Hidden 8 yrs ago 8 yrs ago Post by Gowi
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Gowi

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Plot Overview

For reasons unknown, you’ve travelled here to Blackwood in search of something— I can see that. I’m not sure what you expect to find out here, but I don’t pretend you’d want to divulge such things to a stranger. But let me tell you something, something about this town: trouble will find you. So watch your back.

Wasn’t always like this, though… I’ll tell you that. Fifty years ago, when I was a boy and this was a smaller place I’d say it was better. There were less grifters and hucksters and we all had a pretty nice town where people trusted each other, had no quarrels with the natives, didn’t have to lock our doors at night or pray to the maker for protection against witches or raiders. I’m not sure when it exactly happened, but after the Massacre at Red Hill and the Destruction of Sunvale it just seemed like we just let evil get the better of us— and by my count I’d say it’s got a good winning streak.

Blackwood is still half-decent though, and we’ve got more yield than when I was growing up. We started as a small outpost town at the end of the railway we call the southwestern highway and now we have a lot of trade coming through: furs, metals, timber, cattle, grain, maize, and hops. For a town at the end of the line we’re getting to become pretty well off. I even hear that folks are considering rebuilding Sunvale and extending the highway through it, which’d open up a good deal of land for a lot of folks despite the recent memories an’ such.

But like I’m telling you, people just aren’t close anymore. Your daughter get nabbed? Your problem. Your cattle get rustled? Your problem. Someone set your business on fire? Your problem. Only time it seems it ain’t our problem is when outlaws scope out the town and that’s only if the Warden’s Office isn’t dispatched elsewhere in the county or territory.

I suppose all of this ain’t meaning much to you. Which I get, believe me.

I’m just worried. There’s a supply train coming with the next dispatch and the local mining company’s going to load out their supply. We only have one warden up in town today and he’s a young one, and this is the kind of thing that gets town’s raided, plundered, raped, and such. I just got this bad feeling and thought I’d share it with you… you seem like a good kid. I don’t want you ending up with a hole in your head.

That’d be bad.

So if I’m right about my gut feeling and such… I have one last inquiry.

Who are you and what’re you going to do when it happens?




  • The Brawler - Always ready to a fight, the brawler is most home up close and maybe with a bottle in hand.
  • The Drifter - Wayward but with charisma and luck to spare, the Drifter is always up for a game of chance.
  • The Fool - Forced out of their element for reasons beyond their control, the Fool has to fight to survive.
  • The Gunslinger - Fast on the draw with an experience with duels, but with a bad reputation.
  • The Lawman - The law is the only thing important in the frontier and the Lawman will make sure order is brought by any means necessary.
  • The Native - Foreign and skilled with her ancestral weapons, but ignorant to that of man’s way.
  • The Preacher - Headstrong and zealous, The Preacher will convert and punish those who cross their maker.
  • The Prospector - On the search for his fortune, the Prospector will drink with the devil for his gain.
  • The Ranger - A frontier expert who is more skilled with a long rifle and a rucksack than any.
  • The Renegade - Wanted somewhere, somehow; the Renegade;s skills are to evade and maybe… redeem.


Out-of-Character Section

Welcome to Damnation - Lost Souls of the Frontier, a wild west fantasy romp that I feel and hope will be a fun expedition for all who are interested. Inspired by the works of Akifumi Kaneko & Takashi Fukushima, John Ford, Sergio Corbucci, Sergio Leone, Shane Lacy Hensley, and many others. What Damnation is at its core a fantastical gothic western setting where adventure and desperation are the destination. As you have read above, I have listed ten archetypes you may build a character around and these characters can be anything you imagine them to be (within the realms of reason and cooperativity) - this is not a “one gun show” and it will be blatant that teamwork will be needed to overcome certain odds. I will be looking for a minimum of 5 and a maximum of 10 players before I get started so that gives us plenty of time to get started.

Expectations and Rules are pretty basic. We will abide by site rules and we will do our best to remember we are all adults with schedules so we cannot expect consistent posting if something comes up. A bare minimum of one post a week should be a good idea and if inactivity becomes an issue it is the GM’s responsibility to contact you. Assuming your character needs to be interacted with for progress, if you are unable a GM will find a way to do so for the good of the plot. If you leave the RP the same thing occurs.

