Hey there Escapists. I come before you today with a vision. Well, maybe not the far but at the very least the idea for a new RP. Whether or not you kind folks are interested is completely up to you. Now before I bore you with my ramblings let's get some setting and story groundwork set up.
Ok, so now that you guys have a pretty rough idea of what's going on I can go into some other details.
Alright, I think that's it. If you guys think of your own weapon or something you'd like to use but are unsure where it would fall ask and I'll let you know. Though what I typed may seem restrictive in the end I'm trying to make it easy for you to make a character you want to play while falling into 4 different archetypes. So any questions or suggestions ask and we'll see what we can agree on.
Player Characters:
A world ruled by magic and technology. This is the world of Roissha (Row-ish-ah). The people of this land have prospered under the discovery of Magitek and what it can do for them. Through this careful blend of technological and advances and the application of magic to push them even further civilization exploded as if over night. Airships were invented along with augmenting pre-existing technology. Boats no longer feared the storms of the oceans and travel by land was speed up exponentially through creatures which never tired.
Though this new technology was a boon to all not everyone used Magitek for such purposes. Not long after its emergence into the world new weapons began to be developed. Cannons and firearms, bombs and grenades, things this world had never seen. To keep these devices running the need a constant source of power; the souls of elementals housed within certain arcane crystals. From this technology also spread conflict. Hostilities between nations began to rise and it wasn't long before open war began. Mercenary bands started popping up. Selling their blades and magic to those who paid the most.
This conflict has lasted over a century and new problems are now facing the people of Roissha. The elementals are disappearing; the planet is also fighting back with more force than before. Unnatural creatures began to roam the plains and mountains. What will become of this world and is there any hope for it? That's where you come in. Your actions will shape this planet, will you bring your country to victory or help restore the land to balance and harmony? Help those in need or carve your own bloody place in history? The choice is yours.

Though this new technology was a boon to all not everyone used Magitek for such purposes. Not long after its emergence into the world new weapons began to be developed. Cannons and firearms, bombs and grenades, things this world had never seen. To keep these devices running the need a constant source of power; the souls of elementals housed within certain arcane crystals. From this technology also spread conflict. Hostilities between nations began to rise and it wasn't long before open war began. Mercenary bands started popping up. Selling their blades and magic to those who paid the most.
This conflict has lasted over a century and new problems are now facing the people of Roissha. The elementals are disappearing; the planet is also fighting back with more force than before. Unnatural creatures began to roam the plains and mountains. What will become of this world and is there any hope for it? That's where you come in. Your actions will shape this planet, will you bring your country to victory or help restore the land to balance and harmony? Help those in need or carve your own bloody place in history? The choice is yours.
All thanks go to BigZ for his work on this. He did a great job.
-The Golden Conclave
A pious theocracy ruled by the stalwart believers in Beatrice, The golden titan and her powers of creation. It is ruled by the grand priestess, she has the power to do anything in the country as she is the embodiment of Beatrice in Elven form.
It is a primarily female dominated hierarchy with the priestesses ruling over there respective towns and land ships with total control. However unlike the Dutchy or the Coalition, the priestesses are not known to abuse their power and are considered quite just. However being a theocracy, the rules are strictly enforced with any deviants being swiftly 'dealt with'.
Social freedom is very restricted and any actions not considered moral or upright are not tolerated, their practitioners labelled deviants.
The Conclaves capitol is located in the golden city of Elysium, famed for its high temples of solid gold and palaces of sparkling ivory.
Trade is strictly regulated and so it is very hard for anyone not 'divinely graced' to make any money or get along at all.
-Sergret Coalition
A united alliance of many, small city states, presided over by the grand senate. The Sergret republic is known as a bastions for law, order and just rule. The truth has little in common with the stories.
The senate is a hive of corruption, politicians only gaining power when it is convenient for the 'higher ups', corruption, bribery, blackmail and scandal run amok in the once great halls of the Senate.
Currently presided over by speaker Khern of Alisco, a wave of reforms have been proposed to the senate in order to clean up the corruption and organize a strong defence against the enemies of the Coalition.
However things are not quite as just as they may seem, how is it that Speaker Khern, originating from an obscure city could rise to power so quickly? Why is he the only one untainted by scandal and treachery? NO-ONE in Sergetian politics gets ANYWHERE without backers, the question is. Who's behind Khern and why?
The Coalitions capitol changes every ten years with the newly-elected speaker, to the newest Speakers city, thus making the Speakership highly sought after by all countries in the coalition.
-Grand Magnus Dutchy
The Dutchy nobility is constructed of three tiers of nobles and the commoners beneath. The highest tier is comprised of the Royal family and the title of Grand Dutchy has been passed down through the Magnus line for almost a millennium.
The second tier is the upper nobility, those connected to the royal family by marriage, there is much in fighting between The Nobles, much jockeying for a higher position and favour of the royals. This is considered the most dangerous tier, the betrayal and back-stabbing going on is on a parallel to that in the Coalition!
The third tier is that of the lesser nobles, they are the ones given rank and status by the Grand Dutchy and his family. They control lesser lands, villages and small towns. These nobles are uncorrupted and honourable, having been elevated for their good deeds and service to the crown.
The lower echelons are most commonly down-trodden and forgotten, the nobles are given free rein over them, enslaving, beating or even killing them at their leisure.
-The Golden Conclave
A pious theocracy ruled by the stalwart believers in Beatrice, The golden titan and her powers of creation. It is ruled by the grand priestess, she has the power to do anything in the country as she is the embodiment of Beatrice in Elven form.
It is a primarily female dominated hierarchy with the priestesses ruling over there respective towns and land ships with total control. However unlike the Dutchy or the Coalition, the priestesses are not known to abuse their power and are considered quite just. However being a theocracy, the rules are strictly enforced with any deviants being swiftly 'dealt with'.
Social freedom is very restricted and any actions not considered moral or upright are not tolerated, their practitioners labelled deviants.
The Conclaves capitol is located in the golden city of Elysium, famed for its high temples of solid gold and palaces of sparkling ivory.
Trade is strictly regulated and so it is very hard for anyone not 'divinely graced' to make any money or get along at all.
-Sergret Coalition
A united alliance of many, small city states, presided over by the grand senate. The Sergret republic is known as a bastions for law, order and just rule. The truth has little in common with the stories.
The senate is a hive of corruption, politicians only gaining power when it is convenient for the 'higher ups', corruption, bribery, blackmail and scandal run amok in the once great halls of the Senate.
Currently presided over by speaker Khern of Alisco, a wave of reforms have been proposed to the senate in order to clean up the corruption and organize a strong defence against the enemies of the Coalition.
However things are not quite as just as they may seem, how is it that Speaker Khern, originating from an obscure city could rise to power so quickly? Why is he the only one untainted by scandal and treachery? NO-ONE in Sergetian politics gets ANYWHERE without backers, the question is. Who's behind Khern and why?
The Coalitions capitol changes every ten years with the newly-elected speaker, to the newest Speakers city, thus making the Speakership highly sought after by all countries in the coalition.
