[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: [OOC] The Wastelands

Postby Grape_Drink » Tue Jan 07, 2014 8:18 am

Nobudi Wrote:What if I wanted Roxy to upgrade to a heavier crossbow later?


You'd still be using the standard adventurer pack (or close enough to it) so it wouldn't make a real difference in terms of starting talons?

Not sure what the question is since your sheet already says she starts with a heavy crossbow (short of going up to ballista-tier you can't get much heavier). I know this is bad, but I consider a "light" crossbow and "heavy" crossbow to just fall under "crossbows" for simplicity with "light" crossbows being able to shoot a teensy bit faster/more precisely while "heavy" crossbows are a bit stronger/better at piercing armor.
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[OOC] The Wastelands

Postby Grape_Drink » Tue Jan 07, 2014 10:42 am

I'd like to appologize ahead of time if I screw up something, lol. I wasn't expecting more than maybe 3-6 people and I currently have 10 with a potential 2+ more on the way. >.<

Please check your personal "stat sheet" below in case I made any inconvenient (or possibly convenient) miscalculations since this is what I'll be going off of for rolls. Don't worry too much about the HP and Mana stats.

HP is determined by a number of factors including armor, race, background, shielding, class, etc. HP will never be lower than 2 unless injured. While HP is a numerical stat, do not expect it to be an absolute standard for how "tough" you are/how much fight you have left in you. A well placed shot could dish out multiple HP's damage, or your character may be physically exhausted despite having 3 HP left.

Similarly, don't take Mana to heart. All it does is let me tell how long until you reach the point of "magical burnout" so to speak. As any good mage knows; it's not knowing what spell to use, but when to use it. Mana regenerates over time/after resting. Also... It's not really a "thing" so much as just a concept.

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
Last edited by Grape_Drink on Fri Jan 17, 2014 9:25 pm, edited 14 times in total.
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Re: [OOC] The Wastelands

Postby redkeri13 » Tue Jan 07, 2014 11:03 am

Cool, my character gets the Dryad-armor mod from Skyrim as a power, best equipment ever! :p
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Re: [OOC] The Wastelands

Postby Shura » Tue Jan 07, 2014 12:43 pm

Is it still possible to join the rp, or are there too many people to make it manageable?
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Re: [OOC] The Wastelands

Postby berserkerhorn » Tue Jan 07, 2014 1:24 pm

I'll edit my bio later and changing my race to human. but I'm having elf ears...
Hi. My name is Silk. You're all, uh... under arrest.
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Re: [OOC] The Wastelands

Postby Urhr93 » Tue Jan 07, 2014 4:12 pm

Here i am ^^ as i've said before, i would prefer a solo play *-*


Character Name: Ruby

Age: 18

Gender: Female

Race: Human

Appearance:
Spoiler (click to show/hide):

Image


Class: Rogue (Scout)

Traits:
Spoiler (click to show/hide):

Life in the Wild - Growing up almost alone in the woods surrounding her hometown, being in the wilderness makes her feel at ease, almost like being into a playground. However, this doesn't help her when it comes to social interactions.
+3 to survival skill / -3 to social interactions

Naivety - Having lived into a little village and only met good people so far left her naivety intact, which coupled with the chapel's teaching made her belive strongly that the followers of the Fallen Two are bad and treacherous peoples, even if maybe they may seems good, and so she must never give in to them or to their corruption. However, her naivety makes it easier for people to trick her if they are smart enough and use the right words.
+3 to resist corruption / -3 to recognizing lies and deception

Logic Mind - Smart since childhood, always tries to analyze her situation from a logic viewpoint and guess the possible outcomes and scenarios that might unfold, especially while in combat.
+3 to whatever she's doing if her reasoning is correct / -3 to whatever she's doing if her reasoning is wrong