Background Information

The Great Immigration

In the “beginning” it was the trinity of merchant, adventurer, and sailor that dove into the tides of the ocean known as The Sleth in a desire for freedom. The situation in the western homelands were dire and depressing as famine, civil war, ruthless tax policies, and overzealous punishment began to make people suffocate in their suffering within the four major nations of the west: Lyuos, Ethria, Argostus, and Erdear. During this time it would not take much persuasion to risk life in the ocean for freedom when you had little of it where you called home and for the first of the flagship they were fortunate indeed when they landed on the shores of Gisaria. However, the freedom of their own domain was not without difficulty as frightening creatures introduced themselves to these colonists with vicious curiosity. However, the natives (known as the Gis) would intervene and offer a kind aid to the strangers from beyond the shores and eagerly aided them in the early years. However the weather and fauna of Gisaria would be the smallest of worries to the human colonists...

The War of the Crowns

The taste for the frontier was not one that became uncontested, a fact that became apparent only as more colonists swam for Gisaria. The nobility of the old world and of the four kingdoms began to shift their eyes to the untested and unexplored regions of Gisaria as more of their citizens left the only home they had ever known for such a wild frontier; all for the wealth of liberty. Several decades after the Great Immigration these kings would send scouting parties of spies and knights to infiltrate and investigate; to see how much value laid in these new lands. What followed was expected; a reaction that went as like clockwork— misunderstandings and reports led to tyranny to rear it’s head in the new lands and war was on the horizon, but this time it would not be king versus king but rather king versus pauper. The War of the Crowns. This event would cause the colonists that were all independent of one another to loosely unite into what would become known as The Confederacy of Man and with allies in the Gis it became a challenging and distant war that those tyrannical crowns could not afford. It ended in white peace, but the crown is always conspiring for a piece of the pie.

The Aldite Conflicts

Years following the War of the Crowns, a new development came to be when a mining outpost discovered the existence of a new ore which was so unusual that it became named after the planet: Aldite. But what was strange about it? Well, there was the fact that it was a irradiated mineral that opened the door for new scientific developments that turned the Confederacy into a cheap third world nation and right into a major world power in the course of only a few decades. The aldite whether it is red, blue, green, or yellow is amazing indeed. However this strained the relationship of humankind with the Gis; who warned of the dangerous implications of the mineral. Not long after several small wars between industrial savants, miners, the Gis; up until the Confederacy had to intervene themselves.

Present Day

It has been a good number of years since Confederate Wardens forced the Massacre at Red Hill to end; which concluded the first set of the Aldite Conflicts. Aldite Conflicts are still ongoing but have sobered since the aforementioned battle. However in the time that has passed something has occurred in the children of the former miners of the aldite deposit at Red Hill. Word is they have… strange deformities. Confederate Wardens have been sent to investigate after several townsteads have burned down in a string of arsons. As this occurs more problems brew as land barons, industrial magnates, warlords, and religious zealots begin to cause conflicts all over the frontier; causing issues with innocent settlers, down on their luck merchants, and non-aggressive tribes of Gis. The press back in the central hub of the Confederacy, Tricot, have headlined it as “the era of wolves”.

Timeline


General Information

The Confederacy
-----

Members
    Tricot
    {Name}
    {Name}
    {Name}
    {Name}
    {Name}
    {Name}
    {Name}


Blackwood Territory
Established as an undefined space in the southwestern frontier of the Confederacy, Blackwood Territory is located within the jurisdiction of the Colonial Nation State of Tricot. Founded as a territory in 46 AI when the Redd Mining Company began operating in what would become known as ‘Red Hill’. Today Blackwood Territory is known as a industrious yet shifty territory that has had as much financial success as it has had moral ruin and tragedy. Notable companies in the territory include: Redd Mining Company, Mirstone Miners Guild, Schultz Timber Company, Blackwood Farmers Guild, Riversfield Ranching Community, and various smaller but still essential groups.

Notable Locations
    Blackwood Township
    Riversfield Township
    Red Hill Outpost
    Mirstone Outpost
    Fort Blackheart
    Uotah
    Sunvale


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[b]| ARCHETYPE |[/b]
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[b]| AGE |[/b]
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[b]| SPECIES - ETHNICITY |[/b]
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[b]| PERSONALITY |[/b]
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[b]| SKILLS - ABILITIES |[/b]
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[b]| FLAWS - DISADVANTAGES |[/b]
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[b]| INVENTORY - EQUIPMENT |[/b]
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[/list]

[b]| BACKGROUND |[/b]
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[b]| GOALS - ASPIRATIONS |[/b]
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Hidden 8 yrs ago 8 yrs ago Post by Gowi
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Index

People
The planet of Atles has two known races— Humans and Gis. Both are species that are almost indistinguishable if not for cultural differences and distinct attributes such as the Gis’ elongated ears. For over a century since humankind’s meeting of the people of Gisaria there has been much deviation from the original disposition that they held; a fact that is clear as constant cultural differences and miscommunication has led to various conflicts, skirmishes, and small wars. The following is a small index regarding these ethnic, cultural, and physical differences.