-Grand Magnus Dutchy
The Dutchy nobility is constructed of three tiers of nobles and the commoners beneath. The highest tier is comprised of the Royal family and the title of Grand Dutchy has been passed down through the Magnus line for almost a millennium.
The second tier is the upper nobility, those connected to the royal family by marriage, there is much in fighting between The Nobles, much jockeying for a higher position and favour of the royals. This is considered the most dangerous tier, the betrayal and back-stabbing going on is on a parallel to that in the Coalition!
The third tier is that of the lesser nobles, they are the ones given rank and status by the Grand Dutchy and his family. They control lesser lands, villages and small towns. These nobles are uncorrupted and honourable, having been elevated for their good deeds and service to the crown.
The lower echelons are most commonly down-trodden and forgotten, the nobles are given free rein over them, enslaving, beating or even killing them at their leisure.
The story revolves heavily around the elementals and refers to them a lot. So to avoid any confusion, the prime elements are fire, water, earth and air. There are lesser sub elements as well. Ice would be a lesser element of water and so on.
As Eovik brought to my attention, I never actually went into detail about how this part actually works so I will now.
To capture an elemental spirit you need two things;
1) A Crystal Catalyst
2) A living, but weakened elemental
I'll cover acquiring Catalysts first then move on to the elemental.
Acquiring a Catalyst is not as simple of a procedure as one would think. Catalyst crystals must be refined from a very specific ore which is found across the land, unfortunately there is no distinct pattern to the kinds of areas these crystals show up in. For a long time it was believed that Catalyst Crystals were found in area's where high concentrations of mana once resided now, however we know this is not true. Crystal deposits have sprung up in area's with no recorded magical residue and some have failed to be uncovered in areas blanketed in it.
Once a crystal is mined it must be refined, this involves the smoothing out of all imperfections until the Crystal is a perfect sphere, reflecting the light like a prism. This can take hours upon hours of work and a single error can destroy the crystals worth. Only an expert artificer attempts such a feat. When the crystal is formed however a Catalyst is made.
Now, on to elementals.
So, we have our Catalyst now we need an elemental. Well, finding them isn't easy and nobody really knows where they are except for some loose guidelines. Elemental spirits usuaully manifest in areas containing high doses of mana and their prime element.
If you luckily find and elemental the next thing to do is weaken it through force. Fight it until it can barely fight back, this is when you prime your Catalyst. Priming a catalyst is done by taking out an unmarked sphere and quickly etching a set of runes corresponding to the elemental you face. (Refer to page 207 in the Artificers handbook should you forget) The Catalyst will being to glow brightly, the colour varies depending on the elemental of course. Once then is happening you have a short time frame to plunge the sphere into the creatures chest before runes lose power and the Catalyst becomes useless.
So there you have it, capturing and enslaving elementals made easy!
To capture an elemental spirit you need two things;
1) A Crystal Catalyst
2) A living, but weakened elemental
I'll cover acquiring Catalysts first then move on to the elemental.
Acquiring a Catalyst is not as simple of a procedure as one would think. Catalyst crystals must be refined from a very specific ore which is found across the land, unfortunately there is no distinct pattern to the kinds of areas these crystals show up in. For a long time it was believed that Catalyst Crystals were found in area's where high concentrations of mana once resided now, however we know this is not true. Crystal deposits have sprung up in area's with no recorded magical residue and some have failed to be uncovered in areas blanketed in it.
Once a crystal is mined it must be refined, this involves the smoothing out of all imperfections until the Crystal is a perfect sphere, reflecting the light like a prism. This can take hours upon hours of work and a single error can destroy the crystals worth. Only an expert artificer attempts such a feat. When the crystal is formed however a Catalyst is made.
Now, on to elementals.
So, we have our Catalyst now we need an elemental. Well, finding them isn't easy and nobody really knows where they are except for some loose guidelines. Elemental spirits usuaully manifest in areas containing high doses of mana and their prime element.
If you luckily find and elemental the next thing to do is weaken it through force. Fight it until it can barely fight back, this is when you prime your Catalyst. Priming a catalyst is done by taking out an unmarked sphere and quickly etching a set of runes corresponding to the elemental you face. (Refer to page 207 in the Artificers handbook should you forget) The Catalyst will being to glow brightly, the colour varies depending on the elemental of course. Once then is happening you have a short time frame to plunge the sphere into the creatures chest before runes lose power and the Catalyst becomes useless.
So there you have it, capturing and enslaving elementals made easy!
Magic is the ability to bend the fabric of reality to you wish. Those who can harness the raw mana of the world can create phantasmal swords to attack foes from nothing but energy around them. Or anything you can think of really. ((That being said, lets not have people throwing fireballs capable of nuking small countries))
Magic does have drawbacks however, the energy is drawn from yourself as much as its drawn from the world. Meaning this, use the bigger flashy spells too much and will eventually fatigue you, perhaps even knock you out cold. Though, hopefully this is something you won't have to worry about to much. Just make sure your character has the energy to do what he's trying to do. For instance, someone dead tired will not be devastating the battlefield with explosions or arcing streams of fire and lightning anytime soon.
These rules apply to priests as well, larger wounds require more energy from you to heal them.
The rate at which a character wears himself out really depends on the specialty. Battlemages tire faster then a true Mage due to increased martial training rather then pure focus on the mind. The same can be said for Paladins to Clerics
Magic does have drawbacks however, the energy is drawn from yourself as much as its drawn from the world. Meaning this, use the bigger flashy spells too much and will eventually fatigue you, perhaps even knock you out cold. Though, hopefully this is something you won't have to worry about to much. Just make sure your character has the energy to do what he's trying to do. For instance, someone dead tired will not be devastating the battlefield with explosions or arcing streams of fire and lightning anytime soon.
These rules apply to priests as well, larger wounds require more energy from you to heal them.
The rate at which a character wears himself out really depends on the specialty. Battlemages tire faster then a true Mage due to increased martial training rather then pure focus on the mind. The same can be said for Paladins to Clerics
Crafting is pretty straightforward. PM an Idea of what you want to make, what you want it to do and how it will work. From there we will work out the kinds of things needed, including elemental cores, time and other materials. Artificers being the expert craftsmen they are can easily craft at whatever moments of respite they get while travelling. No need for a permanent set up, not to say that wouldn't help.
Oh and to answer questions about exoskeletons. I guess I picture them turning out a few different ways.
Mostly how he put that one on, think of it like a backpack you wear then when things get to hot chuck it to the ground and put on exosuit. Other visions of it are allowed as long as we aren't talking 50 story tall gundams. Once again just send me a PM and we can go over it.
Oh and to answer questions about exoskeletons. I guess I picture them turning out a few different ways.
Mostly how he put that one on, think of it like a backpack you wear then when things get to hot chuck it to the ground and put on exosuit. Other visions of it are allowed as long as we aren't talking 50 story tall gundams. Once again just send me a PM and we can go over it.
Not too many really,
-Don't kill off other players.
-Try not trenchcoat, mary sue etc. etc. etc.
-Try not to godmod.
-if you want to say something out of character just go [ spoiler=OOC ] [ /spoiler ] without spaces
-Any questions send me a PM.
