Honor Among Thieves - A Dishonored RP [Closed]

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Avayu

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The Laughing Hagfish was a small pub in one of the seedier parts of Dunwall. Coming in through the narrow door, one was hit by the smell of cheap cigarettes and even cheaper booze. The ceiling hung low and neither the floor nor the wooden tables had been cleaned properly in good over half a decade. Still, as soon as sundown neared, there were always people inside. Workers from the nearby whale oil refineries, their arms strong from cleaving through the blubber. Small-time thugs and crooks. Even a few older men whose worn-out coats told the story of clerks and accountants who had lost everything in Rudshore when the flood barriers broke. The poor and desperate came here to drown their sorrows. The district had recently been hit by the plague, but that didn't slow down business in the Hagfish. While only two blocks away, the dead counters were piling up the bodies, the two ugly barmaids were still serving and the owner still showed his pockmarked face behind the bar. The people here didn't have enough to lose to care.

One day, though, a person entered the pub who distinctively didn't belong. Six months had passed since the death of the Empress and strange figures never had been a rarity in this part of town, but this one looked too harmless to be a threat. His bright blue coat seemed like a single point of colour in the dark pub. He wore a fashionable hat and tried to hide his slim face behind a scented handkerchief. But nevertheless, everyone could see that the young man was nervous, frightened even. He had good reason to. More than one patron sized him up, but ultimately, they all seemed to decide that he wasn't worth the spilled beer. With a shudder, the man stepped to the bar, spoke with the owner and handed him a piece of paper. Then he left the pub in hurry. The barman took a short look at the paper, spit a big glob of slime on the floor, and then pinned the paper to a small board full of similar offers. It read:

"Looking for a group of people with experience in acquisition and logistics. Must be willing to work in hostile environments and late hours. Payment: 5000 Coins each. Appropriate bonuses will be paid for unexpected services. Payment also possible in form of a place on a ship leaving Gristol next month. In case of interest please come to the back room of the Laughing Hagfish tomorrow at sunset."


Having just finished The Knife Of Dunwall, I decided I'd go through with an old idea I had: A freeform roleplay set in the world of Dishonored. And this seemed like the best place to put it.
Just like this Dishonored, this RP will focus on exploration and stealth, though I will leave it to you to decide what kind of stealth. The story will play out in parallel to the existing stories in Dishonored, but it will of course be on a much smaller scale, focusing on a group of hired thieves.
The world of Dishonored consists of four inhabited islands: Gristol, Serkonos, Tyvia and Morley. There also is a much bigger, far away continent continent called Pandyssia, which is largely unexplored and described as a savage place. The four isles form the Empire. This game, just like Dishonored, will take place in Dunwall, the capital city of the Empire on Gristol.

Dunwall is a city inspired by 19th century London and Edinburgh, dominated by rundown Victorian-feeling achitecture und the factories and class-structure of the industrial revolution. Dunwalls main industry is the hunting and processing of whales (Though it has to be mentioned that these "whales" only share some properties with the whales of our world. The same goes for rats, hounds and also hagfish, which are all a little bit more monstrous in this world.). The whole technology of this world is powered by whale oil, from trains and rail cars, over ships and guns and up to the electrical walls of light, which can incinerate trespassers in an instant.

Politically, the Empire has a form of constituional monarchy, which was led by Empress Jessamine Kaldwin. When the Empress is killed, allegedly by her bodyguard, Lord Protector Corvo Attano, and her daughter is kidnapped, the former Spymaster Hiram Burrows takes control of the nation under the title Lord Regent. The whole government is highly corrupt and controlled by the aristocracy and wealthy industrialists. The class divide is huge, with the wealthy throwing lavish parties even in this time of crisis, while the poor are fighting for their bare survival every day.

An outbreak of the rat plague has put the whole city of Dunwall (and with it probably the whole of Gristol) under quarantine. The infected become so called weepers, zombie-like husks which bleed from the eyes. There is no cure for the plague, but it can be kept away with certain elixirs. Whole districts of the city are under strict curfew and the city-watch collects those infected, as well as the bodies of those who died of the plague and puts them away in certain parts of the town.

State religion of the Empire is the religion of the Abbey of the Everyman. Religious law is therefore also enforced by the government, as well as by the Abbey's own force of Overseers. The Abbey has no god, but follows a set of strictures, set to defend humainty against all the unknown forces of the universe. One of these forces, and the Abbey's greatest enemy, is the Outsider, a supernatural beeing of ambiguous morality. While many people worship him, he is neither god nor devil, but the source of the magic he grants some people. Worship of the Outsider also includes runes and other artifacts carved out of whale bone, indicating a connection between the whales and the Outsider.
As I said, this will be largely freeform, so there aren't any strict rules and I don't expect you to throw dice or anything. On the the other hand, I will reserve my right to kick your ass if you act stupidly. I'm also not looking for super-long posts of great literature (probably will not be able to do that myself with the time I currently have at my hands), but I expect at least a minimum of effort to be put in a post.
I'm looking for a group of about four people for this. More than that and any attempt at stealth could be become kind of comical. Character creation is of course up to you, but they should work in the universe of of Dishonored. It would be nice if the characters would work as a group, but conflict is of course the salt of a good story. Finding alternative solutions to problems is encouraged and I'll give bonus points to anyone who is able to match the game's cruel sense of irony.
A note on powers: I'd rather not have characters carrying the mark of the Outsider in this group, as that would make them kind of overpowered and also too important. Smaller powers gained from runes or whalebone artifacts are okay, as long as you have got a good explanantion and have the character pay a price for them.
Name:
Age:
Gender:
Appearance:
Personality:
Abilities:
Equipment:
Biography:
Reason for taking the job:
 

Avayu

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Apr 15, 2009
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Accepted Characters

Name: Zelia Droite

Age: 39

Gender: Female

Appearance: Zelia Droite is of average build, with pale blonde hair tied back in a neat bun. A pair of custom-made glasses with smoked lenses fit snugly around her face, hiding her eyes from view. She wears a white, tailor-made suit with a black coat, white gloves and black shoes. Quite fancy, although the lack of her prior resources are starting to show. A closer look would show that they're starting to get a little worn in places.

