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Name and Age: Ariel Fitzherbert, 21

Physical Appearance:



Personality: Right now, Ariel's current mood is anger and resentment at getting passed over by Sleekswift Incorporated, as well as a certainty that this was because of the strength of her competitor's connections instead of actual ability. This feeling of being 'cheated' also dovetails with her feeling that she was passed over because she was a local of the town, even though that should have been an advantage. Though aware of her talents and clearly not humble, Ariel possesses a strong civic loyalty towards the place she was born in and returned to after long years of international study, loyalty only strengthened by her absence from it.

Mundane Skills: Ariel is experienced in computer programming and cyber-security, able to lead an IT team to secure entire companies' mainframes, design websites, and provide tech support to consumers. Unlike most other people of her professional class, she is also good with a gun and has hunted Feral Pigs along with her father in her youth, and knows how to drive rougher vehicles like tractors and SUVs as well as the sleeker sort of car. She also knows the basics of Art and Architecture, as some of her prospective clients wanted good-looking website art and 3D models of planned buildings.

Arcana: Fool.

Persona: Burroughs



Elemental Strength: Bless.
Elemental Weakness: Curse.

Memetic Wild Weapons: Hunting Rifle, Plasma Saber.

Short Bio: Ariel Fitzherbert was born in Breezeton itself, to loving parents who ran a small restaurant together. Her intelligence was noticed from an early age, leading to isolation from other children from the start, isolation lightened by the presence of her father and frequent hunting trips to eliminate the local meneace of feral pigs. Her father was a shining beacon in her life, and she later regarded him as the most important person in her upbringing. But nevertheless, as she grew up, her skill and experience with computers grew, and it eventually drew the attention of a prestigious NGO that searched for young talent everywhere they can find it.

Leaving was hard, especially as it was at sixteen, when people like her should be enjoying life, but Ariel knew the benefits by now. Her parents' restaurant was failing and so was the town, and she knew that whatever happened, she was going to need a way to help it. And so she left for the East Coast, and later Britain and Japan, expanding her horizons at prestigious universities as she learned the pleasures of the educated and professional life. Part of her was glad to finally have peers, to be part of a world that was sophisticated and subtle, intelligent and worldly. News of what was happening in her town reached her, but she began to worry less and less.

Then her father died, reminding her of her obligations to home. She returned home for the funeral, during which she saw what was happening to Breezeton firsthand. An increase in drug abuse, less-safe streets, young people fleeing, it was a disaster. At least Big Tech and Information companies like Sleekswift were setting up shop thanks to declining property prices, though. Wasn't that a boon? Either way, perhaps she should seek a job in it after she finished her education.

And Ariel did just that, but after taking a few job interviews, during which she behaved as professionally as possible, Sleekswift decided to give the job she wanted to another person from out-of-state, Ephraim Thompson. It was then that she realized that the local Sleekswift HQ chose to hire people as far away from Breezeton as possible, as well as socially-pressured its employees from mixing with 'the locals'. More damningly, Sleekswift was driving up property prices and driving out people she'd known since childhood, with her mother only being safe because Sleekswift had not gotten to her block yet.

This town was dying and Sleekswift seemed ready to profit from that. She would not take it lying down.
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Noble Arms: Restoring Hope - With Gratitude to TheHangedMan

In the twilight of World War II, a mysterious power surfaced among select humans. This power, the Noble Arm, was the ability to conjure up a paranormal weapon that can defy the laws of physics, a weapon innate in the user's mind and summoned by their will into reality. For reasons that still cannot be explained despite years of research, Noble Arms only take the form of weapons from before the First World War, however, despite the antiquity of these forms, the power they bare to the battlefield is unlike anything modern technology has been able to produce.

The ability to manipulate the elements to the users will.

Force that can reduce matter down to atoms in seconds.

The strength to withstand the explosion of a nuclear missile.

All of these powers and more still have surfaced along side Noble Arms, and the ones who bear them, the Arms Masters, are sought after by countries all around the world. Where once the strength of a country was decided by the technological strength of their Army, it is now judged by the power of their Arms Masters.

But this state of affairs has produced sadness and strife; the world was not prepared for the possibility of superhumans, people who just by existing, challenge the notion of equality between men. And so Arms Masters and Normal Humans live in an uneasy state of coexistence, with radicals on both sides wishing to shatter the peace and dominate one another.

The year is 2020, ten years since the Union of Arab Republics was shattered by the Hammer of Masters, an organization which believes that Arms Masters are not part of humanity, but a 'master race' destined to dominate the world. The Hammer, relying on the immense power of their Noble Arms, broke the governments and armies of Syria and Iraq (Egypt is fine; it regained its independence from the UoAR some decades ago), establishing the 'State of Masters', a regime dedicated to the supremacy of those who held Noble Arms. But in the moment of their triumph, their 'Malik', Yusuf Al-Kindi, was poisoned by a discontented slave, and their state fell apart.

Now was the turn of the second group of radicals, the Disablers, to emerge. Normal humans who believed that Arms Masters were a seperate race of monsters and freaks, the Disablers felt vindicated in their genocidal creed and with help from volunteers from the United States, Europe, and Russia, sparked an armed revolt where guns, bombs, and poison proved the bane of many members of the State of Masters. Exterminating even innocent children, the Disablers brought down the remnants of the State of Masters, plunging the centre of the Middle East into an anarchic void.

Enter Operation: Symbiosis. An armed force funded by multiple nations, corporations, and the two rival organizations called the Arms of Nobility and Organization for Disarmament, Operation Symbiosis is a numerous, well-funded, but fractious force divided in its goals. Should it restore order to the region, or just be content with dismantling the remnants of the State of Masters and the more radical Disablers? Should it ally with local forces to do so, even those that profess religious radicalism (like that has ever worked in other worlds)?

And if it did both of those things, should it attempt a utopian vision in which Arms Masters and Normal Humans cooperate with one another instead of conflict, and if so, does it have a chance?

Only time and your involvement will tell.

------

Basically, unlike previous versions of Noble Arms, Restoring Hope is a semi-sandbox RP where (almost) every faction is playable, although Operation: Symbiosis (see below) members are preferred. You can play adult military or civilian personnel as well as the usual 'child prodigy' characters. In fact, adults are more encouraged in this setting for obvious reasons. You can also play normal people, people who do not have any Noble Arms and have to rely on technology.

Membership in a faction allows one the perks and privileges that each organization (see below) has; for example, an Operation: Symbiosis member has decent rations, medical care, and access to the latest technology, but also risks the hatred of the local population and the wrong side of a roadside bombing if they're not careful. PCs are limited only to the rank of Colonel or the equivalent (unless with special permission from the GM) but can get promoted up to Faction Leader if they are careful. They can also increase the power of their Noble Arm (if they have any) or gain access to more sophisticated technologies in time.

PCs can also start at multiple places in the region, within reason - We don't want PCs being too far from each other. The general direction of the plot will be guided by 'Region Events', such as the Operation: Symbiosis deployment, the resolution of the war against the Hammer of Masters (see below), and Kuwait and the Gulf's attempts to undermine the Aishanids of Barsa (see below). PCs are expected to react to these 'Region Events' and even start their own once they grow powerful and influential enough.

Note again that Operation: Symbiosis members are preferred for the first few applications...













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Iliad City: A Magical RP in an Original World

I. Intro

In another universe, seperated from ours' by impassable barriers, lies the planet of Historia, inhabited by Humans much like us, but blessed with impossible powers that we think of as 'Magic'.

Magic is a daily part of life, existing alongside technology just as advanced as ours', although some integrate magic with science to create advanced inventions. But it is a widely held belief among the people that the highest form of Magic is Storytelling, and that The One Deity, the Creator of the Multiverse, gave Humanity the power to warp reality through the telling of stories.

Three thousand years before the present day, when the greatest storyteller of that time, the Illuminated Poet, sang of the grief and joy of Humanity, appealing to The One Deity to provide a way through their sufferings. In response, The One himself came down and sang his own song, the Epics of Making and Unmaking, by which Humanity and whatever sapient beings lived beyond Historia was granted freedom from the will of the divine. From the Epic of Making were instructions for the casting of Magic, allowing Humanity to better their lives and that of others' at will, while the Epic of Unmaking allows one to reset the Universe itself back to the beginning, with the person or people who use it given power co-equal to The One Deity himself, but without infinite intelligence or wisdom.

