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Kiamx

Lucky Fairy

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PostPosted: Mon Nov 26, 2012 9:07 pm


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Story

Thirty years ago Albion faced it's biggest challenge in the form of the Crawler, a being of unmentionable evil that threatened to cover the land in darkness. Under the guidance of the Hero Queen, the former princess who had led a revolution against her tyrant brother only a year earlier.

After thirty years of peace the people have forgotten about hero blood entirely.
But the Queen remembers and when murmers of a stranger washed up on the shores of Albion surface she becomes worried. A stranger that speaks of an ancient race of people and a fantastical underwater city that seems too stange to be true. Upon conferring with the blind seer that guided her in the rebellion the Queen has decided to reconvene the hero's guild, and train a new generation of heros to help protect Albion where she can no longer.

Table of Contents:
1. Intro Post
2. Our Logic and Rules for Hero's
3. General Rules
4. World
5. Weapons
6. Character Skeleton
7. Characters Accepted  
PostPosted: Mon Nov 26, 2012 9:13 pm


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Headcannon and Rules on the Hero's

We realize that you are all probably looking at the table of contents and going "Two rules sections, I'm not joining this. Well this is less of a rules section and more of our guidelines on the character creation. Furthermore there is a small section explaining our logic on why the monarch of Albion is a queen and how we are planning on portraying her in the roleplay.

1. First off, you don't need to know ANYTHING about the Fable game series to join this roleplay. We are giving you all of the information in this thread. If you have any additional questions we have two sources for you to refer to. The first is us. We will happily answer any questions PMed to us or posted in this thread regarding clarification. Furthermore we will be setting up a separate guild for discussion of headcannon and other aspects of the roleplay.
The second source is the fable wiki. It is very helpful when it comes to looking up plot points of the game, character information, and other stuff. Click the guild seal to get there.

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2. Regarding our logic on the Queen. Since in almost every Fable game prior to three your sibling is the opposite gender of your character Berry and I believe that Fable 3 is meant to be played through as a female. Furthermore it makes more sense that your sibling in 3, Logan, would be trying to shelter his sibling if said sibling was female. The actions that the Queen takes and any references to decisions that she made thirty years ago will be based on how we played the game, as a benevolent and caring ruler who put the needs of her people first and yet has an interesting sense of humor.
3. For your hero: there are two options that we are allowing regarding the characters. The first is that your hero can be related to any minor hero from the previous three games but you cannot outright say that they are related to that Hero in their skeleton. For example, if your character is related to Reaver (The Hero of Skill from game two) you cannot outright say this in their profile. You can hint at it through attributes (AKA them being very good with a gun and having a loose sense of morals). You may tell Berry and I who they are related to, as we must update the availabilities. You must feel you have enough knowledge of the character they are related to in order to choose this option however and must add attributes to reflect the decision. Additionally there is going to be a limit on how many children each of the cannon hero's can have. Those limits are as follows: The main hero from all three games and Theresa are off limits and have no descendants. Rose and Logan, the siblings from game two and three respectively, are allowed one descendant each. All of the minor heros from game one and two, Thunder, Whisper, Briar Rose, Twinblade, Scythe, Maze, Wellow, Garth, Hannah/Hammer, are allowed two descendants each. Finally Reaver is allowed an unlimited amount of descendants as he's immortal and is totally loose when it comes to that aspect of life.
The second option is that your character can be a hybrid of hero/monster. This option is open to everyone. If you are the first person, we will be accepting a max of three for each creature hybrid with the exception of one which will be covered later, you will set the standard for all other characters of that type. For example any additional Hero/Balverine and Hero/Banshee hybrids will have to follow the strengths and weaknesses stated in my skeletons for Hollow Breaker and Malady respectively. We will allow hybrids for the following creatures:

Balverines
Banshees
Raised by Hobbes
Lived with/Is a bandit or sand fury

THE EXCEPTION:

There is a race that we are creating for the sake of this roleplay, they are basically Atlantians, we will allow one and ONLY ONE hybrid hero of this type and they will most likely play a large role in this roleplay. Because you will be helping us create the mythology for this race we ask that you PM one or both of us, preferably Strawberry Requiem as this is her baby portion of the roleplay, before you create your skeleton so we can see what you have in mind. This does not mean that if we don't like your mythology that we will auto reject your character when you send it, just that we would rather make sure that you won't be going in the opposite direction of us when you are creating them.

3. Just as a general note: You can play however many characters you feel comfortable with. Also we would rather you play a gender you are comfortable with than feel you have to play something you're not just to even the gender field. If we end up with more female heros than males, well then it makes things more interesting.

