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Post by Alex on Jul 31, 2012 14:45:55 GMT -8
(Name pending... can't decide if I like it or not) Backstory/Premise:The characters are all Mercenaries trying to make a name for themselves. They may or may not be part of a clan. They may be part of the same clan if Players would like. The characters are on the Human continent of Hallowa. The guild activity is high, but many guilds have aligned themselves with the Seraphic Faction. Presently, Mercenary clans have suffered the loss of regular jobs in favor of the Guildees. In addition, Demon attacks have been marked at an all-time high for Hallowa. The Seraphic presence in major cities have doubled. The air in the continent is tense, and it feels as if war in the homelands may be around the corner. At the start of the RP, the PCs are all mercenaries that are out of work and looking for a job. Plot Hooks:- Bakug's Brigands: One mercenary clan has thrived in the face of the recent popularity of guilds. They are a ruthless clan that gets the job done by whatever means necessary. They have been known to take jobs for Seraphics and Demonics; the employer doesn't matter to them if the pay is good. The PCs may be interested in joining this clan. Their headquarters is located in the forested mountains a good distance away from Lausraum. - Intertwined Destinies: Each of the PCs should have a connection to at least one other PC. These connections can be established any time after posting your character sheet but must be complete by the time the thread starts. Please collaborate with other PCs via PM to come up with these bonds. What exactly a "bond" or "connection" means is open to creative interpretation. - Demonic Uprising: As stated above, Demons have been more active in Hallowa. There have even been sightings of greater demons and reapers. PCs may be interested in hunting the demons or communicating with them, as they would not be hard to find. - Seraphic Presence: Again, as stated above, the Seraphics have increased their presence in response to the influx of demons. Characters may wish to atone and join the faction, or perhaps interact with it in a different way; like the demons, Seraphics are quite easy to find. - Open Guild Missions: The PCs can find work without affiliating themselves by taking the Open Missions at any Guild. All of the Open Missions available from every guild in a particular city can be accessed via the town records (characters with arm terminals have immediate access, those who don't can ask a Drone). Starting Area:Characters begin in the capital of the state Umeil, a city called Lausraum. It is one of the most prestigious cities in all of Hallowa, second only to Luzeria, the current home of Alvondros. There are several smaller towns in the area surrounding Lausraum, mostly accompanied by farmland and rolling hills. Wider out, the area is surrounded almost completely by a forested mountain range. They are nestled comfortably near the center of Hallowa. Names of the surrounding towns in order of largest to smallest: Deymbrig (about half the size of Lausraum, known for its traditional forges), Elesnt (a town surrounded by farms and very agricultural), Nonmeil (known as the little heart of Umeil, home to a famed Mages tower), and Senyech (a small town known mostly for its impressive Aki stables). Rules:Standard BastionRP rules. Summoning is allowed in small numbers, up to five smaller summons or one larger. Smaller means about Mezek caliber, larger is anything from a Drake up. Having either of the foci of Shamanism or Necromancy will allow you to summon creatures relative to that type of magic. In conjunction with the above rule, all magic is more versatile in this RP. You do not have to choose foci, simply choose doctrines. Still keep in mind the power level of any spells you cast. Also, you may know up to two doctrines. Only one PC per person. NPC followers are acceptable but should not exceed one or two. NPC followers, such as summons and actual followers, can be killed at the discretion of whoever is fighting them. However, take into account the relative power of the NPC and describe accordingly; for example, while it would seem that you could one-hit kill a summoned Drake because of this rule, that actually isn't the case because of how powerful a Drake is. However, killing it in one post with multiple attacks would be acceptable. The characters should be about average power level. What this means is no one should be a master of magic, a renown hero, etc. If you are unsure about how to dictate your characters power level, feel free to PM me. A good way to make sure your character is not too powerful is to add in a couple weaknesses. No wandering off. Please try to stay in the general area I have described. If you can't think of something for your character to do, PM me and we'll brainstorm something together. Other: This is going to be a very wide-open RP. I'm pretty much gonna just drop you into the world with these plot hooks and you go from there. I will not force you guys to interact with each other, but remember that the Intertwined Destinies Plot Hook could cause some cool interactions. At regular intervals I am going to drop an Event into play that I expect all of the PCs to react to. This is the only set story line that the thread will have, otherwise, it is simply a tale of the Mercenary's life. * * * The next post will contain all of the GM Characters I plan to use.
