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Hidden 10 yrs ago Post by Vec
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Vec Liquid Intelligence

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Rainmaker said



yay more halfs
Hidden 10 yrs ago Post by The Fated Fallen
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The Fated Fallen Doesn't know what to put here

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SyrianHamster your profile picture is a god
Hidden 10 yrs ago Post by Shard
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I actually think I will drop out. The power level of some characters is a bit too big in my opinion...^^

Good luck everyone ^^
Hidden 10 yrs ago Post by The Fated Fallen
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I was just about to say I think my character might need a bit of a nerf...
Don't drop out until GM comes in with the nerfs, I can guarantee most of us won't stay unscathed...
Hidden 10 yrs ago Post by Vec
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well, how exactly do you guys define powerful? I didn't think this RP was one of those "we start with noobs" kind of RP so i put some extra flavor to my CS but i don't think i made him too op e.e i can tone him down if the GM deems it necessary tho
Hidden 10 yrs ago Post by The Fated Fallen
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Nah, if I was defining powerful, your character would be pretty much perfect for this RP.
As a comparison mine is pretty powerful, as she has access to an array of potions and bombs due to being an alchemist
Another comparison is our witch-hunter, who is defined as a master with the rapier as one of his skills, amongst others
Hidden 10 yrs ago Post by The Fated Fallen
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I've managed to convince our good friend Shard to stay, at least until he sees the result of the nerfs
Hidden 10 yrs ago Post by Feigling
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The Fated Fallen said
Another comparison is our witch-hunter, who is defined as a master with the rapier as one of his skills, amongst others


Well, we all have to be good at something. I can tone it down, I suppose.
Hidden 10 yrs ago Post by The Fated Fallen
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I'm no judge, but being a master swordsmen with a badass sword in conjunction to knowing all about daemons and witches seems like an ending point for your character, not a starting point

We'll have to see what GM rules
Hidden 10 yrs ago Post by Shard
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Actually, I have another character in mind...xD

I can see we have no engineer here. I am going to make an engineer...I'd like to know from the DMs the tech level of this world.
Hidden 10 yrs ago Post by BingTheWing
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SHIT SHIT SHIT

I've got some work to do.

Maybe Chanda could lend a hand/

@Shard, not much in clockwork is happening in this particular world except for highly defended institutions and gnomework toys.
Hidden 10 yrs ago Post by Vec
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i added the magic and weapons sector.
now im just gonna wait for confirmation ;]
Hidden 10 yrs ago Post by Shard
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I hope this works ^^

Name: Leaf

Race: “Wizard’s Pet”

Race Description: Leaf is a squirrel. Well, at least to the common, untrained eye. Or until the moment where he starts to speak. Leaf was created by a scientist wizard who needed someone, or something, to manage the machinery in his tower. It needed to be small to be able to fit through all the gaps and it needed to be nimble to be able to manoeuvre into those tight little spots. After several experiments and countless failures, the wizard managed to create Leaf through the means of drugs mixed with sorcery. It gave the squirrel what appears to be a prolonged lifespan, and human intelligence. Leaf’s size was also enlarged so that he’d fit the job perfectly.

Age: 20

Gender: Male

Appearance: Standing at 3 feet, Leaf seems like a bigger squirrel. Leaf's Appearance.

Clothing/Armor: Leaf wears a simple coat (displayed in the picture)

Main Weapon:
A small repeating crossbow he designed, using a clip of ten bolts.
Off-Hand Weapon:
One handed, simple crossbow with a foldable bow.

Skills/Abilities: Leaf is a very witty inventor and engineer, having created his crossbow and various other gadgets for his master. It wasn’t rare that Leaf was tasked to create ranged weapons, mostly because the old wizard was in the last set of years his body would allow and magic was starting to become too straining on his frame.

Needless to say, Leaf is completely worthless in close combat. He has little physical strength to speak of but has a good aim and knows how to use his crossbow well.

Magic: Nun’ Dat.

Inventory:
Leaf carries a small shoulder bag containing
- Three extra clips for his crossbow.
- Four extra bolts for his sidearm.
- A small pouch of nuts.
- A flask of water.
- A telescope he sometimes attaches to his crossbow.
- One gold piece.

Backstory: Leaf was created not only as a helper but also as a friend of his master, the gnomish archmage Anchonius. It was said by the nearby village that the man could do anything with a single snap of his fingers, but while it wasn’t far from the truth, the wizard was still mortal. Leaf asked at times why Anchonius didn’t prolong his life, like he had done for his friend the squirrel, but he would always answer with ‘I have lived long enough. An old man can only care to see so much.’

Since his creation, Leaf was taught how to manage the various machinations in the tower and quickly found a love for inventing and creating his own projects. Having been constantly hunted by eagles and vultures, and other big animals, Leaf created his crossbow to keep him safe which has indeed lived up to the task.

