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Thread: buio's chars

  1. #31
    Dusk Washing over Heaven Buio DiAngelo's Avatar
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    Mila
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    the shepherd
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    Lucas
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    Viktor
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    Last edited by Buio DiAngelo; 12-16-2012 at 09:43 AM.
    the problem with awesome roleplays is they attract awesome players, and the problem with having awesome players is they usually fuck up in awesome ways, and require awesome explanations to correct their awesome mistakes.



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  2. #32
    Dusk Washing over Heaven Buio DiAngelo's Avatar
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    My Chracters

    Name: Tsurugi Habakiri
    Nickname/alias: Fuyu no Kane (Winter's Bell)
    Age: 27
    Gender: Female
    Nationality: Japanese
    Appearance:

    Weapon*:
    Tengoku no Haaku (heaven's grasp)
    Spoiler


    The katana passed down through Kunishige Hasebe's bloodline, Tengoku no Haaku, also known as the blade of god, is said to be the sword of ultimate judgement, and any who taste its blade are made to answer for their sins. Out of the ten key weapons it is known for being incredibly proud, burning the hands of anyone it deems unfit to wield it, even if they are Kunishige's direct descendants.

    Powers: White Bells - Tengoku no Haaku can produce the sound of ringing bells at its master's command. Anyone who hears the sound of these bells will be afflicted with deceased perception to all senses and mild hallucination. The effects, while substantial, are also subtle, unless someone knows about the ability beforehand, they probably will not even realize when they're under its effects

    Silent Step - Through her blade's power, Tsurugi can erase any and all noise she produces

    Faction: Traitor

    Personality: Cold and pragmatic, Tsurugi is known as a woman of incredible skill, even amongst the ten families and possesses a strong will to match. Her thoughts are hard to read and her true desires shrouded in mystery. She has become enamored with the forbidden power of Muramasa and seeks to take possession of it so as to use its power to bring order to the world and justice onto all evil doers. She possesses a good deal of charisma and persuasive power, as she convinced 4 other Heads to join her in her quest to free Muramasa

    History: Coming from the prestigious Habakiri line, Tsurugi was raised on a firm set of rules and standards. Great intelligence, a strict moral code, knowledge of the fine arts and superior martial skill were all demanded from her, considered essential if she was going to become the next head of one of the most wealthy politically involved of the ten families. More so than her role as the face of her family however, it was stressed that she needed to understand the meaning of her more important role, that of Tengoku no Haaku's eventual bearer. Despite the last 3 Habakiri heads having been unable to draw the sword, including her own father who was a master swordsman in his own right, she was pounded with the message that it was her solemn, divine, and irrefutable duty to protect the blade, and to ensure Muramasa never be set free; that she was to honor the sacrifice made by Masamune and her ancestor Kunishige's sacrifice until her own death, just like all who came before her.

    Like a doll, she obediently followed all of her instructions and all of her commands, becoming the perfect daughter and heiress that her family demanded she be, excelling at everything, standing head and shoulders above the best and never speaking out of turn, always showing filial piety and respect for her elders, never associating with those of a lesser class. Of course, when she turned 16 and was revealed to have the ability to not only draw Tengoku no Haaku, but call on its powers as if it were second nature to her, her family elders were overjoyed, convinced that she would make a worthy successor to her father.

    However, after she first touched the blade, she started having dreams. Visions of battles past, of power untold, of a future where order reigned supreme in the world, and she possessed the power to govern it, freeing her from her bonds. The dreams came slowly at first, they were not clear and did not seem to have an effect on her behavior. But they grew more and more consistent over time and 3 years later, when her father mysteriously passed away due to a sudden illness and she inherited his place as the family head, and full ownership of the Tengoku no Haaku, the dreams became more and more vivid, sometimes the visions would even interrupt her waking moments, and within a year she began making alliances with other family heads, strengthening the Habakiri Group's financial and political status, and most of this without consulting any of the family elders. One year ago, in a brutal upset, she murdered the Habakiri elders as well as the Habakiri Group's board of directors, claiming full ownership of the company and undisputed rule over the family and declaring her intentions of unsealing Muramasa. Soon, one by one the heads she had conferred with in secret declared their allegiance to her cause and she blatantly stated that if the others stood in the way of her ambitions, they and their families would be wiped out, and their weapons seized by force.

