[Recruiting/OOC] The Wastelands

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

Rehauling a lot of things and clearing up story elements to make more sense/be easier to read.

Wing it with posts until the rehaul is complete in May/June
7
58%
No posts while everything is rehauled (A week to three weeks)
4
33%
No rehauls at all, let anarchy rain from the GM seat!
1
8%
 
Total votes : 12

[Recruiting/OOC] The Wastelands

Postby Grape_Drink » Sat Jan 04, 2014 11:30 am

I kinda want to do some RP with the realms I'll be using for Corrupted Honor, and to familiarize myself with it/get folks interested in it. To this end, I'd like to run an RP for it (I'll be strictly GMing since I'm already trying to participate in two other RPs lol). I'd like to get at least three characters in before starting, assuming folks might be interested in this?

The lands of Mesh'la in the ancient tongue as named by the Dark Elves; Beautiful in common. A sprawling landscape where life has begun to return, but still recognized simply as "The Wastelands" to most everyone else. A land filled with monsters that will tear you limb from limb, rend you, torture you, inseminate you with their children... It has been three generations since the Devil King was defeated by the great fallen paladin and her husband, the devil king's own son. The church was hesitant for so long to open up the borders to this accursed land, but their spies claim that the devil is long gone, and that the lands are now safe for travel. The land has begun to return to a place where people can live, entire forests having spread with the help of Myn's servants. The lands are still filled with criminals though... The church wishes to make the wastes livable once more, and to this end they have initiated the purge; offering bounties through the mercenary's guild for the carcasses of monsters and heads of outlaws. Extra money is even being provided for the capture of notable individuals... Perhaps you traveled in order to enjoy the spoils of these bounties, maybe a vision from your deity guided you, a desire to do good, or perhaps the various unexplored ruins of the devil king's servants now dead draw you in with the promises of riches and fame beyond your wildest dreams... Whatever the reason, you find yourself with others aboard a boat as it docks at the lazy frontier village of "Merc Town" near the center of the Wastes. A bastion of peace in the untamed territory where your journey will begin...



We'll be using a situational D20 system. Some situations will have roll vs. roll (such as combat), while others will be situational DCs (such as struggling against X monster/bandit). Firing weapons such as a bow or crossbow will be held on an honor system. I won't actually track your arrow/bolt/bullet count unless you've shot like... 100 things and have never bought more ammunition.


What I need from you if you're interested... The more exotic your character is, the more supplemental stuff you'll need to read. The goal is that if you just want to come in and kill stuff (or... Other things)/RP, you can jump right in. Fields with * are required.


Character Name*: Western European/Nordic region-like names are the most common, but your character could be an immigrant from distant lands. Last names are typically only taken by clergy members, and upper class citizens/nobility, but again, foreigners might not be affected by this.

Age: Characters must be of "the age of adulthood" at bare minimum to cover my own ass OOCly, and to realistically represent the time it would take to learn your arts

Gender*: Male or Female? If you have a really good bio, I might allow for something else (Keep in mind that some monsters don't care what your gender is).

Race*: Playable races are Human, Elf, Dwarf, Dark Elf, or Orc. See below if you plan on playing anything other than Human due to restrictions. Mention if you had something else in mind.

Appearance*: picture, description, or both. Need at least a basic description for RP reasons.

Class*: Playable Classes for this RP will be Fighter, Rogue, Hunter, Holy Warrior (Paladin/Blackguard), Priest, Witch, and Shaman. Classes give me an idea of the general skill sets your character has. You don't have to read supplemental material if you're a Fighter, Rogue, or Hunter (the names are self explanatory of their general skills)

Traits: Does your character have any interesting traits? Anything special about them? Traits give you an edge at one thing, but penalty at another thing in the process. The only exceptions are a +1 bonus with no -1 penalty (this is a recent change)*. Maximum +/- 3 bonus from these, and maximum of three traits allowed. These are purely a player-made choice and are not required (except where specified for exotic races).
Spoiler (click to show/hide):

Examples:

Nobility: You came from a noble family, making you a good diplomat, but your narrow family tree leaves you more prone to being hurt. +2 to diplomacy, -2 to keeping consciousness when being hit.

Slave: As a former slave, you're all too familiar to hard labor, but your mind is weak. +3 to Endurance, -3 to struggling against an opponent (or maybe swaying suggestions).

Herbologist: You had supplemental training in the use of various herbs. +1 to identifying herbs, but -1 to seeing traps.

Information/Bio: These are awesome and let me help make your experience better, but I won't require them unless you're making something totally out there.

Equipment/Inventory: if unlisted or specified that you want it, I'll simply give you a base "adventurers" set of gear. Think middle ages through early renaissance in terms of equipment. I'll let you have fancy weapons like an arquebus/flintlock pistol if you really want it, but it'll be a highly inaccurate against anything not in metal armor, and slow to fire/reload too. Starting money will be determined when I look at your gear unless otherwise stated.

Spoiler (click to show/hide):

For players who opt for an "adventurers" set of gear, you'll receive a light backpack with the following:
  • Current outfit (Cloth or starting armor if applicable)
  • A change of clothes
  • 30 feet of rope
  • Two torches
  • Flint and Firestone (pyrite, iron, steel, etc.)
  • Small whetstone
  • Warm blanket
  • Cooking Gear
  • Six day's rations
  • Bedroll
  • A Waterskin
  • Starter Weapon (as specified by the class)
  • 3 rolls of bandages

It will weigh approximately 40-45 lbs (not too important unless running away, but as a general note), and leave you with about 20 Talons to spend starting out.



The following link sends you to all current supplemental information except where noted below: https://docs.google.com/document/d/1f5H ... SOldd4/pub


Current Restricted Races

Spoiler (click to show/hide):

Dark Elf: 1 Slot Available, other filled by Acharnel

Elf: Filled by Sidra, Kylie, and Elenwe. 1 slot will open when Kylie or Elenwe are gone/have departed to session

Dwarf: 1 slot available

Orc: 1 slot available, other filled by Alaric

Beastmen: Not applicable at this time, potentially in the future

Irilin's Spawn: Also not applicable at this time, potential in the future



Bestiary (bottom of page 3)

Character Quicksheets

Spoiler (click to show/hide):

Acharnel (30 GP) HP: 3 Mana: Low
Minimum Corruption: 15 (it cannot drop below this point)
Current Corruption: 15
Dark Elf (+3 to seduction, -3 when trying to avoid)
+1 to witchcraft, -1 unconsciousness/poison
Hunter (no animal chosen)
+3 Survival/Tracking/Hunting
+2 Swimming/Jumping/sneaking/Camouflage/herbology
+1 w/bow
+2 STR, -1 perception, -1 diplomacy (when enraged)
+3 against Unnamed One's Followers
Can force answers through magic but it will backfire if used to long/against certain things
Inner Glow: +1 to self and allies if mentioned
Weapons: Wooden Bow and steel knife
Armor: combo soft/hard wood ("Leather")
Can enter Orcish encampments without issue


