I am having a Cloudflare issue but I can access the site just fine.
7 mos ago
Congratulations, man! It's hard work worth celebrating.
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like
7 mos ago
If that nerdness makes you smile, why stop? Embrace the nerdness XD
3
likes
8 mos ago
What is your timezone anyway? Certainly not in mine (GMT+7)
1
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8 mos ago
It should relies on its own system to find the bug and destroy it. Anomalies are important to test the system from time to time.
Bio
Just your average Joe. Bagus Surya is the name. From Indonesia.
____
Ok, it feels like I need more than just that scant introductory.
To sum up my RP experience, I've been mostly a GM for a little more than 3 years---not because I set out to be a Game Master, but because no one else wanted the job in our little circle. I was already a writer and worldbuilder, so when I took that GM armband, I had no shortage of plot and stories to spin. Besides, I am always available, and there is always a demand for a new thing.
My GMing style kinda reflects that origin. I favor campaigns with clear direction and purpose. Stories that know where they’re going, but leave room for the players to decide how to get there. I believe in narrative first, mechanics second.
In terms of tone and pacing, I like things that are fast but thoughtful; casual enough to keep momentum, yet deep enough to give every post meaning.
Despite all of that, I acknowledge that writing a solo work and roleplaying are two different things. I'd prefer to consider myself a novice. Due to the nature of my approach, I may be prone to making mistakes, or something that perhaps disatisfies my fellow players. Please reach out if you feel so. I am always willing to listen to your thoughts and feedback.
Name: Akari Species: Human Age: 20 Gender: Female Appearance: Base from the face claim picture above but black haired and brown eyes and her primary color theme of Kunoichi attire is Dark Blue. Reason to Join: As what Adventurers' want. Money but also experience.
Passives: Ninjutsu: Foreign and unconventional ninja magic. Can't be silenced when using a ninjutsu. Professional using ninjato and throwing kunai, shuriken and other ninja throwable weapons. Ninja Spirit: Learns the rules of shinobi (ninja). Slightly boost Dodge and reduces Aggro a little. Light footed as fast and less on fall damage as she can do parkours.
Active Skills: Shadow Clone: Akari perform handsign and summon two duplication of herself. Divided with her mana pool but clones attack 100% damage and even use ninjutsu but receiving 200% damage. Last standing Akari will be always the real one. Kawarimi is disabled if she have remaining clones. Kawarimi: Instantly replace herself with any object from surrounding. Has cool down of one phase turn and disabled when Shadow Clones are active. The skill is can be toggle on and off. Ninjutsu: Fireball: Akari do hand signs and release a fire ball. Deals explosion damage and burning damage overtime. The ninjutsu consume 10% mana cost.
Mundane Skills: Clean Freak as what she does on dojo. Tailoring and can cook for her master so on for her current party.
Equipment: Ninjato, Kunoichi Uniform, adventurer bag (L), 10 shurikens and 11 kunais on her holster. 1 giant shuriken from her back.
Other: A mysterious young kunoichi from far away Northeast island country.
Approved once the sheet has been modified in compliance with the GM's evaluation.
Why don't just make her hair blonde rather than using a mismatching faceclaim?
Not sure if it's needed. However, some players may think knowing the existing lineup of NPCs is important for their character building. Optimizing the party they said. So here they are, three essential NPCs that, if circumstances allow, will help you throughout this campaign.
Vesemir Barandir
Introduction An archeologist from the elusive Luminar Society. After centuries of researching, cataloging, and digging histories from many parts of the world, He finally dedicates all of his expertise to discovering the mystery not many people of his kind even talk about. He will be the main quest-giver in this campaign, and thus the de-facto leader of the party.
Skillset Being a scholar, Vesemir's combat prowess might seem limited, but his supportive spells could tremendously help his allies to deal with arrays of threats Land of Twilight has to offer
1. Scroll of Protection Covers up to five allies with a protective enchantment, shielding them from one instance of attack that can absorb up to 20% of HP. Has 3 turns of cooldown and costs 5% of Vesemir's total mana.
2. Sanctuary By placing his lantern on the ground, Vesmir creates a dome-like barrier that protects him and anyone inside it from external assault. The barrier lasts 3 turns, with 10% manacost.