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

Bio:
Born into a very very little and remote rural village, as there weren't many young people (let alone children of her age) Ruby spent her childhood playing alone, mostly in the wilderness surrounding the few homes of the town. Very smart and agile, the girl learned how to defend herself from the little critters that lived there, most of them not representing any real danger, and as she grew up and expanded her playground she found ways to fend off the bigger and more dangerous animals that crossed her way. Eventually, as she approached her tenth birthday, her eagerness to find new ways to defend herself led her to secretly sneak out her father's weapon, a very long weapon resembling a sword, and try it. Her father was a foreigner adventurer who came from distant lands and wandered around searching for fame and wealth but instead met Ruby's mom. He fell in love for her and gave everything up, deciding to stay here and marry her, and eventually did so and continues to do so, living a very peaceful life with his wife and daughter. Apparently Ruby's fondness for adventure came from her father.
Anyway, she took out his weapon and, after going into the forest, she unsheathed it. What came out made her gasp in surprise. The blade was a lot shorter than the sheath, almost half of it. Puzzled, the girl tried to understand what use the rest of the sheath could have, and after a long time spent tinkering with it she found out that the lower end of it was not part of the sheath and, instead, was the hidden hilt of another blade. They were two long daggers, but since she was so little they felt almost like two long swords.

Revealed the true form of the weapon, Ruby was completely captivated by it. In the next days, she continued to sneak it out and began to get accustomed to it, learning how to fight with it, and with passage of time she felt like that weapon was practically made for her.
Days, weeks, months, almost two years passed before her father caught her trying to sneak out with the dual kodachi. He wasn't exactly happy with it, but after some arguing and some more persuading Ruby managed to convince him to see a demonstration of her skills. Considering that it was self-taught, the display that the girl put up was very good, enough to impress her father. He stopped his grumbling about her learning how to use his weapon and, after some time, he even began to teach her. Well, more than teaching how to use it, he was adjusting the little flaws in her style, hinting where she could improve and how.

Times passed and Ruby, not a young girl anymore, after her eighteenth birthday decides that it's time to leave her house and begin to explore the world, searching for adventure. Eventually she heard about the wastelands and, without thinking twice, happy to have a chance to go into such unexplored lands, she hops in the first boat to Merc Town.


Faith:
Beign such a small village, her hometown had only a very little chapel of the Curch of Five, but revered all five of them instead of a specific one. Thus every family had faith in all of them, though having a preferred one. For Ruby the one she preferred is Loranna, and the reason for this preference are two: her order to not be worshipped even though she's actually the one who supposedly created the world, and her order to not persecute the belivers of the Three Chains.

Sexual tendency:
Ruby is naive. She is very smart, but growing up into a little rural village left her naivety intact and so she doesn't know much about the ways of the world. She knows just the basic about the sexual world and thinks that it's something only married lovers should do, but with the right words she could be persuaded into doing sexual favors even if she doesn't really want it. Beware however, persuaded with the right words doesn't mean that with a bit of sweet talk she'll do any sort of lewd thing, it only mean that it's easier to trick her into a sexual situation.


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

Weapon: Dual Kodachi (disguised as a Katana) on her back.

Armor: Current outfit (leather and some studded leather (gloves, jacket and belt, boots))

Light backpack:
Spare set of clothes (the same as the ones she's wearing)
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

Money:
Copper and Silver coins (GM decides how much)
Some Talons (GM decides how much)
Last edited by Urhr93 on Tue Jan 07, 2014 7:59 pm, edited 1 time in total.
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Re: [OOC] The Wastelands

Postby Phoenixcz » Tue Jan 07, 2014 6:34 pm

Character Name: Elenwe

Age: 49 (I don't know how long it will take for elf to reach maturity compared to human, I may change it to to be 10-20 years older then that)

Gender: Female

Race: Elf

Appearance:
Spoiler (click to show/hide):

Image

Class: (another) Hunter

Traits:
Spoiler (click to show/hide):

Elf; You are naturally attuned to the feywild. You gain a fey companion/some fey spells even if you are not a shaman (your fey companion is stronger than average if you are a shaman and elf), but you are more prone to artificial poisons and knockouts from powerful strikes, receiving a -2 penalty to both. You must also pass a DC 8 check to harm an animal/plant-like creature outside of hunting. You may use a Longsword without penalty, but general combat penalties still apply.

Lone Huntress: Years of social ostracization changed Elenwe to a loner who prefers to remain unseen and unheard by her fellows. +2 stealth, -1 to social skills when interacting with others, -3 if it's with elves.

Ambusher: +2 on rolls to prepare ambushes and bow attacks from hiding, -2 to attack if forced into close combat where she can't keep her enemy at polearm's reach or if faced with multiple foes

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

Elenwe hails from small, isolated elven community. Elves there fought for a long time against Irilith's demons. In time, influenced by depravities and sexual nature of their enemies,they started to avoid any "unnatural" and excessive sexual activity, believing it actually brings monsters to them, going as far as to stop worshiping Myn due to her promiscuous nature.