While a curious and inventive little fellow, Leaf is rather quiet and tended to bury himself in his work. At times, he could go days without ever seeing his master. The only thing he loves more than creating things is testing them, and improving them. A comfortable and rather lovely life would eventually come to an end, however. As age struck Anchonius from the world, Leaf was left to fend for himself. The tower no longer held as much colour as it used to, and without the gnomes magic, it quickly grew grey and stale. With little else to do, Leaf left the tower in search for new knowledge. His aim would be to reach the gnomish cities, wherever they were located. Having ended up in human lands wasn’t exactly his primary goal but from there, perhaps he could indeed find the gnomish paradise he was hoping for.

Personality: Leaf is quiet, witty and self confidant. Despite being small and rather fragile, he is calm and incredibly collected. He does however have a paralysing fear of spiders, especially the ones who make a home in the dark pits of large machinery. Leaf usually wears a mellow smile and keeps his eyes ever vigilant. His silence can sometimes be mistaken for shyness, but in truth Leaf rather listens than speaks. It offers more clarity. Leaf enjoys company, if not for the social pleasure then for the pure safety in numbers. Being curious as he is, Leaf enjoys listening to stories and various pieces of lore. Knowledge is after all power and there is always something new to learn.
Hidden 10 yrs ago Post by Shard
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it got double posted..
Hidden 10 yrs ago Post by SyrianHamster
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The Fated Fallen said
SyrianHamster your profile picture is a god


Thankyou!

Most people don't actually realise what it is until they take a closer look.

As for the whole power level conundrum, these things normally sort themselves out, so I'm staying put; no need to worry about me running off.

My two cents: Your character's strength should at least be equalled by weakness for a well rounded character.
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I wouldn't say a 3 foot squirrel is useless in close combat, ever seen a squirrel leap on someone's face? And those are only 8 inches
Hidden 10 yrs ago Post by vietmyke
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lol thanks for this metronome, I'm guessing I don't need to post my character again, but I'm going to anyway so everything's in one place.

Name: Hart Arron
Gender: Male
Age: 19

Race: K’tareen


Appearance:

A short K’tareen standing in at 5’6”, Hart is a short, lanky, and lightweight individual. He has a thin, but athletic built, well suited to running and physical activity. His blonde hair is dirty and rather unkempt, and his eyes are a piercing blue. Hart has yet to develop the tough colored ridges on his body like fully grown K’tareen, and aside from his snake-like eyes, his dress and appearance marks him as humanlike.

Clothing/Armor:

Hart’s typical attire consists of a slim fitting gray vest, made of a sturdy cloth, and off-white linen pants, tucked into a well-worn pair of leather boots. A sturdy leather belt goes around his waist, and has various pouches in it. Another thinner belt goes diagonally across his chest, and has a sheath built into it. He wears a pair of leather bracers that cut off at the fingers, and reach down his forearms. Overtop his regular clothes; he wears a dark blue, hooded cloak that reaches down to his ankles. He also is usually seen with a cloth scarf.

Weapons:

Studded Knuckles – built into the knuckles of his bracers are small lumps of hardened leather and metal knobs. Very subtle, they are not very visible against the surface of his bracers, but give an added amount of force to his unarmed strikes.

Jack Knives x2 – A pair of small knives that fit in the palm of a person’s hand, these blades are only a few inches long, with a blade no longer than a single inch. They are hidden under Hart’s forearms within his bracers.

Curved knife – A single edged knife with a curve to it, this weapon serves as a valuable tool as well as a weapon. The outer edge is sharp, while the inner edge is dull, making it an effective hook as well as a knife. This weapon is sheathed in the leather sheath on Hart’s chest.

Jar of Water – A plain, small clay jar of water, used either for drinking, or for Hart’s magic. Carried on the waist.

Skills/Abilities:

Thievery – A thief by trade, its only natural that Hart would be talented in the various tricks and skills of thieves. Pick pocketing, lock picking, sneaking around, sleight of hand, and other skills larcenous in nature come to Hart rather easily.

Showmanship – What others would call ‘conning’, Hart would prefer to refer to as ‘Showmanship’. Acting, lying, improvisation, deception, and other types of trickery is employed by Hart in his various schemes to attain the gold of others.

Fleeing – Chances are, things don’t always work out as Hart’s plans. When this happens, its often good to be able to flee in a hasty manner. Hart is good at running from people, as well as weaving though obstacles and climbing in order to escape his pursuers.

Bladework & Fisticuffs – Hart prefers to avoid fights where he can, as he often winds up pitted against larger foes, but when he does get into a fight, he prefers to use sneaky and underhanded treachery whenever possible. Employing a series of sucker punches, trips, and sneaky knife jabs, Hart can hold his own in a small, short fight.

