Deleted
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Post by Deleted on Jun 29, 2015 13:27:50 GMT
my bad, the idea was shot to be pellets, like with a shotgun, but obviously smaller and in less of an amount then in a blunderbuss.
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Post by Lord Harrab on Jun 29, 2015 13:28:59 GMT
ah, that works, turns her carbine into a poor man's shotgun.
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Deleted
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Post by Deleted on Jun 29, 2015 13:46:48 GMT
Name: She who walks with Thunder. AKA Thunder Age: 20 Gender: Female Description: History: Thunder was born to a minor tribe of barbarians in the western forests, when the Unmentionable expanded into their lands they resisted, and where crushed for their hubris. Her people had the tradition of being named according to their role in the tribe's community, making their job their life. Thunder, then known as "She who stalks the fiercest prey", was captured, beaten and conscripted into her conqueror's army. Her skill with the bow impressed her captures, and she made no attempts to escape, accepting this army as her new tribe and her role as solider as her new life. so she was inducted into the Riflemen and learned to handle the strange and powerful carbine rifles,Thus she took her current name. She Served two years and was permitted to leave, so she wandered the lands as a lone gun-woman, killing beasts for coin and hunting to live when work was scare. She still has the Hat her father made for her before her tribes destruction and the shawl of her grandmother she keeps tucked into her belt and in honor of them she keeps to the old traditions, such as the markings on her face, renewed whenever she kills with a mixture blood of her prey and a paint made of herbs and bark, she believes it to help her aim. Now she heads back into the dark forest, toward a new settlement, and perhaps to put to rest the spirits of her people. Personality: Stoic, Observant, Quiet, Dislikes having her name shortened. Quirks:(assigned based on history and personality, and more will be gained and lost based on experiences) Gear and Supplies: Free 1 Set of Clothes 1 Short Sword 3 days of Rations 1 Gallon of water. paid 4 extra days rations 1 Lantern blanket medicinal herbs 1 gallon of lantern Oil Flint and steel Backpack Half boots Leather gloves full iron chest plate Tool set Carbine rifle 19 rifle rounds 12 rifle shot Horn of gunpowder I think i got my head around the currency, but if i have some money left i may update the list or keep it for later. Quirks: Observant- better at noticing key details in a situation. Of The Dark- Time spent within the creeping darkness of the western woods makes her more resistant to their horrors, but also already a bit unhinged. Woodsmen- does not get lost easily within forests. Hunter- can track and hunt animals much easier. Experienced- can keep herself calm and concentrated much longer in tough situations. Barbaric- their understanding of modern culture and technology is limited. Ritualistic- has a ritual they do to increase their performance, but if not renewed their performance will slowly dwindle. good news is no penalty for cash when working with ya, but one quirks not enough to give to much of a benefit either. will most assuredly be interesting to see everyone work around eachothers differences.
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Post by halonachos on Jun 30, 2015 4:13:47 GMT
Name: Milo Buchkeller Age: 27 Gender: Male Description: "I don't know the finer details of the faith, but I have it and so should you." History: Milo comes from a small family in Zell, originally from the Unmentionable Land his father was a scribe and his mother was a warrior priestess from the City of the Maiden who moved to Zell before Milo was born. Milo commonly did odd jobs around his town varying from digging ditches to translating messages, however he fell from the frame of a small manor he was working on and suffered a head injury that prevented him from reading written language anymore whilst allowing him to write down the exact words people asked him to write as well as maintaining a small ability for poetry. The doctors considered it part of a trauma of being unable to cope with a new family dynamic after his mother had convinced his father into joining the religion of the Maiden Goddess. He was at a loss at first, but shortly left home after a combination of having his life reset and pressure from his parents to joining the "family religion". He told them that while he still cherished them as his parents he needed to find his own way and he was certain that way didn't involve suddenly becoming a woman, he eventually found his way to a group who worshiped the Twin Goddesses. He found a small irony in it, but he enjoyed the message of community employed by the group. Milo felt oddly at peace for once since his accident a decade ago and thanked the goddesses for blessing him for his new found peace, he even wrote a letter to his parents thanking them for being a sign of what he needed to do in order to find inner peace and happiness for himself. His parents did write back, however he wasn't quite able to make out what the letter said and was too embarrassed to ask for help reading such a personal item. He fine tuned his swordsmanship with the group in part of upholding the need for vengeance against those who do ill will against fellow members. He heard of Settletown through word of mouth, a town on a road leading from his parent's homelands to a land like Zell in it's religious tolerance. With a sense of purpose he went back to his old home, with a hope in his heart he hugged both his parents goodbye and made his way to Settletown to spread the word of the faith that has set his heart free from his inner turmoil. Personality: Charismatic, optimistic, honest, and discerning. Gear and Supplies: --Free-- -1 pair clothes -1 pair foot wraps -Woodsman's Axe -5 days food --Paid-- Knightsword- 3 Dublins Shortsword- 7 Dennys Iron Roundshield- 3 Dublins Leather Chest Armor- 10 Denny Leather Gloves- 5 Denny Leather Greaves- 7 Denny Mud Boots- 5 Denny Scale Hood- 1 Dublin Heavy Winter Coat- 1 Dublin Backpack- 1 Dublin 3 Sets clothing- 3 Dennys 20ft bandages- 10 Dennys 5 days food rations- 5 dennys 2 gallons water- 4 Dennys Lantern- 1 Dublin 1 Gallon Oil- 5 Dennys Flint and Steel- 4 Dennys 1 Blanket- 2 Dennys 1 Compass- 3 Dublin 1 Cloak and Hood- 1 Denny Toolset- 1 Dublins 5 Dublins and 7 Dennys
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Post by Korsera on Jun 30, 2015 14:08:42 GMT
Name: Sorelia Corso
Age: 23
Gender: Female
Description: Sorelia is a product of a warrior family, being well built and slim, weighing ten stone at 5'8". She has brown eyes and dark hair, cut at shoulder length. Her common attire consists of plain clothes when about town (usually a simple skirt, grey with a red trim), or her armour when performing the duties of her post.
