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Thread: Gods & Men: The Ancient Myths - Chapter 1 OOC Thread (D&D/History-based RPG)

  1. #1
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    Gods & Men: The Ancient Myths - Chapter 1 OOC Thread




    (A Rundown of the Game World: Read Before Applying)


    Spoiler


    RULES
    You can create any character, be they hero or villain, in this Ancient World as long as they:

    • Are NOT deities, gods, or demigods, or specific mythological/fantasy monsters (for instance no Scylla, Fafnir, or the Azhi Dahaka).
    • Are true to the personality and abilities of the character, such as no Roman soldier casting spells, using wands, and reading magical scrolls as if he were a master mage, and no wizard out-dueling a swordmaster...
    • Do NOT rip off preexisting heroes from myths and legends. Come up with your own creation. If your character is too similar to one in the ancient myths or in the fantasy genre you will be asked to change it or come up with a new character (your hero should aspire to follow in the footsteps of legends such as Sigurd or Achilles or King Arthur, not be a carbon copy of them).
    • Do NOT criticize another poster’s character. We are not all as skilled as Homer or Shakespeare. Constructive criticism is okay as long as it is not offensive. This rule applies even if a poster asks for feedback.
    • Your character should make sense. A battle-hardened orc chieftain doesn’t frolic in the meadows with the flowers and the birds. If you have a meek character, they shouldn’t be smacking other characters around.
    • Communicate with others in your arc. This is key to the fun. It doesn’t matter how many fights you win, it matters if the fights were written well.
    • Do NOT kill other Player Characters unless specifically asked by the player to do so. NPCs are fine to kill, with permission from anyone else using that NPC.
    • The Game Masters have the final say in matters of character acceptance. You are welcome to alter the character to make it less powerful or more creative, but arguing with the Game Masters is not productive, not to mention something that you will not win. This is a game, let it be fun.
    • This is a working environment, so you can travel to different places using your animals, vehicles, or your own two feet. Don't miraculously pop up unless you're using a teleportation spell, a magic item, etc...
    • There are NO pre-established characters in this RPG, so it is a good idea to make your first post an origin post.
    • You can reside in any place in the Ancient World (no Antarctica, or any of the Americas or Australia). Just Europe, Asia (including feudal Japan), & Africa. The rest of the world may be opened up in later seasons, but for now it's strictly Europe, Asia, and Africa.
    • Don't do anything RANDOM like chopping off board user's heads or what not, unless your a villain chopping off NPC victims heads, then whatever, go with it, as long as it's not technically RANDOM (Don't be killing people without reason).
    • Know your weaknesses and strengths, what you can or can't do. For instance, a Celtic warrior will lose against an ancient red dragon one on one, but may be able to use her allies to help her out or she can run away...very, very quickly.
    • If you want to take part in this, just fill out an app and your name and character will appear on the roster, pending approval...
    • You can form villain cabals, adventurer teams, military alliances, thieves guilds, sinister cults...the works...
    • There can be a number of stories going on at once using different people...
    • Act like your characters; ASSUME their traits and personalities...
    • There are endless places to go and endless things to do: ENDLESS possibilities so get creative...
    • There is no time travel at all. This preserves continuity easier and avoids confusion…
    • People who disobey these rules, some more major than the others, will get BOOTED by the Game Masters.
    • Stay true to the culture of your character (I.E. don't have your Chinese monk run around in Roman regalia praying to Odin).
    • Even though this isn't specifically based on the Myths of old, take them into account when using monsters or mythical figures (for instance, don't have a plague of harpies in Norway when you know perfectly well that they're a Greek monster). More fantasy related creatures (such as a beholder or illithids) can theoretically be placed almost anywhere, provided the situation and surroundings fit.
    • A player may also take up another race other than the ones listed above or in the racial traits section, but it first must be cleared by the GMs (all of them), and racial traits must be figured out by the GMs before the player can be considered for approval. Players can help create the traits for a character, but it is ultimately the GMs decision as to if those traits fit the race.
    • As of now, no modern day religions are allowed in the game (Christianity, Islam, etc).
    • You may play up to two characters at a given time.



    Gods & Men: The Ancient Myths RPG Character Application

    Spoiler


    Game Roster

    Champions of Good

    Alazne de Alann (Human Basque Death Knight) ~ Meeky

    Antilles (Human Athenian Ranger) ~ Johnny Blaze

    Drzikoll "Goat" Drogan (Dwarven Warrior Scholar; Good) ~ Byrd Man

    Hiro Shingen (Human Spell Sword Ninja; Good, Chaotic) ~ Actraiser


    Walking the Line


    Lords of Darkness

    Charaun (Human Athenian Lich) ~ Johnny Blaze

    Tyrant, Chief of the Franks (Orc Druid of Predation) ~ Blu

    Ysvara Tar'Varrick (Drow Sorceress and Priestess) ~ Zacharius


    Racial Traits of Gods & Men

    Whenever a new race becomes playable the racial traits created for them will be listed here for all to see. Certain, high-powered beings are available as playable characters, and these are known as Advanced Races, where as the standard races are known as Basic Races. Only one member of each Advanced race is playable at a time, and they include dragons, demons, celestials (i.e. angels), liches, vampires, and others. A short list of other examples is at the bottom of this post, but there are other races that may apply and the list will change over time.
    * = Advanced race(no more than one allowed at any given time)
    Advanced Races include: beholders, illithids, powerful undead (liches, vampires, mummies, etc.), demons, dragons, celestials, other planar creatures (slaadi, genies, etc.), elementals, sphinxes, and all other races deemed by the GMs as more powerful than the standard species.

