By my noble melons, this is one exceptionally edgy roleplay I've found myself taking part in. Not that I mind. I'm sure the angels, templars and warrior spirits might have a few things to say about it though.
<Snipped quote by Footman> <Snipped quote by Footman> <Snipped quote by Footman> If they're ghosts, can I manipulate them with my spirit magic? This is very important for my battle strategy. Dank you ahead of time~
Now I don't think he meant ghosts quite like that, but while you're at it you can just give yourself a contingent of ghostly craftsmen and women that abide by rules that keep them from being combatants. That sounds like it'd be very reasonable.
Back from work. Had time to do a little reading up on a couple of sheets whilst I was there.
@Dead Cruiser You're Vampire dude is awesome. Like, very well written. I can tell a lot of thought went into him when it came to balancing the books. His back story was also a lovely little novella all by itself.
Lemme know when you've got the rest done.
@CorpusMundum Your Crusaders were likewise a joy to read about, and I particularly liked your focus on divinity and its possible origins, and how such things can be communicated into magic rather than miraculous intervention.
Accepted!
Riiiiiiight, now I'm going to have a little sit down and see if I can't hack through some more of these.
Oh and just a shout out to those who posted "Place Holder" sheets, please let me know when you're ready to have them reviewed because I might not notice that you've updated them. Thanks!
Back from work. Had time to do a little reading up on a couple of sheets whilst I was there.
@Dead Cruiser You're Vampire dude is awesome. Like, very well written. I can tell a lot of thought went into him when it came to balancing the books. His back story was also a lovely little novella all by itself.
Lemme know when you've got the rest done.
@CorpusMundum Your Crusaders were likewise a joy to read about, and I particularly liked your focus on divinity and its possible origins, and how such things can be communicated into magic rather than miraculous intervention.
Accepted!
Riiiiiiight, now I'm going to have a little sit down and see if I can't hack through some more of these.
Oh and just a shout out to those who posted "Place Holder" sheets, please let me know when you're ready to have them reviewed because I might not notice that you've updated them. Thanks!
@Tatsua Aiisen Yo, I like your entry but it does throw up a little bit of an issue. If the Valkyrie guide spirits of the deceased, then they must know of the Shadow Realm.
That being the case, then Mist will be one of the more forthright advisors of this expedition when it comes to discussing the Shadow Realm, and Gargth's potential from having accessed its vast wealth of arcane power.
Would you agree? Or is she not all that familiar with the places she sends spirits to?
I only ask because I may have to provide you with information, so that your character can properly converse on the subject with some authority.
@Vas Khaleen On the whole, what you have looks good.
Unfortunately, it seems you've yet to totally finish it. Also, adding a bit of polish to its layout (i.e deleting template text), or using a hider for that matter, wouldn't hurt! :P
But let's see if we can't sort these things out, shall we?
1) Your Magic section just has the template text in it. If Assarah hasn't got any magic, then just put N/A. Also, it's the same problem with her skill section.
2) The magic available to your regiment isn't really explained. I see what it does, but not who uses it, nor how they use it.
3) Aktun's racial abilities are "Added later"... I assume you've forgotten to put something?
Take your time my friend, there's no need to rush through it all and throw something at me without giving things a good old fashioned proof read. Correct these issues, give your sheet another read and ensure that it makes sense to you, then give me a shout when you're ready for me to have another look. :)
I think I'm going to take some time tonight to work on more parts of my regiment and characters. I need to get this done before the end of the week. And maybe lay off on some other games.
@Ashevelendar So, first things first, Alexis was just born and then looked after by an Orc warlock? ... that was a bit abrupt lol. Who were her parents? Where did she really come from? Have another crack at her bio for me, could ya?
She's a god damned Half-Demon, there has to be more to her than "She was born. An Orc Warlock raised her. Someone summoned demons to take her away. She killed the demons. Now she owns the demons. Now she's going across the sea to kill a Wizard."