Personality: Polite, affable and ambitious, Zelia is inclined to do her best to stay in the good books of those around her, a habit honed by her occupation. She's not above getting into morally unsound enterprises, but she prefers to have a measure of security. Desperate times however..

Abilities: A good talker and negociator, though her most unusual ability is one she acquired quite by accident in the process of examining a collection of whalebone charms prior to an auction. She is now possessed of perfect vision in darkness and low light. Much to her dismay however, she soon discovered that she was now almost blind in direct sunlight, necessitating her commissioning of her glasses to enable her to see during the daylight hours.

Equipment: Under more prosperous circumstances, very little of her current effects would be on her person constantly. These days, she carries a small pistol and a dagger for security, as well as two spare pairs of glasses and two hipflasks, one containing Sokolov's Elixir and one containing Piero's Remedy.

Biography: Born to a merchant family in Morley, Zelia and her parents moved to Dunwall when she was young as the business expanded. Growing up in Dunwall was relatively comfortable for the young Zelia. The family business made enough money on imported Morley goods to support the family's middle class lifestyle. In later years, her parents left Dunwall, retiring to Morley and Zelia took over the family business. Since then and prior to the financial district's flooding, she ambitiously expanded the business, gaining trading partners on the other islands in the empire, adding an auction house to the premises and as a result advancing both her wealth and social status by gaining a reputation as either having what you wanted or being able to get it. This did not stop at goods that were entirely legal either. On several occasions, the goods bid upon by collectors, nobles and other people with large amounts of coin in the more exclusive auctions were the sort of things the abbey might frown upon. So it was just as well that both her clients and Zelia herself were in possession of enough funds to persuade the abbey and the watch to turn a blind eye to what they might have heard. Unfortunately, the good life was not to last, as the flooding of the finanical district drowned her emporium and her business with it. Since then she's been living out of a small apartment she kept elsewhere in the city to occasionally store contraband goods, but with her source of funds destroyed, her emergency funds gradually dwindling and the city falling slowly into ruin, this isn't a long term solution. She's spent a large portion of her remaining funds stocking up Sokolov's Elixir and Piero's Remedy and acquiring 2 spare pairs of glasses. Now she's looking for a way out.

Reason for taking the job: Having lost most of her possessions and her business when the financial district became the flooded district, Zelia is keen to get out of Gristol as soon as possible and make contact either with some of her business associates on the other islands or her family back in Morley. The growing casualties of the rat plague have include many of her former employees and business contacts, so she has no intention of sticking around to see how long it will be before one of her wealthy clients joins the list of dead.
Name: Genevieve "Gen" Weller

Age:30

Gender: Female

Appearance: Genevieve is a thin woman, with a haggard look in her face, her green eyes dull. Her simple cloths, a brown vest over a dirty white shirt, brown pants and a large brown coat to keep away the chill the frequents the city of Dunwall. She keeps her grey streaked brown hair tied in a bun and hidden under a cap.

Personality: Much like the numerous poverty stricken populace of Dunwall, Genevvive has nearly given up hope over surviving the plague. She see's nothing but failure at every venture. She's scared of what tomorrow brings, but hides it behind dark humor. None-the-less, Genevieve welcomes any who approach her. She see's no reason in turning away fellow victims of the plague.

Abilities: Having grown up on the streets, Genevieve knows how to handle a knife and how to avoid being spotted. Sh also has a pretty mean throwing arm. What she finds odd however is that when ever she drinks from a water source, she feels a little bit better. More Energy, small cuts nearly healed, pain from bruises and scrapes nearly gone.

Equipment: Genevieve has a small pouch of coins kept neatly in a inside pocket of her coat. Right beside a knife she keeps fingering when ever she has an idle hand. She also has a whale bone charm, tucked inside a vest pocket closest to her heart. No matter how hard she tries, and she has tried, she cannot seem to throw the curious little trinket away.

Biography: Born to a fisherman father and a maid, from the time Genevieve was old enough she has been on her own, often wandering the street's with the other children. Her father died at age ten, leaving her mother and her to care for themselves. She took to thieving from a few stalls and homes to help her mother. Her mother passed away three years after her father. No where else to turn, she join Slackjaw's gang. There she found a new, if rougher, family. And, in ten years time, as husband. Slackjaw may have been a criminal, but he was an honorable man. He let her leave the gang as a working member, gave her husband a better chance at larger jobs allowing for more money to be brought in.

A year into their marriage, Genevieve hand a child, a baby girl. For five years they were happy. A simple if not entirely legal life. Then the plague arrived in Dunwall. It took her husband first. Gen couldn't go back to the gang with a child to look after. She was considering a job at The Golden Cat, she was still attractive enough to warrant entertainment. She had even heard that a few nobles preferred that motherly look. The day she was going to apply her daughter took ill. Fearing the worst, Gen refused to leave her daughter's side spending what little they had on Soklov's cure, as well as the much less expensive Piero's cure. In the end it was all for naught. When her daughter was six year's old she died from the plague. With no family left, only a handful of coin, she went back to thieving, now to fuel her decent into the cheap ale and food at the Laughing Hagfish.

