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[Other FULL] [M] Glaciate: An Arctic World

PastelPhoenix

How did this even happen?
453
Posts
8
Years
  • Age 29
  • Seen Nov 20, 2022
GLACIATE​
OOC // IC
Welcome to Dorene

Pz6j8qX.jpg


A long time ago, this world was green and life was abundant. New breakthroughs in magic came every year, technology advanced at a breakneck pace, and it seemed that all of life's questions would be answered before long. Until the Yog-ganth found us, that is.

The came at us like a storm, seemingly from some other world and wielding magic in ways we thought impossible. The war was long and brutal, but we slowly closed the gap between us with each day. Eventually, the tides turned, we learned how they fought, and the victories stacked in our favor. Eventually, the Yog-ganth were forced to retreat, but not before leaving their mark on Dorene. They cast one last spell, like none ever before witnessed on Dorene, one that permanently changed much of our world into a frozen wasteland. Some areas are so cold that one cannot even walk outside without the aid of a magic-powered suit to retain heat.

Eight cities are all that remain of civilization in these lands, eight cities only connected by the Grand Convoys that run between them. And that is where we find you, aboard one of the massive vehicles known as the Grand Convoys. Whether you were born here, or you joined sometime later in life doesn't matter, you're here now. Life on the Convoy can be tough, but fortune awaits the resilient in this world.

Magic
Old stories speak of a time when magic flowed freely, something humans could harness without the help of tools. But sometime long, long before even the Freeze or Yog-ganth, humanity found it's magic sealed within them, no longer answering their call. It took the creation of the Wands, revolver like devices designed to draw out one's internal magic and shape them with a variety of magical ingredients, to return the magic to the people. The creation of the first wand prompted a sudden surge in the study of magic itself, fueling a technological boom. Magic produced vehicles that could replace the horse, wands larger and more accurate than bows, new ways to spread news, even large war-walkers and artificial life.

Even now, although the secrets of the old tools has been forgotten. magic is integral to life in Dorene. The few "Green Zones" where plant life grows is only due to a high concentration of magic proving resilient to extreme changes. Out in the wastes, strong internal magic has allowed various beasts to adapt to the cold, becoming fearsome predators and even the prey and plant life can prove deadly. Most importantly, magic is a means to fight.


Gameplay
This is a mix between a mission and sandbox RP where you are a freelancer on The Grand Convoy Resilience, traveling from city to city and ruin to ruin working with a few organizations on the Resilience to assist the residents of the convoy and the cities you're stopped at, hunt dangerous beasts, recover magical artifacts, or anything in between. At a stop all the job lists are updated: artifact, bounties, and local wildlife. A few city specific requests may pop up, as well as requests from locations not listed. You are also free to undertake your own tasks during this time, for a more sandbox gameplay. The travel time between cities is a more sandbox experience.The sections will be shorter and open more to just exploring the convoy and potentially doing minor chores for the organizations, essentially low risk times. There are currently three organizations in need of your assistance:

- Mediators:
The only semblance of law enforcement left in Dorene. While much of their day to day job is in solving disputes, Mediators are also the foremost dispensers of justice. Their Wanted Board is both updated regularly and open to the public. If one has the wits and guts for bounty hunting, the Mediators have the money. Job offers from them often involve bringing in criminals, recovering stolen property, and the occasional investigative task.

- Huntsmen:
Beasts are a pain for most of civilized life for two reasons; they tend to infest everything, and have both rare and valuable parts that aren't so easy to obtain. Huntsmen take up the task of both clearing out infestations, and gathering the valuable bits of monsters. They are also willing to buy any beast slain by non-huntsmen. It isn't top dollar, but for most it beats having to break down the corpse themselves and find a buyer. Going out to hunt on your own is perfectly acceptable (a list of native wildlife is given at each location), but certain high value monsters are often posted in their headquarters, as well as formal requests to clear infested areas.

- The Bygone: An oddity of post-freeze society. The Bygone are an odd religious movement focused on both studying technology of the past, and their eternal cycle of rebirth. Despite how some may feel about them, their attempts to decipher the magic of the past has lead to many improvements on the Grand Fleet. They pay well for any artifact, and desire anything they can learn from, the more unique the better. Outside of their church is a small pin board with rumors of certain rare technology. The board is also where the Resilience crew members tend to post requests for replacement parts.

In order to accomplish almost any of these tasks, however, you need magic. Spellcasting has two components for it to work: a wand or wand surrogate, and a crafted spell. the standard wand looks similar to an 6-8 round revolver. A wand is loaded with Spell Starters, small cylinders containing the necessary magical ingredients for the spell. A wand is bound to the internal magic of the caster, allowing the wand to select the correct spell with the caster's intent, negating the need to physically move chambers around (a flaw with early wands). The components of a wand can also be incorporated into other weapons (sword, crossbow, etc), however these hybrids tend to either suffer in spell capacity, spell accuracy, or both compared to a traditional wand.

Spell crafting is done by combining ingredients from the list below, and combining their effects. Effects are up to personal interpretation from the basic description, so feel free to get creative with the combinations, combining multiple shapes and elements is both possible and encouraged. For example, combining an Arrow and Barrier with a Delay can give you a long range barrier, or a Spread and an Arrow creates a missile attack that spreads to multiple targets before impact.

