Feychaser (Original fantasy freeform)

Started by Ontan, June 14, 2017, 09:45:44 PM

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Zordom

Alright, here is Elias! Hope you guys like him, PM with anything that should be changed!

Player Name:  Zordom

Character Name:  Elias Tharro

Concept: Elven ranged specialist

Race, Age: Wood Elf, 32

Place of origin: Dreyara, an Elven village in the Western jungle

Appearance and Mannerisms: Elias tends to wear tight fitting clothes that promote silence while moving, trying his best to keep them clean to avoid being looked down upon. He carries a wooden crossbow with iron firing mechanisms, and almost always has several pouches on his waist filled with homemade weapons, such as caltrops or smoke bombs. Wary of showing weakness in front of strangers, Elias carries himself with an air of confidence and levity. In times of seriousness, he sheds his carefree spirit and exhibits an icy stare which reveals a calculating mind, ready for anything.

Background: Growing up in a secluded village, Elias had an easy life hunting wild animals and gathering herbs for the community. Lazing around atop tree branches while not spending time with his childhood sweetheart, Elias thought he had his life figured out, that is, until one fell night when the cull swept through and razed his village. Pulled aside by one of the elders, he was instructed to guide some of the children to safety. Gathering what children he could, Elias barely escaped with his life. His family and sweetheart were not as lucky. He had heard of a promise land to the east, where different races can gather without fear of discrimination, so with a small group of elven children he traveled to Reamsul.

Once they reached safety, Elias found the children a good home, and immediately devoted himself to learning everything he can to combat the cull. Finding whatever work he could, Elias figured out how to create small, albeit effective weapons that would help him gain distance between attackers to give him breathing room for ranged attacks. Trading in his trusty wooden bow for a more powerful crossbow, Elias sought an opportunity to test himself outside the safety of Reamsul.

Learning about the Feychaser and its noble mission, Elias vowed he would not allow the demons to destroy any more families, especially if he could do something to stop it. He sets off into the unknown with the hopes that the world will be better because of his actions.

Skills: Crossbow (In his spare time, Elias practiced with his new crossbow from various distances and angles) (Journeyman)

Smoke Bomb (As he specialized in ranged attacks, he would need ways to distance himself in case he was surrounded by enemies) (Apprentice)

Caltrops (Another method to attempt to control the battlefield and where opponents could tread) (Apprentice)

Hidden dagger (Elias hides a dagger among his clothes, he can use it in a pinch if it is his last option) (Novice)

Strengths: Strategist - He can survey his surroundings to perceive vantage points and weakness in his opponents

Level Headed - In the face of adversity, he is able to maintain a calm composure.

Kind Hearted - He will always lend a helping hand to those in need.

Flaws: Demonic anger - Around demons he gets unnaturally angry, and he distrusts anything with demonic qualities.

Loner - Used to being alone, he is nervous around groups of unknown people.

Connections: Open

Ons/Offs:

BanalWhimsy

#101
Here's Zuul'Jinn! Hope he's a good fit for the group, PM me anything that you've got concerns about! :)
Player Name: BanalWhimsy
Character Name: Zuul'jinn Tizali
Concept: Refugee Witch
Race (Age): Half-Orc (Half-troll) 27

Place of origin: Hokima, a relatively isolated tribe of trolls in The West

Appearance and Mannerisms: Thanks to his orc and troll heritage, Zuul’jinn stands at 7’3” tall, weighing in at just under 340 lbs. His orcish genetics definitely stand out the most, with his thickly muscled frame, huge stature, protruding tusks, and golden eyes, though the troll in him shows in his purple-ish complexion and face shape, giving him a slightly smaller jaw than a full-blooded orc. His overall appearance is often described as “exotically attractive” by people of other races, though the remark is often met with slight annoyance. He always carries his athame, his harp, a staff, and several cloth bags and vials of equipment for work with herbs, poultices, teas, poisons, etc.

Zuul’jinn carries himself confidently, with a presence that seems to take up all of the space in a room. He’s usually smiling, and treats others with a friendliness and compassion that usually surprises people, given the stereotypes surrounding his race. He’s usually very polite, and it’s difficult to upset him to any large degree, though when he does lose his temper, it’s rather explosive. While generally kind and friendly, he has a habit of emotionally distancing himself from others, usually unbeknownst to the other person, due to fear of losing somebody close to him again.

