The Sealed City: Imperial Mission (Full)

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The Sealed City: Imperial Mission (Full)

Postby Mark3000 » Sun Feb 11, 2018 2:39 am

The Sealed City: Imperial Mission


Image

Fetishes: Rape, Tentacles, Mind Control, Bestiality, Impregnation, Body Modification, Large insertions

Background
Spoiler (click to show/hide):

Up on a hill in the Cinder Oak Forest lies the city of Schwarzberg. The sprawling city was once the country’s crown jewel. Schwarzberg housed scholars and academics who studied a variety of topics from history to science to psychology to even the occult. It also housed a large market place where farmers and craftsmen from local townships would gather to share their wares.

And then suddenly the city went quiet. The large gates that surround Schwarzberg were closed as word of a plague spread through the land. Worry spread through the surrounding Townships as they pondered what was going on.

Two years passed until finally an envoy from the sealed city traveled from township to township. With a tip of their hat they apologized for sealing the city. As the envoys explained, they ruling council had been making some changes to the city. It appeared as though one of the scholars had stumbled over an amazing discovery that required specific preparations to present.

The Envoy also came to the townships with an offer. If each township sent one of their women to Schwarzberg to live, the town would be showered with wealth beyond their wildest dreams. To prove the veracity of his claim, the Envoy always left a priceless gem before returning to the sealed city.

While some villages were eager to take the offer, others rejected the deal out right or enlisted the help of outsiders. But one village immediately sent a messenger to the capital city of Litchstadt. The royalty and parliamentary body alike were concerned with the developments. In response they deployed a small squad from the Royal Litchstadt Army, a force made up of military families, recruits, and mercenaries alike. What the Army finds as they enter the city is…


Positioning
Spoiler (click to show/hide):

Your squad can move about in two formation type, Set and Scattered.

Scattered:
When scattered, players can explore the area at their own pace. If they run into a trap or combat situations, they are on their own. If in different locations, there is a chance the other members in your party won’t know you’re in trouble. Surrounding players make a Feats of Insight to sense if their comrade is in danger.

Set:

When in Set Formation, players travel as a unit. Players can occupy the Vanguard (Front), Mainguard (Middle) and the Rearguard (Back). Your unit will move to differedt based either on the command of the group leader or when a majority of players give a direction.

When in a Set formation, your party can make skill checks as a group. Some obstacles can only be overcome as a team. These checks use stats, all the player’s skills and flaws.

Positioning in Combat
In combat, you can start battle at the Vanguard, Mainguard or the Rearguard. Fighting at any of these positions has its advantages and disadvantages.

Image

In set formation, you decide which position your player will take. In a scattered formation, a player can start combat from the rearguard. But without any protection from the Vanguard or Mainguard, enemies can move in and attack up close.
It takes one turn to move between the Vanguard, Mainguard and Rearguard


Stats
Spoiler (click to show/hide):

All Players have six Main Stats:

Strength: Your character’s physical capabilities (Used for Feats of Strength, Physical Damage)

Insight: Your character’s connection to the spiritual world (Used for Magic Damage, Resistance, Feats of Insight)

Skill: Your character’s aptitude (Used for Accuracy, Feats of Skill, Ranged Weapon Damage)

Speed: Your character’s quickness (Used for Evasion, Feats of Speed)

Endurance: Your character’s toughness (Used for Defense, Resistance, Feats of Endurance)

Vitality: Your character’s Health (Health Points [Vitality x 2] & Stamina [ 2 Stamina Points for every 3 Vitality])

Each Stat starts at 5 and can be raised to max of 20. Each character has 35 points to spend.


Feats
Spoiler (click to show/hide):

Certain actions require your character to make a stat check. These are called Feats. When performing a Feat, make a d20 Roll + the Select Stat and any bonus/Penalties from your Skills/Flaws. To succeed, your roll either has to beat the enemy’s roll or beat the Feat’s Difficulty
Difficulty:
Level 1: Need to Roll 15 or Greater
Level 2: Need to Roll 20 or Greater
Level 3: Need to Roll 25 or Greater
Level 4: Need to Roll 30 or Greater
Level 5: Need to Roll 35 or Greater
etc.


Stamina System:
Spoiler (click to show/hide):

Your character’s Stamina is based on your Vitality (2 Points of Stamina for every 3 points of Vitality)

You consume stamina during battle whenever you perform special actions or certain weapon attacks and abilities.

You regain 1 point of Stamina every post during battle. Stamina is fully restored after a battle.

All weapons have a basic attack which costs zero stamina and a secondary attack with a Stamina Cost


Combat
Spoiler (click to show/hide):

When combat starts, the turn order goes from the fastest fighter to slowest.

Each turn you can make a single action, either using your main weapon, sub weapon or make a special action. When you announce an attack, first you check the accuracy of the attack.

Accuracy = Weapon Accuracy + Attacker’s Skill – Enemy Speed

If the calculated Accuracy is less than 20, you make an Accuracy Roll (d20). If your roll is less than or equal to the accuracy above, the attack hits.
The damage depends on whether the attack is physical or magic based.

Physical Damage = Damage Roll (Based on weapon) + Attacker’s Stat (Strength for Melee Weapons, Skill for Ranged Weapons) – Enemy’s Endurance

Magic Damage = Damage Roll (Based on weapon) + Attacker’s Insight – (Enemy’s Insight/2 + Enemy’s Endurance/3)

Damage from combat chips away at your character’s Health Points. HP is equal to your Vitality. 1 point of Vitality equals 2 Health Points until you reach 30 Vitality. Then 1 point of Vitality equals Health Point.
Some attacks also have a chance to do critical damage. If they do, roll a d100 to see if it succeeds. If you make a critical hit, deal triple damage.


Special Actions:
Spoiler (click to show/hide):

In a battle, you can take special actions to gain the advantage. Some actions take a full turn while others can be performed alongside an attack

Grappling: (2 Stamina to use, 1 Stamina to maintain, Consumes one turn) A successful grapple prevents the target from acting. The grappling party can also perform Pure Strength Damage/2 (Enemy Endurance not considered)
Feat of Skill to perform (Player Skill vs Enemy Speed)
Feat of Strength to Maintain/Escape (Player Strength vs Enemy Strength)

Targeted Attacks: (1 Stamina to use, used with an attack) Targeted attacks are aimed at a specific body part which has special effects.
Feat of Skill to Succeed (Player Skill vs Enemy Speed)
If it succeeds, you go through the normal combat routine. If the attacks hits, your attack gets a special effect.
Head: 5% chance to Instakill enemy, 50% Chance to Stun (-5 to Player Skill Roll)
Arm: Reduce Skill by 50% (-3 to Player Skill Roll)
Leg: Reduce Speed by 50%, 50% chance to Knockdown (-2 to Player Skill Roll)
There are other areas that can be targeted as well. Each of these areas will incur a skill Roll Penalty but also grant a special effect.

Flanking: (2 Stamina to use, Consumes full turn) Leave a set formation to attack the enemy’s formation from the back. Perform either a Feat of Speed or a Feat of Skill (Player’s choose). Must beat enemy with highest Speed or Skill.
If you succeed, Rearguard enemies can be attacked with melee attacks.

Evasive Maneuvers: (2 Stamina to Use, used with attack) During battle, you can focus a bit more on evading attacks over actually attacking. Increase your speed by 50% when defending attacks.

Escape: (Consumes ½ your max Stamina to use) If you want to run away from combat, Perform a Feat of Speed either as a group or individually if you want to run away on your own.

Appraisal (Consumes 1 Stamina) Perform a Feat of Insight against an enemy. Learn that enemy's HP & Stamina. For 2 Stamina, learn their stats as well as two of their attacks.

Unarmed Combat Accuracy: 15, Does pure Strength Damage


Weapons and Armor
Each player possesses a Main weapon, a Sub weapon and a set of armor.