Kiamx

Lucky Fairy

10,175 Points
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Kiamx

Lucky Fairy

10,175 Points
  • Protector of Cuteness 150
  • Cat Fancier 100
  • Newbie Helper 100
PostPosted: Mon Nov 26, 2012 9:15 pm


Rules


1. We ask that you please post a reply of at least 5-8 sentences with action, thought, and response to prior dialogue. You don't need to add dialogue of your own but do give the other roleplayers enough to work with.
2. Please make an effort to check your spelling and grammar before you post. If the browser you use does not have a spell check program type your post up in a program that does and copy paste it please.
3. Regarding god modding, power playing, and auto kills/hits. Just don't do it. Your character should have power levels reasonable to when they started honing their skills. A character that just discovered their bloodline cannot be a beastly hero. Furthermore your character can excel in no more than one of the hero skills and must be weak in another area to balance it. Magic or Will specialists can excell in up to five different spells. Normal heros or those that excell in another area may only have up to two different gauntlets.
4. Absences: We ask that you please inform us if you know you will be absent. If you continually drop off the face of the planet or disappear for more than three weeks without notification your character will vanish until we are given an explanation. If you have writers block, thats fine just let us know.
5. Reserves: The way reserves work with us is as follows. Reserves are only applicable for numbered roles (Children of Heros, Hybrids, the Atlantian, ect.). If you inform us that you would like a reserve what you will recieve is a guaruntee that we will wait until you give us your skeleton to make a decision about any other skeletons of that type we get afterwords. For example: If you ask for a reserve on the atlantian any other skeletons we recieve for that spot after you place the reserve will be put aside to review after we get your skeleton. Placing a reserve does not guaruntee that you will get the spot you desire, if another person has a better character of that type than yours they will get the spot. We are more interested in quality of the character. All character skeletons must be PMed to both myself and Strawberry Requiem.
PostPosted: Mon Nov 26, 2012 9:16 pm


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Regions:

