Age of Trials: Apocalyptic Steampunk RP Interest Thread

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ultrachicken

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[HEADING=1]Age of Trials[/HEADING]

[sub]Image courtesy of Dan Slider on DeviantArt[/sub]
Click here for the game thread.
Long ago, in an era before time, the world was formless, an endless sea of earth and water, devoid of creation.
Then, from the depths of nothingness, rose Our Lord.
With him, came disparity.
Life, and Death.
Heat, and Cold.
Power, and Servitude.
Upon these three pillars, Our Lord founded humanity and civilization.
And as we grew, Our Lord shared with us his vast knowledge, granting us boons of technology as we became ready for them.
The world flourished. Culture and civilization blossomed even in the deepest reaches of the world, but just as the pillars served as the foundation for society, so did they support conflict.
Our Lord, displeased with our warring, disappeared without warning, and beset upon us a terrible curse.
In his absence, the forces of creation have spiraled out of control. Civilization has been beset upon by monstrous creatures and dynamic, uncontrollable terrain.
After centuries of struggle, humanity lies on the brink of destruction.
It is only by destroying or reconciling with Our Lord can we remove this curse and deliver ourselves from this age of trials.
The only known landmass, simply referred to as the world, has seen many transformations. In the beginning, all men were ruled by the Meridan empire, which spanned the entire world, and was under the providence of The Lord, but lost his favor due to the brutal treatment of its people. The Lord helped dismantle the empire, and divided the remainder of the world into many nations, but the most powerful were the lands of Grainheart and Ureivar. During this time, and indeed for all time, any technological advancement was the product of The Lord sharing his knowledge with mortals. Science did not exist, as it was not needed. Technology was The Lord's way of showing his favor, and he did so by advancing the most promising cultures. He deemed Ureivar most promising, but he was betrayed when Ureivar used his favor to wage bloody war on the rest of the world. In anger, he spawned hordes of monsters and let loose a miasma of random creation, destabilizing civilization and making large-scale conflict impossible. It wasn't long until every nation had only self-preservation on its mind, but centuries later and only a few bastions of humanity have survived.
Meridas
Meridas is the birthplace of human civilization. It was once a nation spanning the entire continent, and favored by The Lord, but The Lord helped the subjects of the Cafka regime to rebel. Meridas contracted into a single city, with a massive natural moat surrounding it, and only a single bridge made of rock to connect it to the outside world. Because all societies trace their origins to Meridas, its language serves as the foundation for all others. It has, however, undergone a vast array of religious movements, transforming the religious beliefs of the city to be unrecognizable to outsiders.
The Cafka regime is still in power, and enforces a strict caste system that determines occupation, as well as indefinite martial law. Members of each caste are branded from birth with facial tattoos. Split into 3 main groups: Arcane, Advanced, and Enlightened. Some are considered Casteless: refugees or slaves subjected to poverty.
Meridan buildings are carved from gleaming, almost golden rock. The architecture uses simplistic geometry on a massive scale. A large castle complex is located on the opposite end of the bridge that houses the royalty.
Steam technology plays a large role in the wealthy Meridan's life.
Popular opinion is that if The Lord is killed and his place is taken, the Age of Trials will end, but there are dissenters who would propose regaining his favor.
The city of Meridas is visited by a member of the ancient and respected Nevvar order, Dackord. Many in Meridas respect and revere the Nevvar, but nevertheless, his request for aid in his order's quest to slay God is denied, as King Than feels too pressed for supplies. Dackord requests to stay in town for a time before setting off again on his journey, and the king complies. Not two days after Dackord's arrival, the city is beset upon by a horde of foul beasts at nightfall. The Warriors and Scouts do their best, but are overrun at the gates, and the monsters pour into the city, led by a powerful mage. Dackord takes a small group of elite warriors and slays the mage, but the warriors do not survive. After the mage is dead, the beasts are disorganized, and the Steam Knights, Arcane Warriors and Scouts are able to form an effective counterattack and drive them out. During the attack, five individuals showed exceptional strength and courage. A week later, as the city is rebuilt, King Than gathers these individuals in the Royal Palace before Dackord, where they are told they will be accompanying Dackord on his quest.

Hello, all. This is an RP that's been in the works for a while and based on my own imaginings, and will follow a small band of Meridas denizens (that's you folks!) as they journey to several key locations in this fictional world in a quest to slay god. This will be primarily based on how the group develops as they're shown the world they've spent their entire lives isolated from, and will feature several key decision points that will drastically affect the epilogue. However, I must insist that, unless stated otherwise, the party must come to a consensus, as I don't want to deal with a split party or a fight to the death at every decision point. In spite of the decisions, the RP will require that certain plot points be addressed.

[HEADING=2]The RP is starting. Below are the accepted players:[/HEADING]
Time Travelling Toaster
MortifiedPenguin
Mortis Nuncius
Malyc
Terratina.

If your name is not on this list, do not fret! If someone drops out (and someone almost always does), I'll be combing the rest of the sheets for a replacement.

If your name IS on this list, I'll be inviting you to a user group shortly, for out of context chatter. The game will take place in a separate thread, which I will link to here. Please read the OP in this thread if you haven't already. Below are some more tips either specific to this RP, or just stuff I'd like to emphasize.



No godmoding. This RP revolves around a party dynamic, so it's crucial that no single character be enforcing their will on everything. Which leads into...

You are not playing to win. This is not a video game; your objective is not to defeat the boss, it's to engage in a (hopefully) interesting story.

Develop your character. If your character's personality matches the blurb you put on your sheet at the end of even the first arc, that drags down the quality of the RP. Show that your character is a person who can grow and change.

Do not fight another party member.

Please use correct diction. For example, the concept of hell does not exist in the game world, so don't say it. Some fantastic curses/exclamations that you might find helpful to know of: Our Lord (rather than God), oblivion (rather than hell), "by the pillars." If a curse word refers to excrement/intercourse, you can assume it's valid.

You are not your character. Act like your character would, not like you would.

I want meaty posts. At least one or two paragraphs. One sentence posts really drag down the quality of an RP, as I've learned from experience. So make sure what you post is substantial.
I plan on separating this into 3 arcs, each focusing on a certain location.
Now here's some info on character creation:

Each character should fit into one of these categories.