History: Sorelia was raised alongside a child her parents took in, as per the just rule of The Unmentionable. They found the child alone one night, deciding to take it into their home in order to raise it themselves. Sorelia's mother and father both volunteered for the local militia, which lead to them pushing both their natural and surrogate daughters to join the military. However, life in the Corso household was never calm. Yria, Sorelia's surrogate sister, could never feel at home, a lingering emotional element which caused many arguments between Yria and her parents. Sorelia, caught between loyalty to the two, tried to bridge the gap as best she could. However, Yria was quick to disappear after joining the military, changing her name and leaving her homeland as quickly as possible. Sorelia, torn between duty to her parents and home, and loyalty to her sister by all but blood, eventually chose to follow her sister, following what few leads she could. Her journey to Settletown had two functions: to find her sister, or fund the rest of her search if she could not be found.
Personality (in brief): Generally, Sorelia is quite open about her past, her goals, and most other things in life. She likes to feel helpful. However, at times she can become distracted, staring into blank space for long periods of time, seemingly inactive.
Quirks: Militaristic- is good at making and executing plans, but if they fall apart can have difficulties adapting, due to the conditioning of military training.
Loyal- to those people or duties she is bound to, her will is much stronger, sometimes to the point of overpowering logic.
Indecisive- can have trouble making a solid decision.
People Person- is better with people in general.
Distracted- due to one reason or another, sometimes this character loses their focus.
Equipment/Gear: Starting: 1 Pair Clothes 1 Set old foot cloth Duelist Dagger 5 Days food rations
Purchased Halberd 4 Throwing Daggers Handaxe
FullIron Chest FullIron Halfhelm Leather Gloves Leather Greaves Half Boots Set of Clothes Winter Clothes
4 Days of Rations 2 Gallons of water 1oz Salt Brick
Travel sack Torches, Three Matches, Twenty Compass Tool set (Small hammer, Pick, Shovel, Axe) Blanket Bandages, 2ft
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Post by halonachos on Jun 30, 2015 18:55:09 GMT
Got my quirks, I wonder how my guy will work with cash's. Because we don't share any quirks it should be interesting.