Background: Zuul’jinn was born to the Hokima tribe in The West, a tribe inhabited mainly by trolls with the occasional orc resident. Born to a troll father and an orc mother, Zuul’jinn was one of a relatively small subset of the population formed by a transracial union. Hokima, being known for its notable coven, astronomical research, and relative pacificity in the tribal wars, lended itself much more to being a neutral power, primarily assisting any tribe that needed help to get back to its feet and minding its own business when not assisting those who came seeking help. At a young age, Zuul’jinn began training to become a member of the coven after showing a high degree of magical aptitude. He was taught magic, herbology, traditional spell casting, and the tribe’s lore day in and day out for years until being allowed to finally join the coven as an initiate witch. After initiation, he rose rapidly through the ranks of the coven, achieving the status of Elder at a surprising, though not record-breaking, 25. As an Elder, he led the coven in spells of his specialities, namely Divination, Curses, Enchantment, and Glamour. He helped provide for the people of the tribe, assuming an almost fatherly role for many of the younger members.

When the news of the culling reached their tribe, he and the other elders convened to decide the best option to ensure the survival of the tribe. Eventually, they settled on a series of teleportation spells to move the entire tribe to Reamsul, though they wouldn’t be able to take much in the way of belongings with them. As the village prepared for the spell, Zuul’jinn packed quickly and lightly in order to have the time to help other younger members of the tribe get everything in order.

Once the tribe was prepared, the entire tribe convened in a mass surrounded by the elders, who began the ritual workings to cast the teleportation spell to save the tribe. Unfortunately, time was shorter than they had expected, and the demonic horde reached the tribe before the spell was finished. Knowing the tribe faced certain death without the spell, the village chieftain activated the unfinished spell in a vain hope of saving as much of the tribe as she could. The backlash of setting off the unfinished spell killed her instantly, and while the spell partially worked, many of the tribe were only partially teleported, tearing their bodies apart across space. Zuul’jinn and the others lucky enough to survive the spell were scattered far and wide across the land, isolated from the rest of their tribe. Zuul’jinn wept for the lost members of his tribe, though knowing that searching for them would almost certainly be fruitless and only result in his own demise, continued on to Reamsul where he encountered the the Feychaser. Wanting to save others as he couldn’t before, he joined their mission in hopes of protecting others from the fate that befell his tribe.

Skills:
- Divination and Scrying (Adept)- The first type of magic Zuul'jinn ever learned was Divination magic, quickly followed by Scrying, both of which he proved to have a strong aptitude for, his readings and prophecies very rarely being proven false. Using Tarot cards, bone casting, or tea-reading as mediums for his magic, he's capable of reading into general future events, such as a coming catastrophe or impending change, or more specifically into a person's life. Similarly, using a crystal ball, a fire, smoke, a mirror, or another reflective surface as a magic conduit, he's able to see into the past, present, or future of events, people, or objects, though seeing into future events has proven to be spectacularly difficult since the start of the wasting. As such, this type of magic is mostly useful for gaining information about locations, objects, past events, and people, though it does take some time to cast the magic and glean the knowledge wanted.

- Enchanting- Glamours and Curses (Adept)- Learned after his initiation to the coven, Zuul'jinn became proficient in casting glamours and black magic. Using glamours, Zuul'jinn can affect the appearance or perception of an object, person, area, etc. Common uses for this include beauty spells, intimidation spells, or stealth spells. These spells work similarly to enchantment spells, and work by either actually changing the appearance of an object or person (which is more difficult to do, and wears off faster), or changing how people perceive the person or object, IE making it difficult for people to notice something or making them find somebody more beautiful or scarier than they otherwise would.
Cursing follows a similar principle as glamours, but serves a different purpose: punishing or maligning somebody something. Curses are commonly separated into three tiers, depending on their severity: Jinxes, Hexes, and Curses, in ascending order of severity. Common Jinxes include clumsiness, absentmindedness, itchiness, or other relatively minor inconveniences. Hexes often include effects such as tiredness, confusion, paranoia, or misfortune. Curses include such things as exhaustion, disease, sensory deprivation of some kind, delirium, or persistent hallucinations. Curses placed on people act as enchantments for some time, though are not permanent, lasting an amount of time depending on the amount of magic put into the spell. Curses on objects affect whoever claims or takes ownership of an item, or a target specified by a taglock, a form of identity that denotes a target which is then placed in or on the cursed vessel. For example, a person may be cursed by placing a lock of their hair, some blood, an item of theirs, or even a slip of paper with their name on it, into a witch jar (A cursed jar, often filled with nails, urine, or something else like that). The less personal the taglock is to the target, the more difficult the connection to the target is to maintain or create. A name or item makes a target very difficult to curse for any length of time, while a sample of blood, flesh, or to a lesser extent, hair creates for a very strong connection.