Aurora - The city of Aurora is located across the sea from Bowerstone and is inhabited by an autonomous civilization of people known as Aurorans. The city is built on the outskirts of the Shifting Sands, a massive and monster inhabited desert. The Aurorans suffered tremendously thirty years ago at the hands of the Crawler and the accompanying Darkness. The Queen has transformed this once desolate city into a thriving community lead by the daughter of her ally Kalin. Katalina took her mother's position only ten years ago and is still getting the hang of being mayor of Aurora.
Bowerstone Industrial - Albion's seedy underbelly and the machinery that keeps the great city humming along. This is the home of the downtrodden, the abused, and the overlooked. The Queen has made great strides in improving conditions for the residents it is still not a place that you would actually want to live.
Bowerstone Market - Bowerstone Market is the crown jewel of Albion's civilization. It is an area of the city kept free of crime and neglect that plagues the other areas. Bowerstone Market sits at a crossroads between Millfields, Bowerstone Castle, and the other sections of the city. This is where the entrepreneurs come to live and work, in the shadow of a timeless clock tower that has stood watch over so many important events in Albion's history. Bowerstone Market has every shop you can desire and is home to many of the finer homes in Albion, though none quite as luxurious as those in nearby Millfields. Bowerstone Market even has its own jail, though it is occasionally prone to breakouts.
Bowerstone Old Quarter - Few places in Albion contain as much history as Bowerstone Old Quarter. This quaint residential section of Bowerstone has undergone substantial gentrification over the decades since the Queen's parent groveled on the cobblestone streets as a child. A bustling main street is now home to attractive shops and stalls and the neighborhood has been virtually swept free of crime. The city sits atop a hill that leads to the shores of Albion and is all that stands between Bowerstone Castle and an invading force.
Brightwall Village - Among Albion's most peaceful settlements, and certainly one of its most scenic. The village is set across the chasm beyond Mistpeak Valley and has all the comforts of a larger city with the natural splendor of a slower pace that comes with living in the country. It is home to some of the most socially awkward residents of Albion, as well as the Brightwall Academy which has grown in splendor since the Queen reopened it thirty years ago. The Mayor of Brightwall Village is Bryant, an orphan that the Queen adopted and raised there during the early years of her reign.
Bloodstone - This lawless city was thought to be abandoned thirty years ago during the Queen's rise to power. Settled on a southern peninsula Bloodstone is home to all manner of thieves, prostitutes, criminals, and con men. Reaver's former home is currently for rent in the center of the town and the screams of banshees from nearby Wraithmarsh can sometimes be heard from the walls. Crime is rampant in Bloodstone and it's residents will be more than happy to take justice into their own hands so watch your back if you plan on committing a crime.
Driftwood - Established by the Queen thirty years ago Driftwood is a community of travelers and takes up three whole islands off the coast.
Dweller Camp - A small settlement located high in the snow-covered mountains of Mistpeak. The residents, Dwellers as they like to be called - are lead by Saphire, the adoptive daughter of the Village Elder Sabine. Together with her body guard Victor, the son of Sabine's own body guard Boulder, Saphire seeks to protect what remains of Dweller Culture. The Dwellers are enjoying a current measure of autonomy following the Queen's rise to power.
Knothole Island - Much like Bloodstone Knothole Island has been recently rediscovered, having been mostly forgotten as of thirty years prior. This mysterious island in the south east sea of Albion is unique in that the weather is controlled by the current mayor and eldest adoptive daughter of the Queen, Eliza, and changed by the town's resident hero. Much like the Old Kingdom town it was once named after Knothole Island finds itself constantly besieged by Balverines, a problem that the Queen is still at a loss of how to solve.
Millfields - Once the region known as Bower Lake, these hills are alive with history. Unfortunately time has erased any features recognizable to the Queen's parent. Filled with Picturesque country cottages and an ornate mansion on the northern shore of the lake Millfields is undoubtably the most affluent city in Albion. Unfortunately this area is highly volitile, prone to attacks by bandits, hobbes, hollow men, and Balverines alike due to it's proximity to Silverpines and several infested caves.
Mourningwood - A sprawling marshland that exists as much to house the dead as it does the living. The Fort here home to a small garrison of Albion soldiers and the distant reaches of the swamp are home to a small band of eco warriors. The rest of Mourningwood is the domain of hollow men.
Oakfield - Situated on the north west coast of Albion Oakfield is a thriving farming community that has been pretty much forgotten by time. Like Bloodstone and Knothole Island it took a royal expedition to discover that Oakfield still had a thriving community. It's main point of interest is an outdated temple to light and the once every century ritual where the golden oak is replanted.
Silverpines - Arguably the most dangerous place in Albion, due to the packs of balverines that patrol thse haunted woods. the only way into the area is via a trail from Millfields. Silverpines isn't without human residents; you'll find a small settlement to the south and a lone carpenter living in the northwest corner. The remainder of the region is crawling with monsters and can be quite dangerous if you are not prepared.
Sunset House - This is arguably one of the most confounding areas in all of Albion. At first glance it is little more than a dilapetated mansion set on a large parcel of land under the control of monsters. In fact, Sunset House is home to several secrets. Secrets that test your fighting ability as well as your ability to solve Puzzles. The Queen technically owns Sunset House and has cleverly converted it into a training ground for heros. Of course Hero's she's collected don't have to be the only ones who train here.
Wraithmarsh - A swampy area to the south of Bloodstone Wraithmarsh used to be the Old Kingdom town of Oakvale. At least until Reaver summoned the shadow court and turned it into the foggy, desolate place that it now is. Nothing mortal lives in Wraithmarsh, or more aptly, nothing mortal CAN live in Wraithmarsh, due to the constant wailings of banshees which have been known to cause insanity.

Creatures:

