[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

Re: [Recruiting/OOC] The Wastelands

Postby Nobudi » Sun Jan 05, 2014 8:12 am

Wait... does this mean Sidra has no magicks??
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Re: [Recruiting/OOC] The Wastelands

Postby Grape_Drink » Sun Jan 05, 2014 8:59 am

Workin' on the post right now, going through PMs and everything atm. It may be a couple hours or so before I get it up, and I'll make sure to draw a map sometime tomorrow so you have a general idea of where things are lol.

Nobudi Wrote:Wait... does this mean Sidra has no magicks??


I totally was getting to that. Yes sirree! *Shifty eyes*

Sorry, my mistake! I'm a bit out of it atm lol

Hmm... Yeah, those two'll work.

Spoiler (click to show/hide):

Fey Compass; "Elea, spirit of the glow, I call upon thee to guide my path..." When in a natural environment (or when you form a circle of some natural object), you can call upon the fey spirits to create a glowing path of up to 100 meters in length to either A. Make you a path to safety (at the time of casting, and it will lead you on the "safest" path, not necessarily a path to safety), B. Lead you towards your destination specified, or C. Lead you in the direction of the nearest water source (not necessarily drinkable water).

Myn's Circle; "Luhta, spirit of the home, I ask for your gaze to protect us in our time of need..." For 30 talons (and ten minutes preparation time), you can prepare a 10 meter Radius circle from which you will be awakened if a presence with hostile intent enters, and from which lesser demons will be unable to breach the sanctuary of (though they can detect it when near it). The talons are lifted into the air by the magic of the spirit realm, and shot off in random directions.
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Re: [Recruiting/OOC] The Wastelands

Postby Phoenixcz » Sun Jan 05, 2014 12:02 pm

So, no more elves with Nobudi's half-elf present?
If it takes me two weeks or more to respond to a RP without prior notice, send me a PM. It's more likely I've missed the last post, forgot or got distracted and need a little reminder rather than deciding to drop the game without warning.
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Re: [Recruiting/OOC] The Wastelands

Postby Grape_Drink » Sun Jan 05, 2014 12:08 pm

Phoenixcz Wrote:So, no more elves with Nobudi's half-elf present?



I'm not counting the half-elf towards the limitation since she was specifically asked about before the elf # limit was even reached (and being a half-breed is going to have its setbacks).


So there's still technically a slot open for an elf. Brand is the only one who's reserved an elf slot... Were yah planning to make one?


EDIT: Also, thread's up. Woo!''



Folks who join in the next few days can consider themselves as being on the boat and jump straight in after their character is approved.
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Re: [Recruiting/OOC] The Wastelands

Postby Phoenixcz » Sun Jan 05, 2014 1:30 pm

I've noticed Brand_name calling dibs on an elf, I don't have time to write character right now, so I'll wait for a few hours and see if there's submission by then.
If it takes me two weeks or more to respond to a RP without prior notice, send me a PM. It's more likely I've missed the last post, forgot or got distracted and need a little reminder rather than deciding to drop the game without warning.
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Re: [Recruiting/OOC] The Wastelands

Postby LoneWolf » Sun Jan 05, 2014 2:51 pm

Spoils the all-female theme we had going, but
Grape_Drink Wrote:Restrictions: Must be male.


Character Name: Alaric

Age: 26

Gender: Male

Race: Orc

Class: Fighter

Appearance:
Spoiler (click to show/hide):

AlaricImage.jpg
AlaricImage.jpg (37.29 KiB) Viewed 1207 times
(Minus the helmet/mask and with a few less weapons... at least to start with.)

Traits:
Spoiler (click to show/hide):

Brute; Your brutish upbringing makes you quite the foe, but prone to lacking a more civilized outlook, even for an orc that broke from the savage trend. +2 in combat, -1 in most social interactions/-1 in perception.