And so the Illuminated Poet taught pieces of the Epic of Making to those who followed him, turning them into the first Magi. The Epic of Unmaking, however, was transmitted directly into the souls of his own children, the Twenty Sons and Thirty Daughters, who each inherited a fragment of the Epic. He then prophesied that the more descendants they have, the more the Epic of Unmaking will be shattered and its pieces spread out among each scion and that the Epic will only be completed once more when the descendants of the Illuminated Poet are reduced to one person, who will then have the decision to reset the universe.

The intention, of course, was to make sure that the universe will be reset only if Humanity becomes irredeemably corrupt and/or the amount of suffering in existence multiplies to an unbearable level. Despite the risks involved with the existence of such a power, a 'contingency plan' for Humanity was still regarded as necessary by all parties, including The One.

Fast-forward to the present, and the majority of the descendants of the Illuminated Poet have suffered purges, slaughters, genocides and massacres from the various nations of the world due to ignorance and misunderstanding, or even outright lies spread by their enemies. Their one safe refuge is Illiad City, an independent city-nation founded by the freethinkers and outcasts of the world, people dedicated to artistic and philosophical pursuits, as well as worshippers of The One Deity. Despite the hostility of other nations towards it, its access to a greater portion of the Epic of Making makes it equivalent to the great empires of the world in Magical might.

But now, a feud is brewing in the two prime Magical Academies of the city, a feud brewing from how to deal with the world's hostility towards them. Ironically, this feud might be the one thing that brings down the metropolis...

II. The Factions of Iliad City

Marduk Academy for The Mystic Arts Holds power over the pieces of the Epic of Making that govern 'Heroic' Magic - The Magic of Light, the Elements (Fire, Water, Air and Earth), and the power to heal the wounded and the sick with mystic energy alone. Their students are the champions of the defenseless, the honorable knights-errant and the wise wizards. But confronted with the hatred of other nations towards them, they seek a 'muscular' foreign policy, asking that Iliad City use its magical might to conquer the neighboring empires and repressive states that wish to destroy Illiad before they grow too strong. However, whispers are being heard that push for more than that - That Marduk Academy should attempt to rule the world so that no nation would exterminate the descendants of the Illuminated Poet once again.

And Professor Gilgamesha, its Principal, is beginning to listen...

Ishtar School for Creative Minds, on the other hand, holds power over the pieces of the Epic of Making that govern 'Black' Magic - The Magic of Darkness, Entropy, Blood and Death, as well as the power to inflict agony and weaken their enemies. Their students are the spies and assassins, the dark knights whom monsters and criminals fear. Despite this, they used to work alongside Marduk Academy, until Professor Nergal, it's principal, began urging for the casting of the Spell of Otherworldly Travel, which will transport Iliad City onto another dimension where its people can live in peace. Problem is that 1.) This requires the pieces of the Epic of Making that Marduk Academy does have, and 2.) Marduk Academy considers Ishtar's solution cowardly. And so the feud begins to simmer...

The Cassandra Club is the newest faction in the block, a small band of students from both Academies and a larger group from other schools who believe that the brewing feud between Marduk Academy and Ishtar School is being engineered by a 'sinister force' outside the city as part of a grand plan to conquer Iliad City and acquire the Epics of Making and Unmaking. Not merely that, but they believe in asking the question: Why do other nations hate us? What are the lies they've been fed in order to kill off the descendants of the Illuminated Poet? Do they even know that they are completing the Epic of Unmaking? And if so, who is trying to do so and is he someone who can take advantage of the power to rewrite the universe?

However, the fact that they are led by Professor Gilgamesha's younger son, William Ascot, means that their warnings and questions are ignored as childish rebellion (Marduk) or a power play by Gilgamesha (Ishtar).

III. Interesting Places in Iliad City

WIP, to be added in the game.

IV. How Magic Works

All Magic comes from instructions given in the Epic of Making, which in turn is a long poem or song that details the transference of a part of The One Deity's power to mortal Humanity, and the basic mental exercises used to 'pull' magical power from the depths of one's own soul to make what you imagine real.

The various 'types' of Magic come from concepts common to humanity, concepts that you either come up with or you are taught. If you can imagine a 'type' of magic, you can use it as long as you can come up with enough energy to do so. However, you cannot take magical energy from the surrounding environment, because of the fact that only Humans (or fully sapient aliens, if they exist) have magical energy.

Anyone can learn Magic, but few have the combination of strength of heart and imagination to be truly good at it. Therefore, Magical Academies are important so that what existing Magi already imagined before can be taught to other people. Basically, magical systems exist, but they are merely shortcuts for the human mind - You can totally make up your own magic system if you have energy and imagination.

But for those who cannot make up their own system or 'type' of Magic, here are the common systems that the Magical Academies teach:

Marduk Academy:

Elemental and Light Magic - Elemental Magic can directly control Fire, Water, Wind, Air, and Light, or create them out of nothing. This type can make fireballs, divert streams, lift the earth, cause gusts of wind, or smite people with blasts of pure energy. However, it cannot heal, enhance people, or predict the future unless mixed with another type of magic.

Healing Magic - Healing Magic can close wounds and replenish blood, cure diseases and heal cancer. However, only a few take it without mixing it with Elemental and Light Magic so that they can defend themselves or attack in turn.

Enchantment/Enhancement Magic - This covers Magic that strengthens the user, making them stronger, faster, and tougher, as well as Magic that can make mystic items and artifacts. By combining this school with the above two types of Magic, one can create swords that light up with fire, shields that are as light as cloth, and potions that when drunk, close wounds...

Ishtar School

The Combat Arts - Ishtar School thinks differently than Marduk Academy and does not divide Magic according to what it creates/controls, but rather according to the intent they are used for. In short, it doesn't matter that Magic used for fighting uses the elements, darkness, or even candy canes (although that last part is not encouraged), what matters is that the magic is used to fight.

The Kind Arts - This covers any use of magic meant to heal, protect, enhance and generally do positive things. As Ishtar School is still dedicated to what they think is Good, the Kind Arts are not discouraged, but those who learn them are encouraged to use Darkness, Ectoplasm, or just 'invisible waves of energy' to heal and never be too blatant about it.

The Dark Arts - Causing Agony. Disturbing the Dead from their rest. Draining magical energy from other human beings. All of those are regarded as necessary evils in Ishtar School, and they are taught to those students whom the faculty thinks can be trusted with their secrets. Darkness or 'invisible waves of energy' are mostly used as a 'conduit' for such powers, but some few use the Elements or even Light to give shape and range to their dark purposes. Beware of those.

Unnamed Schools, Mentors, Secret Societies, Etc.

Ex. Miscellenia - Anything you can think of as long as it's not too powerful or too gross. Candy Magic, Magical Girl Transformations, Exorcisms, go wild!

V. Rules

1.) Do not be an asshole.
2.) Take NSFW to PMs.
3.) No Godmoding or Powergaming, aka no controlling other players' actions, no defeating your enemy in one shot, and no shrugging of all hits without a magical shield.
4.) This game is friendly to m/m and f/f romance.

VI. Character Sheet

[b]Name:[/b]
[b]Appearance:[/b]
[b]Age:[/b]
[b]Bio:[/b]
[b]Mundane Skills:[/b]
[b]Magic:[/b]
[b]Personality:[/b]
[b]Faction (Marduk, Ishtar, or Cassandra):[/b]
[b]Are you a Descendant of the Illuminated Poet?:[/b] Simple yes or no question.

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Mercenaries of Olivenland - Fantasy RP set in the same world as Intrigues of Venedig

I. Intro



II. Interesting Countries that Trade with Venedig







III. The Factions inside Olivenland



*The rest is to be filled in either later on in the game, or by the players.*

IV. Magic System











V. What if I don't want to play a Mage?



V. Rules



VI. Character Sheet Skeleton

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NCQuest: A Mecha RP - The Relief of Cape Town



The Lore Thread


The year is 2577, 500 years after a Nuclear War that ended the Age of the Nation-State. Now, the world is split between Independents; settlements and towns living a hardscrabble life in the wastelands, and the Ruling Corporations, eight large organizations that have seized large portions of the planet and its people for themselves. The majority of the Ruling Corporations' personnel are tyrannical and arbitrary, twisted by long isolation from the masses whose work supports their way of life. The average person in Corporate territory lives in fear, bowed down by heavy burdens in a soulless environment, before dying quickly and painfully.

