Hidden 3 mos ago 3 mos ago Post by Mas Bagus
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Where do we draw the Line in No Man's Land?






Introduction




Greetings and welcome to my latest RP idea yet! This time we are going eastward, to a region that is totally not wartime Poland. You will play as Pontificials, a watered-down term for Mercenaries hired by a peacekeeping organization because The Cardinals have faces to save. Your mission? Already in the summary above, but why should we think too much about such bothersome parameters, right?

As long as we stay true to our moral compass, everything will be fine. After all, aren't we all the good guys?

There are multiple possible endings for this RP depending on the player's actions (nuff said), but before we carry on with unadulterated mayhem and hero complex, A fair warning: Actions have consequences, even if you mean well. NPCs may not like you, you may get betrayed, or backstabbed, and the classic no good deeds go unpunished may or may not befall your characters.

Setting



Away from anywhere, a poor province with unremarkable natural resources. Its people subsides primarily on agriculture, crafting, and animal husbandry. Its terrain consists of forestry, wetlands, and grassy plains that would turn into an unforgiving snowy wasteland in mid-November.

Like many other provinces and vassal states in Tretagor, The people of Sielse never get it easy, even after centuries of oppression from the Fredrin Dynasty finally came to its end, the people had to deal with decades of civil war between those who sought to continue the monarchy, and those who support revolution. It is currently controlled by both the Confederates and the Loyalists in which none seemed to have gained significant upper hands over the others for years. It is basically a no man's land, yet the people remain there, for they have nowhere else to go; Nobody can guarantee their safety in the neighboring province, that also facing a similar problem, and Westernant has closed its borders due to political reasons.

That's all we know about the region. The Council had discouraged conducting any operation in that area until the unforeseeable future, save some humanitarian missions sponsored by the Helvetian Government.

Character creation


It is a fantasy RP (duh) and takes place in the world I crafted with my co-writer years ago. So yeah, we have elves, demons, youkais, orcs. Sadly no dwarves though.
You may refer to this post to see what species are available for your character.
roleplayerguild.com/posts/5555210
Do you have any other ideas besides the listed races? Ask away and I will see if I can make some compromise, though I don't see the point of having unique races for the context of the story.

Skills and spells
Like my previous RP a character can have 4 active skills/spells and 2 passives at maximum. The passive effect can be a negative or a positive, depending on your liking. Active skills may have cooldowns, generally the more powerful, the longer its cooldown and will use more mana.
A character may also have mundane skills to define who they are. For example, an adventurer who can cook, a mercenary who knows the right medical procedure, a venerer who can track animals and people, to name a few.

Keep in mind that your character skills and capabilities will have to be evaluated in a case-by-case manner by the GM before they can be officially accepted.

The CS format, I prefer to make it simple, but feel free if you prefer something more elaborated, as long as it still has the following elements


The rules and expectations

Yes, wouldn't be fun without some~
  • The pacing of this RP is slower than in my previous work, 1 post per week is the slowest, and 1 post in 3 days is the norm. Also, we aim for completion, so if you can't commit, this is may not the RP for you.
  • Keep it Roleplayer Guild friendly. Any content that is not allowed to be posted on the forum should not be in this roleplay.
  • No godmodding/power-playing/auto-hitting/controlling other players' characters and stuff like that.
  • Kindly do not gamejack the campaign. While we encourage unique backgrounds and motivations, trying to steer the game direction toward the plot or outcomes you want is unacceptable and may disrupt the other player's enjoyment.
  • Be friendly, tolerant, and tolerable. Respect everyone and don’t be afraid to communicate with them or the GM. If you have any problems or concerns about unfair rulings, please immediately reach out to the GMs.
  • If there is a dispute, the GM has the final say on that matter.


Thank you for reading this far, I hope you'll be interested in the idea. I apologize if you find it difficult to understand my phrase, for English is not my first language. If there is something that is not quite clear, please feel free to ask.
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Hidden 3 mos ago 3 mos ago Post by Mas Bagus
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If the game gains enough interest, and we are ready to start the mission, there is something that players need to decide. It is the way the game is played from GM's perspective. There are two ways, each with its pros and cons.

1. Playthrough with essential NPC
GM controls a character that serves as the designated team leader. They have their own background, motives, and interests. Generally, They give your character orders, and although it is not mandatory, your character answers to them.

Pros:
-More focused campaign
-Reliable pointer, easier campaign
-The first person to blame if something goes wrong
-A powerful ally

Cons:
-The game would feel railroaded
-Additional boss

2. Playthrough without essential NPC
The GM only acts as dungeon master handing out clues and pointers. However to keep the game progression remain focused on the mission, players should elect one player to be a team leader. This team leader would be the one holding the communication device and deciding how they conduct their investigation.