- Herbology- Adept- Knows uses of many herbs, berries, etc. and their various uses whether it be poultices, teas, poisons, potions, etc.

- Musical- Journeyman- Knows how to play the mandolin, and is rather good at dancing and singing. Learned the mandolin for helping keep time for the coven’s chants and more musical spell casting and rituals. Learned to dance and sing for ceremonial dances, songs, and coven rituals as well, as music and dance were a large part of the tribe’s culture.

- Hybrid Physique- Novice- Due to both his trollish heritage and his dance training, Zuul’jinn is relatively nimble and quick on his feet considering his almost entirely orcish physique.

Strengths:
- Very level-headed, doesn’t freak out in a bad situation

- Generally patient and kind, understanding and accepting of other’s beliefs. Pretty nonjudgmental, and often becomes a paternal figure to others.

- Is a fast learner, and memorizes things quickly.

- Has a large repertoire of utility spells

Flaws:
- Isn’t much of an actual fighter. He’s barely trained in combat magic, and has no idea how to actually fight.

- Often adheres too strictly to tradition. It’s what he knows, and what he falls back on by default.

- Is too eager to prove that magic is a viable answer to anything. He’ll often try to use magic for anything he can’t immediately come up with a mundane solution for.

Connections: Open
Ons and Offs: Offs: Bathroom stuff, NonCon

MisoThe Mouse

Oh yeah 7 foot 3? More people for Lugg to challenge   >:) 

BanalWhimsy

I don't think Zuul would last too long in a fight with Lugg lol, though I think Zuul'd be a lot more into being friends with him or possibly even flirting with him rather than fighting

Giantmutantcrab

7 foot 3?

I know who we're going to use as a lookout.

"How's the weather up there? Hurr hurr"
                        

A Painter

He'll be able to pick Lyna up with his finger xD

Ontan

Zordom & BanalWhimsy: Thank you both for the character sheets. I’ve sent each of you a PM!

Giantmutantcrab

                        

King Kull

Still looking for players? What could be a good character? Maybe a ranger, wilderness, sneaky type?
Mats

"Not all men seek rest and peace; some are born with the spirit of the storm in their blood, restless harbingers of violence and bloodshed, knowing no other path."

The Vessel

Also interested to know if you're still looking for players! :)

MisoThe Mouse

Quote from: BanalWhimsy on July 13, 2017, 01:46:54 AM
I don't think Zuul would last too long in a fight with Lugg lol, though I think Zuul'd be a lot more into being friends with him or possibly even flirting with him rather than fighting

Well both fighting and flirting might involve fisticuffs with Lugg  ;D. *waits for GMC to find the dirty joke I can't seem to come up with*

Giantmutantcrab

Quote from: MisoThe Mouse on July 13, 2017, 07:23:58 PM
Well both fighting and flirting might involve fisticuffs with Lugg  ;D. *waits for GMC to find the dirty joke I can't seem to come up with*

Uhh... They can both involve fisting!

Sorry, brain-dead.
                        

MisoThe Mouse

Quote from: Giantmutantcrab on July 13, 2017, 07:33:54 PM
Uhh... They can both involve fisting!

Sorry, brain-dead.

That was a strong 6/10 lol. We'll try again next episode.

BanalWhimsy

Quote from: Giantmutantcrab on July 13, 2017, 07:33:54 PM
Uhh... They can both involve fisting!

