Huh... We don't seem to have m/any aquatic monsters, do we? Maybe I shoulda made a scylla or mershark/mermaid or half-kraken or somethin'... Can just iamgine the reaction of being summoned into existence and while everyone stands around with relative dignity intact, the aquatic monster just bellyflops onto the dungeon floor and starts flailing around like a magikarp outta water. xD
EDIT:
Come to think of it, we're lacking in the avian variety too. Apart from Tyrrania and the Void Angel, I don't anyone else can fly (naturally) can they?
Huh... We don't seem to have m/any aquatic monsters, do we? Maybe I shoulda made a scylla or mershark/mermaid or half-kraken or somethin'... Can just iamgine the reaction of being summoned into existence and while everyone stands around with relative dignity intact, the aquatic monster just bellyflops onto the dungeon floor and starts flailing around like a magikarp outta water. xD
EDIT:
Come to think of it, we're lacking in the avian variety too. Apart from Tyrrania and the Void Angel, I don't anyone else can fly (naturally) can they?
This is a dungeon, not a lot of space to fly or swim in. If we have that underground river for the Big Egress, merfolk could be hired to retrieve dropped items.
Fairies, mephits, pixies, sylphs, air elementals... They don't need particularly much room to fly. Plus, you do know we can go outside the dungeon, right?
As for lack of water. I'm sure that eventual future mining into the unknown surrounding underground will yield a flooded room and hallways or two at some point~
Huh... We don't seem to have m/any aquatic monsters, do we? Maybe I shoulda made a scylla or mershark/mermaid or half-kraken or somethin'... Can just iamgine the reaction of being summoned into existence and while everyone stands around with relative dignity intact, the aquatic monster just bellyflops onto the dungeon floor and starts flailing around like a magikarp outta water. xD
EDIT:
Come to think of it, we're lacking in the avian variety too. Apart from Tyrrania and the Void Angel, I don't anyone else can fly (naturally) can they?
Can't fly, but I can make mangos from the corpes of our enemies
As for lack of water. I'm sure that eventual future mining into the unknown surrounding underground will yield a flooded room and hallways or two at some point~
Give Gentle 4 pick axes and a direction. Just make sure to check on him every 5 minutes or so incase he gets distracted, goes the wrong way, starts having a conversation with himself, puts the pick axes down, etc
Give Gentle 4 pick axes and a direction. Just make sure to check on him every 5 minutes or so incase he gets distracted, goes the wrong way, starts having a conversation with himself, puts the pick axes down, etc
I might be intersted in joining. I have a few character ideas in mind that might be a good enough fit for the RP.
Welp, you've got about a day to get a CS up and thrown into the pool of applicants then. 'Cuz come Thursay, Burger'll start picking which 8 peeps get to join the RP, and which ones who'll end up on the waitlist.
EDIT:
After looking through everyones' sheets - again, as well as my own, I once again made the call to redo my character choice. This was partly because I felt that my daemonette was a bit too... All over the place... In terms of capability and abilities, but also because we have multiple applications with characters who can, in some way, shape or form, use or create either magic items, medicines and/or use 'alchemy'.
What we don't have is someone like Tessrha, who can smith and do good ol' fashioned blacksmithing, without magic or fancy odd off-branching variants of it. So, I did the ebst comrpomise I could. I took Tyrrania and Tessrha's personalities, slapped 'em together in a wafle iron and created somehting new.
From the midst of a swamp called travel prep, I come bearing—— rats.
Swarm of Rats
or to friends, colleagues and that one guy in middle management who actually remembers them (thank you it means a lot to them), simply,
Rats
1★ | Rats | Level 1
Appearance: They look exactly the way you imagine them to; a mischief of pretty regular-looking rats in various shades of grey, black and brown. There's seven at the moment, six if we ignore Larry (we usually ignore Larry).
