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MrJikoui Since: Jan, 2015 Relationship Status: I'd need a PowerPoint presentation
#1: Jan 11th 2017 at 1:08:14 PM

Introduction

A sudden ripple shatters the serenity of the Silver Thread, if only for a moment. Still, this moment is enough for a young researcher of the Observatory to catch, and he all but sprints from his instruments in search of a superior. Such a phenomenon has never happened in mortal history, and especially not to this one's eyes, and he cannot help but think something big is coming. Though what it can be, he isn't sure. All he knows is that it is his duty to tell the head of the Observatory, as surely the wisest among them would know what to do.

"Alas, child, even with out expertise in the flow of Essence, this is unpresedented," he is told as the much older man he reports to shakes his head solemnly, "There is really very little we can do...aside from notify the leaders of Glamaria."

Hello all. As you can probably tell from the name, this particular game is to be a reimagining of an old game I ran some time ago, entitled "Strange Manifestations." This takes place in a modern fantasy world of my own creation, with a few quirks and tweaks that I will (hopefully) be able to go over within this signup. However, due to the immense amount of information I've put together over the years, putting everything into a single sheet would be foolish. So, I will do my best to keep the details as concise as I possibly can and, more than likely, I will miss a thing or two that I would want to put in.

Basic Rules

Before we get into the game world itself, we should of course go over the rules of play. In addition to the normal forum rules, I ask that you also do your best to adhere to the following:

  • Treat Everyone With Respect - This one should be fairly obvious. Just don't be a jerk to others and play nice. If there is any issue, you can come to me with it and we will sort it out, probably through discussion. We want everyone to have a good time, after all.
  • Play Reasonably - Essentially, the basic rules for the kind of free-form roleplaying we're doing here apply. Don't assume automatic hits in fights or interactions with other characters, don't make your characters overpowered (unless, of course, it can work for a good plot point, and then I suggest the state be temporary), and be fair. Everything should work out well enough if we can do this.
  • Avoid Outside Conflict - There will always be people that we don't like, and there will always be arguments about small things. Refer to the first rule for the procedure for handling this, and in general just try not to bring any baggage from outside the game, in. If, for some reason, you don't think you can play with another player, then it's your judgment call. I won't be kicking anyone for this reason, but I will kick someone who is causing trouble due to it.
  • Getting Kicked - My rules about this are fairly simple, actually. Just don't break any of these rules and be good, and you'll be fine. However, if it does come up, I will be courteous enough (in a general sense) to give a first warning about behavior. If this is ignored, you will be temporarily banned from playing the game (a day or two, to cool off.) If this is also ignored, I will just straight up ban you from the game permanently, and if issue persist I will deal with them appropriately.
  • Mature Themes - Blood happens. Love, and it's consequent activities, happens. And I'm fine with that, but some others might not be. Use good judgment and remember that tasteful Fade to Black's are a thing.
  • Enjoy the Game - Less a rule than a suggestion. We're all here to have fun, and I hope we can make something...well, fun out of this.

The Game World

With that out of the way, we can go over some of the most basic details of the game. Even being concise, however, there will be a lot of stuff I want to put on here, so I will be putting them in folders, so that it isn't...too cluttered. I thank you now for your patience in this matter. I suggest you don't try to go over everything all at once, but hey, you do you. And again, thank you for your patience.

    The Setting 
The best way to describe this setting is as a "pseudo-modern fantasy." The world is close to how it might be today (big cities, roadways, electricity, etc), but most technology is based around magic (for simplicity, think magiteck.) This is not to say that nonmagical technologies do not exist, but they are far less common. Additionally, the looks of thing will be less modern - for example, an airship will look much like it's seabound counterpart, only...well, magically held aloft. Keep this in mind when making characters and plots and the like.

     Essence, What It Is 
For simplicity's sake, think of Essence like any mana system. It is the energy that permeates all things. It comes from various sources - the four elements and the eight divine orbs, for example, or drawn from the Silver Thread itself. Additionally, all living things are born with their own personal pool of Essence, which grows to a peak as they mature only to eventually diminish as they reach old age.

Essence can take on many forms, though there are a few common types: Metaphysical, or Essence in it's most natural, mostly intangible state; Liquid, or Essence that has been converted through nature or magical means into a water-like state, usually diluted; and Crystallized, or Essence in a solid, glassy form. It can be ground down to a crystal powder, which can be used in runic enchantments. While other forms are likely to exist, there are the most common.

    Cosmology - Existence as We Know It 
The game world, as it is known, is consistent of several planes of existence, all tied together by the flow of Essence through the multiverse. The planes themselves are as follows:
  • Ma'Rntal - The physical plane, where most things will happen in game. Consists of everything within the physical world, and is connected to the Wanting intimately. Home to Glamaria, the primary continent of the physical world.
  • Ra'Rntal - Also known as "The Silver Thread," this is the flow of Essence that binds the mulitverse.
  • The Four Elemental Orbs - Four planes of elemental energy, as follows:
    • Fnok - The elemental plane of water, taking the form of an endless sea. Home to the aquatic natured elementals known as Fnokians and other similar creatures, and resting place to the Sunken Spire, where the Current Disciples follow the word of the Leviathan, a mythic creature said to be the will of Fnok.
    • Peron - The elemental plane of earth, taking the form of a never ending series of ever changing caves, tunnels, and stone. Home to the earth elementals known as Peronians and the Nomadic City, which is the only known gathering capable of navigating this plane.
    • Tryma - The elemental plane of fire, taking the form of a landscape of flame, lava, and steel. Home to the fire elementals known as the Trymari and their great city, called only "The Forge."
    • Yveras - The elemental plane of air, taking the form of endless sky. Home to the scattered and rare air elementals known as the Yveri, and somewhat hostile toward outsiders unable to fly.
  • The Eight Divine Orbs - The realm of the ancient gods, created after they finished their work forming Ma'Rntal and consolidating the chaotic nature of Essence into Ra'Rntal. These orbs are only spoken of, and inaccessible by currently known means. Additionally, not much is known about the ancient gods themselves, and only the names of the Orbs have been remembered:
    • Tranquis
    • The Wellspring
    • The Ticking Cogs
    • Shade
    • Crystalis
    • The Sprawling Green
    • The Great Graves
    • Everbattle
  • The Wanting - Unlike the other planes, the Wanting does not exist on it's own. Instead, it is powerfully linked to Ma'Rntal and it's inhabitants through their desires and emotions. This place keeps the "spirits" of the dead connected to our plane, rather than letting their Essence return to Ra'Rntal.
  • The Void - When the gods pulled together the chaos aroudn them, something had to be left in their wake. The Void is, simply, a vast empty space normally inaccessible by mortals, and only the most powerful of magics can pierce it, and even then...the shadows that lurk in the darkness hold no love for interlopers.