Humans
    Argosi
      Descended from the western lands of Terraius, the Argosi (or Arogsians) were and in many ways still are the dominant peoples of their home continent. For centuries military, scientific, and social developments have been at the fingertips of the Argosi and at one point they almost controlled the bulk of Terraius. Following the War of the Crowns, Argosi presence in the colonial frontier and by extension the Confederacy as well. Since their integration in the Confederacy they have been no different than Erde or Etherian citizens in contributions and occupations; in the last thirty or so years they have also entered political positions as well. Due to the current and former breadth of the Argosian Empire the appearances of the modern Argosi are varied, with many losing their original copper-to-bronze complexion to a lighter more western/northern Terraius appearance. Still the identity isn’t completely lost with pockets of merchants, nobles, and royals still maintaining glimpses of the copper skin.

      Real-World Conventions: Roman, Byzantine
      Average Height: 5’10” - 6’2”
      Average Features: Black and Dark Brown hair with brown and hazel eyes.
      Homeland: The Argosian Empire
      Religion: Polytheism around "Titanus"


    Etherian
      Descended from the south-eastern lands of Terraius, just beyond the Erde and Lyudi, the Etherian people have been one of the strongest forces in their homeland; even defying the control of the Argosian Empire with surprising ability throughout history. The Etherians were, like the Erde and Lyudi, one of the first to venture to the colonial frontier and found the Confederacy. Some even say it is the Etherians who “are” the Confederacy due to their prominence in bureaucracy. In addition to their political abillity, they are able inventors and engineers; always trying to out-think their rivals and allies alike. There is no place you cannot find Etherian blood in the Confederacy; whether they be soldier, laborer, inventor, academic, or politician. Whilst lacking the strength of a Snjara or Lyudi, they make up for it intellectually and in numbers.

      Real-World Conventions: Brythonic, Celtic, Anglo-Saxon
      Average Height: 5’9” - 6’1”
      Average Features: Red and Brown hair with blue eyes.
      Homeland: The Kingdom of Etheria
      Religion: Polytheism based around two Gods (Licht & Voix) and their Saints (Seven Virtues) & Devils (Seven Sins).


    Erde
      Descended from the central lands of Terraius, the Erde have been one of the three major ethnic groups of Terraius for centuries. The Erde were, like the Etherians and Lyudi, one of the first to venture to the colonial frontier and found the Confederacy. The Erde became one of the backing elements of the new nation and contributed greatly to military infrastructure. This has not changed in recent times as they work directly with Etherian inventiveness to keep the nation protected and on top of things. The Erde are great soldiers and tacticians as well as competent laborers and academics. You can find Erde in most settlements given their large population of colonists for their ethnic group. The Erde are not as hardy as the Lyudi or Snjara so they require more clever thinking on greater threats, which has been clear by the inventiveness within the monster hunting profession.

      Real-World Conventions: French, German
      Average Height: 5’10” - 6’2”
      Average Features: Black and Brown hair with green eyes.
      Homeland: The Kingdom of Erdear
      Religion: Polytheism based around two Gods (Licht & Voix) and their Saints (Seven Virtues) & Devils (Seven Sins).


    Fuegoiari
      Descended from the southern islands beneath Terraius,

      Real-World Conventions: Spanish, Portuguese
      Average Height: 5’11” - 6’3”
      Average Features: Black and Brown hair with brown eyes.
      Homeland: The Kingdom of Fuegos
      Religion: Polytheism based around the sun and moon.


    Genshi
      Text.

      Real-World Conventions: Japanese
      Average Height: 5’1” - 5’7”
      Average Features: Black hair with brown eyes.
      Homeland: The Dominion of Genkai [Northern Provinces]
      Religion: Kami Worship (see: Shinto)


    Kao
      Text.

