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If any of these creatures could ever be house trained, (I highly doubt it) which one would you have as a pet?

Imp 0.23809523809524 23.8% [ 20 ]
Bovasaur 0.011904761904762 1.2% [ 1 ]
Sharp Plant 0.035714285714286 3.6% [ 3 ]
Rous 0.035714285714286 3.6% [ 3 ]
Empties 0.071428571428571 7.1% [ 6 ]
Nuke Dog 0.28571428571429 28.6% [ 24 ]
O_o ...are you crazy? I value my life, thank you very much. 0.32142857142857 32.1% [ 27 ]
Total Votes:[ 84 ]
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Sweet Pyromaniac

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City by city the world slips into the abyss. Only a few brave and select few can stop the rising of darkness.
Will it be enough?


Beginning of the End

The modern world had forgotten about the old ways. Magic had slipped into the realm of myths and legends. Demons, devils and other creatures of the night were just make believe stories told to scare children into behaving.

Cities grew and the climate darkened. People became obsessed with things like their careers, their wallets, and other niceties in their lives. They had forgotten so many of the simpler things.

Greed and power became dominant. The people became myopic. They became blinded to the very dangers they had been warned about as children. Then, it became suddenly so frighteningly real.

Navigation
Intro ....................... 1
History .................... 2
Species ................... 3
Character Types .... 4
Powers That Be ....... 5
Other Creatures ...... 6
The Area .................. 7
Rules ....................... 8
Application Form ..... 9
Characters ............. 10
News & Updates .... 11
Link In ................... 12
Link Out ................. 13
Summary .............. 14



Copyrights Game Engine Manual. ©1999 Neale Davidson. Partly Edited for the RPG. Original RPG.
-1-

Sweet Pyromaniac

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The Apocalypse
The bible said that sometime in our history, the world would plunge into a thousand years of darkness. Historians can argue when that period of darkness truly began. All I know is that we're deep in it.
The cities are in ruins, inhabited by the demons and their children. The suburbs and small towns of the world are where humanity tires to rebuild itself. We're always under the shadow of the devil's hordes in the cities. We're always vigilant and fearful of when they decide to venture out of their ruined steel fortresses, and seek new victims and new blood.

The Seed
Like everyone else, I think we want to assign blame. There's no one person or event where it started it. But, if I were to choose, I would have to pick in 2005.
It was such a different world then, given over night completely to greed and avarice, decadence and power. If you can remember things like 'Astrology' and 'New Age Religion', New cults were springing up. Idiots were beginning to delve in the old magic again, looking for things to fill up that empty space inside of them. It was a very selfish time, ruled by selfish people.

Religion became popular, in a way that talk shows and monster truck rallies did. People convinced themselves that being religious meant going to church and giving away their money. The truth was that many of them just wanted to absolve themselves of the guilt they were feeling.

All the while, the real evil stirred. I guess that a lot of people knew the truth. Some radical religious groups had claimed that Satan was in the west already. It appears they were more right than they could have expected.

The Nuke
There were a lot of people who sensed the evil coming. Much of the early 90's were filled with people 'atoning' for their earlier sins. It was too late. Small groups and cults had already poured the poison. The damage was already done.
Religious circles around the world steeled around the beliefs that the west had become decadent. Of course, they were quick to forget their own indulgences. Everyone was blaming everyone else.

Then, finally, one group decide to take matters into their own hands, In early August of 2014, a couple of religious nuts decided to bomb the United Nations building in New York. They stole a rental truck, armed a small nuclear warhead inside it, and set it off.

That's when all hell broke loose. Thing is, that just started the nightmare.

Tides of Darkness
The energy released from the nuclear blast wasn't as great as it should have been. Government experts at first thought that the bomb simply wasn't clean enough to deliver it's full yield. The truth, however, was that it was harnessed.
One of the greater demons had been waiting to gather enough energy to reenter the human world. Thanks to one act of desperate terrorism, he had enough. With his magic and the fuel of nuclear fury, he opened the very gates of hell.

From those gates came the first lesser demons, and they went on a killing spree within Manhattan and then the rest of what was left of New York. To the outside world, it seemed that the nuclear blast had spawned a horde of insane mutants.

The government first sought to contain these 'mutants' in New York. They sent in troops to eradicate the problem. Many of them died realizing too late what they were truly facing.

What was worse was that the reports of these strange 'mutants' were coming in from around country. The nuclear device opened the first door for the demons, but the demons themselves were creating more.

One by one the mayor cities of the world were opened up to the scourge. Washington, Chicago, and Los Angeles were the first to fall. The United States government struggled to keep itself intact even as millions were dying.

All Out War
The United State's last act as a nation was to retaliate against the terrorist nations of the world. The nukes went flying, and , of course, the other nations nukes launched theirs. One Necropolis wasn't enough, now there were dozens.
Demons gated in through the other destroyed cities too, but in lesser numbers. Foreign governments quickly rallied to their own defense against the 'mutants'. It didn't help. The once-great cities became merely feeding grounds for the dark tides.

With Russia's breakup, and China not having great missile technology, the world was spared from utter obliteration. Of course, the blasts that did happen didn't leave all that much. The demons that followed did their best to claim what was left.

In a mere three months since the first nuclear blast, four billion people were dead worldwide. The world ended.

