Start with one, see how many joins. Then I might allow a second. Alot of creatures like the more "normal" one like canine and feline looking ones. Nothing to big or exotic.
Mutations generally are mainly looks. But now that you say it, I will allow for some slight benefits. A mutation would take up a skillslot in that case. And the less human, the more of a outsider you are. Human interaction grows more difficult. Also, the mutations are really minor still in terms of usefullness. No regeneration or anything like that.
Addiction to crystals is really, really dangerous. You get hooked to the power, you are unable to stop yourself. You draw in so much power at once, that you are liable to explode or turn into a icicle or whatever crystal you are abusing at the time.
Basicly, you feel like a god, then you feel like a pile of ashes...
@Rockette AA should be your focus in that case. Albeit if you find the time...
I forgot to put up my ruleset I see xD. Sorry about this, but could you remove that post and send it to me in a PM instead? Also, you need to clean up the formatting, get some spacing in there. Also, I clearly stated you needed TEXT with the appearence picture
29 | 22nd of December | 197 cm | First Class. theme.
Kain Bradwell
Appearance. Kain is built like a locomotive from hell. He stands 6'4, 220 lb of muscle and grit. This towering specimen of a man is the ideal SOLDIER in some ways. He is physically powerful, athletic and with a a cut figure that was made for recruitment posters. Kain does his best to ruin this illusion by wearing the most unflattering of clothes. All that hard work to keep his body in tip top shape is wasted on ill fitting combat fatigues and what ever he find comfortable to wear. His eyes are a dark almond color, his skin is weather bitten and scarred in many places. His hair is cut short, and he keeps his beard trimmed to a neat, manageable 5'o'clock shadow.
personality. Outside work, Kain is a serious individual who puts great care into everything he does. Kain dislikes misunderstandings and hates being left out the loop. This combined with a strong sense for justice, makes him a troublemaker as he will get on peoples nerves over perceived aggression and slights. But what he does, he does from good heart and will to do the right thing. But this has a darker edge to it, Kain doesn't let go of grudges and he is like a honey badger when it comes to punishing a perceived wrongdoing. He has been known to cause severe bodily harm to people who he consider irredeemable and to those who have tried to stop him in his tracks.
Kain is the former object of abuse, and has become extremely protective of others he feel suffer similair fate. So protective in fact, that has spent time behind bars for assaulting a particularly offensive and abusive officer. His temper is nothing impressive, for a man who spent so much of his life fighting, he flies of the handle to easily to be considered entirely stable. Despite his size and thuggish appearance, Kain is very keen and surprisingly intelligent. He is no way a gentle giant, but he has good heart beneath all those scars. biography/background.
Kain has suffered the cruelty of being a outsider his entire life. He was borne the most impoverished parts of the capital and lived a life in squalor with his parents. They had to scrape for food, and Kain was a fast growing kid who needed more then what ever meager meals they could acquire. These desperate years would lead to him suffering the wrath of his parents whenever he overate or caused them trouble. But he was genetically gifted, he was strong and whatever hard labor jobs he could find once growing older, helped him grow into the burly man he is today. Sometime around his 13th birthday, his mother and father both passed due to accident with a collapsing wall in the tunnel where they slept for the night. All alone, Kain found refuge at a local orphanage.
But a tall, big boy such as him was prime target for the smaller but more vicious who saw a big dumb kid to bully. But Kain, as it happened, had a limit. Not sure what to do, he bottled his anger until it overflowed and he beat one of the kids half to death. Kicked out of the orphanage as soon as he hit 17, Kain was picked up by the army. At first he only trained and helped with logistics, but soon he began gearing up. As soon as he hit 18 he was seeing his first front line missions. His time on the front made him more unstable and he suffered from a short temprament. After assaulting a superior officer after the man had berated and verbally abused his comrades, Kain was put in a detention cell. It was then SOLDIER approached him. They considered him a prime specimen for the project and he was chosen to carry Gibils genes.
weapon{s}. Kains massive frame and powerful body makes his ideal for the heavy 3-hander blades like a Flamberge or Claymore. His blade, known as the ”Firebrand” is forged out a particular black and red alloy found withing meteor craters. Its almost as long as him and he wields it as if it was tooth pick.
skillset. Swordplay Sentinel Raw Strength
Ability Flametongue; Wraps his blade in magical flames, turning the blade almost white with heat. Like it namesake, the fires will lick across and ignite most things it touch.. (Sadly, it is less usefull at bbq's.)
aeon. Gibil White and Red┊ Destruction, Justice, Temperamental Breif description.