Rayle (10 GP) HP: 2, Mana: High
Minimum Corruption: 20
Current Corruption: 28
Human
Witch (cat)
+4 Alchemy/pharmacology
+3 Seduction (specifically)
+2 Concentration
+1 Diplomacy/healing/etc.
Additional +2 diplomacy when sexy diplomacy
Voices: +1-10 summon/locate, -1-10 resist commands
Weapon; Walking Staff
Armor; Alchemy Robes
Spells:
Demon Hex -3 penalty, DC 14 to keep control
Luhix: 40 talons + sexy non-sentient juices, super-steroids for people
Lust Flasks: 5 talons +sexy juices, -1 combat, +2 sexual magic and lusty (specifically owner of sexy juices)
Sleep Flasks: 10 talons, self explanatory
Myn's Eyes: Map of surrounding 30 meters, shows demons
Illusions: produce sight or sound
Lesser Monsters: Summon critters. DC 6 concentration check (10 in combat) to keep from turning on you.
Summon Demon: BAD JUJU


Elspeth (20 GP) HP: 6, Mana: Medium
Minimum Corruption: 15
Current Corruption: 15
Human
Holy Warrior (Rastan)
+5 against followers/demons
+1 normal
+2 diplomacy/horse riding/discipline
+1 healing/lore/leadership
Bonus Damage vs. Big Guys
Keeps a calm head
Can transfer half health to raise to consciousness/heal ally
Detect Corruption (similar to detect evil but w/numerical value) 3/day
Hydra Roar: +1 combat, -1 combat everyone else
Weapon: Lance, Hydra Tooth Necklace, Holy Symbol(?)
Armor: Damaged Scalemail (Chain Shirt), Holy Symbol(?)


Dana (30 GP) HP: 5 Mana: N/A
Minimum Corruption: 10
Current Corruption: 10
Human
Fighter
+2 Bastard Swords
+1 Combat (otherwise)
+2 Discipline/Swimming
+1 Healing/jumping/smithing
+3 to skills on clear/cloudy days, -3 in overcast/stormy
Powerful Strike: Lose bonuses to combat, massive damage if successful
Pommel Strike: Less Damage, additional +1 and chance to stun
Weapon: Hand-and-a-half sword
Armor: Padded Armor


Sidra/Roxanne (20 GP) HP: 3 (4 vs. certain attacks), Mana: Low. Corruption: 10
Minimum Corruption: 10
Current Corruption: 17
Half-Breed (human/elf)
Hunter (Sprite; Kitsune Tsuki (Fox spirit), animal Companion; Tyto Alba "Barn Owl")
+3 vs. Dragon-kin
+3 Survival/Tracking/Hunting
+2 Swimming/Jumping/sneaking/Camouflage/herbology
+1 Crossbows
+1 Physical/Willpower checks
Extra Corruption Points when corrupting
-2 vs. Poison
DC 8 to harm peaceful animals/plants
+1 vs knockouts (+3 -2)
+3 to stay awake
DC 12 sleep check (9 + 3) or -2 combat, -1 strenuous activities
Berserker Technique
Fey Compass: Safe path, destination, or nearest water source- 100 meters before cast again
Myn's Circle: 30 talons to form 20 meter diameter circle of safety. Hostiles detected and demons cannot breach
Weapons: Crossbow and Knife
Armor: Leather Armor + Cloak


Alaric (15 GP 6 SP) (6 HP, Mana: N/A. Days until next potential Orc Fiasco: 4)
Minimum Corruption: 15
Current Corruption: 20
Orc
Fighter
+2 Discipline/Swimming
+1 Healing/jumping/smithing
+4 bastard swords
+3 other
+3 Intimidation
-1 Social
-1 Perception
DC 14 to not protect children, 12 to not protect female slaves (doesn't include rape)
DC 6 (+2/day) to not rape something (4 days before counter activates)
Disarm: Attack bonus becomes +1/2 instead of 3/4, attempt to disarm them
Concussion: Usually stuns, slim chance to knock unconscious, no damage except on small enemies. Useless on orcs/brutes
Armor: Studded Leather, Buckler
Weapons: Bastard Sword, Knife
Note: Change in GP due to realizing you're in studded leather as a Fighter


Darius (17 GP) HP: 2, Mana: High
Minimum Corruption: 20
Current Corruption: 20
Human
Warlock (witch)
+3 Seduction/Concentration
+1 Diplomacy/healing/Pharmacology/Alchemy/etc.
Can see through familiar (standard penalties when attacked like this)
Can use light/dark witchcraft, can be hunted by both if found out
Icy Touch: ice dagger, -1+ice weapons, or fire-resistant shields
Summon Torch Demon: DC 6 Concentration (10 in combat)
Luminous Stone: Sickly green moderate light (10 feet), can be thrown to create flash
Myn's Pillar: 10 talons, visible beam can track (1 mile), +10 talons/mile, either self only or everyone can see
Entropic Visions: Refer to spell (page 2 of OOC)
Limb Lock: Make arms fall asleep (is a save, bonuses for fighting-types)
Summon Demon: BAD JUJU!!!
Armor: Cloth
Weapon: Staff


Kylie (17 GP, 7 SP) HP: 2, Mana: Medium
Minimum Corruption: 10
Current Corruption: 17
Elf
Rogue (Rat?)
Sneak Attacks/Backstabs +1
+1 Perception
+4 Sneaking/scouting
+3 Open Lock/Disguise/Pickpocket/etc.
+1 climbing/lore/diplomacy/etc.
-2 vs. poison/knockout
DC 8 check to harm a peaceful animal/plant
Gain Corruption more slowly, but DC 10 sleep check if get less than 8 hours with fatigue penalties
Hubris: (SECRET BONUSES ACTIVATE!)
Chamelion: +2 sneaking vs. sight
Morsule's Vision: See people through walls, can't see walls though trololo (3 post timing)
Feint: Ignore armor if successful except on Cruxers and armored behemoths
Weapons: Shortswordx2
Armor: Padded


Triana (10 GP) HP: 2, Mana: Very High
Minimum Corruption: 0
Current Corruption: 5
Human
Shaman (Earth Sprite +2 Earth/Healing/Herbology, -2 Fire/Wind/some other stuff)
-1 attacks/diplomacy
+5 Nature lore
+4 Herbology
+3 Healing/Survival
+1 Tracking/Swimming/Climbing/etc.
Spells on page 3
Nature's Communion: Talk with animals
Elemental Sprite: Damage enemies with the elements
Cure Wounds: Purge Corruption and heal wounds
Natural Armor: Vine lingerie (not really lol)
Herbology: Make salves out of herbs!
Predator's Eyes: Detect intentions of enemies (only living enemies)
Armor: Silk Robes w/vine Padding
Weapon: Quarterstaff (Oak)

Ruby (5 GP) HP: 3, Mana: N/A
Minimum Corruption: 10
Current Corruption: 10
Human
Rogue (Scout)
Sneak Attacks/Backstabs +1
+1 Perception
+4 Sneaking/scouting
+3 Open Lock/Disguise/Pickpocket/etc.
+1 climbing/lore/etc.
+3 Survival
-2 Diplomacy (-3 + 1)
Corruption-resistant
-3 Perception in social interactions
Misc +3 when doing it right with special situations
Misc -3 when not
Knee Cracker: Render a Limb as "injured" (utilizing your sword or legs)
Innocent Submission: Backstab even if spotted (if successful)
Armor: Leather (Studded Leather with partially exposed torso)
Weapons: Kodachix2