Dim Lights Shine
By the time the smoke cleared, the world was changed forever. A lot of people still think that demons are just mutants. Some of us know better. We've seen them. We've seen them use their magic. We've seen them coming up from hell. Some of us are even trying to put them back.
Those few that survived Necropolis moved out to the Burbs a few miles out. The whole seaboard came inland and set up shanties all over the place. Civilization is basically now a giant slum, but it's home.

So, with the worlds governments trying to get their acts together, and with most normal people worries about the undead at night, we start our new lives. Not the best of worlds, but we're here, and there's some hope for us still.

-2-

Sweet Pyromaniac

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Humans
Hero or thief, they're the ones who hold the hope for the future.
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Mutants
Radiation and contamination played havoc with the gene pool. Humans had children that weren't quite human. Some others that lived through the bomb developed odd mutations of their own. The worst of these mutants were the ones that survived. Now, they're like a new sub-species of humans.

Types of Mutants

-Scrags-
They're ugly, they're big and they have an aggressive factor well beyond what's healthy. Like ultimate raiders, they consider themselves apart and above the 'none-evolved' Normals of the world. Simply put: Don't mess.


Scrag Characters
They're big, tough, and absolutely hate everyone. Still, there's a certain appeal in such monsters. they're not really 'evil', but they are exceptionally aggressive. Any Scrag would have a hard time dealing with 'lesser' Normals and Mutants.

Scrags Appearance
A Scrag resembles a large human with several layers of skin where it shouldn't be. Their eyes tend to be blood-shoot and a bit more exposed than any Normal would consider healthy. They look like large humans that weren't quite put together right.

Scrags Abilities
Scrags have thick skin, and can reduce any damage from edge or blunt attacks. Their layers of skin provide extra protection.

Scrags Weaknesses
Scrags have something very wrong with them. They embrace violence as if it were a drug. Even when peaceful they seem ready to lash out at a moment's notice. Coupled with their physical power, though, this may not always be a weakness.

Scrags Combat Skills
If there's a way to fight, it's likely that the Scrag will know about it, and have some skill in it. They're nasty to cross in combat, and often go berserk. Even other Scrags aren't safe from their murderous rampages once the fighting begins. Unless you're sure you can take one out, don't mess with one.

Scrags Usually Found
In tribes all over the place, and are a constant threat to caravans and wanderers. They tend to congregate in easily fortified areas, though. They occasionally will take offense to the presence of a neighbor, and launch and attack against them. So far, the more organized forces of the Burbs have kept them in check.

Scrags Motivation
Scrag's aren't liked or trusted by anyone but other Scrags, and even then friendship are few and far between. The only group a Scrag normally feels close to is his family and town. Of course, some Scrags can find themselves so very alone. Scrags may not be too sensitive, but they are human, albeit very mutated and aggressive humans. They'll have the same wants and desires as anyone else, though they're a bit more insistent about it.

For a Scrag to take up adventuring would require a little more than for other Mutants. They have to both have a reason to associate with Non-Scrags, something they normally loath to do. They also need a reason to leave the other Scrags behind.

Example:
Gregor is a Scrag from one of the outskirt shanties well north of Necropolis. It was his job to protect his shanty from the occasional raiders gangs. Sadly, his shanty was overrun not by raiders, but a group of well armed Yukai. He was found later by a team of Normals and joined with them, seeking revenge on the yukai that had beaten him.

* * *

-Orcs-
There's nothing too special about Orcs. These mutants are larger and stronger than Normals, but tend to be a little dense. They are named from a fantasy race that they resemble in both looks and attitude.

Orc Characters
Orcs don't have any unusual drives, except for the fact that they tend to be a little dense and aggressive. Orcs are stronger and heartier than humans. Other than their massive strength they don't stray much from the typical human stock.

Orcs Appearance
Orcs are pretty human like, albeit in a unattractive way. They're bulky and slightly blue in their hide-like skin. Most stand slightly taller than a normal human, quite menacing.

Orcs Abilities
Orcs have thick hide-like skin, and can reduce any damage from edge or blunt attacks.

Orcs Weaknesses
Orcs have lost the ability to see color, and the the world in shades of gray. This color blindness is so severe that similar shades at the opposite ends of the color spectrum will look identical.

Orcs Combat Skills
Orcs tend to be simple, but they're not outright stupid. An orc will use whatever weapons available and will likely have some skill using them.

Orcs Usually Found
An Orc is probably the one type of mutant that wanders around. Most of them are in the ring of ruin, but some leave the confines of home.

Orcs Motivation
Being a Mutant carries a certain stigma around Normals. Orcs are often feared, but seldom respected or even liked by outsiders. An Orc that works with humans may just be considered by many to be the muscle of the group, regardless of what the Orc's job actually is. Of course, other than some physical differences, an Orc isn't too different from a human. For most part, they'll have the same wants, needs, and drives. It's rare that a Normal Burb will accept a mutant in their midst, so Orcs will have to prove themselves first.

* * *

-Runts-
Short and nimble, a runt is a human mutant resembling a rodent. While they can be the brunt of abuse, a good crew would choose one to get in those hard to reach places.


Runt Characters
Runts can be attractive characters. They're bit less resilient in combat, but their size and natural dexterity makes them well suited as scouts and 'appropriators'.

Runts Appearance
Very slim and short, a Runt looks a bit more like a large rat than a human mutant. They tend to be wiry and nimble, with large eyes and a fair complexion. The big giveaway, though, is that most runts have short tails.

