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psych0pomp DOUBT EVERYTHING / except me... i'm cool

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CHARACTER NAME
CHARACTER NAME
_________________________________________________________________________________________________________________________________
▮▮▮▮▮▮▮▮▮▮
CLASS///SUBCLASS
RACE////SUBRACE


C H A R A C T E R N A M E
C H A R A C T E R N A M E

T H E S K E L E T O N
T H E S K E L E T O N


_______________________________________________
"Quote."
T H E S K U L L
T H E S K U L L

N A M E Enter Character name Here
A G E 20-100 & DOB (Age - 100005 TK)
G E N D E R Gender & Pronouns
R A C E Enter Race Here
S U B -R A C E Enter Sub-Race Here, None for Humans
M A G I C


T H E S P I N E
T H E S P I N E



T O W N Name the Town
R E G I O N Refer to the map
P O P U L A T I O N Enter the #
C E N S U S What Race dominates the census?
T R A D E How does this town make it's money.
N A M E S A K E Enter something here.

✦ ✦ ✦

P A R E N T Name
P A R E N T Name (remove if it's N/A)
S I B L I N G Name (add as many as you want or remove)
O T H E R Feel free to change the title and add whomever


L I M B S
L I M B S

W E A P O N 1 Weapon 1
W E A P O N 2 Weapon 2 or remove it
S H I E L D Shield or remove it
A R M O R Armor even if it is robes
T R I N K E T Something you wear on you at all times.


T H E F L E S H & M U S C L E
T H E F L E S H & M U S C L E


𝕾𝖔𝖑𝖉𝖎𝖊𝖗 𝕰𝖝𝖕𝖑𝖔𝖗𝖊𝖗 𝕸𝖆𝖌𝖎𝖈𝖎𝖆𝖓 𝕻𝖗𝖎𝖊𝖘𝖙
𝕾𝖔𝖑𝖉𝖎𝖊𝖗 𝕰𝖝𝖕𝖑𝖔𝖗𝖊𝖗 𝕸𝖆𝖌𝖎𝖈𝖎𝖆𝖓 𝕻𝖗𝖎𝖊𝖘𝖙

S U B L C A S S Subclass
Write out what the subclass means to you, and what you feel like you want to learn to really solidify it.
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Y O U R B R A I N & N E R V E S
Y O U R B R A I N & N E R V E S

S T U D Y
/// PLACE OF STUDY/MENTOR/ETC A brief description of what you learned.
/// Date Range in which you attended

/// PLACE OF STUDY/MENTOR/ETC Copy/Paste/Delete how many you need
///Date Range in which you attended

E X P E R I E N C E
/// WORK/JOB/BATTLE/ETC. Where did you put that knowledge to the test? What did you see? How did you put that knowledge to the test?
///Date Range in which this happened

/// WORK/JOB/BATTLE/ETC. Copy/Paste/Delete how many you need
///Date Range in which this happened

Y O U R S O U L & H E A R T
Y O U R S O U L & H E A R T

GOOD TRAIT BAD TRAIT GOOD TRAIT BAD TRAIT

P E R S O N A L I T Y
Give a brief run down of your character's personality.

✦ G O D N A M E ✦
✦ G O D N A M E ✦

D E V O T I O N
Why do you worship them? How do you worship them? For priests, I'm looking for also how you draw power from them. Everyone else can have something a little lighter.


M O T I V A T I O N & I M P E T U S
M O T I V A T I O N & I M P E T U S

Why do you delve? Is it a rescue mission for someone imprisoned there? For the gods? For the glory? For the money? For the discovery? There's a reason that you will risk life and limb for this.

Lorem ipsum dolor sit amet. Ut velit libero sit dicta quae At porro doloremque qui dolore perferendis ex consequatur alias. Non quos numquam in delectus cupiditate ab placeat laboriosam aut magnam dolores quo sunt repudiandae ut similique doloremque. Est nihil velit quo recusandae tempora qui iusto voluptas quo atque deserunt. Aut natus neque sed eligendi quia ea modi ullam et voluptas reprehenderit ea pariatur neque id dolor atque!

T H E T R A P P I N G S
T H E T R A P P I N G S

A P P E A R A N C E
How do you look? And this is not entirely cosmetic. This can also be stance, demeanor, or even how well you take care of yourself and your weapons.

I N J U R Y

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Hidden 2 yrs ago 1 yr ago Post by psych0pomp
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psych0pomp DOUBT EVERYTHING / except me... i'm cool

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B R I C K

REX KINGSLEY MARCH 17th ( 20 ) MALE
"The only thing I've learned is that people are obstacles. And I like crushing obstacles."

A P P E A R A N C E:

"Though they may not always be handsome men doomed to evil posses the manly virtues." 2
// S T A T S:
HEIGHT | 6'5"

WEIGHT | 670.31 lbs

BUILD | Jacked

HAIR COLOUR | Blond - Now Gray

EYE COLOUR | Brown - Now Gray

OTHER | His flesh is made of granite and he resembles a walking, talking statue.

// D E S C R I P T I O N:
Rex looks like Michelangelo carved a young man with a permanent resting bitch face out of a hunk of concrete. There's a roughness that can't be denied both in demeanor and composition. He's tall, broad, and physically appears to have never not participated in sports. Even if the sports may have devolved from collegiate to demolition. While his face may have suffered a broken nose or two, he still looks the same as in his high-school photographs. A strong cleft chin leads to a powerful jaw, forgettable nose, and large brown eyes. He might have been scouted for a modeling agency ala Abercrombie had it not been for everything that has happened after his fall from grace. He has a tendency to stand straight and tall, but not as if a ramrod has been firmly shoved into his ass, but more like he is forcing his posture to be imposing. Rex likes to wear clothes that would be described as "passing the sniff test" before putting them on. They look good on him, but there's no method to his style. All in all, he'd be considered a fairly handsome All-American teen, if it wasn't for the fact that was also a walking, talking slab of rock.

B I O G R A P H Y:

"Architects of grandeur are often the master builders of disillusionment." 3
Let's begin because it's not a long story and there are not any Shakespearean twists. Rex was born to Trent and Joanne Kingsley. Trent was a Republican senator from Georgia. He always held the majority due to suppressing those that would vote against him. Yet, no one seemed to utter a word about how unabashedly sinister he was. Maybe it was because he had a bright smile and perfectly coifed hair, or being wheelchair-bound always helped. He did push a large initiative to help make public structures more accessible. So, there was that...

Anyway, as you can imagine, Rex grew up on the high end of the large wealth gap in Atlanta, Georgia. He never wanted anything, and honestly never thought to ask. He attended Chapel Hill, a private school for the wealthy elite, and served as running back on their football team, the Chapel Hill Knights, for all three years that he was in high school. There he met Viola Blankenship, a gorgeous girl his age that challenged him on everything. She made him think, and he didn't do that much. It was an Instagram romance and it seemed to define both of their raison d'etre/ Things seemed to be golden for him, and he never thought to question it. The sad thing was, he should have.

In his junior year, his father was arrested on charges of "metahuman coercion." Yeah, no one knew that Trent Kingsley had the power to influence people's minds through his voice. This power was heavily on his fellow lawmakers, constituents, lobbyists, friends, and even family. When Trent no longer had control over his wife and son, they quickly realized they'd been suppressing their true natures. Joann was unhappy with her entire situation. She found that she hadn't even liked Trent. That their marriage was a sham. Red found out that he wasn't the golden child he thought he was. He was a mess of emotions and wasn't able to control his temper. The first time he released it, his fist went straight through his punch bag. His arm was coated in stone. He had to breathe deeply and center himself to get it to return to flesh. Yet, that anger bubbled so close to the surface that it was hard to choke down. Seventeen years of not being able to sort out his true feelings wouldn't be remedied in a night.

Needless to say, all of Trent's assets were confiscated leaving Joann with barely enough to afford them a place. She had some connections and was able to get a decent job fairly quickly. Rex had to leave Chapel Hill and attend a public school. Yet no one gave a shit about him in public school. His problems came from his so-called friends. It started with Viola breaking with him, followed shortly by cyberbullying, followed by spray painting their townhouse, and then verbally abusing him from the safety of numbers.

One day it went too far. Viola reached out to him to talk about what had happened. Rex didn't think to question the invitation. It was in the park after dark. She started by apologizing, and asking if he would like to be her boyfriend again. Rex may have said "yes" too enthusiastically. Viola laughed and responded, "Ew, how dare you. Your dad is a fucking criminal and you supported him for years as he brainwashed us. Do you think I'd want to get back with you? You... manipulator. Tell me, did your dad make me fall for you?" It was then that Rex understood why everyone was distancing themselves from him. How far had his father gone to manipulate his entire life? Rex had just focused on how his father had fucked him up. He didn't get a chance to explain that he was a victim in all of this when someone peaked over the top of a rock, having recorded it all. Rex was surrounded by his former peers. Especially when they started throwing balloons filled with a disgusting substance at him. They jeered and laughed. Viola stared at him with all the vitriol she could muster. Yeah, Rex lost it.

They watched as his body turned entirely to stone, and then the rock that one of the kids was hiding behind lifted into the air and was tossed hard at the group of quickly scattering teens. The rock bounced and rolled, crushing quite a few cars in its wake. One kid felt daring and charged at Rex, breaking his hand as he tried to punch him. He batted aside his former peer with ease, breaking bones upon doing so. Rex then moved through the park, letting his powers control him. He found himself in tune with the stone around him and was able to lift huge rocks with ease and ram his hands into the dirt, pulling up slabs of earth. He didn't kill anyone that night, but there were a handful of kids that had to go to the hospital. The worst of it all was Viola, who had been pinned against her car as a giant rock sat atop it. She was crying, screaming, and begging Rex not to hurt her. That snapped him out of it long enough to drop the stone he was holding--the stone he was threatening her with. About that time the cops showed up. They screamed at him to turn off his powers, but he couldn't. Something had snapped in him, and he couldn't return to flesh. He found out that knockout gas was one of the few things that worked on him.

The next thing he knew, he was in a cell. His mother looked at him, shaking her head. "I knew you were like your father." The disgust and anger rolled off her. He charged at the cell only to find himself restrained with pure metal. He couldn't feel the ground underneath him. He felt cut off from everything. Most of all, he felt cut off from the people that had loved him.

Without money, lawyers, or political pull to get him out of the situation, he was sentenced to Ju-V. He wasn't a lost cause, but he wasn't exactly winning gold stars.

M O T I V A T I O N / O B J E C T I V E:

"Where this is anger, there's always pain underneath." 4
Rex isn't a complex individual. His interests lie in revenge, however petty. No one is going to fuck with him and get away with it. He led a privileged life until he didn't. He doesn't know if he wants to go back there, but he definitely doesn't want to be here. Shunned. Hated. Disliked. If he knows one thing, it's that public opinion is pretty set in stone when it comes to people. At one time he wouldn't want to be lumped into the same camp as his father. Now, he's fine with proving people right.

Fine, fuck it, he'll be the piece of shit that they want to vilify. It's easier than trying to wrestle with who he really is inside. His formative years were a lie, and all he's been left with is a lump of formless clay. And he can only prove himself with action, and the only action he knows that is effective is anger and fear.