Elenwe (16 GP), HP: 3, Mana: Low
Minimum Corruption: 10
Current Corruption: 10
Elf
Hunter
+3 Survival/Tracking/Hunting
+2 Swimming/Jumping/Camouflage/herbology
+1 w/bow
+4 Stealth
-1 Diplomacy (-3 w/elves)
Set Trap: Auto success
Morsule's Vision: See enemies through walls! Can't see the walls though (trololol, 3 post timing)
Rapid Shot: -3 per additional shot instead of -5
Armor: Padded (Leather vest/bracers/etc.)
Weapons: Composite Shortbow, Glaive (shortened haft), and Knife


Marjory (20 GP), HP: 4, Mana: N/A
Minimum Corruption: 15
Current Corruption: 23
Human
Hunter (Pet: ???)
+3 Survival/Tracking/Hunting
+2 Swimming/Jumping/sneaking/Camouflage/herbology
+1 w/bow
Groin Popper; +3 resistance to sexual grapples
Meditation; Can lose 6 corruption points/day instead of 4 if meditate for few hours
Weapons: Hunting Bow, Hunting Knife
Armor: Leather


Shura (15 GP), HP: 6, Mana: N/A
Minimum Corruption: 10
Current Corruption: 10
Human
Fighter
+2 Halberd-like polearms
+1 Combat (otherwise)
+2 Discipline/Swimming
+1 Healing/jumping/smithing
Unyielding determination: +2 Fortitude, -2 Sexual Grapples
Conscious Sleeper: Requires more sleep, but more likely to be awoken by enemies
Devil's Mark: It's a secret! :3
Knockdown: Sacrifice bonus to knock an enemy off their feet (requires a polearm)
Investiture: Mysterious effects when using demon byproducts
Weapon: Ferryman's Oar (Halberd)
Armor: Hide, shield gauntlet


Lord Garian Jorell (25 GP), HP: 5, Mana: N/A
Minimum Corruption: 10
Current Corruption: 10
Human
Fighter
+2 w/Longsword
+1 Combat (otherwise)
+2 Discipline/Swimming
+1 Healing/jumping/smithing
Exiled Prince: +2 Endurance, -2 diplomacy w/upper class
Honorable: +2 Charisma, -2 Social-based Perception
Strong: +2 Strength, -2 Reflexes
Defensive Neutral: -1 Penalty to combat, no reflex penalty vs. sexual grapples
Rallying Cause: wins-on-ties bonus applied to 1 additional party member per additional enemy after first, or +1 HP per additional enemy to maximum +2 per person
Weapon: Longsword
Armor: Studded Leather

Amber Rictone (17 GP), HP: 3, Mana: Between low and moderate
Minimum Corruption: 15
Current Corruption: 15
Human
Rogue
Sneak Attacks/Backstabs +1
+1 Perception
+4 Sneaking/scouting
+3 Open Lock/Disguise/Pickpocket/etc.
+1 climbing/lore/diplomacy/etc.
Back to Wall: -2 Vs. Sexual Grapples, +2 when in the act
Cobra: +1 to poison attacks, -1 to potion effects
Amplify: Hear noises better or quiet your step- loud noises are nearly debilitating
Invitation: -4 to sexual grapples, but counter-attack on anyone who acts on it
Crux's Mark: 1/day -4 combat/sex penalty, and +3 sneaking bonus against said enemy
Weapons: Shortsword and Shortbow
Armor: Padded


To be updated/upgraded as we go along.

For those curious, I'm defining a generation as 25 years, so three generations ago is ~75 years ago if this helps for some reason or another.


Side note: It is suggested (though by no means required) that your character not be a native to the wastes. If they are a native to the wastes, they will be provided with what knowledge I can, but some things are very different even between two villages in the wastelands.
Last edited by Grape_Drink on Sun Apr 13, 2014 7:05 pm, edited 39 times in total.
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Re: [Recruiting/OOC] The Wastelands

Postby MiscChaos » Sat Jan 04, 2014 5:43 pm

Name: Acharnel

Age: 63

Gender: Female

Race: Dark Elf

Appearance:
Spoiler (click to show/hide):

Image


Class: Hunter

Traits:
Spoiler (click to show/hide):

  • Hot-headed- Due to her history, Nel is very prone to fits of anger. Thanks to 25 years of isolation in the jungle, she's gotten a bit better at this, but she still loses it every once in a while. +2 Strength while enraged, -1 Perception while enraged, -1 Diplomacy while enraged
  • Penance- During her years as a murderer, she made a lot of enemies through the families of her victims. She intends to seek out many of them to make amends, but for now, it's not a good idea for her to show her face in too many places. +2 Chances of being attacked in town, negated if she's made amends in that town
  • Favored Enemy: Followers/Beasts of the Unnamed One
  • Seductress: Some spend years training to do what's inherent in your blood. +3 bonus when utilizing your body as a tool to seduce/distract someone, but -3 penalty when trying to avoid sexual acts/the stares of others.
  • Dark Elf: As a Dark Elf, you gain one sexual spell for free (as chosen by the GM), and a +1 bonus to all spells as a witch, but a -1 penalty to avoiding unconsciousness/poison, and must pass a DC 12 check to harm those in the middle of sexual acts. You are also a friend of Orcs whether intentional or not, and one of the few races that are freely welcome among their settlements when not disguised.


Bio:
Spoiler (click to show/hide):

Acharnel was born Gwedhil, a child of Bonds, and seemed to do her very best to live up to this name having a cheerful personality and seeming to make friends wherever she went, though usually not among her Dark Elf brethren. Her parents were very peculiar Dark Elves, encouraging her to suppress her seduction nature while also teaching her how to fully use it in case she really needed it. As a result, she grew up with a very human mindset that her seduction skills were not to be used lightly and almost never used them until she turned 19 and found an Elf she truly wanted to be with. She's forced herself to forget him now, but at the time, he felt like her everything, her reason for life, to breath, to think. She attempted to seduce him and failed, but the attempt made him aware she existed and they started to become close.

After dating for 5 years, they were starting to think of marriage when agents of the Unnamed One appeared. In order to appease their God, they slaughtered her community, rending flesh from bone and raping wherever possible. Gwed and her beloved were the only ones to survive this carnage by the simple virtue of not being in town at the time. At this time, Gwed changed her name to Acharnel and she and her beloved began a campaign of slaughter against anyone she suspected of being of the Unnamed One's followers, dropping her faith in Radamus since, as a protector, she scorned him for not protecting her kin.
But evil begets evil. She started hearing a voice in her head directing her to potential agents of the Unnamed One and followed it, believing it to be her own inner voice. What started as calculated strikes became wanton slaughter as she gave in more and more to the voice. It was only after 6 years of this that she really started to question it. In the end, her final victim was her beloved, who had taken to deviling his victims after she had left the scene, falling completely into the Unnamed Ones embrace. He had captured her and bound her, raping her again and again and then forcing a miscarriage, his favorite method being to beat at her womb until the undeveloped child exited her body, to pay as his tribute to his new Master. She spent 2 years like this until she finally wore out her bonds and regained her freedom. He tried to recapture her and nearly succeeded, Nel becoming weak in body and mind after years of inactivity, but he made a mistake: He allowed her to get to her bow. An arrow through the eye later, she was truly free. Corrupted as he was, she still mourned the loss of her beloved and began to hate the world that had brought this tragedy about.