Name: Rhino the Pirate Lord Race: Gnome Known Racial Abilities: Gnomes are very agile and are able to see perfectly in the dark as well as talk with animals. Gnomes are also very intelligent and are almost always literate and can remember key details. Age: 27 Appearance:
Renowned Skills: He is a superb swordsman and specializes in wielding sabres in one or both hands. Rhino is one of the best swordsman in the world and he jokes about being unbeatable. His knowledge of navigation and the environment is amazing and he is able to recall incredible amounts of information that he has read or heard. His leadership skills are extremely impressive and has allowed him to lead his band of pirates through many adventures. Magic: Rhino is practitioner in Chimera Magic. Chimera Magic is the ability to take two or more creatures and merge them into one hybrid beast. First he summons two or more animals and then fuses them together into one creature. Rhino as of now is highly skilled at taking two to three animals and fusing them into one mighty creatures. The chimera has the abilities of all of the fused creatures and is completely under Rhino's command and has the strength and speed of the combined creatures. He can even supercharge them with his magical power to double or even triple their combined strength and speed. Weapons: he uses two sabres and a dagger as well as a light crossbow Armour: Rhino wears studded leather. Steed: He rides a mountain lion. Bio: Rhino was born to a poor family in the forests of a far land and ever since he was young he had dreamed of being an incredible swordsman. From the age of four Rhino trained in the arts of swordsmanship and through hard practice and the use of sticks he was able to become the best in his village. He eventually became frustrated with his living situation and had a falling out with his family. Gnomes always held family and community in high regards, but Rhino felt differently.
He then left his village and went out into the world for adventure. His journey soon led him to the coast and he had his first encounter with pirates. At first he wanted to avoid them, but his sword skills caught their attention and they offered him a place among their crew. Rhino got a feeling that they accepted him for who he was and would give him the adventures he really wanted.
Once he joined the crew Rhino rose quickly through the ranks and not too long he found himself as the captain of the crew. He then began to learn Chimera magic thanks to an encounter with a tribal shaman who lived alone on a forest island. After several years of many pirate adventures, Rhino managed to have many crews join together under a single alliance to increase their prosperity. Dubbing himself the pirate lord, Rhino became their leader and when the evil wizard Gargth the Fallen posed a threat, Rhino and his alliance decided to come to Everstrine's aid and combat the evil wizard.
Regiment Name: The Pirate Alliance Banner: a black flag with a white shark's head and two crossed sabres underneath it. Nationality/Race: Gnomes, humans, dwarfs and orcs. Racial Specifics: They are made up of pirates of various backgrounds, but all seek the fortunes and glories of adventure. They believe that the strongest and bravest should lead. Each of the races brings something to the table. Size of Host: 150 Speciality: light infantry, archers and some Mage Warriors as well as alchemist fire throwers. Typical Arms: sabres, light crossbows, heavy crossbows, daggers, longbows, shortbows and alchemist fire, which is a chemical that can explode upon contact when being thrown. Typical Armour: types of leather armor Typical Steeds: horses or mules. Magics Used: most of the Alliance uses basic elemental spells. History: They were formed as an alliance between several pirate crews in the hopes of having more prosperity and avoiding needless fights with one another. It was successful and the Alliance saw much treasure and fortunes made through cooperation. They managed to pillage towns all across the known world, but when the evil wizard Gargth the Fallen summoned his armies to make war with the realm of Everstrine, The Alliance decided to get involved with the war effort believing that a less free world would mean less profits and treasures to steal.
@Footman To be honest ? I wrote it like that to see if you accept demons , really :) It happened to me once to make 3 different CSs for a RP where I wrote something like...2-4 paragraphs at each section. I like writing but I don't like throwing away what I write xD I just wanted to be sure :)
Appearance: Beneath the harness Tobrew is a reasonably handsome man with a reddish brown hair. He has strong but lean muscles and walks with a tall straight gait.
Renowned Skills: Tobrew was knighted by the royal order of Mekhania dragoons when he was 18, after a childhood filled with rigorous training and etiquette. He learned the art of dancing and the art of swordsmanship. The art of hunting and the art of riding. And to an extent to solve mechanical problems, like all citizens of Mekhania. Apart from his excellent dancing skills, Sir Tobrew Castillair is not a remarkable member of the Mekhania dragoons. His membership at all however denotes him as a mighty warrior and few individuals in the entire world has the skills to even attempt its trials.