These men and women are the staunch protectors of Meridas, serving as the infantry of the Meridan standing army. They are trained from a young age to fight with primitive weapons ? axes, hammers, shields ? and to be in touch with nature. They wear enough armor to protect themselves, but not to slow them down. In Meridan society, Arcane Warriors are respected and feared for their service. They usually reside in forward camps, if on an expedition into the wilderness, or in the homes of Meridan denizens, where they are provided room and board under the quartering act. Some Warriors drive their hosts to financial ruin with their antics, but others are more respectful. The caste, despite the danger it faces, is large in number.
Every Arcane Warrior takes the spirit of a bear into themselves as part of their rite of passage, at age sixteen. The spirit grants them inhuman constitution and strength, but the Warrior is often influenced by his bear. Often, warriors become more territorial and ruthless, and if the bear is particularly dominant, will have to consciously debate the bear should a decision need to be made. The extent to which these effects occur depends on the resolve of the Warrior and the resolve of the bear.

The Scouts provide knowledge of the situation in the wilds, hunt monsters and animals, and assist the Warriors in matters of battle. Scouts are trained from birth in the use of the bow and blade, some favoring one over the other. They also have knowledge of herbs and plants that dwarfs any other caste. They wear minimal leather armor almost all of the time, mostly just to protect from scrapes and bruises. Meridans respect the scouts, but they do not have a large presence, as they are few in number. Many Scouts die at a young age due to their dangerous quests, and they spend most of their time away from the populace and in the wilds.
All Scouts, similar to Warriors, take in the spirit of a wolf at sixteen as their rite of passage. The spirit grants inhuman speed and agility, but it will make the host more aggressive and instill a pack mentality. The risk of having to fight the spirit for control of actions is still present.

This caste serves as the police force for Meridas, and are extremely popular. When a Merian thinks of their city, they think of the Steam Knights and their gleaming gold armor. They use breech-loading guns (automatic weapons are not in existence) with a blade in accord for close combat. They tend to favor pistols, but will use rifles if assisting the army or executing a raid. Their uniforms are heavy metal with interior machinery that allows them to move more easily in the cumbersome armor. They have an appearance of brass. They often live in the wealthier areas with access to steam technology and will usually share their house with one or two other people to conserve space. They are given a fair education. The Knights have a population of medium size.
Steam Knights are ignorant of spirituality, and have a culture of actively rejecting spirits. As such, the spirit world does not look favorably upon them.

This is a caste whose existence is unknown to all but the upper echelon of royalty. Assassins will wear the mark of a Noble and act as such in polite society, but carry a skull tattoo at the top of their back to signify their true caste. They serve as protectors of Cafka line or their allies, though they will only reveal their presence to each other or the Cafka. They are stealthy and ruthless, and if given a target, will reliably end them without revealing themselves. They are cunning at social maneuvering and using poisons, but will use crossbows or short blades if the situation demands it. Their education is minimal, and they live in quarters provided by the Cafka. Assassins exist in by far the lowest number of all the castes.
Their connection to spirits is not malicious, simply apathetic. The assassins have simply not yet garnered a reputation with spirits.

Scholars pore over ancient religious texts in the ruins of great archives that dot the lands in search of technological guidance. The scholars piece together translations and construct new devices for the benefit of the people. Each scholar will keep an automaton about the size of a dog to offer self-defense, but they vary in functionality and appearance. Scholars have the greatest degree of education save the Cafka themselves. They may live in large halls that have been provided to the caste, or in their own houses in the richer districts.
Scholars? connections to the spirits vary wildly.

If Steam Knights are the face of Meridas, then Monks are the heart. They are deeply connected with the spirits, but do not have an alliance with a specific kind; rather, they are simply trusted by many spirits. They usually wait until they reach the status of elder before taking a spirit into themselves, as Monks are taught not to take it lightly, and to meditate long on which spirit best suits them. Monks are taught never to kill, and only to inflict pain when absolutely necessary, but the lessons don?t stick with everyone. They are trained in martial arts to aid in spiritual enlightenment and are also agile. Their charisma and respected status allow them to excel in social situations. Monks live in the Great Temple, which is beset upon by fierce debate regarding whether or not the Lord should be eliminated (a popular opinion, despite the common pacifist views) or reconciled with.
These are the descendents of refugees or slaves. Many of them are still slaves, as dictated by the nobility and the Steam Knights. They live in squalid conditions and perform most of the manual labor that sustains Meridas, enslaved or not. The fortunate become shopkeepers and merchants. Others immerse themselves in the criminal underworld, where trafficking of the ?moon dust? drug, prostitution, and extortion are favorite activities. Casteless are spat upon by most other denizens of Meridas, and are forced to live in caverns carved out of the ground. If a Casteless can fight, they will use any weapon they can get their hands on, or just their hands. They don?t carry their weapons, though, as Steam Knights will attack an armed Casteless on sight. They are very numerous.
Their spiritual connections vary, but tend towards nonexistent. However, Spider spirits are known to favor Casteless.
Name: Keep it ancient/medieval sounding. I don't want any Steves running around.

Age: How old you are. Keep it around 18-35.

Gender: What's between your legs?

Caste/Skills: Pick one from the list above; just include the most specific classification (eg. Monk instead of Enlightened Monk). You should also specify what weapons you use (if any), and what non-combat skills you have here.

Appearance: Tell us what you look like (or, if you can draw, show us). Make sure to keep in mind your caste here.

Biography: A little information on what?s happened in your character?s life. Make sure to include their outstanding actions during the invasion. No need to be super detailed, as you?ll have opportunities to flesh it out as the RP goes on.

Personality: This should also be fairly brief, as once again, you?ll have ample time to show your character's? well, character.

Extras: If there?s anything else you want to add, stick it here.


On characters:
I'm not looking for a completely even spread of castes and personality types. After all, seeing two people of similar backgrounds develop differently in the same circumstances can be interesting. However, I don't particularly want a party containing four Arcane Scouts or whatever happens to be most popular. I am also imposing a pre-emptive cap of one for Steam Assassins; I don't feel that having more of that caste will add anything, and I anticipate that this will be the most popular. But don?t be discouraged from trying.
I'll likely have comments on submitted sheets, and if there's conflict with the lore, then I'll let you know and perhaps give suggestions on how to fix the issue.