      Real-World Conventions: Chinese
      Average Height: 4’11” - 5’5”
      Average Features: Black hair with brown eyes.
      Homeland: The Dominion of Genkai [Eastern Provinces]
      Religion: (See: Taoism)


    Lyudi
      Descended from the north-eastern lands of Terraius in-between the Snjara and Erde peoples, the Lyudi are a naturally nomadic people though they have no issue with settling in one place. The Lyudi were one of the first to venture to the colonial frontier and were founding members of the Confederacy. Escaping drought and famine they sought to make a new home despite the chances or dangers. Despite being early and important citizens of the Confederacy during the War of Crowns they have diminished in political power and focus on reinvigorating their newfound home rather than waste time with bureaucracy. Lyudi are excellent trappers, ranchers, farmers, and rangers - a staple of importance to any nation. You can find Lyudi in almost any town or outpost. The Lyudi are indifferent towards Gisaria’s larger fauna and are able to combat them though they prefer to be at peace with man and beast. The greater population are not sure what to think of the Lyudi due to their nomadic ways and archaic spiritual beliefs. Lyudi are similar to their cousins, the Snjara, in appearance with broad shoulders and strong features.

      Real-World Conventions: Slavic
      Average Height: 6’1” - 6’4”
      Average Features: Blonde and Brown hair with blue eyes.
      Homeland: The Kingdom of Lyuos
      Religion: Shamanism revolving around "Zem"


    Snjara
      Descended from the northernmost lands of Terraius where the winters are harsh and the people are harsher, the Snjara are a hardy people. The Snjara came to the colonial frontier and became Confederate citizens after the War of the Crowns and of the ethnic groups that came from Terraius are the least populous. That said, in the colder parts of the frontier you would not be surprised to find small villages of Snjara trying to keep to themselves and their gods. The Snjara are not afraid of Gisaria’s larger fauna as in older times it was the Snjara who were those that slaughtered similar frostback beasts in their homeland. Snjara are similar to their cousins, the Lyudi, in appearance with broad shoulders and strong features.

      Real-World Conventions: Norse, Finnish/Lappish
      Average Height: 6’3” - 6’6”
      Average Features: Blonde and Brown hair with blue eyes.
      Homeland: The Kingdom of Snjar
      Religion: Polytheism centered around "Fjor"


Gis
    Ilec
      Text.

      Real-World Conventions: Native American
      Average Height: 4’6” - 5’4”
      Average Features: Elongated ears, tanned skin. Eye color reflects their element of birth.
      Homeland: Gisarequnh / Tribal Union of the Gis
      Religion: Elementalism centered around 'Water'


    Ketek
      Text.

      Real-World Conventions: Native American
      Average Height: 4’9” - 5’6”
      Average Features: Elongated ears, tanned skin. Eye color reflects their element of birth.
      Homeland: Gisarequnh / Tribal Union of the Gis
      Religion: Elementalism centered around 'Fire'


    Nehwah
      Text.

      Real-World Conventions: Native American
      Average Height: 4’4” - 5’1”
      Average Features: Elongated ears, tanned skin. Eye color reflects their element of birth.
      Homeland: Gisarequnh / Tribal Union of the Gis
      Religion: Elementalism centered around 'Wind'


    Oquk
      Text.

      Real-World Conventions: Native American
      Average Height: 4’9” - 5’6”
      Average Features: Elongated ears, tanned skin. Eye color reflects their element of birth.
      Homeland: Gisarequnh / Tribal Union of the Gis
      Religion: Elementalism centered around 'Earth'

Weaponry
The development of firearms was a necessity for colonial survival, which is fairly blatant due to not just the various wars with greater military forces but also the larger more aggressive wildlife of Gisaria that the colonists would soon have to adapt towards. This came to rise of several inventive engineers and chemists who would come up with new weapons to deal with their enemies; both domestic and foreign. Arms Companies such as Dragon, Wolfe, and Ferris were the earliest pioneers in the gunsmithing industry but they were most certainly not the last or the only significant parties as time went onward. The following is a small index of firearms in Gisaria:

Handguns
    Pepperbox Revolver
      $ | Regium | Imperial Classic - A traditional revolver that still uses the pepperbox/blackpowder system rather than the ‘modern’ rimfire ammunition. Still a favorable sidearm to many who prefer to cling onto the old ways or for ceremonial usage.
      • Based on the Allen & Thurber Pepperbox Pistol(s)

    Single-Action Revolver
      $ | Dragon | Series 1 SA - Dragon Arms Manufacturing were the first company to move away from pepperbox ammunition and towards rimfire ammunition, a fact evident by the success of the S1. Nicknamed the “Colonial”, it has had revisions since but is generally one of the token revolvers of the frontier. The S1 was developed and released in 28 AI.
      • Based on the S&W Model 1