Orc; You're of Orcish blood at heart. +3 to intimidation/raw instinct, but you must pass a DC 14 check if you wish to not protect a child you find in danger (regardless of species or sex), must pass a DC 12 check if you wish to not protect a female from harm (though depending on your nature, rape may not be considered harm), and must satiate your sexual desires at least once every five days or be forced to seek out the nearest/most attractive partner, even if that partner is the same sex (the five days resetting the day after having sexual interactions. DC 10 and increasing by 2 for each additional day after the five that you spend without sexual interaction. Masturbation can only satiate your desires once a month In-game).

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

Alaric's mother was the daughter of a wealthy family of human merchants, rather than one of the uneducated peasantry who make up the majority of Orcish slaves, who had managed to catch the attention of a minor chief after being enslaved. As such, he recieved an unusually thorough (if somewhat unorthodox) education - at first because even Orcish raiding bands see the use of having at least one member who can read and write, and then later simply because his mother had taught him to enjoy learning. Most outsiders would probably be shocked at the amount of influence his father let a 'slave' have on him; those who understand what kin means to an Orc - and that 'my slave' and 'my family' aren't necessarily mutually exclusive - on the other hand, would realise that he was fairly ordinary; what was unusual was her ability to adapt to and thrive in a society so different from her native one.

At any rate, the lessons took. When he turned 18, Alaric left the tribe to go see what other lessons the 'civilised world' might have to teach - and he's been roaming since then, making his way as a travelling mercenary. The lessons have been mixed so far; he still has the standard Orcish views on strength and weakness, but has realised that his fellow Orcs tend to undervalue 'soft' power ... and equally, that many of the other races overvalue it. Wealth and influence are all very well, but even the greatest noble dies with a sword through his belly.

Personality:
His upbringing, as well as the first-hand experience of several years dealing with 'normal' people since leaving his home, makes him unusually cosmopolitan for an Orc... which from the perspective of 'civilised' society means that instead of a brutal, ruthless savage, he is a properly-dressed, ruthless savage with the ability to use long words.

His worldview is based on a deceptively simple set of concepts: care for you and yours, and otherwise might makes right.

In practice, these can lead to a number of corollaries that are not immediately obvious. In particular, 'you and yours' includes family and friends, but also anyone who gives you fealty. If someone he considers weaker asks for help or protection (and doesn't have someone else he believes they should be approaching instead) they have a good chance of getting it. In making that appeal, however, they are implicitly offering to make him their master - effectively trading obedience for protection. It won't necessarily mean permanent servitude - in fact as a wanderer he doesn't (currently) want permanent servants - but even temporary servitude could come as a shock...

Secondly, he views 'civilised countries' as being essentially a huge group of people who have offered fealty to the concept of 'civilisation'. Their master makes some strange demands and seems to be at least slightly crazy, but it's powerful enough to be worthy of respect even so. Once again, this can potentially catch stangers unawares: he might be playing by your rules for now, but it's only because the benefits of not offending the foreigners currently outweigh the costs of playing along ... and that equation is subject to change.

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

Studded leather
A change of clothes
Hand-and-a-half (bastard) sword
Buckler
Belt knife
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
3 rolls of bandages
Cogito, ergo... something.
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Re: [Recruiting/OOC] The Wastelands

Postby berserkerhorn » Sun Jan 05, 2014 4:34 pm

is this still open? and if so what limitations are there?
Hi. My name is Silk. You're all, uh... under arrest.
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Re: [Recruiting/OOC] The Wastelands

Postby [Brand_Name] » Sun Jan 05, 2014 5:08 pm

Sorrysorrysorry I'll do it in a few... I should be able to finish it today. It's currently lacking creativity and I don't think it meets the standards of the other pc's so I'm giving her a mite of a touch up :?
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Re: [Recruiting/OOC] The Wastelands

Postby Reaver » Sun Jan 05, 2014 8:08 pm

It looked like this group could use more meat in their tacos
Character Name: Darius Viggo
Age: 29
Gender: Male
Race: Human
Appearance:
Spoiler (click to show/hide):