3. Reveal. By raising his lantern, Vesemir's spell reveals and damages any supernatural entity within a radius of 7 meters. The spell also dispels illusions.
Impotant equipment -Walking cane. Made of solid wood, maybe the strongest kind of wood ever considering it can be used to bludgeon people to submission. -Old Lantern. An old lamp. Perfectly functional as the source of illumination, as well as a magic catalyst for Versemir's spells.
-Large Antique case.
-Mysterious access card
-All other items that might help in this journey.
Eblana
Introduction A young woman accompanying Vesemir on this journey. Not much is known about her besides her claims that she was born and grew up in Glenfalas and had been working with Vesemir as his secretary for decades. Department of Homeland Affairs could not confirm any of her claims but granted her the clearance anyway at Vesemir's insistence.
Skillset Although never received any formal training, Eblana is a talented healer. A much-needed set of skills essential to the party's survival in this hazardous territory.
1. Heal Gathers magic around her palm to heal wounds she touches. Rapidly recover 10% HP per 3% of Eblana's total mana. The spell has no cooldowns but Eblana must not be interrupted during the casting.
2. Radiance Mark the target and cast spectral light unto them. Inflicts moderate blinding and stun them for one turn. The spell has two turns of cooldown and costs 10% of Eblana's total mana.
3. Dispell Remove low to moderate levels of affliction from nearby allies, and heals 20% of their HP. Eblana may use this skill in tandem with Heal toward a single target, or combine it with defensive spells cast by other party members. The spell has 3 turns of cooldown and cost 10% of her total mana
Important Equipment -Crystal pendant An amber crystal capable of storing mana. can be recharged and refill 30% of Eblana's mana
-Eyeglasses A simple glasses Eblana bought with her own "salary" to mimic (and mocking) Vesemir's vintage appearance. Rarely used.
-Long knife. A specialized dagger purchased at the start of this journey. While Eblana is not a swordfighter, she has to be able to try to defend herself, and a blade would do just fine. Swing and stab, pretty self-explanatory.
A young woman who coincidentally(?) had her permission issued on the same day as Vesemir's. A seasoned ranger rumored to have entered and returned from The Land of Twilight multiple times. She's sticking with Vesemir's group until they reach Ostianor. No one could have guessed why she embarked on this journey, but it was definitely not for monetary gains.
Traits and Skillsets Jazdia is a heavy damage dealer specializing in bombarding the enemy from a safe distance.
-Blood Phobia (passive) Taking damage would result in lower combat efficiency. Jazdia will start sweating, having a shaky aim and blurred vision. At a certain threshold, her Ultravision cannot be activated.
-Blessings of the Crimson Flame(passive) Grants limited mastery of fire magic, and moderate resistance to fire. Resting near any fire or under the sun would gradually regenerate her power and heal her wounds. However, any healing magic cast on her would instead deal damage.
-Curse of the Broken Covenant (passive) Triples mana cost for all spells. Greatly suppress Jazdia's fourth skill. Natural recovery from her passive is halved. Effects persist until lifted
1. Crystal Enchantment (Active) Channels magic into an arrowhead, and transmutes it into solid purplish crystal, radically changing its structure to contain compressed, fire-based arcane energy. Can only use one type of arrow in a single turn. Has several variants: A.Explosive Crystal Arrow Imbue an explosive command into the arrowhead that explodes upon impact. Can also be programmed for delayed, or remote detonation.
B. Crystal Arrow Imbue an arcane command that allows the energy to be released gradually, causing the arrow to release an extremely intense exothermic reaction that enables it to pierce through armor.
The spell can be used once per turn. Once turned, the crystal arrow cannot be disenchanted or disarmed. The enchanted arrow cost 9% of Jazdia's total mana.
2. Counter (passive) Any close-range attack will be answered with a swift counterattack.
3. Ultravision Channeling magic to enhance her vision, Jazdia can see through solid objects and magical manipulation such as illusion and darkness. Imposes varying degrees of strain on her body depending on the area covered and elapsed duration. Prolonged abuse of this skill might result in myopia and gradual blindness. Activation costs 18% of her total mana and maintaining the ability drains 9% per turn.
