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booksv2

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Herosin said:
Can Harm person can be used to heal your own minions?
Whenever you use your spells, you should mention it in the post, and highlight the spell name with bold or colored text.
Teeth, Soul Chains Acid and Raise dead greater will go through a skill-check - they might fail to hit the target or fire, depending on its agility, buffs and arcane abilities.
I see there's a group option in the game and I can use dice there. I'll make a group and put more information there.
Yes they can heal my minions.
No problem with the skill check.
I can put in when I am doing a spell.

This is a PG13 site. And the moderators might shut you down if you use a lot of language. Just a warning.

Booksv2 and booksv3 are the same person. I had a problem with my account and had to make a second.
 

suspicious guard

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Here is my character suggestion.

Name: Brother Yannick
Race: Human
Age: 37
Class: Unworthy servant of the dreaded and sinister Tzarpedon, Lord of the Void, God of Disproportionate Vengeance, Bringer of Unspecified Disaster etc. etc. (may His judgement be swift)
i.e. priest

Yannick's early years were uneventful - he grew up in the mundane (if xenophobic and somewhat inbred) coastal town of Blandsmouth. Having no aptitude for the traditional trades or for combat he had a lot of time on his hands, and was eventually drawn out of boredom and curiosity to the local cult. He remained politely skeptical even after his initiation into the priesthood. This drastically changed, however, after being invited to attend the Ceremony of Rebirth - an annual event, in which the current High Priest attempts to channel Tzarpedon into the mortal plane. Suffice to say, it went terribly wrong - Yannick doesn't like to think about what he saw during the ritual (not to mention...the smell...) Since then, he's been a true and obedient follower (if perhaps motivated by terror rather than the traditional devotion). As far as career options go, being in eternal service to the Lord of the Void is not the most rewarding, but to be honest it's the first time in his life that Yannick's found something to be really invested in.

For a cultist, Yannick's a rather sociable fellow, and a pretty good negotiator (although he's never actually managed to convince anyone to worship Tzarpedon yet). He's been sent off 'adventuring' to spread the glorious word of Tzarpedon to the masses, and to keep an eye out for any powerful artefacts that might benefit the Order.

Appearance: Not much can be seen under the mass of hooded robes and scarves (black, naturally, and somewhat dishevelled). His face is usually hidden. What can occasionally be seen of his arms is covered in ritual scars. Outside of the robes, Yannick wears a large silver pendant bearing the sacred mark of Tzarpedon (some runes and a skull. The Lord of the Void isn't particularly imaginative.)

Skills:
- magic in the form of curses and supporting spells
- some aptitude for diplomacy, persuasion
- detection of the unholy (evil artefacts, curses, nearby monsters)
- is otherwise fairly useless in combat

Spells
Offence:
- Dread Miasma: nearby enemies are panicked, weakened and disorientated by an aura of fear. Allies are relatively spared. Enemies with stronger willpower are better at resisting. 1 use per day
- Void Curse: A specific enemy is greatly weakened, killed if already wounded. 3 per day
- Rage of Tzarpedon: violent destruction of anything in range - including enemies, allies, the environment. Yannick is exhausted after the summoning. For desperate situations, very rarely used.

Support:
- Shield of Protection: grants target some additional defence, particularly against magic. Can be cast on self or allies. 3 per day
- Void Shadow: allies are cloaked in darkness for a few minutes, making them harder for enemies to hit (side effect - cloaked allies cannot see as well.) 1 per day
- Desecration: all undead (allies, summons, enemies) are temporarily stronger. 1 per day
- Sacrificial Heal: an ally's physical wounds and/or diseases are cured (side effect - ally is troubled by nightmares for a few days afterwards). Unlimited uses, but Yannick is weakened and exhausted by the process and so only uses it sparingly.

Equipment:
- Ceremonial robes
- Medallion of Tzarpedon (necessary for spellcasting)
- Ceremonial knife (thin steel blade with an elaborate twisted hilt; for use in rituals, too flimsy for combat)
- Sacred tome of the Order of Tzarpedon (a heavy, leather-bound collection of assorted prophecies, histories and general ravings compiled by the Order. Stained and barely legible. No special properties, but non-believers who read for too long may feel a sense of confusion, disgust and/or existential angst)

The Order of Tzarpedon is a small, but growing cult - now the dominant religion in a handful of rather paranoid, isolated villages. The core creed is essentially "worship Tzarpedon, or he'll destroy you." According to scripture, Tzarpedon is a minor, petty and violent deity who will one day TAKE HIS REVENGE ON THE PHYSICAL WORLD for...he'll think of something.