Bats, Crows, and Wolves - Simply wildlife that doesn't coexist well with humans. These animals are completely wild and all you represent to them is a meal. They are a dangerous muisance but still just a nuisance.
Hollow Men - The first foes that most hero's and citizens encounter besides the animal and human variety. These ancient bags of bones are reanimated and not too happy about it. As you migh expect though being a dusty, creaking compendium of old fossils and armor is not the greatest prospect for durability. Most hollow men can be bashed apart without much effort. Avoid getting overrun as in large numbers these pests can be extremely dangerous.
Mercenaries: A mercenary has no ultimate cause except himself, and answers no ideologies save money and survival. In Albion mercenaries are based in the camp in Mistpeak but they can be found hiding in wait for passers-by throughout the land. They frequently spring an ambush, surrounding travelers and unleashing their assault. The only thing to watch for with the mercenaries are the commanders, be sure to dispatch these hulking brutes with flaming fists soon as they can inflict more pain on you than any other enemy in Albion.
Hobbes - These squat strange little creatures are humanoid, but they are not human. Ancient legends say that they are children who have been lead astray by the whisperings of nymphs. Fighting hobbes is exactly the same as fighting humans, though watch out for the summoner hobbes that can bring on more hordes of little ankle biters.
Sand Furies - Most heros first encounter these stranger whiriling dervishes while participating in Reaver's newly rennovated wheel of misfortune game. Sand furies normally make their home in the deserts surrounding Aurora and that is where you will encounter them most often. They are a warrior race of only woman who are known for killing men. They attack quickly and mercilessly, and are capable of taking evasive action just as fast. they are so fast that you may find melee attacks less useful than usual as sand furies often vacate the area you're attacking efore you finish a swing. Keep on the move and use firearms and spells to strike regardless of how rapidly these women move.
Balverines - These fearsome lupine monsters fight at Reavers beck and call. They are also found in the areas of Silverpines and Knothole Island, both of which are known for their excessive balverine attacks. Balverines share a similarity with sand furies in that they are incredibly fast. They are actually more dangerous however, as they combine blazing speed with the strength of a mercenary commander. They are prone to leaping out of sight, in which case take cover as they will always land immediately behind you and strike. A balverine's bite is contagious and will turn the bitten party into one of their number.
Shadow Forces - Associated with the shadow court and once a threat that required the current Queen's undivided attention these shadow creatures are most often recognized as the children that Banshee's summon in combat. They are dispatched easily enough but can manifest into Sentinals, Angels of death that wield scythes and have the ability to cast long range and area of affect magic. Equip your best weapons and use ice storm to your advantage.
Banshees - Located exclusively in Wraithmarsh these female wraiths can be heard wailing from Bloodstone. They can sense your deepest insecurities and to hear the wail of one is to become insane. They are invulnerable as long as their shadowy children are alive so dispatch the little ankle biters and lay these poor women to rest once and for all.
Nymphs - A race of fairies from the Old Kingdom once thought to be extinct Nymphs are dangerous little creatures with the ability to summon other creatures and the elements. They are invulnerable as long as they are not in their tiny humaniod bodies so take advantage of the brief instances where they materialize to taunt you and shoot them. There are three separate types of Nymphs; Blue, which summon hobbes and use ice attacks against you, Red, which summon beetles and shoot fireballs, and Green, which summon wildlife and use the earth and plants against heros.
Trolls - Once thought to be extinct these mammoth creatures are meant to be taken down by groups of heros. Ranged attacks work best as you must destroy the nerve tendrils scattered across their bodies to destroy them.
Kracken - Like the trolls Kraken's were once thought to be extinct, though the recent interest in a potential underwater city has proved otherwise. Their tentacles must be taken out first so it is best to take on this creature in groups and specifically focus on melee and ranged attacks.

NPC's
:
Prince Logan - Formerly the unpopular tyrant King of Albion Logan is now the head of the Queen's research committee and is looking into the rumors of an underwater city. He possesses no hero powers but has discovered the ability to tell when a person is a hybrid of a creature and human as well as what that person is.
Jasper - The ghostly butler that can only be seen by the Queen and Heros, Jasper has been with the Queen since the days of her youth. He will forever be on hand to help the Queen succeed in her endeavors.
Ben Finn - A charismatic ally of the Queens Ben is the lead soldier at Mourningwood Fort due to his experience with hollow men. He is a seasoned traveler, writer, and soldier and a self fashioned ladies man, Ben puts few things above his pursuit of happiness---and female companionship. Though his demeanor may cast him as untrustworthy his devotion to the Queen i complete, he is an invaluable ally and combatant.
Page - The guardian of the Bowerstone people Page was once the leader of the resistance against Logan. She is reluctant to trust anyone and will not hesitate to kill anyone who threatens the people of Bowerstone. She is compassionate as they come however and is currently the Mayor of Bowerstone.
Saphire and Victor: The adoptive children of the Queen that were raised by Sabine and Boulder in the Dweller Camp. Their parents have instilled a protective instinct towards the Dwellar culture in them and they serve as the current leaders of the Dwellers and the representatives to the monarchy.
Katalina: Kalin's, the Queen's Auroran ally, only daughter and the current leader of the Auroran people. She is working on a potential alliance with a tribe of Sand Furies and wishes to preserve her people's culture from before they were a part of Albion.
Eliza - The eldest adoptive child of the Queen and the current Mayor of Knothole Island. Eliza is an academic and is not at all interested in exploring the path of an adventurer. She is concerned mostly about the comfort and well being of her people and is constantly trying to find a way to protect the city from th Balverines that reside around it.
Bryant - Adopted by the Queen at the same time as Eliza Bryant chose to live in Brightwall Village to get away from the bustle of city life. When he had proven himself as a scholar his mother chose to appoint him as the mayor of the city and charged him with the task of gaining more tomes to expand the library. Bryant mainly works out of the Academy but can often be found in his home on the outskirts of Brightwall.
Reaver: The hero of skill and one of the Advisor's to the Queen. Reaver represents all that is morally bankrupt in Albion. The former mayor of Bloodstone and Pirate King is not against killing, manipulation, being drunk constantly, or indulging in the occasional prostitute. Nonetheless he has an acute eye for buisness and does not mind helping the Queen implement plans, as long as he is not paying out of his own pocket.
Theresa - The seer of the spire, and the woman who guided both the Queen and her parent in their journeys. Her motives are unknown, as are her true power and identity. Among the Queen's advisors Theresa often speaks for the morally sound choices the Queen can make.

