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I'm pretty excited this group is turning out pretty good.
Oh very awesome! This is going to add a sweet flavor to the RP! I'm super excited. @Dulcet
@Dulcet Also I edited my previous statement, you need to ask about gunpowder. I don't believe we have gunpowder in this RP but I could be wrong.
@Dulcet When the GM apporves your character you can post haha. You'll have to figure a way to slide your character into the RP if you didn't start with us. Also I'm not sure about gunpowder in this RP you should consult the GM about it.
Name: James Samuel "Sam" Bridger

Age: 38

Position: Field Marshal

Appearance: Chocolate brown hair, kept at shoulder length, he keeps the right side tucked back and held in place with a pin. The left side falls neatly to the side of his face. He has a large bushy mustache, lightly curled upwards at the ends. The rest of his face is covered in stubble, either on purpose or by pure laziness. He has light brown eyes, speckled with black. Crows feet have formed at the edges of his eyes, and the whites always seem to be blood shot either from drinking or lack of sleep. His jaw line is strong, it leads down to a dimpled chin. His lips are thin, and often stretched into a lopsided smile showing his good nature. When not on duty, he wears a three button black vest. A white shirt, and black pants to match. Occasionally depending on weather he'll don a woolen over coat also black in color. While on duty he wears an old Order Uniform that belonged to their local fort. The uniform consists of an earthen color blouse with several pockets on the front, Two on the breast, and two towards the bottom. The blouse is left untucked. It has a patch on the collar which consists of Two crossed rifles, and a sword through the center. The color its self is black. The buttons are non-polished silver each one with a the same raised design. The Trousers match the blouse which is tucked into the top of the dark brown leather boots. A basic belt sinches the trousers together to make sure of a good fit. The boots go a little ways up the calf before stopping, the toe is almost always polished. He wears a wide brimmed hat, the right side is bent upwards by personal preference. He wears his gun belt over blouse the dark leather holsters matching the uniform. Within the two holsters sit two 1844 colt revolvers chambered in .44 black powder. The well toned and athletic build fills the uniform well.

Personality: He prefers to lead the men and women of the order from the front, and often takes part in missions. He has a real thirst for adventure and enjoys getting down and dirty. He's seen as a driven man, with a spirit full of grit. He enjoys a good joke and a tall tale, and will often share a drink with those under him preferring to be friendly with his subordinates.

History: For generations James's family has served within the order, and as such James grew up around the men and women who served with his parents. At the age of 12 he began to train with the Rangers of the Order, looking up to the older members he would often listen to them retell their adventures and fantasize about joining himself. At the age of 18, he traveled to Dakota territory and began his training as an officer. He excelled at the academic portion and the physical. He took top marksman of his class, and graduated top ten of his class. His first command was a small regiment of Rangers in the western United states. For his first two years were the roughest their outpost was constantly tasked with missions and the outcome was not always happy. After that the entire everything on the continent began to die down, sightings were less and less until eventually they only stalked rumor. He requested transfer to one of the northern forts at the age of 28, and was promoted to Marshal. Here he stayed until his current time, Only recently being promoted to Field Marshal, and taking over as Commanding officer of Fort Forlorn where he is currently stationed. After much down sizing over the past ten years he lost over three quarters of his command, and was left with a ragtag group of rangers. Things in the region are suspiciously quiet, even rumors have been mostly wild goose chases and tall tales. Until recently.

Gear: Two Colt 1844 Revolvers, A large Bowie knife, his civilian attire, Ranger uniform, A small leather satchel usually filled with three days provisions. A horse named "Murphy". Saddle bags, Two saddle rifle holsters, a .470 Rigby side by side rifle and a 1870 Sharps rifle.

Other: A well practiced hunter, an excellent marksman, and a renown drinker. Is known by the locals to be an easy going man, who continuously tries to improve civilian and the order relations. To his men, he can be a caring leader but at the same time will stand his ground when challenged.


