As this is the only RP at the moment (even if it is complete tosh), it has been stickied.~Cthuliru

Welcome to the world of Gaust, an RP so in depth it may become a tabletop roleplaying game.

About the RP:
"The world is a dark place, wars tear into the land like wolves into a lamb, and the Black Order sells both Technology and Magic to both sides. Like a dry summer field a single spark could set the entire world aflame."
Those were the words of an old beggar, who told me a story for a few coins. And he was right, for the most part. Where he was wrong was he failed to mention the Gaust. He, like many others in the shrinking safe zones simply refused to listen about them. Who would if reality did not force it upon them? But for some the truth is cruel. Gaust, the cursed in the language of the Silver Brotherhood. The same word for any heretics but these things are more than heretical, they are demonic, the pinnacle of fear. But do not fear. The Order may spit on us, the Brotherhood may laugh at us, and the very King may ignore our pleas. But there is still hope. We will rise. ~Heretical Print, outlawed by the royal censorship program.
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Tecnology:
The Technology level of this RP is Steampunk, which means anything you can think of before circa 1900 CE. Semi-Automatic weapons, trains, and electricity are all common knowledge and things like Mecha and Fully Automatic weapons are closely guarded secrets of the Black Order.
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Magic:
It does exist, and is as much a part of this RP as anything else. The magic is divide into Schools based on common element. Example: Both Fireball and Flame Touch would be in the Fire School.

Before you ask yes you can create you own spells. You have to make sure they're acceptable though. We don't want any Black Mages destroying the world with a single Hadoken. If you don't want to bother though, there's a list of premade ones.

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Premade Spell List-

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HOLY SPELLS

Holy Lance - Sends a lance of holy energy toward an enemy, dealing damage if it hits.

Minor Heal - Heals any and all minor or superficial wounds upon a character, such as scratches, small cuts, and bruises.

Major Heal - Heals up to three major wounds upon a character, such as broken bones, major cuts, but does not reattach limbs or revive people from the dead.

Flash Bang - Stuns anyone around the targeted area for a short while, exceptionally useful for creating a distraction or running away.

Summon Cherubs - The caster calls upon the holy powers to lend him assistance, and several cherubs answer the call. They are small, child sized humans with large white wings and are armed with shortbows and shortswords. No more than five cherubs can be summoned at one time.

Summon Angels - Much like Summon Cherubs, however up to three adult sized humans are summoned, and they are armed with Longbows, Longswords, and Shields emblazoned with the crest of the Silver Order.

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UNHOLY SPELLS

Darkness - Unholy energies condense, eliminating all lumination in the area, causing most people to assume that the torch blew out or something similar, this spell is essential for sneaking around and covert operations.

Shadow Lance - Sends a lance of unholy energy toward an enemy, dealing damage if it hits.

Create Skeletons - This spell imbudes bones with enough magical energy to have independent locomotion and minor reasoning skills. It tends to leave a lower level caster exhausted. The magic lasts for about a week before it needs to be refreshed. A caster may have up to four skeletons in his control at once, but the caster would have needed to dedicate time in order to create each of the skeletons.

Create Zombies - Much like Create Skeletons, but it may be done to a fresher corpse than simple bones. This makes it more resilient, stronger, and slightly (but only slightly) more intelligent.
In addition to the four skeletons, a caster may have two zombies, or two skeleton and three zombies, or no skeletons and four zombies. The magic lasts as long as the body, therefore only up to one month if the body is absolutely new.

Create Flesh Golem - The most powerful form of necromantic soldiers, the Flesh golem is made from the choicest parts of several fresh bodies. It takes a whole week to piece together and enchant the body to the point that it may be active, but due to the amount of magic and chemicals the body does not naturally decay any further, and thus lasts until it is killed. It is as physically strong as a Gaust, and tends to be about eight feet tall but walks kinda funny because of the mismatched pieces.

