The age of Heroes is over! If you seek salvation, pull it down into your own hands! If you seek freedom, carve it out with your own sword! And if you seek vengeance, then take it! The age of Heroes is over! Everything is permitted!
Grim Odyssey
Fragments of the Zeroth Box
They call it the Zeroth Box. The Heroic Trials. The Divine Prison. The Monster’s Coffin. An artifact made several centuries ago, it acts as a gate to another world, from which monsters are made. Those who succumb to the forces of evil are reborn as the very monsters they fight. Those who surpass these tribulations though ascend to a new form of humanity. Bearing the Mark of Heroes, they gain power beyond imagination, and rule over their own kind as Hero-Kings, their might unquestioned.
But then, one day, the Zeroth Box was destroyed, and legions of monsters poured out. The Mark of Heroes disappeared, as a white-haired man, wreathed in corruption, declared the end of the age.
The Hero-Kings fell, their countries torn asunder by waves of monsters.
The Fragments of the Zeroth Box fell all over the continent, becoming masses of madness that distorted the laws of nature itself, monster nests that churned out more and more beasts.
Despite this, though, humanity persevered. They hid in the shadows, did everything to survive, until eventually, a party of four descended into the first Fragment, purging the evil that laid within. They were named the Descendants of Heroes. They called themselves ‘adventurers’.
Decades passed, and the survivors of the human race built themselves a city. Though much of the world is still infested by monsters, the city-state of Hexxenacht stands tall as a bastion of safety, knowledge, and progress. Outside those grand walls, adventurers, fool-hardy, brave, and quite possibly insane, set up their own shanty-towns, fighting monsters in the savage wilds and searching for the Fragments of the Zeroth Box, slowly gaining more ground.
Seventy-seven winters have gone by after the Shattering, and the Prisoner is waking up once more.
Hexxenacht – The forefront of technology, both scientific and magical, Hexxenacht is the only city of mankind thus far, protected by the Imperials. This is the birth place of alchemy as people know it, and the home to the only surviving collection of books that predates the Shattering. Run by a collection of Guilds, adventurers must pass the trials of the Guild before they are allowed to plunge into the Wilderness.
Magic – Humans are naturally incapable of performing great feats of magic, and only 5% wield enough power to call down elemental fury. Most of the time, magic is used to either enhance pre-existing things, such as reinforcing a blade’s edge or strengthening one’s legs, or healing, which becomes very exhausting after some time, but has great effects.
Alchemy – The inability to perform great feats of magic, though, did not prevent people from using it in other ways. Through alchemical formulas and magical amplification, one can re-create purely magical effects by using a natural base and then enhancing it. This has ended up with the creation of three major weapons: the Cartridge System, the Bomb Arm, and the Firearm.
Fragments of the Zeroth Box – Pieces of the Zeroth Box, these Fragments serve as portals to another dimension. Within this portal is an existence called the ‘Queen’, the shadow of an evil goddess from which countless demons spew out. While the Queen itself is weak, they are often protected by the strongest of their creations: the Guardian, an existence bearing the Mark of Heroes.
Adventurers – Some people call them madmen. Other people call them the descendants of heroes. Ultimately, though, they are monster hunters and Fragment destroyers, those who form small groups and slay monsters in skirmishes. They have varied backgrounds, and are a cut above your normal Hexxenacht guard. Making their living by selling monster parts, looting monster nests, or completing missions established by Guilds, only a few adventurers survive until retirement, but, regardless of whether or not they survive to see their grandchildren, they become legends.
The Wilderness – An umbrella term for land that is outside the walls of Hexxenacht, the Wilderness is lawless and outside the jurisdiction of the Guilds. Out there, Adventurers enforce themselves, and the most common law is that ‘Everything is permitted…for a price’. As long as you know the right people, and have enough coin to spend, you can get away with committing any sort of crime. Indeed, as heroic as some adventurers are, there are others who became adventurers to fall into debauchery and freedom.
