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_--__

Game Mechanics and Clarifications.


For this RP, I have decided to implement a few mechanics as a GM that will help me add to the RP in a dynamic way. I have provided some tidbits on each segment of the character creation in the post.

Each character has a main attribute, this is either Mind or Body. Your main attribute determines where his fundamental weakness lies. If your main attribute is Body, you are weaker in Mind related things and vice versa.

You also pick a sub attribute from each main catagory. They shown below and add specific charachter strengths, such as Intelligence or Dexterity. Aside from those, the player also chooses a unique attribute of their own creation. This Unique Attribute should be related to your concept in a way that helps him or her.

Example;
Joseph is a engineer.  I choose his Main Attribute to be Mind; With intelligence being his mind sub, and Dexterity being his sub attribute for body. As enginer, I gave him a Unique Attribute called "Ingenuity" wich gives him bonuses when i comes to coming up new solutions on the fly.
Mind


Body



Archtype provides the specialization of your character. Is he a adventurer or a monster hunter? IS he a mage or engineer. I have Provided you with Five different ones that give you a basic limitations. Such as Mage being unable to have any skills related Magitech (But instead having access to 'spells'). After you pick the archtype, you may specify your actual proffesion: Hunter, Explorer, Mercenary etc to further make it "your own"

Mage Archtype:
Unique Skill: Magic (The ability to cast spells) Spiritualism (Knowledge of how crystals effect humans)
Subtype Examples: Combat Mage, Fire Adept, Elementalist, Crystal Priest

The Mage Archtype is the only one capable of magic. Limited in its use of the Crystal fueled technology, a Mage cannot utilize things such as Kinetik Magic guns or Lightning Spears due to their own personal crystal. Mages need focus and benefit the most from Mind related skills. In general, many Mages are deeply spiritual, having gotten their training trough varius sects and religious institutions. There are mages who are more physical and favor simple and mechanical weapons over mastery. These "combat mages" can be really scary and generally belong to the more aggressive, less pleasant sects.

Engineer Archtype:
Unique Skill: Builder (The ality to create new things) / Inventor (The ability to create new technology)
Subtype Examples: Combat Engineer, Magiweapon Engineer, Restorer, Mechanic

The world fell to ruin in such a short time, and with it we lost a lot of our knowledge. But we also managed to rebuilt. And this is where the Engineer archtype comes in. Engineers are masters of the technical. Be they a more military minded Combat Engineer or Pioneer out to build new settlements, the engineer is the backbone of society. The Engineers Archtype is the only one capable of properly understanding, repairing and constructing new technology. They come from all walks of life and specialize in many different areas. Some are known as restorers; looking for pre-Fall technology in attempt to restore them to working order. Engineers tend to also be the best drivers and pilots.

Soldier Archtype:
Unique Skills: Soldiery: (Better at maintaining weapons, can use any weapon.), Combat Experience (Handles firefights and human conflict a lot better)
Subtype Example: Arbiter, Caravan Guard, Mercenary, Ex-Raider, Syndicate Thug

In a world so harsh and unforgiving, the Soldier is never without work. This archtype focuses mostly on being able to fight properly and without equal. The soldier archtype is required to operate many of the heavier guns and has access to tactical knowledge the others may lack. Arbiters per example, are the peacekeepers and defacto police of the East Coast. Meanwhile, a Raider who decided to throw in with the cities is a brutal ally to keep, who has alot of unique experience dealing with gangs and their way of combat.

Hunter Archtype:
Unique Skills: Slayer/Tamer (Intricate knowledge of how to kill/tame beasts)
Subtype Example: Sharpshooter, Stalker, Giant Slayer, Big Game Hunter, Exterminator, Tamer

The many beasts and creatures that now room our world are in general very dangerous. It is a special kind of person who decide to hunt them down. Enter the Hunter Archtype, a mix of survival skills and combat. Hunters are used to fight beasts, not humans and as such they are less apt at killing men and utilizing combat strategies then a soldier. While some may prefer to hang back with a really powerfull rifle, some hunters make it a pointto sneak up on their pray. Others only hunt the biggest, meanest beasts. Due to varied nature of their quarries, hunters weapons are extremely specified and generally a whole lot less effective when dealing will full on man to man combat.

Explorer Archtype:
Unique Skills: Inner Compass (Explorers don't get lost) / Keen Senses (Able to spot things others miss)
Subtype Example: Scavenger, Pioneer, Frontiersman, Pathfinder, Forward Scout.