When Elenwe reached adulthood, she discovered she's attracted to women, not men. While it would not be a big deal in other places, elves in her village took it as a sign of demon's influence- after all, it's hardly usual. They haven't acted against her, she did nothing wrong, but rumors began to spread and she was a target of many strange looks. Feeling the hostility of her fellows, Elenwe began to spend more and more time in the wildneress. What started as a way to hide from unfriendly villagers changed to a way to prove she's not tainted. At first, she just watched for monsters, tracked them and warned the village in advance for incoming attacks, but as years passed, she started to wander further away from her home, disappearing into the wilds for weeks or months at a time, to look for paths and lairs used by monsters, to set up traps and ambushes for lone demons. Killing the enemies didn't helped her in changing the villager's view of her, though. More rumors began to spread about what she really does alone in the monster infested woods.

Feeling bitter, but uwilling to abandon her kin, she continued to take her frustration and anger on monsters, waging shadow war against them for years. When the news of Merc town found her ears, she accepted it as an opportunity to see the more open-minded rest of the world, to discover if the tales about dark elves and Myn-worshiping elves sharing her preferences are true. She doubts her hometown will miss her anyway...

Accustomed to dangerous enemies, Elenwe prefers to avoid combat unless it's stacked in her favor. She scouts the terrain, notes her target's movement patterns amd prepare traps. When she's prepared, she opens fire with her bow, if the surprise attack isn't enough, she lures the enemy into prepared snares to slow and trip him, into hidden pits filled with sharpened wooden stakes, runs away, hides and attacks again, if possible. If forced into melee, she tries to keep her foe at a distance, using her speed and reach of her weapon. She has a trained falcon she calls Alkyone, which helps her hunt, distract enemies or warn her about their presence.

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

Weapons:
  • Composite shortbow, quiver with 35 arrows
  • Glaive with shortened haft
  • Knife, more utility then weapon
Clothing/armor: shirt and pants, high leather boots, leather vest, more comparable to padded then to true leather armor, hardened leather bracers and left glove to protect again injuries from bowstring and as a falconry glove, hooded camouflage cloak and scarf

Other equipment:
  • A change of clothes
  • 2 snares
  • Small bag of caltrops
  • Small jar of green camouflage paint
  • 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
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: [OOC] The Wastelands

Postby Nobudi » Tue Jan 07, 2014 7:53 pm

Favored enemy are Dragons I guess.
As for sprite companions, what are the options?
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Re: [OOC] The Wastelands

Postby Grape_Drink » Wed Jan 08, 2014 12:34 am

I should give players fair warning that while I won't try to intentionally kill you off/corrupt your characters (that's what dice rolls are for so I can blame them instead), I'm also a fan of more Grimdark works of fiction when they're pulled off right. Obviously with this many people it may be difficult to ensure that I do everything right, so you're more than welcome to bug me at any point, and I'll take it as wanting to make sure your character gets some love RP-wise, not as bugging. :) All that being said, there is obviously a chance of your character dieing, being raped, having a monster child, possibly all three with order depending, etc. It's not my intention to be sadistic in any way, but if the dice gods dictate something to happen, I'll roll with it. This is just a proper "warning" so to speak in case anyone wishes to get out before the engine gets roaring and we hit the road. If at any point you'd like your character to hit maximum corruption or die in a scenario because things that are happening would screw 'em up in the head, just give me a heads up.

Shura Wrote:Is it still possible to join the rp, or are there too many people to make it manageable?


Weeeeeeeeeellll... *scratches back of head* A couple more can't be too bad, though at the rate folks are joining I'm getting a bit bogged down with responding... I'm almost going to have to "hire" a second GM for encounters! :lol:

If you really want to join I'll let yah, but I'm going to cut off applications for anyone who hasn't already spoken with me on here/PMs, or posted 'em... There's so many people, I was only expecting 6 or 7 max! :shock:


berserkerhorn Wrote:I'll edit my bio later and changing my race to human. but I'm having elf ears...


That works too? Like I said in my last post, I'm willing to open up a second Dark Elf slot if that's the route you wanted to go.