The following are the countries and cultures of Glamaria (isn't letting me make a folder for whatever reason).

    Bastion 
Homeland of the humans, consisting mostly of rolling plains and hills, with some forested areas and lakes near the center and, to the north, the tundra and spires of the Great Fangs mountain range.

Bastion is more technologically based than other countries, which is evidenced by their more modern architecture, roadways, and nationwide electrical grids that, while not perfect, provide most of the country with power. The Capital, the capital city of Bastion, is home to both the Arcane University and the Codex Knights.

The people of Bastion are typically industrious and hard working, and free enterprise is alive and well within it's borders. As such, many view Bastion as a place where they can be free to live their lives as they please, but in truth (especially around the Capital), laws and their enforcers can tend to be strict and unforgiving.

Those from Bastion typically speak the human language of Modern Glamarian, though other languages aren't uncommon (as with anywhere, really.)

     Glavnya Ravain 
The homeland of the Dwarves, sharing a border with Bastion and Astridas. Unlike Bastion, Glavnya is more flatlands than anything else, with exception to the Great Fangs in the north and the Progenitor Cliffs to the east, bordering the ocean. Overall, their road system is more rudimentary than that in Bastion, and they have less access to some of the widespread technological marvels one might find in their neighboring country. Which, in a way, is exactly the way the spiritual and mystic Dwarves prefer it.

The capital of Glavnya Ravain is called "Ba'Used," which, in Dwarven Glamarian, translates roughly to "Second Home." This is due to the fact that the Dwarves once made their homes within the Progenitor Cliffs, but were driven out by some as of yet unknown force. With the loss of their home, they also lost one of their most prized artifacts - the Soul Forge. However, their magical aptitude has allowed them to make a second, if less powerful, version of this artifact, which resides at the center of Ba'Used.

The people of Glavnya Ravain tend toward reclusiveness, and you will find few foreigners who have gone native. The Dwarves, while they are less strict with their governmental enforcement (even, in some places, to the point of being just shy of anarchy), are wary of outsiders, especially after being driven from their ancestral homes. Still, they make due with what they have and, despite their distrust, they are a very spiritual and mystic people whose magical prowess is well renowned.

The people of Glavnya Ravain speak Dwarvish Glamarian, and because of the way the country is there are fewer places where other languages are common.

     Snedrakkas 
The homeland of the Elves, sharing a border to the north-east with Glavnya Ravain and to the north with Astridas. Snedrakkas' eastern half, all the way to the ocean, is covered ina massive overgrowth of trees and brush that the whole of Glamaria has taken to calling the "Thornwood." Thanks to its connections with Bastion and Glavnya Ravain (though perhaps more with one than the other) Snedrakkas is considered something of a trade hub, with the Elves presiding over it all with a social hierarchy that is as follows: High Elves, the noble class; Gray Elves, the middle and working class; and Goblins, the lower class. Despite the names of these, anyone who makes their home within Snedrakkas' borders fall into one of these castes, whether or not they are actually elves. Snedrakkas, like Bastion, has a more modern feel to it that is off put by a show for naturalism and nobility.

The capital of Snedrakkas is Avidas, and is located near the center of the country, next to a small offshoot of the Thornwood. It is named (supposedly) after the first Glamarian ruler as a symbol of elfen seniority, though only the Elves themselves see it that way. Avidas, nevertheless, is the kind of city that one would expect very high class people to live within, and is just about as trustworthy.

The people of Snedrakkas are, by and large, socialites, and are usually very friendly. The High Elves in particular exemplify this, but are often looking after their own interests rather than the interests of those less fortunate than themselves. The middle and lower castes, however, are generally more wise to the way things truly work within the country, though they are also less friendly, in general.

The language spoken most prominently within Snedrakkas is the elf claimed Ancient Glamarian, though the open nature of the country means that Modern Glamarian is also common.

  • The Badlands - While the Badlands are not claimed by Snedrakkas, they are technically within the borders of the country. The entire area is an expanse of white sands spreading for what seems like forever, all the way to the western coast. The Rotten War started in this area, and the massive amount of magic used to make such an event possible is blamed for the area's desert-like conditions.

Any creatures that live here are incredibly hardy or incredibly clever. Or both, in the case of the dragons, which regularly nest here within massive rock spires scattered through the area. However, the dragons are also not the only sentient creatures to live within the Badlands, as the Beastkin who have found emancipation or freedom have made this place their home, to deter pursuers, and have created several nomadic tribes as they work to continue freeing their varied race where they may be...less so.

    Astridas 
This country is homeland to all, and is located between all the other countries. It's existence is owed to Bastion, Snedrakkas, and Glavnya Ravain who, when the Rotten War was at it's peak, joined forces to drive back Sawtooth's festering armies while a chose few went forth to slay the demon himself.

Astridas consists of lands given up by each of the main countries, and thus is influenced in culture and architecture by all three. As such, one can find almost anything they could find in Bastion, Snedrakkas, or Glavnya Ravain, dependent on where one happens to be at the time.

The capital of Astridas is called Unity, in honor of what the country is to represent, and has architecture more befitting of the Glavnyans than the Bastionites, though the Codex acts as the police force for this city above others. Additionally, Unity is where the main ruling class of Astridas resides, many of which hold to a loose version of the elfen hierarchy.

While Astridas is supposed to be a symbol of a united continent, there is plenty of internal strife as each parent country vies for more control than the others. However, there are a few things that are set in stone, such as Modern Glamarian being the primary language, and the lack of control from any one group. Additionally, the Vel'Khana have chosen this country above others as their "home," for unknown reasons.