The faithful believe in an afterlife in the Void, which will be generally unpleasant for everyone, but particularly bad if you aren't a servant of Tzarpedon. There are only two levels to the clergy - a majority of priests (titled Brother or Sister) with one elected High Priest or Priestess. There are unsurprisingly few festivals or holy days in the Tzarpedon calendar, but every New Year the High Priest undertakes a complex ritual to channel the god into the physical realm. Without exception, this ritual has failed every time (ending in the gruesome death of the High Priest). Well, there's always next year.

The priesthood hypothesise that when the Order has gathered enough members, a pile of holy or magical trinkets, and the influence has generally spread enough, the Ceremony of Rebirth will finally be successful (and probably bring destruction to all). Ergo, the Order is desperately welcoming of new initiates. Non-believers generally refer to the priests as cultists. Some of the major religions are openly hostile to the Order, most simply regard it with amused condescension.
 

Iron

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suspicious guard said:
Here is my character suggestion.

Name: Brother Yannick
Race: Human
Age: 37
Class: Unworthy servant of the dreaded and sinister Tzarpedon, Lord of the Void, God of Disproportionate Vengeance, Bringer of Unspecified Disaster etc. etc. (may His judgement be swift)
i.e. priest

Yannick's early years were uneventful - he grew up in the mundane (if xenophobic and somewhat inbred) coastal town of Blandsmouth. Having no aptitude for the traditional trades or for combat he had a lot of time on his hands, and was eventually drawn out of boredom and curiosity to the local cult. He remained politely skeptical even after his initiation into the priesthood. This drastically changed, however, after being invited to attend the Ceremony of Rebirth - an annual event, in which the current High Priest attempts to channel Tzarpedon into the mortal plane. Suffice to say, it went terribly wrong - Yannick doesn't like to think about what he saw during the ritual (not to mention...the smell...) Since then, he's been a true and obedient follower (if perhaps motivated by terror rather than the traditional devotion). As far as career options go, being in eternal service to the Lord of the Void is not the most rewarding, but to be honest it's the first time in his life that Yannick's found something to be really invested in.

For a cultist, Yannick's a rather sociable fellow, and a pretty good negotiator (although he's never actually managed to convince anyone to worship Tzarpedon yet). He's been sent off 'adventuring' to spread the glorious word of Tzarpedon to the masses, and to keep an eye out for any powerful artefacts that might benefit the Order.

Appearance: Not much can be seen under the mass of hooded robes and scarves (black, naturally, and somewhat dishevelled). His face is usually hidden. What can occasionally be seen of his arms is covered in ritual scars. Outside of the robes, Yannick wears a large silver pendant bearing the sacred mark of Tzarpedon (some runes and a skull. The Lord of the Void isn't particularly imaginative.)

Skills:
- magic in the form of curses and supporting spells
- some aptitude for diplomacy, persuasion
- detection of the unholy (evil artefacts, curses, nearby monsters)
- is otherwise fairly useless in combat

Spells
Offence:
- Dread Miasma: nearby enemies are panicked, weakened and disorientated by an aura of fear. Allies are relatively spared. Enemies with stronger willpower are better at resisting. 1 use per day
- Void Curse: A specific enemy is greatly weakened, killed if already wounded. 3 per day
- Rage of Tzarpedon: violent destruction of anything in range - including enemies, allies, the environment. Yannick is exhausted after the summoning. For desperate situations, very rarely used.

Support:
- Shield of Protection: grants target some additional defence, particularly against magic. Can be cast on self or allies. 3 per day
- Void Shadow: allies are cloaked in darkness for a few minutes, making them harder for enemies to hit (side effect - cloaked allies cannot see as well.) 1 per day
- Desecration: all undead (allies, summons, enemies) are temporarily stronger. 1 per day
- Sacrificial Heal: an ally's physical wounds and/or diseases are cured (side effect - ally is troubled by nightmares for a few days afterwards). Unlimited uses, but Yannick is weakened and exhausted by the process and so only uses it sparingly.