Best described as a temperamental embodiment of justice, Gibil does not care about collateral in the quest for punishing those it deem wicked. Taking the shape of a man in wicked armor and brandishing a blade that burns eternal, it is a very ominous being. Scientist report that the blade burns at a impossible level of heat, yet it dissipates almost as soon as it leaves the blade. Skulls from beings not of this world hang from its belts, and the armor seems to be made out strange alloys only found within segment of meteor craters.
limit/overdrive. Fires of Judgement: Kain calls upon a manifestation of his Aeons power, summoning down a massive fiery sword from above. It smashes into the earth and send a rippling wave of fire that ignites everything with superheated flames, leaving a smoldering, burning area around its point of impact.
Trivia
Kain has tried to give up smoking 4 times in his life. Each time his life as gotten worse shortly after. He is now convinced there is something supernatural going on
Kain doens't know it, but his Aeon cells burn the toxic and tar of cigarettes. And also light his cigarette for him. Scientists believes this is part of of his powers manifesting subconciusly.
Kain has the current SOLDIER record for bench press, dead lift and squats.
The SOLDIER program also use him as the theoretical outlier for their cost and efficiency protocols regarding food. Or as a certain Sentinel Commander said: "If all Soldiers ate like Kain, we'd be bancrupt in two months."
For this RP, I have decided to implement a few mechanics as a GM that will help me add to the RP in a dynamic way. I have provided some tidbits on each segment of the character creation in the post.
Each character has a main attribute, this is either Mind or Body. Your main attribute determines where his fundamental weakness lies. If your main attribute is Body, you are weaker in Mind related things and vice versa.
You also pick a sub attribute from each main catagory. They shown below and add specific charachter strengths, such as Intelligence or Dexterity. Aside from those, the player also chooses a unique attribute of their own creation. This Unique Attribute should be related to your concept in a way that helps him or her.
Example; Joseph is a engineer. I choose his Main Attribute to be Mind; With intelligence being his mind sub, and Dexterity being his sub attribute for body. As enginer, I gave him a Unique Attribute called "Ingenuity" wich gives him bonuses when i comes to coming up new solutions on the fly. Mind
Intelligence; Intelligence is the great divider. The reason humanity still stand. Highly essential if your intentions is to work with technology.
Focus; The ability to stay focused in any situation. A very useful skill for both Hunters and Mages, who must stay on target when stalking a beast or not lose focus during spell casting.
Mental Fortitude; A person of great mental fortitude is a person who can resist the mental strain of stressful situations and keep his calm. Some spells are easier resisted if you are of a resilient mind.
Body
Strength; The physical strength of a person. This trait is for those who plan to carry a lot of heavy stuff, weapon or otherwise. Strength is important if you plan to swing any sort of melee weapon aswell.
Dexterity: The flexibility and general ability to do things with finesse, speed and subtlety. Dexterity in usefull for everything from dagger and cloak activities to simply being able to work on complicated, delicate machinery
Resilience: The ability to take a hit and keep going. Resilient characters can take more of a beating and easier survive poison and other forms of purely physical harm.
Archtype provides the specialization of your character. Is he a adventurer or a monster hunter? IS he a mage or engineer. I have Provided you with Five different ones that give you a basic limitations. Such as Mage being unable to have any skills related Magitech (But instead having access to 'spells'). After you pick the archtype, you may specify your actual proffesion: Hunter, Explorer, Mercenary etc to further make it "your own"
Mage Archtype: Unique Skill: Magic (The ability to cast spells) Spiritualism (Knowledge of how crystals effect humans) Subtype Examples: Combat Mage, Fire Adept, Elementalist, Crystal Priest
The Mage Archtype is the only one capable of magic. Limited in its use of the Crystal fueled technology, a Mage cannot utilize things such as Kinetik Magic guns or Lightning Spears due to their own personal crystal. Mages need focus and benefit the most from Mind related skills. In general, many Mages are deeply spiritual, having gotten their training trough varius sects and religious institutions. There are mages who are more physical and favor simple and mechanical weapons over mastery. These "combat mages" can be really scary and generally belong to the more aggressive, less pleasant sects.
