The Age of Worms: A D&D inspired Fantasy-Horror RP (Closed to New Submissions)

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Redryhno

New member
Jul 25, 2011
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hiei82 said:
Redryhno said:
snip[/spoiler]
Hm... Okay; first I'm going to say no on the second trait. I'd rather only use Depravity in game. Second, is your character a werewolf or... what? I'm just not certain what I've missed. If the character IS a werewolf, I'd much rather you wait on that for later in the game. I'd much rather start with characters and slowly infect and corrupt them toward evil per the standards of Gothic Horror. If you need help with the cult thing, I do actually have a cult prepared for this game already and can let you use them for your backstory.

Last item, you can delete the section defining what "Powers" are; just to save room for if/when I move the character up to the Character List. Thanks
Ok, I guess I can change the trait. Was trying to mirror and start him off as obviously screwed as he was. As for the werewolf thing, I was basing alot of this off Kipling's Mark of the Beast mixed with some of Sir Edmund Orme and the first couple issues of Hellblazer. Not a werewolf, exactly, just having a disembodied Mountain Garou spirit stuck in him to take over fully at some point if he doesn't get the thing out of him.
 

IFS

New member
Mar 5, 2012
1,776
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Name: Wilmet Ningel

Age & Gender: Male 64 years old (middle age for gnomes is at around 100 years, adulthood at 40)

Appearance: Standing at about 3 feet 4 inches and slightly rounded about the middle Wilmet does not strike a terribly imposing figure. His bright green eyes and short red hair do make him rather noticeable in spite of his size though. He has maintains a well groomed mustache and goatee, and typically wears a faded blue robe adorned with far too many pouches and pockets. He keeps a small holy symbol of Aryana on a chain around his right wrist, a few rings of various design on his fingers, and can sometimes be seen sporting an overly large broad brimmed and unfortunately floppy hat, the sort that you might expect to see on a proper wizard (if the pointy bit stood up at all).

Species: Gnome

Traits:

Small Size: As a gnome Wilmet is rather small in size, with all the advantages and disadvantages that entails, such as being able to fit into smaller spaces, can more easily hide and is a smaller target, but cannot reach the top shelf. Additionally being a small individual in a world dominated by larger races

Tinkerer: Gnomes tend to be very inquisitive and inventive, talented with mechanics and inventing, but also somewhat easily distracted and even reckless in terms of applying or testing their creations.

Abilities: Strength: 7, Dexterity 11, Constitution 12, Intelligence 18, Wisdom 18, Charisma 14

History: From a young age Wilmet was fascinated by magic of all sorts, and once he was old enough attempted to seek out a teacher to learn the art. Unfortunately such teachers an be difficult to come by, and soon enough he found himself short on funds and having learned nothing new. This led to a rough period where he often found himself living on the streets, stealing or lying to get by. Eventually this led to him seeking shelter in a church of Aryana where he stayed for a time, eventually becoming an acolyte and learning the basics of divine magic from the head cleric. After a time he set out again in search of a wizard to teach him, and eventually succeeded.

Though it took several years of study he became a full fledged wizard, though his master had always shown derision towards the divine magic Wilmet already possessed this only made Wilmet more curious about the divisions between the two art. This question set him on his current path of study, with the ultimate goal being the understanding of magic in all its forms. Such a lofty goal proved a difficult pursuit, and Wilmet turned to adventuring largely in order to advance his studies and eventually found the church of Aryana calling on him once again. Still grateful for how the church has helped him he found himself being sent to assist the cult of Aryana in Diamond lake.

Reason to be here/things to do: Wilmet ventured into Diamond lake to see what he could do to aid the small cult of Aryana in the town. Increasingly though he is finding himself annoyed with being in such a small location, with little to teach him, and wants his task finished.

Personality: Wilmet is an extremely curious and driven individual, and to some extent is a perfectionist. He hates when he doesn't understand something, and takes extreme offense at his abilities (which he sometimes overestimates) being insulted. In general he is friendly and outgoing, and enjoys helping others, though he can be arrogant and reckless.

Powers:

Major Power: Mystic Theurge: Wilmet seeks to master magic in all aspects, divine and arcane, and as such has an immense variety of spells at his disposal. While not possessing the raw power of a more singleminded spellcaster he has access to all manner of spells, including basic healing and attack spells (mostly fire related for raw offense), enchantments and illusions to confuse or frighten enemies or strengthen allies, minor summons, and even divination's of questionable reliability.

Minor Power 1: Spellbreaker: Wilmet's broad array and knowledge of magics leaves him especially talented and countering and dispelling spells and curses.

Minor Power 2: Illusion focus: Wilmet is practiced at creating convincing illusions, including effects like causing fear and other emotions.

Minor Power 3: Silver tongue: Wilmet has always been skilled at flattery, lying, and the general use of artful language.