-If your posts do not meet these standards then as the GM I hold the rights to ignore them until you correct the error(s) contained in said posts.
-Last but not least, have fun!
-Don't kill off other players.
-Try not trenchcoat, mary sue etc. etc. etc.
-Try not to godmod.
-if you want to say something out of character just go [ spoiler=OOC ] [ /spoiler ] without spaces
-Any questions send me a PM.
-If your posts do not meet these standards then as the GM I hold the rights to ignore them until you correct the error(s) contained in said posts.
-Last but not least, have fun!
In my little game here we have a few different classes which more or less shape what your character can do in combat, and how people interact with them. As well as the type of gear they typically wear. Anyways here they are;
Warrior: This is the guy you want protecting you in a fight. Strong and tough as nails, this guy can take a hit or two then dish those hits straight back. He firmly believes in the use of physical force of Magitek, but don't count that as a weakness, magitek melee weapons are a-ok in their book.
Weapons: Any, excluding magitek firearms
Armour: Any and all armours including shields, excluding magitek gear.
Specializations: Barbarian (The warrior of the wilds and one with nature. This primal being fights more with instinct and rage then he does tactics and fancy footwork), Defender (Weapon in one hand large shield in another. The defender is a paragon of defense holding his foes back and protecting those who need it), Tempest (The tempest warrior focuses one wielding two weapons with skill and efficiency. Witnessing the spins and cross cuts connect fluidly against his foes is truly a breathtaking sight, especially if he's targeting you.)
Thief: Be careful not to turn your back on this one, masters of stealth and persuasion they're more likely strike quickly and efficiently then charge the front lines.
Weapons: Light blades and small crossbows.
Armour: Light armours, and magitek temporary shielding devices.
Specializations: Assassination (Quick and lethal striks the assassin studies the combat aspect of his profession. 1h or dual wield allowed), Smooth-talker (This thief knows what you want to hear and will say it to get what he wants, his words have an almost mystical property to them.), Shadow thief (heavily stealth and infiltration based this thief can get in steal the stuff you're wearing and get out before you realize what happened. Spooky.)
Mage: User of magic in its pure form this character can level the battlefield through raw power. Just... Don't hit him, he might break. Some however go a different route...
Weapons: Staves, wands, daggers. Depending on specialization, magitek weapons.
Armour: Robes, magitek temporary shielding devices. Depending on specialization, magitek armours.
Specializations: Blaster (Using pure mana he weaves the energy around him into concentrated beams of elemental devastation to single out his foes at long distances), Artificer(a mage who gives up his natural ability with raw magic for a more scientific approach. He uses and creates magitek gear to great effect), Battlemage (This mage approaches battle with a cool and calculated mind, using magic in a more explosive nature he can harm groups of enemies while hopefully avoiding his allies at the same time)
Priest: Paragon of help and aid where it is needed. The priest makes an excellent healer or support type class. Occasionally there will be a Paladin among these priests however who do things differently.
Weapons: Maces or crossbows, depending on specialization heavy blades
Armours: Up to medium armours and magitek shielding devices, depending on the specialization heavy armour and shields
Specializations: Cleric (This priest's duty is to keep his allies alive, I'd say he does this quite well. With righteous powers flowing through him he also knows some divine offensive powers), Paladin (Taking up the sword and shield the paladin charges headlong into battle. He gives up offensive magic and most of his healing capabilities in exchange for increased martial prowess. Like I said most of his healing skills are gone but a little still remains. It simply exhausts him to use them.), Chanter (The chanter brings party wide buffs to the table. His prayers bolster his allies while hampering his foes morale, his healing powers are slightly less than that of a cleric.)
Warrior: This is the guy you want protecting you in a fight. Strong and tough as nails, this guy can take a hit or two then dish those hits straight back. He firmly believes in the use of physical force of Magitek, but don't count that as a weakness, magitek melee weapons are a-ok in their book.
Weapons: Any, excluding magitek firearms
Armour: Any and all armours including shields, excluding magitek gear.
Specializations: Barbarian (The warrior of the wilds and one with nature. This primal being fights more with instinct and rage then he does tactics and fancy footwork), Defender (Weapon in one hand large shield in another. The defender is a paragon of defense holding his foes back and protecting those who need it), Tempest (The tempest warrior focuses one wielding two weapons with skill and efficiency. Witnessing the spins and cross cuts connect fluidly against his foes is truly a breathtaking sight, especially if he's targeting you.)
Thief: Be careful not to turn your back on this one, masters of stealth and persuasion they're more likely strike quickly and efficiently then charge the front lines.
Weapons: Light blades and small crossbows.
Armour: Light armours, and magitek temporary shielding devices.
Specializations: Assassination (Quick and lethal striks the assassin studies the combat aspect of his profession. 1h or dual wield allowed), Smooth-talker (This thief knows what you want to hear and will say it to get what he wants, his words have an almost mystical property to them.), Shadow thief (heavily stealth and infiltration based this thief can get in steal the stuff you're wearing and get out before you realize what happened. Spooky.)
Mage: User of magic in its pure form this character can level the battlefield through raw power. Just... Don't hit him, he might break. Some however go a different route...
Weapons: Staves, wands, daggers. Depending on specialization, magitek weapons.
Armour: Robes, magitek temporary shielding devices. Depending on specialization, magitek armours.
Specializations: Blaster (Using pure mana he weaves the energy around him into concentrated beams of elemental devastation to single out his foes at long distances), Artificer(a mage who gives up his natural ability with raw magic for a more scientific approach. He uses and creates magitek gear to great effect), Battlemage (This mage approaches battle with a cool and calculated mind, using magic in a more explosive nature he can harm groups of enemies while hopefully avoiding his allies at the same time)
Priest: Paragon of help and aid where it is needed. The priest makes an excellent healer or support type class. Occasionally there will be a Paladin among these priests however who do things differently.
Weapons: Maces or crossbows, depending on specialization heavy blades
Armours: Up to medium armours and magitek shielding devices, depending on the specialization heavy armour and shields
Specializations: Cleric (This priest's duty is to keep his allies alive, I'd say he does this quite well. With righteous powers flowing through him he also knows some divine offensive powers), Paladin (Taking up the sword and shield the paladin charges headlong into battle. He gives up offensive magic and most of his healing capabilities in exchange for increased martial prowess. Like I said most of his healing skills are gone but a little still remains. It simply exhausts him to use them.), Chanter (The chanter brings party wide buffs to the table. His prayers bolster his allies while hampering his foes morale, his healing powers are slightly less than that of a cleric.)
These are the most common races you'll come across in civilized environments.
Humans: The most common of all the races, humans are widely accepted wherever you go.
Dwarves: Dwarves are short and tough. Excellent craftsmen as a race they were the ones who pushed technology to what it is today, working alongside the elves they created magitek and were also the first race to create magitek weaponry.
Elves: Nimble and serene elves weave the mana of the world to whatever they desire. They approached the dwarves when technology was on the rise, understanding the potential of both powers combined.
Humans: The most common of all the races, humans are widely accepted wherever you go.
