or dead. Forced to take on others to bolster their numbers, Jaina had no shortage of candidates outside her group that wanted in on what she had going, and she had no choice but to start working with those she did not know or did not share her values. As the members of her core group shrunk and security in upper Utopia grew increasingly stronger, they were forced to take on other targets, like caravans coming to or leaving the city, to keep going. By the time her last childhood friend had passed on in a botched job, Jaina realized that they had become just another group of thugs like the ones who had made their childhoods so miserable. In her resentment, she had lost sight of what was really important to her, and in doing so, she had lost it forever.

Shortly after, local law enforcement raided their hideout. They were no longer the noble bandits they had once been and thus the locals had no reason to protect them anymore. Most of her gang turned tail and ran, they were drawn to money after all, rather than Jaina herself like her friends had been. The few that remained to fight did so alone, Jaina couldn't muster the will to go out and fight anymore. She couldn't blame the authorities for cracking down on them like this, they were no better than any other gang now. But she wouldn't just roll over and die either. This was an opportunity to leave her horrible mistake and run. When the authorities stormed her hideout, Jaina made sure they saw her before quickly escaping into a hidden tunnel and detonating explosives that destroyed the building. Her body wasn't recovered among the wreckage, but Jaina Kalamet was declared dead. She fled to the city to Bread Bowl, a place she had never been and where no one knew her. There, she became Jane Goodell, a bounty hunter. Though she was the leader of her gang, she was an excellent marksman as well and knew how criminals thought better than most. Bread Bowl was a far cry from the splendor of Utopia, but having lived in the violent slums, a quiet life on the farms wasn't such a bad change of pace. Or so she hoped anyway.

Base HP: 12
Stamina: 20

Stats: ( 15 Points to spend, Max 5 To any stat)
Preferred Stats: Precision, Charisma
Strength: 1
Dexterity: 2
Constitution: 2
Precision: 4
Mentality: 2
Charisma: 4

Talent (Discuss with GM via Discord)
Class (Discuss with GM via Discord)

Primary Weapon: Rifle
Secondary Weapon: Revolver
Armor Set: Braver Set
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Blue56
 
Joined: Thu Oct 25, 2018 5:40 am

Re: Battle for Terra-Duo (5/6 Slots Open)

Postby cliffracer » Sat Jun 06, 2020 3:14 am

Name: Liah Valois Bowers (Previously "Amethyst Charlotta Dahl-Fenway")
Age: 24
Gender: Female
Place of Origin: Utopia
Appearance: [X1 (link)] [X2-NSFW] Liah is a short, darkskinned woman with striking purple eyes and a resting smug expression. She's the posterchild for the pear-shape bodytype, with fantastic hips and ass, and a damn fine pair of thighs to go along with it. Her chest is fairly good as well, but not the main event when it comes to her. She usually dresses practically, but sometimes indulges with frilly clothes and high heels, when she gets a good excuse. She wears an eyepatch, but doesn't truly need it- it's purely for altering how people see her. She's got some ear piercings that look like skulls, and all in all tends to keep a 'goth' vibe, even if she's not dressing like a goth.

Background: Liah was one of the lucky sorts to be able to grow up as a Utopian upper-cruster. She enjoyed a childhood of luxury, education, and social connections. She was even set to be one of the crown jewels of her family, a perfect daughter that'd be able to carry her relatives to new social heights. She even was rather eager to fulfill this role, even if it wasn't for her family. Truthfully, she wanted to stick her fingers in as many pies as she could, form connections, and get higher still. Not all plans work out, though. Liah's ambitions took a turn when she took an extended stay outside her gated communities and in the true face of Utopia. Not her idea, of course, she just failed to verify who her limousine driver was when she was planning to be driven to a friend's mansion. She'd be locked in and driven as far from comfort as she could be while remaining in the city, and she was horrified to see the state of things on that long drive.

When the driver stopped, he was paid by a woman in dark clothes flanked by four men and given another ride away. This woman had her eyes on high society for a while, and seemed to find Liah promising. She WAS expecting to have to drag a bratty 19 year old kicking and screaming to her hideout to have fun with, but a thoughtful Liah was willing to go with her after being shaken by the state of things out here. She'd be taken in as the head gangster's girlfriend (who was suprised to find Liah was quite fond of women) and, while she had a bit of trouble getting accustomed to the lower kind of life in Utopia, was relatively safe and able to figure out a way to contribute to the state of things. What she ended up doing was devoting herself to medicine and gunplay on the side, utterly abandoning the high life for one of a versatile combat-ready doctor. Her now-proper girlfriend ended up encouraging this, and figured she could do some good for herself and the 'family' by pursuing her intrests. While still technically associated with criminals, Liah was permitted to pursue freelancing and bounty hunting, but both of them knew she should run back if the gang needed her.

As a person, Liah's an observant and calculating sort, but not impossible to approach. She's quite fun-loving really, and tends to be a flirt when it seems entertaining or will get her in good with someone. She's bisexual, leaning gay, but has always enjoyed getting slammed by something thick. All the better when it's attached to someone drop-dead gorgeous.

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Base HP: 12 (10 + Base Con)
Stamina: 20
--
Stats: ( 15 Points to spend, Max 5 To any stat)
Preferred Stats: Precision, Mentality
Strength: 1 (How physically strong your character is)
Dexterity: 2 (Your character’s agility and physical finesse)
Constitution: 2 (Your character’s physical resistance and endurance)
*Precision: 4 (Efficiency with ranged attacks, actions that require finesse)
*Mentality: 3 (Your character’s mental fortitude and psionic potential)
Charisma: 3 (Your character’s ability to interact with other people)
--
Talent (Discuss with GM via Discord)
Class (Discuss with GM via Discord)
--
Primary Weapon: Revolver
Secondary Weapon: Dagger
Armor Set: Braver Set
Common Character: Hunter [x]. If we're in an RP/want to discuss an RP, I have a discord for casual contact. PM me about it.
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cliffracer
 
Joined: Sat Jan 03, 2015 10:24 am


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