Personality: The hivemind known as Rats consists of multiple different bodies that each share a (fairly simple) mind — which, for the most part, is concerned about survival and its various aspects. That doesn't mean Rats are selfish or lack the ability to work in a group however; quite on the contrary. Because while food and water are important for survival, so is fighting off the creatures trying to invade your home and avoiding getting exterminated by someone angry at upper management — or worse, getting fired in this job market. So while Rats can be overly curious and certainly overly greedy when it comes to things they can devour (and if you ask them, they think they can devour quite a lot of things), they're also diligent and resourceful workers who do their best to follow orders — the way they interpret them, anyhow.
Constantly scurrying about doing something they deem important, Rats are very rarely caught resting (are they actually just regular rats...?) and seem to be at their happiest when they have a project to work on. If they aren't handed one, they make one up for themselves, and that usually means they're the only ones happy though, so it's best to make sure their grubby little hands are occupied at all times. Otherwise you might find them rearranging every rock from the Entrance to the Core, usually in a way that's quite a tripping hazard.
Famously, they also have a knack for avoiding trouble, being very good at running away and having developed quite a heartwarming apology dance (Larry notwithstanding).
Abilities:
[We are Rat] ➤ in the good, the bad and certainly the ugly. But this is the abilities section, so we don't need to point out the obvious downsides of being rats in here. Instead, we're going to focus on how keen their sense of smell is, how they can squeeze through tight spaces, move quickly and quietly, and apparently scare the shit out of elephants. Pretty useful stuff.
[We are Many] ➤ one rat isn't very strong. Two rats aren't very strong. Many rats—— are still not very strong, but they sure are annoying. To kill them, you need to kill every rat, and that sucks if you don't have reliable AoE or don't want to waste it all on the first floor of that dungeon you're trying to raid. They're pretty good at fighting together too, so it's easier for them to land hits when there are multiple of them focusing the same target. Most annoyingly, their numbers also seem to replenish in time, so they are never not many for long.
[We are Hungry] ➤ their bite hurts some, but you know what hurts way worse? Hunger, and they're pretty good at causing it, even if unintentionally. So you'd better keep your eyes on everything edible on your person, otherwise, those rations in your bag? Gone. That snack bar you forgot in your back pocket until it melted there? Gone. Whatever monster you happened to turn into a gourmet meal recently? Dude, not cool, but also gone.
[We are Heard] ➤ in your head, multiple times, whenever you want to communicate with them — that is, if you're a monster. Their weird hivemind telepathy doesn't seem to work on humans. So yeah, while their fellow monsters get to communicate with them fairly effortlessly, humans are stuck listening to squeaks and enjoying their — continuously improving, mind — pantomiming routine.
[We have Trenchoat] ➤ it's true, they do. It's pretty neat, looted from some fashion-unconscious adventurer or something. If enough of them pile up inside, they can pass as a human. An itchy, twitchy, squeaky human, but that's hardly the weirdest human you've ever seen, now is it? Be honest.
[We are Plague] ➤ well, not literally the plague (not at level 1, anyway), but they don't exactly wash themselves, and like we learned in an earlier ability description, they kind of eat everything remotely edible without a care for expiration dates. So if they bite you or otherwise hang around your foodstuff, you aren't going to feel very good for very long.
[You are Us] ➤ eventually, once they've gorged on enough juicy exp, they'll be able to make you — yes, you, human, join them. How? The way vampires and werewolves do it, except the end result is less a Majestic Creature of the Night and more another nameless vermin added to the pile. But hey, you'll never, ever be alone again.
... So yeah, better either avoid getting bitten or get working on that constitution.
[TBA] ➤ ... go grind first.
Also yeah, will be afk for the next two weeks, in case that affects the picking decision and all.
After looking through everyones' sheets - again, as well as my own, I once again made the call to redo my character choice. This was partly because I felt that my daemonette was a bit too... All over the place... In terms of capability and abilities, but also because we have multiple applications with characters who can, in some way, shape or form, use or create either magic items, medicines and/or use 'alchemy'.
What we don't have is someone like Tessrha, who can smith and do good ol' fashioned blacksmithing, without magic or fancy odd off-branching variants of it. So, I did the ebst comrpomise I could. I took Tyrrania and Tessrha's personalities, slapped 'em together in a wafle iron and created somehting new.
Thus, we now ahve horse waifu. Enjoy.