     The Races 
  • Humans: Humans are an ambitious and versatile group that come in various shapes and sizes. While they lack specific, specialized abilities like some of the other races, they make up for this by being capable of almost anything they put their minds to.
  • Dwarves: Dwarves are naturally smaller and bulkier than the likes of the elves or humans. However, their hardiness makes them makes them more constitute than most, which in turn supplies them with a deeper pool of Essence to draw from for their magical endeavors. While they are not typically quick to anger, piss a dwarf off and you'll know it.
    • Elves: The elves, or "elfen" as they often refer to themselves, are generally raised with one of the Snedrakkan castes, though there are many (especially within the Goblin caste) who rebel actively against this way of life.

Elves are naturally charming and easily the most fair of the races of Glamaria, and they use this well as masters of intrigue. Though there are those that might insist the elves are immortal, this is far from the truth. Without magical augmentation, they don't live longer than any other race.

  • Beastkin - Beastkin are humanoid creatures that take on the traits of animals at various levels. The most common are those that have some traits (such as animalistic tails or ears) along with a mostly human appearance, and there are variations both ways. In addtion, all Beastkin have the ability to take on more or less of these traits at a given time, called "Shifting." Typically, a Beastkin will use this ability to make themselves more beastly and therefore enhance their natural ability (such as gaining more strength or speed). However, being Shifted for too long increases the chance for a Beastkin to go "Were" (as in werewolf). While Were, the Beastkin is no longer able to manage their feral natures, and often cannot come back from this state without powerful healing magic and therapy.

While the options are pretty much endless, I've put the Beastkin in three families - Mamallian (dog, cat, etc), Reptilian (lizard, frog, etc) and Avian (hawk, owl, etc).

  • Vel'Khana - The Vel'Khana are sentient, gel-like creatures, made of what seems to be Essence given a solid, if gelatinous, form. They are quite recent in the world, as far as races go, and some think they come from failed (or, perhaps, successful) Glavnyan experimentation with their facsimile of the Soul Forge. Still others think they come from beyond the Silver Thread itself. In truth, not even the Vel'Khana really know - in their eyes, they have simply always been.

A Vel'Khana's body is pliable and completely under their mental control, and thus a Vel'Khana can take on a range of shapes. However, they most often choose humanoid appearances, in what could very well be an effort to seem more fitting with the other races of Glamaria. Additionally, they can be a variety of colors, and have been known to change (temporarily) depending on what they take into their bodies, or as they grow older, and the gel they are made of can be hardened to the point of steel with practice.

Vel'Khana have a somewhat alien view of the world. While most learn to adapt, they find the other races fascinating and can't help but study how they work, and they view death as something odd outside of their people, due to the fact that, when a Vel'Khana dies, they give their bodies to another, who takes it in to grow stronger and, in a way, have their companion live on.

Additionally, Vel'Khana are asexual reproducers and tend to lack modesty, which becomes strange to outsiders when they decide not to wear clothes but also take on anatomically correct humanoid forms. Oddly, they also refer to themselves as gender, despite their fluid nature, and will do what they can to abide by this.

Vel'Khana hold no spoken language of their own, but can communicate speech like any race, while also maintaining a knowledge of body language amongst their people and a strange form of telepathy they share when in contact with others of their kind.

  • Peronian - Natives to Peron, these elementals take on more humanoid forms within Ma'Rntal and, like the other elementals, lose a great deal of the power they might possess on their home plane. They have an innate connection to Essence (especially that from Peron), and they are typically possessed of calm, stoic personalities, with exceptions.

Peronians often manifest with rock-like skin or gemstone eyes on Ma'Rntal, and are typically stronger than other races.

  • Trymari - Natives to Tryma, these elementals often manifest in Ma'Rntal with what appears to be burnt or cracker skin with embers beneath it, or exhaling smoke with each breath. The Trymari are typically fiery and passionate, with exceptions, and they have an innate connection to Essence (especially from Tryma).

The Trymari have a natural immunity to flames and heat, and are generally quite charismatic.

  • Yveri - Natives to Yveras, these elementals often manifest in Ma'Rntal weighing much less than they should for their masss, or with a constant flow of air around them.

The Yveri are able to slow themselves in midair, or even glide if they have enough Essence to back them up, and they are in general more dextrous and quick than other races.

  • Fnokian - Natives to Fnok, these elementals often manifest in Ma'Rntal with fishlike scales or appendages (such as spines or fins on their arms and backs) or with gills. All Fnokians, regardless of their form, can breath normally underwater and are typically more intellectual than others.

    Factions and Organizations 
Just a few factions and the like, for your consideration.
  • The Codex Knights - The law of Bastion, the headquarters of which rests within the Capital. The Knights are sworn to uphold the peace wherever their jurisdiction might find them, and they are trained both in martial and magical combat. Also, ever since the Du Pont Incident twenty years before the present, they have been outfitted and trained in countering and nullifying magical attacks, and they have had a slight prejudice against mages in general ever since.
  • The Arcane University - On the other side of the coin, those at the Arcane University have no fear of magic and the wonders it holds. Most join to increase their own ability, though some (like the 7 Chairs, heads of the University) seek out the mysteries that still abound within the world of magic. As a point, the heads of the University take a neutral stance on most things, though they have a disdain for those that use magic recklessly, and they have no love for the overly cautious among the Codex.
  • The Accountants - When a person dies, what they leave behind doesn't just return to the Silver Thread in the same way non-sentient creatures do. Maybe it's an effect of the Wanting, maybe it's something else. Either way, this is where the mysterious Accountants come in, gathering the left behind Essence to be delivered to an entity known only as the Economist. As it is, not much is known publicly about this group, and even what is known is only in whispered rumors.
  • The Current Disciples - Much like the Accountants, not much is known about the Current Disciples, other than they are based within Fnok and led by a creature called the Leviathan. Members of this group are considered dangerous when they are encountered, largely due to the fact that, if one encounters them, they are somewhere they shouldn't be to begin with.
  • The Dragon Guard - While it is somewhat rare, sometimes the men and women who brave the Badlands return with more than just the experience. They return with a draconic companion, bound by their Essence for the rest of their lives. And, when this happens, most (but not all) become members of the Dragon Guard, though what exactly they do is questionable (as each member and their dragon seemingly has their own agenda).
  • The Glass Legion - A specialized group of Vel'Khana warriors who have trained their bodies to harden into crystallized Essence at will, usually in the form of blades and armor. The Glass Legion is secretive and extremely xenophobic, consisting mostly of those Vel'Khana that have seen the rest of the world and found it less than ideal.
  • The Exotic Merchants - Less a group of merchants than a group of mob style gangs held together by the ruthless Feline Beastkin Malsasa, whose guile and hard cash allows him to do pretty much whatever he wants. His gangs run a large portion of the Capital (and several other cities in Bastion) and they have eyes and ears all over Glamaria.
  • The Needle Fleet - So called because of their newfound vocation - flying specialized ships into the Silver Thread and between the accessible dimensions. They also hold a large portion of the continent's airship market, both in sales of ships and in the ferrying of passengers.