Urhr93 Wrote:-snip-


Approved! Your armor will count as "leather" and you'll start out with 5 Talons in Copper/Silver to account for better armor/two shorter swords.

Based on background and your class, you'll start out with the following techniques...

Spoiler (click to show/hide):

Knee Cracker; You can deliver a swift swipe of your weapon (or kick) to an opponent's limb, thus rendering it "injured" for the rest of a fight. Legs/Wings; Prevent chasing, Arms; Drop what's in hand or -1 with weapon, etc.

Innocent Submission; You can put on an innocent/naive appearance, and utilize your smaller height and charm to make enemies think you aren't a threat. If successful and your opponent takes the bluff, they will lower their guard allowing you to count your next attack on them as a backstab. This isn't the best technique depending on the enemy, and only works once for opponents that see it.



Phoenixcz Wrote:-snip-


Approved! Based on your larger weapon/extra supplies (but also weaker armor) you'll start out with 16 Talons!

Based on your background/past, you'll start out with the following spells/techniques;

Spoiler (click to show/hide):

Indirect Technique- Set Trap; You're very skilled at setting traps, and can take 20 at any point outside of combat with hunting traps.

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.

Rapid Shot; You have trained in the use of the bow over social interaction and While others take a -5 penalty for each successive shot after their first with a bow in a "round" of combat, you instead take a -3 penalty.



I'll add the two of you in my next post. Going to do a short intermediary post, but the devil thing itself won't progress until more folks have a chance to respond.


Nobudi Wrote:Favored enemy are Dragons I guess.
As for sprite companions, what are the options?


Fire, Water/Ice, Wind/Storm, Earth, Fairy, and Dark Fairy. Elves with a Dark Fairy sprite are typically held with caution, as they are considered more easily corruptible (though rarely do they choose a Dark Fairy so much as it chooses them).

I'll be adding sprites/fairies in the next bestiary update here. I'll also get that section on corruption up on the main post relatively shortly.

Now to get those quicksheets typed up...


Edit: Oh, as a side note, Elves grow to maturity at about the rate of a human (so they could be considered "adults" at 18), but generally aren't considered culturally "adults" in elvish society until they reach the age of 30 or 40ish. Elves can live to be in their 500s without magical aid (most dieing in their 100s-200s for one reason or another) while Dark Elves can live into their 800s without magical aid (though, unlike elves, most die in their first 100 years of life).
Last edited by Grape_Drink on Wed Jan 08, 2014 1:15 am, edited 1 time in total.
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Re: [OOC] The Wastelands

Postby berserkerhorn » Wed Jan 08, 2014 1:13 am

i'd rather not be affiliated with magic as i'll become power hungry :P

Name: Marjory

Gender : Female

Age: 23

Appearance:
http://www.deviantart.com/art/Elven-Archer-185209425

race: human-

Class: Hunter

Religion: Follower of Myn of The Church Of The Five

Bio:
Spoiler (click to show/hide):

Born in an Bandit slave camp where they produce slaves by breeding other slaves,. She was 5 years old when she was removed from the raising pen and into the trading pen. In the past 5 years she grew up watching many different races interbreed. She has seen animals used to torture slaves in various sexual ways. She has seen many gang assaultings of virgin women day after day until they gave birth. Afterwards they either continued their assault on the women, slaughtered them, or used them as living slave factories. Sometimes human, elven, orcish, and dwarven outcasts came to these camps to satisfy their piss buckets with the various slaves inside. She was brought by one of the human visitors one day and was taken away from the camp.

At the age of 6 she was used to clean stuff up and do the house chores. She was brought not as a sex slave but rather as a foster child. The hermit that brought Marjory was unable to give birth to kids due to reasons unknown. Marjory was taught how to care for the hermit and herself by the hermit. Here she learned how to hunt with bows, live off of the land, and treat herself for injuries. The hermit dies when Marjory is at the age of 18 due to a wolf pack attack on the old hermit due to a bad winter. 5 years of solitude can be tough on a hunter but Marjory was taught by an expert survivalist who lived beyond expectancy age of hermits. Since then, Marjory has slowly begun to visit civilizations with expectations of images from her earlier childhood but not finding any. She slowly begins to wonder what exactly it she was raised in was