Main Weapons
Spoiler (click to show/hide):

Steel Short Sword
Attack 1: Accuracy: 15; Damage: 1d8
Attack 2: (2 Stamina) Accuracy: 16; Damage 1d10
Weapon Ability: Stance (1 Stamina to use) (Can take an offensive stance, deal 50% Damage, Increase Enemy Accuracy by 50%)

Royal Spear
Attack 1: Accuracy: 14; Damage: 1d10
Attack 2: (2 Stamina) Accuracy: 15; Damage 1d6, 50% Chance to inflict Bleed
Weapon Ability: Piercing Blow (Attacks can reach Mainguard without a penalty; attack a target in the Vanguard and Mainguard at the same time (1 Stamina to use))

Hunter’s Axe
Attack 1: Accuracy: 16; Damage: 2d4
Attack 2: (2 Stamina) Accuracy: 14; Damage 1d8, 10% Critical chance
Weapon Ability: Battle Cry (1 Stamina to use) (Make a passionate war cry, Increase your party’s damage by 50%, all attacks have a 15% chance to critical)

Iron Great Sword
Attack 1: Accuracy: 13; Damage: 1d12
Attack 2: (2 Stamina) Accuracy: 15; Damage 1d8, 25% Chance to Knockdown opponent
Weapon Ability: Cleaving Strike ((2 Stamina to use) Attack all targets in a single row at once with a 1d6 Damage roll)

Musketeer’s Rifle
Attack 1: Accuracy: 13; Damage: 1d10
Attack 2: (2 Stamina) Accuracy: 14; Damage: 1d6, 50% Chance to inflict Bleed
Weapon Skill: Quick Reload (Perform a Feat of Speed against next enemy in turn order. If you succeed, perform a second attack that does 1d6 physical damage)

Knight’s Longbow
Attack 1: Accuracy: 14; Damage: 1d8
Attack 2: (2 Stamina) Accuracy: 14; Damage: 1d6, 50% Chance to inflict Slow
Weapon Skill: Steady Aim ( (2 Stamina to Use) Take a turn to prepare your attack. Next turn, perform an attack that doesn’t miss, 50% more damage and has a 15% chance to critical)

Magic Staff
Accuracy: 15; Damage: 1d6
Gain Fireball (Accuracy: 14, Damage 1d8 Magic Damage. 40% Chance to inflict Burn) For +1 Stamina, Gain +1d4 Magic Damage and +20% Chance to inflict Burn

Ancient Tome
Gain Fireball (Accuracy: 14, Damage 1d8 Magic Damage, 40% Chance to inflict Burn) For +1 Stamina, Gain +1d4 Magic Damage and +20% Chance to inflict Burn
Gain Lighting Bolt (Accuracy: 12, Damage 2d6 Magic Damage, 40% Chance to inflict Stun) For +1 Stamina, Gain +1d4 Magic Damage and +20% Chance to inflict Stun


Sub Weapon
Spoiler (click to show/hide):

Sturdy Buckler
Effects: +1 Endurance
Weapon Ability: Guardian (Protect an ally at any range from a single attack. Take half the damage that turn)

Military Dagger
Accuracy: 16; Damage: 1d6
Weapon Ability: Parry Stance ((1 Stamina to Use) Take a defense stance for a turn to deflect an incoming melee attack and counterattack with your main weapon. If used on consecutive turns, parry chance goes from 100% to 75% and so on)

Flintlock Pistol
Accuracy: 14 ; Damage 2d3
Weapon Ability: Stun Lock ( Don’t attack on your turn. On the enemy’s turn, perform a pistol attack with a chance of stunning the enemy for a moment. You or an ally in striking distance can follow up the Pistol attack with a Main Weapon attack that never misses and does max damage. If used on consecutive turns. The pistol attack’s Accuracy decreases by 5)

Oak Crossbow
Accuracy: 13; Damage: 1d6
Weapon Ability: Mark Target
(1 Stamina to Use) Mark a target with a painted bolt. Main weapon attacks gain 50% accuracy and do 50% Damage until the arrow is removed (Enemy must take a turn to remove it.)

Simple Talisman
Effect: +1 Insight
(Choose one spell for your Talisman)
Elwind (Accuracy: 16, Damage 1d6 Magic Damage 40% Chance to inflict Bleed) For +1 Stamina, Gain +1d4 Magic Damage and +20% Chance to inflict Bleed.
Frost Spear (Accuracy: 17, Damage 1d4 Magic Damage 40% Chance to inflict Slow) For +1 Stamina, Gain +1d4 Magic Damage and +20% Chance to inflict Slow
Toxic: 50% chance to Inflict Poison. For +1 Stamina, Gain +20% Chance to inflict Poison and Deal 1/4 Insight as Magic Damage if the Poison lands

Tower Shield
Effect: +3 Vitality
Weapon Ability: Shield Bash (1 Stamina to Use) (Perform a Feat of Strength, if successful stun the enemy)

Grappling Hook
Attack 1: Accuracy: 14; Damage: 1d6
Attack 2: Accuracy: 12, Inflict grapple on hit
Weapon Ability: Drag (1 Stamina to Use) (Perform a Feat of Skill. If it succeeds, pull enemies into Mainguard or Vanguard.)


Armor
Spoiler (click to show/hide):

Saint Litchstadt Robes: +1 Insight, +3 HP, Regen +1 HP every three posts
Litchstadt Army Leather Suit: + 1 Speed, +5 HP, +2 Evasion on the first turn in battle
Litchstadt Army Mail Armor: + 1 Endurance, +7 HP, -1 Damage on your first turn in battle
Litchstadt Army Plate Armor: + 1 Strength, + 10 HP, -1Speed


Skills and Flaws
Spoiler (click to show/hide):

Every character has a set of skills and flaws that define them. Choose 3 to 5 Skills and Flaws from the list below and rank them from Most Adept/Inept to less. The Bonus/Penalty depends on how the Skill or Flaws. You must have an equal amount of Skills and Flaws. But you can also recommend Flaws and Skills for approval.

Skills
Feat Based Skills (Can only take one. Must take a Feat Based Flaw in return)
Nimble: Your character is noticeably quick, bonus to Feats of Speed
Dexterous: Your character is good with their hands, bonus to Feats of Skill
Muscular: Your character has been physically powerful since birth, bonus to Feats of Strength
Attunement: Your character is has a strong connection to the forces of nature. Bonus to Feats of Insight
Sturdy: Your character’s body is rather resilient, Bonus to Feats of Endurance
Perceptive: A measure of your character’s general awareness
Salvaging: Ability to find useful Items in an area
Martial Artist: Character is adept at Grappling and unarmed strikes
Trap Master: You character is adept at making and evading Traps
Lockpicking: Adept at opening doors, safes and chests
Diplomacy: Your character’s ability to negotiate with intelligent life
Teamwork: Ability to work with others. Gain a bonus when doing checks as a group
Lone Wolf: You work better alone. Gain a bonus to roles when in Scattered Formation on your own
Seduction: Your character is well adept at drawing the sexual attention of others
Comfortable Footing: Your character does particularly well in a select setting (Pick one)

Flaws
Feat Based Flaws
Feeble: Your character has a weak body, does poorly at Feats of Strength
Lead Footed: Your character has a slow reaction time, does poorly at Feats of Speed
Slow-Witted: Your character has a rather slow mind, does poorly at Feats of Insight
Bumbling: Your character is rather klutzy, does poorly at Feats of Skill
Frail: Your Character’s constitution is weak, does poorly at Feats of Endurance
Oblivious: Your Character has Poor General Awareness
Discourteous/Undiplomatic: Your character does a poor job of negotiating with intelligent life.
Non-cooperative: Working in team is challenging, does poorly when doing group checks
Needy: Working alone is a challenge, does poorly when doing checks alone.
Unfamiliar Terrain: You do poorly when fighting in a certain type of local (Pick One)
Phobia: Your character is deathly afraid of an Object or situation (Can possess multiple phobias)
Sensitive Body: Your body is vulnerable to sexual stimulation.
Naïve: You have trouble detecting lies and deceitful intent.


Background:
Spoiler (click to show/hide):

The Litchstadt army is made up of various soldiers from different back grounds. Each of them brings a unique ability:

Sellswords:
A group of soldiers who are uses to making a living by fighting. Despite the name, Sellswords include Theives, Bandits and Vagabond who had the choice of either prison or the battlefield.

