In a strange world, there exists those who have extreme powers. They’re born with them, seemingly at random, and those bestowed with said powers are often quite dangerous…
Play as a human, werebeast, or merman/maid, each with their own unique attributes and abilities! Choose from a list of Benefits, tailor your character’s history and statistics, and face obstacles throughout your journey! Make friends, fight with enemies, find rivals, and travel around a whole new world set in a technologically inept society. Can you overcome the world’s hardships and your own demons?
Only one form
Easier access to armor and weapons
Higher charisma with all races, especially other humans
Can choose two Benefits
3 forms: human, beast, and were (a hybridized monstrous form)
Human form can use armor and weapons, disappears with any other form (players still keep it in their Inventory)
Very low charisma with every race; typical violent/fearful reactions from humans
No Benefits can be chosen; instead, training can be used to unlock your Behemoth form — but be careful! You might not be able to control yourself.
2 forms: merman/maid and seabeast
Very rare armor, if any; weapons can be used, but only on land and not by most seabeast forms (players still keep it in their Inventory)
Medium charisma — humans of the opposite sex give mermen/maids a boost
Can choose one Benefit
So, this is something I’ve had floating around in my mind and I was just going to write it, but I wanted to make some more writer friends and I figured a good way of doing so was to open up a roleplaying game. I want it to be similar to a video game or dnd, where rolls may have to be introduced or perhaps just having set points players need in order to perform certain actions. Though I’ve never been a dm or a gm before, so if there’s anyone interested in this and wants to be my co-game master, I wouldn’t say no to the help! And I wouldn't say no to any general advice and tips ^^
Sounds like something I might actually enjoy. Would like to hear a bit more about character building and the backstory/ setting, but I know that you are going to get to it by the time the SU thread gets posted.
Welcome to the Werebeast Role Play! You've reached the Starting Point, a perfect beginning for any traveler on their journey here. We'll be learning about a few important basic things, such as what world we're living in, the inhabitants, and possibly the most important thing: your adversary. So to fully understand what's what, let's talk history.
This world, so alien from our own, has its roots in a similar history. Obscure, until humanity and civilization began outlining their own events. Forests, continents, deserts — environments similar to our own, with some important differences. And through it all, there's been strife between the three competing dominant species: humans, merfolk, and werebeasts.
Ever since the beginning, these three have lived in constant strife, setting up tribes, civilizations, towns, governments, and livelihoods separate from one another. Even now, in current times, do these groups quarrel. But, unfortunately for the other two groups, humans have been the ones dominating the technology and weaponry, driving werebeasts in particular out of werebeast territories. The werebeasts, confined and cornered, trust no one but their own.
Weapons. It's been the technology of interest for as long as society can remember. It's what everyone seems to focus on, thanks to the constant war. Because of this, technology elsewhere has stunted with trains and zeppelins, cruise ships and small-scale helicopters. Electricity has been discovered, but it's all being directed to the ongoing wars. No indoor electricity, no indoor plumbing systems, no cars. But what we don't have in terms of technology, we make up for with powerful weapons and armor, available to most everyone.
Now that you've learned our history and realize where the world stands in its technological advances, we can move onto our next, very important topic.
As you may have guessed, the three races whose roles you can choose from are as follows: humans, werebeasts, and merfolk. Each have their advantages and disadvantages, which will be outlined below (and don’t worry, there are more details in the "Creating Your Character" Category!)
Unique attributes: Humans have access to the most varied and most powerful weapons and armor. They also have the most consumerist society with their own money, making life a little simpler and giving humans more time for training their bodies and minds.
2 forms: merfolk form and seabeast
Choice of one Benefit
Health -3 (base 0 for seabeasts)
Strength 2 (+5 for seabeasts)
Charisma 0 (+3 to humans of opposite sex) (-5 for seabeasts)
Unique attributes: Merfolk come with a rather generous and utopian society. Resources in the sea are plentiful and most civilizations trade amongst one another for very little in return. A tight-knit society, merfolk can find friends easily in other merfolk, and are considered more peaceful by both the humans and the werebeasts. This has not absolved them from war, but regular members of society on each side tend to tolerate merfolk more. Seabeast forms tend to be seen as a threat, however, due to their use in war.
3 forms: Beast, hybrid, human; can awaken a Behemoth form through intense physical and psychological training
No Benefits can be chosen
Gets 15 extra points to spread throughout their stat total, as opposed to the normal 20
Health 5 (+10 to Behemoths)
Intelligence -3 (Insane* if not fully trained)
Strength 5 (+10 to Behemoths)
Charisma -5 (-20 to Behemoths)
Dexterity -3 (-10 to Behemoths)
Most humans will attack werebeasts on sight if transformed.