Spoiler:


Starting off you can mix 4 ingredients per spell. Over time, as the RP progresses, you'll be able to mix more ingredients per spell as your powers grow. However all spells must follow the two main laws of magic:

1) Magic cannot create organic life, nor can magic cannot restore the dead. Any organic material created by the growth component, or a similar spell, will slowly revert back to magic, leaving the object in it's original state.

2) Magic is not permanent, it is constantly degrading back to ambient magic. Spells can persist so long as they are fed magic. The linger component runs off of ambient magic, and once the magic has been consumed, the spell fails. A bridge built with the help of magic must stand on it's own as a bridge, or it will fail when the spells end.

Have an idea for a spell effect not listed? Just let me know. I'm fine with expanding the list.


The Grand Convoy Resilience

The Grand Convoys are miracle of both engineering and magic: large, tough, and magically self sustaining. A mix between trains and battleships, the convoys were built during the war as mobile shelters and self defense weapons, the convoys can hold an entire village comfortably and packs enough firepower to give most beasts a run for their money. Resilience is perhaps the largest of them all, hosting a population of a couple hundred souls within it.

Locations on the Resilience:

Crew Quarters:
Located at the front of the convoy, this sections is restricted to all but technical crew and convoy leaders. The engine rooms, steering, and crew quarters are in this section, as well as the building the council leading the Convoy meets in for emergency matters.

Admin District: Clean and proper, this section of the convoy is home to important businesses and houses the council outside of emergency meetings. This is where one goes to work out a business deal, bring up concerns to the council, or for general high end shopping. The Mediator main office is located here, located in a tidy white room overflowing with both paper and bustling Mediators. A bored looking Pre-Freeze synthetic mans the front desk, just in front of the bounty board.

Hightown: The city of the relative rich. Hightown homes are both sqacious and some even have attached gardens. Mediators are a common sight, and crime is one of the lowest on the convoy. Being able to buy a home in Hightown is a sign that you've made it.


Market Town: The largest chamber of the Resilience is crowded with stalls selling a wide variety of goods. Restaurants, Scavenger shops, and homemade goods are some of the most common sights in this area, but a dedicated shopper can find almost anything here.

The Docks: To the right of Market Town, the docks consist of a massive warehouse with many rafters, original or otherwise. The entire right wall opens for easy access, and all loading and unloading of goods is done here. Mediators presence is high, as well as the security crew of the Resilience to deter theft.

Residence Hall: While Market town is the largest single chamber, residence hall is the largest district. A large multitude of hallways split the chambers into decently sized rooms. The rooms were built with the Resilience, making it one of the most consistent areas of the Convoy. Most citizens live here, living a modest life. Strangers often find this the hardest area to navigate, with its twisting hallways and endlessly similar rooms.

Greenhouse: the walls and ceiling of this segment are created out of thick glass. Most of the food is grown here, as are the plant based magical ingredients. This area is restricted to all but those with legitimate business reasons to deter theft or sabotage.

The Vehicle Bay: Several Magical tanks and War Walkers are stored here, as well as a massive armory. Wand crafters set up shop here, as well as the blacksmiths and repair shops. The areas storing weapons are off limits, but the rest is open to the general public. This is where the Bygone Church is located, located along the leftmost wall, in a bubble free of stalls, if one didn't know better they could completely overlook that this is supposed to be a church. Built out of an old warehouse, the church always appears to have to many pews for the amount of dedicated followers, and their symbol, a sprout growing from a snowflake, is painted all over the walls. The request board resides just outside the church itself, which many scavengers are thankful for.

This is also home to the hatch that leads to the massive magical cannon mounted atop the Resilience. The cannon hasn't been fired in decades, requiring nearly ten pounds of ingredients for a single spell, and only capable of arrow spells. However, the knowledge it can still fire is usually enough of a deterrent for most bandits.

Slums: The unfortunate end up here. Poorly constructed shacks litter the back of the Resilience, and crime festers here. Most citizens want nothing to do with this segment, however a few valuable businesses spring up around here. Slum scrappers are resourceful, and while most they sell is trash, they do tend to pick up things not immediately valuable. Most importantly, a ruddy looking bar called the Trapper's Trove is where the Huntsmen has set up shop. Surprisingly quiet, the wall next to the barn is littered with papers for current buying prices for beats corpses, individual beasts that are currently causing a problem, and known pests. Behind the bar is a list of known Huntsmen and their rank, in an eternal game for the prize to call oneself the top huntsman.



Rules

  • GM word is final. I will work with you on some things, but I do reserve the right to put my foot down.

  • All RPT rules apply. This is M rates, but no excessive gore, don't turn this into smut, etc.

  • Do not god mod or bunny. General RP rules, don't make yourself invincible and don't interfere or otherwise play someone's character without permission.

  • Be respectful, let in character stuff stay in character. Don't be rude to other players.

  • I get posts can take time, I'm in college so I know, just try to post somewhat frequently. Once every weeks or two is cool, once every few months can drag everyone down.

  • Please stay with the Convoy. Wandering into the wasteland isn't a smart idea, and detrimental to survival. Staying at a city is essentially retiring the character, the focus is on the Convoy, it stays there excepting very rare situations.


Sign Up Sheet


Name:

Gender:

Age: (Most novice freelancers tend to be younger. around 16-25, but younger and older novices have been seen)

Appearance: (Pictures welcome, but still at least have a paragraph of text.)

