Hidden 10 yrs ago Post by Quadrophenia
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So I'm a bit confused about the weaponry allowed in this, are guns allowed and if so what type? I wouldn't expect modern age from a steampunk setting but if they are allowed are they flintlock/waterlock/etc?
Hidden 10 yrs ago Post by VitaVitaAR
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@evilpooka: Oh, the airships are. Well, the newer ones, the old ones use skywhale airbladders and some more primitive tech. I was talking about medical technology. ^^; Some airships do use magical enhancements too though.

@Quadrophenia: It's only mildly steampunk, though there are steampunk elements. That said, flintlocks are completely allowed. The Lord Mayor has one, for example. They're just slow enough that many other methods of combat are still effective.

@Enalais: What thieves' guild there's no thieves' guild why would you think there's a thieves' guild. <.< >.>

Anyway, I'm not... completely sure about this but it's definitely an improvement. I'll talk it over with Rin.
Hidden 10 yrs ago Post by Quadrophenia
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Alright cool, i'll get the basis for my app up soon and will probably finish it tomorrow.

--edit--

Also, is it ok if I make my character profession the master of coin for the city? Essentially they are a financial adviser to the head of state along with doing all the tedious activities like supervising taxes and managing the city treasury. It's fine if this isn't needed or I can't be it, I have a back up job in mind for my character if it's not available.
Hidden 10 yrs ago Post by VitaVitaAR
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Well... I mean, I suppose there's nothing wrong with playing a character like that, really.
Hidden 10 yrs ago Post by Quadrophenia
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Name: Nurdin Sharprock
Age: 41
Gender: Male
Race: Dwarf
Appearance: Nurdin
Profession: Master of Coin, Overseas trader
Personality:
Equipment/Weapons: He keeps three flintlock pistols on him at all times. One on a holster on his leg, one inside his jacket pocket and one tucked into the back of his belt.
Abilities:
-Excellent marksman
-Quick at the draw
-Rather strong and knows his way around blunt melee weapons
Brief Backstory:

Unfinished
Hidden 10 yrs ago Post by PrimezTime
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Here is something to nibble on. Let me know if you have a problem with anything.

Races:
Race Name: Khul'Narri (Snow Elves in the common tongue)



Race Description: Snow Elves are considered greatly different than their cousins (Any and All elves). As stated before, they are tall standing around six and half feet as an average height. Their bodies are slender but not quite as slender as a regular Elf and not nearly as slender as a Nem. They have pale, white skin that is might be just a hue darker than the Nem and unlike the Nem, Snow Elves have white hair or very bleached hair instead of black hair. They have long pointed ears and a set of eyes that vary from a dull, faded gray to a brilliant glowing blue. The brilliant blue glow is considered a recessive trait and despite it's beauty, it is rarely seen in a Snow Elf. Another interesting observation of Snow Elf anatomy is that their bodies are always cold to the touch. This is believed to more magical in influence rather than natural means as heat is generally needed to survive cold conditions.

Speaking of cold conditions, Snow Elves prefer to live in colder, secluded climates like tall mountain ranges or extreme latitudes, close to the planet's poles. They preference has really sheltered their kind and as a result, they are very xenophobic and refuse to open their gates to other races. They also generally avoid leaving their communities so that makes the sight of them rather rare. However in recent years, some Snow Elves have ventured into larger communities, such as Karstberg, to serve as delegates for their kind. It was the first step the Snow Elves made to acknowledge the outside world.

It is in these moments of acknowledgement that the Snow Elves really shine in their strengths. They are a brilliant race in matters of engineering, science, and magic, but nothing quite compares to their pioneered skill at combining all three effectively. Magic powered machines that serve practical and useful purposes such as weaponry, automation, and resource gathering. They are now slowly revealing that to the world but keep the secrets of that potential hidden away. Outside of their mind, they resemble much of Elves' traits, such as good marksmanship and fighting ability. Their weakness, quite obviously, is the heat and warmth. An interesting observation worth noting is that Snow Elves will naturally slow down when in a warm environment. They desire to keep cool and prevent their bodies from heating up, quite the opposite of any other being moving a lot to keep warm in a cool environment.

