Trinity Academy[WIP: Military, Post-Apoc, Horror, Extreme, Fantasy]

Started by Drake Valentine, January 03, 2016, 12:42:27 AM

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Drake Valentine

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Character Thread - Post here only after sheet(s) is(are) accepted.



Before I begin describing the context of the game, I am going to start off with the rules. These are something I see more important; and keep in mind you are to also abide to the Site’s Rules as well. Failure to comply to rules of the site within my game will result in reporting; failure to comply to my rules will result in a removal from my game. Though I am usually an easy going guy, I will not tolerate any nonsense or BS in my game, if you may feel this is too much or any the rules are, do not join.

RULES
I. LGBT Friendly.
II. No OOC Drama.
III. Two-Three paragraph minimum posting.
IV. Third Person Narrative.
V. Respect Other Player's O/Os and Preferences
VI. Non-Con and Extremities must be agreed upon by whatever party they are targeting.
VII. No Godmoding, Powerplaying, or Metagaming; without the consensus of who it affects.
VIII. No killing off other players' characters,  unless you have permission from the player of such.
IX. Inform me and others for extended inactivity period. After a month of no announcing of going away, you will be ejected from the game.
X. Problems are to be brought to me or fellow GMs through PM.
XI. Additional Rules and Edits may be added, depending on concerns. An update to such will always be included prior of doing so.
XII. My Word is Law. 

Failure to comply to any of these rules will result in warnings and a removal from the game. Bold roman numerals are immediate bans from my game if not respected. Three warnings and you are kicked out otherwise to everything else. You may or may not be allowed to rejoin depending on severity of offenses that resulted in kicking; if you are allowed to rejoin, if there is a second kicking, don't bother reapplying for a third time.






The year is 2683, the world is slowly recovering from a calamity that befell it half of a millennium from today.  Those of the longer lived variety would look back on such an event as the 'End of Time.' A coming of the apocalypse, a damnation that engulfed the mortal realm. A war between the forces of 'good and evil,' and in its wake it left naught but destruction to most of the land on Earth. Even after all those hundreds of years, humanity persevered as best as possible. Mortals who found themselves making shady alliances with other worldly creatures to better their chances of survival within this new, chaotic realm. Through those hundreds of years, give and take relations were founded and inevitably through trial and effort a makeshift peace was found between various races. This peace only brought fully together with the primal need for survival as it is known that there are greater dangers than their own kin that now roams these lands.

To maintain their survival, the community of the different racial factions decided best to construct an Academy. Not just a place for mere educational means, but also for military purposes and training to combat the various forces outside the Wall. It is here at Trinity Academy where many newcomers will learn how to properly stay alive in this hellish world and how to make a living to come. It will not be a simple matter, means of endurance will also be met as there are racial tensions between different groups. Also, very little enforcement is done to stop conflict, unless it is life endangering or erupts a class in section. This policy has been made to weed out the weak, making this a proper Academy for those strong and/or gifted to struggle to stay on top. The policy of the modern world as it is today is that it is a dog eat dog world, death can come at anytime outside the protective grounds of the city; and even within the city itself, survival is not always guaranteed with the occasional invasion of outside forces.   Thus it is only proper for hardship to be forced upon any joining the Academy, otherwise a more grisly fate awaits those who may attempt more mundane lifestyles when no help may be in sight.

Beyond the bad side of things at the Academy, there are the pluses, depending on what tier a student one is. Tier I students are regarded as the elite, they get all the benefits of their own personal room, high quality food, warm showers, and even electricity without limit. Tier II students are the average, they still have shared rooms of two, they have limited electrical use and even hot water use, and their meals are normal as they might come. Tier III students are the recruits, they get the short straw to everything beyond uniform. These students have to make do without electricity, shared rooms up to four with bump beds, gruel for meals either it be sloppy soup and bread on good days or mere bland military rations, and water use is lukewarm on better days, cold on others. Again, this policy is something everyone has to endure and it is another means of forcing those out that just can't stomach whatever living arrangements they are given.

As for the students themselves, they have to earn their keep at the Academy. All Tiers are often sent on missions, whether it be patrolling the town to even monster hunting/slaying or protecting other villages that may pay for their services. The tasks differ in variety, but of course the Academy often assigns teams and with dangerous jobs it is fully fitted with a Tier I team. Other lesser dangers are often led by a Tier I member accompanied by Tier II individuals. Lesser jobs of little importance and danger are often led by a Tier II member with Tier IIIs acting as support. This sort of chain helps everyone and in a sense it is training in itself should any wish to move up from their current stations.


Academy Rules

I. The joining age of the Academy is sixteen, given the many and many years it may take before anyone can climb a single tier, if they can climb a tier at all. For humans, it is no surprise to see individuals of their mid twenties in a second tier to their early thirties within a third tier; and that is ones that show promise. (Also, on a GM side of things I personally think it is silly for an 18yr to be a second/third tier member. People rank by experience, years, and effort.)

II. All Academy members must show respect to their superiors, whether they be of a higher tier than they may be or that of teachers or overseers.

III. Intentional destruction to property of the Academy will not be tolerated.

IV. The Academy operates on a primal rule of survival to forge its members with strength; fighting is allowed, but killing is not of members. Therefore a lower tier is still allowed to defend themselves if attacked by a higher tier/teacher.

V. All Academy members must maintain proper uniform dress code when on campus and out on missions; unless given orders otherwise.

VI. Academy members are forbidden in engaging in conflict with residents of the town and such actions with civilians will be highly judged depending on the circumstances.

VII. The Academy only rewards those that put forth an effort. Intentional delinquency, skipping classes, and general chaotic behaviors that do nothing, but oppose the Academy as a whole can keep one stuck in a tier and even for those that may be higher up, knock them down a tier.

VIII. Only the Overseers are allowed to make the final say in regards to anything; whether this may range from accepting of different missions, the promotion/demotion to rank, even other punishments to heavy offenders.

IX.  Given the shape the world is in, to maintain procreation, various romances are allowed within the Academy be it between tier members, faculty, or a mixture.

X. Any student is allowed to apply for position of a teacher after a few years spent being of a third tier themselves; if such a position is opened.

XI. Teacher roles are to educate and supervise any conflict; only intervene should things look grim.

XII. Teachers are also assigned with fitting the best students for whatever mission/task the Overseers pass down to them.


Academy Punishments

Placeholder

Academy Roles

Overseers (0/?)

Teachers (0/?)

Students (0/?)

Tier I (0/?)

Tier II (0/??)

Tier III


Academy Uniforms

Tier III

Women

Men



Tier II

Women

Men


Tier I

Women

Men






Races

Humans

If you need a description for this, something is wrong here.

Most humans are mortal unless they find means to prolong their lifespan.

Lycans


True brutes, a transformed lycan is the most horrifying of races to encounter, especially if they may not be an ally. They are towering monstrosities, their base turned heights usually range anywhere from eight feet where as some of the rumored tallest has been noted to stand a good eleven or more feet in height. It is not just the size that makes them frightening, it is the sheer bulk of their muscular bodies and the fact that they possess frightening speed and strength as well to accommodate to their large statures. They are humanoid in image and fit most of the older rumored lore. Beastly, furry, large, muscular, claws, tail, and wolfen snout alike make up their images. Their pelts come in colors of brown, gray, and black. The rarer of hues are ivory,  blonde, and even crimson.