Personality:

History: (Something must have shaped them into who they are, no matter how minor. Why did they become a Freelancer?)


Weapon(s): (You don't have to stick with them the whole time. Just remember the disadvantages of hybrid wands. Also feel free to take a side arm, either in the vein of a dagger or a small 2 chamber wand)

Spell List: (you can always craft more later, but let's get a taste of some sample spells. Aim for at least 4 for now.)

As always, feel free to contact me for help or clarification, or if you have an idea. I want to work with you guys as players to tell a better story.




ACCEPTED CHARACTERS:

SongBird as Senka
Orx of Twinleaf' as Borrix Toroflung
Godzil as Viktor Khorek
Fen-Kun as Genevieve Bohneur
Ice as Argo Salt
Ech as Malbee
Pastel Phoenix as Priam Endres
Foxrally as Mr. Baimai Wèrs Myun
Gimmepie as
Dina Weber​
 
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Songbird

Tonight, the marigolds bloom for her.
554
Posts
10
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  • Seen Apr 11, 2024
I'm hype. You're hype. Everydboty's hype! Can we get a hype roll call?

Spoiler:

Spoiler:

Spoiler:

Spoiler:
 
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ANARCHit3cht

Call me Archie!
2,145
Posts
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  • Seen Sep 25, 2020
This is no longer a spot holder because I made a new post paying no attention lol. You might want to set a color for the text, though. The bulk of it is uncolored and on my theme the text is white and thus unreadable.
 
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Ech

275
Posts
7
Years
  • Age 104
  • Seen Oct 30, 2018
tasty fried breezeswoops

Spoiler:

 
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PastelPhoenix

How did this even happen?
453
Posts
8
Years
  • Age 29
  • Seen Nov 20, 2022
Is it possible to use a freelancer from the Hightown? I feel like their rich background might give them some sort of unfair advantage for this survival theme, but I'm kinda leaning for an aristocratic psychopath.

So long as money isn't the solution to everything, I don't see a reason why not. Beasts and bandits don't care how much money you have (okay, bandits actually care a lot, but not in a good way). Artifacts should also be neutral to wealth, unless you're buying and placing them yourself. I'd say just don't abuse having money, and I think in some cases it might actually be a detriment to be rich.

This is a spot holder. You might want to set a color for the text, though. The bulk of it is uncolored and on my theme the text is white and thus unreadable.

Bluh, forgot dark theme even existed. Manually set the text and it's showing fine when I swap themes. Should look fine now, hopefully.
 

ANARCHit3cht

Call me Archie!
2,145
Posts
15
Years
  • Seen Sep 25, 2020
Name: Fishel "Fish" Martin

Gender: Male

Age: 14

Appearance: Fish is pretty small, but that's a feature that tends to work to his advantage. He stands at at a mere five feet and weighs only 100 pounds, having quite the petite figure. Unruly ginger hair that hangs down over his dark brown eyes is, for the most part, confined underneath a well worn and dingy gray newsy cap. Freckles dot all across his cheeks, accentuating his low cheek bones. His facial features are rounded off with slightly rounded diamond shaped chin.

Over a simple, thick dark colored turtle neck, Fish wears a jacket that is at least two sizes too big. Much like his cap, it shows its signs of wear and tear. The fleece lined inner, while once an off white, is now stained a dirty gray and matted all over. The outer dark brown material, made of a durable tweed for staving off the coldest of winters, has worn thin in some spots and been patched together where the fabric wore out completely. Around his neck is a scarf with a simple pattern of alternating darker and lighter green stripes. The excess of the scarf hangs down the front of his chest. Seen chained to a pair of simple, dark colored dungarees is a tarnished brass pocket watch that has long since stopped working. In comparison to the rest of his outfit, black heavy duty snow boots look almost regal on him. To finish it off, he has a pair of ragged black gloves made out of a thin synthetic wool—the left thumb of which is missing.

Personality:
Naive
One of the defining pieces of Fish's personality is that he is still a child. While he has been forced to grow up fast in this harsh world, he is still emotionally developing as hormones rage through his body. Not having the time afforded to a great deal of people to actually explore and learn who he is naturally, for everything he is worth, he is undercut by a large sense of naivety. While he is no stranger to the ugly underbelly of life, he still has a romanticized belief that the world truly is a good place. He is naturally trusting of most people, projecting his own ideas of never wishing ill will upon others to most people he meets, even if their intentions are nothing but bad. He still has a lot of development to undergo emotionally, but his current state in life generally causes his personal development to take a back seat to more pressing matters. He has difficulty expressing or even understanding himself and will generally just go along with what others tell him.

Uneducated
Calling Fish stupid wouldn't exactly be correct. It's not that he cant understand sophisticated subjects or the intricacies of the world... it's just that he lacks an education. Growing up a pauper, he never had time to actually study and learn. Much to his chagrin, he never learned to read and could only do the most basic of arithmetic. Although, with his tutelage in the church, he is learning these things--and doing it at a remarkable rate now that he is given the chance. Despite this lack of knowledge, he is actually pretty quick witted when it comes to a subject he understands. If you want to know how to break into a locked container or the best way to pick-pocket someone in a large crowd without being noticed, he could definitely teach you that.

