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>Continue Narration:

The Stone-Horn struggled against the grappler on its face as it begins to slam its tail into the ground repeatedly in order to free itself from the larger assailants. Unfortunately for my rock loving friend, it doesn't take long for the poison released into its skull to reach its brain. The neurotoxin dampening the beast's reaction time also weakened its struggling as a burning sensation seared throughout its head. The assailants were scattering, its focus was waning, and blood was becoming a scarce resource.

Internally, metallic shrapnel and a loose nail were traveling to the center of the Stone-Horn's torso. The monster hardly noticed as a diet consisting of rock and metal meant its guts were used to this kind of damage. Except, for three facets; the nail within its lung puncturing a second hole getting out, the condensing shards forming larger pieces that trap organs between them like a vice, and the new ball in its stomach causing that area to bulge and bleed even faster. The creature was going to die. It was no longer a matter of will but when, and it knew this. In its desperation, the dying beast goes into its death throes. Its maw forces itself open despite Vhoth's insistence that it doesn't and it bites down into the quasit's left side. It tears off his arms and a good chunk of his torso with a sickening rip as bones crack and muscles tear. This was a wound a quasit could survive, but would take a month or more to recover from without flesh magic not currently available in Nora.

Vhoth perseveres with an even greater feat of strength, and pushes the Stone-Horn onto its hind legs with his remaining arms. This creates the opening necessary for the rifleman to make his final shot. A precise shot into its stomach where the hide had already been ripped asunder. The same stomach that a ball of rust had been formed by a hapless rodent. The bullet impacted the orb, causing it the break back into its fragments and cause the organs that had been vice-gripped to fall apart and bleed out of the gashes onto the ground. The smell was like decaying meat and rotten soil, not too dissimilar from the putrid air that wafts from a graveyard after heavy rain. The young beast goes limp and falls to the ground as Vhoth releases it to fall backwards himself. It can no longer move its legs or tail, and its head slogs side to side as it weakly gnashes at anything close to it. Any rocks that remain on its body drop, revealing its true size that looks small now that it is laying on the ground defeated. The beast was born from Quasi-Magic infecting the earth you walk upon, from dust it came and to dust it shall return. The stones have already begun degrading, and oily cracks run up its legs and down its horns as the Stone-Horn falls apart.

Congratulations combatants! As you patch yourselves up, re-gather your dropped equipment, and assist those who need it; this beast slowly dies in front of you with labored breaths that rattle and whistle through the holes in its punctured lung and its form erodes into dust and oil. This young male had attacked the wall as many other young Stone-Horns had in the past, and he was the unlucky one who had broken through without even realizing he would succeed and that his reward would be death. You have killed an ignorant child. I hope you're proud of yourselves.
>End Narration


>Analysis

>Juvenile Stone-Horn

>Condition: Dying
>States: Unable to Stand



>End Tactical Sequence




The marksman's final shot did more damage then he had expected, but it seemed to be enough to bring the beast down after the amount of damaged it had sustained. Cyrus packed up his rifle and shut down the spell that was enhancing his eyesight before approaching his allies. The smell of the beast's corpse managed to even seep through the gas mask he was wearing, and so he knew that he certainly wasn't taking that off for communications. Luckily for him, he had just the kinesis for that problem and began taking stock of his allies to see where he might be needed. The Four-Armed Quasit would need to be transported, but Cyrus was not strong enough to assist there. The Doctor had made her way over to the injured giant and the Rat-Folk and the Small Quasit were already assisting the Croc-Folk out of her mess. The Cephalo-Folk was mending his own injuries, and so that left one person unattended.

The Spearman had gotten to his feet by the time Cyrus reached him, looking for where his spear had gotten flung to. It wasn't good for him to be up already after a hit like that. Not counting broken bones, there was also a chance of concussion and the man seemed mildly disoriented, but then again, who wouldn't be after a hit like that. The watchmen approached him and softly stopped him and spoke into his mind.

"You shouldn't be standing right now. You could worsen your condition if you suffered a concussion or if a rib punctured your lungs. You should sit and wait for the doctor to come check on you. I will assist in locating your spear. You just stay here and I'll return."

Switching through different states of enhancement, Cyrus estimated the trajectory of the spear to lower the search radius and began scanning the area. It took him a few minutes to locate it buried under some rubble that came loose from the building it had slammed into. The only member of this group to be fighting with a legitimate weapon as opposed to knives and fisticuffs was using this as his weapon? he thought as he lifted a rusted and jagged piece of scrap metal that was at least spear shaped. Cyrus was certain when he applied that he would be the most inexperienced. Sure, he had some rifle training and some magic to help that, but his job experience pretty much only taught him how to keep his eyes open even when there was nothing to look at. Then he heard rumors that the newest recruits were chosen with different criteria, and now he was certain he might have the most experience. That prospect would terrify him if it wasn't for his stain making it just a spine-tingle before the emotion faded.

He walked back with the spear and propped it against the wall of the closest building. Cyrus sat down near the spearman and spoke into his mind yet again.
"We should look into getting you a better weapon. And then you and I should try and teach this group some combat basics. If nothing else, we need to be more coordinated. Some of our abilities may work surprisingly well together."

@EchoWolff
I'm definitely interested in this but have to focus on my other rp's first this weekend. If I haven't posted a CS application and there's still a slot open, can I ask you to ping me on Tuesday so I can try and get a spot?


