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AlanWhats
Mar 3, 2013

A smartly dressed scientist robot: high five bro.


Gather round, all ye faithful. Gather round, all ye sinners and scum, ye dirty who know not what it is to be clean. Gather round ye live and dead, for this I must speak to thee.

Thousands of years ago, before the wastes and the watchers, before the Demons and the damnation of all, life was as paradise. The Gods, taken by pettiness as they were, ushered in an Age of Peace, and those who lived on the earth prospered and became as Gods themselves. All was in balance, the living lived, and all was pure.

There was one among them, one among those who walked the earth and the sky and the heavens, that did not delight in this peace. This prosperity was abhorrent to it, and so it worked to unravel the paradise that had been crafted. Its first crime was so ugly that the Gods struck it from existence, the backlash renaming the being that committed it as The Great Blasphemer. It then slithered in the ears and minds of those weak enough to succumb to its poison, sowing chaos like weeds. Generations of strife passed, struggling against the Great Blasphemer's deeds.

It ended at last, with much pain and much work between the Gods and the peoples of the earth. The Great Blasphemer was struck down and bound, trapped in a great seal in the hopes that it would remain so. However, just as it was sealed, The Great Blasphemer breathed a Last Gasp, cursing the land just as it did so long ago. The earth shuddered, that which was false and dead was given form, monsters appeared from places thought sealed, evil rose from the depths of the world and the depths of men's souls. In the end, The Great Blasphemer had won some small victory, and the world is as it is now.



Yes, the world is harsh as you and I know. Terrible things blight life, sorcerers abuse the power of these new Demons, and only the brutal survive. Still, in these times there are those who break through the hell and become Great. Heroes of great stature and power, people who command force and respect and who fight the evils of this world with sword and fist. Through these we may be able to see the light, for the story of the world is brighter in the triumph. It is our duty to tell these tales, for in these tales the world may shine as the shadows peel back in the light of discovery.

Come with me, and let us illuminate the darkness with tales of the days of high adventure.
-----


Do you remember pulp fantasy? You remember the times when Mr. Universe emerged from tombs of witch-kings to have his pectorals glisten in the Hyporborean sun? You remember the times when musclebound dudes with badass swords and dead gods by their side were the stuff of male power fantasies, and not some dumb pale scrawny nerds with god complexes and big red buttons that could break the world?

Now is the chance to get into some Sword and Sorcery shenanigans. Get into harsh, awesome landscapes, see interesting beings, and murder the poo poo out of them because that's what you do. Meet strange technologies from times long since past, or perhaps times that are yet to come. Dance with goddesses and gods and drink with thieves and merchants. Delve into the mysteries of a world with just a turn of a page.

So join me, as we go on an adventure where we get us some swords and wreck some poo poo Like You God drat Own The Place. Also, feel free to let out the weird for this. It's sword and sorcery, weird poo poo abounds. Scientist-wizards, wives and daughters of Witch-Kings, Atlantis, Lemuria, whatever pulpy or awesome stuff comes up just slam it down here!



Mechanics: Game is basically FATE Core, with a few houserules.

Aspects:

High Concept: What are you? Are you a Scientist-Wizard's Apprentice, a Cimmerian Barbarian Lord, a Virginian On Mars, a Son of the Sun God?

Trouble: What is your Achilles Heel? Is it your pride, your hatred, your quest for vengeance, your love, your debt? Or is it a more literal Achilles Heel?

Background: What were you before you became who you are today? What horrors have you survived, what inheritance did you throw away, what underworld did you escape, what heaven did you fall from?

Lore: In short, this is the stuff that people will recall about you when your story is recounted. Will it be warp spasms like Cú Chulainn, your Herculean Twelve Trials, your almost insane ability to sneak into things like Garrett, or something else?

Aspect: One last aspect for whatever you want or need.

Skills: 25 skill points, skill cap at +5, using default skill list, using skill columns.

Stress Tracks: Both Physical and Mental stress tracks start at 3.

Refresh: Starts at 4.

Stunts: Have 3 Stunts, can buy more for a point of Refresh each.

Questions:
In addition to the above, answer at least 2 of these questions. You don't have to answer all of them, but I won't object if you do.

What has wronged you?
What do you love?
What have you sworn?
What do you fear?
What do you seek?


Magic and Extras:

This game uses a system of magic referred to generally as Sorcery. Though the flavor of it can change based on the context, the basic system works the same. An idea of what I mean when I refer to things as Demons is in here.

quote:

Sorcery:

Keys off of Lore. Can be boosted by invoking Aspects and situational modifiers (loosely based on the rules for Thaumaturgy in Dresden Files: will discuss when appropriate).

Sorcery deals with beings and things that for the sake of this will be called Demons. Demons are typically created based on a power rating system. For every point they have in power, they gain a stunt and 5 skill points. Example: a Demon with 6 Power would have 6 stunts and 30 skill points.

In addition, each Demon has a Desire and a Need. A Desire is an interest that the Demon likes to indulge itself on, such as mayhem or food. A Need is something that the Demon must do or get.

There are three unique actions you can take with Sorcery:

Summon: When you wish to contact or summon a Demon, you take a Lore Overcome action with a difficulty rating equal to the Demon's power.

Bind: When you wish to bind a Demon to yourself to gain its power, you can make one of two rolls. Either a contested skill check deemed appropriate, or a Lore Overcome roll with a difficulty rating equal to the Demon's power.

On a success, the Demon is bound. The binding costs a point of Refresh. The binding is represented by a new stress track called the resentment track. The stress track starts at 2 boxes, 1 box if the Demon's power is equal to or greater than the binder's base Lore, and no boxes if it's more than base lore + 2. For every degree of success on the Bind roll, the resentment track gains an additional stress box.

While bound, the binder is able to give orders to the Demon and access their powers and stunts. Whenever the Demon is made to do something that does not satisfy its desire or need, it takes one stress on its resentment track. The binder may be compelled to satisfy the Demon's Desire or Need. If the binder refuses to satisfy a desire, the Demon incurs one resentment stress. If the binder refuses a Need, the Demon incurs both a physical and resentment minor consequence. Every consecutive compel worsens the physical consequence, banishing the Demon when it worsens past Severe. When a need or desire is met, stress/resentment consequences are lowered by one, and physical consequences from unfulfilled need are erased. If for whatever reason if there is a resentment severe consequence, the binding may be severed and the Demon cut from the binder's control. When the Demon's Power is equal to or greater than the binder's greatest lore, it inflicts an automatic minor consequence if it breaks the bind.

If either a Bind is broken or dropped, the Binder regains that point of refresh spent to hold the bind.

The binder can bind multiple Demons. Each binding is represented by a separate resentment track.

Pact: When you wish for a temporary piece of power from a Demon, you can make a pact. In exchange for access to one of the Demon's stunts, the world gains a collateral consequence that cannot be fixed with time. This consequence may be used against the Sorcerer as if it were the Sorcerer's.

If you wish to start bound with a Demon at the beginning of play, one of your Aspects needs to reflect your having that bound Demon. In addition, the binding of the Demon will be roleplayed before the game proper starts.

As for Extras, feel free to talk to me about them.

If there is anything you want to talk to me about feel free. I am on #redhandofdoom or this game's own channel #bookofmu.
Deadline for now is around February 3rd. May be subject to change.

AlanWhats fucked around with this message at 00:58 on Feb 3, 2014

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Krysmphoenix
Jul 29, 2010
Oh god I have to make something for this, it's touching that Wild ARMs itch I've been having. Dunno what yet.

Tempus Rimeblood
Sep 23, 2007

...Friendship? Again?
Oh God apping to this so hard. Watch this space!

OmegaGoo
Nov 25, 2011

Mediocrity: the standard of survival!
Why did I do this to myself?

Aengus, Crusader of the Stars



Refresh: 2
Stress
Physical: OOOOO
Mental: OOOO

Consequences
Mild:
Mild:
Moderate:
Severe:

High Concept: Child of Fate
The Universe stopped for a few moments to witness Angus's birth. It knows that the choices he will make and the actions he will take will change the course of history forever. In fact, Aengus's fate is so important that even the fabric of reality will cater to his whim. Fortunately for the Universe, neither Aengus nor Gam are aware of their impact on reality.

Of course, since the Universe is fully aware of his importance, every being is also subconsciously aware of his importance. While this gives Aengus a slight advantage in negotiations and renown, it's also really annoying when you just want to enjoy a tankard of ale in peace.


Invoke to: push Aengus's desires upon the universe, subtly alter the world
Compel to: cause random people to request his help, prevent Aengus from avoiding something obviously bad, fail to keep a low profile

Trouble: Two Souls, One Body
From his birth, Aengus has always been aware of someone else living inside his head. There have been multiple occasions where he has blacked out, then awakened hours later in a completely different location with no memory of what had occurred during that time. After a few of the more horrid events, Aengus eventually learned that the other 'person' was, without a doubt, evil.

Aengus is a charming, chivalrous knight with ambitions of uniting the people under his banner. Gam, his other mind, is a brutal, intimidating warlord with ambitions of conquest and domination.


Invoke to: scare or surprise people with an alternate personality, lie convincingly because the current personality doesn't actually have the truth
Compel to: cause the other personality to come to the forefront, create a negative reputation

Background: Born of an Unholy Sacrament
Aengus's birth was hardly normal. His mother was forced to take part in a dark ritual in which she was made to drink demons' blood immediately before giving birth. When Aengus came into the world, a great power erupted from him, destroying the unholy temple and killing everyone inside. From this dark power, Gam was formed.

To this day, Aengus is still in the dark about his origins. His first memory involves a kind hermit that took care of him in his early years. Gam, though, knows of his origin, and intends to use the power granted to him to bring the world to its knees.


Invoke to: have knowledge of fell magic, have ties to Demons
Compel to: cause bad luck, have ties to Demons or dark cults

Lore: The Conquerer
Aengus is fated to unite many peoples under his banner. Will he be a great crusader, uniting the people under a banner of peace and righteousness? Or will he be a horrific warlord, dominating his foes and enslaving his victims?

Invoke to: inspire allies, strike fear into the hearts of enemies.
Compel to: overreach, be too pushy, have problems with administration

Aspect: Honor, Glory, and the Maiden's Kiss
The kindly old man that brought up Aengus raised him on stories of chivalrous knights and courageous kings. Without any other overt guiding forces in his life (Gam doesn't count), he took these tales to heart. As he grew older, he began imitating these glorious heroes. He doesn't even realize how over-the-top he is, and the confidence he has in portraying this persona gives him a certain charm that is impossible to ignore.

Honestly, this only made the times when Gam was in control all the more jarring.


Invoke to: speak gallantly, flatter a fair maiden.
Compel to: put honor before reason, be distracted by a fair maiden.

pre:
Skills
5: Physique
4: Fight
3: Athletics   Rapport
2: Contacts    Notice    Provoke  
1: Lore        Deceive   Resources  Will      
Stunts

Fate's Balance: At the beginning of each scene, Aengus places an aspect on himself representing the balance between his personalities with two free invokes that anyone (enemy or ally) can use.

Brutal Shift: If Gam's Desire or Need has been compelled this scene, Aengus gets an extra 2 shifts on a successful Fight attack.

For the Ladies: Aengus gains +2 Rapport whenever dealing with a fair maiden.

Dark Memories: Aengus may use Gam's Lore skill in place of his own by spending a Fate Point.

Questions:

Above all, Aengus fears what his other side does while in control. He also fears that Gam may be becoming the dominant personality.

Aengus has sworn to follow the Knight's Code. While such things in general are considered outdated and silly, he has taken those teachings to heart and will remain steadfast to them.


Gam
(Demon, Power 6)
Stress
Physical: OOOOO
Mental: OOOOO
Resentment: -

Consequences
Mild:
Moderate:
Severe:

Desire: Fear
Need: Worship

pre:
Skills
5: Deceive     Provoke
4: Fight       Lore
3: Physique    Will
2: Athletics   Crafts   
1: Notice      Stealth      
Stunts

Fearmonger: Gam can make Provoke attacks against all characters in a zone. This does not differentiate between allies and enemies.

Lord of Fear: If Gam Succeeds with Style on a Provoke attack targeting a single character, he can reduce the damage done by 2 shifts to place the aspect "Awed and Afraid" on the target instead of a boost.

Worship Me!: Gam may compel the aspect "Awed and Afraid" on a character to cause them to skip their next action.

Master of Illusion: Gam may use Deceive in place of Athletics to defend against attacks until he fails a defense roll.

Ancient Knowledge: Gam's Lore checks complete two time increments faster than normal.