Werewolves possess tough hide and regenerative capabilities and their only natural weakness is silver which cripples their healing. They can still be felled by other means, such as decapitation and even a fatal blow to the heart or brain can put one down for good. Werewolves are not affected by religious or holy items, using such to repel them would leave the individual a bloody carcass being feasted upon.  Older werewolves also possess the ability to change at will. All werewolves transform on a full moon and often are taken over by primal instinct.

Lycans are not immortal, they age and die just like everything else; although they do live prolonged lifespans up to three hundred years given their decelerated aging. Despite lore, lycans do not have a standard animal wolf form.
Abilities: Supernatural senses while in human form. Powerful regenerative capabilities in their lycan forms. Dangerous speed and brute strength in their lycan forms that accommodates to their intimidating sizes. They also posses other heightened physical capabilities in their lycan form.  Werewolves do not possess other supernatural abilities.

Vampires


There are many rumors of what a vampire is, though those that prove true all retain to these elements. Vampires are nothing more than past humans who have been inflicted with vampirism; a demonic origin curse that stops one’s lifespan at a particular age on turning and leaves them to feast on other’s blood for life-force. Immortality has its price, forcing these individuals to live a life of darkness; although there are also plenty of benefits they reap. Superhuman strength, speed, and regenerative capabilities, along with the addition that many possess supernatural abilities beyond the basis of charm and allure.

It takes a trained eye to notice a vampire, despite the obviousness in paleness of skin, vampires can easily retract their fangs to make them appear more human and better shroud their existence. There are other means of detection, those with a strong nose for things such as lycans can usually smell one out. A fellow vampire or dhampir can also sense the living and the ‘undead.’ Thermal heat may even give a vampire away, unless they just recently fed to make themselves appear more lively with warm blood coursing through their veins.

Despite lore, vampires are not weak to garlic, if anything their heighten senses may be sensitive to the smell. Sunlight is a given as it easily scorches and burns one to dust. A stake through the heart is not necessary, anything that permanently pierces that organ and remains lodged within can fell one. Decapitation can also put a vampire down for good. Also, vampires are weak to a manner of holy objects such as water which may receive a proper blessing, crosses, bibles, and other Godly affiliated items.

Like demons, vampires possess a strict code of ethics of holding true to their word. They are also tied to an ‘invitation,’ meaning they cannot enter an occupied residence unless they are invited in by an inhabitant of the place. They can freely come and go afterwards, yet this mostly applies to havens of mortals. Vampires can always party crash places where a human doesn’t live.
Abilities: All vampires have the basic charm/allure ability which works on weaker minded humans. They all have supernatural physical stats but never no where near on par with a werewolf no matter how long lived they may be. They all are also capable of creating ghouls to serve them, along with turning others into vampires. Other than that vampires may possesses one additional ability that they are extremely good at, two abilities they may average in, four abilities that they are poor in, or one average ability and two poor ones.

Dhampirs


Dhampirs are the rare offspring between a mortal and a vampire. Now one may wonder how a vampire may even be able to produce offspring, the answer is obvious. With enough fresh blood in their veins, they become lively enough to rejuvenate reproductive capabilities. The majority of the times it is a male vampire whom fertilizes a female mortal, but there has been rarer scenarios of vice versa. 

As a Dhampir, they gain additional supernatural bonuses in reflexes and speed. They are no where near equal to a full blooded vampire, and they still need an intake of blood to live along with the addition of food. Dhampirs inherit one vampiric ability from their parent; but they do not gain a vampire’s natural talent of charm(unless that may be the ability the player wishes to have.)  They are also immune to mind control and possess quicker healing from an intake of blood.

Dhampirs cannot be noticed by normal means, one can’t just look at another and figure they were a dhampir. Even vampires and lycans sometimes have a hard time distinguishing a dhampir by their scent or aura as do other supernatural creatures. The only off is that they may be slightly pale, but if anything they retain a normal complexion despite whatever ethnicity they belong to. A dhampirs fangs are retractable.

Dhampirs can tolerate sunlight, although it still makes them nauseous being out in it for too long. They also gain ailments to vampire weaknesses. It is not anything to the same extremes, but it can still make them ill or even cripple them. Also, if a dhampir relies too much on feeding, they may go into a crazed state. Another weakness is some often develop an envy towards vampires and may indulge fully into that side to try to become one.

Dhampirs are immortal as their aging usually stops around the twenties; of course there has been others in the past that may pause at different intervals.

They cannot create ghouls.
Abilities:  Possess superb reflexes and speed. They also have heightened strength, endurance, and stamina. They inherit one ability from their parent that they excel at, regardless of whether that ability may of been a weak one that their parent used or not. They possess supernatural healing and do not have to stress on burning to death out in the sun.

Ghouls


What is a ghoul? Ghouls are mortals whose blood has been infused with a vampire, normally be intake; although usually Ghouls are also pets/guardians/caretakers of a vampire whom they may serve. The benefits of vampire blood heightens their mortal capabilities, allowing them to possess quicker healing, supernatural strength and endurance(although no where equal to their master or mistress) and some may even leech off of special abilities and wield them to an extent that their master/mistress may possess. They can also normally function within the day as well and as long as vampire blood is infused in their veins, they will retain the age they are currently at upon the first infusion.

The drawbacks? If their master/mistress perishes, they cannot override the infusion with another from another vampire. The results aren’t always pretty once the blood wears off, their immortality is severe and they begin to rapidly age to the age they are suppose to be; assuming they may held this infusion for a long period of time. Also, their mentality is to be questioned as well, to become a Ghoul one must fully surrender themselves to their master and there are some masters whom wish to have mindless thralls over free willed pets.

Humans are not the only ones subjected to become ghouls. In the past many vampires had taken on animals to be their loyal companions, it all depends really on one’s personal taste.

Allowed Ghoulism: Humans/Animals

Abilities: Ghouls have heighten reflexes, speed, and stamina; but no where near on par with a Vampire and still under a Dhampir's physical capabilities. They also receive additional bonuses in strength and endurance; still under their master/mistresses. They also have quicken healing, although they do have to feed to cure more serious injuries; such as broken bones of destroyed tissue.  Ghouls also have been known to adapt an additional ability, whether inherited from the Vampire they serve or something natural over time that unlocks.

Tainted


GM Note: This race is rare given how OP it can be, as a result few slots will be available and other slots will be rewarded to dedicated members that may wish to play additional characters. In hindsight this race will mostly be a 'prove me you are responsible enough for it,' sort of deal. I may be lenient to human tainted, but things beyond that you really will need to prove responsibility.

Tainted are mostly the spawn between demons and their various couplings with other races. Being half demons, they automatically receive weaknesses towards anything holy and if they are also from a race that has similar effects, it only worsens to a crippling or fatal degree.

Being half demon, they also gain supernatural powers to accommodate to whatever other half breed they may be. A werewolf may turn into something far more monstrous upon transformation,  excelling in raw physical abilities beyond a traditional lycan.  The spawn of vampires that also become tainted share similar prowess way beyond a traditional dhampir may be, easily inheriting the same amount of powers their parents may share, along with being strong as vampires.

Powerlevels between species varies greatly. Tainted ghouls have also been rumored to be on a normal vampire’s level of strength. Humans become superhuman, but in truth most tainted are a very limited breed and thusly are rare sights to behold. It is also believe there are other methods to become ‘tainted,’ beyond the birthing process.