    Dwarves:
    Spoiler


    Elves:
    Spoiler


    Dark Elves:
    Spoiler


    Half-Elves:
    Spoiler


    Halflings:
    Spoiler


    Orcs:
    Spoiler


    Centaurs:
    Spoiler


    Lycanthrope (General):
    Spoiler

    Werebear:
    Spoiler

    Werelion:
    Spoiler


    Merfolk:
    Spoiler


    *Lich:
    Spoiler


    *Death Knight:
    Spoiler


    *Vampire:
    Spoiler


    Tiefling:
    Spoiler


    *Dragonborn:
    Spoiler



    The Art Unbound: Magic in the Gods & Men World

    (System created by SuperFerret)

    There are eight schools of magic, and each spell caster chooses a number of them, limited only by their alignment, and their skill level in each school chosen. Certain powerful entities, such as the Advanced races (Dragons, Demons, and the like) are able to draw more powerful magic from more than one of the eight schools, although they too can have middling powers in the schools that if they spread their talents too thin. That character’s magic will fall within the limits of the chosen schools and none of the others (aside from Divination, as all spellcasters are assumed to have at least minor skill in that school).

    Each spell-caster from the basic races has a maximum number of “slots” that will determine their capacity for magical aptitude. Mystics have the most at four slots apiece, while Paladins only get one slot (and must use it to gain Minor skill in the Protective school). Minstrels get two, and they must “spend” at least one to gain some skill in the Enchantment school, but what they do with the other slot is up to them. (The members of the Advanced races get two extra slots, regardless of their Class.)

    The slots needed to be spent for each skill level is as follows:

    Minor skill = 1 slot

    Moderate skill = 2 slots

    Mastery = 4 slots

    (Examples of what each school can do at which skill level is given after the school’s description. The powers are NOT limited to these examples, and the GMs have final say on what power lies where.)

    Necromancy is power over death and the spirits of the recently deceased. This form of Black Magic manifests itself in ways that come from that power. Snuffing out living essences, raising undead armies, commanding ghostly powers, all are in the Necromancers grasp.

    (Necromancers must be of the Evil Alignment.)

    Spoiler



    Elemental Magic is power over the four basic elements of the world; fire, water, air, and earth. Elementalists are lords of their chosen element, shaping it within the confines of their imagination, and the most powerful of their number are able to manipulate it to the point of becoming one with the element and wielding its awesome power with the might of a demigod.

    (Elementalists can be of any Alignment, but must choose one of the four elements to master: Fire, Water, Air, or Earth.)

    Spoiler



    Protective Magic is the ultimate defensive magic. Mystical shields, curative spells, the power to bring the freshly killed back to life, all this and more is at the fingertips of these White Mages. This magic is most commonly associated with divine powers such as angels, but can also be channeled through other sources.

    (White Mages must be of the Good Alignment.)

    Spoiler



    Conjuration grants the ability to summon and bind creatures and beings to your location and allow you to exert limited command over them for a short time. Wielding what is potentially the most powerful form of magic, the life of a Conjurer is also wrought with great peril. Summoning and controlling a mundane beast is usually simple task, but a Lord of Demons or a demi-god is a different story, and the hazards of losing control of those situations are great. (Note: the skill levels below give examples of creatures that can be easily summoned and controlled by a Conjurer of that skill level. You can still try to summon something out of your skill level, but may the gods help you if you do lose control. Which you will.)

    (Conjurers can be of any Alignment.)

    Spoiler



    Transformational Magic can change the world. Literally. Transmuters are able to shape the very fabric of reality, albeit for only a short time. Changing man into beast, mud into rock, lead into gold, sticks into snakes, these are just some examples of a Transmuters power.

    (Transmuters can be of any Alignment.)

    Spoiler



    Enchantment is a two-fold magic. It grants either the ability to grant magical powers to items and beings, or the power of compulsion (from dominating the mind, to inducing paralysis, to inducing sleep, and much, much more). An enchanter must choose one of those variants of the school to master, they cannot do both.

    (Enchanters can be of any alignment, with those specializing in compulsion leaning more towards neutral or evil.)

    Spoiler



    Phantasmal Magic is the ability to use magic to change others perceptions of the world. Creating illusions, making things invisible, altering one’s own outward appearance; such are the tools of an Illusionist.

    (Illusionists can be of any Alignment, though their deceptive nature causes them to lean towards the Neutral or Evil ones.)

    Spoiler



    Divination is the only universal school, granting all mystics access to it’s minor powers (essentially limited clairvoyance and clairaudience). However, those who specialize in Divination, the Oracles, are granted the ability to see into the near future as well as the past, or the power to look into someone’s very soul and determine their Alignment.

    (Oracles must be of the Neutral Alignment, as their power gives them a sort of detachment from the world of others.)

    Spoiler



    Druidic Magic is the power over the forces of nature itself. Encompassing many minor abilities related to elemental magic, such as manipulating the weather (air), causing tremors (earth), or shifting the tides (water). Druids also command power over the kingdoms of animals and plants, even allowing them to communicate with them (DISCLAIMER: Even though you can ask a tree a question, there's nothing saying that it has the capacity to give a detailed or even intelligent answer. It's still a tree, remember.)

    (Druids can be of any alignment, but are mostly of the Neutral Alignment.)

    Spoiler




    Places of Interest in the Gods & Men World


    The following is a list of certain fictional spots throughout the world that could hold potential adventure ideas for the PCs. Each spot is listed under a region and given a brief description. When a new location is created, it will be listed here.

    NOTE: If you plan to create a location for your story make sure it's well thought out and it fits the area you are placing it in. Your location can then be detailed by yourself or with the help of a GM if you wish. If you choose to detail it yourself, the description must be at least two medium-sized paragraphs in length and contain general information on the location, it's structures, and notable personalities (use previous descriptions as guidelines for writing yours if you are having problems). If you choose to detail it yourself, post the write up in the OOC thread when you're finished with it, and a GM will go over it. Once everything is in order, your Place of Interest will be edited into this post.
    Also, keep in mind when you are creating a locale that real life ancient cities and locations (such as Heliopolis in Egypt and Persepolis in Persia) that existed in the old world exist here.