*You may have noticed an asterisk after the werebeast’s intelligence. Insanity is a common side-effect of untrained Behemoths, who will lose themselves to their animalistic impulses and become confused and disoriented. This often leads to violent outbursts, endangering the werebeast and all those around them. Untrained Behemoths are usually shunned by their tribes.
C.C. SamaLast Monday at 3:59 AM
Finally, your story. This world is filled with bandits who benefit off the war, the chaos it creates. And the biggest of the big is Captain Tulma. You and your crew, ragtag as they may be, are on a mission to take him down. But you're no match for him, and you don't know exactly where he is. Train. Track Captain Tulma.
Protect your people, do it for fame, or do it to become the top dogs. It is up to you and your crew. As individuals, where do your morals lie? As a group, can you work together? Or will you slowly tear yourselves apart before Tulma can do it personally?
Fallen in Battle
Every character has a limited number of Hit Points based off of their level and their Health stat. NPCs will simply die, however when a player’s Hit Points reach 0, they are considered Fallen In Battle. When a player has fallen, their crewmates can take them back to their base (be it their ship or their temporary base) to be revived. However, this only applies to crewmates who are realistically in the vicinity of said character. If no crew is around, the player is left defenseless to whomever or whatever took them to 0. Sometimes these players can be taken hostage. Other times, they are mugged (half of their items taken at random, rounded up by 5). And then other times, they’re left for dead where they can crawl back to their crew.
There’s also the chance of the crewmates deciding to leave the fallen player behind… So be on your best behavior, or your crew might leave you to die.
Creating Your Character
we will be covering the topics of Society & Culture, Fashion & General Living; how both poor and rich people go about their daily lives. You will also find the subjects of Money & Trade and Transportation here! Either scroll through or use the search feature if you wish to go over specific topics. However, I will try to make this as brief and easy to read as possible, so I encourage you to get educated on everything you can! Like one would imagine, each race has different cultures, societies, and ways of living, so everything will be broken down by humans, then merfolk, then werebeasts.
———— Society & Culture
Predominantly living in the West, humans have developed in the temperate, humid regions for millions of years, making it very much their own. Individual human races tend to lead either heterogeneous lives where each of their individual cultures come together, or homogeneous lives where they live a bit more tribalistically. In the warmer and drier Southern areas, tribes of single-raced peoples become more common. The better known and best chronicled parts of humanity tend to come from the heterogeneous townships and cities, where all sorts of people come together for the common good.
What humans tend to focus on the most is the war against the werebeasts and their shaky grounds with merfolk. Strife is not uncommon, and those living in high-risk areas, such as the borders around the sea and the less organized homogeneous tribes, are near always ready for battle. These people tend to live in bordered towns, guarded by good Samaritans and trained professionals if they can be afforded. Some places tend to be more open, however. Humans have a very wide variety of ways of life, though most people like to keep things simple.
Merfolk tend to live in the North and South, preferred colder climates. Due to this and living under the sea, they are able to live more peaceful and resourceful lives, tending only to get into trouble when the humans or the werebeasts attempt encroach on merfolk territory. Thanks to this easier lifestyle, merfolk have been able to trade items for other goods, giving artists a reason to create and hardworkers a reason to work. They tend to live frugally, though plenty of tribes, like humans, live more extravagant lives. This tends to be possible in bigger cities where trade with the humans is booming. However, the merfolk also tend to live with more in-fighting and civil strife.
The trading often done with the humans is for war goods: armors, weapons, even intelligence for technological and strategic advances. Many merfolk have a problem with this, for many reasons — not wanting to abet the humans against the werebeasts, personal morals against violence, a distrust for the humans — and protests and unrest sprouts up more and more every year. It’s a society of opposites in that regard, with some merfolk wanting to fight and others simply wanting to turn a blind eye.
Arguably given the hardest start in life, werebeasts have found themselves pushed back into the dangerous Scattered Islands. Ships have a hard time navigating these waters and the peaceful werebeasts — aka, the herbivores — tend to stick together on the largest island, Grass Knoll. The herbivorous werebeasts make up the majority of the race and their small island tends to remain peaceful. In fact, trade could very well boom for herbivores. But one thing holds them back: the small populace of very aggressive and highly war-hungry carnivores.