    The 5 remaining families did not know what to do concerning this sudden upset and, at first, considered simply giving into the traitor's demands, but soon the realization of what a world with Muramasa in it would look like set in and they decided to band together and stand against the traitorous coalition. Now, the two sides stand pitted against each-other, on the brink of all-out war. In order to minimize bloodshed, the 10 heads have all gathered in Tokyo, and stand ready to settle this amongst them selves, each side waiting for the other to make the first move.

    While ready to wipe out the stubborn 'loyalists' at any moment, Tsurugi has chosen not to act yet as she has discretely ordered her men to search for a certain girl hat her visions inform her will be key to attaining her goals. The longer the loyalist families are busy anticipating her attack, the easier it will be for her agents to tack down their target with no one noticing.
    Last edited by Buio DiAngelo; 10-01-2012 at 11:31 AM.
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  3. #33
    Dusk Washing over Heaven Buio DiAngelo's Avatar
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    Nightlife: City of Sin

    Races


    Humans

    NON-PLAYABLE

    Spoiler


    Vampires

    PLAYABLE

    Spoiler


    Hunters

    PLAYABLE

    Spoiler



    Factions

    The DiAngelo Crime Family (humans only)

    A branch of the Italian mob that is located in Vegas. The only all-human group with any semblance of importance in the Vegas underworld. They are jacks of all trades trying to get their hands in every pie but don't offer any serious competition to the rest of the groups. The vampire groups deal with them in order to make them feel legitimate (and to give the human authorities someone to chase after besides themselves) but the DiAngelos have no idea that their biggest competitors are actually immortal apex hunters, which adds to their frustration of never being able to gain any solid territory on them, being based in a small district in north eastern vegas and not having much pull anywhere else despite also owning a few clubs downtown.


    The Dragon Trinity (vampires only)

    A huge clan of Oriental vampires, the trinity was created by the merging of a Japanese Yakuza group, Chinese triads and Korean mafia, all headed by vampires. As a result, they are the largest underground group with the most members. They own the largest territory, having a firm grip on the south eastern half of Vegas and extort protection money from the businesses there, regardless of the owner's social status or race. This being said, they are generally fair and honorable in they treat their underlings with respect, making their members not only the most numerous, but generally the most loyal, they also have fairly good relations with the other two vampire groups.


    The White Syndicate (vampires only)


    The Night Crawlers (vampires only)


    The Brotherhood of Purity (hunters only)
    Last edited by Buio DiAngelo; 10-11-2012 at 11:58 AM.
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  4. #34
    Dusk Washing over Heaven Buio DiAngelo's Avatar
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    Last edited by Buio DiAngelo; 11-24-2012 at 07:52 AM.
    the problem with awesome roleplays is they attract awesome players, and the problem with having awesome players is they usually fuck up in awesome ways, and require awesome explanations to correct their awesome mistakes.



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  5. #35
    Dusk Washing over Heaven Buio DiAngelo's Avatar
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    Last edited by Buio DiAngelo; 11-24-2012 at 07:55 AM.
    the problem with awesome roleplays is they attract awesome players, and the problem with having awesome players is they usually fuck up in awesome ways, and require awesome explanations to correct their awesome mistakes.