Dwarves: Dwarves are short and tough. Excellent craftsmen as a race they were the ones who pushed technology to what it is today, working alongside the elves they created magitek and were also the first race to create magitek weaponry.
Elves: Nimble and serene elves weave the mana of the world to whatever they desire. They approached the dwarves when technology was on the rise, understanding the potential of both powers combined.
During my description about classes I was a little vague on some things in regards to gear. Here I?ll go in to more detail.
Light Blades: These include shorter one-handed bladed weaponry, kamas, shortswords, daggers those kinds of things belong here.
Heavy Blades: Long swords, Great swords, Bastard Swords. The big bad bladed weapons reside in this category. Usually two-handers but for instance a long sword is a one hander
Staves/Wands: Magitek enhanced gear for magi to focus their powers through. Not used in melee combat for fear of breaking them and then having a mage with out of control magic on the loose.
Maces: things like morning stars straight up maces and even flails reside here.
Magitek Melee Weaponry: Weapons augmented by an elemental crystal. Activating puts the weapon into a mana overdrive where the weapons element is shown in full force. Flashy and often devastating these weapons are quite rare because of that.
Ranged Weapons: Crossbows (hand and standard) and all matter of bows reside here.
Magitek Ranged Weaponry: Elemental pistols, rifles and grenades. Yikes. These toys are devastating. Not running off regular ammunition magitek guns fire "bullets" of pure energy corresponding to whatever element the weapon is. However each shot siphons life from the elemental inside and when it wears out a new core is needed. Grenades on the other hand, they release the full blast of a core in one go obliterating all who stand in its way. Grenades are rarer then magitek melee weapons if you can believe that.
Light Armours: Robes and leather armours fall here.
Medium Armous: Chain and even some scale mail reside here.
Heavy Armours: the grand pappy of armour, plate calls this place home. Let's see them get through that shall we?
Shields: There are generally two types of shields, light shields which still allow you to do stuff with the hand your shield is in but don't cover as much or the classic heavy shield. Your shield hand is useless but it offers the best protection.
Magitek Shielding Device: A small device which attaches to the armour of a character. This device houses a small elemental core and pressing it activates the energy stored inside. Usually the core is earth and turns the players skin as hard as stone for a very brief duration (they're meant as a last ditch item not a true means of protection)
Magitek Exoskeleton Armour: As said this set is an exoskeleton designed by Artificers for themselves. They run off multiple cores and augment the abilities of the wearer while providing protection on par with light chain. Usually an exoskeleton will have its weapons built into it. These suits are personal however and will not work for anyone except the one who built it.
Money: Everyone loves money. When you start the game you will be allowed to pick some basic gear (so no magitek weaponry unless you are an Artificer Then you can start with a low power Magitek pistol of whatever element you choose.) And 100 pieces of gold. Gold will be used to buy things, you can ask me in towns or random traders if they have what you?re looking for and how much it will cost through PM or work it into what your character is doing.
Light Blades: These include shorter one-handed bladed weaponry, kamas, shortswords, daggers those kinds of things belong here.
Heavy Blades: Long swords, Great swords, Bastard Swords. The big bad bladed weapons reside in this category. Usually two-handers but for instance a long sword is a one hander
Staves/Wands: Magitek enhanced gear for magi to focus their powers through. Not used in melee combat for fear of breaking them and then having a mage with out of control magic on the loose.
Maces: things like morning stars straight up maces and even flails reside here.
Magitek Melee Weaponry: Weapons augmented by an elemental crystal. Activating puts the weapon into a mana overdrive where the weapons element is shown in full force. Flashy and often devastating these weapons are quite rare because of that.
Ranged Weapons: Crossbows (hand and standard) and all matter of bows reside here.
Magitek Ranged Weaponry: Elemental pistols, rifles and grenades. Yikes. These toys are devastating. Not running off regular ammunition magitek guns fire "bullets" of pure energy corresponding to whatever element the weapon is. However each shot siphons life from the elemental inside and when it wears out a new core is needed. Grenades on the other hand, they release the full blast of a core in one go obliterating all who stand in its way. Grenades are rarer then magitek melee weapons if you can believe that.
Light Armours: Robes and leather armours fall here.
Medium Armous: Chain and even some scale mail reside here.
Heavy Armours: the grand pappy of armour, plate calls this place home. Let's see them get through that shall we?
Shields: There are generally two types of shields, light shields which still allow you to do stuff with the hand your shield is in but don't cover as much or the classic heavy shield. Your shield hand is useless but it offers the best protection.
Magitek Shielding Device: A small device which attaches to the armour of a character. This device houses a small elemental core and pressing it activates the energy stored inside. Usually the core is earth and turns the players skin as hard as stone for a very brief duration (they're meant as a last ditch item not a true means of protection)
Magitek Exoskeleton Armour: As said this set is an exoskeleton designed by Artificers for themselves. They run off multiple cores and augment the abilities of the wearer while providing protection on par with light chain. Usually an exoskeleton will have its weapons built into it. These suits are personal however and will not work for anyone except the one who built it.
Money: Everyone loves money. When you start the game you will be allowed to pick some basic gear (so no magitek weaponry unless you are an Artificer Then you can start with a low power Magitek pistol of whatever element you choose.) And 100 pieces of gold. Gold will be used to buy things, you can ask me in towns or random traders if they have what you?re looking for and how much it will cost through PM or work it into what your character is doing.
Name: Dommius
Age: 132
Appearance: Dommius is slim with short brown hair. His eyes are a light green and they seem to eerily peer into your soul. He wear s blackened leather armour with a set of daggers strapped to his waist.
(You can put a picture if you want as well)
Class: Thief
Specialization: Assassin
Race: Elf
Backstory: Dommius left his clan at a relatively young age to see one of the grand cities of Roissha. There he was sucked into the crime filled underworld. He was trained as a simple pickpocket at first but in a fateful conflict with the city watch Dommius showed a knack for combat as well. It was then he was taken into a higher ring of the gang and was trained as an assassin so that he may kill their enemies.
Gear: Blackened leather armour with a purple lotus marking on the chest (the mark of his guild) and two steel daggers.
That's pretty much how I'd like them presented. All the characters will be starting in the same village of Kharn so how you got there or whether or not you know each other off the bat is up to you.
Age: 132
Appearance: Dommius is slim with short brown hair. His eyes are a light green and they seem to eerily peer into your soul. He wear s blackened leather armour with a set of daggers strapped to his waist.
(You can put a picture if you want as well)
Class: Thief
Specialization: Assassin
Race: Elf
Backstory: Dommius left his clan at a relatively young age to see one of the grand cities of Roissha. There he was sucked into the crime filled underworld. He was trained as a simple pickpocket at first but in a fateful conflict with the city watch Dommius showed a knack for combat as well. It was then he was taken into a higher ring of the gang and was trained as an assassin so that he may kill their enemies.
Gear: Blackened leather armour with a purple lotus marking on the chest (the mark of his guild) and two steel daggers.
That's pretty much how I'd like them presented. All the characters will be starting in the same village of Kharn so how you got there or whether or not you know each other off the bat is up to you.