Spirits – Not all monsters are human-devouring beasts. Though rare, elemental Spirits have been known to make contracts with humans, imbuing them with magical power far beyond a mortal’s capacities. The price that must be paid though, is almost always a steep one, and the few adventurers that have made contracts with such spirits do not speak about the price they paid. Rumor has it that you either feed your own life, or sacrifice those of your friends, but those are just silly rumors.
Gods – More accessible than Spirits, but a hell lot more whimisical, the ‘Gods’ that adventurers pray to also demand sacrifice in exchange for power. Though there are many of these existences, the most well-known is that of Dread God Karn, the Hungering Maw, who grants his demonic might to the Highlanders in exchange for their blood and their violence.
Strength – This encompasses all forms of strength, from lifting to striking to gripping to whatever else you can imagine. High Strength, generally, doesn’t correlate with muscle mass...because anime.
Speed – This encompasses maximum movement speed, as well as agility. Used for your sick reflexive dodging, as well as your ability to chase after a coward running with his tail behind his legs.
Skill – This encompasses dexterity and finesse, the ability to have full control over your body’s movement. Essential to anyone who wants to use weapons and actually hit things with it, because without skill, you’re just a dumb brute.
Perception – This encompasses the six senses. Without perception, you might as well be blind and deaf, with no badass danger sense to bail you out of dangerous situations. An adventurer without any survival instinct is a dead one.
Spirit – This encompasses the ethereal realm of the arcane. Swordsmen hate it, mages love it. Spirit is what is used to both determine the strength of your magic, as well as how much magic you can cast.
Willpower – This is the ability to push past your limits, the ability to exceed your former self. Willpower is what allows adventurers to return from the brink of death. Willpower is what fuels the final blow to slay a gargantuan beast. Willpower is the source of energy that people draw on when everything else is gone.
Alchemist Though associated more with scholars and scientists, Alchemists use the Bomb Arm, a specialized gauntlet worn on their dominant arm. By slotting in arcane vials, they can blast out a variety of area-wide elemental attacks, and then physically strike their targets with the residual effects that linger on their gauntlet. Class Ability: Bomb Arm Allows for the usage of the Bomb Arm, as well as the creation of basic alchemical formulas.
Imperial Knights of the nation of Hexxenacht, Imperials take the fruits of alchemical research and combine it with martial discipline. With the Cartridge System, they can utilize the same alchemical vials, adding elemental effects to their weapon swings, dealing massive amounts of damage. However, constant usage will cause the system to overheat, possibly exploding in a crucial juncture of battle, and the attachment of the Cartridge System makes any sort of weapon unwieldy. Class Ability: Cartridge System Allows for the usage and maintenance of the Cartridge System. Also grants martial proficiency with all melee weapons.
Protector The unfaltering shield, Protectors are men and women tasked with a single duty: to make sure that only they take the hits. Capable of Intercepting enemy attacks, they are the keystone to any party of warriors, ensuring that the less-protected remain unscathed. Class Ability: Intercept Can make a Guard Action at any time, taking damage for a hit meant for another person if you manage to run there in time.
Fortress Living castles, the Fortress seeks not to protect individuals, but instead, to protect areas. With the power of Bastion, they weave protective spells over large areas, manifesting invisible walls to deflect waves of attacks, or nullifying gouts of blizzard breath. Class Ability: Bastion Grants the ability to reduce damage by a certain amount scaling off your Spirit.
Landsknecht Mercenaries who only serve gold, Landsknechts are the flamboyant warriors of the Witschleff Lowlands, vicious and relentless. They strike with a violent flurry, and can chase down even the most agile of monsters. When they fight with two weapons in hand, it’s almost as if a Storm had passed by. Class Ability: Storm Allows you to dual-wield one-handed weapons without penalties, as well as being able to attack after Dashing.
Bushido Remnants of the Far East, Bushido bear the distinction of philosophers and artists, warriors who kill beautifully. With cold steel in hand, they reap the sins of the world with a single stroke. All they need is a moment to establish their Counter Stance. Class Ability: Counter Stance If attacked during your Counter Stance, can counter, adding the strength of your opponent's attack into your own attack.
