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Parrhesia
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(I wanted the formatting of this post to be clean and not to suck! Spoiler tags really, really don't like me. And don't work.)

Thirty-five years ago, Lord Miriam Randel lead a rebellion against the corrupt and power-hungry southern lords.

Thirty-two years ago, Randel's forces were crushed by superior numbers. The army was routed under Timur Hill, and Randel and most of her advisors and vassals were captured.

Randel was a traitor in the eyes of the state... but still held a strong bloodline, the hearts of the people and more importantly a genuine martyr complex. So the Queen declared that they would do worse than to kill her... she would be forgotten.

Randel was banished from Tascara, and tasked at the forefront of an expedition west, to colonise a New World unravaged by famine or disease. If she died, which seemed likely, there was little possibility of her becoming an icon for the people. If she lived, well... Tascara had a puppet.

Now, Charmadia has been settled under extreme duress. Much of the convict labour has deserted and resorts to brigandry, while most of the native tribes in the area are still hostile. The towns and cities are half-built and ramshackle at best. It's a work in progress.

You are part of the garrison Fort Chevelle, the southernmost keep in Charmadia's roughly-defined borders. You were reassigned there after its garrison was stripped to fight the hostile natives in the west, and given they're rumoured to be headhunters and cannibals you're almost thankful for the reassignment.

Still, as a band of raw recruits, mercenaries, and other scum, there's a lot of responsibility on your shoulders. Are you up for the task? Are you ready to walk the Frontier?

[spoiler=Signup Format]
Name: (not anything overly fancy, assuming a presumably modest origin. Selarian names are generally shortish, and Anglo-Germanic in origin.)
Sex: (well, i mean)
Nationality: (if Sabrefell, add origin)
RPer: (you)
Age: (no child soldiers, aka under 16, preferably over 18, ideally in twenties or thirties)
Appearance: (How you look)
Personality: (How you act)
Backstory: (Who you are)
Class: (Class)
Level: (ATM should be 1)
Attributes: Str/Sta/Dex/Agi (To add to 25, at level 1)
Skills: Level 1s have just their class' basic skill.
Equipment: There are equipment sets. Pick one.

Warriors Shortsword/Axe/Mace, Round Shield, Knives, Chainmail
Myrmidon 1 Longsword/Poleaxe/Hammer, Knives, Chainmail
Myrmidon 2 Shortsword/Axe/Mace, Buckler, Knives, Chainmail
Archers Shortsword/Axe/Mace, Bow/Crossbow, Ringmail
Scouts Shortsword, Buckler, Crossbow, Ringmail
Alchemists Shiv, Crossbow, Leather Armour
Apothecaries Shiv, Knives, Leather Armour

[spoiler=Nations]

THE EMPIRE OF TASCARA
The Empire has stood as long as time itself, it seems (though admittedly only recently holding a genuine claim of Empire, as the Monarch of Charmadia is vassal to the Tascaran Empress). But its gleaming days of glory are gone. With every war its borders seem to shrink just a little more, and its stocks of gold are in real danger of being taken by Othidian warriors. The Empire has stood largely under female rulers since the decrees of the brilliant if slightly deranged Catheline the Great, and the current leader is Audrea IV. Audrea is a distant and more-or-less harmless relative to the old Queen who reigned during the war, corpulent to the point where she cannot walk unaided, frightened of thunder and dominated by her advisors, a far cry from the warrior queens of old. Her reign was challenged by one Lord Miriam Randel, who sought to take the castle by storm and take control of the nation, but the numerically superior Loyalist forces eventually captured and banished Randel to form a puppet kingdom in the New World...
Tascarans as a whole tend to be arrogant, at times bull-headed, and more than a little pompous. However, they are also virtuous and make for doughty fighters, with a tendency to refuse outright to give ground bordering on the sociopathic. Their eyes are brown, their hair blonde or light brown to match their complexion, and often wavy. They tend to be taller than the other races, and often stronger. The Tascaran coat of arms is a white wolf on a blue field, and their accents more or less mirror Southern England.