Magic:

Untrained Water Magic – As a K’tareen, Hart naturally has an affinity for water magic. As a thief and street urchin, he never really learned how to use it. With only a basic grasp of water magic, he uses the jar of water on his belt to spray a cold, distracting mist or fog to aid fleeing from his enemies.

Merging – as a K’tareen merger, Hart can turn his body into a living body of water. While in this state, Hart has as much mass as he would normally, but in the form of water. He can absorb water to the point that he can grow up to 7 feet in height – at the cost of more energy spent. While in this state, he is not required to stay in a humanoid shape, and can move as a large glob of water. While merged, Hart is more or less resistant to physical attacks, though is still vulnerable to heat/cold, as well as magic. If too much water is physically separated from the main body, the merge will fail and Hart will collapse fall into a momentary period of shock.

Merging is very energy intensive and requires three hours of rest per hour merged.

Inventory:

On the belt:
- Set of lockpicking tools
- Smoke Bomb x2
- Climbing Claw
- Flint
- Small knapsack attached to the back of his belt
- 3 days worth of dried rations and water
- Small prying bar
- Bag of ball bearings

Personality:

Snarky and sarcastic, the young Hart Arron is what some would consider a lovable rogue, and what others would consider a pesky abomination. A carefree, lackadaisical smart-aleck, Hart is a fast paced, and energetic scamp fully loaded with an arsenal of terrible one liners, and a case of Robin Hood syndrome. Intuitive and highly perceptive, Hart is often very aware of his surroundings and can easily gauge the emotions of others. Clever, and quick on the ball, Hart is able to make snap judgements in on a moments notice. He seems to be very sensitive in regards to his height, and has a short temper to match his height. Despite his roguish nature and lazy attitude, Hart still manages to keep a code of morals, with a strong, albeit occasionally misguided, feeling of right and wrong.

Backstory:

A street urchin hailing from the streets of the nearby city of Arron. His earliest memories are of that of an orphanage in the city. At the orphanage, he was given the name Hart, and named ‘Arron’, for the city, as most orphans were. The Orphanage was a rather unpleasant place to live, eventually Hart, along with several other orphans fled from the orphanage, becoming runaways and street urchins. The oldest in the group of six orphans, Hart eventually they resorted to thievery, and stealing for food. Thieving was generally not without its share of setbacks, Hart was occasionally caught, and several times came very close to getting his hands cut off by the city guard, but the big watery eyes of his youngest ‘sister’ and his natural ability to become a body of water was generally enough to stop the orphans from suffering from any major repercussions.

As Hart grew older, he got better at stealing, and got noticed less, and therefore caught less. On his 12th birthday, Hart happened to be lucky/unlucky enough to attempt to rob a prominent thief in the city. Taking the Hart and the other orphans under his wing, this master thief mentored him in the arts of trickery, often treating Hart as something almost similar to a son. Under the tutelage of this master thief, Hart learned the ins and outs of properly robbing people blind. From the all important pick pocketing and lock breaking, to the more refined arts of conning and acting, Hart learned how to properly sneak up on a man, and how to properly backstab people with a dagger, as well as slip a man's purse into his pocket while shaking his hand.

By the time he had turned 17, Hart had established himself as his mentor’s protoge. With his siblings in tow, Hart and his mentor established a small guild of thieves in the capital city, with the mentor at the head, and Hart at his side. They organized a network of thieves and contacts to help make themselves not only illusive, but profitable as well. For a while, this network seemed almost untraceable, as they began to rob the city blind. Hart was easily able to gain more riches in a short span than his he could have ever imagined.

However, all good things must come to an end. The Authorities soon became aware that they were being robbed by an organized group of thieves, rather than a series of lucky flukes. Setting a trap, with bait that was too good to pass up, the city caught a group of Guild thieves, and with a number of brutal torture methods, wrested the names and locations of the guilds safehouses and members. The guards then scoured the city, finding and killing guild members and anyone affiliated with them on the spot, resulting in the death of two of Hart’s siblings, as well as his mentor.

Fleeing the city with his remaining siblings, Hart retreated westwards to the village of Estermere. Here, Hart and his companions used what valuables they managed to keep while running from the city of Arron, and have established a small safehouse for themselves.
Hart's Crew






Hidden 10 yrs ago Post by vietmyke
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I see a large range of "High level" and "low level" characters, is this bueno, or are we supposed to match in relative power level?

Also, can I make my character a relatively new member of the Red Locks? Or do I have to do that IC?
Hidden 10 yrs ago Post by Necrophage
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Name: Zell

Race: Elf (You aren't really sure what kind even at a closer observation.)