      $ | Wolfe | Type A - Many call Andrew Wolfe’s design for the revolver as the successor of Dragon’s S1, and given it’s reputation in the hands of wardens and gunslingers alike it certainly has a good claim at the title for the six shooter. Nicknamed the “Warden” by the commonfolk after its prominence in the hands of confederate lawbringers. It is bigger than a S1, but it more accurate as well. The Type A was developed and released in 36 AI.
      • Based on the Colt Single-Action Army

      $ | Ferris | Edgemaker I - Lucius Ferris developed the Edgemaker as an extension of Wolfe’s Type A with extensive modifications and an additional chamber thus creating the first ‘seven shooter’. Perhaps not as standardized as the iconic S1 or Type A, the Edgemaker is quite popular regardless. The first Edgemaker was developed and released in 40 AI.
      • Based on the Nagant M1895

      $ | Quade | Elite - Invented by Markus Quade, the Elite was fitted with a slightly shorter barrel and cheaper, lower velocity rounds. It became known for its popularity as a home defense pistol. It later came in a snub-nosed variation (called the Bookend) to cash on the home defense market. The first Elite was developed and released in 42 AI.

      $ | Quade | Bookend - A snub-nosed variation of the Elite. The first Bookend was developed and released in 55 AI.

      $ | Wolfe | Type B - Cutting down on size for a supplementary firearm, Wolfe created the Type B for dueling and concealment. Came to known as the “Grifter” due to its popularity among hucksters and con men in some areas. It was developed and released in 43 AI.
      • Based on the Model 1889 Bodeo

    Double-Action Revolver
      $$ | Kroft | Thunderbolt DB-1 - Seeking to further evolve the revolver, Eldreich Kroft’s quickfire revolver hopes to be a game-changer in firearms development. The Confederacy itself has been considering about making it their official sidearm. It was developed and released in 112 AI.

    Clockwork Revolver
      $$ | Scythe | Valkyrie 1 - Hiram Scythe’s “thinking man’s sidearm” caught on quite well for the former clockmaker despite the complexities of repair. However the clockwork device allowed it to be faster on the shot than any single-action revolver. It was developed and released in 55 AI.

    Semi-Automatic Pistol
      $$$ | W&M | Bolos MK.1 - Named after Lyudi ranger, Bolos Elk, the MK.1 is an engineering accomplishment to create something new instead of depending on aging revolver technology. What was developed is a semi-automatic pistol with ammunition capacity above all others. The MK.1 was created by investor Eddard Watts and inventor Alexsandr Moroz. It was developed and released in 117 AI.
      • Based on the Mauser C-96


Shotguns
    Break-Action, Single Barreled Shotgun
      $ | Kain | Blackfire - Preston Kain’s “marksman’s shotgun” was a bit of a pointless endeavor, or so it was originally believed. The Blackfire fires one high impact slug through an extended yet weirdly accurate single-barrel shotgun. Various monster hunter’s choose it as their shotgun of choice. It was developed and released in 56 AI.

    Break-Action, Double Barreled Shotgun
      $ | Hawking | Coach Gun -

    Revolving Shotgun
      $$ | Quade | Cylindrical Shotgun - Nicknamed as the “Doomstick”, the Quade Cylindrical Shotgun uses technology seen more often in Revolvers and occasionally Rifles, but never before in a shotgun. It uses a four shot cylinder for four quickfire shots for whichever situation the user needs. It was designed and released in 54 AI.
      • Based on the Roper Repeating Shotgun

    Lever-Action Shotgun
      $$ | Wolfe | Tracker -


Rifles
    Break-Action Rifle
      $ | Kain | Deadeye - A single shot, break action long rifle. The first long rifle to be fitted with a telescopic scope, the Kain works best in long range. The lack of ammo capacity makes it a difficult weapon to use in a firefight, but for a marksman at range, nothing in deadlier. It was developed and released in 49 AI.
      • Based on the Remington Rolling Block Rifle

      $$ | Vonelli | Wyvern Hunter - A rare double-rifle, a long range rifle with two barrels, the Wyvern Hunter was chambered with larger, piercing ammo for the sole purpose of larger monster hunting. The Wyvern Hunter is accurate at long ranges, but tends to be used in medium range when a huge beast is charging.
      • Based on the Elephant Gun

