There is a place called Rielach. Rielach is a trio of continents, largest to smallest, Straneyeth, Kiruth, and The Formless Wastes, which have no proper name. Straneyeth and Kiruth have always disliked eachother, thus, each continents' peoples do not have tendencies to mingle too much. Kiruth and Straneyeth both have a chronic blight, commonly called, 'The Blight', due to how unique it is. For as long as anyone can remember, people have been occasionally turning into horrible abominations, often called Beasts, or Sickened.
The Blight can turn any people or animal into a Sickened, which can come in many forms. Harpies, the winged people of Straneyeth, can turn into overtly gangly, skeletal flying creatures, their arms commonly ending in sharp, boney points. Humans can bloat and molt over-time in fleshy cocoons, eventually turning into disgusting wolf-man hybrids, with toothy mouths strong enough to crack steel, and claws sharp enough to cut a man in twain. The gigantic individuals of northern Kiruth are commonly seen turning into massive, many-limbed faux-lizards. Odd, mocking mimicries of the ancient Dragons from the before-times.
Of course, nothing is entirely set in stone, nor completely understood about The Blight. The Blight comes and goes, every decade or so many of the worlds' people are afflicted by the 'disease'. Commonly, it appears that somewhere, one of the few survivors of the last purge lies in wait, growing in size, power, and uniqueness until it naturally exudes an aura of the infliction. The Hunters' Guild most important duty is to find the cause of the latest Resurgence, and destroy it utterly.
The Hunters' Guild, based in both Kiruth and Straneyeth (it being one of the few things they can agree on), is the dedicated force and defense against the Blight. Not a 'true' institution, it is a force without a leader, and everyone is an equal. Of course, influence is still influential, and there is commonly a pecking order, if not official. Generally, the more beasts killed to your name, and the more skilled you are, the more respected you become.
The Hunters' Guild pools in volunteers, and the more experienced Hunters are tasked with training the new generation. The first Trio of Hunters are being taught by Senior Hunter Joshua, if he isn't doing something private or mildly suspicious, anyway. The Second Trio, will be full Hunters themselves, fresh out of training.
The Hunters' Guild has many items, armaments, and pieces of knowledge at their disposal. Each Hunter commonly knows the basic operation of the worlds' magic, with two branches. Exicus, which calls on the power of the world itself, and the many spirits and souls, or Vitae, which uses your own energy. With Vitae, you can throw bolts of lightning, harden your own skin and armor to better deflect blows, and all sorts of other uses. However, Vitae isn't able to do things 'consistently', meaning most commoners never really use it. Most commoners think of Exicus first when speaking of magic, for it's much more practical in more civilian ways. Exicus uses runes of the first 'ancient language' to communicate with the invisible denizens of the world.
With Exicus, you can enchant your weapons and armor with magical properties, create severely overpowered molotov cocktails, or as civilians do, change the color of your clothes, change your voice to pretend you're someone else for a few minutes, improve the material efficiency of factories, or protect an entire city from catapults. Quite practical.
Hunters also (rarely) have access to powerful alchemical potions. Most are not permanent effects, but are strong and useful indeed. Some examples include making you as heavy as lead, meaning that nothing can subdue your advance. Or, improving your strength to the point you can crack a human in twain with your bare hands. However, those aren't permanent at all. The more subdued effects of some potions, such as better eyesight, can be made permanent. Of course, they aren't as flashy and amusing, are they?
The most practical armaments of the Hunters are their actual arms; Switch-Weapons. Switch-Weapons are commonly made out of star-metal, a light, grayish-blue mineral. When properly forged, it is much stronger, sharper, and lighter then any steel or iron. This allows for their second point to be practical: Switching from multiple modes. Due to Star-metal's high strength, the fine work that allows a weapon multiple 'modes' can be made just durable enough to not break on the field of battle. One of the most common switch-weapon designs from the ancient past is mighty simple, but useful, a simple sword that can extend into a spear. Many examples exist, such as overly-heavy swords that can split into two smaller swords, whips that feature multiple blades that can solidify and turn into a fencing blade, axes that can shorten and split the blade, turning into small shields, and nearly anything that one can think up.
As well, the relatively recent advances of 'steam' and in clockwork opens the possibility for this generation of hunters to be the first to wield and actually focus on ranged weaponry. Clockwork rifles that can fire up to four shots before needing to reload are beginning to reveal themselves in armies, and it's said that one crazy inventor in Kiruth is trying to make a "Mechanized Gun" that can fire hundreds of bullets in mere minutes.