Darius.jpg

Class: Warlock, Raven Familiar: Krafla

Traits:
Instinct Bond: Darius can see through the eyes of his familiar giving him a different perspective. When seeing through your raven, you will be more prone to surprise attacks unless focusing on yourself. Being hit will force your mind to revert back to yourself.
Two Mistresses: Darius draws on the magics of both deities but can be hunted by both Myn's and Irillin's enemies if his allegiances are discovered
Spells:
Spoiler (click to show/hide):

Myn's Shooting Stars- A spell that causes small pebble-shaped white blobs to shoot forth from one's hand. The spell has little effect on those who aren't heavily affected by corruption, but causes great pain to corrupted beings.

Icy Touch (Arcane); With moderate focus, you find a deep frost forming over your hand. When you touch an opponent, it spreads to them, bursting with an icicle the size of a knife into wherever you landed the touch. Using this on a weapon will cause it to grant a -1 to the owner, but give them an "ice magic" weapon for the duration of battle, while using this on a shield (including if the enemy blocks it) will result in a fire-resistant shield.

Summon Torch Demon; When you focus your sexual desires on more masochistic feelings (and for a sacrifice such as a lock of hair), you can call a Torch Demon into the world from a nearby fire source. You must pass a DC 8 concentration check (10 in combat) to keep this Torch Demon from turning on you. The size and strength of the demon depends on its fuel source and the value of your sacrifice (for instance, sacrificing a living being on a candle might bring a great torch demon of massive destruction into being, but it would only be there for a few seconds if its fuel source didn't expand). Destruction of its fuel source will result in the Torch Demon returning to Ravage. Torch demons are not so much "demons" as one would normally think of the beings. They cannot confer corruption onto others because they're made of pure fire...

Luminous Stone (Arcane); You can enchant any fist-sized stone to levitate and produce a light about half as strong as a torch. The light will be a sickly green color and last for six hours. If you pick up and toss this stone at a surface, it will produce a near-blinding flash of light that will make enemies less perceptive, and less able to defend themselves from sneak attacks.

Myn's Pillar; For a sacrifice of 10 talons, and a few playful thoughts, you can create a luminescent beam that will shoot into the air from whatever source you designate. This beam will be visible from up to a mile away, or an additional mile for every additional 10 talons you sacrifice. You can choose whether this beam will only be visible to you or to everyone, but cannot designate specific people.

Entropic Visions; One of the darker powers of Irilin used to seduce men and women to her cause. When cast, you force the subject's mind to witness the horrors of Ravage first hand, but they are well aware of whom these visions come from. On their next post, they will have a -2 penalty to combat/perception (-6 vs. Demons) and can try to break free of the visions (DC 10), but if they fail they will become flushed from the visions they see (possibly see themselves participating in), on the next post they will become lustful and unable to run (DC 14), and on the third post if they fail to maintain control, they must either satiate the desire that will begin to spread through them, or fall unconscious (DC 16, their choice on which happens). You can only use this power 3/day. Should the subject reach the third stage, you must pass a DC 10 save to keep the images of Ravage out of your mind/keep the spell going, and if they reach the fourth stage, you must pass a DC 12 save to keep from also falling under the spell's effects... You may end the spell at any time after the first round (the effects lasting for three posts), and the spell will end if the victim acts on their desires at any point during the spell.

Limb Lock; A fun little power that Myn created as you think on what you could do to your victim in their state. You can target either an opponent's arms or legs, causing them to fall asleep if they fail to maintain control of them. No save if the target is unconscious.

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


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

As one of the few Arch-Mages , Darius had the duty of delving into ruins to secure and deactivate Fallen and demon artifacts and deal with cultist hiding in towns. A devout follower of Myn, he prayed to her everyday in hopes of being granted a blessing. Extremely skilled in the arcane arts and not too shabby when it came to physical combat, Darius took great pride in the fact he dealt with most threats on his own. His pride was what lead to his downfall as he took on harder missions to further appease Myn. He didn't want to share any of the glory or allow a person to be rewarded instead of him so he often didn't tell anyone when he went on missions.