    Lever-Action Rifle
      $ | Hawking | Repeater Rifle - The first repeater rifle design, created by Marcus Hawking. A front loading, 7 shot rifle with moderate accuracy and usability, even with a slow reload speed. A popular weapon among ranchers, frontiersmen and outlaws who need a weapon at range. It was developed and released in 49 AI.
      • Based on the Henry Arms Repeater

      $$ | Wolfe | Type D - Created as an improvement on the older Hawking Repeater Rifle, the Wolfe Type D is a lever action rifle with a high ammo capacity in the front tube, better fire rate and faster loading speed due to the slide action acting as a loading tube. The Type C has become a popular weapon in medium range combat, and is used by Wardens, outlaws and bodyguards. It was developed and released in 87 AI.
      • Based on the Winchester 1873

    Revolver Rifle
      $ | Wolfe | Type C - Based off Wolfe's standardized revolver, the Type C otherwise known as the Dueling Rifle, was designed to be a highly accurate and easily reloaded weapon for medium range encounters. While it's revolver cylinder was an odd find in a long gun, its ease of use and simple design gave it a place in the frontier. It was developed and released in 40 AI.
      • Based on the Colt 1885 Revolving Rifle

    Clockwork Rifle
      $$$ | Scythe | Valkyrie 1-L - Created as a direct competitor to the Hawking Repeater Rifle, this rifle was marketed as the gentleman's rifle. A ten round tubular magazine, coupled with a remarkably fast fire rate would have made it a contender for the most popular gun around, but the high cost and the delicate clockwork parts made it a niche weapon in many circles. It was developed and released in 59 AI.

    Bolt-Action Rifle
      $$$ | Kroft | Shifter - Known as a "Slide Rifle" by the commonfolk. An improvement for higher-caliber rifles, the bolt-action allowed for the storage of more ammunition than Kain's Deadeye and a steadier rate of fire with the bolt action. The rifle became integrated in the Confederate Militia in 115 AI, a year after it's development.
      • Based on the Fusil Model 1886
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Why am I here?
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Awww, that huge list of firearms we created isn't on here yet? Well, I guess if anyone needs specific names, we can answer.
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Davis Loren



“If people 'round here knew who I really was? I don't know if I'd have a bullet in the back of my head or a ransom sent back home.”

| The Fool |

| AGE |
20

| SPECIES - ETHNICITY |
Human, Argosi/Etherian Parentage

| PERSONALITY |
Davis was born and raised in this new era of technology and prosperity, though living the life of a merchant's son, he's naive and unaware of the nature in the outside world. Growing up in Tricot, he's never seen the dangers and the struggle of frontier living, nor has he been trained in any sort of fighting style.

| SKILLS - ABILITIES |
  • Merchant
    • Charisma - Davis was raised to follow in his father's footsteps as a spice trader in Tricot. Because of his upbringing, he is skilled in both diplomacy and bartering. If words can kill, Davis is as deadly as they come. Sadly, words aren't as effective as bullets, which isn't as useful.

  • Fast Talking - Davis is an exceptional liar, and uses his quick wits to defuse situations, or to throw blame onto another party. His silver tongue and surprising charm do come in handy in these situations.

  • Dumb Luck - Not much of a skill per say, but more of a natural ability, Davis has had surprising luck surviving out in the wilds on his own so far. This doesn't make him bulletproof or safe, however, as it seems that he constantly gets in worse trouble the deeper he goes.


| FLAWS - DISADVANTAGES |
Davis IS skilled with speech, he has very little skills anywhere else in his repertoire. He has absolutely no training with firearms or normal weapons, making him a bigger danger to himself and his allies in a firefight or a brawl. He also has very little knowledge of how life works outside the big city.

Due to his family's history with the Argosian Empire, Davis has very little love for Argosian nationals and the Imperial Government. His quick temper due to his family's own background with the Empire can get him in deep trouble, especially when he lacks any strength or skill to back himself up.


| INVENTORY - EQUIPMENT |
  • Dragon SA Revolver -As basic of a revolver as a man can find. Common across the land and used by ranchers, outlaws and lawmen. Balanced, albeit slow firing.

  • Steel Hunting Knife -Simple, metal, good for cutting, skinning and cooking. Just don't stab yourself.

