Post by Kriven on Dec 16, 2010 17:20:29 GMT -5
ROLEPLAY BEGINS SUNDAY REGARDLESS OF REGISTERED PLAYERS!
The city of Baluin was once the great capital of the Holy Empire, Theremal. However, times have changed. Theremal, once a beautiful metropolis, an icon of peace, prosperity and the home to the most racially diverse population in the history of Yalmin, has now fallen victim to both its corruption and its technological prowess. The country had twice revolutionized the world. First with the steam engine, and then with the introduction of MagiTech. The capital quickly fell into despair as the crooked politicians took command of MagiTech weapons and resources. Rebellions began to spring up throughout the now dystrophic capital. These rebellions may be in for more than they had originally thought, as it seems the MagiTech is developing a mind of its own…
As we don’t have so many members, nor a very active community, there isn’t a whole lot of room for an openly expanded RPG. Most unfortunate. However, you may roam freely around Theremal, at least as freely as your allegiance allows. For the sake of surrounding, there is a large forest that grows alongside Theremal’s Western walls, a mountain range beyond the Southern border, and an ocean to the North. The East is the main road traveled by merchants to reach the next major city, Balthua.
The cityscape itself is a hybridization of Victorian England, Greece, Rome, Japan, China, and StarWars. With a smidgen of Mirror’s Edge.
You may choose one of two allegiances: Rebellion or Thermalian Knight. The Thermalian Knights try to bring order and peace under the strict rule of the law as doctrined by their twisted politicians. The majority of your time will be spent character building and interacting in the bunkers of your respective team (or carefully wondering through the streets) until a the DungeonMaster gives you some kind of mission. For the most part, I’m going to let you invent the city and the inhabitants as you will. Just remember that the city is in a state of ruin and confusion.
Weapons: Most weapons are styled after ancient melee weapons, or bows of some variety. There are also two types of guns: old style revolvers, and unrifled muskets. Due to the presence of a Guardian Force in this world, gun shots are far less devastating than their real world counterparts (although to most civilians, a single shot can be fatal.)
Guardian Force - Guardian Force is the essence that breathes life and magic into the world. It is much stronger on Yalmin than it is on Earth. This allows magic to be far more easily accessible, even to someone without formal training (although this can be highly dangerous.) Guardian Force is most commonly harnessed through use of a channeling device, such as launching concussive blasts from a melee weapon. It takes a well practiced mage to use the Guardian Force without a channeling device, let alone for any complex tasks.
Psychics - Psychic abilities are different from magic, and are far less common in this realm. They are not unheard of, but they are mostly unstudied. The known psychic abilities are telepathy, empathy, and telekinesis. These are the only abilities that would allow a person to read someone else’s mind or manipulate an object at a distance. Magic cannot allow people to do this.
Usually there is a trade-off. Psychics are often further from the Guardian Force and more closely in tuned to their own Life Essence. However, Psychics who can use Magic are not unheard of.
Available Races: Human, Elf, Short Elf, Gnome, Dwarf, Nekomimi, Ogre, Orc, Oni, Angel, Harpy, Vampire, Werewolf, Werecat, Wolfmen, Fairy, Mixed Heritage, Other (specify and await approval)
About Vampires and Werewolves/Cats:
Weres do not need the moon to transform. They can also not communicate beyond their animal noises. Nekomimi can sometimes understand Werecats, though most do not.
Wolfmen are essentially Werewolves, however they assume the Hollywood-induced Hulking Half-beast form instead of that a true (though large) wolf. Wolfmen can sometimes speak their native tongue with varying degrees of success.
Vampires don’t go out into the sun unless they are under some kind of enchantment (which cannot be induced by another vampire nor themselves. They must be protected by a mage) or are in the possession of an artifact that protects them from the sunlight. They also need to consume the blood of a humanoid every couple of days, or they will die.
Vampires do not drink the blood of Weres, Orcs, Ogres, or Oni.
Vampires as a race are under much scrutiny from the rest of the populace, as the creatures cannot exist without feeding (unlike Weres who, while savage, do not need to eat the flesh of the living in anyway.)
Character Form:
Name:
Age:
Race:
Allegience:
Weapon of Choice:
Abilities:
History:
Image and/or Description:
Notes on Allegiance and Weapons.