@Prince of Seraphs@sandman9913@Dulcet@OppositionJ

What are the boundaries of the RP? Is there magic? Could we play as mages or have enchanted weapons?

Also what are the most common beasts and the rules behind them. Like for vampires would it be covered by Dracula rules (which include a number of abilities not used in pop culture) or more like Buffy the Vampire Slayer styless (stakes kill, sunlight burns, holy water hurts etc)?


I would be interested in participating; however, like the other poster I'm wondering what the exact limits of the setting are.

Also, are there any limitations on the motivations / situations of the characters? Not in the sense that one can secretly be an antagonist (though it would be nice to know if a participant could betray us), but things like not being part of the Order proper--such as if they were a contractor or collaborating outside force. Do you have any particular vision for the kind of backgrounds of our characters?


1. Boundaries? Such as what can and can't you do? I suppose it depends on the story, I mean killing villagers and going crazy is going to be a hard no. No lonewolf hardcore beast mode killer. The Idea is we're a paramilitary organization. I'd prefer us to use intelligence and cunning to help us kill these creatures. I'd say build a normal person who has to fulfill the duties of an extraordinary human. (We want this to sort of to be trying for our characters, they won't be amazing killing machines. I really want the feeling of hopelessness to be apart of this.)

2. I'll say magic in a way. I would be one person designated who can carve runes and things of that nature that allow for warding and protection.

Edit 3. Enchanted weapons, I think enchanted weapons would be alright, nothing crazy like a sword that kills anything it touches. I'd like to keep them simple like an enchanted knife that keeps the user safe from mind control, or something like that. Just run it by me please.

4. And look above for more information on beasts, I'll complete the bestiary later.

Also I'd prefer us to be human and no combination of beast or anything like that. Now if you really want to PM me and I'll see what I can do.

5. I'm open to any suggestions about motives really. From conscripted outlaw, to secret traitor. Just run it by me first and we'll discuss it or I'll approve it.

6. I'm open to any backgrounds really as long as you can justify it.

Once the RP starts I'm going to let go of the reins a little and let everyone sort of flush out their character how they want.

Also there are going to be four ranks available

Lieutenant ( officer ) 1 available

Sargent ( Non-commissioned officer ) 1 available

Corporal ( Junior Enlisted ) (unlimited)

Private ( Junior Enlisted ) ( Unlimited )

The rank is not strictly enforced, unless its a Sargent, or a Marshal and even then its usually overlooked.

Vampires:

So vampires we'll use a little mixture of lore. Can use shadows to travel quickly and flee an area, Drinks human bloods, They have average strength, and have nearly unlimited endurance. (Sustained combat and ambushes are their specialties) They usually live in places isolated from human populations, a few hold large land titles where they build up their estate. The more civilized ones (Still evil, but have found a way to blend into society) use thralls. New vampires who aren't employed by a Master or Mistress often hunt at night and are rabid. Vampires sleep during the day, and the wild vampires will sleep in graveyards, unless on church or holy grounds. There are more wild vampires than civilized ones. Vampires are also territorial ranging from a acres to thousands of acres of land. The stronger the vampire the larger their territory. To kill a vampire, A wooden steak has to be driven through its heart, their head removed, and the body burnt for good measure. Holy water can stun them and crucifixes can keep them at bay. The curse is spread through a bite, unless the body is drained of blood then death occurs naturally. Vampires can not resist the blood of the innocent and often make children their targets for feeding.

Werewolves:

Werewolves Are humans a majority of the time, during the full moon they transform into their true forms. A Majority of the time they live in packs, the pack will often live close to each other while in human form. Their ranks go from Alpha, Beta, the rest of the pack and the runt as the Omega. Werewolves can reproduce with out spreading the curse through biting. Werewolf can have infighting if they have a weak Alpha. The pack also possesses territory, and transgressions are sometimes dealt with in human form. It is not unheard of, but also very uncommon to find high ranking city officials to be cursed. To kill a werewolf one has to put a silver bullet through its heart or severe bodily damage such as explosions, and very high falls. Wounding a werewolf with silver will cause the wound to heal very slowly. Dispose of the body by burning the corpse.