The Character Sheet

With all that out of the way, here is the character sheet, to help facilitate character creation.

  • Name: Obvious
  • Race: Also obvious
  • Gender: Somewhat less obvious, but still obvious.
  • Age: Yup
  • Physical Description: Can be a picture, or a written description, to detail up to whatever you're comfortable with.
  • Personality: Just a few of your characters traits, quirks and the like. I ask for a little more detail on this one, but if you can get the full feel of the character you want in a few words feel free.
  • Skills: Non-magical, mostly. Like, martial training, medical training, survival skills, etc.
  • Abilities: Special powers or abilities here. Also, if playing a mage, the kind of magic they use with some description would be good as well.
  • Equipment: Obvious. On hand stuff should be fine here.
  • Other: Anything I haven't thought of that you do, put here.

Now that all that is out of the way (thank you for your patience, I know there's a lot), I will say right here that I will be taking the first six approved sheets for the beginning plot, and others will come in shortly after it ends (shouldn't take long, I promise). Just a focus thing for me and I would be remiss not to mention.

edited 18th Jan '17 7:58:08 PM by MrJikoui

BaronGreen Everyday's great at your Junes from USA Since: Jan, 2015 Relationship Status: Star-crossed
Everyday's great at your Junes
#2: Jan 11th 2017 at 10:11:35 PM

Posting interest. Will work on my sheet in the morning.

Old habits die hard, especially when no one else lets them die either.
daird Since: Jul, 2014
#3: Jan 12th 2017 at 7:52:28 AM

I've been looking for an interesting RP setting, and I believe I've found it.

Forward, boys! For God's sake, forward!
darkdestinysoul Since: Mar, 2015
#4: Jan 12th 2017 at 9:17:17 AM

  • Name: Theodor Skyge Parshill
  • Race: Humans
  • Gender: Male
  • Age: Thirteen years old.
    • Yet, he does not appear to be Thirteen, but Older Than He Looks, his body only seemingly aged like that of a 10 year old, in terms of height, build, maturity, pretty much the whole show, including squeaky voice.
  • Physical Description: Theo' stands at only 135cm or 4ft 5½ inches which even for the age his body seems to be physically be is rather short. He is thin, gaunt, a little unhealthy in that way actually though its not something that people really see with his baggy clothing atop.
    • His young rounded, youthful face has a slightly pointed chin. His face is sprinkled with a number of freckles that seem to only exaggerate how young he seems, making him look even younger to some. His eyes are heterochromic, one a swampy greenish blue, or perhaps darker teal; the other is this unnatural and unsettling pinkish purple. His head is topped with straight brown hair, earthy in tone, it was short but has since outgrown a bit messy way.
    • Clothing wise Theo is almost always dressed in a similar attire, a rather baggy looking hoodie, long often dark jeans, a t-shirt and a pair of very comfortable sneakers. Now when I say he's almost always dressed in this, I mean it. He does clearly change his clothes, evident by the colors of his outfit often changing, yet its always the same. This does bring up the speculative guessing game, how many different sets of jeans, hoodie, shirt and sneakers does he have. (Hint: Not aging or growing much, therefore not outgrowing them really helps in building up a large collection of them.)
    • Image link provided for fun!
  • Personality: Theo is intelligent, very much so with a mind that is often focused on large, far out things less than what's going on around him; prone to daydreaming or getting lost in thought. Or talking or even arguing with himself alot randomly.
    • He is either dedicated, or stubborn it is hard to tell which, willing to pursue something with an immense willpower to succeed despite previous failures or even physical opposition. Theo despite all of this, is not prideful at least never acts this way. He doesn't lack in self-esteem he is sure of him abilities and skills, but it will almost never translate it to pride or arrogance in his work. Just par for the routine.
    • Theo is idealistic. The right way is always possible, it is worth hanging onto. Things will get better given enough time and effort. He firmly believes that nobody is truly as dark or evil as people portray them, simply sometimes their emotions blind them into taking a darker route or taking actions others feel would be evil, but for a good reason.
    • Theo is a studious bookworm a lot of the time, but also a nature lover. Reading some magical esoterica in a nice grassy field would be a perfect afternoon. Of course left to his own devices he can forget to take care of himself getting involved with his tasks, almost with obsession at times. Having to finish what he starts.
  • Skills:
    • Lockpicking: Given a need to occasionally go to places he's otherwise not allowed he's taught himself how to, bypass such issues. He isn't great at it, especially if the tools are only improvised but he can do it to a regular lock given some time.
    • Medical knowledge: Obsessed with his work, despite being young he's scoured through medical textbooks, healing manuals, scriptures and listened to healers lectures looking to learn more about anatomy and how it works, how it functions. How to treat injuries and wounds. Its mostly knowledge over experience, he's great at diagnosing the issue and coming up with a treatment idea. Performing the treatment is less in his area of expertise, he has the knowledge not the experience or expertise.
  • Abilities: Theo is a mage so his powers mostly revolve around it.
    • Esoteric Necromancy: Expanding upon the usual laws of necromancy, instead of focusing purely upon death. Theo's specialization, esoteric necromancy instead focuses further upon life-force and how it regenerates inside of creatures, how it flows and can be manipulated or harvested. Theo is not your typical necromancer, his philosophy is an odd one, staying away from the corpsers. Theo very rarely dabbles in the creation of undeath, though he does deal in the manipulation of spirits and the countering of corpsers. Instead he focuses further upon giving back life, reinforcing it. Using both his medical knowledge and understanding of Life Essence, he can perform abet unorthodox version of healing magic and similar manipulation of the body. He can of course perform other kinds of magic but this is far certainly his strongest area of expertise, just remember that the powers used to heal can also kill, and it is still necromancy in the end being performed.
    • Something unusual(???): For reasons unclear or undisclosed; despite his diminished physical age and race which together should give him a comparatively small personal reservoir of essence to perform his magic with, his is much larger than it should be. Not unreasonably so, but to a level slight more than a full-grown and mature adult. This little secret has been precleared with the GM.
  • Equipment:
    • Elderwood Stave: This slightly small stave wooden stave is mage from the branches of a very old tree centered on that was once a major battlefield, it is bigger than Theo and was custom carved for his requirements to serves as a focus for assisting his complex and unusual form of magic. It is unenchanted though attuned well to fit Theo's unique requirements of channeling Life Essence. The glassy crystalline orb that the roots grasp at the end seem to change color to match that of the corresponding eye to the hand he's holding it with, or silver if held with both hands.
    • Skeletal Companion: Whenever viable Theo often has a small and oddly proportioned skeleton hanging from and round his shoulders. The skeleton is inanimate though does seem to cling onto his hoodie actively and hang like a cape. A rune is carved onto his skull carefully and faintly, as on a few other bones as well. When called upon, Theo can imbue the skeleton with only the tiniest amount of power to make it become both animate but also grow, well more correctly unshrink the skeleton returning to its true size that about 4ft tall, correctly proportioned; that of a young child. It isn't super strong though the magic enbued does make it surprisingly capable of performing tasks or even surprisingly holding itself somewhat in a fight (it is certainly no expert), ignoring size issues.
    • Old Lockpicks: A old set of lockpicks he got given by one of his mentors. They aren't great but they do the job better than improvising it, even if they're a little rusty. The set is pretty small and often kept in his back pocket.
    • White leather satchel: This nearly pristine white leather satchel is strong and sturdy, very expensively made and given to him as a gift a while back. It is kinda large for Theo but that's fine the extra carry space is appreciated and it actually isn't that heavy The bag contains a waterproof compartment which he stores his books in. Inside the main section of the bag he stores the rest of his equipment such as writing implements, a speculative number of changes of clothes, as well as other common carry items he might want. All of this kept exceptionally light and able to fit in the satchel due to item shrinking spells Theo has cast upon his various belongings.
  • Other: TBA