Weapons of Choice are not the only weapons your character can use. These are merely the weapons they carry around with them at the beginning of the story. If at some point your character happens to pick up the bow from his fallen enemy, he can use and keep that bow.
Allegiance is also only a temporary state. It’s not impossible for your character to be swayed to a different side. That’s really up to you, and it’s up to the other players. Your character might have to prove himself or wander solo before he is accepted into the ranks of the opposing force.
My main character:
Name:
Rahjil (Rah-Jheel)
Age:
24 (appears 17)
Race:
Angel
Allegience:
Rebellion
Weapon of Choice:
Rahjil is armed with a large rod that doubles as a spear. The rod's head is shaped like a silver hand, which tightly clutches a large gem.
Though the rod is his primary, which he uses for melee far more often than he channels, he is also known to carry a small boomerang at his side. The origin of this boomerang is unknown, but he treasures it dearly.
FUN FACT: Rahjil is a fan of weaponry, and is known to have many hidden caches and arsenals throughout the city.
Abilities:
Naturally, Rahjil is bestowed with the ability of flight. Rahjil is also a natural at manipulating the Guardian Force, although he is far from a master. He can create small-ranged concussive blasts or flashes from his palms, as well as manifesting a prismatic shield.
History:
Rahjil is the son of a wealthy nobleman, Chalin. Chalin was one of the first to endorse the crooked uses of MagiTech, and he used his wealth to pamper Rahjil. Rahjil had the best of the best, from food to self-defense lessons. He was taught by an old Elf who went by the name Gyron. Gyron also served as Rahjil's personal academic tutor, and focused particularly on ethics and war history. The two would often trek to various parts of the country to experience a diversified way of life.
On these travels Rahjil made many friends among all social castes. He would often invite these many friends to his home for social events, much to the chagrin of his father.
When the MagiTech controversies sparked rebellion and civil war, many of Rahjil's impoverished friends perished in the fires. His friends from the higher orders seemed to care little, and when they did, they were often cruel. This betrayal of their character and loyalties prompted Rahjil to sever his ties with the group, though he still remained loyal to his father.
It did not take long for the Angel to come to terms with what he must do. With great regret, he slew his father in an attempt to end the suffering. Unfortunately, the power void was quickly filled, and because of Rahjil's actions he was cast out of his position as heir to his father's legacy. In his place his twisted half-Elf uncle, Mour, took control of the family power and wealth. Rahjil battled Mour, but was ultimately defeated.
When all seemed lost and Mour drew his blade for the final strike, Gyron and his daughter, Mogyra, appeared. Gyron, who faught for the rebellion and saw Rahjil as a son, could not sit by and watch his pupil's murder. Gyron battled with Mour while Mogyra took the quickly fading Rahjil away from his former residence.
Gyron's body has not been found, and Mour made claim of no victory. Rahjil joined the rebellion and hopes to one day reclaim his rightful fortune, which he will use to fund the rebellion. He also wishes to locate his old master, as he believes Gyron is far from dead.
Mogyra disappeared in the night, saying that her allegience was to a distant country....
Image and/or Description:
Rahjil wears no armor, preferring to stay nimble and light. He depends on his ability to generate a shielf to defend him from any attacks, though this shield is far from perfect. His hair is dirty blonde, turning dark brown the further away from his head it grows. A peculiar trait, and he is unsure of why his hair does this.
His eyes are silver and glossy, a common trait of his race. His skin is unusually dark for an Angel, leaving him with a fairly typical apricot complexion. His wings are, for the most part, pure white. There are some odd feathers of blue, green, yellow and red, that seem to reflect light as though they were some form of foil. These feathers give his wings a very majestic look. This peculiar wingpattern is said to be the mark of the Angels descended from the Great King Kalimein.
He wears a vest with torn sleeves, though to make up for this he wears a cotton shirt beneath it. The sleeves of this shirt are peculiar, and extend onto his fingers, connecting to a copper rings. Though he finds this particular shirt to be uncomfortable, it was given to him by a kindly old man with little of his own, and so Rahjil feels that he must respect the gift.
His feet are hidden beneath peculiar sandals that wrap themselves in winding, barbed, angles up his lower leg. These barbs are actually metal, and are quite good at preventing an enemy from lopping off a leg. He wears these despite the discomfort they create with his common slacks.
