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Let's get working.
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C H A R A C T E R C O N C E P T P R O P O S A L
H U N T R E S S


K A T E B I S H O P A G E N T W A S H I N G T O N D . C . S H I E L D
C H A R A C T E R C O N C E P T:


"Witty Quote"

Kate Bishop was one of my favorite parts of Fraction's Hawkeye run, though this concept of the character sees her more aged and taking some of the backstory and role of her comics mentor. Some things remain the same: Kate Bishop is the daughter of the rich publishing magnate Derek Bishop, and she was an excellent archer. In this continuity, Kate was an Olympic athlete who was recruited into SHIELD for similar reasons Hawkeye would have been: immense skill and a desire to do good.

A few major changes to Kate's backstory begin here: Her SHIELD codename is Huntress, she works with Mockingbird and Havok, and was trained by the Swordsman early in her SHIELD career. She has very little to do with this universe's Hawkeye (who is currently Wonder Woman's parole officer), instead forging her own path. This version of Kate is also meant to be well connected to the universe at large, and should be available for collaborations and guest appearances throughout a variety of stories.

C H A R A C T E R M O T I V A T I O N S & G O A L S:

For the most part, my intent with playing this version of Huntress is to have a refreshing take on a concept I love: an ordinary person with a sharp tongue being a heroine in a world where there are super soldiers and gods on Earth. Kate's motivations are rather simple: she wants to help out the little guy. She knows that she is just a woman with a bow and arrow, but she is willing to fight with everything she's got to make sure the world is a safe place for everyone else to live in.

C H A R A C T E R N O T E S:




S A M P L E P O S T:

A sample post that can be used in the IC if you so desire upon acceptance. This post should provide an example of your vision for the desired character. This sample post should meet all standards outline in the rules and additionally include dialogue, mannerisms and other actions representative of your intended portrayal.

P O S T C A T A L O G:

A list linking to your IC posts as they're created. This can be used for a reference guide to your character or to summarize completed arcs and stories.
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C H A R A C T E R C O N C E P T P R O P O S A L
H A W K E Y E / H U N T R E S S


C L I N T B A R T O N H E L E N A B E R T I N E L L I L O S A N G E L E S V I G I L A N T E S
C H A R A C T E R C O N C E P T:


"Witty Quote"

This is where you outline your vision for the character including any notable changes or differences from the regularly accepted canon. This should be a short summary that provides insight into where the character is in terms of their overall progress and development.

C H A R A C T E R M O T I V A T I O N S & G O A L S:

Why do you want to play this character, what is the driving motivation behind both this desire and the character themselves. What do you hope to accomplish and where do you want the character's story/stories to go?

C H A R A C T E R N O T E S:

Any additional notes you want to put either for yourself, the GM's or other players to help clarify your vision or continuity.

S A M P L E P O S T:

A sample post that can be used in the IC if you so desire upon acceptance. This post should provide an example of your vision for the desired character. This sample post should meet all standards outline in the rules and additionally include dialogue, mannerisms and other actions representative of your intended portrayal.

P O S T C A T A L O G:

A list linking to your IC posts as they're created. This can be used for a reference guide to your character or to summarize completed arcs and stories.
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When half the Earth's population disappeared... the world went into crisis. We thought we had been through it all as a city. After the invasion years ago... we thought we could get through anything. Clean up whatever mess came our way. But that's not what happened. Our friends and family turned to ash in front of our very eyes. Suddenly, the world was without a protector. The Avengers were scattered around the world and the universe trying to find the one responsible for this. What was left of SHIELD was left a shell of what it used to be, and all we could do was try to pick up the pieces.

Some people rose from the ashes and became stronger. People who wanted to help rebuild this city. Others just wanted to tear it down. And then some... well, some people people were just born for this kind of world. One where there weren't enough cops to keep the streets safe. One where riots and looting were a near daily occurrence.

This is the story of New York City after the snap.


Welcome to Marvels: New York City. This is an 18+ Marvel AU inspired by one of my first RPs on the site started by @TwilightShadow. This RP is set in an alternate version of the Marvel Cinematic Universe, beginning the day after "The Snap" in Avengers: Infinity War. With half the Earth's population wiped out in an instant, New York isn't anywhere close to as safe as it used to be. This is intended to be a street-level, sandbox RP following heroes and anti-heroes living in the aftermath of Infinity War. This RP is meant to actively support both independent writers and more cooperative writers alike, as both styles are encouraged in this RP. That being said, while there are some overarching plot threads behind the scenes, this RP is largely focused on the stories of individual characters.

These characters may be either OCs, obscure Marvel heroes who have not been introduced in the MCU, or a combination of both. There is also the opportunity to play as "legacy" characters, which would be either OCs or canon legacies of Marvel heroes who would have both disappeared during "The Snap" and have a reason to be in New York City. For example, a Miles Morales Spider-Man would be right at home in this RP. Feel free to make and modify canon characters as you see fit to tell the story you want to tell.

That being said, this is a Street-level superhero RP about people just starting their careers as vigilantes in NYC. Keep power sets limited and reasonable. No symbiote suits will be permitted in this RP. I've seen them used far too often in these sorts of RPs, and they have never been played well.
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C H A R A C T E R C O N C E P T P R O P O S A L
I R O N M A N


T O N Y S T A R K G E N I U S / B I L L I O N A I R E / P L A Y B O Y / P H I L A N T H R O P I S T
M A L I B U / N E W Y O R K C I T Y S T A R K I N D U S T R I E S
C H A R A C T E R C O N C E P T:


"I am Iron Man."