Reason for taking the job: Gen took the job wanting nothing more than to leave Dunwall behind, leave the plague and the painful memories. The coin is a nice incentive too, insuring that she could start up a new life away from Gristol.
Name: Silas Michaels

Age: Early 30s at best guess

Gender: Male

Appearance: Quite short, and very slender, Silas is at best 5'3" and maybe 155 lbs if he's had a good meal (which is unfortunately infrequent). Although he can pass for a youth at distance or in poor light, up close it is obvious he is older. Out of practical reasons he keeps his face clean shaven and his hair very short, but even then, what hair he has is already greying.

His clothing matches his work. Soft leather boots, let he move quietly and allow him good grip while climbing. Brown trousers, a grey long sleeved shirt, and a hooded vest provide him with many pockets for the tools, and spoils, of his trade. He has also recently acquired a City Guard issue plague mask.

Personality: Although friendly enough (especially when the drink is flowing), Silas generally keeps to himself. The reality of his world means he is very slow to trust, and when thing get bad, he will always look out for himself over all others.

Abilities: Being the best thief in Dunwall (or so he likes to claim), it means that Silas is very proficient with the use of lock picks, and skilled in the art of safe cracking; As well, growing up on the streets means he is no stranger to a knife. Recently he has also found that he can run a bit faster and jump a bit farther than he ever used to.

Equipment: The tools of his trade he keeps with him at all times. They include a lock pick set, listening horn (for listening to the tumblers in a safe), and his dagger. Other than that he travels light, the only other things in his possession being a leather cord with two whale bone charms, a flask of Sokolov's Elixir, a City Guards plague mask and pistol (he wasn't going to need them anymore...not after that knife went through his neck anyways), a handful of bullets, and a coin pouch (well hidden).

Biography: The best he's been able to figure out, is that he is the son of a whore and one of her clients. Raised in a Church orphanage, he learned fast and at a young age that the only person truly watching your back is yourself. Running away from there as a young teen, he quickly took to petty crime to keep himself fed. His small size, and nimble fingers and toes meant he could get in to and up to places that others couldn't. Over the years he's honed his skills, both 'working' for himself and on some occasions (if the pay is good) on behalf of others.

Recently while looting an abandoned building in the Flooded District he came across, and cracked, a safe with two whalebone charms in it. His initial plan was to sell them both for a hefty pouch of coins, but when he discovered that he was faster on his feet, and could clear larger gaps when jumping roof to roof, he decided to keep them.

Reason for taking the job: Like any good rat, he knows when to abandon a sinking ship.
Name: Collin Finley

Age: 16 (though he tends to lie and say he's older)

Gender: Male

Appearance: Tall and lanky, though quite scrawny. He tends to wear oversized clothing, most of which belonged to his father though the rest is discarded rags or stolen items. His brown hair is short but messy, and he has little in the way of facial hair. He tends to look on edge, and sometimes idly mutters things to himself or scratches at his arm.

Personality: Quiet but hard working, Collin tends to keep to himself when possible, primarily out of a growing sense of paranoia, though also due to simply not wanting to bother others. He has opened up in the past around those he trusted, though recent events have made trusting more difficult. He is more easily frightened than angered, but tends to hide anger and scheme or imagine ways to get back at people. Recent events have left him especially distrusting of religion (mostly the overseers) and have made his sense of humor somewhat morbid.

Abilities: Growing up near the docks Collin learned the value of hard work early on, and is stronger than he looks. Aside from that he is quite good at operating boats and other bits of technology that he grew up around, and his father did teach him to shoot a pistol. He is an excellent swimmer, and has some talent as a pickpocket, though that is a skill he has only recently begun exploring. He also seems to have a strange affinity with animals most notably rats and other vermin, and has some skill at getting them to do what he wants, this skill is highly limited and he doesn't really understand it himself.

Equipment: He has a handful of coins, a pistol and some bullets, and a rune. These were all stolen or in the case of the rune "recovered" from the overseers when he escaped their capture.

Biography: Born to a whaler Collin never knew his mother, but while life on the docks was hard he found something of a family among the other whalers. They taught him to work, swim, shoot, swear, and other skills, but like many things it all came crashing down with the rat plague. His father died at sea not long before the plague hit, leaving Collin with little to remember him by aside from a whalebone rune he had found and left with Collin as a gift. While Collin initially found support among the other whalers the plague hit and with it came an atmosphere of mistrust and soon Collin found himself alone.

It was then that the rune began to whisper to him, before he had occasionally had strange dreams when he slept with it nearby, sometimes of a strange void that somehow reminded him of the sea, he found it oddly comforting as a reminder of his fathers work. The whispering was different though, it was insidious and it crept into his mind even in his waking hours. He began to mutter to himself, but the thought of discarding the rune never crossed his mind, it was a memento of his father after all. However it wasn't long before his behavior was reported, and then the overseers came.

Fortunately for him riots in the streets delayed his transport to the overseer headquarters, and he was thrown into a makeshift cell until the streets cleared up. He had given up hope, and was trying to sleep when the whispers woke him, the guard posted at his cell had fallen asleep himself, yet he couldn't quite reach the keys on the guards belt, just barely out of reach when an albino rat came along, picked up the keys in its teeth and nudged them to him. With the keys in hand he escaped his cell, stole what he could from the sleeping guard including his rune, and fled.