Carnivores and the even smaller population extinct beasts are debatably faster and stronger than their herbivorous brethen. They are driven by their animalistic instincts to hunt and kill, having an insatiable hunger for flesh and often no regard for other life. These unfortunate werebeasts have been exiled for their violence to the Scattered Islands, where they have since propagated in a twisted and bitter way. Their technology and war machines have surpassed anything the peaceful, Earth-loving herbivores have done, and their fight with the humans for dominance wages on.
There is yet another subsection of werebeasts. One that even herbivores can lose their minds during. All werebeasts have access to a form called the Behemoth. This form can completely overtake every sense in a werebeast’s mind. Bloodlust and instinct will fill them, be them plant or meat eater, though the carnivores’ and extinct beasts’ Behemoth forms tend to be bigger and more brutal. Those than can’t control their Behemoth forms are often placed in further exile, on Behemoth Isle. It is said that this place smells of blood from miles away.
The final piece of information to know about werebeast life is that it doesn’t always come from two werebeasts. Sometimes two humans can create a werebeast through certain genetic mutations. These werebeasts can sometimes be hidden, due to most of them being herbivores. However, sometimes a carnivore or an extinct beast can be birthed to two humans. In which case, the werebeast is given two options: exiled to the Scattered Islands, or death.
——— Fashion & General Living
Fashion hasn’t taken off in many places aside from the comforts of the high-class cities who are guarded on all sides by the middle and lower classes. Only a few places worldwide have this luxury: [place names here when city names have been decided; see Map category]. Most humans tend to make their own clothes or have small family businesses that do so. People live simple lives, usually with weapons or tools of some kind visible on their person, especially depending on their line of work: farmers, officers, entrepreneurs tend to wear different attire on the job. The poorer, the dirtier the clothes may be, depending on the family and the situation. Tribalstic homogeneous cultures tend to do the same, trading with small Ma and Pa businesses for clothes, food, etc.
Living under the waters primarily, merfolk either need to wear specialized clothes from shops in their native towns, or, more frugally, the natural fibers of plants and discarded mollusk shells. The style depends on the location — with a more peaceful lifestyle, they are allotted chances to explore fashion somewhat, with basic things like color coordination and subtle patterns popular in bigger towns.
Starting with the herbivores, they live what most would call a hippie lifestyle. They wear only natural fibers woven by hand and tend to live as one with the Earth. Herbivore societies have many traveling stands of fruit and vegetables, fine wines and desserts, and clothes and jewelries. Their jewelry tends to be things such as shiny rocks or reclaimed animal bones.
Carnivores and extinct beasts, however, have taken a page out of the human’s book and developed simple clothing and armors to help them in combat. They live in rather organized packs where they do business with other packs. Carnivores’ clothes can often be ripped due to their continued in-fighting thanks to their animalistic tendencies.
———— Money & Trade
For the most part, trade is what takes place. Merfolk and herbivorous werebeasts trade goods, either created through the heart or toiled through the hands, in order for equivalent exchanges to take place. Oftentimes, they work on a “you scratch my back, I’ll scratch yours” basis where both parties get what they want out of a deal.
Humans and the carnivores, however, have developed money of their own. This money is often not usable in merfolk and herbivore societies, but is of great value to its homeland. The money comes in Bucks for the humans and Niiro for the werebeasts. The lowest Buck for a human is valued at 1, then it goes to 2, 5, 10, 15, 25, 50, and 100 at the highest. For werebeasts, Niiro starts at 10, then increments by 10 up to 80.
Let’s take a .45 Magnum, comes fully loaded, and try to trade it to different places.
For the humans, you can buy it at an average of 150 Bucks.
For the carnivores, you can buy it at an average of 200 Niiro.
For the herbivores and merfolk, you can trade it for several art pieces, two big repair projects, or several sets of well-made, hand-woven clothes.
There has been rumor of merfolk developing their own currency, much to the dismay of several protest groups.
Our final category! This one will go by quickly, I promise. Let’s start again with the humans. Humans have built trains and zeppelins, mostly for use by the military, but sometimes for use by the richer groups. Poorer people are able to purchases horses and other beasts of burden for travel, but will typically choose to go on foot.
Merfolk typically swim or use large Eels and sometimes even dolphins for transportation.
Herbivores typically only walk, but some of them do have beasts of burden.
And carnivores once again have taken a page out of the human’s book and have invented their own form of zeppelin and are currently working on sea trains to and from the islands for better organization.