It is a brave new world out there, and the Explorers are the ones leading the charge out into the great unknown. Capable men and women with keen eyes and a sense for direction and survival, the explorer is never stuck in one place. Instead they are Scavengers looking for salvage in the ruins of the old world. Or they are Frontiersmen who brave the new flora and terrain to map and pave the way for settlers and others. Perhaps you are the Forward Scout for a group of soldiers or a pathfinder for a merchant expedition.


Skill assignment

Each player is given a number of skills dependent on their archtype. They can range from everything from driving to sneaking to athleticism. You might want to pick up a weapon or combat skill as engineer or a explorer. Or you might want to pick up first aid as a soldier. It's up to you.

Skills are what you are good at. A soldier has knowledge about weapons and as such starts with the knowledge of two types of weapons. When a skill says (Any) such as "Weapon (any)", replace the parenthesis with the specialization of your choice.

Example Weapon (any) -> Weapon (Spears)

Skill growth.
A characters skills will grow under the course of this game, and to make this simple for me as a GM; I will abstract things a a bit. After specific objectives are completed, or missions undertaken to satisfactory effect, I as a GM will reward you with points to spend in both skills and attributes. You will also be able to spend a point to aquire a new skill when this happens, as to broaden your skill repertoire.





CHARACTER SHEET.

Name;
Age;
Appearance;Pictures have to have text accompanying them.
Personality:
Biography;
Archtype;
Specialization: I.E Mercenary for Soldier, Scavenger for explorer.

Skills;I leave you guys to come up with 7 skills. See the list in the character tab for generic examples
Weapons;
Equipment and Gear;


-----------------


Examples of Skills:

  • Specialities

    • Stealth
    • Lock picking
    • Hacking
    • Diplomacy
    • Critical Thinking

  • Knowledge Skills

    • New World Religion
    • Old/New World Geography
    • Ambrosian Politics
    • Crime: Smuggle Routes
    • Beast Lore


  • Combat Skills

    • Weapons (Any)
    • Hand to Hand Combat
    • Sharpshooting
    • Urban Combat
    • Quick Reload
    • Explosives


  • Craft Skills

    • Leather Working
    • Crystal Cutting
    • Metal Working
    • Gunsmith (Magi Tech)
    • Gunsmith (Conventional)
    • Engineering (Any)
    • Weapon Restoration


____________________________________________Friendly NPC LIST _________________________________________










































____________________________________________Hostile NPC LIST _________________________________________






Hidden 9 yrs ago Post by RhineQueen
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Hidden 9 yrs ago 9 yrs ago Post by Hellis
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Lola Cortez, 20, Mage/Shroudmage


Appearence;
Standing a rather timid 5'4 tall, with a very willowy build, Lola hardly inspire fear or awe in others. Despite being a mage of the pledge, with a crystal both rare and terrifying hanging around her neck, her disarming and sometimes painfully shy smile will creep past your defenses. Her hair falls in a neat cascade past her shoulders, offsetting the constant dark colors she wears and makes her pale face seem even paler.

Her clothes are a made of the same fabric her old pledge robes, but having been cut in a somewhat formfitting top and a pair of pants. All black fabric cover her pretty much all of her,, her sleeves running up into sort of half gloves. Around her neck hangs the opal looking crystal that shimmer with a feint almost oily purple from time to time
Personality;
Lola is very much unlike her sister. Where Kapuria is outspoken and sassy, Lola is timid and withdrawn. A pacifist at heart, Lola absolutely abhors all manner of violence. When faced with the social nature of her sister, she livens up a bit, seemingly able to draw confidence from her. When seperated, she tries her best to remain outside of others focus, doing her best not to be seen.

Lolas was on the on the verge of becoming a "shardhead". She feels the crystal tugging at her mind almost constantly and due to her nature, the urge to wrap herself in a shroud and just waste away is ever present. But thanks to the Pledge she now posses the mental tools to handle her addiction to magic and have a purpose to distract herself from her own anxieties. Lola is very caring and empathic and will try and help those around herself. Even at the expense of her own wellbeing.

Biography;

Born two years prior her little sisters birth, Lola was a risk taken by her parents. In a unforgiving world such as the Post-Fall east coast, having children outside major settlements was a gamble. Born in Junction Point however, that risk was lesser then say, having a child as a farmer outside citylimits. Her mother doted on her and even as she had a second child, her attentions never lessened. Lola loved her mother, loved the stories she told, the books she gave her. Lola was a very shy child, who preferred the company of books. She also held a fascination for crystals, but not as means of improving technology. But for what they were, what they represented: Magic.