Complicating the picture are the Neural Combatants (NCs), giant humanoid machines left behind by the nations of the world before everything burned in nuclear fire. Using technology that binds together brain and machine, all NCs have Cores that cannot yet be duplicated by even the most advanced Corporation; these Cores, when attached to a body, allow the pilot to conduct feats of strength and speed that borders on the supernatural. In essence, Neural Combatants use technology that makes Mecha work; the impractical made practical. The more NC Cores a Corporation has, the better they are in the constant warfare that covers the planet today.

But now, that balance is changing. With the help of stolen research from the other Ruling Corporations, Tshwane Mining Inc., the rulers of Sub-Saharan Africa, have done the impossible: Rediscover how to create new NC Cores. This gives them the potential to manufacture legions of new Mechs, and thus disturb the finely held balance between the Ruling Corps.

Now, Cape Town in South Africa, where the initial research was done, is being besieged by the Denver-Vegas, Fairbanks, and Paragon Corporations; all three have invested in a gigantic army to conduct said siege, while Volkov, the very strongest Ruling Corp has pressured Tshwane's ally, Al-Amir Group of Companies, to stay in the Middle East lest it face total destruction from the north.

So Tshwane's CEO, Katlego Kgosi, has resorted to desperate measures: He has called upon Haven, the collection of Independents that still rule Australia, to provide the help other Corporations would not provide; Haven, despite concluding a recent war against Red-Star, still has forces to spare for a relief expedition - particularly as Katlego has offered a tantalizing prize; a copy of the research on creating new NC Cores!

Consult the Lore Thread linked above if you want more info.

Rules

1.) No godmoding, metagaming, or mary sues.
2.) Be civil.
3.) Do not be an asshole.
4.) Post length is five sentences minimum, but longer posts are encouraged, of course. GMs are also bound by this rule.
5.) Antagonists (Paragon, Denver-Vegas, and Fairbanks) need special GM Permission to be allowed.
6.) Consult the Lore Thread (linked under the picture) if you want to know more about how NCs, Independents, and Corporations work.

-----

And yes, Inkarnate permitted this.

Here are the rules on characters and NC's: (last rules, I swear.)

You can have more than one character, with the limit being as many as you can take without stressing yourself out.

Character Sheet Template

[b]Pilot Character Sheet[/b]

[b]Name:[/b]

[b]Appearance:[/b]

[b]Age:[/b]

[b]Personality:[/b]

[b]Backstory:[/b]

[b]Tactical Preferences and Skills:[/b]

[b]Notes:[/b]


------

[b]NC Character Sheet[/b]

[b]Code-name:[/b]

[b]Appearance:[/b]

[b]Body Type: (Bipedal, Hover, Tank-Tread, .etc)[/b]

[b]Type of NC: (General-Purpose, Interception, Assault, .etc)[/b]

[b]Equipment & Armaments:[/b]


-----

Character Types needed (Note that these are not set in stone; as long as all roles are filled, I am happy):

Field-Captain (Jack of all Trades - 1 Slot):

Long-ranged Specialist (Sniper/Light Artillery - 2 Slots):

Utility (Field Repair/Hacker/Medical and Scout Drones - 1 Slots):

Support (Anti-Aircraft/Machine Guns/Attack Drones 2 Slots):

Assault (Melee/Assault Rifles/Flamethrowers/Shotguns 2 Slots):

Heavy (Heavy Artillery/Heavy Melee and Armor 1 Slot):
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Foes and 'Foes'







------

Allies


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A Song of Ice And Fire - The Bleeding Years



It is 74 years since the Doom of Valyria, and Westeros and Essos are still dealing with the consequences of the disaster.

In the North, the Starks of Winterfell fend off attacks from the Wildlings and rival kingdoms. King Edric Stark, the Spring King, is blessed with a seemingly-able son, Torrhen, and a realm in good order except for the occasional Wildling raid. Through him and his son run the blood of the First Men, which would not brook submission to those mixed with the blood of the Andal Invaders. Facing them are the Arryns of The Mountain and Vale, whose hostility towards him and his line are absolute. Tracing their lineage to the very foreigners of Andalos the Starks are opposed to, the Arryns strive to maintain a beacon of chivalry and martial might that honor their lost homeland, forever gone. But their King only has a daughter, the ten-year-old Sharra Arryn, and thus his house's hold on the throne is endangered.

To the south, the Riverlands are under the control of interlopers from the Iron Islands, who are spending blood and treasure to build the Castle of Harrenhal in order to glorify King Harren Hoare, their oppressor. King Harren intends to make this castle last forever, a testament to his glory and that of his family. The growing power of the Iron Islanders is opposed by Argilac Durrandon of the Stormlands, whose strong arm, backed by fierce and loyal men, is spent trying to fend off raids from all nations around him. The strongest of these nations are The Reach, where the Gardeners reign in great prosperity after a series of good harvests. Their King rejoices at the birth of a son, Mern Gardener, and sees no troubles on the horizon except the Lannisters of Casterly Rock, whose great wealth allows them to equal The Reach in all but numbers.

To the furthest South, Princess Meria of Dorne has reached her middle age but shows no sign of diminishing vigor - Far from it, she looks at events east of Westeros with interested eyes. For Volantis, or as they prefer to call themselves, New Valyria, is showing signs of strain. As her realm enjoys a period of modest prosperity, Meria watches as the Volantenes deal with rebellious sentiments from Lys and Myr, as well as alliances between Norvos, Qohor, and as it is rumored, Braavos and Pentos, the two age-old enemies. Nothing would please her more than to see Argilac 'The Arrogant' sail over to the Disputed Lands to try and prevent the Volantenes from solving their problems, but that is a distant prospect.

But in Dragonstone, a birth occurs that would shake the very foundations of the Seven Kingdoms. A birth not of a Dragon, but of a baby boy, one Aegon Tarageyen...

-------

Basically, this is a Game of Thrones NRP set during the birth of Aegon the Conqueror, with entire houses and dynasties ranging from the Kings in the North, the Sealords of the Braavosi, and the Triarchs of Volantis being playable. Rules are below:

1.) Do not be an asshole.
2.) No Godmoding or Powergaming, aka no controlling other players' actions, no defeating your enemy in one shot, and no shrugging of all hits without an enchanted shield.
3.) Do not make your nation overpowered.
4.) Do not ignore Logistics or Economics.
5.) By the same token, only a few nations can have a 'High' or 'Very High' Economic Strength (see below).
6.) Most Rulers will be OCs. Do not make them Perfect.
7.) Multiple characters are allowed, while as for multiple nations, one player can control one Westerosi country and one Essosi country as long as they are sufficiently distant from each other (aka not right across the Narrow Sea). For example, the Volantis player can take the Starks if they want, while the Mallister player can take New Ghis if they want.

Character Sheet

[b]Name:[/b]
[b]Appearance:[/b]
[b]Age:[/b]
[b]Bio:[/b]
[b]Mundane Skills:[/b]
[b]Magic (If Any):[/b]
[b]Personality:[/b]
[b]Kingdom:[/b]
[b]Is he/she a Ruler?[/b] (Yes or No.)
[b]Heir(s):[/b] (Merchant Republics like the Free Cities can name a non-family member as their heir.)


Kingdom/Free City Sheet

[b]Canon Name:[/b]
[b]Canon Flag/Badge:[/b]
[b]Canon Military Strength:[/b] (Up to 10,000 to 50,000 men.)
[b]Canon History:[/b] (Optional.)
[b]Headcanon History:[/b] (Include stuff you made up to fill in the blanks in Canon, like OC Kings and Nobles and the policies they pursue.)
[b]Economic Strength:[/b] (Very Low, Low, Average, High, Very High, Absurdly Rich - Only Volantis/New Valyria and Braavos can be Absurdly Rich.)