    EUROPE

    Germany

    Warlock's Rest:
    Spoiler


    Greece

    Athenian School of The Art:
    Spoiler



    The Inner and Outer Planes of the Gods & Men Universe


    Taken from D&D manuals (primarily the Manual of the Planes) and lore, the planes of existence are basically set up just as in the standard D&D game. These are pretty detailed and to help create adventure and/or character ideas.

    The Astral Plane

    Spoiler



    The Ethereal Plane

    Spoiler




    The Plane of Shadow

    Spoiler




    The Elemental Plane of Air

    Spoiler




    The Elemental Plane of Earth

    Spoiler



    Elemental Plane of Fire.

    Spoiler





    The Elemental Plane of Water

    Spoiler





    The Negative Energy Plane

    Spoiler





    The Positive Energy Plane

    Spoiler





    Limbo

    Spoiler





    The Nine Hells of Baator

    Spoiler




    The Mounting Heavens of Celestia

    Spoiler






    The Underdark: The World Beneath the Surface of Gods & Men


    Called the Night Below by surface dwellers, the Underdark is a series of connected caverns and cave networks that stretches for thousands upon thousands of miles underneath the Earth's surface. Consisting of three levels (Upperdark, Middledark, the Void), the Underdark is a place wrought with dangers, both natural and supernatural.

    Being a place of total darkness, save for the occasional sections with florescent fungi that illuminate their surrounds with eerie light, the Underdark is not for the timid. Most adventurers from the surface never go past the top level of the Night Below, finding more adventure than they can handle within it's neighboring depths. Though, when one delves deeper and deeper into the black, you will quickly discover that the Underdark is home to a menagerie of races, creatures, and ancient beings long since forgotten by the surface world.

    The Upperdark
    Spoiler


    Middledark
    Spoiler


    The Void
    Spoiler
    Last edited by GMRPG; 03-02-2013 at 01:55 PM.

  2. #2
    Legendary Dissident Johnny Blaze's Avatar
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    Character you have created: Charaun

    Race: Human Athenian (Greece) Lich (Undead)

    Racial Traits: Lichsight (the eerie glowing red-pin points of light in a lich's empty, black eye sockets see much more accurately than any mortal. The lich has darkvision at a distance of 60 feet. The lich cannot be blinded or impaired by any light no matter how bright, even from a magical source. Likewise, magical darkness does not hamper a lich's vision either. In the eyes of a lich, it is as though neither light nor darkness exist); Fear Aura (Lichs are shrouded in a invisible aura of death and dread. All those withing a 30ft radius are unnaturally shaken to the core and are a bit slower to react because of it; the lich can suppress this aura if it chooses); Paralyzing Touch (with but a simple touch the lich can paralyze a victim by channeling the negative energies coursing through it's body to it's hand. A person who falls prey to this attack will immediately become paralyzed and immobile. So much so that others checking them, even a skilled healer, would think that they are dead. The paralysis lasts for an hour, but can be magically removed as though it were a curse. Due to the touch requiring the focus of negative energies, the lich can only perform this attack once every few minutes.) Damaging Touch (The negative energy flowing through a lich's body is damaging to living creatures; the touch of a lich fills the touched area of a victim with a deathly coldness from the grave that ignites the area in agony equal to the pain caused from any blade strike); Immune to cold attacks, electrical attacks, negative energy attacks, disease, aging, poisons, polymorph, and paralysis & can only be harmed by magic and/or magical weapons; Being undead, the lich does not need to eat, sleep, or breath and is beyond the physical wants and desires of mortals


    Character Class: Mystic (Sorcerer)

    Patron Deity: None, but pays homage to the demon lord, Orcus

    Magic: Necromancy (Master); Phantasmal (Moderate)

    Character Alignment (Good/Evil/Neutral): Evil

    Character Personality: Charaun is powerful lich who has been alive for centuries. As such he is a very arrogant being, convinced that his power and status cannot be bested. He is only out for his own ends, and cares nothing of any lives that get ruined along the way. Coming from wealth in his days as a mortal, Charaun is an articulate creature and is well-versed in the ways of regal protocol and etiquette. Charaun is not fond of the company of the living, preferring to surround himself with undead minions, monsters, and demons. Despite this quirk, he is not above interacting with mortals. A consummate schemer, Charaun is constantly hatching dark plots and nefarious acts.

    Charaun is obsessed with power and is constantly searching for more. He is an intelligent being, and loves to play the role of manipulator, often getting adventurers to do his dirty work for him. He has been known to enter towns magically cloaked as a normal man of prestige, and hire adventurers to find items of great value for him. Despite this fact, Charaun is not above getting his hands dirty. He'd just rather not waste his precious time if he can help it.
    Charaun is a hateful being and is able to hold a grudge for many years, as evidence from his continued hatred of the families of the men who were behind driving him out of Athens.

    He has also grown quite fond of being a corrupter of goodly folk, especially holy men. He enjoys twisting their hearts and minds and turning them from the righteous path and towards the darkness. This trait is one Charaun must have picked up from his dark master, Orcus.

    Origin Info/Details: Once a mighty sorcerer in the City-State of Athens, Charaun's lust for power knew no bounds. Coming from a wealthy family in high standings of the city, Charaun's father was able to send him to study at the Athenian Academy of The Art, one of the most prestigious schools of magic in all of Greece. There he learned under some of the best wizards in all the land and proved to be a quick study. After many years of hard, never-ending work Charaun graduated at the head in his class and soon after joined a rather infamous group of adventures called the Swords of Ares.