edited 12th Jan '17 10:03:59 AM by darkdestinysoul

"After time adrift among open stars, along tides of light and through shoals of dust, I will return to where I began."
BaronGreen Everyday's great at your Junes from USA Since: Jan, 2015 Relationship Status: Star-crossed
Everyday's great at your Junes
#5: Jan 12th 2017 at 10:19:57 AM

Have to go, will edit in the last bit when i can.

  • Name: Toraq
  • Race: Beastkin (Mammalian - Tiger)
  • Gender: Male
  • Age: 17
  • Physical Description:
    • Appearance: Toraq is about 6'2" in height and weighs about 184 lbs. Physically, he's lean but defined, having something similar to a runner's build. His hair is dark brown clipped short, having a bit of a spiky/jagged look and he has a patch od hair on his chin. His eyes are green, and his skin is a light brown color. He also has a few black stripe tiger stripe like mark on his cheeks, his slightly pointed ears, spread out along his arms and legs and also along his light brown furred tail. He also has notable clawed hands and feet.
    • Clothing/Attire: Toraq wears a faded brown tunic, with a few rips and tears in places, a pair of light tan, almost white cloth pants, cut off at the knee, and bandages around his feet and hands, serving as footwraps and handwraps respectively, leaving his clawed digits exposed. He also wears a long, dark red hooded cloak that comes down to his shins, which he uses to help conceal himself He has a branded marking present on his lower front torso, normally hidden by his shirt and also wears two earrings in his left ear.
  • Personality: Tor is generally very mild-mannered and only has a habit of speaking when spoken to, likely from his servile upbringing. He can be a bit timid and jumpy, especially when he fears he's done something wrong and is naive about a lot of the outside world. He enjoys collecting stray objects and flowers.
  • Skills:
    • Natural Strength and Agility: Being a beastkin, Tor's body is naturally stronger and hardier, allowing him to run faster and longer, and generally work himself further before getting tired.
    • Beastly Senses/Reflexes: Another perk of Tor's beastkin blood, is having both sharper senses and reflexes.
    • Collector: Tor's tendency to pick up stray objects makes him pretty good at scavenging and looking for items.
  • Abilities:
    • Shifting: A beastkin's natural ability to control their degree of beastliness. Tor has adequate control of this ability but deigns to keep his form mainly human most of the time.
    • Essence Healing: By studying tomes in secret and secretly watching his former master work, Tor's taught himself how utilize his Essence to perform healing magic. Still training this ability.
    • Essence Aura: Tor can channel his Essence into an aura that surrounds his body, giving him the ability to augment his body's physical capabilities. Still training this ability.
  • Equipment:
    • Traveller's Cloak: A large, crimson cloak Toraq dons when traveling in populated places that he uses to help conceal his identity. (Has another possible function will have to ask the GM about adding).
    • Worn leather satchel: A small satchel Toraq uses to store the various things he tends to pick up during his travels.
  • Other: Toraq is an escaped slave currently on the run from [will add later.]

edited 14th Jan '17 4:27:15 PM by BaronGreen

Old habits die hard, especially when no one else lets them die either.
AqueousBunnies Since: Jan, 2015 Relationship Status: Having tea with Cthulhu
#6: Jan 12th 2017 at 11:11:07 AM

Is it ok if I post 2 sheets at once? (If I make it to the first 6, I'll just have one of them join the initial plot.)

Izshta The Flamebringer from Mor Ardain Since: Sep, 2015 Relationship Status: They can't hide forever. We've got satellites.
The Flamebringer
#7: Jan 12th 2017 at 11:15:40 AM

Posting interest!

All are significantly abnormal in a normal world... All are significantly normal in an abnormal world.
BaronGreen Everyday's great at your Junes from USA Since: Jan, 2015 Relationship Status: Star-crossed
Everyday's great at your Junes
#8: Jan 12th 2017 at 11:38:00 AM

@Aqueous Bunnies: I think it'd be better if you focus on one at a time, but I guess it's up to Tom in the end.

Old habits die hard, especially when no one else lets them die either.
MrJikoui Since: Jan, 2015 Relationship Status: I'd need a PowerPoint presentation
#9: Jan 12th 2017 at 1:17:52 PM

@darkdestinysoul: Your sheet looks good. Accepted.