She retreated to the nearby woods, living a live of isolation where she didn't have to think about the Gods or the messed up world around her. In her woods, she only had to think of hunting to survive and forgetting the trauma she endured. She lived this way for 25 years, building and rebuilding her bows as they wore out, until someone trespassed in her sanctuary. This human woman, Sarah, a clergy of Cara just passing through, saw the anguish in Nel's soul and, whether following the commands of her goddess or just being a gentle person, began to try to heal her soul. Through gentle, friendly interaction, she managed to pull Nel further and further out of her world-hating shell, making her more and more like the Gwedhil she was born as. After 3 years of this, Sarah had to move on, knowing her family was likely very, very worried about her and Nel followed, ending her self-imposed isolation.

But one's history does not change. The city Sarah lived in was one of those she had killed in previously. To run from her past and go into a land where no one had heard of her crimes before, when she heard of the expedition into Merc Town, she jumped on the opportunity. Following her parent's wishes, she's still a virgin, but her years of isolation and the crushing pain of loneliness after killing her beloved have caused her to start to embrace her Dark Elf heritage. To this end, she has started to worship Myr, thinking that the playful sexual magic she represents would be a good fit for her new mindset. It doesn't hurt that she's the sister of Cara, the deity she'd like to worship in thanks for sending her a follower to heal her soul, but believing that her past would likely prevent Nel from being a good parishioner of the faith.


Equipment:
Spoiler (click to show/hide):

  • A set of armor she created in the wilds using a combination of soft and hardened wood and painted with mud and pulped leaves (Currently equipped)
  • A wooden longbow
  • An old steel knife, one of the few remnants of her past she carries
  • A very dirty cloth blouse and skirt, one of the few remnants of her past she carries
  • Bedroll
  • Tent
  • Equipment to make snares
  • Small whetstone
  • Waterskin
  • A shard of her beloved's sword, now used as against flint to start a fire. She has forced herself to forget why it was once so important to her.
  • 3 days worth of preserved animal


Spells:
Spoiler (click to show/hide):

Inquisition: A powerful spell from your past that leaves you more than a little flushed and needy, you may use your magic to seductively deduce answers from an individual that they would usually not give up, but it has the potential to backfire to greater effects the longer you use it.

Inner Glow: When you gaze upon an enemy and think on your passions, you manage to deduce their hidden weaknesses through a purple glow that seems to fill your vision and designate where to attack. +1 to you (and any allies you mention this weakness to) for the day against that enemy, but -1 to reducing sexual advances from that enemy. Spell has the potential to have other effects when used on certain enemies. Can be used freely, but bonuses do not stack.
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Re: [Recruiting/OOC] The Wastelands

Postby [Brand_Name] » Sat Jan 04, 2014 6:45 pm

looks great. dibs on an elf :)
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Re: [Recruiting/OOC] The Wastelands

Postby Argonaut » Sat Jan 04, 2014 6:58 pm

Will be making a char in a few hours.
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Re: [Recruiting/OOC] The Wastelands

Postby Nobudi » Sat Jan 04, 2014 6:58 pm

Ditto, can we make a Half Elf/ Human?
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Re: [Recruiting/OOC] The Wastelands

Postby Hazard1325 » Sat Jan 04, 2014 9:01 pm

Character Name: Rayle

Age: 23

Gender: Female

Race: Human

Appearance (Note, cat not to scale.):
Spoiler (click to show/hide):

Image


Class: Witch, Cat familiar

Traits: Voices of Madness; Rayle constantly hears the voices of demons or otherworldly creatures. Eventually she cant even think strait and will give into their demands usually bringing it forth into the material world. +1 to summon or locate a demon, -1 to resist a command by a demon. These stats escalate each day Rayle does not bring an entity into this world, up to a max of +/- 10. Rayle can create a special tonic that can suppress the voices, however it is expensive requiring 50 Talons worth of materials for a weeks dosage.

Information/Bio:
Spoiler (click to show/hide):

From birth Rayle's parents knew something wasn't quite right about her. None of the other children in the lower district of Kethmel, one of the larger metropolises of the mainland, complained about hearing things from the shadows... and that kind of thing got you in trouble with the church if you went babbling about it. Rayle learned things from the voices, things that were not young girls ears or even for the sane. On her Eighteenth birthday the voices grew and grew until she had no choice but to break down and listen to directions from the most distinguishable source. Heading into her parents basement she quickly scrawled out the strange symbols the voice demanded until she had the beginnings of a summoning circle. She knew nothing of magic at the time but the voice guided her through the process of activating the arcane glyphs and making a small portal into another world. The entity had planed on taking over her body as its vessel in this world but the family house cat had happened into the circle just as the ritual reached its climax. Blinky the cat was no more and instead something else lived inside her cats body. It caused her no harm and in fact seemed to watch over her to some extent, but she always seemed to feel some sort of bitterness or resentment from the cat. That was the first thing she brought into the world but certainly not the last.

As it became clear these voices would drive her mad if she didn't act Rayle began quietly looking for help. Going to the churches of any of the five seemed like a good way to be burned at the stake once they realized what she had done. So she discretely asked questions in the back of taverns or with shady individuals who looked as though they would no more risk going to the church than she would. Eventually she met a follower of Irilin though at the time she had no idea who the man was. He brought her to a place that he said would accept her ability, and in fact be admired for it. They told her, her gift was rare, she had a natural talent for summoning that many struggled for a lifetime to master. And of course they made her use that talent. With their help and the voices she was able to bring all manner of unspeakable horrors into the caverns under Kethmel. The demons usually left Rayle alone being herded to other areas of the caves. She lied awake at night listening to the screams of the demons victims, not all of it was pain either... after a time Rayle realized the monsters she was bringing into Kethmel were multiplying quickly and the man that had brought her here planned on using them against the city itself. To late she realized her mistake and fled from the cult taking her cat and a few possessions she left the city fearing no place would be safe. After all the voices never stopped and eventually she would have to summon again.

Desperate to put an end to the voices she began experimenting with sleeping drafts and various other elixirs until she came across a combination that kept the voices down to the level she had endured during her childhood. Unfortunately this combination was quite costly and she realized she would need to find some way to make a living in order to maintain a decent supply of her tonic. Hearing tales of the wasteland she thought maybe there she could find a fortune large enough to make enough tonic to keep the voices away for good... though she could never place where exactly she heard that rumor. Perhaps it was one of the many voices that first implanted the idea, but she remained unaware as she packed her things and purchased a boat ticket heading into unknown territory.