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FIRE SPELLS

Fire Lance - Sends a lance of fire toward an enemy, dealing damage if it hits.

Flame Touch - Magic fire courses through the casters arms, and condenses in his fingers, this spell is nothing more useful than light cigarettes or arson.

Burning Palms - Much like Flame touch, but several times more powerful. Much better for combat, but considerably less useful for lighting cigarettes.

Fireball - Launch a ball of flame towards an enemy. A miniature sun in the palm of my hand..."

Summon Fire Elemental - This spell forces an Elemental out of it's usual insubstanciality, forming it into a cataclysm of smoke and flame. (All elemental's appearance depends on the caster, so they can be anything from a fiery bunny to a dragon.)

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ICE SPELLS

Ice Lance - Sends a lance of Ice toward an enemy, dealing damage if it hits.

Ice Patch - Condensing and freezing the moisture in the air, the player creates a patch of ice on the ground, causing everyone on it to slip and lose balance.

Cold Front - This spell calls upon the weather to drop the temperature, and bring light hail. What this might be useful for is speculation amongst many covens of witches and warlocks.

Ice Shield - Collecting and condensing water particles nearby the caster forms a large, shield shaped block of ice to prevent attacks. The shield breaks after three light hits, two heavy hits, or one heavy and one light hit.

Summon Ice Elemental - This spell forces an Elemental out of it's usual insubstanciality, forming it into a cataclysm of water and ice.

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ELECTRICITY SPELLS

Electric Surge - Electricity courses through the caster's hand, disrupting electronics and effecting humans like a tazer.

Lightning Storm - This spell summons a storm with swift winds and thunder. The severity of the storm has to do with the amount of magic out into the spell.

Rolling Thunder - Electric bolts spring from the caster's arms and chain from target to target. (Max 4) "My chains are the shackles of nature."
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Characters:

Gaust -

These monsters reek of death they wear robes, and skeletal masks. [Inspiration: Hollows from Bleach]

Abilities -
>Now You See Me: Gaust have no material form they are pure condensed magical energy and thus are immune to mundane attacks.

>Have At You: Gaust have two preset physical attacks, Claws and Fisticuff attacks.

>Spedcialization: Gaust often specialize in one area (Claws, Running Speed, or Fire Magic are prime examples but there is no known limit to the specialty and various exist.) [The Specialization cannot be too broad, such as "Physical" or "Magical" this would give an unfair advantage.]

>Up Up & Away: Gaust can jump much higher than humans, the record is 40 feet with a running start, but this was a Gaust with a Jumping specialty. [20 feet is a average jump, 30 with a running start]

>Fifth Elemental: Gaust with Magical Specializations [ONLY Gaust with Magical Specialization] can use magic attuned to a specific "element" specified by their choice [Fire Specialization, Ice Specialization, Etc.]

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The Black Order -

These men are mercenaries to the core, with no goal other than acquiring as much money as possible they sell any weapons or magical tools they can. Little is known about these men and women, but they appear to be normal humans. (There is a school of thought which believes that the Gaust were weapons created by them and broke free.) [Inspiration: Organization XIII from Kingdom Hearts]

Abilities-
> Average Joe: Order Members are normal humans who are simply willing to sacrifice morality for money, so they have no special Physical attributes.

> Maho Ningen: Order Members are taught two schools of Magic, although there are accounts of specialized casters [1, these have stronger magic than the others] and even more diverse casters [3, these have weaker magic and often focus on strategic spells such as Healing]

> Say Hello: Order Members have acess to higher technology than normal people. They can have anything from a automatic pistol to a scatter-gun.

> Gather, Darkness: There is a branch of the Black Order known as the Midnight Brigade, these higher ranking officials are not taught magic at all but focus on martial aspects of warmaking. They often choose hand-to-hand combat but some others have been know to exist including swords, lances, and naturally firearms.