Vassal/Custom House Sheet

[b]Name:[/b]
[b]Coat Of Arms:[/b]
[b]Motto:[/b]
[b]Location:[/b]
[b]Vassal of:[/b]
[b]Military Strength:[/b] (Up to 2,000 - 10,000 men maximum)
[b]Economic Strength:[/b] (Low, Average, High, Very High)
[b]History:[/b] (2 paragraphs minimum)

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Iliad City: A Magical RP in an Original World - Reboot

I. Intro

In another universe, separated from ours' by impassable barriers, lies the planet of Historia, inhabited by Humans much like us, but blessed with impossible powers that we think of as 'Magic'.

Magic is a daily part of life, existing alongside technology just as advanced as ours', although some integrate magic with science to create advanced inventions. But it is a widely held belief among the people that the highest form of Magic is Storytelling, and that The One Deity, the Creator of the Multiverse, gave Humanity the power to warp reality through the telling of stories.

Three thousand years before the present day, when the greatest storyteller of that time, the Illuminated Poet, sang of the grief and joy of Humanity, appealing to The One Deity to provide a way through their sufferings. In response, The One himself came down and sang his own song, the Epics of Making and Unmaking, by which Humanity and whatever sapient beings lived beyond Historia was granted freedom from the will of the divine. From the Epic of Making were instructions for the casting of Magic, allowing Humanity to better their lives and that of others' at will, while the Epic of Unmaking allows one to reset the Universe itself back to the beginning, with the person or people who use it given power co-equal to The One Deity himself, but without infinite intelligence or wisdom.

And so the Illuminated Poet taught pieces of the Epic of Making to those who followed him, turning them into the first Magi. The Epic of Unmaking, however, was transmitted directly into the souls of his own children, the Twenty Sons and Thirty Daughters, who each inherited a fragment of the Epic. He then prophesied that the more descendants they have, the more the Epic of Unmaking will be shattered and its pieces spread out among each scion and that the Epic will only be completed once more when the descendants of the Illuminated Poet are reduced to one person, who will then have the decision to reset the universe.

The intention, of course, was to make sure that the universe will be reset only if Humanity becomes irredeemably corrupt and/or the amount of suffering in existence multiplies to an unbearable level. Despite the risks involved with the existence of such a power, a 'contingency plan' for Humanity was still regarded as necessary by all parties, including The One.

Fast-forward to the present, and the majority of the descendants of the Illuminated Poet have suffered purges, slaughters, genocides and massacres from the various nations of the world due to ignorance and misunderstanding, or even outright lies spread by their enemies. Their one safe refuge is Illiad City, an independent city-nation founded by the freethinkers and outcasts of the world, people dedicated to artistic and philosophical pursuits, as well as worshippers of The One Deity. Despite the hostility of other nations towards it, its access to a greater portion of the Epic of Making makes it equivalent to the great empires of the world in Magical might.

But now, a feud is brewing in the two prime Magical Academies of the city, a feud brewing from how to deal with the world's hostility towards them. Ironically, this feud might be the one thing that brings down the metropolis...

II. The Factions of Iliad City



III. Interesting Places in Iliad City



Players can submit new places if they want to.

IV. How Magic Works



V. Rules

1.) Do not be an asshole.
2.) Take NSFW to PMs.
3.) No Godmoding or Powergaming, aka no controlling other players' actions, no defeating your enemy in one shot, and no shrugging of all hits without a magical shield.
4.) This game is friendly to m/m and f/f romance.

VI. Character Sheet

[b]Name:[/b]
[b]Appearance:[/b]
[b]Age:[/b] The usual age for a student is 13 to 18, but characters older than those are permitted.
[b]Bio:[/b]
[b]Mundane Skills:[/b]
[b]Magic:[/b]
[b]Personality:[/b]
[b]Faction (Marduk, Ishtar, or Cassandra Club when it's founded):[/b]
[b]Are you a Descendant of the Illuminated Poet?:[/b] Simple yes or no question.


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_________________________________________________________________________________________
Name: Flavius Valerius Aurelius Constantinus/Constantine
Title: Emperor
Class: Ruler
Gender: Male
Alignment: Lawful Good
Height / Weight: 5’8/197.9 pounds
Source: IRL History
_________________________________________________________________________________________
Personality: Constantine genuinely believes that the faith he brought to the Roman Empire was a net benefit to it and the world, and does not regret his actions, which one might point out, did include banning infanticide and providing aid to parents so that they do not have to sell their children to slavery. Though he regrets the pain and suffering brought by errant members of the faith, as well as rolls his eyes at his Master’s own lack of devotion, Emperor Constantine maintains a strength of belief which others lack, a strength of belief which borders on arrogance.

Bio: Will his IRL life do?

Weapon: Roman Spatha Longsword.
_________________________________________________________________________________________
Parameters: E-! stats usually.
Strength: B
Endurance: C
Agility: B
Mana: C
Luck: B
_________________________________________________________________________________________
Class Skills:

Revelation (C) - As someone who has been given a Revelation from God, especially one which led him to victory, Constantine has an instinct for whichever action would lead him and those under him to an optimal outcome. This instinct has no rational explanation, as it comes at the most unlikely of times, but rejecting the whispers and messages from it can only lead to a damning failure.

Saint (B) - As a Ruler blessed by God who changed the course of history, and is commemorated as a Saint by the largest denomination of Christians, Constantine the Great was seen as a paragon of virtue by many Medieval scholars, and it shows in his Servant form. Constantine gets a rank up to Charisma, raising it to A.

True Name Discernment (European) (B) - Constantine can discern the True Name, Skills and Parameters of a Servant he directly encounters, but this skill is more effective on Servants who are rooted in Christian and Hellenic Pagan legend, meaning that veiling skills and phantasms made by those folk are less effective than those used by Servants rooted in Far Eastern and Mesoamerican Lore (an exception is Shirou Amakusa Tokimune because he is Christian).

Personal Skills:

Baptism Rite - Constantine generates a set of blessed javelins, which launch themselves against an opponent. These javelins, when piercing an opponent, fix them in place as Constantine says a prayer to God for the purification of their soul and the destruction of their body. This prayer, when finished, causes the enemy to erupt in white flames which consume them entirely, leaving only ashes in their wake.

Military Tactics (B) - Constantine is adept at planning the logistics, strategy, and actual tactics of a large number of people, although one should note that his knowledge might be obsolete in many places thanks to developments past his death. Not just that, but this is situational and is best-partnered with his Anti-Army Noble Phantasm, which in turn is also situational.

Charisma (B) - One does not gain the loyalty of the Legions, reunite the Empire, legalize Christianity, declare infanticide a capital crime, and found a new Capital of the Unified Roman Empire without having both charm and talent. One also forgets that historically, Constantine was a tactful convert who kept using Pagan symbols throughout his reign and was only baptized in his deathbed. Either way, Constantine can gain the affection of, and fire up the fighting zeal, of entire armies and populations.
_________________________________________________________________

NOBLE PHANTASMS



Fighting Style: Constantine is a decent melee fighter and horseman and often fights with a lance, sword, and shield on top of a summoned steed.
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Innocence Lost: An RP of Child Soldiers and Science Fantasy



I. Intro



II. Alien Species



III. Magic System











Note: Other ways of tapping into one's Magic besides the above Magic System are possible, but the Child Soldiers would use said system at first before developing in other directions.

IV. Non-Magical Options





V. Rules



VI. Miscellaneous Lore and Worldbuilding





VII. Character Sheet Skeleton





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NCQuest: A Mecha RP - The Defense of Darwin (BeeNCQuest)



The Lore Thread


The year is 2677, 500 years after a Nuclear War that ended the Age of the Nation-State. Now, the world is split between Independents; settlements and towns living a hardscrabble life in the wastelands, and the Ruling Corporations, eight large organizations that have seized large portions of the planet and its people for themselves. The majority of the Ruling Corporations' personnel are tyrannical and arbitrary, twisted by long isolation from the masses whose work supports their way of life. The average person in Corporate territory lives in fear, bowed down by heavy burdens in a soulless environment, before dying quickly and painfully.

Complicating the picture are the Neural Combatants (NCs), giant humanoid machines left behind by the nations of the world before everything burned in nuclear fire. Using technology that binds together brain and machine, all NCs have Cores that cannot be duplicated by even the most advanced Corporation; these Cores, when attached to a body, allow the pilot to conduct feats of strength and speed that borders on the supernatural. In essence, Neural Combatants use technology that makes Mecha work; the impractical made practical. The more NC Cores a Corporation has, the better they are in the constant warfare that covers the planet today.