Medic Gatherers, botanists, and, above all, doctors, Medics use years of training to pinpoint the root cause of ailments and diseases, before going through their herbal pouches and finding a quick remedy. There is no need for the arcane, after all, when all you need to do is administer First Aid properly. Class Ability: First Aid Treat ailments with natural remedies found either in your bag or around you. Bonus to harvesting materials.
War Magus When the vagrants and the bandits are banging on your front door, and all you have is a squadron of injured knights to defend your outpost, the War Magus is an individual that truly shines. With blade in hand and magic on their lips, they are versatile individuals that can both Heal the flesh wounds of their compatriots and fight on the front lines. After all, in war, what you need are men, not magic. Class Ability: Heal Magically heal scrubs who get their asses cut.
Dark Hunter The nightmares of men and monsters alike, Dark Hunters are assassins of the arcane nature, capable of employing the Shadow Arts to slip through fortified defenses and strike at their prey when they least expect it. With their daggers and shortswords, they can turn even the greatest beasts into a crippled mess, waiting to receive a coup de grace. Class Ability: Shadow Arts Add your Spirit to your Stealth rolls and your Vital Strike rolls. Bypass difficult terrain and physical obstacles.
Highlander Warriors who pledged their soul to the Dread God Karn, Highlanders fight in the frontlines with polearms, ranging from large scythes to wicked spears. Through Blood Offerings, they sate the hunger of their god and their weapons in exchange for deadly strikes that tear asunder their foes. Many Highlanders live a short life, but there are always those who seek the power of the divine. Class Ability: Blood Offering Sacrifice HP to increase damage by the same amount. Restore a small amount of HP if you land the killing blow.
Gunner Loud and powerful, Gunners are at the forefront of technology, bearing Firearms powerful enough to pierce the hide of the toughest monsters. Though it is costly to manufacture and maintain, as well as the fact that bullets themselves are difficult to come across, the sheer devastation one can wrought with a well-placed bullet makes Gunners an existence akin to true mages, though when it comes to range and accuracy, they are rather lacking. Class Ability: Firearms Usage Allow for the usage of firearms, weapons that ignore armor.
Sniper More traditional, Snipers use bows and arrows. Versed in the ways of the wild, they use a variety of poisons and their knowledge of beasts to Inflict Ailments, weakening a monster from a distance so that their allies will have that much easier of a fight. Against armored foes, however, the Sniper will have much difficulty, as arrows can only pierce so deeply. Class Ability: Inflict Ailments Has knowledge of natural poisons that can be extract from flora and fauna. These poisons can then be applied to arrows to create a variety of effects.
TL;DR Tons of monsters. Humans have one city. Magic for humans is weak. Alchemy is basically magical item creation. Adventurers go outside the city to kill monsters. No laws outside city, so scumbags galore. Gods and Spirits can give you magical shit, but the former is a dick, and the latter is super rare (and also a dick). Your characters will be adventurers , and there will, indeed, be a plot that will change depending on the decisions your characters make. Might be using a homebrew dice system, if people are up for it. You can either choose a sadistic GM or a sadistic dice.
Expectations and Clarifications This RP is a mixture of Grimgar and Etrian Odyssey. Monsters are unfairly strong, and people will die. Character death, thus, will be a possibility. My expectation of anyone who's interested is that they are able to write a character that can feel pain and can feel fear. You will definitely get fucked up, so if you're a sadist, welcome aboard.
I expect two to three paragraph posts and the ability to stay dedicated for at least three months. This is also what I expect out of myself, so if I slip up, feel free to shout abuse into my face and set me to 'Block' or 'Ignore' or 'Blacklist' or whatever.
This is also an anime/manga-esque RP based off things that are more shounen than seinen. So feel free to not be serious the whole time. Probably better for your character's psyche if they de-stress at a bar or whatever, eh?