Deceptive Smile: Gam may use Aengus's Rapport skill in place of his own by spending a Fate Point.

Questions:

As far as Gam is concerned, the Universe has wrongfully shackled him to this goody two-shoes and given him the reins. It's completely unfair!

Gam absolutely loves the look of fear in his victims' eyes as they plead for their lives. Of course, he rarely kills them, as dead men hardly make good followers or slaves.

OmegaGoo fucked around with this message at 20:26 on Jan 22, 2014

Ronwayne
Nov 20, 2007

That warm and fuzzy feeling.
Realized the concept i was making I'm already playing in another game and next PC fell apart when I kinda just hit a point of despair where all of fate core just blurs together in a puddle of bleh in terms of trying to make something mechanically interesting.

AlanWhats
Mar 3, 2013

A smartly dressed scientist robot: high five bro.

Ronwayne posted:

Realized the concept i was making I'm already playing in another game and next PC fell apart when I kinda just hit a point of despair where all of fate core just blurs together in a puddle of bleh in terms of trying to make something mechanically interesting.

If you want help, TransientPeople can help out with the mechanics side of things. Feel free to hit him up for advice and framework building in that regard. I'm sure he can light up some inspiration for you. :)

Ronwayne
Nov 20, 2007

That warm and fuzzy feeling.
I appreciate that.

Krysmphoenix
Jul 29, 2010
Very much a work in Progress

Rosabella



Refresh: 3
Stress
Physical: OOO
Mental: OOO
Fiore Resentment: OO

Consequences
Mild:
Moderate:
Severe:

High Concept:


Invoke to:
Compel to:

Trouble:


Invoke to:
Compel to:

Background:


Invoke to:
Compel to:

Lore: Stubborn Dandelion


Invoke to: Survive.
Compel to: Refuse to change her mind. Do not back down to a threat.

Aspect: Left Hand of Fiore


Invoke to:
Compel to:

pre:
Skills
5: 
4: 
3: Lore
2: 
1: 
Stunts

Riposte: If you succeed with style on a Melee defense against a Melee attack, you inflict 1 stress

:

:

Questions:


Fiore
(Demon, Power 3)

Desire: Prevent needless destruction
Need: Regrow the world

pre:
Skills
5: X
4: X
3: X
2: X
1: X  
Stunts

:

:

:

Questions:

Ronwayne
Nov 20, 2007

That warm and fuzzy feeling.
Jericho, Freelance Witch-burner

High Concept: Inquisitor Errant

Trouble:
If she weighs the same as a duck... she's made of wood! Jurisprudence is a somewhat unevolved concept in the land of Mu, and while Jericho makes a good faith effort to determine actual guilt, well, things happen, and in the end, the gods will know their own.

Background: I have wood for sheep- Born of a yeoman family on the isle of Kat'an, Jericho helped in purchasing livestock and timber from their neighbors before driving it to the local port city for sale. Jericho learned from an early age how to find his way among the myriad cultures and peoples that accumulate and pass through such places. It seemed this would be the lot of his life until one day, aboard the usual teamster caravan, he and the others were set upon by a host of malevolent creatures and their equally horrific "human" masters. Grabbing the nearest object of weight, a two handed sledge intended for pounding posts into place, he desperately tried to survive the onslaught. A break in the battle allowed him to flee whilst the monstrosities looted the cargo and feasted upon the dead and dying. From that day, he swore he would hunt these creatures wherever they may be. The fear he felt would be theirs. Over the years, the sledge has been repaired and modified. The head, too awkward to swing, was replaced by a more martial hook&hammer. The broken handle replaced with a sturdier, iron cored shaft. Is it still the same weapon? Jericho doesn't know nor care, and with each modification and repair, the device seems to have grown to share its bearer's lust for the blood and ichor of those he hunts.


Lore:
Nowhere to Run, Nowhere to Hide- Jericho is the thing that monsters, human shaped or otherwise, fear is lurking underneath their beds. With an uncanny ability to sense his prey and a relentless pursuit from which no being can hide, his name will something only whispered among those who fear him. When his hammer is insufficient, the self-learned mystical powers of countering and disrupting the flows of magic and supernatural creatures will do just fine.

Aspect:
TBD

What has wronged you? Creature from beyond the pale and those who would attempt to "control" them with their will.

What have you sworn? Destroy them wherever they may congregate or hide, whether they be scum hiding in a cave or in the highest spire of a palace.


Stress:

Physical: OOOOO
Mental: OOOO

Refresh: 3/3

Skills:
+5 Fight
+4 Investigate, Mana Twister*
+3 Physique, Athletics
+2 Rapport, Provoke
+1 Will, Notice

Extras/Stunts:

Forbidden Lore: Mana Twister may be used in place of Lore for the purposes of knowing about magic/demons/wizards/other unwholesome things.

Found You You never lose track of a quarry. Designate a target for this stunt, so long as you have discovered a secret aspect of theirs. You may switch targets freely at any time so long as you have also discrened one of the new target's secret aspects. You always know the exact location of your target, down to their position at a specific instant in time, thanks to a combination of insight, understanding of his psyche, and inspiration.


quote:

Malleus Maleficarum- Warhammer of Justice


Face Melter: The power contained within Malleus Maleficarum burns hotter than a volcano and quite often, a poor sod feels its wrath. When you succeed with style at a Fight attack using your hammer, you may inflict the 'On Fire' Aspect on your target instead of a boost. At the start of his turn, he must make a Physique roll to Overcome a passive difficulty of 3, or tick off his smallest open stress box.

Destructive Savior: You always get the job done, but at what cost? During your turn, you may, as a free action, inflict a Terrible/Dire Consequence upon the environment (TP Note: This should be the smaller consequence, not either/or, I just forget which is which), with two free invokes. You may use these Invokes to aid any of your rolls, but you cannot take any actions to Overcome the Consequence you've created, nor may your actions benefit someone else's attempt to fix your mess.

quote:

Mana Twister:
Permission: Aspect relating to killing magical gribblies/dudes
Cost: Skill Points

Attack: Attack magical casters/demons/etc directly by twisting the perverse energies within them (instead of Shoot)
Defend: Magical energy blasts and mental assaults. Only works on attacks directly targeting you.
Advantage: When you use Mana Twister and inflict an Aspect pertaining to your mana disrupting abilities, you can Invoke For Effect to shut down the target's ability to cast for the scene or until they spend a Fate Point.
Overcome: Magical mind attacks, Magical barriers, etc

(Still a WIP, but this is most of it, barring filling out sample compells/invokes and critique on my extras/app as a whole. THANK YOU Transient People and Alan for the guidance!)

Ronwayne fucked around with this message at 04:54 on Feb 8, 2014

Tempus Rimeblood
Sep 23, 2007

...Friendship? Again?
Still a work in progress!

Jaxus, the Son of Oberon

I am Jaxus, son of Oberon, Jarl of the Magnusson Clan. And I am an heir to no kingdom, a prince of no nation. My father sold me, his firstborn son, to the Slave-Ships of Kurgul, in exchange for sparing our small kingdom in the frozen Northlands. We were dying - our food was running low, the herds of oxen withered and starved, and our steel rusted and faded. We were ripe to invasion, and Kurgul offered my father a deal - me, his heir and son, and twenty other young men of our clan, for the gold, steel and food to survive the year.

My twin sister, Iraya, still lives with the clan. She is a powerful shaman, and the spirits speak through her as they do through no other. My sister is the Daughter of the Raven, and provides wisdom to our clan in the dark times. She begged my father not to take Kurgul's deal, said that the spirits would provide, but such was not his way. He is of the blood of Magnus, Slayer of Dragons, and is a man of fire and steel, not of shadows and whispers.

And so I was sold. And so I have labored here, sometimes as a sellsword, sometimes as an assassin, and sometimes as a gladiator. But I have broken Kurgul's bonds. The spirits have spoken to me, sent by Iraya to free me of my servitude. And Raven has carried me, on wings black as night, to my freedom. And I shall take my revenge on Kurgul and his underlings, and all the slavers and demon-worshippers like him.

Let those who would prey on the weak, as Kurgul and his ilk do, know that their death comes on cold winds. For I am Jaxus, the Son of Oberon. And I am free.

High Concept: Barbarian Heir With No Clan
Jaxus was sold into slavery as he came of age, stripped of his birthright and placed on the black steel Slave-Ships of Kurgul, crewed by demons, slavers, and worse. No chains could strip him of his pride, though, and his noble bearing shines through, even in his vicious battle-rage. The civilized world may view him as a mere barbarian, unknowing of the ways of the North, but among the other, more savage cultures, he is many things - Warchief, Khan, and King.

Invoke To: be regal in his own savage way, to know the ways of the barbarians, to have pull among people similar to him
Compel To: be reminded of his stripped stature, to see just how things have changed in his absence, to be seen as little more than a savage

Trouble: Trouble on the Homefront
Jaxus knows little of what has happened to the Magnusson Clan in his absence. His sister, Iraya, speaks to him through the spirits, but she hesitates to tell him the truth - Kurgul assaulted the Magnusson Clan after taking the slaves, nearly wiping them out to a man, slaying Oberon and leaving Iraya in charge of the few stragglers that were left. Currently, the Abyssal Witches of Venehal press their sorcerous assault against the last holdouts of the Magnussons, and it is all Iraya can do to hold them off with her shamanic magic. Any news of the state of the Magnusson clan could drive Jaxus to action - or worse, into a great melancholy or berserker rage.

Invoke To: pursue the interests of the Magnusson Clan, help savage peoples who are plighted
Compel To: drive Jaxus mad with grief and loss over his clan, push him to take rash and unnecessary risks to save his people

Background: From Slave to Slayer
Jaxus has been a great many things throughout his captivity: assassin, soldier, gladiator, leg-breaker, and even, for a brief while, a consort to the Empress of the Burning Throne, far to the South. His experience mostly lies in the martial skills, though, and it definitely shows, with every fiber and sinew of his body honed for maximum killing potential.

Invoke to: Wreck Shop in a huge way, feats of barbaric strength and athleticism, get creative with the shop-wrecking
Compel to: not know finer skills and arts, not understand the civilized world, try to solve all his problems with violence

Lore: No Chains May Bind Me, No Fortress Shall Hold Me
When Jaxus was sold into slavery, Iraya toiled for years to accumulate enough favors with the spirits to aid him. Eventually, she did - her natural affinity for the spirit of Raven, combined with enough favors to the fickle spirit, permitted her to ask a boon of the totem. And so, Jaxus is blessed by Raven, in a lesser form like that which his sister carries in her blood - his freedom is nigh-assured, no matter his bonds. Between his own mighty thews and unbreakable pride, though, Raven himself had little work to do. And now, Jaxus is a free man, and he and those around him will never be bound again.

Invoke to: break his bonds and those of others, strike against slavers and those who would play at owning men, break (literally) into and out of places.
Compel to: free people no matter the cost, fly into a rage at slavers, be restless and full of wanderlust despite having good reasons to stay

Aspect: Reserved for now!

Stress:
Physical: O O O O O
Mental: O O O O O
Consequences: [ ] [ ] [ ]

Skills:
+5 Fight,
+4 Provoke, Physique
+3 Will, Athletics
+2 Notice, Shoot
+1 Burglary, Stealth


Stunts:
I'll Cleave Your Skull To The Teeth! When Jaxus takes someone out in a physical combat and kills them, he also creates a "Terrified" advantage on all other enemies in the immediate area.

The Strongest One There Is: When Jaxus is overcoming advantages through brute physical strength, he gains +2 to his Physique rolls.

On Raven's Black Wings: When Jaxus is leaping or running to overcome or create advantages, he gains +2 to his Athletics checks.

Questions:
What has wronged you: The Slave-Ships of Kurgul, and their hellish crews.
What do you love: Freedom, and his sister, Iraya.
What have you sworn: To assume his rightful place as Jarl of the Magnussons and to never be a slave again.
What do you fear: Losing his family and clan, and being forced into servitude.
What do you seek: Vengeance on those who would prey on the weak, riches, and glory as the leader of his clan.

Tempus Rimeblood fucked around with this message at 07:56 on Jan 28, 2014

A_Bug_That_Thinks
Mar 16, 2011


ASK ME ABOUT HOW MUCH I LOVE BIG SAGGY POKEMON TITS
My poo poo's all hosed up, and I will not be able to reply reliably. Sorry.

A_Bug_That_Thinks fucked around with this message at 13:37 on Feb 6, 2014

chin up everything sucks
Jan 29, 2012

Submitting a warrior who is physically merged with demonic tissue through a sorcerous experiment, but retains his human mind (if with a few quirks).