Equipment/Inventory:
Spoiler (click to show/hide):

Cloth robes of an Alchemist.
A change of clothes
30 feet of rope
Two torches
Flint and Firestone
Small whetstone
Warm blanket
Cooking Gear
Six day's rations
Bedroll
A Waterskin
Walking staff
3 rolls of bandages
2 doses of Tonic
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Re: [Recruiting/OOC] The Wastelands

Postby Grape_Drink » Sat Jan 04, 2014 11:15 pm

Oh my, it seems under classes I made a small typo. Fighter/Rogue/Hunter are the only three that don't require you to read the class structure (though it's definitely good to know your abilities), not the other way around like I had said on accident, lol

Also remembered something I forgot under the Dark Elf trait (Dark Elves are the only playable race other than Orcs that are freely welcome among Orcish settlements due to their history, and only when not in disguise). Changed the Elven trait to allow free use of a longsword without penalty (though class penalties will still apply if you receive general combat penalties.

MiscChaos Wrote:-snip-


Ooooo, I like. :3 Quick question on whether she is or isn't a virgin since the bio says she isn't, but then at the end of it you say she is..?

Approved! Starting Gold is 30 Talons.

With the following changes (since I gotta apply the two required traits for being a Dark Elf):

Followers/Lesser Beasts of the Unnamed One are considered her favored enemy instead of acting as a trait (you still get the +3 this way and it lets me apply the other two required traits) unless you had something else in mind.

Penance will be applied through the RP (though most peasants can't tell the difference between one Dark Elf and another).


Free Starting Spell: Due to the past, and your current affiliations, I'll let you choose two of these three:

Spoiler (click to show/hide):

Inquisition: A powerful spell from your past that leaves you more than a little flushed and needy, you may use your magic to seductively deduce answers from an individual that they would usually not give up, but it has the potential to backfire to greater effects the longer you use it.

Inner Glow: When you gaze upon an enemy and think on your passions, you manage to deduce their hidden weaknesses through a purple glow that seems to fill your vision and designate where to attack. +1 to you (and any allies you mention this weakness to) for the day against that enemy, but -1 to reducing sexual advances from that enemy. Spell has the potential to have other effects when used on certain enemies. Can be used freely, but bonuses do not stack.

Myn's Compass: Playing on small intimate fantasies in your head, you find your skin has become translucent, and you feel more aware of the wilderness around you. 10% chance for an enemy to stumble and miss when an attack is successful.


[Brand_Name] Wrote:looks great. dibs on an elf :)


Noted!



Nobudi Wrote:Ditto, can we make a Half Elf/ Human?


Half breeds are typically rare given the nature of interracial sexual activities involving humans. While humans breed more quickly (and more easily) than almost any race (other than orcs), human females almost always produce a spawn that for all intents and purposes is considered the other race. It's not completely uncommon to hear of an Elven female giving birth to a human, but it's typically a rare sight to see them give birth to a half elf, and rarer to see that half elf get through life without medical difficulties.

I'll allow a half elf/human, but they'll have to apply both the Elf trait, and the following trait (leaving them with only one to spare):

Insomnia; Your rare genetic disposition leaves you with horrible trouble sleeping. +3 to checks to stay awake/prevent knockouts, but you must pass a DC 9 sleep check (with the bonus acting against you), or be fatigued the next morning resulting in -2 in combat, and -1 to strenuous activities. Failure to pass the check three times could have drastic effects should someone find you in that state... On the bright side, you aren't held to general elven restrictions on religion/class, but you aren't naturally attuned to the longsword like an elf would be either.


Hazard1325 Wrote:-snip-


Approved! I'll consider that to count as a trait given the tonic, if you wish to add two more traits you can. Starting gold is ten talons.

You will start out with the following spells/techniques (and of course can come up with mild cantrips and illusions of your own accord):

Spoiler (click to show/hide):

Demon Hex: A powerful spell tied to Irilin that leaves you with a deep desire. You can place a demon hex upon individuals 3/day, in which said individual will receive a -3 penalty to all rolls (-6 Vs. Irilin's spawn), but you must pass a DC 14 Check to keep from sexually gratifying yourself on the spot.

Alchemy: You have dabbled in the arts of alchemy through your witchcraft, and for 20 talons in reagents you can create draughts to cure paralysis, fear, or poisons, as well as various others. These aren't as strong as arcane potions, not taking effect immediately, and sometimes have mild side effects. Cannot be made in combat.

Luhix Creation: Learned from the followers of Irilin, you may create this powerful drug for 40 talons in reagents (and the sexual secretions of a non-sentient being) which will grant you the strength and stamina of fiends, but those who ingest it must pass a DC 12 check or become addicted. Side effects of consumption are largely unstudied. Cannot be made in combat.

Lust Flasks: Learned from your previous experiences, you can create Lust flasks for 5 talons (and using the sexual secretions of either yourself or another). These can be thrown at creatures allowing the fumes to cause a -1 to combat when they hit, causing mild damage from the glass shard, but providing +2 to sexual magic (if they use it), and will make them very lustful (most specifically towards the one who's secretions were used, if they're around). Direct ingestion is not recommended. Can be made in combat.

Sleep Flasks: You can create a sleeping drink for 10 talons in reagents. This flask can be thrown at enemies to make them sleepy, or added to food or drink to try and knock someone out.

Myn's Eyes: With a few dirty (playful) thoughts, you can tap into your lighter witchcraft to produce a map of the area around you. This map is only visible to your eyes, appearing as a translucent sickly green apparition, and only shows the surrounding 30 meters. It does, however, show the presence of The Unnamed One's or Irilin's more powerful creations.

Produce fantastic Illusions: You can summon various illusions (of sound or of image, not both) to your aid through the use of lighter witchcraft. The usefulness of these in combat is debatable, and creatures who attack them will pass through them.

Summon Lesser Monsters: If you focus your witchcraft, you can produce one of the following: Small Slime, Lemure (demon), Passion Vine, Filth Imp (demon), dark fairy, or grub fish. You must pass a DC 6 concentration check (DC 8 in combat), or it will turn on you. Wanders into the wilderness to do its dirty work after 24 hours, or will turn on its owner if contained (such as in an inn). You can use this unlimited times, but each additional creature without resting increases the concentration check by 4.

Summon Demon: Dangerous practice, all sorts of bad things could happen...



Folks should keep in mind that the spells/powers they learn spell-wise are not the be-all end-all of your casting abilities, simply things you are good at/have learned how to do. For instance, all Witches can levitate small objects within a meter or two of them, or all shaman can produce a ball of light. If you aren't sure of something, always feel free to ask!
Last edited by Grape_Drink on Tue Jan 07, 2014 8:50 am, edited 5 times in total.
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Re: [Recruiting/OOC] The Wastelands

Postby MiscChaos » Sat Jan 04, 2014 11:29 pm

If there was any confusion, sorry about that! What I meant in the bio was that she's a virgin, but she's started to look heavily into her race's seduction skills up to the sex bit. Meaning she's a bit of a cocktease right now, riling you up, but not actually doing the dirty.
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Re: [Recruiting/OOC] The Wastelands

Postby Grape_Drink » Sat Jan 04, 2014 11:51 pm

MiscChaos Wrote:If there was any confusion, sorry about that! What I meant in the bio was that she's a virgin, but she's started to look heavily into her race's seduction skills up to the sex bit. Meaning she's a bit of a cocktease right now, riling you up, but not actually doing the dirty.


