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9 days ago
Current Two days ago, Noble Arms is indisputably four years old, spread out across three threads, and the third thread is still ongoing and about to reach the endgame...
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20 days ago
Can't believe that I actually got an RP close to its endgame, btw...
4 likes
1 mo ago
Noble Arms is now either four years old, or three years and eleven months. The third thread had lasted for more than one year.
1 like
2 mos ago
New Interest Check, everybody!
2 mos ago
My Roleplay, Noble Arms: The ASEAN War, will reach its 4th year in June or July. It's been a long journey.
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Intrigues of Venedig - Fantasy RP

I. Intro



II. Interesting Countries that Trade with Venedig







III. The Factions inside Venedig



IV. Magic System













V. What if I don't want to play a Mage?



V. Rules



VI. Character Sheet Skeleton

5/16/2022 - Replaced 'Exceptional Skills' with Character Traits and added a paragraph of lore about what life in the Empire of the Golden Grail/Reich des Goldenen Ghrales is like!

Edit: No, I am not running this.


Name: Erisse Augusta Narrativia.

Age: 25

Grade: N/A

Biography: The Narrativias were a family tasked by the God of Stories to record the ongoing tales and epics of the world; heroic and villainous both, and guide worthy warrior's hands to their victory, romantics to a chance at true love, and those who yearn for redemption for an opportunity to get it. This has made them masters of infilitration and magical surveillance, explorers of the physical and spiritual worlds, and translators of a hundred languages. And above all, mentors of a hundred heroes, crafters of five dozen magical relics, and healers of a hundred fatal injuries, sicknesses, and disorders.

Erisse was all right with that, but her brother, Kyros Narrativia, was not. Kyros wanted to be a hero himself, to use his knowledge of how Narrative worked to solve others' problems for them. He knew better than they did, can glimpse tropes and plot devices at work and even invoke them. Why shouldn't he have a turn saving the world? The answer was that someone who thought like that was not worthy to be a hero, that he didn't realize that heroism meant something, and he'd only cause more damage to people than he actually fixed. Neeedless to say, Kyros ignored the advice he was given and went off on his own.

Whenever Kyros went, he caused disasters in his wake, and Erisse had to clean up after them. Broken relationships, revealed secrets, lost trust and a trail of dead people and destroyed neighborhoods, that was the damage her brother caused. However, she was going to find him and put a stop to it, going to find him and... And... What would she do? Reason with him? Fight him? Maybe even kill him? Or should she just yield to her own desires and join him in trying to make things right?

Let Fate be the judge.

Powers:

Core Power: Narrative Role of the Fairy Godmother - The specific blessing given her by the God of Stories, Narrative Role of the Fairy Godmother allows her the power to vaguely sense a person's current needs, whether it be food and water, good advice, clothing and weapons, and grants her a mystic reserve of energy which allows her to conjure any mundane item she has seen, read about, or personally handled. However, she needs her other powers in order to produce anything with magical attributes.

First Power: Workshop of Heroic Desire - Erisse, by talking with a potential Hero or Heroine about their hopes and dreams for thirty minutes or an hour, is able to establish a mental bond with them which allows her to craft a magic item, not necessarily but often a weapon, which allows them to achieve their hopes and dreams more quickly. However, the hero/heroine has to be sincere.

Second Power: Bottomless Storage - Erisse has access to a lifeless parallel plane that exists alongside the real world and universe as a whole. Because of this, its size is effectively bottomless, and it exists in concert to all other places at once. Erisse can transport herself or items to or from this plane at will, but not other living beings. She is unable to transport a singular object larger than a tank in this way, and targets must be freely movable and not nailed down or otherwise physically tethered to the world in some way. For example, she could transport a chain link or the shackles linked to it but not an intact fire hydrant that is built into the ground.

Because the pocket dimension is connected to all places at once, Erisse can teleport anything inside it, including herself, to anywhere else that she can remember or visualize well. This cannot cause the phenomena known as "telefragging", so the transportation will only succeed if the destination is sufficiently spacious. In this way, she can easily clear vast distances, and merely being able to see the horizon is sufficient to burn it into her memory well enough to jump there.