Demons/Fallen

Demons and Fallen angels are another rare lot, given how dangerous and unstable they can be. Still, many in the past have used evil to combat evil, so it is not entirely unheard of for those to summon either as allies, in truth it is just simply frowned down upon.  Once summoned, they are often bound through a contract with their summoner, thusly they cannot do much freely upon their own. They are limited on how far they can part from the one who they are in a contract with and it is through that contract that they are allowed to remain upon the mortal plane. A broken contract would free a demon/fallen, giving them free reign for a limited amount of time, before they may be able to find a proper vessel to bind themselves with.

Mortals offer the best essence and energy to serve as a gate of keeping them in the realm of man. It is a give and take relationship that is beneficial to both groups, but not without costs on either side. There is always a price for the amount of power to be used and one of the two within the contract must pay it. Demons and Fallen do not suffer complete obedience to their summoner, thusly they have as much as a right to refuse lending their strength or paying the price of the activation of power.

Still, not all demons or fallen require a vessel(these are restricted for obvious reasons and many treated as NPCs/enemies) there are still many wandering along on Earth that serve as various threats to humanity. Demons come in various varieties and often feed/gain power in different ways depending on their breeds. These creatures are excessively weak to holy objects and despise them to no end. Whereas Fallen are naught more than the corrupted counterparts of what they once were, some may be lucky to still wield that of 'holy' magic, but those that cannot will be susceptible of harm from such.

Pacts. Demons and Fallen that make pacts cannot break them, they are bound to someone till their master or mistress dies. They cannot directly kill their master/mistress either; however there is always work around indirect means that some have done in the past. Although they may lie and deceive, demons that make a promise with another cannot break it, regardless of what that promise may be. They will always do their utmost to fulfill it on their end, despite the costs as a result. As for Fallen, they are not typically bound to such promises to carry them out. Many Pactmakers often rush to them for safety.

Demons will always inflict harm, siphon sanity or humanity from their pactmaker when their power is used; but they will fulfill the end of the bargain/promise.
Fallen are not entitled to carry out promises and they especially are prone in corrupting their pactmaker. Fallen often demand some form of 'sacrifice' for their power to be used; and of course the greater the tribute the greater the power.

Titles

Hunters


Ranged combatants who excel in a variety of weapons from traditional firearms to throwing weapons, to even older fashion bows/crossbows and arrows/bolts. They often do not have the physical physique for close quarters combat and generally maintain their distance when taking down their prey; but than again, there are always those insane agility types that may be seen in the midst of battle, lighting up the place.

Hunters are also capable of tracking their prey better than some of the other roles within the Academy. Most hunters specialize in one type of darkness to take down, excelling there and being worse off against other supernatural fiends. There are also the few jack of trades that prioritize training in every enemy, but they are no masters of their hunt, in fact the variety only saves them from potential death against a foe they may not be accustomed to facing.

Slayers


Slayers are very similar to Hunters, beyond the fact that they use close quarters, melee combat to bring down their prey. Use of weapons is generally a preference of personal taste and what fits the best in getting the job done. Slayers often possess a variety of other tools upon them, usually objects to exploit a weakness of their designated prey or even backup weaponry

Like Hunters, they generally focus upon one variation of enemies to repel; or choose to be more balance to allow them better odds of survivability.

Pact Makers


Pact Makers are those that use rituals to confined a demon to the mortal plane of existence. Once a pact is formed, it becomes a give and take relationship between the Pact Maker and their demonic entity. For the exchange of power, they must always pay a price in return, but that price usually matches the amount of power they receive.

Those that make pacts are often frowned down upon as the act alone is dangerous to to the well being of the host of the demon. Also, there is never any guarantee if the demon may try something underhanded to allies of the Pact Maker or do something else indirectly to endanger the very well being of their Pact Maker. There are other risks as well, if it isn't the degeneration of ones physical health, there has been psychological ones that caused Pact Makers to go insane over time. It all depends on the demon and price they extract from the use of their power.

Exorcists

Exorcists are those that use scriptures to repel the forces of darkness. They also perform blessings upon items, making them effective against those weak to 'holy' objects for a limited amount of time along with being able to create seals that would repel or confine those weak to similar blessed devices.  Exorcists are generally not suited for outright conflict, but the services they render in revoking demons, spirits, and other God fearing monstrosities is top notch. As a result, they don't have to focus on one breed of entities, any who are weak to Holy will feel the Wrath of God from Exorcists.

Fiend Eaters


GM Note: This class will have restrictions to race. Again in a 'prove me you are responsible' given how OP it can be.  In other words, 'yea no, that is likely not happening any time soon with vampires/lycans or tainted breeds above humans.'

Fiend Eaters are individuals who 'devour' demons. It is not necessary an act of cannibalism, but more so that they consume/drain a demon of its powers and make them their own. Of course the body houses limitations to this given the species of an individual and also that they may break down mentality as well as a result. Those who take upon evil within themselves will find themselves weaker towards holy affinity items and as know, the effects can be lethal given the original species the individual may be. It is also rumored that too much indulgence of demons can potentially turn one into 'tainted,' although this much is just a theory so far and nothing more.

Powers are often recyclable, meaning they can be exchange for something else when 'feasting.' . Humans can hold up to one. Ghouls and Dhampirs can possess two. Vampires and Lycans three. Tainted gains an added on one to the half race they may be.

Holy Knight/Dame 0 - 7


GM Note: Not applicable for, responsibility must be proven to be allowed to play a Holy Knight. Holy Knights/Dames will be human.

Legend has it that the Holy sword Excalibur was destroyed eons ago. Fragments of this weapon has been located over time and smelted into new weaponry or items. So far seven fragments have been located and reforged separately. Over time, the Academy often appoints the purest of mortals to wield these weapons embodied with the noble legend. Although the weapons are fickle, they have been known to reject various humans from using them and there has even been rumors where Knights and Dames have also been later rejected over the course of time after wielding these artifacts. 

Still, this power of righteousness is capable of felling demons in a single blow and the very presence of the artifact serves as a determinant to evil spirits. Even Ghouls and Dhampirs will feel nausea when close to these artifacts and vampires have a lesser chance of being within the vicinity of such items. Although Lycans may not be phase by holy items, the artifacts will still reject such beings from ever laying their hands upon such divinity. Thusly, Holy Knights and Dames are really in a league of their own, despite their human frailty, the item that they may wield greatly compensates for that.

Summoner

Summoners invoke the powers of the celestial spirits to do their bidding. These entities vary in both 'good' and 'evil,' depending upon the summoner that wields them. Powerful summoners can create phantom images of those other worldly entities; although this technique requires years of dedication and loyalty to whatever type of spirit they may wield. It is uncommon and rare to see summoners capable of calling forth more than one phantom ally to serve them. As imaginable, these phantoms are able in physically damaging another and their incorporeal bodies can only be damaged by powers that also may not be of this world. Phantoms may also possess their own addition of powers to aid them or harm those, but nothing too extensive.

Those that practice a variety of lesser spirits are still capable of minor feats, they are jacks of the trade given the entities they invoke. This can go as far as using spirits to empower someone, drain an individual, gather information, serve as distractions,  heal lesser wounds, and other lesser abilities.
Abilities: Summon one Phantom that may excel in an ability of its own or summon a variety of lesser entities with weaker powers.



Game Information

F.A.Q

How many characters can we play?

As many as you can reasonably handle.

Do I have to play my gender?

No, you are free to play whatever gender you want.

Are uniforms staple, permanent thing?

Somewhat. Most students are expected to remain in uniform at all times on Academy grounds. When out on missions they normally wear uniform to represent themselves. If it is a danger area they are allowed to change into other gear(armor) before preparing for battle. Uniforms are not that mandatory during freetime in town.