Unique ability (Sleight of Hand): Gain the ability to use two Sub weapons during battle. Don’t need to take a turn to switch between them

Military Elite:
Certain families have served the country of Hamelion for time immemorial. Doing so has granted them wealth, fame and prestige. Even as a recruit, you are looked to as a future military leader.

Unique ability (Noblesse Oblige): Gain the ability to use two Main weapons during battle. Don’t need to take a turn to switch between them

Volunteer/ Conscript:
Whether for country, for money or for pride, you left your peaceful life to become a solider in the Litchstadt army. While fighting isn’t second nature to you, you can still hold your own in battle.

Unique ability (Hidden Talent): Gain a sixth skill when making your character with a +3 Bonus. You don’t have to take a corresponding flaw.


Progression:
Spoiler (click to show/hide):

Characters gain stat points by absorbing Soul Essences or drinking Spirit Elixirs. Soul Essences can be found on certain powerful enemies or mysterious relics. Spirit Elixirs are special potions found all around the Sealed City. They raise a stat by two points, but have various aftereffects (Body Modification).


Status Effects:
Spoiler (click to show/hide):

Poison: Lose 10% Max HP for three turns
Burn: Lose an increasing amount of HP over four Turns (5% - 10% - 15%) Must take a turn to extinguish.
Bleed: While Bleeding, Lose 5% Max HP for three turns. Gain Wounded status (HP Recovery reduced by 50%) Until treated.
Stun: Lose a turn, Evasion reduced to zero
Slow: Reduce Speed by Half, Character moved to bottom of turn order.
Blind: Reduce Accuracy by 75%
Enfeeble: Reduce all stats by half for two turns
Confusion: When confused, characters have a chance of either attacking allies (30%), Attacking themselves (25%), attacking the enemy(20%) or doing nothing (25%) for two turns.
Knockdown: When knocked down, opponents take double damage and can’t dodge attacks or grapples


Character Sheet
Spoiler (click to show/hide):

Name:
Gender:
Background:
Appearance:
History: (Your character’s Backstory)
Main Weapon:
Sub Weapon:
Armor:
Stats:
Strength: Your character’s physical capabilities (Used for Feats of Strength, Physical Damage)
Insight: Your character’s connection to the spiritual world (Used for Magic Damage, Resistance, Feats of Insight)
Skill: Your character’s aptitude (Used for Accuracy, Feats of Skill, Ranged Weapon Damage)
Speed: Your character’s quickness (Used for Evasion, Feats of Speed)
Endurance: Your character’s toughness (Used for Defense, Resistance, Feats of Endurance)
Vitality: Your character’s Health (Health Points = Vitality x 2, 2 Stamina Points for every 3 Vitality)
Each Stat starts at 5 and can be raised to max of 20. Each character has 35 points to spend.
Health Points:
Stamina
Skills:
Flaws:
Last edited by Mark3000 on Sun Aug 19, 2018 11:26 pm, edited 14 times in total.
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Re: The Sealed City: Imperial Mission (Open, 3 to 5 Spots Op

Postby Mark3000 » Sun Feb 11, 2018 2:39 am

Accepted Sheets:

exalted: Robert Smith 527 (Rebecca Warrick)
Spoiler (click to show/hide):

Name: Robert Smith 527 (Rebecca Warrick)

Gender: Female

Background: Sell Sword

Appearance:Image

History:Rebecca had always idolised her father, knowing him more by his rank than his name. The Colonel, as she and everyone else called him, embodied every virtue the Royal Litchstadt Army extolled. She remembered watching him march on the parade ground outside the barracks and believed he and men cut such the dashing figure. Perhaps it was his absence that made her affection grow stronger, his duties to the regiment oft taking him away for periods of time that made those scant hours or days she had with him all the sweeter.

Her mother was an artist, or so claimed to be. Despite being a constant presence in the house she had little to the raising of her child, almost treating her as a nuisance instead of a daughter. A governess was employed full time to mind, raise and educate the child so her mother could spend time in her studio or lounge through the midday hours. When her father was away her mother would hold gatherings, Salons she called them, where intellectuals would gather to discuss great works, or so her mother claimed. Rebecca did not think much of the men and 'ladies' that slipped into her father's house.

One night, when she was still young, she was woken in the night by one such gathering, a contemptible raucous of men and women screaming and moaning, or so her governess had grumbled as she went down stairs to complain. Rebecca woke the next morning to find a new governess unpacking her things in the old one's room. Another meeting she remembered when she was older, at the cusp of turning into a woman, she was woken by shrieks and giggles outside the house. Creeping to the window lest she was seen, she peered out a blushed at what she saw. Men and women, naked as the day god made them bar strange animal masks, ran, danced and frolicked in the guardians. Rebecca almost laughed her self at the sight, but didn't as she felt her stomach churn at the sight of her mother and a man doing something she would not understand until years later.

She never had the chance to tell her father about that meeting, the next day she had gone on holiday to France with a friend. When returned a week later her mother was gone. The house was empty, save for her father, who wept openly as he sat on the stairs. A broken man, he simple stated her mother had left. No why or reason was forthcoming from him, or a date of expected return, she had left and that was the end of the matter. The next day he had thrown out all of his wife's possessions and anything in the house that reminded him of her, as if to confirm that woman had no further grasp on him. Only Rebecca knew it still did.

When the carts were carrying away her mother's things she saved one item, a silver locket and crucifix her father had always worn when he went away. The locket contained a photo of her mother, a small of pang of guilt lingered within Rebecca at the thought of maybe if she had been a better daughter her mother would not have left.

The Colonel soon retired from the regiment and Rebecca hoped it meant they would spend more time together, alas the opposite was true. Her father became more distant and cold, there talks over supper the only time she saw him but soon these too soured. Isolated, no young suitors or bachelors came to visit, no guests from the regiment who would make a suitable husband for her; a fact her father picked up and exploited as if it were a tactical decision on the battlefield, bereft of emotion. One evening, drunk, lonely and still heartbroken he cursed her, shaming her to be a spinster, that he had no sons to carry his name or legacy, that all would be lost.

Rebecca fled that night. Taking only a few bare essentials and some of her father's old clothes from a trunk in the attic she left the estate. She had never been as well endowed as her mother and Rebecca found that with a simple binding she could hide the female curves of her chest to pass a boy. Hiking as far as she needed to the next county, she enlisted with a different regiment under a fake name.

Her time with the Regiment was hard but rewarding and Rebecca, now Rob, found she enjoyed the life. The most difficult task was hiding concealing her identity from her comrades, making sure she bathed well ahead or after the others. When men and boys told dirty jokes or stories and she blushed, it was cast aside as her being an innocent or naive lad. The actual job of soldiering was easy by comparison and she took to it well. During this time, Rebecca made sure to have friends check in on her father and create the alibi that she was staying with them until he was cured of his melancholy.

Rebecca was determined to make her father proud, whether as a daughter or son, and she had not long to wait as her Regiment was deployed to the escalating situation in the colonies. By all reports, private Robert Smith 527 acquitted himself well on the campaign and was to receive commendation for bravery initiative in saving the company in which he served. That report glossed over a swirling maelstrom of heat and cloying sand, a company sent on patrol and then trapped, besieged at a remote oasis as they were picked off one by one. The massacre had started with the Officers and then NCOs by trained marksmen until only a ragged gaggle of privates and other enlisted were left huddled behind mud brick walls to face the final assault. It was then a plucky little private by the name of Smith rallied the men and saw of the enemy to save the day. Of course there hadn't been much left of the day to save, or a company either, 6 men fit for duty with 30 wounded to look after. One such wounded soldier was more important than the others, the company's young Captain, who just so happened to be the son of a general.

With not enough replacements available, the plucky private Rob was quickly promoted and given a field commission to 2nd Lieutenant as the company was sent back home reform. The rapidly recovering Captain ensured his saviour was rewarded and kept close.

It was at this time she received word her father, who had become even more dejected and pined for his lost loves in her absence, had gone missing. Rumors stated he had been seen last on the roads around Schwarzberg. Rebecca immediately petitioned for emergency leave or to join the army expedition to find her father and had it granted as the company would be out of action still for some time.