Cyrus's shot had failed to meet his mark, but he knew how to avoid missing his second. Mental adjustments to his processing abilities allowed him to quickly find the changes necessary to account for the stone-horn's defenses. He scribbles the new numbers into the dirt on the ground and then realigns those adjustments back to his eyesight allowing him to enact those changes. Going back and forth between his sights and his calculations took time, so Cyrus would just have to hope the Stone-Horn didn't start moving again.

Unfortunately, the battlefield had progressed quicker then Cyrus could prepare his second shot. His allies actions changed the situation rapidly. Accounting for wind and flying stones was one thing, but all of these bodies were another. Most of his allies were frontline combatants, aimed for the face, or were particularly reckless and a good number of them were all 3. Aiming for the eye was a lost cause at this point, he risked shooting the four-armed man or the small girl were his shot to veer which was increasing likely with the storm of stones swirling the area. He readjusted his aim to the creature's chest with the intent to pierce its lung or its heart if he was lucky.

Wind, Check. Stones, Check. Assumed Rib-cage position, Check. Range and Bullet Drop, Check. Swarm of metal shrapnel, Check... wait, what?

The ratfolk had sent another onslaught of rust and razors, blocking the line of fire for the chest. Cyrus couldn't even bother to be annoyed as he looked for another opening. The tail has no vulnerabilities to exploit and would just anger the beast rather than injure it, the body is heavily obscured, the head risks friendly fire. However, both the allies on the head were Quasits. They would recover even if he were to shoot them in the head or heart, so long as their connection to each other isn't severed. Their species' existence and monsters like them are the reason firearms didn't become prolific weaponry after all.

Cyrus once again positioned his shot for the head, taking in all of his calculations again before taking fire. If they weren't in a populated area, he could simply take rapid shots as his rifle was semi-automatic. Since he risked not just shooting allies but also nosy civilians like that though, he better make this shot count.

>Continue Narration:

The beast's rocks fill the area around it as multiple members of the recruits dash forward into the fray. Cambrian takes advantage of his unique physiology to slink under the swarm and approach the creature's belly. Vicious energy slashes forward and rends scales and flesh alike as blood flows outwards and coats the squidman. A Stone-Horns underbelly contains dense muscle and fat protecting its organs from wounds such as these, but dense muscles still require heavy blood flow and so the bloodlusted freak gets exactly what he was after. Then comes the flurry of razors from the rat, tearing into the underbelly and sinking into the gash created by Cambrian. Unfortunately, Germ once again has to deal with an ally jumping into the target of his attack and the squid proceeds to suffer multiple cuts as the razors assault him as well. He hardly notices, too invested in the stream of ichor pouring onto his body.

Meanwhile, Vhoth powers through the storm and endures the bruises he will inevitably gain. He grabs onto the immobile beast's face, clamping its mouth shut so that it wouldn't bite him yet again, while Penni climbs onto its head and with a flourish launches an attack towards its uninjured eye. Inexperience with true brawls lead to mistakes, as the knife stabs itself into one of the arms of her friend that is wrapped around this side of the head. A wound that may sting, but a reckless Quasit would be used to by this point. What he may not be used to however, is the presence of a small rodent named Alfredo that is pawing at the Stone-Horn's mouth. Empty eyes glistening as if begging to be allowed into the jaws of certain death. Why this fine-smelling friend would want to die so badly is uncertain but it is unlikely to get its wish fulfilled by the friendly giant.

To the creature's right, Elio hammered a sharpened, rusted nail into the creature's side. The initial impact of the nail lodging it into the scales and the second impact from the spear forcing it deeper in. The spike disappears into its flesh and painful wheeze can be heard as a lung is punctured. On the creature's left, Cyrus fires into the Stone-Horn's eye and it ruptures with a sickening squish. Half-blind and short of breath, not to mention the bleeding and shredded wound below, this monster struggles to resist having its tail pulled into the mud created by the crocodilian at its rear.

The Stone-Horn's plan had worked, but at great cost. It was deeply injured, but it now had five of its assailants within striking range. It dropped its stones, almost seeming as if it had perished before thrashing its body in a circle. The weight of the crocodile and the mud not enough to keep its tail contained as it spins. Vhoth is too strong and too resilient to be flung again, and is dragged across the ground with his feet planted to attempt to slow its attack. Erin's bite also wasn't easily shaken and instead she would be flung along with the creature's tail. Penni's grip strength however, doesn't compare as she falls off the head and into the path of assault. The wrecking ball and crocodile combo first slams into Elio knocking him aside a solid ten feet, and continues before stopping an inch in front of the small girl's face. Penni's head saved from direct impact by Vhoth's stubbornness. As for Cambrian, his sloshing body in a pool of blood luckily oozes out from under the stomping of the Stone-horn as he blissfully attempts to dye his body red. The squidman's form seems weirdly adapted for this exact behavior.
>End Narration


>Analysis

>Juvenile Stone-Horn

>Condition: Critically Injured
>States: Desperate, Enraged, Half-Blind, Winded




Rules:

For ease of reference, I'm relisting everything from the discord as well as the additional rules.

- Characters are PF1E, level 3, 30 Point Buy, 4 Character Traits, an ability score increase every even level instead of every four levels, and an extra feat at level 1 that ties into their sin choice if possible. Planar races and any races that give permanent access to flight are banned for story purposes. We will be using Elephant in the Room.

- This is a gestalt game with the standard gestalt rules. Your secondary class must be wizard using the Thassilonian Specialist (Sin Magic) Archetype. Primary class, additional wizard archetypes, and any class choices besides archetype are entirely up to you.

- Important Narrative Combat will take place on either Roll20 or video call using all of the standard PF rules. All other combats and any out of combat checks will be handled via a homebrew "card" system that will be detailed below such that you can continue your IC post without needing GM arbitration.