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Post by Alex on Jul 31, 2012 18:26:58 GMT -8
GM Character #1
Name: Bakug Jiri'Zaken
Race: Sseshvek
Gender: Male
Age: 45
GM Intent: This character will be used to interact with characters who want to join/have joined Bakug's Brigands. He will never attack a PC unless they attack first.
Faction Information: Neutral Renown with all Facitons.
Background: Unknown to the PCs
Personality: Bakug is a crude and ruthless man, who only cares for himself and his clan; he sees everything else as fair game. He is a drunk but is surprisingly functional, keeping his title as leader through both charisma and combat superiority. Bakug is a loudmouth, and is prone to brag, taunt and insult.
Appearance: Bakug is large for a Sseshvek, standing 7'0" tall and incredibly bulky. He has an eye patch that is accompanied by a large scar from a claw from the top right of his forehead to the bottom left of his cheek. Bakug always seems to have an enormous, toothy smile. His garb changes, though he can commonly be found in modified battle armor that makes him look even larger and more intimidating.
Goals: The obvious one is keep the prosperity of the Clan, but he may have other goals that he keeps secret as well.
Magical Inclination: Average
Technological Inclination: Average
Battle Tactics: Bakug is ruthless in combat, and utilizes a combination of brute force, weapon finesse, and dirty tricks to win the day. He is competent with magic and technology, but will usually only rely on them if he is losing a fight.
Known Magical Doctrines: Shamanism, Necromancy
Equipment: Two Traditional Sseshvek Greatswords (enchanted with explosive fire magic that detonates on impact but does not harm Bakug), Scoped Modified Assault Rifle w/ Armor-piercing rounds (modified for faster shots, bigger clip and use of bigger bullets), Versatile Spiked Battle Armor (allows for precision movement and great resistance), Mind-link Terminal with Stealth field built in (console can be seen on the back of head), Aura Restrictor Field (can be turned on to restrict ALL casting in a 50' meter radius, but restricts his own as well).
Items not on your person: Owns a series of battlements and bunkers as well as a personal residence. Has a favored Grenesh (Sseshvek riding beast) that he keeps at his house and only rides to very important battles.
Living Condition: Wealthy
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Post by Alex on Jul 31, 2012 19:30:22 GMT -8
GM Character #2Name: Zelphegor Race: Demon, Reaper-class Gender: Male Age: ??? GM Intent: This is the leader of the demonic forces that have been attacking Hallowa. PCs may be able to meet with him if they are lucky/ambitious enough. He is one of the more reasonable demons and is actually willing to talk if they meet him. He will not attack a PC unless they provoke him; note that it can be easy to provoke a demon, even one of the more level-headed ones. Faction Information: A renown tactical leader for the Demonic Faction. Criminal renown with the Seraphics. Disliked by the Feratics and Primordials. Background: Unknown to the PCs Personality: Zelphegor is a tactician who is known for being cool-headed. Exilus often calls on him to devise battle strategies, and because of this he has a somewhat large ego. He is very articulate and intelligent. Zelphegor might be the only demon in existence that doesn't mind talking something out instead of fighting. Appearance: (see pic at bottom) Goals: Unknown to the PCs Magical Inclination: High Technological Inclination: Average Battle Tactics: Zelphegor fights intelligently, each move calculated ahead of time. He relies heavily on his magic, as he is an erudite mage. Known Magical Doctrines: Necromancy, Alchemy Equipment: Demonic Sigils (branded into his body, acts as very efficient armor), Cradle of Death (a spear infused with necrotic energy), Sensor Spell (a spell that will relay to him all the technology that the enemy is using), several EMP grenades. Attachments:
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Post by Alex on Jul 31, 2012 19:47:07 GMT -8
GM Character #3 (Final)Name: Nalia Race: Angel Gender: Female Age: ??? GM Intent: She will be the leader of the Angels in Lausraum. She is somewhat easier to gain an audience with than Zelphegor. She will be used to counter demon attacks and guide Seraphic PCs. Nalia will not attack a PC unless they attack first. Faction Information: Seraphic: One of Alvondros' generals. Negative Renown with the demons. Neutral with Feratics and Primordials. Background: Unkown to PCs. Personality: Nalia shares the grace and kindness of all angels, but does not share their sense of mercy. She believes in purging evil outright, and so Alvondros has placed her at the head of the counter-demon efforts in Umeil. Nalia also has a great sense of duty to the people of Bastion, and she treasures the planet as her home. Appearance: (see below, it's a big image) Goals: Purge the Demonics and other sources of evil and corruption from Bastion. Protect the good people of Bastion at all costs. Magical Inclination: High Technological Inclination: Low Battle Tactics: Nalia is a veteran of battle and is particularly potent against demons. Being an angel, her aura is naturally immune to corruption. She fights using light magic but also has two holy daggers that she uses in a pinch. She has been known to cast Dimesionism at an alarmingly quick rate; a spell that would take a normal caster 30 minutes takes her only one. Known Magical Doctrines: Seraphism, Dimensionism Equipment: Twin Enchanted Daggers (Enchanted with burning light magic, will damage any with corrupted aura severely), Angelic Sigils (Runes painted on her body that act as weightless armor). Attachments:
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Post by Alex on Jul 31, 2012 21:51:40 GMT -8
This is a non-GM character I'm gonna play with you guys. Most of the time he'll just be kind of on the sidelines, but I'm gonna use him to stir things up in between Events. * * * Name: Kuraharu Marai, Haru for short Race: Human Gender: Male Age: 26 Intertwined Destinies: Kuraharu has a bond with Barong. The two met in Seithe while Kuraharu was acting as a knight for house Warenojo. Barong had been requesting training in the Illusory specialization of Dimensionism. Lord Warenojo told Haru to act as a test to Barong, as a Human would be better at judging another of their race; the two would fight, and, if Haru deemed Barong worthy, Barong would be trained by House Warenojo. Barong and Kuraharu fought for a day straight, neither of them able to best the other. When Lord Warenojo came to check on them, they were both passed out, each having sustained only minor injuries. Haru came to soon after and told the Royal House that Barong was indeed worthy for training. For the next year or so, Barong trained with house Warenojo and became closer to Kuraharu; they were friends, but rivals as well, constantly challenging each other to duels that would inevitably lead to a stand still. Later, Barong approached Haru and told him that he would be going back to Hallowa. This was the same time that House Warenojo was suffering financially, and so Kuraharu requested assignment to Hallowa so he could continue Barong's training and become a sell-sword. While Lord Warenojo wasn't too happy about sending one of his Knights to Hallowa, in the end he accepted, and Kuraharu and Barong left Siethe, bound for the Human's continent. Faction Information: Completely neutral. He admires the Seraphics, is intrigued by the Demonics, and respects the causes of both the Feratics and the Primordials. He just doesn't quite agree with any of them completely. Background: Kuraharu was orphaned as an infant, but quickly taken in by a gracious Abyssial family. They were very traditional and gave Kuraharu his name. As Kuraharu grew up, he learned the traditional Abyssial sword style Kageruu. He was naturally talented with the sword. He was also taught a traditional Abyssial form of Shamanism, which is more or less the same as the normal doctrine. At age 18, he was accepted as a knight for the Abyssial Royal House Warenojo. Eight years later, Warenojo has fallen on some hard times and had to reduce their knight's salary; therefor, Kuraharu became a part-time mercenary. He figured this would also give him a chance to learn more about the Seraphics and Demonics, who he was very interested in. Personality: Kuraharu is stern and quiet at first glance, but the more you're with him, the more he shows his good-natured, inquisitive side. He follows a very strict code of honor which includes not killing in cold blood. Kuraharu is somewhat slow to trust new people, but he is always there for those he cares about. Appearance: (see below) Goals: Become the Head Knight of House Warenojo Master the Kageruu sword style Magical Inclination: Average Technological Inclination: Low Known Magical Doctrines: Shamanism Battle Tactics: The sword style Kageruu is a ferocious fighting style. It focuses mostly on flurries of attacks or parries that leave the opponent open. It is able to be used offensively or defensively. Kuraharu is also a decent caster, using Shamanism to manipulate the elements or summon beasts to aid him. He is very honorable and will avoid killing an enemy if possible. Equipment: Marai Blade (seen in picture, blade passed down from family), Leather armor and robe. Has adventurer's trappings such as rope, torches, etc. that he keeps in a backpack. Items not on your person: Has a house that his family gave him in Siethe. Living Condition: Civilian Credits: 0 Attachments:
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Post by Dan on Jul 31, 2012 21:58:08 GMT -8
Name: Iksharas
Race: Sseshvek
Gender: Male
Age: 62
Intertwined Destines: Iksharas has a bond with Barong. A few years ago, during a mission in Siethe, he encountered a peculiar human near his objective. Because of the human's proximity to Iksharas' prize, the Sseshvek immediately assumed hostility and fought him. It was a long, arduous fight for the both of them, but eventually Iksharas' experience in combat proved to be his greatest strength and he was able to force his enemy to retreat, but not before they traded names.