I'm back to take another crack at everyone's favorite self-obsessed billionaire. The concept I'm running with Iron Man this time is a little more simple and open ended: Tony Stark is paranoid. Aliens, gods, monsters, mutants... as far as Tony Stark is concerned, they're all threats to the world at large. The origin is roughly standard: The Ten Rings kidnapped Tony to get him to make weapons for them. He made his first suit to escape, and shortly after became Iron Man. Iron Man would have become active five years ago, and would have been a founding member of the Avengers. Stark Industries has, on paper, transitioned into developing clean energy solutions while also manufacturing luxury vehicles and jets: a far cry from its origins as a weapons manufacturer. Of course, that's not the only thing keeping the company afloat. A secret division within Stark Industries, code-named Stark Unlimited, has been working on a new project behind the scenes: the Iron Legion. The goal of the Iron Legion is to develop Iron Man drones capable of being dispatched by an organization like SHIELD in order to defend cities and people from any number of threats.

Of course, things never go as planned. This arc will take some inspiration from the famous "Armor Wars" storyline, as Tony's technology will be stolen and sold on the black market. Of course, threats come from all sides. Issues revolving around the legality of Stark's arc reactor technology, personal issues with Pepper, and Tony's constant need to prove his superiority are going to drive him to his breaking point. The question then remains: just how Invincible is the Iron Man.

C H A R A C T E R M O T I V A T I O N S & G O A L S:

I've decided to lean a little bit more into Tony being a very complicated character when it comes to heroes. Unlike characters like Captain America or Superman, Tony's morality isn't exactly as black and white. He's paranoid and narcissistic, believing himself to be the smartest person in whatever room he walks into. More than that, though: he believes that he's humanity's only hope if someone like Superman turns on the people. Because of his fears, Tony has become rather isolated and obsessed with his quest to protect the world. While he does do some work with SHIELD and intends to contract out his Iron Legion to them, he does everything in his power to hide his technology from them and the rest of the world. Of course, once it becomes clear that he can't hide his creations from the world any more... things are really going to hit the fan.

This story of Iron Man is going to be focused on his greatest enemy: Tony Stark.

C H A R A C T E R N O T E S:












S A M P L E P O S T:




P O S T C A T A L O G:

A list linking to your IC posts as they're created. This can be used for a reference guide to your character or to summarize completed arcs and stories.
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C H A R A C T E R C O N C E P T P R O P O S A L
S P I D E R - M A N


P E T E R P A R K E R F R E E L A N C E R N E W Y O R K C I T Y
C H A R A C T E R C O N C E P T:


"I'm beginning to think you need to take a vacation, Doc. I can save you a spot on a nice Raft in the bay."

There have been a lot of great incarnations of Peter Parker over the years, and I think the version that works best is when he's an young adult and can't quite catch a break. Enough origin stories or young versions of Peter Parker have been immortalized, so I think having a more experienced Spider-Man makes more sense. He's put away many in his Rogues gallery a few times, but they always manage to escape and become repeat offenders. He would be a longer-standing member of the Avengers, believing in heroes having accountability for their actions... and so he can get a constant supply of necessary tech to accomplish what he needs to. Peter isn't able to hold down a steady job, and instead has to rely on freelance work as a photographer for the Bugle, and occasionally doing some technical consulting to convince himself he didn't waste five years getting a degree in mechanical engineering.

This version of Peter doesn't differ much from what you would expect. He tries to maintain his only healthy friendship with Mayoral candidate Harry Osborn and tries to keep tabs on his Aunt May, but there are hardly enough hours in the day. Peter has suffered the heartbreak of losing his first love in a battle with the Green Goblin, and indulging in true vengeance only once in refusing to save Norman Osborn shortly thereafter. He's been around the world and perhaps even been in space once or twice. But he's also getting into his thirties with no stable income and living in a cramped studio apartment in Hell's Kitchen. Most of the people Peter talks to are either fighting alongside him or trying to kill him. It's unhealthy, to say the least. But Peter never gives up and always keeps trying to do the right thing. After all... with great power...

P L O T ( S ) & G O A L ( S ):

You know, Spider-Man is perhaps the first super hero I ever had interest in as a kid. The newspaper we got every Sunday when I was young printed cheap new copies of the original Spider-Man run and they were the first comics I read as a kid. I think it's about time I took a shot at writing the character and trying to tell a compelling Spider-Man story.

The general outline for what I am intending in a first arc playing Spider-Man is placing emphasis on a Peter Parker who is overwhelmed, and is going to have to rely on allies significantly for the first time in order to keep New York from falling into chaos. Gang Warfare is erupting in the streets as six of Spider-Man's most sinister adversaries are plotting to destroy the webslinger once and for all. Spider-Man has just begun training a young Miles Morales (or mentoring/fostering a friendship with another newer hero or ally) as he finds himself being called in to assist with the Avengers and other heroes more and more, and is ultimately going to have to unravel the mystery of who is trying to kill the amazing Spider-Man. I have listed in the notes section just a few ideas for potential supporting characters that would mesh well with this story.

C H A R A C T E R N O T E S:






P O S T C A T A L O G:

A list linking to your IC posts as they're created. This can be used for a reference guide to your character or to summarize completed arcs and stories.
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C H A R A C T E R C O N C E P T P R O P O S A L
S P I D E R - M A N


P E T E R P A R K E R F R E E L A N C E R N E W Y O R K C I T Y
C H A R A C T E R C O N C E P T:


"I'm beginning to think you need to take a vacation, Doc. I can save you a spot on a nice Raft in the bay."

There have been a lot of great incarnations of Peter Parker over the years, and I think the version that works best is when he's an young adult and can't quite catch a break. Enough origin stories or young versions of Peter Parker have been immortalized, so I think having a more experienced Spider-Man makes more sense. He's put away many in his Rogues gallery a few times, but they always manage to escape and become repeat offenders. He would be a longer-standing member of the Avengers, believing in heroes having accountability for their actions... and so he can get a constant supply of necessary tech to accomplish what he needs to. Peter isn't able to hold down a steady job, and instead has to rely on freelance work as a photographer for the Bugle, and occasionally doing some technical consulting to convince himself he didn't waste five years getting a dual degree in mechanical engineering and biochemistry.