On Stats (Incomplete)
For this channel, we will be learning a little about the stats and what they mean and are good for. The first thing you should know about stats is that they will govern most of the things you are and aren't able to do. For instance, werebeasts with their naturally extremely low Charisma will find themselves hard-pressed to be a smooth-talker in situations that call for it, such as a business deal or friendly competition. But say that werebeast teams up with a more intelligent and charismatic mermaid -- that werebeast could use their high Strength to more easily intimidate rivals and opponents. So let's further breakdown what each stat means and how they can help you on your journey.
The first stat on the list relates directly to the amount of damage you can take in battle (of which you will be in many, so bear that in mind!). The higher ones health, the more hits one can take before falling in battle. Health base stat is 0, which is 250 points. Each consecutive point takes your health up by 20%, rounded down by 10. Therefore if you start at base 0 (250) and increase your Health by 4 points, your Health will total up to 510. Don’t worry, your GM will do all the math work! You just need to keep track of your stat points and keep your character sheet up-to-date! And you may be wondering what happens when your health points reach 0. Well, there’s a whole separate channel for that. Please see fallen-in-battle under the Starting Point category for more details.
Humans are allowed to choose two Benefits, merfolk are allowed to choose one, and werebeasts are allowed to choose none. Here is the comprehensive list of Benefits and their attributes.
+2 to Strength when in full themed armor set
Cannot lose dexterity points for any reason
Amazing shape-shifting armor! Seabeasts can wear armor made for merfolk
Do you even lift, bro?
Enjoy a +5 to your Strength, at the detriment of -5 to your Intelligence
My anaconda don’t want none ‘til you got ‘em. +2 to your Charisma
No muk, Sherlock
You’ve read enough Arthur Conan Doyle to know a thing or two. +2 to your Observation
Wise beyond your years, and completely under-appreciated. +2 to your Intelligence
You know a lot of things. How to talk to people is not one of them. +5 to your Intelligence, -3 to Charisma
Special Benefits* :
Take one base stat down to 0 for the entire game to give yourself a possible edge when rolling the dice. +10 to your hidden Luck stat.
Something’s not right…
Weird muk follows you around
*Special Benefits can only be given to one player on a first come, first serve basis. One player cannot have multiple Special Benefits.
Character Sheet Bases
Alias/Nickname (if applicable):
Appearance (may use picture if applicable); including height, weight, attire, weaponry, complexion, etc.:
History: [A paragraph or two describing their childhood]
Personality: [The more detailed, the better; just make sure personality traits stem from their experiences and work well with one another!]
Other information: [Anything else that can’t be placed]
The Player's Crew
You’re a ragtag bunch. Who knows where you all came from. Poverty? Fiscal security? Violence? Maybe a simple farmer or two… Whatever the case, you all have one thing in common: you want to take down Captain Tulma, the fiercest bandit and war criminal to ever live. Maybe he wronged you. Maybe you want fame. Maybe you want to be the next fiercest bandit and war criminal. It doesn’t matter. All that matters is your end goal, and how you go about achieving it.
Your ship is the S.S. Fighting Dog. Dog is a good old ship, sturdy and strong made by carnivores. How did you acquire it? Who knows. But it’s fully functioning and the best your ragtag group can do. It’s equipped with weapons, rooms for everyone, a kitchen and dining area, and two bathing rooms on either side. Topside has most of the navigation equipment as well as the Captain and Co-Captain’s Quarters. It’s a huge tanker with a flat-top deck for sunlight and fresh air. The chrome-colored outside is wear-and-tear resistant and can take a direct blow from a cannonball without tearing. It can travel up to a mile underwater (1.6 km) and at speeds of 35 knots (40 mph or 64 kph).
You have some food and water already aboard the ship, kept chilled in your ice box, but your supplies will run out in a few days and you’ll need to restock. You will need to train in order to take on Tulma. Going straight to him will be a death sentence — his werebeasts will get you before you even make it to him. Beat the werebeasts, and Tulma will crumble.
List of mates:
Here will be a list of all the player’s characters. Once everyone’s accounted for, we will decide in-game, in-character who gets to be Captain and who gets to be Co-Captain.
The S.S. Flying Dog
TO BE USED with Pic #2 in the "map" channel in this Category Region 1:
There are four main provinces in PN, with two small, untamed islands on the outskirts, guarded by conservation laws and fearsome nature.
.1 — A small province consisting a few middle-class townships. Temperate and swampy on the outskirts. Some dock trading nearer the .2 province, but blocked off by the two islands.
.2 — A popular tourist attraction with many seaside shops and exhibits.