A B I L I T I E S / S K I L L S:

"The most precious jewels are not made of stone, but of flesh." 5
// A B I L I T I E S:
STONE MIMICRY| Rex's body is made from granite, and his organs are made from quartz. In this form, he's fairly indestructible and doesn't require to breathe or eat, but he does anyway.
LITHOKINESIS | He's able to feel the stone around him and control it, almost as if it weights nothing to him. He doesn't have the tightest grasp on his power, and will physically appear to lift it though it is more of a kinetic power.

// S K I L L S:
PHYSICALITY | Rex is physically imposing, it's probably why he didn't immediately crumple when his power first activated.

// L I M I T A T I O N S:
TOUCH-BASED | Despite being 'kinetic', he has to be able to touchstone to control it. It can be as easy as going barefoot on the ground to connect himself to the rock below, but if he was inside a room made of metal, plastic, glass, etc. he wouldn't be able to access the stone around it because he's not in direct contact.
EMOTIONAL LIMITATIONS | His abilities are intrinsically tied to his emotions. The more he feels, the more they consume him. If he gets too angry, he becomes mindless and may be more of a hazard than a help. On the other side of the coin, if he's made docile via artificial means or meditative means, his power will recede into nothing.

// W E A K N E S S E S:
CHEMICAL AEROSOLS | Despite not needing to breathe, air-based chemicals still affect him as his body still has a mouth and nostrils and they still lead into the intended organs. Tear-gas, knockout-gas, poison-gas, and even nerve-gas can have their intended effect on him without him needing to breathe it in.
PSYCHIC ATTACKS | Due to his dad's meddling, he's become highly susceptible to psychic attacks. They find no resistance while trying to enter his mind.
WEIGHT | Since Rex can't turn his power off unless he stops feeling emotions, he's stuck in his rock-like state which will immediately send him to the bottom of an ocean, through unsupported structures, and really make elevator and car rides uncomfortable.

N O T E S:

// S U P P O R T I N G C A S T:
ALLIES
JOANN KINGSLEY PORTER | Despite her initial feelings about Rex being apprehended, she's relaxed on her stance given everything that has happened. While she doesn't have the allies that her husband had, she is a journalist and has lots of friends in the publication and investigation business.

FRIENDS
TBD | Test

ENEMIES
TRENT KINGSLEY | No matter what his dad may think, he's Rex's number one enemy.
VIOLA BLAKENSHIP | Ex-girlfriend, and while he still has a torch for her, he also knows he's an idiot for doing so.

// S T O M P I N G G R O U N D S
US | Atlanta, Georgia

// P A R A P H E R N A L I A
HEX CODE COLOR | #6e7071


2 Jean Genet
3 Bryant H. McGill
4 Eckhart Tolle
5 Robert Ludlum

Hidden 2 yrs ago 2 yrs ago Post by psych0pomp
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▷ NIGHT CITY
NIGHT CITY

The City of Dreams was founded in the 1990s by visionary industrialist Richard Night. When the world of the late 20th century plunged into chaos, Night envisioned a modern metropolis free from crime, poverty, and corruption. Corporate partners Arasaka, EBM, and Petrochem helped him realize this vision, investing in the foundation of what would become the Free City of Night City. The city would develop into a haven for young idealists and a beacon for others who sought to fulfill their own dreams. And although Richard fell to assassins and many new generations seeking fame, fortune, and freedom have suffered their own series of setbacks, the city's legendary status endures today.

Night City has it all: from the monumental skyscrapers of industry-leading megacorporations, to the luxury villas of world-renowned stars, to the lawless neighborhoods where war is waged every day. You will stumble across mercenaries, gangs, and famous rockers, but also junkies, bums, and even cyberpsychos. You will stand in the shadows of colossal megabuildings and get lost in the maze of streets, alleys, and markets. You will make your dreams come true or die trying.


▷ ROLEPLAY
ROLEPLAY

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► PLOT
 ► PLOT

Whether or not you came to Night City or were born in the heaping pile of skyscraper-shaped trash, you know that eddies are the only thing between living and dying in the worst way. Hence the reason that you're now merc in a sea of other guns for hire. Maybe you had a legitimate job that let you go, your current one doesn't pay enough, or you've been a merc from the moment you took a breath. To get a job, you need to find a fixer, and not all of them scrape off the bottom. Or if they do the price is too low for the danger that it amounts to. That's until you get a call from a fixer called EZ. While he's not a new face on the scene, no one knows much about him. The rumors state that he used to be a corpo shill two times over, and now he plays fixer for some of their seedier jobs. That doesn't stop his eddies from being good, though.

The job? An ex-corpo by the name of Aria 'Ari' Po is believed to have been taken by scavs, and she needs to be retrieved preferably in one piece. EZ is open about the oddness of the entire job. As soon as she was let go from Militech and her Trauma Team subscription was canceled, she went missing. It stinks of rotten corpo tactics. It also raises the question: why? What did she have or know that could threaten Militech? And why didn't they just outright kill her? Not that being torn apart by scavs is considered a mercy.

Ari Po's last ping put her in Northern Pacifica in an old hostel called "Crimsen Pennisula Suites", but the neon has been burned out to read: "Crim e Pen is Su s." Very inconspicuous, indeed. It's a three-story building with protection capabilities that has killed stupider less-skilled mercs. While the details are unknown, it's known that their main operations are on the top floor. All the windows have been sealed, and there are no fire escapes. One can guess that the scavs are going down with the ship. The danger? High. The eddies? Good. It's up to you to decide if the risk is worth it. You could always just haggle with your slumlord. I'm sure he'd understand.

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► STRUCTURE
 ► STRUCTURE


MAIN MISSION DOWNTIME / SIDE MISSION / PERSONAL MAIN MISSION

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► 𝙈𝘼𝙄𝙉 𝙈𝙄𝙎𝙎𝙄𝙊𝙉
𝙈𝘼𝙄𝙉 𝙈𝙄𝙎𝙎𝙄𝙊𝙉

The big story missions that push the plot forward and are narratively impactful. These will not be tailored to any one character, nor will they have protagonist vibes. There's a beginning-middle-end to them, and the decisions made within them will decide your payout and whether or not you live or die. If you miss out on these it will push your own personal stories back, and it will remove your narrative impact on the other activities. I do understand needing hiatuses so missing one of two of these is fine, but if you miss the majority of them your name will not go down in the lights of Night City.
Mercs: 3+
Payout: Medium to Large
Difficulty: Normal to Hard (respectively)
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► 𝙎𝙄𝘿𝙀 𝙈𝙄𝙎𝙎𝙄𝙊𝙉
𝙎𝙄𝘿𝙀 𝙈𝙄𝙎𝙎𝙄𝙊𝙉

Do you want some extra eddies or gear? This is the way to go get it. These missions aren't tied to your personal ones and neither do they have narrative stakes, and you can bring a friend or two to complete them. Just remember that you have to share the loot. You (guys) write and collab the mission, just send me the idea first to make sure that it isn't game-breaking, and at the end, I'll let you know what you've won. You'll always get something, the amount depends on the effort.
Mercs: 1+
Payout: Small to Small + Gear
Difficulty: Low
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► 𝘿𝙊𝙒𝙉𝙏𝙄𝙈𝙀
𝘿𝙊𝙒𝙉𝙏𝙄𝙈𝙀

Do you just want to roleplay as your characters in whatever setting(s) you want? Go to town. If you need any NPCs let me know. Otherwise, I leave it to your own devices. Please keep anything sexually or graphically explicit out of them, though. I don't mind if your characters bone down, just fade to black. And since it's 'downtime' keep the violence to the bare minimum.
Mercs: 2+
Payout: None (except in friendship!)
Difficulty: Casual
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► 𝙋𝙀𝙍𝙎𝙊𝙉𝘼𝙇
𝙋𝙀𝙍𝙎𝙊𝙉𝘼𝙇

There will only be one of these between missions, meaning it'll rotate between characters. The order is chosen based on joining time, ties to the narrative, and/or high participation. The more that you have of any three of those categories, the higher chance you'll have of me choosing you for the personal mission. They won't happen between EVERY Main Mission, and will definitely be absent for the first couple of missions. I'll have my hand in them, personally. It'll be a collab between us, and one other person of your choosing if you want.
Mercs: 1 to 2 (Max)
Payout: Character Related
Difficulty: Low to Normal



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► REFERENCES
 ► REFERENCES

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I chose the Cyberpunk setting for a cyberpunk game because it honestly hits all the tropes that are common in this genre. Instead of working my fingers to the bone and making a new setting, I've decided to use an already established one so I can spend time on the narrative. Do you have to have an encyclopedic knowledge of the setting? Not in the least. This will be an amalgamation of Cyberpunk RED, Cyberpunk 2077, and with the flare of Edgerunners. So, if you are familiar with any of those properties you'll be fine. Honestly even if you aren't, knowing the tropes of the genre will give you what you need. Below I'll include links to resources I'll be using. You don't have to watch/listen/read all of the. I included mixed media because we all learn differently.
Cyberpunk Wiki
Expansive Cypberunk Lore Pt. 1 & Expansive Cyberpunk Lore Pt. 2
Cyberpunk Timeline
Cyberpunk Timeline Video
Night City Lore


▷ CHARACTERS
CHARACTERS

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► CONCEPT
 ► CONCEPT

In the Free Night City, you can be anyone. So why be normal? Are you a solo, a wrecker who goes in guns a blazing? Are you a net-runner, a magician with a computer jack and a deck? Are you a medic, tired of treating the wealthy and ready to get their hands dirty on the streets? Are you a member of the media, angry about the corporation's censorship and wanting to cover the real news? Or maybe a rocker, raging against capitalism and oppression? Hell, do you just drive the car? You can be any of those things here. What makes your character is the archetype you put into it. Figure that out first and then work from there.

Where you are from? Street Punk? Corpo? Nomad? Exile? Fugitive? An experiment gone wrong? Where did you once lay your roots down and call home? Your background should be a couple of words, and your story only should be a few lines. These chooms don't deserve the whole shebang anyway.

Have you made friends along the way? Enemies? Have you fallen hopelessly in love only to lose it all? Or are you holding on tightly to not lose it? No one comes out of this world completely alone unless they had a hand in their own solitude. And, honestly, loners are weirdos.

The Character Sheet will keep light on the details, but hopefully it will help you build a skeleton to further think on and flesh out. You can pull solely from your knowledge of Cyberpunk 2077, which eschewed a lot of the TTRPG's rules for style, or you can pull from Cyberpunk RED and the like. Or it can be an amalgamation of both,. That's what I did. The rule of cool is foremost here. This is in regard to background, cyberwear, archetype, and so on. I do recommend reading over the TTRPG's archetypes, but beyond that, you can choose whatever you want from any of the sources. As long as it is rooted in the themes and style of cyberpunk I'm fine with it. The only archetype that I'm barring is the "fixer." I'll be playing this role as the GM. As we go along, I may release it. But for ease of getting into the RP, I'll just be doling out the missions and money.