But NCs are also what allow Independents to maintain their fragile autonomy, and Mercenaries to operate without excessive restrictions from the MegaCorps. The largest alliance of Independents is Haven, a democratic federation that covers the whole of Australia and New Zealand after the successful ejection of Red-Star, the tyrannical Ruling Corporation whose yoke spreads all over the Far East.

Founded on the principles of sustainable development, direct democracy, and federalism, Haven has bettered the lives of its component settlements by promoting local development and introducing clean technology, as well as a tolerant policy as regards minorities like Australian Aborigines, Maori, and Asian-Australians, who are encouraged to participate in political and economic life. But this approach has provoked the ire of various 'Cultural Purists' who despise the fact that Haven is led by the Hidden Burrow, an underground city populated by the descendants of Kurdish refugees who are unapologetic about mixing Kurdish and Australian cultures.

These 'Purists' then conducted a series of bombings and murders bent on bringing Haven into Civil War, Civil War prevented only by the revelation that the 'Purists' were supported by Red-Star as preparation for an invasion of Australia. Now, said invasion has been launched, with the heaviest blow about to fall on the city of Darwin, where the rebuilt settlement had experienced riots over an attempt to rename it to 'New Afrin'. But due to the revelation of Red-Star malfeasance, the citizens of the city rally around the Havenite flag in order to prevent the fate of the Original Afrin from repeating itself, and Mecha Pilots from all over the world volunteer to protect this bastion of freedom from the oppression of the MegaCorps...

Consult the Lore Thread linked above if you want more info.

System:

The System we are using is Battle Century G (Copy leads to Free SRD) and its supplement, Battle Century Z (Link leads to Free SRD as well).

Rules and Houserules

Rules

1.) No godmoding, metagaming, or mary sues.
2.) Be civil.
3.) Do not be an asshole.
4.) Post length is four sentences minimum, but longer posts are encouraged, of course. GMs are also bound by this rule.
5.) Consult the Lore Thread (linked under the picture) if you want to know more about how NCs, Independents, and Corporations work.
6.) Post at least once a week.

House Rules

1.) No Miracle Skills.
2.) All Grunts are Squadrons and not Mecha.
3.) PCs start out as Talented, giving them 30 extra XP (and thus 30 extra CP and MP) to add to the 100 they already have at starting creation, plus one Genre Power.
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Name: Alexander Sky

Appearance:


Age: 20

Personality: To all appearances, Alexander Sky is fanatically loyal to Red-Star and wishes to prove himself worthy of overcoming his European blood in order to become a 'True Comrade' of Red-Star. In order to accomplish this, Alexander captures other NC Pilots and their machines, believing that he is bringing said pilots 'to the light' by giving them over to be tortured and enslaved by Red-Star. He frequently makes much of being the perfect Slave-Pilot who merely wishes to join his comrades in the higher ranks, and perfectly accepting his place in life.

All of this is a lie. Through means outlined below in the Backstory, Alexander has seen the rottenness of the Red-Star Corporate Government and wants it brought down as deeply as possible. But whether this translates to sabotaging his own faction's invasion of Darwin City, or if he sees this as merely another opportunity to convince Red-Star of his continued loyalty, remains to be seen...

Backstory: Alexander Sky was born to Volkov Prisoners of War that the Russian MegaCorp had abandoned to Red-Star's 'Human Breeding Camps'. At the age of six, his high Sync Ratio was discovered, thus prompting him to be trained as a pilot; his loyalty was to be secured with indoctrination, drugs, and the promise of freedom for himself and his parents should he prove himself to the Red-Star hierarchy. After doing well in his training and what studies were permitted to him by his masters, Alexander found himself with a golden opportunity to show his worth; Denver-Vegas had invaded the Red-Star territory of Japan, where the locals were rebelling against the Beijing-based Corporation. And so the pilot, given his first NC at sixteen, came, saw, and conquered, destroying several battalions of D-V soldiers and capturing several of D-V's aces.

But just as he was on the verge of being hailed as a hero and being given freedom as a 'Comrade', D-V and Red-Star signed a peace treaty in which D-V decided to end its invasion of Japan in exchange for its pilots being returned unharmed. Problem is, Red-Star had already broken a few of them through torture, thus putting the peace proposal in danger. So the Denver-Vegas general proposed an alternative; they would be allowed to flog Alexander half to death in exchange for peace. Red-Star unsurprisingly agreed.

And as Alexander was exhibited before the Denver-Vegas ranks and publicly tortured, it was then that his faith in Red-Star was put under serious strain. Then, as he was recuperating from the flogging, he found out that his parents had vanished from their slave camp; Red-Star's secret police had taken them away when they had protested against their son's treatment. This broke his loyalty to the Corporation, but he managed to hide it under a mask of continued obedience. Nevertheless, it was then that he began to be more curious about the world, to try and find ways around Red-Star's propaganda and control of information. And with that, no more can be revealed about his story; suffice it to say that he has his own plans now...

Tactical Preferences and Skills: Alexander Sky prefers a quick and forceful strike meant to destroy the enemy's defenses, closing in with energy weapons and submachine fire before closing into melee. Despite this, he does not like fragile machines and takes care to make sure he has a mech that balances out defense and offense. He also believes in using flying NCs whenever he can in order to get in and get out of situations as much as possible.

Outside of his Mecha, he can use Railgun/Coilgun Assault Rifles and a Chinese Jian Sword, plus is decent with computers and Virtual Reality games and simulations (it is speculated that his mastery of Virtual Reality is tied to his High Sync ratio, as well as the reason he was able to gain information unaltered by Red-Star propaganda).

Notes: Alex is bisexual.

------

NC Character Sheet:

Code-name: Phoenix Inferno

Appearance:


Body Type: (Bipedal, Hover, Tank-Tread, .etc) Bipedal-Hover

Type of NC: (General-Purpose, Interception, Assault, .etc): Heavy Assault

Equipment & Armaments:
- Right arm-mounted Claw with an Ion Pulse Projector.
- Two shoulder-mounted Fusion Cannons that shoot superheated gas.
- Plasma Dagger (held in left arm).
- Missile Launchers (loaded with electrified nets).
- Energy Shield.
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From Sick Man to Savior - An 1847 Nation Roleplay


Muhammad Ali establishing a Modern Navy

The Discord Server (None Yet)

The IC Thread (TBA)


In 1840, history diverged when the British offered Muhammad Ali of Egypt, the great modernizer of his country, independence and continued rule of the territories he had conquered in his rebellion against the Ottoman Empire in exchange for one major concession: The construction of an earlier Suez Canal. As the European Navies' guns were staring down his metaphorical throat, the ruler of Egypt agreed, and sweetened the concessions by ceding Crete, which he held at the time, to the nascent Greek state. Thus, the newly-founded Sultanate of Egypt found itself in control of the Levant, Cicilia, and the Hedjaz, becoming the hegemon of the Middle East almost overnight.

Using this opportunity, Muhammad Ali continued his modernizing reforms, establishing a professional bureaucracy, introducing modern technology and agricultural methods, and even sowing the seeds of industry in Egypt, all the while keeping friendly relations with the European powers, relations made friendlier by his abolition of slavery a few years after consolidating his rule over his new lands. Diplomatic ties were also formed with the Muslim states of Sub-Saharan Africa, as well as the Christian nation of Ethiopia, where he formed an unlikely alliance with one of the claimants to its Imperial Throne, Sahle Dingil (The future IRL Tewodoros II), an alliance dedicated to modernizing both their nations in the face of European Expansion.

As for the rest of the world, China is trying to recover from its stunning defeat and humiliation in the First Opium War, with reactionaries and reformists beginning to clash over what reforms their Empire needed, if they needed any at all. Hatred for the foriegners who forced drugs into their country and threaten their way of life simmers among the citizenry and peasants, but above all, the latter despise the ruling Qing Dynasty for trapping them in oppression and poverty. This is the year in which Hong Xiuqan, who would later start the Taiping Rebellion, was refused baptism by Western Missionaries, a foreshadowing of how his revolution will have to rely mostly on domestic support...