.3 — The largest province of PN, consisting of two major cities that do business with the surrounding docks. Rich here, and hands-down the most extravagant of the human’s homes.
.4 — Yet another docking station, not as popular at .2 due to its proximity with the werebeast’s territories.
———— Region 2:
The biggest Continent that the human’s occupy. It’s also home to most of the tribal homogeneous peoples down south, where it is quite hot and dry, similar to a desert.
.1 — The third and final richest city lies here. Popular with tourists and 1st class all the way. Temperate, but slightly drier than the northern continent. Several other smaller townships live here.
.2 — Half desert, the weather is rather crazy here. Still, the people endure, and the usable land is all farm.
.3 — Warm and comfortable, many townships have been made here. A lot of people live together here and it’s home to the military base, making it quite safe.
.4 — Towns, similar to .3, with the southern tip being home to a homogeneous tribe.
.5 — Home to a homogeneous tribe; desert, arid
.6 — Home to a homogeneous tribe; desert, arid
.7 — Home to several homogeneous tribes; desert, arid
———— Region 3:
The biggest trading continent for the humans. Poor folk tend to live here, busting their asses for the middle and upper classes. They make the most money, but the other continents take far more than their fair share. It’s not right, but it’s life for these people. Temperate and humid, quite swampy.
.1 — Greyisle. A mining island, discovered to have many rare and precious jewels buried. Only workers tend to live here, and in weekly shifts.
.2 — Greypass. Several townships lie here. Quite swampy, a little dreary. The working class have a lot of bars set up for drinking and good times.
.3 — Greycrossing. See .2
.4 — The Wasteland. It used to be Greywalk, similar to .2 and .3, until werebeasts bypassed defenses and ravaged half of the province. Since then, it’s been completely abandoned, left with belongings still strewn about. Sometimes scavengers are found here.
———— Region 4:
This series of islands has been collectively called Freedom, separated into different provinces. It is mostly governed by humans and has the most militia and war equipment outside of the base in Alma. Werebeasts have been heavily encroaching on this territory and have set up bases in certain places, driving out the humans.
.1 — The biggest militia island, previous inhabitants evacuated to the other regions for safety.
.2 — A small, tropical island overtaken by werebeasts
.3 — An island that continues to be under civil duress despite the ongoing war. Not enough has been done to investigate the bizarre feud. The West half is West Freedom Isle and the East half is Windale.
.4 — See .3
.5 — A tropical island in the middle of a pinch maneuver by the werebeasts. Humans and certain supporters are holding down the fort.
.6 — An entire tropical island, overtaken by the werebeasts
.7 — A desert island divided temporarily for the war, the West half with civilians and the East half with militia to keep them safe.
.8 — See .7
.9 — A desert area, mostly abandoned by the general population, heavy military presence and a lot of fighting due
.10 — A desert area overtaken by the werebeasts
———— Region 5:
The land above is not named. The surrounding islands are not named. This is the merfolk region, and all of their towns and cities are scattered underwater, not held down by provinces
———— Region 6:
The Scattered Islands.
Again, islands that are grouped together. Unlike Freedom, however, none of these islands are separated by province, only by ocean. Navigation systems sometimes stop working in this area, and the shores around each island are rocky and treacherous.
.1 — Carnivora Isle, a chilly forested area filled with carnivores that can withstand the cold, such as bears and certain foxes.
Carnivora Rest Stop, so-called because the most popular bar in all of the Scattered Islands lies here. Carnivores from all over are willing to take a zeppelin just to make it to this “high-class” establishment, complete with all the drunken bar fights and illicit drug dealings one can ask for. Another chilly area, forests but not as dense as Carnivora Isle.
.3 — Halfway Point, so-called because of its tie-ins with the war. Many injured werebeasts are brought here for treatment, including herbivores who choose to fight in the war, and is considered the most peaceful island in the entire region. Many other carnivores dislike how mushy and friendly the inhabitants are, and sometimes these inhabitants are seen as traitors due to the guilt they feel for being who they are, but it is a useful place to help them continue fighting the war. Warm, amiable temperatures all year round.
.4 — The Behemoth. This is not one of the islands used for multiple Behemoths. No. This island is home to THE Behemoth, the one the island is named after. It is the only inhabitant and seems to be perpetually stuck in its Behemoth state. It’s so powerful, that it’s said none can stop its everlasting rampage.
.5 — The Werebeasts Mainland, where all werebeasts used to live until strife with the carnivores. Now it’s relegated to the peaceful herbivores. It’s a tropical place, the perfect location for warm humid weather and cooling cross-breeze. Jungles and forests abound, much to the inhabitants’ delight.