@Baron Green: As above, so below. So far it looks good, should be all set once you've got it fully finished.

@Aqueous Bunnies: You may make two sheets, but just the one character for the initial plot thing.

All others, I look forward to seeing your ideas.

edited 12th Jan '17 1:18:20 PM by MrJikoui

rooter ancient hive from the specific Since: Dec, 2016 Relationship Status: THIS CONCEPT OF 'WUV' CONFUSES AND INFURIATES US!
#10: Jan 14th 2017 at 2:46:37 AM

  • Name: xvqjwghyph
  • Race: crystal dragon
  • Gender: female
  • Age: -i
  • Physical Description: http://storage.proboards.com/6629203/thumbnailer/2_Hb0sV_6IVoJJehBisu.png
  • Personality: stoic, logical. she hates beings of sub-islandic scale
  • Skills: (none)
  • Abilities: invisiblity, immunity to energy weapons
  • Equipment: 75 grumpy souls which hate her. they can create golems out of nearby materials. the golems can fuse. the fused form looks like this: http://storage.proboards.com/6629203/thumbnailer/P8xvm4NfZ_8iTrzAafzL.png
  • Other: (none)

edited 15th Jan '17 2:25:44 AM by rooter

check out http://pro-plaza.boards.net/
MrJikoui Since: Jan, 2015 Relationship Status: I'd need a PowerPoint presentation
#11: Jan 14th 2017 at 9:16:03 AM

@rooter: While I appreciate the concept, I have some problems with the sheet itself, which seems...woefully incomplete. I realize I said that it didn't necessarily have to be super detailed, but yours is overly sparse.

Next, there are some issues with the character as a PC. I listed the races as a show of what is playable, and while I wouldn't mind your character having a dragon as a companion (the Dragon Guard), just the dragon seems a little overpowered. This is backed up by your "equipment."

I could probably go on, but I don't want to sound like a jerk about it, but in short I can't accept what you've given, as there is simply not enough to work with. You are welcome to revise it, of course.

edited 14th Jan '17 9:20:33 AM by MrJikoui

BaronGreen Everyday's great at your Junes from USA Since: Jan, 2015 Relationship Status: Star-crossed
Everyday's great at your Junes
#12: Jan 14th 2017 at 4:40:07 PM

Okay, sheets finished, I think.

Old habits die hard, especially when no one else lets them die either.
Izshta The Flamebringer from Mor Ardain Since: Sep, 2015 Relationship Status: They can't hide forever. We've got satellites.
The Flamebringer
#13: Jan 15th 2017 at 2:10:32 AM

Voila:

  • Name: Ašida iž-Rasadi Pronunciation, for those who understand IPA  The caron is used instead of a sh/zh diphthong for… reasons.
  • Race: Yveri
  • Gender: Female
  • Age: 28
  • Physical Description:
    • Ašida has light blue skin, white hair with tinges of light purple at the tips, and eyes grey as a stormcloud. She has sharp, almost elven, features, giving her a far haughtier image than she really is.
    • She wears a Badass Longcoat, a long blue-grey coat with many pockets over practical-but-fine clothing.
  • Personality:
    • Ašida is an intelligent and sophisticated woman. She’s generally cheerful but reserved, and she gets along well with most people, though she’ll rarely pass up a moment to make snide remarks. She’s calm and collected, no matter the chaos going on around her.
      She’s also brutally pragmatic. Her father was, essentially, the Yveri equivalent of Otto von Bismarck, and her upbringing reflected it. She was groomed to go into politics, and thus, (obligatorily) has a great distaste for it.
  • Skills:
    • Can shoot well.
    • Decent swordswoman.
    • She’s actually a fairly good public speaker.
    • Basic first aid. Comes in handy when something backfires.
    • A self-styled inventor, she can build and maintain magitech devices.
  • Abilities:
    • Like all Yveri, she can slow her fall/glide in the air, given enough ambient Essence. A faint wind blows around her, giving a wonderful Dramatic Wind effect with her coat.
  • Equipment:
    • Essentially, a magitech Gauss gun. When the trigger is pulled, a system triggers essence capacitors to release a massive electric charge, creating a large current in a series of coils, one after the other, propelling a magnetic slug at high velocities downrange.
    • A messenger bag with random odds and ends. Half-finished projects, tools, batteries, that sort of thing
    • First-aid kit.
    • Finely crafted, ornate officer’s saber, though clearly designed for use in combat.
  • Other: Anything I haven't thought of that you do, put here.

All are significantly abnormal in a normal world... All are significantly normal in an abnormal world.
MrJikoui Since: Jan, 2015 Relationship Status: I'd need a PowerPoint presentation
#14: Jan 15th 2017 at 10:44:44 AM

@Izshta and Baron Green: Sheets are good. Accepted.

edited 15th Jan '17 10:45:06 AM by MrJikoui

Blackie My son is a dumbass Since: Nov, 2012 Relationship Status: Abstaining
My son is a dumbass
#15: Jan 16th 2017 at 12:24:25 PM

  • Name: Theodor "Araton" Horizonwalker
  • Race: Dwarf
  • Gender: male
  • Age: 25
  • Physical Description: Araton stands at 143 cms (a little bit higher than 4' 8'' for those not familiar with the metric system). He has an athletic body even for a dwarf, hidden under a scholars robe, due to his insistence to observe whatever interests him from near and far, making him climb mountains whenever it suits him.
  • Personality:
    • "Mad", "driven", "creepy", "if he studies something intensely, messing with him is suicide". All those are phrases to describe Araton. Some think he is mad due to his birth near the soulforge, some think it is due to both his parents being collected late, but nobody really knows for sure. Fact is, he has an unusual, if not unsettling demeanor. Since the age of 20, after he left his hometown, he let the spirits of both knowledge and possession drive him on his way, at times stopping for days to inspect a boulder, at times wandering for a month without stopping except to hunt, eat or sleep. During these years he acquired the name Araton.
    • If not researching things, he is nice and helpfull.
  • Skills:
    • Pathfinder: Once Araton has set his mind to getting somewhere, he will find a way.
    • Feral Heart: Araton has acquired nearly unnatural instincs and dexterity during his journey and the dnagers he went through.
    • Seamster: Araton can sew leather and cloth into bags, clothes and other usefull stuff like traps or slings.
  • Abilities:
    • The Incomplete One: Due to an unusual connection to The Wanting and Ra'Rntal, Araton can "let" (it is not always his choice) the last figments of a spirit enter his own, accessing the skills of beings long passed. As long as this power is active Aratons teeth and eyes shine with a pale light.
    • The Spirits Guidance: Occassionally, Araton is driven towards a place in a way that is reminiscent of somebody possessed. What he finds there is random. It may be an item close to a figment or it may be an Accountant who Araton gives the last figments of a spirit passed.
  • Equipment:
    • Ironwood Walking Stick - A thick stick of wood almost as hard as stone at this point, Araton acquired this 1.5m long stick in a ruined houses basement. It serves him well, be it as means of defense, offense or simply digging out things from the ground.
    • Sewing kit: Araton carries around a sewing kit to repair his equipment.
    • Winter Scholars Cloak: A thin cloak with furtrimmings at its edges, this cloak nontheless protects the wearer from the cold as well as multiple layers of clothes. It is brown on the outside and white on the inside.
  • Other:
    • Still Known as Theodor in in his hometown.