Runts Abilities
Runts are smallish, being half the size of a Normal, and enjoy the blessing of being a small target. They also have good night-vision.

Runts Weaknesses
Runt are very easily flash-blinded, and will be automatically stunned when suddenly exposed to bright light.

Runts Combat Skills
A Runt isn't often going to be a straight fighter. More likely, they'll stick to hit and run tactics to harass their enemies and whittle them down. Stealth an dexterity are key for a Runt to survive.

Runts Motivation
Even in a society of ruin, the Runts still generally have it worse off than others. They're mutants, so they carry that stigma. Unlike Orcs and other heavier mutants, though, they don't exactly inspire fear in others. Most of the time, a Runt is considered, literally, to be a street rat. Many Normals only consider them worth noticing if they are stealing something. It's a hard stigma to overcome.

Many Runts strive and take risks to nothing more than gain some respect and recognition.
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Demons
Creatures that generally feed of radiation to keep their necromancy at high. People just die around them. Unless someones well armed and ready to risk everything just to meet one face to face, best just stay clear.

Types of Demons

Rad Demons
Rad Demons are like brothers to the Nuke Demons. They're smaller and easier to take down, but there seems to be a lot more to them going about. The Rad demons were probably going to be the main fighting force for the demons. They are made from ashes of the dead, necromancy and radiation.

Rad Demons Appearance
They are a bit more human-like in appearance. The faint glow of evil energy sits over their bodies, however. And their eyes still retain their dim violet light.

Rad Demons Abilities
Rad demons are necromancers, but their power is much lesser than other demons. Since they do not require a great deal of radiation to power them, a Rad demon can venture out into areas with only Advisory levels of radiation and retain their powers.

Rad Demons Weaknesses
Outside the area of Advisory levels of radiation the demon will lose their ability to regenerate and magic.

Rad Demons Combat Skills
Rad Demons resort to spells and guile to defeat opponents.

Rad Demons Usually Found
They often venture outside of Necropolis when they need new supplies, or victims. They are the most dangerous demons travelers may accidentally stumble upon.

* * *

-Imps-
A imp is a small demon, not very powerful, but very annoying. They seem to be the 'gophers' of the higher demons, doing all the fetching and performing all the odd jobs. They are also the most commonly seen outside Necropolis.

Imps Appearance
Imps are small, rotund demons. They are half a size of a human, and best marked with their bat-like wings. As with all demons they have a ghostly violet aura and pale glowing violet eyes.

Imp Abilities
They can fly, and being so small makes them a harder target to hit. Also, they have a relative freedom, being able to go beyond places with radiation.

Imps Weaknesses
Unlike other demons, they lack magic and the innate strength and endurance of the larger beasts.

Imps Combat Skills
Imps can fight, but it's not too likely they would bother unless forced into it. Imps are very aware of their limited lease, and know that hell is even beyond an option for them. Death for an Imp is consignment to oblivion. If there's another option, they'll seek it.

Imps Usually Found
They aren't likely to be found far out of Necropolis unless ordered to do so. A few Imps do flee their masters hold, however, and seek out some existence for their remaining days outside Necropolis.


-3-

Sweet Pyromaniac

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Merchants
Skilled trader families enjoy a lot of the best benefits, though they often have the greatest risks. Merchants are the 'well off' members of the Burb society, and few would risk adventuring.

Outcast
The worst way to grow up. These were thrown out for one reason or another and had to live life in the dangerous ruins.

Knit Burb
The Burbs are tight with their people. If you're a member of a Burb, chances are you'll always be welcomed and accepted there. They take care of their own, because they have to. A Burb-dweller may be called on to do whatever it takes to defend his home from the rest of the ruins.

Wanderers
There are some who wander the ruins' meeting those of different Burbs, and sharing news from the outside world. They're the most mystical people, and most well traveled. Perhaps, in their wanderings, they will rediscover the beauty the rest of us saw destroyed.

Artificer
Though most of the technology is in ruins, there's still a demand for it. the Artificer is the man who learns about old tech, and tries to bring it back into the wastes. It is his role, as he sees it, to return the worlds lost technology to the masses.

If there's a piece of technology that need repair, the artificer is the best bet. They also know how to make weapons and ammunition.

Scavenger
A scavenger is the main party member for gathering supplies. They're adept in finding things of value from junk, and locating food and good water. Digging through trash and ruin isn't the most glamorous job, still few people know how to find items of value and survive in the wastes.

Demon-Hunter
The crazy fools who go out and look for demons to destroy them. Demons would be human-hunters.

Raider
A raider is a hard-action thief. They're not very respectful of others normally, but are very good at hit and run raids. They're the rustlers of the new wastes.

-4-

Sweet Pyromaniac

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The Groups
As with any gathering of people calling themselves a 'civilization', there are going to be some groups who cling to power. In the ruins, these groups have to be watched out for. They can be deadly, even if they're supposedly the good guys.

Nyppies
While they're based in Yankee, the Nyppies patrol all of the various Burbs. They're basic job is to keep the peace within each town as much as possible. They're a close-knit group trying to maintain order next to the gates of hell. Most of the Nypies now can trace their family lines two generations back to old cops.