Reason for taking the job: Collin wants nothing more than to get away from the Overseers, who he is certain are still looking for him. Beyond that he knows that he needs money, and the money offered by this job, however shady it seems, was just too good to pass up.
 

Avayu

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I'm sorry I hadn't though of that. I'll update my OP with a little bit of information about the world shortly. Until then, this could be used for reference:
Dishonored Wiki [http://dishonored.wikia.com/wiki/Dishonored_Wiki]
The second question is a little bit more difficult to answer. Most supernatural powers come from a mysterious figure called the Outsider. Think of him as the Devil from Faust without really being the Devil. He marks people he deems intersting enough with his sign, granting them special powers. As I said, I don't really want characters with that kind of power. But if you can come up with a good in-universe explanation for a single supernatural power, I'd be okay with that. For example, there is a group of supernatural Assassins called the Whalers, who have (more or less) access to a power called Blink (short range teleport). Now, if we had a character who is a (maybe former) Whaler, I think that could work. Or maybe a person who has an affinity for rats or knows a few tricks through dreams of the Outsider, that kind of stuff I'd be okay with.
 

JokerboyJordan

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Interested in this. I'll just wait for things to show a bit more interest before definitely committing anything.

So timeline wise this is running parallel to Corvo's story, correct?
 

Avayu

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JokerboyJordan said:
Interested in this. I'll just wait for things to show a bit more interest before definitely committing anything.

So timeline wise this is running parallel to Corvo's story, correct?
Absolutely. As it is to Daud's story, too. I imagine there are a lot of people sneaking through the shadows in these days. There won't be huge intersections, but you may notice a few details here and there.
 

Evrant-Knight

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Since I was a fan of the game, I shall definitely express interest in this particular RP; might wait till a couple of sheets have arrived before I throw my hat into the ring, just so I can see what other people have come up with.
 

wilcoblackflame

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Colour me intrigued. I think I shall scheme on a character over the next little while and post a sheet in a bit.

Edit in with character sheet.

Name: Zelia Droite

Age: 39

Gender: Female

Appearance: Zelia Droite is of average build, with pale blonde hair tied back in a neat bun. A pair of custom-made glasses with smoked lenses fit snugly around her face, hiding her eyes from view. She wears a white, tailor-made suit with a black coat, white gloves and black shoes. Quite fancy, although the lack of her prior resources are starting to show. A closer look would show that they're starting to get a little worn in places.

Personality: Polite, affable and ambitious, Zelia is inclined to do her best to stay in the good books of those around her, a habit honed by her occupation. She's not above getting into morally unsound enterprises, but she prefers to have a measure of security. Desperate times however..

Abilities: A good talker and negociator, though her most unusual ability is one she acquired quite by accident in the process of examining a collection of whalebone charms prior to an auction. She is now possessed of perfect vision in darkness and low light. Much to her dismay however, she soon discovered that she was now almost blind in direct sunlight, necessitating her commissioning of her glasses to enable her to see during the daylight hours.

Equipment: Under more prosperous circumstances, very little of her current effects would be on her person constantly. These days, she carries a small pistol and a dagger for security, as well as two spare pairs of glasses and two hipflasks, one containing Sokolov's Elixir and one containing Piero's Remedy.

Biography: Born to a merchant family in Morley, Zelia and her parents moved to Dunwall when she was young as the business expanded. Growing up in Dunwall was relatively comfortable for the young Zelia. The family business made enough money on imported Morley goods to support the family's middle class lifestyle. In later years, her parents left Dunwall, retiring to Morley and Zelia took over the family business. Since then and prior to the financial district's flooding, she ambitiously expanded the business, gaining trading partners on the other islands in the empire, adding an auction house to the premises and as a result advancing both her wealth and social status by gaining a reputation as either having what you wanted or being able to get it. This did not stop at goods that were entirely legal either. On several occasions, the goods bid upon by collectors, nobles and other people with large amounts of coin in the more exclusive auctions were the sort of things the abbey might frown upon. So it was just as well that both her clients and Zelia herself were in possession of enough funds to persuade the abbey and the watch to turn a blind eye to what they might have heard. Unfortunately, the good life was not to last, as the flooding of the finanical district drowned her emporium and her business with it. Since then she's been living out of a small apartment she kept elsewhere in the city to occasionally store contraband goods, but with her source of funds destroyed, her emergency funds gradually dwindling and the city falling slowly into ruin, this isn't a long term solution. She's spent a large portion of her remaining funds stocking up Sokolov's Elixir and Piero's Remedy and acquiring 2 spare pairs of glasses. Now she's looking for a way out.

Reason for taking the job: Having lost most of her possessions and her business when the financial district became the flooded district, Zelia is keen to get out of Gristol as soon as possible and make contact either with some of her business associates on the other islands or her family back in Morley. The growing casualties of the rat plague have include many of her former employees and business contacts, so she has no intention of sticking around to see how long it will be before one of her wealthy clients joins the list of dead.
 

Avayu

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wilcoblackflame said:
Zelia Droite
I like it. Nice concept, nothing too outlandish, good motivation. Though I'll warn you that her appearance could still raise some eyebrows in the Laughing Hagfish or other, seedier places.

Also, I'd like to remind everyone that if you have questions or ideas for characters you aren't completely sure of, just send me a PM.
 

sage42

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Mar 20, 2009
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Ah what the hell, I loved the game, love the setting. I'll give this a whirl. Give me a bit to get a sheet set up.
 

sage42

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Name: Genevieve "Gen" Weller

Age:30

Gender: Female

Appearance: Genevieve is a thin woman, with a haggard look in her face, her green eyes dull. Her simple cloths, a brown vest over a dirty white shirt, brown pants and a large brown coat to keep away the chill the frequents the city of Dunwall. She keeps her grey streaked brown hair tied in a bun and hidden under a cap.