On his lastest mission, Darius was going to eliminate a den of Irilin worshipers said to be acting as breeding tools for groups of monsters. While his loyal raven, Krafla watched from above, Darius kicked the door in and began blasting cultist with bouts of magic. The further he went into the lair, he found more enemies and he expended more energy to destroy them in the name of Myn. By the time he had reached the main breeding room almost all of his strength had been used. He was easily overpowered and sexually tortured with pleasure for days before finally submitting to Irilin's will. After a few more days of pleasure in which he was on top, he slayed the rest of the cultists only this time dedicating them to Irilin. He left the den feeling stronger but he wasn't sure which deity it was from. All he knew was that he had two Mistresses now and the one that granted him more power he would follow forever. He kept his duties as an Arch-Mage, killing cultist whenever he saw fit but occasionally Darius will take time off to commit acts to appease Irilin.

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

Current outfit (its Cloth)
A change of clothes
30 feet of rope
Two torches
Flint and Firestone, steel
Small whetstone
Warm blanket
Cooking Gear
Six day's rations
Bedroll
A Waterskin
Staff
3 rolls of bandages
Last edited by Reaver on Tue Apr 15, 2014 4:24 am, edited 2 times in total.
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Re: [Recruiting/OOC] The Wastelands

Postby Grape_Drink » Sun Jan 05, 2014 10:15 pm

Alrighty, I changed the Orcish trait slightly to make it more manageable (looking over it now, I think this is more in-line with what I had in mind).

Also added in a section for slavery in the realms for those who are curious. It doesn't apply to all nations, but most follow those general guidelines.

LoneWolf Wrote:Spoils the all-female theme we had going, but
Grape_Drink Wrote:Restrictions: Must be male.


What can I say? I'm a bit of a spoilsport. :3

Approved! You'll start with a standard 20 talons on board the ship nudged between sweaty mercenaries.

Based on your past, you have gained the following techniques!

Spoiler (click to show/hide):

Disarm; When you make an attack, you can choose to sacrifice your orcish bonus in order to try and make a powerful strike at your opponent's weapon to disarm them, a technique common among orcish folk. Obviously only works if the opponent is disarm-able.

Concussion; A common orcish greeting that can easily be turned into a strategic weapon. When near enough to an enemy, you can attempt to bash their face in with either your shield or own head. A successful hit will usually stun them, with a slim chance to knock them unconscious or give them a concussion. Less effective against other orcs.



berserkerhorn Wrote:is this still open? and if so what limitations are there?


Yep, it's still open! As of now, the only available races are Human and a Dwarf slot. We currently lack any rogues, Priests, or Shaman, but this isn't a big deal. *shrug*


Phoenixcz Wrote:I've noticed Brand_name calling dibs on an elf, I don't have time to write character right now, so I'll wait for a few hours and see if there's submission by then.


There's two elf slots available, I've marked you down for the second slot unless you don't want it. S'all good, it just lets me integrate people as I go along (we can consider you as being on-board the ship probably)


[Brand_Name] Wrote:Sorrysorrysorry I'll do it in a few... I should be able to finish it today. It's currently lacking creativity and I don't think it meets the standards of the other pc's so I'm giving her a mite of a touch up :?


It's all good, there's not really a standard to meet, but I'm always glad when folks take their time. :)

Reaver Wrote:-snip-


Approved! You will start out with 20 talons inbetween sweaty mercenaries on board the ship!

Slight change to Instinct Bond; When seeing through your raven, you will be more prone to surprise attacks unless focusing on yourself. Being hit will force your mind to revert back to yourself.

When you arrive, you will find that Arcane magic seems to be much weaker in the wastelands, in fact, most of your arcane spells would fail short of the most basic ones... The exact reasons for this are unknown, but some suspect it has something to do with the Devil King's curse. Witchcraft however (both "light" magic of Myn, and "dark" magic of Irilin) seems to function better than ever.