Just keep in mind, you're a low-level merc. You don't have any eddies to your name, and you are scraping by to find work. Think of why that is. Are you new to the game? Used to be a big shot but got knocked down a few pegs? Or had a sudden and drastic career change?

Here are some Character Creation sources for inspiration:
Reddit Post about the Roles
Video on the Archetypes
Random Character Generator
Random Lifepath Generator

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► STAT CREATION
 ► STAT CREATION

▷ 𝘽𝙊𝘿𝙔 = Body = Strength, Athleticness, Fitness, Stamina
▷ 𝙄𝙉𝙏 = Intelligence = Smarts, Deductive Reasoning, Book Learning, Scholarly Attributes
▷ 𝙍𝙀𝙁 = Reflexes = Dexterity, Reaction Speed, Sleight of Hand, Hand-to-Hand Combat
▷ 𝙏𝙀𝘾𝙃 = Technology = Cyberware, Hacking Skills, Computer Skills, Quick Hacks
▷ 𝘾𝙊𝙊𝙇 = Cool = Charisma, Keeping it Under Pressure, Taking it in Stride, Reading the Situation, Responding
▷ 𝙇𝙐𝘾𝙆 = Luck = Are you lucky?
▷ 𝙃𝙐𝙈 = Humanity = Empathy, How Flesh are You? Emotional Connectivity, Insight, Intuition
You start with a minimum of 2 in each category. You then have 40 points to add to each stat. Your maximum is 10. There will not be any dice rolls in this RP. This is more of a numerical representation of how good or bad you are at something. I will make a mental threshold of the things you wish to do, and if your number matches or exceeds it, you pass. But you won't know until I post a Story Post. That being said, I minus luck from the threshold if the action might succeed with a freakish amount of luck.

How many slots ( ) you have for cyberwear is equal to your Humanity number. is an empty slot. is a filled slot. represents one piece of cyberwear and one use of that cyberwear per day (read mission.) If you have any , those are extra uses of any of your filled cyberwear slots. So, you can be decked out, but have one use for everything. Or you can have a couple of slots filled, and a couple free to be able to reuse a cyberwear power as you wish. Edit your sheet to reflect this.

Also, an "Interface Plug" doesn't count against your cyberwear numbers as almost everyone has one. And anything listed under "Vanity" also doesn't count against it. Just didn't want you to have to explain every little Christmas light on your body. Sometimes it is just to look cool.

BURN OUT - If you don't have any free slots yet and wish to use your cyberwear one more time (just one of them once per day), you will roll a d10 and add your luck. You have to hit a threshold of 10 to perform this without any issues. 6-9 means it fritzes out and you have to pay to get it repaired (small to medium depending on what it is) before you can use it again. 1-5 means that you begin to suffer from cyber psychosis. You've burnt through your humanity, and this is calling whatever reserves you have left. We will have a discussion about this after the mission is through if you score a 1-5.

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► SHEET
 ► SHEET

This CS is supposed to be indicative of a public record that is dug up on your character. So, there's no need for you to get too deep. The images work best at 300x300, but you should be able to plug in various sizes. I've also included varying headers. The code comes with the NCPD header, but if you look below you can change it to the various corporations that are prevalent in Night City. Just make it make sense.

Please Note: Take the space out between the https:// AND i.imgur.com, as the code coding doesn't like a full image address. Also, when you paste it into a post, hit SUBMIT, and then edit it. For some reason, the code fixes itself after that but doesn't before you submit it.





▷ RULES
RULES

Don't be a dick.
Follow the rules of RP Guild & the widely agreed upon rules of RP.
I expect high-quality posts not high-quantity. They can be both, but don't hurt yourself trying to reach an ambitious word count.
This RP won't follow the strict guidelines of the Cyberpunk(TM) world. I chose it due to people's familiarity and how it keeps tight to the themes of the genre of cyberpunk. The rule of cool will be used over the rule of practicality. That being said, you are all low-level mercs. Keep that in mind when creating characters. You are accepting this mission because you are low on eddies and will take anything. You haven't been offered anything better.
Main Mission posts are due every two weeks. Downtime/Side Missions/Personal Missions will need to be concluded within a month's time.
Stay active in the OOC. And if it is agreed upon by everyone, we'll start a Discord.
Please communicate with me if you are unable to post. I'll try to also be open myself.
Submit your CSes on the OOC. Once accepted, move them over to the Character Sheet page and then PM your character's private backstory. Hit the high points, I don't want to read a memoir.
Last by not least, we're here to have fun. See the first rule.


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▷ PLAYERS
PLAYERS



▷ NPCS
NPCS

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𝕿𝖍𝖊 𝕻𝖑𝖆𝖞𝖊𝖗𝖘
𝕿𝖍𝖊 𝕻𝖑𝖆𝖞𝖊𝖗𝖘



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𝕹𝖔𝖓-𝕻𝖑𝖆𝖞𝖊𝖗 𝕮𝖍𝖆𝖗𝖆𝖈𝖙𝖊𝖗𝖘
𝕹𝖔𝖓-𝕻𝖑𝖆𝖞𝖊𝖗 𝕮𝖍𝖆𝖗𝖆𝖈𝖙𝖊𝖗𝖘



NAENIA BLACKWELL
NAENIA BLACKWELL

T H E S K E L E T O N
T H E S K E L E T O N


_______________________________________________
"You'll find that death by my blade is a gift as opposed to what awaits you."
T H E S K U L L
T H E S K U L L

N A M E Naenia Blackwell
A G E 28 (99977 TK)
G E N D E R Female (she/her)
R A C E Human
S U B -R A C E None
M A G I C


T H E S P I N E
T H E S P I N E



T O W N Frontier Town
R E G I O N Northern White Wasting
P O P U L A T I O N 2,214
C E N S U S Humans
T R A D E Travel
N A M E S A K E Last human town before White Wasting

✦ ✦ ✦

P A R E N T Acantha Blackwell (Deceased)
P A R E N T Ryder Blackwell (Deceased)
S I S T E R Xanthe Rasc-Blackwell (Missing)
B R O T H E R - I N - L A W Ozul Rasc (Alive)


T H E L I M B S
T H E L I M B S

W E A P O N Crooked Consecration (Large Rapier)
A R M O R Priestly Heavy Armor
T R I N K E T Rosary of Dhorbris


T H E F L E S H & M U S C L E
T H E F L E S H & M U S C L E


𝕻𝖗𝖎𝖊𝖘𝖙
𝕻𝖗𝖎𝖊𝖘𝖙

S U B L C A S S GRAVE INQUISITOR
The priests of Dhorbris come in all styles. Most tend to funerals and other services for the dead, but all of them make sure that the citizens of Goan eventually find death. The inquisitors enact the rites of nulla immortalitas to make sure that magic is not being used to pervert the cycle of life. While liches and thralls do not fall into their prevue, that doesn't mean they don't hunt those that wish to emulate that lifestyle. Or liches that take it upon themselves to enthrall someone against their will. They are here to snuff out those that do not allow for the cycle of life to complete.
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Y O U R B R A I N & N E R V E S
Y O U R B R A I N & N E R V E S

S T U D Y
/// FRONTIER TOWN MILITIA Every teenager learns how to fight at a young age considering that the town is up against White Wasting.
/// 99989 - 99994

/// DHROBRIS SANCTUM - FATHER MARKUS Traveled to Ordai'el, learned the rituals of the God of Death, and took an oath to uphold them.
///999995 - 100000

E X P E R I E N C E
/// PILGRIMAGE Worked as an inquisitor for the Dhorbris Sanctum and traveled throughout Goan finding those that have evaded the circle of life and death.
///100000 - 100005

Y O U R S O U L & H E A R T
Y O U R S O U L & H E A R T

RELENTLESS MORALLY AMBIVALENT LOYAL INSENSITIVE

P E R S O N A L I T Y
Naenia has seen the best and worst in people. But the irony is that she knows people only show their best when put upon to do so. True altruism is rare in the world. So, she doesn't let anyone rest on their laurels. She will lambast them with her less-than-charitable nature until they show their true colors. If they are actually one of the few good people left in this world, then she'll more than happily show her loyalty to them. Kindness begets kindness and wrath begets things that are far worse than wrath, are the tenants that Naenia follows.

✦ D H O R B R I S ✦
✦ D H O R B R I S ✦

D E V O T I O N
When Frontier Town was destroyed by a plague that seemed to only target the older members of the community, leaving anyone in their teens and under alive--the only priests that came in the aftermath were those of Dhorbris. Many had come before, but when they realized it was a lost cause, they left. When the children were left to tend to the dead, did the priests of Dhorbris show up. They ferried what children wished to leave with them to the various temples around Goan. They aided those that wished to stay until their dead were tended to. It was an act of kindness Naenia never forgot. So, she honors this commitment by helping those through times of death and making sure that no one prospers off of the pains of the living. To see the cycle of life through, and then to aid those left behind is her mission.

M O T I V A T I O N & I M P E T U S
M O T I V A T I O N & I M P E T U S

When Ordai'el was invaded by the fog and cut off from the rest of Goan, Naenia was away on pilgrimage. When she returned, she found that no one could enter. Her heart ached for her surrogate father figure, Father Markus. Yet, she knew that the best way to honor him was to continue with her duties and finish her pilgrimage.

Unfortunately, four years later her sister Xanthe would be one of the many that would volunteer to delve into Ordai'el. She said it was because her goddess, Ikphine, told her to come. She'd been summoned to aid the goddess in her quest to save Ordai'el. While Naenia had her doubts, there was no talking her sister down. A year later, Xanthe still hasn't returned. Naenia has decided to go look for her.

T H E T R A P P I N G S
T H E T R A P P I N G S

A P P E A R A N C E
Naenia stands a little under six feet, with pristine armor with a lot of filagree and design layering her body. She wears a long dress underneath it, but it's less cosmetic and more so hides her armored legs and allows for swifter movements. Her hair is a deep brown and cut below her chin. She'll braid it back if needed but seems to have no problem wearing it down. Her eyes are a deep hazel, but not wide or attractive. Instead, they have an intense stare that can undress even the most clothed of flatteries. Her clothes and weapons are pristine with the exception of the worn rosary around her wrist, which has the symbol of Dhorbris made of a strange metal hanging from the end. She stands needle straight and smells of lavender and incense.

I N J U R Y



NAENIA BLACKWELL
NAENIA BLACKWELL
______________________________________________________________________________________________________________________________
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PRIEST//GRAVE INQUISITOR
HUMAN/NONE

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𝕿𝖍𝖊 𝕻𝖗𝖊𝖒𝖎𝖘𝖊
𝕿𝖍𝖊 𝕻𝖗𝖊𝖒𝖎𝖘𝖊

Goan has existed for a novannum (100k years), and within that time it has known both prosperity and ruin. The fate of Goan was prophesized to be everlasting, but in what state will it endure? Through light and abundance? Or through desecration and decay?

Five years ago, the Holy City of Ordai’el became swallowed in fog. It wasn't like normal cities. It was built atop a flattened mountain. Its ivory towers reached into the sky like glittering fingers to be seen by all that looked at the horizon. A massive wall encircled it, and it had one entrance and exit that was heavily guarded. It was almost like its own landbound island, except the only ones allowed in were subservient to the Holy Order, their family, or those that were devout followers of the Walking Gods. Which were far more than many would like to admit. The only ones that were forced in were the heretics. Brought there to face punishment doled out by the Walking Gods themselves.