If I get some interest, I'll put some more of the backstory that's floating around in my head to paper for your enjoyment. If not, then oh, well.

I'll create a sheet of my own once I pick everyone else's, as I don't want to influence your choices.

EDIT: Here's a meaty bit of information on various kinds of spirits. This isn't exactly required reading.
The following is a collection of excerpts from Elder Scholar Jun's "The Bestiary of Souls", written before the Age of Trials.
The Spirit Plane has very rarely been visited by mortals, and almost solely by master Monks. It has been reported to be both formless and ever-shifting, yet harshly divided into regions. These regions house specific species of spirits, and though they are each dynamic and unpredictable, will generally conform to certain patterns. The spirits also rank themselves in a hierarchy, sorted generally by power.
Normally, in our society, we do not think of accepting a Spirit as possession, as the Warriors and Scouts accept a Spirit completely willingly. However, all that is required is a willing Spirit, not participant. Now, it doesn't usually occur this way because getting out of a body is far more difficult than getting in, and most Spirits have no guarantee that they will be able to overpower the mortal, but in the case of Tormented and, to a lesser extent, Spiders, it is a danger. If a mortal already has a Spirit within them, they are most likely fine, as the hierarchy tends to determine the new owner of the mortal. But, should the pre-existing Spirit fail, it is cast into oblivion, the mortal's mind warped, and the new Spirit takes hold.
Said to be avatars and servants to The Lord himself, Dragons are powerful, wise, and brutal. They have dominion over fire, and their domain is of volcanic mountain ranges interspersed with large, stone flora. Those who take a Dragon into themselves can rarely best its resolve, but the Dragon is often content to let the mortal do as it pleases. The mortal will be granted the ability to extend itself by exerting control over flame, but to truly master the abilities of a Dragon requires time and patience.
The Eagle, in Meridan culture represents wisdom and morality. The Eagle spirit is outclassed by many other spirits in terms of raw power, but its free and upstanding nature earns it great respect. Eagles favor order and peace, and are not afraid to strike mortals or other spirits down if they believe it furthers these goals. Their domain consists of cliffs that have been disembodied from the earth, floating in the sky. They are covered densely in strange plants of all sorts, such as large mushrooms and spiraling trees. They are known to inhabit mortals only once every century or so.
These are the true nature spirits. They inhabit trees and may switch to different trees on a whim. When an Arboreal finds a tree, the new body converts its roots to legs and can transform its bark to become weapons. They are right at home in forests, where, if immobile, they can blend in perfectly. Arboreals have shown favor to Grainheart, and have been known to aid the nation in times of war by providing the enemy a land where every inch of forest is hostile. A common tactic when fighting Arboreals is to let fly arrows covered in turpentine to burn down patches of forest, but this makes the invading force?s position and intent known to the Grainhearts. Arboreals inhabit a domain of dense rainforest, with layer upon layer of trees, some growing out of each other. When small animals die, their souls inhabit the Arboreal domain, where they are looked after.
A truly mysterious spirit, the White Beasts appear seemingly randomly in our world, to kidnap or kill one mortal, then disappear. They are seen very rarely, and accounts of their appearance vary wildly, but witnesses do seem to agree that these are creatures of immense stature covered with bright white fur, with long, thick arms that drag along the ground while their strong legs propel them at immense speeds. Some say they have horns, others that they have wings, others that they have two heads. The domain of the White Beasts has only briefly been visited by the Elder Monk Havine before he was forcibly removed, but he glimpsed a vast frozen wasteland.
These spirits are joined in essence, and inhabit the same domain. They are strong and harsh, and have a deep connection to Meridas. Except in their alliance to the Arcane castes, the Wolves and Bears do not meddle in the affairs of mortals, though they are keenly attuned to the happenings of the world. Their domain is one of towering, golden structures, much like Meridas, but overgrown with vines and ferns. The architecture shifts and molds itself into odd shapes autonomously. To accept the spirit of a Wolf increases one?s speed and agility, while the Bear increases strength and constitution.
The Tormented solely inhabit the bodies of humans, dead or alive, and their spiritual forms appear as black smoke in the form of a man. They are unintelligible, communicating solely through shrieks of agony, unlike most spirits, and extremely hostile towards mortals. Live humans rarely accept the Tormented into themselves, but the weak-willed, near-dead, or corpses will find themselves unable to resist. The living who are possessed by Tormented can only be free of the spirit in death, but gain immense power and control over the elements and terrain. The undead are strong, fast, and seemingly indestructible, as removing a limb or even head does not slow them down. Tormented inhabiting corpses may switch to new ones, so if their host becomes sufficiently damaged, they may create a new one. Tormented are notorious for their persistence in destroying man-made structures, and only the most ancient of spirits know why. Tormented have only begun to appear at the beginning of the Age of Trials.
Though powerful, the Spider is the most hated and reviled of the spiritual hierarchy. They are sadistic, deceitful, and hold nothing sacred except their own urges. Their domain is a vast expanse of tunnels, usually covered in webs, and containing trapped spirits that are feasted upon. In the physical world, Spiders form their bodies by forcing massive amounts of bug life into a large mass, which they then inhabit and manipulate to resemble their own form. They are gluttonous creatures that enjoy capturing mortals in their webs where their flesh and spirits are feasted upon. Very few survive being entrapped by a Spider, and all accounts agree that the experience is immeasurably painful. Survivors are rarely sane. Because Spiders are outcast in the Spirit and physical realms for what they deem to be their nature, they identify with the rejects and downtrodden of society, often offering to inhabit their bodies so as to help them secure a better station in life. A person inhabited by a spider may restore their vitality and increase their strength by eating other mortals, or, if particularly powerful, may consume their essences remotely.
Guns can pierce most armors with ease. Heavy-duty gear such as the kind Steam Knights wear is bullet-resistant, but not impervious.
Because bullets find their utility mostly in armor-piercing, their effects on humans are far from deadly. They will pierce flesh, but because of the precision, bullets will usually immobilize as well as cause bleeding, unless they make contact with the brain. If a bullet wound is not treated properly, infection will occur, which will be a problem for enemies and players alike. Modern weapons are breech-loading, meaning that they load from the back, but cartridges have not been invented, so the gunpowder and the bullet must be inserted independently. This takes a minute at most, perhaps more if the gun is of a rare make that uses clips.
Pistols are short-range, so don't expect any shots to land at more than ten yards. Rifles are assured hits for the ranges of combat that will occur.
The beasts that can be found roaming the world during this age seem to follow no patterns; they are randomly created, but almost always either mindless or ruthless. Some are harmless due to their forms -- massive balls of legs have been reported, and are every bit as disturbing and harmless as you'd expect. Most, however, are quite deadly. They will often appear as carcasses of wolves, bears, and other animals, but will also appear as cobbled-together hybrids of many animals. Bulls with skin seemingly consisting of writhing snakes, birds with horns in place of their beak and a scaly tail in place of a feathery one, and even horses with fish heads have been reported. However, some defy the limitations of pre-existing animals all together, and take entirely unique forms. Beasts almost never feature humanoid traits, and if they do, they are not in a significant fashion. However, Magi, living mortals that have been possessed by Tormented, will often take their power to the wilds, where they gather the mindless hordes of beasts that lurk in the rocks and trees and form an ungodly army. These have plagued Meridas for some time, but our Arcane castes have always held their ground against this evil.