The Nameless Warrior, aka Demon, aka The Monster, aka The Dude With The Creepy Arm

What has wronged you?
The forces that conspired to slay my master, leaving my changes incomplete and unstable.
What do you love?
What I loved was left behind long ago.
What have you sworn?
I will avenge my master and kill those dark things responsible for his death.
What do you fear?
I fear only what I may become, for the dark paths are easy to get lost on.
What do you seek?
The forces of darkness and evil, those things that my master opposed before he was slain.

Stress
Physical: [][][][][]
Mental: [][][][][]

Consequences
Minor (Physique):
Minor:
Moderate:
Severe:

Refresh: 4/4

High Concept: Heritor of the Worlds Above And Below
Once a man, a loyal guard serving Sorcerer-Alchemist Hathul, the warrior willingly allowed the half-sane Sorcerer to "enhance" him by merging demonic flesh with his body, under the (false) impression that this was a tested procedure that would grant him the physical capabilities of a demon with none of the weaknesses or needs. Sadly, the experiment was only half-successful, giving him some of the physical traits of a reasonably strong demon... but also a number of the weaknesses.

Invoke: Using inhuman strength and toughness, intimidation
Compel: The weaknesses of demons work against him, people fear him unreasonably

Trouble: Sorcerous Hunger

The spells that were used to merge the warrior with the flesh of a demon were new, untested. The project was not yet finished when Sorcerer-Alchemist Hathul died, leaving the merger not quite completed. The demonic flesh needed magic in order to sustain itself, magic that had to be regularly replenished or it would begin to consume the warriors life essence. Luckily, demons appear to be naturally able to perceive and manipulate magic, so it only took a little work to learn to do what came naturally to them.

Invoke: See magical energy, consume small amounts of magical energy
Compel: Drain him of magical energy, uncertain effects from partially-eaten spells

Background: Former Bodyguard, Looking For Work (No References Available)

Bodyguard to Sorcerer-Alchemist Hathul, the warrior was raised from a young age to be a bonded slave-warrior of the mad Sorcerer-Alchemist, raised to believe that his Lord was a man of Power and Light, a servant of the gods who stood at the pinnacle of knowledge, using his arts to defend humanity. Sadly, while that was once what Hathul had done, his genius had long since gone down a darker path, attracting the attention of those who would be heroes. Time and time again, the warrior was called to defend his master, believing that his foes were in the wrong. Sadly, the experiment that changed him into a part-demon monster also removed him from the roster of active bodyguards while he recovered, and during this period, assassins snuck in and slew Hathul. Since that time, the warrior has been traveling, hunting for the assassins, and later for those who hired the assassins, in a endless search for vengeance and revenge, even as he fights against the forces of darkness wherever he finds them. Of course, his definition of "forces of darkness" is a bit suspect...

Invoke: Knowledge of magic and magical creatures and their weaknesses, keeping someone from harm
Compel: Believing that some dark creatures are neutral or good and vice versa, defending the innocent at the expense of himself

Lore: Field of Screams
The flesh of a demon is made for several things, but mercy is not one of them. When the warrior fights, the muscles of demonic flesh act out upon memories that are not his own, swinging a clawed hand at the enemies in order to maim and cripple them in whatever way most easily causes them to cease being a threat, rarely causing a clean kill. Any battlefield he is on will echo with screams that only end when the last enemy has lapsed into unconsciousness or bled to death.

Invoke: Quickly disabling or killing enemies, intimidating people, fighting unarmed
Compel: Not finishing off an enemy who is injured but is still a threat, not paying enough attention to enemies that aren't an immediate threat to him

Wildcard: Not So Inhuman
While the warrior is far from fully human, he remembers the man he once was, and seeks to hold onto that memory. He desires human interaction in any way he can manage it, even if only for a short time, and knowing that the visible disfiguration he bears will eventually drive away any company he has.

Invoke: Trying to establish rapport with humans, protecting his humanity
Compel: His appearance noticeably disturbs people he is interacting with, the demon-flesh causes him to act on urges or in ways that are distinctly inhuman.

Skills
+5: Physique
+4: Fight, Notice
+3: Will, Athletics
+2: Lore, Provoke
+1: Investigate, Empathy

Stunts

Tastes Like Aether: Make a Lore test to remove a magical effect that exists in the same location as the warrior for at least several minutes.

Bodyguards Instincts: If an ally would fail a Defense action in a way that would cause them to take a physical stress or a consequence, the warrior may take a minor consequence in their stead. This consequence may use the Minor Consequence (Physique) slot.

I Didn't Ask For This: +2 to Empathy when explaining how he became what he is.

chin up everything sucks fucked around with this message at 07:19 on Feb 4, 2014

AlanWhats
Mar 3, 2013

A smartly dressed scientist robot: high five bro.
Alright, so the Weekend is upon us. I'd like to ask if there is anyone out there who is interested but could use some more time to work on their stuff. If so, I'm willing to extend the deadline a fair amount.

A_Bug_That_Thinks, sorry I haven't been that responsive. At the moment what I can suggest is to better develop your invokes and compels and get into #bookofmu so I can get a panel of experts to give you feedback. Also, let me suggest a picture for you.


Praise the sun buddy, praise the sun.

ChrisAsmadi
Apr 19, 2007
:D
Name: Prince Fenrik Holgarsson of the House of Urgar

Aspects: Dwarven Forgemaster; Eccentric Dreamer; Wayward Black Sheep in Purple; Herald of the Dragon's Fury; Roadworn Runehammer


Refresh: 4(base)
Physical Stress: OOOOO
Mental Stress: OOOO

Consequences:
Mild(2): ()
Moderate(4): ()
Severe(6): ()

Skills:
+5: Shoot
+4: Crafts, Physique
+3: Lore, Resources
+2: Notice, Will
+1: Contacts, Fight

Stunts:

Dragonpowder Firearms: Fenrik possesses the secret of dragonpowder, a particularly potent (and unstable) form of black powder created by secrets known only to a handful. When firing a Dragonfire Firearm, the attack possesses four red dice, but if any two roll a - then something untoward has happened, and a negative aspect (such as "Belching Smoke" or "Booming Crack") is generated.

Shrapnel Slammer: An even more unstable shell that Fenrik designed when defending a small holdfast against greenskin raiders, rather than a single ball of steel, these shells are packed with all manner of metal shrapnel. Should Fenrik choose to use one, his attack will strike an area, but will cause a negative aspect with a single -.

Dwarven Fortitude: Fenrik can shrug off blows that would fell a human man, and live far beyond the lifespan of a man. He possesses an extended lifespan and can use Physique in the place of Athletics to defend against attacks.

Equipment:
-Runehammer (Fight)
-Hand Crossbow (Shoot)
-Shrieker (Shoot, Dragonpowder Firearm)

Aspects:

High Concept: Dwarven Forgemaster
Invoke to: utilize the skills of a master of the Forge. Be a hardy Dwarf.
Compel to: possess the flaws of the dwarven people - a need to hold a grudge, a short stature and a reluctance to give up possessions - amongst them.

Fenrik was always talented at the forge - a field that earned him much respect when he lived amongst his people - the Dwarves of Kazad-nur, an illustrious and prosperous nation that freely trades with the free folk that neighbour it. At the age of fifty five, before even his beard gained it's first grey, Fenrik was awarded the rank of Forgemaster to much celebration.

-

Trouble: Eccentric Dreamer
Invoke to: Dream big. Create the impossible or implausible.
Compel to: Think far too big. To try and follow futile dreams.

As he grew older, Fenrik grew bored of his life - and as third son, there was little chance of him ever taking the throne. He began to dream of expanding his craft, of creating bigger things.

-

Background: Wayward Black Sheep In Purple
Invoke to: Be a true prince of the blood royal. Know his way around a court.
Compel to: Be an exile. Protect his former people.

But Dwarves, as a whole, are highly tradition bound, and they did not take kindly to a dreamer, especially not one of the king's blood. Finally, at seventy, he went into a self imposed exile, setting off on a quest to expand the depths of his skills.

-


Aspect: Roadworn Runehammer
Invoke to: Be a well travelled wanderer. Have seen many places. Know one's way around a scrap.
Compel to: Keep drifting. Keep seeking more knowledge and skill.

Fenrik journeyed far and wide, throughout the many fiefdoms of humanity - Duchies, Kingdoms, Principalities, Republics, Leagues and more, along with the other free folk. Along the way, he's seen a great deal, and improved his craft a great deal more. Been in a scrap or two on the road, too.

-

Lore: Herald of the Dragon's Fury
Invoke to: Represent a calamatous power in some small way. Recieve aid from that power.
Compel to: Be bound to an great and dark oath.

Yet, it is not for his craft - great though it may be - that Fenrik is known for. One night, years ago, he was journeying through a mountainous pass - like the ones close to home in some ways, yet far away in others - when the heavens opened up with a great storm. The sky emptied, and thunder echoed across the stones of the old road. Fenrik was forced to seek shelter in a cave - a cave that continued on, deep into the mountains, straight into the holdfast of an ancient being, the elder dragon Krukathakar, a member of the Celestial Horde - a gathering of dragons that inflicted their wrath upon the world when it struck their whim. Fearing for his life yet, as ever, seeking more knowledge, Fenrik struck a deal with the great being - he would be an emissary and a herald for their great horde, seeking out plunder and battle worthy of their attentions, and act where they could not, and in exchange he would be granted knowledge. Since then his journey has been accompanied by death and chaos.

-

Questions:

What have you sworn?
Fenrik is bound by blood oath to serve as the herald of the Celestial Hordes - to lead them to worthy plunder and battle and to serve as their emissary.

What do you seek?
Fenrik seeks two things in his quest - a means to be free of his vow to the Celestial Horde and, as he originally left home for, more secrets and methods to add to his own craft.

ChrisAsmadi fucked around with this message at 04:45 on Feb 3, 2014

AlanWhats
Mar 3, 2013

A smartly dressed scientist robot: high five bro.
Okay, so here's the deal. As of now I'm extending the deadline for a week. The new deadline is February 10. I keep getting interest but as it is there isn't enough time to accommodate them, so I'm extending the deadline.

Transient People
Dec 22, 2011

"When a man thinketh on anything whatsoever, his next thought after is not altogether so casual as it seems to be. Not every thought to every thought succeeds indifferently."
- Thomas Hobbes, Leviathan
This game needed less conflicted antiheroes and more men of asskicking, so here I am. Let's rock! :rock:



Jack Starchild

High Concept: First Blood

"Since the Great Blasphemer was struck down and breathed his Last Breath, nobody knows what happened to the gods. Some claim they left the world, disgusted with what it had become and the weakness of men. Some say they are still out there, waiting for us to prove our worth to them. Knowing what I know about Jack, I'm inclined to favor the latter theory. He's a god's child through and through, and I'll stake my life on it!" -Drunk Bon, old priest of Hattusil.

Invoke: The blood of gods can do great things, and make the impossible trivial.
Compel: It's also the single most delectable treat a demon can taste, a magical reagent worth giving up the world for, and did we mention that a god's child can't act against his nature without risking terrible consequences for himself and others?

Trouble: Highway To Hell

"Do not listen to the old drunkard. Starchild is a latent demigod, one whose arrival was foretold by many prophecies, but he has a dark fate ahead of him. It is known that one day he will fall down to hell, and all who follow him will be dragged down with him. Though his star is on the ascent, you would do well to steer clear from him, youngling. Who knows what dark impulses lurk in the mind of that man, and to what lows he will fall before his untimely end?" -Seeress Nofretamón, Oracle of Lisis

Invoke: If there ought to be a law against it, Jack's probably got some experience with it. When you travel as much as he has and meet so many interesting people, you learn a couple useful things. Not that he likes using them, of course.
Compel: Sometimes, there's actually a whole lotta law against what Jack needs to do. It would be so easy to get through obstacles by using Jack's godly blood for petty gains, or by taking a nasty shortcut...surely it won't hurt anybody to do the wrong thing just this once?

Background: Playing With Girls

"Curse him! Curse him two times! Curse him a hundred thousand times to the worst tortures of hell for his treachery!" -Alexandra Astarte, Supreme Overseer and High Moon Priestess of the Island of Selene.