4. Vengeance ---This skill is unavailable---
Equipment
-bow An old recurve bow, tuned to have lighter draw weight, but still an effective weapon nonetheless. -Maugrim A long knife with an ivory handle and elven runes inscribed on its blade. - A quiver CSA-Issued back quiver. Made of canvas, very lightweight, and durable. It features additional pockets and compartments to store additional items... or long blades. Contains 25 arrows. -Small satchel/messenger bag A plain-looking bag designed with function in mind. -Pocket watch A memento from her father. Well maintained and functioning properly. -Bronze compass An antique compass pointing to the north(duh) has more buttons than the usual compass to activate its hidden features. -Medikit Generic first aid kit that is in the name only. Upon closer inspection, it looked nothing like the "first aid kit" commonly sold in the market. Consult with Jazdia before use.
Department ofHome Affairs, in collaboration with the Adventurer's Association, would like to remind you that while the Law had granted you a permit to enter The Land of Twilight, it is still ill-advised to do so without utmost urgency. The rescue might not be available for all kinds of predicaments, and even if they do, the Department is entitled to charge the survivor up to Three hundred Gold Coins to cover the cost. Keep yourself and your friends well, there is no fortune more important than your life.
PS: For more information about paying quests and other interests, please see Kathryn in the Association's Hall.
You finished reading the letter with a slight disdain and threw it away-- letting it be a warning for someone else. You might not call yourself The One living in a thrill of danger, but at this point, you already know your game and all warning feels more like a bothersome buzz in your ears. Whatever your reasons are, you need this job. Besides, it pays more than the fines those Fools may impose.
You are confident with your skills and experience. You assure yourself; so what if this is the Land of Twilight? The story about its dangers sounded like everyday tales about any place you can point on a map. Nothing like a seasoned adventurer that you couldn't handle.
As you walk confidently toward the rendezvous point, you notice there are a bunch of local guards there, looking at you as they leave. Is that pity or curiousness you see in their eyes? You are unsure, but you could guess they know what journey is ahead of you. Likely because they just argued with your employer. But it is fine, it seems things have been sorted out nicely in the end, all the papers are there.
You throw your gears in and climb up, and moments later that wagon has started to move, bound to the east. Alkautsar with its elven hospitality had treated you well, but you are not here to sightsee.
Foreword
Welcome to my latest RP yet!
You play as the daring adventurers taking a job to guard an enigmatic archeologist Dr Vesemir Barandir and his companions to the most dangerous territory in the world. While the description was more like mercenary work than anything, you are free to have your character have a different set of goals and motivations, as long as they align with their patron's. After all, The Land of Twilight is like the fantasy version of Chornobyl, so your character ought to have a strong reason to be there.
This one will be a reboot of one of my old RP that has been abandoned for a while now, and for the sake of formality and tradition, this new OOC was made. It will have slightly different plotlines, but the overall theme and directions will remain the same. The most obvious difference will be in the first chapter, in which rather than having the characters have the usual "calm" pre-mission interlude, this RP will throw you straight into the action.
Setting
The Land of Twilight is located east of the capital city of Alkautsar. It is a heavily forested region that is part of and entirely under Varenheim's jurisdiction. The elves now called the region Rhovan ar-lúrëa, which metaphorically means the woodland that is under perpetual overcast.
1700 years ago, the region was the epicenter of the elves' civilization with the shining city of Núria as its capital, but the calamitous war to end Queen Serensiel's tyrannical rule has left the land tainted and scarred. Following the aftermath of the war, what was once the radiant cities and gleaming spires had turned into ruins, abandoned, and eventually reclaimed by nature for over a millennia.
There wasn't much attempt to explore the land even after a thousand years. The enigmatic elves openly abhor the idea of settling inside the region, which is understandable considering how many foolhardy adventurers ended up joining those who died a long time ago or were rescued insane (If they are lucky). These days, they formally ban any entry into the region, unless specifically permitted. Still, they are not giving up any guarantee of rescue should the worst come to worst.
