Happy 10th Anniversary, RolePlayer Guild! Its been one hell of a ride (Definitely didn't misspell that as "help" the first time, and have to re-post it)
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9 yrs ago
Thank the lord for the Roleplay Guild. Otherwise I might actually have to pay attention in lectures
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9 yrs ago
"Remember the times you could have pressed quit - but you hit continue" Hope everyone's having an alright day. If not, I hope things pick up for you
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10 yrs ago
You shot Church, you team killing fucktard!
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10 yrs ago
My sister saw me watching the Co-Optional Podcast and thought I was skyping my friends. How ridiculous! I don't have friends.
Nyxvira is a squat and thickset Faerie, with blotchy pale skin and a corpulent form. Even for a young woman she is short, which only serves to accentuate her weighty build. She has a giant waist, very broad hips, and meaty legs; with her thighs brushing together. A huge gut protrudes from beneath her clothes; a great white boulder that juts out in front of her, with faint stretch-marks criss-crossing around its edges.
Her hair is a dry auburn, flecked with strands of bright red, and has been cut short, falling down around her shoulders.
While she has noticeably chunky arms, this is due to a mixture of both fat and muscle. Nyx possessing great deal more upper-body strength than one would commonly attribute to a faerie girl. Her legs are thick with muscle from supporting her full-figure, with a dense layer of fat adding some extra padding to them.
She has a round face, with a noticeable second chin, and the beginnings on a third. Bright orange freckles are scattered across her likeness, her nose is broad, and she had close-set sparkling gold eyes. She has a plump mouth, with full dark red lips. Ethereal yellow wings, streaked with faint golden lights, protrude from her back; great incorporeal appendages that flitter in and out of existence, adorned with ornate swirls and patterns, which phase into being at her bidding.
Personality: Nyxvira takes an abnormal approach to life, being somewhat of an emotionally repressed individual. Her dry wit and sadistic sense of humour often create social boundaries, and she has very few strong emotional relationships to speak of. She possesses a hyper and overactive mental state, but cares little for matters which don’t interest her, and is poor at pretending otherwise.
She struggled with her self-image growing up, but the narcissistic, self-worshiping figure she has become bares little to no resemblance to the once immensely self-conscious little girl she was before. Her steely confidence and fiery charisma give the young Faerie an element of charm, which (when coupled with her quick wit) draws others to her. Her appetites for binge eating and sexual encounters are both self-destructive, but these are crippling grey areas to her, above and beyond her wiser judgment and the scrutiny she holds the rest of her actions up to.
Her rapid and uncontrolled mood swings hint at an element of instability, which are accompanied by long bouts of depressive emptiness. To keep herself from becoming too down, Nyxvira makes sure the she is constantly occupied, and (when all else fails her) she always has food to turn to.
The Faerie’s fluctuating temper is legendary, and perhaps the most obvious display of her furious mood swings. Small changes to her day, or countless other minor inconveniences, can send Nyxvira into a chronic black mood, making her lash out at those around her.
Bio: Nyxvira grew up in her family’s ancestral grove in the county of Surrey in England, and lived her first years completely separated from outside influence, dwelling solely within Faerie society. Out of her six siblings, the gift of magic was most present in Nyx, and so she was made Matriarch of the House of Bloodbloom, and given dominance over her family’s grove and the other faeries within it. Once she was an acceptable age, Nyxvira received some tutelage within the primarily human outside world, and began attending various classes. Initially, Nyxvira was tormented for her weight and narcissistic personality, cast out by the other children, but through a mixture of flaunting her prominent status, arcane charms, and intimidation, Nyxvira managed to work her way the social hierarchy; asserting herself as one of the dominant bullies and manipulators in her school.
Throughout her time in school Nyxvira would lure off unsuspecting children and painfully metamorphosize them into Hobb servants for her household. Several police investigations were launched into the House of Bloodbloom, but no concrete evidence was ever found. Whether this was due to careful planning on the arrogant Faeries part, of a hesitance by authorities to spark an incident with notoriously powerful faeries is unknown. For a period in time Nyxvira was the resident drug dealer at her school; using Hobbs to transport her wares back and forth, until she grew bored of her primarily human clientèle.