This version of Peter doesn't differ much from what you would expect. He tries to maintain his only healthy friendship with Mayoral candidate Harry Osborn and tries to keep tabs on his Aunt May, but there are hardly enough hours in the day. Peter has suffered the heartbreak of losing his first love in a battle with the Green Goblin, and indulging in true vengeance only once in refusing to save Norman Osborn shortly thereafter. He's been around the world and perhaps even been in space once or twice. But he's also getting into his thirties with no stable income and living in a cramped studio apartment in Hell's Kitchen. Most of the people Peter talks to are either fighting alongside him or trying to kill him. It's unhealthy, to say the least. But Peter never gives up and always keeps trying to do the right thing. After all... with great power...

P L O T ( S ) & G O A L ( S ):



You know, Spider-Man is perhaps the first super hero I ever had interest in as a kid. The newspaper we got every Sunday when I was young printed cheap new copies of the original Spider-Man run and they were the first comics I read as a kid. I think it's about time I took a shot at writing the character and trying to tell a compelling Spider-Man story. Here are the three story focuses I have planned currently for Spider-Man, in no particular order.

SOMETHING SINISTER

Six of Spider-Man's most dangerous rogues have all escaped prison simultaneously under suspicious circumstances. They seem to have a primary goal: to kill the Spider-Man. All the while, a dangerous foe from Spider-Man's past comes back into town seeking vengeance against a mutual enemy. Will Spider-Man be able to keep up with his foes? Will he be able to trust one of his long-time adversaries? And can Peter discover who is orchestrating things behind the scenes before his nemesis has him dead to rights?
Characters Involved: Spider-Man, Agent Venom, the Sinister Six, other heroes.
Desired # of Players: 2-4


STREETS PAINTED RED

The NYC art scene is notorious for being a dangerous game. Major criminals steal and trade in major art pieces, but someone as of late has had the audacity to start stealing art pieces from some of the most dangerous criminals in town. Crime families are starting to point fingers, and it's only a matter of time before there is a true war on the streets of Manhattan.
Characters Involved: Spider-Man, Black Cat, Mysterio, Prowler, Various Gangsters, Any street level heroes
Desired # of Players: Any


The general outline for what I am intending in a first arc playing Spider-Man is placing emphasis on a Peter Parker who is overwhelmed, and is going to have to rely on allies significantly for the first time in order to keep New York from falling into chaos. Gang Warfare is erupting in the streets as six of Spider-Man's most sinister adversaries are plotting to destroy the webslinger once and for all. Spider-Man finds himself at the end of his rope as he is called in constantly to aid the Avengers and other heroes more and more, and is ultimately going to have to unravel the mystery of who is trying to kill him. I have listed in the notes section just a few ideas for potential supporting characters that would mesh well with this story.

Still an Avenger... Absolutely: One last thing I think is important to focus on, especially with how this RP operates... Peter doesn't know how to say no to people who need help. He's a founding member of the Avengers, and is happy to lend a hand to any hero in need. Feel free to get in touch if you're interested in having the wallcrawler pay a visit.

C H A R A C T E R N O T E S:
















P O S T C A T A L O G:

A list linking to your IC posts as they're created. This can be used for a reference guide to your character or to summarize completed arcs and stories.
Hidden 4 yrs ago 4 yrs ago Post by webboysurf
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V I G I L A N T E
V I G I L A N T E

“You're right... you've made me nothing more than a damn vigilante.”
C H A R A C T E R P O R T R A I T
C H A R A C T E R P O R T R A I T
_________________________________________________________
_________________________________________________________
C H A R A C T E R S U M M A R Y
C H A R A C T E R S U M M A R Y
_________________________________________________________
Adrian Chase
_________________________________________________________
Caucasian | District Attorney | Independent
_________________________________________________________
Bludhaven | New Jersey | United States of America

C H A R A C T E R N O T E S
C H A R A C T E R N O T E S
_________________________________________________________
P O S T C A T A L O G
P O S T C A T A L O G
_________________________________________________________
C H A R A C T E R C O N C E P T
C H A R A C T E R C O N C E P T
________________________________________________________________________________________
The goal of playing Vigilante is to explore the streets of crime in the DC universe from a character's year zero perspective. Adrian Chase is a fascinating character in the comics, and the idea of a district attorney turning into a crime fighter when the system fails is just a fascinating angle to take. I have a love for street level vigilantes, and who better than the Vigilante? One who keeps giving himself permission to break the law in more drastic ways until he eventually becomes the kind of killer he wanted to put behind bars? I think there's also room to rework some more minor DC villains into threatening adversaries for a low level hero. Villains such as "The Eraser" are perfect adversaries for a lawyer trying to put some of the most dangerous criminals behind bars.

P L O T ( S ) & G O A L ( S )
P L O T ( S ) & G O A L ( S )
________________________________________________________________________________________
Adrian Chase is a man who has always rejected the idea of living it easy: he graduated West Point with a Law and Legal Studies degree, served in the army, returned to attend Columbia's Law School, and quickly found himself with a job across the Hudson in the Bludhaven DA's office. He never took the easy route of corporate law that his father always nagged him about, and was one of the few lawyers in the DA's office that wasn't hit with a scandal following the recent death of District Attorney herself. When half the DA's office was found to be in the pocket of the Scarapelli crime family, Adrian Chase takes over for the case and manages to formally file charges against Anthony Scarapelli. Adrian's family is killed, and all the evidence on the Scarapelli's goes up in smoke. Heartbroken and wounded, a desperate Adrian Chase is willing to do anything to make sure justice is served.

Unfortunately for him, the system was rigged from the start. Before long, Adrian Chase is going to realize the only way to get true justice in this city is to take it into your own hands...

or at the barrel of a gun.