But behind the perils and horrors, it was rumored that the catastrophically ruined region was full of powerful artifacts and bountiful treasures waiting to be unearthed. As well as immense knowledge and history for those who are brave enough to discover all its secrets.
Character creation
The CS format, As usual, feel free to add some flavors to your character sheet. Just remember the essentials:
Name:
Species: (What is your character’s race)
Age:
Gender:
Appearance: (What do they look like, and what do they wear)
Reason to Join: (What brings them here)
Passives: (What kind of passive talents and traits do they have)
Spells: (What kind of spells do they know, your characters start with 3 usable spells that can be upgraded later on, or they can learn a new spell instead)
Mundane Skills: (mundane and maybe trivial things that they can do)
Equipment: (What kind of tools and weapons do they have on them)
Other: (What other things should we know about your character)
This RP has some canonical races that exist in the world. You may pick one for your convenience.
1. Humans Easiest to play and is versatile. Most human nations in the Continent are currently maintaining diplomatic cordiality with Varenheim, so you will not be getting a cold stare from the guards unless you are a wanted criminal. Varenheim is very strict with its laws and very competent at enforcing them. Please keep that in mind.
2. Elves. Native to Varenheim. It is widely known that the elves were angels once, descended to the mortal realm for reasons they never disclose. Playing with an elven character means the player has to be interested in the story and the lore, because... well, this RP takes place in their homeland.
3. Djinn/Youkai/Humanoid Demons/Mystical creature Medium difficulty. Dagorlad is the land from which most demons hail. Their appearance is rather similar to Sarkaz from Arknights. The catch with using any of these mystical creatures for your character is usually related to the fact that Dagorlad and Varenheim are not on the friendliest terms diplomatically.
Skills and spells (UPDATED) Ideally, a character starts with 3 skills/spells and 2 passives at maximum. The passive effect can be a negative or a positive, depending on your liking. Active skills may have cooldowns, generally the more powerful, the longer its cooldown and will use more mana. The character's skills can be upgraded or a new slot can be added upon reaching a certain campaign progression.
A character may also have mundane skills to define who they are. For example, an adventurer who can cook, a mercenary who knows the right medical procedure, a hunter who can track animals and people, to name a few.
Keep in mind that your character skills and their upgrades will have to be evaluated in a case-by-case manner by the GM before they can be officially accepted.
The rules and expectations
Yes, wouldn't be fun without some~
The pacing of this RP is moderate. Please keep it at least 1 post per week. The GM may process the turn in the next 24 hours. Also, I aim for completion, so if you can't commit, this may not be the RP for you.
Actions have consequences. And I intend to adhere to this rationality. Treat the world like a living, breathing thing, not just an environment for stat checks
Keep it Roleplayer Guild friendly. Any content that is not allowed to be posted on the forum should not be in this roleplay.
No godmodding/power-playing/auto-hitting/controlling other players' characters and stuff like that.
Kindly do not gamejack the campaign. While we do encourage unique backgrounds and motivations, trying to steer the game direction toward the plot or outcomes you personally want is unacceptable and may disrupt the other players' enjoyment.
Be friendly, tolerant, and tolerable. Respect everyone and don’t be afraid to communicate with them or the GM. If you have any problems or concerns about unfair rulings, please immediately reach out to the GMs.
If there is a dispute, the GM has the final say on that matter.
@RedactedI'd like to inform you that I might not be able to participate sufficiently in this RP for the time being, so feel free to allocate my slot to anyone who needs it. Good luck to you and everyone
For now I am glad the concept didn't immediately get the 'No' stamped on it, hahaha. Thanks for answering, Looking forward to see how this will be played out.
<Snipped quote by Mas Bagus> Say your character was someone akin to Aladdin or Robin Hood in their previous life:
The character sheet I’m workshopping would have you start off with Legendary Thief and right from the get-go you’d be good at sneaking around and pulling pockets. Progression would then branch out from that as your character slowly remembers more about themselves, like if they were a master archer— or swordsman.
Hmm, does the origin of the characters have to be from the world with a similar level of magic/civilization? How fantastical is this world anyway? Your standard Tolkien-like where magic is rare amongst the populace but not really uncommon, or something like Elder Scrolls where a random nobody can shoot a gout of fire?