Personality: Much like the numerous poverty stricken populace of Dunwall, Genevvive has nearly given up hope over surviving the plague. She see's nothing but failure at every venture. She's scared of what tomorrow brings, but hides it behind dark humor. None-the-less, Genevieve welcomes any who approach her. She see's no reason in turning away fellow victims of the plague.

Abilities: Having grown up on the streets, Genevieve knows how to handle a knife and how to avoid being spotted. Sh also has a pretty mean throwing arm. What she finds odd however is that when ever she drinks from a water source, she feels a little bit better. More Energy, small cuts nearly healed, pain from bruises and scrapes nearly gone.

Equipment: Genevieve has a small pouch of coins kept neatly in a inside pocket of her coat. Right beside a knife she keeps fingering when ever she has an idle hand. She also has a whale bone charm, tucked inside a vest pocket closest to her heart. No matter how hard she tries, and she has tried, she cannot seem to throw the curious little trinket away.

Biography: Born to a fisherman father and a maid, from the time Genevieve was old enough she has been on her own, often wandering the street's with the other children. Her father died at age ten, leaving her mother and her to care for themselves. She took to thieving from a few stalls and homes to help her mother. Her mother passed away three years after her father. No where else to turn, she join Slackjaw's gang. There she found a new, if rougher, family. And, in ten years time, as husband. Slackjaw may have been a criminal, but he was an honorable man. He let her leave the gang as a working member, gave her husband a better chance at larger jobs allowing for more money to be brought in.

A year into their marriage, Genevieve hand a child, a baby girl. For five years they were happy. A simple if not entirely legal life. Then the plague arrived in Dunwall. It took her husband first. Gen couldn't go back to the gang with a child to look after. She was considering a job at The Golden Cat, she was still attractive enough to warrant entertainment. She had even heard that a few nobles preferred that motherly look. The day she was going to apply her daughter took ill. Fearing the worst, Gen refused to leave her daughter's side spending what little they had on Soklov's cure, as well as the much less expensive Piero's cure. In the end it was all for naught. When her daughter was six year's old she died from the plague. With no family left, only a handful of coin, she went back to thieving, now to fuel her decent into the cheap ale and food at the Laughing Hagfish.

Reason for taking the job: Gen took the job wanting nothing more than to leave Dunwall behind, leave the plague and the painful memories. The coin is a nice incentive too, insuring that she could start up a new life away from Gristol.
Well here we go, tell me what you think and I can always edit, if needed.

On an unrelated note is anyone else getting sick of the captcha's?
 

Avayu

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Apr 15, 2009
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sage42 said:
Name: Genevieve "Gen" Weller

Age:30

Gender: Female

Appearance: Genevieve is a thin woman, with a haggard look in her face, her green eyes dull. Her simple cloths, a brown vest over a dirty white shirt, brown pants and a large brown coat to keep away the chill the frequents the city of Dunwall. She keeps her grey streaked brown hair tied in a bun and hidden under a cap.

Personality: Much like the numerous poverty stricken populace of Dunwall, Genevvive has nearly given up hope over surviving the plague. She see's nothing but failure at every venture. She's scared of what tomorrow brings, but hides it behind dark humor. None-the-less, Genevieve welcomes any who approach her. She see's no reason in turning away fellow victims of the plague.

Abilities: Having grown up on the streets, Genevieve knows how to handle a knife and how to avoid being spotted. Sh also has a pretty mean throwing arm. What she finds odd however is that when ever she drinks from a water source, she feels a little bit better. More Energy, small cuts nearly healed, pain from bruises and scrapes nearly gone.

Equipment: Genevieve has a small pouch of coins kept neatly in a inside pocket of her coat. Right beside a knife she keeps fingering when ever she has an idle hand. She also has a whale bone charm, tucked inside a vest pocket closest to her heart. No matter how hard she tries, and she has tried, she cannot seem to throw the curious little trinket away.

Biography: Born to a fisherman father and a maid, from the time Genevieve was old enough she has been on her own, often wandering the street's with the other children. Her father died at age ten, leaving her mother and her to care for themselves. She took to thieving from a few stalls and homes to help her mother. Her mother passed away three years after her father. No where else to turn, she join Slackjaw's gang. There she found a new, if rougher, family. And, in ten years time, as husband. Slackjaw may have been a criminal, but he was an honorable man. He let her leave the gang as a working member, gave her husband a better chance at larger jobs allowing for more money to be brought in.

A year into their marriage, Genevieve hand a child, a baby girl. For five years they were happy. A simple if not entirely legal life. Then the plague arrived in Dunwall. It took her husband first. Gen couldn't go back to the gang with a child to look after. She was considering a job at The Golden Cat, she was still attractive enough to warrant entertainment. She had even heard that a few nobles preferred that motherly look. The day she was going to apply her daughter took ill. Fearing the worst, Gen refused to leave her daughter's side spending what little they had on Soklov's cure, as well as the much less expensive Piero's cure. In the end it was all for naught. When her daughter was six year's old she died from the plague. With no family left, only a handful of coin, she went back to thieving, now to fuel her decent into the cheap ale and food at the Laughing Hagfish.