Necro's Children
There are some people in the wastes who worship the demons. They're nuts, basically, but they ca be dangerous. Most of them stick near the advisory zones, trying to get closer to they demons they worship. These cults aren't well organized, and are usually made by outcasts and criminals trying to score some east power. The truly scary thing, though, is that some of them are getting it. They've cracked upon magic of Necromancy, and are on their way of becoming demons themselves, though not as strong.

No one with a right mind will let a Necro child walk around if they can be found. Most of them remain hidden until they decide to strike. probably wise of them, both the Nyppies and Jarheads have put high prices on their heads of anyone practicing the dark arts. Most other people would be happy to down the dogs for free.

Jarheads
They control the Oceanside, and they're probably the most heavily armed man and women in all the burbs. They're the strongest group, but their a bit insular, like a brotherhood.

They came about when the old military first tried to stop the demons with force. They obviously didn't succeed, but they did take over Oceanside and fortify it.

Eventually they called it home. They had children, and raised them in a military lifestyle. Believe it or not they are largely peaceful despite the high firepower. They see their roles mostly as protectors of the other burbs if the demons try anything mayor.

Minor Gangs and Raiders
The only real groups to worry about in the wastes. No group is bigger than a dozen people, but they can be a world of trouble.

-5-

Sweet Pyromaniac

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Non-Playable Characters
These are all the other creatures you might encounter while you stay. Believe me, it's not only demons you should be afraid of.

Necromatic Demon
All right. I don't know if this thing is real, nut a lot of the stories coming from Necropolis hints at the real powerful demons. These things are masters of the undead, and can tap into the very gates of hell.

It's believed that each gate has one master demon controlling it. If this is true, it's possible that anything that affects that gate will get rid of the demon. They also require high levels of radiation to sustain them. That's why you will most likely ever see one outside of Necropolis.

Nuclear Demon
This is the worst type of demon that's been confirmed. The heaviest hitters in Necropolis that anyone has ever seen and lived. These monsters plague nightmares. Even experienced demon-hunters quake when these demons come calling. But like the Necro Demons, they need high RAD levels.

Ghoul
Huge eight to nine foot mutants that prowl the wastes looking for the dead. Their penchant for consuming human carrion makes them very dangerous to the unwary. Some of them don't care if their food stock is dead before they find it.

Skeletons
A skeleton is someones bones, remade into a simple-minded undead warrior. Few things are more terrifying than a group of skeletons descending on the unwary, particularly if they were made from old friends and loved ones.

Zombies
A frightening sight, the zombie is a construct made from a recent corpse. They are stronger and more powerful than a skeleton, and much more dangerous to cross. A zombie's presence is a sure sign that demons are on the move.

Bovasaur
These aren't cows. They were cows, but these cows aren't docile. They're six times larger, and their moos sound more like growls. They're meaner, aggressive, and their not that easy to milk. Still, a few farmers have captured some to raise for beef and dairy to some success. They're good eating, if you can down one.

Sharp Plant
Human-sized greens that can draw protein and nutrients from meat. They're like Venus flytraps on steroids. Sadly this includes travelers and other people. Fortunately, they can't, move, so they're easy to avoid when they're spotted.

Rous
They were once called rats, but now they are much larger and much more dangerous. Rous typically inhabit the Burbs sewers, and feed off of carrion or whatever meat they can catch. Normally, people are too big for them to consider, but they'll attack when they're hungry enough. To be fair, though. Rous meat is a staple of the burb diet.

Empties
A human type of mutant, but their genetic structure has been wrapped so bad that they're no long even intelligent. They're like scavenging animals, hunched over feral. If they're hungry, they're aggressive. Otherwise, they'll run away.

Nuke Dogs
Necropolis was home to a lot of strays, and some of them survived to make litters of much more nasty canines. These large dogs are vicious and territorial, when encountered in the wastes. A pack of them can rip threw even a well-equipped group of men. A few, though, have been almost tamed, and take to some humans to serve as companions and guardians. Despite the radiation, they're still dogs.

-6-

Sweet Pyromaniac

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[The map is probably wrong since I'm not from the states and had to look up maps to make this.
If there is anything wrong with it please PM me
.]

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Necropolis
We used to call Necropolis 'New York City' some time ago. That was back then before the nukes were flying, and before the demons used the power of the nukes to break out of hell and come visit.

The River
This is our main defense against Necropolis. It isn't safe to drink from it, but it does make a hard barrier for the demons to cross. The water is clean up north, but down here it has some RAD count and a ton of pollution from the ruined city. The bridges were destroyed when the nukes hit, and we eventually blew up all the underground tunnels. Now the only way across is by boat. Now, there isn't much business for a ferry service.

Manhattan
There's not a lot to say about Manahattan itself. It's gone. Everything from the Golden Triangle up to the park was swept away. All that's there now is a bit of radioactivity, and likely a few nests of demons. There's few reasons for anyone to want to go there.

Ring of Ruin

Long Island
Is mostly a ghost town. A few people live there. Of course it's low population, low RADs, and high amount of artifacts make it a prime place to go for a raiders, adventurers, and anyone else who wants to make some cash.

Liberty
Lady Liberty was knocked off and damaged but the blast, but she's still there. You can see her head and torch rising from the water. For a lot of us it means that dreams can never die.

Inland
The inland consists of shacks, shanties, and an utter mess of gangs and chaos. A lot of people live here, sadly the whole place is an anarchic mess. Inland nestles along the river and wraps around the outer bit of the city and away from the ocean. It's also where all the demons slip in from Necropolis.