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  6. #36
    Dusk Washing over Heaven Buio DiAngelo's Avatar
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    Plot
    The kingdom of Atlusia is currently besieged by a plague of Hollowmen who are roaming through the countryside destroying every human settlement they come across. This is believed to be an attack from a clan of necromancers originating from the Kingdom of Xine to the south, one of the last kingdoms in the west continent to resist the imperial authority of the Atlusian crown. The 'Hollow Plague' as it has come to be known has proved to be an efficient, undeterred, and incredibly thorough magical force in settlements to the south eastern border of the kingdom, wiping out several settlements and villages within little over a week, the first three of these having fallen without anyone having been able to escape and warn the kingdom of the attackers that laid siege to it at the present. Squads of knights and royal mages were dispatched to deal with the problem, but were somehow overpowered by the powerful necromancers and their horde as scouts report that its movement has been unhindered. As the horde makes its way out of the southern farmlands and through the sliver road, the only passage through the mountain range that separates the southern quarter of the kingdom from the rest of it, however, it will inevitably find itself at the gates of the fortress town of Namban to the southeast. There, in the small but well defended town the king's forces have set up fortifications and gathered elite troops and several college mages to stand against the invading necromantic force and out an end to this evil assault on their frontier.

    Theirs is a doomed mission however. The horde is many times larger than their scouts reported, and among the ranks of the plague are beasts that no man would ever think to face on the field of battle even in his most horrid nightmares. Namban will fall, but it will not see the same fate as the conquered settlements to the south. There will be survivors to tell it's tale, and tell its tale they will have to, for it will be up to them to warn the capital of the Plague's true nature, of a congregation of master-less hollowmen who draw power from the earth itself. They will journey across the kingdom, racing against time and the plague itself so that they may war their king of this danger so he may muster up his armies and stop the growing horde in its tracks before it becomes a swarm of undead monsters too great for the kingdom to face. The fate of their kingdom will rest upon the shoulders of heir ability to survive the journey, of these misfits who were never born to be heroes, and his gruesome tale will be theirs.



    Hollowmen and The Hollow Plague

    Hollowmen are, in essence, the living dead. They are a product of necromancy, otherwise known as 'death magic', in which a mage or 'necromancer' reanimates a corpse. Take note that this is in no way cheating the rules of life and death, a soul that has been liberated from this world can not be brought back into its mortal coil. The animation of a corpse through necromancy makes hollowmen no more 'people' than a geomancer's animated golem is likely to become an accountant. Hollowmen are mindless creatures bound to the will of the mage who summoned them. Normally speaking, a Hollowman, like any magically conjured creature or puppet, requires a constant supply of magical energy from its creator to remain active. Once the necromancer stops supplying his hollowman with the energy it requires, it soon thereafter ceases to function and returns to being a regular corpse. The particular breed of hollowmen that populate the Hollow Plague, however, (hereafter referred to as Plague Hollowmen) seem to act independently from any sort of necromancer, instead drawing energy from the very ground they walk on, as well as their dying victims. As such, the passing of the plague is always marked with a barren, lifeless landscape where all vegetation has died off, it's life energy having been sucked out by the passing horde.

    Furthermore, the name 'plague hollowmen' is fitting in more ways than one. The curse that animates these corpses is rooted in a biological virus ingrained in every fiber of their rotting flesh. If any bodily fluid or part of plague hollowman finds it way onto an open wound or into the digestive system, the victim will irreversibly become infected. Once infected, the victim will gradually succumb to the curse, the process varies between subjects as it is both physical and magical in nature. Young and healthy individuals with knowledge on resisting magical effects can delay the effects of the curse for several weeks if they are lucky. Conversely weak and old subject with a poor resistance to magic will be turned within as little as 72 hours. The end result is always the same though, as the virus is incurable and the curse thus unliftable, the infected will eventually lose his sense of self completely and turn into a mindless plague hollowman. Furthermore, if one were to die after becoming infected (say, by the hands of the hollowman who probably infected you in the first place), the victim will be reanimated as a hollowman themselves within a matter of minutes regardless of their physical build or health, or prior resistance to magic.