Equipment:
- Ceremonial robes
- Medallion of Tzarpedon (necessary for spellcasting)
- Ceremonial knife (thin steel blade with an elaborate twisted hilt; for use in rituals, too flimsy for combat)
- Sacred tome of the Order of Tzarpedon (a heavy, leather-bound collection of assorted prophecies, histories and general ravings compiled by the Order. Stained and barely legible. No special properties, but non-believers who read for too long may feel a sense of confusion, disgust and/or existential angst)

The Order of Tzarpedon is a small, but growing cult - now the dominant religion in a handful of rather paranoid, isolated villages. The core creed is essentially "worship Tzarpedon, or he'll destroy you." According to scripture, Tzarpedon is a minor, petty and violent deity who will one day TAKE HIS REVENGE ON THE PHYSICAL WORLD for...he'll think of something.

The faithful believe in an afterlife in the Void, which will be generally unpleasant for everyone, but particularly bad if you aren't a servant of Tzarpedon. There are only two levels to the clergy - a majority of priests (titled Brother or Sister) with one elected High Priest or Priestess. There are unsurprisingly few festivals or holy days in the Tzarpedon calendar, but every New Year the High Priest undertakes a complex ritual to channel the god into the physical realm. Without exception, this ritual has failed every time (ending in the gruesome death of the High Priest). Well, there's always next year.

The priesthood hypothesise that when the Order has gathered enough members, a pile of holy or magical trinkets, and the influence has generally spread enough, the Ceremony of Rebirth will finally be successful (and probably bring destruction to all). Ergo, the Order is desperately welcoming of new initiates. Non-believers generally refer to the priests as cultists. Some of the major religions are openly hostile to the Order, most simply regard it with amused condescension.
Great character, accepted. I like the humor in the sheet. It's the kind of vibe I want the RP to have.
booksv3 said:
Herosin, if i have a question do you want it here or messaged to you?
I answered your question in a private message.
 

JoJo

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Trying to work on a decent opening for Mehadi, should post some time today or tomorrow.
 

Iron

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JoJo said:
Trying to work on a decent opening for Mehadi, should post some time today or tomorrow.
So far it's you plus three support characters - a cleric, a necromancer and a blood-mage.
You're going to work hard...

My two cents - since you don't have a healer, I'll recommend getting some supplies (alchemical potions) before going on a serious quest. A fair warning for the future.
 

Thomas Barnsley

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Mar 8, 2012
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BO CLUNG

- Name: Bo Clung
- Race: Human (oriental)
- Gender: Male
- Age: late 30s early 40s? I don't like to be exact, makes me feel like I'm just pulling numbers out my ass.
- Appearance: Scalp shaved bald, a face lined and displaying the stern tranquility of someone who you can be fairly certain is better than you. Bo wears the tight-fitting robes of a warrior monk or ninja, faded to a homogeneous grey from whatever their former sacred colour had been.
- Skills: kung fu, karate, tai chi, judo, hapkido, taekwondo, everythingyoucando, bojitsu, and the secrets of the boomerang. In addition to this, years of meditation have granted Bo great discipline over his body and senses, and his vow of silence has forced him to become proficient at conveying messages through his piercing gaze...
- Equipment: 1 wooden staff (useful for combat and walking), 1 heavy-duty tri pronged boomerang, a dozen light-weight dual pronged boomerangs, and enough rope to be useful.
- History: No one quite knows the history of Bo Clung. It is supposed that at some point he trained in a monastery, on account of the baldness and the robes and the martial arts proficiency, but that has never gone beyond the limits of assumption. He appears oriental, but the exact birthplace is unknown. Why is this, you might ask?
Well, Bo doesn't speak much. If at all. It is possible that there's some kind of vow of silence involved. Either that or he simply doesn't speak the common tongue.

From beneath his helm, a watchman on the wall peered into the snow-specked void of the night. A figure was approaching. Its features thus far were indiscernible, on account of its unsettling lack of a torch. What kind of imbecile attempted the high-pass at night in a blizzard WITHOUT a torch?
As soon as the traveller had reached Outpost's gates the watchman called out, "Halt!"
The man, for in the light of the gate brazier the figure was indeed proven a man, halted.
"State your business." the watchman continued.
At first, the man did not answer, merely pulling back his hood and turning his face squarely in the direction of his questioner. Their eyes met.
"Sir?" the guard prompted.
The silent staring persisted. Eyes were narrowed into a challenging edge, lancing from a face that stood like a totem of power atop the robed body. Without words, the man spoke to him.
Ooooppppeeeennnn the doooooooor...
A pulse beat in the forehead of the watchman. Sweat broke out in the uncomfortable areas of his ill fitting winter uniform. His breath came with clenched deliberation.
A long moment of tension between the two ensued, before finally...
"Sorry mate, the gates don't open until you state your business." the guard shouted down, turning back from the battlements to scoop himself a mug of ale from the barrel.
The traveler, a human known as Bo Clung, scowled at the watchman as he turned back out onto the path.
 