What are Dhampir inherited abilities? Magical or physical?

Supernatural power beyond physical capabilities; although none(dhamphir) can create ghouls.

Are Exorcists Christian only base?

No, they can be of whatever 'Holy' worshiping religion out there. I do not believe atheists, satanists, and agnostics will make good Exorcists. I used 'God' as just mediocre terminology for almighty.

Where is the Academy located?  I'm just wondering if this is the only one in place and how people around the world hear about it.  If it's not in the United States, for an example, how does someone hear of an Academy around the world and how do they cross the sea?  Boat, I'd imagine at this point unless they've gotten airplanes back in the air.

Oxford, England.
Hmm, I am thinking maybe somewhere more 'England-ish.'  If  you want to be more precise, I was using some images of Oxford. After all, some of those buildings are more 'castley,' and probably make for better headquarters with all their random catacombs and more sturdy structures.

As for others, there are likely more established about in different regions of what lingering sources of humanity and other creatures that pulled together to resist the calamity's aftermath; and I imagine, despite some potential differences of groups, the main leaders of each Academy would likely work with one another to an extent to ensure their own personal well being.

As for crossing sea, boats or some other form of ships. Airplanes are rarity and any air travel would likely only be used by elites if used at all. Not sure how much far travel will really be done since any Academy would be trying to maintain some form of safety or sanctuary of the territory around it. The calamity itself is on a global scale, we can just safetly assume Trinity Academy is one of the more most prestigious of Academies that is more 'accepting' to races(in a joining sense) than some may be. Of course, if other Academies come into context or we ever reach that point, doubt all their members would be ever-so-friendly to other races.

How slow is the aging for werewolves? I know it says around 300 years for their life span. But if one is 80 years old, how old do they look physically?

80 / 3 = 26.whateverstreamofnumbers. Of course, some people look younger/older than they are naturally.

Can a pactmaker start out with a demon or no?

Up to you as long as such isn't game breaking. Sensibly it also depends how long they been at the Academy. 

Technology

With the fallout of humanity from what some would deemed 'Armageddon,' technology has taken a severe backlash and what may linger after its peak is questionable. Through the unification and efforts of what races that have united and through a hierarchy of 'class' system, the limited resources that may be pooled can be properly divided to those worthy enough to earn them. Electricity, gasoline, even finer food and other luxuries are not simply wasted on everyone, be they of the Academy or a civilian within the city. Computer tech is strictly limited to those of Overseers, other high positioned individuals within the city, and of course certain privilege teachers. Firearms are limited to Tier I students as is better transportation of that of actual running vehicles. Cellphones, videogames, televisions, other such appliances are things of a distant past and are rare, even if found in working condition. Communication is often processed by other means, generally that of sent messengers, spirits, or animals; although the former is mostly more ideal for greater distances of travel with the variety of dangers within the outside world.

Thus it isn't surprise to see old blacksmith and armorsmith stalls in this day and age; or the rarer gunsmiths. Still, everything has a price, even the variety of other luxury foods, beyond basic gruel, the city may have to offer.  The prices are not the most of feasible affordable ranges to a good fraction of civilians and of course Tier III individual; yet, that is this sad truth the Academy tends to illustrate, the worth of one's life. How much of an impact that they can make for change for a plausible future in this now Hell consumed world that we call Earth. The waged war between 'Good and Evil,' may be over, but what it left in its wake is sheer chaos for the survivors of humanity. 

Danger Ratings

With the variations of creatures and other monstrosities out within the world, many known entities have been placed in a rating scale of how potentially deadly they can be. This is also to allow proper Tiers to deal with them in lineup when sending them out on missions or for those truly studios, informing them what should and shouldn't be engaged depending on present parties/adventurers.

F – Weakest of possible danger, basic human level of threat. A Tier III individually should be able to handle such.
E – Party of Tier IIIs should handle such.
D – Mixed party of Tier III/II.
C – Full party of Tier IIs.
B – Mix party of Tier II/I can handle such.
A – Should only be engaged by full party of Tier Is
Z – Should only be engaged by multiple parties of Tier Is
Threats on Earth

Gremlins

The terminology Gremlin should not be taken lightly of expectations. Most would assume these foul beasts to be short in stature, but that is far from the truth. Gremlins are hideous fiends that average five feet in height, some even topping six feet. Their distinguishing features are the jagged teeth and sharp claws they possess, allowing them to rend and tear into their prey with ease. Their most dangerous of aspects if the fact that they travel in hordes, although they lack intelligence to be properly organized and sometimes fight amongst one another, they will still swarm their prey. Gremlins are primary nocturnal fiends, they detest light, loathe fire, and avoid areas with great sources of either; making their homes and refuges in various caves, caverns, ruins, and underground passages throughout the World. Being beasts from Hell, other known weaknesses are that of holy.

Danger Level: Solitary – E / Hordes - C   

Feral Ghouls

Feral Ghouls are different from the common term of 'Ghoul' that some more sane humanoids may be. These are monsters that do not require the siring from a vampire, they are mostly scavengers as well in feasting upon the dead, but this will not stop them from killing another and eating them as well. They show many similarities to Gremlins, their heights also vary, but none bypassing six feet. They possess strength, speed, reflexes, and endurance twice that of an average, athletic human allowing themselves to accommodate to the lack of talon claws and swarms that the known Gremlins share and travel within. They are also nocturnal, detesting light but not necessarily fearing it. Ghouls prefer to hunt individually, they have intelligence and at rarest one may find four working together for a common meal. They make their hunting grounds throughout the ruins of cities and graveyard sightings.  Their known weaknesses are that of fire and holy elements.

Danger Level: Alone - D / Groups - C 

The Hollow

Lifeless hordes, that is what some relate to the Hollow as. No one knows from what they spawn, some believe them to be the shells of former humans and humanoids before their reincarnations; which could explain the grand numbers of these shambling undead. They have no keen desires, no drive, nothing beyond their loathing for the living and breathing. Due to this, they are all merciless killers, preying and victimizing anything alive within their vicinity. They are mindless, fire works as well against them as does holy and also their bodies are brittle enough to be broken with ease. They can be found almost anywhere within the World and from time to time are known to besiege(to no avail) Trinity City.

Danger Level: F/E 

Goliaths

Humongous beasts, known notoriously for their sheer strength, endurance, and size alike. Goliaths are muscular brutes, standing twelve feet in height at shortest, others have been known to reach grand statures of sixteen feet. Their skin possesses a very thick hide to it, easily allowing them to endure harsh climates along with serving as armor to protect them from most blunted damage. Blades have trouble cutting their hide, but still manageable; their most notable of weaknesses in their flesh is that it can be pierced through.  They are assumed to be blind and deaf monstrosities, locating their prey through scent and taste alone. Thankfully they do not travel in any groups or packs, their senses often keeping them from one another as a means of territorial marking of their hunting grounds.

Danger Level: B

Sidissi

Or sometimes related to as ’spider people,’ the Sidissi are a rather dangerous breed of their own. They may not possess grand numbers as some of the beasts and monstrosities are known to meander about in, or terrific strength and size. Sidissi are feared more for their intelligence and command they possess over the dreaded Hell spiders. They are still intimidating with their builds, bulky given their lower exoskeleton abdomens, their crustacean like shells keeping them well protected as an impregnable armor below. Standing along their eight legs, they reach heights of nine feet at shortest, others towering to a good thirteen feet; males generally being the tallest of the species, but there are rare case of females being thirteen feet in height. Sidissi rarely work amongst one another, the only times they may be seen together is through times of mating(although some take various other humanoid partners) but otherwise they keep to themselves. They are never truly alone as most Sidissi do charm lesser beasts or intelligent creatures, mainly spiders, but it isn’t rare to see them leading groups of other wild and lesser demons. They are capable of spinning webs and their silk is arguably tougher than that of the dreaded Hell spiders, making it a rather valuable commodity to have. Sidissi can just be found almost anywhere, they have no natural homes; but many will make a lair in places with little light similar to that of the known Gremlins. 