    Plague hollowmen follow a very simple behavioral pattern, while their cognitive capabilities are limited at best, they seem to have the innate ability to sense life energy and death magic on a rudimentary scale. They recognize one another by the death magic that animates them all and group together in hordes, moving as a single unit towards high concentrations of life energy, typically human settlements, and spread the virus by killing and infecting as many humans as possible, turning them into plague hollowmen that will join them in their death march. Hollowmen are also notoriously difficult to kill by regular means. Typically, as with any magically conjured creature, it is advised that one find the source of their power (most often the mage who animated them) and cut it off. In this case, however, the hollowmen are semi-autonomous, meaning they must be dealt with directly. Being already dead, it is remarkably difficult to kill hollowmen, vital organs have, for the most part already fut down, and the large majority of them have already lost all the blood in their bodies from wounds they received that will never heal. Their muscles even provide a mostly secondary role in their animation, the curse taking over when the muscles would be otherwise too damaged or absent to operate the limbs by themselves. They are still, however, reliant on their eyes and ears to move and hunt, and thus on their brains to process that that information. Decapitation or otherwise destroying the brain is typically the only way to 'kill' a hollowman. A decapitated hollowman corpse will keep moving for a while but will most likely fall down comically within a few seconds and once the magic that supports it runs out, trying to animate it all by itself now, the corpse will return to being a normal one.

    To add to the variations plague hollowmen have on the typical breed, they possess in their ranks several frightful mutations to their natural state, they are as follow.










    Magic

    In the world of Atlusia, is essentially the study of the metaphysical laws of cause and effect that govern reality as is understood by the human mind, and the science of manipulating these laws as one desires. Every action taken, every word spoken, every noise made, every gesture done has an impact on the forces of reality beyond what can be observed strictly physically. Through the understanding of what action has what impact on the laws of reality, one can perform a series of actions that have an unexpected impact upon reality that, to the layman, appear to be pure mysticism. For example, a magical incantation accompanied by hand gestures that result in a magician creating a small flame in his palm, is in fact a series of incredibly specific noises and movements that, taking the laws of reality into account, 'trick' the universe into believing that the 'cause' of a match being lit has occurred, the universe then balances itself out by creating the 'effect' of fire being born, seemingly out of thin air. This, of course, would be an incredibly complex spell considered to be 'pure' magic. That is, magic that creates an effect (a flame being created) to which there is no physically observable cause (a match meeting the friction required to light it). It would take a mage decades of study and a considerable amount of talent to cast even the most basic 'pure magic' spells. Most magic is, instead, what the scholars refer to as 'base' magic, magic that has root in the physical world but bends its laws to the magician's benefit. If creating the flame of a lit match without actually lighting one of an example of 'pure magic' then lighting a match and then, in following, casting a spell that makes it burn as brightly or as intensely as, say, a torch, is an example of 'base' magic. One takes a 'cause' that is already present (the match being lit and creating fire) and, through the manipulation of the laws of reality by use of chants/gestures/symbols/what have you, changes it into a similar 'cause' (a torch being lit and creating fire) in order to obtain a new effect (the match giving off as much light/fire as a torch).

    'Magical Potential' is described as a person, or creature's natural affinity at understanding the laws of reality and altering them through magic. 'Magical Energy' is the objective potential of reality-distortion through magic in a certain point in space, time and reality. As reality in a certain area can only be bent so much by magic before it begins unraveling itself, the universe will cease to create desired 'effects' for a magician's created 'causes' once that point is reached so as to prevent a ear in reality from occurring, this is what is refereed to as 'depleting a object/area's magical energy'. As time passes, the universe will distance itself from this 'breaking point' again, and the magical energy will be 'restored', enabling the use of magic again. Certain objects, materials, shapes, creatures, and (rarely) people are natural conduits of 'magical energy', their very presence in a certain space will increase the objective potential of reality distortion within that space, allowing for more magic to be cast around them before the universe reaches breaking point. A Mage's staff and the crystals they tend to carry around are both examples of such items (the tomes are typically just a collection of spells and instructions on how to cast them).