Player Characters:
Name: Garrant
Age: 31
Appearance:
Without the green eye or the skull
Class: Thief
Specialization: Assassin/Thief
Race: Human
Backstory: Garrant grew up on the poverty-soaked streets of the poorest city in Roissha, Crystalmoor Barrens. Nestled in the hills this former city which prospered in mining the crystals used to bind and elementals souls until one day the crystals ran out. The workers revolted and rioted in the streets causing countless deaths. After the madness ceased the place became a cesspool of crime and villainy. With no legal income the town became ruled by crime syndicates and scum.
He had to become one of those scum, he had to steal and even kill to survive from a young age. He learnt his wide array of skills through deadly trial and error, meticulous practice and most importantly experiences.
He was cared for by his sister for his first fifteen years but then tragedy struck when she was stricken ill by a mysterious desise and died shortly afterwards. He found himself without any connection to the world and found himself drift further into the Barrens seedy underworld.
Despite the fact that he preffered to work alone, he found himself drifting into one of the more powerful syndicates of his city, becoming embroiled in their politics and treachery.
When he began to accept more dangerous assignments, he began to rise through the ranks and his exploits became well-known to the bosses. One fateful mission however he was forced to kill the owner of the mansion he was invading and the syndicate took this opportunity to take control of him. They gave him an ultimatum, become our assassin or get ratted out.
Garrent begrudgingly accepted and even though he was adept at his craft, amassing large amounts of money as he did so, he was never happy with taking lives.
That is why he left
One day he upped and left, leaving his former life behind, going out to experience what the world had to offer him and become free-lance once more.
During his travels he found himself in Alisco and low on coin. He decided to stop by a nice looking mansion and rob it of all its contents, taking anything of value. He didn't expect what he found however, inside a dark, dingy cell was a small girl, hardly past 20 years old
She remined him greatly of his lost sister and so took her under his wing, teaching her the tricks of his trade and over the three years they traveled toghether, he taught her much and they grew closer as a resault, he thinks of her as his little sister and would kill or even die to protect her.
They wondered the lands for three years, pulling odd jobs and improving their skills until they found themselves in Kharn, ready for another job or even another adventure.
Gear: A custom made, lightweight, plate-leather-cloth hybrid. Cloth covers areas where mobility is required such as the elbows, knees and neck. Leather covers the almost all the other areas, his chest and spine are covered in a easily moveable yet durable metal alloy.
He uses two, twin daggers that fit into two lower back sheaths. On his wrist is his miniature crossbow, used to fire small (often poisoned) darts into the weak spots of enemies.
Three Torches, 100g, A few shiny trinkets recently stolen
He also carries a bunch of miscellaneous thief gear such as:
Smoke bombs (4)
Lock-picks
A palm mirror
Several vials of deadly poison (5)
Age: 31
Appearance:
Without the green eye or the skull
Class: Thief
Specialization: Assassin/Thief
Race: Human
Backstory: Garrant grew up on the poverty-soaked streets of the poorest city in Roissha, Crystalmoor Barrens. Nestled in the hills this former city which prospered in mining the crystals used to bind and elementals souls until one day the crystals ran out. The workers revolted and rioted in the streets causing countless deaths. After the madness ceased the place became a cesspool of crime and villainy. With no legal income the town became ruled by crime syndicates and scum.
He had to become one of those scum, he had to steal and even kill to survive from a young age. He learnt his wide array of skills through deadly trial and error, meticulous practice and most importantly experiences.
He was cared for by his sister for his first fifteen years but then tragedy struck when she was stricken ill by a mysterious desise and died shortly afterwards. He found himself without any connection to the world and found himself drift further into the Barrens seedy underworld.
Despite the fact that he preffered to work alone, he found himself drifting into one of the more powerful syndicates of his city, becoming embroiled in their politics and treachery.
When he began to accept more dangerous assignments, he began to rise through the ranks and his exploits became well-known to the bosses. One fateful mission however he was forced to kill the owner of the mansion he was invading and the syndicate took this opportunity to take control of him. They gave him an ultimatum, become our assassin or get ratted out.
Garrent begrudgingly accepted and even though he was adept at his craft, amassing large amounts of money as he did so, he was never happy with taking lives.
That is why he left
One day he upped and left, leaving his former life behind, going out to experience what the world had to offer him and become free-lance once more.
During his travels he found himself in Alisco and low on coin. He decided to stop by a nice looking mansion and rob it of all its contents, taking anything of value. He didn't expect what he found however, inside a dark, dingy cell was a small girl, hardly past 20 years old
She remined him greatly of his lost sister and so took her under his wing, teaching her the tricks of his trade and over the three years they traveled toghether, he taught her much and they grew closer as a resault, he thinks of her as his little sister and would kill or even die to protect her.
They wondered the lands for three years, pulling odd jobs and improving their skills until they found themselves in Kharn, ready for another job or even another adventure.
Gear: A custom made, lightweight, plate-leather-cloth hybrid. Cloth covers areas where mobility is required such as the elbows, knees and neck. Leather covers the almost all the other areas, his chest and spine are covered in a easily moveable yet durable metal alloy.
He uses two, twin daggers that fit into two lower back sheaths. On his wrist is his miniature crossbow, used to fire small (often poisoned) darts into the weak spots of enemies.
Three Torches, 100g, A few shiny trinkets recently stolen
He also carries a bunch of miscellaneous thief gear such as:
Smoke bombs (4)
Lock-picks
A palm mirror
Several vials of deadly poison (5)
Name- Nailo
age-27
apperance- Young and timid looking, his face shows little experiance but has a kind and exicted look on his face. He is somwhat short with lightish brown hair with brilliant green eyes.
class-priest(cleric)
race-human
backstory- Trained as a healer in a abby in small village for most of his life to follow in the footsteps of his Mother. After completing his training travled to village to village looking to help people only to end up in Kharn.
Gear- A simple robe that has fine chain armor underneth it carfted by the villages finest blacksmith, the robe has the mark of his abby( A fiery phoniex raising out of the ashes) and a simple steel mace given to him as a gift before he left.
Three Torches, 95g
age-27
apperance- Young and timid looking, his face shows little experiance but has a kind and exicted look on his face. He is somwhat short with lightish brown hair with brilliant green eyes.
class-priest(cleric)
race-human
backstory- Trained as a healer in a abby in small village for most of his life to follow in the footsteps of his Mother. After completing his training travled to village to village looking to help people only to end up in Kharn.
Gear- A simple robe that has fine chain armor underneth it carfted by the villages finest blacksmith, the robe has the mark of his abby( A fiery phoniex raising out of the ashes) and a simple steel mace given to him as a gift before he left.
Three Torches, 95g
Name: Trace Akkenai
Age: 24
Race: Human
Appearnce:
Class: Mage
Specialisation: Battle Mage
Backstory: Trace had spent his early years at a farm wife his family, but it was discovered his use of magic, so he was sent to study it with the leves and other talented humans. He excelled in the few swordsmanship classes, and with the devestating spells he had learnt he became a person you would not want to get in a fight against. At his masters Death, he was given a Magitek sword that his master had treasured for years. It is imbued with an elemental of fire. When he was out practising his magic, his house was robbed by a group of bandits, with his house set alight.