Before the fog arrived, there were odd rumors circulating about how the ivory city seemed to be stretching unnaturally. Other people stated that the lengthening reminded them of veins in a body. The city was the heart, and they swore they saw it beating with unnatural life. A few days later, the fog surrounded Ordai'el. It was impenetrable. If anyone tried to walk into it, they'd find themselves back outside the city. And if they tried to use means beyond just their feet, they'd be blown from the fog in eviscerated chunks. One could hear the echoed screaming throughout the mountains. It was assumed that everyone within the city was a lost cause. The Empress was away at the time, having come down with a touch of pneumonia. So, she had avoided that fate. The Walking Gods had not been so lucky. Yet, their power still flowed through the land unbroken.

It had been a year since the fog descended but in the light of the three full moons, the fog broke. From the stained white gates of Ordai'el stumbled a single man, the paladin Roderick Von Griest. In his hand was a book that looked as if it had been penned hundreds of years ago. So it was surprising that Roderick, himself, had written it. He had last been seen sporting the boyish good looks of someone just entering their twenties. Yet the man before them was easily in his nineties if not hundreds. He died on the overgrown road leading to Ordia’el before the fog swallowed the city up again.

The scholars of the remaining Holy Order took his journal to study. The paladins took a strange, glowing green sword from his hilt. It was encrusted with gems of such rarity that just one could fund an entire army with just one. Word began to spread of the treasure that Roderick had come out with, things beyond this world that could make anyone rich. The scholars deciphered what they could from the book before it turned into mad ramblings. Near the end were nothing but diagrams. Yet, the more they studied, the more they understood what the diagrams meant--a mixture of all schools of magic to create a portal into Ordai’el. There was no mention of how Roderick managed to escape. What he did write while still fully cognizant was that castle’s dungeon went deeper than the Goan, itself. A massive structure that seemed to be plucked from time and space and propelled into their living, breathing world.

The Empress, now emboldened by this development, put together a group of the most heroic adventurers of Goan to delve into Ordai’el. Their goal was to find what caused this and free the gods and what denizens remained from this horrible curse. Yet, they never returned. So, she sent another one. And another. And another. Until only those daring, reckless, or greedy volunteered. A party would be held the night before, called a Living Funeral, to bid farewell to those that were to journey into Ordai’el. A member of the Holy Order would oversee it if only to make sure that the census reflected the volunteer's inevitable death. Yet, those that wished to enter Ordai'el all had reasons for doing so. If they were to achieve their goals, they'd have to delve deep.


𝕿𝖍𝖊 𝖂𝖔𝖗𝖑𝖉
𝕿𝖍𝖊 𝖂𝖔𝖗𝖑𝖉



𝕿𝖍𝖊 𝕽𝖆𝖈𝖊𝖘
𝕿𝖍𝖊 𝕽𝖆𝖈𝖊𝖘

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ℌ𝔲𝔪𝔞𝔫𝔰
 ℌ𝔲𝔪𝔞𝔫𝔰

The most prosperous race in Goan, but only because once they regained their power from years of subjugation, they held onto it by any means necessary. They are characterized by average height, varying shades of natural skin tone, natural colored hair, and nothing extra to form subraces. Their culture is wide and probably the most varied of any of the other races. They've adapted to every scenario thrown at them. One could say that they are the resilient spirit of Goan. They created the Holy Order and Ordai'el. Empress Yslain and the preceding rulers have also been human.
Racial Traits: N/A
Magic:

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𝔈𝔩𝔳𝔢𝔰
 𝔈𝔩𝔳𝔢𝔰

They started their existence as one of two immortal races, and the rulers of the land of Goan. After they were overthrown by the orcs and humans, they stayed in captivity for thousands of years. That formed a fissure between them where some of the elves went below ground to continue their machinations without the watchful eyes of the orcs. While others remained in their palaces, sprawling cities, and with their magics and knowledge. Though defeated, they were far from defenseless. They've since lost their immortality, but they've also integrated back into society and quickly risen in the ranks. They've only been outdone by humans, though mainly through their overbreeding.
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𝔐𝔢𝔯𝔢𝔞𝔦
𝔐𝔢𝔯𝔢𝔞𝔦

Those that stayed above ground and focused on cultivating their culture and craft. They have varying hued hair from natural to unnatural, though their skin tones are varying shades of natural colors. They have long, pointed ears, average height, and average to lithe build.
Racial Traits: Knowledge of the Ages: They are very well learned, and as such may know skills, weapons styles, or the like from any of the various races and/or cultures. They can pull it out when need be without it using up any of their concentration on other things. One free skill that does not count against the other three. To be chosen upon character creation.
Magic:
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𝔒𝔯𝔭𝔥
𝔒𝔯𝔭𝔥

These are the elves that went underground to escape persecution and lived their life in debauchery and hedonism. Despite not being looked at favorably by other races, their massive underground cities are the things of legends. They are characterized by dark brown to gray skin tones, varying shades of hair, pointed ears, below average height, strong to average to lithe builds, and eyes that are nearly mirrored like cats.
Racial Traits: Dark Esse: the Orph have the ability to see in the dark, no matter how pitch black it is. They also blend into it easily. They have to wear light-blocking goggles if they are anywhere with light brighter than ambient. They can act normally in darkness, and do not suffer any penalties that might be given in it.
Magic:

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𝔒𝔯𝔠𝔰
 𝔒𝔯𝔠𝔰

The orcs have mostly ever known constant persecution. First by the elves, then by the humans, and then by the world itself. They are characterized by their above-average height and strong build. Along with pointed ears and tusks that jut up from their bottom row of teeth. No matter the subrace, they are nomadic peoples with strong ties to culture and tradition. While their ancestors may have been born to solely fight and conquer, they are now a people defined by their constant survival no matter the odds.
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𝔓𝔢𝔩𝔞𝔤𝔦𝔞𝔫
𝔓𝔢𝔩𝔞𝔤𝔦𝔞𝔫

When they fled Goan and the decimation from the elves and the dismissal of the humans, they took to ships. While some found a different land to settle in these orcs decided to return to the sea. They sailed all the known oceans and discovered lands that had never been written in history books. While they mostly found the places destroyed or abandoned, they did learn as much as they could about the history and culture. When they returned to Goan to help in the Draconic War, they did not give up their ships or their ocean dominance. Instead, they formed the largest trade company in Goan: The Marine Trading Commandant. They are a bit shorter than their counterparts with green, blue, or anything in between skin tones. They have dark hair and usually shorter tusks.
Racial Traits: The Last Great Conquerors: They were the last to see other lands before they succumbed to the Third Great Ruin. They had to survive things that no other citizen of Goan could have ever imagined. And they did it, having to learn how to pull themself back up after every loss. When you take a point of health damage, you get a temporary skill point in the last skill color you used. You can use this up to three times a day.
Magic:
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𝔄𝔡𝔞𝔪𝔞𝔫𝔱
𝔄𝔡𝔞𝔪𝔞𝔫𝔱

One of the first lands that the orcs found after leaving Goan was a massive desert of white sands and rivers of lava. Half of the orcs stayed, wanting nothing more than to conquer a land that looked unconquerable. So, they did. They crafted weapons that looked like burnt metal. They built homes out of glass and white stone. And more so they engineered a marvel of aqueducts and irrigation systems to keep their crops growing. As they moved further and further inland, they found no one else inhabited the continent. They would have lived there forever had it not been for the Third Great Ruin that decimated the continent and started to sink it. They were not without ships, less skillfully manned than their seafaring brethren but armored and capable of going to war with the dragons. They made their home in the Amber Sands and created an impregnable iron fortress to honor their previous accomplishments. They are the tallest of races with skin the color of a stone. Whether it be the brightest polished marble or the deepest, glimmering onyx. They have larger tusks and more muscular builds.
Racial Traits: Forged in Fire: While the adamant orcs only have one magic that they can draw from, they have cracked the ancient knowledge of being able to master its fiery rage.They start with rank 2 in ONE red magic skill if they are mages/priests.
Magic:

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𝔑𝔦𝔤𝔥𝔱𝔎𝔦𝔫
 𝔑𝔦𝔤𝔥𝔱𝔎𝔦𝔫

The nightkin are the descendants of the ice elves, which wasn't their original name, but historians coined them as such due to their ears. During the elven subjugation, they fled to the South and only returned thousands of years later very changed. While no one knows the specifics, not even the nighkin, it is understood that they found a relic in the Wasting White that allowed them to survive the harsh climate but at a cost. They had to eschew what it meant to be "living." Allow their bodies to freeze and come to the point of near death and stay there. The only downside to that was when the sun was up, they were extremely diminished but they wouldn't die. During the night, though, they were capable of drinking blood and devouring flesh raw. In the beginning, they rampaged through what little wildlife was in the Wasting Whites. As time passed they made a civilization in the winding caverns of the Wasting Whites. They created ice cities that had all the lavish amenities of their cousins. When The Century of Night befell Goan, they decided to enact revenge on the elves for their forced exile all those many years ago. With that, came a new breed of nightkin, those infected with the curse of their kind. As time has passed, they were viewed as equals within Goan, but not without the Nightshade Accords, which keep them from feeding on the innocent. Only those deemed criminals or asked to be fed upon were allowed.
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𝔏𝔦𝔠𝔥𝔢𝔰
𝔏𝔦𝔠𝔥𝔢𝔰

Those that were born from the ice elves, and first had the curse bestowed on them. While the original generation is long since dead, they have endured mostly unchanged. Their skin tone's pallor is postmortem in hue with varying shades of hair. Their eyes usually glow, and their countenance is adorned in precious metals and gems they mined from the mountains in the Wasting Whites. Most notable are their mouths, which are filled to the brim with sharpened teeth. They can be akin to sharks, snakes, large cats, or anything in-between. While they're technically alive, their proximity to death allows parts of their bodies to rot without consequence. The older the lich, the more and more they look like reanimated corpses until they cease to function and their soul leaves.
Racial Traits: In the Twilight: Since their bodies are capable of taking quite a bit of damage and persevering. When they take what looks to be a death blow, if they don't take any more damage after that, they can recover and return to full function after some rest. If their health hits zero, it actually hits one. They can only do this once per delve and is negated if the enemy is using a sunlight-based attack.
Magic:
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𝔗𝔥𝔯𝔞𝔩𝔩𝔰
𝔗𝔥𝔯𝔞𝔩𝔩𝔰

This subrace was only discovered after the nighkin invaded Goan. The liches found if they brought a living creature to the brink of death with their bite but then were able to keep them alive through a full night that they would reach a state akin to the liches. Being on the precipice of death but not embracing it. They would have the same unnatural appetites as the lich, but without the drawbacks of being out in the day. They served as guards and protectors of their lich brethren. And in return, they were given a near-immortal life and all the riches and lavish lifestyle they weren't able to have before they became nightkin. They resemble a fresh, blood-drained corpse of whatever race they were before. The only thing that sets the apart is the decaying and/or deathly pallor of their skin, glowing eyes, and fangs. They are not as beautiful or intricate as the liches, but they get the job done. They're the only race that is considered "immortal" nowadays and the only "made" race. As such, they can't reproduce.
Racial Traits: Unnatural Hunger: While liches require to drink blood and eat flesh solely for nourishment, the thralls have another use for it. It's what keeps their body from decaying, and makes their countenance more vibrant. Meaning that they usually overindulge if they wish to remain as normal looking as possible. Eating flesh or drinking blood, will give 1-3 temporary HP depending on the freshness and amount.
Magic:Dependent on their previous race.

