There exists a plane between life and death, a haven where the lost souls of the departed may seek repentance and absolution for their earthly sins. This realm serves as a means of passing on for those who are bound by the failings of their mortal lives. It's inhabitants are numerous and diverse, with people from all walks of life and even different time periods being drawn to it. Some find their way there quickly, while others spend aeons wandering through the endless void as a spirit. Regardless, these spirits eventually find their way to the Grey Plains, and to the city that rests in their center. The city of Lambrecht, a single drop of gold in a sea of grey, serves as a beacon, a light in the darkness for wandering souls. This city is the domain of the Archangel Argyle, the overseer for the purification of these vagrant spirits. For centuries he has ruled over the realm, giving purpose to the wanderers who find their way into his domain. His method of purification serves a dual purpose, however. The Archangel tasks the inhabitants of his realm with the hunting of demons, abominations created from the turbulent souls of those who have lost all hope. These former humans, having rejected redemption, become consumed by their own darkness, wreaking havoc on an untold scale. The only way such monstrosities could ever hope to find peace is through their utter destruction. Thus, those seeking redemption fight not only to purify their fallen brothers, but to find a purpose and prevent themselves from sharing the same grisly fate. In the rift between life and death, one must always seek the light, or risk being consumed by the darkness that surrounds them.
Welcome to the thread! As you probably got from the intro, this thread is set in a sort of purgatory, watched over by an archangel. The player characters are human souls, who have found their way to this place. To seek redemption for their earthly sins, they must hunt demons, which are the result of human souls who have lost themselves and become corrupted.
Rules:
1: No overpowered characters. Magic is prevalent, but be respectful of other players when considering your abilities.
2: No autohitting/godmodding. Again, be respectful.
3: Please let me know if you're going to be gone for a long period of time. I understand that real life obviously comes first, but if you let me know we can avoid freezing people.
4: Unless otherwise stated, dying sends you back to Lambrecht. Dying also generally will lower your Spirit Clarity.
5: You can't start with clear or black Spirit Clarity. Clear souls will not maintain their form in Lambrecht, and demons obviously won't be welcomed with open arms.
Spirit Clarity:
Spirit clarity is the meter used to determine how close an individual is to achieving redemption. Performing one's duties brightens the shade, while extreme negative emotions tend to darken it. A person's Spirit Clarity will sometimes appear as a visible aura around them, usually upon changing color. Demons and Angels are capable of seeing a person's Soul Clarity at any given time.
Clear: A clear soul is one that has achieved redemption, and thus may pass on in peace.
White
Gold
Green
Crimson
Violet
Black: A soul that has darkened completely will become black, twisting the human spirit into a demon. Once a person reaches black Spirit Clarity, they cannot be purified unless they are destroyed.
Bio Format:
Name:
Age(At time of death):
Gender:
Appearance:
Personality:
Weapons:
Abilities:
History:
Spirit Clarity(Upon Entry):
Character List:
Drowsy Pangolin- Domino Stross, Annabel Trist
Sightles- Arsen Carue
Epsir- Vivian Lenitz
My Bios:
Name: Domino Stross
Age(At time of death): 21
Gender: Male
Appearance: Domino has somewhat of an aura of self-importance around him. He stands only slightly above average height, but carries himself as if he were a giant. He is of average build, and has dark tan skin, with bright pink eyes. His hair is long and a bit wavy, but he keeps it well-combed. He has strong facial features and always seems to be wearing an unshakeable smirk. A small scar runs from the corner of his mouth onto his cheek.
Domino's clothing appears expensive, like something an aristocrat might wear. His head is covered by a top hat made of black felt with a bright crimson band. He also wears a long, collared, trench coat made of a thick black fabric with a row of golden buttons running down the front. His coat functions well for concealing weaponry. Beneath the coat, he wears a bright red dress shirt and a black silken vest, also bearing golden buttons. His trousers are black and easy to maneuver in. In addition to this garb, he wears a pair of expensive-looking black boots. His right wrist has a thick metal bracer that runs from the base of his hand to his elbow. A chain is attached to the bracer, and seemingly is coiled within the armguard, allowing it to be extended by some sort of clockwork machinery.