Ahh, alright. I see what you're saying, wasn't sure if that was something she had envisioned or if it actually happened. My bad! :)
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Re: [Recruiting/OOC] The Wastelands

Postby napsii » Sat Jan 04, 2014 11:59 pm

I like it. I've thought a solid fantasy thread would be interesting.

I have a vague idea for a character I'll lazily develop in time, but my first drafts for her are built on some kinda lore assumptions which seem tangent to what you've explained in the OP, but I'm not sure. I guess the first issue is that it's hard to decide on a class.

Also, do Traits have to centre around giving modifiers/penalties or can they passively confer an ability? Like not having to sleep or something. Tons of races in D&D and Pathfinder provide passive bonuses like those as racials which is why their general lacking here seemed contrary to a system based on it.
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Re: [Recruiting/OOC] The Wastelands

Postby Grape_Drink » Sun Jan 05, 2014 12:56 am

napsii Wrote:I like it. I've thought a solid fantasy thread would be interesting.

I have a vague idea for a character I'll lazily develop in time, but my first drafts for her are built on some kinda lore assumptions which seem tangent to what you've explained in the OP, but I'm not sure. I guess the first issue is that it's hard to decide on a class.

Also, do Traits have to centre around giving modifiers/penalties or can they passively confer an ability? Like not having to sleep or something. Tons of races in D&D and Pathfinder provide passive bonuses like those as racials which is why their general lacking here seemed contrary to a system based on it.


They can passively confer an ability. Generally speaking the bonus/penalty is just a way to keep things from getting too OP, but simple passive abilities can be handled properly through traits as well.

The races have their own sort of passive abilities unlisted, but there nonetheless. For instance, I don't specifically say it, but I'd apply a bonus to Dwarves when dealing with larger enemies or when trying to hide in a small space. In some ways the races are a lot like typical fantasy, but in just as many ways they're different. For instance Dark Elves are not evil in nature, but twice as prone to expressing their sexuality as they would be in DnD. Or how Orcs are considered savage, but they follow the philosophy of "have sex with us and live in our culture, or die" rather than "we'll rape you AND you'll die!" (at least assuming they've done the deed in the last week or so).


But yeah, I'm good with folks developing their own lore around their characters, creating areas, etc. As a general rule, the Wastes are just a part of the world, and people could be from all sorts of places in this big world. In fact, unless you're a follower of the Unnamed One, it's encouraged that your character be from one a "surrounding nation" that we're pretending are there rather than the wastes themselves.
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Re: [Recruiting/OOC] The Wastelands

Postby Argonaut » Sun Jan 05, 2014 1:59 am

Taco party? Taco party.

Name: Elspeth

Age: 23

Gender: Female

Race: Human

Appearance:
Spoiler (click to show/hide):

Image

Spoiler (click to show/hide):

Image


Class: Holy Warrior

Traits:
Spoiler (click to show/hide):

Giant Slayer: Experienced in fighting massive beasts, Elspeth deals more damage when facing larger opponents.

Tempered: Elspeth always keeps a calm head, preventing her from being easily broken or overwhelmed.


Bio:
Spoiler (click to show/hide):

Raised in a small town on the edge of the Wastes, Elspeth's early years was a blur of constant fear. Just before she was born, the entire village was raped and pillaged by a foul hydra, a spawn of Irilin living due south. Her entire town simply lived in anticipation for the beast to strike again, allowing Elspeth to come into the world knowing only one emotion: raw terror.

Years of fear affects people in different ways. For some, it was to move away, making the town even smaller. Most turned to the Fallen Two, hoping their obedience and loyalty would prevent another attack. The Churches of The Three Chains and The Five were burnt down, the villagers denouncing their protection and accepting The Unamed One's. Elspeth's fear made her stronger, giving her the idea of becoming her town's protector. Devoting herself 24/7 to Myrdur, she trained both her body and mind to use the god's magic and steel to banish fear from her hometown. As she became stronger and more ready for the fight, the rest of her town exiled her, claiming it was her defiance that would bring about another attack. Accepting their decision, she lived as a hermit on the outskirts of town, always watching. for any signs of the hydra. This whole time she slowly grew to resent the town and their worshiping of the gods who brought them this fear, herself slowly growing to see another god as more powerful than Myrdur.

When the beast finally returned, the people of her village found fear in them they didn't know they had. How could they be killed like this, after they changed their ways and worshiped The Fallen Two? At the mercy of the hydra, the people laid down and accepted their fate. Some begged and pleaded with Elspeth to come back and be their savoir. Elspeth refused, and this time the beast burnt the town to a crisp, killing and raping all it could find. Only once everyone was dead did Elspeth show herself, challenging the hydra to a fight to the death. Her staff in her hand and tears in her eyes, she slaughtered the beast in the name of Rastan, taking its teeth and turning them into a necklace, in order to remember when she used to follow Myrdur. Taking one last look at the embers she used to call home, she turned into the sun and began walking.



Equipment:
Spoiler (click to show/hide):

-Steel and gold plated armor (see appearance)
-Lance (see appearance)
-Robes
-Hydra tooth necklace
-Bedroll
-Tent
-Waterskin
-Small whetstone
-Two torches
-Six day's rations
-Bandages
-Flint and steel
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Re: [Recruiting/OOC] The Wastelands

Postby Zender_Solarheart » Sun Jan 05, 2014 3:08 am

Name: Dana.

Age: 22.

Gender: Female.

Race: Human.

Appearance:
Spoiler (click to show/hide):

The left side of the picture is what she normally looks like, with the cape's purpose being to hide her gear and protect her from the elements of the wasteland. When engaged in direct combat, however, she removes that cape, appearing as she does on the right-hand side, though with her sword kept in a sheath strapped to her belt's left flank. The leather breastplate is her primary form of armor, as she prefers to travel light for the sake of both avoiding unnecessary confrontations, and for agility when combat is unavoidable. Also, while her sword may appear fancy, it has the same stats as any mass-produced hand-and-a-half sword. After all, it's not the weapon that really counts, so much as how well you use it.
Image


Class: Fighter.

Traits:
Spoiler (click to show/hide):

    Stormy PTSD: Dana is afflicted by a case of Astraphobia (an abnormal fear of thunder and lightning), and will suffer irrational mental symptoms when a thunderstorm is in the area. This is a product of a childhood trauma which happened during a thunderstorm (for more details on that, see the Bio), so a modern-day psychologist would also attribute this to Post-Traumatic Stress Disorder. On the flipside, however, clearer weather patterns seem to bolster Dana's confidence and focus, meaning that sunny weather is even more enjoyable for her than most people.
    Effects: +3 to all skill-related checks in sunny or partly cloudy weather, but -3 to said checks in stormy weather.