She would spend as much time as possible within the vicinity of them, and she soon came to realize she was sensitive to their energies. She would not have the chance to ask her mother about it however. Four days after her 13th birthday, Raiders came to town. Not just a few, but a small army worth. They called themselves "The Clan" and were decked out in weapons from a cache they had found somewhere, and even sporting a few shardhead exuses for mages. They hit the town hard, the guards stationed there were enough to drive away a small band of raiders, it was nowhere close to dealing with the heavily armed clansmen. They raised it to the ground, killed everyone they saw.

At the moment of the attack however, Lola and Kapuria was outside the town, having sneaked away to play with some other kids. They watched from afar as their homes burned, and Lola had to guide the other children up into some caves they had found while playing. IT was there she felt a strange tug at her senses. She found in a pitch black corner of the caverns, a crystal.

As night fell, and raiders began to fan out looking for survivors. Two of the children had gone, back not able to stand staying any longer in the dark. They thought the Raider must have left by then. They hadn't. The two were lost and it was only Diza, Lola and Kapuria left. Lola knew she had to do something. She began to try and coax the magic out of the crystal. It took a year before her efforts were rewardes, she found she could shroud herself in darkness, making her practically invisible at night. She would sneak out at night, following raiders to their caches and stealing what she could. It worked for a while. And Lola, tought by their father how to do simple repeairs, even managed to make them a home with the things lola could aquire. But two years into their solitude, Diza was captured by Raiders. The siblings were all alone. This spurred them both to delve deeper into their talents. For Lola, this meant drawing on the magic more heavily, and her mind began to slowly dissolve. The two raides camps, stole everything not nailed down under the cover of darkness and Lolas crystal. They grew effective little thieves, hardened and grown up spite their age. Especially Lola, who's magical affinity threatened to overcome her sanity.

It wasn't untill Kapuria noticed the change in her sister, that something was done to save Lola. One day, Kapuria found Lola sitting in a corners. Around the girl, a ever so dense and dark cloud was forming. Lolas eyes were just fields of black, magic leaking out of them. Kapuria all but dragged Lola to the steps of the Pledges chapel and begged for them to save her. And so they did, they trained her. They tought her to create a mental barrier between the deeper, more subconscious parts of her mind and the natural pull of the crystal. They gave her candy, simply so she would crave something else then the embrace of magic. They saved her life, and gave the two a new home.

Now Lola, suddenly forced to interact with others once more, find herself a mage and citizen of ambrosia. Her sister works for Jorgensons, and she help the Pledge with miscellaneous tasks and even aid them in recovering things from less pleasant areas where her shroud lets her sneak about at night. She find that people treat her differently then her sister. Where her sister might push some people away out of the sheer intensity of he personality, they don't treat her as something less then human. Lola however, is treated like a ticking timebomb, something to avoid and speak silently about.

Archtype; Mage

Main Attribute/Sub Attribute/Unique Attribute; Mind, Focus, Willpower

Specialization: Shroudmage

Skills;
Crystal Spell: Shroud Others
Summons a shroud from within the crystal that wrap around a target, making him that much harder to hit.
Crystal Spell: Shroud Self
Much the same, only she wraps herself in the shroud. She can still see perfectly within the shroud due to her affinity to the magic crystal.
Crystal Spell; Blinding Shroud
Makes a large, extremely dense shroud that wraps around a targets head, making it impossible for them to see
Weapon: (Pistol)
Spirituality
Concentration
Move Silently

Weapons;
A modified .44 snub revolver her sister got her from a dead raider. Its gripp has been made to better fit her hands. Her proficiency is decent at best.

Equipment and Gear;
Shroud Crystal: Rare yet not to valuable, Shroud crystals extremely limited application in magitech have made them uninteresting to most engineers. To a mage however, the crystals rarity is less of a concern due to the Mages ability to use a single crystal for a longer period of time. The shroud crystals forming is not entirely sure. They might be made from the complete lack of sunlight for a long duration of time. Or from simply being left in ash and dust for a long while.

Backpack (contains the following: Canteen, 30 bullets (.44), a switchblade, ”The Ways of the Pledge” (book), Three gas lighters, rations (4 days) )

Pockets; A whole bunch of candybars
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Kapuria "Ka-Boom" Cortez
19 || Combat Engineer || Jorgen's E & I


Appearance
She didn’t look like a Kapuria, at least not in her own eyes. Kapuria always reminded her of some docile housecat name, which may have been fitting had her life gone down the same path her parents had planned when they gifted her with the name. Seeing as how those plans changed, it just didn’t fit anymore.