    The Swords of Ares were a band of morally challenged mercenaries who took any job that paid well enough, no matter how vile. All that mattered to them was the rewards, and that was not lost on Charaun. In fact it was a sentiment he whole-heartedly agreed with. The Swords adventured for many years, and sometime during those years Charaun fell under the sway of the Demon Prince of the Undead, Orcus. Under the tutelage of Orcus and his minions, Charaun became a master of the necromatic arts, learning many long forgotten evil rituals.
    Including a ritual long forgotten on the mortal realm: the secret path to lichdom.

    Charaun left the Swords and returned to his family's estate, murdering his parents and siblings and sacrificing them to Orcus. Now in control of the entire family fortune, Charaun went about collecting the necessary items required for his transcendence into unlife. At the end of his search Charaun employed his old company, the Swords of Ares, to find for him the final item he would need. The Swords completed their task, and returned with the item. Upon receiving the item, Charaun delivered his payment...a swift death.
    Charaun completed the ancient, infernal ritual that took his own life, but arose moments later as a creature of undeath.

    Charaun spent the next few decades locked away in his secluded manor, furthering his studies of arcane lore. To protect his interests, Charaun brought his former adventuring troupe back as undead minions under his command, renaming them the Swords of Orcus. Eventually though, Charaun's twisted experiments brought the wrath of all of Athens down on him and he was forced to flee.

    Now Charaun makes his home in the ominous castle of Warlock's Rest, hidden deep within the Black Forest of Germany atop the Feldberg mountain. Here in his fortress, Charaun continues to seek out knowledge and artifacts. He is occasionally confronted by foolish adventurers who have heard tale of the vaste treasures he has aquired and come to seek them out. Most fall prey to the myriad of traps and monsters which inhabit his castle, though the truly skilled ones are honored by being slain by the lich himself. Those that fall in the castle are soon brought back as undead servants, slaves to Charaun's will.

    Charaun does not leave the Rest often, but when he does it is always for a purpose (searching for a new knowledge, getting revenge on a hated foe, manipulate/enlist others to his causes, etc). Most of the time however he can be found deep in the Castle's catacombs inside his laboratory, or in his grand library filled with hundreds of ancient tomes and scrolls, continuing his dark experiments and plotting, always plotting, for more power.


    Attributes

    Strength Level: Normal Human

    Speed/Reaction Timing Level: Normal Human

    Endurance at MAXIMUM Effort/Durability: Undead Lich (He does not tire, he does not feel pain the way humans do, and is susceptible only to magic weapons and spells)

    Agility: Normal Human

    Intelligence: Super-Genius

    Fighting Skill: Average

    Resources: Extreme

    Notable Equipment: Bone Staff (staff carved out of the blackened rib bone of a red dragon and adorned with an onyx human skull with a pair of rubies in the eye sockets; able to loose a cone of fire from the skull's eyes akin to the breath weapon of a red dragon with a range of 60ft); Ring of Freedom of Movement (allows bearer to move and attack normally through areas and spells that would otherwise impede movement, such as being underwater and walking through a bog, and spells such as web and solid fog); Ring of Mind Shielding (protects against detection of thoughts, detection of lies, and detection of alignment); Amulet of Teleportation (a golden necklace worn around the neck with a rune carved stone in the shape of a small circle; allows the wearer to teleport to a location up to ten miles away. The location in question must be visually known by the wearer or the magic will not work.); Phylactery (magical artifact used to hold Charaun's soul. If his body is ever destroyed, Charaun's spirit will immediately return to his phylactery, no matter where Charaun in upon his "death." The phylactery is protected by powerful magics and is impossible to destroy by conventional means. If the phylactery is ever destroyed, the next time Charaun is killed he will be gone forever. What Charaun's phylactery is remains unknown to all but the lich himself.)


    Weaknesses: If his body is destroyed, Charaun is not dead. Instead his spirit will return to his phylactery, a magical artifact used to house the lich's soul. Here it will wait until a new body is within range, be it dead or living, and then will attempt to take possession of it. If the phylactery is destroyed then the next time the lich is killed the lich is destroyed forever.
    Being a lich, only magical weapons and spells may truly harm him. A normal weapon striking a lich would be akin to a weapon striking a piece of cold, hard stone.

    Supporting Characters: The Swords of Orcus (Anastasia - female human vampire priestess of Orcus; Hilarion - male human death knight soldier; Kallisto - female elven vampire assassin); Nightshade (adult shadow dragon ally); various other minions and monsters under his thrall.

    Describe using proper English grammar what you think you can bring to the RPG: Experience in role-playing, a castle filled with amazingly tempting treasures, and a truly evil, Doctor Doom-esque villain that will be a bane to heroes all throughout the known world and beyond.

    Sample Post (Minimum Four paragraphs containing dialogue):

    The man waddled through the old library, adorned in the robes of a beggar, large shelves of dusty books and scrolls surrounding him. The library's eloquent design work shined in the moon light beaming in from the great windows, and of the flickering flame of lanterns hanging along pillars and walls. The beggar was alone in the library as it was closed for the night hours ago. How he got in was a mystery, but, nevertheless, the beggar was perusing a section of books on ancient Babylonian rituals when a voice cut through the silence of the library like a blade.

    "So, it would appear our assumptions were correct."

    The beggar turned to regard a rather plump, clean-shaven human male dressed in fine robes and holding an iron staff.

    "Yes", came another voice from the other side of the room, "it seems as though our trap was a successful one."

    The beggar spun to regard another human, more lithely built than his comrade, with a full graying beard, but still dressed in fine robes.

    The beggar put the down the tome he had taken out and looked at both men, recognizing them as the mages they were.

    "You're time is at an end, vile one", stated the corpulent one as he clutched tightly his staff.