Comparing to the 1 to 10 scale. Skills: Exceptional swordsman 6, exceptional arcanotech beast rider 6, medium arcanotech repair 3, prominent Mekhania dancer 7,Mekhania poetry 5, singing 4,
Magic: None
Weapons: He has a pistol sidearm mostly for dispelling especially troublesome lowlives, being a knight however would mean it would be dishonorable to fight someone with such a simple tool for keeping your foes at bay. Although, such rules only refer to knights anyway. Other nuisances can easily be taken down at range without risking lost honor.
He has a flamberge bladed rapier of a lightweight Mekhania Los Snaz'Rahia steel that can easily pierce even the thickest cloth, while retaining it's flexibility in the thrust! It is of exquisite quality and flair with its blade blued halfway. A sign of good craftsmanship.
His primary armament however, is the Mekhania dragoon pyre lance! A weapon only wielded by the Mekhania dragoons. Built by arcanotech mages with a self charging power crystal, it can shoot streams of sanctity upon its foes! It is also a sturdy all steel lance with massive heft, too unwieldy from one not from the order of Mekhania dragoons to wield in combat.
In his belt a misericorde dagger decorated with gold thread, engraved into patterns of lilys.
And a warhammer, lightweight, one-handed. Carried by every knight of Mekhania.
Magic can still trump it, but it has a complex system of leading heat away from the user, so attempts to use temperature against the user will commonly fail unless it is of a massive scale.
Name: Zeta Aurora Kaotica 1114, nicknamed "Aurora Kaotica Eleanora" by Tobrew. Race: Techno-arcana Known Racial Abilities: If a technoarcanist works on it, it can be rebuilt to house more fascinating mechanical functions. Age: 6 Appearance: A brazen wyrm, with wings of constructed feathers, four legs resembling those of an eagle and a tail like that of a spined lizard, all constructed from gears and sprockets, plates and springs that work to create what could resemble a living being out of brass.
Renowned Skills: Excellent aerial mobility, and to shoot forth rays of holy sanctity
Magic: No magic apart from the enchantments to make it work
Weapons: Razor sharp talons, a spiked tail and sharp teeth. Also the raycaster which produces the rays of holy sanctity
Armour: Up to an inch of brass in its places. But it has weak spots. Generally speaking the armour is about 3mm thick
Steed: The steed does not have a steed
Bio: Zeta Aurora Kaotica 1114 was the 1114th dragoon mount of the flying cadre, it is the personal mount of Sir Tobrew De Castillair
The mount is probably about as intelligent as a clever dog, it does not function properly unless ridden. In a straight up fight on the ground it would probably lose against 50 trained men with polearms with enough strength to strike through the brass plates.
And yes, 'rays of holy sanctity' is frikkin lasers. I mean come on, why NOT have a steampunk dragon that shoots frikkin lasers? It loses focus on ranges over 100 meters.
Name: Alexander Scariot The Betrayer Race: Human Forsworn Known Racial Abilities: The Curse of the Forsworn Age: 316 Appearance: Renowned Skills: As the leader of the Forsworn, the betrayer possesses an almost peerless ability with the sword. It would have to be, for him to have survived the front lines of so many battles Magic: None Weapons: A battered two handed sword. He isn't very particular about his weapons. Whatever happens to be on hand at the moment is good enough for him. Armour: A red cape over black leather armor. He wears black steel gauntlets and greaves as well. Steed: None Bio: The Betrayer was formerly known as Alexander Scariot, Commander of the Morrins legion army of the Duchy of Morrins, Baron in his own right and a knight as well. Even then his skill with a blade was renowned throughout several kingdoms. Scariot was also a greedy, ambitious and spiteful man who gathered around himself followers who shared these attributes.
He walked alone into the Dukes keep, fighting through Morrins personal guard before besting the son, trained by Scariot himself, in single combat on the floor of the throne room. The Betrayer then cut down his Lord, whom he was sworn to defend until death. This blow ignited a bloody coup that lead to the entire region being plunged into chaos. His legion sought out the Dukes heirs, slaying them as he did their father. He delighted in capturing his enemies and listening to their pleas before executing them personally.
A subjugation force was assembled from several neighbor territories to restore stability. Of the three thousand warriors of the legion only two hundred survived. The enemies losses were more severe with only one out of every twenty men walking away from the battle. The Betrayer alone slew over two hundred enemies before being overcome after fifteen hours of pitched battle in the streets of the capital and was the last to be captured.