  • Shipping Manifest -A piece of paper with particular items, owned by the Loren family.


| BACKGROUND |
Born and raised with the aim of being the next in line to inherit the Loren shipping business, Davis was never exactly trained or taught in the ways of the frontier. He spent all of his life in Tricot, enjoying a good education, wealthy friends and a comfortable, albeit uneventful life. Still, he found his relationship with his father constantly being strained due to his more gregarious activities such as gambling in local bars, chasing after young dancing women and drinking a little too much. Brought to task and threatened to be thrown out of his family's home, Davis was given the opportunity to redeem himself in his father's eyes: assist with a new shipment being brought into the docks, and prove he could be a responsible man.

It was going well to begin with. Whatever his father was having shipped in from the west was important; and important enough for a group of bandits to rush in, killing several dock workers and taking off with the cargo. Ashamed of failing his father, Davis purchased a gun, a train ticket to Blackwood and began his search for the cargo and the men who stole his livelihood.


| GOALS - ASPIRATIONS |
Davis will do anything to redeem himself and his family, even if it puts himself directly in the line of fire. While his lack of ability, his smooth talking ways and his idiocy may make him out to look like a coward, his refusal to let this incident go puts him somewhere between the realm of bravado and stupidity. While he constantly finds himself out of his element, fighting to both learn the ways of the world and save whatever innocence he has himself, he isn't afraid to get his hands dirty and get intro trouble--even if that means getting his companions into deep trouble as well. Beyond his own personal aspirations, Davis does have a good heart as well. He hates seeing suffering and injustice, as it's something he's barely experienced in the safety of the capital city. He's also a skirt chaser, but what young rake isn't in these times?


And yes, I know that as Co-GM I can probably go ahead and post it, but I DEMAND YOU TO ACCEPT ME FOR WHAT I AM
Hidden 8 yrs ago Post by Gowi
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Awww, that huge list of firearms we created isn't on here yet? Well, I guess if anyone needs specific names, we can answer.


They are now!
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<Snipped quote by DruSM157>

They are now!


Got a couple more for that weapon list:

-The Wolfe Tracker The first shotgun of it's kind, using a lever mechanism to load each shell. Larger ammo capacity over normal shotguns, but with poor range and slow reload.

-The Wolfe Sentinel Rifle A rifle aimed at wardens and trackers, this was the first lever-action rifle created. Stable, accurate and with a fair fire rate, the weapon is only hindered by its slow reload speed.

Also weapons like the coach gun can be modified with a sawn-off barrel and sawn-off stock, more than likely used by bandits trying to keep the usually large weapon hidden.
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Right, so I'm updating the OOC to look like it's not a haphazard mess. So bear with me while gun information is transferred to the new system.
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Because I'm a rebel through and through, I'm going to do things in the wrong order and express my interest before posting an introduction! :D
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Because I'm a rebel through and through, I'm going to do things in the wrong order and express my interest before posting an introduction! :D


Welcome, hola, bienvenue! If you've got any questions please feel free to ask and Gowi and I will get to it ASAP!
Hidden 8 yrs ago 8 yrs ago Post by Gowi
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Might have to open an interest check to grab a few more. Will talk to my AGM to see what a good starting number is.
Hidden 8 yrs ago Post by DruSM157
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A little update for people who might be interested but were worried their archetype was "taken". There are new archetypes, and the cast at this point is flexible. So it's no longer "7 Souls".

Again, if anyone has questions, Gowi and I are always around, scouring for people interested in the rp.
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Yes. Joining this.
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Having defeated the villainous foe known only as 'Thanksgiving Turkey' I have returned to finish my CS. :D
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Yes. Joining this.


Looking forward to it!
Hidden 8 yrs ago Post by DJAtomika
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Gonna make a preacher character.
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Lawman is coming.
Hidden 8 yrs ago Post by DJAtomika
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I have to ask: is the religion in this, Virtue Worship, is it similar at all to Christianity?
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I have to ask: is the religion in this, Virtue Worship, is it similar at all to Christianity?