- Here's the part that's hard to explain without an image. Sin magic decides your 2 opposition schools for you. As such, it is possible to draw a seven pointed star with each point being a sin connected to their opposed sins. There are two ways to do this, and I've opted for the star where every 3rd point is connected instead of every other point. If you do this, and then draw a circle around the star to form a heptagram, you'll see that the order of the sins around the circle (either clockwise or counter-clockwise depending on how you drew it, but it has mirror symmetry) are:
Envy->Lust->Pride->Wrath->Gluttony->Greed->Sloth->Envy
This is important for the card system.

- The Card System. The sins represent the suits the cards will have, so there are seven suits in this system. You will start with a deck containing cards 1 to King (Note: 1, not Ace. Aces are something different here) as well as an Ace of the suit matching your sin. Your deck will also have a Joker and 2 additional 7's, one from each of your sin's neighbors on the sin "clock". I.E. If your sin is Pride, you'll have a 7 of Lust and a 7 of Wrath within your deck. There is no "hand" that you draw, you have a "Available" pile and a "Spent" pile. When you use a card, it goes from Available to Spent. Once all Cards are Spent, your entire deck becomes Available again. This should make it easy to keep track of your deck digitally so you don't have to try and create a physical representation.

- When you attempt to do something that would normally require a d20 roll, you will play a card to represent what number you rolled on the die, with a -2 penalty for cards that are of a different suit then your sin. This does mean that the highest you can roll is a 13. Enemy ACs will be adjusted to account for this. Skill Check DC's are generally low enough for this to not be a problem. If the DC is not standard, and is dependent on a GM's call rather than having a set value in PF's core rules, then assume the DC is 11 + character level (So 14 currently). You only have to play a single card per situation. If your post involves sneaking past multiple enemies in different rooms, you don't need to make a new stealth check for each room. One card covers the success rate of the entire endeavor. Similarly in combat, one card will cover your entire turn. You'll have the same value for your attacks, saving throws, etc. AoOs and other enemy interrupts will be ignored during text combat. There is an exception for multiple attacks. Whether you get them from TWF, High BAB, or feats like Rapid Shot, you land one hit if you beat an enemy's AC + 1 additional hit for every 2 you beat their AC by up to the max amount of attacks you can make in a turn. Damage will always be average damage, max on crit threats, and max + average for confirmed crits (X3 and X4 crit weapons add average an additional 1 and 2 times respectively).

- Moving in text combat does not follow PF rules. You have the same freedom of movement that you would have in a casual rp on this site. So long as your movement allows, I don't care if you jump, slide, flip, whatever around enemies and I don't care when during that movement your attacks happen. Full-attacking does not keep you from moving.

- The Ace and The Joker. The Ace is basically a nat 20. You instantly succeed whatever you were attempting if it was reasonably possible for your character to do. In combat, all your attacks are crit threats. To confirm your crits, you must play an additional card and following the above rules for determining amount of hits, you determine how many of your attacks are confirmed crits. You can choose to not play an additional card and leave all your attacks as crit threats. The Joker is a wild card. It can be a stand in for any card except for the Ace and there are reasons you would want to use lower value cards. Neither the Ace nor the Joker need to be played to reset your deck. If you play every other card, you can choose to reset your deck without playing them or wait until you've played one or both of them before resetting.

- Why do the suits matter? There are two cycles that the sins follow. The Progression cycle and the Oppression cycle. The progression cycle follows the clock pattern up above, while the oppression cycle follows the opposed sin star-lines in this order:
Envy->Wrath->Sloth->Pride->Greed->Lust->Gluttony->Envy
The Progression Cycle matters for the cards in your deck. When you play a card, if you have already spent a card of the same number whose suit is next on the progression cycle, you make that card available again. For example, If you have already spent a 7 of Gluttony, then playing a 7 of Wrath will recover that card. This is not a choice, cards that could be recovered by your played card will be.
The Oppression Cycle matters for when you play cards against an enemy in combat. All enemies will have also have an assigned sin. If your card's suit oppresses their sin, then you gain a +2 bonus to your card's value and a -2 if their sin oppresses your card's suit. When enemies take their turns, they will also play a card. If you play a card with a matching number but oppressing suit on your following turn, then you nullify/block/dodge any effects that happened to you in addition to whatever else you can accomplish with that card use. If you play a card whose suit is oppressed by the enemies' card, then you must play a higher number or all your attempts fail regardless of your card's usual success. These cycles are why the Joker is helpful, as it can therefore allow you to nullify an enemy's attempts, or help you recover cards back into your available pile.

- Adjusting your deck. The deck given above is the default deck that you have as a level 1 character. However, you are allowed adjustments as you level up. You cannot add or remove 7's, Aces, or Jokers to your deck and you must have at least one King and one 1. Past that, you are allowed to add or remove cards from your deck, so long as you also add or remove the card that is equidistant from 7 in the opposite direction. Want to remove your 2, then you must also remove your Queen. Want to add another 10, then you must also add a 4. Cards in your deck can be of any sin-suit except for your opposed sins. In addition, for every level including the first, you can add cards above 7 without also adding their weaker counterparts so long as the total distance from seven of these cards adds up to your level. For example, since you're level 3, you could add 3 8's, an 8 and a 9, or a single 10. Your deck can be readjusted 1/week after a day of rest. Resting this way also recovers all of your cards.

- Please let me know if you find any of this confusing and need it explained better.