Notable skills: Wilmet is a capable juggler, decent at sneaking about, knows a number of foreign languages, and considers himself a talented poet.

Equipment: Wilmet carries a change of clothes, a number of coins scattered among various pockets, various mechanical bits formed into half finished contraptions, a dagger (though for him it is more like a short sword), a walking stick, several scrolls and ink to write on them, and most importantly his grimoire which contains his spells.

Depravity Score: 0
 

The Harkinator

Did something happen?
Jun 2, 2010
742
0
0
This looks thoroughly enjoyable. Allow me to present a character, Sir Godric Byrch.

Name: "Sir" Godric Byrch.

Age & Gender: 32 year old male.

Appearance: Picture a knight in shining armour, standing at about six feet tall and clad in cold steel with a mane of raven black hair, his green eyes sparkle like emeralds in the sun. A face of noble features that has the peasant girls swooning. It's just like something out of a storybook! Now drag that knight through a hedge or seventeen, replace his armour with dull chainmail that bears no heraldry, wrap a small piece of red cloth around the left wrist, and cover it all in a worn out cloak. Take the right hand side of his face and drag it on some rough ground until he's got scars at eye, cheek, and mouth level. Now you've got something approaching Godric Byrch.

Species: Human as they come.

"You know, I actually could be a Knight..." Godric can carry himself with nobility and dignity in social situations, this is more than just his speech. His stance and bearing come into it too, because he believes it himself. But he dislikes it when the knighthood he claims to have is called into question or mocked as being just another mercenary trick to stand out.

"I'm a mighty mighty man, I'm young and I'm in my prime..." Godric is very physically capable and adept and he plays to those strength, but he's not particularly adept at stealth or subtlety. He's big and strong, sneaking around just isn't his forte.

Abilities: Strength: 16, Dexterity 12, Constitution, 14, Intelligence 10, Wisdom 12, Charisma 14.

History: Sir Godric Byrch, noble knight fallen on hard times. He was born far away from Diamond Lake, and was raised as a squire in service of a Lord of modest holdings. Soon afterwards his family was taken by an illness that swept the land, and young Godric had no home but his Lord's house. He learned the ways of noble combat, and the ways of the court too. When he grew old enough he emerged a fully fledged Knight in service.

But it was not to last, for his Lord was slain and his holdings destroyed by a band of villains and thieves. Those that survived went their separate ways and settled into new lives. With naught but his horse, arms, and armour Godric soon found work as a mercenary, though he could never make more money than he always seemed to fritter away. Like most mercenaries he could always find taverns, brothels, and gambling houses willing to take his hard earned money in exchange for the pleasures of life. In time he sold his horse and his armour to keep himself fed, though he would never part with his sword until death.

In one of his more desperate moments, Godric signed a contract employing him as a mine guard in Diamond Lake. He would be given transportation, food, and pay to stand around making sure a bunch of miners weren't killed. Easy money for six months work. Of course, when Godric arrived he soon fell back into his wasteful ways, and now that his contract has come to an end Godric has no money to buy his way back out of Diamond Lake. He's stuck there for the foreseeable future.

Of course if there was an adventure to be had, that might mean treasure. Godric is looking to join up and head out with a group in the hopes that they will stumble upon something valuable. Perhaps they'll find their own mine of diamonds. Whatever might be out there, Godric wants to use it to buy his way out of Diamond Lake if he can.

Personality: Godric is kind, patient, and well spoken as a Knight is expected to be, so long as nobody calls the validity of his title into question. Though he is not the noble paragon many would expect. He is something of a hypocrite, holding himself up as a more honourable man than other mercenaries, yet just as willing to do almost any job for money then drink, whore, and gamble away whatever money he makes. He justifies this to himself through the rest of his behaviour, he still considers himself a good and kind person, he's just living the way he does because of his circumstances. However, Godric shows little mercy to enemies and has little interest in doing the morally right thing on a job. If the pay was right he'd do it, once again justifying it to himself by his normal behaviour.

Powers: These are the list of great skills and abilities your character is capable of. You may have 1 major power (such as spell-casting), and up to 3 minor powers (such as being a swordmaster or renowned black smith). In addition, you may take an additional Major or Minor Power at the cost of including a Flaw of equal value (as determined by the GM)

Major Power: Master of the Sword. Godric has met nobody capable of handling a blade with the skill and finesse that he does. He's spent years of his life fighting, and combines the training of a Knight with the experience and dirty tricks of a mercenary. He's fought monsters and personal combats beyond counting, and he's still standing after all of them when many people he faced are six feet under. This goes beyond being better than most in a fight, he's one of the best swordsmen you'll ever meet.

Minor Power 1: Persuasion and smooth talking. Godric is capable of talking over many a stubborn mind with his words. While he's capable with his sword, he will try and talk his way out of trouble if he can.

