I'm drawing on a lot of inspirations here for this RP. Including, but not limited to Shadow HeartsCastlevainiaThe Order 1886 Arcanum and BloodRayne.
The game has a unique setting that draws upon traditional fantasy (elves, dwarves, magic and goblins) but also in a early 20th century European style world. For those of you interested in the Frokane Multiverse This RP will be set 500 years in the future of my Sword and Sorcery world and will take place in 1913 and follow a group of supernatural hunters called The Night Watch who hunt various fiends including vampires and demons in the world. The story starts when they all uncover a powerful artifact which allows them to transform into a deadly monster to increase their power in combat, but will they retain their humanity?
World Locations
Terraxia 1913
In 500 years Naveroth has not changed much at all. The land is still said to be cursed, and although the City has embraced religion many know that the necromancers are still really in control of the land. This is where the Night Watch was formed, when ordinary people began to investigate the mysterious disappearances and murders themselves. Some pooled together money to hire mercenaries to investigate and some took up training to face the horrors themselves.
The Empire of Roh is no more. Once a thriving desert civilisation, it was wiped out by an unknown evil force of necromancy that is said to be tied to the ancient tombs that populate the land. Now these ruins are home to mad zealots and dangerous acolytes who seem to be in constant search for the power that the fallen empire once held.
Once a dangerous hideout island for pirates, the Chess Islands are now a a set of residential resort towns for the wealthy. It is known for its popular food and exciting festivals, but even in a town for the rich and powerful, the whispers of evil and monsters are still very common.
WIP
Character Sheets
<picture> Name Age Height Weight Melee Weapon Firearm/Ranged Weapon Other Equipment Hunting Specialty Bio Gemstone
Enemy Types
The cursed beastmen of the night are fairly common in the dark forests that surround Naveroth. The first werewolf was spotted by a boar hunting party roughly 70 years ago, which some had theorised to be the first to infect and 'turn' others as the surviving member of the hunting party then became the alpha of his own pack and ended up destroying his own village.
The werewolves are naturally fast, strong and extremely vicious, they do not need human flesh to survive but seem to enjoy devouring people anyway. The common werewolves are feral beasts by night and a drifting humans by day. They cant transform at will but it is not unheard of to see a human turn into a werewolf during daylight if his life is grave danger.
The more uncommon werewolf, called the 'Alphas' can change at will, and retain a lot of intelligence and influence over others even in beast form. Despite being able to become human and resist transformation a lot of them remain in beast form as they prefer it. There has only been roughly 25 or so recorded Alhpha kills in the 70 years since they have been spotted. Highly dangerous.
The well known children of the night have been reportedly around in Naveroth for over 1000 years, but its only in the last 40 or so years (starting with an event ofmassive vampire attacks called 'the uprising') in which they have been a visible terror threat to humanity.
Vampires are very hard to analyse as their attributes and abilities vary so much from individual to individual, but a few things remain constant. They all have enhanced strength and agility then they did as humans but this does not necessarily make them stronger and faster than every human. They cant be exposed to sunlight for any short amount of time. They also lack reflections and cant enter a civilian home without being invited but they can attack a hostile compound such as a military base.
Some can fly, some have magical abilities and some can feast on non human blood without becoming weaker over time. They can mostly be killed by conventional means, only a few have true undead resistance in which they could only be killed by destroying the brain or heart.
Many vampires live among humans and operate behind the scenes of society as aristocrats and criminal lords. There are also half human half vampires called Dhampnirs whos motivations seem to vary from person to person
Not all humans resist the strange terrors of the night, some have come to embrace it. The Acolytes are said to have splintered from a fringe cultist movement in the chess Islands roughly 100 years ago and have been dabbling in the dark arts ever since. They are determined to become one with what they should fear, whether it be making deals with demons and witches or sacrificing themselves to vampires and werewolves, they are willing to pay the ultimate price to become 'embraced by the night'. The religion of the Acolytes is varied and complex, but almost all sects are violent, insane and dangerous.
Demons take so many forms its hard to say anything definitive about them apart from the fact they spawn from a realm of the underworld and every action of theirs is to subvert and ultimately undo the good of humanity. They are dangerous in many different ways, some are beast like who tear the flesh off the innocent in vicious raids. Some are cunning humanoids who lie and manipulate to undo societies, there are no demon 'experts' only survivors.