The survivors where clasped in chains and imprisoned to await their fate.
Captain
Name: Serenity Kord The Last Captain Race: Human Forsworn Known Racial Abilities: The Curse of the Forsworn Age: 297 Appearance: Famed Skills: Magic: Aside from the curse that afflicts the rest of the Forsworn, The Last Captain posesses great skill in illusions honed over the centuries and used to induce fear and confusion in the enemy. Weapons: A long, tapered Estoc Armour: Black plate armor imbued with illusion spells and adorned with black feathers Steed: None Bio: Serenity Kord was a captain in the Morrins Legion, commander of the first company. The Last Captain shared his ambition and saw his coup as an opportunity that would later enable her to seize his power for herself.
She served under The Betrayer during his coup and led her force into the capital to strike the lethal first blow against the civic guard there. She played a pivotal role in the conflict to come, her sorcery routing the enemy often before the battle was joined, enabling the fleeing soldiers to be hunted down and killed like wild game.
In the final battle she paced her commander through the streets, confounding pursuers and nearly matching him in ferocity and bloodlust. She was captured by his side as the exhausted pair attempted to break through the cordon around the city, the last officer alive out of the entire legion.
Regiment
Regiment Name: Morrins Legion The Forsworn Banner: An unadorned black pennant carried by the Captain Nationality/Race: Men of the Dutchy of Morrins The Forsworn Racial Specifics: The Curse of the Forsworn Size of Host: 10 Specialty: Mixed Typical Arms: Assorted swords and shields, pikes Typical Armour: Full plate armor for the majority, Typical Steeds: None Magics Used: The Regimental Mage, Cinder, uses sorcery to throw tiny but incredibly hot orbs of liquid fire. History: The surviving members of the Forsworn today are but a fraction of their original number, an even smaller fraction of those that forswore their oath to defend their lord. Though hard to kill, many have fallen over the nearly three centuries of their servitude and earned their oblivion. These that remain are the toughest and most skilled of their number. With their betrayal and eventual defeat their true names were stricken from the record and they were given titles and pseudonyms.
The Betrayer, The Last Captain, Stitches, Cinder, Cook, Breaker, The Lance, River, Stout, Hook, and The Sisters
After the siege and final battle in the capital city of Morrins the survivors of the legion were held to await their fate at the hands of the last of the Morrins bloodline. They spent three years in the very dungeons where The betrayer had kept his victims. They were stripped of their titles, names and the very mention of them was wiped from history.
The aging grandfather of Duke Morrins was a formidable sorcerer. He forced upon them a new oath, a curse, and forced them into service for the benefit of man. The Forsworn are compelled to seek out threats to mankind and lay down their lives.
The Curse of the Forsworn
As penance for betraying their Lord, the Forsworn have been cursed to live and serve until they fall upon a battlefield. They have been given supernatural speed, strength and endurance as well as an undying thirst for servitude and absolution. They are semi immortal, able to be killed only through severe physical damage or outright total annihilation. They do not know fear and shall not waver when confronted with any foe. Battles have ended with Forsworn found days later buried under mounds of enemy dead.
The power of the legion is a constant, their spirits and will trapped in their quest for absolution. As their numbers shrank the individuals grew stronger, becoming more of what they had started out as. In the beginning they were merely unaging soldiers but now even the least of them are a true force to be wary of.
Okay well I did exactly none of what I was hoping to do tonight because I ended up being super busy. But, it's the weekend tomorrow. I should be fine. I'll write something then.
can my elven mages make coffins of holding for the vampires
that way we can move really fast during the day without major baggage
If you already have a sort of alliance/agreement with the vampires then this could be a reasonable thing. But then that brings into question what regiments know which other regiments of this hit squad the world is sending after the wizard.
Which... we should probably also put some critical thought into before beginning.