Given your background, and heavy influence in the more evocative arts over alchemy, you will be granted the following spells...

Spoiler (click to show/hide):

Icy Touch (Arcane); With moderate focus, you find a deep frost forming over your hand. When you touch an opponent, it spreads to them, bursting with an icicle the size of a knife into wherever you landed the touch. Using this on a weapon will cause it to grant a -1 to the owner, but give them an "ice magic" weapon for the duration of battle, while using this on a shield (including if the enemy blocks it) will result in a fire-resistant shield.

Summon Torch Demon; When you focus your sexual desires on more masochistic feelings (and for a sacrifice such as a lock of hair), you can call a Torch Demon into the world from a nearby fire source. You must pass a DC 8 concentration check (10 in combat) to keep this Torch Demon from turning on you. The size and strength of the demon depends on its fuel source and the value of your sacrifice (for instance, sacrificing a living being on a candle might bring a great torch demon of massive destruction into being, but it would only be there for a few seconds if its fuel source didn't expand). Destruction of its fuel source will result in the Torch Demon returning to Ravage. Torch demons are not so much "demons" as one would normally think of the beings. They cannot confer corruption onto others because they're made of pure fire...

Luminous Stone (Arcane); You can enchant any fist-sized stone to levitate and produce a light about half as strong as a torch. The light will be a sickly green color and last for six hours. If you pick up and toss this stone at a surface, it will produce a near-blinding flash of light that will make enemies less perceptive, and less able to defend themselves from sneak attacks.

Myn's Pillar; For a sacrifice of 10 talons, and a few playful thoughts, you can create a luminescent beam that will shoot into the air from whatever source you designate. This beam will be visible from up to a mile away, or an additional mile for every additional 10 talons you sacrifice. You can choose whether this beam will only be visible to you or to everyone, but cannot designate specific people.

Entropic Visions; One of the darker powers of Irilin used to seduce men and women to her cause. When cast, you force the subject's mind to witness the horrors of Ravage first hand, but they are well aware of whom these visions come from. On their next post, they will have a -2 penalty to combat/perception (-6 vs. Demons) and can try to break free of the visions (DC 10), but if they fail they will become flushed from the visions they see (possibly see themselves participating in), on the next post they will become lustful and unable to run (DC 14), and on the third post if they fail to maintain control, they must either satiate the desire that will begin to spread through them, or fall unconscious (DC 16, their choice on which happens). You can only use this power 3/day. Should the subject reach the third stage, you must pass a DC 10 save to keep the images of Ravage out of your mind/keep the spell going, and if they reach the fourth stage, you must pass a DC 12 save to keep from also falling under the spell's effects... You may end the spell at any time after the first round (the effects lasting for three posts), and the spell will end if the victim acts on their desires at any point during the spell.

Limb Lock; A fun little power that Myn created as you think on what you could do to your victim in their state. You can target either an opponent's arms or legs, causing them to fall asleep if they fail to maintain control of them. No save if the target is unconscious.

Summon Demon; Dangerous practice, all sorts of bad things could happen...
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Re: [Recruiting/OOC] The Wastelands

Postby Reaver » Sun Jan 05, 2014 10:36 pm

K I'll just edit these into my CS so I don't forget
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Re: [Recruiting/OOC] The Wastelands

Postby [Brand_Name] » Sun Jan 05, 2014 11:22 pm

Work in progress... I'm just about done but I'm in a rush so I'm putting this down.

#teamtaco
Name: Kylie Argos

Age: 40

Sex: Female

Race: Elf

Appearance:
Spoiler (click to show/hide):


Class: Rogue (somewhat of a spellsword as well)

Equipment:
Spoiler (click to show/hide):

Current outfit
Twin shortswords
30 feet of rope
Two torches
Flint and iron
Small whetstone
Warm blanket
Cooking Gear
Six day's rations
Bedroll
A Waterskin
3 rolls of bandages


Bio:

Spoiler (click to show/hide):

Coming from the sewers in the city of Kvadish, to say that Kylie has climbed the social ladder is an understatement. When she was only 25 years old, just a wee babe, Kylie's parents saw an opportunity to free their baby girl from the cains of poverty. Luckily for them, the princess of Kvadish was a near splitting-image of Kylie, and almost the same age as well. Using their natural talents as thieves, Kylie's parents managed to swap Kylie for the princess in the dead of night. Kylie never saw her parents, or the princess again.