A R C # 1
TAKE ME OUT

"It was just another Thursday... until it wasn't."

Adrian Chase is the acting District Attorney, and lives the suburban nightmare that everyone dreams of. Unfortunately, he's made a powerful enemy of Anthony Scarapelli. Adrian Chase is closing the noose around the criminal's neck, but the mob boss believes in reciprocal justice. An eye for an eye. Or a family for a family.

A R C # 2
PSYCHO KILLER

"I can't just... I mean, YOU can't just go around killing people."

Adrian Chase puts the vigilante community on trial when the Homeless Avenger is finally captured by the BPD. As the District Attorney begins putting together a case against him while simultaneously working on the Scarapelli case, Bludhaven begins to fall apart as a gang war begins brewing in the background. The District Attorney begins adopting a similar disguise as the Homeless Avenger as he goes out at night probing for clues as to what is happening to the evidence of the Scarapelli case.

A R C # 3
WAR PIGS

"No... Anthony Scarapelli doesn't get to walk away. He started this war. I'm ending it."

Adrian will question what lengths he is willing to go to as a... no, THE Vigilante. A full on gang war will begin to envelop the streets of Bludhaven, and Adrian Chase will be pushed to his absolute limits as he does everything he can to bring justice to his city... before the law cracks down on him first.




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S N O W I N G T I M B E R
S N O W I N G T I M B E R

“There's a comfort in knowing everything leaves tracks: it means they're moving forward.”
C H A R A C T E R P O R T R A I T
C H A R A C T E R P O R T R A I T
_________________________________________________________
C H A R A C T E R N O T E S
C H A R A C T E R N O T E S
_________________________________________________________
Snowing Timber is an archetypal hunter, a nimble ranger of the woods of the realm.

He was one of the unadopted survivors, but a loyal protector of those he considered dear. Remaining one of the youngest at the age of 18, Timber has had little else to rely on than his bow, some arrows, and his trusted wolf companion Ardie. Timber's greatest strength is his speed, agility, and his perceptiveness.

In his time mostly alone and living off the land, Timber has grown superstitious and weary of strangers and civilization. As much as Timber looks forward to seeing his friends once again for a reunion, part of him hopes to be the only one sitting at the Lying Wolverine: for their sakes, he's hoped they've all moved on by now.

Personality Traits of Note: Altruistic, Superstitious, Introverted, Kind, Spiritual, Wise
C H I L D H O O D I N A R D E N F E L D
C H I L D H O O D I N A R D E N F E L D
________________________________________________________________________________________
Snowing Timber was born a member of the Snowing Forest family eighteen years ago.

He was born the only son of two of the village's hunters, Shadow and Cloud. What Timber remembers of his parents has always been positive: Shadow was a serious huntress who stalked big game, while Cloud was content with setting traps to catch plenty of smaller game that wandered near the village in hope of feasting on local produce. Their occupations left them away from the home more often than Timber would have liked, and Timber naturally spent more time with his father checking and setting traps than out deeper in the woods with his mother. He grew to love the forests that his family spent so much time in when he was young.

As Timber grew, he had no trouble making friends. He was naïve, but loyal to those who called him a friend. He would do anything to make sure to keep a smile on the faces of those around him. He would scrounge up various berries when out with his father to bring back as little gifts, and would try to take the blame if one of his friends got in trouble for doing something they weren't supposed to. Life was... simple, then.

Timber knew something was wrong the day of the attack. His mother had never returned from her hunt, and his father had left in a hurry to go look for her. His last memory of his father was watching the tall, lanky white Tabaxi press his forehead against Timber's, before rushing out the door. Hours later, Timber's coat was covered in ash and his lungs were full of smoke. He should have died, but was lucky to be ushered to safety by some of the older kids in the village.

L I F E A T T H E O R P H A N A G E
L I F E A T T H E O R P H A N A G E
________________________________________________________________________________________
Timber was never adopted from the orphanage.

He couldn't really blame them. He was a scrawny, weak kid. The attack on Ardenfeld left him timid and unsociable to strangers. The last strange adults he had seen took everything from him. The only ones he was close with were his friends. Any time any of them acted up, Timber was the first to rush in and take the blame. The staff believed him to be just another unlovable burden, and they never bothered to notice that his bad behavior suddenly stopped when the last of his fellow survivors left the orphanage. Timber had to just sit and watch as one by one the only "family" of his that was still alive had left him. As much as he wants them to be happy, part of Timber can't help but feel abandoned by the survivors of Ardenfeld.

At the age of fourteen, Snowing Timber left the orphanage and the city of Sarinan. He had no destination in mind.

O N W A R D: A N E W P A T H
O N W A R D: A N E W P A T H
________________________________________________________________________________________
After leaving the orphanage, Snowing Timber wandered for some time. He is still unclear if it was days, months, or years he spent on his own. He was able to catch small game here and there, setting rudimentary traps like his father had shown him as a child. He was clinging to life by a thread each and every day, scrambling to survive on his own. As much as he wanted to just give up, something deep down inside of him refused to surrender to the elements and hunger that assaulted him day and night.

One day, however, Timber stumbled upon a dying fire in a small clearing. Hanging from sticks over the dying flames was a cooked rabbit, though Timber saw no other signs of camp in the clearing. He didn't care if he was delusional, he was pleased to have a meal. He had eaten so fast an onlooker would have thought he had swallowed the meal whole without so much as chewing. Once he had finished a meal, he heard a rustling in the branches of the trees above. Sitting upon a sturdy branch with a bow in hand in the trees above was an older human with a greying beard and wispy hair. The man introduced himself as Dain, a hunter of game. Dain offered to let Timber accompany him hunting, so long as the tabaxi would assist where able. For Dain, Timber was a chance to pass on his skills before he grew too old to hunt on his own. For Timber, this was an opportunity to truly learn the skills his parents were never able to pass down.

