Note: please take note before continuing that not all major roles have been taken, but the rp will continue anyways. The roles that have not been taken will stay dormant, but if anyone that is active drops out you either have the choice of: a) choosing a dormant role and meeting up with the other characters wherever they may be (although most likely we'll go to you) or b) adopting the character of the person who has just left. If you would still like to rp with us even after all major roles are taken, we can all work this out on how to include you into the story c:
The people of the Redvale, a vast barren desert valley with only a handful of towns scattered about it, have a serious monster issue. They've lost hundreds to giant spider attacks, vampire covens, mysterious diseases, cannibalistic cults and much more. These attacks started a little over 10 years before, when a group of children were seen playing with their shadows by the edge of town. The few who were questioned after the disappearance of these children all stated the same thing; they believed it was just child's play. Days after the disappearance of the children hunters noted sightings of strange fauna; beasts which they had never seen in their lives, beasts which tried to kill them. That's when the humanoid monsters began moving into the towns, slowly but surely embedding their place in the small communities. Doppelgängers, vampires, witches, mages and walk amongst the poor unsuspecting people- and had kept their cover until just a few months before.
Presently all six towns have raised walls and aren't stranger friendly, the towns people live in constant fear and paranoia. Many have tried escaping Redvale, but of course this is an almost impossible feat. Of course there are the few insane who do not seek the protection of the towns, instead living in caravans on the desert, but these figures are elusive and untrustworthy.
Its been 10 years after the disappearance of the children, far out in the middle of the desert, 12 hyperbaric oxygen chambers lay scattered about the ground. At exactly dawn they burst open, revealing the now grown children inside. They're all dazed and recall no memory whatsoever, and they soon find out that they are naked. What's an even more shocking surprise is that, embedded deep on their skin is a gem. Each gem is warm to the touch and glows when the young adults awaken. Upon investigation of their sleeping pods they find jail uniforms, and a weapon which seems oddly comfortable in their hands. A projection soon shoots out from all the pods, forming an image at the very center, and the face of an old man greets them in a sour tone,
"My children. My work with you has yet to be completed, but I have been discovered and do not know how much time I have left. Let me make this as quick as possible; you are all warriors. Warriors which I have genetically enhanced using my scientific studies and magic. You have possibly noted the gems that are imbedded into your skin- these are your Familars, they are the core of your magic. They house an animal spirit which gives you unique powers. *a crash is heard in the background* children, I have wiped your memories for fear of placing you into any further danger. You must know this simple fact and heed my words; I have created you to save your original home, Redvale, from the evil forces which plague it. Together you are all stronger and the cause of all this madness has the answers to all of your questions. Remember this: seek out Prophet Amaria in-" the transmission cuts there.
(Far north)Those of Norcrest have a serious vampire and gargoyle issue and many a resident fears to go out at night.
(Center)Belham is the capital of RedVale and largest town, housing many ghouls, cults and gangs.
(Far east)La Motte is situated near the ocean and their main monsters are golems.
(West of Bellham and rather close)Dorden is home to a lot of cannibals and its been rumored that a troll using a guise spell is its mayor.
(South)Glenvar is almost completely isolated in the south by a mountain pass, giant spiders roam the outskirts of town.
(South East)St.Thoreau has an undead problem, sporting one of the largest undead populations of all the cities, most believe this is so because of the cooler climates at the mountain base, which they are situated.
In summary: a group of people wake up in the middle of the desert with no purpose, find out the meaning of their creation, and set out to kill monsters. They rid the towns of evil and become heroes, all the while looking for the Prophet Amaria, who will help them regain their memories and finish off the evil.
Animals go as follows, paired in teams, reserves are in parenthesis, dormants are in bold, adopts are italicized:
My character'll be the 13th addition to the group, acting as a sort of guide for the others owo
Name: (you're not all related)
2 starting magic abilities:
Weapon: (guns, think really cool guns. It's set in the far future, but with the setting being similar to the late 1800s, like, 1885. Only difference is super advanced technology.)