    NOTE: The 'miracles' performed by certain adepts in the Sisterhood of Peace are technically holy magic (magic centering around the restoration and preservation of the body and mind), however, for religious reasons, the sisterhood does not officially recognize this fact, keeping to their tenets that it is a gift from their goddess bestowed upon chosen disciples. Unlike a studied mage casting a spell, sisters will preform the rites required to cast miracles without understanding the effects of their action on the laws of reality.


    LEADERS
    Capable all-rounders with diverse skills, Leaders, as their name implies, are at their peak when they can command and guide others. While possessing no great specialty themselves, they possess the skills to rally others together, which is indispensable in times of hardship.

    Guard Captain
    Spoiler


    Adventurer
    Spoiler




    CASTERS
    Practitioners of the magical arts. Bad to useless in direct combat, but benefit from great versatility and unique capabilities thanks to their craft. Requires time to cast spells but can often be the deciding factor between life and death

    Magus Scholar
    Spoiler


    Sister of Peace
    Spoiler




    ROGUES
    Specialists by nature, Rogues posses a wide variety of skills that turn their home field into a veritable playground for them. Typically bad in direct combat but usually make up for this with abilities that favor a more skillful and discrete approach.

    Huntress of the Wilds
    Spoiler


    Thief
    Spoiler




    WARRIORS
    Warriors are classes centered almost exclusively (whether directly or indirectly) on combat, with specialties in either offense or defense that can't be rivaled by any other class. In a time filled with so much death, warriors who ensure it falls on others rather than themselves or their allies are almost indispensable.

    Executioner
    Spoiler


    Imperial Knight
    Spoiler




    SPECIAL
    Powerful and diverse hybrids with incredible strength but crippling drawbacks. Special classes add a whole new layer to the story and gameplay (GM only)

    Shaman
    Spoiler


    Necromancer
    Spoiler




    Character Template

    Name: (your character's name)
    Age: (how old he/she is)
    Gender: (male or female, choice only open to classes with the M/F indication)
    Class: (what class your character is)
    *Appearance: (what your character looks like, picture or description are fine)

    Weapon of Choice: (what your character's go-to weapon is, must fit in with their class specialties)
    Equipment: (what equipment your character carries, determined by class)
    *Possessions: (any extra items your character might carry, such as a ring or memento of some sort, can not be items with a self-evident use in combat or survival that your character's class doesn't have access to like a map or sword)

    *Personality: (Important personality traits belonging to your character)
    History: (your character's history up to his point. Important events in their lives and how they have crafted your character into who they are today)
    Last edited by Buio DiAngelo; 01-20-2013 at 03:00 PM.
    the problem with awesome roleplays is they attract awesome players, and the problem with having awesome players is they usually fuck up in awesome ways, and require awesome explanations to correct their awesome mistakes.



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  7. #37
    Dusk Washing over Heaven Buio DiAngelo's Avatar
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    Last edited by Buio DiAngelo; 04-28-2013 at 06:07 PM.
    the problem with awesome roleplays is they attract awesome players, and the problem with having awesome players is they usually fuck up in awesome ways, and require awesome explanations to correct their awesome mistakes.



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  8. #38
    Dusk Washing over Heaven Buio DiAngelo's Avatar
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    Name: Rafael Terran (formerly Casablanca) Backheart
    Age: 38
    Gender: Male
    Appearance:
    Spoiler

    Personality: Rafael, sometimes addressed as 'Smiley' or 'The Spaniard', is a man who doesn't like talking too much because, in his own words, he "tends to talk too mch if ever he gets started'. He's a reserved man who is nearly always wearing a light smile (thus the moniker) and has an unlit cigarette nearly constantly hanging from his lips. Those who ave been around long enough to know him are aware of his habit of only lighting his cigarette up if he feels he will have to do something unpleasant in the near future. He is generally a very polite and pleasant man who doesn't enjoy confrontation and is quite accommodating. He has a great love of drink (especially spiced rum) and women, partaking in both whenever possible, but is generally very closed to others. Even when he gets off on one of his monologues one feels he always keeps certain things locked away. People good at perceiving the nature of others will immediately recognize him as a man carrying some deep form of sadness or regret in his heart but so far he's proven quite apt at kindly shutting down anyone attempting to become too personal with him. True to the stereotype of the classic latin lover, he has broken many a heart in his time and, despite his gallivanting ways, remains loyal only to one woman; his cousin Maria, the current second-in-command in the Terran branch family.