"All of the great women of the world, from queens and princesses to warriors of unmatched skill, pass through Selene at some point in their lives, however briefly. That is the law of the world. It is another law that no man is to trespass beyond the coastline of Selene lest he suffer a swift death...except for Starchild. His mother, Alexa, was one of our most trusted executors and came back to us with child when she returned from a long mission. She hid his true nature well, and he lived for years among us without anyone growing wiser. She couldn't keep the truth from us any longer when he grew from boy to man, but by that point it was too late. They ran and went their separate ways, and we've been trying to find them ever since. We must bring both mother and son to justice for their transgression." -Kali, Crescent Assassin of Selene.

"Jackie always had our attention back in the island, and not just because he was the only boy around (though the Sisters of Selene didn't seem to notice). He always knew how to tell a joke or come up with a game to keep us entertained, and he never let any of the meaner girls bother the quiet ones. I wonder what's become of him. He did promise he'd marry me someday...just like he did with all the other girls. *Sigh*" -Princess Laris, Inheritor of the Blind Deserts.

Invoke: Jack spent his childhood hiding his identity, and that's stuck with him to a degree. You'd be surprised by how useful a convincing falsetto can be when combined with a big cloak. Above all, however, he's a charmer: something about him just gets the attention of girls to a frankly astounding degree. He knows a lot of ladies, and they know him well too.
Compel: For instance, they know he knows lots of other girls and most of them really don't appreciate that. They also know he can leave at the drop of a hat, and some of them can be clingy. They even know that he's a sucker for a pretty face and doesn't always think straight when confronted with a pretty gal. Did we mention that the assassins and warriors known as the Sisters of Selene are after him, by the way?

Lore: Back In Black

"You know what's funny to me? People talk about Jack Starchild a lot. As far as anybody knows, he's the only godchild running around, and there's a lot riding on his back. So if he's so special, why does nobody talk about who his father is? You'd figure that'd be something worth mentioning, but the truth is, nobody's got a goddamned clue. Nobody except for yours truly, that is. I saw Jack in action back when the Steel Man ripped the sky open above the lost city of Karien with his infernal machines in his attempt to reach the treasures beyond the clouds. We worked together to put a stop to that bastard, but I couldn't chew through his clock monsters in time. Remember the stories about how the rend in the sky let a pillar of black light through that burnt everything beneath it? It's all true. By the time I managed to get there, everything was ruined...except for Jack. He got out of it without a scratch, but couldn't (not wouldn't, couldn't) tell me how he'd done it. I thought about it for a while, and then it hit me - Jack's father is the God of Death. It's why he's so good at taking care of business with a sword, and why he managed to to escape an inescapable death without a scratch: The truth is, he didn't, but his old man sent him right back when he died. Watch out when around Jack Starchild, kid. Trouble follows him, and wherever he goes, that's where Death's eye settles." -Krauser, Iron Marshal of the Northwest.

Invoke: Calling Jack die-hard is an understatement. Anything that doesn't get rid of him will just make him come back stronger. He's not one to quit, and will never stop chasing after a goal until he's grabbed it (most often at swordpoint). He's also got a real flair for making his comebacks look great - he's done it enough times to get practice at it...
Compel: ...Because inhuman amounts of pain and trouble always seem to come his way. Around Jack, things always seem to get bloody, and he doesn't always escape the chaos unscathed.

Wildcard: It's A Long Way To The Top (If You Wanna Rock 'N Roll)

"Guess you finally found me. Must've been a lot of traveling around looking for me, huh? I don't stick in one place for too long. When you settle down, life gets kinda boring, and boring isn't something I'm cut for. Jack Starchild, sword for hire, vagrant and godchild, at your service. Mind if we walk while we keep talking? It's gonna take a while for both of us to swap stories, and I think that hill over the horizon appeared in the Roddin Scripts somewhere. If I don't keep moving, I'll never find my old man, or measure up to him. C'mon, let's get going. History's waiting for us!" -Jack Starchild, The Godsblood.

Invoke: Jack's traveled a lot, but in all the time he's been wandering the world, his goals haven't changed: Find his mother and reunite with her, find his father and uncover his identity, and find his heritage and earn his right to it. And he won't stop till he gets there.
Compel: It's a hell of a lot of work for one guy. He's bound to get robbed, stoned, beat up, broken-boned, had and took, and that's just the tip of the iceberg. It's harder than it looks, being a godchild, but that's the price you pay for greatness. It's a long way to the top, after all.

---

The Questions

What has wronged you?

"I haven't been wronged by too many people. More the opposite, really. But The Firebrand and me have a score to settle for that time she sold me out to the Dungeoneers of Amankar. She just double-crossed me all of a sudden! I want to know what her reasons were for stabbing me in the back like that."

What do you love?

"There's two things I'm always up for: A challenge, and finding another piece of the future that awaits me. When most of your life is in the books' written pages, there's no reason not to get some advance warning about it, is there?"

What have you sworn?

"To never stop wandering until I've found my father and asked him my Three Questions. I'll go to the grave before I stop looking for him."

What do you fear?

"The prophecies about hell don't scare me. You know what really frightens me? What if there's another godchild running around? And what if he wants to use his powers for his own ends? What should I do if I'm forced to fight a brother I never knew I had?"

What do you seek?

"Peace with the Sisters of Selene. They raised me as if I was their own when I was little, and in a way, I am. Every time I have to fight one of their Executors, it feels like fighting my own family."

---

Skills:

Superb (+5): Godsblood (Fight)
Great (+4): Rapport, Deceit
Good (+3): Athletics, Will
Fair (+2): Stealth, Physique
Average (+1): Notice, Investigate

Stunts:

Number One With A Bullet: It's hard to come out on top against someone who has unlimited potential for greatness (in theory, at least). When you make a roll, you may replace one fudge die with a d6, adding the die's result to your total. You may use this stunt once per scene free of charge, paying a cumulative Fate Point for each subsequent use.

I'M BACK!: You've really got a flair for the dramatic, don't you? Once per Milestone, you may enter a scene you were not originally a part of, no matter how unlikely your arrival would be. At your option, you may also spend a Fate Point to place an Aspect on the scene, representing the dramatic impact of your introduction on it.

Don't Try To Push Your Luck, Just Get Out Of My Way!: People know better than to cross you when you get serious. You may add the trappings of Provoke to Godsblood, but any use of it beyond simple trash-talk causes you to be bound by your nature for a scene.

Thunderstruck: Your efforts always leave people in awe. Whenever you do something showy and impressive and get a Boost, you may upgrade it to a Situation Aspect with a free invoke, representing the impact of your action on those witnessing it.

High Voltage: Nothing happens by half-measures with you. Whenever you propose or receive a Compel, you can choose to escalate it, increasing the gravity of the situation dramatically and your Fate Point payout by one. The GM is encouraged to let his imagination run wild when you push an escalated compel forward. If you want them, you'll have to earn those Fate Points!

---

Extras

Might of the Gods posted:

Godsblood

Permissions: Must have an Aspect related to your godly heritage.
Cost: 1 Stunt or Refresh, Any number of Skill Points.

Divine power courses through your veins. You could be the child of a deity or merely a distant descendant, but whatever the case may be, you're marked for greatness and a life of danger. Will you learn to use the power within you to rise to the level of your ancestor, or will all you could have been be taken away from you by this ruthless world?

Overcome: Your divine heritage is naturally responsive to other sources of power, allowing you to perceive other divine entities, major demons and artifacts by concentrating intently enough. If you need to overcome a danger that could be neautralized by your heritage (such as a cup that hurts those who touch it who are not of high birth), you can also use Godsblood for that.

Create An Advantage: You can use Godsblood to create Aspects like Spark of Divinity on yourself as you see fit for almost any purpose, and may occasionally even be able to use Godsblood to create Scene Aspects as well. There's a catch to this trapping's limitless applicability, though: Every time you Invoke an Aspect created with it, your divine nature intensifies to a fever pitch, meaning you cannot perform any actions that would go against it, no matter how much you would be penalized by such strict adherence. This isn't a compel, either, so you don't get any Fate Points for it. Sorry!

Attack: Godsblood can't really be used to attack by itself, unless for some reason you are thrown into a competition between gods (in which case, good luck. You'll need it).

Defense: The same goes for defending, unless something would directly target your divine essence.

Special: Each godchild has something he or she excels at. When you take Godsblood, pick one skill from the skill list. It gains all the trappings of that skill, in addition to the above. Note that these trappings don't overlap, but rather are seperate. You don't become bound by your divine nature every time you try to smooth-talk someone! Lastly, Godsblood has a unique ability: By spending a Fate Point, your divine power surges within you, allowing your immortal grace to substitute for any other skill for one roll. You become bound by your nature afterwards, so be careful. Relying on your divine blood too much may just get you out of the frying pan only to drive you right into the fire.

---

Stress

Physical Stress: OOOO
Mental Stress: OOOOO

Refresh: 1

Transient People fucked around with this message at 06:20 on Feb 12, 2014

Esser-Z
Jun 3, 2012

Doing up an app after work tonight.

Edit: Will post it tomorrow. Had a busy shift. Tired.

Esser-Z fucked around with this message at 04:53 on Feb 5, 2014

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
The Rat


Known only as The Rat, this would-be small time thief started as an even smaller time apprentice to the arcanist Makronicus the Spider-Eyed. When his master supposedly died, The Rat found a new opening for his skills: as thief and adventurer. Now, driven by his love of gold, the good things in life, and a simple lust for adventure, the Rat plies his trade across the land, swashbuckling, derring-do, stealing, rescuing, and looting as he goes!

What has wronged you?
Those dark and mysterious forces that consistently drain my coffers after each job!
What do you love?
Money, and all that it buys! Drinking, feasting, wenching, brawling, stealing, and gambling - the list, quite frankly, goes on.
What have you sworn?
To never live a week in boredom!
What do you fear?
Death, every time I accept a job.
What do you seek?
Adventure and luxury!

Stress
Physical: [][][]
Mental: [][][]

Consequences
Minor:
Moderate:
Severe:

Refresh: 3/3

High Concept: Adventurer and Thief for Hire

Invoke: Hear/feel the call for adventure, succeed in acts of daring, skulk through the shadows
Compel: Never have enough to pay rent, never a dull moment, no place to call home

Trouble: Money Makes the World Go Round

Invoke: Smell out gold, know just how to get the valuables
Compel: Be driven by pure avarice and absolute greed, accept bribes with ease, potentially sell out for giant pouches of gold.

Background: Wizard's Apprentice

Invoke: Understand wizardry, have "friends" in arcane places
Compel: Other sorcerers know him, be used as a gofer, master comes a'calling, magic reacts weird around him

Lore: Tales of High (and Low) Adventure

Invoke: Be known for his adventures, have high bids for his skills,
Compel: Have lots and lots of bitter former enemies, be marked for REVENGE, former marks want their gold back

Wildcard: Lady Troubles

Invoke: Save the ladies, woo the ladies, charm the ladies
Compel: Be dumb around ladies, be taken advantage of by the ladies, constantly have to go save YET ANOTHER loving lady

Skills
+5: Stealth
+4: Burglary, Fight
+3: Acrobatics, Notice
+2: Lore, Shoot
+1: Physique, Will

Stunts

Level 10 Thief: Gains +2 to Lore when dealing with magical items. On a failed roll when using an activated magical item, the item still goes off - with unstable, and potentially even backwards results!

Thieves' Cant: Use Burglary for Contacts when attempting to contact other ne'er-do-wells

Backstab: Is treated as having Weapon 2 when invoking an aspect related to Stealth

Rakish Charm: Use Burglary instead of Rapport when trying to be charming

ProfessorCirno fucked around with this message at 16:35 on Feb 7, 2014

knaelidos
Dec 29, 2012


Victoria Sac'rel

High Concept: Witchblade of sac'haris

Born into the demon dominated village, where dark rituals are frequent, humans are bewitched with promise of power, or otherwise subjugated by fear of reprisal. Children are drilled with the lore
of the blood god, sanur'anquis. Who they believe will unite the world and make a utopia out of loyal humans with demonic powers. Her parents being in the 'potential' caste, where they are looked after
and educated. Although that is partly because of being born during the new moon, took the missives to heart, and actually survived and tolerated the anguishes.

She had a pleasant upbringing, despite the ideals of the village and the grueling lessons and physically exhausting chores. When her parents weren't at meetings or rituals, they spent it with her.
Teaching her of the wisdoms of their pasts, and alleviating the everyday stresses thrusted upon her. Constantly telling her on how she'll be great, and on the glorious future that will be.
It gave hope between the harsh days.

Invoke: She understand the lore of sorcerers, learned of rituals where blood or violence is involved.
Compel: Has strong obligation to adhere to the traditions of her village, especially on nights of the new moon.