Meek
Probably in part due to his naivety, Fish is relatively reserved when out of his comfort zone--although when in the comfort of good friends(of which he is lacking) or family(of which he also lacks these days) he can actually become quite the extrovert. Having deal with enough strife in his short life, he prefers to simply comply with others, preferring not to argue with them even if it puts him in a situation that is not favorable to him. He has been dealt such a crappy hand in life that he has simply grown accustomed to it; it wasn't long before he learned that complaining was mostly a fruitless effort, so, for the most part, he simply just accepts it without resentment. His timid nature is no more visible than when it comes to anything physical. While certain subjects can potentially rile him up and make his will indomitable, any sign of things getting violent will generally cause him to yield on all but his most ardent of passions.

Tender
Due to his hardships, Fish tends to sympathize with anyone who was given a bad hand in life. A pretty agreeable boy, he tends to be pretty empathetic to the problems and concerns of other people and will mostly try to help them out with anything that he can. A gentle soul, he believes that he even the worst of people could use someone watching their back. While he might be who'd you want as your number one choice for raw ability, his dedication to someone who he considers a friend and perseverance to always do right are always admirable traits. The kindness of his parents imparted on him, and this even extends to strangers to a degree. For instance, even if he had nothing to eat for the day and all he had was a hunk of bread, he'd gladly give half of it to someone else who also hadn't anything to eat for the day.

History: An only child to a young mother an father in the slums of the Resilience, Fish was born into poverty and loneliness. To even scrape by with the meager lifestyle that they had, his father worked long hours, leaving him mostly in the company of his mother. When things were scarce, as they often were, his parents often went without, opting to leave what little they had to ensure he never went hungry. As he grew older, Fish began to realize the extent of hardship that his parents went through to ensure he had the best quality of life possible under the circumstances.

It didn't take long before he decided to help out in the ways that he could. While he was too young and too small to get a contemporary job like his father, his size did give him one advantage: he often went unnoticed, especially in large crowds like those that gathered in the marketplace. Turning to petty theft, and odd jobs Fish was desperate to help his family in anyway that he could. Due to years of malnutrition, poor conditions and hardships his mother had eventually fallen ill and his family could never hope to afford the reagents necessary to craft the medicines or magic to help cure her or even ease her suffering in he slightest. As the years went on, while she wouldn't show it, the illness got worse. Facing he ultimatum of losing his mother, the women that had given him everything Fish devised a plan to break into Greenhouse via the ventilation shafts.

His intention with this was to get the ingredients needed to make a curative for his mother as well as some extra to make a payment for someone to craft it for him. Things went awry quickly and he was forced to abandon his plan, but not without being noticed. While they did not see him in particular, in his haste he had dropped documents identifying him. When the Mediators and Resilience staff came, his father had taken the blame and received the punishment in his stead. If that wasn't tragic enough, without the medicine, his mother eventually succumbed to her illness. When the train had stopped she was given a simple funeral, leaving behind only the pocket watch that the two used to keep track of when his dad would come home. In an ironic twist, the gear mechanism had broken and it no longer told time. He took it as a symbol that no one was coming back this time an he was essentially on his own.

Alone and with only the clothes on his back, Fish had two options: embrace the slum life or rise to a higher calling as Freelancer. While he isn't much use in physical combat, he has managed to find relatively steady employ with The Bygones. They have him fetch things he couldn't hope to understand or otherwise help maintain the church. In return, he was offered room and board as well as a baseline education including using magic. Even with this, however, he still can't stray too far from his past, finding some offerings far too lucrative to pass up.​

Weapon(s):
Fish possesses a contemporary, no-frills wand that was gifted to him by The Bygones. As he just learning how to control the magical arts, anything more complex or personalized would be a bit too much for him to use. He also has a small dagger in case of his magic failing or otherwise not being effective... although he never has had to use it, nor does he even have any sort of proficiency with its use.

Spell List:
Silent Chameleon(Chameleon Scales/Breezeswoop feather/Float Stone): While a cloak spell is a relatively difficult one, it is one of the first that Fish had practiced with and begun to master. He combines scales with a breezeswoop feather and float to allow him pass areas and assail foes undetected. Not only can he not be seen by most normal methods, the muffle effect produced by the Breezeswoop feather makes him difficult to detect. Due to his natural ability to go unnoticed, and his aversion to combat, this is perhaps the most prominent spell that he knows. (Later, it will be upgraded with perhaps Spark Salt to allow him to reflect light in a way that makes him appear to be other people or objects to the viewer).

Binding Light(Spark Salt/Stirge Venom/Breezeswoop feather):
Due to not being that adept in physical combat, floatstone is a common ingredient in the spells that Fish casts. This particular spell makes use of spark salt and stirge venom as well. It both stuns and blinds the victim, so in moments where his invisibility wears off, or perhaps they have means of detecting him or he simply needs someone out of the way, he can use this spell to render them incognizant for a brief moment to slip by or otherwise take them out of the picture for a while. It more potent the closer he is to target, as less magic dissipates when it travels. (Later arrow will probably added to this to make it a long range spell with less dissipation during travel).