Danger Level:

Reptillians

One of the few ’wetland,’  races that came from Hell, the Reptilians dwell near anywhere with bodies but more preferably that of swamplands. They have various tribes and often wage war amongst one another for territory. Their heights often range around six feet at shortest, some spanning to nine feet in height at tallest. They wield crudely manmade weapons, something that may be questionably crafted by them as few of the monstrous humanoids are vaguely seen with such tools beyond the Hollow. The Reptilians do possess cunning and intelligence, renown and feared for their ambushes upon other demons, creatures, and humanoids that may unknowingly trespass within their designated territories.

Danger Level: C

Strigoi

Also better known as Vampires, these fiends prefer the ancient term for their aged bloodlines. Hell has warped them and plagued their damned souls, making them monstrous abominations of what they had once been. No one knows how long some have been damned, but it is believed that after millenniums they are changed into those foul creatures, immersed in their own strength, power, and free will. They are feared and rival even that of the Arch Demons that dwell within hell, however they are a very small faction in total. They have their own various powers and superhuman attributes. It is also believed that the Strigoi can control the undead ranks(ghouls and hollow) and that of various beasts(often canine breeds or Seekers.)  Those that are turned by Strigoi do not fall into such ranks of power instantly, instead they are simply lesser vampires, only enslaved to their masters and mistresses. They are also hard to kill, possessing extreme regenerative capabilities and are capable of long spans of hibernation such as centuries without having to feed. They share very few weaknesses known, silver and holy, although the most sure way to kill a Strigoi is to destroy both the brain and heart.

Danger Level: A/Z

Seekers

These beasts can almost be mistaken for Earthly gorillas; that is, if gorilla‘s flesh was more of molten, ashen rock and if they possessed eyes of sheer glowing crimson along with their sharp fangs and claws. Seekers make fine domesticated creatures for other known Hellish monstrosities; given their sheer, brute strength and sturdy, hardened bodies. Their towering eight feet stature also gives them that intimidation factor to most lesser creatures.  Some are used as pack mules, others are treated as monstrous guards. Wild Seekers are notoriously dangerous, and many beasts even avoid the brutes due to their nigh impenetrable bodies. Wild Seekers often travel in small packs with a male taking lead, they are highly aggressive towards males outside their pack and also males of other races. It has been rumored that male Seekers will even capture and forcefully mate and copulate with humanoid females.

Danger Level: D/C

Nightmares

Demonic horses often widely sought after especially those of the rarer of breeds that possess magical talent. Those that are not properly domesticated are typically wild and tend to travel in herds. Most of the time they are not that dangerous, unless provoked and they normally make a habit of avoiding(or attempting to for that matter) areas where other monsters may make their domains and hunting grounds. Solitary Nightmares are the ones any individual should watch out for, these are the beasts that are magically talent and powerful enough to be able to isolate themselves from the herds. Their powers range anywhere between pyromancy to illusionary tactics to drive terror and insanity into that of others.   

Danger Level: Herds - E / Solitary - B   

Hell Spiders

The dreaded spiders of hell, the archenemies to those of the known Gremlins. These creatures are a deadly lot, most of which are at massive sizes, the largest of hell spiders being rumored to tower eight feet. Hell Spiders’ exoskeletons serve as a thick armor plating, they only have a few ’soft spots’ that leave them vulnerable to attacks, usually portions of their  backs and underbelly and small parts of their head. They are capable of shooting their webbing of silk and are able to instantly entangle most humanoid objects with one firing if accurate enough.  Some Hell Spiders live alone while the more notorious ones live in lairs formed by the Sidissi.   

Danger Level: C

Chimera

Modified beasts that come in a variety of appearances, these creations are often better known as abominations. Chimera mainly come into existence through various methods, most involving the combination usage of magic and science to breed, alter, or both existing creatures. In Hell, there was nothing stopping such practices from taking place and because the modifying and changing or splicing of existing genes, many Chimera possess different capabilities from their original hosts. Fortunately, not all Chimera are considered a dangerous breed, most of these different beasts are more or less failures of their creators. This isn’t to say all are similar, but only a rare few out there are truly deadly on a C scaling stature and even less those numbers may prove a challenge as an A rank.   

Danger Level:  Varies

Mongrels

In a mortal society, mongrels could be regarded as ‘mutts,’ lesser beasts that came from the breeding of hounds. They are not regarded as true, demonic canines; but still they can be commonly found running wild. Mongrels do not have any special abilities, beyond their abnormal physical capabilities in comparison to a normal earthly canine. Their heights range to three feet at average height, and scale between one foot in shortest to a rare five feet at tallest.

Danger Level: Solitary - F / Packs - C 

Hounds

Hounds are regarded as extremely intelligent creatures and are also very territorial in regards to others of their species. A hound will never travel in a pack with other hounds, most hounds will take over a pack of wild mongrels and make themselves the head alpha of the group. Hounds copulating with mongrels will only produce the lesser creatures, only the purebloods are able to generate another Hound. Hounds are also ruthless to pureblood children if they are spawned, many young ones are immediately kicked out of the pack or abandoned into the wild.

This is only to merit just how dangerous these beasts truly are, those that survive the hardships and earn the battle scars. Hounds are capable of possessing multiple powers; although most average in three abilities, the more dangerous and A rank ones exceed in all three. These three headed beasts are also fairly tall, the shortest of their breeds may stand a good four feet in height, while others average at six feet and then the largest of species tower between eight and nine feet. They are capable of quick reasoning and won’t hesitate to use their resources or surroundings to get a jump on someone. Also, these beasts aren’t afraid or bothered to flee to live another day, they will make it a notation to avoid individuals that could easily defeat them. These are just examples of their tactics of sizing prey or setting traps, although they are also no pushovers themselves in direct confrontation.

Danger Level: B to A 

Unused/Inspirational Images












Character Sheet


General Basics
Name:
Name to your character goes here.
Aliases:
Titles and whatnot if applicable.
Rank:
Their Tier standing.
Occupation:
What they do/profession as student/teacher at Academy.
Race:
Their general race.
Age:
Character age.
Sexuality:
What floats their boats.
Gender:
What they are or identify as.

More In-depth Knowledge
Face Claim:
General real playby one may use for their character. (Artwork is fine for other imagery)
Appearance:
Preferably this should be a written paragraph long at the minimum.
Personality:
This should also be a paragraph at the minimum.
Strengths:
Things they may be good at.
Weaknesses:
Things they may suck at. Ideally, I want to see a con for every pro one may list for a character.
Powers:
If applicable of things beyond basic race inherited powers as some races have additional power(s) to pick from.
History:
A few paragraphs in regarding to ones coming to the Academy or prior. If you want to write more, you may. I only ask that exceptionally long novel Histories be spoiler tag into parts or something of that nature if you have ‘chapters’ to your character’s history.