Trouble: Parasitic lifeform

On the new moon after Victoria's coming of age, she was approached by an priest, who offered a obsidian glass with a purple liquid and just the word "drink". Fearing reprisal from disobeying. She drank deeply from the glass,
it tasted of grapes, with a bitter aftertaste. Her senses immediately dimmed, having only the sensation of her knees buckling underneath her, sending her toppling to the floor.
She tried to wrest herself upright again, only for her limbs to disobey her. She saw as men approached, and picking her up like a puppet.

She could only lie there as the men heft her to the ceremony room, where a conjugation of cultist, circled around a chalk pentagram, standing in silent prayer, Victoria was set upon the middle of circle, into a stance where she was sitting on her knees,
the obsidian cup was put between her fingers on the ground. The head priest then drew an ornate knife out, saying a prayer for sanur'anquis, held the knife to point his palm, which the others followed suit. They stood there, listening to the prayer. Only for it to be concluded with
"Let the blood flow," where everyone drove the knife toward the other hand and pierce the palm, then drew the knife out, pointed the palm at the pentagram, chanting "Melan'kuis, Chlor'zuai, phlegm'exim sanur'anquis" while the blood trickled down their palm, then travel not unlike a spider string, towards the cup.

After what seemed an agonising wait, the cup filled to the brim, where the cultists clap their hands together, squats down, and brushes the blood onto the chalk, where the priest said
"As blood reigns supreme, I call you here!"

Shortly after, blood again traveled from each hand, following the chalk, reflecting the candlelight, giving the impression that the blood is glowing, it reaches the cup which bubbled violently and then spew upwards like a geyser, spraying Victoria where it spluts in the air and then strings of red fell back into the cup, not quite water, not quite solid.
The priest lifts his red hands, stood up, and walked into the circle, being careful not to step on the bloody chalk. Where he lifts the cup as in giving a toast, "in the name of our master, we bless you." Where he upturns the glass over her back.

The foreign being slipped underneath her cloak and into her back from the skin. Bringing a burning, squirming sensation that traveled from her back which flooded thoughout her body. The feeling increased
as time go on, until she felt nothing but a burning agony. It flooded her whole body and mind, bringing everything with it. She tried to scream, only for her vocal cords not to work, leaving out a wheeze.
The last thing she heard was "send her to the rest" before consciousness faded away.


Invoke: Living a good chunk of life with her 'companion', has helped her learn of techniques to handle it.
Compel: Anyone who sees her exposed [s]back[s] anything are alerted to the fact that she is a monster.

Background: imprisoned in thorns

After what felt like an indiscernible period of time later, she woke to a throbbing back, with each throb, her sense came back, first of it was the smell of death, stronger than the usual affairs of the village.
She retched, only for her throat to be too dry to do anything more than a dry heave, causing her to jerk upwards and unsettle dust on the hard ground. There's a cough coming from somewhere, and trying to focus her ears.
She can hear small moans from around her, too soft to be intelligible. She tilted her head, her eyes flickering open.

She lied there, blinking her eyes to try to adjust to the darkness better, only to see a silhouette of a body, no that wouldn't really be describing it, the body looks to have a row of narrow needles jutting from the side of the body.
Her eyes widen, then focused on her numb limbs, which caused pins and needles to run through it as she slowly pushed herself to a kneeling stance, then putting strength though her unstable legs, stood up, and took account of the room.

Even though there was only little light in the room, it was enough to show a grisly picture, there was silhouettes everywhere, ranging from the needle infested, to the ones that have engorged limbs, or wildly misshapen body parts. Aside from the moaning, there was only short and quick breaths.
She turned to the natural light at the end and then started to walk towards it. After a few steps, she felt a wave of dizziness, and the strong desire to stop and just rest. She shook her head and then stared at the natural light intensely like to stop looking would be the same as it disappearing forever.
She lifted her right foot, brought it forwards and then felt a stabbing feeling in the heel of it, her back throbbed, she squinted her eyes, and then pressed on.

An agonizing journey later, she was closer to the light where she could see the extent of the damage done to the average body, what looked like black veins were bulging on the person's skin, withered spikes were on the top of the intersections of veins. Where the alive ones were more closer to a slowly moving web, tentrils swaying around.
She turned back to the natural light, working on where the door is, when she heard a guttural growl from behind her. She turned around to see a standing person, there weren't any spikes visible, but their jaw looked unnaturally large. The monster turned to Victoria, and then snarls, and lunges.

Victoria turned back around and started desperately feeling for a door or anything, to eventually find a handle. She grasped it firmly, but before she could pull on it. She heard a loud splurch and felt an agonizing pain in her whole back, and froze there.
Waiting for consciousness and her life to fade, only for nothing to happen, just a warm sensation on her back, she turned her head back over her shoulder to see the monster impaled on crimson spikes, one though the heart, jaw, abdomen, and pinning the arms, while the eyes of the monster were empty of what fire there was before.
She fell forward onto the bars, feeling the spikes recede from the body.

She pulled on the handle only for the door to rattle loudly, and on cue, the priest came in with a content smirk, speaking in his usual monotone voice "I figured you would handle the ritual", Victoria stares at the torturer "by the way, I would like to congratulate you on your
promotion in status, your parents are already taking advantage of the bonuses." At this point, Victoria's eyes widened in anger, asking relucantly "they knew?" "Oh Victoria, who do you think organised this..." A surge of emotion swept down her body, when it reached her back, a strong feedback of rage flowed backwards to her head.
Before she could put the emotions into the words, they manifested by dark tendrils from her back, which snapped between the bars towards the current target of her anger. The priest muttered something under his breath, blood trickling out of where he stabbed the knife, and then grabbed the tendril, which caused her blood to turn cold from fear and freeze in hesitation.
"Rest now, you have a lot ahead of you." Unconsciousness came as though as quickly as the chill, and she had the sensation of falling.

Invoke: Since the incident, she can find it easier to deal with human shaped monstrosities.
Compel: She finds it hard to socialise with people in general.


Lore:Woven in thorns (and fate)

Victoria is getting well and truly sick of being unconscious, as she just floated in the darkness, something is different though, it feels like her back is, vibrating? She started focusing on that sensation, and felt a sucking motion, like being pulled along somewhere.
Black became dark red, then crimson, then a vibrant red, then a fleshy pink color, as she saw a figure in the distance, less of a figure, more of a tangle of threads, visceral and squirming. She heard a voice, she would describe it as what it would sound like if you took the noises that every body makes, it would make an apt comparison.
"We finally meet." To which she could only reply "who, are you?" To which it takes a more high pitch squiching noise, in what seems a mocking tone "Oh hello, I've just moved in, I hope we can be good bodymates." Victoria groaned heavily, to which the tangly thing continued "yeah, my thoughts exactly. Anyway, since we're bound together" before he could continue, victoria interjected with "bound?"
"Yeah, if I get forcefully banished out of your body, the shock would cause a very agonizing death, the feeling roughly being described as your spine being ripped out, dragging spikes along your whole back." To which victoria recoiled back from the shock, and the blended blood octopus ranted on "the experience is just as harsh for me, thing is, I'm pretty sure I wouldn't go back to my domain, no idea where I'd go, but just that is enough to terrify me.
Chol'valix, the great lieutenant of the blood geysers." To which Victoria only blinked blankly at 'chol' "anyway, the point being, we're stuck together, until I either gather enough strength, or those sorcerer pricks release the word oath." It writhed with annoyance "so, to fill my strength and not starve, I'll lend my help, considered yourself lucky, if you haven't called yourself unlucky for having to make a deal with the scariest being this side of the eternal stream"
Despite the skepticism and great irritation of his arrogance, she agreed to the terms.

Invoke: When terms are amicable between the two, she finds it easier to tap into the powers of Chol'valix
Compel: She will have to avoid having banishment magic, and occasionally do what is asked of her by chol'valix

Wildcard: Tainted historian

Lore always has had its bloody sides, tales of evil sorcerer-kings, of brutal wars and dark intrigue. Victoria's scholar upbringing allowed her to take to the knowledge like a duck to water.
She knows of the brutal factions vying for control, of groups that are commonly used as tales to scare children, and of ancient clans linked to demon worship.

Invoke: She usually knows of public knowledge of even the most obscure groups.
Compel: There's a reason they are obscure though, and some sleeping dogs are best left alone.


Skills:
5: Lore
4: Will
3: Deceive, Stealth
2: Notice, Fight, Athletics
1: Empathy, Provoke, Contacts, Physique

Mental: O O O
Physical: O O O


Refresh: 2

Stunts:

Riot of the Blood: There's a demon inside you. Sometimes, a situation is so dire you just have to throw caution to the wind and let him loose. Spend a Fate Point and roll a Will check against a Thorns check made by the demon.
You gain access to all of the demon's stunts for a number of rounds equal to the shifts you beat the Thorns check by, and also place a Bloodlust Aspect on yourself with a free invoke. Afterward, however, your demon starts to run amok, and you lose control of your character until the end of the scene, at which point you check your smallest unfilled Consequence slot.

Blood filter: In the rare time when victoria gets poisoned, she has the option of letting the demonic energy flow though her body temporarily, which is both agonizing and uncomfortable, but because of it
Victoria can roll will instead of physique for toxins, poisons and the such.

Blood Money: You've got a grim reputation, and a stellar track record of selling your sword to the highest bidder. When you need money to buy something, you can produce the necessary amount on the spot, but generate the Story Aspect Mercenary Mission: (Mission Name), indicating that this is just down payment money for an appropriately dangerous (or safe, depending) job.

Traveler's Lore: You know all there is to know about...well, everyone who even remotely matters, really. When discussing a group of any importance, you can spend a Fate Point and roll Lore, uncovering a number of Aspects and important pieces of information concerning that group equal to your result.

Questions:

What has wronged you?
I had a demon forced upon me, the way I was brought up was a ruse, and I've become a tool in someone elses war.

What do you love?
I love when I read stories that aren't as bleak as the lore I was forced to read, and I'm enjoying the new scenery.

What have you sworn?
I've sworn to gain control of my life and my fate

What do you fear?
I fear losing control of everything, becoming a puppet for someone's elses purposes

What do you seek?
Truth of this world, and to steer my own future to something else.




Chol'valix
Power: 7
Resentment: O



Skills:
5: Blood thorns*
4: Athletics, Physique, Fight
3: Provoke, Will, Empathy
2: Stealth, Crafts, Investigate
1: Deceive, Notice, Burglary

Stunts
Every Rose Has Its Thorns: You can summon an armor of defensive thorns to protect you from attacks. When you succeed with style on a defense against a melee attack, you can choose to inflict a two-stress shift on your attacker instead of gaining a boost.
Up The Cadence: Calling you fast is like calling a glacier slow. It might be true, but it doesn't even come close to describing just how quick on your feet you can be. You can move two additional zones as a free action on each turn.
Thorn Spray: You can fire off bloody thorns, which rip through your enemies. You can roll Physique to attack enemies from up to two zones away with a +2 bonus.
In The Blood. Blood is life, and life is full of passion. When you touch someone else's blood, you can discern their current emotional state, so long as the blood is still fresh.
Bloodhunter: You crave blood. It's like a powerful drug to you, and you've learned to look for it better to satisfy your addiction. You can perceive blood from up to fifty feet away, even through obstructions such as walls or liquids.
Via Dolo Rosa: You don't care what happens to those around you, so long as those you hate die. Once per scene, spend a Fate Point and make a Fight (or your main attack skill here, edit this according to Victoria's skills) attack against all of your allies, PCs and NPCs alike. For each ally you hit, one enemy of your choice takes a Consequence automatically. You can stack Consequence inflictions, but instead of inflicting multiple Consequences, step up the inflicted Consequence one degree per additional application, to a maximum of a Severe Consequence.
Rise of the Thorns: By embedding a massive thorn into an enemy like a harpoon and then sinking into the earth, you can leverage your own body as a slingshot with which to hold enemies at bay. Make an attack against an enemy any number of zones away using Physique. On a hit, you can move the enemy a number of zones equal to your roll result, even upwards if you so desire (where they remain held by you until you choose to drop them or they make an Overcome action to break free). Until you drop your enemy, you can't take any actions to move, as you literally root yourself to the ground to act as an anchor.



quote:


Blood thorns:
Permission
Cost: Skill points

Attack: Attack enemies by twisted the blood in Victoria's body to shoot spikes
Defend: Defend against physical attacks by extending threads, which harden into interwoven spikes
Advantage When you hit an enemy with an aspect, you can invoke it to turn the impaled spike into a hook, to close distance or pull someone towards you.
Overcome Manipulate the blood spike like a ten foot pole for extra reach.