In this rp we're all working together and your characters have spent 10 years together, so no history is needed. I will allow a few obscure memories to surface, but nothing that makes sense or that'll impact the main story line drastically. Whoever your partner is, though, you should plot stuff out together in pms and stuff- since as the rp progresses I want them to find a base and make it their home as a place to crash outside of the cities, and from there people will go out in pairs and have their side adventures and stuff.
*What I or the co-gm say is law.
*forum rules apply here
*minimum 5 sentences please!
*If you're angry at someone in OOC just take it out on some monsters in IC (but really if its something that bothers you and you can't take them anymore, resolve your issues in pm. I don't want bad vibes in the rp.) remember we're all here to have fun, so keep the OOC fights (if any) to a minimum, please.
*speed posting is alright, just on the one condition that: if requested by someone in OOC you must recap for them c: some people can not get on frequently or can't stay on for long, so to keep the rp rolling we need everyone on the same page, ya hear?
*Im open minded to all and any idea, that said, if you think of any monsters, suggest them here so we can integrate them into our game.
*relationships can be formed and swearing is allowed. Pm sex. I don't tolerate discrimination or insulting slurs of any kind.
Appearance:Imagine this but younger, without the goofy stereotype makeup. He stands at around 6'2 and has a fairly muscular build. prefers to wear anything that will blend in to his current environment
Name: Raujtak "The Eagle" WestWeapon:
Personality:Raujtak Is a very serious and stern person, often acting much older than he is, some would consider him a stick in the mud, or just flat out weird, he adheres to old traditions that not many people follow anymore, is very religious and in tune with nature. He is very level headed and can figure things out, not very good with people though,as he often distrusts people he doesn't know. He is horrible at conversation and isn't very adept at getting information, relies on others to handle social matters. Has a great sense of family and would do anything to protect those he loves. Rautjtak knows little to nothing about himself.
Other info: Amazing shot from a distance, has perfect 20/20 vision and can see farther than most people, he is also a very skilled camoflague artist
Gem placement/colour: Middle of the chest / light brown
(Completely meaningless fake branding) XRL44 Bolt-Action Sniper Rifle with Plasma-tipped penetrating rounds.
Effective range: 2 miles exactly
Capacity: 5 rounds
Features: Self adjusting top of the line XRL scope, smooth electronically assisted bolt, XRL custom burning plasma tipped rounds
S6 Double action revolver
Effective Range: 200 yards
Capacity: 6 rounds
Features: Double action, .44 magnum rounds
Appearance:Hope it's ok!
Name: Wynn Khamere
Personality: Adventurous and optimistic. Wynn seems unfocused, but he is unrivaled when it comes to enemy ambush. He cherishes being fast, so he neglects wearing armor, which leaves him vulnerable. His friends mean a lot to him, and he'll do his best to protect them when they need it. He isn't much of a frontline person, but he is surprisingly observant and sometimes serves as a strategist.
Familiar: White Tiger
Gem placement/color: His jewel is gray and located on the left side of his navel.
Name: Serik Des'triage
Personality: Serik is not always as he appears. While he might appear to be a happy-go-lucky trickster, just enjoying to watch others laugh, he is very cunning and good with words when he wants to be. It is not often to find him not talking to someone, he craves company, even if it is just small chatter or a full blown argument. When forced alone he tends to become distant, often zoning out completely into deep thought. In combat he is very quick on his feet, usually able to get himself or others out of a sticky situation, even if it requires a bit of an unorthodox method. Often he is the last jumping into a fight, preferring to 'wait and see' how things go before he leaps into the fray, at least while others are around.
Gem placement/colour: Back of his neck / Orange
Weapon: Handgun. (( Will find a picture later, a bit short on time at the moment. ))
Name: Toji Yakemoro
Personality:Toji carries a calm, positive tone about himself. When things are looking down he's there to lift your spirits, or when you ask him a question he will think long and hard to give you the best worded answer he can muster. Other than that he hardly ever speaks, preferring to listen instead. Toji also appears lethargic most of the daytime, offering a yawn occasionally and opting to lay down or take a nap but during the night he is more than enough energy.