Feel free to add new things to the world, as long as you go through it with me first.
Your characters will not start off as powerful. Also, customized classes are totally fine with me.
Instead of back-breaking pain, what Ja got instead was Nein’s noodle arms cushioning his twenty foot fall. Blinking at the young man’s words, the raven-haired boy tilted his head to the side and blandly replied, “I don’t know. You tell me.” If it was bird shit though, it’d probably disappear after a short while. While Sword Fart Online was realistic, it wasn’t THAT realistic, right? Same with how brutal injuries disappear after a few seconds, or how water particle effects weren’t quite as natural as they were in real life.
Before Jaeger could fully appreciate the cradle that was Nein’s slim, yet unreasonably strong arms, a distant ‘kyaa’ brought his attention upwards again. Most likely caused by his own unceremonious fall, another angel descended from the heavens, the radiant morning sun and open skies turning her flaxen hair into a saintly veil. With meteoric force, her firm ass smashed into his midsection, a powerful blow that knocked him from Nein’s embrace into the grassy plain.
The raven-haired youth let out a gasp of pain, the air knocked out of him, before he managed a weak smile at his adorable little sister. “G-good morning, dearest sister,” he said, “Are you hurt at all?”
Swan Song of the Valkyries - One time. Empowers next attack or ability used with the might of the Valkyries. HP drops to 0 after usage.
Thor's Wrath - One time. Nine bolts of lightning strikes the earth randomly in a fifty meter radius around you.
Hel's Hunger - One time. Party loses 10% of their max HP, forming the Spear of the Damned. This Spear's attack value scales off HP consumed and strikes down the strongest monster that is aggro'd onto the party members, debuffing all physical stats.
Blood Blade - Melee two-handed single-edged weapon. After killing ten monsters, user gains the Soulseeker buff, increasing Perception and Luck against humanoid monsters. Buff is refreshed for every kill, and lasts 30 seconds.
Remnants of Gungnir - Special ammunition for bows. Has 100% accuracy and 100% crit chance. Ignores physical defense and instantly kills mob monsters at below 20% Max HP.
Argonaut - Single handed sword with subpar stats. Instills the full-stat buff of 'Heroic Desire' when fighting against elite mobs or boss monsters that are five levels above the user.
Winds of Harvest - Staff. By lowering effectiveness of skills by 20%, single target support spells can be used as a small AOE centered around the first target instead.
A raven-haired angel, having fallen out of heaven’s graces, descended upon the pitiful world. His countenance was one of elegance and generousity; his eyelashes as long as a girl’s. Silky strands of midnight caressed his face, and the branches of bondage refused to free him. A natural crucifixion, for a being too sinfully beautiful to remain within the Garden of Eden, and yet, too divinely irresistible to remain unfettered in this unhallowed landscape.
Truly, an extreme punishment for a nerd who just tried to get as much gaming time in before the server maintenance booted his tight, cute ass out.
Opening his eyes to blue skies and grassy plains, Jaeger felt an odd stickiness upon his head. It was lukewarm and viscous, and as he moved to touch it, the branches rustled below. He paused, looked around properly, and sighed. He definitely didn’t remember being here, nor did he remember feeling so…weak. With a total of one month’s time playing in Sword Fart Online, Jaeger was accustom to being a badass warrior, superhumanly strong and fast, but now? He almost felt like a normal human! What was go-
His Inventory was empty.
All the equipment that his beloved Schwertleite passed down to him…gone. All the crafting materials that he hoarded because he had no idea what to do with them…gone. Even that one leg of virtual turkey he was saving for tomorrow…gone!
Then what about…
He turned around violently, the branches rattling beneath him. Night blue eyes frantically flickered about, searching for the rest of his party, before, finally, they melted. Ah, whether in reality or in virtual reality, Schwertleite’s sleeping face was so cute~
Crack
And just like that, the fallen angel fell from another type of heaven, plummeting twenty feet onto the less desireable blond German player: Nein.