Main Weapon: Marksman's Rifle
Attack 1: Accuracy|13, Damage|1d12
Attack 2 (2 Stamina) :Accuracy|12, Damage|1d8, 10% Chance to Critical Hit.
Weapon Skill:
Pinpoint Precision (2 Stamina): Targeted Attacks won't incur skill Penalty, deal +1d6 damage. For 3 Stamina, the effect of Targeted Attacks increase)


Sub Weapon: Brace of Flintlock Pistols
Armor: Tempered Plate Armor: (+12 HP, -1 Speed, Reduce chance of Stun and Knockdown by 10)

Stats:

Strength: 10 (Used for Feats of Strength, Physical Damage)
Insight: 5(Used for Magic Damage, Resistance, Feats of Insight)
Skill: 22 (Used for Accuracy, Feats of Skill, Ranged Weapon Damage)
Speed: 15 (Used for Evasion, Feats of Speed) - 1 (Armor)
Endurance: 10 (Used for Defense, Resistance, Feats of Endurance)
Vitality: 10 (Health Points = Vitality x 2, 2 Stamina Points for every 3 Vitality)

Health Points: 20 + 12 (Armor)
Stamina: 6
Skills:
Perceptive
Dextrous
Teamwork

Flaws:
Naive
Sensitive Body
"You're a what?" - Rob Smith only has authority because he looks like a man, if his secret was to come out...

Bimbofication Lv1: Longer Hair, Softer Features, Sensitive Skin (RP Effect)


Firehead - Alane Shindt
Spoiler (click to show/hide):

Name:Alane Shindt
Gender:Female
Background: Volunteer
Appearance:https://chan.sankakucomplex.com/post/show/6655958
Image
History:Alane grew up in a small rural village just outside of the Cinder Oak Forest where her mother studied the various plants and their properties. Her research was in high demand, so she would commonly visit the large city to present her latest research or guest speak to some class or another. From time to time Alane would even be allowed to go with her mother to the city, but as time went on, these opurtunities became more and more uncommon.

When she was 12, Alane told her mother she wanted to go to the city to learn magic, but this seemed to agitate her mother fearsly. Even Alane's father seemed dismaid at his wife's reaction. Even once she had calmed down, Elane's mother insisted that she wouldn't be attending an academy Schwarzberg, and a suitable academy in Lichtstadt was found instead. While the Capitol was splendid as well, Alane never quite got over not being able to attend class in the City she remembered from her childhood. It also made it more of a pain getting home to her family from time to time.

When word of the plague reached her, Alane was mortified and sent a letter home immidieately. The reply made her heart drop. Her father was fine, but her mother was there presenting new research when the city was sealed. Elane cried for hours when she read this. To think, not only was her mother in trouble, but if she'd gotten her way, she'd be trapped in there herself.

Two years later news that the city had reopened reached her ears just before she was due to graduate. A letter to her father revealed that her mother had yet to return, and her father was hesitant to see what had become of the city. Hardly thinking it over, Alane signed up with the Army intent on learning what had happened to her mother.
Main Weapon: Ancient Tome
Sub Weapon: Talisman(Toxic)
Armor: Saint Litchstadt Robes
Stats:
Strength: 5
Insight: 22
Skill: 12
Speed: 16
Endurance: 6
Vitality: 9

Health Points: 21
Stamina: 6
Skills:
Seduction
Team Work
Diplomacy
Nimble
Salvaging

Flaws:
Naive
Sensitive Body
Needy
Feeble

Transformations:

Bimbofication Lv1: Longer Hair, Softer Features, Sensitive Skin (RP Effect)
Cat's Tail: Improved Balance (+2 to Acrobatic and certain Feats of Skill or Speed)


mrblah - Ertha
Spoiler (click to show/hide):

Name: Ertha
Gender: Female
Background: Sellsword
Appearance: ignore the ears.
Image
History:Ertha's had a very troubled past. She grew up in the streets of Lichstadt's poorer parts, named Ethel at the time. Her mother was a whore who never cared for her or even paid her attention, her father was never present, and she was barely scraping by with what she managed. She had taken to stealing food and money from others to get by, but she wasn't very good, which led to only more terrible things for her. And in one of those very instances, she accidentally targeted a member of a large gang. Suffice to say; they didn't let her get away with it and she was forced into child labor at the young age of 9. She was forced to do many things, from cooking to cleaning to even assisting their illegal businesses. Everything she could do, they had her do. She and 4 other slaves. But their savior came in the shape of a dashing vagabond with a heart of gold.

His name was Erhardt, and he was essentially Robin Hood. Erhardt would steal from the rich and fight for the poor, as well as work to dismantle large gangs in Lichstadt, with his band of 40 merry men behind him. Why he did this was anyone's guess, as many things regarding him were often left a mystery. Such as his origin, why he was so good with a bow, why he only stole from the poor, and where he operated from. Some even believed his name wasn't truly Erhardt. But none of that mattered to Ertha. She only saw him as her savior, who burst into the gang's hideout with his merry men, defeated the cruel monsters who hurt her, and saved her from slavery.

After that, Erhardt took the slaves with the intention of bringing them to their families. He managed to do so for most of them, except for Ertha, who didn't want to go back to her mother. She explained her circumstances to Erhardt, who pitied her enough to take her in as his own. This suited Ertha fine, who admired the selfless man. And so, she lived with Erhardt for 5 years. In that amount of time, he taught her a lot about his skill with the bow, honor, and his own personal code, which she took to heart. Erhardt and Ertha lived quite comfortably, with Ertha not wanting for much more. They were happy. Ertha recognized Erhardt and his gang as her family, and she was accepted by them as one of them.

But as often happens, tragedy struck. Erhardt and his men had finally been found, and they were arrested, with only Ertha and a few others managing to escape thanks to Erhardt. This was effectively the end of Erhardt and his gang, as most of them were in his same predicament. Everyone knew it, and they knew the nobility (who was robbed many times by Erhardt) would never let him escape from prison. Or so they thought. Erhardt's punishment was ruled to be far more severe. He was charged with many crimes, including murder, grand larceny, and trespassing. Instead of life in prison, he was sentenced to a public execution.

Understandably, this didn't settle well with young Ertha or the other gang members. But they could do nothing. The law had apparently caught up with Erhardt, and there was no saving him or the other gang members, though most of them actually did get life in prison. And when the day came for Erhardt's death, Ertha and the others watched in horror from the crowd. Ertha would never forget that moment, when she swore to despise the nobility to the fullest extent she could. When she swore eventual vengeance on those who wrongfully executed Erhardt.

The rest of her life was spent learning what she could of combat, using the skills Erhardt taught her to better herself. Ertha had changed greatly from the young girl she was. She was now colder, meaner, less merciful, angrier. But she couldn't cast away Erhardt's code of honor. Harm only those who deserve it, protect those who were hard-working honorable people, and forgive those who truly meant their apologies. And that was how she operated, from the age of 14. She started stealing from the rich and the bad, she protected the lower class, but she couldn't bring it in herself to forgive those who had done bad. That was the one thing she could never manage for the late Erhardt.

She eventually created her own gang with the help of the other members of Erhardt's band, and she operated solely with the intention of avenging those too weak to do so for themselves. Her and her gang followed in Erhardt's footsteps, up to the part of his eventual capture and sentencing. It was a mistake one of her men made, leading the law back to their hideout. She hadn't even accomplished her vengeance when she was caught. But she took solace in the fact that she tried her hardest, followed Erhardt's path to its end, and was going to meet him, wherever he went.