After his masters death and losing his house, he joined a small band of mercenarys, filled with a vary of differnet people. On his third mission with them, their leader was shot down with a Magitek blaster, so Trace had to lead them to finish. He became the leader of the group for many years, growing the relativley small band to become a group that was well known.
Gear: His bastard sword, used in a two handed sword style. Close in style to a long sword, has a hand guard to protect his fingers, and a blade that has a length of 1 meter and a half. On the handle has a small amount of black ribbon wrapped around it, with a small peice flowing off at the end.
Medium armour, chainmail under his regular robes. Small mettalic plate covering his shoulders.
Three Torches, 90g
Age: 24
Race: Human
Appearnce:

Class: Mage
Specialisation: Battle Mage
Backstory: Trace had spent his early years at a farm wife his family, but it was discovered his use of magic, so he was sent to study it with the leves and other talented humans. He excelled in the few swordsmanship classes, and with the devestating spells he had learnt he became a person you would not want to get in a fight against. At his masters Death, he was given a Magitek sword that his master had treasured for years. It is imbued with an elemental of fire. When he was out practising his magic, his house was robbed by a group of bandits, with his house set alight.
After his masters death and losing his house, he joined a small band of mercenarys, filled with a vary of differnet people. On his third mission with them, their leader was shot down with a Magitek blaster, so Trace had to lead them to finish. He became the leader of the group for many years, growing the relativley small band to become a group that was well known.
Gear: His bastard sword, used in a two handed sword style. Close in style to a long sword, has a hand guard to protect his fingers, and a blade that has a length of 1 meter and a half. On the handle has a small amount of black ribbon wrapped around it, with a small peice flowing off at the end.
Medium armour, chainmail under his regular robes. Small mettalic plate covering his shoulders.
Three Torches, 90g
Name: Kinglet
Age: 23
Appearance: Kinglet is a lithe girl. She has little muscle to speak of, but makes up for it with dexterity and quickness. Her stamina is quite impressive as well, and that is good, as Kinglet runs alot. Away form things, mostly, seeing as she's a thief in the making and has had to put her endurance to test more than just once.
Black, smooth hair frames a slim pale face, which is strewn with subtle, dark freckles on her nose and cheeks. Her eyes are a very light blue--almost gray, but not quite. They're observing and quick, constantly on the move from this object to this one and never settling anywhere for long.
Class: Thief
Specialization: Pending
Race: Human
Backstory: Kinglet is a pebble rolling downhill. Well. Bouncing downhill actually, as she's never quite lost her spirit and keeps an iron grip on her will to move on. Ill luck has been chasing her since she was born, first starting with a mother that wanted money so bad she sold her 10 year old daughter, and getting gradually worse from there. Before then she'd been rather well off. She received education, had a solid roof over her head and a full stomach.
It didn't necessarily turn out all bad with her new 'parents'. She just ended up having to work for her upkeep, which had been the reason for the purchase in the first place. Her talents had shone through at some point; her quickness, balance and the ability to pick up on things fast. All that was rolled together and she was turned into a street performer. Juggling, dancing, walking the rope--she entertained the masses at a young age and she actually enjoyed it.
Then her benefactors were shaken up for cheating the crowds of money in the games they provided, and all three of them were supposed to lose their collective heads. But only two rolled that day.
Before the executioner got around to Kinglet's slim neck, he passed out from too much drink**. He didn't even manage to chop her mother's head off properly the first try around. It needed four hacks. A messy business. I suppose that would mean she was graced with a wee of luck after all. Her execution was pospounded and she was brought back to the cell. On the way there the guards understimated the lithe little girl and she managed to escape. The details to what happened that day remain a secret and she hasn't yet told anyone.
Of course Kinglet didn't quite know what to do with her new found freedom. She huffed and puffed, wandered around the city for a while (avoiding capture quite nicely) until deciding to go back to the sprawling hub of Alisco; the town where her parents sold her. She did so, but they were nowhere to be found. Kinglet was crestfallen, though she quickly decided that sitting in the nearest gutter crying her eyes out was no solution. So she turned to do whatever she could to survive, sometimes by performing, sometimes by nicking things from the decent folks that seem to have too much to begin with.
Though admitely she wasn't the best at it. And when she tried to break into a house for the first time in her life, that quickly ended with her captured and--once again--enslaved. This time by a burly, stinking mansion lord. The time she spent in that mansion could easily be called the worst time of her life. Once again she does not talk about what happened; she'd rather brag about how she got out and do so for hours. Or, well, was helped out. Well. Busted out. Carried out? She doesn't REALLY remember, but Kinglet likes to pretend.
One thing is for certain though. If luck hadn't graced her with a silver lining by the name of Garrant, she might have even lost her spirit.
He found her in the dark halls of the mansion, nursed her back to something that passed as health, and took the little thief under his wings. For what its worth he saved her life, and Kinglet's gratefulness for that knows no bounds. She'd rather go back to the chopping board than see any harm come to him.
Gear: The clothes on her back and a dagger. Along with assorted thieves tools (lockpicks and a rope, actually). Her clothing is a selection of earth colored to midnight blue, depending on whether she is out at night, or strolling during the day. They have little to no armor value to them, aside from a few sewn in patches of leather. She does wear arm and wrist guards though, and a pair of solid gloves. Her boots are soft and worn, and are wrapped all the way up to her knees.
Three Torches, 100g
**many real executioners tended to get drunk before carrying out their duty. I like to carry that piece of realism into settings like these, I hope you don't mind, GM.
Age: 23
Appearance: Kinglet is a lithe girl. She has little muscle to speak of, but makes up for it with dexterity and quickness. Her stamina is quite impressive as well, and that is good, as Kinglet runs alot. Away form things, mostly, seeing as she's a thief in the making and has had to put her endurance to test more than just once.
Black, smooth hair frames a slim pale face, which is strewn with subtle, dark freckles on her nose and cheeks. Her eyes are a very light blue--almost gray, but not quite. They're observing and quick, constantly on the move from this object to this one and never settling anywhere for long.
Class: Thief
Specialization: Pending
Race: Human
Backstory: Kinglet is a pebble rolling downhill. Well. Bouncing downhill actually, as she's never quite lost her spirit and keeps an iron grip on her will to move on. Ill luck has been chasing her since she was born, first starting with a mother that wanted money so bad she sold her 10 year old daughter, and getting gradually worse from there. Before then she'd been rather well off. She received education, had a solid roof over her head and a full stomach.
It didn't necessarily turn out all bad with her new 'parents'. She just ended up having to work for her upkeep, which had been the reason for the purchase in the first place. Her talents had shone through at some point; her quickness, balance and the ability to pick up on things fast. All that was rolled together and she was turned into a street performer. Juggling, dancing, walking the rope--she entertained the masses at a young age and she actually enjoyed it.
Then her benefactors were shaken up for cheating the crowds of money in the games they provided, and all three of them were supposed to lose their collective heads. But only two rolled that day.