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Deleted
Deleted Member
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Post by Deleted on Jun 30, 2015 22:55:21 GMT
Name: Milo Buchkeller Age: 27 Gender: Male Description: "I don't know the finer details of the faith, but I have it and so should you." History: Milo comes from a small family in Zell, originally from the Unmentionable Land his father was a scribe and his mother was a warrior priestess from the City of the Maiden who moved to Zell before Milo was born. Milo commonly did odd jobs around his town varying from digging ditches to translating messages, however he fell from the frame of a small manor he was working on and suffered a head injury that prevented him from reading written language anymore whilst allowing him to write down the exact words people asked him to write as well as maintaining a small ability for poetry. The doctors considered it part of a trauma of being unable to cope with a new family dynamic after his mother had convinced his father into joining the religion of the Maiden Goddess. He was at a loss at first, but shortly left home after a combination of having his life reset and pressure from his parents to joining the "family religion". He told them that while he still cherished them as his parents he needed to find his own way and he was certain that way didn't involve suddenly becoming a woman, he eventually found his way to a group who worshiped the Twin Goddesses. He found a small irony in it, but he enjoyed the message of community employed by the group. Milo felt oddly at peace for once since his accident a decade ago and thanked the goddesses for blessing him for his new found peace, he even wrote a letter to his parents thanking them for being a sign of what he needed to do in order to find inner peace and happiness for himself. His parents did write back, however he wasn't quite able to make out what the letter said and was too embarrassed to ask for help reading such a personal item. He fine tuned his swordsmanship with the group in part of upholding the need for vengeance against those who do ill will against fellow members. He heard of Settletown through word of mouth, a town on a road leading from his parent's homelands to a land like Zell in it's religious tolerance. With a sense of purpose he went back to his old home, with a hope in his heart he hugged both his parents goodbye and made his way to Settletown to spread the word of the faith that has set his heart free from his inner turmoil. Personality: Charismatic, optimistic, honest, and discerning. Gear and Supplies: --Free-- -1 pair clothes -1 pair foot wraps -Woodsman's Axe -5 days food --Paid-- Knightsword- 3 Dublins Shortsword- 7 Dennys Iron Roundshield- 3 Dublins Leather Chest Armor- 10 Denny Leather Gloves- 5 Denny Leather Greaves- 7 Denny Mud Boots- 5 Denny Scale Hood- 1 Dublin Heavy Winter Coat- 1 Dublin Backpack- 1 Dublin 3 Sets clothing- 3 Dennys 20ft bandages- 10 Dennys 5 days food rations- 5 dennys 2 gallons water- 4 Dennys Lantern- 1 Dublin 1 Gallon Oil- 5 Dennys Flint and Steel- 4 Dennys 1 Blanket- 2 Dennys 1 Compass- 3 Dublin 1 Cloak and Hood- 1 Denny Toolset- 1 Dublins 5 Dublins and 7 Dennys Quirks: Spiritualistic- his devotion to his Gods protects his mind. Open Minded- he works better with people who dont share quirks with him but worse with those that do. High Spirited- his mood is naturally high, bringing the mood of those around him up too, however should his mood fall theirs will too. People Person- is better with people in general. Judge of Character- he can tell if a person is good or bad much easier through watching and talking with them. hmmm......4 people is a pretty good amount. not sure if anyone else is free to join, ill give it another day, if not then we have everything we need, and more people can join later.
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Post by halonachos on Jul 1, 2015 1:38:08 GMT
It's like your standard RPG game; Borderlands, Fuse, GTA Heists, Darkest Dungeon, etc. 4 veritable badasses fighting a common enemy and maybe themselves, or maybe even finding love.
On a serious note I feel like I'm a bard who just recently learned how to use a sword mixed in with actual soldier types. I am okay with this.
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coolyo294
Iconic
Slayer of Demons
Posts: 1,169
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Post by coolyo294 on Jul 1, 2015 4:37:40 GMT
Name: Garth Bocan Age: 25 Gender: Male Description: History: Garth was born in the Union of Aseroth. His father was the commander of a mercenary company and his mother was his father's favorite prostitute. His father's position meant his childhood was somewhat financially secure and both his parents were loving, even if his father was not always present. When he turned 14 he joined his father's mercenary company as a trainee. With his father now more involved in his life they developed a strong bond as kin and as comrades in arms. At 16 he was inducted into the group as a full warrior. He quickly earned a measure of prestige fighting with the band's notoriously short-lived vanguard company, and after four years became its captain after his predecessor was slain. Eventually Garth's father met his death during a brutal siege. Although saddened at his passing, Garth was not overly broken up by his father's death. He had lived and died by the sword as all warriors should. Deciding to move from the mercenary group Garth said his goodbyes and took to wandering the continent as a lone sword for hire. He's done everything from bodyguard work to beast hunting and now his travels take him to the dark woods and sinister Settletown. Personality: Garth is a good natured and reliable man. He does not take much seriously, including serious things like religion and mortality. He finds pleasure in the wanderer's life and enjoys testing his skills against strong foes. Although raised to worship the Twin Goddesses he is not particularly pious or faithful Quirks: - Experienced- can keep himself calm and concentrated much longer in tough situations. - High Spirited- his mood is naturally high, bringing the mood of those around him up too, however should his mood fall theirs will too. - Frivolous- un serious in all situations, this can sometimes lead to him underestimating the situation. - Toughened- he has seen much more and harder combat then even experienced fighters, and is thus harder to bring down, physically and mentally. - By the sword- this man care not for mortality, only a good fight, and thus sometimes will not retreat even when one should. Equipment: 3 dublins (2 dublins + 25 remaining dennys) 1 pair of clothes 1 set of old foot cloth 1 Short Sword 1 blanket 3 day's food rations Full Iron Chest-5 dublins Full Iron Gauntlets-7 dublins Claymore-3 dublins Compass-3 dublins Cloak and hood-1 denny Travel sack-6 dennys 2 gallon of water-4 dennys 10 day's food rations-10 dennys Flint and steel-4 dennys I like to travel light
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Deleted
Deleted Member
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Post by Deleted on Jul 1, 2015 4:49:33 GMT
glad to have you on board, ill PM you your quirks momentarily.
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