    Branch: Terran
    Faction(Optional): none
    Gemstone: A spring nature spirit that he calls "Carmen, the mistress of the fields", though whether this is the spirit's true name is questionable
    Powers/Abilities: Mariposa Carmesí, or 'Crimson butterfly' is a rather self-descriptive magic. Activating his gemstone will let Rafael summon forth hundreds of small crimson butterflies from within his body at will. The butterflies can be used for a multitude of purposes such as granting Rafael flight by allowing him to be carried around in a swarm of said butterflies, forming together to create illusionary copies of Rafael (this requires about 100 butterflies coming together), or to be used for reconnaissance and espionage. Their primary use in combat lies in two spells; first there is Enjambre which makes the butterflies swarm around a single target and cover them from head to toe, leeching out their magical energy at a drastic rate until the target passes out. The second spell 'Floracion Estoque' is his only directly offensive spell, it causes several of the butterflies to gather in his hands, forming a large rose which then produces a thorny stem that shoots straight into the ground. Rafael then reaches into the blooming flower and handle materializes, the petal harden into a decorative hand guard and the stem becomes a thin, sharp edge, the flower having become a rapier in Rafael's grasp. The rapier draws power from the passionate emotions felt by those surrounding Rafael. Love, Rage, Burning hatred, Lust, Wrath, blazing determination; anything that can be considered an emotional fire will serve as fuel for the rapier's strength as a magical weapon, increasing Rafael's speed and accuracy as well. The drawback is that the blade can not draw on Rafael's own emotions, they must come from either his enemy or someone else in close proximity when he is fighting. For this reason Rafael will often attempt to goad his enemy into becoming furious during a conflict before casting Floracion Estoque. Sustaining the spell will drain hi magical energy much faster than other versions of Mariposa Carmesi so he tends to avoid using it when he can, and use it only to finish a fight if he must, and will not make use of the rest of his butterflies while the blade is materialized. In incredibly desperate situations he can cast the spell twice, creating a second rapier for him to wield. As expected the second blade also boosts his speed and accuracy, but this results in his entire magical stores being used up in only a few minutes, leaving him completely drained afterwards.

    NOTE: Contrary to popular belief, Mariposa Carmesi is NOT a summoning magic. The crimson butterflies that come forth from Rafael's body are actually simply materialization of his own magical energy, given form by his gemstone. As a result the butterflies will be unhindered by physical objects such as walls or ceilings. However, this also means that they will be unable to penetrate any magical barrier and can be destroyed by offensive magic or magically endowed weapons. Destroying all of Rafael's butterflies is tantamount to draining all of his magical energy (assuming he has materialized the maximum amount of butterflies his magical energy will allow him to, which is somewhere between two to three hundred). The Floracion Estoque rapiers, as magical weapons, can not simply phase through physical objects like the butterflies, but will be able to pierce through any object devoid of magical protection. Similar to the butterflies, they have a hard time piercing through magical barriers (if not empowered by the passion of others) and sufficiently powerful magic, magical weapons or magically endowed weapons can destroy them.