Personality: Domino maintains a sense of cockiness and self-superiority despite his death. He is a bit of a show-off, always seeking to make any situation into a show. His arrogance can make others weary, but his charismatic personality sometimes serves to draw others to him. Beneath his armor of pride and arrogance, he has many regrets. He feels he was used in his life, and has some guilt about the actions he committed. He keeps all this well beneath the surface, however.
Weapons: Domino's primary weapon is a pendulum-shaped axe. The weapon is usually kept concealed within his coat, and is small enough to use with one hand. The handle and the blade itself seem to be made of steel, giving the weapon a bit of heft. A ring is attached at the base of the handle allowing the weapon to be linked to a chain, giving the wielder range. The unique shape of the weapon's blade allows it to be used to hook opponents and pull them towards the user.
In addition to his axe, Domino carries a wide assortment of knives, most of which are small double-edged throwing knives. The weapons have no hilts, being forged from individual bits of steel. They are balanced well and can be used very quickly. In addition to the throwing knives, Domino carries a pair of steel combat knives. The weapons have hilts made of a strange composite material that seems quite resilient. The weapons are single-edged and generally used as a melee alternative to the axe.
Abilities: Domino has the ability to become and manipulate smoke. He can temporarily cause his body to disintegrate into a cloud of smoke before re-materializing seconds later. This gives him an exceptional amount of mobility. In addition, he can create and manipulate smoke from his body, allowing him to deny the vision of his enemies. His ability to dematerialize serves as a sort of short-range teleportation, serving as an escape in unfavorable situations. He can also use this ability on anything he is touching, allowing him to transport his allies with him.
History: Domino was raised from an early age to be a hired assassin for the government of his homeland. He was taken off the streets, given a weapon, and taught how to kill in the most efficient way possible. He quickly became quite skilled at his job, and became infamous for his confident attitude, often putting himself in overly difficult situations just to prove his strength. Unfortunately for Domino, his position as a hired blade became known to the general public. In an effort to save face, the government of his homeland set to work in dismantling their network of assassins, having them eliminate each other one by one. Domino was one of the last two assassins. He was sent to kill his last surviving comrade. He was successful, but was surprised when his superiors betrayed him, setting off a firebomb in the building he was in. He lay crushed beneath a support beam, realizing he had been used as he choked to death on the smoke that filled the room. His spirit now has found it's way to Lambrecht, held back from the afterlife by his anger at being used for such atrocities only to be betrayed.
Spirit Clarity(Upon Entry): Green
Name: Annabel Trist
Age(At time of death): 22
Gender: Female
Appearance: Annabel has a surprisingly slight build for her strength. She is slightly shorter than average height with thin but muscular limbs. She has a very pale complexion and deep blue eyes. Her hair is a golden blonde, and is usually kept in two tight braids bound with crimson ribbons. She has soft facial features, and always appears to be lost in thought.
Annabel's first piece of clothing is a hooded coat made of a deep maroon fabric. The coat is thick and warm. The interior is lined with white wool, which extends to the outer edges of the garment. The coat fastens with a row of black buttons. Around her neck, Annabel wears a white scarf. Beneath the coat, Annabel wears a simple outfit consisting of a long-sleeved shirt made of white silk, a black leather vest that fastens with a row of silver buttons, and a pair of tight-fitting black trousers. On her feet, she wears boots made of soft leather. The shoes have a slight heel and tend to clack when she walks. Annabel also wears a pair of gloves made from a similar leather.
Personality: Annabel is usually quiet and a bit reserved. She is not unfriendly, per-say, more so she often gets consumed in her own thoughts. She helps others when she can, seeming to genuinely seek repentance for her sins. There is a certain sadness about her, though she tries to conceal it. Beneath her quiet surface there is a tumultuous cloud of guilt, frustration, and strife. Though this weight wears her down, she constantly strives to overcome it and escape the demons that destroyed her life.