Kiamx

Lucky Fairy

10,175 Points
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Kiamx

Lucky Fairy

10,175 Points
  • Protector of Cuteness 150
  • Cat Fancier 100
  • Newbie Helper 100
PostPosted: Mon Nov 26, 2012 9:17 pm


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Melee Weapons: All Melee weapons come in the following classes in order of strength/price; Rusty, Iron, Steel, Obsidian, Master, Legendary. The legendary weapons all have specific names that can be found on the wiki under the following link:

The following are the weapon types that are available to heros with the number of augment slots weapons of each class would have (Format is as follows: Type- rusty augment slots, iron augment slots, steel augment slots, obsidian augment slots, master augment slots) Legendary weapons already have augments equipped and therefore cannot be augmented.

Cleavers- 0,0,1,2,2
Axes-0,0,1,1,2
Longswords-0,1,1,2,3
Hammers-0,1,2,2,3
Cutlasses-0,0,0,2,3
Katanas-0,0,0,1,2
Maces-0,0,0,0,2

Ranged Weapons: Ranged weapons come in the following classes in order of strength/price:
For Bows: Oak,Yew,Steel
For Guns: Clockwork, Turret, Flintlock

As before the following are the weapon types available in Albion with the number of Augment slots available to each type.

Crossbow-0,0,1
Longbow-0,0,1
Pistol-0,0,2
Rifle-0,1,3

Magic Gauntlets: The following are the types of spells your hero can use. Spell gauntlets can be inherited or found in chests around Albion and allow two spells to be woven togethery by more experienced casters.

Lightning: Creates an arc of pure energy which leaps from the fingertips of the caster to the target
Fireball: Creates a ball of fire in the palm of the caster's hand, which can be sent hurtling towards a target when released.
Battle Charge: Propels the caster forward at a great speed, smashing into any in his path and blasting all nearby aside.
Divine Fury: This devastating spell channels the white-hot fury of the gods into concentrated beams that hit within a certain radius.
Infernal Wrath: This formidable, dark spell calls forth vortices of energy from the nether realms. A portal opens beneath each victim, draining their life into the underworld.
Physical Shield: Surrounds the caster with a protective sphere of energy that will absorb all damage
Assassin Rush: Propels the caster through space in the blink of an eye
Heal Life: Allows the caster to trade in his magical energy for health. Health can also be passed on to non-hostile entities in the vicinity.
Force Push: Creates a powerful blast of energy which radiates out from the caster, sending nearby enemies sprawling
Slow Time: Affects the very fabric of time itself, slowing everything around the Hero to a crawl while leaving the caster immune
Summon: Wrenches a creature's soul from the netherworld to help the caster. If this creature kills another, it is replaced by the soul of the newly fallen victim.
Turncoat: This insidious spell manipulates the enemy's mind whilst the caster is close enough, gradually turning the target into an unwitting ally.
Chaos: The effect of Chaos is random, and often humourous. Targeted effect hits a specific enemy, binding him in the spell's effect. The radial effect is the same, but generally affects weaker enemies. When an enemy is effected by chaos there is a chance that they will attack other enemies, but all too often they do silly things such as scrubing the floors or dancing.
Ice Storm: causes a massive storm of icicles to rain down over a targeted foe.
Vortex: you create a wind vortex either directed at a single enemy or used in an area-affect.
Blades: Blades conjures magical swords which seek out and impale enemies

Augments: Augmentations are mystical stones that can bind with weapons. They provide a benefit to the Hero when using the augmented weapon. Some may increase the amount of damage dealt, gold or experience gained from kills, or make the Hero more attractive. Some augments also have drawbacks, such as reduced health or damage. They can be put on any weapon that has an open augment slot. Once bound, the augmentation is permanently fixed to the weapon