What has wronged you?
I hate those who have entrapped me.

What do you love?
Blood, viscous, fragrant, beautiful.

What have you sworn?
To capture those who bound me, drain their life away. Torture their souls

What do you fear? Nothing scares me, but I do not wish to be in this limited form

What do you seek?
A good feast, my own fleshy palace, freedom to subjugate this world. You know, the simple things.

knaelidos fucked around with this message at 13:21 on Feb 5, 2014

Esser-Z
Jun 3, 2012

Lilina Pent, the Grey Bear, is a tall, strong woman, typically wearing a long grey coat over simple clothing. She is not unattractive by any means, though scarred, but her eyes bear a dangerous set. Her weapon of choice is the bladestaff, carried in a case slung over her back. Like the name suggests, it resembles a long staff, terminating in cold steel at either end. Rarely, however, is this the only weapon she carries.


Aspects:

High Concept: Battlemaster
Lilina has led a lifetime of violence, and in that time she has honed her craft to perfection. A master with any weapon she touches, few can stand against her in combat. Beyond mere bloodshed, the Grey Bear is an adept tactician and strategist, skilled at guiding soldiers and campaigns to a bloody, but victorious, completion. Once she fought for a cause, but now her blade is for hire, and many would do well to pay the price.

Invoke: To lead in combat, to fight with incredible skill, to see her enemies driven before her and hear the lamentations of their women.
Compel: Be recognized by an old enemy, become involved in somebody else’s cause

Trouble: Legacy of Blood
The Grey Bear has lived a life of violence; this has not left her unaffected. Battle comes as her first instinct, even if it may not be the most appropriate, and when startled or uncertain she is likely to slip into a military mindset. Furthermore, she is haunted by those left behind, and some of those who fell to her blade. These mental scars fade no more readily than her physical markings.

Invoke: React promptly to a threat, utilize a stratagem from her past
Compel: Spring into violence, sleep poorly, see the ghost of another in somebody

Background: Fallen General
Lilina Pent, the Grey Bear, has a storied history. Born in the former Northern States, she learned the arts of the smith from her father, and the sword from her grandfather. As a youth she joined and came to lead a town guard, before leaving to join the armies of Barholm the Conqueror. Lilina rose rapidly through the ranks; she became Barholm’s most reliable general, and it was by her hand that the North was united under his banner.
The glory was not to last. Barholm was paranoid of a great general overthrowing him, as his own father had come to the throne, and so set his agents to eliminate her. Lilina survived the attack—the assassins did not—and left the now-hostile Northern Empire with a small band of loyal followers. They scattered, pursued by the half-mad Barholm, forming the seeds of a information network that serves Lilina well in her mercenary career.

Invoke: Impress with past victories, plan and execute campaigns, call with personal agents across civilization
Compel: Accost with Barholm’s loyalists, bring back painful memories of home, tempt into leading an army against the Northern Empire


Lore:
Immaculate Quartermaster
True to her roots, Lilina makes a habit of having a personal presence in the maintaining and making of her gear, keeping the cogs of war well oiled. As such, others tend to overlook her, mistaking her for a common soldier.

Invoke: employ exemplary equipment, manage supplies and logistics, craft gear
Compel: Snubbed through mistaken identity, distracted by craft, eternally busy

Aspect:
Pent’s Professionals
Built from a core of loyal Northerners, Pent’s Professionals are Lilina’s personal armed forces. They have served as a mercenary unit in several struggles, typically victoriously; their service does not come cheap. When not deployed, the Professionals bunk in the fortress Greyhall, won in an early campaign.

Invoke: reinforcements, local information network, financial resources
Compel: duty to the unit, contracted for war, grudge-bearing foes

Skills:
5: Fight
4: Crafts
3: Physique, Will
2: Rapport, Athletics, Shoot,
1: Lore, Notice, Provoke, Contacts

Stress Tracks:
Physical: [][][][][]
Mental: [][][][][]
Consequences: Mild, Moderate, Severe

Refresh: 4

Stunts:
Impossible Speed: You can defend against a Shoot attack with Fight.

Shrug it Off: Remove a mild consequence or make a will test to ignore a moderate consequence?

Mind of Steel: Whenever you have time to prepare a plan to deal with a situation, you may spend a Fate Point and roll your Will, creating a number of Aspects with a free invoke equal to your roll result (to a minimum of 1), providing a number of extra invocations of preexisting Aspects up to your roll result, or a mixture of both. All new Aspects must have a justifiable basis, and each extra invocation of an Aspect must utilize a new facet or layered use within the plan to be allowed.

Questions:

What has wronged you? Emperor Barholm, who rewarded victory with death, or so attempted.
What do you love? Victory, the flow of command, the ferocity of battle, women
What have you sworn? Responsibility to and for my troops; to uphold my contract
What do you fear? That by serving Barholm I created a hell for my people.
What do you seek? A place I can one day retire in peace, but first I consider vengeance against my old master.


Gonna write up some short prose to go with her, too.

mistaya
Oct 18, 2006

Cat of Wealth and Taste



Aislin Brannagh

High Concept: The Wandering Chronicler

A small thing, a wildling,
left to die alone on a stone
In the cold, in the dark
All because of the mark
And the forest took pity on the child

Raised up, gazed up
Saw the wolf and the crow
And the flower in the snow
Swam the river, climbed the peak
Learned to howl and to speak
And the forest laid blessings on the child

Grown now, alone now
Wanderlust is wonderous
Fresh minds are curious
A song beyond boughs
For the one without claws
And the forest bade farewell to the child

"Origins" -Aislin

Invoke: To write, sing, or tell a tale. To live a nomad's lifestyle.
Compel: Some tales are best left untold. Some secrets are best kept.


Trouble: "I'll Not Lie..."

Aislin detests liars. She speaks her mind when it pleases her, and her observations- while always true- are not always welcome. Tact is a foreign concept to her. Her brutal honestly can come in handy, but it usually gets her into more trouble.

Invoke: Some people like brutal honesty!
Compel: But most people don't.


Background: You Must Live To Tell The Tale

Aislin left the forest in her late teens, and the first people she met were traveling minstrels on the road to the port town of Mendenhall. They called her a wild girl and made mock of her, but the grandfather of the group took her under his wing. He gave her a name and taught her letters. He was a grand storyteller, and Aislin idolized him. He was also very old, and very ill, and when he passed a few years later the young woman took the journal he left her and promised to fill it with even grander stories than the ones he'd told.

She was still a fair hand with a spear and a sling, hunter's tools that she relied on to feed herself from the time she could walk. And she had always been good at making what she needed to survive, from a warm fur coat to shelter from a storm. Those skills would serve her well as she sought out others brave or foolish enough to be worthy of a page in Grandfather's Journal. It became clear to her on her very first such ordeal that no man or woman could witness greatness without danger, and she would have to take care of herself (and others) if she wanted to survive to tell her tales.

Invoke: Survival skills, making useful things from natural materials, getting herself or others out of a jam.
Compel: To refuse to go on suicide missions, to sit on the sidelines, to be the lone survivor.


Lore: Twister of Fate

The pure white birthmark on Aislin's brow in the shape of a lunar crescent marks her as a seer. It was the reason she was left to die in the woods as a baby. It is said that those who can see fate can twist it, and soon become twisted themselves.

Aislin was never formally trained and only catches the occasional glimpse of the future, which she rarely understands. But her dedication to the truth is so strong that it can affect the world around her. If she says something will happen, it is much more likely to. In a way, she is a self-fulfiller of her own prophecy, though she has no knowledge of that fact.

Invoke: When declaring something to be true, or trying to force events to play out in a certain way.
Compel: Monkey's Paw Effect- trying to force the world to bend to your will has terrible consequences.


Aspect: In the Company of Heroes

Aislin's life is one of adventure and song. She seeks out heroes and quests as a matter of course, and wouldn't miss out on any trip that would make an exciting tale. When she passes through a town, something interesting is bound to happen- though it might not always be the good kind of interesting for the people who live there.

It's a good thing she's so inspiring. Aislin's tends to bring out the hero in everyone around her, and people are more likely to rise to challenges when she's nearby.

Invoke: To throw a narrative spotlight on something or someone she finds interesting. To call others to action when something bad happens.
Compel: To be a living trouble-magnet, or to cause trouble in order to liven things up.


Skills:

+5 Provoke
+4 Empathy, Fight
+3 Athletics, Will
+2 Stealth, Investigate
+1 Notice, Physique

Stress Tracks:
Phys: ()()()()
Mental: ()()()

Refresh: Starts at 4.

Stunts:

Once More, With Feeling: Once per scene, you may increase an ally's roll by +2, or grant them a free reroll.

Your True Colors: When you compel an aspect revealed by Empathy, your target becomes consumed with that aspect and must behave as though it is the driving force in their life for the rest of the scene. Resisting this compel costs 3 FP.

Thought-Provoking: When you tell a story or sing, you may use Provoke in place of Rapport to instill thoughtful and inspiring moods on an audience, rather than just hostile reactions. In addition, you may use Provoke to encourage and coax your allies into actions, but they may not take your insults well down the line.

Questions:

What has wronged you? -My parents, my clan, left me to die as an infant.
What do you love? -The open road, a song, and good companions.
What have you sworn? -I have sworn to fill Grandfather's book with grand stories.
What do you fear? -I fear dying before my work is completed.
What do you seek? -To chronicle the grandest adventure in all of history.

mistaya fucked around with this message at 00:49 on Feb 9, 2014

64bitrobot
Apr 20, 2009

Likes to Lurk
Morgan _____

High Concept: Amnesiac Escape Artist
My name is Morgan. I do not have a last name, it was stolen from me. I escaped worse. I escaped death. I don't remember how. I know that I'm good at getting away, I'm good at hiding. That's what I need to do. Hide. Bide my time until the chance to get what is mine comes back. But it's not that easy. There is a link, my head is full of poo poo. Even poo poo that isn't mine.

Trouble: The Demon That hosed With My Head
I don't know it's name. But I remember it. And if I ever meet with it, I will know it. That demon hosed with my head, it stole things from me. Memories, important ones. I don't know what they were, but I want them back. Nobody steals from me. I will get what was mine and make sure that loving rear end in a top hat pays. Sometimes I have visions and memories. Sometimes they're mine, sometimes their not. But they help me, they let me do things I couldn't, or give me the chance to do something better. This is a power, a power granted by my disability. I will use it to hunt the demon, and I will destroy it, returning what should be to what is.

Background: Who Am I? Where Did I Come From?
I have a hometown. But I don't know what it is. I don't know who I grew up with. I don't know my friends, my enemies. I don't know anyone. Maybe there was this barmaid, one time. I might remember her face. Or maybe I remember a name. James...but I don't know who he is. Or what he did. When I move I find myself staying out of sight, or when I'm talking, I find it easy to lie. There are things my body knows how to do. I don't know what I did before, I don't know where I came from. But I will. I will learn it again. Or maybe I'll decide it's better to forget. Perhaps I did things I'd rather not remember. Could this curse be a blessing?

Lore: The Unrelenting Pursuit
I will chase the demon till my dying days. I will not give up the hunt. Nothing will stand in my way, and anything that does will be dealt with in whatever manner required. Maybe some will stand aside. They will see the fire in my eyes. They know not to stop me.

Aspect: If Only I Knew How to Find Myself
My eyes feel trained. They can see things, find things. My brain seems quick, it can link facts, find errors. My tongue seems silver, people will tell me what I want, when I ask properly. I can learn whatever I want. But I can't learn about myself. I never run into anyone who knows me, and if I do for some reason it's impossible to get to them. Or get anything from them. I can get what I want, but why can't I get myself?

Skills
+5 Stealth
+4 Deceive
+3 Provoke, Burglary
+2 Notice, Rapport, Athletics
+1 Fight, Investigate, Shoot, Physique

Stunts
Can't Keep Anything Straight: When being compelled, Morgan may swap any two skills on his skill list, with GM approval, of course. This lasts for the length of the scene of the Compel.
Strange Déja Vu (Requires Can't Keep Anything Straight): When you first use a swapped skill, you may declare one detail about the scene, because you've already been here before.
Looking For The Source: When Morgan is a chase involving clues to his past, he gets a +2 bonus to his check.
Catching The Past (Requires Looking For The Source): After a chase involving a clue to his past, Morgan gains a +2 bonus on the first check related to the end of the chase.
Recognizing The Unknown: When Morgan meets an important person (has personal Aspects) or enters an important place for the first time, roll Will. If the result is +2 or higher, Morgan has a useful flashback, which may or may not be his own memory.
I Won't Be Held Here: Morgan doesn't like to be held in one place. Gain a +2 bonus when overcoming obstacles that are physically keeping him in place.