In America, the United States is handily beating Mexico in the first and only war between their two nations. Founded on principles of Freedom and Democracy, the United States is brimming with ambitions to turn itself into a world power, although it has to deal with the cancer of slavery which still exists in its southern parts. Will its future be as bright as it was in History, or will the American Dream flounder in this alternate world? For that matter, what of Brazil, Peru, and the other nations of 'Latin America'? Will they be able to rise up and industrialize, attaining unheard-of strength, or will their dreams crash and burn?

And while Ireland suffers under the Great Famine, and Britain sits in 'splendid isolation' to build an empire while not involving itself in Continental Europe, where the forces of Revolution and Reaction stir, with nationalists and liberals formenting rebellion against the Old Guard. Italy and Germany call out for Unification, with would-be revolutionaries in the former prepared to confront the Papacy itself, while in the latter, plans are made to influence Prussia, the hegemon of North Germany, to unite the other German-speaking peoples by force. In Hungary, intellectuals plan to agitate for the self-determination of their people and equality with the Austrian crown, while France's last King, Louis-Philippe of Orleans, is losing popularity to the point where his downfall seems inevitable.

In the Real World, these will become the unsuccssful rebellions of 1848, but who knows what the seeds of discontent will flower into in this world? Or will the forces of reaction succeed instead?

-------

Co-GMs:

-------

Rules are below:

1.) Do not be an asshole.
2.) The Point of Divergence is 1840. Before that, your nation's history must be as IRL.
3.) Do not make your nation overpowered.
4.) Do not ignore Logistics or Economics.
5.) By the same token, only a few nations can match the British Empire's economy.
6.) Do not make your nations perfect.
7.) Technological Development must be plausible - I do not want people developing Dreadnoughts in the 1840s. That said, this is an era of advancements in Science and Technology, so don't overly gimp yourselves either...

Nation Sheet

Nation Sheet

[b][u]Government[/u][/b]

[b]Name:[/b]
[b]Flag/Badge:[/b]
[b]Head of State:[/b] (Who rules your nation, either as a figurehead or in truth).
[b]Head of Government:[/b] (If your Head of State is a figurehead, list the real ruler here. If he isn't, type 'Same as Head of State').
[b]Ideology:[/b] (Is your nation Liberal, Conservative, or some radical version of both?)

[b][u]Military[/u][/b]

[b]Army Numbers:[/b] (Copy Wikipedia if you are not using a Point of Divergence. If you are, use common sense and reason - No absurd numbers).
[b]Navy Numbers:[/b] (Copy Wikipedia if you are not using a Point of Divergence. If you are, use common sense and reason - No absurd numbers. Also, if you have multiple fleets, list each one's ships seperately, do not bunch them up).
[b]Army Equipment:[/b] (What sort of guns and cannons does your army have?).
[b]Naval Ship Types:[/b] (What sort of ships does your navy have?).

[b][u]History, Expansion, and Economics[/u][/b]

[b]History:[/b] (Optional unless you are using a Point of Divergence.)
[b]Territory:[/b] (Describe Verbally or show on map.)
[b]Economic Description:[/b] (Elaborate on your Economy. What natural resources, manufactured goods,and crops do you produce?)
[b]Historical Claims:[/b] (What land [i]outside[/i] your territory do you want? If using a Point of Divergence, do not claim the rest of the world).
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Formal Application:

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Osamu Akiyama's CS and my work as him.

Name: Osamu Akiyama

Age: 18

Appearance:


Powers:

Demon Summoning Program - A special kind of programming code that duplicates a summoning ritual.

Osamu is skilled in Negotiation, Superscience and, since meeting Naoki for the second time, Sorcery. He is also an expert in making Magitech Weapons. To compensate for this, though, Osamu lacks any fighting ability whatsoever, and has to rely in Horus for battle.

Horus' Stats

Weaknesses:

Flunky Dependence - Osamu, as mentioned, lacks fighting ability and overrelies on Tech, Magic, and Horus for battle. He also is reluctant to face his opponents head-on, because he knews they can beat him easily. Rather, he's a good-guy version of that person who sends out constant waves of minions/subordinates at you until you get to their lair and stomp them.

Preperation Requirement - Osamu needs time in order to prepare any game-winning gadget or magical ritual, as well as protection from anyone who might sneak up on him, as interrupting his gadget-building/magical ritual would make said processes useless.

Bio: The son of Ryo Akiyama and Ruki Makino/Rika Nonaka, Osamu was a genius like his unfortunate namesake in another universe. Interested in the 'Digital World' that his parents would tell him stories about, Osamu would begin doing research on how to link the two dimensions back together from a very young age, although he saved time to play with his friends, Rai Matsuki/Matsuda and Lucy Lee/Wong, who, unlike him, disbelieved in their parents' stories of the Digital World. Finally, at the age of 10, Osamu Akiyama discovered, with help from the organization HYPNOS, the secret to interdimensional travel...and that was when things went wrong, for Osamu didn't find a way back to the Digital World.

Rather, he found a Tokyo riven by an apocalypse, where creatures similar to Digimon, called 'Demons', roamed the ruins of this once-great city. In this world, the only hero was a person called the 'Demi-Fiend', a human with the powers of a Demon and the ability to call them to his side. And the opening of the gate between his world and 'Ruined Tokyo' was a surprise to both Osamu and the Demi-Fiend, as well as HYPNOS, who tried to close the gate, but too late - the Demons of the Shin Megami Tensei universe were preparing to invade!

Realizing the threat, Osamu Akiyama allied with the Demi-Fiend, repurposing Hypnos' former weapons (intended against Rogue Digimon) in order to combat Demons, and the Demi-Fiend was able to return his version of Tokyo to normal.

But Osamu was frightened now; who knows what horrors lurked in the Multiverse? He also knew this, though; that only Digimon can give his world an edge against other Universes. And so, he tried again, and this time, succeeded in reunifying his parents, as well as Rai and Lucy's, with their old Digimon Partners. But...there was another disappointment; even though the Digital World was open, no Digimon would choose to be partners with him.

So, the boy, 13 now, resumed his dimensional research, trying to find out why he can't have a Digimon Partner. And, cautiously, this time, Osamu opened a portal to another universe...the Pokemon one. It was a wonderful place, although the hobby of 'Pokemon Battling' distubed him. Nevertheless, it was time to seek out allies. He found them in three people, one of them an idiot of the lowest caliber - Ash Ketchum/Satoshi.

Making his own journey, Osamu found that while he can make friends with Pokemon, he lacked the gift of making a lasting partnership with them, meaning that he had to rely on his technology to defend himself from Wild Pokemon attacks and Team Rocket. Finally, however, he found the allies he needed; the Pokemon League itself. After signing a treaty between them and HYPNOS, Osamu went back to his own world...and found the Demi-fiend waiting for him there.

Once the shock faded from Osamu's face, the Demi-Fiend, introducing himself as Naoki Kashima, then handed the boy a 'Demon Summoning Program', as well as a contract with Demon of his own, Horus*. After some more surprise, Osamu asked Horus what he thought of the transfer of contractors, and after the Demon replied that he had no objections to it, the boy accepted the program, contract, and his new partner with open arms...

*megamitensei.wikia.com/wiki/Horus

Theme Song: youtube.com/watch?v=fN76fqrTqcM

Team of Mons: Horus.

Other: Osamu is Bisexual.
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Originally David Garcia Martinez from Lalin’s Curse, a Webcomic by Isaky on Webtoons. Used with her consent.