Ocean Side
This Bit of the ring extends on the seaboard down a few miles. It was taken down by the US Government, when there was one that mattered, to be a military base. It was hoped that they would stop the mutants from this point. They obviously didn't. Most who live there now are survivalist and the kids and grand kids of the soldiers originally stationed there. These have formed the 'Jarheads'.

The Burbs

Steelport
This used to be a warehouse district on the shore just north of Boardwalk. Now it serves as the lone mayor dock of the region. It also retains a few working steel smelters and workshops. It's the largest of the Burbs, containing about two thousand people. It acts as a center of all trade for all the Burbs, and is a good place to get work.

Boardwalk
Once called 'Atlantic City', Boardwalk is home to five hundred people. It is a nice place, offering diversions for wayward travelers. It's known for its houses of ill repute, and its deals of various levels of hardware. If there's something to be found, it can generally be found here.

Yankee
The Nyppies keep a good job of order on this Burb of one thousand. Yankee is a mix-bag of people. There's scavengers, raiders, farmers, and steel workers all trying to cut a new city out of ruin.

Further Out

Scorched Barrens
A bit of a desolate area at first glance, until you look at all the food stock that are grown here. Located a pretty good ways west of the Burbs, the Barrens are the best source of fresh fruits and veggies in the region.

Asphalt Road
This was the main interstate for the coast. Now, it serves as the main caravan route to other coastal Burbs. It's not the safest of roads, as raiders, demons, and just unsavory types like to plunder along it. It is, however, very easy to navigate.

Guardia
Air crafts used to come and go here regularly. Huge hangers and asphalt roads still mark the old airport. The main terminal building was made into a fortress in a vain effort to hold back the demons. The place was overrun, and a group of demons made Guardia their home.

-7-

Sweet Pyromaniac

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  • Spamming outside the Chatterbox Forum is not allowed. Coming into some one's RP to bump or spam useless nonsense (gibberish & images not related to RP) is disrespecting their Role Play and the users.

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-8-

Sweet Pyromaniac

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Please, if you wish to join I kindly ask you read everything before you do. If rules and procedures are not followed accordingly you will be ignored.

To join please send the following form to me via PM. I would like to keep the RPG thread strictly for the story and nothing else. Those who post their info on the RPG thread will not only be ignored by all other players but flamed by me personally. Do not provoke my wrath.

There is a limit to the amount of powers you can have.

Example:
You can have up to two small powers such as Healing, (Not bringing people back to life or mending a broken limb, only healing wounds and such) or fire manipulator (only one element, you cant control all.)

But if you want something big like mine, which is manipulating shadows and being able to materialize them, well that's all you get. It wouldn't be fair if I had another power. That one is strong enough as it is.

Same goes for weapons
Example:
You can have up to two weapons, but if you have a bazooka that can blow up the whole sector I don't think you need anything else.

As for races you can be half one thing and half another but let's be reasonable. You can't have blood of 20 different species.

Form


Username: (Your gaian username)
Character Name: (The bane of the character you will be role playing)
Species: (Listed above)
Age: (How old is your character. If it's unknown please place apparent age)
Gender: (As in Male or Female)
Appearance: (A description is always good, but if your using a picture place it as a link. Both would be awesome)
Type: (Listed above)
Group: (If any, they are listed above under Powers That Be)
Personality: (Your characters personality, like how he is around people he knows or stranger and so on)
Bio: (Not really necessary, but if you want to add some background to your character go right ahead. Nothing too long though...)
Weapons Abilities: (No more than two of any)
Role playing Sample: (Preferably a new one)


-9-

Sweet Pyromaniac

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Username: Mad~Madisson
Name: Madisson
Age: Appears 19, age unknown
Species: Appears human
Appearance: [Picture]
Madisson has a frail build with very pale skin. Her intense red shaggy hair with two black streaks above her ears would catch any one's eye. Most of the time she is seen wearing black or dark earth tones. Her raven is usually perched on her back, and for some reason whenever the raven is around she is unable to show emotion.
Type: Outcast
Group: None
Personality: Many people are surprised by her lack of common sense, which is a result of the amnesia. She's cheerful and always speaks her mind. She hates fighting and will help anyone in need, without discrimination between species.
Bio: Madisson woke up with no recollection of her past. She drifts, searching for her lost memories. As time passed she discovered her powers, and that they only work when the raven is outside her body. The raven itself is made of shadows, she also believes it feeds off her emotions. The raven is part of her, if she is hurt the raven will be the one to feel the blow and vice versa.
Abilities: She can manipulate and materialize shadows. Can mostly create any hand to hand combat weapon, though she prefers a scythe. She cannot create multiple things at a time, she's still a novice and is still trying to learn how to work her powers.

* * *


Username: Ein_the_Unknown
Character Name: Eatu (Pronounced Ee-ah-too)
Species: Drastically mutated human
Age: About 20
Gender: Male
Appearance: A human mutated beyond recognition. He has a human-like form, yet the fur and features of a maned wolf. His fingernails are replaced by claws and his eyes are animalistic. He looks like a werewolf, but less muscular and with different colored fur. His fur is deep red, and well groomed.
Type: Scavenger.
Group: None
Personality: Very friendly to all, and quite loyal to whatever party decides to take him in. He is unable to talk very well, but can understand it without any problem.
Bio: The one who calls himself Eatu remembers very little about his childhood. He just remembers that he used to be a normal person, yet he could swear that this was before the apocalypse. From the looks of his age, it is doubtful that he was alive that long, though it is possible that his mutation makes him age differently. His animal-like abilities make him a natural scavenger, this is probably the reason that the people of the burbs give him such a friendly welcome despite his appearance. Eatu spends his free time in the Boardwalk, though travels from place to place whenever he is bored or hungry.
Weapons/Abilities: Skilled with his claws, but favors a long pole with a blade at the end that he carries around.