Engineer Archtype: Unique Skill: Builder (The ality to create new things) / Inventor (The ability to create new technology) Subtype Examples: Combat Engineer, Magiweapon Engineer, Restorer, Mechanic
The world fell to ruin in such a short time, and with it we lost a lot of our knowledge. But we also managed to rebuilt. And this is where the Engineer archtype comes in. Engineers are masters of the technical. Be they a more military minded Combat Engineer or Pioneer out to build new settlements, the engineer is the backbone of society. The Engineers Archtype is the only one capable of properly understanding, repairing and constructing new technology. They come from all walks of life and specialize in many different areas. Some are known as restorers; looking for pre-Fall technology in attempt to restore them to working order. Engineers tend to also be the best drivers and pilots.
Soldier Archtype: Unique Skills: Soldiery: (Better at maintaining weapons, can use any weapon.), Combat Experience (Handles firefights and human conflict a lot better) Subtype Example: Arbiter, Caravan Guard, Mercenary, Ex-Raider, Syndicate Thug
In a world so harsh and unforgiving, the Soldier is never without work. This archtype focuses mostly on being able to fight properly and without equal. The soldier archtype is required to operate many of the heavier guns and has access to tactical knowledge the others may lack. Arbiters per example, are the peacekeepers and defacto police of the East Coast. Meanwhile, a Raider who decided to throw in with the cities is a brutal ally to keep, who has alot of unique experience dealing with gangs and their way of combat.
Hunter Archtype: Unique Skills: Slayer/Tamer (Intricate knowledge of how to kill/tame beasts) Subtype Example: Sharpshooter, Stalker, Giant Slayer, Big Game Hunter, Exterminator, Tamer
The many beasts and creatures that now room our world are in general very dangerous. It is a special kind of person who decide to hunt them down. Enter the Hunter Archtype, a mix of survival skills and combat. Hunters are used to fight beasts, not humans and as such they are less apt at killing men and utilizing combat strategies then a soldier. While some may prefer to hang back with a really powerfull rifle, some hunters make it a pointto sneak up on their pray. Others only hunt the biggest, meanest beasts. Due to varied nature of their quarries, hunters weapons are extremely specified and generally a whole lot less effective when dealing will full on man to man combat.
Explorer Archtype: Unique Skills: Inner Compass (Explorers don't get lost) / Keen Senses (Able to spot things others miss) Subtype Example: Scavenger, Pioneer, Frontiersman, Pathfinder, Forward Scout.
It is a brave new world out there, and the Explorers are the ones leading the charge out into the great unknown. Capable men and women with keen eyes and a sense for direction and survival, the explorer is never stuck in one place. Instead they are Scavengers looking for salvage in the ruins of the old world. Or they are Frontiersmen who brave the new flora and terrain to map and pave the way for settlers and others. Perhaps you are the Forward Scout for a group of soldiers or a pathfinder for a merchant expedition.
Skill assignment
Each player is given a number of skills dependent on their archtype. They can range from everything from driving to sneaking to athleticism. You might want to pick up a weapon or combat skill as engineer or a explorer. Or you might want to pick up first aid as a soldier. It's up to you.
Skills are what you are good at. A soldier has knowledge about weapons and as such starts with the knowledge of two types of weapons. When a skill says (Any) such as "Weapon (any)", replace the parenthesis with the specialization of your choice.
Example Weapon (any) -> Weapon (Spears)
Skill growth. A characters skills will grow under the course of this game, and to make this simple for me as a GM; I will abstract things a a bit. After specific objectives are completed, or missions undertaken to satisfactory effect, I as a GM will reward you with points to spend in both skills and attributes. You will also be able to spend a point to aquire a new skill when this happens, as to broaden your skill repertoire.
There are a few categories to keep in mind when you look at weaponry.