The biggest driving force to their innovation was their religion. The Snow Elves worship a deity labeled as the Khal'Valhal, a genderless figure who is said to have formed the the Snow Elves, the Elves, and the Nem. The Snow Elves are believed to have been the success of Khal'Valhal while the Elves were considered a prototype and the Nem were a failed experiment and as a result, the Snow Elves treat those races appropriately. Outside of those three, the Snow Elves do not believe Khal'Valhal created the other races. The treatment of those outside the faith are mixed. Some look upon other races with scorn, due to hatred of another deity's creation and others relish in the creation of other sentient beings.
Hidden 10 yrs ago Post by Rin
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Okay, co-GM making her first post since actual GM is asleep right now, and still a bit sleepy myself right now but I thought this needed pointing out: Nem aren't elves. They're not related to elves. Actually, from what Vita's told me about them they're closer to hobbits really. XD But yeah, saying they're a form of elf doesn't work.

Will look over the rest of it with Vita once she's awake again, but that just kind of stuck out to me. ^^; Sorry about that.
Hidden 10 yrs ago Post by VitaVitaAR
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Awake now, and, um, yeah. ^^;

Nem are pretty not-elfy. There probably are multiple types of elves, which you can reference. I just didn't want to get into them beyond saying that there's elves in the setting so people can have more control over what they do if they choose to make an elf.

I'm going to talk over the rest with Rin.
Hidden 10 yrs ago Post by VitaVitaAR
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Okay...

@Enalais: We noticed in your backstory that you mention he doesn't earn money from not working in the guild. Well, you don't exactly earn money from working in the thieves' guild unless you steal it. ^^;

The reason I've been joking about the Thieves' Guild not existing is because it's not an official guild(and outside of very certain settings it's hard to imagine it would be). It's a phantom guild that's so well-hidden and secretive that the Watch doesn't even begin to know where to look for the members, let alone who the members are. Most people don't believe it even exists.

As for the bio, on his magic: What exactly is this world he enters? What are the creatures in it? Also you might want to split it into multiple sentences to make it easier to read. ^^;

@PrimezTime: It's going to take a little bit longer then initially expected. ^^; Rin is feeling a bit under the weather at the moment.
Hidden 10 yrs ago Post by PrimezTime
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I can remove Nems from relation, no problem.
Hidden 10 yrs ago Post by Deamonbane
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Name:
Jarl Ghelle

Age:
25

Gender:
Male

Race:
Human

Appearance:

A lean character, not very tall, standing around five feet nine inches. The first impression that he gives off is that of a small, lean character that wants no trouble. For all that first impressions are worth, anyways. His body is covered in lean, hard muscle, his clear green eyes are hard and gleaming with intelligence, and his black hair is cut short. His green eyes are his only distinguishing features, as the rest of his face is bland and easy to diguise. He is found dressing in all sorts of clothing, although when working and not in disguise, he tends to prefer a set of baggy clothes with a hood that are of a mottled grey color.

Profession:
Private eye, with hints of trouble disposing.

Personality:
He can put on just about any facade that he pleases. He is a consummate actor, after all, By himself, he has something of a drinking problem, and is a cold, cynical bastard with a heart of gold. He is incredibly intelligent, not only when it comes to book learning but street smarts as well, and he tends to have a scrappy way about him, and he can haggle for hours when he's in the mood. He has an unreasonable fear of the dark which he has overcome, but still bothers him at the worst times, and he dislikes insects, watchdogs, cats.... animals in general. The feeling is mutual in all but horses.

Equipment/Weapons:
Pair of short sabers, usually carried on his back, hidden, Six poisoned throwing knives, three carried hidden in the sleeve of each arm, Axe and Daggers carried on his belt, rope dart with a retractable head, which can be used for climbing, poisoning, or just being a fun trick to use in a fight, wrapped around his right arm, a selection of potions, for poisoning and distraction purposes, and a small crossbow, usually used for shooting poisoned darts since the size makes the dart too small to kill on it's own.

Abilities:
Anything ranging from acting, chemistry, fighting to lock picking, free running and scaling. He was drilled in the various arts that were to be made useful when you are an assassin. While his fighting skills wouldn't match that of a train swordsman, he has an arsenal of mean tricks that he has no qualms over using to get an upper hand.

Brief Backstory:
Born an orphan, or so he was led to believe, he was on the streets as soon as he could walk, stealing, pickpocketing and making a general niusance of himself by the time that he should have been learning a trade, apprenticing himself to one of the workmasters of the city. But no. He was part of a street gang from the time that he was a child. It was a life lived on one's wits and quick hands, one where a single false move or stupid trick could get you killed or maimed for life. He was lucky, he supposed. Girls his age were put to sell their bodies. Even some of the boys.