* * *


Username: Reagtown
Character Name: His given name is Kyle Maxwell, but most of those who know him call him Wasp.
Species: Runt
Age: Wasp is sixteen years old.
Gender: Male
Appearance: Short, as Runts tend to be, Wasp somehow manages to carry himself proud and tall. A wispy 4'5" stature clashes harshly with his charismatic self-assurance, causing doubt in his mutation. People who he hides his tail from are convinced he is merely a shorter-than-average teenager, or even a child in some cases. He has large, innocent blue eyes, both enhancing his childish act and allowing him to pick out details even in low light levels. His hair is a dirty brown bed-head, and he can easily pass for a hungry orphan. However, when he's not acting, he has a very devious smile. His Runt-provided tail is much longer than most other Runts', but he views it as a blessing rather than a curse. After all, the extra length allows him to disguise it as a belt, with just a bit of storytelling about some other hostile Runt he had to defeat in self-defence. While Wasp could care less about what he wears, he makes certain it is functional. Children's jeans or 'dress-up' work clothing fits him just fine.
Type: Wanderer
Personality: Born with a smile on his lips and laughter in his head, Wasp cannot seemingly grasp concepts such as 'grief' or 'depression'. He thinks life is one big joke, and rather than take Normal taunts personally, he laughs it off. His shape and size are just one more prank of some supreme being who's currently laughing his/her/its/their head/s off. He holds no attachments to anything, not even his own identity. He changes names and viewpoints as often as clothing, and has found himself to be very good at it. Around those he knows well, he's just plain old Wasp, the sly little Runt. Around those he doesn't trust, however, he takes on the alias of Kyle, a young boy who's growth was stunted due to the radiation. Hard to upset, Wasp does remain bitter on the subject of his parents, who feared his mutated state and threw him out of their home. Due to this long ago scorn, he finds it hard to bond with adults.
Weapons: Wasp wields a pair of small daggers he nicknamed 'Stingers'
Abilities: When excited or agitated, Wasp emits a low humming drone that sounds like a swarm of, you guessed it, wasps. Those who hear the sound become jumpy and skiddish, striking at shadows and frightened of even their closest friends unless they are used to hearing the noise. In addition, while it might just be the amount of sweet stuff he eats, flying insects (especially those with stingers) seem to follow him everywhere he goes, although none of them have ever attacked him.

* * *


Username: Miggrator
Character Name: Anne Novak
Species: Human
Age: 26
Gender: Female
Appearance: She has brown eyes and stringy reddish-brown hair. She's rather bulky for someone in this time of hardship. Her clothing consists of a simple pair of blue trousers and a faded and patched white shirt.
Type: Artificer
Group: Jarheads
Personality: Anne is cautious around those she doesn't know very well, and she has a tendency to lie if she doesn't trust someone. She's quick to reach for her weapon. Anne lives by the phrase 'Shoot first. Ask questions later.' However, she's rather pleasant to those whom she grew up with or those who are family friends.
Bio: As with those you meet in real life, you will find out as you get to know her.
Weapons Abilities: Her father's old shotguns

* * *


Username: Seth Regente
Character Name: He's forgotten, but he goes by Specter
Species: For all biological purposes, human.
Age: Difficult to say based on appearance, but one may mistake him for being in his mid-thirties based on his framework, he'd estimate himself as being over 70, but not yet 80.
Gender: Male
Appearance: His six foot, two hundred pound frame is covered from head to toe in black leather, and a charcoal gray trench coat. He wears an old military issue gas mask over his face, and a worn cowboy hat on his head, which seems to possess sentimental value.
Type: Demon Hunter
Group: None
Personality: Arrogant, self-righteous, completely lacking any sort of morality or sense of humility. He truly believes he's become invincible... and so far he's been able to back up the claim.
Bio: I shall boil his bio down to a single quote... It sums up his personality as well really... "What doesn't kill you, makes you stronger. The nukes didn't kill me. They made me a god."
Weapons/Abilities: He carries two weapons, an old revolver and a quarterstaff crafted out of lead pipe.

* * *


Username: .Splendid.Chaos.
Character Name: Eriana Rajin
Species: Demon
Age: Appears to be about 20
Gender: Female
Appearance: Eriana
Type: Human-hunter
Group: She likes to work alone.
Personality: She is what she is. Sometimes she feels attachment, and perhaps a bit of emotion, but that is rare. She is cold and calculating. She doesn't care about anyone, and she makes it known.
Bio: Born of demon parents that were killed by humans when she was young. She's been returning the favor ever since she was capable.
Weapons Abilities: A dark essence that acts as a virus; it's a mist that she exudes, it enters her victim's body, and within minutes the victim dies. She has to be at a close range in order for the victim to inhale enough of the essence. Other than that, she's equipped with knives and a pistol.