Disgusted by her francizing with humans, and the poor manner by which their sister mistreated them, the other children of the house of Bloodbloom eventually rose up against Nyxvira, casting out her and her Hobb thralls, and assuming control of the family grove for themselves. Nyxvira moved from country to country, soaking up a great many languages and cultures; spreading mischief and discord as she went, constantly being chased out by furious communities. Overtime, Nyxvira honed her criminal arts, eventually building up a large network of contacts within the nefarious underworld.
By the time Nyxvira arrived in Santa Somabra, she had built herself a thriving gang of zealously loyal Hobb thralls; ready to tend to her every whim. Moving into Chinatown, Nyxvira and her Hobbs launched a vicious gang war with the local tong, eventually culminating with Nyx assuming control of Chinatown, via a mixture of sending her Hobbs on deadly suicide missions, and cleverly manipulating the local population with a mixture of skulduggery and smoke and mirrors tactics.
Nyx began running smuggling operations out of Chinatown, as well as offering mercenary work for up-and-coming hired guns.
Nyxvira’s gang endured throughout both world wars, thriving off of prohibition, and over the next few years the Bloodbloom Syndicate grew into a force to be reckoned with; having enveloped several smaller gangs into its vast expanse.
It was when the Forlorn Disciples rolled into Santa Somabra that Nyxvira made her deadliest power grab yet.
Blackmailing SSPD Detectives Amelio and Johanssen into working for her, and hiring the infamous undead Lost Boys, Nyxie was successful in repelling the Hunter invasion, and executing Ameilkas; the then den mother of the Somabra Hunters.
Whilst the rest of the city was out dealing with the Canoness and her disciples, Nyxvira kidnapped Donato Martovanni, and forced the location of the Martovanni Mithril Mine out of him. A vast fountain of one of the world’s most valuable minerals now in her grasp, Nyxvira Bloodbloom suddenly had enough guns and money to stage a city-wide takeover.
Storming Martovanni, Nyctari, and Reaper strongholds, the Faerie queenpin dealt crippling blows to her competition in one swift stroke, decimating the Reapers and the Rotfaces all together.
Bringing in mercenaries from across the globe, the numbers of the Bloodbloom Syndicate began to swell. Three years later, Nyxie is now the top dog in Santa Somabra, and one of the most powerful crime bosses in all of the United States.
Other: Faeries are universally feared and mistrusted for their wicked ways, but also held up as diety-like beings by some, more superstitious cultures, which is something Nyxvira uses to her utmost advantage.
In a world where humanity has evolved alongside all manner of mythical creatures, Santa Somabra is a sleazy, crime ridden city in the American West; a filthy metropolis caught in a seemingly unending whirlwind of gang wars and criminal activity. Cars whiz past, and gawking passers-by shamble aimlessly down grimy roads, as unseen mob bosses plot to destroy one another. Santa Somabra is a bleak, soulless city, where the strong pray on the weak, and those who have been spat out by civilized society turn when they have nowhere left to go.
The great crime families and ruthless gangs dominate Santa Somabra, with the law enforcement sat comfortably in their pockets –either brought or scared into submission-. Nyxvira Bloodbloom, is the all-powerful Faerie queenpin of the Bloodbloom syndicate, and Somabra’s most prominent crime lord. Having spent over a hundred years carving out her criminal empire, Nyxie’s devious cunning and underhand tactics were instrumental in her takeover of the city, in the wake of the collapse of the Martovanni family.
Those who make it in Santa Somabra do so by leaving all laws and moral codes in the dust, and stomping on whoever they can to climb up another crooked rung in the twisted social ladder.
Three years have passed since the death of the Canoness, and the dissolution of her so called ‘Forlorn Disciples’. Between bloody riots, twisted xenophobia purges, and demonic pacts with otherworldly beings, Santa Somabra was pushed to the point of splintering.
One hot summer evening, a working girl by the name of Joanna Calhoun is found dead in her apartment in downtown Santa Somabra. No more than a day later, a gun-for-hire called Hugh Blackwood turns up on the sidewalk, his head caved in. The one thing connecting these two individuals is their previous affiliation with the Forlorn Disciples, a history which they had both tried to shake off. But Santa Somabra is a cruel and merciless mistress, who isn’t one to let the past remain buried.
