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Of Blood and Honor (Might and Magic RP) Interest/Signup

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TotemicHero No longer a forum herald from the next level Since: Dec, 2009
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#1: Aug 3rd 2015 at 8:47:59 PM

Hear ye, hear ye! The Emerald Island Scavenger Hunt is about to begin. Each of the contestants has already been given a list of the items to be collected. The first one to bring back all of the items will be awarded the title of Lord of Harmondale, complete with the attached rights and responsibilities thereof.

We would also like to warn the contestants and any of their hirelings to be careful. As of last night, three people have gone missing in the jungle. We also have unconfirmed reports of a dangerous monster living somewhere on the island, including some that - oh, heh heh heh - claim this monster is a dragon. Fanciful they may be, we still advise caution.

Oh, and one more thing - good luck.

Lord Markham, one of the most prominent nobles of Erathia, has organized a contest for the seat of power in the town of Harmondale. While a few independent adventurers have signed up, most of the contestants are people of greater wealth and taste, seeking to establish their own hold. To this end, they have hired mercenaries to compete on their behalf.

Your group is one such team, each hired individually by a mysterious young man named Kristoph. Coming together for the first time on the Emerald Isle, you will have to work together to earn your pay and earn your patron the title he seeks. But who is he, and why does he want the title? And what will happen if he claims it? And why in the world is Lord Markham giving away a fiefdom with a castle in a scavenger hunt, of all things?

Welcome to the "Of Blood And Honor" RP, which is loosely based on the 7th game of the Might and Magic RPG series. And I do mean loosely, so if you try and look up the plot online, it won't help you that much, heh.

Signups will be limited between four and eight players, to best capture the feel of the series. Once we start the game, there probably won't be any new signups allowed, so keep that in mind. So here's a character sheet.

Name:
Age: (Between 18 and 40, please)
Gender:
Race: (human, elf, dwarf, goblin, details described in the post below)
Equipment: (standard fantasy stuff)
Skills: (standard fantasy stuff)
Magic: (one of seven schools described in the post below, or none)
Backstory/Personality:

edited 3rd Aug '15 9:13:32 PM by TotemicHero

Expergiscēre cras, medior quam hodie. (Awaken tomorrow, better than today.)
TotemicHero No longer a forum herald from the next level Since: Dec, 2009
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#2: Aug 3rd 2015 at 8:48:07 PM

So first, about the four races:

Humans typically hail from one of the three major kingdoms: Erathia, Enroth, or the Regnan Empire, although a select few hail from other places like the necromantic kingdom of Deyja or the independent island nation of Nighon. A versatile race, and dominant across the world.
Elves are from the kingdom of Tularea (known to outsiders as Avlee, which is the name of their original first settlement). A proud race, who have a long-standing feud with the neighboring kingdom of Erathia.
Dwarves hail from one of several underground kingdoms. The closest one to Erathia is known as Stone City (dwarves aren't imaginative). A solid, reliable folk.
Goblins are loosely tribal and come from anywhere. Many of them, however, form the backbone of the citizenry of Deyja. They are commonly cowardly, and not well liked by many people.

That should give you rough ideas as to what you can do with your characters. You aren't required to hold on to the racial types I described, so you can have fun with it.

Now, onto magic. The way this will work is that if you want magic, you will pick one (and only one) of the seven schools. I will then assign a handful of spells based on that school and what your character is. Think in terms of fantasy archetypes here (but feel free to play with them). I'd prefer not to have repeat schools, but I can work around it if you do. The schools are:

Fire: All about killing stuff, and then killing more stuff. Be it blasting enemies directly, setting magical mines, or enchanting weapons with flame, this is almost exclusively for combat. Oh, and it makes for great lighting.
Air: A lot of mobility spells, coupled with electric magic. Air also contains multiple ways to gather information about your surroundings. The pinnacle of this school is personal flight.
Water: Water magic is a balanced mix of offensive, defensive, and utility magic. Oddly enough, many of the spells have to do with ice, perhaps more than there are spells that affect liquid water. Water breathing and water walking may be included.
Earth: This magic will rock your world, shaping stone to attack, but more importantly to defend. Often the spells are slow to take affect (makes sense), but can be powerful.
Body: Magic that strengthens the body, or weakens enemies. Healing magic falls under this one, as does curing and causing magical poisons.
Mind: Mental magic that can be used to confuse and manipulate others. Or alternately, can be use for clarity and focus, removing mental limitations and curing magically-induced mental effects.
Spirit: The power to affect souls, spirit magic can empower people's spirits, or damage them. It can even call people back from the dead...either as themselves, or as mindless zombies.