Other Information
Goal(s):
They do not have to be in-depth, although I would like to see some form of goal your character may have or strive for.
Likes:
If applicable.
Dislikes:
If applicable.
Player Ons:
General player ons/kinks. Feel free to quicker list to an O/Os or Preferences or both page.
Player Offs:
General offs as far as adult content and whatnot, feel free to link as well if either page is up.
Character Ons:
The naughty bits, if same as player then state so.
Character Offs:
Other naughty bits, if same as player, state so.
Relations:
Be it towards NPCs or worked out relations involving other players’ characters.
Additional:
Anything not covered, feel free to change ‘additional’ as well to anything else you may wish to include and list afterwards following that. Otherwise list NA or delete the additional section.



[float=right][img height=350]IMGURLHERE[/img][/float]
[center][color=red][size=12pt]General Basics[/size][/color][/center]
[b]Name:[/b]
[b]Aliases:[/b]
[b]Rank:[/b]
[b]Occupation:[/b]
[b]Race:[/b]
[b]Age:[/b]
[b]Sexuality: [/b]
[b]Gender: [/b]


[center][color=red][size=12pt]More In-depth Knowledge[/size][/color][/center]
[b]Face Claim:[/b]
[b]Appearance: [/b]
[b]Personality: [/b]
[b]Strengths: [/b]
[b]Weaknesses: [/b]

[b]Powers: [/b]
[b]History:[/b]
[center][color=red][size=12pt]Other Information[/size][/color][/center]
[b]Goal(s):[/b]

[b]Likes:[/b]
[b]Dislikes:[/b]
[b]Player Ons:[/b]
[b]Player Offs:[/b]
[b]Character Ons: [/b]
[b]Character Offs:[/b]
[b]Relations:[/b]
[b]Additional:[/b]

"When I'm Done With You, You'll Be a:
Raped, Bloody, And Humiliated, Little Alice in Wonderland."

Introduction | O&Os | O&Os2 | IM RP Request(Canceled 04/11/2010) | A&As(Updated 10/29/13) | Solo RP Request (Updated 09/20/14)
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Drake Valentine

Face Claims
Chris Perceval - Drake Valentine
Matsumoto Takanori - Drake Valentine
Justin Clynes  - TheBlackThrone
Melissa Clark - WardenIce
Shannyn Sossamon  - CurvyKitten
Zara Axeronias -  CurvyKitten
Kate Beckinsale - Ace Flyer
Summer Glau - Ace Flyer
Taylor Swift - FarFetched




Ratios
Note
This is going off what current sheets have been floating around already

Gender Accepted
Female III
Male 0
Gender Pending
Female III
Male III
Students Accepted
Tier I I
Tier II
Tier III II
Students Pending
Tier I I
Tier II I
Tier III II
Teachers Accepted
0
Teachers Pending
Females 0
Males I


Scenery Inspirational Images - WIP

Do note, reason I am placeholding this here is. Well, damn at all the coding above.

Park




Church



School



Cafeteria


Library



Dorms Tier III > I






"When I'm Done With You, You'll Be a:
Raped, Bloody, And Humiliated, Little Alice in Wonderland."

Introduction | O&Os | O&Os2 | IM RP Request(Canceled 04/11/2010) | A&As(Updated 10/29/13) | Solo RP Request (Updated 09/20/14)
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Song

I'd love to play an elitist, snotty male character from the tier I... Sort of like Seifer from final Fantasy... It's been a while since I roleplayed a complete jerk...
My RP requests: Join the Space gldiators in Requiem For Mankind

O/O

Drake Valentine

Thanks for interest. ^^

And that type does sound more than fitting to the general theme. Hopefully a bit more interest can be garnered.

"When I'm Done With You, You'll Be a:
Raped, Bloody, And Humiliated, Little Alice in Wonderland."

Introduction | O&Os | O&Os2 | IM RP Request(Canceled 04/11/2010) | A&As(Updated 10/29/13) | Solo RP Request (Updated 09/20/14)
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Pink Kitten

I'm really loving this theme and idea! So I thought I'd express my interest in hopes that this might get off the ground ^_^

I think I'd love to play a young Tier III girl with a bit of a delinquent streak. Someone who has a lot of talent and potential, but maybe doesn't seem to take anything seriously enough - which might be holding her back and get her in trouble from time to time.

Drake Valentine

Quote from: Pink Kitten on January 20, 2016, 03:33:21 AM
I'm really loving this theme and idea! So I thought I'd express my interest in hopes that this might get off the ground ^_^

I think I'd love to play a young Tier III girl with a bit of a delinquent streak. Someone who has a lot of talent and potential, but maybe doesn't seem to take anything seriously enough - which might be holding her back and get her in trouble from time to time.

Greetings there and thanks for the interest, glad you find it appealing. ^^

Maybe with bit more people piqued, I may be motivated to fill out missing sections, but as it stands, it is mostly a teaser.

"When I'm Done With You, You'll Be a:
Raped, Bloody, And Humiliated, Little Alice in Wonderland."

Introduction | O&Os | O&Os2 | IM RP Request(Canceled 04/11/2010) | A&As(Updated 10/29/13) | Solo RP Request (Updated 09/20/14)
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Diesel Heart

I'll go ahead and pin my interest flag here.  I've already got a character that'll fit in perfectly to this.

Probably a Tier III character at the age of 18 and she'll be entirely fresh to all of this, and most likely a Human Exorcist as she's akin to a 'practical pacifist'.  I recently found myself preferring to play characters that are 'support' or 'utility', where intelligence excels over brawn.

Etherealgirl

Wow! Love this setting and potential! I'd love to make a 16 year old, first entering the academy and having a need to be the best hunter she can be. :D

Ace Flyer

Hmm, I'm definitely interested. Struggling for a good character concept right now...Might just watch and see what kinds of information gets put out first.

I assume our characters start as Tier III's? And...one character per player?

Etherealgirl


Drake Valentine

Thanks for the interest. ^^

Players are free to create whatever character they want, be they student or teacher. The only restrictions I put are unbelievable Tier IIs and IIIs, since technically it takes years to move up to that point, which I doubt will be covered in game.

So other tiers are open for interest, but at some point I may have to limit such to provide better diversity, which at this point I am sure isn't that grand of an issue.

There are no restrictions on character count as long as the player can properly maintain whatever set number of characters they may play. As a GM, I reserve right to treat them as NPCs if player suddenly drops out and I will do my utmost in pushing them completely into a forgotten background, whether such be of a grimmer of fates or not.

"When I'm Done With You, You'll Be a:
Raped, Bloody, And Humiliated, Little Alice in Wonderland."

Introduction | O&Os | O&Os2 | IM RP Request(Canceled 04/11/2010) | A&As(Updated 10/29/13) | Solo RP Request (Updated 09/20/14)
Pale Eclipse - Group Game Project{Paused} 

Ace Flyer

Hmm...I might make a pair of siblings...Either a Tier I, and their younger, freshly Tier III sibling, or twins that are Tier II together...Or maybe just a Teacher...

*ponders*

I'll keep hashing thoughts out, and try and work around what others do.

Pink Kitten

I was considering playing a human newbie who's new to everything in the school and has no idea what she's doing, but it seems a couple of other players have similar ideas, so I might twist my concept a little bit. A very rough draft of the concept I'm playing with right now:

--

My character would be a 16/17 year old Tier III dhampir Slayer. Her father is a high and powerful Vampire Lord who once became obsessed with the idea of conceiving an actual heir for himself. It took him years of effort with many women, but finally he got what he most desired - my character. The mother died not long after the childbirth - the vampire would always tell my character how much he loved her mother and how she was the love of his life, but deep down she'd understand that the mother was always just a necessary part of the process, and there had been no love lost between her parents.