Faction Information: Demonic Seraphics - Marked as a member of the demonic faction, therefore an enemy to all Seraphics. Demons - Has made a blood-pact to the Reaper Uevanril and is therefore allied to the demons. However, he is known to kill demons who do not work for Uevanril. Primordials - Very aggressive due to his attempting to steal Primordial artifacts. Feratics - Not actively aggressive toward Feratics, and so the feeling is mutual.
Background: As a fledgling warrior in Norkahsr, he was generally intrigued by the demons. Although he was left no room to communicate with them due to the tension between their races, he still studied them when he was alone and able. Eventually he found out about the Reapers, especially one that was regarded as the Patron of Necromancy. After years of studying necromancy on his own, he summoned Uevanril and made a blood-pact with the demon. He was proud to serve a being such as him, and was so employed as an agent for the Demonic Faction. He harbored his fury and bloodlust into potent weapons during his escapades for Primordial artifacts. Only one Primordial bested him in combat, though Iksharas left his mark on his enemy. After this failed attempt, Iksharas left to hone his skills further to eventually topple over his foe.
Personality: Iksharas is a vicious killer, though he restrains himself well when he is not actively hunting. He is a cold stranger to most, but a loyal servant to a select few. There is one mortal who he loathes above all others, though he only knows his face since he was the one that scarred it.
Appearance: Tall and muscular like most of his kin, Iksharas stands at an astounding 7'5" and his scales are dark red with black tinges on the edge of each one. He has a circular scar in the center of his chest, about an inch in diameter, and then has a few claw marks from wild beasts on his arms, chest, and back.
Goals: Serve Uevanril as best as he can. Become stronger in Necromancy.
Magical Inclination: Average
Technological Inclination: Low
Known Magical Doctrines and Foci: Necromancy
Equipment: Iksharas dons demonic platemail and wields a twisted glaive with the odd property of corrupting aura.
Items not on your person:
Credits: 0
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Post by Scotland on Aug 1, 2012 13:11:14 GMT -8
Name: Barong Race: Human
Gender: Male
Age: 26
Faction Information: None Seraphics - Neutral Standing, neither likes nor despises the faction. Demons - Despises Demons for their nature and their natural tendencies for destruction. Primordials - Thinks they are mislead so hence is not very fond of them, but has no actual standing either way. Feratics - Admires their tenacity as tinkerers, a=has a good standing amongst them.
Background: A human from the continent of Hallowa. He is a wanderer who just cam back to his home town of Lausraum, where he ran from to escape being a blacksmith. He then traveled to the exotic land of the Abyssials, where he was taught to be a skilled illusionist, and their teachings of a higher self being. He came back to his home a sell-sword, but that is not his only reason for his homecoming...
Personality: Very philosophical and level-headed. He speaks mostly in prose and dislikes lengthy conversation. He enjoys reading and will often be found nosing through a book in his spare time.
Appearance: Tall with tan skin and wavy black hair and dark facial hair. He has very defined and strong facial features, and is often found wearing a long green duster with black and brown adventuring gear. He is found brandishing a very long saber, almost Katina-like.
Goals: To perish the Demonics from his homeland. To Resolve past issues he had in his homeland. To find a higher form of himself, seeking enlightenment.
Magical Inclination: Above average
Technological Inclination: Low
Battle Tactics: Very ruthless, tricks the minds of his opponents so he can go in for the killing blow almost immediately, but if this is not applicable he uses his speed and tactical prowess to slash the opponents into nothingness.
Known Magical Doctrines and Foci: Dimensionism - Illusionsim, very adept at creating "mirages" and clones to psyche out enemies.
Equipment: A long Saber, long green duster, brown combat boots, leather gloves, brown and black adventuring gear.
Items not on your person: None
Living Condition: Wanderer/poor.
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Post by thedaythemusicdied on Aug 2, 2012 18:30:51 GMT -8
Name: Randolph Harrazar.
Race: Human
Gender: So, if you weren’t aware, Randolph is a dude’s name.
Age: 45
Faction Information: Unaligned.