Or don't.
I wanted Imdry to be an apothecary, but since we're just starting out, I just gave her some basic skills in that direction. Her only piece of equipment is her codex that only has a few things in it.
Like Glah. Glah is a goblin recipe for a medicinal plaster of sorts.
Got a hole in you? Put some glah on it. Broke your arm? Once we straighten it, we make a basic stint then cover the whole thing with a lot of glah. When you can't smell the stench anymore, it's usually good for battle. Try not to thump it too much. Roof leaking? He're some glah. Going bald? Rub on some glah and sprinkle grass seed on top. Avoid birds, they've been known to get stuck trying to get at the seeds. Don't want to shave? Soak cloth strips in glah and apply. Wait a month, then grab the cloth ends and rip the hair out. and some skin.
Stuff's so powerful that goblin warriors, smelling it, have been known to get up and rush into battle before it touches them. Even if you're just patching the roof or putting together that clay jug they broke the night before.
@Expendable Wasn't really a matter of who is the better chemist or has more knoweldgge - Tyrrania knew how to make basic things like minor healing potions and what not, but that's about it. Given taht, at the start of the RP; I sincerely doubt we'll be starting off with an Alchemy Lab, or any of the mortar & pestles, alembics, cauldrons and/or or other tools needed to perform that sort of craftig, it really doesn't matter who knew what.
I made the decision to swap character because the there are only 8 spots open for characters. And I very much doubt that Burger would pick multiple characters who has overapping skills (unless they really,r eally, really just like the characters on a personal level). So having multiple characters who fill the same, or very similar, niche would put them in direct competition with each other for a spot in the RP.
By having characters who all have different skills and traits, that each fiil a unique role or purpose, nobody is goijng to end up being picked because "their sheet was better". It all comes down to Burger and what they want and feel fits the RP best instead.
At least, those're my thoughts and incredibly one-sided views on the matter.
Hi! I'm not criticizing or anything. Like you, just waiting to see how things will shake out. Here's hoping there's some tools lying around, perhaps a forge. Otherwise we'll have to go foraging....
Appearance: Azir stands at six-eight and weighs around two hundred forty-nine pounds. Her body type is muscular, but she has a pronounced muscular gut. She has short brown hair that is uneven because she is not very good at cutting it herself. Her eyes are bright red, with pupils that are slits. Azir’s body is riddled with scars from the many battles she has had with humans and with the other races. Another noticeable feature is the earring on her right ear that she stole from a human female. Her teeth are sharp and slightly yellow due to her lack of hygiene.
For her casual wear, Azir doesn’t wear much except a loincloth that barely hides her skin. In combat, she wears an iron armour scavenged from a dead adventurer. And a helmet made from the skull of a deadly monster that Azir killed. Both these bits of clothing barely fit her huge frame.
Personality: Azir is a sadistic person who likes to torture those she fights or finds weak. Looking down on people she thinks are weak and worthless of living. For the most part, she would play with her “food” before killing and eating them and torturing her victims with glee before killing them. However, if she does find someone she considers strong, she will praise and respect them. Azir is quick to anger and will react violently to something that she doesn’t like or hear. She is gluttonous and obsessed with food, explicitly drinking liquor. She was getting angry if she was denied food. She also loves fighting, which has caused many problems for the prison. A few things she dislikes are weaklings, vegetables, and bathing.
Azir will not take losing lightly unless it is to someone she respects. Anyone she deems lower than she fails to will anger her greatly. She is also very vengeful, always remembering those who wronged her.
Abilities:
Foghtin: Azir had been fighting for most of her life. And her method of fighting is to smash and crush until her enemy is reduced to a red paste. When Azir sees her target, she will not stop until they are dead.
Smarty Pants: Azir is much more intelligent than her kin and the other green skins she hangs around with. With this burst of intelligence, she can strategize and create plans to help her in combat. Using her intelligence to build wacky gadgets and weapons.
Power Of Imagination: Azir uses the power of her imagination to make things that wouldn't work work. Or to will things into existence. For example, if she wants to fly, all she needs to do is flap her arms, and she can fly.