Being his only child for the foreseeable eternity, and the one thing he passionately adores, my character has spent her entire childhood pampered and spoiled in his mansion / castle / estate / wherever great Vampire Lords spend their eternity. But when my character turned 16, her father made it very clear that she would need to join the Academy: it wouldn't do for his sole heir to be weak, and he knew he himself was no teacher, so to him the Academy was the natural route for his daughter to take.

My character would now have been in the Academy for some time, maybe a couple of months - a short enough time that she's still considered to be a pretty new student, but long enough for her to realize that she hates every minute of it. She's used to luxury and being at the top of the hierarchy, not living in shared rooms like a peasant. She's especially not used to taking orders and having to show respect to show many people; and the teachers have been quick to realize that she's hard to control and tends to do what she wants whenever she thinks she can get away with it. In general, she's smart enough not to openly object the teachers, but especially with older students (who she considers her peers, at best, not her superiors), she can have a real problem with authority.

She's a Slayer who fights kind of like a rogue, using her superhuman reflexes and agility to literally run circles around her enemies and stab them with her daggers. Thanks to her race and heritage, she is very skilled for someone so green; but she IS still very green; and not yet nearly as strong as she thinks she already is.

--

...something along those lines, anyway. All comments are welcome, and like I said, it's just a super rough idea so far!

Ace Flyer

Sounds like a pretty solid concept ^^ I like the sound of her. Looking forward to seeing where you might so with it.

I'm still struggling a bit in narrowing down my ideas...I have a few I might run with, just, debating yet. Just the bare-bones concepts:

A Slayer, Tier I. Thinking a bit if a laid back, confident character. He great with blades, and knows he is, but tries to act more as a mentor towards the lower tiers than really lording over them. He's dedicated to training, and their missions, and looks after his sister above all else. I know the armor doesn't fit the uniform, but...Well, it's just a general picture, or, well...I doubt they go into battle just wearing those cloth uniforms, do they?

A Hunter (1), that is the "younger" sister to the Hunter above, or a sister to the Hunter below. She's...probably a vampire, a young one and possible newly turned. Either way, she's a Tier II, a noted marksman, but lack the confidence and experience to rise in tier yet. She's uncomfortable with having that much responsibility as a Tier I would have.

Another Hunter (2). She would be a Tier II and a sister to Hunter (1). More confident and outgoing than her sister, they seem to be quite opposites, but work amazing as a pair. She would be having a rough time coping with her sister's recent turn into a vampire, but fiercely defends anyone who insults or goes after her because of it.

Finally, a Summoner...Either a Tier I or a Teacher. Incredibly intelligent, he tends to get lost in his work of learning more about...well, everything. A walking encyclodpedia on almost any matter, he tends to come off as cold and brusque, as he hates being interrupted from his work, but at heart he is a good person. Bored and uninterested in most social matters, the best way to see him liven up or interested in anything would be to show genuine interest in his studies/work, or see him practicing his skills first hand against his enemies.

Very rough concepts, all of them, but...I least I only have four I need to narrow down from to flesh out >_<

Drake Valentine

Sorry for slight delay, was asleep through rest of day/night(whatever timezone others are at.) I work graveyard shift, so yea, hours are split for me between morning and evening mostly.

Any who.

Quote from: Pink Kitten on January 21, 2016, 01:44:10 PM
I was considering playing a human newbie who's new to everything in the school and has no idea what she's doing, but it seems a couple of other players have similar ideas, so I might twist my concept a little bit. A very rough draft of the concept I'm playing with right now:

--

My character would be a 16/17 year old Tier III dhampir Slayer. Her father is a high and powerful Vampire Lord who once became obsessed with the idea of conceiving an actual heir for himself. It took him years of effort with many women, but finally he got what he most desired - my character. The mother died not long after the childbirth - the vampire would always tell my character how much he loved her mother and how she was the love of his life, but deep down she'd understand that the mother was always just a necessary part of the process, and there had been no love lost between her parents.

Being his only child for the foreseeable eternity, and the one thing he passionately adores, my character has spent her entire childhood pampered and spoiled in his mansion / castle / estate / wherever great Vampire Lords spend their eternity. But when my character turned 16, her father made it very clear that she would need to join the Academy: it wouldn't do for his sole heir to be weak, and he knew he himself was no teacher, so to him the Academy was the natural route for his daughter to take.

My character would now have been in the Academy for some time, maybe a couple of months - a short enough time that she's still considered to be a pretty new student, but long enough for her to realize that she hates every minute of it. She's used to luxury and being at the top of the hierarchy, not living in shared rooms like a peasant. She's especially not used to taking orders and having to show respect to show many people; and the teachers have been quick to realize that she's hard to control and tends to do what she wants whenever she thinks she can get away with it. In general, she's smart enough not to openly object the teachers, but especially with older students (who she considers her peers, at best, not her superiors), she can have a real problem with authority.

She's a Slayer who fights kind of like a rogue, using her superhuman reflexes and agility to literally run circles around her enemies and stab them with her daggers. Thanks to her race and heritage, she is very skilled for someone so green; but she IS still very green; and not yet nearly as strong as she thinks she already is.

--

...something along those lines, anyway. All comments are welcome, and like I said, it's just a super rough idea so far!

That sounds fine to me. ^^

Quote from: Ace Flyer on January 21, 2016, 03:30:54 PM
Sounds like a pretty solid concept ^^ I like the sound of her. Looking forward to seeing where you might so with it.

I'm still struggling a bit in narrowing down my ideas...I have a few I might run with, just, debating yet. Just the bare-bones concepts:

A Slayer, Tier I. Thinking a bit if a laid back, confident character. He great with blades, and knows he is, but tries to act more as a mentor towards the lower tiers than really lording over them. He's dedicated to training, and their missions, and looks after his sister above all else. I know the armor doesn't fit the uniform, but...Well, it's just a general picture, or, well...I doubt they go into battle just wearing those cloth uniforms, do they?

A Hunter (1), that is the "younger" sister to the Hunter above, or a sister to the Hunter below. She's...probably a vampire, a young one and possible newly turned. Either way, she's a Tier II, a noted marksman, but lack the confidence and experience to rise in tier yet. She's uncomfortable with having that much responsibility as a Tier I would have.

Another Hunter (2). She would be a Tier II and a sister to Hunter (1). More confident and outgoing than her sister, they seem to be quite opposites, but work amazing as a pair. She would be having a rough time coping with her sister's recent turn into a vampire, but fiercely defends anyone who insults or goes after her because of it.

Finally, a Summoner...Either a Tier I or a Teacher. Incredibly intelligent, he tends to get lost in his work of learning more about...well, everything. A walking encyclodpedia on almost any matter, he tends to come off as cold and brusque, as he hates being interrupted from his work, but at heart he is a good person. Bored and uninterested in most social matters, the best way to see him liven up or interested in anything would be to show genuine interest in his studies/work, or see him practicing his skills first hand against his enemies.

Very rough concepts, all of them, but...I least I only have four I need to narrow down from to flesh out >_<

Well, if it is part of their arsenal, I am sure they may wear/use such; but most times uniforms are pretty staple unless otherwise told/ordered by someone.

The concepts are fine with me, but for this game I think I am leaning more heavily towards real models/people. Unless there is a total, overall preference to that. Generally I try to avoid mixing one or the other(less it is something that has a form/transformation other than human-ish.)