So now you know what you can do, so let's see what you've got. Signups open...now.

Accepted players:
Pyrite (Richard "Rich" Esk)
daltar (Sellira Alderbranch)
tricksterson (Naratus)
Vocal Fox (Shylocke)

Discussion thread is here.

edited 19th Aug '15 12:02:07 PM by TotemicHero

Expergiscēre cras, medior quam hodie. (Awaken tomorrow, better than today.)
tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#3: Aug 4th 2015 at 5:03:49 AM

Definite Interest

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Pyrite Until further notice from Right. Beneath. You. Since: Jan, 2001 Relationship Status: Hiding
Until further notice
#4: Aug 4th 2015 at 8:25:31 AM

As mentioned previously: interest.

Do we have to stick strictly to the Might and Magic classes, or are character abilities going to be more loosely distributed?

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TotemicHero No longer a forum herald from the next level Since: Dec, 2009
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#5: Aug 4th 2015 at 8:49:14 AM

More loosely. Obviously I'm going to frown on contradictory ideas ("I'm a stealthy assassin wearing plate armor! Yay!"), but there's still plenty of flex room.

Expergiscēre cras, medior quam hodie. (Awaken tomorrow, better than today.)
Pyrite Until further notice from Right. Beneath. You. Since: Jan, 2001 Relationship Status: Hiding
Until further notice
#6: Aug 4th 2015 at 10:01:03 AM

Well, here goes nothing...

Name: Richard "Rich" Esk
Age: 30
Gender: Male
Race: Human (Deyja)
Equipment: Staff, Monk's robes, spellbook, small pouch with a few personal effects, spell components and spending money.
Skills:

  • Combat: Proficient in Unarmed Combat and Staff techniques. Trained in a traditional martial art that allows him to channel Spirit Magic to empower his strikes and sap the life from his opponents, among other things.
  • Non-combat: Student of philosophy, lore and the history of magic. Basic cooking / tailoring / survival skills - enough to not starve.
Magic: In addition to incorporating Spirit Magic into his fighting style, Richard knows the following spells:
  • Detect Souls: Identify the location of nearby spirits, be they housed in living or unliving bodies. Or not tied to a body at all...
  • Remove Curse: Removes a magical curse from a person...but only if they were cursed in the past day. Any longer and the curse will be too strong for you to break.
  • Preservation: For a short time, a person's soul is bound to their body and they cannot die, despite whatever injuries they sustain. But if the spell runs out while they are still gravely injured...
Backstory/Personality:
  • Backstory: Most monks seek enlightenment through self-perfection, and most necromancers seek immortality through undeath. Richard's reasoning is that achieving the latter will give him enough time to figure out the former. But while he plots his course to lichdom, his travels have taken him away from his homeland and into enemy territory - the land of the living, Erathia. The Harmondale tournament is just another opportunity for him to refine his skills, and if he earns a little spending money along the way... well, the pursuit of knowledge isn't always free.
  • Personality: Contemplative and oddly cordial for a necromancer, but completely amoral when it comes to his dealings with the living.

Okay, so I really just wanted to create a practitioner of Deyja-Fu. Sue me.

edited 22nd Aug '15 11:54:33 PM by Pyrite

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TotemicHero No longer a forum herald from the next level Since: Dec, 2009
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#7: Aug 4th 2015 at 9:02:24 PM

Heh.

On your magic, I'll write off your Spirit-Fu as part of your spells, so I'll give you a slightly more limited set.

Detect Souls: Identify the location of nearby spirits, be they housed in living or unliving bodies. Or not tied to a body at all...
Remove Curse: Removes a magical curse from a person...but only if they were cursed in the past day. Any longer and the curse will be too strong for you to break.
Preservation: For a short time, a person's soul is bound to their body and they cannot die, despite whatever injuries they sustain. But if the spell runs out while they are still gravely injured...
Add them to your character sheet, and you'll be good to go, I'd say.

Expergiscēre cras, medior quam hodie. (Awaken tomorrow, better than today.)
Pyrite Until further notice from Right. Beneath. You. Since: Jan, 2001 Relationship Status: Hiding
Until further notice
#8: Aug 4th 2015 at 9:56:08 PM

Alrighty, done. (Now we just need more players...)

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tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#9: Aug 5th 2015 at 6:53:27 AM

Don't know much, okay, anything, about the RPG but I did look up the class system and it seems to be tied to race. Is this so here because I want to play an elven Earth caster and have a feeling that would be a no-go.