'Witch' used to be a catch all term for any woman brazen enough to practice magic independently. But among the hunter's circles its something much more specific. The Witches are women who have delved too deep into a very toxic brand of black magic, the thirst for power is seductive, and black magic makes many promises, but also many demands. Practicing it for any long period of time takes a toll not only on the appearance of a woman but also her sanity, ultimately becoming a servant to the dark texts of their spell books or a slave to their deranged visions and prophecies.
Magic plays no fault in the creation of these horrific beings, they are the fault of overly ambitious and sloppy science. The Abominations are the results of experiments on stray animals and unfortunate humans. Many of them die in these twisted labs, but the few who survive become something much much worse. They are said to live in constant pain, and attack people in the hope that someone can kill them and put them to rest once and for all.
No one is quite sure who raised the dead, but they seemed to have been a constant nuisance since the beginning of civilization. There are rumors of a dark order of shamans who brought them about over a millenia ago, but that is unconfirmed. The undead are generally slow, dull-witted and easy to dispatch when there aren't too many of them, but there are almost always too many of them. They instinctively travel together in large crowds and follow the scent of living flesh together. Their 'infection' seems to vary on person to person.
Other Equipment First Aid Kit Tackle Box full of animal bones Magic book he took from a witch Duffel Bag 'Luck' Charm
Hunting Specialty Witches.
Bio Light's dad was an alcoholic and his mother had been taken by cancer. Unfit to raise a child, his father sent him to his uncle's house when he was just 15. His father had been a mean drunk, hitting the boy when he was still in his custody. Due to his father's actions, he has developed a mistrust of people, especially those who he considers close. Anyone can, and will, hurt you. Light's uncle was a witch hunter and taught him everything he knew. He was taken on his first hunt a few years after he was brought to his uncle. It was only one witch, but she was powerful. The mission was set towards failure, his uncle was incapacitated and he had a broken leg. It only went in the right direction when he touched one of the witches charms, the incisor of an abomination. Light threw it at the witch, catching her off guard. The witch caught the object, but she tripped over his uncle and fell onto the incisor, which stabbed her in the chest, killing her. It seemed like some odd twist of fate, so he has kept the incisor with him in case it were to happen again.
@frapet I was going to mention this when I got the enemy sheets completed but tmost are essentially feral, but the 'alpha wolves of the pack' are more intelligent, they are sentinent but are still predators and have very little humanity left.
I went with transforming werewolf but the backstory can still change, packs are very cool too ^^ let me know what you think
Name: Grenn Blackthorne Age:32 Height:5’6” Weight: 190 Appearance: The words “ugly bugger” have been used to describe Grenn more often than not. With deepset eyes, a constantly weary look and a face that seems to have been abused by storm for that last hour(s). Aside from that there is a cruelty about his eyes that co-operates with a general joylessness and lifelessness that makes Grenn involuntarily celibate if he doesn’t pay for it. His raspy voice helps little in that regard either.
Melee Weapon: -A set of two silver tipped hatchets that Grenn likes to call them the Silver Sisters.
-Another set of knifelike hatchets, that he uses for the normal chopping and dicing. They are named the Butcher Brothers.
-Last up he carries around a silver tipped rondel dagger usually used to stab into the heart of whatever he is hunting.
Firearm/Ranged Weapon: A heavy rifle that Grenn carries around on his back. The weapon needs to be bolt loaded for every shot but has a magazine of 10 shots. Furthermore it has an underslung “shotgun” that fires Grenn’s favourite sub-munition, a cloud of mountain ash and silver particles, that can enter the bloodstream of a lycanthrope over time through a wound or inhalation, it can also fire regular shotgun shells with a variance of contents. He has named it Sturdy.
Secondly Grenn is carrying around a set of grenades that contain all kinds of concoctions to combat monsters.
Other Equipment: A rugged coat that hides most of his equipment, safe for the rifle when he has it with him. It also hides his vambraces. A red scarf is used to hide the gorget he wears to prevent neck bites.