Plot:

Your characters have been whisked away from their time and place either during a tragedy or soon after. They find themselves in a massive city where the horizon never seems to end and the sky is always night, Pandemonium. They say that outside the city lies a massive cliff that encircles the entirety of Pandemonium but it'll take you 2 years of walking just to reach it, longer to validate your captivity on all sides. In the center of the city is a structure that holds to entrance to the Well of Sin. The well is an inverted tower that burrows into the depths of Pandemonium. No one knows how far the well descends, but each floor is surrounded by its own district of Pandemonium up to Floor 135. Floor 135 is the farthest that any sinner has descended and the district of Pandemonium that surrounds the floor is ruled by Lucifer the Fallen, the man who first conquered Floor 135 and is considered the strongest of all the sinners.

The citizens of the city come from many walks of life, and some may even seem alien to your characters. Pandemonium exists outside of time and space and as such your characters can come from different cultures and histories than everyone else. The only commonalities is that everyone comes from the same planet and is from a time after the invention of the sword, but prior to the invention of the gun. Everyone here is like you, desperate. They all have something they chase after, and the well's trials give promise that their is great reward for great effort. Money, Power, Lovers, Knowledge, or maybe a way back home are all rumored to be found at the bottom.

Will you descend deeper and darker into your sins, or will you be consumed by them and fall prey to Pandemonium? Only by taking the trials can you find the answer.

Character Sheet:

- Including the rules above, keep in mind that this is a story of redemption. While not all sinners in Pandemonium are redeemable, and your characters are likely not seeking redemption at the beginning of their tale, the penultimate destination of this rp is for your characters to develop into better people with a strong sense of purpose.

- You will need to make 2 character sheets. One is the standard PF1E CS for your PF stats and abilities that you will send a picture, or doc, or whatever you use to fill that out, to me on our discord. The other will be one of the two narrative CS's below. The Hefty variant is only if you wish to fully flesh out your character and keep all of the details on this site. Credit to @Baphomini as these are based on their two CS's from The Seven rp.

CS Template:




This is a game testing variant rules for text-based rp that is paired with Pathfinder 1st edition. The players have already been decided, but visitors are free to ask questions in the ooc if you'd like to know more details. Visitors who show interest may be invited to future games.

Cast:

@Illin as Rogue/Pride Wizard
@JewelSerket as Cleric/Gluttony Wizard
@VikingPenguin99 as Druid/Lust Wizard
@Kronshi(GM) as Fighter/Greed Wizard
(Subject to change as characters are still in development)


Every day begins the same as the last, dark and quiet within the underground bunker that Cyrus had discovered during his years as a watchmen. The surface city, no matter how sleepy, buzzed with electricity, whispers, and footsteps. The vigilant boy had trouble placing the directions that noises came from due to his heightened hearing making source and echo indistinguishable from each other. His subterranean home blocked out the noises from above and acted as a sensory relief room since he hadn't bothered to fix the electrical wiring either. Cyrus senses were always above average, but his training unlocked quasi-magical abilities that allowed him to increase them further at the cost of never being able to turn off the improvements to his hearing. He quickly enhanced his natural night-vision, allowing him to not just navigate his lightless room but properly find the many small objects that were part of his day-to-day attire. Earmuffs meant to muffle gunfire that he used to lessen the noise, goggles that keep sand out of his eyes but also dull bright lights, a gas mask that gave him better protection from the smoke and dust of the city than the general-use pollution masks, baggy clothing that allowed him more freedom in his movement for proper aim, military backpack with travel and gun-maintenance supplies, and finally his watchmen's rifle that he was allowed to keep in his job change. Cyrus slowly gathered his belongings, carefully tucking his feathers into his earmuffs, and made for the ladder leading out of his bunker.

As he reached the hatch, light poured in from the air grate and so did the buzzing from the rust-gnats outside. Cyrus turned off his visual improvement and once again wished for the ability to do the same for his hearing. The outside world was louder than usual, and he quickly found out why as he opened the hatch. The semi-collapsed building that hid his bunker from others had the insects buzzing around its ceiling as no-one cared to oil-coat the metal accessories up there anymore. Luckily, he had recently de-rusted and oiled the hatch and grate, otherwise he'd likely have had roommates when he woke up. The morning walk to the HQ was uneventful for the most part, however Cyrus made sure to take note of the other recruits he noticed walking the same path ahead of him. A large man with four arms carrying a small girl with prosthetic legs in front of him, and another small individual carrying a bag of candy behind him.

It seems the rumors about the Captain's new strategy is true. Recruiting individuals with innate talents or magic and then training them to be capable as opposed to recruiting skilled individuals from the guard force or the watchmen. I guess my resume was unnecessary then, seeing as how I was likely hired for my Neural Enhancement instead. That's almost disappointing, but also interesting.

The HQ's lights were bright, and the room hummed from background noise. Most of the recruits were quiet, almost shy, and definitely uncertain of proper etiquette. Cyrus sat immediately at a table, back straightened and eyes forward until the captain called for his attention. The speech was short, and cut even shorter by the sound of metal on stone. The wall had been breached and it was time to act, but the ex-watchmen couldn't help but wonder what his old coworkers were doing to allow this. Vulnerabilities in the wall were never overlooked on his watch, but he supposed the others couldn't enhance their visuals like he could.

Cyrus wasn't as fast as the others, he was trained to maintain his stamina and to hustle but not run. The others were practically sprinting and so he arrived last to the conflict. He stayed back as far as possible, laid on the ground for steadiness, and aimed at the beast. Range was clear, but the others more random movements made line of sight less certain. He improved his visual intake which also heightened his light sensitivity, and pulled his goggles over his eyes as he cast the spell. Now all he had to do, was wait for the beast's eye to be open, unobstructed, and still so he could take his shot.