Reason for taking the job: Gen took the job wanting nothing more than to leave Dunwall behind, leave the plague and the painful memories. The coin is a nice incentive too, insuring that she could start up a new life away from Gristol.
Nice and simple, but you could certainly make her an interesting character. I don't see anything that needs immediate changing.
 

sage42

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Mar 20, 2009
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Avayu said:
sage42 said:
Name: Genevieve "Gen" Weller

Age:30

Gender: Female

Appearance: Genevieve is a thin woman, with a haggard look in her face, her green eyes dull. Her simple cloths, a brown vest over a dirty white shirt, brown pants and a large brown coat to keep away the chill the frequents the city of Dunwall. She keeps her grey streaked brown hair tied in a bun and hidden under a cap.

Personality: Much like the numerous poverty stricken populace of Dunwall, Genevvive has nearly given up hope over surviving the plague. She see's nothing but failure at every venture. She's scared of what tomorrow brings, but hides it behind dark humor. None-the-less, Genevieve welcomes any who approach her. She see's no reason in turning away fellow victims of the plague.

Abilities: Having grown up on the streets, Genevieve knows how to handle a knife and how to avoid being spotted. Sh also has a pretty mean throwing arm. What she finds odd however is that when ever she drinks from a water source, she feels a little bit better. More Energy, small cuts nearly healed, pain from bruises and scrapes nearly gone.

Equipment: Genevieve has a small pouch of coins kept neatly in a inside pocket of her coat. Right beside a knife she keeps fingering when ever she has an idle hand. She also has a whale bone charm, tucked inside a vest pocket closest to her heart. No matter how hard she tries, and she has tried, she cannot seem to throw the curious little trinket away.

Biography: Born to a fisherman father and a maid, from the time Genevieve was old enough she has been on her own, often wandering the street's with the other children. Her father died at age ten, leaving her mother and her to care for themselves. She took to thieving from a few stalls and homes to help her mother. Her mother passed away three years after her father. No where else to turn, she join Slackjaw's gang. There she found a new, if rougher, family. And, in ten years time, as husband. Slackjaw may have been a criminal, but he was an honorable man. He let her leave the gang as a working member, gave her husband a better chance at larger jobs allowing for more money to be brought in.

A year into their marriage, Genevieve hand a child, a baby girl. For five years they were happy. A simple if not entirely legal life. Then the plague arrived in Dunwall. It took her husband first. Gen couldn't go back to the gang with a child to look after. She was considering a job at The Golden Cat, she was still attractive enough to warrant entertainment. She had even heard that a few nobles preferred that motherly look. The day she was going to apply her daughter took ill. Fearing the worst, Gen refused to leave her daughter's side spending what little they had on Soklov's cure, as well as the much less expensive Piero's cure. In the end it was all for naught. When her daughter was six year's old she died from the plague. With no family left, only a handful of coin, she went back to thieving, now to fuel her decent into the cheap ale and food at the Laughing Hagfish.

Reason for taking the job: Gen took the job wanting nothing more than to leave Dunwall behind, leave the plague and the painful memories. The coin is a nice incentive too, insuring that she could start up a new life away from Gristol.
Nice and simple, but you could certainly make her an interesting character. I don't see anything that needs immediate changing.
Excellent, I look foreward to the RP. I also plan to go home and play Dishonored again as well, partly to re-familiarize myself with the world again, partly cause reading this gave me an itch to play the game again.
 

IFS

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Hmm this looks interesting, I have been meaning to get back to the game and finish my blink only run (side note how good is the dlc?). Could I have a street urchin kid character with a few (or maybe just one) outsider power(s)? I'm still working on the idea (and it is inspired by those lore vids from before the game came out) but at the moment I'm thinking rat summoning and/or animal possession/control, with the possibility of developing new powers later on.

Edit: Also considering windblast as a power, but only because I think it would be hilarious to have a little kid send a grown man flying through the air. Still mostly looking at the above two as they would fit the character I have in mind better.

Additional Edit: Because I feel like it would come up when discussed, the powers would be level 1 (as far as in game effects go) at least to start, there would be some drawbacks to them, likely in the form of troubled sleep and strange whisperings from the Outsider (like what you hear when approaching an outsider shrine), and he would not have as much mana to put behind the spells as Corvo does, being much younger, weaker and smaller.
 

Avayu

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IFS said:
Hmm this looks interesting, I have been meaning to get back to the game and finish my blink only run (side note how good is the dlc?). Could I have a street urchin kid character with a few (or maybe just one) outsider power(s)? I'm still working on the idea (and it is inspired by those lore vids from before the game came out) but at the moment I'm thinking rat summoning and/or animal possession/control, with the possibility of developing new powers later on.

Edit: Also considering windblast as a power, but only because I think it would be hilarious to have a little kid send a grown man flying through the air. Still mostly looking at the above two as they would fit the character I have in mind better.

Additional Edit: Because I feel like it would come up when discussed, the powers would be level 1 (as far as in game effects go) at least to start, there would be some drawbacks to them, likely in the form of troubled sleep and strange whisperings from the Outsider (like what you hear when approaching an outsider shrine), and he would not have as much mana to put behind the spells as Corvo does, being much younger, weaker and smaller.
Well, for one thing, I have problems imaginign that anyone would hire a little kid (let's say anyone who looks like they are younger than 16) for this kind of thing.
Other than that, I already mentioned that I don't really want people chosen by the Outsider (too powerful, too important in universe), but I like the idea of someone having found a rune or something and slowly losing their mind over it. In exchange, they could get minor powers. Possesion is a little bit too strong for my liking, but a more indirect control over rats (or animals in general) could work. I don't really have a problem with windblast per se (apart from the general idea of where the power comes from), but it is a highly situational power, and I don't really see it being all that useful.
 