Magitech; The wonder of the new world, magictech utilize the magic of shards to different effect. A fire crystal can give you a safer, more reliable version of a flamethrower. Or it can coat your blade in white hot flames. A spear might be given the extra punch of a thousand volts of electricity gathered at its tip.
Coventional: Conventional arms is the old world tech that relies on reliable things such as gunpowder, bullets and trigger discipline. While a lot of information was obviously lost in the fall and its massive decimation of the population, there is still a surplus of weapons for those that can find them. And the knowledge of how to construct them is not all lost either.
Explosives; What the TNT box says. Explosives and bombs. While there are bound to be explosive stockpiles somewhere, you might want to be careful approaching those.
With the advent of Magitech, there are numerous uses for the crystals. One of the main ones is for fuel, either by steam engines using fire and water crystals or electric engines using lightning crystals. Machinery, both industrial or commercial exist that makes use of it. The machines that are cutting a swathe out of the new, very dense, Californian forest are mainly powered by magic.
For military purposes, people have experimented with incorporating crystals into armor. But so far the results have been quite subpar.
Mages vs Magitech
As covered before, there is a trick to using magic. One who uses raw magic has to be dedicated to it, and in complete control of himself. These magic users are rare simply because it is difficult and risky without any proper benefit compared to using Magitech. A Mage cannot use magitech weapons as their crystals would interfere with their connection to their own crystal. It is for this reason that the Mage archtype cannot be mixed up. You cannot 'dabble' in magic. As a handler of raw magic, it needs to be your life. That is not to say a mage cannot use a knife, or have survival skills. Your main skill has to be the magic, and your other skills will take a back seat somewhat. Not that a Mutant is better at handling the crystal, but more likely to become a shard head.
Meanwhile, Magi-tech is reliably safe, but entirely dependent on technology to corral it. Weapons can be lost, broken or otherwise incapacitated. Not to mention Magic enhanced Armors still takes hits and the crystal could go critical.
The main component for any sort of magic is the mysterious, crystalline ore. For common folk, they are simply referred to as Crystals. The power of a crystal varies depending on its size and purity. Most of it mined from clusters that can be found in different minor impact zones where the magic hasn't turned everything into a nightmare of beasts and overgrowth. However, the closer the location of a major impact zone such as LA, the more powerful the cluster you can mine.
Depending on the area said cluster is found in, you get different types of magic. Crystal Clusters growing partially in water tend to be harnessing water for its magic. The magic is as varied as there is physical laws to defy it seems. Every element is represented: air, water, fire, earth. But also external forces such as Kinetic energy, electricity, magnetism. Not even time and space is entirely safe as there is known to be crystals that lets you speed yourself up or slow others.
A crystal is not infinite in power however. They hold a spark of sorts, that machines and mages draw upon to use magic. That is why, after a time they turn into a dull grey. One can however, recharge a crystal by leaving it a element of your choosing for a extended time. Depending on the element of the crystal its charging speed is different. Putting a crystal in a lightning rod per example is a great way to get electromagic. Where water magic take a long time to regain its spark. On the other hand, Electric magic depletes the fastest, and water the slowest.
Ambrosia has no shortage of water based magic crystals due its place at the coast. Being in the same state as the LA Impact zone, but far away enough to not be completely overwhelmed by its magic, they also have crystals of decent size and purity.
CHARACTER SHEET.
Name; Age; Appearance;Pictures have to have text accompanying them. Personality: Biography; Archtype; Specialization:I.E Mercenary for Soldier, Scavenger for explorer.
Skills;I leave you guys to come up with 7 skills. See the list in the character tab for generic examples Weapons; Equipment and Gear;
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Examples of Skills:
Specialities
Stealth
Lock picking
Hacking
Diplomacy
Critical Thinking
Knowledge Skills
New World Religion
Old/New World Geography
Ambrosian Politics
Crime: Smuggle Routes
Beast Lore
Combat Skills
Weapons (Any)
Hand to Hand Combat
Sharpshooting
Urban Combat
Quick Reload
Explosives
Craft Skills
Leather Working
Crystal Cutting
Metal Working
Gunsmith (Magi Tech)
Gunsmith (Conventional)
Engineering (Any)
Weapon Restoration
____________________________________________Friendly NPC LIST _________________________________________
A crafty saleswoman and former mercenary, Big Shot is a veteran within the Ambrosian military community and a reliable employee for anyone running caravans between the settlements. Known for her patient nature and brutish sense of humor, she is quite popular among other mercenaries. Her nickname comes from her love of heavy weaponry. Harleys husnband Janne helps her run things.