It was discovered that he had some Magical talent early on, and he was brought in to be apprenticed by the Meisters, an offshoot of the Magical academy of the city that dedicated themselves to the arts of assassination. His master was selected, one Harmen Gu, a cruel, sadistic son of a bitch whose training consisted of a tough regimen of training and hard work. He beat Jarl on a regular basis, but once again, the boy thought himself lucky that he wasn't a girl. The last of Gu's apprentices was a girl, and he raped her on a regular basis to break her for his training. Thankfully, Gu's taste didn't extend to men. As he grew up, he found that he wasn't of the same caliber as Gu, who was the finest assassin of the city, when it came to head on fighting, but he was far the man's better when it came to intelligent fighting and using one's brain on a job. At the age of sixteen, Jarl graduated from his apprenticeship by performing an assassination in the noble's sector of the city. As he kept going at his work, him and Gu became rivals as the best in the business, with Gu's reputation being a obstacle for him, as he tended to get blood thirsty and killed in a more brutal and bloody manner than his clients liked. Eventually, the Meisters decided that they had had enough of Gu's destruction of their reputation and sent Jarl to kill him. It was a tough job, but Jarl knew Gu bertter than he knew himself, and he paid the young girl that was Gu's new apprentice to leave a door unlocked for him. Jarl got in and slit Gu's throat as he slept.

After that assassination, Jarl seperated himself from the Meisters, telling himself that he had done enough for them. Of course, breaking ties with a guild like the Meisters was never easy, but after the heads became worried that he would come after them if they didn't leave him alone, besides the fact that they had lost many good operatives, they decided to leave him be. And thus, he followed a career that involved taking jobs of following people, finding out their dirty secrets, discovering where someone was hiding treasure or inheritance, and many jobs of the kind.

Guild Name:
Assassin Guild, but better known in the street as the Meisters

Guild Head:
Magus Magnus Arkenheim

Guild Description:
An offshoot of the city's Academy of magic, the roots of it came from disgruntled mages who wanted to practice the forbidden arts. They are closely related to the underworld of Kartsburg, and the head of the Meisters is a kingpin of the crime underbelly of the city. Most of the assassinations carried out by them are given by the head, to keep him criminal empire growing, but they can be contracted from the outside to perform assassinations for those with fat purses and a willingness to get a job done. The Guild itself only accepts those who are magically talented, and they find no shortage of prospects with the many children gangs around the city, and they snatch these children before they are taken by the academy.

Magic Name:
Assassination Magic a.k.a. Night Magic

Magic Description:
Mostly having to do with the arts of getting around without being seen, in which the user can be taught to bend light around them, among other things, it can also include the art of disguises, glamours and magical poisons. It can alçso be used to enhance the users physical speed and strength, as well as to muddle the minds of those they want to avoid being seen by.
Hidden 10 yrs ago Post by VitaVitaAR
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@PrimezTime: Okays, sounds good.

@Deamonbane: Uh, wow. That backstory is far, far too dark and contains elements that I'm really uncomfortable with. I'm sorry, but I can't accept that.
Hidden 10 yrs ago Post by Raineh Daze
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Name: Amelia Fairfax

Age: Not Properly Recorded

Gender: Female

Race: Beastkin

Appearance: Fluffy! Also... tall. 6'11 tall.

Profession: Chief Priestess of Reon

Personality: Lackadaisical and totally lacking in a work ethic, Amelia isn't your normal candidate for being a religious head; though she can be perceptive and welcoming at times, she tends to be more likely to play odd practical jokes or to flirt.

Equipment/Weapons: Though she owns both the symbols of her office and the appropriate vestments, Amelia doesn't tend to carry them around on her person--they're heavy and uncomfortable in the extreme. The closest thing she has to a concept of 'equipment' is 'carry money', though even then she tends to buy on credit and make the payment later, rather than being the world's biggest thief-magnet.

Abilities: Amelia has an expert grasp on both healing magic and augmentation magic--whether on herself or transferred to another person through touch. She occasionally makes use of this for self-defence purposes, but this is more through 'punch them really hard with little style' than using it to amplify pre-existing fighting ability. She also has, on her body, quite a lot of meaningful religious tattoos, but due to such things' tendency to go into and out of fashion she learned a single spell that allows her to turn them invisible and back again as fashion dictates.