Iron

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Thomas Barnsley said:
BO CLUNG

- Name: Bo Clung
- Race: Human (oriental)
- Gender: Male
- Age: late 30s early 40s? I don't like to be exact, makes me feel like I'm just pulling numbers out my ass.
- Appearance: Scalp shaved bald, a face lined and displaying the stern tranquility of someone who you can be fairly certain is better than you. Bo wears the tight-fitting robes of a warrior monk or ninja, faded to a homogeneous grey from whatever their former sacred colour had been.
- Skills: kung fu, karate, tai chi, judo, hapkido, taekwondo, everythingyoucando, bojitsu, and the secrets of the boomerang. In addition to this, years of meditation have granted Bo great discipline over his body and senses, and his vow of silence has forced him to become proficient at conveying messages through his piercing gaze...
- Equipment: 1 wooden staff (useful for combat and walking), 1 heavy-duty tri pronged boomerang, a dozen light-weight dual pronged boomerangs, and enough rope to be useful.
- History: No one quite knows the history of Bo Clung. It is supposed that at some point he trained in a monastery, on account of the baldness and the robes and the martial arts proficiency, but that has never gone beyond the limits of assumption. He appears oriental, but the exact birthplace is unknown. Why is this, you might ask?
Well, Bo doesn't speak much. If at all. It is possible that there's some kind of vow of silence involved. Either that or he simply doesn't speak the common tongue.

From beneath his helm, a watchman on the wall peered into the snow-specked void of the night. A figure was approaching. Its features thus far were indiscernible, on account of its unsettling lack of a torch. What kind of imbecile attempted the high-pass at night in a blizzard WITHOUT a torch?
As soon as the traveller had reached Outpost's gates the watchman called out, "Halt!"
The man, for in the light of the gate brazier the figure was indeed proven a man, halted.
"State your business." the watchman continued.
At first, the man did not answer, merely pulling back his hood and turning his face squarely in the direction of his questioner. Their eyes met.
"Sir?" the guard prompted.
The silent staring persisted. Eyes were narrowed into a challenging edge, lancing from a face that stood like a totem of power atop the robed body. Without words, the man spoke to him.
Ooooppppeeeennnn the doooooooor...
A pulse beat in the forehead of the watchman. Sweat broke out in the uncomfortable areas of his ill fitting winter uniform. His breath came with clenched deliberation.
A long moment of tension between the two ensued, before finally...
"Sorry mate, the gates don't open until you state your business." the guard shouted down, turning back from the battlements to scoop himself a mug of ale from the barrel.
The traveler, a human known as Bo Clung, scowled at the watchman as he turned back out onto the path.
Ha! Funny stuff. Though there isn't much of a guarded gate at the etrance from the high-pass.
The monsters come from the other direction ;-)
What are the dozen small boomerangs for? Imagine someone walking with 12 boomerangs strapped to him. Kinda weird. You should forget those. The big 'un will go back to you anyway.
 

Thomas Barnsley

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Herosin said:
Ha! Funny stuff. Though there isn't much of a guarded gate at the etrance from the high-pass.
The monsters come from the other direction ;-)
What are the dozen small boomerangs for? Imagine someone walking with 12 boomerangs strapped to him. Kinda weird. You should forget those. The big 'un will go back to you anyway.
I imagined them kind of like the Batarangs Batman uses in the Arkham games, I like the idea of being able to flurry a whole bunch of them out at once. However, if I were to cut anything it'd be those, so let's do it for the sake of minimalism.