Name: Janne "The Jarl" Gunvarsen Affiliation: Ambrosian Goverment. "Yellow Vest" Caravan Guards.
Janne is the husband of Mathilda and a fellow mercenary. Due to a dust up with the Clan, "The Jarl" now runs "Yellow Vest" operations from his home in Ambrosia. He also helps his wife run her weapon restoration buisness, often distributing restored arms to his own employees. Known as a goodnatured and jolly man, he is well liked within Ambrosia.
Name: "Mad Maggie" Affiliation: Alberta Station
Mad Maggie is what you get when raiders give up their marauding ways for a more stable life. Mad Maggie was formerly a high up Clan member. However, shortly after Juncion Point, she fell out of favor with the others over her stance regarding children. Mad Maggie didn't feel at ease with the way the clan wasted anyone not loyal to them. She gained her nickname for doing what is basicly suicidal. She went up against he clan on her own. Her little one man stand actually saved Alberta Station from a similair fate then that which befallen Junction point.
Becouse of that, Alberta Stations major has given her permanent residence. She actively aids Ambrosian soldiers in their struggle to contain the Clans movements.
Name: Karl Sturnov Affiliation: Alberta Station, Ambrosan Defence Force
Karl is the law of Alberta station. Its residents turn to him with their problems. A former officer of the ADF, he now works as Alberta Stations deputy officer. He has his hands full, but the stern, no-nonsense and extremely competent approach to law enforcement hold the settlment together.
Name: Tabitha Jones Affiliation: Herself
One of the most legendary ADF soldiers to ever live, Tabitha have left the force to pursue a personal vandetta with the clan after Junction Point. She has been known to spend months outside the city walls only for a clan camp to suddenly get exposed and blown all to hell.
Name: Jojo Jones Affiliation: Herself, Jorgens Engineering and Innovation
Jojo Jones is the little sister of Tabitha Jones. She is however, a less severe personality to that of her older sibling. Having spent half her life in Juncion Point. Tabitha and her move to Ambrosia a year prior to the Clans attack likely saved their lives. She is a cheeky and sassy thing, but Junction points fate weighs heavily on her.
Name: Mr Banjo Affiliation: The Brave Frontier, Hunters Guild
Mr Banjo is almost myth at this point. Heralded as the "Original Hunter" and the hero of several outposts and frontier settlements, this vagabond has a important part in much of humanitys resettling of the West Coast. Who he is exactly is unknown. He calls himself Mr Banjo and is a extremely enigmatic but capable hunter who was part of the team that killed a thunder bird. He is also believed to be a mutant, in that he seems to have stopped aging.
Name: Elizabeth Bosh Affiliation: Jorgens Engineering and Innovation
Elizabeth is one of the two owners of Jorgens Engineering. The more mechanically gifted of the two, she deals with the engineering part more so then her sister. She is a well known and established prodigy when it comes to all things Magi-Tech
Name: Elizabeth Bosh Affiliation: Jorgens Engineering and Innovation
Marie is the second and oldest of the Jorgen Engineering owners. Unlike her sister, her expertice lies in people more so then machines. She is the companies face and accountant. She works out the deals, do the travelling and generally keep the day to day operations running.
Name: Jenny Svenson Affiliation: Herself
Known troughout Ambrosia as the go to person for all things underhanded, Jenny is a girl of many secrets. The sassy, somewhat off kilter lady is only 25 years of age yet one of the most troublesome individuals in all of the wastelands. Known middleman when it comes to contacting career thieves, smugglers and other unsavory types. Also owner of the divebar known as "Jennys Corner".
Name: Natalya Roskov Affiliation: Hunters Guild
Natalya is the number one hunter in all of the guild. Aside from Mr Banjo, there are nobody close to her in number of beasts slain. She is a solitary kind of person, but when she isn't out hunting she can be found at a hunters bar called "The Bulwark". Her two dogs "Boris" and "Jeltsin" are very sociable however, and known to pee in peoples boots.