Stress Tracks:
Physical: [][][][]
Mental: [][][]
Consequences: Mild, Moderate, Severe

Refresh: 1

Questions
What has wronged you?
The demon. He stole my memories. He stole me. I will get revenge.
What do you love?
I do not know. I wish I did. Did I have a family? Did I have friends. Was there anyone I trusted? I feel like there wasn't..
What have you sworn?
To learn who I was and what I am. To recover my memory and fix the mistake. Wait...what mistake? Ahh, I can't remember.
What do you fear?
That I learn things about myself so terrible that I question my purpose. That I die without finding the answers I seek.
What do you seek?
Answers. Myself. I seek to know who I am, and what has happened to me. I seek to learn why I have been given this curse.

64bitrobot fucked around with this message at 04:57 on Feb 8, 2014

AlanWhats
Mar 3, 2013

A smartly dressed scientist robot: high five bro.
Sit down, lads and lasses! It's time to start this damned story again for you, now that we've all drunk our fill! Now, where's the bloody beginning...



Hear ye, here be the names of the souls who walked this land in times of yore:

Aengus, Crusader of the Stars (OmegaGoo)
Jack Starchild, Of Man and Gods (TransientPeople)
Jaxus, the Son of Oberon (TempusRimeblood)
Victoria Sac'rel, Witchblade of Sac'haris (knaelidos)
Lilina Pent, The Grey Bear (Esser-Z)
The Rat, Oh Gods drat It What (ProfessorCirno)
And, the one who wrote this book, Aislin Brannagh, She Who Wanders and Writes (mistaya)

You all really had to go and make it hard on me didn't you? :cheeky: Thank you for apping everyone. Stay in touch! You may be called to tell your story in the future...

Now, onto the fun part, Setting Creation. Here is where you can add your ingredients to the pot, so to speak. You can create various things within this setting, with each new thing an entry. The entries can involve one of the following; people, places, groups (kingdoms, cults, factions, guilds, etc.), demons (or whatever would mechanically function as a demon), and themes. Generally speaking, people, places, and groups all have a few aspects to them. Groups and people also have goals. Demons are generally built as described in the OP. Themes are often just a singular aspect that applies universally, although in some cases it might be a houserule that encourages that theme (GM discretion though). All of them also have a descriptive blurb that gives the gist of what the thing is. I'd also appreciate it if each entry is concise, rather than attempting to detail everything about a certain place (I'm looking at you TransientPeople).

Examples Forthcoming (I kept you waiting enough as is)

Transient People
Dec 22, 2011

"When a man thinketh on anything whatsoever, his next thought after is not altogether so casual as it seems to be. Not every thought to every thought succeeds indifferently."
- Thomas Hobbes, Leviathan
Concise, you say? Sure, I can do that, so long as you don't mind me being concise about a lot of things. :v:

Jokes aside, let's get to it. These are all things that show up in Jack's story, which I'm going to get out of the way before doing new stuff.

---

Places:

The Island of Selene/The Sisters of Selene

Located at the dead center of the Inner Sea, Selene is a place of ancient mystery, where once upon a time men saw the moon, and built an enormous edifice in an attempt to try and bring her down to earth, by force if need be. Frightened, the moon hid herself, but a kind woman climbed to the building's rooftop and spoke with her, calming her down and convincing the men to leave her alone through her eloquence. When the woman finally descended from the roof, she shone like the moon, and her friend lived within her, or so the legend claims. The island bears the woman's name, and has acted as the headquarters of a cult dedicated to the moon ever since. Following the teachings of its founder, the Sisters of Selene share her insights with all the women who come to hear them, and many of their pupils have gone on to become people of great importance, earning the Moon Tower's Academy a great prestige. Men are rebuffed, however, and none of them are allowed beyond the island's coastline, which ends where a thick forest begins. This hasn't deterred many would-be adventurers and thrillseekers, forcing the Sisters' well-trained warriors and assassins to dispose of them, as the punishment for entering forbidden territory is death.

Aspects: Whispers Of The Moon, We Raise The World's Future Queens, Men Are Not Welcome Here, Growing Schism.

Goals: Protect the sanctity of the Moon Tower, punish all transgressors, make sure the wild world outside always has a voice of reason to guide it in times of turmoil.


The Blind Deserts

There is no place in the entire world more inhospitable than the Blind Deserts. Nowhere else does the sun beat as harshly on the land, with so few places to serve as shelter. So great is the heat of the desert that the entire expanse is covered in heatwaves and mirages. Coming into the sandy wastes without a guide is tantamount to suicide, as using one's sight to try to find a way is worthless in a land where nothing is what it appears to be. The true path can only be found by following the howling winds, but the incessant sandstorms and the way it seems to change directions at the drop of a hat make that a tremendous challenge.

Aspects: Hotter Than Hell, Winds of Pandemonium, Nothing Is Real.


The Ruined Imperial City of Karien

Karien is old. Nobody remembers who made it, but its wrecked buildings of silver and steel speak of an advanced civilization that disappeared centuries, perhaps millennia ago. It was already in a state of disrepair even before the brilliant madman known as the Steel Man tried to rend open the heavens within its confines. Now, it's little more than a completely wreck, albeit an extremely elaborate, mysterious one, with plenty of strange artifacts and treasures awaiting brave looters inside...if they can survive the machines of the Steel Man that now stalk its streets and underground hallways, looking over their dead master's body.

Aspects: Silver and Steel, Metal Madness, A Vagrant's Dream And Challenge.


People:

The Firebrand
Forests need to burn once in a while so that old plants may die and new ones may take their place. Nations work exactly the same way.

Troublemaker, rebel and a satrap's nightmare. Those three things describe the woman only known as the Firebrand well. She is an insurgent with massive bounties on her head in several nations who has charmed and terrified people in equal measure with her quick wit, striking red hair and figure and passionate love of explosions and mayhem. Wherever she goes, things go up in flames...literally, as well as figuratively. Some say she's made a bargain with a firestarting demon to achieve her goals of overthrowing those in power, while others attribute her a mastery of explosives that is only matched by a handful of people across several continents. The reasons behind her hatred of organized governments are unknown, but it's clear she won't stop at nothing until what little peace there is in the world is shattered.

Aspects: Fiery Redhead (In More Ways Than One); Burn My Dread; Everybody's Going To Pay.

Transient People fucked around with this message at 11:14 on Feb 11, 2014

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
Places


Laravnikh
Simultaniously the richest and poorest city for miles on top of miles, the ancient city of Laravnikh stands as it always has; covered in soot and smog, labyrinthian in it's sprawl, decadent and squalid in equal amounts, with uneven towers covered in windows, burning through the smoke with strange and arcane lights. On one street, manors and noble houses filled inside with exported wines and fine silks, never quite touching but always evenly paced; on the neighboring street, jagged and mismatched one-room "houses" built atop each other stab upwards like broken teeth.
Thieves Paradise; Decadence with Faust; Economic Extremes; Enough Gold Can Buy ANYTHING


The Underneath
Underneath Laravnikh lies it's ancient sewer systems, build untold years ago when the city was still new. And underneath THAT lies even more ruins. It even seems to grow on it's own; some swear it now connects to the city's catacombs. Nobody is entirely sure what the city was built on top of - indeed, the few archeologist who return relatively sane swear there's multiple structures down there, all different - but they are sure that you stay the hell above ground. Nonetheless, people head into the Underneath every day, be it to hide from troubles above, confer with the intelligent rats who make the sewers their home and who are said to know of everything that occurs in the city, or in search of adventure.
Proper Rat Society, Unending Ruins, Bizarre Connections Everywhere, Living Architecture

knaelidos
Dec 29, 2012
Just writing two articles just to get me started off, I plan on doing a swamp once I figure out a name, aspects and lore.

Village of Sac'haris

Nobody knows what the village was before the world changed, since the documents about how it used to be like was destroyed generations ago, and in it's place is the lore that is there now. The general story is that it was barren before the first priest called out for help, where they came across a man in red silken robes, who offered a deal for protection in exchange of sacrifice of blood, and from around that promise, a village rose from the ashes, the relentless raids from the wilds soon slowed as the monsters were quickly slain by a bolt of divine lighting, or so the legends go.

Aspects: Blood tithe, The Devil That You Know, River runs red.


Edgar Sac'xuel

"Third born to Ezekiel Sac'xuel, first vesselborn. You must be wondering what vesselborn means, right?" Edgar takes his Vermilion hood and straightens it, continuing "it means that I was born during the moonless night, which is why I was picked and conditioned to become the new head priest. Arbiter, and head of ceremonies." He turns to the window from the chapel, looking at the structure built into a cave. "Unlike the potentials, I was infused half the age earlier. I then succeeded my trial and then the lessons got harder, the tasks more daunting. It was all to mold me, to make me what I am now."

Aspects: Anything to thrive, servitude to blood, we will have our utopia.

mistaya
Oct 18, 2006

Cat of Wealth and Taste

The Ysmoor Floodplains

The tide is a fickle thing, no where more prominently than the floodplains of Ysmoor. For days at a time the bleached and salted land lies dry, dotted only by small pools filled with shore-life. And then the tide comes in, drowing the marshes under enough water that the rotting bones of whales and ships can be seen dotting the land when the tide goes out again. The mud and silt are deep and sinkholes are often concealed by the debris. What could be so tempting that a traveler would gamble his life on the two day crossing?

Treacherous Ground, What the Tide Brought In, Not a Drop to Drink

The Tidewalkers

There is a clan of hardy fisherfolk who live on the edge of the Ysmoor. Some will take positions as guides on the Floodplain, which is fortunate because they are the only people who can predict the incoming tides. Most of the time. But what they never tell outsiders is they are also a clan of merfolk, and the Floodplain holds no danger to them. While their true forms can be hideous or beautiful, they are a peaceful clan who have no quarrel with other peoples. But many a pirate or slaver ship has scuttled on the Floodplain, with nary a body to be found aboard, and the bones that support their large triangular huts do not all come from sea creatures.

Deep Sea-crets, Guide For A Price, The Ocean Is Ours

The Umeh Encroachment

At the base of the Seared Cliffs there lies a vast forest. Every year, it spreads a little farther from the Cliffs, like a living flood that never recedes. Cutting and burning have no effect on halting this outgrowth. Villages and towns have been swallowed whole by the Encroachment, and the spires of the grand ancient city of Umeh are still visible from the forest's edge. It is said that those who go into the forest are hunted by the spirits of those forsaken settlements, in the form of enormous wolves.

Unstoppable Growth, Infested by Wolves, It's Always Watching, Reclaimed Ruins

mistaya fucked around with this message at 07:45 on Feb 13, 2014

Tempus Rimeblood
Sep 23, 2007

...Friendship? Again?
Eisenstahl Fjord and Clan Magnusson

The Eisenstahl Fjords, home of Clan Magnusson, are the coldest place in the known world. A chill wind blows nearly constantly, and the mist from your breath can freeze in the air. The people of Clan Magnusson, the few who are left, are hardy and strong, and driven to survive no matter the costs. They eke out a harsh living, tending what few crops can be grown in the frosty ground, and raising the strong Northern herds of oxen that provide their clothing, and food. Still, though, the Magnussons are proud people, and hospitable and friendly, although their hospitality has waned slightly thanks to Kurgul's betrayal and the Abyssal Witches' assault.

Theme (Eisenstahl Fjord): A Spot of Life in the Frozen Wastes
Aspects: Chills Your Very Soul, Men of Ice and Steel, Northern Hospitality
Goals (Clan Magnusson): Revenge upon Kurgul, to repel the Abyssal Witches, Survival

Iraya Magnusdottir, Daughter of the Raven

Iraya, twin sister of Jaxus, is a powerful shaman whose connection with spirits knows no bounds. She was blessed by the ancient totem of wisdom, Raven, upon her birth, and served as an advisor to her clan ever since she came of age. It is she who objected to Oberon selling off his son into slavery, and it is she who leads the clan with Oberon's death and Jaxus' absence (anxiously awaiting his return, of course). She is a strikingly beautiful woman, every bit the opposite of Jaxus' rugged visage, but make no mistake - she is just as skilled with a blade as her brother, and twice as deadly due to her spellcasting. However, her strength is beginning to falter - she has been put upon for far too long, and if someone does not come to her aid, the days of Clan Magnusson are likely numbered.

