@6slyboy6 From what was said earlier, only the person that dies goes back. The NPCs also forget everything involving that person between 10AM and when they died.
Alright fellers. We [GM-chan and I] have been discussing a few things, and we have realized that dying doesn't really punish players in it's current state. So we have decided to implement a new mechanic to fix this issue. As long as you avoid death,this mechanic will never fire, however, in the event of a death you will gain a stack of "insanity".
RBD sounds like something anyone could dream of, but those dreams won't be so sweet anymore. With each death, the person’s sanity drops, giving them the debuff “insanity”. During the day, it might not be all too noticeable, however within a creepy place or a pitch dark room, perhaps even in a forest, your thoughts may, or in extreme dosages of “insanity”, will go, well, insane. They get afraid or have bad dreams and the likes, so how more you die the worse it gets. Unfortunately for you demon beasts (Mabeasts) sense insanity from miles away. If you died a lot you can expect to find demon beasts (Mabeasts) right up your alley.
A character may reduce their insanity counter by doing certain tasks. The first is to eliminate something containing the witch's miasma. Things like Demon Beasts (Mabeasts) or cultist members are prime targets for this, and are weighted based on their strength. Something like the Three Great Demon Beasts (Mabeasts) or Archbishops will grant an instant reduction of "insanity" to a value of 0, but weaker demon beasts (Mabeasts) or regular cultist members might only refresh a single counter after killing several of them.
The second method would be to kill an NPC or PC character. Killing any PC character will reduce ones own "insanity" counter by one and, since the other died, increase their insanity counter by one. NPCs also reduce your counter by one, but at the cost of killing an NPC, since they cannot come back to life unless under certain circumstances.
The third method is to find a spiritiual healer similar to Ferris-chan, but doesn't necessarily need to be on the same level. Characters like Ferris who have the ability to mend Gates with their magic can also reduce the affect of "insanity", and in time eventually reduce the counter to zero, but unfortunately this costs both money and time. Less skilled healers may also restore sanity to a character, but would take much longer.
The final method is to achieve certain goals or trigger certain events within the roleplay, such as defeating a "boss" or finding something that restores sanity. However, the latter part is a bit dangerous, as there can also be certain things that reduce sanity, as knowledge no mortal should know is littered around. the Kingdom of Lugnica...
If you have any questions, comments, or criticism, let either me or Lifey know about this, and we will attempt to answer you in a timely fashion.
So are the characters already from this world considered NPCs technically?
NPCs are characters in the NPC section. All characters approved are PC unless stated otherwise.
Also I think you submitted a character a bit ago and I never got around to checking it because busy. Currently playing some MP games but whenever I get the chance I will 1) review it for myself and 2) inform the GM because I don't wanna make the final approval. Sorry if this inconveniences you. Pretty sure they went to sleep.
NERP.
So. I've developed an interest in this RP. Got room for two more?
Also I think you submitted a character a bit ago and I never got around to checking it because busy. Currently playing some MP games but whenever I get the chance I will 1) review it for myself and 2) inform the GM because I don't wanna make the final approval. Sorry if this inconveniences you. Pretty sure they went to sleep.
Indeed, I'm changing my second character for a new one because I thought of new ideas, so don't care for the previous CS. I've finally caught up with the IC, though I'm still very lost (too many things happening at once, I can't follow them all so well). I'll probably post tomorrow, though.
Indeed, I'm changing my second character for a new one because I thought of new ideas, so don't care for the previous CS. I've finally caught up with the IC, though I'm still very lost (too many things happening at once, I can't follow them all so well). I'll probably post tomorrow, though.
@ADamnFiddle Also, could you point me to the contradiction in our posts? 6sly was talking about it earlier.
I think I implied you were affected by the shamak more so than what was implied in your post, but that could just be a perception thing. I dont really know the difference in the post.
Known as the Mad Man’s Plate, named after the various feats of insanity Malakaus has committed while wearing this armor. Mostly just attacking enemies who outnumber him and his forces. Masterwork quality, made to last, though aside from that it is non-magical. Simply really good armor.