I'm not sure if this character will be accepted. But hi i'm glad i gave it a shot.
Appearance: Born with the ability of flesh change, Cain's true form is that of a white-haired, red-eyed humanoid with pale skin covered with countless teeth-filled maws. Behind his back lies eight lashing tendrils with razor sharp spikes on their ends. Albeit He most often takes the form of a red-haired monarch, his flesh shaped into ornate black armor adorned with false rubies along with a simple broadsword.
Personality:Born with the pride of a ruler, Cain considers himself to be the perfect lifeform: deathless and unageing. He is a being of extreme in both boons and flaws with ambitions of domination far outstripping his current means and never-ending greed to consume more, take more, rule over more. However as both maker and lord of the sanguine race he is just in rulership: punishing failure yet rewarding competence.
The Ancestor feels inbuilt hatred towards humans (despite now knowing what they even are yet), viewing them as mere cattle for his kin to harvest and reap as they please. He enjoys the company of undead (which whom he feels an innate kinship) the most with neutral views on other monsters.
Cain possess great love towards all sanguine, viewing them as his children (which they are either directly or not). Thus will always sacrifice other monsters before them. However he doesnt hold the same favoritism towards ghouls of which he actually dislikes and considers a stain towards sanguine pride. Abilities: Racial: Extreme physical amplification: All blood-born (another term for sanguine) posses extreme strength and blinding speed. Moreso in their ancestor. Their flesh is generally hardened with the effect varying based off rank. Cain himself could be considered armor-clad at all times despite not wearing any.
Extreme regeneration: Varies in individuals based on rank, from healing cuts in moments and regrowing limbs in hours (Knights) to having their flesh mend so fast as to make the severing of limbs or head impossible as the flesh grows back at the same speed at which it is cut.
Familiar creation and control: An inner calling for the birth of new kin as their kind cannot reproduce. Ability given to all sanguine whose potency depends the purity of their blood. For a true ancestor like Cain, such a skill allows for the creation of up to 6 Sanguine Progenitors who may in turn create sanguine dukes, earls and barons. A baron may only make knight class sanguine who in turn can only create mindless offspring known as ghouls. Sanguines may be directly created from the ancestor's own flesh and blood, thus bear a greater portion of its power or be made with existing flesh such as a human being and then shaped with the infusion of sanguine blood, resulting in a weaker form. It is worth noting that based off their blood relationships, sanguine "parents" have absolute control over their subordinates but may choose to let them exist as independent entities. However this control may be overridden by intervention from a superior party such as an earl overriding the control of a baron over their knight
Spells like turn undead may sever this blood connection.
Blood and Flesh magic: Born of blood, all sanguine posses some degree of control over it. Making themselves turn into bloody mist to escape ensnarement, draining foes of blood or shaping projecting their own blood into projectiles/shields, etc. In addition they have full control over their flesh, hardening it or manipulating it like the ancestor's black armor. These skills are essential for the creation of new sanguines.
Undead Resilience: Various skills shared amongst the undead of which sanguine are considered a subset of. Includes resistance to both cold, poison, disease and such.
Sunlight Vulnerability:An innate dislike and fear by all their kin, direct sunlight exposure can turn even knight class sanguine to dust not mentioning the ghouls. However to even barons sunlight becomes merely an annoyance, lowering their power across all metrics. The extend of which varies based on rank as usual. To the ancestor himself the sun is reduced to a discomfort but carries no debuff.
Weakness to Holy:A weakness shared across all undead, holy magic is extremely damaging to their kind with some even being turned against the rest of their race. Holy magic is almost mandatory to fight the higher ranks sanguine due to its ability to slow down or even halt regeneration.
Learned Skills: While the lord feels an affinity towards flame magic, he does not know it. Boundless Blood Sea: (basically a reality marble if you are familiar with type moon)Innate ultimate skill he cannot use yet due to his current underdeveloped state. When active, create a contained space of a vast shallows of liquid blood from which flesh monsters continuously emerge, attacking foes as well as amplifying the power of sanguines within.
other skills include artistry with Cain favoring painting along with the piano.