Barkskin: Makes you more resistant to damage yet prone to scarring
Beauty and the Beast: You become more attractive and fight with savage power. You can also shrug off damage.
Bewitching: Makes you more attractive
Combat Mastery: Deal more damage and gain more experience.
Devestation: Increases your skill with the augmented weapon, causing additional damage.
Devourer's Scars: Drain health from enemies from each hit, but you scar.
Divine Favor: You cause additional damage against evil enemies, and less against good. The power of righteousness protects you against scarring
Divine Fortune: You will do extra damage against unearthly evil creatures such as banshees, shadows and hollow men as fortune smiles on your righteousness.
Empty Shell: Out of combat people find you very attractive, in combat people find you easy to wound and not much of a threat
Evil Triumphs: You inflict greater damage on lawful beings, such as guards and citizens
Fear Itself: Wielding a weapon with this augment attached will instil terror in the hearts of any citizens who see you.
Flames Curse: You do fire damage instead of normal, but you cause less and take more.
Ghoul: Each weapon hit drains health from your opponent and transfers it to you.
Gnarly: You are more resistant to damage, yet oddly, you scar more easily
Gold Burden: You will earn gold for every kill you make, but you will deal out less damage and receive more as a consequence.
Golden Touch: This bloodthirsty augment will reward you with gold for every kill you make.
Sexy Scars: You scar easily and are more attractive.
Flames Gift: Do fire instead of normal damage, increase weapon damage, and take less damage in combat. What's not to like?
PostPosted: Mon Nov 26, 2012 9:18 pm


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Name:
Gender:
Age:
Melee Weapon:
Ranged Weapon:
Spell Gauntlets:
Hometown:
Appearance:
History:
Dog:

Skeleton Explanations:

Name: This is more of a nickname as most heros are known by a title rather than a name.
Weapons and gauntlets: Must have one weapon of all three types, only the weapon that the character specializes in may be a legendary weapon and only if they have been a hero for a while. A non magic using hero may only have a max of two spells. Magic using heros can have up to five. These sections are also where you will mention any augments that the weapons have.
Hometown: Where is your hero's base of operations.
Appearance: Berry and I are big critics of images as appearances. It shows a lack of interest and creativity to us so please describe them in words.
History: What has happened in your hero's life to make them the way they are? Try to avoid typically angsty past.
Dog: I would like a name, breed, and coloration. If your character does not have a dog give me a reason why.

Kiamx

Lucky Fairy

10,175 Points
  • Protector of Cuteness 150
  • Cat Fancier 100
  • Newbie Helper 100

Kiamx

Lucky Fairy

10,175 Points
  • Protector of Cuteness 150
  • Cat Fancier 100
  • Newbie Helper 100
PostPosted: Mon Nov 26, 2012 9:20 pm


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Numbered Slots Remaining:

-Children-

Rose = 1
Logan = 1
Thunder=2
Whisper = 2
Briar Rose= 2
Twinblade = 2
Scythe = 2
Maze = 2
Wellow = 2
Garth = 1
Hannah/Hammer = 2

-Hybrids-

Balverines = 2
Banshees = 2
Raised by Hobbes = 3
Lived with/Is a bandit = 3
sand fury = 2
Atlantian/Water Dweller = 1

-Other Slots Filled-

Reaver's Children = 1
Normal Heros = 0

The Heros:

-Kiamx-

1.
Name: Malady
Gender: Female
Age: 60
Melee Weapon: Iron Cleaver
Ranged Weapon: Clockwork Pistol
Spell Gauntlets: Infernal Wrath
Hometown: Wraithmarsh
Appearance: Tall and willowy, Malady is unaturally pale and posesses large, souless, dark eyes that betray that she is a hybrid. A constant stream of tears can be seen running from her eyes and on occasion one can get a glimpse of an arcane neck tattoo. She always wears long dresses and most often her facial features are obscured by the large hooded cloak that she wears. Her clothing is almost entirely dyed in shades of black, blue, and indigo. Even though she is in her sixtys she appears to be a woman in her late twenties or thirties. Her impossibly dark hair is shaggy in the front and hangs straight down to her mid back in the rear.
History: In her youth Malady was a simple villager by the name of Marie. She married young to an adventurer and had a child whom she loved dearly. When her child was five they became lost in a nearby Hobbe cave and was turned into one, when her husband killed the hobbe that had once been her child Marie fled to Wraithmarsh and encountered a banshee. The mournful wailing of the creature seemed to resonate with her and instead of going mad from hearing it her dormant hero blood simply turned Marie into a banshee as well. She adopted the name of Malady and took up residence in the old orphanage nearby. For the next decade or so she mourned the loss of her child, discovering in the process that instead of the shadowy children that banshee's could naturally summon her shadow creatures were hobbes. One in particular seemed to be around regardless of whether or not Malady had summoned it. She took this to mean that this was her child and has protected it fiercely since. Malady seems to be able to tell when a woman or child is either going to die or is being abused in nearby Bloodstone and when she does sense something like this her shrieks can be heard by everyone in the town. Occasionally she will take matters into her own hands and venture into the town to avenge the person, most often because the victim was a child. She has a fondness for hobbes and always keeps one or two chained ones with her.
Dog: When Malady was human she had a white wolf that she had tamed with her at all times. When she was turned however this faithful companion was killed by one of her shadow hobbes and became a shadow summon as well. Like the chained hobbes and her shadow hobbe child the shadow wolf follows Malady even when she has not summoned it.