Aside from Beasts, Hunters also have another occasional enemy, the 'Fae', strange denizens of the Formless Wastes who occasionally migrate to Straneyeth and Kiruth. Defying the standards for most life, they seem to be partially made out of magical essence, are extremely powerful, and no two are the same. Indeed, they are 'idiot savants', many not even appearing to be sentient. As well, while they appear to suffer from the Beast-Plague occasionally just like any other creature. Although, they do appear to have a certain resistance, meaning Beast-Fae are decently rare.
Getting out-of-character here.
The Players are members of the Hunters' Guild, six PC's total. The first three are continuations from a previous thread. (Due to various reasons this thread has been made to replace the old one.) The other three (if anyone will join), are a different group who are relatively skilled hunters from Straneyeth, while the story is taking place in Kiruth.
More info on what exactly this is, it's basically Skyrim, Bloodborne, and a bit of RWBY all mixed together in a more or less original universe with no 'actual' connections to the aforementioned universes. Anyway, here's the previous thread for more info if you're interested, Mr or Ms reader. http://www.roleplayerguild.com/topics/82487-plague-hunters/ic, it has more, if slightly outdated information. This new thread is a semi-reboot, tweaking a few things but it's a continuation of the same story. Don't worry too much about that if you're a new player though, just worry about your own things.
One of the previous players, Nanofreak, will be assisting me as Co-GM, and will GM Team B's shenanigans, while I will operate Team A's quest and any conflicts that ensue between the two parties.
Anyway, here are the revised Character Sheets, and some standards I'd expect from everyone:
I would prefer if each post was optimally 3-4 paragraphs, if you have enough to write about, of course. During 'slow moments' I'll allow one or two. Oh, and for you OLLLLDIEEEEES returning from the previous thread, don't worry if the next group looks like they're going to be more powerful then you, you guys are gonna get some upgrades yourself. Just trying to keep it equal with that in mind is all.
Next, general rules for this. I'd like it if each person could reliably post every other day or so. Just make sure you're reasonably present. https://titanpad.com/JJxBJ1CE1q, For collaborating (with me at least), I'd like it if we used that as a 'public pad' for everyone. Feel free to make your own titanpads and whatnot if you wish to be a bit more private, of course. Finally, have fun, and rek as many of those VILE BEASTS as possible.
The Blight can turn any people or animal into a Sickened, which can come in many forms. Harpies, the winged people of Straneyeth, can turn into overtly gangly, skeletal flying creatures, their arms commonly ending in sharp, boney points. Humans can bloat and molt over-time in fleshy cocoons, eventually turning into disgusting wolf-man hybrids, with toothy mouths strong enough to crack steel, and claws sharp enough to cut a man in twain. The gigantic individuals of northern Kiruth are commonly seen turning into massive, many-limbed faux-lizards. Odd, mocking mimicries of the ancient Dragons from the before-times.
Of course, nothing is entirely set in stone, nor completely understood about The Blight. The Blight comes and goes, every decade or so many of the worlds' people are afflicted by the 'disease'. Commonly, it appears that somewhere, one of the few survivors of the last purge lies in wait, growing in size, power, and uniqueness until it naturally exudes an aura of the infliction. The Hunters' Guild most important duty is to find the cause of the latest Resurgence, and destroy it utterly.
The Hunters' Guild, based in both Kiruth and Straneyeth (it being one of the few things they can agree on), is the dedicated force and defense against the Blight. Not a 'true' institution, it is a force without a leader, and everyone is an equal. Of course, influence is still influential, and there is commonly a pecking order, if not official. Generally, the more beasts killed to your name, and the more skilled you are, the more respected you become.
The Hunters' Guild pools in volunteers, and the more experienced Hunters are tasked with training the new generation. The first Trio of Hunters are being taught by Senior Hunter Joshua, if he isn't doing something private or mildly suspicious, anyway. The Second Trio, will be full Hunters themselves, fresh out of training.
The Hunters' Guild has many items, armaments, and pieces of knowledge at their disposal. Each Hunter commonly knows the basic operation of the worlds' magic, with two branches. Exicus, which calls on the power of the world itself, and the many spirits and souls, or Vitae, which uses your own energy. With Vitae, you can throw bolts of lightning, harden your own skin and armor to better deflect blows, and all sorts of other uses. However, Vitae isn't able to do things 'consistently', meaning most commoners never really use it. Most commoners think of Exicus first when speaking of magic, for it's much more practical in more civilian ways. Exicus uses runes of the first 'ancient language' to communicate with the invisible denizens of the world.