The pattern continues, and with each passing week it seems that a larger number of those who have ties to the Disciples are winding up dead.
At first there is little sympathy for the victims, but when the mayor of Santa Somabra, former police commissioner Dennis Murphy, is found dead in his apartment, eyebrows are raised.
Known Nyctari enforcers, and Rat drug dealers come next, followed finally by Cops.
Media attention around the case skyrockets, and the so-called “Somabra Slayer” becomes something of an internet sensation.
Wanting to close the case as quickly as possible, the Santa Somabra Police Department call on the help of everyone they know, from sanctioned officers to private detectives, in order to bring the slayer to justice.
The Year is 2019
The game takes place in a dreary noir setting, incorporating elements of the crime drama and fantasy genres, with the players able to choose from a wide roster of different mythical creatures, or play as a human character. Players may choose to take on the role of any member of society, be it a lowly thug, officer of the law, or a simple shop owner caught up in the struggle of getting by in Santa Somabra.
The growing threat of the Somabra Slayer presents a danger for everyone in Santa Somabra, and extends to every echelon of society. This does not, however, mean that every player must engage in the hunt for the serial killer. Players are free to explore Santa Somabra, and all it has to offer, but the city’s newest psychopath will constantly be lurking in the shadows, threatening to run rampant if they are not dealt with.
• Magic is a risky and unpredictable business, with most preferring to use physical means to get their dirty work done. However, a few occult groups exist within Santa Sombra, giving sacrifices to otherworldly beings in return for demonic powers, and the occasional down-on-their-luck gambler will pray to some obscure trickster god in an attempt to fix a poker game. The most common use of magic is in distilled manners, such as placing charms on weapons to increase their lethalness, or reinforcing bank vault doors with protective wards.
• Large mythical beasts (Dragons, Gryphons, giants etc) tend to stick to more rural areas, and are very rarely found in large urban zones.
• Whilst real-life drugs exist in this setting, many fantasy-based illegal substances are prominent in Santa Somabra. Fairy Dust, Demon’s Blood, and Runez are a few examples.
• Whilst dabbling with demonic entities has always been a taboo subject, the Nazi’s use of hellish magics in World War II cemented the world’s view of witches and warlocks as being something to be shunned and hunted.
The Factions
The Rats- A combination of different street gangs, the Rats have no specialized area, and make their money from selling a wide variety of different guns and narcotics. Notorious for using the vast sewer networks beneath Santa Somabra as a means of moving their goods back and forth, the Rats are only a real threat in the more poverty-stricken parts of the city.
The Nyte Kyngs- An unruly faction of vampires who broke away from the larger crime families, The Nyte Kyngs are a small but vicious gang of nocturnal bloodsuckers, who control the Fairy Dust dens.
The Brotherhood of Rot-A formidable mob-like gang, the Brotherhood was formed after the collapse of the Reaper and the Rotface gangs. With the arrival of the Pale Circle (Powerful Eastern Necromancers) in Santa Somabra, a whole new plague of undeath swept across the city. Intent to spread their sick and twisted concoctions throughout Santa Somabra, the Brotherhood of Rot specializes in poisons and chemical warfare.
The Hunters-Seemingly a group of feral homeless people, when the moon is full the Hunters reveal their true, savage nature. The werewolf community of Santa Somabra tend to stick to the outskirts of the city, only traveling inwards to organize their monthly hunting sessions, where they chase their pray throughout the cracks and crevices of Santa Somabra. After the death of Den Mother, Ameilkas, and her right hand Brunkas, the Hunters have struggled to recover from the crippling losses of the failed hunt.
The Nyctari family-An ancient society of vampric aristocrats, the Nyctari family have existed since the earliest days of humanity. Evolving alongside mankind, the Nyctari have spent an eternity praying on their weaker cousins; using the “inferior” races as thralls to further their malicious goals. In the modern day the Nyctari are a strictly organized crime syndicate, using their dark powers to extend their reach over Santa Somabra. The Nyctari control the red lights district, and the majority of the city’s human (and nonhuman) trafficking operations.