    The beggar looked at both of his would-be killers and laughed loudly, an inhuman laugh that sent shivers down the mage's spines.

    "So", said the beggar with a smirk, "you thought to lure me out and trap me, eh?"

    "Yes", the slender man calmly replied, "we are not foolish enough to challenge you in your lair where you are nigh invincible. So, with the promise of ancient knowledge, we lured you out to where we would be on even terms."

    The beggar reared his head back and laughed loudly once again, in a mocking manner.
    "Hahahahahahahahahahahahahahahahaha! You pathetic little creatures!"

    "Do you honestly have the audacity to think that you are equal to me", roared the beggar as he tore off his ragged cloak to reveal regal, yet tattered robes, and ripped off the human flesh used to disguise his face and arms, revealing him to be a shriveled, decaying, dead thing.
    The need for disguise gone, the lich revealed his true form.

    The fat man visibly wavered at the sight of the dread creature as it stared at him with it's hateful eyes...eyes as black as the deepest abyss, yet burning with small pinpoint pyres of crimson.

    "Do not be afraid", shouted the slender man to his chubby companion, "together we have the might to defeat the lich once and for all!"

    "HA! You are a fool, Andreas", replied the lich, the man seemingly not rattled that the lich knew his true name.
    "Both you and your fat friend will die here tonight. Even in the unlikely chance that you were to destroy me here, I will return, and my vengeance will be terrible."


    "What are you talking about creature", asked the portly one as he took a small step forward.

    "Why, Andreas did not tell you", questioned the lich as he grinned a disgustingly evil smile towards Andreas before turning to regard the fat one, "this body is but a vessel. It matters not if you destroy it, I will return."

    "Now enough of this babble", sneered the lich, "I have more pressing matters to attend to than to waste time dealing with a witless hunter and his hapless lackey. It was a mistake to allow you to live those decades ago, Andreas, a mistake a shall now rectify."

    "You slaughtered my comrades, creature, and left me alive to tell the tale. I have had years to remember that horrid night and to plot your downfall", Andreas spoke as he glared at the lich with contempt, "no, it is you who will be destroyed this night."

    "Hahahahaha...very well, Andreas", replied the lich, "come then...show me whether or not you have improved your feeble skills. For your sake, I hope you have."

    As if in reply, Andreas stretched out his hands and a beam of light emerged from his fingertip heading straight at the lich. But, the lich was already in the motions of a spell, and a wall of tortured, wailing spirits rose up in front of him. The ray of light blasted against the moaning wall, it's energy dissipating against the crying souls.

    As the wall rose, the lich turned his attention to the fat one, who had just cast a lightning bolt at him. The bolt of lightning connected with the lich, but the energy just fizzled around the monster doing no damage whatsoever.

    "Fat fool! Lightning cannot harm me! Your stupidity will be your death"
    , shouted the lich as a ray of black energy shot out from his index finger at the corpulent man, and hit him square in his chest. His eyes grew wide as his once vibrant flesh turned a deathly white. He opened his mouth to scream, but no sound escaped. His face contorted in a mix of fear and pain, the corpulent mage fell dead to the ground.

    Suddenly, the spirit wall moaned loudly, as if in incredible pain, as a large fire erupted from the other side. The wall vanish after the attack to reveal a maddened Andreas and the library around him covered in the flames from his fireball spell.

    The lich's laughed as he saw the book burn, "You are more of fool than I had thought, Andreas. So consumed are you with vengeance, that you would risk these tomes and codex."

    Andreas said nothing, but held his hand aloft and a pillar of flame came down from the heavens, bursting through the library's roof and striking the lich.
    The lich roared in pain as the mystical fires burned what remained of his body. But, what pained him more than the burning flames was the sight of the tome he had come to collect catch fire and burn into nothingness.

    "NO! You fool! What have you done", screamed the lich as he watched the tome turn into ash before him.

    "Consider it the first part of your torment, Charaun. You will feel it a thousand fold by the time I am finished with you."

    The crimson fires in Charaun's eyes flared brightly, as though they were two evil stars burning in the blackness of space.

    "Torment? You speak to me of torment!? You will come to know the true definition of the word, dotard!"


    Charaun's voice rose to a loud cry, which became a shrill keen, which turned into a vile wailing. Andreas screamed in agony and dropped his staff as he fell to his knees, clutching his ears. Though he screamed as loud as he had ever screamed in his life, his cry remained drowned out by the unholy wail coming from the lich.

    A group of city guards and make shift firefighters heard the wailing as they stood out front of the burning library trying to douse the flames. They too fell to their knees and clutched their skulls in extreme pain.

    Soon the wailing ended, and all those who had heard it lay dead. Their eyes open wide in horror and their mouths agape as if they still had more screams of anguish in their lifeless forms.

    Moving quickly to stand over the dead Andreas, Charaun pulled a black diamond from his robes and, knelling down, held it over the body. Reciting an incantation under his breath, greenish-blue energy began to seep from Andreas' body and into the diamond. When all the energy was gathered, Charaun stood once more and held the diamond in front of his face and chuckled.

    Inside the stone, if one looked closely, they could see the spirit of Andreas moaning is sorrow as his soul was trapped in the black void of the gem, unable to go to his rightful afterlife.

    "Now", glowered the lich as he peered at the stone, "let us talk about torment..."

    In a flash of white light, Charaun disappeared, leaving a host of dead bodies and a great library burning to the ground in his wake.


    Last edited by Johnny Blaze; 02-26-2013 at 08:35 PM.
    The only position that leaves me with no cognitive dissonance is atheism. It is not a creed. Death is certain, replacing both the siren-song of Paradise and the dread of Hell. Life on this earth, with all its mystery and beauty and pain, is then to be lived far more intensely: we stumble and get up, we are sad, confident, insecure, feel loneliness and joy and love. There is nothing more; but I want nothing more.