* * *


Username: Evil Genius Mouse
Character Name: Tybalt Sans
Species: Humanish
Age: 20 to 22 ish
Gender: Male
Appearance: Tybalt
Tall and lean with tousled, bleached hair flowing down his back, Tybalt fits the stereotypical rebel-without-a-cause image nearly perfectly. He usually ties his unruly bangs back with a bandanna, as they have the rather annoying tendency to fall directly into his eyes. His bleach-blond hair often seems to have a life of its own, refusing to be tamed and flying in every direction at the slightest bit of electricity. Although he prefers comfortable clothes over revealing outfits, Tybalt isn't exactly the epitome of chasity; after all, if you've got the goods, why bother hiding them?
Tybalt's eyes are the bane of his existance. They are normally amber in color; however, they shift to various shades of gold and yellow, depending on his mood. This is rather unfortunate for the boy, as Tybalt prefers to keep his true emotions hidden away from the public.
Type: Raider
Group: None
Personality: At first glance, Tybalt appears to be somewhat of an idiot; to most people, he comes off as loud, annoying, arrogant, and immature beyond belief. The few who get to know him better will find that the aforementioned are all true, but they'll also discover that Tybalt has his serious moments as well. Brought up on the streets of Inland, he is no stranger to the arts of theft and manipulation. He has a wicked sense of humor because, quite frankly, he never cares about anything enough to take it seriously. He has an unquenchable thirst for adventure and can never stay in one place for too long, flitting from place to place in search of danger and excitement. Tybalt takes orders from no one; he will do what he wants when he wants to, and if it happens to coincide with someone else's plans, well, lucky them. It is extremely difficult to earn Tybalt's respect and friendship; however, he is fiercely loyal to those he holds dear. He wavers between the line of good and evil, preferring whichever side gives him the greatest benefit.
Bio: There isn't much to say about Tybalt's history, as he flits around too much to develop any attatchments. Suffice to say, the most important event in his life was the year he tagged along with a small raider group. Their leader was surprisingly moral and managed to pass along this rare trait to Tybalt. As a result, Tybalt is rather picky about those he chooses to steal from; he won't rob the poor, sick, or old, and not just because they don't have anything worth having.
Weapon: Tybalt doesn't enjoy hand-to-hand combat - it's too messy and too risky. He prefers to use bribery, blackmail, and other means of manipulation to achieve his ends and, if that doesn't work, to use his magic. As a last resort, he carries small throwing knives on his person - however, he is not very skilled at handling them.
Ability: Whether it's from genetics or from being raised in a polluted environment is unknown, but ever since he was young, Tybalt possessed the power to absorb and control electricity. He can harness lightning from his surroundings and use it to shock and occasionally kill his enemies. Unfortunantly, his power is disastrous when he's around technology; the one time Tybalt tried to use a computer, he nearly ended up killing himself.

* * *


Username: Ephsilo
Character Name: Agnam
Species: Human
Age: 19
Gender: Male
Appearance: image
Type: Raider
Group: none
Personality: Upbeat and cheerful around strangers, but if you are not careful you may end up "losing" something of value.
Weapons: A Rapier and smoke grenades (for quick escapes)

* * *


Username: Lumari
Character Name: Aurora Rowan Axel
Species: Human
Age: 15
Gender: Female
Appearance: Aurora Rowan Axel
Aurora is tall and slim, with a bony body structure and a neutral skin tone. She often looks weary and her experiences have caused her to look more mature than she is. However, there is usually a spark of hope and determination in her emerald green eyes. Her long, dark brown hair usually appears to be messy and wind-swept. Her lips are full and of a deep red color. She is usually clad in earthy tones of greens, blues and browns. Her one prize possession is her necklace, which was passed down to her by her anscestors.
Type: Knit Burb (Boardwalk)
Group: Jarhead
Personality: Aurora is hard to get to know, as a result from being quiet and contemplative. Through her childhood she has learnt to be independent. However, those who are close to her know that she is friendly and has a positive outlook on most aspects of life. Her luck in life has most likely affected her personality, as through the use of her powers she has come to realise her fortune.
Bio: Compared to other people, Aurora has had an extremely fortunate life, mostly due to her once rich heritage. Her mother died when she was very young and her father was lost in a scavenging quest.
Weapons: A dagger
Abilities: Strong abilities of healing. She can heal herself very quickly and others by sacrificing some of her own health and wellbeing. Healing others makes her more weary, and she may bring one person back to life at the cost of her own. Her powers allow her to heal any ailments, however tasks such as mending bones or curing diseases may take her a long period of time extending to days. The time taken to heal others is greatly extended in comparison to healing herself.