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ℌ𝔞𝔩𝔣𝔩𝔦𝔫𝔤𝔰
 ℌ𝔞𝔩𝔣𝔩𝔦𝔫𝔤𝔰

Once the proud and powerful "winglings," the halflings no longer carry the capability to ascend into the air. Upon escaping Goan, they'd build a floating city in the sky. When the Third Great Ruin happened, those cities crashed into the ocean. They traded their wings to the gods to survive and were brought to Goan mostly unharmed. They had to start anew. The one thing that unifies them is that they always cover their heads, something they did once in their floating cities to show reverence to the sun. They are mostly viewed as freeloaders and useless members of society. They don't view themselves that way, but given that society hasn't given them many opportunities to rise in the ranks... they have formed some of the most well-connected and feared criminal organizations in Goan. The people want them to be "out of sight and out of mind," well they will be with a pocket full of your gold.
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𝔓𝔯𝔬𝔳𝔦𝔫𝔠𝔦𝔞𝔩
𝔓𝔯𝔬𝔳𝔦𝔫𝔠𝔦𝔞𝔩

Standing at about three feet and some change, with natural-hued skin, brightly colored eyes and hair, and supernaturally quick movements, these makeup most of the halflings that are in Goan. They don't hold onto any threads of being winglings once. Instead, they've let the land fully take them. This is not a detriment to them, as while they have lost the magic that made them special, they instead gained skills and tricks that let them survive. Hearty, great fighters and cunning, swift rogues, a halfling can get out of any situation mostly unscathed.
Racial Traits: Blink and You'll--: The winglings were once very powerful illusionists, and while they have lost their control over magic it's instead embedded itself within them. They can blend into their surroundings without so much thought.They can be tactically invisible three times a day. Meaning they aren't entirely unseen, but they are far harder to perceive with normal means. A secret coin toss will decide this.
Magic: NONE
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𝔄𝔩𝔲𝔩𝔞
𝔄𝔩𝔲𝔩𝔞

These are the halflings that closely resemble their ancestors. The skin is the color of the skies during sunny weather all the way to stormy. They have bright eyes and bright hair. They stand a little taller, closer to four feet, and are lithe. All alula are born with deformed wings on their back that have to be removed or they will pass from sepsis. And even if they make it, they are a sickly race that is showing signs of dying out due to the mortality rate.
Racial Traits: A Foul Wind: Used to, the winglings could catch the wind and fly anywhere they wished. They could also read it and know where not to fly if a storm was coming or death was in the air. The alula can still sense when bad things are approaching through the wind.They have a danger sense that only activates when there's naturally moving air. While it can be used more than once, it requires a successful coin flip to work.
Magic:

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𝔇𝔯𝔞𝔠𝔬𝔫𝔟𝔯𝔢𝔢𝔡
 𝔇𝔯𝔞𝔠𝔬𝔫𝔟𝔯𝔢𝔢𝔡

No one truly knows how the dragons lost their intelligence and became nothing more than mindless beasts, but they must have known it was going to happen. A few years before the Draconic Wars began, they had taken the shape of humans and bargained with the elves to continue their lineage. In exchange, they'd part with ancient knowledge that allowed one to commune with the gods. Thousands of half-dragons, called draconbreeds, came into existence shortly thereafter. After the Draconic Wars, they were heavily persecuted and ostracized by most of society for what they represented. They only contained an iota of the dragon's power, but that was enough for people to look poorly upon them. In the past thousand years, there's been a ban on how many children they are allowed to have as no matter who they reproduce with, they all come out looking like draconbreeds. Was this the dragons plan all along?
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𝔇𝔞𝔶𝔣𝔦𝔯𝔢
𝔇𝔞𝔶𝔣𝔦𝔯𝔢

This draconbreed came from elemental dragons, a lower caste but more physical and martial-minded than other breeds of dragons. They only have two horns, and coloring that is more natural--though they can have minor splashes of unnatural hues. They are of average height and build, and if they try hard enough, they can blend in with human society. Many dayfires cut off their horns in hopes of not being persecuted. They've created a commune for their kind in the Shattered Lands where they live peacefully. Others have joined militias, priesthoods, knightdom, and even apprentices to some non-draconbreed craftsmen, trying to prove themselves valuable members of society. A few have joined the halflings in their criminal exploits, the pelagian orcs in their trade companies, or just joined a roving band of marauders. They are left to their own devices as long as they stay out of sight.
Racial Traits: Dangerous Breath: Dragons used to be able to raze anything to the ground with the fire that they expelled from their throats. The dayfire sub-race can do that as well but in a much smaller and more limited amount. They can spew a cone of liquid flame once a day from their mouths. It has the ability to catch all flammable objects aflame, even their own clothes, or do 1 Health Damage to an enemy.
Magic:
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𝔑𝔦𝔤𝔥𝔱𝔣𝔦𝔯𝔢
𝔑𝔦𝔤𝔥𝔱𝔣𝔦𝔯𝔢

These draconbreeds were born from elder dragons, and as such look far more draconic than their cousins. They usually have anywhere from two to six horns. Their skin, hair, and eyes can be any color one can imagine. They also have iridescent scales on their arms, back, and legs. They are taller than average and usually paint an imposing figure on the horizon. They are rarer than their cousins, but only because at one time their subrace was hunted down in fear. Most are protected nowadays by becoming vassals to the elves, thralls to the nightkin, or working with the orcs. Unlike the other draconbreeds, they do not share in their culture and as such are at the whims of whoever protect them.
Racial Traits: Dragon's Fear: The high dragons never really used their powers to subjugate or harm others. Instead, they spoke in terrifying absolutes that were able of causing lower dragons to cower in fear and mortals to die. The nightfire can summon that might and cause mortals to become supernaturally frightened. Once a day they can activate this to try to supernaturally frighten any beast that understands the common language and can hear. It is automatically successful for basic enemies but will require a coinflip for NPCs/PCs/Sidebosses. It does not work against minibosses.
Magic:


𝕿𝖍𝖊 𝕲𝖔𝖉𝖘
𝕿𝖍𝖊 𝕲𝖔𝖉𝖘

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𝔗𝔥𝔢 𝔉𝔬𝔲𝔫𝔡𝔞𝔱𝔦𝔬𝔫 𝔊𝔬𝔡𝔰
 𝔗𝔥𝔢 𝔉𝔬𝔲𝔫𝔡𝔞𝔱𝔦𝔬𝔫 𝔊𝔬𝔡𝔰

These gods represent the core belief systems that hold Goan together. They are the necessary pillars that allow society to progress forward as a whole. They are the most worshipped, and they are rarely seen. It's also rumored that they are the most powerful, though other gods would challenge that.
Ikphine, Goddess Of Judgement
Good or evil, corrupt or pure, holy or desecrated, Ikphine holds the scales in which all of these things are judged. She is viewed more as a goddess of balance than a goddess of retribution, but she can be both if needed. She was the one that landed the killing blow onto the High King of the Dragons, ending the war.
Dazdur, God Of Sacrifice
Dazdur is the primary elf god that is depicted wearing a golden mask with tears pouring down the front. He is viewed as the catalyst that brought the Walking Gods to Goan and gave them their power. And as such, was turned to stone with the sheer amount of power that flowed through him. That being said, it is believed that he is still living as his body was never found.
Mastrix, Goddess of Magic
Mastrix is the goddess that took the primal, unbridled magic from mortal beings and converted it into schools that represented the pinnacles of what power could be. This was to keep another Great Ruin from coming upon them. It is said that the School of Black Magic was her creation.
Athar, God Of Commerce
Athar is a curious god to be placed into the Foundation Gods. He didn't participate in the wars but instead worked on keeping what little infrastructure the mortals had during that time alive. It is believed that technology was only capable of progressing due to him. He's also called the "God of Trade" and the "God of Progress."

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𝔊𝔬𝔡𝔰 𝔬𝔣 𝔒𝔯𝔡𝔢𝔯
 𝔊𝔬𝔡𝔰 𝔬𝔣 𝔒𝔯𝔡𝔢𝔯

These are the gods that represent the forces of mortal life that are in their control. These gods are to help guide them on their way and to uplift them when they need help. They are purely benevolent gods. Though they are rarely seen, their influence is heavily felt.
Sedmis, God Of Duty
Everyone has a duty. Whether it be to their kin, to their country, to their brothers in arms, to their priesthood, or even to their family and friends. Sedmis represents holding this duty above all things. He is mostly worshipped by lawmen and low-class workers.
Wether, Goddess Of Nature and Hearth
Wether straddles two important biomes of existence in Goan. Yet, what she fully represents is making sure that home and the world that it is built in are in harmony. She is a protector of those that wish to see nothing more than love and commitment. Sometimes she is referred to as the "Goddess of Love" or the "Goddess of the Small Things." Her symbol is hung over the mantle in many a home.
Thitar, God Of The Chivalry
War is brutal, but there are certain tenants that are to be upheld no matter the circumstance. Thitar represents that oath to protect the innocent and defeat the wicked. Not to harm children or the elderly, and not be violent for violence's sake. He is said to come for any knight, soldier, or vagabond that shows no mercy or decorum. Plucking out one of their eyes and showing it what the world would look like with further brutality. He is worshipped by knights, pacificism-preaching priests, and those that idolize a chivalric life.
Dhorbris, Godix Of Death
Many would think that Dhorbris doesn't belong here, but they are at the other end of the spectrum of life. Nothing can live forever. Everything must die, eventually. And there is order in knowing that no matter when the time comes, the time comes for everyone. They make sure that no immortals come to fruition again. That everything follows the cycle as it should. They are worshipped by clergymen, priests, gravediggers, and doctors.