Sorry, brain-dead.
Quote from: MisoThe Mouse on July 13, 2017, 07:23:58 PM
Well both fighting and flirting might involve fisticuffs with Lugg  ;D. *waits for GMC to find the dirty joke I can't seem to come up with*
I'm not saying Zuul might be into that, but he might be into that *wink wonk*

MisoThe Mouse

Quote from: BanalWhimsy on July 13, 2017, 07:37:33 PM
I'm not saying Zuul might be into that, but he might be into that *wink wonk*

Hahaha we'll cross that bridge when we get to it. I usually play Lugg as Sexuality:"fuck it why not"

Ontan

Zordom & BanalWhimsy: Your characters are approved!
whimsy: Also approved! Though having two players called whimsy is going to cause all kinds of trouble, hehe.

King Kull & The Vessel: I’m loathe to say it, but the character roster is looking pretty full for the time being – we’re up to 11 characters, and a spot has been reserved for 2 more who’ve been PM’ing me. However, I’ll be reopening recruitment sometime after the game starts, so watch this space. And until then…




GM Announcement: Non-player participation.
(though this also applies to players)


First and foremost, I’m absolutely stunned by the amount of interest expressed for the game – I really didn’t expect Feychaser to garner so much, so thank you everyone for giving this thread a little bit of love. Character applications are closed for now (excepting those who’ve already PM’d me), but player attrition is an unavoidable part of any roleplay, so I’ll be reopening recruitment down the line in order for players to drop in / out, especially around the start of each chapter.

If you haven’t got a character but would still like to be involved, there are a couple of ways of doing that:

1) Lore contributions:
If you’ve got an idea for a monster, deity, or some hideous form of peril to inflict on the band of heroes, don’t be shy about letting me know!

2) Dilemmas and polls:
At key points for each chapter, the refugee band will be presented with plot-critical dilemmas about how to proceed. If you’ve played Banner Saga, most Bioware games, or even those classic choose-your-adventure books, then you've probably got a good idea what to expect. It’ll generally pertain to matters that affect the entire refugee group, such as which route to take, or whether to allow new people to join when supplies are running low.   

The voting process itself will be OOC, and non-players are more than welcome to join in: when it comes to the IC consequences, these votes will represent the collective will of the Feychaser’s crew, the masses of refugees, and other non-specific NPCs. The idea here is that players can still be involved even if they can’t play a character at a particular point in time. I also want to make sure this thread stays open to the E forums as a whole.

In the interests of keeping the GM somewhat sane, these dilemmas will only have 2 or 3 pre-determined options. This is mostly an OOC consideration, so that I can plan / write ahead.

If people have any thoughts or feedback on this idea, feel free to post below (or send a PM).

Dys Astyr

Quote from: MisoThe Mouse on July 13, 2017, 07:51:33 PM
Hahaha we'll cross that bridge when we get to it. I usually play Lugg as Sexuality:"fuck it why not"

A life philosophy and famous last words.
Alive! Trying to catch up but there is a lot, please be patient! Thank you. <3

Shado

Hello there 

>:)



Player Name: Shado
Character Name: Yoselin Devereau
Concept: Ms. Walking Contradiction
Race (Age): half-demon, 22

Place of origin: Reamsul, capital city

Appearance and Mannerisms: Yos certainly dresses and carries herself like a lady. She is regal and mysterious if nothing else. Note that she normally wears a veil or hood to cover the big ram's horns, as they tend to unnerve people. Her eyes also have the same effect from up close, as they are ruby red and have no iris or pupil.
Yoselin is normally detached, and seems aloof or even apathetic.. but she's learned to distance herself, and be more of the silent observer. That doesn't mean she won't take decisive action when needed, however. Once she does have something to say, it's usually important.


Background:
Yoselin is the product of a greedy, gluttonous man whose folly was purchasing the services of a Succubus. The man was too unimpressed with every potential sexual encounter money could afford him, and so he decided it was only the best for him. He sank a considerable amount of wealth to find someone to summon the demon to him, and in the end, his investment was to die for.
Yoselin was raised indoors under the tight supervision of her personal army of nursemaids and house servants. She only recently decided to leave home after spending a year cloistered in what is left of her home, after the inevitable death of her father. She knows her mother is out there somewhere; but demons cannot speak the language of this world, only hear and understand it.
With what is left of her father's fortune, she's decided to do whatever she can to help the victims of the Cull. She's unsure exactly why she's decided to do so in a personal capacity, but she feels some kind of draw to the mission of the Feychaser.