    History: (Your characters history. This part is equally as important as the sacrifice scene section as it does play a part in deciding whether or not your character will be accepted.)
    Sacrifice Scene: (This be apart of the CS that will also act as your sample post to see what your writing style is like. Here you will write out the sacrifice your character made to become a Blackheart.)
    Last edited by Buio DiAngelo; 03-16-2013 at 12:45 PM.
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  9. #39
    Dusk Washing over Heaven Buio DiAngelo's Avatar
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    Setting

    The Holy Realms of Gaphielon is a large continent of generally temperate climate ruled by the Church of Divine Guidance. Originally populated by several native tribes collectively known as the Kuvar'neekha (Children of Elder Gods in their trade language) or simply the Kuvar as most refer to them these days, the continent was discovered by the disciples of the church, a race calling themselves Man, over a thousand years ago. Seeking escape from a plague that ravaged their home continent the church led its faithful to the new continent and colonized it. What followed was a slow but steady and brutal colonization of the continent as the Man fought the barbaric Kuvar for a place to live on this new and fertile land devoid of the plague. Over the centuries the church established more and more colony cities across the continent until it had attained full dominion over Gaphielon, naming it as such after the fourth angel in servitude of their god, as Gaphiel is the angel of mercy and hope and this new land provided exactly that for those wishing to escape the plague.

    Within 300 years the continent had fallen from Kuvar'neekha control and had become secure in the possession of the Church, it has since then ruled over all Men, promoting order and prosperity in the name of their God amongst all. The Kuvar have been pushed back to the corners of their ancestral homes, those who gave up the fight were permitted to live and spared the genocide that befell their more headstrong brothers and sisters, provided they keep to their own and give up all their practices of 'witchcraft'. The church, in its reverence for their God, had branded the Pantheistic religion shared by the majority of Kuvar clans as demon worship and branded any magical practice not done in accordance to the Church's tenets as demonic witchcraft anathema to the Holy magic or 'mircaclecraft' granted to them by their gods. As such, open worship of these 'gods' is strictly forbidden in Man cities and towns and the Church regularly sends military patrols into Kuvar territories and settlements to ensure that no practitioners of witchcraft are being born or hidden in those lands.


    Plot

    In recent years there has been talk of a powerful demon that stalks the regions of eastern Gaphielon. It moves like a ghost from town to town, city to city, hunting down the mighty and righteous who serve God faithfully and striking them down in bloody murder. Those few who have seen it and lived to tell the tale even state that, in mockery of its victims, the demon takes the shape of a ghostly warrior of the church who bears a breastplate, mask and cloak all adorned with a black church cross. Because this demon has a habit of leaving behind its victim's clothes and armour intact while cleaving the flesh and bone beneath in twain, the demon has come to be referred to as 'the phantom blade' amongst those who know of its existence. The High Clergy has decreed that it was high time that this 'phantomblade' demon be dealt with and brought to justice for its sins against the children of God and thus has assembled a team of powerful executioners, all Titled warriors, to hunt it down and exterminate it. This is their story.






    Character Template
    Name:
    Title:
    Age:
    Gender:
    Appearance:

    Faction:
    Token:
    Weapon of choice:
    Magical specialty(optional):

    Personality:
    History:

    Trivia/other(optional):
    Last edited by Buio DiAngelo; 04-30-2013 at 11:26 AM.
    the problem with awesome roleplays is they attract awesome players, and the problem with having awesome players is they usually fuck up in awesome ways, and require awesome explanations to correct their awesome mistakes.



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  10. #40
    Dusk Washing over Heaven Buio DiAngelo's Avatar
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    Apr 2010
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    I'm gonna pop some tags.............................................. .......................................I'm gonna pop some heads
    Only got twenty dollars in my pocket............................................ ........................Only got 20 rounds in my pocket
    I - I - I'm hunting, looking for a come-up................................................ ...............I - I- I'm huntin', lookin for a walker
    This is fucking awesome........................................... .............................................This is fuckin Awesome