edited 16th Jan '17 12:24:39 PM by Blackie

MrJikoui Since: Jan, 2015 Relationship Status: I'd need a PowerPoint presentation
#16: Jan 17th 2017 at 1:39:51 PM

@Blackie: Your sheet is approved, looks interesting. That puts us at 4 for now.

GhostElm Since: Apr, 2015 Relationship Status: Faithful to 2D
#17: Jan 18th 2017 at 5:06:44 PM

Name - Corvus "Cor" Corax

Race - Elven - Goblin Caste

Gender - Male

Age - 19

Physical Description -

https://static.tvtropes.org/pmwiki/pub/images/eb5c8418f8b5f1b6c68ca312f74006d7.jpg

Personality - Corvus is generally cheerful and friendly until you wind up pissing him off, in which case look out for his forceful and tactless anger, which is normally a bit physical in nature, though, to be fair, he's broken more of his own fingers punching through walls than he has seriously harmed other people. He's rather brave and enjoys the rush of adrenaline that comes with taking risks, moving to action where the meek might not. Despite some bitterness toward other elves, particularly those who would look down upon him for his Goblin Caste, he's very optimistic, and doesn't dwell on negatives. He is open with his often intense emotions, especially when it comes to joy and rage. He's proud of his own abilities and knows that he can accomplish whatever task he's set for himself, by force and thick-headedness if need be.

Cor has a rather healthy self-image, and isn't above a bit of bragging and embellishment. He enjoys competition, and while he does prefer if he wins, he isn't usually an overly sore loser if he feels he's been fairly beaten.

Given his bitterness at having grown up as a third class citizen, he doesn't like it when others try to order him about, and while he enjoys companionship, he will place himself first if push comes to shove and will go it alone if he feels he's getting taken advantage of.

Skills -

  • He's rather skilled with a longbow.
  • Fluent and literate in several languages and dialects of Glamarian, including Modern, Dwarvish, Ancient, and a few dead languages.
  • Has a way with people and animals
  • He's rather brilliant, particularly when it comes to history.
  • He's spent a good deal of time in the Badlands, and has developed a tidy repertoire of survival skills. He also has a few friends in the Dragon Guard from his experiences here.
  • Passable singer: Baritone

Abilities - Nothing too out of the ordinary beyond a slight and passive healing factor.

Equipment - Longbow & Quiver x1, Traveler's Pack x1, Canteen x1, Sieve x1, Flint x2, 25' of rope, 10' roll of canvas (currently containing a silver medallion of as-yet unknown origin), Compass x1, Tent x1, Trowel x1, Bucket x1, Sleeping Blanket x2, Brush x3

Other - Studying at the university to become an Archaeologist of the Arcane and is a member of a group from the university composed of his fellow classmates and a few professors who periodically work on relatively safe digs.

edited 18th Jan '17 8:04:49 PM by GhostElm

"I'm as free as the dust in the solar wind."
MrJikoui Since: Jan, 2015 Relationship Status: I'd need a PowerPoint presentation
#18: Jan 18th 2017 at 5:11:59 PM

@Ghost Elm: Sheet looks good. Approved.

AqueousBunnies Since: Jan, 2015 Relationship Status: Having tea with Cthulhu
#19: Jan 18th 2017 at 5:22:41 PM