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𝔊𝔬𝔡𝔰 𝔬𝔣 ℭ𝔥𝔞𝔬𝔰
 𝔊𝔬𝔡𝔰 𝔬𝔣 ℭ𝔥𝔞𝔬𝔰

If the gods of order represent what mortals should strive for, the gods of chaos represent the hardships that they should be able to overcome. They were not created just to punish, but to test the mettle of others to allow for a brighter future. A sword cannot reach its peak without first being melted, reformed, and hardened.
Gyteus, God of Secrecy
Whispers, subterfuge, lies, smoke, and illusions are all Gyteus's domain. Anything that is hidden from light is in his control. He's the god over lies both good and bad. Over tales of bravery that inspire but are wrought with indulgence. Or the truth behind a family member's passing not being aired out. He also controls the secrets that keep kingdoms intact. But a whisper of his secrets can destroy families, homes, towns, and entire countries. He is worshipped by information brokers, spies, thieves, and bank tellers.
Xetune, Goddess Of Torture
Torture, wounds, madness, pain, scars, healing, and overcoming are all of Xetune's domain. While she is known as the goddess of torture, she's also the goddess of who you are when you come out of a dark time. No living being is without trials that test their fortitude and endurance. She makes sure that your suffering is seen, and she releases you when it is finished so you can only become stronger. She is worshipped by the working caste, some draconbreed, yellow magicians, and the repressed.
Cismera, Goddess Of Exterminations
The end of all things to make way for new, brighter things is Cismera's domain. While she is invoked by those that wish to do harm, she is also invoked by those that see the end of something as the beginning of something else. That there are only so many souls that can be present in the world, and she has to kill to bring new ones into it. It is not a wide-reaching domain, but it is necessary for things to continue. She's also called the Devourer and the Wombless Mother. She is worshipped by murderers, warlords, palliative healers, and executioners.
Zubus, God Of Fame
Glory, gluttony, hedonism, pride, reveling, and lavishing in one's achievements is Zubus's domain. Of all the gods of chaos, he's probably the hardest to find the good in. But there are people out there that would kill, and have done so, for the life of fame and all its promises. It's an ideal to strive for, but a reputation to hold in disgust. Zubus represents what happens when one doesn't find moderation. He's worshipped by gladiators, heroes, powerful magicians, rulers, and those that are trying to reach those heights.

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𝔗𝔥𝔢 𝔉𝔲𝔩𝔠𝔯𝔲𝔪 𝔊𝔬𝔡𝔰
 𝔗𝔥𝔢 𝔉𝔲𝔩𝔠𝔯𝔲𝔪 𝔊𝔬𝔡𝔰

These are viewed as lesser gods, demigods in some variations. Yet, despite holding a lower tier of power, they represent things that are closer to what the everyday person wants. They represent and protect basic freedoms, soothe the hurt, and allow for some kindness in the world. It is said that they watch over the other gods, making sure that they remember it's the people of Goan that they serve.
Ghaaris, Goddess Of Endings
Not all things end in death. Sometimes different stages of one's life are brought about by events, changes in the world, or the introduction or the exiting of someone important. Ghaaris is there to comfort those going through endings that are transient but still change you for the better or worse. She is not regularly worshipped but instead invoked when needed.
Udia, Goddess of the Three Moons
Kastra, Mauldan, and Fiagh are the three moons that circle above Goan, and Udia watches over them and makes sure they turn. She's able to reach the heavens on a stairway of bodies supplied to her by Dhorbris and Cismera. There she makes sure they grace the night sky, that the tides change, young maidens are fertile, and that paths can be divined. She also paints the bodies the color of the sky and releases them into it, making sure no matter goes unused. She is worshipped by midwives, sailors, orange magicians, and embalmers.
Vaarae, Goddess Of The Ostracized
The broken, the beaten, the unchampioned, and the disenfranchised are who Vaarae protects. Atop her head and shoulders are constantly burning candles, and the wax leaves puddles of where she has been. While she is the most unseen of the gods, if someone finds a puddle of wax outside their window they know Vaarae is looking over them. If they wake up in the middle of the night to hot wax burning their face, they know that Vaarae is near and that they should change their ways before they are disappeared. Vaarae is worshipped by nomads, orphans, keepers of the sick and impoverished, and anyone in a situation where they can't help themselves.
Monah, Goddess of Resistance
The unbending blade, the rebellious spirit, the change for good, and martyrdom are the domains of Monah. Her visage never stays the same, she's appeared as many powerful warriors of the years. Anytime a figurehead pushes for change, it's said to be Monah in disguise. Especially if that figurehead dies to push the movement forward. She is worshipped by clerics, paladins, inquisitors, templars, and all with the military arm of the Holy Order.


𝕸𝖆𝖌𝖎𝖈
𝕸𝖆𝖌𝖎𝖈
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ℭ𝔯𝔢𝔞𝔱𝔦𝔬𝔫 𝔬𝔣 𝔱𝔥𝔢 𝔐𝔞𝔤𝔦𝔠 𝔖𝔠𝔥𝔬𝔬𝔩𝔰
 ℭ𝔯𝔢𝔞𝔱𝔦𝔬𝔫 𝔬𝔣 𝔱𝔥𝔢 𝔐𝔞𝔤𝔦𝔠 𝔖𝔠𝔥𝔬𝔬𝔩𝔰

In the beginning, all races had access to the primordial magics that lived in the world. They could craft and change the reality on a whim. Yet, every time they became too greedy and spent their magic for selfish purposes, a Great Ruin would come upon them. A massive world-changing disaster that would erupt from the overuse of magic. As if nature itself was starving and taking its hunger pangs out on the world. Three Great Ruins happened before Mastrix, the goddess of Magic, created a way for magic to be used that wouldn't anger nature itself. So, each school was created by a founding principal of magic. They were called the primaries. And to make sure that the mortals couldn't break this system, she removed their hereditary lines into the primordial powers. Instead, they'd have to tap into that magic by understanding it. It actually made way for an age of enlightenment, as the mortals finally understood that their unfiltered use of the primordial forces would send nature into chaos around them. And as such, no Great Ruins came upon them again.

From the primary schools came the secondary ones, created by the mortals but blessed by Mastrix. They combined teachings from two previous schools to create a new one. Each student of these schools would have to learn a foundation spell from each school, and then mix them into their own creation. While they weren't as strong as the primary schools, they were much more innovative. As it stands now, there are only eight schools of magic, but there may be more in the future.

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𝔖𝔠𝔥𝔬𝔬𝔩𝔰 𝔬𝔣 𝔐𝔞𝔤𝔦𝔠
 𝔖𝔠𝔥𝔬𝔬𝔩𝔰 𝔬𝔣 𝔐𝔞𝔤𝔦𝔠

𝔚𝔥𝔦𝔱𝔢
PRIMARY: Physiomancy - The ability to alter the composition and makeup of oneself or a willing participant.
𝔅𝔩𝔞𝔠𝔎
PRIMARY: Chronomancy - Control over the flow of time in small increments.
ℜ𝔢𝔡
PRIMARY: Pyromancy - Burning it all down to get to the ash and start to regrow.
𝔜𝔢𝔩𝔩𝔬𝔴
PRIMARY: Mind - Using psychic abilities to attack the mind or fortify it.
𝔅𝔩𝔲𝔢
PRIMARY: Hyrdomancy - Immortalizing things in ice and purifying things with water.
𝔊𝔯𝔞𝔶
SECONDARY: (Black/White): Force- Manipulate and direct pure energy.
𝔒𝔯𝔞𝔫𝔤𝔢
SECONDARY: (Red/Yellow): Divination- Gathering knowledge through magical means.
𝔊𝔯𝔢𝔢𝔫
SECONDARY: (Blue/Yellow): Summoning- Creating and materializing a homunculus to fight for you.
𝔓𝔲𝔯𝔭𝔩𝔢
SECONDARY: (Blue/Red): Phantasmal- Using light and sound to create illusions both transparent and solid.
𝔓𝔦𝔫𝔎
SECONDARY: (Red/White): Metaphysical- Spells that affect other spells.

𝕿𝖍𝖊 𝕽𝖔𝖑𝖊𝖕𝖑𝖆𝖞
𝕿𝖍𝖊 𝕽𝖔𝖑𝖊𝖕𝖑𝖆𝖞

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ℌ𝔬𝔴 𝔱𝔥𝔢 𝔊𝔞𝔪𝔢 𝔚𝔬𝔯𝔎𝔰
 ℌ𝔬𝔴 𝔱𝔥𝔢 𝔊𝔞𝔪𝔢 𝔚𝔬𝔯𝔎𝔰

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ℌ𝔢𝔞𝔩𝔱𝔥
ℌ𝔢𝔞𝔩𝔱𝔥

You'll begin the RP with 5 Health. The health doesn't vary between classes. There are no healing spells in this RP, so you can only gain health by resting. You receive temporary health (that spends like health on the level you are on) via healing salves. If you have any temporary health, it disappears after your rest. The gods destroyed healing magic a long time ago for a reason. A reason you might find out.

Point of Health [color=#d90037]▮[/color]
Lost Point of Health [color=#d90037]▯[/color]
Temporary Health [color=#c2788b]▮[/color]

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𝔖𝔭𝔢𝔫𝔡𝔦𝔫𝔤 𝔖𝔎𝔦𝔩𝔩 𝔓𝔬𝔦𝔫𝔱𝔰
𝔖𝔭𝔢𝔫𝔡𝔦𝔫𝔤 𝔖𝔎𝔦𝔩𝔩 𝔓𝔬𝔦𝔫𝔱𝔰

You start the game with 5 Class Skill points. You'll never gain anymore, but they may change over the course of the RP. See the tab below titled "Tutelage." You'll start the game with three Rank 1 skills (unless your racial trait says otherwise). You will gain more skills as the RP continues. The skills are up to you to create based on your class and magic. But they come in three flavors: Attack, Aid, and Exploration. There's more on that below, but for now, we'll just go over the basics of how that works in all classes.

If you spend a point to ATTACK, then that attack goes through and the enemy loses one HP. NOTE: All enemies, with the exception of minibosses or important NPCs/side bosses, have 1 HP. This is to help the narrative flow of the game. Spend a point, and finish writing out how you kill your enemy. You don't have to wait for me. Yes, this sort of blends all attacks into Spend 1 Point and Get 1 Damage. You get to write and explain how it's different. That being said, certain minibosses may have weaknesses that you discovered during the level. Or they may be noticeable from an aesthetic POV. For instance: you're a red mage and you have a fireball spell, it does 1 damage against everything, always. But this enemy is made of ice. So, the fireball attack is going to do 2 damage instead of one. This is where the attacks can differentiate. And maybe your fireball is ineffectual against a flame-based enemy. These attacks I will tell you the efficacy of these after you've spent the point. I won't be unfair to it. I'll lay hints about and you're more than welcome to investigate. While this is a narrative role-playing game first and foremost. I want the stakes to be evident from the beginning, and it's up to you to plan accordingly.

Spending AID works the same way. Whatever you wish to achieve, whether to defend, apply a stat boost, or remove an effect, it goes through if you have the points to spend.

Spending EXPLORATION is a bit different in the fact, that you don't write the follow-thru, I do. Also that everything you do may not be an automatic success. For instance, you spend an exploration point using your lockpicking skill on a door with no visible locks or unlocked. Or you spend an exploration point kicking down a door that is barred from the other side by something that can't be removed with physical force. These are all trial and error. It wouldn't be exploration otherwise.

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ℌ𝔬𝔴 𝔖𝔎𝔦𝔩𝔩 ℜ𝔞𝔫𝔎 𝔚𝔬𝔯𝔎𝔰
ℌ𝔬𝔴 𝔖𝔎𝔦𝔩𝔩 ℜ𝔞𝔫𝔎 𝔚𝔬𝔯𝔎𝔰

You can level up your skills as the RP goes on. See "Devotion" below for how to do that. That'll increase the rank of the skill by one. So, what does that mean? For each increase, you get to participate in a coin toss on whether or not you actually spend that point. For instance, you go to attack and spend one attack point. If you have a Rank 2 in that skill, you bet heads or tails and then a coin is tossed. If you win the coin toss, you regain that spent point. If you lose, you spend it as per usual. This goes for all ranked skills no matter the class or type.