>Continue Narration:

The beast of stone and scale prepares itself for the group of 8 that charges it. Vhoth and Penni charge first as Germ, Marsala, and Elio take up positions. The Stone-Horn ignores the small one jumping onto its back, comfortable knowing that its scales are too durable to pierce with such a small knife, and instead focuses its attention on the four-armed brute. It turns to face him head on, and bites down onto his shoulder as the other three arms struggle to find purchase on its face. A strong grip on its horn is acquired and the beast shakes to free itself or rip the bitten shoulder off, whichever comes first.

Germ takes this opportunity to send the flurry of shards, but that amount of shards forms a nasty cloud that cares not for friend or foe. The shards scratch at the creature's face as it closes its eyes, but it also tears into Vhoth, weakening his grip. The Stone-Horn jerks its head around as it turns to try and exit the cloud, and throws Vhoth towards Germ. The two crash into each other, and the control over the swarm of metal is lost as they drop to the ground.

Elio finds himself nicely at the beast's side, but the only uncovered point is near where Penni has found herself. This fazes him not, as his control over his spear insures he'll get close but not hit her. The spear cracks a scale and pierces flesh, but the wound is shallow and the spear falls out and to the ground. Penni, ever the opportunist, sees the newly made weak spot and begins stabbing into the spear-made hole.

It gnashes towards its back, leaving its neck exposed. Suddenly, the squidfolk known as Cambrian appears at its neck and scales rip apart as a shallow cut arcs across its throat and blood runs out. The Stone-Horn brings its horn down to smash him and breaks open the ground in its attempt, but the flexible squid maneuvers out of the way with only his own gash on his leg from the tip of the creature's horn. An injury that could have been avoided if Cambrian wasn't distracted by the beast's bleeding. Now knowing the abilities of its hunters, the Stone-Horn is wary of the magic users and of Marsala who has stayed at its rear this entire time, plotting something.

It hasn't forgotten about the prick on its back and manipulates the positions of some rocks to block the wounds on its back and neck. As it watches the circling vultures, it doesn't notice the crocodile coming from underneath. Erin grabs onto its leg and tail, but without Vhoth's strength she cannot keep it still in the same way. It lefts its hind legs and attempts to crush her underfoot, but the ground there is still mud and the impact is lessened as Erin is submerged. Its foot sinks into the mud puddle, hampering its movements.

In this situation, the Stone-Horn is instinctively aware that it has been wounded, but none of its assailants have suffered any real damage. Desperation and the lack of movement cause it to send the rocks that are not guarding open wounds to circle it, and shoot stones out at every angle. Adult Stone-Horns usually use this ability to switch between attack and defense, but Juveniles know their stones don't cover enough ground for defense to be useful and are much more willing to lash out like this. The stones move fast enough to crack a bone if they make impact and once they reach the Stone-Horns max range, they are pulled back in to the swarm surrounding it to be sent off again. The downside of this ability is that the beast must stand still. It hunkers down, guarding its underbelly and neck to be less vulnerable, but it remains still with its eyes open and occasionally unobstructed.

A shot rings out, as blood pools around its eye. Sadly, it's a miss that hit just above its mark. The blood trail going into its eye will thankfully still obstruct its vision. Osprey re-aligns his shot, taking into account the wind created by the stone's movement. He won't miss again under these conditions.
>End Narration


>Analysis

>Juvenile Stone-Horn

>Condition: Injured
>States: Desperate, Cautious, Enraged, Vision Impaired
>Information Archive of Velsar


>Locations:

Artificial Planetary Reserve, ID# 11390084, Velsar:
  • Western Hemisphere:
    • Anthor: Northern Colony, Prime Function: Law & Order
    • Forgefeld: North-Eastern Colony, Prime Function: Architecture
    • Delta: Eastern Colony, Prime Function: Destroyed, Prior: Farming
    • Jive: South-Eastern Colony, Prime Function: Trade & Luxury
    • Haust: Southern Colony, Prime Function: Penal & Farming, Prior: Penal
    • Idyll: South-Western Colony, Prime Function: Military
    • Nora: Western Colony, Prime Function: Shelter
    • Juniper: North-Western Colony, Prime Function: Medicinal
    • Carse: Central Colony, Prime Function: Economic
  • Eastern Hemisphere: Unexplored Region, Home of Myth and Legend
    • Akashic Records: Mythological Home of the Ancient Gods, Prime Terminal for the QI


>Magic Power Levels:

  • Basic Kinesis: The three variants of the simplest use of each magic form. These spells require less magic to operate and thus, stronger variants can be learned when others are learning weaker spells of more custom uses. However, their simplicity also mean that there is no "Max" variant.
  • First Spells: Minor Custom Magic or Moderate Kinesis.
  • Second Spells: Moderate Custom Magic or Major Kinesis.
  • Third Spells: Minor Imaginary Magic, Major Custom Magic or Critical Kinesis.
  • Fourth Spells: Moderate Imaginary Magic or Critical Custom Magic.
  • Fifth Spells: Major Imaginary Magic or Max Custom Magic.
  • Beyond: Purely theoretical. No one has acquired Critical or Max Imaginary Magic


>Magic Types:

  • Kinesis: Fundamental axioms of the magic form.
  • Custom: Based upon the fundamentals, but still obeying the laws of the form.
  • Imaginary: No longer obeying the laws, likely borrows axioms from the other forms to strengthen the base.