Or so was her intention. But instead of being given the death penalty; she instead was drafted into Lichstadt's army, for the single mission of infiltrating the sealed city of Schwarzberg. She figured they were hoping she'd get herself killed or something, or maybe they were really pressed for soldiers. But none of that mattered. Ertha saw this chance as her one shot with survival. Survive the mission, and maybe she'll get the chance to escape later down. Maybe her entire squad could get killed and she'd have a chance. So long as she escaped from the clutches of Lichstadt's nobility, she didn't care. Armed with the few provisions the army provided her for the mission and her trusty Oak Crossbow, she was ready.
Main Weapon: Knight's Bow
Sub Weapon:
Oak Crossbow
Valorous Horn
Call of the Hunt (2 Stamina):
Use the horn to sharpen your ally’s senses. +25% to ally’s Accuracy, +10% chance to land status effects For two turns. For 3 Stamina, gain +25% to ally’s Accuracy, +10% chance to land status effects & +10 Critical Chance for Two turns
Melody of Healing (2 Stamina):
Use the horn to restore your ally’s bodies. Allies gain +3HP and +1 Stamina Per turn for Two turns. For 3 Stamina, Allies gain +5HP and +2 Stamina Per turn for Two turns

Armor: Litchstadt Army Leather Suit

Stats
Strength: 6
Insight: 6
Skill: 19
Speed: 18
Endurance: 8
Vitality: 12
Health Points: 29
Stamina: 8

Skills:
Perceptive
Lockpicking
Trap Master

Flaws:
Undiplomatic
Claustrophobia (when she was a slave, she'd be trapped in a small cell when she was being uncooperative)
Unfamiliar Terrain (Sandy Terrain, or any other terrain where one's footing is unsteady due to soft, grainy, malleable ground)

Transformations:

Beast Transformation Lvl 2: Fangs, Claws, Wolf Ears
-Unarmed Combat has a 60% to inflict bleed. Does +1d6 Damage
-Bestial Senses: (+3 To Perception Rolls)

lilbooth - Keira Gloomcrest
[spoiler]Name: Keira Gloomcrest
Gender: Female
Background: Military Elite
Appearance:Image
History:Keira was born into the lap of luxury like many noble children of the world. She spent most of her early life learning how to read and write and studying the history of the realm. House Gloomcrest is one of the few noble houses that actually allow women to train and fight under their banner. It may not have made her parents very happy, but Keira began her weapons training as soon as she was taller than the practice swords. I took many years of practice for Keira to match the skill of a trainee of the army but she was still young when she could hold her own in a fight. As she aged and her focus on combat and violence became more apparent her list of possible suitors seemed to dwindle. Keira didn't particularly mind, she had plenty to focus on without worrying about being married away. Unfortunately for Keira, she has never seen real combat. She has been in a few scraps and has undergone years of intense training but she had yet to be on the battlefield. Her family entertained the idea of her "obsession" with the army but had never permitted her to engage in any missions. Over the years she had made some friends in the army and managed to secure herself a position on the team headed to Schwarzberg.
Main Weapon:
Broadhead Spear
Attack 1: Accuracy: 16, Damage 1d8
Attack 2 (2 Stamina): Accuracy: 18 Damage 1d6, 60% Chance to inflict Bleed
Weapon Skill: Power Thrust
Accuracy: 15, Damage 1d6, 15 % Critical Chance
Whine back and launch the spear forward towards the enemy. deal +1d4 for every point of stamina used (up to player)
Hunter's Axe

Sub Weapon: Sturdy Buckler
Armor: Litchstadt Army Leather Suite
Stats:
Strength: 16 Your character’s physical capabilities (Used for Feats of Strength, Physical Damage)
Insight: 5 Your character’s connection to the spiritual world (Used for Magic Damage, Resistance, Feats of Insight)
Skill: 15 Your character’s aptitude (Used for Accuracy, Feats of Skill, Ranged Weapon Damage)
Speed: 11 Your character’s quickness (Used for Evasion, Feats of Speed)
Endurance: 10 Your character’s toughness (Used for Defense, Resistance, Feats of Endurance) + 1 (Sturdy Buckler)
Vitality: 12 Your character’s Health (Health Points = Vitality x 2, 2 Stamina Points for every 3 Vitality)
Each Stat starts at 5 and can be raised to max of 20. Each character has 35 points to spend.
Health Points: 29
Stamina 8
Skills: Dextrous, Seduction, Teamwork, Diplomacy
Flaws: Slow-Witted, Needy, Sensitive Body, Acrophobia (fear of heights)

Transformations:
Dick Growth Lvl 1
Extra Arms: Allows Keira to use an Item or Sub Weapon(-2 Accuracy Penalty) even after using her main weapon


The Third Triumverate - Raleigh
Spoiler (click to show/hide):

Name: Raleigh
Gender: Female
Background: Volunteer
Appearance: attached
History:

Raleigh remembers little of her tortured life. In fact, she chose to do so. At a young age, a murderous, nomadic tribe tore her life to shreds, along with her small village. They slaughtered everyone, but chose to keep the girl for themselves. They enslaved Raleigh and took her along to other villages to show what happens when the tribe's wishes were not fulfilled. In time, they put her through increasingly horrifying ordeals: the days-long gangrapes turned into tradition, and they spared no holes. In fact, the tribe used magic to increase her pain and humiliation. The tribe shaman summoned a powerful spell that could not be broken, and would stick with her the rest of her life.

In a defeated state, the spell forms a magical choker around Raleigh's neck (jeweled to spell "Rapemeat Raleigh"), attached to nipple and clitoris clamps, and chained to a butt plug. Often, the tribesmen would shove the plug in her mouth and see how many of them could fit in her rear end. Additionally, the spell forms humiliating inscriptions all over her body that change depending on the context of her current humiliation. Finally, to suit the tribe's penchant for all-things-butt, the spell keeps her lower body (especially her ass) exceptionally sensitive at all times, not to mention magically lubed for surprise insertions.

But her bondage did not last forever. Eventually the guards got so drunk they did not bind her correctly for the night. She managed to sneak a pin into her handcuffs, and subsequently undid her binds. She did not risk revenge, but ran for days until she came upon a remote village in the backwoods of the country. There, she found a mage who raised her as his own, but only after clearing her conscious memory.

Although her memory was wiped, the spell and its effects still stand. Thus, she simultaneously fears and is thrilled by the idea of enslavement. The villagers trained her body to be a hunter, both fast and enduring. She wears her leather armor like a corset: it reveals the tops of her breasts and is short enough to reveal much of her butt. Finally, she wears leather boots, strapped with "X"'s up the sides, all the way up to her thighs.

On her 18th birthday, her village received the information that volunteers were needed to investigate a nearby city. Now old enough to legally leave the city in search of adventure, she left with haste. The village did not have access to horses, as the inhabitants were used to running long distances, so she took a bit longer to arrive than many others.

She told herself she sought to eliminate the evildoers of the world, but deep down something much more self-destructive pushed her towards danger...

Main Weapon: Rifle
Sub Weapon: Pistol
Armor: Leather
Base Stats:

Str 5
Ins 5
Skl 10
Spd 14
End 16
Vit 15

HP 30
Stamina 10

Skills:
Nimble
Sturdy
Lockpicking
Trap Master
Perception
(hidden skill) Comfortable footing in areas away from enemies

Flaws:
Phobia- terrified of close-quarters combat/being grappled and dominated
Feeble
Closet exhibitionist/masochist
Sensitive lower body
Unguarded flank-


NeedAMedic: Fuyu (“Fuu”) Teoming
Spoiler (click to show/hide):

Name: Fuyu (“Fuu”) Teoming

Gender: Female

Background: Volunteer

Appearance:

Image


History:
A woman out of place among the soldiers born and raised in Litchstadt, Fuu comes from a land far enough outside its borders to be uncommon, though not exactly worlds away. She was raised at a monastery from a young age, willingly given over by parents whom she never met and handed into the somewhat less loving arms of the Holy Order.

From the time she learned to talk, her world was entirely built on what the Order taught her. Their scriptures were her picture books, and their hymns her nursery rhymes. Under the grand structure of it all, everything just seemed to make sense, and Fuu found herself a perfect fit for the rigid structure that surrounded her. Her mentors were kind enough, and her peers were like brothers and sisters to her, all united under the same masters and the same teachings.

The doctrine of the order was primarily concerned with the limitations of knowledge. They believed in the somewhat hypocritical ideals that knowledge was meant to be pursued, yet that there were some things which were beyond what man was meant to know. One must seek understanding but know that sometimes all you will learn is that it is something which you should never be allowed to know.