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The Silver Brotherhood -

The Holy Silver Brotherhood, protectors of the Avatar of the Divine, his Holiness Father Jepal. These fanatical soldiers vow life and soul to serving the Silver Church and are sent missions periodically from the church. Although in public they do not approve of the heretical technology made by the black order, many of the coffers of the Midnight Brigade are filled from their taxes and funds. [Inspiration: Vampire Hunters from Karin.]

Abilities-

> Sooper Dood: Although Human, Order members are physically trained and thus much more physically powerful than an average human, but not as powerful as some of the stronger demons.

> Burn the Heretics: All members of the Order of the rank Journeyman or above are trained to dispose of all Demons and Monsters, thus, they know most of the weaknesses of the same. They still do not know about the mysterious "Spoken" but they know more about the Gaust than they let on...

> Holy Moley: Order members know a smattering of light magic, this often extends only to the spells Holy Lance, Minor Heal, and Flash Bang. (Choose 3 Spells from the Holy spell list.)

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The Spoken-

The mysterious children known only as "the Spoken" are a new addition to the known world. Few people truly know how they are created, and the few who do aren't saying anything. The general public knows only that they are very dangerous, and the King offers 100 Coins for one alive.[Inspiration: Whispered from Full Metal Panic!]

> Highschool Demigod: The Spoken are one of the most powerful choice for a character, but they are physically very weak and prone to fits of coughing.

> Over 9000: All spoken have the ability to trigger a sudden boost in ability. Whenever they do this, there is a one in five chance that they will go berserk, killing everything living they can get their hands on. It takes a full post to transform, thus activating ends your post, and your next post has all the benefits of "Over 9000." You may take one other action before transforming, for instance, one may jump on top of a building or run towards an enemy and then transform. (See "You Won't Like Me," Below.)

> You Won't Like Me: Occasional Berserk Rage when activating "Over 9000" Roll d100 on post to determine whether you berserk or not.

>Grown Ups Can't See Him: For whatever reason, no recorded Spoken has been over 13. None of the recorded ones have lived long enough for anyone to tell whether the power dissolves with age, or if they just die outright.

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The King's Men-

Those in the employment of the King range from simple guards to the most secret assassins. Even the simple farmhands enlisted in the King's army are considered King's Men. If you really don't know where your character fits, this category can contain truly any character you can think of, save, of course anything which would fit better into one of the other categories.

>All the King's Men: Even though these simple humans are not very powerful, they share the most important resource; more humans. There are more of these little buggers in one city than termites in a colony.

>All the King's Horses: The King supplies his men well, even if that's all. King's Men tend to be well equipped with Horses, Weapons, and Armor, although nothing Magical for anyone without a ******** Gravity: Kings Men (as with all Humans) have a habit of defying the laws of nature. Whether this is managing to single handedly destroy an army or dodge death's own scythe they seem to manage even against more powerful creatures.

>Fightin' Blood: History has taught us that when something threatens humans strongly enough, we tend to beat it into submission or exterminate it. Take, for example, Dragons and Mastiffs. Humans always win in the end.

{As stated in "All the King's Men," these guys are just regular humans. However, Humans tend to have a habit of refusing to give up in the face of intimidation, superior power, or even outright oblivion. A mouse, if put in a maze, would most likely wander around until it either found the cheese, or dies of hunger. A monkey in the same situation would likely bash down the maze walls, or climb on top of the walls and lope over to the bananas. And we're the monkeys, so bash down the walls, cannon fodder, and burn the maze as well as the Whitecoat who put you in it.}

>This Job Pays s**t: King's Men make, at most, fifty coins every moon cycle (Month), and at least are not payed at all, but the money is sent to their owners in the case of slavery or parents in the case of underage individuals. This means, however, that the player may expect a bag of coins waiting for him whenever he cares to stop by the tax office with his badge.

[Starting Item] All King's Men start with a badge with their Name, Rank, and Registration Number. The Number is three letters and five digits, and may be anything the player wishes.
Example - ABC-01234. (PEN-15000 is not a valid choice.)