The bubble gum haired firecracker had the presence of a small artillery shell. While her sister was subtle, she was everything but. She stood tall, chest out with the gumption of someone lacking the intelligence that would tell her to be afraid. She kept her hair in loose braids or pulled back most of the time, for convenience sake. It allowed a clear view of her eyes as bright and blue as the crystal peeking out from the seabed; at least when they weren’t covered in sunglasses. You could see her unshakable confidence brimming from a twisted little grin that tugged at youthful colored lips.

Her attire usually consisted of vibrant colors, tight fitting shirts under loose jackets with utilitarian pants and hiking boots. Of course, when out in the wilderness she muted her color choices, though always with a pout. She kept a bandana around her neck, useful as a face mask when necessary.

Her general predilection was towards a sweet and bubbly personality that spilled over into her appearance; but that was only a facet of her being. She was completely capable of donning a serious expression, eyebrows forced downward and lips pursed. In this state a barrier flowed from her like waves and her small form became a volatile thing; better left undisturbed.

Biography
41AF . . Born to an engineer father and a scholar mother. Both of her parents were integral members of the Junction Point community. Childhood wasn't the same after the fall of the crystals but her parents did what they could to teach their children about the world without depriving them of the joy and carelessness of youth.

52AF . . She was 11 when Junction Point was ransacked. Her sister and three other children from Junction Point survived because they were out playing in the caves when the raiders came. They remained hidden, watching the destruction from afar. A couple days later two of the children headed back towards town and were captured by the raiders. Their fate is unknown. The remaining three waited it out in the caves for two weeks before sneaking home.

52-58AF . . Surviving alone definitely changed the girls. Lola did her best to keep them unseen and "safe" while Ka-boom and Dezi did the more practical stuff. That is, until 54AF when Dezi was captured. Rescue attempts were unsuccessful and Dezi's whereabouts are unknown; presumed dead. Though you couldn't tell today, this was one of the darkest times for Ka-Boom. She became noticeably more violent and aggressive, seeking the destruction of the raiders. Ka-Boom got into explosive type weapons because the two of them weren't strong enough to fight conventionally and she got into repair and modification because they didn't have access for new tech. They adapted to stay alive. They became rather well stocked by using Lola's ability to secretly pilfer through raider camps. They used a cave system near Junction Point that both girls know like the back of their hand. They left cache's of supplies scattered about the caves in case things go to shit again.

58AF . . Joins Ambrosia, originally taken in by the Pledge who cares for them and rehabilitates her sister. Ka-boom had grown to distrust everyone but Lola, she went along with them for Lola's sake. She blames herself for Lola's loss of control, knowing that Lola never would have pushed herself in such a way if she hadn't been trying to protect her sister. She may seem bubbly, if not reckless, but when it comes to protecting her sister she is all teeth and claws.

59AF . . Rejoining "civilization" had it's struggles. Many people found Ka-boom to be bristling, to say the least. She grew to be fascinated with people and became aggressively social; though she was even more intrigued with weapons knowledge. She took an apprenticeship for Jorgen's. She gets paid for any work outside the walls, but work inside the walls is paid for in training, education and gear.

Archetype; specialization
Engineer; combat

Attribute; sub attributes
Mind; intelligence, dexterity, resourceful

Skills
Builder
Technology (weaponry)
Knowledge (magi-tech application & raiders)
Weapons (explosives & firearms)
Survival

Weapons
Explosives; Magi-tech Grenades +
Explosives; Tripwire set-up
Gun; Magi-mod Handgun +
Misc.; Ring containing wire +

Equipment and Gear
Survival
Heavy Canvas Duffle Backpack (Dark Green)
Duct tape, Tarp, 3 flares
Canteen & 7 MRE's
Cigarettes & Magi-Mod Zippo
Technical
Multimeter; Oscilloscope; Spectrum Analyzers
Mini-torch; Battery/Crystal Converter
Temperature/Energy Absorbing Gloves
Varying Magnitude Scope
Pliers, Screwdrivers, Zip ties, Wire Cutters (various sizes all)
Advanced Situational Reader & Analyzer

Other
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Charm Lullivan, 25, Hydromancer


Appearance; Charm stands at 5'10'' and weighs 132 lbs. She has long, light brown hair that goes down to her thighs, and has light brown eyes that could melt the toughest soldier. She has cream colored skin with very few blemishes from her training days. She has a cut along her hip and some various bruises along her body.