>Power Progression System:

>When acquiring new abilities, you will have the following options:

  • New Spells: You will be given the level of magic you can learn, you may learn two spells of that level or a single spell from the next level. If you learn a stronger variant of a previous spell, you may replace the weaker spell with a new one.
  • Imaginary Fighting Technique: An adaptation on your fighting style that allows you to utilize the Quasi-Real outside of magic in order to break natural laws with your weapon of choice.
  • Extraordinary Gift: An unnatural improvement to one's physical body.
  • //OCCASIONALLY// New Magic Form: Grants you access to learning spells of a new form, also grants you a Basic Kinesis and First Spell from that form.


>Personal Translations:

>Individuals are free to name their spells whatever they like. However, this database will assign them a standard terminology name.

"Sharp Points" > Minor Sharpening
"I Thought You Said You Wouldn’t Leave" > Minor Corpse Manipulation
"Turn stone to mud" > Minor Stone Softening



A Dream Within
A Dream Within

A Dream Within

A Dream . . . Surely, it had to be a dream. You're not supposed to feel pain within a dream though, at least that's what people always say. Maybe if I was heavily lucid I could hallucinate the pain? But, can you fall unconscious in a dream? If not, then am I dreaming now or did I fall deeper into whatever realm I was in? If the first layer had animals and animal-people and weird mirrors, then what's to animals that animals are to humans? Bugs? Bugs are animals too though, so maybe bacteria? Will I be a deer talking to an amoeba and have a bunny-virus ally to help fight a spider shadow-puppet? That's stupid, I'm stupid for thinking about that.


Then there was light, and a room, and belongings within the room. A simple living room with worn-out furniture and stained carpet, a man's voice coming from an adjacent room, sirens from outside getting closer. Fubuki sat, much smaller than he remembered being, on the floor. His head barely peered over the coffee table he was next to. He stood up and it was evident that he had been de-aged to about 8 years old. He approached the sound of his father's voice, the dark room filled with nothing but his voice and two silhouettes. Father was pacing back and forth on the phone, the other figure was on the ground, motionless. The sirens were right outside, and other people stormed in before snatching up Fubuki's smaller body and moving him out of the house. He felt empty, confused, and disconnected. This wasn't an experience he remembered having, and he doubted he'd remember this dream once he woke up.

Then the police car dropped him off at his house, and he felt excited to see his mother again. Fubuki noted that at some point he had put on his schoolbag before watching three men leave his house. He assumed they were likely friends of his father as men often came and went to talk to him, although his friends were often rude and loud. He went inside, the house was cold and he heard rasping coming from the side room. "Mom?! Are you sick again? Do you went me to get you some cold medicine?" the boy shouted with no response. His body went cold, his mother would always get on to him for shouting through the house but she was silent. The rasping continued.

Mother left . . . Remember? She left us, and the house has been empty ever since. Who is that rasping in the house then? A street bum who broke in? "Mom?"

Fubuki approached the room, opened the door, and stared at the floor. He couldn't see anything, a black rasping blur was all that existed on the ground. His gut sank as he tried to process what he was looking at. Then, Father burst into the house. Drunk, shouting, angry. He came into the room and lost it. Father shouted at Fubuki to get out of there and don't come back in. He ran, trying hard to remember what he saw. He couldn't see anything, gods why couldn't he see anything. He ran out of the house as sirens rang in the background.

Then he ran out of his room, crying and panicked. His mother came over to hold him and calm him down. She sung softly and stroked his hair until her warmth reset his system back to normal, forgetting what he had seen. Or, not seen.

"Are you okay my dear Fuyu? Did you have a bad day at school?"

Fubuki couldn't remember anything. He felt scared, as if he knew something bad was about to happen. He tried to push that out of his mind, he was just glad to be with his mother again. There was a knock at the door, his mother went to go answer it but Fubuki pulled at her clothes to stop her. He was too small to do anything, too weak to pull her away. She opened the door, three men pushed it open and forced their way in, his blood froze. Every inch of him told him to run, but he couldn't leave his mother behind. Everyone was led into the side room, but Fubuki was pushed out. He banged on the door, helplessly, doing everything in his power to get the door open. There was arguing, and a scream, and a . . .
BANG!!!


Then Fubuki's eyes opened, awake.
Name: Cyrus "Osprey" Istell
Age: 24
Species: Numan
Height/Weight: 5'10" - 168 lbs.
Sex/Gender: Cis Male
Appearance:


Personality: Cyrus is a very "dry" individual and his tone stays consistently flat and neutral when speaking. While he cares for others and is deeply opinionated, he struggles to convey that as others find him to be unsympathetic and overly-critical. Cyrus has tried to make allies and friends within the watchmen who maintain the walls, but very few have warmed up to his demeanor. This has led him to become very anti-social and let others come to him as opposed to the other way around. His closest friend gave him his nickname after seeing his feathered ears, which embarrasses him but he didn't fight the nickname spreading and now introduces himself as Osprey to new people. This friend would end up joining the V.E.T.s, and disappearing on a mission to scout out the ruins of Delta.

What Are You Looking For?: His Closest Friend, Hemlock, and the secrets of their disappearance.