In general how crucial is knowledge of the game?

edited 5th Aug '15 6:54:32 AM by tricksterson

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TotemicHero No longer a forum herald from the next level Since: Dec, 2009
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#10: Aug 5th 2015 at 6:59:15 AM

You don't need to have any prior knowledge. Loosely based on, remember?

Also, I don't know what you looked at, but other than X, Might and Magic has never tied class to race.

edited 5th Aug '15 6:59:38 AM by TotemicHero

Expergiscēre cras, medior quam hodie. (Awaken tomorrow, better than today.)
tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#11: Aug 5th 2015 at 12:08:51 PM

It was X I stumbled into. Total ignorance, remember. Okay, cool.

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daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#12: Aug 6th 2015 at 8:59:47 PM

  • Name: Sellira Alderbranch
  • Age: 25
  • Gender: Female
  • Race: Elf
  • Equipment: Twin curved blades, longbow and arrows, a dagger, throwing knives. Reinforced leather armor and cloak, belt with a big back pouch for her equipment, consisting of rope, flint and steel, charcoal and chalk, rations, bandages and an aid kit, waterskin and some other survival gear, together with a journal/sketchpad and materials for writing. Twin blades are sheathed on her hips, hanging by the belt, her dagger is sheathed behind the back pouch, throwing daggers on two shoulder belts which holds onto her two quivers full of arrows. She also has multiple pouches around her normal belt, some holding onto vials, a few with tinctures, one with poison, some her spare coin and some empty for putting stuff inside.
  • Skills:
    • Combat: In combat Sellira's main resource are her twin curved blades, which she wields with deadly efficiency and speed... relying on her dexterity, agility and wind magic to afford her fast movement and precision, allowing her to both be aware of her surroundings as well as move fast enough to overwhelm her foes. She's also one with quite good eyesight, capable of shooting her longbow with good accuracy if she has a few seconds to aim, though in closer ranges she can fire fast and deadly without aiming too much. Dagger is more of a last resource or suited for stealth, while her throwing knives are good at distracting enemies or flinging a lot of projectiles in one go. She also makes good use of her wind magic when possible, seeing it as an extension of her deadly dance and combat style.
    • Noncombat: Sellira is good at scouting and survival on the wilds. Additionally, she's a decent cook, great dance, good singer and good at drawing and sketching, with a neat handwriting. She knows how to ride mounts and knows her way about medicinal and not so medicinal herbs, as well as some religious and theoretical knowledge of magic.
  • Magic: Wind Magic.
    • Jump: Leap really high, far higher than a normal person can.
    • Feather Fall: Makes you fall more slowly, allowing you survive drops from high places.
    • Wind Shield: Creates a barrier of wind around you, slowing down and weakening incoming attacks. Especially effective against projectiles like arrows.
    • Haste:Makes you move faster. The downside is that this spell also makes you become exhausted that much more quickly.
    • Sparks: Creates multiple little balls of lightning that bounce along the ground in front of you. If anyone touches them, zap. After a short time, they will fizzle out.
  • Backstory/Personality: Sellira is a reckless and daredevil elven mercenary, not belonging to any particular company and instead drifting the land, offering her services to those she likes or will pay well... staying for a few seasons or years in a place before wandering to the next. Rumours from when she's gotten dirty drunk suggest she was once an important young woman in her elven hometown, raised to be an acolyte of some form before some manner of tragedy struck her home, forcing her to live in exile with rugged soldiers... slowly adopting their skills for survival until the harshness of life finally got to her and she decided to cast her fate literally to the winds. Dealing in blood and coin, with a bright smile and tons of bravado she has shaped herself into a survivor capable of withstanding what may come her way and deciding on forging her own fortune... one she can defend on her own means. And in the meantime... follow the winds and see what life has to offer to her.

edited 7th Aug '15 12:52:44 PM by daltar

If I'm sure of something it's that I'm not sure of anything.
TotemicHero No longer a forum herald from the next level Since: Dec, 2009
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#13: Aug 7th 2015 at 12:27:59 PM

Fun fact: in the M&M series, 25 in elf years is...25. (Yeah, all races have about the same lifespan. Weird compared to other fantasy works, huh?)

Your spells are:

Jump: Leap really high, far higher than a normal person can.
Feather Fall: Makes you fall more slowly, allowing you survive drops from high places.
Wind Shield: Creates a barrier of wind around you, slowing down and weakening incoming attacks. Especially effective against projectiles like arrows.
Haste:Makes you move faster. The downside is that this spell also makes you become exhausted that much more quickly.
Sparks: Creates multiple little balls of lightning that bounce along the ground in front of you. If anyone touches them, zap. After a short time, they will fizzle out.