She typically wears robes and dresses in various colors, but prefers her robes in Black and White. She has her crystal wrapped around her neck like a necklace and the crystal glows in a light blue color.

Personality: Charm has been called stuck up before. She is highly intelligent and isn't afraid to point out mistakes or flaws in anyone else. She doesn't do it to be mean, however. She feels that she is helping those she corrects to become better. This is large in part to her upbringing. She doesn't show many emotions due to this, but she isn't without feeling any. Charm is an advocate for the study and practice of magic and any attempts to restrain that or hinder progress is enough to get her angry.

Biography; Having been raised in a home where studies were important and perfection was always the goal, Charm given the best money could give her. Having parents who were wealthy had its benefits. Her parents were large supporters of The Pledge and planned on having their daughter join their ranks after she studied with them. This is where Charm found her love of knowledge, especially of the magic variety. Charm has a particular affinity towards water and focused her attention on mastering it while The Pledge trained her to become their next member.

Charm wasn't afraid of challenges and knew she wanted to explore and learn more about the arcane. She learned of the many dangers in the world now and focused her studies on her craft . Upon completion of her studies at The Pledge, she decided she wanted to explore and go out on her own, rather than joining the Crystalline Pledge like her family wanted. Although she respected their goals, she felt the progress of magic was at a standstill and it needed a jumpstart. There was so much out there left unexplored and more secrets that needed to be discovered. She wanted to be the one to unearth then.

Archtype; Mage

Main Attribute/Sub Attribute/Unique Attribute:: Mind, Mental Fortitude, Perfectionist (Bonuses when dealing with arcane knowledge and finesse)

Specialization: Hydromancer

Skills;
Crystal Spell: Water Whip
Summons a large water whip that lashes out at a foe.
Crystal Spell: Ice Shrapnel
Summons ice shards towards the intended target. Ice shard size depends on amount of power used.
Crystal Spell: Ice Shield
Summons an ice shield to surround herself and protect her from damage.
Magic
Arcane Knowledge
Research
Exploration

Weapons; Charm prefers to fight using her magic as her weapon.

Equipment and Gear; Charm carries her crystal around her neck. It is a water Crystal and it allows it's user to channel forth water-based spells. Charm also carries food rations (5 days), her favorite book (The Study of Magic), a canteen of water, , notepad, pencils.
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Name: Salohcin Tiberious Tsreo

Age: 24

Appearance:


Personality: "A stubborn one, much like Grizz you are." A common phrase Salohcin heard training. After his parents were killed by the Raiders who "took him in" and seeing the real world, Salo's view of the world changed drastically over his lifetime. From the peaceful life of a small town, to never knowing when your last day may be, to the rigorous training that many Hunters go through, Salohcin has seen much. So nothing this world shows him ever really surprises him. Except for the beasts and creatures the inhabit this new world. They never cease to awe and amaze him.

Seen as a argent young-en who is overly confident in his abilities, Salohcin is an ambitious fello who is always looking the next challenge. Stupid though, is not something you would call him. Liking to think outside the box, Salo sees many solutions to one problem. Those who have gotten to know him will tell you he is loyal, kind, and and strong willed. "Helping those in need, knowing even if it's in a small way, can change someone's world." Salohcin has seen, that even through all the fear, terror, and evil in this new world, there is some good.

Biography:
AF 36: Born to a farmer mother and father who had just settled down. Life was simple here, but safe. Or so they believed.

AF 42: Him and his family were taken during a raid of his small town some 20 miles south of Ambrosia. Raiders "played" with his family for several days before Salohcin got a hold of a pistol. Bang. A raider falls. The gun is quickly taken from Salo. As punishment, he got to watch his parents be burnt alive. Instead of killing the boy, the raiders decided to him their servant as a reward for "Having the balls to pull the trigger on a fellow human."

AF 46: Having spent the last several years as a "raider", Salohcin had seen much. He began to hide is emotions as to reduce the number of beating he'd receive. Late one night though, chaos erupted. The raiders as of late had been getting more daring, and as such a group of mercs and hunters were hired to deal with them. In a flash the camp went from calm to ablaze. Screams could be heard well over a mile of the raiders were ambushed. Unprepared, the camp fell quickly. A grizzled older man entered Salo's tent, a rifle in hand. "Who are you?" Steadfast the boy stood, showing no signs of fear. "Ah, a brave one you are lad. But I can see it in your eyes. It's ok. They cannot hurt you anymore." This shocked Salohcin deeply, expecting to be killed and captured to be tortured somewhere else. Tears began to form as exhaustion kicked in. The man caught the boy has he fell. "Shhh now lad. Rest. The names Grizzwald."