Age: 89

Gender: Female

Appearance: Zell stands at 6'1, just above the average height of a human. She has large gray, dull eyes and is completely hairless. Her skin is almond colored and tight across her features making her look unnaturally thin and her ears are longer than a usual elf and very pointed. Black glyphs and symbols are tattooed on either side of her neck and travel down her shoulders all the way down the front of her arms to her wrists. She is quite possibly one of the ugliest elves you've ever seen. With the beauty of elves that doesn't exactly say a whole lot does it?

Clothing/Armor: She has a brown, boring looking robe with a hood that is set over a green tunic and brown trousers. To cover her feet she wears sandals. She has no real armor to show for.

Weapons:
Possibly the most interesting thing she has aside from the tattoos is her quarterstaff. It's made of heavy steel, the good kind that doesn't break easily and crude rivets and scratches seem to be methodically cut into random parts of the staff.

Skills/Abilities:
She has an uncanny sense for things that are out of place or just plain "wrong". In addition to these extra senses she is capable of communicating with intelligent entities that are not able to communicate by normal means.

From years of using staves she is quite adept at defending herself and attacking with them. She is still for sure at a disadvantage against most well-armed opponents in a fight and would prefer to distance herself from it altogether.

Zell has a very basic understanding of most skills. It's enough to get her around the harsh wilderness and survive. First aid, knowledge of common herbs, ability to scavenge from general materials, and she knows her way around simple traps. There's a little more to it than that but you get the idea.

Magic:
Zell's magic comes from the communication she has with various spiritual and elemental entities. She is more or less a shaman of the wilds. Many would consider her some kind of witch. Here is a small list of the creatures she is capable of summoning by name to help her. She does not by any means command these creatures rather than appeal to them or request them. Often certain conditions must be met and it would be difficult to summon more than one but likely possible.

Fromm - This giant boar spirit manifests itself physically as a creature larger in height than a man when Zell calls upon him. As long as there is something for him to gorge on afterwards he will come. Since he's a boar he'll eat just about anything and he's not very easy to offend. His hide is thick and his tusks large but upon taking mortal injury will vanish even as any other creature would die.

Visk - Visk is a fire elemental with an awful temper and he'll let you know. He is immune to fire-based attacks but since most of his attacks are fire as well that's also a drawback. Visk is about the size of a normal human and has no legs. He is more like a torso with a constant torrent of fire coming out of him. He is capable of a flamethrower like attack as well as a fireball. This elemental is dangerous to summon. While he won't outright attack Zell he also won't hold his attacks back and whether she gets burned or not he doesn't care. If he is summoned he needs to destroy something or be destroyed himself otherwise he will stay. If he cannot destroy his enemy he will attack the next best thing.

Klern - Klern is an earth elemental with a viewpoint completely opposite to Visk. He is large in size and cannot talk. He has the capability of smashing something flat that doesn't have the strength to defend itself against him but despite this he doesn't attack foes. He is very defensive and will almost always simply stand near Zell and protect her. This does not mean he won't smash someone that tries to hurt her. That's probably the only way to get smashed by him. Otherwise he's fairly passive. This elemental is friendly to Zell and it seems like only she can communicate with him.

Aside from these Zell is capable of some minor elemental magics and healing spells. She can use stoneskin to absorb a few direct physical attacks against her before it fades as well as conjure small flares of fire to project at a foe.
Depending on what magic she uses her tattoos will light up.

Inventory:
-About 3 gold's worth of copper and silver coins.
-Two waterskins.
-A small survival knife.
-Some dried fish, meat and stale bread.
She keeps all of this in a small backpack.

Backstory:
Zell does not often talk about her younger years but for the last ten years she has been traveling the world. The most anyone would know is that she left her home, went to a magic college, dropped out and started talking to spirits on the side of the road. You can likely imagine now why she doesn't really want to talk about it.
The young elf once specialized in the art of conjuration. The whole ordeal of conjuring and enslaving a random creature slowly and surely weighed down on her as she understood more and more of what was going on. It meant taking a creature, dragging it from whatever dimension or part of creation they were in, then casually enslaving it and forcing it to do your will. When Zell finally had a test to prove herself as a conjuror and did just that it disgusted her. She felt dirty, like she had just violated another creature. She left the college in pursuit of another path. This path led her to dangerous places and eventually led to her living in the woods, conversing with spirits she once thought to dominate. At the moment she lives just outside of Estermere where it is quieter and she can hear and solve the troubles of creatures around her. She comes and goes in order to gather various supplies before returning to her humble tent. It's isn't outside here interests to frequent the various shops either. There is of course more detail to this story but that can be shared at other times.
Hidden 10 yrs ago Post by Metronome
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A dark shade of white?
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