Capabilities:
  • JOB//: Watchmen
  • COM-STYLE//: Rifle Combat
  • KINETIC//: Mind Magic


Magic Form(s): Mind
  • Basic Kinesis ability: Short Range Telepathy
    • Magic Stain: I Guess It Didn't Matter Anyways:
      Cyrus's emotions don't last long in his head. No matter how angry you get him, he'll be calmed down in about 10 minutes.
  • First Spell: Minor Neural Enhancement
    Cyrus mainly uses this to improve his eyesight and thus aim, but could also increase his memory retention, problem-solving skills, pain-tolerance, and other nervous system adjustments.
    • Magic Stain: I Can't Think With All This Noise:
      Cyrus struggles to differentiate the source of sounds during combat. An ally on his left and a monster roaring on his right, he'll likely think the roar came from his teammate's direction and flee into the monster. He never fires in close-quarters to avoid fatal mistakes.
>There Is No Honor To Be Found Here

>Begin Narration:

You awake to the sound of rust-gnats buzzing around outside of whatever hovel you call a home. The sound is not uncommon in the city of Nora, as they are attracted to rust as termites are to wood. The volume of them is the odd thing though. The city has experienced a swarming in the past, but they normally move on in a few hours. The cacophony outside sounds as if the swarm is in the room with you, so you can only imagine that multiple locations within Nora are experiencing their own independent mass of rust-loving pests. How lovely...

As you leave your house with a pollution mask on to keep bugs from flying in your mouth, and possibly also goggles for your eyes, you're grateful to see that the swarms are mainly flocking to the taller buildings. You imagine the rain yesterday caused the rooftop antennas to rust causing today's event. On to more pressing matters however, it is the first day of the new recruits to the Velsar Expedition Team, or V.E.T. for short. The town creaks as the buildings settle, their weight shifting as rust is removed but pests are added, and those who find themselves outside hurry along to their destination to avoid bugs, debt-collectors, or worst of all, strangers.

The V.E.T. building is no different from the others, save for the fact that it is connected to Nora's walls. Two guards stand outside of the building but their presence is mainly to give the organization an air of professionalism. They make no move in response to the approaching guests and simply allow you to walk in unimpeded. You'd likely find others waiting in the lobby as you now are, as being the first to these events is usually grounds for some sort of hazing among the seasoned members. Luckily for whatever fool woke up early today, none of those people are here to harass you for being punctual. They had more important missions to tend to and so the building is even quieter than normal. After waiting 20 minutes past the arrival of the last recruit, who was 30 minutes late themselves, the captain of this branch of the V.E.T.s walks out onto the second floor landing that oversees the lobby. A Numan woman with pointed ears and sharp teeth, standing around six feet and with a clearly athletic build. She is infamous amongst the townsfolk for her brash attitude and her proclivity towards drinking, yet no one knows of her name and she goes only by "Captain". Your captain looks amongst the crowd, clearly displeased with the new batch of rotten apples that now call themselves vets, and mumbles something under her breath.

"Well, I don't know what I was expecting out of a place like Nora, but these days we have to take what we can get. Today begins your careers as my servants, and I intend to work you like the hounds you are! Our town has no specialty, no wealth, no honor, and that's why citizens of Nora make up twenty percent of vets and yet less than one percent of officer rank or above!" She pauses for a moment, as a realization has struck her and she decides to go off-script. "I've learned over the years the kinds of people that get drawn in to my home. If any one of you manages to become an officer, I'll let you sit in my lap for one whole meeting! I know that half of you are already drooling at the idea," she smiles wickedly putting her shark-like teeth on full display.

A loud metallic screech sounds through the streets. One of the guards from outside bursts into the building, screaming towards the captain that the wall has been breached by a Stone-Horn. Nasty reptilian beasts whose bodies attract stones that bond with their scales as they age. A fully-grown adult is about the size of an elephant, with a rhino-like horn and thick wrecking-ball tail. You can only hope that the intruder is a juvenile, closer to the size of a bull. However, the walls should be able to withstand a juvenile's charge so how on Velsar did it get through? The rain, some of you realize, it would have rusted the walls as well and then the rust-gnats would have devoured the damage overnight. Morning patrols wouldn't have been able to recognize the lack of structural integrity without a larger investigation.

Your captain listens to the report, her hand grips the handrail of the balcony as she leans over it. Her other arm outstretched and pointing in the direction of the intruder. "Alright then recruits! I suppose you have your first mission. Go to the location of the breach and bring down that Stone-Horn. Considering your numbers, and against a juvenile, I expect no more than a single causality. Those of you who make it back without serious injuries will even get a head-pat from Little Miss Commission Broker down at the desk! Well, what are you waiting for?! That's a prime reward right there!"

Little Miss Commission Broker behind the lobby desk hides behind a manila folder. The shy green Quasit's antennae poking from behind it. She clearly didn't sign up for this, but she also clearly doesn't have a choice. Some recruits have already left before hearing the reward, some left upon hearing it, and the rest left as they realized that Captain was serious about them being the ones who would fight a monster on their first day. You haven't even gotten V.E.T.-allocated combat uniforms yet.

As you arrive, you see two patrolmen keeping the beast from running rampant with nothing but dull spears and gumption but you can tell the beast is becoming agitated and those spears won't stop a full charge. More patrolmen are evacuating the city block, expecting damages to occur before long.
>End Narration
>The City Wakes, Yet Nora Slumbers

>Begin Narration:

On the planet of Velsar, the sun rises over the horizon and reflects off of the metal landscape allowing no escape for those that prefer sleep or darkness. It filters through every crack, every tunnel, and every canopy such that even the most stubborn and tired must answer Velsar's wake up call. As the inhabitants rouse in the nine cities, the entire planet inaudibly hums from the clamoring footsteps against its surface, but if you place your ear against the ground and listen closely then you may just ear the whispers and secrets of Velsar. The land is alive even if what was built upon it has died, and the things outside the walls answer the call of the morning sun.