For the first year of their partnership, Timber had already managed to refine some of the smaller habits of hunting. He was a brilliant cook of game, and had an eye for using small regional herbs to help accentuate the flavor of whatever the two caught that day. He was excellent at setting small traps, climbing trees, and spotting game before even Dain's trained eyes could track their movement. Dain spent some of this time beginning to teach Timber the art of archery, and he caught on rather quick. The two would stop into a local city or the capital once every few months, selling a collection of hides and various preserved animal parts for coin. Timber used the few times they were in the city to ask around and keep tabs on his fellow survivors. He was able to piece together the location of perhaps half of his old friends, discreetly checking in from afar to make sure they were ok. For Timber's fifteenth birthday, Dain made a special stop in the capital to purchase Timber his very own bow.

After that, their partnership was rather short lived. Dain was getting older in years, and decided to settle down back in Sarinan. He made the offer for Timber to join, but they both knew what living in the city was for men like them: prison. Timber felt uncomfortable whenever he slept in a bed, movement restricted by four walls and a roof. So, Timber ended up right where he started: he was alone again at the age of 16. Timber continued to make his living in the woods, felling game and exchanging various skins and hides for goods. For the first time in a long time, Timber felt at peace... but deep down, he had never truly healed.

A year ago, Timber received an omen. He found himself the target of a few wolves, which he was able to fell with great difficulty. When the fight was over, all the was left was a single wolf cub pawing at it's dead mother. It looked at Timber with great fear. For a moment, something inside of Timber clicked: The anniversary was a year out, the date promised to be the beginning of their quest for vengeance. But that anger and hatred was gone from Timber's heart. He fed and nurtured the wolf pup, raising it to be his own. He named the pup "Ardie" after the town he was born in. Ardie has grown to be a fine hunter in his own right, and a loyal companion to Timber.

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Character Creation



The steps below used to build your Slayers are meant to provide guidance and prompts for how your specific character fights monsters and deals with hostile encounters. Each choice when picking your class, lineage, and gimmick are meant to drive how your character solves problems. Your class determines where you draw your strength: from your skill with weapons, your skill with magic, or from a combination of the two. Your lineage determines your species or blood relations, and your gimmick gives characters an extra tool in their kit to deal with monsters.

However, these class features are not all-inclusive of a Slayer’s abilities. There are

Step 1: Pick your Class


Warrior: Magic is unreliable, weapons are consistent. You focus on martial prowess to fight the monsters that make trained knights cower in fear. Warriors are Strong, Swift, and Hearty… or, more accurately, each warrior is two of the three. Their physical build determines what kind of combat styles they are particularly trained in. Some combat styles are only available to a particular build. Other combat styles simply require a build that has Strong, Swift, or Hearty listed as one of its core focuses.



Mage: Magic is hard to come by, but you've mastered it enough to put it to a good cause. While hedge mages or court wizards might be able to liven up a party with tricks and glamours, you have honed your skills for the most noble cause: fighting back the darkness. Mages have a Magical Tradition that they draw their magic from, which Manifest in particular ways unique to their Tradition. Mages also have specific Spellcasting Styles that are Tradition/Manifestation agnostic: the only limit to how these spells work in a given style is your imagination as a writer.



Spellblade: A Jack of All Trades is a master of none, but better than being a master of one. A Spellblade's limited mastery of both magic and martial combat is made up for by their sheer versatility.





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It'll take a lot more than Swords and Funds
A whole lot more than Mages and Muscle
The Hands of the Many must join as One
And Together we'll cross the River
An Old Wartime Hymn


Guildmaster Atticus Hergoin is dead, rousing you from varied parts of the Federation of Bastion and the neighboring Stratocracy of Araren so you may converge on the independent city-state of Summerfall. You are a member of the Slayers Guild, a faction of monster slayers that has suffered heavy casualties in the Dragon Wars. You have been summoned by the Guildmaster's secretary, Alistair Willowsweep, to either assist in the investigation of the Guildmaster's disappearance or deal with a surprising influx of supernatural activity in the area: either pays enough or carries enough glory to bring you to Summerfall. Who knows… perhaps your name might be on the short list of candidates to fill Hergoin's shoes.

Will these be your last hunts, or will you help unravel the threads of Summerfall before the city tears itself apart?

Character Creation



The steps below used to build your Slayers are meant to provide guidance and prompts for how your specific character fights monsters and deals with hostile encounters. Each choice when picking your class, lineage, and gimmick are meant to drive how your character solves problems. Your class determines where you draw your strength: from your skill with weapons, your skill with magic, or from a combination of the two. Your lineage determines your species or blood relations, and your gimmick gives characters an extra tool in their kit to deal with monsters.

However, these class features are not all-inclusive of a Slayer’s abilities. There are

Step 1: Pick your Class


Warrior: Magic is unreliable, weapons are consistent. You focus on martial prowess to fight the monsters that make trained knights cower in fear. Warriors are Strong, Swift, and Hearty… or, more accurately, each warrior is two of the three. Their physical build determines what kind of combat styles they are particularly trained in. Some combat styles are only available to a particular build. Other combat styles simply require a build that has Strong, Swift, or Hearty listed as one of its core focuses.



Mage: Magic is hard to come by, but you've mastered it enough to put it to a good cause. While hedge mages or court wizards might be able to liven up a party with tricks and glamours, you have honed your skills for the most noble cause: fighting back the darkness. Mages have a Magical Tradition that they draw their magic from, which Manifest in particular ways unique to their Tradition. Mages also have specific Spellcasting Styles that are Tradition/Manifestation agnostic: the only limit to how these spells work in a given style is your imagination as a writer.

These manifestations are not final, and additional manifestations are open for approval.