Master Key(Formine Vine/Slime Residue/Brightpod): Most anyone is going to keep there precious goods and belongings locked up. So long as they don't enhance its protection with magic or nullifying materials, this spell allows Fish to break his way in. The slime residue lets him corrode away the materials of the locking mechanism or other prohibitive measures, while the formine vine is used to be precise enough to not do away with any other parts. Lastly, he uses brightpod to restore the material so that someone never even knows a breach has been made. If your chest of full of goodsremains locked, you're less likely to suspect it has been tampered with.​

Rocket Grab(Cannae Root/Iridium): While this spell is mostly developed to snag the coinpurses or unsuspecting victims without having to be near them, Fish has found legitimate use for it in reaching things on shelves too high for him or grabbing objects from across the room when he needs them. If he is focused enough, and the door happens to be unlocked, he can even use it to open doors before reaches them. This is especially useful when running from enemies through buildings as he can open a door before he reaches it and slam it closed behind him. It's a simple spell, comprised of iridium to draw objects towards him and cannae root to extend it's reach.
 
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715
Posts
10
Years
  • Age 30
  • Seen Jan 31, 2023
Just putting down a post to let you know I'm interested!


Done!


Name
Hainer Adhan Dia-Sabir

Gender
Male

Age
26

Appearance
Hainer is a rather burly man with a strong build, standing just a bit above 6 feet. Everything from his hairstyle to the way he dresses simply oozes 'rich boy' or 'nobleman'. His black hair is short from the sides and longer at the top, with the top being combed to the side, in an undercut hairtyle (Click here for pic of hair reference). His skin has a bit of swarthiness to it, and is extremely clear and free from flaws such as scars, dirt or pimples of the sort. His eyes are amber in color, and in terms of facial hair, he is rather shaved to the skin most of the time. In terms of clothing, although Hainer does not care much for clothing itself, he does take pride in making himself look presentable. For his upper body, he wears a white, button-up jacket, that is covered with beige colored beast fur on the edges of the hood and at the ends of the sleeves. For his lower body, he wears slightly baggy, light brown pants, made out of a tough, almost denim-like material. The ends are tucked into black boots that end a bit above the ankle. He can also be seen sporting black gloves when he ventures outside.

In terms of lighter clothing, for when the odd occasion arise, he retains a white jacket, although lighter in regards to his bulkiness. Shorter sleeves (almost elbow length), and a hood, along with a zipper to close the jacket if he wishes. His pants are also of a slightly lighter material, although black in color and a bit more comfortable to wear. His boots however, remain the same as do his gloves should he choose to wear them.


Personality
A few words that describe Hainer would be his arrogant, materialistic nature, alongside his sense of superiority, particularly with those that live in the Slums. It can be said that his status and wealth has kind of gotten to his head, as he is known for being quite full of himself and materialistic. Although material objects are not his goal (it can be argued he enjoys the status more than the wealth), however, it would be lying to say he does not care about that sort of stuff, as he does like the feeling of not having to worry about going broke. Anyone that knows Hainer, knows how prideful he can be, not taking lightly to anyone insulting him or his family name. His father, a higher-up of the Church of Bygone and also a businessman mostly give him the confidence that his status brings. He doesn't like doing things for free, nor doing favors, unless there is something in it for him (and that isn't just limited to material things either). It can be a bit hard for him to befriend someone, mainly because of his traits, however, like the saying goes: like-minded people are attracted to each other. It goes without saying, he easily finds common ground with other people of similar status.

However, as hard as it is to believe, the man also has some redeeming qualities. He rather book-smart, and is knowledgeable in certain subjects having studied a bit of artifacts and past-magic and technology with his father. He is well-educated in that regard, although he may not seem like it at times. A bit of a logical thinker, he may seem hot-headed, however, he does not act without thinking accordingly, and will definitely back off things do not seem to be in his favor or if odds are slim. If anything, he likes to play safe when he can, especially if a situation arises where the stakes are particularly high and is own well-being is at risk.

History
Hainer Adhan was born on the Resilience, growing up in Hightown for essentially his whole life. Hainer as had a relatively 'easy' childhood, compared to those who have been raised in poorer conditions, or otherwise dealt a 'bad hand' at life. His father, also named Adhan, was a former business man and now a higher-up of the Bygone Church. Being wealthy, Hainer has never really understood or undergone true struggle in life, in terms of working long shifts, barely getting enough food, providing for family, etc. He has had most things handed down to him, but much of it could be attributed to his father, who has babied him since his wife (Hainer's mother), up and left when he was just 2 years old. Although his father has refused to talk about the true reasons she left, Hainer has been able to slowly able to piece together that his mother simply did not get along with her father (at least, that's what he thinks), due to his grandfather partially spilling the beans. Speaking of, his grandfather is still alive and well, preferring to stay at home and wander around the city, killing time throughout the day. Due to his grandfather's loving personality, many people may find it hard that two are related.

Because his mother left, Hainer does not have a mother per se, but the only real important woman in his life would be his housemaid named Gertrude. Now closer to middle age, Gertrude started looking after Hainer soon after his mother left, helping around the house when Hainer's father was out for work or stayed late, due to his busy schedule. Reading books, playing, exercise, and other activities were all a apart of his daily routine. It wasn't until his father began researching with the Bygone Church, that Hainer really took an interest for technological artifacts, studying up on his own time.

It was much later in his life that he decided to take up becoming a freelancer, using it more as an excuse to find rare objects and artifacts more than anything. He does also work his job into aiding his father, finding artifacts and simply handing them over to his father for the Church (without paying for it). He also uses this to his own advantage by sometimes taking objects for his own collection, usually those deemed unusable by the Church. By taking on the role of a freelancer, he of course also understood that beast killing was also part of the job, however, that job is simply a task he usually does not do unless there is nothing else. He feels justice would be better served with ridding the city of criminals, and no-gooders that dwell in the Slums, and also investigatory tasks which he tends to prefer sometimes over Church tasks.