THE REPUBLIC OF DRACIA
The north-eastern republic of Dracia has forever stood as a sign of wealth and opulence. Built on silver, the Republic has traditionally not participated in wars over the years, as it would rather buy out an invader than fight with them. They saw out the Blight likely better than others, though it left their economy deep in the hole as they sought to match the price of grain; even so, under their current Consuls, Sir Daniel Sharden and Kurtis Westgard, they are the only mainland country to exit the squabbles of the Blight years more or less unscathed.
The Dracians are known as being shrewd fast-talkers in peacetime and deadly accurate bowmen in war. However, they are not known for being trustworthy, courageous or honourable. They tend to be of average height and slender of build. Dracians tend to have black or near-black hair, smooth and straight, contrasting with pale complexions and eyes that are strong hues, green or blue, and more often than others tending to heterochromacy. They tend towards pronounced cheekbones and light features. The founder of the Republic was Petrarch Greenblood himself, but an ambiguous choice of heir lead to a bloody civil war, and at the end of it the armies decided to kill both squabbling sons, pronounce their leading generals into a council and be done with the whole affair. The Republican coat of arms is a black falcon's head on a green background. The Dracian accent is analogous to the Welsh.

THE KINGDOM OF OTHIDIA
Othidia is the most powerful nation on the mainland, despite bearing the brunt of several wars. Its superbly-marshalled forces carried them to many victories under the banners of Maxillian IV, and yet he was murdered in mysterious circumstances. "Honourless Dracian bastards," agreed the dukes, before jostling into assurances of servitude under his successor, Maxillian V - a nice, safe child king of ten tender years, promisingly inbred, whose only flaw appears to be that he can barely speak, eat or breathe. Duke Lars Bowyn holds pole position as regent, with his twelve-year old daughter Marisa betrothed to the young monarch. Politics aside, Othidia has always been in a position of power due to its unmatched stocks of steel, and its metalwork is the finest of any nation. It is largely considered by its king to be unconquerable.
Othidians are known for their courage, sturdiness and remarkable alcohol tolerance, but are considered to be stubborn and slow to forgive slights. They are a sturdily-built, well-tanned people, with ash-coloured hair and dark eyes. Their founder was Mathien Maxim, and he set down a series of exacting decrees. Amongst them was a guarantee that only those of his blood would stand as king. The Othidian coat of arms is a yellow cross on black. Othidian accents are broadly Northern English.

THE BERNICIAN STATES
The 'Republic' of Bernicia is really little more than a bickering union of various factions, most of which are lead by thieves and pirates. They control a modest slice of land in the southwest, as well as the many nearby islands. Each area is controlled by a lord, and each lord pays lip service and occasionally part of their taxes to a Grand Duke elected by the others. The current Grand Duchess is Red Brenda, a former mercenary who blackmailed and fought her way to precedence, and now rules over her vassals with an iron fist. Fishing and trade brought Bernicia through the worst of the Blight, as did a firm alliance with Camenica on the New World.
Let it never be said that Bernicians ever were ones to shirk from a fight. They are known for their strength of character, persistance and unflaggable spirits. They are also known for being impulsive, overly sanguine and sometimes forceful. They tend to be tall, yet not to Tascaran extents, and virile. Their women tend to be strong and voluptuous. Eye colour tends to be blue or brown, hair is grey, auburn, red or brown. Many Rosites tend to keep luck charms on them, or any form of trinket. Their founder was Asger, Knight of the Rose, a defender of the peace who fought with the winged spear Gwyndri. His remarkable fertility lead to a multitude of heirs, leading to the foundation of the States to prevent bloodshed between them. Since then, only one of the current lords can claim heritage from Asger. The Bernician arms are an orange rising sun on a red field. Bernician accents tend towards the Scottish.