It took quite a while for the royal family to figure out what had really happened to their daughter. Years, in fact. Kylie persuaded her parents to allow her to learn how to use a sword, a bow, and magic instead of the typical courtship activities learned by young princesses. For fifteen years, Kylie took the life of the young princess, and learned the skills she would use for the rest of her life.

But it came to a grinding halt when Kylie made a small slip-up in a conversation regarding her childhood that began a spiral of events eventually leading the family to find a mage to test whether or not Kylie really was their daughter. Before this, however, Kylie managed to grab everything she could fit in her pockets and run away, most likely forever. Having no idea where her parents were, and no skills other than those in the arcane and martial arts, Kylie set out for Merc Town.

Kylie Argos is her birth name, and she took it back after leaving.


Traits:
Spoiler (click to show/hide):

Guilt- Feeling guilty about leaving her parents and the unknown fate of the princess, Kylie sometimes has nightmares that disturb her sleep about their fates.
Troubled Past- Kylie may find men who answer to the royal elven family she destroyed in foreign cities. These men might recognize her and, if they do, would undoubtedly try to arrest her or kill her, or worse.
Hubris- Kylie is arrogant at times about being royalty, although, in reality, she is what some would call a "gutter rat."
idk what the +/-'s should be on these. You can decide for all I care. :>
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Re: [Recruiting/OOC] The Wastelands

Postby Nobudi » Mon Jan 06, 2014 12:09 am

Is it possible to recruit a familiar later?
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Re: [Recruiting/OOC] The Wastelands

Postby Grape_Drink » Mon Jan 06, 2014 12:16 am

Nobudi Wrote:Is it possible to recruit a familiar later?


I was wondering if you'd notice that lol. Yeah, feel free.


I should probably state that familiars aren't the most useful in combat aside from select circumstance, and act more to save your ass when you screw up horribly (roll really low), or do specific things to supplement your own prowess, hehe.

For instance, if a hornet happens to grapple you, your hawk might sense you're in danger and claw at its back to give you a second chance to escape.
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Re: [Recruiting/OOC] The Wastelands

Postby Grape_Drink » Mon Jan 06, 2014 1:17 am

[Brand_Name] Wrote:-snip-


Approved! I'll fit yah into the next post here, you'll start with 15 talons to account for a second shortsword.

Guilt and troubled past will be combined to make room for the Elf trait.

You have gained the following starting Spells/Techniques;

Spoiler (click to show/hide):

Chameleon; "Manu, guardian of the moon, grant me your cloak so that I may move unhindered..." Light will partially bend around you, allowing you to sneak around more easily.

Morsule's Vision; "Morsule, spirit of the wind, allow me to see through your eyes so that I may find my enemies..." You can tap into the feywild to peer into it at whim. You will be able to spot people at greater distances through your feywild sight, but it cannot be manually activated/deactivated after casting (lasting three posts), and you cannot see non-living objects (such as stone and steel) while using this power.

Feint; Your upbringing shows you how to be deceptive. You can pretend to strike at an opponent, and proceed to strike from a second direction, ignoring armor when landing a blow (if successful) except in the most extreme cases (full plate w/helmet). Doesn't work on followers of Crux.
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Re: [Recruiting/OOC] The Wastelands

Postby napsii » Mon Jan 06, 2014 2:55 am

I threw you a PM earlier. There's some questions I have that need answering/some debate so I can understand better.
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Re: [Recruiting/OOC] The Wastelands

Postby Argonaut » Mon Jan 06, 2014 3:01 am

Jeezy creezy, you post fast. Working on my post right now.
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Re: [Recruiting/OOC] The Wastelands

Postby Grape_Drink » Mon Jan 06, 2014 3:21 am

napsii Wrote:I threw you a PM earlier. There's some questions I have that need answering/some debate so I can understand better.