Weapon
A black, 6-round revolver. He also carries around a serrated machete, consisting of a black handle.


Spell List

Arrow
[Cannae Root] - A concentrated blast of magic that flies away from the caster

Spread
[Ground Darkmantle Hook] - Magic spreads forth in a cone shape

Arrowhead
[Cannae Root, Iron Shards] - Essentially a stronger version of Arrow

Storm
[Chargestone] – Magic becomes charged with electricity

Trip Bomb
[Blast, Delay, Breezeswoop Feather, Chameleon Scale] - A small bomb is created (preferably placed on the ground, bushes, etc) that explodes once it has been triggered (stepped on, crushed, etc). Mostly used for hunting beasts quietly. Should be noted that the bomb is not completely silent but instead muffled, and it is also not completely invisible.
 
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Ice1

[img]http://www.serebii.net/pokedex-xy/icon/712.pn
3,447
Posts
9
Years
  • Seen Nov 23, 2023
Time Constraints be damned, I'm going to sign up for this. This setting is already one of my favorite fantasy settings, so I'm not going to let a chance to participate in that slide.

Spoiler:
 
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PastelPhoenix

How did this even happen?
453
Posts
8
Years
  • Age 29
  • Seen Nov 20, 2022
Hijacking a post here

Okay, first off I do want to thank you for your interest. I do, however, see a few issues that would cause the character to clash with the setting and tone of the RP.

For one thing, the world is very firmly frozen and his style of dress seems inappropriate for the setting. Most of this world isn't just below freezing, it's nearly glacial. Revealing clothes may be okay in some areas of the Resilience, but more than a loose jacket is needed for this. Environmentally stable suits exist in this world, and are a necessity at times.

Furthermore, this isn't an RP where a character will start with massive kill counts, especially so many he lost count when he was 16. This isn't explicitly a survival RP, but it does incorporate elements of one. The wasteland is a challenge, bounty hunting and beast hunting are also a challenge, and relic hunting isn't much easier. Not to mention it leaves little room for your character to grow. A martial arts family also doesn't really fit the mood of the RP, Freelancing is something that leaves many dead, and is not something many would build an entire family around.

Personality wise, he seems too perfect and at the same time conflicting. He's exceedingly strong, handsome, apparently charming enough to be a womanizer, considers himself a celebrity, and a high ranking huntsman/bounty hunter (once more, starting too high) with a strong moral code? Yet at the same time he is also a cold jerk, hates heroes/glory seekers, and is only in the job for the thrill of the fight. He has many contradictory qualities, and it seems his only flaw that isn't contradicted by a quality is that he feels worthless (but is also overconfident).

The history section is mostly a story of a single event, that could be just summed up. The history should be more of an overview of his life, not a narrative of the most defining event of his life. Also, at the end it mentions him leaving the Resistance, but also the rest of the SU appears to have him still aboard the Convoy.

His first two spells seem fine. Storming Gale might need a little adjustment, without the Linger effect the storm would quickly burn out. He could keep channeling it, but it would also stand to reason he could have more control over it if he was still feeding the spell. It would also help to have an effective range for the spell: is it right in front of him? All around? At a distance?

Return also seems very basic. It's a spell with only one use, and one use spells aren't very exciting. Even just adding the Arrow component would make it a more interesting spell, allowing it to have it's intended use but also more applications.

Finally, and my least favorite thing to criticize, there are quite a few spelling and grammar mistakes. I'm not the best when it comes to accuracy, I often spill verbal vomit in casual settings and make stupid typos all the time, but too many doesn't leave great impressions and can really take people out of the story. I assume his title is meant to be "Twin Fangs", and it's a minor mistake that can cause people to disengage from what you've written immediately. Some typos even change the meaning completely: "reeking" havoc sounds like a brand of stink bombs, and makes that sentence more comical than rude.

Hopefully we can work together on making the character work. I don't want to reject anyone, but I also have a mood and theme with this RP I want to maintain.
 

Fen-Fen

Me but more fabulous
359
Posts
8
Years
I am expressing my interest in the RP and hope to have an SU done soon. Perhaps by this weekend. Here is my WIP SU. SU Finished.

Spoiler:
 
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ANARCHit3cht

Call me Archie!
2,145
Posts
15
Years
  • Seen Sep 25, 2020

Yeah! I totally get it. I should have mentioned that I was writing it in the very early hours of the morning and accidentally deleted my WIP so I kind of sped through it to just get my ideas down before they escaped. It was going to include tidying up each of the fields to make them more concise and less like... rambling. That aside, however, I totally get your qualms about my character and will actually go with my initial idea for a character I had! It can be hard for me to get a feel for the exact universe the GM has in mind when I come up with my billion different ideas for characters.

You should expect a second SU up over the next two days or so.
 

Tigelreaf

Fairy Tail Trash
93
Posts
9
Years
  • Age 24
  • Seen Mar 30, 2017
Here is my sign up :) If there are any flaws in it, just tell me :)

Spoiler:


Edit: Put the application in a spoiler and hopefully improved it.
 