CAMENICA
Centred around Sabrefell, a city in the western Isle of Ciris, and the spearhead of attempts to colonise the land there. Though smaller settlements are forming, the nigh-impregnable fortress of Sabrefell stands as the landmark for the entire nation, and it's doubtful this will change anytime soon. The land is fertile, valuable in the times of the Blight, but also dangerous and largely unexplored. For many people, this is a superb opportunity, and they flock to the ships to sail here and back. Camenica follows a Senate, and its Consuls complement each other well. Markus Ruth is an entrepreneurial tradsman, Ser Olga Blake a fierce mercenary general knighted for her services against the natives of the land.
Camenicans are a ragged bunch of people of all manner of stocks. The only thing that unites them is a yearning for a better life on the frontier. Besides, there's no better way to get a knighthood than to move to the frontier with some vague credential. The Camenican colours are black and red, and its arms are a red star with eight points on a black field.
It is doubtful any Camenican would move to Charmadia, the initial setting, though not outside the realms of possibility. Keep it in mind and justify it in the background. Camenican accents, while still a patchwork, are beginning to tend towards Irish tones.

CHARMADIA
The starting point of the RP. A recent settlement founded by the losers of the Tascaran Civil War, and as a result a glorified puppet ruthlessly extorted for trade, with independence often not even given token acknowledgement. The rebel lord Miriam Randel is its puppet queen, and while she shows defiance where possible it is clear the Lion has been declawed. Its people are generally Northern Tascarans, or convict Southerners, and share their traits. Charmadia has not properly existed as a culture of its own long enough to really have an imprinted accent.


[spoiler=Classes]

WARRIOR
Primary Stats Str, Sta
Weapons 1H Melee, Throwing
Armour Heavy, shields
Basic Skill Taunt
Warriors are heavy infantry specialising in defensive combat. With heavy armour and a shield, they make tough targets to crack, and their duty in a fight is to take the hits that others can't. Their skill with blades and bludgeons allows them to deal it out, as well, and many of their abilities take the form of retaliatory strikes. As a Warrior, you will be part of the backbone of the squad, a tower of strength others rely upon for their own safety, and an immovable object directly in the enemy's path.
[spoiler=Warrior Skills]
Basic
Taunt -- Secures the aggression of an enemy for one turn. Can be used once every two turns.
For all an enemy's professionalism, you'd be surprised what they'll do if you say dirty things about their mother. You'll be the focus of their ire until they regain their cool, but if anyone can take the heat, it's going to be you.

Level 2

Shield Bash -- An additional attack for 2 damage that always hits, with a roll against (2 x target's Stamina) to stun the target for one turn. Can be used once every three turns.
Shields? Shields are fucking hard. Heads are soft. If it's heavy, and if you know what to do with it, it's a weapon. Smash a guy in the face hard enough to forget what happened and you'll know you done your job right.
Bulwark -- Cannot be stunned, and is only doubled with a 12 AS advantage.
You're not going down without a fight. You're not the fastest out there, but with a cagey stance and a willingness to roll with the punches means their strengths can't become your weakness.

MYRMIDON
Primary Stats
Str, Agi
Weapons All Melee, Throwing
Armour Heavy, bucklers
Basic Skill Slam
Mercenaries, tavern brawlers, blademasters and veteran soldiers, the characteristic that defines a true Myrmidon is the desire to be the hardest motherfucker in town with the biggest sword, and any Myrmidon worth their salt is more than willing to prove why they're the best to anyone who challenges them, was hired to the wrong side from them, or even just looks at them the wrong way. Myrmidons have learned a bevy of dirty tricks to get the upper hand in a fight, and can get admirably creative when it suits them. As a Myrmidon, your job is to brutalise the enemy until they submit - you are the iron fist of the charge, able to take the aggression you bring upon yourself, and more than capable of winning any battle of attrition.
[spoiler=Myrmidon Skills]
Basic
Slam -- Can subtract 2 hit to add 1 damage, up to an increment of -6/+3.

Some days, you just have to hit harder than the other bloke. It's a philosophy that can help those in any walk of life, but you in particular have found it applicable to your workplace.

Level 2

Warcry -- Can be launched with an attack once per battle to give your entire side a +1 boost to damage for three turns.

Sometimes, all you need to get the blood pumping is a blood-curdling scream of defiance. Maybe your allies will be encouraged by the sight of a howling murderer on their side, or at least reassured that one isn't an enemy.
Lock Blades -- Forces your opponent into a contest of strength. He misses his next turn, and until then he is hit automatically and only gets half armour. Does not require a hit roll and deals no damage.
The best form of defence is attack. Why sit back and wait for things to go wrong when you can disable a man with a viciously-hooked swing, pressing blade to blade and letting sheer strength settle the matter? Who wins? The guy with mates around him.