BO CLUNG

- Name: Bo Clung
- Race: Human (oriental)
- Gender: Male
- Age: late 30s early 40s? I don't like to be exact, makes me feel like I'm just pulling numbers out my ass.
- Appearance: Scalp shaved bald, a face lined and displaying the stern tranquility of someone who you can be fairly certain is better than you. Bo wears the tight-fitting robes of a warrior monk or ninja, faded to a homogeneous grey from whatever their former sacred colour had been.
- Skills: kung fu, karate, tai chi, judo, hapkido, taekwondo, everythingyoucando, bojitsu, and the secrets of the boomerang. In addition to this, years of meditation have granted Bo great discipline over his body and senses, and his vow of silence has forced him to become proficient at conveying messages through his piercing gaze...
Finally, Bo has spent much of his life a hermit, foregoing the hospitality of others for the sake of self reliance. As a result he has learned the basics of survival on the road and in the wilderness.
- Equipment: 1 wooden staff (useful for combat and walking), 1 heavy-duty tri pronged boomerang, a dozen light-weight dual pronged boomerangs, and enough rope to be useful.
- History: No one quite knows the history of Bo Clung. It is supposed that at some point he trained in a monastery, on account of the baldness and the robes and the martial arts proficiency, but that has never gone beyond the limits of assumption. He appears oriental, but the exact birthplace is unknown. Why is this, you might ask?
Well, Bo doesn't speak much. If at all. It is possible that there's some kind of vow of silence involved. Either that or he simply doesn't speak the common tongue.
 

Iron

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Thomas Barnsley said:
Herosin said:
Ha! Funny stuff. Though there isn't much of a guarded gate at the etrance from the high-pass.
The monsters come from the other direction ;-)
What are the dozen small boomerangs for? Imagine someone walking with 12 boomerangs strapped to him. Kinda weird. You should forget those. The big 'un will go back to you anyway.
I imagined them kind of like the Batarangs Batman uses in the Arkham games, I like the idea of being able to flurry a whole bunch of them out at once. However, if I were to cut anything it'd be those, so let's do it for the sake of minimalism.

BO CLUNG

- Name: Bo Clung
- Race: Human (oriental)
- Gender: Male
- Age: late 30s early 40s? I don't like to be exact, makes me feel like I'm just pulling numbers out my ass.
- Appearance: Scalp shaved bald, a face lined and displaying the stern tranquility of someone who you can be fairly certain is better than you. Bo wears the tight-fitting robes of a warrior monk or ninja, faded to a homogeneous grey from whatever their former sacred colour had been.
- Skills: kung fu, karate, tai chi, judo, hapkido, taekwondo, everythingyoucando, bojitsu, and the secrets of the boomerang. In addition to this, years of meditation have granted Bo great discipline over his body and senses, and his vow of silence has forced him to become proficient at conveying messages through his piercing gaze...
- Equipment: 1 wooden staff (useful for combat and walking), 1 heavy-duty tri pronged boomerang, a dozen light-weight dual pronged boomerangs, and enough rope to be useful.
- History: No one quite knows the history of Bo Clung. It is supposed that at some point he trained in a monastery, on account of the baldness and the robes and the martial arts proficiency, but that has never gone beyond the limits of assumption. He appears oriental, but the exact birthplace is unknown. Why is this, you might ask?
Well, Bo doesn't speak much. If at all. It is possible that there's some kind of vow of silence involved. Either that or he simply doesn't speak the common tongue.
You're in. Take your stuff and get in the game thread.

To the rest 'o you. You can make up other adventurer NPCs as long as they're reasonable. I reserve veto right etc. by the laws of Game Master. You can get together in the next day.

Contracts are given by level and numbers. Experienced and large crews get to clear out goblin underground forts while single newbs can protect trade caravans or track which monster ate half a farmer's cattle herd. You may meet each other at the same measly job. Who knows? :)
 

Iron

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avouleance2nd said:
What mechanics are you using for stats? And what power level are you looking for in the initial characters?

Will try and get a sheet done tommorrow
Lunar Templar said:
I like it, so far, but still feels like there needs to be more info.

like what races?, what spells are and aren't allowed? any classes that are a nono?
Pandalisk said:
I'm interest but unfortunately I'm in the middle of the exam week so I won't have anything till Friday, or will you have picked the characters by then?
You can all still join the game if you want. The more the merrier.
 

Iron

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avouleance2nd said:
Herosin said:
Sorry I didn't get back to you but I couldn't really come up with much and set up was a bit to vague so no thanks
Good luck though
I know you like to make up new worlds, races and histories out of thin air for your own amusement, which is what I see in a lot of your old games... and yet you wouldn't take the time to create a new character just like you love to do for my game. Is it because I'm a newb? I made my homework. I have quests all made up, charted down and finalized. I don't need complex political relations between existing factions, religions and whatnot to make a fun game. All I need are experienced players like you... I'm allowing you creative freedom, and you're complaining it's too vague.
 