--Excerpt from Scholar Yuwarn's "The Wilds", written seven years prior to the present

There has only ever been one religion in Meridas, and thus it has earned no proper name. It is monotheistic, and describes the Lord as the one who took the world and shaped continents and creatures to inhabit it. The Lord is not all-powerful, but the limits of His strength are not known with precision. Religion teaches that three pillars form the basis of the world: life and death, heat and cold, power and subservience. Humanity can only prosper when the three pillars are in balance.

The First Pillar: This pillar describes the interplay between life and death. This is often interpreted as the spiritual pillar, and symbolizes the importance of open-mindedness and critical thinking.

The Second Pillar: Heat and cold represent the physical aspects of creation. This pillar symbolizes the importance of grounding oneself and maintaining a realistic outlook.

The Third Pillar: Power and subservience describe the philosophy of both nature and civilization. In nature, the strong survive and the weak perish in order to sustain the strong. In civilization, the strong command the weak, but for the benefit of all.

In death, those who help preserve the balance are awarded an eternity by the side of the Lord, where they live in pure bliss. Those who upset the balance are allowed to slip into nothingness, where their very existence is purged from reality.

Your character and his/her Spirit:
In basic character creation, I'm going to have to insist that you stick to accepting Wolf and Bear spirits, if any. If you want to test those boundaries, I will take a look at what you come up with, but my answer will very likely be, "sorry, but no."

In spite of the spiritual/magical aspects of the RP, we will be adhering to a greater level of realism than seen in your typical, say, RPG or such. The only way to cause an instant kill is to inflict severe trauma to the head. If you're stabbed without armor, that's going to go straight through (though a Bear Spirit will stop the blade partway through the muscle). If you are cut, you will have to address problems such as bleeding and infection. If you break a bone, that will take time to heal (though herbs will allow the healing to occur at a much faster pace than in real life). If you're shot, attempting to remove the bullet runs the risk of serious medical complications. If you stab someone else, expect blood to get on you. If your armor is sufficiently heavy (Steam Knights, take note), you will have to enlist aid in putting on/taking off the armor. If you knock someone out via trauma to the head (and they manage to not die), they are more likely to suffer from a coma afterwards or wake up several seconds later rather than sleep harmlessly for an amount of time that is convenient. I could go on and on, but you get the idea.

The reason for this is that much of the RP is open-ended. Most objectives have multiple paths to the goal, and they won't necessarily be spelled out for you beforehand. For this to work properly, there needs to be a reliable set of rules that you can count on while formulating a plan.
Name: Artus Jaluk

Age: 21

Gender: Female

Caste/Skills: Steam Knight. Is capable of moving in Steam Knight armor, and is skilled with a rifle and shortsword. Artus is very familiar with the machinations and schemes that are common to politics. She can also carry a tune.
Appearance: Artus is usually found in full Steam Knight regalia. Her face is thin and short. Her eyes are brown, as is her hair, and her skin is darkened from her time spent outdoors. She stands at a formidable height, just under six feet, and features a muscled build.

Biography: The Jaluk family was once an unremarkable, faceless collection of Steam Knights. They performed their duties just well enough to keep out of trouble, but poorly enough to avoid recognition. That all changed with Artus.
When Artus was born, little was expected of her. She would pass her training, patrol the streets, and continue the lineage. But when she surpassed many of her fellow students in almost every respect, all eyes were on her.
The Knight Academy at which she trained was visited by a young noble when she was eight. Artus was selected by the trainers to put on a demonstration for the noble. The young boy, Nemin Halius, was impressed by her skills, and the two became fast friends afterwards.
When Artus graduated from the academy, she was immediately acquisitioned by the Halius family to defend their son. This was not an unusual task for a Steam Knight, as very few nobles are of sufficient rank to be granted Steam Assassins, but what was uncommon was receiving the work right out of school, and when Artus came from a family of so little renown. With the pay from her new work, the Jaluk household grew wealthy and proud, but also greedy.
Artus?s parents began to pressure her into seducing Nemin to help ?cinching the deal.? She resisted at first, but eventually decided it was for the best. Nemin, who knew her well, saw through her ruse and refused her advances, knowing they weren?t genuine. Their friendship was, in fact, strengthened, but not how it was expected.
During the attack, Artus was stationed at one of the Halius family mines. She had Nemin hide, and was able to fend off the beasts by successfully organizing the Casteless slaves. Her accomplishment, along with her young age, earned her the attention of the Cafka themselves.

Personality: Artus is somewhat naïve in her firm belief in the effectiveness of law. She has not considered the possibility of crime being committed due to necessity, and is convinced that money and power can only be obtained through merit. She is, however, open to new ideas so long as evidence is shown to support them. Artus believes that the Lord is not entirely gone, and does still watch over the world, using this to explain her feats of might. She believes that if the Lord is reminded of humanity?s merits, He will remove the curse of His own will.
Extras: Artus carries a lute and has vast knowledge of Meridan folklore and culture, learned from Nemin.
 

drmigit2

New member
Dec 25, 2008
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Well, would you look at that, I am going to pre-emptively stake a claim on the scholar caste, as that is just the character I enjoy playing haha. Give me a day and I will probably have a sheet ready.
 