Choice in clothes are subject to change.
The city of Baluin was once the great capital of the Holy Empire, Theremal. However, times have changed. Theremal, once a beautiful metropolis, an icon of peace, prosperity and the home to the most racially diverse population in the history of Yalmin, has now fallen victim to both its corruption and its technological prowess. The country had twice revolutionized the world. First with the steam engine, and then with the introduction of MagiTech. The capital quickly fell into despair as the crooked politicians took command of MagiTech weapons and resources. Rebellions began to spring up throughout the now dystrophic capital. These rebellions may be in for more than they had originally thought, as it seems the MagiTech is developing a mind of its own…
As we don’t have so many members, nor a very active community, there isn’t a whole lot of room for an openly expanded RPG. Most unfortunate. However, you may roam freely around Theremal, at least as freely as your allegiance allows. For the sake of surrounding, there is a large forest that grows alongside Theremal’s Western walls, a mountain range beyond the Southern border, and an ocean to the North. The East is the main road traveled by merchants to reach the next major city, Balthua.
The cityscape itself is a hybridization of Victorian England, Greece, Rome, Japan, China, and StarWars. With a smidgen of Mirror’s Edge.
You may choose one of two allegiances: Rebellion or Thermalian Knight. The Thermalian Knights try to bring order and peace under the strict rule of the law as doctrined by their twisted politicians. The majority of your time will be spent character building and interacting in the bunkers of your respective team (or carefully wondering through the streets) until a the DungeonMaster gives you some kind of mission. For the most part, I’m going to let you invent the city and the inhabitants as you will. Just remember that the city is in a state of ruin and confusion.
Weapons: Most weapons are styled after ancient melee weapons, or bows of some variety. There are also two types of guns: old style revolvers, and unrifled muskets. Due to the presence of a Guardian Force in this world, gun shots are far less devastating than their real world counterparts (although to most civilians, a single shot can be fatal.)
Guardian Force - Guardian Force is the essence that breathes life and magic into the world. It is much stronger on Yalmin than it is on Earth. This allows magic to be far more easily accessible, even to someone without formal training (although this can be highly dangerous.) Guardian Force is most commonly harnessed through use of a channeling device, such as launching concussive blasts from a melee weapon. It takes a well practiced mage to use the Guardian Force without a channeling device, let alone for any complex tasks.
Psychics - Psychic abilities are different from magic, and are far less common in this realm. They are not unheard of, but they are mostly unstudied. The known psychic abilities are telepathy, empathy, and telekinesis. These are the only abilities that would allow a person to read someone else’s mind or manipulate an object at a distance. Magic cannot allow people to do this.
Usually there is a trade-off. Psychics are often further from the Guardian Force and more closely in tuned to their own Life Essence. However, Psychics who can use Magic are not unheard of.
Available Races: Human, Elf, Short Elf, Gnome, Dwarf, Nekomimi, Ogre, Orc, Oni, Angel, Harpy, Vampire, Werewolf, Werecat, Wolfmen, Fairy, Mixed Heritage, Other (specify and await approval)
About Vampires and Werewolves/Cats:
Weres do not need the moon to transform. They can also not communicate beyond their animal noises. Nekomimi can sometimes understand Werecats, though most do not.
Wolfmen are essentially Werewolves, however they assume the Hollywood-induced Hulking Half-beast form instead of that a true (though large) wolf. Wolfmen can sometimes speak their native tongue with varying degrees of success.
Vampires don’t go out into the sun unless they are under some kind of enchantment (which cannot be induced by another vampire nor themselves. They must be protected by a mage) or are in the possession of an artifact that protects them from the sunlight. They also need to consume the blood of a humanoid every couple of days, or they will die.
Vampires do not drink the blood of Weres, Orcs, Ogres, or Oni.
Vampires as a race are under much scrutiny from the rest of the populace, as the creatures cannot exist without feeding (unlike Weres who, while savage, do not need to eat the flesh of the living in anyway.)
Character Form:
Name:
Age:
Race:
Allegience:
Weapon of Choice:
Abilities:
History:
Image and/or Description:
Notes on Allegiance and Weapons.