She also has a genetic disorder that made her have elven like ears which made her unique


Sexual preference:
Bestiality, anal, (almost anything besides any of the gory stuff... and being killed after sex... and anything that involves the use of weapons unless it's hilt of a weapon)

Inventory:
Spoiler (click to show/hide):

clothing: leather
hunting bow
hunting knife (able to carve wooden shafts as makeshift arrows)
20 makeshift arrows
waterskin
flint and steel
blanket
30 feet of rope
rags
6 day’s rations
2 reusable snares
Hi. My name is Silk. You're all, uh... under arrest.
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Re: [OOC] The Wastelands

Postby Grape_Drink » Wed Jan 08, 2014 3:30 am

berserkerhorn Wrote:-snip-


Approved! You'll start out with 20 talons you found around the hermit's home, and I'll try to fit you into the next post here. Should be interesting to see what happens if she ran into one of the more predatory critters of the Wastelands...

Starting Technique based on class/past:

Spoiler (click to show/hide):

Indirect Technique- Groin Popper; When an enemy you've had intercourse with previously attempts to mate with you, you receive a +3 bonus to resistance (if you resist).

Meditation; Your time under the hermit has taught you special meditation techniques closer to those that Shaman practice. When you spend a few hours a day meditating, you can reduce corruption by 6 points/day that you don't indulge yourself instead of the standard 4.



I'll get yah added to the quick-sheets/next post.
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Re: [OOC] The Wastelands

Postby Shura » Wed Jan 08, 2014 4:25 am

I'll discard the latter portion of my character's history, along with his third trait if that doesn't mesh well with the lore.

Spoiler (click to show/hide):

Character Name: Shura
Age: 24
Gender: Male
Race: Human
Appearance:
Image
Height: 5'7"
Weight: 165 lbs
Hair Color: Dark Brown
Eye Color: Red?
Shura is an attractive young man with some slightly exotic features. His skin tone seems a bit darker than most, and his eyes have a curious, almost red color. He has a medium build with some toned muscle definition. His hair is slightly long and unkempt, which gives him a somewhat wild appearance.

Currently, his outfit consists of a dark brown shirt, black pants, and tall leather boots. The shirt is sleeveless, has a wide open collar, and its edges are starting to fray. The pants are modestly baggy, which give him ample room to move around, but are tied just below the knee so as to not be a hindrance. The boots resemble what could be considered typical of military issue, though perhaps with one buckle and strap too many. On a similar note, hide armor is strapped to his chest, which covers the front and back of his torso. The armor goes down past his groin, and although it leaves his arms and legs exposed, they are unencumbered. A small shield is attached to the gauntlet worn on his left hand. Meanwhile, bandages are wrapped over his right hand, presumably to offer some protection to his wrist, palm, and knuckles. Two belts are worn at his waist. One is attached to a small knapsack, and has a small crystal chained to it, while the other hangs more freely and droops slightly to either side. A pair of metal framed goggles rest on his forehead. The goggles have clear circular glass lenses and a leather head strap. Around his neck is a loose black cord adorned

Class: Fighter

Traits:
Fighter’s Resolve - Unyielding determination, something that fighters are notoriously famous for.

Conscious Sleeper - Even while he is asleep, Shura is somewhat aware of his surroundings, and can wake up immediately if the need arises. The downside of this however, is that although he does not require absolute silence to sleep, nor is he easy to disturb, he does require more sleep than most people do, and has a hard time functioning without a full night’s rest.

Devil’s Mark - An unusual rune that slightly resembles a fiery figure wielding a scythe. Once an active symbol of power, it is now inert, and to Shura, is only a meaningless birthmark. Even so, he doesn’t like people bothering him about it. Shura typically keeps it covered, which is probably for the best, seeing as how some of the more scholarly types out there might recognize it for what it is. Located on the back of his right hand.