The Bloodbloom Syndicate- Originating in rural Surrey, England, the Bloodbloom Syndicate now has a vast empire which stretches across the continents. Nyxvira Bloodbloom took over the Runez and demon’s blood trades, after the collapse of both the Reapers and the Martovanni family, and has only become richer and richer as a result.
Drugs and narcotics
Fairy dust- A bright yellow/gold powder, fairy dust induces an incredible high, which floods the nervous system with a euphoric flying sensation. Sending the user into a temporary comatose state of unageing, prolonged use of the drug can result in a permanent comma, with the victim remaining in the exact state they were in.
Runez-Injected through the neck, Runez grant the user the ability to unstably shift in and of a corporeal form, and to teleport short distances. Whilst incorporeal the user becomes invulnerable, however there is no way to control when this process happens. Runez junkies are characterized by the eerier tattoo-like marks that spread across their skin after prolonged use of the drug, which have a bright blue hue to them.
Demon’s Blood- A thick, dark red liquid, Demon’s blood is ingested by drinking, or being injected straight into the blood stream for a more potent high. Bulstering the user’s strength, speed, and agility, first time users become practical super soldiers, whilst also experiencing an overwhelming sense of greatness and self-importance. However, over time the prideful sensation is replaced by an intense rage, as users begin to hear the whispers of otherworldly beings in their ears, usually drawing them into a state of extreme paranoia.
Races
This is not a definite list of every mythological race that players have the option of portraying, although if you do wish to play a species that isn’t listed then please run it by the GM first. Humans are also a viable option, and make up the majority of the population of Santa Somabra.
Creatures of the Mortal Plains
Werewolves-Vicious half-man/half-wolf beasts, Werewolves are few in number, but possess immense animalistic speed and strength, making them a force to be reckoned with. Blessed with formidable senses, Werewolves can track their prey with ease, but prefer to stay away from urban neighbourhoods, mostly due to the fact that the huge variety of potent smells and noises overwhelm them, leaving them potentially vulnerable.
All Werewolves, whether they wish to or not, transform into their lycan form on the full moon. If presented with life-threatening danger, most Werewolves will involuntarily shift into their lycan form. Those who have poor self-control may find themselves transforming into their true forms when angered.
Despised by almost all of Santa Somabra, the monthly raids that the Hunters lead on the citizens of the city has given them a monstrous reputation, and law enforcement agencies well pay handsomely for known werewolves, alive or dead.
Elves-Tall and graceful, these humanoids generally resemble –what most would consider to be- extremely attractive humans, but with pointed ears. Possessing a lifespan several times that of a human, the Elves have evolved alongside mankind, with most communities housing a fair balance of Elves and humans.
Considered by some to be father-figures to humanity, and by others to be elitist fascists, attitudes towards elves vary depending on the community.
The sub-species of Elf are;
Ljósálfar- The great and noble Light Elves. Creatures of beauty and excellence, the Ljósálfar are the undisputed masters of White Magics, and are renown for their warmth and regality. Make no mistake, though, Ljósálfar are just as likely to stab you in the back as any other species. They’re just a lot more spectacular about it.
Dökkálfar- These grey-skinned creatures dwell in caves and tunnels, slinking through vast underground cities as they hone their weapon crafting skills. The Dark Elves inhabit the deepest, darkest holes and burrows of the earth, and rarely mingle with other races, except for in extraordinary circumstances. The Dökkálfar construct vast networks of factories and sweatshops within the bowels of their underground cities, where slaves toil away in an endless production line, creating weapons and armours by the dozen.
Wyrmblood- Born of a union between elf and dragon, Wyrmblood’s are hated and despised by both Light and Dark elves. The Wyrmblooded elves have perhaps the greatest understanding of magic of all elves, and it is that which makes them both feared and reviled. Most Wyrmblood’s have telltale bright red hair, but some have been known to possess sharp draconic claws, and even scales in rare instances.
Orcs-Brutish, rough-looking, creatures, Orcs have an appearance considered monstrous by most humans. Tall and hunched, with great tusks and sickly green skin, Orcs often find themselves filling the roll of enforcers in the criminal underworld. It has taken society many hundreds of years to allow the Orcs to dwell within their midst, and it will be hundreds more before they become properly accepted.