.6 — Carnivora Behemoth, one of the two islands on which Behemoths are exiled. This one is filled with potential reformation, the low-risk individuals who are trying to control their forms. These werebeasts may be able to integrate back into society.
Behemoth Isle, named because it’s full of lost causes, Behemoths that can’t and won’t control themselves. It is said to smell of blood year-round, but no one ever goes there to find out.
———— Region 7:
The unnamed, unclaimed Continent. The only ones with reliable access are the merfolk, as the entire border of the island is an enormous, unclimbable cliff face. Its northern half is icy and impossible to survive in without special equipment, even for the merfolk who need warming clothing in order to use the underwater passages. No one has ever seen the middle. None… Except Captain Tulma and his crew.
———— Region 8:
Captain Tulma’s main base. He holds down the fort and has destroyed any and all information about this place. It used to be a merfolk haven until Tulma, while in the military, unleashed a fearsome strike upon them, killing millions. All in his plan to use it as his base.
You've probably noticed that things aren't named or very detailed. Well, that's YOUR job! Bring these places to life as you travel with your crew and explore them! Name towns, give them personality and life based on the inhabitants and the biome! All very important locations will be named by the gm and players will be gently guided to them, but everywhere else is fair game for the players to decide!
History: Yvette grew up in a small town with her mother and father. They were full humans, unaware that the rare case of a werebeast born from human parents had taken place. When they found out, they swore to keep it a secret, especially because Yvette is a carnivorous werebeast. However, when she was out learning about her other self, she was seen, unbeknownst to her, by a bandit who reported back to his boss. This caused them to raze the town and kidnap Yvette to use as a powerful slave.
Here, she was forced to acclimate to life on a submarine, filled with a violent and abusive crew who didn’t care about her as a person, only her power and use to them. She met Kiidra, a very strong White Tiger werebeast, who vowed to keep her safe from the rest of the crew. In his own violent, terrifying way. Yvette turned very animalistic with him as her guide.
Personality: Grumpy, angry, likes to sneer and glare, distrusting, harsh, cold, honest, loyal, hardworking, hard-headed, loves food, great listener, easily embarrassed, socially inept, will literally kill someone for looking at a loved one wrong, SNOW=YES
History: Kiidra grew up on the outskirts of a big city ([City name] — see: important-locations) where his parents were criminals. This led him naturally to the criminal lifestyle from a young age. He got into a lot of trouble and saw many terrible things out on the streets, desensitizing him. He’s always faced discrimination for being a werebeast, but he has embraced his animalistic qualities and often uses his beast form for everything. His common quirk of being constantly barefoot (which has since rubbed off on Yvette) stems from the cramped shoe and better traction as a Bengal tiger.
His criminality led him to joining a group of bandits. From there, he rose in the ranks, going through multiple ships and crews, until he landed in his current one. Well, rather, was forced into it. The previous crew was murdered by a rival crew who didn’t wish to kill Kiidra, but instead recruit him. The new crew abandoned their old worn-down ship and came aboard Kiidra’s, making him co-Captain to Captain Tulma, a harsh man. Yvette was the next crewmate a few months after, still a child and in need of protection against the racist humans and merfolk who inhabited the crew.
Personality: Cold, stoic, quiet, calm, calculating, detail-oriented, harsh, always seen with a cigarette, a touch suicidal, animalistic even when in human form, hates the cold
Other information: very tall bean
Participant's Characters (Incomplete)
Isario - Jules
Alias/Nickname (if applicable): Called Rio by close friends and family
Appearance: 5 feet 10 inches (1.778 m), 139 lb (~63 kg), tan-ish skin, gold eyes, and carries a warhammer as a main weapon, with two small backup pistols
History: Isario descends from a long line of swashbuckling folk. As such she was taught the wonderful feeling of penny pinching by her mother, Katerina, and her father, Hendrik. Isario is proud of her lineage and plans to continue the family business by joining the crew of the SS Flying Dog.
Personality: Isario is a spunky and charismatic girl. She is quite flirtatious and is not afraid to crack a joke or make horrible puns. She likes to collect gold jewelry (or anything shiny for that matter). She appreciates money and wealth and may not be the greediest person in the world, but it has gotten her into trouble. However, as she puts it, "isn't that the joy of beautiful, euphoric piracy?"
That's what we've got so far! Ideas are more than welcome! And if core game mechanics don't make sense or need more explaining, absolutely let me know! :D