Name: Alexis Race: Half-Demon / Half-Human Known Racial Abilities: Enhanced Endurance : The part of Alexis that is demon has given her the ability to sustain damage greater than a normal human would be able to sustain. Enhanced Speed : Alexis is faster than a normal human making her appear as a blur to normal humans when she moves as fast as she can. Enhanced Strength : Alexis's strength is greater than most people she met. She can lift a (let's say) troll without breaking a sweat. Age: 21 Appearance: Renowned Skills: Alexis is known for her speed. Using her enhanced speed from her demon half and a little training Alexis became a fighter of renown when she used her speed to conquer a small island that was infested by demons. Taking control over them by killing a big number of them and then their leader in single combat. Magic: Alexis rarely uses magic but has a small profiency in Fire Manipulation due to her demon-half. She is also able to create fire at will. Her magic solely taxes her stamina and constant use will quickly tire her too much for the body to sustain itself. Weapons: Alexis uses an enchanted sword of fire. Not something that a mighty warrior would wield but something that a fast fighter would. Hitting enemies faster than they can respond is something that Alexis always prefers. Armour ( ignore the armor in the Appearance ) : Alexis wears an armor made from demonic bones ( they are very light so that she can move fast ) and it imbued with small runes of fire ( the attacker is burned when it her armor ). Only her horns can be seen when her helmet is on. Steed: Alexis is riding on a Cerberus dog in combat , allowing her "steed" to attack with her when needed.
Bio: 25 years ago a kingdom has been plunged into war. Demons attacked without warning , without mercy and without any kind of reason besides their blood lust. The humans marshaled a defense as strong as they could but in the end , only their capital city remained but it was too well guarded for the demons to penetrate. A Demonic Price named Marduk couldn't break the magic barrier that was put around the city , his demonic hordes couldn't brake it and nothing demonic could pass it. The demonic hordes stood in front of the capital for 3 years , when 22 years ago Marduk had an idea. A Trojan horse used to break the city from inside. He found a way to disguise himself so well that the barrier couldn't detect him. He disguised himself as a young handsome man that arrived by ship to the capital to help the Queen to end the demonic plight. After a few months she gained her trust by killing his own demons and somehow found herself in her bed. After 1 year in which Marduk tried to find a way to destroy the artifact that gave the barrier it's energy , Alexis was born. She didn't show any signs of being a demon for some time and when she was 10 , Marduk convinced her to touch the artifact and when she did the artifact exploded and the barrier fell. The demons attacked immediately and the city was conquered. Marduk decided it's keep his new daughter even if she was not a full demon but only half of one. Her better half soon appeared and horns started to grow from her forehead. Alexis hated Marduk after what he did to her mother and when she grew older she decided it's time to avenge her mother. She challenged her father to combat when she was 15 , of course she was quickly defeated and exiled ( as a gesture of good faith ) from the kingdom. Ever since she trained to become stronger and faster than she was was. Finally at the age of 20 , she returned to the kingdom and fought her way alone to her father's city. Everything changed from since she was a child , humans were in chains used as slaves for the their demonic overlords. Finally arriving at her father's throne she was full of blood and her armor was charred. Marduk laughed when he saw her but fought and lost to her. Alexis beheaded Marduk and had his head mounted on the wall as a reminder to the remaining demons that she was the one that killed their leader. After the battle she ordered those still alive to make her an armor and a weapon from the bones of the demons she killed. After a few months she took control of all the remaining demons , freed the humans that swore fealty to her and killed those that didn't.
Regiment Name: The Damned Banner: Alexis's face with her horns burning Nationality/Race: Demons Racial Specifics: Pro : Demonic Endurance Demonic Strength Demonic Skin Cons : Salt - Most demons cannot cross a line of salt and they feel intense pain when they come in contact with it. Don't obey orders - Need constant reminding who is the boss Aggressive - Demons are known for their aggression so they are the first that jump in battle.
Size of Host : 50 Pit Fiends Specialty : Heavy infantry Typical Arms: Vorpal Swords. Big swords that are always burning when unsheathed. Typical Armour: Pit Fiends don't need armor as they are too big for it but their skin is thick and it's hard to pierce. Typical Steeds: Pit Fiends are too big to have steeds but instead use their wings to glide when needed. Magics Used: The only "magic" Pit Fiends have is that they are big and so creatures of the wild are usually scared by them. History: The Damned are the only remaining Pit Fiends that swore fealty to Alexis after her conquest. The others were killed by Alexis to show the others who is the boss between them. Most of them still need constant reminding that Alexis is their leader but Alexis tends not to kill anymore because she cannot call more and they are too strong to be killed and left unused.
@footman Changed the History on both the Regiment and the Champion. How does it sound now ?