Name: Claudia Ulrech Affiliation: The ADF
Melinda Cho's right hand. Claudia is a consumate proffesional, and the one heading the current anti-Clan operations outside of the city limits. A mutant, her eyesight is so good she does not actually need a scope on her rifle and only uses a ironsight. She has been known to pick out fast moving targets from bizarre distances. Really, really likes booze.
Name: Melinda Cho Affiliation: The ADF
Melinda Cho is one of the most influential and powerfull people in all of Ambrosia. The Commander of the ADF, she hold the lives of thusands in her hands, and she is a very severe human being as a result of this. She doesn't do anything halfassed, and when she decides to mobilize her troops, she does so with remarkable decisiveness. Melindas campaign against Raiders have made her The Clans enemy number one.
Name: Omega Affiliation: The Crystaline Pledge
If you were to ask why people mistrust The Pledge, they likely point to the woman known only as Omega. A powerful mage, Omegas background is one of mystery. A known associate to Mr Banjo, she seems to share his lack of aging. One of the Pledges Founding members, she is the only known mage to wield several crystals at once. Omega is very enigmatic and mystical in nature, she doesn't like giving straight answers and people find her more then a little unsettling as a result.
Name: Jerimiah Talbot Affiliation: Hunters Guild
Current head of the Guild, and a veteran hunter. Jerimiah is a well known and respected member of Ambrosian politics. He has dedicated his entire life to the hunt, and only stopped because he can no longer walk due to a nasty poison causing terrible nerve damage in his left leg. Jerimiah is Navo native american and very proud of his heritage, claiming it is partly the reason why he went into hunting.
Name: Bobby Breaks Affiliation: ADF
Captain Bobbie Breaks is the Garrison Commander at Mories Fort. His service record puts him in seniority, but he was the one who insisted on Melinda to be made ADF High Commander. Bobbie is not a Ambrosian by birth. Instead he comes from slightly south of the Fort, from a nomadic group of people who have come close to reaching the Crimson Peak.
Name: Henry.G.Oldstein Affiliation: Brave Frontier, Albany Station
Henry Goldstein is the mayor of Albany Station and the foremost exporter of Lightning Crystal. He owns the mine, and with it, most of the towns workforce. While a rich man as a result, it should be noted that Goldstein pump almost all his money into Albany Station. He wishes to make it grow, and for the people of West Coast to have a second stronghold akin to that of Ambrosia.
Name: Rachel Lotman Affiliation: Jorgens Engineering and Innovation, Harleys Armaments.
Rachel Lotman is THE scavenger out in the wastes. She has been part in uncovering numerous weapon caches and recovery operations trough the years. Rachel have been working mainly solo for most her life, but there are rumors she might be looking to start up a salvage company.
Name: Ricardo Manvela Affiliation: West Coast Peacekeepers
One of the leaders of the WCP.
Name: Ricardo Manvela Affiliation: Ambrosian Crystal Foundation
____________________________________________Hostile NPC LIST _________________________________________
Name: Jolie Gaudila Affiliation: Herself
Former Pledge member, Jolie is a combat mage with a unstable temper. Unsatisfied with the Pledges consolitory stance between normal humans and mages, she considers herself something more then human. She is a violent, sadistic woman who has commited a number of atrocities in the name of "Culling the weak." Her crystal is a extremely rare sort known as a "Toxin Crystal" It was found within the poisones and polluted refuse outside a a ruined powerplant. Its potential use for sheer offense is not to be underestimated.
Name: "Violent" Rhonda Bombard Affiliation: The Clan
The Defacto leader of the Clan, Rhonda was the apparent mastermind behind the Junction Point raid and several other similar raids. She is believed to be the only person with the clan who survived a one on one fight with Kain Redeyes. Known for her ruthless agression and her frontline leadership, she has the fanatical support of her raiders.
The Founder and Mastermind of the Clans rise to power, Kain no longer lead his Clan. He is content to sit back and watch Rhonda and her rowdy bunch tear the wastelands a new one. Among Clanners, this man is regarded as nothing less then a god. His name comes from his mutation, that makes his eyes red as blood when he is angry or excited.