Minor Power 2: Heavy armour use. Godric is very used to moving and fighting in heavy armour, he's no peasant being dragged down by his chainmail, he stands tall and knows how to use it without hampering his combat style. Plus sometimes there's nothing quite like a mailed fist to tip the scales of a fight.

Minor Power 3: Strong of mind. Godric is strong willed and resistant to attempts at mind control. Whether by some unknown magic or sheer determination, Godric never gives up. This can be quite inspiring to others.

Flaw: "I AM a Knight!" Godric has a beserk button in the form of his Knighthood. He insists he is, and will introduce himself as Sir Godric Byrch. But he doesn't take kindly to mocking over it or probing questions about it. While most assume it's because Godric feels extended questioning about his Knighthood means someone doesn't believe him about it, it's actually because he isn't Sir Godric Byrch.

That was the name of a young Knight he killed when a band of brigands he was part of stormed a decrepit castle and murdered the old Lord who lived within. Godric (for he has taken the name of the man he killed) can't decide whether he is seeking atonement or simply seeking death.

Minor Power 4: Always alert. Godric doesn't switch off, even when the danger appears to have passed. He's a hard man to sneak up on, even if he's not particularly sneaky himself.

Notable skills: Fighting, horse riding, hunting, and gambling. He's also a surprisingly avid reader and writer.

Equipment: Rugged chainmail, travelling cloak, finely crafted bastard sword, empty journal (recently purchased), a quill and some ink. A handful of coins. That's about it, Godric really was quite destitute when he accepted the job at Diamond Lake, and he's hardly got any richer.

Depravity Score: 0
 

Anti-American Eagle

HAPPENING IMMINENT
Legacy
May 2, 2011
3,772
8
13
Country
Canada
Gender
Male
Name: Charles Walther

Age & Gender: 45 and Male.

Appearance: Charles is a man of average height and weight for his profession with a muscular build. He has brown greying hair that he keeps short, brown eyes flecked with green, and pale skin. His face tends to be stubbled. For clothing he wears something between clerical vestments and the clothes of a traveller with practicality placed over appearance, colours ranging between the dark and the dull. Around his neck he wears two amulets, both holy symbols of Ezra made of Iron.

When he believes he will need armour he wears a suit of Scale Mail marked with church iconography engraved into each scale.

Species: Human.

Trait 1: Tough Soul - Charles is resistant to gaining Depravity and other similar taints due to a quirk of his birth but due to this he also finds it harder to cleanse it from his soul once it settles in for the same reason.

Trait 2: One foot into the grave - Due to Charles age, experiences in life, and teachings he is resistant to the effects of accumulated Depravity and other taints on his mind, body, and soul however due to these same factors he is less resistant to disease.

Strength: 13
Dexterity: 11
Constitution: 12
Intelligence: 13
Wisdom: 18
Charisma: 11

History: Charles was born in a small village to a family that was once considered nobility in the lands they now lived on. His childhood was average for the most part or average as it was for one born in a land that horrors stalked. When Charles was about ten years old his life changed drastically as the horrors suddenly took an interest in his village and began to mass around it, attacking during the night. Within a month, most of the village was dead or worse and Charles was one of the few still amongst the living. He only remained alive due to the arrival of a group of hunters as they called themselves who claimed to serve Ezra. With his family gone in the aftermath he was taken as an apprentice by one of the hunters and he followed them on their path.

Charles took his place beside them as the years went on, swearing an oath to Ezra and taking up arms against the things that preyed upon man. Eventually on his path in life he took a wife and had a son and a daughter with her before losing all of them to the horrors in the dark one fateful night. Life began to weigh on Charles as he tried to to continue his work. People continued to die around him, the horrors continued to breed in the forests, and the people he were protecting were even preying upon eachother. As he looked for purpose after the loss of his family he found drink.

Charles drank himself to sleep for years before the voice that drove him to where he lives now started. It was something that came in his dreams, slowly repeating odd words softly, getting a little bit louder, a little bit faster, and a little bit more forceful every day. When he started paying attention to it, it changed. It gained form and he began to remember it in the morning, the message changed as well. he started to remember it a bit more in the morning, and the message changed a bit. A woman shrouded in thick unnatural mist in a rather vague way told him that he was needed at Diamond Lake to prevent something. The something eluded him, fading from his memory when he woke but over time came to believe that the identity of the woman was that of Ezra his goddess.

With something infront of Charles, the call of his goddess, he made his way to Diamond Lake only to find no clear and present danger other than the rather close mists and in his mind the corruption in the town. He considered his visions, which stopped the day he entered the town, and went to the chapel inside the town hoping for answers. The man he found running it was almost as he was, but without the call. The man could offer little explanation for the visions and after a month of waiting for something to happen, Charles left Diamond Lake.