ARCHER
Primary Stats Str, Dex
Weapons 1H Melee, Longbows, Crossbows
Armour Medium
Basic Skill Bodkin Arrows
Powerful longbowmen whose greatest asset is their physical strength, backed by a steady aim. While slow and not especially tough, Archers cannot be written off as glass cannons, with their medium armour offering decent protection and their natural strength making them no slouches with melee weapons. However, their place is at the back of the formation, dealing horrific damage with their longbows. As an Archer, you are a fearsome source of damage, and can pick off soft targets with impunity. If given sufficient support, you can wreak havoc on an enemy formation while front-liners absorb the brunt of the counterattack.
[spoiler=Archer Skills]
Basic
Bodkin Arrows -- When firing a longbow, a natural roll of 18+ will negate the target's armour value. When firing a crossbow, a roll of 18+ will halve the target's armour value (and round it down), and a 20 will negate it.
Selarian archers are renowned for the fine quality of both their longbows and their arrows - bodkin points in particular were commended for their ability to pierce through armour, finding gaps or, if none presented themselves, making them.

Level 2
Twitchy -- At the start of every fight in which the archer is not ambushed, take a free shot before the combat commences.
They say you're safe, yeah? You're worrying about nothing? Well what do they fucking know? They don't know shit. So you're just gonna walk with your arrow half-drawn and the next fucker as turns this corner is fucking dead.
Arrow Guard -- A flat +5 Ranged Evade.
Who knows how to avoid being shot like a marksman? Keep a narrow profile, and throw people off if they try to get a bead on you - you hate people who do that, and you know your enemies will too.

SCOUT
Primary Stats
Sta, Dex
Weapons 1H Slashing, Light, Throwing, Crossbows
Armour Medium, bucklers
Basic Skill Skirmish
Light infantry with light fingers, scouts excel at finesse. Well-rounded combatants, they match melee prowess with a dead eye to be lethal with a crossbow, and are dangerous at any range. Their versatility does come at the cost of specific strengths, and there is little they can do that a specialist cannot match - and yet, no other class can be as self-sufficient. Their skills and cunning lend them a certain edge out of combat, as well. As a Scout, your job is to fill the gaps in the line, and to act as reconnaissance to give your group the edge even before a fight begins. No matter the circumstances, you will be the first to draw blood, and the last to lose any.
[spoiler=Scout Skills]
Basic
Skirmish -- When a melee attack misses you, counter for (weapon might) damage.
You always felt that nobody appreciated how a poor swing left one totally open. An opportunist at heart, you have mastered the art of counterattack.

Level 2
Reflex -- Buckler and parry evasion counts towards ranged attacks.
Sometimes you've just got to be fast. Using a buckler isn't about hiding behind it, it's about catching blades and bolts in a thin sheet of metal - you have to be active, brave, and fucking fast.
Fever Arrows -- A poisoned bolt, fired at -2 damage and -3 hit. If it connects, the target cannot use any skill for three turns.
Arrows coated in a sickly purple sap found in Dracian swamps, they make the afflicted sweat and become incapable of thinking without distraction.

ALCHEMIST
Primary Stats Dex, Agi
Weapons Light, Throwing, Crossbows
Armour Light
Basic Skill Molotov
Armed with rudimentary science, a strong throwing arm and an all-too-obvious fascination with fire, Alchemists just want to see the world burn. And be the cause, if at all possible. They cripple the enemy in both body and morale, often while dealing significant damage at the same time. Their skills are largely dependent on their accuracy, despite the splashing of their signature bombs - a solid hit will do far more than a near miss. As an Alchemist, you cripple foes with your satchel of bombs, while inflicting minor damage either in an area and over time. You turn the tide in otherwise close battles of attrition, and while your comrades may not like the look in your eyes, they quietly appreciate the fire in your fist.
[spoiler=Alchemist Skills]
Basic
Molotov -- Hits on a flat contest of (1d20+Dexterity) vs. Ranged Evasion. If it hits, deals 8 damage irrespective of armour, and the excessive burning and shrapnel prevents the damage from being healed until the target's next turn. If it misses, the wild fire still deals 3 damage, but it can be healed.
The origin of the molotov cocktail is unknown, though its use in battle is obvious. The recipe can be tailored to individual taste, but it generally ends in shrapnel, explosives and tears.