    [Verse 1:]
    Nah, walk up to the club like, "What up? I got a big cock!"...................................Hah, Walk in the pit stop like, "hands up, I got my glock cocked"
    I'm so pumped, I bought some shit from the thrift shop........................................My shotty's pumped, my homies got my back while i shop.
    Ice on the fringe, it's so damn frosty............................................ .........................livin on the fringe, since war Z
    That people like, "Damn! That's a cold ass honkey.".......................................... ...Now zombies be like, "*moaning noises* (Damn! that's a tasty ass whitey)"
    Rollin' in, hella deep, headin' to the mezzanine,........................................ ............Rollin' on, highway go, hopes are high but fuel is low
    Dressed in all pink, 'cept my gator shoes, those are green...................................Dressed in camo, when we hoppin', they don't know
    Draped in a leopard mink, girls standin' next to me...............................................P opped three just this morn, Zeds layin' at my feet
    Probably shoulda washed this, smells like R. Kelly's sheets..................................Prolly shouldn't brag but, michael rose to this beat
    (Piiisssssss)..................................... .................................................. ....................(*zombie moaning* 'thriller')
    But shit, it was ninety-nine cents! (Bag it)............................................... ..............oh shit, there goes fitty cent! (shoot it!)
    Coppin' it, washin' it, 'bout to go and get some compliments................................Baggin em', Taggin em', 'bout to get a kill streak in this bitch
    Passin' up on those moccasins someone else's been walkin' in............................Bring on the specials cuz I know how to kill all but the witch
    But me and grungy fuckin it man............................................... .............................but me and Darryl fuck 'er up
    I am stuntin' and flossin' and............................................... ..................................i kite 'er and he shoot 'er up
    Savin' my money and I'm hella happy that's a bargain, bitch.................................Savin' our homies and we hella happy we live today
    I'ma take your grandpa's style, I'ma take your grandpa's style,............................Imma loot your can o' food, imma loot your can o' food
    No for real - ask your grandpa - can I have his hand-me-downs? (Thank you)......nah fer real - check it yerself - we just ran out of provisions (sucks yo)
    Velour jumpsuit and some house slippers
    Dookie brown leather jacket that I found diggin'
    They had a broken keyboard, I bought a broken keyboard
    I bought a skeet blanket, then I bought a kneeboard
    Hello, hello, my ace man, my Mello
    John Wayne ain't got nothing on my fringe game, hell no
    I could take some Pro Wings, make them cool, sell those
    The sneaker heads would be like "Aw, he got the Velcros"

    [Hook x2]

    [Verse 2:]
    What you know about rockin' a wolf on your noggin?
    What you knowin' about wearin' a fur fox skin?
    I'm digging, I'm digging, I'm searching right through that luggage
    One man's trash, that's another man's come-up
    Thank your granddad for donating that plaid button-up shirt
    'Cause right now I'm up in her stuntin'
    I'm at the Goodwill, you can find me in the (Uptons)
    I'm not, I'm not sick of searchin' in that section (Uptons)
    Your grammy, your aunty, your momma, your mammy
    I'll take those flannel zebra jammies, second-hand, I rock that motherfucker
    The built-in onesie with the socks on that motherfucker
    I hit the party and they stop in that motherfucker
    They be like, "Oh, that Gucci - that's hella tight."
    I'm like, "Yo - that's fifty dollars for a T-shirt."
    Limited edition, let's do some simple addition
    Fifty dollars for a T-shirt - that's just some ignorant bitch (shit)
    I call that getting swindled and pimped (shit)
    I call that getting tricked by a business
    That shirt's hella dough
    And having the same one as six other people in this club is a hella don't
    Peep game, come take a look through my telescope
    Tryna get girls from a brand? Man you hella won't
    Man you hella won't

    (Goodwill... poppin' tags... yeah!)

    [Hook]

    [Bridge:]
    I wear your granddad's clothes
    I look incredible
    I'm in this big ass coat
    From that thrift shop down the road
    I wear your granddad's clothes (damn right)
    I look incredible (now come on man)
    I'm in this big ass coat (big ass coat)
    From that thrift shop down the road (let's go)

    [Hook]

    Is that your grandma's coat?
    Last edited by Buio DiAngelo; 05-01-2013 at 08:15 PM.
    the problem with awesome roleplays is they attract awesome players, and the problem with having awesome players is they usually fuck up in awesome ways, and require awesome explanations to correct their awesome mistakes.



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