Charles first night back on the road was filled with nightmares, horrible writhing things coming from the ground. He thought it just a bad night and continued. His second night was the same, horrible writhing things screaming out into the night. They didn't stop until he returned to Diamond Lake.

Charles decided that whatever he was to stop had yet to come and that he was to wait. He joined Ezra's clergy in the city and continued his work. A more limited range of activities due to him working out of the city but he needed to do something.

Charles has lived within the city for the past seven years now. Watching the city and the mists, waiting for a sign, hoping for an answer.

Reason to be here/things to do: Called by what he believes to be his deity to Diamond Lake. Stuck in Diamond Lake due to intense nightmares outside of it. Wants to leave due to Diamond Lake being well Diamond Lake.

Personality: Tired, Serious, Practical, has a tendency to drink. Carries a strong hatred of horrors and other ex-people, the corrupt, the cruel, the evil. Good natured and devoted to Ezra. I'm bad at writing these...

Major Power: Servant of Ezra - Charles possesses the ability to channel positive energy through spells granted to him by Ezra through prayer. This includes but is not limited to the ability to heal the sick and injured, bless objects and people, and harm the enemies of the faith.

Minor Power 1: Occultist - Knowledgeable in a broad number of occult matters, but is focused upon practical matters such as the arcane, the divine, and that which he hunts.
Minor Power 2: Soldier of the Faith - Practiced in the use of arms and armour, particularly those of his faith and profession.
Minor Power 3: Hunter of the Damned - Experienced at hunting, killing, and otherwise making war upon the unnatural creatures of the lands, the things that are unnatural in his eyes anyway.

Notable skills: Surviving in the wilderness or otherwise working in the wilderness as well as the utilization of the skills that would come with that. Information Gathering, Interrogation, the ability to read and write, etc.

Equipment: Of the things he himself owns and has access to: a Longsword (It was crafted with care, a small amount of silver was used in its forging, and in the right hands it's capable of acting as a holy symbol of Ezra due to its design), a steel kite shield (crafted with care and marked with symbols of Ezra), a well built crossbow, a bolt case (containing 15 steel bolts and 5 silvered bolts), a few daggers, a small mace-like club, two iron holy symbols of Ezra, scale mail armour (crafted with care and marked with symbols of Ezra), clothing, a cloth bag (containing a few coins of varying worth), torches, basic supplies (a bedroll, candles, flint and steel, two waterskins, an iron pot, etc.) Beyond that he owns a horse, which is currently stabled with the other horses belonging to members of Ezra's clergy within Diamond Lake.

Depravity Score: 0
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
IFS said:
Snip-a-dee-doo-dah, Snip-a-dee-ay
My, oh my, what a wonderful day
Plenty of postings headin' my way
Snip-a-dee-doo-dah, Snip-a-dee-ay
Looks good to me.

The Harkinator said:
Mister Plot-Bunny's on my shoulder
It's the truth, it's actual
Ev'rything is satisfactual
Snip-a-dee-doo-dah, Snip-a-dee-ay
Wonderful posting, wonderful day, yes sir!
Also looks good to me.

Anti-American Eagle said:
Mister Plot-Bunny's on my shoulder
It is the truth, it's actual... huh?
Where is that Plot-Bunny? Mm-hm!
Ev'rything is satisfactual
Snip-a-dee-doo-dah, Snip-a-dee-ay
Wonderful posting, wonderful day!
Looks just fine to me.

[HEADING=2]Important![/HEADING]
@All: I will be making my decisions on characters some time tomorrow. Due to the large number of people who have posted, some of your characters will not make it in (I can only handle about 8 characters in a game). If someone drops out however, I will be sure to contact those of you who submitted to allow you to join then either with the character submitted here or with a new character at that time.

In the mean time, any last minute characters should be posted ASAP!
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
[HEADING=2]Accepted Character List[/HEADING]

I will send each of you an invitation to the Escapist Usergroup. I'm also setting up a Skype Chat (since most of the people here I know prefer it). Finally, I will post the OP shortly.

Anti-American Eagle said:
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avouleance2nd said:
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booksv2 said:
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DarkRawen said:
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IFS said:
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Josh123914 said:
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suspicious guard said:
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The Harkinator said:
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To everyone else, I would have loved to accept your characters but I just can't handle more than 8. If anyone drops out, I will contact you via PM to ask if you're still interested. I look forward to seeing you and your characters in the future.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
Anti-American Eagle said:
Snip
avouleance2nd said:
Snip
booksv2 said:
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DarkRawen said:
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IFS said:
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Josh123914 said:
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suspicious guard said:
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The Harkinator said:
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The game thread can be found here [http://www.escapistmagazine.com/forums/read/540.881964-The-Age-of-Worms-Chapter-1-The-Whispering-Cairn-Game-Thread-Closed-Started]