Having become known for being lazy and prone to violence, many Orcs find it difficult to shake the scummy reputation that the worst of their species have given them.
Goblins-Small, gremlin-like creatures, Goblins have huge pointed ears, stubby limbs, and knife-like teeth.
Considered to be dishonest and heartless, Goblins are regarded as untrustworthy rodents-like creatures by most of Santa Somabra.
Ogres- Ginormous beasts of monstrous proportions, these creatures tower above the other races. Ogres love two things; Fighting and Eating, and tend to be immensely strong and fat. Most Ogres are extremely dim-witted, although there are some intelligent Ogres. A few Ogres have been known to have multiple heads, each one possessing its own personality.
Generally considered little better than mongrels, Ogres are accepted as a necessity in terms of security work, but are rarely welcomed into non-Ogre communities, with a few exceptions.
Creatures of Tartarus- The Plain Of Shadows
The cold and desolate dimension which scrapes away at the edges of creation, Tartarus is the home of black magics, and the malevolent beasts which are born of the shadowy union between flesh and darkness.
Vampires- Dwellers of the night who feed on the blood of the races they deem beneath them, Vampires possess superhuman strength, keen regenerative abilities, and the ability to travel at speeds unachievable by humans. Permanently frozen at the state their body was in when they became a vampire, these nocturnal creatures are seemingly impervious to ageing, or dying of age-related ailments. Elders of vampric society have lived long enough to develop potent blood magic, being able to imprint their will upon those susceptible to suggestion; gathering their own harems of thralls who are fiercely loyal to their dark masters.
Whilst not, as the stories would have you believe, vulnerable to garlic or running water, the sun’s rays are lethal to all vampires –forcing them to operate exclusively during the night-. It is rumoured that those of exceptional faith can ward off these blood-suckers with icons of their respective gods, but this is most likely just hearsay.
Technically considered a disease, official law enforcement guidelines state that Vampires should be hunted with extreme prejudice. Despite their enhanced capabilities, most smart Vampires tend to keep their dark secret guarded, for fear of attracting unwanted attention. Despite this, the Nyte Kyngs openly flaunt their vampirism.
Wendigo- The twisted union of man and beast, Wendigo’s are the monstrous children of savagery and barbarism. Like all creatures of Tartarus, they are associated with blood-drinking and cannibalism.
Fear Gorta- The phantoms of hunger and famine, Fear Gorta are the harbingers of blight and destruction. The Fear Gorta disease is one which can infect all known species, and riddle a bloodline with feral, flesh-eating offspring.
Undead- Reanimated by the most shunned form of magic, Necromancy, the undead are rotting husks of their former selves, forced to shamble through their miserable un-lives. Whilst mindless undead do exist, players will take control of sentient undead, who’ve managed to obtain their freewill, or were raised as being free willed to begin with.
The lowest of the low, Undead are almost universally rejected by all but the most benevolent of society.
Creatures of the Fae- The Plain Of Souls
The Fae is a dimension of ethereal forests and luscious fields of pure magic. These creatures use neither black nor white magic, and instead dabble in a school of magic completely unique to them, known as “Fay Magic”.
Faerie- The sovereign lords of the Fae, Faeries are malevolent tricksters and magic users. They have been known to kidnap the children of other species, and morph them into brainwashed hobb servants. Faeries have large golden eyes, and can conjure ethereal wings into existence at their bidding.
Hobb- Dull, lumbering beasts devoid of independent thought, Hobbs are wrought from the flesh and spirits of other creatures, and are sewn together to form the fanatically loyal minions of their Faerie overlords.
Brownie- Small, mischievous sprites, Brownies resemble small children, but covered in moss and fur. They are notoriously boisterous and perverse, delighting in obscene revelry.
Creatures of Zhuthunih- The Searing Nether
Demon- The children of sin and hellfire, demon’s know no language other than depravity. They are beasts of the bloodiest nature, who feed off of the folly and misdeeds of mortal men.
Fiendling/Nether-Brood- Fiendlings are mortals who have consumed the blood of demons, or spent an elongated period in the vicinity of demonic taint. They resemble a sickly mishmash of demonic corruption and their original species, usually boasting cloven hooves or ram-like horns. The Fiendling is the halfway point between man and monster, and constantly battles with the dark voices that plague their psyche.