  • Name: Richard O Bradain
  • Race: Bear Beastkin
  • Gender: Male
  • Age: 20
  • Physical Description:
    • Appearance: Richard is 5’11”/180 cm, has fair skin and is rather bulky. He has neck length, slightly wavy auburn hair and a beard, along with thick body hair. He has hazel eyes, and his ears are distinctly rounded. His jaw and nose are slightly elongated and box-shaped. He has a small vertical scar over his left eyebrow.
    • When he shifts, his appearance becomes much more akin to that of a bipedal bear and he gets a more heavyset build. His fur is a slightly darker shade of red-brown from his hair, except for a rounded wedge-shaped patch of blond going down from the base of his neck to his sternum note .
    • Attire: Richard tends to wear padded clothing with muted colors and a belt. He wears a fur cape in colder places, as well as his signature satchel everywhere he goes.
  • Personality:
    • Richard is generally contemplative, soft-spoken and a good listener. However, he isn’t shy, and will quickly defend people he sees are being bullied or in danger. He actually becomes ‘’more’’ quiet when he’s angry, and if provoked enough will resort to action.
    • While generally maintaining a positive attitude, he’s sensitive about certain issues like marginalization. He’s proud of who he is and respects other people’s diversity, as long as they don’t step on each other’s toes. He’s a healthy mix of primal and cerebral, and gets along especially well with those who share his passion for knowledge.
  • Skills:
    • Beastkin traits: On top of generally maintaining his body, he naturally has higher fitness and endurance as a beastkin. He also has an enhanced sense of smell.
    • Fighting: Richard is a capable brawler, both unarmed and using his claws. He focuses on striking hard and fast, and relies on magical buffs for defense.
    • Craftsmanship: Richard learned how to make various tools & objects as a teenager, partly to fund his studies. He is particularly familiar with leather, and also works with some other materials like metal and wood. He uses magic to aid and enhance his crafted objects (as explained below).
    • Music: Richard is a singer, having practiced since before he was a teenager. He can also play the flute and drum.
    • Wildlife knowledge: Richard is quite knowledgeable about environments & animals from his studies and experience.
  • Abilities:
    • Druidism: Richard can communicate with animals by magically interpreting between his speech and animal sounds. He can use a Compelling Voice to outright control non-sapient creatures, though he prefers to befriend them first. He is able to use minor nature & healing magic on the side.
    • Shapeshifting: As a beastkin, Richard can transform back and forth between his human-like appearance and his more animalistic one.
    • Kinetomancy: Richard is able to convert Essence into raw force, manifesting mainly as telekinesis, energy bolts and barriers.
    • Transmutation & enchantment: Arguably where Richard’s strongest magical talent lies, Richard uses magic in his craftsmanship to transform raw materials. He can also change their properties, and give both temporary and permanent enchantments. This process can also work in reverse; one of his destructive spells allows him to disintegrate most unprotected, non-living objects up to roughly the size of a crate at a time.
      • Abjuration: Richard practices a peculiar method of magically augmenting his allies, in that he bases it on spells that he would use on objects.
      • Musical magic: Richard can enchant his instruments to play themselves, and his voice to sound differently or multiple notes at the same time, effectively turning him to a one-man band. He isn’t able to use other magic directly through song, however.
    • Counterspelling: Studying from books about the Codex Knights, Richard has higher than average defense against hostile magic. He is able to forcefully dissipate the Essence pools of others by ‘piggybacking’ on other spells or attacks, and also dispel weaker magic effects.
  • Equipment:
    • Clawed gloves: Richard crafted this pair of fingerless gloves as weapons in his human-like form. The gloves themselves are very tough and protect his hands, while the claws attached to them are enchanted to lengthen and become lighter or heavier as necessary. They meld into his hands when he’s more animalistic.
    • Enchanted satchel: This leather satchel is enchanted to be a Bag of Holding, having the space of a large backpack and being very durable. Some notable items inside include a couple Essence potions, treats for wildlife, a few spell tomes, a music book and a drum.
    • Mage's cloak: While not hailing from Bastion, Richard has a red mage cloak with him from being a student at the Arcane University. He only wears it sometimes, and more often than not keeps it inside his bag.
  • Other: TBD

edited 18th Jan '17 7:39:49 PM by AqueousBunnies

MrJikoui Since: Jan, 2015 Relationship Status: I'd need a PowerPoint presentation
#20: Jan 18th 2017 at 6:13:31 PM

@ Aqueous Bunnies: Looks good to me, but do not wait overlong to finish up. We can start on that.

Those others that are still interested, feel free to post character sheets, and you be added into the game as soon as we can possibly move, and sorry for any inconvenience that may cause.

Lastly, "Discussion" and "Game" pages are up, if you'd like to peruse them. There's not much on them, of course, but still.

AqueousBunnies Since: Jan, 2015 Relationship Status: Having tea with Cthulhu
#21: Jan 18th 2017 at 6:55:12 PM

Sheet done. Will work on the other character sometime soon.

MrJikoui Since: Jan, 2015 Relationship Status: I'd need a PowerPoint presentation
#22: Jan 25th 2017 at 9:57:10 PM

It was suggested I mention that the signups are not closed. Feel free to make a sheet if you're interested in playing, and you will be introduced into the game itself at the soonest possible moment.

sinkquattro Since: Jul, 2015
#23: Jan 26th 2017 at 5:46:22 AM

  • Name: Doremi "Doot" Fasolla
  • Race: Vel'khana
  • Gender: Female
  • Age: 16 years
  • Physical Description: A green, vaguely person-shaped blob of jello. Doremi is more interested in the world around her than in her own body, so her appearance is one that can be called sloppy for a Vel'khana. Since she's used to cramped and confined spaces, she just barely puts in the effort to look humanoid, consistent in only putting all the parts in the right places.
  • Personality: An eccentric and endlessly curious soul born and forgotten on an airship. Spending her formative years hidden between the nooks and crannies of the cabins before the crew adopted her has given her a distaste for direct social activity and distinct voyeuristic tendencies. While she is content to only observe the world and read about it from the comfort of her ship, a compelling conversation has sent her on her way to experience the world first hand. With most of her outside experience limited to short trips to the docks and supply runs, she can be easily lost in the momentum of her own excitement. . .
  • Skills:
    • Can do a half decent job as a backup for technical members of an airship crew, including repairs, cleaning, and piloting, as well as a few miscellaneous skills picked up from passengers including first aid, boxing, and airship-to-airship badminton.
    • Living between the walls of an aging air vessel has adapted Doremi for subtlety, to avoid attention and in consideration of those around her. Using her enhanced senses allows her to move and disappear like a ghost, assuming she has cover.
    • A fondness for music has led her to memorize every song on Glamarian radio note  and the ability to mimic them like a one-person sound system. The variety of passengers she's seen has given her a passing understanding of contemporary languages and the ability to mimic voices, although not necessarily how to use the words she learns.
  • Abilities:
    • Extreme high-fidelity sensory perception: assuming she's paying attention, she's able to count the pores on someone's skin, follow the pattern in woodgrain, or track objects faster than the human eye even in the dark, her other senses as sharp comparatively. Admittedly, she uses them to find something to distract herself within the first place.
    • As an Essence-rich Velkhana, her singing is magically imbued with a haunting, bewitching quality that compels those who hear it with the spirit of the song, whether it is melancholy, passion, or action. Doremi, however, is not a mage, and her magic is untrained. It's effect is a mere suggestion, only those who willingly follow it will fall for it. Doremi's stage fright, however, severely limits the versatility of this ability.
  • Equipment: A tool chest with basic airship tools that she also uses as a bed, containing handtools as well as an essence/electric powered arc welder.

So what that's three people now who do music?

MrJikoui Since: Jan, 2015 Relationship Status: I'd need a PowerPoint presentation
#24: Jan 26th 2017 at 11:02:09 AM

Ha, yeah it seems that way. Got a veritable band in the works. Your sheet has my approval, and we will get you introduced into the game as soon as possible.

sinkquattro Since: Jul, 2015
#25: Feb 4th 2017 at 11:59:34 PM

I'm sorry to say, but I don't think I can participate. Between timezones and TV Tropes forums lagging the crap out of my browser, it wouldn't be practical for me to play. Have fun you guys!


Total posts: 26
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