Spellblade: A Jack of All Trades is a master of none, but better than being a master of one. A Spellblade's limited mastery of both magic and martial combat is made up for by their sheer versatility.



Step 2: Pick your Lineage


This list of Lineages are a starting point. Your character may be half-dwarf and half-orc, a goblin, a werewolf, or some unmentioned amphibious species. The listed lineages are the most common in the world of Slayers, but do not represent all the people who live in the world. Suggestions are welcome, just reach out for approval.

  • Human: The most prolific lineage, humans can be found all around the world and in nearly all cultures. There is an inherent spirit of curiosity about them that has ingratiated them across cultures throughout history. Humans are incredibly interdisciplinary, often picking up a varied skillset when it comes to crafts and skills. It is unsurprising some would risk life and limb to brave the wilds of the world to hunt monsters.
  • Dwarves: Dwarves are stout folk who live up to three centuries, pride themselves on the particular craft they specialize in, and still retain the ability to see clearly in complete darkness. The Dwarves of old used to live in dormant volcanos and the valleys between them, but cataclysmic events and planar shifts sank their ancestral homes. Many modern Dwarves have taken up trades as sailors, so they can still be close to their ancestral home under the sea between Bastion and Lothwren. Though, many others take up complex trades on the mainland. Still others, however, seek to ensure no calamity befalls other's homes. These Dwarves become Slayers.
  • Gnomes: Inventors of the Arcane tradition, gnomes are small folk who typically stand
  • Orcs:
  • Giantborn: Giants are large, primally attuned sentient beings of great power. Some modern peoples are descendants of these giants, and carry with them a similar elemental attunement. Giantborn are typically named for their specific ancestor, bearing the following monikers: Flameborn (Fire), Frostborn (Ice), Stormborn (Lightning), Stoneborn (Stone). Giantborn are much larger than most other peoples, ranging from seven to eight feet tall. They live shorter lives than humans, typically only surviving into their 50s at most. Giantborn bear a resistance to the element associated with their ancestor.
  • Elverian: If not for those who still carry a fraction of Elven blood in them, most would assume Elves to be a myth in this realm. Those with the Elverian lineage often appear fairly human, save for a slighter frame and pointed ears. They live typically a century and a half, maturing at the age of 40. They have a deep connection to the natural world, with those more magically inclined studying the Primal Tradition. Elverians are often purported to suffer from wanderlust.
  • Dragonblooded: Similar to Elverians and Giantkin, Dragonblooded individuals have a draconic ancestor that presents itself differently. Some simply bear reptilian eyes, some have small patches of scales around the cheekbones or joints, others have tails or vestigial wings. Even others appear to be bipedal dragons entirely. Dragonbloods are most prominent in the Millian Territories (formerly the Draconian Empire). Many have had trouble finding favor in other nations due to their draconic heritage, but this attitude has cooled following the Dragon Wars. Whether for wealth, fame, respect, or power... a number of Dragonbloods have joined the Slayers Guild following the fall of the Draconic Dynasty.


Step 3: Pick your Gimmick


Gimmicks are a special way in which Slayers are capable of giving themselves an extra edge when hunting monsters.

  • Alchemist: You brew potions and mutagens to give you an extra edge in battle, providing varied muted magical benefits compared to true spellcasting. But, when fighting monsters, a bit of increased strength or a bit of emergency healing more than makes up for it.
  • Monstrous: You can fight monsters easier because, whether intentionally or not, you have become a monster yourself. You possess a fraction of a monster's true power and little of their weakness, but be careful not to indulge in your hunger lest you become the next contract.
  • Professional Kit: You have the exact tools in your bag to permanently destroy all sorts of monsters. Wooden stakes for vampires, Silver bolts for lycanthropes, nails and charms for spirits, dispelling salts for ghosts... any tool to put the finishing touch on keeping a monster gone.
  • Ritualist: While many Slayers focus on just hitting a monster until its dead, Ritualists opt for complexity to solving these problems. Ritualists focus on curing the disease instead of just the poison. Talented ones can reverse curses, turn monsters back into humans, or cleanse an area of disease. Performing a ritual is complex, requires significant preparation, leaves you vulnerable to threats, and requires an appropriate amount of resources. The benefit: ritualists are capable of doing what most Slayers could only dream of.
  • Relic: You possess a particularly potent, permanent magic item that is your pride and joy. This often comes in the form of a magic weapon, a magical focus, or an item of clothing that provides a particular ability. All Relics are subject to GM approval. Relics may also be purchased in game through the completion of contracts.
  • Trapper: Traditional hunters make use of traps in hunting their pray, and you are no exception. You employ various obstacles to assist in luring, harming, tracking, and ultimately disposing of various monsters.


FACTIONS:


The Slayers Guild

Once over a thousand strong, the Slayers Guild now consists of less than a hundred professional monster hunters. Slayers are nomadic by their own rules, but do have a remote keep in northern Lothwren called Castor’s Keep… or rather, they did. It was recently decimated in a coordinated assault of Rime Giants. While repairs are underway to rebuild the keep, Summerfall in Bastion has been kind enough to gift the Slayers a sizable manor outside the city walls.

The Cuith Di'aern

A loose coalition of primally attuned mages outside of the jurisdiction of the Cabal. It is the oldest known faction in Tyrenal. Their focus is to protect and fulfill the wishes of communal and personal gods in the wilds to keep balance between civilization and nature. Most villages have a resident representative of the Cuith Di'aern, while towns and cities have more. Summerfall is home to a half dozen or so trained representatives, along with a seat on the Council of Trades.