Skills (3-5):
Academia - journeyman. Yoselin was tutored throughout her young life by many teachers and instructors. She has the benefits of knowledge and education that most common folk don't get. She can read, write, and speak several different languages, and tell you how many things work in the 'bigger picture'. She knows many popular plays and can perform solo's on several different instruments on demand. Her scientific and sociological know-how have put many of her hopeful young suitors to sleep at the dinner table.

Swordplay- apprentice. Instruction of how to wield a saber was more of a sport than actual lessons to defend herself, but it's surprising how that muscle-memory of how to hold and swing a blade does actually become useful in a real fight.

'Succubus magic'- novice.  Yos only barely has an inkling of the ability she has. During sexual contact, she can initiate a transfer of magical essences. If she knew how to control it, she could drain other mages dry, or give an ally a great boost of magic power.

Strengths: Planner, critical thinker, eager to learn. Yoselin tries to go into any situation with hopes for the best, but plans for the worst. She generally has a good grasp of who to observe, or what questions to ask. If information is a weapon, she tries to stay well-armed.
Rich and refined, but not pompous. It's clear Yos came from nobility. Her status and wealth offer advantages some have never known in life, and she knows this.
Forgiving soul. Yos knows what it's like to be judged entirely on your appearance or social station. She is willing to look past the exterior and give people a chance to prove what's in their hearts.

Flaws:
Born this way. Being a half-demon has made everything an uphill struggle at times in the past, and Yos has no doubt it will lead to trouble in the future.
High expectations. Yos grew up with strict discipline, and a keen eye for what is considered presentable. She condones laziness and wasteful behavior, and hates filthy surroundings.
Bad at love. A real grown-up relationship is something that Yoselin has had very little luck with. She is not an easy one to court, hence her still being unmarried. She knows full well she may be expecting too much, being a noblewoman looking for the kind of love that money cannot buy.

Connections: Open
Ons and Offs:
Off- extreme gore, toilet play, character death/disfigurement.
On- NC/Dub-con. Light bond, spanking, biting, ect.
Wubba-lubba-dub-dub

Ontan

Shado: As discussed in our earlier PMs, I kept a space reserved for your character. Yoselin is approved!




Feychaser has officially begun!

I'll be tidying up the treads a little, but I'm thrilled to say that the IC story is now underway. There'll be a brief round of prelude posts for players to find their feet, and then the story will be jumping forward to the Feychaser's arrival in Twin Bridges. I've seen a lot of roleplays lose momentum in these early meet-and-greet stages, so I'm keen to keep it short and sweet before moving on to the main plot.

Ser

*plops in the character fashionably late*

Player Name: Ser
Character Name: Marius Heide
Concept: Unconventional Agent of Imperial Idealism; The Smiling Coward Assassin
Race (Age): Human; 29
Place of origin: Zhukoya

Appearance: Notched at just above 5'7, and slightly too skinny for his height, at first glance Marius Heide appears about as average as average can be. Voluminous dark brown hair curls and cascades across his shoulders, contrasting sharply with his startlingly white skin. Red blotches across his face and arms betray his inability to properly protect his porcelain skin from the sun; such is the curse of one born with the blood of the far north, where snow reigns supreme and the sun is nothing more than a rare treat. Bright blue eyes glimmer with an untold joy, betraying a childlike sense of wonder that has drawn his lips ever in a disarmingly charming smile. Clothes are of a modest yet whimsical nature during the social events, while on the road he tends towards very light fabric beneath simple leather armor as he has yet to properly acclimate to the warmth of the south. A simple dirk hangs from a belt on his right, whilst a rapier of curiously high handiwork lays to the left. Naturally, he is never without his trusty composite shortbow and leather quiver full of finely made arrows.

Mannerisms: Obnoxiously inquisitive and ever the optimist, Marius has made quite a name for himself in the short time since The Cull. Being one for flare when in the social spotlight, his cadence and almost unwitting humor oft brings a short lived glimmer of joy to those around him, if only for but a moment before the dark cruelty of reality breaks through his illusion. This uncaring reality is what draws him to be the eccentric, as making others laugh brings him a sense of escapism. Indeed, escapism is something he's also been known for. All too often, once things get rough, Marius is the first to flee when faced with anything less than a laugh. Insults are hard enough to endure for the man with such childlike views fueled by his own daftness; open hostility or, god forbid, a fight or duel with actual weapons would simply just not do! His own weapons are mostly for show, after all. Aside from his bow of course, but that is never with him unless he’s traveling or closing in on his mark as it’s too unsightly for his daudy social elegance. Above all he's a man who keeps up appearances, even if that appearance is simply disappearance.