IFS

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Avayu said:
IFS said:
Hmm this looks interesting, I have been meaning to get back to the game and finish my blink only run (side note how good is the dlc?). Could I have a street urchin kid character with a few (or maybe just one) outsider power(s)? I'm still working on the idea (and it is inspired by those lore vids from before the game came out) but at the moment I'm thinking rat summoning and/or animal possession/control, with the possibility of developing new powers later on.

Edit: Also considering windblast as a power, but only because I think it would be hilarious to have a little kid send a grown man flying through the air. Still mostly looking at the above two as they would fit the character I have in mind better.

Additional Edit: Because I feel like it would come up when discussed, the powers would be level 1 (as far as in game effects go) at least to start, there would be some drawbacks to them, likely in the form of troubled sleep and strange whisperings from the Outsider (like what you hear when approaching an outsider shrine), and he would not have as much mana to put behind the spells as Corvo does, being much younger, weaker and smaller.
Well, for one thing, I have problems imaginign that anyone would hire a little kid (let's say anyone who looks like they are younger than 16) for this kind of thing.
Other than that, I already mentioned that I don't really want people chosen by the Outsider (too powerful, too important in universe), but I like the idea of someone having found a rune or something and slowly losing their mind over it. In exchange, they could get minor powers. Possesion is a little bit too strong for my liking, but a more indirect control over rats (or animals in general) could work. I don't really have a problem with windblast per se (apart from the general idea of where the power comes from), but it is a highly situational power, and I don't really see it being all that useful.
Yeah I read that and I realize its an unusual idea that might not fit, which is why I asked, I do have some other ideas. I could easily bump the age up to make him more employable. The idea is that he was the son of a whaler, who brought home a rune as a gift, but later died at sea leaving him an orphan, when the Overseers found his rune they brought him in, at which point the outsider gifted him some powers that let him escape. Windblast was mainly because it was a humorous image, thinking about it I will not take that one, possession was in part because of the aforementioned inspiration and also because I had the image of him possessing a rat to escape his cell, since its OP I suppose I could have him use animal control to get a rat to fetch the keys for him. At this point if I gave him any powers aside from the animal control it would be darkvision as a way of explaining how he found his way out.

Does this idea sound workable, or would you prefer I just scrap it and start working on a nonmagic char? It really wouldn't be much trouble to do so as I have a few ideas already.

Edit: I suppose since the outsider connection is too important lore-wise it could be made that he started to understand the whispers and try something, which worked, possibly having to carve the rune-symbol into his hand in the process.
 

Athol

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Name: Silas Michaels

Age: Early 30s at best guess

Gender: Male

Appearance: Quite short, and very slender, Silas is at best 5'3" and maybe 155 lbs if he's had a good meal (which is unfortunately infrequent). Although he can pass for a youth at distance or in poor light, up close it is obvious he is older. Out of practical reasons he keeps his face clean shaven and his hair very short, but even then, what hair he has is already greying.

His clothing matches his work. Soft leather boots, let he move quietly and allow him good grip while climbing. Brown trousers, a grey long sleeved shirt, and a hooded vest provide him with many pockets for the tools, and spoils, of his trade. He has also recently acquired a City Guard issue plague mask.

Personality: Although friendly enough (especially when the drink is flowing), Silas generally keeps to himself. The reality of his world means he is very slow to trust, and when thing get bad, he will always look out for himself over all others.

Abilities: Being the best thief in Dunwall (or so he likes to claim), it means that Silas is very proficient with the use of lock picks, and skilled in the art of safe cracking; As well, growing up on the streets means he is no stranger to a knife. Recently he has also found that he can run a bit faster and jump a bit farther than he ever used to.

Equipment: The tools of his trade he keeps with him at all times. They include a lock pick set, listening horn (for listening to the tumblers in a safe), and his dagger. Other than that he travels light, the only other things in his possession being a leather cord with two whale bone charms, a flask of Sokolov's Elixir, a City Guards plague mask and pistol (he wasn't going to need them anymore...not after that knife went through his neck anyways), a handful of bullets, and a coin pouch (well hidden).

Biography: The best he's been able to figure out, is that he is the son of a whore and one of her clients. Raised in a Church orphanage, he learned fast and at a young age that the only person truly watching your back is yourself. Running away from there as a young teen, he quickly took to petty crime to keep himself fed. His small size, and nimble fingers and toes meant he could get in to and up to places that others couldn't. Over the years he?s honed his skills, both ?working? for himself and on some occasions (if the pay is good) on behalf of others.

Recently while looting an abandoned building in the Flooded District he came across, and cracked, a safe with two whalebone charms in it. His initial plan was to sell them both for a hefty pouch of coins, but when he discovered that he was faster on his feet, and could clear larger gaps when jumping roof to roof, he decided to keep them.

Reason for taking the job: Like any good rat, he knows when to abandon a sinking ship.
 

Avayu

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IFS said:
You know, if you want to keep your backstory, you could. Maybe he really possesed a rat to escape from the Abbey, through a short intervention from the Outsider, but couldn't anymore after that. It's not like anyone would believe his story, anyway. In that case, he may have kept an affinity for rats (also, a disturbed mind?). So yeah, if you want to be the madman who talks to rats, you absolutely can be. Just write up that character sheet and I will look over it. If you want to do something else, that's fine as well.

Athol said:
Name: Silas Michaels

Age: Early 30s at best guess

Gender: Male

Appearance: Quite short, and very slender, Silas is at best 5'3" and maybe 155 lbs if he's had a good meal (which is unfortunately infrequent). Although he can pass for a youth at distance or in poor light, up close it is obvious he is older. Out of practical reasons he keeps his face clean shaven and his hair very short, but even then, what hair he has is already greying.