Rank 2: Choose Heads or Tails and toss 1 coin
Rank 3: Choose Heads or Tails and toss 2 coins, as long as one of them lands on your chosen side, you get the point back.
Rank 4: Max Rank: Choose Heads or Tails and toss 3 coins, as long as one of them lands on your chosen side, you get the point back.

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𝔉𝔯𝔢𝔢 𝔄𝔠𝔱𝔦𝔬𝔫𝔰
𝔉𝔯𝔢𝔢 𝔄𝔠𝔱𝔦𝔬𝔫𝔰

ATTACK - No matter what your class is you can attack with your equipped weapon. You do not spend a skill point to do it. Instead, you attack and then perform a coin toss. If you win, the attack goes through, -1 of Health for the enemy, and you lose nothing. If it doesn't go through, then you are hit for -1 Health. It's to show an untrained attack and that an enemy can make use of your lack of training to damage you. Or even if you are trained, you're tiring and are getting sloppy.

FLEE - If the battle is too much for you, you can always run. No matter if you pass or fail the coin toss, you get out of reach of the enemy. But if you lose it, you lose one point of health as they got an advantaged attack off on you.

INVESTIGATION - This is not like Exploration which takes concentration or skill to handle certain things. Instead, this is you just looking for something. You will discover clues by passing the coin toss. Or you won't if you lose the coin toss. You can only investigate something ONCE. This is to reflect if you notice something in particular or not.

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𝔖𝔱𝔯𝔲𝔠𝔱𝔲𝔯𝔢
 𝔖𝔱𝔯𝔲𝔠𝔱𝔲𝔯𝔢

DELVE RESPITE / TUTELAGE / DEVOTION DELVE

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𝔇𝔢𝔩𝔳𝔢
𝔇𝔢𝔩𝔳𝔢

PLAYERS: All
PURPOSE: Move the Story Along
NARRATIVE CONTROL: GM
Stepping inside Ordel'ai you will find yourself in a place that is not of this world. Whatever cursed the Holy City lies at the bottom of what seems like an impossible underground labyrinth. Each level is more unnatural than the last, and at the end, there is a way down to the next one. And despite this being a dungeon crawler, the levels don't look like dungeons at all. Each one is unique and holds in it monsters that no one in Goan has ever seen. And at the end of each level is an arbiter (miniboss) that must be defeated before the level can be reclaimed and the party can rest. Within the level are secrets to discover, story to uncover, NPCs to speak with, and treasure to loot. What will you find? And will you come out in one piece?

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ℜ𝔢𝔰𝔭𝔦𝔱𝔢
ℜ𝔢𝔰𝔭𝔦𝔱𝔢

PLAYERS: Any
PURPOSE: Restore all Health and Class Skills; Heal All (non-plot) Ailments
NARRATIVE CONTROL: Players and GM
After battling through a level, you may want to rest and tend to your injuries. These scenes are run entirely by you. You can RP whatever you wish. After the arbiter is killed, you are able to head through the level again and tend to various things. You will not be able to use any exploration skills, this is mainly to change up the scenery. This is a good time to strengthen relationships, question NPCs, look into any artefacts you may have found, etc.

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𝔗𝔲𝔱𝔢𝔩𝔞𝔤𝔢
𝔗𝔲𝔱𝔢𝔩𝔞𝔤𝔢

PLAYERS: Two
PURPOSE: The Student: Change the Class of 1 Skill Poing & Learn a New Skill
The Teacher: Gain a Rank
Both: Restore 3 Health & 2 Skill Points
NARRATIVE CONTROL: Players
Different challenges await you in the holy city, and you may not have been prepared to face them. Fortunately, you are not alone, and your fellow party members (or NPCs) can help you learn a new skill. You can only gain a skill that another party member has to teach. AKA a soldier can teach you a combat skill, a mage a magic skill, an explorer an expertise skill, etc. Priests can only teach you something if you share the same god, or if you wish to be converted. The student will gain a new skill and change one of the class skill points to reflect that. The teacher will gain a rank in that specific skill, not one of their choosing. The narrative push is done by the players, and how the training goes will be between the two characters.

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𝔇𝔢𝔳𝔬𝔱𝔦𝔬𝔫
𝔇𝔢𝔳𝔬𝔱𝔦𝔬𝔫

PLAYERS: One
PURPOSE: To Gain a Rank in Any Skill; Gain 2 Health & 1 Skill Point
NARRATIVE CONTROL: Players
Amidst all the chaos, there is time to be alone with one's thoughts and reinforce what you have used to make it better. Whether it is practicing sword techniques, working on stronger spells, praying to your god, or practicing lock picking on an old lock, you wish to get better. Not only do you boost a rank, but you can also rewrite your skill to show that you are stronger and more competent with this. This scene is mainly done alone, but if you do not want to write a solo post for this scene, feel free to have an interlude of speaking with other characters or NPCs. We can also type up a flashback.

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ℭ𝔩𝔞𝔰𝔰 𝔖𝔎𝔦𝔩𝔩𝔰
 ℭ𝔩𝔞𝔰𝔰 𝔖𝔎𝔦𝔩𝔩𝔰

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ℭ𝔬𝔪𝔟𝔞𝔱
ℭ𝔬𝔪𝔟𝔞𝔱

ATTACK - These skills reflect attacking with a weapon you are trained in. Whether it be melee or ranged. There's not much complication with this action, but then why should there be?
AID - Defending with your shield, taking a blow for another player, pulling all the aggression you yourself, strengthening your compatriots with a battle cry, etc. There's a lot you can do to help. In your skills, you can add a temporary rank, take away a rank from an enemy, take a point of harm, or make sure that the enemies only attack you.
EXPLORATION - You may ask yourself what a blunt instrument has to do with exploration. Well, you can put those muscles or that dexterity to good use. Climbing, shooting rope up, bashing a door, chopping down a roadblock, etc. While you may not be the best at exploring, that doesn't mean you don't have any tricks of the trade.


Unspent Combat Skill [color=#006D58]▮[/color]
Spent Combat Skill [color=#006D58]▯[/color]
Temporary Combat Skill [color=#7fa79f]▮[/color]

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𝔈𝔵𝔭𝔢𝔯𝔱𝔦𝔰𝔢
𝔈𝔵𝔭𝔢𝔯𝔱𝔦𝔰𝔢

ATTACK - You may have not spent years training yourself with a weapon, but that doesn't mean you're defenseless. You could have learned to get behind an enemy and backstab them, set a trap, create an explosive, or poison someone. Not everything relies solely on applying a hammer to a nail.
AID - Applying healing salve, throwing a smoke bomb, creating a distraction, applying anti-venom or the like, making it easier to flee, or even disappearing yourself or others. Aiding others is done in a style that is all your own.
EXPLORATION - Lockpicking, deciphering, navigation, map making, acrobatics, sleight of hand, performing, and the list can go on. No one can beat someone with expertise in exploring. Whether it be for knowledge, treasure, progression, or all three. You know how to lead the way.


Unspent Expertise Skill [color=#daa520]▮[/color]
Spent Expertise Skill [color=#daa520]▯[/color]
Temporary Expertise Skill [color=#d0bf93]▮[/color]

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𝔐𝔞𝔤𝔦𝔠
𝔐𝔞𝔤𝔦𝔠

ATTACK - You can channel your magic into a ferocious attack that reflects the magic school. While not all magical schools have obvious ways of doing damage, they do all have methods of making sure that the enemy is taken down.
AID - Creating an illusion to distract, healing an ailment of a party member, buffing them, cursing an enemy, changing the results of an attack, countering a spell, etc. Magic has many ways to aid the party that doesn't solely rely on harming the enemy (not that anyone will complain about a fully on-fire monster.)
EXPLORATION -Lighting the way, breaking enchantments or illusions, creating walkways from the elements, sending your homunculus, or buffing a party member, there are numerous ways that someone with magic can help explore. While there may not be a spell for every situation, there is a situation for every spell.


Unspent Magic Skill [color=#0066CD]▮[/color]
Spent Magic Skill [color=#0066CD]▯[/color]
Temporary Magic Skill [color=#91b1d0]▮[/color]


𝕮𝖍𝖆𝖗𝖆𝖈𝖙𝖊𝖗 𝕮𝖗𝖊𝖆𝖙𝖎𝖔𝖓
𝕮𝖍𝖆𝖗𝖆𝖈𝖙𝖊𝖗 𝕮𝖗𝖊𝖆𝖙𝖎𝖔𝖓

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ℭ𝔥𝔞𝔯𝔞𝔠𝔱𝔢𝔯 ℭ𝔩𝔞𝔰𝔰𝔢𝔰
 ℭ𝔥𝔞𝔯𝔞𝔠𝔱𝔢𝔯 ℭ𝔩𝔞𝔰𝔰𝔢𝔰

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𝔖𝔬𝔩𝔡𝔦𝔢𝔯
𝔖𝔬𝔩𝔡𝔦𝔢𝔯

STARTING POOL - 5 Health & 5 Combat Skill Points
The word soldier can encapsulate a lot of things. You don't have to always have served in a military of some sort. You may have found your allegiance and calling in belief, coin, homestead, love, etc. The unifier of this term is someone who is skilled with combat, whatever that may be. Melee, ranged, unarmed, or anything in between. They usually have their preferred weapon, but they can switch it up as they wish. The only thing they all have in common is that they trained, and trained hard to learn how to fight.
RALLY - Once during a delve, you can summon your strength to push through the fear or pain. You get one temporary health point.

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𝔈𝔵𝔭𝔩𝔬𝔯𝔢𝔯
𝔈𝔵𝔭𝔩𝔬𝔯𝔢𝔯

STARTING POOL - 5 Health & 5 Expertise Skill Points
Your goal in life is to see and experience everything you wish to. Maybe it is to find riches unimaginable, maybe to learn secrets both old and new, maybe it's to invent something that no one has ever seen before, and so on. You've honed a craft all your own, and you've gone places with it that no one else could ever imagine. You may not have been trained, attended a school, or served a god, but you aren't to be discredited.
TAKE ANOTHER STAB - If you mess up, you can center yourself and call upon steady hands and a clear mind to try a challenge again. Once a delve, you can reroll anything that required a coin flip.

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𝔐𝔞𝔤𝔦𝔠𝔦𝔞𝔫
𝔐𝔞𝔤𝔦𝔠𝔦𝔞𝔫

STARTING POOL - 5 Health & 5 Magic Skill Points
Whether you attended a royal academy, holy order, a small-town gathering of acolytes, or the local witch rapped your knuckles as you practice, you're a magician. You've decided on a school and poured your life into learning its ins and outs. While you don't have to be born with an inherent magical ability, the work is hard enough to dissuade many a person from even attempting it. You've earned recognition by wearing the badge of your chosen school.
PRIMORDIAL SURGE - There is no perfect spell for every situation, sometimes you have to throw everything at an obstacle--living or otherwise. Once per delve, if you need to use a free action attack, it automatically succeeds.