Time Travelling Toaster

The Toast with the 'Tache
Mar 1, 2009
3,622
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Sounds like an amazing idea for an RP, give me a couple of days for sheets, since I've got a couple of ideas I want to write up, plus it'll give more choice if you put a limit on either of my choices.

Name: Farah Payne

Age: 28

Gender: Female

Caste/Skills: Steam Assassin. Farah uses a small collection of poisoned needles, ranging from simple poisons which induce sickness to one that induces a crippling illness, crumbling the sanity of the victim before killing them in extreme agony. At most, Farah carries no more than 12 needles at a time, less she becomes confused as to which is which. Like most assassins, Farah has a beguiling tongue and is willing to use her beauty to get close to targets. She has also be known to use a silver short dagger on the occasions that poison is not effective.

Appearance: Farah stands at a just under 5'9" with a very thin physique. Her light red hair is always swept away from her face, instead being tied in a loose ponytail which falls half way down her back, keeping her skull covered if she chooses to wear a gown that reveals her back. Generally, Farah wears long gowns that give her a regal appearance, her favourite gown is one of black silk, trimmed with a light blue thread that accentuates her shape, she also tends to wear a blended make-up that helps to hide the facial tattoo she acquired during her Scout training. When doing a mission that involves her identity remaining secret, she swaps her gown out for a plain black suit with a face mask that covers the lower half of her face. Over her eyes she wears a pair of goggles that prevents her eyes from being recognised. Her eyes are a sharp lime green.

Biography: Farah was raised in a small home, her father was a Steam Knight and her mother was a tailor, making clothes and dedicating them to the casteless that held nothing, out of a sense of pity. She took it upon herself to become something different from her mother and father. Whilst she was training to become a Scout, she was noticed by one of the Cafka and taken in to become a protector for the family before receiving her wolf spirit.

During the invasion, the youngest of the Cafka children vanished during the evacuation and Farah took it upon herself to search for the young boy, unwilling to let any of her masters die at the claws of some beasts, taking up her small silver dagger, Farah managed to slay 5 beasts that had surrounded the Cafka child, a feat which was noticed by several knights that were attempting the same thing, upon returning the child to his family, she yet again returned to the fight, defending their escape route from any beasts that tried to track them.

Personality: Farah is cold and untrusting initially, but after someone obtains her full trust, she is very friendly and would do anything for her friends. When acting, Farah seems to be very flirty and outgoing.

Extra: Farah has a knowledge of poisonous species that surround Meridas and how best to extract and make use of them, meaning she supplies all of her own poisons.
One sheet finished, any problems with it, let me know!

I'll have the other one up tomorrow or Saturday, depending on time.

Edit: Made some minor changes, added age and the facial tattoo.
 

Grim327

New member
Jul 21, 2011
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This sounds awesome. I'll have a sheet up probably later on tonight.

Edit: Nevermind I found time to make one.

Name: Isaac Corviser

Gender: Male

Caste/Skills: Steam Knight. Isaac prefers a pistol/long-sword combination. He sees a rifle as too cumbersome to use effectively. Isaac is a tinkerer and can take apart most anything from guns to medium machinery, fix the devices if there is a problem, and reassemble them without much trouble.

Appearance: Issac stands at 6'0" and has a shaved head. When his hair grows out it is chestnut in color. He has a slightly buff build, neither overweight and out-of-shape, nor bodybuilder, hulk-like. His eyes are bluish-grey and some people tend to look away when they stare straight into them for whatever reason. When not wearing his heavy armor, Isaac wears a simple brown-dyed wool shirt, and pants. He always preferred a conservative and simple look instead of flashier and more expensive clothes that others of his caste wear. On some occasions, he will be seen having a straw hat over his face while napping. One key feature is a scar down his left arm which he obtained during the invasion. He also always wears a small necklace with an image of a soaring gold eagle emblazoned on it.

Bio: Isaac grew up with his dad a Steam Knight as well and his mom who tended to the house. Isaac's grandfather on his dad's side also lived in their house on was a retired Steam Knight. With his dad working most of the day and coming home tired, he did not have much time to speak with Isaac, and Isaac did not blame him for it. Isaac turned towards his grandfather to teach him about right and wrong and the other lessons that you learn as a child.

As Isaac grew up, his grandfather instilled in him the desire to continue the family legacy of being a Steam Knight as well. He began training at a young age, which at that age meant swinging a wooden sword outside. At the age of 18, Isaac began formal training to become a Steam Knight, and graduated as the second-best of his class. He probably could have been the best, but he did not like the limelight. Upon graduation, his grandfather gave him a necklace with an eagle on it, and told him if he was ever in trouble, to remember that the rest of his family was with him in spirit and that he could accomplish anything. Isaac has never taken it off.

When the invasion hit, Isaac and his father both went to the fight. They fought bravely together back-to-back, but his father eventually fell due to the sheer number of beasts. When Isaac turned around to help him, a beast slashed at his arm. The claws connected, but the cut wasn't deep enough to warrant a lot of attention. In a bloodrage, Isaac slashed, and stabbed at every beast surrounding him and his fallen father. When an opening was made, Isaac carried his father to safety, dropped him off and returned to the fight to help the rest of his fellow knights that were also surrounded. A few of the higher-ups noticed his bravery and dedication to his comrades.

Personality: Isaac has a conservative personality, preferring simplicity and staying out of the limelight. He will fight tooth-and-nail for anyone, which his grandfather taught him to do. Among strangers, Isaac is quiet, and tends to be in the corner of the room, watching everyone else, but in the presence of friends he will be more open and talkative.

Extras: N/A
 

ultrachicken

New member
Dec 22, 2009
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Time Travelling Toaster said:
Name: Farah Payne

Gender: Female

Caste/Skills: Steam Assassin. Farah uses a small collection of poisoned needles, ranging from simple poisons which induce sickness to one that induces a crippling illness, crumbling the sanity of the victim before killing them in extreme agony. At most, Farah carries no more than 12 needles at a time, less she becomes confused as to which is which. Like most assassins, Farah has a beguiling tongue and is willing to use her beauty to get close to targets. She has also be known to use a silver short dagger on the occasions that poison is not effective.