Weapons: Annabel's sole weapon is a large cleaver-esque sword. The blade, referred to as the Great Razor, was a ceremonial weapon passed down through the family line of Esterl's executioners. Despite her death, the weapon still seems to haunt her, following her into the afterlife as a constant reminder of her sins. It is a heavy weapon, and is nearly as tall as it's wielder when measured from tip to pommel. The blade of the weapon is rather thin, but quite large in surface area, giving it a style of wielding more in common with an axe than a sword. The weapon has a square tip, lacking any sort of point, with a long slightly curving edge. The weapon itself seems to be made of steel or a similar metal, though it seems to have darkened slightly, giving it a gunmetal-grey hue. The entire weapon is one piece, with it's hilt being wrapped in a bright crimson fabric. The hilt is long, encouraging two-handed use by its owner, and ends in a square pommel. The weapon is often kept in a sheathe of soft leather that Annabel keeps slung over her shoulder. It is surprising that such a small woman could wield the weapon at all, much less use it effectively.
The reason the weapon followed Annabel into death is unknown, but it seems to carry an odd aura about it, perhaps tainted by the numerous lives it ended. When a person wields it, their mind seems to be flooded by the voices of these unfortunate souls. It would seem the weapon followed Annabel as a sort of punishment. A visible reminder of the atrocities she committed in life.
Abilities: Annabel's ability stems from the pent up frustration and guilt she has carried for so long. In times of extreme danger, she can use these feelings, turning her regret into a burning rage. This ability greatly increases her physical strength and speed, as well as quickly healing any wounds she may have received. It is, however, a double-edged sword. To make use of her ability, Annabel must use her own soul as fuel, and the more she uses her ability, the darker her Spirit Clarity becomes. If she were to use it recklessly, she would quickly drive herself to become a demon, and thus it is important that she only use it in the most extreme of circumstances. When she makes use of her ability, an aura consistent with the color of her Spirit Clarity emanates from her body and her sword. When this power flows into her blade, it produces wounds that bear a curse, making them extremely difficult to heal or mend. In addition, the voices that seem to haunt the blade become louder in the user's mind during use.
History: Annabel was born the daughter of an executioner. She knew from an early age that one day she would inherit her father's position, as was the way of the land. Despite this, her father tried his best to give her a normal life as much as he could, sheltering her from the horrors that were unavoidable in his line of work. He taught her the basics, but he never allowed the girl to witness his executions, planning to wait until she was old enough to handle the reality of such things. Unfortunately, his plans failed, as he became deathly ill when Annabel was still quite young. At the age of fourteen, the girl was forced to take over as the state executioner. The horrors of what she had to do scarred the young girl's mind, and for years her dreams were haunted by the desperate cries of the condemned. Eventually, the burden of guilt broke the young woman, and she took her own life. Her soul, still tormented by guilt, eventually found it's way to Lambrecht.
Spirit Clarity(Upon Entry): Crimson
Welcome to the thread! As you probably got from the intro, this thread is set in a sort of purgatory, watched over by an archangel. The player characters are human souls, who have found their way to this place. To seek redemption for their earthly sins, they must hunt demons, which are the result of human souls who have lost themselves and become corrupted.
Rules:
1: No overpowered characters. Magic is prevalent, but be respectful of other players when considering your abilities.
2: No autohitting/godmodding. Again, be respectful.
3: Please let me know if you're going to be gone for a long period of time. I understand that real life obviously comes first, but if you let me know we can avoid freezing people.
4: Unless otherwise stated, dying sends you back to Lambrecht. Dying also generally will lower your Spirit Clarity.
5: You can't start with clear or black Spirit Clarity. Clear souls will not maintain their form in Lambrecht, and demons obviously won't be welcomed with open arms.
Spirit Clarity:
Spirit clarity is the meter used to determine how close an individual is to achieving redemption. Performing one's duties brightens the shade, while extreme negative emotions tend to darken it. A person's Spirit Clarity will sometimes appear as a visible aura around them, usually upon changing color. Demons and Angels are capable of seeing a person's Soul Clarity at any given time.
Clear: A clear soul is one that has achieved redemption, and thus may pass on in peace.
White
Gold
Green
Crimson
Violet
Black: A soul that has darkened completely will become black, twisting the human spirit into a demon. Once a person reaches black Spirit Clarity, they cannot be purified unless they are destroyed.