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𝔓𝔯𝔦𝔢𝔰𝔱
𝔓𝔯𝔦𝔢𝔰𝔱

STARTING POOL - 5 Health & 5 Mixed Skill Points
REQUIREMENT - an Oath to a God
You've devoted yourself to seeing through the will of a Walking God. And while some gods are keen on furthering life and cultivating, not all of them are. Your powers can range from empowering magics, to making salves with herbology, to wielding a fiery blade, to even hunting down and murdering your prey. You've learned the skills necessary to honor the will of your god. And as long as you owe fealty to them, then those powers will only grow. If deceive them, you are robbed of your abilities and taken before the god as a heretic to await punishment.
PRAYER - You cannot fail your calling, so you evoke your chosen god to come to your aid and help you overcome all challenges. Once per delve, you get one temporary skill point.

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ℭ𝔥𝔞𝔯𝔞𝔠𝔱𝔢𝔯 𝔖𝔥𝔢𝔢𝔱
 ℭ𝔥𝔞𝔯𝔞𝔠𝔱𝔢𝔯 𝔖𝔥𝔢𝔢𝔱

When submitting the sheet, put it in a hider and put the status box on top, not in a hider. If/when accepted, remove the hider before posting it in the character tab. Feel free to look at my CS for how to answer the various prompts.

NOTE:
Enter your own color tags for the ones marked "SILVER."
Delete the space between [h r].
Delete the space between https:// i.imgur.com.
Lie about one thing in your CS. Avoid it being anything skill or point related. Send me the truth, and only me.






𝕿𝖍𝖊 𝕽𝖚𝖑𝖊𝖘
𝕿𝖍𝖊 𝕽𝖚𝖑𝖊𝖘

Dont' be a dick.
Follow the rules of RP Guild & the widely agreed upon rules of RP.
I expect high-quality posts, not high-quantity. They can be both, but don't hurt yourself trying to reach an ambitious word count. This is about fun.
Delve posts are due every two weeks. Respite/Tutelage/Devotion/Etc. will need to be concluded within a month's time.
Stay active in the OOC.
The Discord is mandatory. The coin flipper is on there, along with access to collaboration channels, and answers on the lore and the like from myself.
Please communicate with me if you are unable to post. If need be, I can move your character into an inactive slot.
If you miss two posting cycles without letting me know, your character will be killed off and placed into the graveyard. Please don't beat yourself up if this happens, I understand that life is not kind sometimes. But the RP needs to move on. Please speak to me if you wish to rejoin.
Your character may die in this RP. That does not mean you are out of the RP. By all means, there are people within Ordai'el. We'll work together to get you a new character and get them integrated into the plot.
Last by not least, we're here to have fun. See the first rule.

Marquis d'Argenson1, Lailah Gifty Akita2
Hidden 2 yrs ago 1 yr ago Post by psych0pomp
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psych0pomp DOUBT EVERYTHING / except me... i'm cool

Member Seen 1 yr ago



_______________________________________________
"Stories of my death have not been exaggerated at all."

N A M E Pallas Xenakis
A G E Appears to be in this Mid-Twenties
G E N D E R NB (AMAB) // Him/They
S E X U A L I T Y Pansexual
E T H N I C I T Y Greek
H E I G H T 6'3"
W I T C H // W A R L O C K Witch

S C H O O L S OF M A G I C
DIVINATION ▮▮▮▮▮ ▯▯▯▯
Portent Pallas is able to see fifteen seconds into the future. It's not a lot, but it's enough to avoid a quick death for both him and his friends. He can only use it three times a day.
Mantis (Diviniation) This is more proper divination for his family. In this method, he has to imbibe wine mixed with someone's blood to conjure the spirits of his family. From there, they speak through him as to the future which awaits someone. The trick is, he doesn't remember what he says. He's even tried recording it, and the video goes to static. And he cannot divine on himself, as he doesn't bleed. What he says can reflect what will happen in the near future or a hundred years from now. There's no set timeline. He also speaks in rhyme and metaphors.

ABJURATION ▮▮▮▯▯ ▯▯▯▯▯
Nondetection He can block someone from being able to find him using any form of location spell. This doesn't stop them from being able to open Twitter, but fortunately, he doesn't have much of an internet presence.

NECROMANCY ▮▮▮▮▮ ▮▮▯▯▯
Inflict Wounds First and foremost, this is not how the Xenakis family operates. This is magic that he gleaned after his soul was placed into a soul jar. The person that he is affecting has to look him in the eyes and hear the words he saying, but after that, he is able to use this power to tether their bodies and inflict wounds. Whatever he does to himself will be duplicated onto them. The spell is broken if he is overcome with pain, after ten minutes, or if it is counterspelled. He can't make the wounds fatal, for if he dies the spell is broken before it reaches who it is supposed to influence, but he can make it hurt.
Vicissitude This spell can only be used upon the dead, but technically Pallas is dead. He can change the shape of his body by crafting his flesh and bone into different forms. This can range from hiding injuries that he has sustained that haven't killed him but would be worrying for anyone to see, to elongating his finger bones into sharpened claws, to giving himself sharpened teeth, to causing his ulna bone to leave his body and extend into a scythe-like blade. It's akin to turning one's body into a literal weapon. He mostly just uses it to reform himself, but it does mean he's never weaponless. It does ask if you want to hear him grunt in pain while he turns his thumb into a knife. It's immensely painful, and the limitations are within the realm of what a body can do.

SOUL JAR
Pallas has put his soul into a magical jar, allowing his body to become undead and basically unkillable. He can survive without air, food, or water. He's also immune to poison and sleeping potions, but not to the magic that induces this. He's also strong against the cold and ice magic, but in return is very vulnerable against fire, magic or not. This power comes with a lot of caveats, though. First, if the jar is destroyed, his soul will return to him rapidly aging him to his actual age (which will mean death). Second, if the jar falls into hands that are not his own, that person has power over him. Third, while he is unkillable he has to have time, and all his parts, to mend his dead body to "come back to life." If he's incinerated, it may take hundreds of years for him to come back together without assistance. If he's decapitated, again, and someone makes off with his head--he won't come back to life until it's met back with the rest of his body. There are reasons that there are large gaps between his appearances in Tanner, and some of them have to do with dealing with an undead body.


___________________________________________________________________________________
P E R S O N A L I T Y
P E R S O N A L I T Y

Pallas is the sort that brings cocaine to a book club meeting, wine to an intervention, and weed to a hospital. He truly doesn't understand social norms in this regard. He'd rather be halfway to the moon dragging someone with him than actually be a responsible adult. It's hard to take things seriously when you've seen so much and been through even more.

Like your bachelor uncle, he has stories about all of his travels and adventures. He always brings gifts. And will take you out to ice cream despite your parents' objection. He's also not judgemental and a shoulder to lean on when you're feeling bad. Because whatever you think you've done that you can't come back from, he's probably done worse.

Pallas is aware of his shortcomings, and he's more than happy to joke about them in a straightforward manner. No one is going to get under his skin by seeing all the chinks in his armor. He's prone to laughing about it, self-deprecating even harder. Pallas is what rock bottom looks like in a suit and a tie.

He also has a tendency to use out-of-date terms for things the he doesn't know the modern equivalent of.

H I S T O R I C A L I N A C C U R A C I E S
H I S T O R I C A L I N A C C U R A C I E S

The Xenakis family came from Greece in the late-1800s to early-1900s. They settled in Tanner, Washington after hearing that it was a safe haven for witches and warlocks alike. To ask why the Xankis family left Greece, they'd just laugh and say that had a "disagreement" with the Ottoman Empire. Though the Balkan War was on the horizon, bloodshed and death were on the horizon. The Xenakis were old-school fortune tellers. They had sat at the side of sultans, politicians, and even prominent criminal organizations.

Ionas and Polina Xenakis were the heads of the family and had three children: Dimitrios, Micial, and Nicolaos. Other members of the Xenakis family came with them, including Ionas's brother, wife, and children. Though, they were half-blooded. Though the Xenakis were not the sort to treat them as secondary citizens, they were not allowed to be the head of the family. A few years after arriving, Ionas and Polina had their fourth and last child--Pallas. And then shortly after that, their house caught aflame while the three elder children were visiting their uncle. Ionas, Polina, and Pallas all lost their lives, or at least that is the story.

Twenty years later, Pallas returned to Tanner and to the few remaining members of his family. They were more than ecstatic to have the prodigal son back, but they were less happy to have the sentient piece of hedonistic trash that he'd become. He promised to change his ways if they taught him the family way of divination. He'd inherited the family power of being able to glimpse into the future, but it was wildly untrained. They agreed, showing him the old arts of abjuration to hide himself and more methodic divination than his sporadic portence. What the family didn't know was that he'd made a living as a con artist, and he'd pissed off a very powerful witch of a very powerful coven in New York by stealing a valuable artifact.

Surprisingly, years passed in peace. No comeuppance was delivered to him, and he assumed that he'd hidden himself perfectly from his actions. He studied hard to catch up with his cousins along with dipping his toes into some of the darker practices that they'd brought from the Ottoman Empire. Pallas even met a young girl in town that he fancied. Things were looking--up.

That was until his family found him decapitated in his room one morning, the artifact having been stolen back. They buried him next to his parents and mourned his loss--again. One year later, he woke up. His family had reconnected his head before his burial, and it'd taken that long for him to "heal." Pallas was surprised about this before he panicked at the realization of how it happened. The ancient artifact that he'd stolen from the family was a soul jar, and he'd successfully put his soul into it. It was what he'd been researching in the older tomes. He'd thought it would be a way to protect himself if the coven came for him. It'd worked, but now he didn't have his soul jar.

So, Pallas left the quaint town of Tanner once again. This time he'd be gone for thirty years, showing back up again having gotten a good lead on his soul jar. He showed up one morning, drinking their tea, eating their biscuits, and promptly scaring the shit out of them. He hadn't seemed to have aged a day. He wasn't back to catch up, though, he sought some of the old tomes he'd used before.

Fifty years passed after that, and he returned having achieved his goals. He was ready to settle down. Tanner had changed, wildly, though. This would be in the late 1990s, and Pallas stuck out like a sore thumb. The remnants of the Xenakis family were in their thirties and had no intention of having any children. He pretended to be a cousin that had been born from a family that had stayed in Greece. This was the truth, but it was wildly truncated. He might have been able to keep this up except his bad luck had a tendency of following him. He was shot in the head. No one can really say why. But the rumor was that he was drunkenly belaboring a member of the town, and it had turned to fisticuffs... which had turned into Pallas having just brought insults to a gunfight.

Pallas had only been buried a week, and per tradition, his gravesite was being visited by his family and a handful of the elders of the coven. So, when he dug himself out--they screamed, he screamed, and it was probably a nightmare for all involved. At that moment, he was excommunicated from the coven til there was a time that he would be needed. But they swore that he wouldn't be.

Well, apparently hell froze over because he received a letter inviting him back to Tanner, Washington after his cousins stepped down from their position.

E X T R A
E X T R A

FACECLAIM Evans Nikopoulos
HEXCODE #ce5836
PLAYLIST Just Some Vibes


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