"1 New Messages"

...

So you have. I'll go check that lol.

Argonaut Wrote:Jeezy creezy, you post fast. Working on my post right now.


I DM for a real-time server on the side, so I tend to try and respond quickly to folks lol. I'll make sure everyone gets a chance to speak and such before you actually arrive in town (this being more or less the prelude).
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Re: [Recruiting/OOC] The Wastelands

Postby redkeri13 » Mon Jan 06, 2014 3:36 am

Long Live Team Taco! Hope I'm not too late

Name: Triana

Age: 25

Sex: Female

Race: Human

Appearance:
Spoiler (click to show/hide):

Image


Class: Shaman

Bio:
Spoiler (click to show/hide):

Triana never knew her Father - it was likely he was one of the nomadic swordsman who worked as mercenaries for the merchant convoys her Mother travelled with as they made their way between the major towns and villages of the land, and was long gone before her Mother discovered she was with child. But her Mother raised her and took care of her, showering her daughter with affection and teaching Triana the Herbology and the Healing Arts which was how she earned her income in the convoys - healing the sick and injured and identifying poisonous flora in the strange lands the convoys travelled to before they could harm anyone. She also taught Triana the ways of the Goddess Myn, who was the source of her spiritual power.

Triana's life was happy, until one night on her 18th summer. The forest the convey had paused to camp for the night in was unusually quiet, the convoy's mercenary sentries ill at ease. It was then, when the Moon was unnaturally full in the sky above that the raiders attacked, servants of the Unnamed One. Triana and her Mother woke to screams and the sounds of butchery when the doors of their Caravan were smashed open and a dark veiled figure strode into their home, followed by a trio of blood-soaked armored Reavers. The veiled figure pointed at Triana and the Reavers descended on her, striking her with a blow to the head which knocked her out cold. The last thing she remembered were the horrific screams of her Mother as the Reavers came for her as well.

When Triana awoke, she was inside a crude cage of jagged metal and splintered blood-stained wood, while outside her cage great bonfires lit dark figures as they moved around a vast open pit in the ground surrounded by a corrupted forest of trees and open to the star-lit skies, the bloated moon hanging directly over the hellish pit. Triana saw they were preparing some dark ritual, and knew she was likely to be part of it. A silence fell on the pit and from the darkness walked three dead-eyed Dark Witches of Irilin, the shredded remnants of their once beautiful robes doing little to cover their scarred and abused forms. With them was a 4th figure, and Triana grabbed and shook the spiked bars of her cages, crying out in anguish as she recognised the ravaged and bloodied figure of her young Mother.

When they reached the centre of the pit, the Witches began to chant in wavering, fearful voices, and while one held Triana's Mother's arms behind her back the other two collected a cruel-looking razor-sharp sword and large flat bowl from a boulder in the centre of a pit, before turning and walking back to stand before her Mother who struggled weakly against the grip of the Witch who held her.

The nightmare only became worse as Triana watched with tearful eyes as the Witches bled her Mother dry, slashing her with the jagged sword and collecting the blood in the wide bowl until it was full. Then a several of the Reavers she had encountered before stepped out of the shadows to drag away her Mother's unconscious body. Hearing a sound, Triana turned her head to see two more of the armored Defilers step either side of her cage, lifting it open and roughly grabbing her to drag her towards the centre of the pit as the 3 Witches drew spiked evil runes with her mother's blood to create a summoning circle on the stone walls of the pit. At the centre the Reavers chained Triana to the boulder that sat there, leaving her bound in chains while the Witches drew their ceremonial daggers and advanced on her prone form, intent on making her the virgin sacrifice for summoning some powerful aspect of the Unnamed One.