Background: Marius Heide was born to relative wealth and power, enjoying a life of contrasting opulence and competition. From a young age, the Imperial ideologies of lawfulness and structure were impressed upon him from his mother, while his socialite of a father sowed the seeds of etiquette and social grace. Both parents hold high ranking offices within the vast Imperial Army, adding to the level of expectation placed upon all seven Heide children. Of the seven boys, Marius is the youngest and what most would call the runt. Shying away from the shows of physical dominance that his brothers favored, he spent a lot of time in his father's library learning all he could on anything and everything. He learned many a thing and more during his time with his father, but his mother was ever more a driving force for shaping the young boy. She insisted that he follow the same regimen as his elder brothers from day one, disregarding his physical differences and penchant to disappearing at the first sign of discord. So slug along within the daily routine he did, if only to gain favor with his mother so as to spend more time in the library with his father.

Once it was time for him to enter the military for training at the age of 10, Marius was quite concerned and altogether beside himself. He had wanted to forgo the entire experience and join his father in the chambers of office, but both parents impressed upon the boy that even those who sat and delegate all day needed at the very least the most basic of training. Indeed, most of those who sat as council had earned their place through heroic acts of war and conquest upon the battlefield. So the young boy set his jaw and slugged through those ten, arduous years of training. After the initial testing of the first year was done, he was sent to the ranged squad where only the lightest of step and most keen of aim were placed. There, he was trained in all manner of specialized combat, focusing on the subtle and deadly arts of stealth and range. Training to be an archer and proficiently wielding the tools of trade held the greater part of his remaining years, where he took a penchant to sniping with a composite shortbow. The final two years then more heavily introduced exercises on honing their ability to blend in with both the shadows and the crowds, which weeded out the simple soldiers from those who showed the skills needed to be a true master of subterfuge and infiltration - few were ever chosen to be an assassin, and Marius was quite surprised that he had been deemed worthy. He was taken alone and in silence in the dead of night, whisked away from his squad while on an exercise in the mountains. His family was told that he had died an honorable death in that particularly arduous exercise, as is protocol. To this day, he hasn’t seen his parents and only hears whispers of how his family fares.

At the age of twenty, sent all across the continent, Marius continued his training as an apprentice under the tutelage of his long lost uncle, of all people. Ecstatic to be with a member of the family, Marius threw himself into the training and tried his damndest to be the best he could. For his allotted years abroad he learned from and emulated his uncle’s personalized tactics while spending what time he could in whatever library and pub he came across, keen to gain some first hand information on whatever land the duo traveled to on their assignments. There were more than a few fumbles along the way, and his tendency to run when things became difficult quickly became the bane of his uncle’s teachings. Still, after a time that was much too long for the average apprentice, Marius found his feet while in the real world and his confidence slowly grew. Once his uncle deemed him ready, Marius went out on his own.

A newly minted assassin, Marius has traveled the realms taking out marks with zeal. Never once has he questioned his path, nor seen anything wrong with killing another. He’s a small cog in the great machine that is the Empire, and he fulfills his duty quite happily. His travels have lead him to the east, where he has found himself within the realm of the Seelie at this most odd point in history. The Cull caught everyone by surprise and has thrown the world into chaos, yet Marius continues on his merry way, searching for something fun while he awaits his next task.