  3. #3
    Junior Member Odinson's Avatar
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    Awesome, better get busy on my own character sheet.

    By the way, I took the liberty of making a title card for this RP,



    http://i695.photobucket.com/albums/v...ps91a6919f.jpg

    Feel free to use it if you like.

  4. #4
    Legendary Dissident Johnny Blaze's Avatar
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    Sweet! Awesome job, homie! Much appreciated!
    The only position that leaves me with no cognitive dissonance is atheism. It is not a creed. Death is certain, replacing both the siren-song of Paradise and the dread of Hell. Life on this earth, with all its mystery and beauty and pain, is then to be lived far more intensely: we stumble and get up, we are sad, confident, insecure, feel loneliness and joy and love. There is nothing more; but I want nothing more.

  5. #5
    Junior Member Odinson's Avatar
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    Meh, all it took was scalping off the real talent from deviantart and slapping on text in Paint.net. In the least its passable and serves our nefarious purposes well.

  6. #6
    Legendary Dissident Johnny Blaze's Avatar
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    For some reason it won't let me edit the pic in; says it's 84 characters long and must be cut down to 80?
    The only position that leaves me with no cognitive dissonance is atheism. It is not a creed. Death is certain, replacing both the siren-song of Paradise and the dread of Hell. Life on this earth, with all its mystery and beauty and pain, is then to be lived far more intensely: we stumble and get up, we are sad, confident, insecure, feel loneliness and joy and love. There is nothing more; but I want nothing more.

  7. #7
    Burger Eater Meeky's Avatar
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    I'm sort of interested, but at the same time, sort of unsure. Let me ask a few questions, if I may.

    1) You mention arcs. Does this mean there will be multiple threads used for this roleplay, and that we can participate in one or more of these as we like? If not, does this mean we can, if we apply and are accepted, choose to be present only for specific arcs?

    2) Is this going to be a rules-heavy roleplay series? I note the statistics listed, the rules for magic... Are there rules, dice rolls, or anything of that nature beyond what a typical roleplay involves?

    3) Are any of these classes or races meant to be specifically good or evil? Obviously, an orcish warchief would probably be evil; but would, say, an orcish druid need to have the same evil nature, or could that nature be repressed?

    4) Are there going to be arcs that are friendly to people who either are in multiple roleplays or have a busy schedule and therefore may not be able to post more than once a day?
    Roleplay is a cooperative effort. We're all working together to craft a story here and it's important people remember this even when you are in heated combat with another player.
    ~An administrator from a NWN2 Persistent World

    Current roleplays I'm in (this is more a note to myself than to you, but feel free to take a peek):

  8. #8
    El Hombre Pájaro Byrd Man's Avatar
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    Quote Originally Posted by Meeky View Post

    1) You mention arcs. Does this mean there will be multiple threads used for this roleplay, and that we can participate in one or more of these as we like? If not, does this mean we can, if we apply and are accepted, choose to be present only for specific arcs?
    Just one thread for the entire game, the arcs are all happening in the same thread through multiple posts.

    Quote Originally Posted by Meeky View Post
    4) Are there going to be arcs that are friendly to people who either are in multiple roleplays or have a busy schedule and therefore may not be able to post more than once a day?
    Of course. You post where you can, when you can. Those two are really the only ones I'm the best qualified for. Not a GM, but I played in two versions of this game on another site previously. I can take a crack and say it won't be heavy in stats and involve dice-roles, just good RPers using some common sense.

    - - - Updated - - -

    Character you have created: Drzikoll "Goat" Drogan

    Race/Culture: Dwarf

    Racial Traits:
    Darkvision (able to see in the darkness up to 60 feet, but in black and white only); Toxin Resistance (dwarven toughness allows them to resist most standard poisons, but it does not make them immune to them. They are just not as affected as strongly as a man would be, and large doses can still prove fatal); Stonecunning (due to spending most of their lives under the Earth, dwarves have a natural affinity for stone-workings and the like. Thus they are able to notice unusual stonework if they are close by it, such as stone traps, non-magical stone secret doors, unsafe stone surfaces, shaky stone ceilings, etc); Depth-Sense (Dwarves have the innate ability to sense how deep they are underground, but this is not accurate and usually falls in a window of a few miles); average life-span of 300 years

    Character Class (Choose One): Fighter

    Character Alignment: Good

    Character Personality:

    A scholar, Goat often uses big words and wit to establish his intellect. His interest in history and arcane artifacts, especially those of Dwarven variety, stem from his lack of personal family history. He wants to know more about his people, where he comes from, and why he was left on the surface. Having grown up amongst humans, Goat can be self-conscious about his identity as a Dwarf. Although he is a teacher, he has no qualms with fighting and making a stand.

    Origin Info/Details:

    The Dwarf known as Goat was raised on the surface. As a newborn, he was found on a farm in Bavaria, the only thing that came with him was a piece of paper with his name written on it. The kindly middle aged couple there, never being able to have their own child, raised him as their own. He began an interest in history, reading all the old books and papers from the past for any clues as to where he came from. His nickname of Goat, derived from his facial hair, was given to him by a friend on a neighboring farm.

    Still young, Goat ventured south to Greece to study with the scholars and teachers. There, he learned more and more about history and the Dwarves of the world. Despite his longing to find his people, he never worked up the nerve to venture north to Scandinavia to the homeland. After completing his training, Goat ventured from Greece and to Rome. In the city, he took a part-tine job at the Enlightenment School as a history professor. In addition to his teaching duties, Goat travels the world in search of rare and unusual historical artifacts.

    Attributes:

    Strength Level:
    Slightly stronger than a man.