Level 2

Blaze It Up -- Use your current turn to prepare a molotov to be a little more explosive - the next molotov you throw will automatically hit.
At the end of the day, you've just got to blaze. It takes a good time for a really good cocktail - and hell, half of it's luck - but with a bit of time and care you can get the odds a little better in your favour.
Web Grenade -- Bogs down your target in webbing - for the purposes of hit and evasion, their dexterity and agility are reduced to an effective 0 for three rounds, or unless they spend a turn to clean themselves off.
You're not entirely sure why this works. But it turns out when someone gets showered in webs and broken glass, kind of fucks up their movement - it can make all the difference for someone too fond of dashing about.



APOTHECARY
Main Stats Sta, Agi
Weapons Light, Throwing
Armour Light
Basic Skill Poultice
In war, you don't just need fighters. Sometimes you need people who can make the fighters continue fighting, even after grievous injuries. People who don't scream at the sight of blood, or at least not if it's someone else's. While largely useless combatants and vulnerable to archers, Apothecaries are necessary for any drawn-out combat - correspondingly, the most useful attributes are those that keep them alive under fire. As an Apothecary, you are necessary for the well-being of the troops. In particular, you enjoy a symbiotic relationship with the Warrior - they keep you safe from harm, and you heal the wounds they take in your defence. But no squad is complete without you, and your very presence makes all around you feel more confident in their survival.
[spoiler=Apothecary Skills]
Basic
Poultice -- Bandages the wounds of an ally with a herbal vulnerary, healing 8 HP.
A mixture of damp herbs and thick liquid that dulls pain and cleanses infection. It's not magic, but a good knowledge of herbal medicine is pretty close.

Level 2

Greenblood -- With a blatant overdose of a powerful narcotic, the target gains +4 attack and AS, degenerating at a rate of -2 every turn, bottoming at -2. They also lose 2 HP every turn. Both of these are until the fight ends and they can get proper treatment.
Nobody is entirely sure what Greenblood is. Fuck, not even you are at the end of the day. But it makes people fight a lot better, even if they do get the sensation they want to scratch out their own skin after a while. You don't have to deal with that - that's their problem now.
Smelling Salts -- Explosively powerful salts that fire up the senses. The target's hit and evade are increased by 4 for the next two turns, and they cannot be doubled over that time.
A pinch of mystery herbs (nobody ever asks) right under the nose kicks all the senses into gear - they're more awake than they've ever been, and that means more ready to kick some arse.


[spoiler=Equipment Summary]
This is not Fire Emblem. Don't even breathe the word 'lance' near me.

What Can You Hold At Once?
At once, you can hold three hand slots - weapons and shields, with two-handed weapons and bows (not crossbows) counting for two slots. You are allowed one suit of armour. Armour's value is reduced by one every time you are knocked down, and is ruined when you are killed.

What Can You Loot?
Anything in the hands, but armour, by design, tends to get kind of fucked up when you kill the guy inside it. Yes, you can loot your dead mates.

MELEE WEAPONS
Each comes in 1H and 2H varieties. 2H is usually better, but more exclusive, and comes at the cost of a shield.
LIGHT
Daggers, hatchets and knives, or light spears when two-handed. Strictly worse than Slashing,
SLASHING
For the most part, these are swords. Slashing weapons are fast, accurate and for the most part can parry. They are, however, fairly weak, and glance off heavy armour.
HACKING
Axes, cleavers and heavy swords. Hacking weapons offer strong damage with moderate hit. It takes both strength and speed to strike quickly, however.
CRUSHING
These are your maces, mauls, clubs and hammers - anything without an edge that uses blunt force to deliver killing power. While slow, inaccurate and of average damage, they excel at smashing through armour.