The Undead:

The undead are those brought back to life with some form of free will, they often eat the living to sustain their life force. Their bodies do not rot but they are quickly outed as they look sickly direct sunlight makes them weak and nearly useless. They often attempt to maintain their former standing in society to try to blend in. To kill a member of the undead one must destroy their brain or remove their head. Afterwards burning of the corpse is mandatory. They can not spread the curse, and can only be created by necromancers.

Zombies:

Zombies are mindless flesh eating monsters, they are often slow but can spread their curse through bodily flood exchange, such as biting, or contaminated blood entering the body through other means. Although easy to deal with one on one, a horde can overwhelm a single combatant. To kill one must destroy the brain or remove the head. Burning the corpse is mandatory. It is still not known if its a magic born curse or something else as no links to necromancy or voodoo can be made yet.

Ghouls:

Ghouls are abominations patched together from living and dead they consume corpses and kill all living things, for what purpose it is unclear. A majority of the time a human is used as a living host, while dead animals or other creatures are combined. Again its not quite sure how they are created or by who. But they do posses the ability to breed and do not seem to have a higher cognitive function like humans or other creatures. They live in colonies with a single female queen, the regular ghouls bring corpses to the queen. The queen is often large and over sized. The Queen can birth up to a dozen ghouls per month, with her offspring being mature after two months.

Witches:

Witches often hide in plane sight, are usually apart of large covens and considered to be one of the most dangerous creatures of darkness. They possess unnatural long lives, perform dark rituals and serve an unknown entity. They can bewitch men, and women if they so choose, often making them slaves or sacrifices. No one truly knows how a witches coven is organized as they are dealt with immediately. A witch can not cross running water, but can have their slaves build bridges with grave dirt, or spelled wood which allows them to cross. Witches must be bound with silver chains, and buried deep and upside down within holy ground. An Iron plate is dropped in first, then iron rods are driven around the plate, and lastly a large stone is used to seal the witches under the ground.

Druids:

Are solitary and often pose nearly no threat to humans, unless one was to accidentally stumble into their territory. They're one of the few native beasts that live in the Americas. They can shape shift into certain animals and often commune with nature, rural villages tend to have problems with them as the druids will often tear down foundations and frame work laid by humans as to stop their destruction of the forests and their planes. Druids can be struck mortal blows by ordinary means while in human form. Although as an animal the natural strengths of the animal is doubled, so one must use caution when fighting these. It is best suggested to avoid violent confrontations and communications is the best way to deal with these. Although they are renown for the stubbornness is can be done.

To come: Ogres, Trolls, Golems, A variety of Demons, Warlocks, Windigos, Chupacabras, Sasquatches, and any other I think of.
@Nariata You too!

@Prince of Seraphs Its up to the GM honestly he does a majority of the lore.

I figured black magic would be banned and outlawed magic by the mages of the world. You know stuff that required a higher price to perform. And again this is up to the GM
I mean its not like Walden is going to disrupt this balance ( granted the Mad king also seems to practice these things, so the balance is probably already wrecked. So i could see of how getting rid of walden would help. Also to clarify I'm joking about walden not disrupting things)
I mean, walden isn't practicing demonic magic, its just black magic and necromancy. So sure you might get wiffs black magic if he performs it near the group but if he's trying to hide he'll definitely not do it while in the company of a GMO demon and a purifier. The dead language is as old as writing, the book showed up after the first written language. I can't go too much into detail Nariata knows the full details as GM i felt it would interfere the least with him to share, plus he asked.

I mean I don't care if your suspicious of him, we have a whole week we can't really account for, as the RP started a week after the battle. That area I feel is the GM's territory.
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