Appearance: Farah stands at a just under 5'9" with a very thin physique. Her light red hair is always swept away from her face, instead being tied in a loose ponytail which falls half way down her back, keeping her skull covered if she chooses to wear a gown that reveals her back. Generally, Farah wears long gowns that give her a regal appearance, her favourite gown is one of black silk, trimmed with a light blue thread that accentuates her shape. When doing a mission that involves her identity remaining secret, she swaps her gown out for a plain black suit with a face mask that covers the lower half of her face. Over her eyes she wears a pair of goggles that prevents her eyes from being recognised. Her eyes are a sharp lime green.

Biography: Farah was raised in a small home, her father was a Steam Knight and her mother was a tailor, making clothes and dedicating them to the casteless that held nothing, out of a sense of pity. She took it upon herself to become something different from her mother and father. Whilst she was training to become a Scout, she was noticed by one of the Cafka and taken in to become a protector for the family before receiving her wolf spirit.

During the invasion, the youngest of the Cafka children vanished during the evacuation and Farah took it upon herself to search for the young boy, unwilling to let any of her masters die at the claws of some beasts, taking up her small silver dagger, Farah managed to slay 5 beasts that had surrounded the Cafka child, a feat which was noticed by several knights that were attempting the same thing, upon returning the child to his family, she yet again returned to the fight, defending their escape route from any beasts that tried to track them.

Personality: Farah is cold and untrusting initially, but after someone obtains her full trust, she is very friendly and would do anything for her friends. When acting, Farah seems to be very flirty and outgoing.

Extra: Farah has a knowledge of poisonous species that surround Meridas and how best to extract and make use of them, meaning she supplies all of her own poisons.
Looks good! Just to make sure there isn't any confusion, if she was born into the Arcane Scouts, then she will have the corresponding facial tattoo as well as the Assassin mark, as that stuff's permanent.
Grim327 said:
Name: Isaac Corviser

Gender: Male

Caste/Skills: Steam Knight. Isaac prefers a pistol/long-sword combination. He sees a rifle as too cumbersome to use effectively. Isaac is a tinkerer and can take apart most anything from guns to medium machinery, fix the devices if there is a problem, and reassemble them without much trouble.

Appearance: Issac stands at 6'0" and has a shaved head. When his hair grows out it is chestnut in color. He has a slightly buff build, neither overweight and out-of-shape, nor bodybuilder, hulk-like. His eyes are bluish-grey and some people tend to look away when they stare straight into them for whatever reason. When not wearing his heavy armor, Isaac wears a simple brown-dyed wool shirt, and pants. He always preferred a conservative and simple look instead of flashier and more expensive clothes that others of his caste wear. On some occasions, he will be seen having a straw hat over his face while napping. One key feature is a scar down his left arm which he obtained during the invasion. He also always wears a small necklace with an image of a soaring gold eagle emblazoned on it.

Bio: Isaac grew up with his dad a Steam Knight as well and his mom who tended to the house. Isaac's grandfather on his dad's side also lived in their house on was a retired Steam Knight. With his dad working most of the day and coming home tired, he did not have much time to speak with Isaac, and Isaac did not blame him for it. Isaac turned towards his grandfather to teach him about right and wrong and the other lessons that you learn as a child.

As Isaac grew up, his grandfather instilled in him the desire to continue the family legacy of being a Steam Knight as well. He began training at a young age, which at that age meant swinging a wooden sword outside. At the age of 18, Isaac began formal training to become a Steam Knight, and graduated as the second-best of his class. He probably could have been the best, but he did not like the limelight. Upon graduation, his grandfather gave him a necklace with an eagle on it, and told him if he was ever in trouble, to remember that the rest of his family was with him in spirit and that he could accomplish anything. Isaac has never taken it off.

When the invasion hit, Isaac and his father both went to the fight. They fought bravely together back-to-back, but his father eventually fell due to the sheer number of beasts. When Isaac turned around to help him, a beast slashed at his arm. The claws connected, but the cut wasn't deep enough to warrant a lot of attention. In a bloodrage, Isaac slashed, and stabbed at every beast surrounding him and his fallen father. When an opening was made, Isaac carried his father to safety, dropped him off and returned to the fight to help the rest of his fellow knights that were also surrounded. A few of the higher-ups noticed his bravery and dedication to his comrades.

Personality: Isaac has a conservative personality, preferring simplicity and staying out of the limelight. He will fight tooth-and-nail for anyone, which his grandfather taught him to do. Among strangers, Isaac is quiet, and tends to be in the corner of the room, watching everyone else, but in the presence of friends he will be more open and talkative.

Extras: N/A
Very cool. I would say that you could make Isaac's actions during the invasion more exemplary, as simply saving one's father as well as performing one's basic caste duties is not going to be all that impressive.
 

Time Travelling Toaster

The Toast with the 'Tache
Mar 1, 2009
3,622
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ultrachicken said:
Looks good! Just to make sure there isn't any confusion, if she was born into the Arcane Scouts, then she will have the corresponding facial tattoo as well as the Assassin mark, as that stuff's permanent.
Okay, I'll add that in, what is the facial tattoo of? Just that it's not in the Arcane Scout caste description.
 

ultrachicken

New member
Dec 22, 2009
4,303
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0
Time Travelling Toaster said:
ultrachicken said:
Looks good! Just to make sure there isn't any confusion, if she was born into the Arcane Scouts, then she will have the corresponding facial tattoo as well as the Assassin mark, as that stuff's permanent.
Okay, I'll add that in, what is the facial tattoo of? Just that it's not in the Arcane Scout caste description.
Oh, you don't have to add that, though I suppose you could. I just wanted to make sure you understood what being born into the Scouts means. I'll be uploading some sketches of what the tattoos look like later, probably today.
 

Mr.Ivebeenframed

New member
Jan 6, 2011
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This looks really awesome! I just have a one question, that's all.

Can the casteless carry concealed weapons?