The Cabal

The Cabal are the dominant consortium governing the use of magic in Tyrenal. They have a stranglehold on the acquisition, creation, and selling of relics. The Cabal have capitalized on the training and managing of arcane and eldritch spellcasters. They bear a terrifying reputation for nefarious experiments and having connections to missing peoples around Tyrenal, which is often ignored by governments lest they lose access to the Cabal’s network of mages. It is not uncommon for members of the Cabal and Slayers Guild to come into conflict, but outright fights are rare. Most within the Cabal are Arcane or Eldritch spellcasters, though a few eccentric and powerful primal spellcasters have been among their ranks.

The Dex

Stemming from the old Draconic word for “ten,” the Dex are the premier fighting force of Araren. In times of relative peace, Dex serve as high-priced mercenaries for any warlord or king who can afford their steep sum. They often serve as personal guards or as officers in local militias and armies.

The Black Guard

A group of necromancers responsible for an attempted coup and eventual civil war in Lothwren. While most have been tried and executed, it is rumored many have since fled and dispersed through the rest of Tyrenal. Little is known of their motivations or leadership structure.

City Government

Council of Trades
The Council of Trades is an organized body of local and international guilds and companies. Merchants, blacksmiths, farmers, couriers, and even the Cabal and Cuith D’aern have representation within the Council of Trades. It is no secret that most representatives in the Council of Trades are tied to the oldest families of Summerfall or are themselves incredibly affluent, ensuring votes often favor the wealthier residents of Summerfall.
Princeps
The de facto leader of day to day operations in Summerfall, the Princeps acts as a mediator between the Court and the Council whilst also managing municipal workers and employees. They are appointed by elections from the Lord’s Court and the Council of Trades, and approved by the Confederation of Bastion. The Princeps is also considered the enforcer of Bastion and Summerfall laws, though the trying of these laws is often left to local Justiciars.
The Lord’s Court
The Lord’s Court is a vestige of days of yore, and is largely symbolic government body consisting of the five oldest families in Summerfall. Their direct power has long diminished in the form of the council, but most of the oldest families have ingrained themselves into various guilds and merchant companies to the point that the oldest family’s wishes are fulfilled by the Council of Trades. The Lord’s Court assists the governor in providing municipal workers for the city and overseeing the local library.

Outside Parties
Justiciars
The judges, juries, and sometimes executioners of the realm of Tyrenal. Justiciars are travelling legal scholars who interpret the laws and often try cases on behalf of the powers that be. While local leaders are more than capable of enforcing their laws, Justiciars are well-respected individuals often tasked with providing an unbiased ruling on peculiar cases. The imprisoned and their families will often send out letters and plead for Justiciars to come offer judgement in cases in the hopes of a fair trial, when local leaders are so easily bought and paid for.

Confederation of Bastion
The Confederation of Bastion has no direct political power or sway, and is more of a holdover of the more recent wars against the Draconian Empire. All City-States within Bastion send representatives to the “capital” of Myristrant to advocate and attempt to make deals with other regional powers.

Religion:

Gods in the Slayers world are more a superstition than fonts of divine power, as they are more akin to legends and folk stories than an organized religion you might expect. They are also as plentiful as there are stars in the sky. It is best to think of Gods as representations of the natural world, and more akin to how we view spirits. Gods typically exist in three categories: personal, communal, and cultural. Personal gods might be faint spirits attached to small relics in your home, believed to offer protection to your family. These are the most likely to be real, as purported by Spiritualist mages. Communal Gods are embodiments of local geography. They may govern a river, lake, mountain, or forest. They are rarely heard from directly, and are believed to carry out their will through less powerful spirits. Cultural Gods are long dead legends whose names carry sway. Ancient Dragons, Founders of Nations, and Gargantuan Sea Beasts would all be considered Cultural Gods. Most are believed to have been so strong and connected to magic that their souls still govern and manipulate the world long after their passing.

Listed below are examples of Cultural Gods:

  • Aeswyn, the Last Elf: An Elf from folklore believed to have spirited the Elves of yore to another plane of existence to avoid their eradication. In old Araren mythology, Aeswyn was defeated by Garrun to free Orcs from their captivity. His symbol is a staff covered in thorns.
  • Garrun, the Liberator: An Orcish folk hero who was believed to have freed his people from the captivity of Dragons, Giants, and Elves. He has a dedicated shrine in most Araren cities. His symbol is a bleeding eye.
  • Terrin Stormhawk, the First Slayer: The most recent god, Terrin Stormhawk is the historical founder of the Slayers Guild. He was a Cabal mage who took up the sword to defend against the Ghoul Plague of 773. Stories of his accomplishments and exploits are often exaggerated, but was the only individual known to be able to create Slayer Tokens.
  • Flameveil, the Dawn Titan: The primordial origin of fire, and the eldest element in existence. Some believe Flameveil is the personification of the sun, while others hail Flameveil as the ever-burning incarnation of flame created by the first people of Tyrenal.


Death

Resurrection magic is nonexistent in the world of the Slayers... save for one trick unique to Slayers. All Slayers, upon initiation into the Guild, are granted a single white metal coin of unknown origin. If a Slayer dies while a token is in their possession, one side of the coin turns black and the Slayer is revived anywhere from minutes to hours after death. If a Slayer later dies a second time, the token turns completely black. Slayer Tokens are bound to the soul of the initiated Slayer, and are perhaps the most guarded treasure in the entire realm.
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A long time ago in a galaxy far, far away....


S T A R W A R S
Shattered Republic




Decades after the destruction of the second Death Star, the galaxy has entered a time of relative peace and stagnation. The Imperial Remnant remains a grave threat in the Outer Rim, with various Star Destroyers and their admirals acting as roving warlords. The Republic has chosen to deny further conflict, with renewed threats of separation from worlds in the mid rim forcing the reformed Senate's hand in disbanding most aspects of the Republic military in recent years. A fledgling Jedi Order has been re-established on Yavin IV, though many Jedi continue to pursue their own interests in the galaxy at large. Smugglers and Mercenaries, who would have been criminals in the days of the Empire and the Old Republic, have become lifelines for those in need. The only military personnel in service are Republic Rangers, highly trained soldier-pilots who patrol popular space lanes.