Aspects: Spiritual Spellslinger, Barbarian Princess, Weight of the World
Goals: Reunite with Jaxus, Repel the Abyssal Witches, Survive

The Slave-Ships of Kurgul

The Slave-Ships of Kurgul are massive, black steel behemoths that sail the oceans of the world, taking slaves and trading them to those who would pay for human lives. Crewed by brigands, slavers, and monsters, the ships are nigh-inassailable, though many have tried. No one knows from whence they came or when they were constructed, and the fleet's master, Kurgul, isn't talking.

Theme: Hellish Threats From Unknown Regions
Aspects: Impenetrable Behemoths, Vicious Crew, Terrifying Legend
Goal: Riches.

Fleetmaster Kurgul

Kurgul, a hulking, malformed monster of a man, is just as much an enigma as everything else about his fleet. All that is known is that he's unbeatable in single combat, so strong as to tear down the walls of a castle with his own hands, and the cruelest bastard to ever walk the world.

Aspects: Monstrous Menace, Cruel Streak a Mile Wide, Richer than the Gods

The Burning Throne

The Empire of the Burning Throne, far to the south in the desert sands, is opulent and beautiful beyond compare. Its gem-studded buildings and stained-glass windows are the envy of almost all kingdoms. Their military might is also unquestionable, as they have the riches to purchase the best equipment money can buy...and the best of everything else, as well. Vices run rampant in the Empire, with slave-traders dealing openly, drugs flowing as freely as water, and blood-sport being the most popular pastime, from pauper to prince.

Aspects: Opulence and Decadence, Seedy Underbelly, Everything Has Its Price

OmegaGoo
Nov 25, 2011

Mediocrity: the standard of survival!
Floating Fortress of Nin

Just visible on the horizon from the westernmost point of Midas Beach, the Floating Fortress of Nin is a menacing sight rising out of the ocean blue. From the outside, Nin seems to be nothing more than an impregnable tower of walls, steps, and windows. Inside the walls, though, are hallways lined with lavish tapestries, vivid paintings, and exquisitely carved statues. Beyond the bleak facade, gentle warmth permeates the air, and even the happy laughter of children can be heard. Like the island itself, the people of Nin show hardened shells to the world, while their true colors shine in private company. Unfortunately, there isn't much space on the island to grow food, so they are very reliant on trade for sustenance. Luckily, their artwork is desired by many and can be sold at a high price.

One must wonder why these people would choose to cut themselves off from the world at large. Perhaps something under the fortress, in the island itself, can shed light on this mystery...

Aspects: Bleak Shelter, Home Is Where the Heart Is, Only for Private Company

Goals: keep out outsiders, create exceptional art, keep trade routes safe


Starveil Expanse

The Starveil Expanse is one of the stranger oddities in the world. A combination of high mountains for borders and plentiful water sources gives these plains a near-perpetual cover of light fog. The sun's light is scattered by the fog, giving the place an ethereal glow during the day. At night, phosphorescent fungi continue the glow, but give it an eerie feel instead. While there is a clear day/night cycle still, the creatures of the Expanse have adapted to the perpetual light. Instead of animals being nocturnal and hunting or foraging under cover of darkness, camouflage is the name of the game.

Aspects: Eternal Twilight, Plenty of Water

OmegaGoo fucked around with this message at 01:43 on Feb 14, 2014

Esser-Z
Jun 3, 2012

The Aviale
Humans are not the only race to dwell upon this world. They share existence with the Aviale, winged and feathered humanoids found primarily in the Koval jungles. Colorful and excitable, the Aviale live in a cooperative tribal society. Community is incredibly important to them, and their greatest heroes are all remembered as groups, not individuals. Generally, Aviale are friendly to outsiders, but the more violent Iagiato tribe is known for its piracy. There are also rumors of Aviale populations in the remote arctic regions. Allegedly, these cousins of the known Aviale swim rather than flying! Many scholars dismiss these claims.

Notable Tribes:
Iagiato: Violent pirates and scavengers. Fond of coastal regions and islands
Xihlix: Peaceful, devoted to knowledge and the culinary arts
Kahlvox: Honorable warriors, often hired by nobles to serve as bodyguards
Proani: Gold-loving traders, very fond of fanciful artwork and elaborate decoration
Mullidarn: Industrious builders, most famous for the Great Nest at Kal'ihno, where the leaders of all the tribes meet each year.


Emperor Barholm
Ruler of the Northern Empire, formerly the Northern States, Barholm started out as a genuine reformer looking to better the conditions in the Northern States. Somewhere along the line, possible due to deals made with demons, if you trust the rumors, he descended into a paranoid tyrant, going as far as to attempt to have the general who made him Emperor killed. Barholm's grasp on the North is iron-fisted; any challenge to his rule is crushed with excessive force. His regime still treats those not perceived as dissenters quite well, but that is an ever-shrinking population.

Aspects: Conqueror of the North, Severe Paranoia, A Pretty Good Guy When He's Not In a Bad Mood
Goals: Protect his throne and his lineage, forge the North into a truly great empire

Esser-Z fucked around with this message at 01:54 on Feb 14, 2014

AlanWhats
Mar 3, 2013

A smartly dressed scientist robot: high five bro.
I FORGOT A THING TO SUGGEST!!!

As sort of a fun thing to do if you guys feel like it, feel free to make a bunch of rumors as if they were things written down from accounts of drunken sailors and poo poo. After all, we know that's what half of these "historians" got their "facts" back in the day, so why not be that way in screwed up pulp world?

Don't worry, I'm not going to use this as an excuse to delay the creation of the OP. I just realized I forgot to suggest this and I needed to rectify this immediately.

Transient People
Dec 22, 2011

"When a man thinketh on anything whatsoever, his next thought after is not altogether so casual as it seems to be. Not every thought to every thought succeeds indifferently."
- Thomas Hobbes, Leviathan
"If the King of the Black Sea tells you he wants to give you a gift, just shaddap and take it, laddie, no matter what it is. Dun wanna know what happens if you don't...s'how I lost my leg, see? He just called a big drat fish to eat it all up for 'im, I swears 'e did."

"If you like to gamble with your life, flip a coin six times while visiting the fortress of Nin, then send the last one over the edge. If it lands tails-up, the Seven Beasts will hunt you down. You know them, with the long horns and the big claws and the way they can turn to smoke when they feel like it. If it lands heads-up, you'll find a big treasure before a month's passed. If the coin lands on edge, though...I wouldn't want to be you, kiddo. The Beasts are going to find you and they're going to ask you for a favor. Don't do it. It's not worth your time or your life."

"The Chemist Society of Laravnikh is crazier than a cuckoo cocoon, pal. Don't mess with them. They've been trying to refine an elixir of immortality for god knows how long. Word is that they need three different types of blood to make the mixture: Blood of a demon, blood of sage, and nobody knows what the last one is. Let's hope it not ours. Now pass me another beer, will you?"

Transient People fucked around with this message at 10:33 on Feb 14, 2014

knaelidos
Dec 29, 2012
After getting the okay of AlanWhats, I've decided to create my own batch of drunken rumors about everyone's entries. With that, let's begin.

On a rainy thursday evening of Beastisk, a man of indiscernible age walks into a weathered pub on the coast, the rotting oaken sign was swinging in the accompanied wind, but it was still identifiable, 'The twisted barnacle'. He walked in to see the barman standing at a bench, bottles with faded labels behind him, and creaky stairs to his right. He gave the guest a sensory glance, then returned to the clients close to him. The man gives him the same regard, walking to the right where there are tables place haphazardly around the room, with a fireplace in the furthest point, where he saw an elderly man sitting next to it with other sailors not far away, paying attention to the old sea dog. He walks up where the old man notices him "Well hello, you're not my typical type to listen to an old sea dog's rambles, but pull up a seat anyway and feel free to shout me an ale while I writtle some tales. Now where do I start?" The man politely takes up a seat, and starts to listen.

TransientPeople

"This story is a personal one, I was dropping by the island of selene to sell my cargo of fruits, during the night, one of me crew decided to follow the wrong mind and sneak to the lassies private land, I warned 'em all about the dangers, but this young thought otherwise, he snuck out, following the path from a distance, hiding from scrub to scrub. When he got close to see the tower, he saw a lass sitting at a lake, watching the moon from its surface, from his account, she was a beaut, and he was just stuck there admiring 'er, then she noticed him and screamed for help, he ran as fast as he could, early morning he came storming in my room, ranted feverishly to save him, I managed to calm him, but during explaining, an arrow flew through the window and struck him someplace vital. I tell this story to caution others against his fate."

"The blind deserts? Haven't been there myself, but while I was selling a crate of iron, I heard from the merchant about how one of his workers actually saw a palace there, I told him that he must've clearly seen a mirage, but he clearly state that it was real, that he actually felt the walls and saw a working fountain, I guess we'll never know, eh?"

"Talking about deserts, my mouth as dry as one, and my mind is as hazy as one of their sandstorms, can one of you gents get me a drink?" The sailors then turned to the newcomer and glared as to say 'it's your turn, it's only fair' where the man sigh and then walked to the bar, opening a ornate pouch on his robes and drops a bunch of gold coins, simply saying "room for the night and 2 ales, please." Where the bartender swept the coins into his hands and counted it out, put it in his pocket and produces ales onto the table. Returning to the old man with ales, he placed one in front of the old man, who drains it quickly.

"Ah, that puts a fire in your belly, speaking of fire. You know that 'firebrand' they be speaking of? I heard the reason she's all stir crazy like that is because of a bonfire festival that went wrong, and her hometown burnt down, where she snapped and decided to burn down another town to equal the score, or something. One thing led to another, and that's how the firebrand came to be."

"Now I'm not religious, and even I don't know where this story came from, but you know that ancient city of ruined iron? How there was a man who tried to break the heavens with metal, I've been hearing how he actually summon a real divine, how there was a clash between the two tha' went for ages, and ain't anybody around to know the result, only a broken city, who knows, maybe the heaven folk's still around?"

ProfessorCirno
The old storyteller moved his empty mug and then gestured toward the man who was nursing a full mug of ale, which he took a swig out of, placed it on the table and then rubbed his hands together.
"Came across this story when dropping into the underneath to 'acquire' some cheap goods, how this fellow was heading down to his stash of items, only that when he followed his route down and through, he didn't come across his loot, but a dead end, so he continued to look, and search. Winding down, and up, left and right, over, under. But then he started hearing growls, but ignored it in sake of finding his items, but it got louder and louder, before he finally lost his wits and ran, eventually making it back here, but a hollow of 'e is now. Who knows what he saw?"

Mistaya
"This tale be a stretch, but hear me out, you've heard of the floodplains, any sea dog worth his salt has heard of it. I don't think the tide is responsible for how it be. dun know how its done, but the fisherfolk actually summon the flood, to defend themselves, and have control over the area. That's how they keep themselves safe. Anyway, something smells fishy over it all." The sailors look at the old sea dog and then gestured for the bartender who came up with an ale, taking the other glasses and then retreating back.

After a while where the talespinner sat there quietly and drank, he then started again on another rumor "Umeh was a bustling city, but it had its problems, with rapid expansion, trees were replaced with houses, which upsetted a bunch of nature fruit rats who decided to remedy it by summoning an ent, only for it to turn badly and caused magic trees to pop up everywhere, breaking houses, choking towns and starving people, kicker is, it's still being led by the original ent."

"I think I'll be stopping for there and retire to bed, come 'round again for more tales if you wish." The old sea dog raises to his feet and then starts hobbling towards the stairs, the sailors break away to their own tables, and the man just sits there, reflecting on the stories he heard while watching the hearth.

AlanWhats
Mar 3, 2013

A smartly dressed scientist robot: high five bro.
“Woe to you, ye perverted in heart, who are watchful to obtain an accurate knowledge of evil, and to discover terrors. No one shall assist you.”
– Book of Enoch, Chapter XCIX: 6


Your fate awaits you...the Game Starts Now.

AlanWhats fucked around with this message at 18:36 on Feb 17, 2014

Esser-Z
Jun 3, 2012

I will post in the morning. Tired. Sorry for the delay!

AlanWhats
Mar 3, 2013

A smartly dressed scientist robot: high five bro.
YO WHERE MY PLAYERS AT?!

(Seriously, everything alright guys?)

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
I posted! :(

OmegaGoo
Nov 25, 2011

Mediocrity: the standard of survival!

I don't think he was asking about you.

Tempus Rimeblood
Sep 23, 2007

...Friendship? Again?
I'm alive, Jaxus action coming today! :black101:

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Tempus Rimeblood
Sep 23, 2007

...Friendship? Again?
This game still alive?

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