The character I am designing will not have a speck of magic in her, but she's... unconventional in the isekai genre, to say the least. And here I am hoping she won't be too broken for a starter character.
She will be incredibly strong and durable. Capable of tanking anything that could otherwise kill/dismember people. Not really invincible though since anything magic can disable her, and her durable body still has its limits. I do not plan to have her experience a lot of progression in terms of raw power scaling but rather be focused on the personality aspect.
<Snipped quote by Mas Bagus>
A curated sandbox where story beats will nudge you in specific directions.
I will be honest with you I am not really familiar with a sandbox RP, but I am ager to try this new way of playing. What does the curated sandbox anyway? Could you explain?
Just your average Joe.
Bagus Surya is the name.
From Indonesia.
____
Ok, it feels like I need more than just that scant introductory.
To sum up my RP experience, I've been mostly a GM for a little more than 3 years---not because I set out to be a Game Master, but because no one else wanted the job in our little circle. I was already a writer and worldbuilder, so when I took that GM armband, I had no shortage of plot and stories to spin. Besides, I am always available, and there is always a demand for a new thing.
My GMing style kinda reflects that origin. I favor campaigns with clear direction and purpose. Stories that know where they’re going, but leave room for the players to decide how to get there. I believe in narrative first, mechanics second.
In terms of tone and pacing, I like things that are fast but thoughtful; casual enough to keep momentum, yet deep enough to give every post meaning.
Despite all of that, I acknowledge that writing a solo work and roleplaying are two different things. I'd prefer to consider myself a novice. Due to the nature of my approach, I may be prone to making mistakes, or something that perhaps disatisfies my fellow players. Please reach out if you feel so. I am always willing to listen to your thoughts and feedback.
My works (current and finished):
[url=https://www.roleplayerguild.com/topics/195358-duplicitous-ruins-in-the-land-of-twilight/ic]Duplicitous Ruins in the Land of Twilight[/url]
[url=https://www.roleplayerguild.com/topics/193195-the-brief-summaries-of-the-world-v-2-wip/ooc]Foreword: Why was this world created, and what inspired it[/url]
[url=https://www.roleplayerguild.com/topics/189041-sovereigns-will-a-fantasy-roleplaying-game-concluded/ic]Sovereign's Will: A Fantasy Roleplaying Game. [CONCLUDED][/url]
<div style="white-space:pre-wrap;">Just your average Joe. <br>Bagus Surya is the name. <br>From Indonesia. <br><br>____<br><br>Ok, it feels like I need more than just that scant introductory. <br><br>To sum up my RP experience, I've been mostly a GM for a little more than 3 years---not because I set out to be a Game Master, but because no one else wanted the job in our little circle. I was already a writer and worldbuilder, so when I took that GM armband, I had no shortage of plot and stories to spin. Besides, I am always available, and there is always a demand for a new thing. <br><br>My GMing style kinda reflects that origin. I favor campaigns with clear direction and purpose. Stories that know where they’re going, but leave room for the players to decide how to get there. I believe in narrative first, mechanics second.<br><br>In terms of tone and pacing, I like things that are fast but thoughtful; casual enough to keep momentum, yet deep enough to give every post meaning. <br><br>Despite all of that, I acknowledge that writing a solo work and roleplaying are two different things. I'd prefer to consider myself a novice. Due to the nature of my approach, I may be prone to making mistakes, or something that perhaps disatisfies my fellow players. Please reach out if you feel so. I am always willing to listen to your thoughts and feedback. <br><br>My works (current and finished):<br><a href="https://www.roleplayerguild.com/topics/195358-duplicitous-ruins-in-the-land-of-twilight/ic">Duplicitous Ruins in the Land of Twilight</a><br><a href="https://www.roleplayerguild.com/topics/193195-the-brief-summaries-of-the-world-v-2-wip/ooc">Foreword: Why was this world created, and what inspired it</a><br><a href="https://www.roleplayerguild.com/topics/189041-sovereigns-will-a-fantasy-roleplaying-game-concluded/ic">Sovereign's Will: A Fantasy Roleplaying Game. [CONCLUDED]</a></div>