Otherwise, expect a sheet from me as well :)
 

Time Travelling Toaster

The Toast with the 'Tache
Mar 1, 2009
3,622
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0
ultrachicken said:
Oh, you don't have to add that, though I suppose you could. I just wanted to make sure you understood what being born into the Scouts means. I'll be uploading some sketches of what the tattoos look like later, probably today.
I just want to make my character as accurate as possible /perfectionist. Awesome!
 

ultrachicken

New member
Dec 22, 2009
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Mr.Ivebeenframed said:
This looks really awesome! I just have a one question, that's all.

Can the casteless carry concealed weapons?

Otherwise, expect a sheet from me as well :)
Most definitely so. Can't have a proper criminal underworld if they don't manage to stab each other somehow!
 

ultrachicken

New member
Dec 22, 2009
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Redryhno said:
Name: Darius Akonkle

Gender: Male, 23

Caste/Skills: Scout, finds crossbows to get the job done better than regular bows, especially against armored enemies, so he carries one that he has had built from scratch, it collapses into a solid rod capable of being used as another weapon or simply while traveling, the string itself also folds into the stock. Has also had his teeth filed to sharp points as an extra close combat weapon as well as glove-like weapons made to go over his hands and give him claws, which he normally has on his person if not his hands at all times.

Appearance: slight, but strong, 5'10, 140 lbs. brown hair that always has leaves or dirt in it,along with skin, clothing, and armor that has much the same, amber eyes that look even more wolf-like as he's accepted the spirit into himself almost completely.

Biography: Darius was born into the Scout caste, a family of scouts that had suitable houses and the like, but found the outside and the wild to be much more suited to their needs. A day didn't go by when either his family or extended family was found curled up around a building or in a trash heap by one of the Steam Knights. The family is actually notorious for these acts, as they as a whole accepted the wolf-spirit into themselves fully and have just kind of detached from the human realm as a result.

When he was 16, he had the spirit implanted into him, an old she-wolf that calls him Shadow Wind, because of his crossbow and stealth. She calls herself Moon Dancer and they have grown to know each other quite well and are much the same individual.

During the invasion, he and a small group of scouts formed a pack and employed both human and wolf hunting tactics. Two with crossbows driving beasts back into an ambush of Scouts and Warriors, one being used as bait to draw another group into a crossfire, etc. The monsters eventually caught onto these antics and circled around the archers and killed them, leaving Darius alone against a group of five hulking monstrosities. Knowing that his time had arrived, he vowed to kill them before they could get farther into the noble's section of the city and give the group they'd been protecting a little bit of extra time to get into the sewers from which they could escape most of the devastation. He killed three with crossbow bolts as they charged and readied himself by putting on his gloves, collapsing his toy, and going on all fours. The wolf-spirit took over and he attacked on instinct, hamstringing one while the other barreled into the wall, taking the crossbow and crushing the head of the crippled one while the other recovered from his charge. The Steam Knights arrived just as he was tearing out the throat of another of the monsters and made short work of their reinforcements. He was able to be calmed soon enough and looked down at himself to be covered in blood, and didn't remember his berserk state, strangely enough, neither did Moon Dancer.

Personality: Loyalty to the death is his creed, first to his pack, then family, and finally the rest of the world.

Extras: has a penchant for raw meat, and is able to devour it without ill effects, doesn't care for vegetables and can normally be found chewing on some kind of salted and dried meat, doesn't care for anything but water and maybe a cup of tea from time to time.
Ah, shit, I forgot to add an "Age" section to the template. I'll get right on that.
 

mextliloco

New member
Jan 30, 2012
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Name: Roran Blackfang
Gender: Male, 25

Caste/Skills: Scout-Roran is one of the deadliest archers in the scouts, capable of shooting a monster between the eyes from almost 275 yards away. By combining his inhuman speed and agility, he has been known to take down three targets in the blink of an eye. Roran has spent most of his life in the woods away from the city and has familiarized himself with every wild plant and fungus in them. He uses his knowledge to create a host of poisons, medicines, and even spices for cooking and preserving foods. On the occasions when his bow would be too cumbersome Roran also keeps 12 throwing knives on his person. When faced with close combat Roran uses his speed and agility to dodge out of reach and then quickly take them down with a well-placed arrow or knife.

Appearance: Roran is about 5?8? and his body is slim whipcord of muscle. He has dark brown skin, short, shaggy black hair, and amber yellow eyes. He has a large smile and files his canines to razor sharp points. Roran wears his flexible, leather armor at all times. When out hunting or on a quest he usually wears mottled green and brown tunic and pants on top of his armor that allows him to blend into the forest. During rare, extended stays in the city, he typically wears a green and black tunic with black pants.

Biography: As a boy, Roran loved the quiet shadows of the woods. Whenever he was not training, he would sneak away to the woods. Sometimes he would just sit on a rock with his eyes closed, listening to the hushed sound of life around him. While, he was not timid by any means, he was too quiet to stand out among his peers and was often overlooked by his teachers. Nevertheless, his skill with the bow grew each day. Often he would take his training bow with him to his unauthorized excursions into the woods practicing well into the night. During one of his trips a week before his sixteenth birthday, he was spotted sneaking away by an elder arcane scout. Curious as to what the young boy was up to the elder followed him deep into the woods.
Roran was on a mission. A few weeks ago, he spotted the tracks of a huge wolf, a loner. He had been studying and following the tracks, hoping to find the creature and test his skill against it. The elder watched Roran stalk the creature, waiting for the perfect moment to strike. The moment came; the creature crouched to drink from a pool, with his side turned to the young scout hidden fifty yards away. Roran notched the arrow, his muscles tensing as he drew the string. He released it and in a flash, it was buried between the ribs of the animal. A near perfect shot. Roran was shocked when the creature didn?t go down. Instead, it turned in his direction. It locked on to him, how it saw him, knew he was there, Roran didn?t know. All he knew is that he should be drawing another arrow and firing. But he was frozen, shocked. The wolf charged, closing the gap unnaturally fast. It was when the beast leapt did Roran snap from his stupor and draw another arrow to fire. However, the elder scout beat him to it and shot it right in the eye. Roran turned his eyes wide when he realized he had been followed. The Scout did not say a word. He merely indicated to Roran to help him skin the world and return home.
The next week, it was finally time for Roran to take his wolf spirit, to prove he was a scout. He sat in the arcane circle, waiting for the summoners to draw his spirit from the void. Finally, after what felt like hours a spirit flew into Roran. The recognition was immediate: It was the wolf from a week ago. He felt the wild, cunning spirit inside him, melding into his psyche. He felt, faster, stronger, more aware. But more importantly, he felt like being alone, being in the woods even more.
Roran was out in the woods, hunting a particularly nasty bear that had killed a whole party of woodcutters when the attack started. After putting a poisoned arrow in the back of the beast, Roran returned to Meridas to report his success to his superiors. When he saw the monsters storming the city he dashed up the nearest tower and began taking out every target his eyes locked on. One arrow through the eyes; another planted firmly into gums of a beast opening its maw to roar; three arrows in the back of the neck of a giant snake. He soon spotted a group of elder steam knights, commanders, penned against a wall by a large group of monsters. Running across the rooftops Roran sprung to their aid. As soon as he was within range, he launched a volley of arrows, felling four of the monsters. The rest turned to see the young scout and roar at him in anger. The distraction allowed him to shoot down another and for the knights to counter-attack themselves. The commanders saluted him in thanks as he dashed across the rooftops to find more monsters to kill.