Information/Bio:
Spoiler (click to show/hide):

Dana was born in the humble town of Drasil, a decently-sized village nestled between a fresh river and a tall mountain known as Mt. Noctos. While covered with forest land at its base, the peak of Mt. Noctos was rough and craggy, and there were rumors abound with that peak, speaking of a warlock therein who followed the Unnamed One, a madman known only as Alcor. They said that if a child wandered the village after dark, he'd spirit them away to his lair, and perform all manner of ihumane horrors upon them, though what those horrors were tended to vary based on both the teller and audience of the story. Some even went so far as to suggest he was a pedophile rapist, though such tales were obviously "censored" for the younger ones. As a kid, Dana refused to believe in such "fairy tales;" she thought it was just some story that parents made up to keep children in bed at night...

...but she could not have been more wrong.

It was an unusually stormy night when it happened. As if seeking a target of the Five, an enormous bolt of lightning struck the peak, shattering it into a hail of stony debris. While most of the villagers below were preoccupied with running to safety, a certain few - Dana and her family among them - were trying to keep some degree of order in the chaos, and hung around just long enough to see a shadowy figure dart out of the middle of the rubble. The figure in question turned out to be a man with pale blue skin, black eyes with red pupils, pitch black hair, and attire one would expect more out of a vampire lord from one of those campfire stories. This was no vampire, however...

This man was the spitting image of that Unnamed One warlock from the rumors!

All this time, Dana was eager to dismiss those old children's stories...and now, the literal flesh of those stories was standing right in front of her...and squeezing her mother's throat into shriveled pulp. Her father stepped in as well, bringing the family heirloom sword to bear against Alcor...and while he did manage to impale the warlock through the abs, it didn't seem to hit any vital organs, as he quickly retaliated with a point-blank blast of dark magic. Then, Alcor turned to little Dana, just 8 years old at the time. "Come here, little tart...Uncle Al has a game to play..." The implications of such a statement are left up to one's imagination...but whatever he had planned, Dana wasn't going to let it happen. She was both too panicked and too physically weak to use that sword in his gut effectively, and grabbing it would've only brought her even closer to her seemingly certain demise. Instead, she kicked at Alcor as if it would make him stay back. Well, it didn't halt his advance, per se...but a lucky kick at the sword's hilt caused it to tear out through his waist's right side, causing his corrupted black blood to pour out onto the dirt road.

Even with her would-be doom averted, though, Dana was in a completely stupefied state. She had lost her family, had a near-death (or near-rape, depending on one's interpretation of Alcor's motive) experience, and taken a man's life, all within one hour of a stormy night. She's lucky there was still a villager around to get her out of the rain and into shelter, otherwise she may have frozen to death out there.

Now, Dana is all grown up, and lives as a freelance mercenary...but the trauma of that night has left its scars. Among those scars are a PTSD-based fear of thunderstorms, a cold, ruthless approach to combat, and an intense hatred for anyone who follows the Unnamed One, even more so than your typical clergyman. She still has her father's sword from that fateful day; not only is it a family heirloom, but it's also the only keepsake she has left of her family tree.

On the plus side, life has sent some good things her way. There is this good friend of hers named Alex in the militia for a port town called Venantia. Well technically, he's her ex-boyfriend, but their break-up wasn't anything particularly painful; it basically amounted to them just not having the right chemistry, and deciding to just be friends. That being said, there was that one night where they got a bit more drunk at the tavern than they probably should have, and well...she's lucky he remembered to pull out that night, simply put. So yeah, no longer a virgin...but whether a woman's had sex before or not isn't what's important in a romantic relationship, when all's said and done.

As for religion, Dana doesn't really have any particular deity she follows. She's a mercenary, a sword for hire. Most churches probably wouldn't even accept her unless she basically dropped the job she's been doing for the last 4 years, which is something she's not willing to do. Call her crazy, but when she lays some punishment down on an Unnamed One cultist, she wants it to be in the name of her own family, not in the name of any god or goddess.


Equipment/Inventory: Base adventurer set will do, generally speaking. As for the specifics...
    Starting Weapon: Gleam Edge, the hand-and-a-half sword that Dana..."inherited" from her father. It has about the same effectiveness as a mass-produced sword of equivalent size.
    Starting Armor: Aside from her clothes, she does have a leather breastplate for defending her most vital open areas. While her armor is lighter and less defensive than that of other fighters, its lighter weight allows her greater agility in direct combat.
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Re: [Recruiting/OOC] The Wastelands

Postby Nobudi » Sun Jan 05, 2014 4:35 am

Character Name: Roxanne (Human) / Sidra (Elven)
Age: 73
Gender: Female
Race: Elf / Human Hybrid
Appearance:
Spoiler (click to show/hide):

untitled.png

At the age of 37


Class: Hunter

Traits:
Spoiler (click to show/hide):

Burning Vengeance: Sidra must overcome incredible odds in order to bring her people to justice. Sidra trains herself to her utmost limits in order to bridge the gap. +1 to most physical checks and willpower checks, +2 chance for corruption/berserk rages.

Insomnia: Sidra's rare genetic disposition leaves her with horrible trouble sleeping. +3 to checks to stay awake/prevent knockouts, but you must pass a DC 9 sleep check (with the bonus acting against you), or be fatigued the next morning resulting in -2 in combat, and -1 to strenuous activities. Failure to pass the check three times could have drastic effects should someone find you in that state...

Child of 2 worlds: Due to her mixed heritage, with proper disguise, Sidra can appear to outsiders as either elf or human. How much they are fooled depends on how well she can disguise herself. Does not work as well with humans and elves.


Information/Bio:
Spoiler (click to show/hide):

Sidra, or Roxanne, depending on which name she'd prefer, was born in a forest glade, not too far from an Elven settlement. Being born of a Human Father and an Elven Mother left her a sickly insomniac of child. With most of her community whispering rumors of her behind her family's back left her a pariah of the village. Nevertheless, Sidra grew up slowly and being loved by both parents. One could say she lived a rather sheltered life.
However, she first felt mortality after watching her father waste away when she turned 40. To distract herself from the awful thoughts, she learned basic hunting and gathering under her mother's supervision. And for a time, she was content.

Then, her 43rd birthday happened. On her 43rd birthday, in the dead of night, an entire Flight of Dragons suddenly appeared. They immolated the settlement, and most of the Elves died in their sleep. Ironically, Sidra's insomnia was what managed to save herself in time. When the ashes finally stopped falling, Sidra tried to salvage what she could, while trying to look for survivors. And when none appeared, she took it upon herself to bury everyone that had died in the gouts of fire that poured onto the Village. She buried everyone by hand, not caring that her hands were bleeding, or that she had lost a fingernail or two. The village was gone, and so was the forest glade she was born in. A few plants and animals survived the onslaught, but aside from her, no elf had remained.

And when everything was said and done, the skeletons of the Village were no more. In its wake was a massive graveyard, and one sobbing girl. The sorrow of the girl soon turned to rage, and in that rage, Sidra swore. The people of the village who had tolerated her, and maybe even grew to like her, as well as the Mother who had loved her, they would be avenged. No matter what the cost.