Bio Format:
Name:
Age(At time of death):
Gender:
Appearance:
Personality:
Weapons:
Abilities:
History:
Spirit Clarity(Upon Entry):
Character List:
Drowsy Pangolin- Domino Stross, Annabel Trist
Sightles- Arsen Carue
Epsir- Vivian Lenitz
My Bios:
Name: Domino Stross
Age(At time of death): 21
Gender: Male
Appearance: Domino has somewhat of an aura of self-importance around him. He stands only slightly above average height, but carries himself as if he were a giant. He is of average build, and has dark tan skin, with bright pink eyes. His hair is long and a bit wavy, but he keeps it well-combed. He has strong facial features and always seems to be wearing an unshakeable smirk. A small scar runs from the corner of his mouth onto his cheek.
Domino's clothing appears expensive, like something an aristocrat might wear. His head is covered by a top hat made of black felt with a bright crimson band. He also wears a long, collared, trench coat made of a thick black fabric with a row of golden buttons running down the front. His coat functions well for concealing weaponry. Beneath the coat, he wears a bright red dress shirt and a black silken vest, also bearing golden buttons. His trousers are black and easy to maneuver in. In addition to this garb, he wears a pair of expensive-looking black boots. His right wrist has a thick metal bracer that runs from the base of his hand to his elbow. A chain is attached to the bracer, and seemingly is coiled within the armguard, allowing it to be extended by some sort of clockwork machinery.
Personality: Domino maintains a sense of cockiness and self-superiority despite his death. He is a bit of a show-off, always seeking to make any situation into a show. His arrogance can make others weary, but his charismatic personality sometimes serves to draw others to him. Beneath his armor of pride and arrogance, he has many regrets. He feels he was used in his life, and has some guilt about the actions he committed. He keeps all this well beneath the surface, however.
Weapons: Domino's primary weapon is a pendulum-shaped axe. The weapon is usually kept concealed within his coat, and is small enough to use with one hand. The handle and the blade itself seem to be made of steel, giving the weapon a bit of heft. A ring is attached at the base of the handle allowing the weapon to be linked to a chain, giving the wielder range. The unique shape of the weapon's blade allows it to be used to hook opponents and pull them towards the user.
In addition to his axe, Domino carries a wide assortment of knives, most of which are small double-edged throwing knives. The weapons have no hilts, being forged from individual bits of steel. They are balanced well and can be used very quickly. In addition to the throwing knives, Domino carries a pair of steel combat knives. The weapons have hilts made of a strange composite material that seems quite resilient. The weapons are single-edged and generally used as a melee alternative to the axe.
Abilities: Domino has the ability to become and manipulate smoke. He can temporarily cause his body to disintegrate into a cloud of smoke before re-materializing seconds later. This gives him an exceptional amount of mobility. In addition, he can create and manipulate smoke from his body, allowing him to deny the vision of his enemies. His ability to dematerialize serves as a sort of short-range teleportation, serving as an escape in unfavorable situations. He can also use this ability on anything he is touching, allowing him to transport his allies with him.
History: Domino was raised from an early age to be a hired assassin for the government of his homeland. He was taken off the streets, given a weapon, and taught how to kill in the most efficient way possible. He quickly became quite skilled at his job, and became infamous for his confident attitude, often putting himself in overly difficult situations just to prove his strength. Unfortunately for Domino, his position as a hired blade became known to the general public. In an effort to save face, the government of his homeland set to work in dismantling their network of assassins, having them eliminate each other one by one. Domino was one of the last two assassins. He was sent to kill his last surviving comrade. He was successful, but was surprised when his superiors betrayed him, setting off a firebomb in the building he was in. He lay crushed beneath a support beam, realizing he had been used as he choked to death on the smoke that filled the room. His spirit now has found it's way to Lambrecht, held back from the afterlife by his anger at being used for such atrocities only to be betrayed.
Spirit Clarity(Upon Entry): Green
Name: Annabel Trist
Age(At time of death): 22
Gender: Female
Appearance: Annabel has a surprisingly slight build for her strength. She is slightly shorter than average height with thin but muscular limbs. She has a very pale complexion and deep blue eyes. Her hair is a golden blonde, and is usually kept in two tight braids bound with crimson ribbons. She has soft facial features, and always appears to be lost in thought.