Information/Bio:
Shura is a man of no great history. When he was young, his parents passed away, and he was taken in by his grandfather. His grandfather was formerly a fighting man in his youth, but as he grew older, became a hardworking and caring family man. One day, some years later, when Shura was out running errands, he had to cross a river. To get across, he boarded a small ferry. Shura had allowed his mind to drift, and was enjoying the peaceful ride until something suddenly grabbed hold of his attention. Sounds of a struggle, obscenities being thrown around as plentiful as rain in a storm, and loud as thunder. Looking to the nearby pier, Shura could see a man trading blows with several others. The man he soon recognized as a friend of his grandfather, but he did not know the other men that he was fighting with. Given the man’s presumed good standings with the local authorities, and more importantly, his grandfather, Shura knew what he had to do. Without so much as a second thought, Shura seized the ferryman’s spare oar that he kept on the boat and leapt onto the pier. Like some crazed wild man, Shura entered the fray. With the element of surprise on his side, Shura immediately crippled one of the attackers before he and his associates knew what had hit them. Together with his grandfather’s friend, Shura succeeded in fending off the attackers. When the excitement wore down, Shura questioned the man as to what had caused him to be attacked. The man responded by telling him about the mercenary life, and how a person can make enemies regardless of whether he does right or wrong by others. He followed this up by telling Shura that although his grandfather had grown out of the mercenary lifestyle, perhaps it might suit a young man such as himself. Before going on about his way, the man told Shura to seek him out if he was interested, and then thanked him for his assistance. The rest, as they say, is history. With his grandfather’s blessings, Shura sought the man out shortly thereafter, and showed up with oar in hand.

Shura finds himself drawn to the wastelands not due to prophecy, or bloodline, but because of the advertised opportunities for fame, fortune, women, sex, and of course, adventure. How much of that is actually obtainable remains to be seen, but like countless others, he boarded a ship in order to find out.

Unbeknownst to Shura, he is the direct descendant of a servant to the Devil King. His ancestor was arguably one of the Devil Kings greatest warriors. She wielded great magic and a powerful weapon, both of which she used to great effect. Her accomplishments in battle resulted in all manner of mayhem, death, and depravity. It is very likely that she would have fought, killed, and raped alongside the Devil King until her last days, but that was not meant to be. Her accomplishments drew the ire of her peers, and she was betrayed. Lead into an ambush, she killed and brutalized as many of her assailants as she could before she ultimately fell victim to all the pain and suffering that she had wrought on others. It was not a pleasant ordeal, but she was no frail flower found in a meadow. She survived through it all, and later claimed some degree of vengeance on her would-be assassins. Upon returning to what should have been her rightful place in the sun, she found out that she had been replaced. No longer in the Devil King’s favor, she was stripped of her magical powers, mighty weapon, high status, and was cast out. Not wanting to wait around and see what other benefits her pension plan might include, she gathered what closely resembled her clan, or family, and departed for lands unknown.

Personality:
Shura is a fairly blunt and straightforward individual, which translates into something of an abrasive personality. So long as it doesn’t affect him in a negative way, he believes that honesty is the best policy. What this means is that he typically tells people the truth, unless he deems it necessary to do otherwise. However, there are times when he will flat out lie, or tell variations on the truth for simply no other reason than his own amusement. This can be somewhat attributed to his sense of humor, which is a little different from what might be considered the norm. Additionally, Shura is the sort of person who would much rather overcome a problem rather than try to avoid one. Conflict is at times unavoidable, and if he should find himself in a hopeless looking situation, Shura will fight tooth and nail in hopes of a better outcome. Although he is sometimes prone to violent and homicidal outbursts, Shura is usually quite peaceable, at least by mercenary standards.

Equipment/Inventory:
Ferryman’s Oar - Normally used to propel a small boat, Shura’s current weapon is a long wooden pole with a broad rectangular blade at its head. Surprisingly durable, Shura has used it to deal with numerous foes, and will continue to do so until it breaks, or something better comes along.

Mercenary Cuirass - Nondescript armor that protects the torso. Made from animal hide, it is slightly weathered, and shows signs of use.

Shield Gauntlet - A buckler fixed to a metal gauntlet, which allows for the full use of the shield hand without sacrificing protection.

Messer - Multipurpose knife.

Goggles - Protective eyewear.

Pastiche - Slightly tarnished pocket watch.

Guiding Light - A slender, palm-sized crystal that has been enchanted to function as a light source. When activated, it illuminates the surrounding radius; up to ten-feet. The light it creates is seemingly gentle, but it is more than adequate for both travel and adventure. The crystal is attached to a small chain with a clasp and can be worn like a necklace, fastened to an object, or an article of clothing.

Compass - A common tool for determining a general sense of direction. Shows the directions of North, East, South, and West.