Gem placement/color: Purple. Placed in the center of his forehead.
Name: Noel Dubois
Personality: Shy, codependent, and clumsy; Noel is a rather meek girl. She does not speak unless spoken too, and struggles in social situations which makes it hard for her to make friends. Noel is easily frightened, and is seen as a bit of a worry wart among others. However she holds exponential courage and strength within her, which is shown in times of absolute danger, and when a friend is in need. Noel has a habit of putting others needs before her own, and keeping her own personal struggles bottled up. Kind, gentle, and empathetic; Noel becomes much more livelier in front of those she is comfortable with. But because of her codependency she can become a bit too attached, which often leads to her being seen as clingy. Despite this, her intentions are always good, and she would do anything for her friends.
Gem placement/colour: The back of her right hand/Green
The above is the most deteriorated form of the vampire. When a vampire turns they retain their human form for weeks, but since they are dead, their flesh rots and human features all but disappear. Most vampires have to learn guise spells to roam about with humans unnoticed. They are not harmed by light or garlic, their hearts are incased in hardened flesh, so wooden stakes are out of the question. The only known methods of killing them is keeping them away from blood for more than a night or setting them on fire.
Possibly the most difficult of all monsters to kill due to their tough exterior. Their main and only weakness is water, which will cause the Golem to fall apart. They are usually alone, but it is possible to find 3 or 4 together at once. They can control the earth, lifting bolders and molding themselves with the sands, causing sandstorms and the like.
usually formed in cults, they devour human flesh and perform horrendous ceremonies with dead bodies to their god Gorria. Many say that it is a curse placed upon these people to eat human flesh and that the god they believe in is actual a demon. Since they are normal humans, they are rather easy to kill, but we would rather see them cured. To kill their god, Gorria you must find the human he possesses, kill them, and thus release the cannibals of the Redvale from their curse.
roam the deserts in packs, they're venomous, live underground, and drag their prey under the sands into their lairs. Kill them with fire or by ripping off their venomous, razor sharp legs and using it on them.
They only need to hold a piece of your clothing or see your face once to take your identity. Dopplegangers are mischevious and will often mislead those that are connected to the one who's identity they took. They can also plant ideas into the minds of others. The only way to tell a doppelgänger from the person is if you cannot see their shadow. They are ghosts and so the only way to banish them is to reveal the doppelgänger (usually done with a mirror or water, to show that there is no reflection.)
There have only been a few sightings of Chimera in the desert, but then again there have only been a few survivors from these sightings. To kill a chimera you must first cut off the goat head, then the dragon head, leaving the lion to bleed out. Each head has a special ability; the goat has the best eyes and ears and will tell when danger is near and who to hit, the lions roar is so loud that it can burst your ear drums and cause some to faint, and the dragon head spits acid.
Dryads live by an oasis, they tempt humans there so they can paralyze them, drown them in the water, and use their decaying bodies as fertilizer for their beloved flowers.
Usually slaves to vampires, their bones make a twisting and popping sound as they move.
Trolls are clan monsters that rely on one another for protection, they specialize in creating weapons and minor guise magic.
ghouls and Vetala are rather similar in appearance, major differences being that ghouls are hunched foreword most of the time and do not produce venom. The Vetala are very strong, their major weakness is being stabbed with a silver knife. They can be found out in the desert. If you come anywhere near one of them they can sedate you with their venom and cause you tohallucinate while they rip you apart.
With the head of a human and the body of a winged lion, these monsters are extremely large and tough. They are known to guard temples to hide the secrets of Redvale from humans. They love human meat. However, they will forgo it if you can solve their impossible riddles. They are strong due to their ferocity and massive size. The only way to kill it is to blow or chop its head off.