RANGED WEAPONS
THROWING
Inferior ranged weapons. A last resort, used mostly by melee classes. Inaccurate, weak and slow.
LONGBOWS
The signature weapon of Archers, longbows are powerful but inaccurate. Natural hand-eye coordination must offset their low accuracy, while physical strength influences both the power of your shots and how far the weight of the draw encumbers you.
CROSSBOWS
The small, hand-loaded crossbows favoured by scouts and alchemists are a weak weapon built for skirmishing, but deadly accurate.
ARBALESTS
Heavy crossbows, used only by experienced scouts and archers. The opposite of most weapons in that one's strength is used to steady and aim the crossbow, while one's dexterity is used to land a solid hit. Siege crossbows are slow, but almost as accurate as a light crossbow, almost as strong as a longbow and dealing extra damage against heavy armour.
ARMOUR
Armour acts as your effective defence score. Basically it does your work for you if you get hit by something. LIGHT armour is the worst, HEAVY the best, MEDIUM somewhere in between. Lighter armour makes you act faster in combat, but it's a relatively minor advantage.

SHIELDS are purely for evasion, and used exclusively by Warriors.
BUCKERS are light shields that can only block melee attacks, and are generally worse even at that.


[spoiler=Attributes]
At the start of character creation, you'll get 25 points to spend, and unlock another every second level. The stats cap at 10 for a primary attribute and 8 for a secondary (increasing to 12 and 10 at level 5).

STRENGTH is used for beating the living shit out of people. It influences damage for most weapons.
STAMINA is used to not cry like a baby when having the living shit beaten out of you. It influences HP values.
DEXTERITY influences hit, parrying and also crossbow damage and speed.
AGILITY influences evasion, attack speed and initiative.


[spoiler=Concepts]
Petty Cash
The lifeblood of your squad. Petty cash is cash on hand, used to cover the minutiae too pointless to track individually. The simple assumption is that there is always enough.
Petty cash is drawn from looting corpses and selling equipment. It's used for paying mercenaries, travelling costs, rations, drinks, and paying for rooms.

Mercenaries
If you're looking for some added muscle, most settlements will hold at least one band of shiftless mercenaries looking for their next paycheck. The price to hire mercenaries is taken from the petty cash. However, they are opportunistic little knaves, and will happily loot moderate upgrades from corpses that you could have used yourself. While they'll never take anything unique, it's a factor to keep in mind.

Mercenaries bring their own equipment to battle, and act as allied NPCs in combat. They tend to prioritise their own survival and avoid risks, but are otherwise willing combatants. They most often come in bands of three or four. If knocked down, they die on a roll of 1-3 (it's safe to assume most have been through a few scraps in their time).

Death
Whenever you reach 0 HP in battle, you are knocked unconscious. Roll 1d6 (-1 for every time knocked down in the past). If the result is one or less, you have died in the battle. Otherwise, you'll get up more or less okay, but will have to be even more cautious in future battles.


[spoiler=Equipment]
Only basic gear and those you have encountered so far are listed here. But there's always more to be found...

Light
Shiv - 2 might, 5 hit
Dirk - 4 might, 3 hit
Dagger - 3 might, 6 hit

Throwing
Knives - 1 might, 4 hit
Hatchets - 3 might, 2 hit
Javelins - 2 might, 5 hit

1H Slashing
Shortsword - 3 might, 9 hit, 1 parry
Bastard Sword - 5 might, 7 hit, 1 parry
Sabre - 4 might, 10 hit, 1 parry

2H Slashing
Longsword - 5 might, 9 hit, 1 parry
Claymore - 7 might, 7 hit, 1 parry
Greatsword - 6 might, 10 hit, 1 parry

1H Hacking
Axe - 5 might, 6 hit
Francisca - 7 might, 4 hit
Battleaxe - 6 might, 7 hit

2H Hacking
Poleaxe - 7 might, 6 hit
Halberd - 9 might, 4 hit
Greataxe - 8 might, 7 hit

1H Crushing
Mace - 4 might, 4 hit
Morningstar - 6 might, 2 hit
Warhammer - 5 might, 5 hit