-Dawn Peak Heights-Wealthiest district in the city, Nyxvira has an apartment here
-Palassa's Song-Second wealthiest district in the city, primarily light and dark elves live here though wealthier members of the lesser races also call this district home
-Tranquil Valley-Another wealthy district with a more diverse demographic, many poorer folks dream about owning a home in Tranquil Valley
-Little Lupine-Pretty self-explanatory, werewolves and alcohol everywhere
-Chinatown-Pretty self-explanatory, used by multiple criminal groups to move huge quantities of drugs
-The Narrows-The dirtiest, nastiest slums in the entire city, some vagrants refer to it as "crime school" and most sane people avoid this area like the plague. The Most infamous and scummy section of the Narrow is "Drabstreet".
-The Red Light District-Sex, drugs, and more Sex. The Nyctari have various strongholds dotted about this district, which is practically drowning in whores and dust dens; catering to all kinds of exotic fetishes.
-Los Tres Muertos-Where the dead live, also the best ice cream in all of Santa Somabra can be found here
-Wyvern Rock-Mainly home to orcs and goblins
-Miracle Square-A posh community where the mystically gifted ply their trade
-Deadlight Hills-A middle-class district where the living and the undead can be found together
-The Burned Block, formerly known as the Silver Expanse-A once prosperous and beautiful district destroyed by the Great Fire of 1985
-Southwind Park-A remnant of the Silver Expanse catering to upper middle-class and wealthier citizens, the Hotel Imperius is located here
-Silver Hills: Gated community in which only residents may enter and to be one, the community council must veto you. Zero crime rate and all in all, the most 'Pure and Good' untouched by evil place in the city. In appearance, at least.
Character Sheet
To begin with, each player may submit one character sheet. Once they have ‘proven’ themselves (by engaging in roleplay, being active OOCly etc) they may apply for a second character. You may play up to three characters.
Name/Nicknames:
Race: (The species of the character you wish to play)
Age:
Appearance: (Short, physical description of your character/picture/both)
Personality: (A couple of paragraphs to describe how your character behaves, and what drives them)
Bio: (A brief synopsis of what got your character to this point, and where they fit in to Santa Somabra)
Other: (Any other notes, pieces of information, etc that you wish to include)
"What if we run across the kid while we're scouting? What's to stop this guy from blowing our position and running to go save his son? He sure didn't have the self-control to keep himself from charging goons the first time we met him."
Duela would probably respond with something like "That's why I've got you to keep an eye on him."
“Ease off, McTavish.” Duela said calmly, adopting a tone that was both firm and soothing, without coming across as patronising “In this instance I’ve got no problem with everyone spreading out.” She then shot him a quick smile and a wink “If this were any other situation, I’d have you bash their heads in.”
She then turned to address the rest of the group.
“So we have Aaron and Lux in one group, and Ellie and Cassandra in another? One of you take Nathan with you, and the other Harriet.”
She didn’t want to let it show, but Duela didn’t hold the two newcomers in a position of trust. Beneath her masquerade of sweet civility, the gears of her mind twisted and spun, and they had been oiled by over two centuries of skullduggery and espionage.
“John, and McTavish I want you with me.” She called over to the guardsman and the Supermutant “And you, Yorkshireman. If we’re set on doing some reconnaissance, we might as well try and cover as much ground as possible. Fan out, and report back here in three hours.”
*
Two encampments sat on either side of Haven 23. One consisted of a few tarpaulin tents and scrap metal shelters, littering a wasteland of concrete and asphalt. Dirt red bricks littered the floor, and a makeshift circle of sand spread out across its centre. This was the “Ring of the Fearless”; an arena where slaves fought slave, for the leisure of their raider masters.
The other camp was made up of some shoddy fences of rotting wood and old pieces of corrugated iron, strung up amidst a thicket of the twisted husks of dead trees.Sitting behind the fences were large steel cages, stuffed to the brim with the malnourished bodies of slaves. This was “The Leaky Bucket”; a small encampment used to house the surplus of slaves who couldn’t fit in the grounds around the Haven itself.
The Haven itself lay between the two, but before it could be reached the adventurers would first have to pass through the guardpost which blocked the way.