AF 50: After that night, Grizzwald, or Grizz as he was called by most, took Salohcin in. Treated like a son he never got to raise and as a father Salo never got to know, the two grew on each other. After being taken on a simple hunt years ago, it was decided that Salohcin would follow in Grizz's footsteps and become a Hunter. The creatures fascinated him, the way the Fall changed everything yet they adopted and have lived on. They gave him hope, that maybe one day, he to can adapt.

AF 54: "This is it" Grizz sternly stated. The moment was finally settling in. "I will pass." They both burst into laughter. Composing himself Grizz turned Salohcin around. "Look me in my eyes." "What is it?" Salohcin was curious as Grizz was usually so well together. "Be safe. Be quick. Remember your training." "It's ok Grizz. I'll be fine." A tear began to roll down the old man's face. "I know. But anything can happen out there." Unsure what to do, he embraced the lad. "Now go, before I give chase."

The next three days were brutal on Salohcin's mind and body. The beast he was hunting was Alpha Shard Bear. This particular one has been terminating a small village for weeks. Having already killed two people, the Hunter's Guild was hired to remove the bear. And this was a perfect test for Grizz's pupil, the man many have come to known as one of the better hunters around. Finding the bear was an easy task. It had taken shelter in a cave not from the village. The problem was finding a way to kill it. Over 85% of the bears body was covered with some kind of crystal. Bright red and vibrant, it was not hard to miss. The stuff would be tough to get through. Adding the ability of fire breathing, and this baddie was not gonna go down easy. Having already engaged with the bear once to get a feel of it's tendencies and attacks, Salohcin had a pretty good idea on how to bring the beast down. Some meat filled with a ice grenade should cause some internal damage, limiting or removing the fire breathing. A roar could be heard as Salo hurried back into his hiding spot.

"Awe man, you should have seen it." A group of bar patrons listened intensely as Salohcin stood on a table. Grizz was nearby, having already this story three times today. He told an exaggerated version of his fight with several close to death moments before beheading the creature with one swing of his sword. Grizz is pretty sure he'll never heard the real story, but that did not bother him. Happy to have his lad alive was all he cared about. After a night a drinking and story telling with other guild members, The two went to the Hunter's Guild's main base in Ambrosia. Grizz was officially retiring, getting to old for the hunts. And Salohcin, having passed his trail, was accepted in.

AF 58: "I was happy to have found you Salo. Happy I was able to make a change for the better in someone's life. Happy...." Salohcin paused as he read piece of paper in front of him. A small gathering of hunters was held in Grizz's home. 20 or so men and women sat around a large bond fire which had yet to be lit. Grizz's body lay still on the bundle of wood and debris, dressed in his old hunting gear. Tears lay at the brink, waiting for Salohcin to just let them free. But he held strong, "Happy to call you my son. Take care. And don't do anything stupid," A saddened laugh escaped his lips. Taking a torch from one of the hunters, Salohcin walked up to Grizz. "Find happiness in the Great Hunt... father."

AF 60: After Grizz's death, he sold the home and many of it belongings to the city. Using that money and the money he had earned from his rookie campaign, Salohcin bought new gear and began his new life. One fully dedicated to The Hunt and the Guild.

Archtype: Hunter
Specialization: Monster Slayer
Main Attribute: Mind
Sub Attribute: Focus, Resilience
Unique Attribute: Tactical

Skills:
Beast Knowledge: Strengths and Weaknesses
Tracking
Survival
Equipment Modding: Weapons and Armor
Custom Ammo: Specialized bullets
Weapon: Rifle and Sword

Weapons:




Equipment and Gear:
Ammo: 1 .50 cal clips, 2 .308 clips, 4 5.56 clips, 2 explosive .50 bullets, 5 shock .308 bullets, 5 ice .308 bullets, 1 fire 5.56 clip, and 1 "Beast Killer"(An extended .50 with a long drill tip made to burrow into target before releasing a toxic venom. Extremely difficult to acquire vemon)

Backpack: 5 days worth of rations, canteen of water, flask of special whiskey, 3 lighters, travel version modding kit, bedroll
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