Malakaus’s battleaxe known as the Choppa. Nothing really unique, and it’s not even the original Choppa; it was just the most recent battleaxe that Malakaus found after he lost his last one. So really, any battleaxe he has on hand is his Choppa.
A composite bow that Malakaus has kept with him. It requires great strength to draw, strength that Malakaus can easily access, and arrows fired from this bow have enough strength to pierce even stone walls. Malakaus doesn't often use this weapon and thus isn't very skilled with it, but he's competent enough to kill opponents from afar with it.
Age 27
Gender Male
Race Orc - A strong and hardy race of greenskinned humanoids. They boast amazing physical strength and innate magic resistance, however their magic resistance also makes orcs capable of magic very rare. Combined with a cultural superstition about magic, most orcs who use magic must rely on Spirit Magic and often are outcasts from society. Orcs have no true nation and are a largely nomadic people, though whether or not they are roaming bands of marauders or simply travelers depends on the tribe and their well-being. Despite their numerous clashes, orcs are generally quite friendly with humans, and interbreeding with orcs and humans are common enough that half-orcs are nothing new to them. The Demi-Human War has strained relationships with the humans, but in some cities where orcs have already established themselves, the damage is not as severe. Other cities who aren't as used to the nomadic tribes are far less accommodating to their people.
Magic N/A
Blessing of Arcane Interference - Those with this blessing are born with a double-edge sword; they are more capable of resisting, if not outright immune, to various spells and enchantments put upon them. Be it mind control, magically induced paralysis, or even beneficial spells such as healing and strengthening, those with this blessings are less likely to be affected by it. However this blessing also interferes with the person's own spellcasting ability, preventing them from tapping into their innate mana reserves. Those with this blessing can still use Spirit Magic, since those spells are not reliant on the mana of the blessed, though they are still resistant to their spirits own magic.
Personality
Simple-minded and as straightforward as an oncoming warhammer, Malakaus is a humble and fairly plain person. He does not often boast, nor does he like lying, and he’s quick to dismiss baseless rumors or even compliments directed towards himself. But despite his reserved personality, he is far from subtle or lax. When he acts, he acts with great passion and energy, with roars that alert friend and foe that he has finally taken to the field. What he lacks in intelligence and wit he makes up for with brutal efficiency. While some may consider him without skill, he has a certain beastial cunning that allows him to be underhanded without expectation.
As far as friends go, Malakaus enjoys the company of like-minded individuals, either in interest or temperament. He does take the time to seek out friends and company in various places, be it from the gutters of the slum or the court of royals. He doesn’t care much for class so much as he cares for their capabilities. He often protects his friends whenever he can, but he does have a dim view of cowards and weaklings who must rely on his protection. Even women and children would get no mercy from him if they only befriended him so he could fight their battles.
When it comes to his enemies, Malakaus has few, because he often kills them whenever he can. He dislikes the idea of being hounded all his life by someone who wishes to do harm to him or his friends, so he’s quick to hunt them down and slaughter them with extreme prejudice. When it comes to judging evil, there are two simple Yes/No questions he asks: Does it bother him? Can he kill it? Moral or future ramifications be damned, Malakaus at least will not prolong one’s suffering.
Background
Malakaus came from the Great Swamp Tribe, a member of the Firebelly Clan. They are well known for their crafting ability involving fire, be it smithing or cooking. Malakaus himself was born to a simple woodsman and smith, picking up both the axe and the hammer to serve his people. One day his tribe was attacked by a rival tribe of orcs, and during an ambush Malakaus was forced to pick up one of the battleaxes his mother had made and fight the invaders. It was during this battle that Malakaus, as well as many others, learned of his knack for violence. Malakaus was still a boy when this attack happened, and afterwards Malakaus was sent to be an apprentice under the tribe’s warriors to hone his skill.