Pros
-Grants more Freedom
-Free of conflict of interest from the GM
-Freedom
-Team leader get some privilege
-Likely more natural interaction

Cons
-When things go south, it is your fault
-Team Leader character needs a relevant background and more tailoring
-More hassle

So, which one do you choose?
Hidden 3 mos ago Post by Randomguy
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Carnatia, as discussed on Discord

*Texts in orange is the added part to reflect the previous 'Into the Land of Twilight' campaign and this new campaign

Hidden 3 mos ago 3 mos ago Post by Mas Bagus
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@Randomguy
Since you are reusing Carnathia, evaluation is unnecessary. Approved!

Ohh her applications reeks of ulterior motives, typical of Westernant Goverment. Surely our Case officer would have a field day

Anyway, which option do you choose? GMPC or no GMPC?
Hidden 3 mos ago Post by Randomguy
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Anyway, which option do you choose? GMPC or no GMPC?


Either is fine with me, though I guess if I have to choose, GMPC

Hidden 3 mos ago Post by Kassarock
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Tentative interest, not sure on what sort of character I'd bring, will mull it over and get back to you.
Hidden 3 mos ago Post by Mas Bagus
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Tentative interest, not sure on what sort of character I'd bring, will mull it over and get back to you.


Understood, no rush, it will be a while until we get the campaign started.
Hidden 3 mos ago 3 mos ago Post by Augran
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Augran 大司命 Da Si Ming

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Name:『 Ludvig Morsanqvist 』think of the V's as more of a W

Hidden 3 mos ago Post by Mas Bagus
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Name:『 Ludvig Morsanqvist 』
Think of the V's as more of a W.


Approved after evaluation in Discord. GMPC or No GMPC by the way?
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Augran 大司命 Da Si Ming

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@Mas Bagus Oh, GMPC definitely.
Hidden 3 mos ago Post by Valkon
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The Black Knight returns


Hidden 3 mos ago Post by Mas Bagus
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The Black Knight returns



Same with Carnathia, since your character has already been evaluated in the previous campaign, he can join in. Approved and welcome back!
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Hidden 3 mos ago Post by Mas Bagus
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As per our conversation in discord, your character has been approved, but if there is a consensus that mandates your character to have cooldowns on her skill, I hope you don't mind if we implement some.

Anyway, Welcome!
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Hidden 3 mos ago 3 mos ago Post by Mas Bagus
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Hidden 3 mos ago 3 mos ago Post by Soldat Elf
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Hidden 3 mos ago Post by Mas Bagus
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Your character is good to go!
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Name: Mirielle

Species: Hooman

Age: Early 40s

Gender: Female

Appearance: A woman of above-average height with sturdy build and the confident poise of someone missing the slightest shred of doubt in whatever she does. Her hair was mostly bleached white with several locks of the original blonde remaining, kept relatively short likely on account that it looked wild enough to fight a comb and win. Between the spiky growth a pair of piercing yellow eyes peeked through, sharply angled much like the general shape of her face, altogether giving the impression of a prowling wildcat. The sheer intensity of her focused gaze may be unsettling to some people, always out to find signs of heresy. Can usually be found in either the Order's formal uniform, ironed, cleaned, and polished to perfection, a set of simple training outfit, or otherwise some mismatched and more often than not creased casual clothes that looked like it was randomly pulled out of a laundry bin.



Bio: Mirielle. Family name unknown. Exact age unknown. Once upon a time was an orphan wandering the street, with little memories of whatever circumstances led her to that point. Fire? Natural disaster? Murder? She hadn't got the slightest clue, only that the experience left most of her hair bleached. There's some vague recollection of golden strands curling around her fingers, faraway laughters, and the echo of a lullaby.

Found and taken in by the Order of Golden Sun, Mirielle was but one of the many children raised in one of the many orphanage scattered across the kingdom. Some of the children wasn't very receptive to the idea, and these ones tend to go their separate ways once they reached adulthood. Most accepted the faith in the Creator and joined the Order. As for a certain Mirielle, well. Let's just say she was a bit more receptive than most.

Perhaps something resonated within her soul, for from the very first moment little Mirielle was introduced to the faith she went straight into the deep end. The Creator, through His faithful servants, granted her a new lease in life. And she, in turn, should reflect that light to the world around her. As it was only proper.

But ah, what's this? All over Westernant, there's no lack of fellow faithfuls. Many were less devoted than she liked, but she could tolerate that much. Not everyone can be so dedicated after all. Instead, it's the unbelieving heathens that needed conversion. Spread the light, wouldn't that be a great way to spend her life? The misguided should be brought into the fold.