Weapons of Choice are not the only weapons your character can use. These are merely the weapons they carry around with them at the beginning of the story. If at some point your character happens to pick up the bow from his fallen enemy, he can use and keep that bow.
Allegiance is also only a temporary state. It’s not impossible for your character to be swayed to a different side. That’s really up to you, and it’s up to the other players. Your character might have to prove himself or wander solo before he is accepted into the ranks of the opposing force.
My main character:
Name:
Rahjil (Rah-Jheel)
Age:
24 (appears 17)
Race:
Angel
Allegience:
Rebellion
Weapon of Choice:
Rahjil is armed with a large rod that doubles as a spear. The rod's head is shaped like a silver hand, which tightly clutches a large gem.
Though the rod is his primary, which he uses for melee far more often than he channels, he is also known to carry a small boomerang at his side. The origin of this boomerang is unknown, but he treasures it dearly.
FUN FACT: Rahjil is a fan of weaponry, and is known to have many hidden caches and arsenals throughout the city.
Abilities:
Naturally, Rahjil is bestowed with the ability of flight. Rahjil is also a natural at manipulating the Guardian Force, although he is far from a master. He can create small-ranged concussive blasts or flashes from his palms, as well as manifesting a prismatic shield.
History:
Rahjil is the son of a wealthy nobleman, Chalin. Chalin was one of the first to endorse the crooked uses of MagiTech, and he used his wealth to pamper Rahjil. Rahjil had the best of the best, from food to self-defense lessons. He was taught by an old Elf who went by the name Gyron. Gyron also served as Rahjil's personal academic tutor, and focused particularly on ethics and war history. The two would often trek to various parts of the country to experience a diversified way of life.
On these travels Rahjil made many friends among all social castes. He would often invite these many friends to his home for social events, much to the chagrin of his father.
When the MagiTech controversies sparked rebellion and civil war, many of Rahjil's impoverished friends perished in the fires. His friends from the higher orders seemed to care little, and when they did, they were often cruel. This betrayal of their character and loyalties prompted Rahjil to sever his ties with the group, though he still remained loyal to his father.
It did not take long for the Angel to come to terms with what he must do. With great regret, he slew his father in an attempt to end the suffering. Unfortunately, the power void was quickly filled, and because of Rahjil's actions he was cast out of his position as heir to his father's legacy. In his place his twisted half-Elf uncle, Mour, took control of the family power and wealth. Rahjil battled Mour, but was ultimately defeated.
When all seemed lost and Mour drew his blade for the final strike, Gyron and his daughter, Mogyra, appeared. Gyron, who faught for the rebellion and saw Rahjil as a son, could not sit by and watch his pupil's murder. Gyron battled with Mour while Mogyra took the quickly fading Rahjil away from his former residence.
Gyron's body has not been found, and Mour made claim of no victory. Rahjil joined the rebellion and hopes to one day reclaim his rightful fortune, which he will use to fund the rebellion. He also wishes to locate his old master, as he believes Gyron is far from dead.
Mogyra disappeared in the night, saying that her allegience was to a distant country....
Image and/or Description:
Rahjil wears no armor, preferring to stay nimble and light. He depends on his ability to generate a shielf to defend him from any attacks, though this shield is far from perfect. His hair is dirty blonde, turning dark brown the further away from his head it grows. A peculiar trait, and he is unsure of why his hair does this.
His eyes are silver and glossy, a common trait of his race. His skin is unusually dark for an Angel, leaving him with a fairly typical apricot complexion. His wings are, for the most part, pure white. There are some odd feathers of blue, green, yellow and red, that seem to reflect light as though they were some form of foil. These feathers give his wings a very majestic look. This peculiar wingpattern is said to be the mark of the Angels descended from the Great King Kalimein.
He wears a vest with torn sleeves, though to make up for this he wears a cotton shirt beneath it. The sleeves of this shirt are peculiar, and extend onto his fingers, connecting to a copper rings. Though he finds this particular shirt to be uncomfortable, it was given to him by a kindly old man with little of his own, and so Rahjil feels that he must respect the gift.
His feet are hidden beneath peculiar sandals that wrap themselves in winding, barbed, angles up his lower leg. These barbs are actually metal, and are quite good at preventing an enemy from lopping off a leg. He wears these despite the discomfort they create with his common slacks.
Choice in clothes are subject to change.