Skills (3-5):
Bolt Ace (adept) - His time spent in the military was tailored to his small frame and surprisingly keen aim, as well as his own cowardly self preservation, by staying as far away from melee as possible. While trained equally in all manner of ranged weapons, from the simple sling to the rare art of strategically thrown black powder firebombs, his preference and familiarity leans towards the composite shortbow- all the better to silently snipe from the shadows.
Sneaky Son-of-a-Bitch (adept) - Again, his training in the military focused and honed his light step and ease of blending in. Easily keeping to both the shadows and the edges of social parties, he is nigh undetectable when he deems it necessary. One moment, he is the life of the party with all eyes on him. The next, he's disappeared within the crowd, only to be found behind his mark with a dagger to their back and a polite shove toward the doorway, smiling all the time.
A Little Bit Of Everything (journeyman) - Marius has a passing knowledge in just about every subject imaginable - enough to keep conversation started and flowing, at least. Never able to concentrate and study for long periods of time, he is a master of no particular subject and boasts quantity over quality. Besides, he just has to get someone started and he’ll learn more as he goes.
Eagle Eye (journeyman) - Highly perceptive, Marius takes special note of his surroundings with an almost photographic memory. He is able to memorize where items lay before inspecting a desk, and can tell you exactly when the next guard shift will be. Everything has a place and time, and if he’s seen it, Marius knows it.
Fencing, Smencing (novice) - Marius never was one for close-quarter combat. However, his training forced him to learn the basics, and he can make due with his rapier and dirk when in a pinch. Well, as long as said pinch is his knife sliding along the throat of his mark. Anything more than a surprise attack, and he's next to useless against anyone with training. His only real ability is that of a defensive fight, and even then he's nothing special.

Strengths:
Imperial Observation - Marius spent many years in the military, and the need for both a strict routine and meticulous organization has permeated his life. Although he can seem quite chaotic, he actually has a very specific routine that is followed every single day. He also has a keen eye and sharp memory for objects and others' routines, as it’s been ingrained everything has its place and time. Once he notices that something is out of sorts, he makes a mental note and quite often he's the first to find a lost item or point out a deviation from one's typical schedule.
Never Give Up - Once his sights have been set on something, Marius will stop at nothing until his goal is achieved. It can cause a bit of a backlash since he can become quite obsessive, but few can deny his drive. His willingness to do just about anything to get a job done lends itself nicely to his profession.
Tried-and-True - Marius is a patriot through and through. He follows the Empire’s ideals to a fault, and his loyalty to the Imperials is never in question. This extends to whomever he happens to be friendly with, and will do whatever he can to help those he deems a companion. Unless, of course, his life is on the line. He is a coward, after all, and his loyalty to himself trumps all other ties.
A Friendly Face - Marius couldn’t care less who you are, what you do, what you’ve done, or where you come from. He’ll try to get along with everyone, even those who he’s been ordered to kill. He’s just that kinda guy, ya know?

Flaws:
Me First! - Both a personal strength and a character flaw, Marius will do anything to save his own skin. He may be jovial, but he is craven to a fault. Never one to face confrontation head on, he will sneak away and let others deal with the fallout of any situation he deems unsavory. A friend is only a friend in so far as his life isn’t in danger.
He Really Needs a Filter - As charming as he may be, Marius doesn't quite grasp every social nuance. A bit daft at times, he speaks up even when it would be prudent not to. He is just as likely to spill secrets as to call out a dishonest shopkeep, and will even rather loudly point out that that coin his friend just pocketed belongs to someone else. Honesty is the best policy, after all. Well, most of the time it is. He will never tell a soul exactly what he does for a living due to the imprint of his strict training.
Cut Twice, Then Measure - Acting upon impulse, Marius has a habit of acting first and thinking later. When able to slow himself down and think about things, he can make some really good decision and follow tactics he’s learned while in the military, but more oft than not he just goes with the first thought that pops up and follows it with zeal.
Frighteningly Focused Fixation - Well, zeal is one thing and doesn’t quite cut it- the way Marius goes about things transcends even the highest dedication of the pious. He tends to become hyperfocused on his goal, whatever it may be, ignorant of anything else going on around him that’s not directly involved. This obsession extends to his daily routine, which if interrupted will prompt a quite uncharacteristic explosion of anger.

Connections: Open

Ons and Offs:

Amarlo

Still accepting characters? And any particular archetypes needed? (Would be playing a female, btw)  :-)

Seduce my mind and my body will follow.
Amarlo's O&Os
Absences and Apologies

Ontan

Sorry for the belated reply!

Recruitment is closed for the time being: Ser sent me a PM with his character concept some time ago, asking me to reserve a slot for him. However, player attrition is an unavoidable part of any roleplay, if only due to unexpected RL demands, so I’d be happy to start a waitlist if you’re still interested.

As far as archetypes go, feel free to browse the Accepted Character thread at your convenience. There aren’t any limits on roles, even if a niche is already taken (e.g. healer, berserker, etc.), but I would say there’s a conspicuous absence of traditional fireball-ey mages.