    Speed/Reaction Timing Level: Slightly slower than a man in peak condition

    Endurance at MAXIMUM Effort/Durability: More sturdy than a man

    Agility: Less agile than a man in peak condition

    Intelligence: Above-Average

    Fighting Skill: Trained

    Resources: Average

    Notable Equipment: In addition to his usual adventurer gear, Goat has a large battle-axe, a pair of throwing axes, a steel helm and leather armor.

    Weaknesses: Nothing more than usual for a Dwarf. I guess as a Dwarf, he's a horrible climber and swimmer.

    Supporting Characters: Marcus, Goat's boss at the school. Nrit, a female dwarf who lives in their embassy in Rome, a close friend of Goat's.

    Describe using proper English grammar what you think you can bring to the RPG: I can bring a decent RPer with a lengthy history of playing in RPs, this one in particular, and I can be a frequent poster and contributor to the game.

    Sample Post:


    Briton

    The battle-axe smashed against the mud wall of the tomb, cracking the seal on the preserved mound. With a few more swings, the hole in the side of the mound was large enough for him to enter. Sliding his axe on to his back, Goat ventured forward into the dimly lit tomb and looked around. He smiled to himself and removed his helmet from his dark hair.

    "We must hurry, dwarf," replied the man behind Goat. The local had been his guide across the plains to the tomb. He had been nervous and unsure ever since he found out Goat's objective. "The penalty for grave robbing is severe."

    "It's not grave robbing," Goat said as he approached the cask in the center of the mound. "It's proactive archeology."

    Resting on top of the cask was what Goat had ventured across the world for. It was a golden eagle perched on the coffin of the dead Briton leader, one of the current king's closest generals. The eagle was a Roman standard, the Aquila that had been lost by one of the Roman legions that had been routed off the island years earlier. It still was a sore point with Rome to this day, a lost eagle was worth the death of thousands of legionnaires, as had been seen twenty years ago in the dark forests of Germania. For Goat to bring the lost eagle back to Rome would be a great honor for him, the school, and be a boon to both their pocketbooks.

    With a gloved hand reaching out, Goat gently picked the golden eagle up off its resting place. He began to pocket it into the satchel on his side when he stopped. There was a noise behind him. His guide had disappeared from the entrance into the tomb, replaced by three men in chainmail with broadswords in their hands. "Drop that eagle, dwarf," the one in the middle barked. "The penalty for grave robbing in Arthur's Briton is death."

    Goat smiled, letting the eagle clatter to the ground as he started to raise his hands in the air. In a swift motion, he pulled the two throwing axes from his back and tossed them at the two men. The blade of the axes didn't penetrate their mail, but it knocked them hard in the chest and sent the men sideways into a wall. Picking the standard up and tucking it into his satchel, Goat pulled his axe just as the third man drew down on him with his sword.

    "Sorry for all this trouble," he said as the axe blocked the blow of the sword. "But I need to get going."

    He twisted sideways, sending the man's sword to the right while Goat came up with the handle of his axe and struck him in the head.

    "Give Arty my regards," he said as he stepped over the dazed man and hurried out the tomb, his tiny legs carrying him as fast as he could.

    Below The Bible Belt: A Southern-Fried Podcast

    "“Already today I hit you twice. Once I knocked the wind out of you, once I knocked the consciousness out of you. Here you are back the third time. You call that smart?”"
    --Richard Stark

  9. #9
    The Master ActRaiser's Avatar
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    Character you have created (include known alias or nicknames here as well):
    Hiro Shingen

    Race/Culture: Human/Japanese

    Racial Traits: Human

    Character Class (Choose One): Spell Sword

    Patron Deity: I know you said only one is required, but his patron deity is none other than Susanoo.

    Character Alignment (Good/Evil/Neutral): Good (Chaotic Good)

    Character Personality (Give information on how your character acts, what he/she believes in, how they handle situations):
    My character acts in strong accordance to his Clan's code of honor, as a Ninja should, however, as his code is based on cunning, and frequent acts of disobedience to established customs and the authorities which he deems illegitimate, he leans towards the chaotic side of good more than naught.

    He will fight and kill samurai and even LORDS who go so far in dishonor as to threaten the lives of innocents. He is a "Robin Hood" based psychology from the Japanese culture. Despite the fact that he hates to see those who abuse their authority go unpunished, he is still "lawful" in his manners and occasional acts of mercy.

    Those who don't know of his ninja status, which are most people, think he is a polite, highly intelligent (that much is true) member of proper samurai society. This goes to show how deceptive he can be in his interaction with the surrounding world.

    Origin Info/Details (don't be blunt, be as thorough as possible):
    Hiro was born of a fairly high ranking nobility in Japan. A great Daimyo, Nobutaka Sato, demoted Hiro's family and had them to murdered, leaving him to be alone in his family, and threatened to have him castrated if he tried to raise a line of children to oppose him, as a an act of cruelty. All the samurai of Nobutaka Sato, even his loyal retainers, hated the thought of having to carry out the Daimyo's orders if Hiro disobeyed. One of Hiro's mentor swordsmen, Momochi, fooled Nobutaka into coming to a high mountain top, in a monastic temple of self-professed Sohei, with the expressed request to teach Hiro how to temper his body and skills in the monastic arts of the monks, to become Nobutaka's greatest warrior.

    Nobutaka agreed to send Hiro away to the mountain, where the boy learned how to fight, steal, and deceive like a ninja, a very shadow of the night. Though not a "rogue" as those in Europe and Persia are, Hiro became an extremely stealthy and wise spell sword, through the secret rights of the mountain temple. Hiro gazed in hatred and murder in his eyes, remembering the suicide of his mother and the brutal dismemberment of his father and brothers, sisters and house servants.