Annabel's first piece of clothing is a hooded coat made of a deep maroon fabric. The coat is thick and warm. The interior is lined with white wool, which extends to the outer edges of the garment. The coat fastens with a row of black buttons. Around her neck, Annabel wears a white scarf. Beneath the coat, Annabel wears a simple outfit consisting of a long-sleeved shirt made of white silk, a black leather vest that fastens with a row of silver buttons, and a pair of tight-fitting black trousers. On her feet, she wears boots made of soft leather. The shoes have a slight heel and tend to clack when she walks. Annabel also wears a pair of gloves made from a similar leather.
Personality: Annabel is usually quiet and a bit reserved. She is not unfriendly, per-say, more so she often gets consumed in her own thoughts. She helps others when she can, seeming to genuinely seek repentance for her sins. There is a certain sadness about her, though she tries to conceal it. Beneath her quiet surface there is a tumultuous cloud of guilt, frustration, and strife. Though this weight wears her down, she constantly strives to overcome it and escape the demons that destroyed her life.
Weapons: Annabel's sole weapon is a large cleaver-esque sword. The blade, referred to as the Great Razor, was a ceremonial weapon passed down through the family line of Esterl's executioners. Despite her death, the weapon still seems to haunt her, following her into the afterlife as a constant reminder of her sins. It is a heavy weapon, and is nearly as tall as it's wielder when measured from tip to pommel. The blade of the weapon is rather thin, but quite large in surface area, giving it a style of wielding more in common with an axe than a sword. The weapon has a square tip, lacking any sort of point, with a long slightly curving edge. The weapon itself seems to be made of steel or a similar metal, though it seems to have darkened slightly, giving it a gunmetal-grey hue. The entire weapon is one piece, with it's hilt being wrapped in a bright crimson fabric. The hilt is long, encouraging two-handed use by its owner, and ends in a square pommel. The weapon is often kept in a sheathe of soft leather that Annabel keeps slung over her shoulder. It is surprising that such a small woman could wield the weapon at all, much less use it effectively.
The reason the weapon followed Annabel into death is unknown, but it seems to carry an odd aura about it, perhaps tainted by the numerous lives it ended. When a person wields it, their mind seems to be flooded by the voices of these unfortunate souls. It would seem the weapon followed Annabel as a sort of punishment. A visible reminder of the atrocities she committed in life.
Abilities: Annabel's ability stems from the pent up frustration and guilt she has carried for so long. In times of extreme danger, she can use these feelings, turning her regret into a burning rage. This ability greatly increases her physical strength and speed, as well as quickly healing any wounds she may have received. It is, however, a double-edged sword. To make use of her ability, Annabel must use her own soul as fuel, and the more she uses her ability, the darker her Spirit Clarity becomes. If she were to use it recklessly, she would quickly drive herself to become a demon, and thus it is important that she only use it in the most extreme of circumstances. When she makes use of her ability, an aura consistent with the color of her Spirit Clarity emanates from her body and her sword. When this power flows into her blade, it produces wounds that bear a curse, making them extremely difficult to heal or mend. In addition, the voices that seem to haunt the blade become louder in the user's mind during use.
History: Annabel was born the daughter of an executioner. She knew from an early age that one day she would inherit her father's position, as was the way of the land. Despite this, her father tried his best to give her a normal life as much as he could, sheltering her from the horrors that were unavoidable in his line of work. He taught her the basics, but he never allowed the girl to witness his executions, planning to wait until she was old enough to handle the reality of such things. Unfortunately, his plans failed, as he became deathly ill when Annabel was still quite young. At the age of fourteen, the girl was forced to take over as the state executioner. The horrors of what she had to do scarred the young girl's mind, and for years her dreams were haunted by the desperate cries of the condemned. Eventually, the burden of guilt broke the young woman, and she took her own life. Her soul, still tormented by guilt, eventually found it's way to Lambrecht.
Spirit Clarity(Upon Entry): Crimson