His clothing matches his work. Soft leather boots, let he move quietly and allow him good grip while climbing. Brown trousers, a grey long sleeved shirt, and a hooded vest provide him with many pockets for the tools, and spoils, of his trade. He has also recently acquired a City Guard issue plague mask.

Personality: Although friendly enough (especially when the drink is flowing), Silas generally keeps to himself. The reality of his world means he is very slow to trust, and when thing get bad, he will always look out for himself over all others.

Abilities: Being the best thief in Dunwall (or so he likes to claim), it means that Silas is very proficient with the use of lock picks, and skilled in the art of safe cracking; As well, growing up on the streets means he is no stranger to a knife. Recently he has also found that he can run a bit faster and jump a bit farther than he ever used to.

Equipment: The tools of his trade he keeps with him at all times. They include a lock pick set, listening horn (for listening to the tumblers in a safe), and his dagger. Other than that he travels light, the only other things in his possession being a leather cord with two whale bone charms, a flask of Sokolov's Elixir, a City Guards plague mask and pistol (he wasn't going to need them anymore...not after that knife went through his neck anyways), a handful of bullets, and a coin pouch (well hidden).

Biography: The best he's been able to figure out, is that he is the son of a whore and one of her clients. Raised in a Church orphanage, he learned fast and at a young age that the only person truly watching your back is yourself. Running away from there as a young teen, he quickly took to petty crime to keep himself fed. His small size, and nimble fingers and toes meant he could get in to and up to places that others couldn't. Over the years he?s honed his skills, both ?working? for himself and on some occasions (if the pay is good) on behalf of others.

Recently while looting an abandoned building in the Flooded District he came across, and cracked, a safe with two whalebone charms in it. His initial plan was to sell them both for a hefty pouch of coins, but when he discovered that he was faster on his feet, and could clear larger gaps when jumping roof to roof, he decided to keep them.

Reason for taking the job: Like any good rat, he knows when to abandon a sinking ship.
That seems fine. Though, if the "best thief in Dunwall" wants to take this job, he would have to be quite desperate, wouldn't he?
 

Athol

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Avayu said:
That seems fine. Though, if the "best thief in Dunwall" wants to take this job, he would have to be quite desperate, wouldn't he?
Well he like to think he's the best thief in Dunwall. Weither or not he actually is, is up for debate.
 

IFS

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Name: Collin Finley

Age: 16 (though he tends to lie and say he's older)

Gender: Male

Appearance: Tall and lanky, though quite scrawny. He tends to wear oversized clothing, most of which belonged to his father though the rest is discarded rags or stolen items. His brown hair is short but messy, and he has little in the way of facial hair. He tends to look on edge, and sometimes idly mutters things to himself or scratches at his arm.

Personality: Quiet but hard working, Collin tends to keep to himself when possible, primarily out of a growing sense of paranoia, though also due to simply not wanting to bother others. He has opened up in the past around those he trusted, though recent events have made trusting more difficult. He is more easily frightened than angered, but tends to hide anger and scheme or imagine ways to get back at people. Recent events have left him especially distrusting of religion (mostly the overseers) and have made his sense of humor somewhat morbid.

Abilities: Growing up near the docks Collin learned the value of hard work early on, and is stronger than he looks. Aside from that he is quite good at operating boats and other bits of technology that he grew up around, and his father did teach him to shoot a pistol. He is an excellent swimmer, and has some talent as a pickpocket, though that is a skill he has only recently begun exploring. He also seems to have a strange affinity with animals most notably rats and other vermin, and has some skill at getting them to do what he wants, this skill is highly limited and he doesn't really understand it himself.

Equipment: He has a handful of coins, a pistol and some bullets, and a rune. These were all stolen or in the case of the rune "recovered" from the overseers when he escaped their capture.

Biography: Born to a whaler Collin never knew his mother, but while life on the docks was hard he found something of a family among the other whalers. They taught him to work, swim, shoot, swear, and other skills, but like many things it all came crashing down with the rat plague. His father died at sea not long before the plague hit, leaving Collin with little to remember him by aside from a whalebone rune he had found and left with Collin as a gift. While Collin initially found support among the other whalers the plague hit and with it came an atmosphere of mistrust and soon Collin found himself alone.

It was then that the rune began to whisper to him, before he had occasionally had strange dreams when he slept with it nearby, sometimes of a strange void that somehow reminded him of the sea, he found it oddly comforting as a reminder of his fathers work. The whispering was different though, it was insidious and it crept into his mind even in his waking hours. He began to mutter to himself, but the thought of discarding the rune never crossed his mind, it was a memento of his father after all. However it wasn't long before his behavior was reported, and then the overseers came.

Fortunately for him riots in the streets delayed his transport to the overseer headquarters, and he was thrown into a makeshift cell until the streets cleared up. He had given up hope, and was trying to sleep when the whispers woke him, the guard posted at his cell had fallen asleep himself, yet he couldn't quite reach the keys on the guards belt, just barely out of reach when an albino rat came along, picked up the keys in its teeth and nudged them to him. With the keys in hand he escaped his cell, stole what he could from the sleeping guard including his rune, and fled.

Reason for taking the job: Collin wants nothing more than to get away from the Overseers, who he is certain are still looking for him. Beyond that he knows that he needs money, and the money offered by this job, however shady it seems, was just too good to pass up.

Here it is, let me know if there are any problems.