Her martial training began when she was young enough to not yet form concrete memories and continued her entire life. It was found that she favored a long, bladed staff, and while Fuu wasn’t exactly pushing the limits of her class, she was able to keep up with the rigorous training fairly well. After all, it was all she had ever done. Overall, it was a peaceful time in her life, filled with what felt like divinely decreed Order.

At the end of her 18th year, Fuu and her class were given their graduation rite. After a grand ceremony, they would be sent off into the world, tasked with seeking out evil or finding some way to do good before they could return home and progress onward with the next stage of their training.

It was with this goal in mind that Fuu eventually traveled to Litchstadt and heard news of a city overcome by plague and the strange happenings within its walls. Her duty was clear- she would need to enter the city, discover the cause of this evil, and see it destroyed.



Main Weapon: Royal Spear

Sub Weapon: Military Dagger

Armor: Litchstadt Army Leather Suit

Stats:

Strength: 8
Insight: 12
Skill: 14
Speed: 14
Endurance: 8
Vitality: 9

Health Points: 23 (18 + 5)
Stamina: 6

Skills(From most to least):
1. Martial Artist
2. Dexterous
3. Diplomacy

Flaws(From most to least):
1. Naïve
2. Unfamiliar Terrain: Tight, enclosed spaces
3. Frail

Proposed Hidden Talent skill

Fragile Grace: At her best when everything is going according to plan

Quick Sheets
Spoiler (click to show/hide):

Robert Smith 527 (Rebecca Warrick)
Strength: 10 | Insight: 5 | Skill: 23 | Speed: 14 | Endurance: 10 | Vitality: 10
Main Weapon: Marksman's Rifle | Sub Weapon: Flintlock Pistols x2 (75 Bullets)
Health Points: 32/32
Stamina: 6/6

Alane Shindt
Strength: 5 | Insight: 22 | Skill: 14 | Speed: 16 | Endurance: 6 | Vitality: 9
Main Weapon: Ancient Tome | Sub Weapon: Talisman(Toxic)
Health Points: 21/21
Stamina: 5/6

Ertha
Strength: 6 | Insight: 6 | Skill: 20 | Speed: 20 | Endurance: 8 | Vitality: 12
Main Weapon: Knight's Bow (45 Arrows) | Sub Weapon: Oak Crossbow (29 Arrows) and Valorous Horn
Health Points: 29/29
Stamina: 6/8

Keira Gloomcrest
Strength: 16 | Insight: 5 | Skill: 18 | Speed: 11 | Endurance: 11 | Vitality: 12
Main Weapon: Broadhead Spear, Hunter's Axe | Sub Weapon: Sturdy Buckler
Health Points: 15/29
Stamina 1/8

Raleigh
Strength: 5 | Insight: 5 | Skill: 10 | Speed: 14 | Endurance: 16 | Vitality: 15
Main Weapon: Rifle (50 Bullets)| Sub Weapon: Pistol (30 Bullets)
Health Points: 29/29
Stamina 8/8

Fuyu (“Fuu”) Teoming
Strength: 8 | Insight: 12 | Skill: 14 | Speed: 14 | Endurance: 8 | Vitality: 9
Main Weapon: Royal Spear| Military Dagger
Health Points: 23/23
Stamina 6/6

Inventory:
Gunpowder x 5
Bandages x 4 (Cures Bleeds and removes Wounded Status)
Soothing Balm x 1 (Restores 1/2 HP, usable during combat)
Rations x 6 (Restores Full HP when out of Battle)
Torch x 4 + Flint and Steel
Rope
100 Gold Coins
Schwarzberg Map


City Map
Spoiler (click to show/hide):

Image
Last edited by Mark3000 on Sat Oct 13, 2018 1:28 am, edited 47 times in total.
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Re: The Sealed City: Imperial Mission (Open, 3 to 5 Spots Op

Postby exalted » Sun Feb 11, 2018 4:53 am

Name: Robert Smith 527 (Rebecca Warrick

Gender: Female

Background: Sell Sword

Appearance:
Spoiler (click to show/hide):

Image


History:
Spoiler (click to show/hide):

Rebecca had always idolised her father, knowing him more by his rank than his name. The Colonel, as she and everyone else called him, embodied every virtue the Royal Litchstadt Army extolled. She remembered watching him march on the parade ground outside the barracks and believed he and men cut such the dashing figure. Perhaps it was his absence that made her affection grow stronger, his duties to the regiment oft taking him away for periods of time that made those scant hours or days she had with him all the sweeter.

Her mother was an artist, or so claimed to be. Despite being a constant presence in the house she had little to the raising of her child, almost treating her as a nuisance instead of a daughter. A governess was employed full time to mind, raise and educate the child so her mother could spend time in her studio or lounge through the midday hours. When her father was away her mother would hold gatherings, Salons she called them, where intellectuals would gather to discuss great works, or so her mother claimed. Rebecca did not think much of the men and 'ladies' that slipped into her father's house.

One night, when she was still young, she was woken in the night by one such gathering, a contemptible raucous of men and women screaming and moaning, or so her governess had grumbled as she went down stairs to complain. Rebecca woke the next morning to find a new governess unpacking her things in the old one's room. Another meeting she remembered when she was older, at the cusp of turning into a woman, she was woken by shrieks and giggles outside the house. Creeping to the window lest she was seen, she peered out a blushed at what she saw. Men and women, naked as the day god made them bar strange animal masks, ran, danced and frolicked in the guardians. Rebecca almost laughed her self at the sight, but didn't as she felt her stomach churn at the sight of her mother and a man doing something she would not understand until years later.

She never had the chance to tell her father about that meeting, the next day she had gone on holiday to France with a friend. When returned a week later her mother was gone. The house was empty, save for her father, who wept openly as he sat on the stairs. A broken man, he simple stated her mother had left. No why or reason was forthcoming from him, or a date of expected return, she had left and that was the end of the matter. The next day he had thrown out all of his wife's possessions and anything in the house that reminded him of her, as if to confirm that woman had no further grasp on him. Only Rebecca knew it still did.

When the carts were carrying away her mother's things she saved one item, a silver locket and crucifix her father had always worn when he went away. The locket contained a photo of her mother, a small of pang of guilt lingered within Rebecca at the thought of maybe if she had been a better daughter her mother would not have left.

The Colonel soon retired from the regiment and Rebecca hoped it meant they would spend more time together, alas the opposite was true. Her father became more distant and cold, there talks over supper the only time she saw him but soon these too soured. Isolated, no young suitors or bachelors came to visit, no guests from the regiment who would make a suitable husband for her; a fact her father picked up and exploited as if it were a tactical decision on the battlefield, bereft of emotion. One evening, drunk, lonely and still heartbroken he cursed her, shaming her to be a spinster, that he had no sons to carry his name or legacy, that all would be lost.

Rebecca fled that night. Taking only a few bare essentials and some of her father's old clothes from a trunk in the attic she left the estate. She had never been as well endowed as her mother and Rebecca found that with a simple binding she could hide the female curves of her chest to pass a boy. Hiking as far as she needed to the next county, she enlisted with a different regiment under a fake name.

Her time with the Regiment was hard but rewarding and Rebecca, now Rob, found she enjoyed the life. The most difficult task was hiding concealing her identity from her comrades, making sure she bathed well ahead or after the others. When men and boys told dirty jokes or stories and she blushed, it was cast aside as her being an innocent or naive lad. The actual job of soldiering was easy by comparison and she took to it well. During this time, Rebecca made sure to have friends check in on her father and create the alibi that she was staying with them until he was cured of his melancholy.

Rebecca was determined to make her father proud, whether as a daughter or son, and she had not long to wait as her Regiment was deployed to the escalating situation in the colonies. By all reports, private Robert Smith 527 acquitted himself well on the campaign and was to receive commendation for bravery initiative in saving the company in which he served. That report glossed over a swirling maelstrom of heat and cloying sand, a company sent on patrol and then trapped, besieged at a remote oasis as they were picked off one by one. The massacre had started with the Officers and then NCOs by trained marksmen until only a ragged gaggle of privates and other enlisted were left huddled behind mud brick walls to face the final assault. It was then a plucky little private by the name of Smith rallied the men and saw of the enemy to save the day. Of course there hadn't been much left of the day to save, or a company either, 6 men fit for duty with 30 wounded to look after. One such wounded soldier was more important than the others, the company's young Captain, who just so happened to be the son of a general.