Iron

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avouleance2nd said:
Herosin said:

1- No why would it? Nor did I say you were a newb

2- Vauge or open worlds are all good by me. The trouble at least for me comes when you want us to design a character not just with lore but also mechanics without explaining those mechanics, for example you wanted us to come up with a spread sheet without saying which numbers needed to be kept track of or how they?d be used.
I asked for more of an explanation but your answer didn't really help. For example you referenced skill checks and stats that are derived from your characters race but the math behind this wasn't explained. Also the idea that any spells were available, it was unclear whether you wanted us to pick spells from a list (if so providing it would have helped) or you wanted us to make our own spells but again without understanding the mechanical framework these spells are going to operate in I'm not sure how you wanted us to do that (You did mention that spells can be at will encounter or daily powers, but is that the only mechanic or do they play into stats if so how?) And if these were to be settled after the initial characters were planned then do we chose how the mechanics or applied or do you (I wasn't comfortable with the idea I'd make a character I liked thematically and then their stats or how they played didn't feel right). Then there's the fact deciding a characters powers into specific spells felt a little artificial, necessary for a mechanical framework (Which I thought you were going for but again I didn't know the full extent of) but in an rp my preference would be for a more general understand of what a character is capable of that informs but doesn?t define their actions.
It's the difference between saying play whatever and try to play whatever then have its success determined by invisible mystery numbers.
I tried working out a character using a concept I liked but didn't like how I was making it overly mechanical. Without a solid hook to the set up I just lost interest so I didn't get back to you because I didn?t feel like asking again.
I?m sorry I didn?t get back to you sooner, and just because an rp is to my tastes isn?t indicative of any ill will.
Just out of curiosity what homework did you do on me?
Mechanics can be clarified. If there are actions that require a skill-check, you'll roll the dice and the number you get (in comparison to your stats) will determine the outcome. Additionally there are certain character traits and skills that may be handy in conversation and out of combat. It's not math - all stats go from 1-20. Lets say that your character is trying to dodge an arrow, and has the dexterity of 7, because she's a decrepit old witch. You roll the dice, and if you get 1-7 you succeed, and if not, you fail. It's that simple. You define how your magic works, and I roll with it. I may have to change it to balance things out' but at the end of the day it's all your ideas.
 

drmigit2

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Name: Claiborne

Race: Mostly human, part demon now.

Gender: Male

Age: 36

Appearance:

Claiborne is a walking apocalypse of a man. Most of his limbs are bent out of shape, his neck has a permanent hitch to it and his dead eyes look into your soul. His body is covered in scars that look like they came from wounds that festered and whatever infections that he gathered were driven out by something far worse. His nose is missing chunks in three different places, and his hands lack fingernails.

Notable on Claiborne that his feet have curved into hooves instead of actual feet. He also has two very small horns which form nubs at the back of his head. Their ends are jagged from him smashing rocks against them to keep them short. His hands look like rocks with all the callous built up over the years, and his tongue is a rotten black. Some of the scars on his body form designs. On his back, a large ring with numerous spike sticking out is the largest and most obvious pattern, but his forehead has a triangle carved into it. During combat, his scars glow with magical energy.

Claiborne carries a broadsword, which is ornately carved at the hilt with an eagle. He says he stole it, but nobody can be quite sure where he got it or who he stole it from. Other than his sword, Claiborne wears cheap leather armor. He is not wealthy in the least, and nobody is really willing to let him borrow things, as they don?t tend to last long.

Skills: Claiborne has been imbued with thorn magic, a dangerous and costly magic that requires spells be carved into the body of the wielder. He always has use of them, and needs not carry any books, but the process of gaining new spells is?painful to say the least. Claiborne?s primary spell allows for him to mend wounds, though the process is pretty messy. His bones will crack and bend just to stay somewhat in shape, and while the process doesn?t exactly heal him immediately, it lets Claiborne fight as long as he has to and does manage to accelerate the healing process to a degree. Claiborne also has access to the stone-skin spell, which does exactly as the name implies. The rest of the carvings on his skin mostly either come from battle, or are minor spells designed to help him achieve the level of strength, endurance, pain tolerance, and dexterity to keep fighting.