_____________________________________________________________________________________
Name: Daniel Palaiologos
Title(s): That Kid!, The Atoner.
Gender: Male
Age: 16
Alignment: Red Faction
Rank: Frame (Average Magus in the Magus' Association)
Purpose for the Holy Grail War: Along with stopping his Grandfather, Daniel's wish is to replenish all of Humanity's resources except for Fossil Fuels, as well as mass regrowth of forests and coral reefs, along with the removal of excess Co2 and other greenhouse gases from the atmosphere. This is not because Daniel is an eco-geek or a fanatic about the environment, but rather to prevent Humanity from destroying itself through resource conflicts and climate change and taking Magus-kind down along with it, ending all Magi's search for The Root permanently.
_____________________________________________________________________________________

Command Seal: Three Pairs of Phoenix Wings

Personality: Idealistic to the point of naivete, determined to the point of arrogance, and only now reluctantly admitting ignorance of his circumstances, Daniel is someone who regrets past gullibility and seeks to learn from it even though his idealism and arrogance prevent him from learning as quickly as he should. This regret makes him want to atone for his actions against the Clock Tower, no matter how ultimately minor, by serving them loyally but not as blindly as he had served his grandfather, who had caused the troubles of the family in the first place. But despite seeking The Root like the rest of the Clock Tower's Magi, Daniel has a larger-than-normal love for Humanity as a concept and a desire to give it one last gift before he or his descendants reached The Root. This gift would either be a Wish on the Holy Grail which benefits billions of people or his own efforts to get rid of threats to Humanity if they rear their ugly heads...

Bio: A long time ago, there was the Palaiologos Family, overlords of Modern Athens, Salonika, and Sparta's magical communities. They were Independent Magi who resented any form of oversight, including the Magus Association's, and though powerful for a while, their arrogance and lack of alliances with the wider network of Magi led their vassal families to slowly peel off and join the Clock Tower and even Atlas Academy, slowly chipping away at their strength. The lowest point was when the seventh child of the family, Deuel Palaiologos, left their ranks and married Maria Adamos, an ordinary woman and a scientist to boot, and chose to live a humble life as a restaurant owner, free from the burdens of Magus politics and seeking The Root.

Daniel was born from that marriage, and for a while, he was left alone to be raised in love by his parents, going to school, making friends, and reading books of all kinds, which he understood and absorbed from a young age. A genius, smart enough that it counted as a curse, especially when coupled with a natural talent for Magecraft, which his father reluctantly taught him. This, however, was noticed by his grandfather's spies, who were still watching Deuel and his family. And it became worse when all of a sudden, all of Deuel's siblings, Daniel's uncles and aunts, died in mysterious circumstances, and so did their children, Daniel's cousins.

This left Deuel, Maria, and Daniel as the only way for House Palaiologos to continue, and Anastasios Palaiologos, Daniel's grandfather and the Head of House, came directly for Daniel with a large detail of bodyguards - Deuel and Maria were damaged goods and so he wanted Daniel as his heir. Because of the threat of force, there was no choice but to let Daniel be taken away 'for training'. Daniel was ten then.

The training was hard and unforgiving, and to keep Daniel motivated, Anastasios began fudging the truth, saying that the Palaiologos Family was surrounded on all sides by enemies such as the Clock Tower and the rest of the Magus' Association and that Daniel was being trained to be a hero who will eventually bring them down. Being an impressionable kid, Daniel believed his grandfather and willingly threw himself harder into his studies, which included diplomacy, etiquette, and the use of firearms and swords.

Four years later, Anastasios gave Daniel the family Magic Crest, and to all appearances, died of natural causes. Daniel was now Family Head at fifteen, inheritor of a large fortune in the mundane world but with declining respect and deference from other Magi and Spellcasters alike. And after meeting once again with his parents and childhood friends, Daniel began dutifully working to fulfill his Grandfather's will, which was to gather the misfits and outcasts of Magus society together into a 'Resistance' to fight the Clock Tower.

The first sign things were wrong was when Daniel saw that these misfits and outcasts were no saints, and a few were actually scumbags who deserved to be cast out, being the child-sacrificing louts who worshipped cosmic horrors and embodiments of metaphysical tyranny which he thought the Clock Tower was. The second sign was that when Daniel became too vocal with this sentiment, one of these 'oppressed misfits' instead reported him to the Clock Tower, who promptly sent people to arrest Daniel and nip his conspiracy in the bud. Despite being a 'prodigy' with more experience than a kid should have, he was still a teenager and was thus easily lured out and captured.

For a brief moment, Daniel considered blowing himself up rather than being subjected to the enemy's alleged cruel tortures, which included removal of one's magic circuits entirely. Then he was knocked flat by a punch to the stomach before he can do so, and woke up in a surprisingly comfortable cell. After that, he found out that not only had his Grandfather fed him lies, but that said Grandfather was still alive - He had created a unique form of Magecraft, based on Life and Necromancy Magics, which allowed him to add other people's lifespans to his own, tricking death itself into thinking he was supposed to still be alive. This magic was best-cast in a Bounded Field, and the real reason Daniel's uncles, aunts, and cousins died was because Anastasios had tricked them into a place with such a Field and transferred their lifespans to himself.

And yes, there was a recording of Anastasios gloating about his plans, as well as other pieces of supporting evidence showing that his endgame was to use Daniel to found an organization to fight the Clock Tower and the rest of the Mages' Association, manipulating said organization to acquire power and knowledge for himself.

After taking a while to absorb the information, Daniel allowed the Clock Tower to exact a fine from him of his Family's most powerful Mystic Codes, as well as give him an official reprimand. He would eventually join the Clock Tower itself, for, despite its amorality, it was a net benefit for Humanity. And when news arrived that his Grandfather had re-emerged, in his homeland of Greece, he vowed to hunt down the old man...

---

Magic Circuit Switch: (Optional)
Number of Magic Circuits: D
Quality of Magic Circuits: A

---

Elemental Affinity: Average One
Magecraft: Heroic Iconography Magecraft - The Palaiologos Family's signature Magecraft, dating from Greece and Rome and adapted to the Christian and Secular Eras, Heroic Iconography Magecraft uses Jewelry shaped into a form resonant in the collective subconscious (stars, planets, swords and rings) as a catalyst for a Ritual of Transformation (nowadays as simple as lifting up one's badge into the air and letting it catch the light of the sun, moon, and stars), combined with self-hypnosis to push one's physical and mental capabilities to the limit...

Crest: 1000 years old.

Mystic Codes: Jewel Star Badge and Uniform - A badge of electrum (a naturally-occurring alloy of gold and silver) and diamond which when held aloft, transforms Daniel's current clothing into a miniature version of this uniform, which acts as lightweight armor with decent resistance to physical and magical force (think the Chaldea Uniform from FGO).

Electrum and Emerald Ring - A ring of electrum with an emerald set in its front, this ring carries basic Reinforcement and Healing Spells which allow for Olympic-level feats and basic regeneration (also based on the Chaldea Uniform from FGO).

Orbis - A crystal orb which contains several smaller jewels which represent a Heliocentric Solar System instead of the usual Geocentric cosmology followed by most Magi. This allows Daniel to see brief glimpses into the past, present, and future, as well as act as a Mana Compass which glows bright red when he meets with a danger too powerful to handle.

Telos - A modified Azoth dagger which can extend into a crystalline longsword which conducts Daniel's Elemental spells.
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Fate/Novus Apocrypha - The Ends Justify the Means!


Disclaimer: While the Type-Moon Wiki isn't the best source, it is the most accessible one. So do look it up for when you find some terms difficult to understand.

Summary


There was a story of an ambitious Magi who stole the manifestation of the Holy Grail and transported it to Romania, where sixty years later, he declared his secession from the Magus' Association and revealed his possession of said Grail to provoke a war which will shake the heavens and the earth. That man was Darnic Prestone Yggdmillenia... And this is not his story.

For in this timeline, he who stole the Grail was stolen from, throwing off his plans for vengance upon his fellow Magi. Darnic the Thief found that it was his turn to suffer theft, and all he can do was fume, for the Grail disappeared so perfectly that he could not find out who had stolen it. Several years later, in 2021, a new faction arose in the south of Greece, in where Sparta once stood - These men and women proclaimed themselves the Philosopher Kings, harbingers of a world where Magi ruled over Mortals, and the Supernatural ruled over the Mundane.

And they had the Holy Grail - All they needed was a Holy Grail War to power it. And so Anastasios Palaiologos, leader of the Philosopher Kings, sent out a challenge to the Magus' Association and Yggdmillenia, telling them in simple terms that if they wanted the Grail, to 'come and get it!'.

Long story short, Anastasios and the Servant he summoned, the Rider Iskander, massacred the initial forces Yggdmillenia and the Magus' Association sent, before activating the 'reserve system' of the Greater Holy Grail, allowing for the summoning of a whopping 21 Servants, allowing seven masters from the Magus' Association, Yggdmillenia, and the Philosopher Kings to fight it out to win the Spartan Holy Grail War!