Hunting Specialty: Werewolfs. Bio: Growing up on a small farm in the marshes near Naveroth wasn’t the easiest live for Grenn, his parents had a small farm there while his dad functioned as a courier for merchants in Naveroth. Due to that Grenn’s father spend a lot of time on the road and always came home with stories he had heard. The townspeople always gathered when he was back in town to hear his stories and latest news. News that became increasingly more worrisome with the inclusion of monsters like vampires, zombies, demons and werewolves. That last monster appeared in Grenn’s village shortly before his sixteenth birthday, when his father was in town again. The attacks continued for a two years or so, but were always centered around Grenn’s father returning. Townspeople started seeing his coming as a bad omen and him as a bringer of bad news. Grenn, like most marshpeople worked as a Peat-Cutter, and in those marshes they encountered beasts and monsters fairly often. He had gained a reputation as somewhat of a brawler and often brought home “trophies” that disgusted his mother. People tried to get him to actively pursue the werewolf but Grenn knew he stood no chance, some boasts here, watches there, but nothing helped against the menace. It eventually claimed his mother as well. He was glad dad was home when it happened, he couldn’t have pulled through on his own. When he was seventeen a Monster Hunter was hired by the townspeople, Grenn also pitched in, to slay the werewolf that had been terrorizing the village. That was when what Grenn feared became reality. His father had been the terror of his village and the Hunter was kind enough to let Grenn in on this before he would set his ambush. That very night Grenn decided he would be the one to set things right. The hunter, his father and the werewolf were never seen in the village again. Grenn only stayed for a week and disappeared the day a fire consumed his parental home.
Gemstone:
I plan to make Grenn fully against anything monsterish, including our PC's that might or might not transform, therefore I didnt pick a gem. I can already see nice trouble with the mouthless dude ^^.
Melee Weapon: A simple hatchet, forged of cold iron for its effect against magical creatures, with a spike on the reverse side that is tipped with an alloy of iron and silver. Used both for utility and combat, with one spare head and a simple enough haft that he could make another easily.
Firearm/Ranged Weapon: His pride and joy, the Highland Echo. It's a bolt action rifle based on the design of the Lee Enfield pattern rifles, with a comfortable bolt draw and sturdy, accurate design. The Highland Echo in particular is modified with a series of barrel inserts which are easily replaced to allow for the firing of multiple different calibres of rifle round, with different degrees of rifling, different projectile shapes and materials, and different amounts of gunpowder. If it's a rifle round, there's a decent chance the Echo can shoot it. Additionally, without any inserts, the basic Echo can function as a rudimentary sort of bolt action shotgun - though it can only fire one type of shotgun shell, and will require intensive cleaning after. The Echo also comes with a bayonet mount - which is not often used - and a scope mount, which can only take one type of primitive scope, as the scopes of this era were not well developed. Michael also has a snubnosed webley revolver for personal defence.
Other Equipment: A simple, sturdy bayonet knife. Again, this is used more for utility that anything else, but it's sharp and long and strong - and made of steel. Magellan also wears a foreign military uniform, designed for the commando unit he was once a part of, the demhain stoirm. It is, much like the rest of his gear, sturdy and plain, built for durability and camouflage. He also has a military grade backpack complete with the typical soldier's gear - firelighter, solid fuel tablets, a mess tin and spoon, canteen, that sort of thing. On top of that, he has a kit for replacing the bullets in spent cartridges, and a bottle of gunpowder.
Hunting Specialty: Vampires.
Bio: Michael Magellan was once a soldier in the army of a foreign power, lost now to the passage of time, and invasion. With his men, he formed the Demhain Stoirm - or The Storm Demons - notorious for lightning raids on enemy encampments, shock and awe tactics, and a complete disregard for the lives of their opponents, sometimes going as far as to execute the prisoners, should there be any. Him and the Demhain were unstoppable as far as special operations went, with no target too risky, and no objective untakeable. It was his background before that, as a hunter, that gave him the incredible aim necessary to be a member, and the trigger finger to take life.
When a foreign empire attacked with a professional military backed up by spies, and a proper intelligence network, however... things changed.