Same deal, add them to your character sheet and you'll be okay.

Expergiscēre cras, medior quam hodie. (Awaken tomorrow, better than today.)
daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#14: Aug 7th 2015 at 12:52:52 PM

Done!

If I'm sure of something it's that I'm not sure of anything.
tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#15: Aug 7th 2015 at 3:10:44 PM

  • Name: Naratus
  • Age: 29
  • Gender: Male
  • Race: Elf
  • Equipment: Scale mail, saber, dagger, spear, horse, saddle bags with travel rations, flint & steel, waterskin, parchment and quills, saddle and other horse stuff, a small box containing several kinds of tea leaves and another containing medicinal herbs all carefully wrapped and labeled.
  • Skills: expert rider, excellent with both sword and spear, which doubles as a lance (he's good on the ground but really good at mounted combat, as paper and quills indicate he can both read and write, both elven and in common, he's also skilled in calligraphy and in herbal lore.
  • Magic: Body
    • Heal: Pretty self explanatory, heals some damage on the target
    • Protective Ward: Protects against curses and other magical ailments, for a little while.
    • Antidote: Removes poison effects
    • Hour of Power: Increases strength and endurance for an hour but leaves you weakened afterwards
  • Backstory and Personality: Officially Naratus is a "kings knight errant" charged with protecting and extending the interests of King Gavin Magnus of Bracada. In reality he was sent away from a Deadly Decadent Court because his idealism was going to get him killed sooner or later and his family is influential enough for the throne not to want to piss them off. Naratus is dedicated to the ideals of chivalry and of restoring them. Three guesses as to how this went over in the aforementioned DDC. He's not actually stupid, indeed in some ways he's quite intelligent, his beliefs just tend to make him a bit Genre Blind.

edited 8th Aug '15 12:42:50 PM by tricksterson

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TotemicHero No longer a forum herald from the next level Since: Dec, 2009
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#16: Aug 7th 2015 at 3:49:47 PM

Okay, I've got it. You're officially from the kingdom of Bracada, a southern desert-based kingdom known for its wizardry schools. Your king is King Gavin Magnus. Update this onto your character sheet.

As for your spells:

Heal: Cures some injuries on the target. Nothing else to say about this, really.
Protective Ward: Protects against curses and other magical ailments. Lasts only a short while.
Antidote: Removes poison effects from the target. Just the thing for snake bites...or giant spiders...or...
Hour of Power: Greatly increases your physical strength and endurance, but only for (you guessed it) one hour. Leaves you weakened after it wears off.

You can handle the rest. waii

Expergiscēre cras, medior quam hodie. (Awaken tomorrow, better than today.)
tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#17: Aug 7th 2015 at 8:21:51 PM

Question: Can Protective Ward and Hour of Power be cast on others or only myself?

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TotemicHero No longer a forum herald from the next level Since: Dec, 2009
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#18: Aug 7th 2015 at 8:54:42 PM

Hour of Power is for you and you alone. You can cast Protective Ward on anyone, as you wish.

Expergiscēre cras, medior quam hodie. (Awaken tomorrow, better than today.)
tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#19: Aug 8th 2015 at 12:23:42 PM

Okay, just clarifying

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TotemicHero No longer a forum herald from the next level Since: Dec, 2009
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#20: Aug 8th 2015 at 12:29:39 PM

Oh, one other thing: On Protective Ward, I specifically said "ailments", not "attacks". Correct that, and you're done.

Expergiscēre cras, medior quam hodie. (Awaken tomorrow, better than today.)
tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#21: Aug 8th 2015 at 12:41:52 PM

Okay. By ailment I take it you mean magical diseases?

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TotemicHero No longer a forum herald from the next level Since: Dec, 2009
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#22: Aug 8th 2015 at 1:19:58 PM

Standard Status Effects. (Which I did pothole in my last post, but I guessed you missed it.)

Expergiscēre cras, medior quam hodie. (Awaken tomorrow, better than today.)
TotemicHero No longer a forum herald from the next level Since: Dec, 2009
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#23: Aug 11th 2015 at 9:44:08 AM

I've made one final call for another player (or more) in the looking for players thread. If that doesn't pan out, I'll probably have to can this RP. Sorry all.

Expergiscēre cras, medior quam hodie. (Awaken tomorrow, better than today.)
daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#24: Aug 11th 2015 at 11:12:09 AM

Awww a tight group of three wouldn't be enough?

If I'm sure of something it's that I'm not sure of anything.
pblades Since: Oct, 2009
#25: Aug 11th 2015 at 10:38:08 PM

Expressing interest, pending character idea.


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