2.
Name: Rune
Gender: Female
Age: 27
Melee Weapon: Obsidian Katana augmented with Devestation
Ranged Weapon: Desert Fury
Spell Gauntlets: Chaos, Vortex, Blades, Heal Life, and Shock
Hometown: Silverpines
Appearance: Rune is petite and fast, and in a nod to her Sand Fury mother and her heritage tends to favor clothing more suited to life in the desert than in a forested region in Albion. Despite where she lives her skin is still tanned and boasts many arcane tattoos that seem to glow with a soft violet and green glow. One in particular, a nonsensical swath across one of her eyes, covers a slight scar from a failed fight with a bandit. Her hair is just long enough to pull into a small, loose bun and a dark black. Her bangs hang messily over deep blue eyes. In addition to her tattoos bright blue will lines always run across Rune's body. She favors shades of brown, red, and yellow in her clothing.
History: Rune is a bit of an enigma to the town she resides in. Raised by Reaver, who thought that because of her hair and eyes and a drunken night with a tribe of Sand Furies he had brought back from Aurora she may be related to him, Rune could have lived a life of luxury and excess. Despite this, when she was old enough to move away from Reaver's Millfields Manor she did, citing a difference in opinion as her reasons. She chose to live in Silverpines because she believed that her Sand Fury heritage would make her a suitable protector for the small hamlet, being faster than most people and better equipped to deal with Balverines. She has a natural distrust of anyone who requests help and mentions that they are the soul survivor of a Balverine attack, having been ambushed one too many time by people who had been bitten and subsequently changed into one. Rune knows that she is not Reaver's birth child but chooses to let people think what they will because contradicting them would have to include a lengthy explanation of Sand Fury procreation, which she's just not that interested in.
Dog: A blue fawn Italian Greyhound named Lightning because of the way the dog reacts to Rune's Shock Gauntlet.

3.
Name: Hollow Breaker
Gender: Male
Age: 40
Melee Weapon: Master Hammer Augmented with Barkskin, Divine Favor, and Sexy Scars
Ranged Weapon: Clockwork Pistol
Spell Gauntlets: Heal Life, and Physical Barrier
Hometown: Mourningwood.
Appearance: Hollow Breaker is a tank of a man, standing at six foot and built like a brick wall. His features are light, from decades of living in places devoid of sunlight and his grey eyes are filled with kindness and mirth. He is extensively scarred over his entire face and body, a fact that his short cut silver hair does nothing to hide, yet somehow these scars make him more attractive to the people around him. He favors simple peasant clothes in light colorations.
History: Originally from Silverpines Hollow Breaker was kicked out when he was bitten by a Balverine in his teens. At first he began to wander about Albion, fearing causing harm to innocent people because of his curse, however once he discovered that his previously unknown hero blood allowed him to control the worse aspects of Balverines, like their bloodlust and uncontrollable transformations, he settled in the town of Mourningwood. He gains a boost in strength because of being a balverine and he has decided that this makes it easy for him to bash Hollow Men apart while escorting people to the graveyard. This earned him the name Hollow Breaker and made him somewhat of a local celebrity to the Eco Warriors. He lives in a house he built inside where the Mourningwood Demon Door used to be but can usually be found either in the Mourningwood eco-warrior village or at Sunset house training himself.
Dog: A brindle English Mastif named Boulder. The dog is exactly like Hollow Breaker in the aspect that while it looks imposing and mean it is actually quite sweet and loving.

-Strawberry Requiem-

1.
Name:Maleficus
Gender: Female
Age:30
Melee Weapon:The Casanova
Ranged Weapon: Drognstomper .48
Spell Gauntlets: Fireball
Hometown: Bowerstone Market
Appearance: Like most heroes adept in Skill, Maleficus is tall and thin. Her skin is fair and without any blemishes, save a mole on her chin. The hair on her head is dark and slightly curled. She keeps it cropped to about her shoulder blades. Her eyes are a piercing shade of blue and framed with thick eyelashes; they always bare a sinister twinkle. Maleficus's cheekbones sit high on her face. With her slender nose and chin, she looks very pointed.