After a few years and many battles honing his skill, Malakaus chose to leave the tribe when they stopped by a human city in the Kingdom of Lugnica. These humans were merchants mostly, ruled by a rich but militarily weak noble family, and they were being pressured by another noble family into some sort of one-sided compliance. Malakaus didn’t understand or care for the politics, but when he met with some of the nobles he offered his blade to defend them. The nobles initially were hesitant to employ orcs to defend them, questioning their ability and their loyalty, but desperate times called for desperate measures. They hired a hundred of the orcish warriors to defend them when the rival noble family came, with one hundred knights and a thousand man-at-arms. It was a bloody and horrific battle, but ultimately the orcs survived with only ten remaining, while the opposing army was killed down to the last man and horse. Malakaus himself had earned great distinction for leading an attack on a siege camp, turning their weapons against the attacking army and finishing off their commander.
The surviving ten orcs were elevated to vassals of the noble family, and the Great Swamp Tribe was welcomed into the city. Although there were some racial tensions at first, this new opportunity allowed for the more ambitious orcs to foster relationships with the humans and slowly, but surely integrate their kind together. Malakaus himself didn’t really care for his new home, and while he enjoyed what luxuries minor nobility granted such as food and wenches, he longed for his true passion: battle. So Malakaus sought the way of the knight, becoming a squire to a knight of the noble family and accompanied him to many battles.
Malakaus was a squire for only a few years before he once again earned distinction in battle. He was with his knight to defend a fortress from a monster horde, thinking their walls and weapons would defend them. But when the monsters broke through the rear wall and began to rain their forces down into the fortress above, all seemed lost. Tactics were thrown out the window and many of the soldiers began to desert. Even Malakaus’s own knight was considering retreat. But Malakaus himself felt that this battle could still be won. He retreated deeper into the keep with his knight, but picking up a shield Malakaus stayed back to hold off the enemy forces at a bridge. It was the only way inside the keep, and even the enemy raining from above could not get in except by the bridge entrance. Malakaus originally said that he was only going to hold them off long enough for a defense to be mounted. No one expected him to be able to drive off the enemy army by stacking a wall made of their corpses. Malakaus himself is fussy on the details of what happened that day: He knew only that he fought, his axe often breaking so he had to pick up weapons from the enemy and use it against him. But by the time he recovered from his considerable wounds, the monster horde was cut down to half their forces and their leader’s head was split in two. As Malakaus was the only one who fought against them, everyone said that he alone defeated the enemy army. Malakaus himself is pretty sure there’s more to it than that, but he doesn’t know himself.
After his accomplishment, Malakaus was formally knighted, though still just a low noble. That suited him just fine, as he wanted to be a knight errant, serving the people and the kingdom through his acts. He knew that he had no place in the court, as his orcish heritage would turn away many, and lacked the intelligence to be an administrator. He was a warrior, through and through, and he would continue to be one until his dying days. Malakaus only asks that he fights with purpose now, and to fight alongside other brave warriors, against brave warriors.
Likes Fighting His Axe Eating Fire Elves Music Looting
Dislikes People who won’t stand up for themselves Alcohol Elk (They scare him.) Swimming (He can’t swim.) Mages (He believes they’re arrogant. He has no problems with magic.) Manipulative people Complicating matters
Theme
Atisha Eluvian
Atisha's armor, Rogue Leathers. Flexible, tough leather armor with some metal plates to protect her upper body, allowing her full mobility whie granting her some protection and modesty.
The two daggers in the image are a pair of steel blades she calls Bloodletters. Despite their size, they're actually well-balanced for throwing, though she typically only does this when she is in desperate need of a range weapon. Otherwise she often uses them in a duel-wielding style, utilizing his agility and great situational awareness.
Atisha’s spear, a simple steel tipped weapon she picked up from a fallen soldier. Despite being an elf she is a horrible shot with a bow, but quite proficient with spears thanks to her father’s teachings. She can hold her own with spears or other polearms, such as halberds or even just staves.