* * *


Username: Dyoren
Character Name: Asimov Yuri Illiad (Asimov)
Species: Scrag
Age: Considering his species it's hard to tell but one would assume his 20's
Gender:Male
Appearance: A towering 10' tall and weighing well over 500 lbs., the scrag's entire appearance is muscular. Grey chopped hair is pulled back into a side shaved tail his eyes a standard crimson hue with black pupils. His thick lips are pulled back into a constant scowl baring filed pointed teeth which are kept unusually clean. His body very easily determined as scrag, broad muscular tone squared defiant stance and an almost flatened pug nose. His entire body carries the scars of many different battles, burns, bullet wounds, gashes, cuts, only adding to his imposing nature in what is considered normal society. His clothing consists of fitted brown leggings with junk armored boots stopping at his knees, a tight form fitting grey tank top is tucked into his leggings, heavy junk pauldrons cover his shoulders, the same junked armor forming arm gaurds which connect to the shoulders, each armor piece bares a white painted jagged toothed skull. Covering this rather clunky and bulky gear is a tattered yet heavy simple brown cloak with hood providing protection from possible elements.
Type:Raider/Wanderer
Group: Formerly the raider tribe of Scrag called the "Bleached Skulls"
Personality: As per most Scrag's his social skills are next to non-existent, normally a cool headed quiet and cold individual he had been a warrior from the day he could properly carry a weapon he was raised to provide for the mighty Bleached Skulls. Their clan believing all other living things to only exist to provide challenge or sustenance for their people and "race" they live for the hunt, the battle, and the challenge. Those strong enough to fight them are merely worthy opponents to fight and kill, while those weaker are to be trampled without mercy. Asimov was raised on these ideals and beleives in them as all of his clan with a fervor most commonly seen in fanatics considered to be insane. He sees all non scrag as lowly lesser beings and demons as nothing more but a challenge for him to either overcome to fall to. He lives for the battle.
Bio: I would like to expand on my bio as the story pans out, I feel it to be better fitting and more interesting to do so, but his reasoning behind his leaving his clan and resorting to the life of a solo wolf is quite simple. His bloodlust had caused him to kill several other clansmen including two of his litter-mates during a standard raid on one of the smaller towns outside of the larger burbs. Because of this they have branded him a traitor and a rogue.
Weapons Abilities: 1)A large Battle Axe that looks to have been forged from heavy dull grey pieces of industrial metal, the handle of the weapon looking to be a small steal beam wrapped with what one can assume to be leather. The gigantic serrated blade of the axe is stained with blood and scarred from chopping through many different materials. A weapon made for the hands of a scrag it couldn't be held or wielded properly in the hands of a normal or lesser creature. 2) An assortment of smaller throwing weapons (large for a normal small for him) of different crafts and style ranging from heavy jagged hatchets, round saw blades, and "knives" of various length, and style. (Judging from his weapons, upbringing, and looks one can assume his abilities, if not I will clarify if you'd like.)

-10-

Sweet Pyromaniac

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All news and updates, not necessarily Exequor related, will be posted here.


1.29.2007
It's been a while. But since school is starting and I seem to have a lot of free time, I decided to try out once again. I just need to know if you guys are willing to continue the old story or start off a new one all together. If most of the old one's don't come back I'm starting a new one, giving new players a chance.

8.6.2006
Wow, I move out today. I'll be posting here whenever I get the chance at school on the weeks, and will try to be more active on weekends.

8.1.2006
Sorry for the huge lack of activity lately. I'll be moving soon and school will start soon and things might not move much, but I'll try my best to keep this up and running.

6.27.2006
I'll be working the next three days, including today. So if I don't role play on these days it's cause I get back home exhausted and just got to bed.

6.26.2006
The map is finally up! Hope it's OK.

6.25.2006
I love receiving new character profiles. They make me feel all warm and fuzzy inside... Anyways, the RPG has been going smoothly. I've been trying to make a nice map of the are, but it seems the area is much, MUCH bigger than I thought. I'm not from the states so I had to look up a bunch of maps to figure out where was what. If anyone has more knowledge of New York, Manhattan, Atlantic City and all those other areas mentioned above [and is willing to help of course] send me a PM. Thanks.

6.24.2006
I wont be on for today since I have a few projects I have to work on at a friends house, and sadly she has no computer. I'll probably get a chance to role play tonight.

6.23.2006
-Finally started today to role play!-
I had to edit a few mistakes I found around the first page. I also noticed I had left out what kind of group you belong to in the application form. The groups being The Powers That Be.

6.22.2006
Exequor was actually a RPG I created in avidgamers April 4th of 2004 or 05, it was so long ago I don't even remember the year. The RPG was a bust there because not many people got to see it. I tried telling others about it but I guess it wasn't enough. It finally died on May 10th. But now here it is, reborn in Gaia. Hopefully this one wont die so easily.


-11-

Sweet Pyromaniac

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Want to link the RPG? Let others out there now about it by placing it in your signature, profile or any of your threads.

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[url=http://www.gaiaonline.com/forum/viewtopic.php?t=14863971][img]http://tinyurl.com/rcpls[/img][/url]


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[url=http://www.gaiaonline.com/forum/viewtopic.php?t=14863971][img]http://tinyurl.com/jzmyl[/img][/url]


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[url=http://www.gaiaonline.com/forum/viewtopic.php?t=14863971][img]http://tinyurl.com/ztz4c[/img][/url]



-12-

Sweet Pyromaniac

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Exequor
Exequor's web page with the rules, story, and how to join rules. Pretty much all that's already here, but the forum link leads to the old RPG. I love the banners picture.

O.O.C Thread
Got something to say? Or are you just bored of waiting for others reply. That's why the O.O.C. Thread is there for. You can post anything, from silly role playing antics, comments or suggestions for the rpg, or just hang out. And the more you post here the more players we might get. Sound good eh?

.:: d e n s e t s u ::.
A beautifully done fantasy RPG. One of the best I've seen so far. Don't believe me, click that link.


-13-

Sweet Pyromaniac

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8.1.2006
All characters are called to Cronum's estate in Steelport to talk about the huge bounty on a Necromatic Demon. The stakes are high, but so is the prize.

-14-

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