2H Crushing
Hammer - 6 might, 4 hit
Flail - 8 might, 2 hit
Maul - 7 might, 5 hit

Longbows
Bow - 6 might, 2 hit
Longbow - 8 might, 0 hit
Recurve - 7 might, 3 hit

Crossbows
Crossbow - 2 might, 7 hit
Cranequin - 4 might, 5 hit
Windlass - 3 might, 8 hit

Light
0 Clothing
1 Leather armour

Medium
3 Ringmail

Heavy
5 Chainmail

Bucklers
Buckler (3)

Shields
Round (6)


[spoiler=Calculations]
Damage Calculations
Attack = Weapon might + Strength (Dexterity for crossbows)
Evade = (Agility x 2) + shield bonus + parry bonus
Hit = Weapon hit + Dexterity
Damage = (Attack * coefficient) (rounded down) - armor

HP

10 + (Stamina x 3)

To Hit
1d20 + own hit - target's evade

Attack Speed
Light, Slashing Agility x 3
Hacking, Longbows Strength + Agility
Crushing, Throwing Agility x2
Crossbows (Agility + Dexterity) x 1.25
Arbalests Agility + Dexterity

Weapons capable of doubling are Light, Slashing, Hacking and Crossbows.
If 8 more than the opponent, will double.

Initiative = Agility - armour penalty
Armor penalty to Initiative
Light armor - 0
Medium armor - 1
Heavy armor - 2

Damage coefficients
Slashing - x.75 vs. heavy armour

Crushing - x1.25 vs. medium armor, x1.5 vs. heavy armor
Siege Crossbows - x1.25 vs. heavy armour

Parry modifier
Innate weapon parry x (Dex/3)

Rounding
Always assume down.


[spoiler=Roster]

Marlowe, Level 2 Warrior

Christine, Level 2 Warrior

Bartholomaus of Holtzmann, Level 1 Warrior

Alexander Collingwood, Level 2 Myrmidon

Su San, Level 2 Myrmidon

Feran, Level 2 Myrmidon

Julianne, Level 2 Scout

Bekka, Level 2 Scout

Loren, Level 1 Scout

Arin, Level 1 Scout

Sherry, Level 2 Archer

Ten Strong Blood, Level 1 Archer

Hash, Level 2 Apothecary

Kirsten of Hansen, Level 1 Apothecary

Mary, Level 2 Apothecary

Inge, Level 2 Apothecary

[spoiler=Obituary]

Edited by Parrhesia
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Name: Bekka
Sex: Female
Nationality: Bernician
RPer: scorri
Age: 24
Appearance: Brown hair, grey eyes, 5'11", usually wears her longer hair in a braid, wears a simple black tunic and leggings
Personality: Fiercely honorable, has a very strong sense of what's right and what's wrong, fairly shy except when fighting, then adrenaline kicks in, will not give up on people she considers friends.
Backstory: Having grown up hearing stories of previous wars, Bekka learned to fight and wanted to find a place where she could fit. Heading to the New World, she signed up for the army, hoping to find her place in this place.
Class: Scout
Level: 1
Attributes: 4/5/9/7
Skills: Skirmish
Equipment: Shortsword, Buckler, Crossbow, Ringmail

Attack: 7(Shortsword) 11(Crossbow)
Evade: 20(Shortsword) 14(Crossbow)
Hit: 18 (Shortsword) 16 (Crossbow)
HP: 25
Attack Speed: 21(Shortsword) 20(Crossbow)

Edited by scorri
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I don't think you understand that 'first-tier equipment' is meant to be really useless.

Note how each of the Second listed items is +2 Might and -2 Hit on the first (and thus better) and the Third is +1 Might and +1 Hit on the first. This is intentional.

(Also Bekka accepted)

Edited by Parrhesia
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Name: Su San

Sex: Male

Nationality: The Empire west of Selarian lands

RPer: Rothene

Age: 26

Appearance: 6'4" Big and tough with long black hair braided tightly and wound around his neck as added protection from it being yanked in a fight. He also sports a thick mane of black facial hair, also braided near the ends, leaving six neatly trimmed beards sticking below his face. They were meant to hide scars in his lower jaw from when he last had someone grab his beard in the heat of a mock battle and promptly yanked his head back hard enough to loose the beard and quite some skin.

gatewaykhitai_203665.jpg


Personality: Fiercely devoted to gold, Su San does not believe in right or wrong. Only in might makes right and trust in comrades...as long as they get him paid.