Claiborne is fairly skilled in swordplay, and is also trained in basic survival. He is capable of building tents, fires, and basically anything else he needs to keep himself alive in the woods. He can also track animals a short distance and fish fairly competently.

Claiborne?s encounters with demons have changed him. He is capable of speaking the languages of demons, and could likely delve further into his transformation. As it stands, he is more human than anything else. Because of his transformation, he can detect demons, and they can detect him.

Equipment:

Longsword, basic travel gear including clothing and camping supplies. Nothing else.

History:

Claiborne arrived at the outpost a withered and beaten man. He was naked, bleeding from every orifice a man could bleed from, but he survived. He survived and he thrived. His wounds soon healed, he was given a sword, he was given a job. There was a group of goblins outside, they asked if he could handle them, he nodded. Everyone inside of the outpost heard what he did to those goblins, and from then on Claiborne was given his reputation.

Claiborne?s next success is his single handed attack on a marauding demon who was ambushing and killing travelers. He lured it out of hiding, and according to him after a long and brutal fight, he ripped its head off. Claiborne came back to the outpost almost as a heap of meat, barely able to walk, functioning by his powers alone. While recovering, he fell into a deep sleep and that is when he said the whispers started. He woke up and his feet were now hooves, and his head had a large pair of horns. He smashed the horns to bits, leaving only a small nub. He still hasn?t talked about what he did to have that happen.

Claiborne has only recently left his bed after that incident. People look at him strangely now, even more than before. Claiborne is still regarded as someone with a lot of potential within the outpost, it?s just nobody will get close enough to tell him that.

Worked with Herosin on this over PM, already got it approved. Just putting here for the sake of reference.
 

Iron

BOI
Sep 6, 2013
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Occupied Palestine
drmigit2 said:
Name: Claiborne

Race: Questionable, was human at one point.

Gender: Male

Age: 36

Appearance:

Claiborne is a walking apocalypse of a man. Most of his limbs are bent out of shape, his neck has a permanent hitch to it and his dead eyes look into your soul. His body is covered in scars that look like they came from wounds that festered and whatever infections that he gathered were driven out by something far worse. His nose is missing chunks in three different places, and his hands lack fingernails.

Notable on Claiborne that his feet have curved into hooves instead of actual feet. He also has two very small horns which form nubs at the back of his head. Their ends are jagged from him smashing rocks against them to keep them short. His hands look like rocks with all the callous built up over the years, and his tongue is a rotten black. Some of the scars on his body form designs. On his back, a large ring with numerous spike sticking out is the largest and most obvious pattern, but his forehead has a triangle carved into it. During combat, his scars glow with magical energy.

Claiborne carries a broadsword, which is ornately carved at the hilt with an eagle. He says he stole it, but nobody can be quite sure where he got it or who he stole it from. Other than his sword, Claiborne wears cheap leather armor. He is not wealthy in the least, and nobody is really willing to let him borrow things, as they don?t tend to last long.

Skills: Claiborne has been imbued with thorn magic, a dangerous and costly magic that requires spells be carved into the body of the wielder. He always has use of them, and needs not carry any books, but the process of gaining new spells is?painful to say the least. Claiborne?s primary spell allows for him to mend wounds, though the process is pretty messy. His bones will crack and bend just to stay somewhat in shape, and while the process doesn?t exactly heal him immediately, it lets Claiborne fight as long as he has to and does manage to accelerate the healing process to a degree. Claiborne also has access to the stone-skin spell, which does exactly as the name implies. The rest of the carvings on his skin mostly either come from battle, or are minor spells designed to help him achieve the level of strength, endurance, pain tolerance, and dexterity to keep fighting.

Claiborne is fairly skilled in swordplay, and is also trained in basic survival. He is capable of building tents, fires, and basically anything else he needs to keep himself alive in the woods. He can also track animals a short distance and fish fairly competently.

Claiborne?s encounters with demons have changed him. He is capable of speaking the languages of demons, and could likely delve further into his transformation. As it stands, he is more human than anything else. Because of his transformation, he can detect demons, and they can detect him.

Equipment:

Longsword, basic travel gear including clothing and camping supplies. Nothing else.

History:

Claiborne arrived at the outpost a withered and beaten man. He was naked, bleeding from every orifice a man could bleed from, but he survived. He survived and he thrived. His wounds soon healed, he was given a sword, he was given a job. There was a group of goblins outside, they asked if he could handle them, he nodded. Everyone inside of the outpost heard what he did to those goblins, and from then on Claiborne was given his reputation.