Third Power: Narrative Role of Familiarity - To get a story, sometimes one has to get close to people. This power makes doing that easier by making people think Erisse Augusta is part of their inner circle. For example, Erisse can use NRoF to give herself the 'Narrative Role' of 'School Teacher', making people beleive that Erisse is genuinely a Teacher in any of the Schools in Rhea, including the ones with Magical powers.

That said, there are drawbacks: Narrative Role of Familiarity does not alter one's abilities, powers, or physical capabiliites. That means that you can make yourself part of a paratrooper unit yet not be able to use a parachute right. Or join a world-class chef competition yet not be able to cook. So Erisse has to be careful. Not just that, but Anti-Magic can break NRoF when Erisse is touched by someone with this power.

Narrative Role of Familiarity is stronger when:

1.) There is a set number of 'slots' in the organization to be infiltrated and one of them is empty.
2.) A member of the said organization or someone that said organization trusts vouches for Erisse.
3.) If false evidence supporting the altered memories of the infiltrated organization is planted; the more believable, the better.
4.) The infiltrated organization does not have a set limit of members at all.

However, Narrative Role of Familiarity is weaker when:

1.) There is a set number of roles in the infiltrated organization and all of them are filled up.
2.) If a member of the infiltrated organization is naturally paranoid to the point of distrusting their own memories.
3.) If Erisse is called upon to use skills expected of a member of the organization, but she does not have.
4.) If someone else uses memory-altering magic on the infiltrated organization.

Erisse can reflexively exempt any person she wants, preferably an ally, from the effects of Narrative Role of Familiarity, preferably if they can keep their own mouths shut. Also, this power is ineffective against anyone who actively realizes that it is being used; that's why the second set of conditions weakens the power's potency.
Erisse Augusta Narrativia

Don't interfere, Erisse thought to herself as she sat on the highest seat in the stands, writing down her observations on the story unfolding before her, the story of Parker and Mina, as well as the tale of Michael and Andras. Narrative Role of Familiarity plus a few conjured up cameras and surveillance bugs had gotten her a bit of relevant info, information which allowed her to conduct her family's mission, that of recording and providing occasional guidance to would-be heroes and heroines.

However, there was just one problem. None of the people she wanted to help wanted her help, and the people more open to a chat with her were... Unheroic. 'King Bully'/Suzakura definitely deserved to be called an antagonist, although villain was too important a term to honor him with, while Mina's obliviousness rubbed her the wrong way. Not that she hadn't heard about her family and their dirty little secrets, but that didn't mean that she had the right to be, well, what she was right now.

Too bad Erisse was not good at redeeming people; she knew better than to try as long as it wasn't Kyros. To be honest, while she continued to believe in her brother's eventual redemption, her plan was to just find him and leave the actual counseling and 'talk no jutsu' to someone else - She knew her limits.

But, don't you want to surpass them? a stray thought said as she looked at the newcomer; Duke, was it? She should be careful about him too, considering what she had been told about him and what she found out by posing as a Mephisto's teacher from time to time...

@Spin The Wheel@AtomicNut@Dezuel@Scarifar@Crowvette



Name: Erisse Augusta Narrativia.

Age: 25

Grade: N/A

Biography: The Narrativias were a family tasked by the God of Stories to record the ongoing tales and epics of the world; heroic and villainous both, and guide worthy warrior's hands to their victory, romantics to a chance at true love, and those who yearn for redemption for an opportunity to get it. This has made them masters of infilitration and magical surveillance, explorers of the physical and spiritual worlds, and translators of a hundred languages. And above all, mentors of a hundred heroes, crafters of five dozen magical relics, and healers of a hundred fatal injuries, sicknesses, and disorders.