Brief Backstory: For the longest time, Amelia has been the head of the Reonite congregation--she is definitely on record as the priestess to initiate the current temple's construction, but it's not quite clear when she took control. She's a long-lived beastkin anyway, and with her particular magical focuses, trying to estimate her lifespan is futile.
Race Name: Beastkin (Fox)
Race Description: Though most commonly found in Akitsushima, foxes are one of the most global types of Beastkin, found in one form or another everywhere except the relatively-untouched continent of Sudalando. On the whole, they are more inclined to join in with other societies than settle anywhere themselves, and often mooch around in elven settlements due to enjoying similar lifespans.
Magic Name: Healing Magic
Magic Description: Exactly what it says on the tin. Commonly practised, but rarely mastered, it is useful for curing the majority of illnesses, and undoing the effects of violent injury, though not outright death. In tandem with mastery of augmentation, it's possible to negate the effects of ageing itself... though the difficulty of achieving this within a lifetime tends to mean that it's mostly elves and the like that pull this off, causing some to mistake such races as naturally immortal.

Magic Name: Augmentation Magic
Magic Description: The ability to increase the body's capabilities--for instance, vastly boosting strength or speed. Generally, the greater the increase, the shorter the effect. It is at its most useful combined with healing abilities or natural regeneration--massive one-off increases in strength can be maintained for longer if they aren't constantly damaging one's own body.
Hidden 10 yrs ago Post by VitaVitaAR
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Accepted.
Hidden 10 yrs ago Post by Deamonbane
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Okay then. Buh-bye now.
Hidden 10 yrs ago Post by Lost Cause
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WIP

Name: Serena Darkblade
Age: 21
Gender: Female
Race: As far as she knows, she's human, but she's actually a halfbreed. Exactly what her other half is, she doesn't know (Read: I haven't decided yet).
Appearance: Like this.
Profession: Assassin

Personality: Serena is tacit and withdrawn. While this might seem like it’s her being detached as a result of her work, the truth is she’s just shy. As a result she’s easily flustered, and will often simply devolve into blushing and stammering if put on the spot.

Equipment/Weapons: Carries a small supply of smoke bombs and other distraction tools in various pouches, along with a pair of retractable blades concealed on the underside of her wrists.

Abilities: Serena’s slender frame makes her an ideal free-runner, as well as leaving her able to slip into tight spaces without too much trouble when she needs to make a covert entry or slip away from pursuers. She’s also a capable housebreaker, able to overcome most common locks reasonably easily, although if faced with a particularly complicated one she’ll simply look for a different point of entry. This lock picking skill also extends to opening chests and disarming traps. In keeping with her credo as a Guild assassin, she’s also skilled in using a variety of non-lethal takedown methods for quietly incapacitating guards and potential witnesses.

Brief Backstory: Serena was orphaned at a very young age; early enough that she has no memory of her parents. She was effectively raised by the Guild, trained in its ways and practices, and taught to master its skills.
Guild Name: Assassin’s Guild

Guild Head: Tobias Eastwind

Guild Description: Killers for hire, but not psychotics. There’s a difference. Guild-sanctioned Assassins have rules against killing anyone but the target assigned to them, and only subduing bystanders whenever at all possible. The Guild also has a tendency to draw its acolytes from orphans and runaways; people who won’t be missed.
Hidden 10 yrs ago Post by VitaVitaAR
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Looks good so far.
Hidden 10 yrs ago Post by PrimezTime
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VitaVitaAR said
@Deamonbane: Uh, wow. That backstory is far, far too dark and contains elements that I'm really uncomfortable with. I'm sorry, but I can't accept that.


Erm... Is this roleplay going to be this censored throughout?
Hidden 10 yrs ago Post by VitaVitaAR
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As stated in the opening post, the RP's setting is fairly light.

That said, I have no issues with plotlines involving murder, assassination, fighting undead, killing criminals or bandits, as long as players can opt in or out. The problems I had with that bio were the completely unnecessary elements of child prostitution and rape.
Hidden 10 yrs ago Post by PrimezTime
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Oh I see....

Well I'll keep plugging away at my stuff because I don't believe it crosses the line by forcing players to be a part of it.
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