Wayfarer’s Toll - A black cord threaded through six copper coins and worn as a necklace.

Rucksack - A canvas pack worn at the waist. Smaller than a backpack, but good for those who want to travel light.
· Flint and Firestone (pyrite, iron, steel, etc.)
· Small Whetstone
· Rations (3 Days)
· Water Flask
· Alcohol Flask
· Bandages (1 Roll)
Warm Blanket & Bedroll (tied to waist pack)

Talons: 15
Techniques:
Knockdown; When using polearms, you can attempt to trip your opponent by sacrificing your fighter bonus. A successful knockdown results in additional bonuses on following attacks. Only works on certain enemies.

IndirectTechnique - Investiture; Interesting things happen with demonic byproducts such as Luhix.
Last edited by Shura on Mon Jan 13, 2014 5:20 am, edited 1 time in total.
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Re: [OOC] The Wastelands

Postby LoneWolf » Wed Jan 08, 2014 5:19 am

Nobudi Wrote:Nocking the string onto the trigger and dry- firing it,

:shock:

A heavy bow can quite literally explode doing that. A steel-armed crossbow will probably handle it better than wood, but it's still not exactly wise...
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Re: [OOC] The Wastelands

Postby Nobudi » Wed Jan 08, 2014 5:29 am

-Shrug-
Fantasy
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Re: [OOC] The Wastelands

Postby Grape_Drink » Wed Jan 08, 2014 8:05 am

Alright, Bestiary is updated. I got dragons and some other things in as well as pictures. Still got... *looks at notes* A good bit to add still. Bill is also in for those of you curious about wtf you're fighting at the moment (Bestiary is near the bottom of page 3)

Shura Wrote:-snip-


Nah I can fit it in. The Devil King did use a number of unholy warriors to do his bidding.

Approved! Based on starting gear I'm going to give yah 15 Talons worth of money.

As for Techniques;
Spoiler (click to show/hide):

Knockdown; When using polearms, you can attempt to trip your opponent by sacrificing your fighter bonus. A successful knockdown results in additional bonuses on following attacks. Only works on certain enemies.

IndirectTechnique- Investiture; Interesting things happen with demonic byproducts such as Luhix.



EDIT: Today I realized that I apparently broke the rules by creating this thread without posting in general first...

*shrugs*
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Re: [OOC] The Wastelands

Postby berserkerhorn » Wed Jan 08, 2014 1:18 pm

grape can you pm me when you place me in?
Hi. My name is Silk. You're all, uh... under arrest.
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Re: [OOC] The Wastelands

Postby Reaver » Wed Jan 08, 2014 3:27 pm

This rp is too cool for school! Screw the rules >:D
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Re: [OOC] The Wastelands

Postby MiscChaos » Wed Jan 08, 2014 4:09 pm

It's not really a rule, just a suggestion to see if there's enough interest to bother with it. And it's kinda obvious that you had enough interest.
There's organized chaos, then there's normal chaos. And then there's miscellaneous chaos...
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Re: [OOC] The Wastelands

Postby Grape_Drink » Wed Jan 08, 2014 11:41 pm

berserkerhorn Wrote:grape can you pm me when you place me in?


Just did.

MiscChaos Wrote:It's not really a rule, just a suggestion to see if there's enough interest to bother with it. And it's kinda obvious that you had enough interest.


Yeah but what if folks hadn't been interested? I still should've made that post first. :lol:


Going to work on getting those quicksheets in and work on the bestiary. Sorry I took longer than expected to get that post up. I was almost done with it last night and decided to pass out instead. When I looked over it, I realize that I was a dumbass, and I decided to edit a good bit/add stuff in to make it better.



EDIT: I'm going to put up a reference chart with my next post to figure out how long it takes to pass certain terrain. Generally it will take 1-2 hours to travel by dirt road, 1/2-1 hour on stone roads (if you ever get to those places), 2-3 hours on plains, 2-4 hours in forest terrain, and 2-5 hours for mountain/river terrain.
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Re: [OOC] The Wastelands

Postby Reaver » Thu Jan 09, 2014 12:34 am

Free beds, secret ruins, tentacle monsters and shark girls! It doesn't get better than this for Darius. I just hope the monster wasn't talking about me when it mentioned another. We are the only two witches.
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