Before the executioner got around to Kinglet's slim neck, he passed out from too much drink**. He didn't even manage to chop her mother's head off properly the first try around. It needed four hacks. A messy business. I suppose that would mean she was graced with a wee of luck after all. Her execution was pospounded and she was brought back to the cell. On the way there the guards understimated the lithe little girl and she managed to escape. The details to what happened that day remain a secret and she hasn't yet told anyone.
Of course Kinglet didn't quite know what to do with her new found freedom. She huffed and puffed, wandered around the city for a while (avoiding capture quite nicely) until deciding to go back to the sprawling hub of Alisco; the town where her parents sold her. She did so, but they were nowhere to be found. Kinglet was crestfallen, though she quickly decided that sitting in the nearest gutter crying her eyes out was no solution. So she turned to do whatever she could to survive, sometimes by performing, sometimes by nicking things from the decent folks that seem to have too much to begin with.
Though admitely she wasn't the best at it. And when she tried to break into a house for the first time in her life, that quickly ended with her captured and--once again--enslaved. This time by a burly, stinking mansion lord. The time she spent in that mansion could easily be called the worst time of her life. Once again she does not talk about what happened; she'd rather brag about how she got out and do so for hours. Or, well, was helped out. Well. Busted out. Carried out? She doesn't REALLY remember, but Kinglet likes to pretend.
One thing is for certain though. If luck hadn't graced her with a silver lining by the name of Garrant, she might have even lost her spirit.
He found her in the dark halls of the mansion, nursed her back to something that passed as health, and took the little thief under his wings. For what its worth he saved her life, and Kinglet's gratefulness for that knows no bounds. She'd rather go back to the chopping board than see any harm come to him.
Gear: The clothes on her back and a dagger. Along with assorted thieves tools (lockpicks and a rope, actually). Her clothing is a selection of earth colored to midnight blue, depending on whether she is out at night, or strolling during the day. They have little to no armor value to them, aside from a few sewn in patches of leather. She does wear arm and wrist guards though, and a pair of solid gloves. Her boots are soft and worn, and are wrapped all the way up to her knees.
Three Torches, 100g
**many real executioners tended to get drunk before carrying out their duty. I like to carry that piece of realism into settings like these, I hope you don't mind, GM.
Name: Isaac
Race: Human
Age: 24
Class: Mage
Specialization: Artificer
Gear: Isaac wears dark colored robes with a crest he designed as a teenager, he has a small magitek pistol (fire), his smithing tools, and for when things get to close he has a longsword (just in case his fists don't work)
Three Torches, 100g, Three Catalyst Crystals
Appearance: Young and athletic, Isaac has blonde hair that while cut short in the front is long in the back, long enough to have a pony-tail that reaches just below his neck, his eyes are piercing blue and He has a distinctive scar just below his right eye. He is open to most ideas and has a fierceness about him that can make him a little impulsive, especially when it comes to his friends.
Background: Isaac and his family grew up in a remote town a fair distance from where he resides now (Kharn), the village had very few non dwarves but they accepted any and all who came. from a young age Isaac was always taking things apart, learning what made them "tick" and one day his talent was finally noticed by one of the dwarves. A young dwarf named Eovik saw Isaac not for what he was, but for what he could be, Eovik asked to teach Isaac, to have him train under him. Isaacs parents reluctantly agreed after days of countless visits from young dwarf. Isaac spent 9 long years under Eovik's tutelage and became an artificer. He learned that; "To train the body you must also train the mind" After Isaac was finished his training he bid farewell to his family and to the friends he had made so he could travel across Roissha.
He doesn't have a lightsaber of course. Or that mustache.
Race: Human
Age: 24
Class: Mage
Specialization: Artificer
Gear: Isaac wears dark colored robes with a crest he designed as a teenager, he has a small magitek pistol (fire), his smithing tools, and for when things get to close he has a longsword (just in case his fists don't work)
Three Torches, 100g, Three Catalyst Crystals
Appearance: Young and athletic, Isaac has blonde hair that while cut short in the front is long in the back, long enough to have a pony-tail that reaches just below his neck, his eyes are piercing blue and He has a distinctive scar just below his right eye. He is open to most ideas and has a fierceness about him that can make him a little impulsive, especially when it comes to his friends.
Background: Isaac and his family grew up in a remote town a fair distance from where he resides now (Kharn), the village had very few non dwarves but they accepted any and all who came. from a young age Isaac was always taking things apart, learning what made them "tick" and one day his talent was finally noticed by one of the dwarves. A young dwarf named Eovik saw Isaac not for what he was, but for what he could be, Eovik asked to teach Isaac, to have him train under him. Isaacs parents reluctantly agreed after days of countless visits from young dwarf. Isaac spent 9 long years under Eovik's tutelage and became an artificer. He learned that; "To train the body you must also train the mind" After Isaac was finished his training he bid farewell to his family and to the friends he had made so he could travel across Roissha.


He doesn't have a lightsaber of course. Or that mustache.
Name: Maverick
Age: 28
Appearance: 5'10, Black Hair left unkept, Somewhat Pale, fairly muscular,
.......except for the Lightsabers of course. Picture him in those clothes, and you got it.
Class: Mage
Weaponry and Gear:One Magitek Pistol/Fire Element, One Magitek Rifle/Fire Element taken from an Assassin sent to kill him, he keeps knives hidden around his body incase of unexpected close combat
Three Torches, 100g, Various materials for a weapon or two, 3 Catalyst Crystals
Specialization: Artificer
Race: Human
Backstory: Maverick was born into a fairly influential second tier Royal Family in The Grand Magnus Dutchy. Since he was the Middle Child, he was not expected to carry on the Family Legacy like his Elder Brother Horus or Pampered with affection like his younger Sister Eleanor. His parents considered him.....expendable. They were cold to Maverick and normally left him alone in his early years, as such he would grow almost Indifferent towards his parents and developed an Ice Cold disposition towards strangers. Though still polite and likable, as all Nobles were, he exuded an Aura which made people feel as if they could never truly get close to him. But this would be later in life, for now he still desperately attempted to get the attention of his Family. As such, he agreed with whatever they asked of him.
At this time, their Family was preparing to climb even higher in the line of Nobles, and as such, needed to prepare. So, including the required education of a Noble, they trained him as their own personal Assassin. It went well for the first few years, though he only learnt stealth and knife wielding. However, they eventually gave up after several years. Not because they considered him useless in those fields but because they realized that their previously worthless Son had the potential to be an Artificer. Something they're family never had.
So they showered him with praise and honeyed tongues, and Maverick joyously began his Training. He showed a Large amount of enthusiasm for it, even without the praise for his family. He had learnt much by the time he was 23, having forged Exoskeleton Armors and Firearms. These weapons allowed his family to successfully reach the top, second only to the Royal family. It was then that Maverick was betrayed. His Elder Brother, jealous of the praise he received from their parents now that he was useful, had ordered him killed. Maverick managed to survive the attempt, but had been forced to leave his more Powerful Weapons and Armor behind. Thankfully he managed to escape the Assasination attempt, and his Horus wrote his death off as an Accident.