With Exicus, you can enchant your weapons and armor with magical properties, create severely overpowered molotov cocktails, or as civilians do, change the color of your clothes, change your voice to pretend you're someone else for a few minutes, improve the material efficiency of factories, or protect an entire city from catapults. Quite practical.
Hunters also (rarely) have access to powerful alchemical potions. Most are not permanent effects, but are strong and useful indeed. Some examples include making you as heavy as lead, meaning that nothing can subdue your advance. Or, improving your strength to the point you can crack a human in twain with your bare hands. However, those aren't permanent at all. The more subdued effects of some potions, such as better eyesight, can be made permanent. Of course, they aren't as flashy and amusing, are they?
The most practical armaments of the Hunters are their actual arms; Switch-Weapons. Switch-Weapons are commonly made out of star-metal, a light, grayish-blue mineral. When properly forged, it is much stronger, sharper, and lighter then any steel or iron. This allows for their second point to be practical: Switching from multiple modes. Due to Star-metal's high strength, the fine work that allows a weapon multiple 'modes' can be made just durable enough to not break on the field of battle. One of the most common switch-weapon designs from the ancient past is mighty simple, but useful, a simple sword that can extend into a spear. Many examples exist, such as overly-heavy swords that can split into two smaller swords, whips that feature multiple blades that can solidify and turn into a fencing blade, axes that can shorten and split the blade, turning into small shields, and nearly anything that one can think up.
As well, the relatively recent advances of 'steam' and in clockwork opens the possibility for this generation of hunters to be the first to wield and actually focus on ranged weaponry. Clockwork rifles that can fire up to four shots before needing to reload are beginning to reveal themselves in armies, and it's said that one crazy inventor in Kiruth is trying to make a "Mechanized Gun" that can fire hundreds of bullets in mere minutes.
Aside from Beasts, Hunters also have another occasional enemy, the 'Fae', strange denizens of the Formless Wastes who occasionally migrate to Straneyeth and Kiruth. Defying the standards for most life, they seem to be partially made out of magical essence, are extremely powerful, and no two are the same. Indeed, they are 'idiot savants', many not even appearing to be sentient. As well, while they appear to suffer from the Beast-Plague occasionally just like any other creature. Although, they do appear to have a certain resistance, meaning Beast-Fae are decently rare.
Getting out-of-character here.
The Players are members of the Hunters' Guild, six PC's total. The first three are continuations from a previous thread. (Due to various reasons this thread has been made to replace the old one.) The other three (if anyone will join), are a different group who are relatively skilled hunters from Straneyeth, while the story is taking place in Kiruth.
More info on what exactly this is, it's basically Skyrim, Bloodborne, and a bit of RWBY all mixed together in a more or less original universe with no 'actual' connections to the aforementioned universes. Anyway, here's the previous thread for more info if you're interested, Mr or Ms reader. http://www.roleplayerguild.com/topics/82487-plague-hunters/ic, it has more, if slightly outdated information. This new thread is a semi-reboot, tweaking a few things but it's a continuation of the same story. Don't worry too much about that if you're a new player though, just worry about your own things.
One of the previous players, Nanofreak, will be assisting me as Co-GM, and will GM Team B's shenanigans, while I will operate Team A's quest and any conflicts that ensue between the two parties.
Anyway, here are the revised Character Sheets, and some standards I'd expect from everyone:
I would prefer if each post was optimally 3-4 paragraphs, if you have enough to write about, of course. During 'slow moments' I'll allow one or two. Oh, and for you OLLLLDIEEEEES returning from the previous thread, don't worry if the next group looks like they're going to be more powerful then you, you guys are gonna get some upgrades yourself. Just trying to keep it equal with that in mind is all.
Next, general rules for this. I'd like it if each person could reliably post every other day or so. Just make sure you're reasonably present. https://titanpad.com/JJxBJ1CE1q, For collaborating (with me at least), I'd like it if we used that as a 'public pad' for everyone. Feel free to make your own titanpads and whatnot if you wish to be a bit more private, of course. Finally, have fun, and rek as many of those VILE BEASTS as possible.