In Far-Northern Anthor, the Nine Lords serve the Council of the Rusted. The Council consists of 450 people, 50 from each city, and their purpose is to formulate the laws and regulations of Velsar. Legislation moves slowly, a simple bill could take a year of debate and truly important ones more so. There are no elections to the Council, it is a lifetime position that is lost only upon death or resignment. New members are chosen by the Lord that rules over the city the seat belongs to. The Nine Lords purpose is the enforcement of the Council's laws, appoint new council members, and stand in for the Council if no decision has been made on a bill that the citizens need an immediate answer for. It is unlikely that an incorrect decision by the Lords will be righted once the Council has made their call, but future decisions will adhere to the newly passed bill. Today, the Council debates whether it is legal to charge someone more or less chips at all-you-can-eat buffets based on species.

In Far-Southern Haust, the prison colony watches over those who have been exiled from their cities for any reason whether it be criminals or outcasts, quarantine patients with no chance of recovery or the homeless. The Lord also acts as Warden, and his family make up most of the administration. Some guards are transfers, while others are those born from imprisoned parents that the Lord gave an opportunity to rise. The prisoners awake as if flash-banged due to their fully metal cells, and are brought out by the guards to begin their daily duties.

In North-Western Juniper, Velsar's greatest hospital stands at the ready, prepared to treat those that have a chance for survival. At a cost of course. The city is wealthy and its citizens healthy but those not trained in medicine lack many luxuries as the city outsources food, military, infastructure, and so cost of living is high and rising. The Juniper Medical Hospital is awaiting a delivery of rare medicines from an expedition squad that is over 4 days late this morning.

In Central Carse, the largest Junkdives are continuing to produce an abundance of chips. The city collects these, sends them to Anthor, and then assists in the transportation of allocated funds to their proper cities. Through collection fees, transportation fees, chip-transfer taxes, and extensive lobbying of the council for larger allocations, the Lord of Carse sits upon a mountain of wealth that they have no intention of sharing. The people struggle with physical labor jobs most of their lives for sub-par housing and Carse hires professional military to patrol and maintain the peace so no one argues. The revolution makes its first strike today.

In South-Western Idyll, the military academies train professional soldiers to work for the other cities and they are known as the best. The people here are patriotic to a fault and believe that military officers and Idyll as a whole, should be allowed to go against laws and regulations if "the situation calls for it." Those who have no interest in the military make out a meager existence, struggling to afford anything and everything. Idyll has just received a report that one of its patrol squadrons in Carse has come under attack, one friendly casuality, culprits escaped unidentified.

In South-Eastern Jive, the Locust Crime Family has taken over. The city that use to house some of the most successful businessmen has turned ruthless, lawless, but free. It is the true enemy of the Expedition Teams as the crime syndicates send out raiders in order to gather food, supplies, and chips. They can be bartered with though, alcohol and drugs go for a lot in Jive as Father Locust is a known Wine Connoisseur and the rest of the family has their own various tastes. The Locust Family has just sent its second transport of stolen weaponry and magical trinkets to their connections in Carse.

In North-Eastern Forgefeld, infrastructure and architecture continue to rise. Weapons, armor, wiring, building materials, etc. are made here in mass quantities. The city is built where the least amount of chips per area has been reported and as such, all the metal here is safe for mining and forging. The Lord of Jive has just put in an order for 20 cases of military grade weaponry, to be sent to Anthor, so that they can attempt to reclaim her city.

In Far-Western Nora, the town is known for nothing. It is built on an ancient residential district that was cleared out of monsters, and so most living here have some form of shelter made from the remnants of decaying buildings. Your house may be falling apart, but free housing is free housing. Most don't complain considering the Lord's house is simply the two story building that still had glass windows. A common saying is that while they city may wake up, Nora stays asleep. Most work happens indoors or underground, and a quarter of the population is in some way associated with the Expedition team. The city has the lowest population, and a good portion is outside the walls on any given day. Those who wander the streets while meet few strangers, and can hear what nature remains in the town over the residents.

In Far-Eastern
>D̸̘̗̃͝e̸͓̽́l̸̪͌̂ẗ̴̖͗a̶̧͕͑͠,*cough* sorry...
Delta, the city is destroyed. Too far away from any capable military to call for aid. The refugees were evacuated and most now live mostly in Anthor. The rubble moans and mumbles, begging to be investigated by the brave, the opportunistic, and the foolish.



Of course, these are simply caricatures of the nine cities. Each has doctors, craftsmen, junkdivers, and military that they train but some places are known for their exceptional qualities in this fields. The Compass directions also only make sense from the perspective of Central Carse. Nora sits in the center of the Western Hemisphere with Delta just being the farthest East any have settled but it is still not in the Eastern Hemisphere. Velsar is a smaller planet, so getting from Nora to the ruins of Delta would take about 2 months, and Delta to the Prime Meridian of the planet would take another month of travel. West of Nora has terrible chip quantities, terrible farmland, and terrible metal diversity and so no one bothers settle beyond Nora. East of Delta and the Eastern Hemisphere as a whole is deemed to be exponentially more dangerous then the West. One could find massive, deadly beasts in the west but that pales in comparison to rumors of Dragon Nests in the East.



As the Citizens of Nora begin their daily routines, our intrepid idiots make their way towards the beginning of their horrible story. The beasts outside have been restless and some have been spotted watching the walls. The veteran expedition squads are away on missions, so no one has been able to chase them away. Luckily, those sighted are of the skittish variety and there are some new recruits on their way to the Expedition Office to begin their careers.

>End Narration
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