Of course... this tentative peace was never bound to last. Republic Intelligence believes that the fractured Imperial Remnant are beginning to rally behind a new banner. Rumors circulate of rogue force users with no connection to the Jedi Order. Crime families exploit weak and vulnerable systems while waging open war against each other. Rumors have even circulated that new Star Destroyers have emerged for the first time in decades... bearing the colors and and insignia of the Republic.

In the midst of it all, messages from Rothana spread across the galaxy. The messages are unclear, disorganized. They beg for aid. Whether it is through altruism or a desire for answers, some brave individuals answer the call.

It is a shame they fell for a trap.




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A long time ago in a galaxy far, far away....


S T A R W A R S
Shadows of the New Republic


“This Senate has, rightfully, abolished the practice of forced labor in New Republic prison facilities. This then raises a question: are we to send or execute every boot that served the Empire, including myself? There is a simple option, one that provides purpose to those of us misled by Palpatine and war criminals like Tarkin and Yularen while providing much needed protection to those still suffering under the rule of disparate warlords who have refused to answer for their crimes: a temporary reinstating of the of the Grand Army of the Republic.

For many of us, the Imperial Navy served as a means of mobility and a way to learn new trades. It provided structure and stability, and many of us joined believing we could serve our fellow man. But we were beaten into subservience and threatened by the Imperial Security Bureau into compliance. The Imperial Navy under the direction of Tarkin was more focused on instilling fear in every system than it was serving its stated purpose. We no longer have an ISB, nor a Tarkin, nor an Emperor. We can do what we originally enlisted to do: bring some semblance of peace, not through fear and submission... but through justice.

Once we bring down every Warlord, every former admiral and general who has an active warrant, I will be back here before you all again to ask you to disband the Grand Army. For we will have a First Order, and an only order: to drag these monsters from their dens and before our tribunals, so that they may face the will of the people!”
Grand Admiral Gallius Rex, in an address to the New Republic Senate




Decades after the destruction of the second Death Star, the galaxy has entered a time of relative peace and stagnation. The Imperial Remnant remains a grave threat in the Outer Rim, with various Star Destroyers and their admirals acting as roving warlords. The Republic has chosen to deny further conflict, with renewed threats of separation from worlds in the mid rim forcing the reformed Senate's hand in disbanding most aspects of the Republic military in recent years. A fledgling Jedi Order has been re-established on Yavin IV, though many Jedi continue to pursue their own interests in the galaxy at large. Smugglers and Mercenaries, who would have been criminals in the days of the Empire and the Old Republic, have become lifelines for those in need. The only military personnel in service are Republic Rangers, highly trained soldier-pilots who patrol popular space lanes.

Of course... this tentative peace was never bound to last. Republic Intelligence believes that the fractured Imperial Remnant are beginning to rally behind a new banner. Rumors circulate of rogue force users with no connection to the Jedi Order. Crime families exploit weak and vulnerable systems while waging open war against each other. Rumors have even circulated that new Star Destroyers have emerged for the first time in decades... bearing the colors and and insignia of the Republic.

In the midst of it all, an aspiring Jedi and a Scrapper cross paths in the Outer Rim. The Jedi is searching for an old acquaintance, a fellow student of the Order. He enlists help in completing his trial, unaware of the dangers they are about to uncover.


State of the Galaxy

This story begins in the New Republic, circa 21 ABY (as formally established in the New Republic Calendar). While the death of Emperor Palpatine and the destruction of the Second Death Star have led to a formal reinstatement of the Republic senate and the repealing of the Emergency Powers Act, peace is never quite so simple. Many Imperial officers were arrested or turned themselves in, with the Trials of Alsakan being a cultural turning point for the Galaxy… and not entirely for the better. Many Imperial Admirals, Generals, and Stormtroopers were still MIA or governing over systems in the Outer and Mid-Rim. The Rebel Alliance was largely dissolved with the death of the Emperor and the formation of a new Senate, leaving no standing army to deal with the remaining Imperial threat.

That is, until Gallius Rex proposed a solution.

The former Moff proposed a reinstatement of the Imperial Navy with a largely reduced budget, using the same political language that formed the Grand Army of the Republic during the Clone Wars. Instead of placing military powers directly into the hands of a single Chancellor, the Senate would form a subcommittee to manage its affairs. Once all of the Imperial war criminals with active warrants were brought in to answer for their crimes, the Grand Army would be dissolved through a Senate vote.

In the meantime, another force was created through Senate vote that would focus on handling smaller galactic crimes where overwhelming military force would be inappropriate or unwelcome. The New Republic Rangers are composed primarily of former rebels with “clean records” compared to their insurgent counterparts. They serve in the fringes of space in designated space stations and localized outposts, meant to serve as aides to local law enforcement as needed.

And so, 10 years after the Trials of Alsakan, the First Order is down half its fleet due to catastrophic engagements with the Imperial Remnants and excessive micromanagement by the Senate Subcommittee on Military Affairs (SSMA). Grand Admiral Gallius Rex has garnered significant support as a political figure, even managing to maneuver his way into a Senate seat and garnering a secure voting block of “liberated” systems. A recent bill to appease the Core Worlds and Mid-Rim has begun the process of formally disbanding the First Order despite Senator Rex's opposition. New Republic Rangers, while marginally effective at keeping mercenaries and criminal enterprises at bay, have struggled with the manpower and red-tape needed to target their Most Wanted prospects.

At the fringes, systems are exploited by either Remnant warlords or gangsters from the Crimson Dawn or Hutt Cartel. Others attempt to live solitary lives, in self-imposed exile or out of fear of the rest of the galaxy. The tensions of the Empire linger even after the death of its leader. Fear runs rampant, and fear is where darkness festers.


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