It has been 3 decades since, and Sidra had still not learned much, aside from a few facts: Dragons, whom were often solitary creatures, only gathered together to mate. And her village wasn't anywhere close to those mating grounds. So, someone had deliberately engineered the destruction of her village.


Equipment/Inventory:
Spoiler (click to show/hide):

Adventure Gear
  • Leather Armor & Traveling Cloak
  • A change of clothes (Appearance)
  • 30 feet of rope
  • Two torches
  • Flint and Firestone (Pyrite)
  • Small whetstone
  • Warm blanket
  • Cooking Gear
  • Six day's rations
  • Bedroll
  • A Waterskin
  • Heavy Crossbow & Bolts
  • 3 rolls of bandages
  • Hunting Knife
Last edited by Nobudi on Sun Jan 05, 2014 6:16 am, edited 2 times in total.
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Re: [Recruiting/OOC] The Wastelands

Postby MiscChaos » Sun Jan 05, 2014 5:03 am

Oh, I forgot to say which starting spells I'd like, didn't I? I'd like Inquisition and Inner Glow. Just seems more Acharnel's character to find out if someone's a agent of the Unnamed One, then tear them apart.
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Re: [Recruiting/OOC] The Wastelands

Postby Grape_Drink » Sun Jan 05, 2014 5:48 am

Made some changes since I realized that I left out such as death/dieing and some of Rastan's aspects I had forgotten to mention. Going to work on the first RP post since we've met the three person requirement and then some! :o

Argonaut Wrote:-snip-


Accepted! You will start out with 20 talons and your armor will be considered damaged scalemail (E.G. Chain Shirt) in terms of defensive rating due to fighting with a Hydra and brigands along the way to Merc Town.

Giant slayer is fine

With Tempered, there'll be a penalty when using diplomacy towards with enraged/fleeing persons. Is this acceptable?


As a recent convert to Rastan, you have the following spells/techniques to supplement your fighting prowess...
Spoiler (click to show/hide):

Rastan's Call to Arms; Through Rastan's divine grace, you can transfer half your "health" to a downed ally to bring them back to consciousness, or an injured ally to allow them to be hit more.

Detect Corruption; As a Holy Warrior, you can detect the corruption within others (more specifically how close they are to turning to the Unnamed One) when they are isolated from a group. In a group you can detect that something isn't right among them, and in a town (due to sheer numbers) you cannot detect anything. You may only use this power 3/day, and must petition Rastan to use it more than that.

Tactical Leadership; With the help of divine whispers, you can grant your allies a +1 bonus to escape attempts (struggling against an opponent or to escape from battle), at a -2 penalty to yourself due to the focus required.



Zender_Solarheart Wrote:-snip-


Approved! Since you opted for cheaper (less) armor, you will start with 30 talons and your armor will be considered the equivalent of "padded" aside from specific instances.

Techniques based on Bio:

Powerful Strike: You can make a more powerful strike against an enemy to slay them more easily, but the slowness of it will negate your fighter bonus. This strike has a small chance of knocking them off their feet.

Pommel Strike: When using a sword-based weapon, you can choose to not do much damage, but instead catch your opponent off-guard with a pommel strike to their noggin. This strike will do less damage than simply hitting them, but has a chance to temporarily stun them.


Nobudi Wrote:-snip-


Approved! You will start with 20 talons.

Vengeance Seeker will affect the berserker indirect technique, and you'll gain extra corruption from certain types of Encounters to represent the +2 better. Is this alright?

Yah have to have the elf trait as well as the insomnia trait. Child of Two Worlds will still have some effect, but it will be more along the lines of part of the half-elf trait, and it'll be difficult to hide your elf heritage from humans and vice versa (folks have an easier time seeing what's different about someone than what's the same).

Based on your traits and bio, you have unlocked an indirect technique. Indirect techniques are applied by the GM when set conditions are met.

Berserker; This is bad.

MiscChaos Wrote:Oh, I forgot to say which starting spells I'd like, didn't I? I'd like Inquisition and Inner Glow. Just seems more Acharnel's character to find out if someone's a agent of the Unnamed One, then tear them apart.


Sweet.
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Re: [Recruiting/OOC] The Wastelands

Postby Nobudi » Sun Jan 05, 2014 6:19 am

Edited, and everything seems to be in order.
On a side note, I think I made a female version of Guts from Berserk. Huh.
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Re: [Recruiting/OOC] The Wastelands

Postby Argonaut » Sun Jan 05, 2014 6:26 am

Is there any chance for an offensive spell? While you are the GM, to me Tactical Leadership doesn't make sense lore wise. Rastan hates deserters, but Elspeth has a buff that makes it easier for her allies to run away?

The other two I am fine with, and if you can't change the third, its ok too. Other than that, I can't wait for this to start.
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Re: [Recruiting/OOC] The Wastelands

Postby Grape_Drink » Sun Jan 05, 2014 6:56 am

Argonaut Wrote:Is there any chance for an offensive spell? While you are the GM, to me Tactical Leadership doesn't make sense lore wise. Rastan hates deserters, but Elspeth has a buff that makes it easier for her allies to run away?

The other two I am fine with, and if you can't change the third, its ok too. Other than that, I can't wait for this to start.


I actually had really good reasoning behind it, but... It's completely spacing me right now, so I'll go ahead and change it. :lol:

I'll just go back to the other one I was originally going to give yah:

Spoiler (click to show/hide):

Hydra's Roar: Perhaps on a whim, or perhaps as a cruel joke, Rastan has granted you the ability to let out a mighty battle cry that radiates the sound of a Hydra with it. You gain +1 to all combat rolls, and all around you feel a dreadful fear fill them when they hear it (gain -1 to their own combat rolls). Side effects may vary.


Characters'll learn new techniques and powers as the RP progresses (assuming they don't... Y'know... Go out and get themselves killed or "corrupted"). The main reason she doesn't have more techniques/spells right now is because of her relatively recent conversion and other factors.




EDIT: Alright, so here's how combat'll work when in groups. This is more to ensure that a single round of combat doesn't last a week persey. When combat begins and you're in a group with someone, you'll be given an ~24-48 hour grace period to make a post regarding your action after someone else in the group has posted.

So if Acharnel, Sidra, and Elspeth are in a group, and they fight... Oh I don't know a giant rat. After my post, lets say Elspeth takes her action. You'll have ~24-48 hours from the moment Elspeth made her action, not from the moment I made mine. If Sidra takes an action during that time, we're still running with when Elspeth made her post.

If you don't make an action within that timeframe, your character will take the most effective action (Attack, use a spell, run, etc.), or an action as specified by you in either a post here or in a PM to me. This way, if someone has to leave for a few days, they can leave instructions on the actions their character would take to keep combat from getting bogged down, to keep the other folks in their group from being stuck in that scenario, and to allow you to still be effective if you aren't around.
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Re: [Recruiting/OOC] The Wastelands

Postby Argonaut » Sun Jan 05, 2014 7:55 am

The new spell sounds great. Thanks!
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