Age 78
Gender Female
Race Elf
Magic Water
Personality
Quiet. After all that she has experienced, Atisha wants nothing more than to be left to her own devices. That’s not to say she doesn’t like people, but she doesn’t want anyone approaching her. If she wants to approach them, that’s her choice. She can come across as kind and caring, but that’s more out of a sense of self-sacrifice than true compassion. She is cynical and doesn’t think much of her life or future, and sees no reason to not simply serve others, seeing that she can’t do anything for herself.
Atisha is a depressed girl who belittles herself and her efforts, and if pressed will do the same for others too. She doesn’t care about getting hurt or speaking against people stronger than her, aside from the annoyance it might bring. She is the type of person who feels like they have nothing to lose, so they aren’t afraid of losing against anyone else. Even people she calls her “Friends”, she’s all too aware that their lives would last much, much shorter than her own. She won’t shed a tear at their passing, no matter if the cause of their death is time or murder. A bossy person who doesn’t want to take responsibilities, but she quietly endures her burden so no one else has to be bothered by her.
One of her few positive aspects is her willingness to help others with no reason. She would use her magic to heal the wounded and find herself fighting against those who would pick on the weak, and while her reasons might be selfish, what she can accomplish can sometimes be good. If nothing else, she is willing to fight against evil simply because she hates it, and would like to see nothing but for evil to die upon her spear.
Background
Atisha was born in a small, reclusive fishing village. It was populated solely by elves, and didn't have much of a history to it. The first settlers came there barely thirty years ago, Atisha's own father being one of the original founders. She had the good fortune to be born to the chief of the village and the village’s strongest healer, her father and mother respectively. She was their only daughter and they gave her as much love as they could. Her mother especially was eager to teach her daughter magic when she revealed her talents at a young age of fifteen. Her father was a mighty warrior and wise man, taught her how to protect herself and lead people. They gave her a worldly education and wanted to raise her to be the next leader of their village.
But not everything would go so peacefully. Humans discovered their village and they brought with them warships and soldiers. Far too many for the village to fight against, they tried to flee but were killed or captured. Atisha witnessed human knights cut down every man, woman, and child she grew up with. She saw them cut off her father’s head and impale it on a pike. They took her mother, who killed herself using her magic to spare her from a horrible fate. Atisha was only able to escape thanks to her mother’s magic, which created a tidal wave that destroyed many of the boats and gave Atisha a chance to run.
Many years passed and Atisha lived in the wilds on her own. She used her mother and father’s education to survive, hunting for food and using her magic to heal her wounds. But it was a insufferable existence. The humans took over her village and began to expand, and the further they went, the further Atisha had to go. She always wanted revenge against the humans, and at times she did attack the humans, killing many before going back into the forest. But over time revenge became empty to her, and all she had done was make the humans more hostile to elves. Eventually Atisha left the forest she was in and wandered the world aimlessly, trying to find an appropriate way to end her life.
At some point in her travels, she ended up getting captured as a slave. The memories of how it happened were unclear to Atisha, aside from the fact that she had a bad drink and a stomach ache. Her captors intended to sell her as a sex slave thanks to her elven heritage, but not before going around themselves. Fear boiled inside of her, but she tried not to show it as they stripped her to her naked body and were about to have their way with her. But before they had their way with her, she was quickly sold to an orcish warrior. A big brutal of a monster, with skin as green as the leafs. He had plans for her, and it involved her being unspoiled.
Atisha had planned her escape the moment she was sold to the orc, intending to seduce him and kill him. But to her surprise, the orc had plans of escape himself. Turns out, he was actually a slave who had killed another orc and taken on his identity, due to the human’s ignorance to orcs. With Atisha’s help, she and the orc killed the slavers and freed the slaves. But in these lands, they would not be freed, but runaways, and they needed to seek asylum in the Kingdom of Lugnica. And so Atisha accompanied the orc to these lands where apparently he is a knight, and for now she would serve as his squire.
Likes Alcohol Spicy Food Warmth Swimming Fishing
Dislikes Humans Evil people (She uses the term "Evil" very loosely) Dogs Swords (A tool of oppression pretending to be a symbol of nobility, in her own words) Authority figures Shoes