    Before Hiro would be returned to Nobutaka's household, he, Momochi and the ninja clan had infiltrated the castle of the war lord with several gaurds and key servants who would betray the demon master when the time came. Hiro gave the order, in a siege that could be described not as a war, but as a victory, all of the samurai and warriors of Nobutaka's service were killed, and Hiro had Nobutaka led to the shrine of his patron god, where he had him bound to the altar, and burned alive.

    Attributes (Select one from each category) (some races are greater or weaker than a human in specific categories and will be noted below or in the racial traits section of the OOC thread):

    1 Point in Transformational Magic

    Strength Level: Peak Human

    Speed/Reaction Timing Level: Peak Human

    Endurance at MAXIMUM Effort/Durability: Peak Human

    Agility: Peak Human

    Intelligence: Above Average (Near Genius, not there though.)

    Fighting Skill: Masters

    Resources: Large

    Notable Equipment: Spirit Sword : Hiro's sword is forged from his spirit, cannot be lost, or stolen, and inflicts increased damage on evil enemies.

    Weaknesses:

    Supporting Characters : Chei, Hiro's wife. Chei Shingen loves Hiro, Hiro loves her, they have had a harmonious relationship for a few years now, and she has proven to be an extremely fast learner, in the arts of ninjutsu. She is no spell sword, but she is an incredible ninja. (Rogue, in class speak).

    Describe using proper English grammar what you think you can bring to the RPG:
    I can bring in a Fantasy to real life concept of what I believe would be a perfect ninja. Hiro Shingen is meant to be a case of a tragic, burdened hero who has committed atrocities but found relief and solace. He fights for the common man in a world where the common man has no rights or dignity.

    Furthermore, I can bring someone which I think is well rounded, but not overly powerful compared to some others. I want to make Hiro a CHARACTER, by that I mean a well composed character who grows over the course of the role play, and isn't a burden for others to play with.

    Sample Post (Minimum Four decent-sized paragraphs containing dialogue):

    The attack came suddenly, in the dead of nite. Hiro did not want the death of just Nobutaka Sato. He wanted the bastard baka-gaijin to suffer, for what he had done to his family, and the threats he had cast on him. Hiro gave the order, and suddenly, the shadows came alive, sometimes it was literal, on the nite, which Hiro would describe later as a "holy nite". "HAI! The war cry could be heard only within a few feet, as Hiro sliced one of the loyal gaurds head off.

    More poured in through the ceiling, others, as described above, seemed to solidify from pure darkness out of the shadows. Eyes were gouged, testicles torn off, heads ripped off, and cut off. . . within an hour, the large castle was devoid of all life save for those who were not with Momochi and his clan. At the end, the now legless and armless Daimyo, Nobutaka Sato was screaming in pain, but somehow still alive despite a massive shock coursing through his body, and the loss of his blood still leaving his body. Hiro smirked behind his hood. "You know, I could do worse, LORD Nobutaka." Hiro said mockingly.

    Hiro had taken the half-living Nobutaka to a shrine built within the castle. "Your stinking body pollutes this noble house." Hiro insulted, as the men had the Daimyo carried. Placing Nobutaka, the evil one to the shrine, Hiro smiled, and placed him on the altar, once they had arrived. . "You murdered my clan, my family and my servants. And furthermore, you had threatened to castrate me, if I would try to revive my clan, you destroyed my childhood and tried to snuff out the lives of my descendants, but before you die, I will make you suffer a death worse than a coward's, which you deserve." The shrine was put on fire, slowly Hiro watched from a distance as he heard the final screams of Sato, the murderous bastard who destroyed his clan, and smiled.

    Afterwards, the death of him, who had made him lose so much, was not enough. Hiro sat in the grass, now without a lord. He would be known as ronin. His head bowed in confusion. "I have brought justice for the pain that was inflicted on my clan. What is this emptiness?"
    Last edited by ActRaiser; 02-27-2013 at 07:30 AM.
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  10. #10
    Legendary Dissident Johnny Blaze's Avatar
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    Quote Originally Posted by Meeky View Post
    I'm sort of interested, but at the same time, sort of unsure. Let me ask a few questions, if I may.

    1) You mention arcs. Does this mean there will be multiple threads used for this roleplay, and that we can participate in one or more of these as we like? If not, does this mean we can, if we apply and are accepted, choose to be present only for specific arcs?

    As Byrd Man summed it up, there will be a single IC thread with all the arcs happening inside. Players can solo RP for character development, or interact and/or collaborate with fellow players are larger scale arcs.


    2) Is this going to be a rules-heavy roleplay series? I note the statistics listed, the rules for magic... Are there rules, dice rolls, or anything of that nature beyond what a typical roleplay involves?

    No dice rolls, and no rules other than the ones listed. Pretty much runs like a standard message board RPG.


    3) Are any of these classes or races meant to be specifically good or evil? Obviously, an orcish warchief would probably be evil; but would, say, an orcish druid need to have the same evil nature, or could that nature be repressed?

    Although some races lean towards a certain alignment (i.e. drow are mostly evil) there can always be exceptions to the majority (i.e. Drizzt Do'Urden). As far as classes go, the only ones that are specific alignments are the two mage types (the necromancer for evil and white mage for good) and a Paladin (good) and Anti-Paladin/Blackguard (evil). And of course clerics devoted to goodly and evil deities, but that one's pretty obvious.

    4) Are there going to be arcs that are friendly to people who either are in multiple roleplays or have a busy schedule and therefore may not be able to post more than once a day?
    Of course. I'd wager most won't be able to post on a daily basis. I'd think the game should flow at a moderately relaxed pace.
    The only position that leaves me with no cognitive dissonance is atheism. It is not a creed. Death is certain, replacing both the siren-song of Paradise and the dread of Hell. Life on this earth, with all its mystery and beauty and pain, is then to be lived far more intensely: we stumble and get up, we are sad, confident, insecure, feel loneliness and joy and love. There is nothing more; but I want nothing more.

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