The clothes Maleficus chooses to wear are finely tailored and expensive. She is most known for wearing fashionable men's trousers and carrying around a fine ebony cane.

History:Even before birth, Maleficus’s father was not around. Rumor about Bowerstone Market was that a drunk adventurer happened to be in town and bedded her mother, leaving her without spouse and with child. She never complained about having to raise her daughter on her own, in fact, she seemed to dote about her young daughter almost as much as she obsessed over Reaver.
Occasionally, Maleficus’s mother would send her to Millields to stay with her grandparents. Her grandmother used to warn her about not venturing off on her own lest she wanted to be captured by Hobbes and turned into one; these stories caused an unnatural fear of the repugnant creatures.
In her early teens, Maleficus discovered her hero blood. She was visiting her grandparents and found herself outnumbered by a pack of Balverines. With only the low-grade pistol she carried around for shooting beetles, young Maleficus managed to stave them off and complete her journey in safety.
Due to her mother’s unhealthy obsession with Reaver, Maleficus grew to be immoral and loose. Beginning in her teens, she had a string of failed relationships (later to be failed marriages), and quite the infamous reputation with the village guards. Her one impressive achievement, though, was the fact that people started to recognize her as the woman who could shoot the eyes out of a Balverine from across Bower Lake.
At twenty-three, Maleficus got the brilliant idea to “liberate” one of Reaver’s famed Dragonstomper .48 pistols so that her mother could have one for her collection of Reaver memorabilia. Luckily for her, he was away vacationing and his guards were easily swayed with pleasurable company or felled by a trusty bullet. While she was praised by her mother for stealing the pistol, she was instructed to keep it. Upon Reaver finding out about the theft, he sent Assassins out to kill her fairly regularly. Run-of-the-mill Assassins were hardly any challenge for a Hero, so naturally, Maleficus lived through these attacks. She even started sending the head of the perceived leader back to Reaver as her way of saying that he would not be getting the firearm back.

Dog:An all black German Shepherd by the name of Maleous. Her and her husband (of the time) adopted the dog together, finding the black coat to be regal and its natural instinct to protect important. Her husband tried to take the dog from her when he filed for divorce, so she put a bullet in his head.

2.
Name: Gladiator
Gender: Male
Age: 27
Melee Weapon:The Champion
Ranged Weapon:Arkwright's Flintlock
Spell Gauntlets: Force Push woven with Shock
Hometown biggrin weller Camp
Appearance: Gladiator is an imposing fellow. He stands at easily 6'4" and is purse muscle. However, he has a charming face, baring caring honey-brown eyes, a button nose, and full lips. His skin is tanned from excessive exposure to the sun. Gladiator's hair is dirty blonde, and he's quite too busy to worry about cutting it, so it's usually shaggy around his shoulders. (Though he will pull it back on occasion if it keeps falling in his eyes.)

Because most of Albion is much too hot, seeing as he grew up in the icy commune of the Dweller Camp, he is usually seen wearing little more than a pair of leather trousers and his boots.

History: Gladiator was the son of a woodcutter. He had a happy childhood, unaware of his dormant hero blood. With all of the intentions of becoming a woodcutter like his father, he often went out to help his father. At 13, the ventured a little too close to a Hobbe cave and were ambushed. Though, Gladiator managed to fend them off successfully, thus discovering his heroic heritage.

Soon, the itch to travel set in, so Gladiator left his snowy home in search of adventure. His first exploits involved helping groups of travelers through Hobbe-infested caves, but even that was too dull for his tastes.

Gladiator set off for Westcliff, hearing rumors of their Crucible. Without much issue, he managed to be inducted. It wasn't long before he was a career contestant and had quite a fanbase.

Dog:A Great Dane he rescued from Hobbes by the name of Caesar. The dog is large and capable of taking down Hobbes easily, so the dog seemed a perfect match.
PostPosted: Thu Nov 29, 2012 7:33 pm


There are a couple of things that need to be fixed with my skeletons (mainly typos and the fact that I was unaware of which weapon classes we were going with; silly me used all Fable III weapons), but I'll just PM you with the revisions later.

Oh, and I am the Berry that she keeps making reference to, just for conversation's sake.

Strawberry Requiem

Thieving Sex Symbol

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