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Orx of Twinleaf

Branch into Psyche
273
Posts
8
Years
Hum hum, I suppose it's about time I participate in something else, and I am quite enamored with this concept. That said, I've a multitude of questions on the matter, if they are not too much trouble. And even if they are, I feel I may apply nonetheless, here directly. Expect me back in time with a proper application.
 

PastelPhoenix

How did this even happen?
453
Posts
8
Years
  • Age 29
  • Seen Nov 20, 2022

Moto has medium long hair

First, you might want to fix that. I think you may have changed the character's name and forgot to switch this over.

Second, I'm having an issue with a critique due to the briefness of everything. One of the big ones, history, is a single paragraph that only gives (quite vague) information about one thing, meaning everything else about him is lacking far too greatly in detail to ignore. The character's history should be an overview of their life, not a single defining event that leaves out everything else they may have learned and acquired.

Oakin is known in the Vehicle Bay as "The Inventor".

Why is he called "The Inventor"? Is it just because anything he makes is liable to explode (since that's apparently the only thing he's known for)? If that's the case, he should be called "The Walking Fire Hazard". If it's a sarcastic nickname, then it might need to be made slightly more obvious.

his excellent twin blade skills

When does he learn this kind of skill, and how much training has he gone through, especially enough so that it can be considered "excellent"? Adding onto that...

He usually wears self-made clothes

When did he learn to sew his own clothes?

His cold-blooded fighting, as well as his social awkwardness, are the reasons why he does not allow anyone to get attached to him since he does not want to hurt anyone.

Introversion does not inherently equal awkwardness, for one, so that's something that absolutely needs to be expanded on. In what ways does he interact with people that qualifies as "awkward"? Along with that, what happens to the "fear of loss" that he supposedly gets that it's completely irrelevant to his inability to make friends? His lack of friends is clearly important enough to you that you bring it up three times in one paragraph, but in the end there are no real explanations to supplement it, and the ones you provided don't intersect in any way.

Oakin was the only one of the three to make it out alive.

This one may be the most important. Why is Oakin, who's definitely significantly less capable of fighting than two long-experienced huntsmen who likely have a high level of combat coordination, the only one who lives? I can kind of pick up a self-sacrifice on the side of his parents, but it's something I have to infer, and someone else might not.


As for his spells, I think he should have some more "spell" spells to start with. Right now he only has one, and a few more would help me form an idea about his combat style, and the spells themselves can even help shape his personality even more.

As for the actual inventions, the only one I have a real problem with is the Distraction Grenade. The wording is a little vague, does the entire device explode? If so, a similar spell can be cast with a normal wand, having it so limited in use is a waste of resources and adding complication to a simple process.

Finally, my last critique relates to his weapon and fighting style. The rest of the SU makes him seem like a straight tinkerer, but melee weapons make it difficult to actually use any inventions in combat, especially with two weapons. If the tinkering is supposed to just be a side aspect of the character and he is meant to be a melee fighter, then he really doesn't have the spells to suggest and support that. But I think that can be clarified with just more detail on the character in general and some spells to clarify his actual fighting style.

Let me know if you have any questions or just want to seek help for anything with the RP.
 

ANARCHit3cht

Call me Archie!
2,145
Posts
15
Years
  • Seen Sep 25, 2020

Just to let you know, I edited the post with my original sign up with my new one if you want to check it out and see if it's going in a better suites direction the last one. Also, I know you said that they could be younger than sixteen and I just wanted to get permission to make my character fourteen. His age would actually play into his character and help define him rather than just be an arbitrary number to make him unique.
 
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Orx of Twinleaf

Branch into Psyche
273
Posts
8
Years
Okey doke here's that app as we discussed, thenny.

Spoiler:
 
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1,660
Posts
13
Years
This looks good, can't pass up a magic game.


Name: Viktor Khorek

Gender: Male

Age: 42

Appearance:
PMgC6pb.jpg

At 5' 1", Viktor isn't especially tall, but he is stout and strong, with broad shoulders and big arms. He's been bald since he was 13, but his full beard has started turning from black to gray with age. His large eyebrows have resisted going gray, and complement his dark eyes. Age has taken a toll on him, and while he has kept up his muscle in his arms and shoulders, he's gotten fatter in recent years. He commonly wears a black bowler hat, with a pair of yellow-lensed goggles perched upon the brim. He wears a white wool shirt with long sleeves, though they are often rolled up to his elbows. Over that sits a padded leather vest and a chain shirt, with a long, charcoal gray leather coat made from the hide of some reptilian creature. Black trousers and black leather boots finish off his ensemble, the latter of which is lined and topped with white fur.

Personality: Viktor was always gruff and blunt, even when he was younger. He speaks his mind, not caring if he offends or hurts anyone with his words, and doesn't sugarcoat things. He has little patience for fools or children, but is highly protective of them. He's the kind of guy who will have your back, but still yell at you for getting in over your head and needing him to save you. He used to be more jolly, but these days he hardly even smiles. He can appreciate the value of hard work, and takes on as much as he can handle, even if he does gripe about it, because it kills time and he secretly enjoys the pain.

History: Viktor was born and raised on the Resilience, living in the Residence Hall for over 40 years. His father was a mechanic, one of the many hands dedicated to keeping the Resilience operating. Viktor took a different path, originally training as a Huntsman and going out into the wastes. He met another Freelancer, a woman named Teri, whom he eventually married. They took on missions together for a while, but when Teri became pregnant, Viktor decided to settle down and get a safer job.