Erisse was all right with that, but her brother, Kyros Narrativia, was not. Kyros wanted to be a hero himself, to use his knowledge of how Narrative worked to solve others' problems for them. He knew better than they did, can glimpse tropes and plot devices at work and even invoke them. Why shouldn't he have a turn saving the world? The answer was that someone who thought like that was not worthy to be a hero, that he didn't realize that heroism meant something, and he'd only cause more damage to people than he actually fixed. Neeedless to say, Kyros ignored the advice he was given and went off on his own.

Whenever Kyros went, he caused disasters in his wake, and Erisse had to clean up after them. Broken relationships, revealed secrets, lost trust and a trail of dead people and destroyed neighborhoods, that was the damage her brother caused. However, she was going to find him and put a stop to it, going to find him and... And... What would she do? Reason with him? Fight him? Maybe even kill him? Or should she just yield to her own desires and join him in trying to make things right?

Let Fate be the judge.

Powers:

Core Power: Narrative Role of the Fairy Godmother - The specific blessing given her by the God of Stories, Narrative Role of the Fairy Godmother allows her the power to vaguely sense a person's current needs, whether it be food and water, good advice, clothing and weapons, and grants her a mystic reserve of energy which allows her to conjure any mundane item she has seen, read about, or personally handled. However, she needs her other powers in order to produce anything with magical attributes.

First Power: Workshop of Heroic Desire - Erisse, by talking with a potential Hero or Heroine about their hopes and dreams for thirty minutes or an hour, is able to establish a mental bond with them which allows her to craft a magic item, not necessarily but often a weapon, which allows them to achieve their hopes and dreams more quickly. However, the hero/heroine has to be sincere.

Second Power: Bottomless Storage - Erisse has access to a lifeless parallel plane that exists alongside the real world and universe as a whole. Because of this, its size is effectively bottomless, and it exists in concert to all other places at once. Erisse can transport herself or items to or from this plane at will, but not other living beings. She is unable to transport a singular object larger than a tank in this way, and targets must be freely movable and not nailed down or otherwise physically tethered to the world in some way. For example, she could transport a chain link or the shackles linked to it but not an intact fire hydrant that is built into the ground.

Because the pocket dimension is connected to all places at once, Erisse can teleport anything inside it, including herself, to anywhere else that she can remember or visualize well. This cannot cause the phenomena known as "telefragging", so the transportation will only succeed if the destination is sufficiently spacious. In this way, she can easily clear vast distances, and merely being able to see the horizon is sufficient to burn it into her memory well enough to jump there.

Third Power: Narrative Role of Familiarity - To get a story, sometimes one has to get close to people. This power makes doing that easier by making people think Erisse Augusta is part of their inner circle. For example, Erisse can use NRoF to give herself the 'Narrative Role' of 'School Teacher', making people beleive that Erisse is genuinely a Teacher in any of the Schools in Rhea, including the ones with Magical powers.

That said, there are drawbacks: Narrative Role of Familiarity does not alter one's abilities, powers, or physical capabiliites. That means that you can make yourself part of a paratrooper unit yet not be able to use a parachute right. Or join a world-class chef competition yet not be able to cook. So Erisse has to be careful. Not just that, but Anti-Magic can break NRoF when Erisse is touched by someone with this power.

Narrative Role of Familiarity is stronger when:

1.) There is a set number of 'slots' in the organization to be infiltrated and one of them is empty.
2.) A member of the said organization or someone that said organization trusts vouches for Erisse.
3.) If false evidence supporting the altered memories of the infiltrated organization is planted; the more believable, the better.
4.) The infiltrated organization does not have a set limit of members at all.

However, Narrative Role of Familiarity is weaker when:

1.) There is a set number of roles in the infiltrated organization and all of them are filled up.
2.) If a member of the infiltrated organization is naturally paranoid to the point of distrusting their own memories.
3.) If Erisse is called upon to use skills expected of a member of the organization, but she does not have.
4.) If someone else uses memory-altering magic on the infiltrated organization.