I imagine it is the closest "analogue" to it for the setting; but the way I figure it Virtue Worship could end up being fairly different considering there is no central deity to worship with followers believing in seven aspects of sin/virtue.
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John Lee Enfield



“And it is because my hands are blessed by God, so shall they smite those undeserving of his forgiveness!”

| ARCHETYPE |
The Preacher

| AGE |
34

| SPECIES - ETHNICITY |
Human - Erde; stands five foot ten, wearing common priest or wandering preacher clothing, along with a dark brown cloak, full fingered gloves, and boots instead of shoes. The cloak's inside has been specially tailored to hold a variety of things. Emblazoned on the cloak's back is a large gothic cross, and he is never seen without an umbrella or a large-brimmed hat for those sunny or rainy days. Always has a chain with religious symbols around his neck.

| PERSONALITY |
Lee is a headstrong, upright individual who greets challenges and tasks head on with a smile and a fervour matched only by those with similar passions for their craft.

| SKILLS - ABILITIES |
  • Fair Marksman - Though not as skilled as others in the same field, traveling from town to town to preach has also lent Lee a good eye for marksmanship. He can hit a target, but give him something harder than an empty bottle at twenty paces and he'll struggle.
  • Hardy - Walking or riding on horseback through the deserts and backcountry roads has given the good Preacher a tan, strong legs and a hearty disposition to life.
  • Strong - One has to be to lead the wanderer's life, especially if said life includes encounters with wayward bandits or the occasional wild wolf or coyote, or worse: bear. A chance encounter with one is the exact reason why Lee keeps a knife on him at all times. He can fend for himself when push comes to shove.
  • Intelligent - Books. Reading. Not for the common man, but for Lee, they are a way of life. His way of life. By bestowing the knowledge contained within His Word, Lee passes on God's wisdom from one troubled individual to the next.


| FLAWS - DISADVANTAGES |
  • Religious Zeal; a fire is in Lee's eyes, a fire from God that cannot be quenched. As a result, more often than not, if his faith influences his decision-making, he will make the decisions more in line with what he knows is God's will, and not more ethical, or smarter choices.
  • Stubborn; Lee is, first and foremost, very very stubborn, and if he can't get his way he'll fight to get his way unless absolutely convinced of other options.


| INVENTORY - EQUIPMENT |
  • Traveler's Cloak - A fine, tailored brown cloak, this handy garment keeps Lee cool and protected in the sunlight, and warm at night. Of course, being a traveler firstly and a preacher second, the cloak is also specially tailored and fitted with numerous pockets, holsters and pouches in its inner lining. His most prominent possessions within his cloak are:
    • Wolfe | Type A x 2 - Fitted into special holsters inside his cloak, Lee keeps these two guns always close at hand when he travels into territories that are often patrolled by bandits or thieves.
    • Hawking | Coach Gun - Surprising that a preacher would carry around a shotgun, Lee has sawn off most of the barrel of this long coach gun so it can fit easily inside his cloak. The coach gun sits within its holster on the back of his cloak, and is only used in very desperate times.
    • Knife - Also fitted to the inside of his cloak, Lee keeps a very sharp knife handy for up close and personal encounters with angry wildlife that are too fast for bullets.
    • Bible - Not carrying this would be aL blasphemy too terrible for words. He keeps this little pocket-sized holy text within a small pocket near his chest, so he can constantly draw on its spiritual power and conveniently reach it if he needs to.
    • Crucifix - A plain silver cross on a chain, this is also folded in one of the cloak's many pockets.


| BACKGROUND |
Born to a fiercely religious family, it was obvious that Lee would follow in his parent's footsteps. However, the road that the Lord would take him was one of hardship more than anything else. His father, a good, upstanding man who tended a general store when not preaching in church, came to him one day with grave news: a relative that lived out in the countryside was deathly ill, but they had not the resources to travel such a distance to pray for and tend to them together. They only had enough for one person: him. It was with a heavy heart that Lee left his home and took a train out into the sticks, hoping to return.

It was a journey that would never end.

After reaching the small backwater town his distant relative was in, he searched high and low for him, only to find that he had passed days before, while he was still on the train. Without the money to pay for a return trip, Lee instead went looking for work, eventually finding an honest job tending to the horses in the town's stables. It was there that the fires of faith lit themselves in his heart; had he not prayed, or left sooner, his uncle would not have died such a death, with no one by his side. It was then that he vowed to himself to spread God's word, so that no one else should suffer such pain if their loved ones were out of reach.

Thus began his long journey through various towns and cities, preaching the word by day, working by night to pay rent and for food and water. Eventually his travels led him to such chance encounters with bandits who robbed him of every penny, wild dogs that left him a bleeding wreck outside of a town, among other harsh lessons of life.

It was on this journey that his wandering led him to Blackwood, present day. It is here that he has made his temporary home, working as a stablehand while sharing the good news of God.


| GOALS - ASPIRATIONS |
Lee aspires to travel the world, spreading the good word of the Lord to all the peoples who would listen and repent of their sins.
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