I will likely work bit more on project around Sun or Mon(when I have time off from work to actually sit down bit longer at PC.) I haven't went image scouting or character concept pondering, yet; and probably won't till other things are tidied up. Most likely whatever I play will fill in whatever role(s) is(are) missing, less bit more interest circulates; if none is lost from any imagery preference for playbys. >.<

"When I'm Done With You, You'll Be a:
Raped, Bloody, And Humiliated, Little Alice in Wonderland."

Introduction | O&Os | O&Os2 | IM RP Request(Canceled 04/11/2010) | A&As(Updated 10/29/13) | Solo RP Request (Updated 09/20/14)
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Ace Flyer

Oh! Not a problem on play-bys. I just find art to try and spark the ideas/concepts. If you want actual photos, I can track down some easily enough ^^

Pink Kitten

What kind of abilities would a vampire realistically have (and a dhampir inherit)? Mental/"magical" abilities like the natural charm ability, or would something like "superhuman agility" be one? Or is that granted for all dhampirs anyway?

Drake Valentine

Quote from: Pink Kitten on January 22, 2016, 04:29:02 AM
What kind of abilities would a vampire realistically have (and a dhampir inherit)? Mental/"magical" abilities like the natural charm ability, or would something like "superhuman agility" be one? Or is that granted for all dhampirs anyway?


Hmm. Probably some supernatural power beyond physical capabilities; although none(dhamphir) can create ghouls.

If I had to generally powerscale tree it as far as physical stats go.

Demons (But such has restrictions and requires pactmaker. minus nonplaybys that go around wrecking shit)
Lycans in werewolf form (they are all rounder powerhouse really in almost all physical capabilities)
Vampires
Dhampir
Ghoul
Human / Lycan in human form

Start throwing tainted in there, you can likely scale that race by additional two

Demons > Tainted Lycan > Tainted Vampire
Lycans in werewolf form / Tainted Dhampir
Vampires / Tainted Ghoul
Dhampir / Tainted Human/Lycan in human form
Ghoul
Human / Lycan in human form

Which you may realize why tainted above those levels are pretty restricted, unless game lingers awhile and people that stay long enough; but even so, demons are generally in a league of their own if they are higher status/rank. Too much effort to probably scale them, but  their power is limited if they are playbys through a pact with someone.

Hope that helps a bit.

"When I'm Done With You, You'll Be a:
Raped, Bloody, And Humiliated, Little Alice in Wonderland."

Introduction | O&Os | O&Os2 | IM RP Request(Canceled 04/11/2010) | A&As(Updated 10/29/13) | Solo RP Request (Updated 09/20/14)
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TheBlackThrone

I remember you working on this game in the past, but it was an "interest thread" at the time.

I like taking the "underdog" class in games and putting them on a level where they're actually formidable against those races/classes normally stereotyped to be the best.

Having said this, I want to ask if there is a way that I can play a Tier II Human Warlock? As for the title, I will have to muse over them to see where I envision his skills falling best under. I see him as being experienced and confident in his powers, and also being used to other students (usually the supernatural ones) underestimating him. I feel that humans in that sort of setting would normally be regarded as weak by other races unless they could prove otherwise with their skills. But this character I can see the junior crowd, especially the human ones, looking up to him because he's representing the humans. I see him as being studious with his studies. He would have to be to keep his magic on par, but I don't see him using weapons. I see him being weaponless and using runes that are either drawn with a dagger into his skin, tattooed, branded, or scarred on his body. Being a warlock, he has that magical affinity and so could sense when magic is being used and ghosts.
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CurvyKitten


TheBlackThrone

Quote from: CurvyKitten on January 22, 2016, 06:52:29 PM
Tentatively interesting pending muse juice of course. :P

*squeezes muse juice into a glass and serves it to her*
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CurvyKitten

Quote from: TheBlackThrone on January 22, 2016, 06:55:26 PM
*squeezes muse juice into a glass and serves it to her*

I will not type what popped into my head...nope not gonna <,<..>.> LOL

I have some ideas sort of brewing, we shall see if said muse juice helps bring them to life!

Drake Valentine

Quote from: TheBlackThrone on January 22, 2016, 06:17:01 PM
I remember you working on this game in the past, but it was an "interest thread" at the time.

;3 You caught me, but also at that time, I was rolling around with the idea of something like a Vatican; so some source material obviously got switched up as far as setting/scenery. Unfamiliarity with Rome made me come to a halt, among other things that may led to plenty tension/restriction of interaction between races, and other issues I wasn't exactly sure how to properly resolve. Looking back on it lately(what was it year or so more ago project) I decided a miltary-ish academy in a ruined setting would be more feasible in managing. With certain races pulled together for a common cause of survival against outside threats, despite whether or not they may get along or what not. Still have some tension there, players will be able to better freeroam in school/town; and then there will be that 'Outside' world thing for missions or whatever. Or I made do something just for missions and have Outside world. Depends on end player count for me to reflect upon boards able to make.

QuoteI like taking the "underdog" class in games and putting them on a level where they're actually formidable against those races/classes normally stereotyped to be the best.

Having said this, I want to ask if there is a way that I can play a Tier II Human Warlock? As for the title, I will have to muse over them to see where I envision his skills falling best under. I see him as being experienced and confident in his powers, and also being used to other students (usually the supernatural ones) underestimating him. I feel that humans in that sort of setting would normally be regarded as weak by other races unless they could prove otherwise with their skills. But this character I can see the junior crowd, especially the human ones, looking up to him because he's representing the humans. I see him as being studious with his studies. He would have to be to keep his magic on par, but I don't see him using weapons. I see him being weaponless and using runes that are either drawn with a dagger into his skin, tattooed, branded, or scarred on his body. Being a warlock, he has that magical affinity and so could sense when magic is being used and ghosts.

I don't mind such as long as there is some sort of balance to it.

Quote from: CurvyKitten on January 22, 2016, 06:52:29 PM
Tentatively interesting pending muse juice of course. :P

Thanks for the interest. :3

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Ace Flyer

Quote from: Drake Valentine on January 22, 2016, 07:41:20 PM
;3 You caught me, but also at that time, I was rolling around with the idea of something like a Vatican; so some source material obviously got switched up as far as setting/scenery. Unfamiliarity with Rome made me come to a halt, among other things that may led to plenty tension/restriction of interaction between races, and other issues I wasn't exactly sure how to properly resolve. Looking back on it lately(what was it year or so more ago project) I decided a miltary-ish academy in a ruined setting would be more feasible in managing. With certain races pulled together for a common cause of survival against outside threats, despite whether or not they may get along or what not. Still have some tension there, players will be able to better freeroam in school/town; and then there will be that 'Outside' world thing for missions or whatever. Or I made do something just for missions and have Outside world. Depends on end player count for me to reflect upon boards able to make.

Aw...Wish I had seen this when it was involving with Rome :P I love Rome, spent four years getting a degree all about those silly Romans.

TheBlackThrone

I did more brainstorming on this character and I see him either being a summoner or an exorcist. I am leaning more toward exorcist, but I was wondering if the exorcist can not only JUST be the cliche "the power of Christ compels you" type? I feel that exorcists should have their own personalities or ways for exorcising demons. There were Onmyoji in Asia who performed such rituals, and it wasn't narrowed down to just Christ or God being the  only repelling force. Can I suggest that it just be those who use "holy magic?" That way we don't have to have religion involved? If another player makes a priest-like character, then I can see them doing all that stuff because that's in his or her personality. I guess I'm just suggesting some fluidity and diversity to the role.
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Pandemonia (Vox Machina-inspired)