With not enough replacements available, the plucky private Rob was quickly promoted and given a field commission to 2nd Lieutenant as the company was sent back home reform. The rapidly recovering Captain ensured his saviour was rewarded and kept close.

It was at this time she received word her father, who had become even more dejected and pined for his lost loves in her absence, had gone missing. Rumors stated he had been seen last on the roads around Schwarzberg. Rebecca immediately petitioned for emergency leave or to join the army expedition to find her father and had it granted as the company would be out of action still for some time.



Main Weapon: Short Sword
Sub Weapon: Brace of Flintlock Pistols
Armor: Litchstadt Army Leather Suit

Stats:

Strength: 10 (Used for Feats of Strength, Physical Damage)
Insight: 5(Used for Magic Damage, Resistance, Feats of Insight)
Skill: 20 (Used for Accuracy, Feats of Skill, Ranged Weapon Damage)
Speed: 15 (Used for Evasion, Feats of Speed)
Endurance: 10 (Used for Defense, Resistance, Feats of Endurance)
Vitality: 10 (Health Points = Vitality x 2, 2 Stamina Points for every 3 Vitality)

Health Points: 20
Stamina: 6
Skills:
Perceptive
Dextrous
Teamwork

Flaws:
Naive
Sensitive Body
"You're a what?" - Rob Smith only has authority because he looks like a man, if his secret was to come out...
Last edited by exalted on Sun Feb 11, 2018 7:02 am, edited 1 time in total.
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Re: The Sealed City: Imperial Mission (Open, 3 to 5 Spots Op

Postby mrblah » Sun Feb 11, 2018 5:29 am

same here. i'll have what they're having. edit; done. i think i might have made her background too long. or not detailed enough.

Name: Ertha
Gender: Female
Background: Sellsword
Appearance:
Spoiler (click to show/hide):

ignore the ears.
Image

History:
Spoiler (click to show/hide):

Ertha's had a very troubled past. She grew up in the streets of Lichstadt's poorer parts, named Ethel at the time. Her mother was a whore who never cared for her or even paid her attention, her father was never present, and she was barely scraping by with what she managed. She had taken to stealing food and money from others to get by, but she wasn't very good, which led to only more terrible things for her. And in one of those very instances, she accidentally targeted a member of a large gang. Suffice to say; they didn't let her get away with it and she was forced into child labor at the young age of 9. She was forced to do many things, from cooking to cleaning to even assisting their illegal businesses. Everything she could do, they had her do. She and 4 other slaves. But their savior came in the shape of a dashing vagabond with a heart of gold.

His name was Erhardt, and he was essentially Robin Hood. Erhardt would steal from the rich and fight for the poor, as well as work to dismantle large gangs in Lichstadt, with his band of 40 merry men behind him. Why he did this was anyone's guess, as many things regarding him were often left a mystery. Such as his origin, why he was so good with a bow, why he only stole from the poor, and where he operated from. Some even believed his name wasn't truly Erhardt. But none of that mattered to Ertha. She only saw him as her savior, who burst into the gang's hideout with his merry men, defeated the cruel monsters who hurt her, and saved her from slavery.

After that, Erhardt took the slaves with the intention of bringing them to their families. He managed to do so for most of them, except for Ertha, who didn't want to go back to her mother. She explained her circumstances to Erhardt, who pitied her enough to take her in as his own. This suited Ertha fine, who admired the selfless man. And so, she lived with Erhardt for 5 years. In that amount of time, he taught her a lot about his skill with the bow, honor, and his own personal code, which she took to heart. Erhardt and Ertha lived quite comfortably, with Ertha not wanting for much more. They were happy. Ertha recognized Erhardt and his gang as her family, and she was accepted by them as one of them.

But as often happens, tragedy struck. Erhardt and his men had finally been found, and they were arrested, with only Ertha and a few others managing to escape thanks to Erhardt. This was effectively the end of Erhardt and his gang, as most of them were in his same predicament. Everyone knew it, and they knew the nobility (who was robbed many times by Erhardt) would never let him escape from prison. Or so they thought. Erhardt's punishment was ruled to be far more severe. He was charged with many crimes, including murder, grand larceny, and trespassing. Instead of life in prison, he was sentenced to a public execution.

Understandably, this didn't settle well with young Ertha or the other gang members. But they could do nothing. The law had apparently caught up with Erhardt, and there was no saving him or the other gang members, though most of them actually did get life in prison. And when the day came for Erhardt's death, Ertha and the others watched in horror from the crowd. Ertha would never forget that moment, when she swore to despise the nobility to the fullest extent she could. When she swore eventual vengeance on those who wrongfully executed Erhardt.

The rest of her life was spent learning what she could of combat, using the skills Erhardt taught her to better herself. Ertha had changed greatly from the young girl she was. She was now colder, meaner, less merciful, angrier. But she couldn't cast away Erhardt's code of honor. Harm only those who deserve it, protect those who were hard-working honorable people, and forgive those who truly meant their apologies. And that was how she operated, from the age of 14. She started stealing from the rich and the bad, she protected the lower class, but she couldn't bring it in herself to forgive those who had done bad. That was the one thing she could never manage for the late Erhardt.

She eventually created her own gang with the help of the other members of Erhardt's band, and she operated solely with the intention of avenging those too weak to do so for themselves. Her and her gang followed in Erhardt's footsteps, up to the part of his eventual capture and sentencing. It was a mistake one of her men made, leading the law back to their hideout. She hadn't even accomplished her vengeance when she was caught. But she took solace in the fact that she tried her hardest, followed Erhardt's path to its end, and was going to meet him, wherever he went.

Or so was her intention. But instead of being given the death penalty; she instead was drafted into Lichstadt's army, for the single mission of infiltrating the sealed city of Schwarzberg. She figured they were hoping she'd get herself killed or something, or maybe they were really pressed for soldiers. But none of that mattered. Ertha saw this chance as her one shot with survival. Survive the mission, and maybe she'll get the chance to escape later down. Maybe her entire squad could get killed and she'd have a chance. So long as she escaped from the clutches of Lichstadt's nobility, she didn't care. Armed with the few provisions the army provided her for the mission and her trusty Oak Crossbow, she was ready.

Main Weapon: Knight's Bow
Sub Weapon: Oak Crossbow and Military Dagger
Armor: Litchstadt Army Leather Suit

Stats
Strength: 6
Insight: 6
Skill: 18
Speed: 16
Endurance: 8
Vitality: 12
Health Points: 29
Stamina: 8

Skills:
Perceptive
Lockpicking
Trap Master

Flaws:
Undiplomatic
Claustrophobia (when she was a slave, she'd be trapped in a small cell when she was being uncooperative)
Unfamiliar Terrain (Sandy Terrain, or any other terrain where one's footing is unsteady due to soft, grainy, malleable ground)
Last edited by mrblah on Thu Feb 15, 2018 3:54 am, edited 3 times in total.
imagine a loading screen that loads a new loading screen.
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Re: The Sealed City: Imperial Mission (Open, 3 to 5 Spots Op

Postby lilbooth » Sun Feb 11, 2018 9:04 pm

might work a sheet in a little bit. I am intrigued
I really like purple.
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Joined: Sun Aug 19, 2012 5:04 am

Re: The Sealed City: Imperial Mission (Open, 3 to 5 Spots Op

Postby Firehead » Mon Feb 12, 2018 2:48 am

Definitely feeling this. Here's my character. I decided to mix Seduction with Naive, she's just so cute and innocent that she doesn't realize she's doing it, and with her body being so sensitive...

Name:Alane Shindt
Gender:Female
Background: Volunteer
Appearance:
History:
Spoiler (click to show/hide):

Alane grew up in a small rural village just outside of the Cinder Oak Forest where her mother studied the various plants and their properties. Her research was in high demand, so she would commonly visit the large city to present her latest research or guest speak to some class or another. From time to time Alane would even be allowed to go with her mother to the city, but as time went on, these opurtunities became more and more uncommon.