As the Witches closed in on her bound and chained to the sacrificial stone, inside Triana's head a connection was made, and she felt the presence of the Goddess Myn. From out of the forest surrounding the pit a storm wind blew, causing the bonfire to flare in size and intensity as the gust brought with them a horde of vengeful forest spirits, attacking the devil-worshippers with tooth and claw. Triana watched with a strange mix of hope and fear inside her as around her her captors were slain, the Reavers furious, fighting to the last, the Witches falling with an almost grateful expression on their tired faces. With terrified wonder she watched as out of the shadows between the forest tree an entity formed of dark moss and twisted wood grew into the shape of a giant clawed figure that strode from the forest into the pit as it formed, its glowing eyes fixed on hers as it drew nearer.

Towering over her on the sacrificial stone, the great spirit struck down with its claws, breaking her chains and freeing her. Then it lifted her to its shoulder and turned its attention to the surviving cultists, butchering them all with its huge claws.

After the slaughter was done, Triana found her Mother's body in the shadows still clinging to life, and as the great spirit watched over her cradled her Mother in her arms as she smiled at Triana one last time and died, knowing her daughter was safe. Afterwards Triana took her Mother's body far from that place, the great spirit now her constant guardian, and buried her under a tree overlooking a peaceful forest valley to be at rest. The spirit took a smaller, less fearsome form and became her constant companion as for years she travelled the wilds of the world, surviving off the land and learning the lore of nature from the Shamans and Sages she met on her travels.

Triana made it her life's goal to avenge her Mother and bring an end to the workings of the Unnamed One, and cleanse the lands of his corruption. For that reason she now travels to the land of Mesh'la, to eradicate the remnants of the dark ones influence and restore life to the wilds.


Traits:
Spoiler (click to show/hide):

Isolation: The years she has spent in the wilds has left Triana somewhat oblivious to the nuances of settled life, however her experience has left her survival skills in the wilderness highly trained: -1 to most social interactions, +1 to survival skills

Survivor's rage: Witnessing the brutal death of her Mother at the hands of followers of the Unnamed One has affected Triana to her core, and she will not stop until his presence has been eradicated from the world. However, memories of that horrific night still plague her in her sleep, causing her rest to be interrupted regularly by nightmares of the event: +1 combat rolls and +1 resist corruption against servants of the Unnamed One, -1/3 Fatigue reduction from Sleep


Equipment:
Spoiler (click to show/hide):

White Silk Robes reinforced with belts of woven vine padding (If it's ok, I imagine it looking something like this: http://www.keiraknightley.com/media/alb ... 018A-B.jpg )
Solid Oaken Quarterstaff
Carved-Stone Spirit Charms
Potion-making Kit & Equipment (Mortar & Pestle, Ceramic Bowls, Bottles of Ingredients, held in a shoulder bag of heavy padded cloth)
Two Torches
Flint & Steel Firestone
Whetstone
Warm Woolen Blanket
Cooking Gear
6 Day's Rations
Waterskin
Bedroll
3 Bandages
Last edited by redkeri13 on Mon Jan 06, 2014 2:27 pm, edited 3 times in total.
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redkeri13
 
Joined: Sun Jul 28, 2013 6:38 am

Re: [Recruiting/OOC] The Wastelands

Postby LoneWolf » Mon Jan 06, 2014 3:43 am

Grape_Drink Wrote:Alrighty, I changed the Orcish trait slightly to make it more manageable (looking over it now, I think this is more in-line with what I had in mind).

Yeah, this version feels about right. Protecting any woman under any circumstances did seem a little excessive. 'A crazed cultist of Irilin is trying to chop your head off. She's female; make a will check to fight back...' :roll:

Also, unless I've misread something a fine for illegal slavery of 'between 500 talons and 5 Lorannans' is, in fact, a fine of exactly 500 talons. Typo?
Cogito, ergo... something.
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Joined: Sat Aug 13, 2011 5:37 pm

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