As for the heretical worshippers of false deities... the Creator will forgive them. It's just up to her to send them over, yes.

Several decades later and Mirielle's conviction had not once wavered. The inquisitors had the most opportunity for some high-impact preaching works, so naturally she gravitated that direction. Her days consist of prayers and services and smiting heretics, a simple lifestyle for a simple woman. Not a critically recognized position, nor a monetarily rewarding one, but as Mirielle herself would say - the dedication enriched her soul, that the work itself was its own reward. So when a letter arrived entailing the rescue of the most illustrious paladin still among the living, she didn't hesitate to join the effort.

Passives:
-Fanaticism: Belief in the Creator is the bulwark to keep oneself stalwart in the face of darkness and temptations. As long as Mirielle acts in accordance to her (albeit possibly twisted) sense of justice, she gains an unerring hyperfocus as well as shrug off any cowardly attempts to cloud her mind. In reverse, should she doubt her own conviction her thought will turn sluggish and negative effects will have an easier time finding purchase in her weakened mental defense.
-Feel No Pain: Faith can carry a body through the most horrendous of wounds, as well as achieve feats beyond the natural limitations of the flesh. Once Mirielle embarks on a zealous warpath, the heavier her injuries the less she feels it and the stronger and faster she gets. This allows her to fight well past a point where most would've dropped dead, but should anything disrupt her rhythm all the damage immediately catches up and she could well ceases functioning then and there.

Spells:
-Righteous Flame: Mirielle emits a burning aura from her very being, cloaking her and spreading across a short distance. It reinvigorates those she recognizes as true faithful, sharing the effect of her passives with them. Lesser allies gets their morale bolstered instead, while the ones deemed as heretics burn in the phantom heat before quite literally combusting should they linger in the effect for long enough.
-Witch Hunt: Marks a heretic for smiting, allowing Mirielle to sense their location and the flow of their corrupted (in her view) essence until the mark fades away. At will she may triggers the mark, burning the remaining divine energy (definitely not just a manifestation of magic tempered by unwavering will) in it to disrupt the victim's rhythm. The mark must first find a way to latch onto the target, whether by direct touch or through one of her other spells.
-Divine Armor: Temporarily clads Mirielle in an ethereal suit of armor. It weights nothing and does not impede her mobility in any way, while being near-impervious to both blades and spells alike. Does not last long at all, and is very exhaustive to use.
-Holy Lance: Honoring the legacy of Areston Lydus himself, Mirielle shape and launch a chunk of her divine energy into the alleged depiction of the winged spear the hero once used to strike down the empress most dread. The manifested spear flies true despite the spear lacking any aerodynamic shape whatsoever, homing onto a target to strike and scorch the heresy out of their body and soul. Tend to be very effective, but also equally exhaustive to use.

Mundane Skills: Prodigiously good with the spear. Experienced with sword and shield, as well as unarmed combat. Somehow able to clean out all but the most persistent bloodstain out of white fabric. Similarly, highly skilled in weapon maintenance. Pretty good at carpentry. Can perfectly recite entire scriptures out of memory. (Self-proclaimed) expert at sniffing out and dealing with heretical worships. Able to survive with bare minimum food and water for a really long time.

Equipment:
-Clad in the Order's battle uniform, multiple cloth padding with steel lamellar in the middle and a snazzy uniform at the outermost layer.
-Standard-issue heater shield with the Order's sun emblazoned at the center, with a plain arming sword to match.
-A carefully wrapped masterwork spear, allegedly a 1:1 replica of the hero's weapon. Except that it had went through many centuries of embellishment, but Mirielle doesn't listen to wrong opinions. Excruciating amount of embellishment aside (the whole entire scripture etched on every surface was as historically inaccurate as it was unnecessary), it's still a well-made and functional piece.
-A binding consisting of a carpenter's mallet, a handsaw, and a rather excessive amount of large nails.
-Big backpack containing daily necessities such as preserved rations, change of clothes, cleaning supplies, etc.

Other:
-The divine is flawless, but people aren't. Mirielle doesn't hold a favorable opinion on most of the Order, seeing them as deluded fools too busy playing politics instead of getting things done.
-If it's not yet apparent enough, her worldview is a bit too simplistic for someone her age.
-Carries the vague scent of cleaning chemicals.
-Got a bit of racism issue. Or should it be called theicism?
Hidden 3 mos ago 3 mos ago Post by Randomness
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Hidden 3 mos ago Post by Mas Bagus
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@Randomness@A5G Your character is good to go. I think we can start the IC soon-ish
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