He was originally confident that Horus would be found out, but was shocked that his parents shrugged and simply replaced him. Replaced him with an Artificer of less skill, but who could chug out lesser copies at faster times. Maverick was Insulted. Maverick was Betrayed. His Noble Heritage then began to show itself. 'How DARE they treat him this way!? After all he had done for them!? No. No FUCKING Way was that gonna happen.' So the Deceptions began. He bent his Heart, Mind and Soul to the Deaths of everyone in his Entire Family. He would Kill them, Gut them, and use their Guts as a Declaration that HE Ruled now. Not his Worthless Family, not anymore, and anyone who disagreed would die.
His early Low Level Assassin Training helped him Fight. His Noble Heritage and Education caused him to become an Independent and Deceptive Man. His Artificer status would give him access to weaponry, and his Main stash of Weapons was still with his family. He would return, The Prodigal Son, and he would take back what was his. May whatever God exists help whoever gets in his way.
Age: 28
Appearance: 5'10, Black Hair left unkept, Somewhat Pale, fairly muscular,

.......except for the Lightsabers of course. Picture him in those clothes, and you got it.
Class: Mage
Weaponry and Gear:One Magitek Pistol/Fire Element, One Magitek Rifle/Fire Element taken from an Assassin sent to kill him, he keeps knives hidden around his body incase of unexpected close combat
Three Torches, 100g, Various materials for a weapon or two, 3 Catalyst Crystals
Specialization: Artificer
Race: Human
Backstory: Maverick was born into a fairly influential second tier Royal Family in The Grand Magnus Dutchy. Since he was the Middle Child, he was not expected to carry on the Family Legacy like his Elder Brother Horus or Pampered with affection like his younger Sister Eleanor. His parents considered him.....expendable. They were cold to Maverick and normally left him alone in his early years, as such he would grow almost Indifferent towards his parents and developed an Ice Cold disposition towards strangers. Though still polite and likable, as all Nobles were, he exuded an Aura which made people feel as if they could never truly get close to him. But this would be later in life, for now he still desperately attempted to get the attention of his Family. As such, he agreed with whatever they asked of him.
At this time, their Family was preparing to climb even higher in the line of Nobles, and as such, needed to prepare. So, including the required education of a Noble, they trained him as their own personal Assassin. It went well for the first few years, though he only learnt stealth and knife wielding. However, they eventually gave up after several years. Not because they considered him useless in those fields but because they realized that their previously worthless Son had the potential to be an Artificer. Something they're family never had.
So they showered him with praise and honeyed tongues, and Maverick joyously began his Training. He showed a Large amount of enthusiasm for it, even without the praise for his family. He had learnt much by the time he was 23, having forged Exoskeleton Armors and Firearms. These weapons allowed his family to successfully reach the top, second only to the Royal family. It was then that Maverick was betrayed. His Elder Brother, jealous of the praise he received from their parents now that he was useful, had ordered him killed. Maverick managed to survive the attempt, but had been forced to leave his more Powerful Weapons and Armor behind. Thankfully he managed to escape the Assasination attempt, and his Horus wrote his death off as an Accident.
He was originally confident that Horus would be found out, but was shocked that his parents shrugged and simply replaced him. Replaced him with an Artificer of less skill, but who could chug out lesser copies at faster times. Maverick was Insulted. Maverick was Betrayed. His Noble Heritage then began to show itself. 'How DARE they treat him this way!? After all he had done for them!? No. No FUCKING Way was that gonna happen.' So the Deceptions began. He bent his Heart, Mind and Soul to the Deaths of everyone in his Entire Family. He would Kill them, Gut them, and use their Guts as a Declaration that HE Ruled now. Not his Worthless Family, not anymore, and anyone who disagreed would die.
His early Low Level Assassin Training helped him Fight. His Noble Heritage and Education caused him to become an Independent and Deceptive Man. His Artificer status would give him access to weaponry, and his Main stash of Weapons was still with his family. He would return, The Prodigal Son, and he would take back what was his. May whatever God exists help whoever gets in his way.
Character Name: Fitzgerald the Suitably Amazing
Age: 30
Apperance:
Very large and has long flowing golden locks that shimmer in the light and sway majestically in the breeze. Not to mention his devilish good looks.
Class: Warrior (Tempest)
Race: human
Backstory: Fitzgerald was always a handsome, massive fellow. He was able to get all the ladies he wanted and never suffered any unhandsome injuries on the battlefield. He was considered brave by his allies and a terror by his enemies, he walks calmly among the battlefield, never really taking death seriously, until he Dons his helmet, them stuff gets serious
He began life as a common warrior, until he joined the warband of the Amazing Men. Fitzgerald was considered the weekest of them so he gained the title 'Suitably Amaing'. He now seeks to find and defeat all the men in his former group to earn the title' Fantasticaly Amazing'
Gear: Two tower shields, heavy armor, spiked boots, hand mirror.
Three Torches, 100g, A majestic white horse with a beautiful mane and fine hand crafted silver horse armour protecting it.
Age: 30
Apperance:

Very large and has long flowing golden locks that shimmer in the light and sway majestically in the breeze. Not to mention his devilish good looks.
Class: Warrior (Tempest)
Race: human
Backstory: Fitzgerald was always a handsome, massive fellow. He was able to get all the ladies he wanted and never suffered any unhandsome injuries on the battlefield. He was considered brave by his allies and a terror by his enemies, he walks calmly among the battlefield, never really taking death seriously, until he Dons his helmet, them stuff gets serious
He began life as a common warrior, until he joined the warband of the Amazing Men. Fitzgerald was considered the weekest of them so he gained the title 'Suitably Amaing'. He now seeks to find and defeat all the men in his former group to earn the title' Fantasticaly Amazing'
Gear: Two tower shields, heavy armor, spiked boots, hand mirror.
Three Torches, 100g, A majestic white horse with a beautiful mane and fine hand crafted silver horse armour protecting it.
Name: Taven
Age: 25
Appearance: tall and well muscled. short dark hair, youthful appearance.
Class: warrior
Specialization: tempest
Race: human
Backstory: the eldest son of an ex-soldier, Tavin spent much of his life in a small, remote village in the mountains. his father was not overly harsh, but was determined to pass on his sense of honor, and his skill with a blade, to his children. Tavin seeks to prove himself in the world, and to right the wrongs that he can.
Gear: wears a suit of plate mail with large sections replaced by chainmail for maneuverability. carries two swords, both the same length; one is a bastard sword, the other a katana.
Three Torches, 100g
Age: 25
Appearance: tall and well muscled. short dark hair, youthful appearance.
Class: warrior
Specialization: tempest
Race: human
Backstory: the eldest son of an ex-soldier, Tavin spent much of his life in a small, remote village in the mountains. his father was not overly harsh, but was determined to pass on his sense of honor, and his skill with a blade, to his children. Tavin seeks to prove himself in the world, and to right the wrongs that he can.
Gear: wears a suit of plate mail with large sections replaced by chainmail for maneuverability. carries two swords, both the same length; one is a bastard sword, the other a katana.
Three Torches, 100g