Claiborne?s next success is his single handed attack on a marauding demon who was ambushing and killing travelers. He lured it out of hiding, and according to him after a long and brutal fight, he ripped its head off. Claiborne came back to the outpost almost as a heap of meat, barely able to walk, functioning by his powers alone. While recovering, he fell into a deep sleep and that is when he said the whispers started. He woke up and his feet were now hooves, and his head had a large pair of horns. He smashed the horns to bits, leaving only a small nub. He still hasn?t talked about what he did to have that happen.

Claiborne has only recently left his bed after that incident. People look at him strangely now, even more than before. Claiborne is still regarded as someone with a lot of potential within the outpost, it?s just nobody will get close enough to tell him that.

Worked with Herosin on this over PM, already got it approved. Just putting here for the sake of reference.
I'm pretty sure you're the only one that listed survival. Since you're going to hunt outdoors most of the time, that's a useful skills to have.

You're on my watch-list, mister. Be careful. Approved.
 

Demonjazz

Sexually identifies as Tiefling
Sep 13, 2008
10,026
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Name: Aldhelm the Cavalier
Race: Human
Gender: Male
Age: 25
Appearance: Aldhelm is a rather attractive man, fair skinned, square jaw, perfect hair, broad shouldered, defined musculature, and standing at just above average height, A respectable but unintimidating height. Aldhelm looks like the kind of man that was born to become a knight from fairy tales, which is somewhat ruined by the fact that he could not afford full-plate after a falling out with the knight academy. He is stuck wearing all leather armour like it was full-plate covered in head-to-toe with the leather armour except for his head(He refused to wear a leather helmet). He seems to think that this helps him look more like a knight, but instead it makes him look like a man that desperately wishes he was wearing knight armour. He's often seen with riding a beautiful red stallion by the name of Percival which he obviously takes extremely good care of, and is quite the specimen. Percival is often seen wearing leather barding
Skills: Aldhelm is skilled at all the basic trades of being a knight he was one day away from being knighted after all. He was used to fighting in full-plate armour at the academy and it obviously shows as he moves in a rather clunky, and awkward way during fights. He has an average understanding of most of the basic subjects of schooling for the time except for poetry and literature which he is quite sufficient at, and can name quite a few verses from some of the greats. He's not good at more practical skills like cooking, hunting, cleaning, fishing, or anything that he deemed as squire duty, and is having quite a hard-time adjusting to not having servants or a squire to help him throughout the day.
Equipment: Leather Barding: Standard barding for a horse along with riding equipment and saddle bags.
The Blue Tempest: A Very regal looking longsword with some runes inscribed on finely tempered with a slight blue sheen to it it glistens ever so slightly while in light. It has a single finely cut blue jewel in the center of it's hilt, but the hilt other wise appears to be quite normal in contrast to the very expensive look of the blade... No one is quite sure why it's called Blue Tempest as it obviously has nothing to do with
A lance: Any self-respecting cavalier has to have a lance. There's nothing really special about it.
A small wooden shield: A standard shield used to fend off blows in combat... It's not his main weapon so it doesn't get a cool name.
A couple rations.
A small hatchet
Flint and Tinder
A couple changes of rather worn, and seemingly constantly dirty clothes.
A lantern
Leather Armour
History: Aldhelm was born in the knight academy to two knights well known throughout the world, and obviously was destined to become a great knight even if he was a bit dense on more of the practical matters of life. He was top of his class, could defeat any of the other cavaliers(The knights in training) quite easily in most forms of battle, and his final exam was to get a very magical book to a mage deep in fantastical woods. He did this perfectly fine, solved the golem's riddles with ease, killed a lesser demon on the way, but not but a mile he suddenly became quite curious on what was actually in the book despite all his teachers telling him multiple times to not open up the book. He opened it up and a mage they had previously shut into the book had leaped into his brain, and manifested it's self as a voice in his head constantly doing. Needless to say the masters were quite angry at this... Extremely angry... Banishingly, exiling, stripping of all items he did not personally buy, refusing to get the mage out of his head, and back into the book, and sending him off to kill an evil god to become a knight, angry. He likely would have given up on this quest if it wasn't for the fact that he hated the mage(Grasnarg The Dominator of Zombies) with a dying passion.