Erisse can reflexively exempt any person she wants, preferably an ally, from the effects of Narrative Role of Familiarity, preferably if they can keep their own mouths shut. Also, this power is ineffective against anyone who actively realizes that it is being used; that's why the second set of conditions weakens the power's potency.
Ken

Typical, Nightman's 'cleanup guy' was trying to 'rub him out', but Ken Illustrious Ikari was not going to give up even though he cannot contribute to the battle except by enhancing others' powers. Or was that his only use? So as the mysterious girl blocked the orbs of darkness heading toward him, Ken analyzed the situation.

First up, they had to hold out until his timed messages got out, and the Vigilantes were alerted to his emergency call for help. His parents, who might have returned to their apartment sooner rather than later, might come to his aid as well, preferably with the Ame-no-Murakumo. Whatever the case, he was exhilarated by the thrill of battle and the anticipation of victory. For, if he can actually back up his ego with some wise analysis, he can probably speed it up.

He was in a room, with two chairs, a desk, and a larger table with Nightman's name tag. The room was artificially darkened by the enemy's powers, so it was hard to see anything which can serve as an improvised weapon, and the boy didn't have time to check if Nightman had taken away his smartphone (not that his timed messages could be deleted from a location other than his home; he had asked his parents to set things up that way). And were there any windows at all? Wait, there was, one with the blinds on!

Ken rushed towards the window and opened the blinds, hoping that the day was no longer cloudy. If that didn't work, he'd turn towards Rev and say, "There is a window! There is a window which can be opened!"

@supertinyking@Dezuel@Lewascan2
Martyn looked at the Bosun, his old enemy, and knew from experience that interfering would not do anything for Holly; not that it didn't make his blood boil to just see this happening. Either way, the young man was in his pilot suit - Even these goons knew that to be shirtless in space was suicide - And hooking his AVs up into his Man Rodi. As the cockpit closed, he waited for the order to launch, even as he looked over to see if he still had his secret stash of medical goods, as well as candy.

Being eighteen and good-looking had made it easier for him to charm those sorts of items, as well as extra food, from other people; not in a way which would be morally dubious and/or scarring, but just easier for him to sweet-talk the Free Pilots, especially Carrot.

He needed the goodwill of his Human Debris peers more than ever, with the institution of slavery illegal again and Gjallarhorn actually being tasked with freeing them. Because he was going to plan a revolt, a revolt once he had the measure of the Captain, the Bosun, and the Free Pilots (which may or may not include Carrot). Speaking of Carrot, at eighteen, he was probably old enough that he could probably ask her out on a 'date', once he was free, and it won't look weird or creepy. This meant that he could probably get her help in his planned rebellion by, well, resorting to 'romance'.

But first, he had to take out the lone ship or mobile suit which came into their line of sight, and whose Ahab signature was visible in his sensors - Did its pilot have a death wish? If so, Martyn needed the loot, especially if he can filch some of it for himself for use as bribes or gifts. But if it was a ship and it had civilians in it... Let's just say that Martyn had always held himself back from the act of enslaving other children and only killed when he could not avoid it.

Then again, it was the experienced, 'free' pirates who thought it was a privilege to indulge in that. Either way, when he had launched, he'd follow the Squad Captain's lead, hoping, deep inside his heart, that he was getting enough goodwill for all the Human Debris to participate in the planned revolt once he sparked it.

For there will be a spark; these pirates were not the only ones who've learned from the short-lived career of Tekkadan - He'd show them that the abused will bite back...


@Gisk, edited my post. Also, can you PM me your Discord name and Number so that we can talk about the game instantly if needed?
@Letter Bee Yeah, you're welcome here. The character is good, the gundam has a problem. The EAFS wouldn't be something installed in a gundam(or probably any mobile suit). The gundams were made late in the Calamity War, for the express purpose of fighting the rogue mobile armors. I just don't see anyone thinking that putting AI in one is a good idea, considering AI driven machines caused the whole mess.


This is true. Hmm, can we have it that instead of an AI, the system instead supercharges the Pilot's brain through their AVs at the cost of potential brain damage?
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