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    1. Zagreus 10 yrs ago

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Eep. I'll fix that in a bit. Sorry about that
Like physically does not appear, or that it is not a good one and not fitting of this game's theme?
Username: Zagreus

Name: Mara

Age: 23

Gender: Female

Birthday/Zodiac: February 12th, Aquarius

Allegiance: Sacred Blades

Class: Cleric -> War Cleric

Clothing: Same as appearance

Weapons: Heal Staff, Barrier Staff

Appearance:

Personality: Mara is not the sharpest of wit, but her fiery spirit more than makes up for it. To others, she may appear as stubborn or hidebound, but this came about as a necessity in light of the sheer amount of stress she has been exposed to in such a short amount of time. While a healer and caregiver at heart, Mara practices "tough love" with those she cares for, and tries to push them beyond their normal means in light of the difficulties she herself had to transcend in the past. She also is quite skilled at putting on a poker face when the circumstances may require her to stay calm and composed. When alone, she tends to dwell on her past and relive old pains, although she does her best to hide this if anyone were to happen upon her.

History: Mara grew up in a rural farmland. Her father was a shepherd while her mother was a seamstress who would go on frequent trips to town. Mara had developed a very close bond with her father by age nine, and would much rather be out herding sheep and milking cows than sewing and cooking at home. She was teased relentlessly for this. Despite her seemingly tomboyish proclivities, Mara embraced her feminine side and learned to ignore the opinions of others. As she grew older, it became clear to her parents that her reputation around town would make it difficult to marry a local. This did not bother Mara, as she was not particularly interested in suitor so early in her life. Mara instead had dreams of spreading her wings and traveling, despite a total lack of funds or support from her parents.

Unfortunately, Mara got to see firsthand how cruel the world could be outside of her little bubble. Shortly after Mara's 17th birthday, her mother passed away. Aside from the grief that wracked Mara's family, the more immediate problem came to be affording to live. For the next year, Mara and her father struggled to keep the farm. When things had finally been looking up, misfortune once again struck when a group of bandits raided Mara's farm and the nearby town. Mara and her father were forced to flee with barely anything to their names. They later tried to settle down in Ylisstol with the hopes of starting a new life. Not long after their residence in Ylisstol, Mara's father grew ill, and she was forced to find work to help support him. Mara settled on apprenticing to the local clergy while spending most of her time assisting them with menial tasks. She did manage to pick up a thing or two during her time, but it was not enough to save her father, who passed away when she was 20.

Mara managed to hold herself together and survive on her own. Well, not quite. She could not bear the painful memories of her past, and sought to always be around others. To others, this appeared as if she had a terrific work ethic, but in truth she was just doing everything possible to distract herself from the pain. When the Sacred Blades came around, Mara knew it was her time to leave the city and go on to help others. In some ways, she hoped this would help her deal with her inner demons.

Ability: Unflinching in the face of danger, and happens to be a good bullshit detector.

Quirk: Terrible insomniac

Strengths: Can swing a staff and have it hurt, fairly agile, great at coordinating with and assisting others while under pressure.

Weaknesses: Terrible liar, can't be alone for too long without consequences, very guarded emotionally

Likes: Rural areas, swimming, cows, helping others, listening

Dislikes: Emotions, being vulnerable, music, talking too much

Other: "You're hurt when I say you are!"
Hi Juju! You got me very interested in this game before, and I am fascinated in your description of necromancy and the morticians. I was wondering if you could expand upon / reiterate it a little to give me some inspiration, since I was thinking of making some sort of socialite mortician.

Also, in regards to the quest for Sudoku, what are some obvious reasons a mortician may pursue it? Is it possible for someone to not go on the quest to collect the pieces, but instead to do so for other reasons (such as for a mortician thinking "there will be a most definite need for my services")?
I'd allow up to two characters per player, if that helps narrow things down for you.
The book of bad juju said
Very soon. In 48 hours max, because i was not really excepting this to get so much interest so quickly.


Well I think what happened was that you did a fantastic job of describing things that were really interesting about your game. It was also really amusing to read.
I've always found the desert to be a mysterious and interesting backdrop that RPs never seem to take advantage of. I would like to see what you have planned for this, but I think it's safe to say I'm pretty interested.
I'm fairly new to GMing over freeform RP PbP (although I've GMed plenty with tabletop). One thing that got me thinking was if it would be a good idea to include Co-GMs or some sort of assistants to help keep the RP moving.

Has anyone had any experience with this? Did things turn out okay? What's the best way to go about including them?
Count me as super interested. :)
Oo, I'd love to get in on this if you're still planning on running it.

Name: Albert Rossini

Gender: Male

Age: 26

Appearance: Short and stout, Albert stands at 5'6" with a pale complexion and a youthful demeanor. His neatly cropped hair and trimmed beard have been tinted a dark shade of green, and they smell oddly of mint. Albert's choice of clothing is fairly uninspired, with his leather coat and pants rounded out with several tool belts containing all manner of tincture, potion, and extract. Loosely strapped to a rather large backpack is a weathered crossbow with the initials "T.R". hastily carved on its side. Whenever Albert walks, the vials strapped to his belts and the contents of his backpack seem to clink and clatter in harmony.

Personality: Albert has a tendency to be quiet, and he keeps to himself when around others with whom he is unfamiliar with. He's learned to not grab the attention of others unless it's necessary. The exception to this is when Albert finds something that could yield potential alchemical knowledge. He gets just giddy at the thought of dissecting creatures and grinding up plants, and his passion for the subject is rather obvious to onlookers. Albert possesses a strong sense of social justice based upon his past experiences, and when slavery or oppression is involved, he'll be the first to raise an objection. Quietly, of course.

Bio: Albert originated from Paskal, a town that had, for a time, been perfectly self-sufficient. Its relative isolation had protected it from outside forces, allowing the people to develop their own unique culture. Over the course of many years, Albert's people developed advanced compounding and alchemical techniques that aided them in their survival in the World of Ruin. Unfortunately, they could not remain hidden forever. Albert was fifteen when Paskal was discovered by the Ferrer Empire, who demanded that the townspeople surrender their knowledge and alchemical creations.

Being the hardy, self-sufficient town that Paskal was, its people adamantly refused to reveal any of their secrets. This was received by the empire as well as one would expect from a tyrannical organization. Paskal was razed and its inhabitants were either enslaved or killed. Albert was one of the lucky few to have escaped, in large part due to his father's quick thinking and vast repertoire of alchemical explosives. Albert, and his father, Thomas, would be forced to flee from their home town and live in relative isolation for years to come. They were able to scavenge and live off of what little the wilderness and kindness of strangers had left to offer them.

Thomas tried his best to pass on what knowledge he had preserved from his town before succumbing to illness, leaving Albert to fend for himself. Albert has since been traveling between towns while selling his services as an apothecary.

Special Abilities/skills: Item Use, Compounding

Weaknesses: Physically weak, always tries to avoid conflict, and highly secretive. His experimental use of potions has left him weak against poisons, and gives him a hangover like you wouldn't believe when he drinks alcohol.

Other: Albert has copious amounts of belts, pockets, and other spaces to store alchemical items. He possesses dissection tools to extract parts from creatures and plants for later alchemical experimentation. Albert also has a standard crossbow which he can use to fire alchemically covered bolts, or to launch potions across long distances.
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