Yes, I, Letter Bee, am running a Fate RP. And yes, 21 Servants and Masters is very ambitious, which is why the game only needs 3 Master-Servant Pairs from each side to actually start, with the rest being filled by NPCs until more players join. Here are the rules:

Rules:

1.) No Gilgamesh.
2.) No Powergaming or Godmoding. Metagaming is allowed only if you have Divination Magecraft or other forms of 'flawless' info-gathering.
3.) Be nice to others as well as the GM and Co-GMs.
4.) Players who leave or drop out will have their characters controlled by the GM and Co-GMs.
5.) Dead Apostles and Half-Demons exist in this setting but only the Philosopher Kings can have them as participants.

Servants and Master Applications




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Fate/Novus Apocrypha - The Ends Justify the Means (Reboot)!


Disclaimer: While the Type-Moon Wiki isn't the best source, it is the most accessible one. So do look it up for when you find some terms difficult to understand.

Summary


There was a story of an ambitious Magi who stole the manifestation of the Holy Grail and transported it to Romania, where sixty years later, he declared his secession from the Magus' Association and revealed his possession of said Grail to provoke a war which will shake the heavens and the earth. That man was Darnic Prestone Yggdmillenia... And this is not his story.

For in this timeline, he who stole the Grail was stolen from, throwing off his plans for vengeance upon his fellow Magi. Darnic the Thief found that it was his turn to suffer theft, and all he can do was fume, for the Grail disappeared so perfectly that he could not find out who had stolen it. Several years later, in 2015, a new faction arose in the south of Greece, where Sparta once stood - These men and women proclaimed themselves the Philosopher Kings, harbingers of a world where Magi ruled over Mortals, and the Supernatural ruled over the Mundane.

And they had the Holy Grail - All they needed was a Holy Grail War to power it. And so Anastasios Palaiologos, leader of the Philosopher Kings, sent out a challenge to the Magus' Association and Yggdmillenia, telling them in simple terms that if they wanted the Grail, to 'come and get it!'.

Long story short, Anastasios and the Servant he summoned, Lucius Tiberius, massacred the initial forces Yggdmillenia and the Magus' Association sent, but not before those forces succeeded in activating the 'reserve system' of the Greater Holy Grail, allowing for the summoning of a whopping 21 Servants, allowing seven masters from the Magus' Association, Yggdmillenia, and the Philosopher Kings to fight it out to win the Spartan Holy Grail War!




Yes, I, Letter Bee, am running a Fate RP. And this time, we have a plan for how the plot goes, backup plans for if that goes awry, and we are not going to fill up all 21 Master-Servant Pairs right away - Instead, we will first fill up the Red Team with 7 Master-Servant Pairings, and when those are full, new Master-Servant Pairings can be applied for the other teams (which will also be staffed with 6 NPCs each (3 Masters and 3 Servants each) because there's no way in heck we'd ever get 42 PCs). Here are the rules:

Rules:

1.) No Gilgamesh (except as Caster as he is nerfed in that class), Enkidu, Karna (Except as a Rider or Archer), or Heracles. No King Hassan, Alcides, and Quirinus, either. Or Merlin. Basically, if it's as powerful as any of the listed Servants, it is forbidden for Players' PC choices.
2.) No Powergaming or Godmoding. Metagaming is allowed only if you have Divination Magecraft or other forms of 'flawless' info-gathering.
3.) Be nice to others as well as the GM and Co-GMs.
4.) Players who leave or drop out will have their characters controlled by the GM and Co-GMs.
5.) Dead Apostles (aka Vampires) exist in this setting but only the Philosopher Kings can have them as OCs/PCs when the Red Team has filled up and applications for the Philosopher Kings and Yggdmillenia are open. Every faction, however, can have Mixed-Bloods (people who are Half-Oni or some other magical creature), even the Red Team.
6.) Shielders, Rulers, Savers, and Foreigners are allowed but are still covered by Rule#1.
7.) Edited Rule: Greek, Roman, and Byzantine Servants will get a staging ground bonus from being summoned in Greece.
8.) From now on, all New Character Sheets require 3 Approvals from the Main GM and Co-GMs to be fully permitted to play. Also, Co-GMs can override or put a moratorium on Main GM decisions if they feel like they are bad for the game itself.
9.) The game is now set in 2015 instead of 2021.
10.) Canon!Artoria and Arthur (From Fate/Prototype, an alternate universe) can be summoned together at the same time, like in Fate/Grand Order.
11.) NPCs don't count for Red Team slots (there will always be 7 slots each for Masters and Servants), but they do count for Yggdmillenia and Philosopher Kings slots (meaning that there will only be 4 slots each for Masters and Servants for those teams).

Servants and Master Applications





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_________________________________________________________________________________________
Name: Flavius Valerius Aurelius Constantinus/Constantine
Title: Emperor
Class: Ruler
Gender: Male
Alignment: Lawful Good
Height / Weight: 5’8/197.9 pounds
Source: IRL History
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Personality: Constantine genuinely believes that the faith he brought to the Roman Empire was a net benefit to it and the world, and does not regret his actions, which one might point out, did include banning infanticide and providing aid to parents so that they do not have to sell their children to slavery. Though he regrets the pain and suffering brought by errant members of the faith, as well as rolls his eyes at the modern age's own lack of devotion, Emperor Constantine maintains a strength of belief which others lack, strength of belief which borders on arrogance.

Bio: Will his IRL life do?

Weapon: Roman Spatha Longsword.
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Parameters: E-! stats usually.
Strength: B
Endurance: C
Agility: B
Mana: C
Luck: B
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Class Skills:

Revelation (C) - As someone who has been given a Revelation from God, especially one which led him to victory, Constantine has an instinct for whichever action would lead him and those under him to an optimal outcome. This instinct has no rational explanation, as it comes at the most unlikely of times, but rejecting the whispers and messages from it can only lead to a damning failure.

Saint (B) - As a Ruler blessed by God who changed the course of history, and is commemorated as a Saint by the largest denomination of Christians, Constantine the Great was seen as a paragon of virtue by many Medieval scholars, and it shows in his Servant form. Constantine gets a rank up to Charisma, raising it to A.

True Name Discernment (European) (B) - Constantine can discern the True Name, Skills and Parameters of a Servant he directly encounters, but this skill is more effective on Servants who are rooted in Christian and Hellenic Pagan legend, meaning that veiling skills and phantasms made by those folk are less effective than those used by Servants rooted in Far Eastern and Mesoamerican Lore (an exception is Shirou Amakusa Tokimune because he is Christian).

Personal Skills:

Baptism Rite (A) - Constantine generates a set of blessed javelins, which launch themselves against an opponent. These javelins, when piercing an opponent, fix them in place as Constantine says a prayer to God for the purification of their soul and the destruction of their body. This prayer, when finished, causes the enemy to erupt in white flames which consume them entirely, leaving only ashes in their wake.

Military Tactics (B) - Constantine is adept at planning the logistics, strategy, and actual tactics of a large number of people, although one should note that his knowledge might be obsolete in many places thanks to developments past his death. Not just that, but this is situational and is best-partnered with his Anti-Army Noble Phantasm, which in turn is also situational.

Applies a + modifier to a single Anti-Army Noble Phantasm of oneself and allies and a rank down or - modifier to the enemy Anti-Army Noble Phantasm. Note that if not in a siege or last stand, this merely applies a rank up to up to a single Anti-Army Noble Phantasms with their rank not exceeding A of oneself and allies and a rank down (as long as it is not A rank or higher) or - modifier (as long as it has a +) to enemy Anti-Army Noble Phantasm.

Charisma (B) - One does not gain the loyalty of the Legions, reunite the Empire, legalize Christianity, declare infanticide a capital crime, and found a new Capital of the Unified Roman Empire without having both charm and talent. One also forgets that historically, Constantine was a tactful convert who kept using Pagan symbols throughout his reign and was only baptized on his deathbed. Either way, Constantine can gain the affection of, and fire up the fighting zeal, of entire armies and populations.

Increases the ability of allies during group battles to B.
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NOBLE PHANTASMS



Fighting Style: Constantine is a decent melee fighter and horseman and often fights with a lance, sword, and shield on top of a summoned steed.
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