Viktor took a job as a butcher, which was much less dangerous and let him take care of his son Anton. Teri stayed a Freelancer, going out on missions and having adventures. After five years, Teri vanished while the Resilience was visiting one of the cities. Viktor never figured out where she went, but occasionally received letters from her implying she had moved to another convoy. Though he never truly forgave her, he accepted that she wasn't coming back, and devoted himself to his son.

As young Anton grew, it became clear that he wanted to be a Freelancer like his mother. Viktor was reluctant, but couldn't deny the boy if that was what he wanted. Besides, it would be hypocritical to forbid his son from having the same job he himself once had! And so, when he was 16, Anton went on his first mission. Sadly, it would also be his last. Anton disappeared during what was supposed to be a routine expedition to gather herbs; the only thing they recovered was his wand.

Viktor took it hard. He had nothing left after his son's disappearance, so he vowed to uncover the truth, to bring his son home. He took up Anton's wand, got himself back into shape, and reentered the world of Freelancers as a rookie once more.

Weapon(s): Viktor's wand, which used to belong to his son, is a six-cylinder revolver with a mahogany handle and a silver-plated barrel. In addition to his wand, he carries a carpenter's hammer and a meat cleaver.

Spell List:

Magic Bonds - Formine Vine, Null Crystal, Floatstone, Stirge Venom - The spell forms a long strand that wraps around and adheres to its target, removing the effects of gravity and persisting for as long as magic is fed into it.

Dual Shot - Cannae Root, Pyrite, Prism Glass - Twin shards of sharp stone are fired at the target.

Instant Wall - Ironbark, Floatstone, Fogdrifter Antennae, Sulfur - The spell summons a magical wall capable of levitating or expanding as desired.

Flare - Saltpeter, Spark Salt, Fogdrifter Antennae, Floatstone - A brilliant flash that hovers in midair, shedding light all around it. WARNING: Looking directly at it may temporarily impair vision.

Ditherbomb - Saltpeter, Slime Residue, Corvis Feather, Iridium - A delayed blast of corrosive material specifically designed to dissolve stone and other organic materials. Nearby objects are pulled into range just before it bursts, to maximize the destructive potential.
 

Tigelreaf

Fairy Tail Trash
93
Posts
9
Years
  • Age 24
  • Seen Mar 30, 2017

Thanks for the feedback! I actually always write my applications on sheets of papers and this time it looked like an acceptable long application on the paper, but it was actually really short written on the computer. I hopefully improved it, adding more background story, more explanation to Oakin's character and creating another tool to fit to his new, adjusted fighting style. :)
 

Ice1

[img]http://www.serebii.net/pokedex-xy/icon/712.pn
3,447
Posts
9
Years
  • Seen Nov 23, 2023
Character data, because I like numbers that way. I'm using info from all SUs put up so far, as PastelPhoenix hasn't started graciously accepting people. Hoping to keep this updated as players come and go.

Total characters: 9

Gender:
4 Female characters, 4 Male characters

A ratio of perfection
0 Non-binary characters​

Age:
44/42/31/26/23/20/20/17

2 characters are between 40 and 50
1 Character is between 30 and 40
4 characters are between 20 and 30
1 character is between 15 and 20​

Height:
5'2/5'6/5'3/6'4/5'8/5'7/5'1/ a smidgen above average height

Tall (6' +): 1/8 or 12.5%
Medium (5'7 - 6'): 3/8 or 37.5%
Short (4'11 - 5'7): 4/8 or 50%

Social Status:
High Class: 2/8 or 25% Character
Middle Class: 4/8 or 50% characters
Lower Class: 2/8 or 25% characters
Unknown: character

Locations:
Place of Birth:
Leywood / Unknown City / Grace's End / Unknown City / Resilian Slums / Torfen / Resilian Residential Halls / Victorie

On Resilience: 2 Characters
In a city: 5 Characters
Other convoys: 1 Character

Place of Residence:
Leywood/Resilian High Town/ Resilian High Town / Resilian Slums / Resilian Slums / Resilience / Residential Halls / Residential Halls

On Resilience: 7 Characters
In a city: 1 Character


Preferred branch of business:
Mediator (People hunting): 1/8 or 12.5%
Huntsmen (Beast hunting): 1/8 or 12.5%
Bygoners (Artifact hunting): 0/8 or 0%
Freelancer (Everything hunting): 6/8 or 75%​

Skills:

Tinkering: 2/8 or 25%
Small-scale surgeries: 1/8 or 12.5%
acrobatics: 1/8 or 12.5%
good with knives: 1/8 or 12.5%
arts & crafts: 1/8 or 12.5%
hand-to-hand combat, general thievery: 1/8 or 12.5%
Cutting up meat real good: 1/8 or 12.5%​

Weapon of Choice:
Standard Wand: 8/8 or 100%
Endoskeleton wand: 1/8 or 62.5%
Baton: 1/8 or 12.5%
Ingredient vials: 1/8 or 12.5%
On-the Fly inventions: 1/8 or 12.5%
Knife/Blade Variants: 5/8 or 62.5%
Hammer: 1 or 12.5%

Has cute robot sidekick:
Yes: 1/8
No: 7/8​

[/INDENT]
 
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