When she was 12, Alane told her mother she wanted to go to the city to learn magic, but this seemed to agitate her mother fearsly. Even Alane's father seemed dismaid at his wife's reaction. Even once she had calmed down, Elane's mother insisted that she wouldn't be attending an academy Schwarzberg, and a suitable academy in Lichtstadt was found instead. While the Capitol was splendid as well, Alane never quite got over not being able to attend class in the City she remembered from her childhood. It also made it more of a pain getting home to her family from time to time.

When word of the plague reached her, Alane was mortified and sent a letter home immidieately. The reply made her heart drop. Her father was fine, but her mother was there presenting new research when the city was sealed. Elane cried for hours when she read this. To think, not only was her mother in trouble, but if she'd gotten her way, she'd be trapped in there herself.

Two years later news that the city had reopened reached her ears just before she was due to graduate. A letter to her father revealed that her mother had yet to return, and her father was hesitant to see what had become of the city. Hardly thinking it over, Alane signed up with the Army intent on learning what had happened to her mother.

Main Weapon: Ancient Tome
Sub Weapon: Talisman(Toxic)
Armor: Saint Litchstadt Robes
Stats:
Strength: 5
Insight: 22
Skill: 10
Speed: 15
Endurance: 6
Vitality: 9

Health Points: 21
Stamina: 6
Skills:
Seduction
Team Work
Diplomacy
Nimble
Salvaging

Flaws:
Naive
Sensitive Body
Needy
Feeble
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Re: The Sealed City: Imperial Mission (Open, 3 to 5 Spots Op

Postby Mark3000 » Mon Feb 12, 2018 3:29 am

@Firehead & exalted

Both your sheets look good. I'm really digging the History you've given your characters. Once Lilbooth and mrblah post thiers, we'll be able to start. There are just one thing I wanted to ask about. First, for progressing forward do you want to choose a squad leader or go by majority rule?
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Re: The Sealed City: Imperial Mission (Open, 3 to 5 Spots Op

Postby Firehead » Mon Feb 12, 2018 5:33 am

Personally, I'd go with a squad leader.
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Re: The Sealed City: Imperial Mission (Open, 3 to 5 Spots Op

Postby exalted » Tue Feb 13, 2018 12:46 am

Happy for a squad leader, or even an NPC leader
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Re: The Sealed City: Imperial Mission (Open, 3 to 5 Spots Op

Postby lilbooth » Tue Feb 13, 2018 8:49 pm

gonna work on my sheet tonight. Like 8 or 9 pm EST. Had a really busy couple of days there.
I really like purple.
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Re: The Sealed City: Imperial Mission (Open, 3 to 5 Spots Op

Postby mrblah » Wed Feb 14, 2018 1:45 am

i'm fine with either or.
imagine a loading screen that loads a new loading screen.
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Re: The Sealed City: Imperial Mission (Open, 3 to 5 Spots Op

Postby lilbooth » Thu Feb 15, 2018 12:04 am

Name: Keira Gloomcrest
Gender: Female
Background: Military Elite
Appearance:
Spoiler (click to show/hide):

Image

History:
Spoiler (click to show/hide):

Keira was born into the lap of luxury like many noble children of the world. She spent most of her early life learning how to read and write and studying the history of the realm. House Gloomcrest is one of the few noble houses that actually allow women to train and fight under their banner. It may not have made her parents very happy, but Keira began her weapons training as soon as she was taller than the practice swords. I took many years of practice for Keira to match the skill of a trainee of the army but she was still young when she could hold her own in a fight. As she aged and her focus on combat and violence became more apparent her list of possible suitors seemed to dwindle. Keira didn't particularly mind, she had plenty to focus on without worrying about being married away. Unfortunately for Keira, she has never seen real combat. She has been in a few scraps and has undergone years of intense training but she had yet to be on the battlefield. Her family entertained the idea of her "obsession" with the army but had never permitted her to engage in any missions. Over the years she had made some friends in the army and managed to secure herself a position on the team headed to Schwarzberg.

Main Weapon: Royal Spear, Hunter's Axe
Sub Weapon: Sturdy Buckler
Armor: Litchstadt Army Leather Suite
Stats:
Strength: 14 Your character’s physical capabilities (Used for Feats of Strength, Physical Damage)
Insight: 5 Your character’s connection to the spiritual world (Used for Magic Damage, Resistance, Feats of Insight)
Skill: 14 Your character’s aptitude (Used for Accuracy, Feats of Skill, Ranged Weapon Damage)
Speed: 11 Your character’s quickness (Used for Evasion, Feats of Speed)
Endurance: 10 Your character’s toughness (Used for Defense, Resistance, Feats of Endurance)
Vitality: 12 Your character’s Health (Health Points = Vitality x 2, 2 Stamina Points for every 3 Vitality)
Each Stat starts at 5 and can be raised to max of 20. Each character has 35 points to spend.
Health Points: 29
Stamina 8
Skills: Dextrous, Seduction, Teamwork, Diplomacy
Flaws: Slow-Witted, Needy, Sensitive Body, Acrophobia (fear of heights)
Last edited by lilbooth on Fri Feb 16, 2018 3:36 am, edited 3 times in total.
I really like purple.
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Re: The Sealed City: Imperial Mission (Open, 3 to 5 Spots Op

Postby Mark3000 » Thu Feb 15, 2018 2:10 am

Ok I think we have enough people to start the RP. I'll start working on the IC:

@Lilbooth & Mrblah

Since you both have 12 Vitality, you actually have 8 Stamina.
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Re: The Sealed City: Imperial Mission (Open, 3 to 5 Spots Op

Postby mrblah » Thu Feb 15, 2018 3:54 am

ah, i mistook 2 as 1. fixed it.
imagine a loading screen that loads a new loading screen.
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Re: The Sealed City: Imperial Mission (Open, 3 to 5 Spots Op

Postby Mark3000 » Mon Feb 19, 2018 3:27 am

Oh I almost forgot. For ranged weapons like pistols and Bows, do you wanna have to worry about ammunition or not?
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Re: The Sealed City: Imperial Mission (Open, 3 to 5 Spots Op

Postby mrblah » Mon Feb 19, 2018 4:03 am

i would cast my vote as a yes, to this.
imagine a loading screen that loads a new loading screen.
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Re: The Sealed City: Imperial Mission (Open, 3 to 5 Spots Op

Postby lilbooth » Mon Feb 19, 2018 4:25 am

based on the design of the combat system ranged weapons seem like a luxury so tracking ammo would be good for balance.

Also, Keira is likely in favor of trying to keep the wagon and fighting the wolf. Not sure what other people are feeling like at this point.
I really like purple.
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Re: The Sealed City: Imperial Mission (Open, 3 to 5 Spots Op

Postby Mark3000 » Mon Feb 19, 2018 5:25 pm

Ok For ammo how about this:

Main Ranged weapons (Knight's Bow, Musketeer's Rifle); you get 50 Arrows/Bullets

Sub Ranged Weapons (Flintlock Pistol, Oak Crossbow); you get 30 Arrows/Bullets.
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Re: The Sealed City: Imperial Mission (Open, 3 to 5 Spots Op

Postby exalted » Tue Feb 20, 2018 7:01 am

Ammo sounds good for me.

As for the Wolf I'm against fighting it, as we really have nothing to gain. With the Horses gone we would have to abandon the wagon anyway so any gains would be marginal (in character I'm not sure if we are packing enough heat to beat it anyway). The GM part of my mind also sees the Wolf as part of the railroad needed to get us to the city without us taking a bunch of detours.
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Re: The Sealed City: Imperial Mission (Open, 3 to 5 Spots Op

Postby lilbooth » Tue Feb 20, 2018 7:33 am

exalted Wrote:Ammo sounds good for me.

As for the Wolf I'm against fighting it, as we really have nothing to gain. With the Horses gone we would have to abandon the wagon anyway so any gains would be marginal (in character I'm not sure if we are packing enough heat to beat it anyway). The GM part of my mind also sees the Wolf as part of the railroad needed to get us to the city without us taking a bunch of detours.


well if we are close enough to the city to outrun the wolf couldn't we just borrow a horse or an ox and have the wagon brought inside the gates? We are the army after all.
I really like purple.
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