Background:
Like many interesting personalities, Randolph was completely unremarkable as a child. Nobody’s quite sure where he picked up his bizarre mannerisms, but everyone knows about them. Randolph is an accomplished writer- his favorite writing subject is just random people he meets on the street, and studying their varied mannerisms. (He also occasionally writes thrillers.) He almost seems omniscient in his bizarre capability to seemingly jump from area to area- he’ll be out almost like a snap.
Personality:
If there is one thing Randolph has, it’s a flair for the dramatic. Bombastic, sweeping gestures are everywhere with this guy, and his bizarre, slightly archaic speaking style only adds to the notion. Randolph always appears happy to meet new people, and is very interested in learning all he can about other people. He is also rather a philanthropist, and tends to give most of the earnings from his writing to anyone in need.
Appearance: Randolph is a rather muscular guy, who almost never shaves, so he’s got rather large facial hair. His hair is brown, I feel I should mention. His wardrobe is never the most coordinated thing in the world- he is absurdly fond of hats, and I do mean bizarre hats of a wide range when I say that. His outfits are about as haphazard as a goodwill bin, which rather adds to his je ne sais quoi.
Magical Inclination: High
Technological Inclination: Average
Known Magical Doctrines and Foci: Shamanism
Equipment: He carries large amounts of paper and a number of pens with him in a large sack. Also in the sack are a few swiss army knives and one or two revolvers in case he absolutely needs them rather than just punching people like he usually does when in combat.
Items not on your person: An average house out in somewhere or another. He doesn’t go there too often.
Credits: 0
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Post by turtleduck on Aug 2, 2012 18:46:17 GMT -8
Name: Karen Crissen
Gender: Female
Race: Human
Age: 31
Intertwined Destinies: Karen has a connection to Randolph in the form of a favor owed for his assistance in driving off some "recruiters" after a trip to the central district of Deymbrig for a new weapon to add to her collection went sour. Her contact there was part of a local gang looking to add some new members (among other things) and included that as part of the deal. She refused, the dude got forceful and screamy, she bolted, and the guy and some of his cohorts in the area pursued her, eventually cornering her in an alley. There were enough that taking them all on by herself was a daunting prospect, but Randolph, on one of his leisurely walks, happened upon the scene and, after getting an idea of what was happening, helped her take out the majority of the dudes and drive the others off in the process. And for his help, she told him that any time he needed help with anything to get in touch with her, and she would see what she could do. (Note: Karen has taken up mercenary work to supplement her main goal of collecting what weapons she can. As such, she will take money like normal, but can also be paid with weapons of any sort. Just in case such a situation comes up.)
Faction Information: Unaligned
Background: Karen had a relatively normal childhood (or, at least, nothing of real major importance occurred), and, at around 15 years of age, decided she wanted to carry on the family tradition of amassing as large of a collection of weapons as possible. She didn't leave her parents until a few years later, after her father taught her the importance of being able to defend oneself. She has since discovered that she has the ability to modify the quality of most weapons and equipment, strengthening or weakening them as she desires, though not not both at the same time.
Personality: Karen is generally pleasant to deal with, but prefers to deal with people on her own terms (that is, she is more comfortable with inviting others into her "personal space" than having someone just pop in). She tends to be a bit hot-headed and snarky when dealing with those who antagonize/annoy her for more than a minute or so, but only gets into combat situations if she feels she can handle it or if pressed.
Appearance: Karen's lightly-built, Caucasian, about 5'3" in height, with long, extremely dark blue hair and dark green eyes. Her usual attire consists of a dark gray sleeveless shirt under a lighter gray jacket (usually left unbuttoned, the jacket, anyway), khakis, a belt for holding knives and guns, and general-purpose boots.
Goals: Only real goal is to amass as large of a collection of various weapons as she can, being somewhat of a weapons enthusiast.
Magical Inclination: Average
Technological Inclination: Average
Battle Tactics: Take-it-as-it-comes.
Known Magical Doctrines and Foci: Shamanism (Elementalism, Enchantment)
Equipment: Three knives of various sizes, a gun equivalent to a .357, and a gun equivalent to a 9-mm. Plus several spare clips on her person (usually held in pockets on the inside of her jacket, along with one gun and one knife, usually the smallest of each) and whatever her most recent acquisition happens to be, if carrying it is feasible.
Items not on her person: Her dwelling is mostly unremarkable and out of the way, though large enough to accomadate the multitude of weapons she's acquired over the years.
Credits: 0
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