Suddenly, the demhain found their movements tracked by the enemy scouts. They found the element of surprise lost to them. There may have been nobody fiercer, but an enemy that is expecting you is not so easily cowed. This newcomer to the world stage was relentless and intelligent, and soon the orders stopped coming from the Stormlands.
As they would one day find out, the enemy spies had found a weakness in their homelands' security, and exploited it. During a meeting of the war council, two dozen heavily armed foreign soldiers were led into the building by a turncoat, and the entire defence staff killed in the fighting.
Without leadership, the main forces of the Stormlands military crumbled, and were slowly forced into unconditional surrender trough their sudden lack of coordination, and the fact that the field commanders had never been trained for military autonomy. Only the special forces units - the Storm Demons and others like them, spies and assassins all of them - remained.
For a year exactly, they worked like terrorists in their own land, striking wherever they could, operating in cells, killing what officials and government agents they could in retaliation for the invasion.
And over the course of that year, their numbers dwindled.
Eventually, they threw in the towel - Michael particularly had already given up on achieving anything like that. The survivors fled the country to take up mercenary style work elsewhere in the world, leaving what few individuals who were determined to fight to the death to their fate.
Three and a half decades later, Michael Magellan is one of the premier monster hunters in the world, using the same training in tracking and killing men to hunt down and pacify the smarter beasts in the world. Vampires, for example, are killed easily enough by bullets with a wooden core - which apparently counts as a stake. All you need is the brain to find them at their weakest, and the aim to get it in their heart. Some types of mudspirit, too, taking the form of massive golems in order to wreak havoc on the world around them, can be dealt with using the same explosives he had once used to destroy infrastructure and munitions. The undead are the easiest of all, usually. They get hungry quickly, so baiting them is easy - and then it's just a matter of aiming for the head.
Yes, at last he was successful again, having hit a second peak, if you will.
And then all this crap happened.
Gemstone: Blue Obsidian, but he hardly believes in whatever gemstones can do for you.
@Metronome So this is a great CS, provisionally approved while I finish up the OP. But It is mandatory he has melee and ranged weapons. Also his magic ability is a little too strong for the setting. I'd be more okay with him having a light based attack which had some sort of penalty on his energy/life force and maybe he could regain that force by visiting sources of holy energy ( A church altar or holy water for example). I like what you have done with him being sickly, but maybe his weapon could be a blade hidden in a cane, and his ranged weapon could be a low caliber hunting rifle or something.
@Bazmund Very good character. Although I will ask you guys not use real life pictures for this RP I'd prefer drawings or maybe a written description.
Also 'Humanoid' for hunting specialty is too broad, you need to specify for one of the particular species, I dont mind if you wait until I get the descriptions up.
@frapet very good CS although I'll ask that he only have one set of weapons, so I would say stick with the picks and remove the hatchets. Also, whether he chooses to transform into the creature I assign him is up to him, but you still must pick a gemstone as part of the RP.
@LordofthePies As above, no real life pictures, drawings and descriptions only. Also if you are going to use pictures for the weapons, make sure they fit the time period, the sniper you have included looks a bit too modern. Look forward to seeing the fully completed CS though.
@Dynamo Frokane I was pretty careful when I made his powers to try and not make him overpowered, and I really don't think he is considering that his power really only affects a couple types of creatures. I was also careful to exclude any sort of religious ties to his powers, and that was for a reason. So I'm not really willing to make those changes because I'd have to change more than just the powers, but the backstory and what I consider to be essential character traits.
Also, telling people that they can't use photos is really nit picky in my opinion, and I'm not too thrilled with the idea of being in an Rp where the GM is going to nit pick over things as insignificant as whether a reference picture is a photo or not.
So yeah, I'd rather take my character and leave :/
@frapet Youre already members, but its more like a freelance agency rather than a team. You may have heard of each other but not necessarily met. Up until this point you've all been taking quests independently.
@Dynamo Frokane Cool, thanks man. I'm looking forward to this. I'll see if I can find something to swap his picture out for, or otherwise replace it with a description - and then I'll move it to the characters tab.
There, I fixed the weapons and the picture. I'm not too sure I'm going to change the bio since I can not seem to get my brain to think of a better one. If it's alright the way it is, let me know.