Personality: Roran was always a quiet, withdrawn person. When Roran came of age he was granted a rare lone wolf spirit, and it increased his natural introversion. He dislikes working in large groups, preferring solo missions, but he is willing to do so and take orders when necessary, albeit begrudgingly. He isn?t very trusting. However, he is not immediately hostile towards others unless they give him reason.

Extras: Roran has developed an herbal concoction that greatly improves his night vision allowing him to hunt with almost no hindrance on even the darkest nights.
 

ultrachicken

New member
Dec 22, 2009
4,303
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mextliloco said:
Name: Roran Blackfang
Gender: Male, 25

Caste/Skills: Scout-Roran is one of the deadliest archers in the scouts, capable of shooting a monster between the eyes from almost 275 yards away. By combining his inhuman speed and agility, he has been known to take down three targets in the blink of an eye. Roran has spent most of his life in the woods away from the city and has familiarized himself with every wild plant and fungus in them. He uses his knowledge to create a host of poisons, medicines, and even spices for cooking and preserving foods. On the occasions when his bow would be too cumbersome Roran also keeps 12 throwing knives on his person. When faced with close combat Roran uses his speed and agility to dodge out of reach and then quickly take them down with a well-placed arrow or knife.

Appearance: Roran is about 5?8? and his body is slim whipcord of muscle. He has dark brown skin, short, shaggy black hair, and amber yellow eyes. He has a large smile and files his canines to razor sharp points. Roran wears his flexible, leather armor at all times. When out hunting or on a quest he usually wears mottled green and brown tunic and pants on top of his armor that allows him to blend into the forest. During rare, extended stays in the city, he typically wears a green and black tunic with black pants.

Biography: As a boy, Roran loved the quiet shadows of the woods. Whenever he was not training, he would sneak away to the woods. Sometimes he would just sit on a rock with his eyes closed, listening to the hushed sound of life around him. While, he was not timid by any means, he was too quiet to stand out among his peers and was often overlooked by his teachers. Nevertheless, his skill with the bow grew each day. Often he would take his training bow with him to his unauthorized excursions into the woods practicing well into the night. During one of his trips a week before his sixteenth birthday, he was spotted sneaking away by an elder arcane scout. Curious as to what the young boy was up to the elder followed him deep into the woods.
Roran was on a mission. A few weeks ago, he spotted the tracks of a huge wolf, a loner. He had been studying and following the tracks, hoping to find the creature and test his skill against it. The elder watched Roran stalk the creature, waiting for the perfect moment to strike. The moment came; the creature crouched to drink from a pool, with his side turned to the young scout hidden fifty yards away. Roran notched the arrow, his muscles tensing as he drew the string. He released it and in a flash, it was buried between the ribs of the animal. A near perfect shot. Roran was shocked when the creature didn?t go down. Instead, it turned in his direction. It locked on to him, how it saw him, knew he was there, Roran didn?t know. All he knew is that he should be drawing another arrow and firing. But he was frozen, shocked. The wolf charged, closing the gap unnaturally fast. It was when the beast leapt did Roran snap from his stupor and draw another arrow to fire. However, the elder scout beat him to it and shot it right in the eye. Roran turned his eyes wide when he realized he had been followed. The Scout did not say a word. He merely indicated to Roran to help him skin the world and return home.
The next week, it was finally time for Roran to take his wolf spirit, to prove he was a scout. He sat in the arcane circle, waiting for the summoners to draw his spirit from the void. Finally, after what felt like hours a spirit flew into Roran. The recognition was immediate: It was the wolf from a week ago. He felt the wild, cunning spirit inside him, melding into his psyche. He felt, faster, stronger, more aware. But more importantly, he felt like being alone, being in the woods even more.
Roran was out in the woods, hunting a particularly nasty bear that had killed a whole party of woodcutters when the attack started. After putting a poisoned arrow in the back of the beast, Roran returned to Meridas to report his success to his superiors. When he saw the monsters storming the city he dashed up the nearest tower and began taking out every target his eyes locked on. One arrow through the eyes; another planted firmly into gums of a beast opening its maw to roar; three arrows in the back of the neck of a giant snake. He soon spotted a group of elder steam knights, commanders, penned against a wall by a large group of monsters. Running across the rooftops Roran sprung to their aid. As soon as he was within range, he launched a volley of arrows, felling four of the monsters. The rest turned to see the young scout and roar at him in anger. The distraction allowed him to shoot down another and for the knights to counter-attack themselves. The commanders saluted him in thanks as he dashed across the rooftops to find more monsters to kill.

Personality: Roran was always a quiet, withdrawn person. When Roran came of age he was granted a rare lone wolf spirit, and it increased his natural introversion. He dislikes working in large groups, preferring solo missions, but he is willing to do so and take orders when necessary, albeit begrudgingly. He isn?t very trusting. However, he is not immediately hostile towards others unless they give him reason.

Extras: Roran has developed an herbal concoction that greatly improves his night vision allowing him to hunt with almost no hindrance on even the darkest nights.
The story about how Roran found his wolf spirit was a nice touch.