Backstory: Su San hailed from the empire far to the west of Selarian lands seeking his fortune, away from all the sophistication and rites that plagued his homeland. Out here, might makes right, or so he was led to believe. With only his trusty longsword from those lands behind his back, he carved himself a chainmail off some poor sod who dared mock his name...after learning that in these eastern lands, it was similar to a woman's name. In his homelands, a rigid caste system was in place and things were never fair. He was lucky to belong to a warrior caste, and thus was only taught to pry what he wanted with a measure of steel from cold dead hands.

Class: Myrmidon

Level: 1

Attributes: 7/5/5/8

Skills: Slam

Equipment: Myrmidon 1 Longsword, Knives, Chainmail




Attack: 12(Longsword) 8(Knives)

Evade: 17(Melee with Parry) 16(Ranged, without Parry)

Hit: 14(Longsword) 9(Knives)

HP: 25

Attack Speed: 24(Longsword) 16(Knives)

Edited by Rothene
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Name: Hash
Sex: Male
Nationality: Dracian
RPer: Oersted
Age: 25
Appearance: Middle length straight black hair, blue eyes. 5'6", wears a red tunic and brown trousers.
Personality: He highly values what others think of him and seeks to be thought of as useful to whatever group he's a part of. As such, right and wrong don't bother him that much... unless a certain action would negatively impact the group's opinion of him.
Backstory: Growing up, the tales of Dracian archers amused Hash to no end and so he decided to that when he was old enough he would join their ranks. However he soon was made aware that he lacked the natural strength that others had and as such wouldn't be able to use the archers pride n' joy, the longbow, without difficulty so he turned to books. In those books he discovered Alchemy which easily replaced any lingering attachment to archery, although he is quite nimble and handy with a crossbow should the need arise. While he could've joined the Dracian military easily enough something about the New World appealed to him so there he went.
Class: Alchemist
Level: 1
Attributes: 3/6/9/7
Skills: Molotov
Equipment: Shiv, Crossbow, Leather Armour

Attack: 5(Shiv), 11(Crossbow)

Evade: 14
Hit: 14(Shiv) 16(Crossbow)
HP: 28
Attack Speed: 21(Shiv) 20(Crossbow)
Edited by Oersted
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Name: Sherry

Sex: Female

Nationality: Dracian

RPer: Moi

Age: 31

Appearance: Sherry is rather tall for a Dracian, at 5'11. Fitting for her nationality though, she has a lean build, with muscles that are not large, but well defined, and an ample (enough) chest. She keeps her black hair long, and her eyes shine with the typical Dracian green. A pointed jaw accents her slightly square face, and a flat, pointed nose finishes it off.

Personality: Sherry is a bit quiet. She'll talk, she'll hold a conversation, but most of the time she's just around to get whatever job she has going done, and leave. Friends die, and having seen far too many of them go that way, making more of them isn't on her schedule. If she does end up lumping you into that fairly empty bucket, be sure that she'll go out of her way to keep you safe. Heartbreak is something she isn't keen on experiencing again.

Backstory: Sherry was a mercenary in Dracia, and (at least she thought so) a damn good one at that. A sure shot with a bow, which most of the other archers in the area couldn't claim. And with the strength to back up the arrow. This was until a routine job ended up becoming a pincer attack on her and the group she'd spend the last five years fighting with. During the attack, something happened that she still hates herself over; she ran. Whatever Dracian blood flowed through her took over, and when she saw a moment to escape, she took it. Life seemed better than dying with her comrades.

And now, she lives between work, doing what she's good at: shooting people. Currently stationed at Fort Chevelle with a bunch of strange faces, she sits alone, picking at the fletching of her arrows; making sure they're all as perfect as she can get them.

Class: Archer

Level: 1

Attributes: Str: 8/Sta: 8/Dex: 6/Agi: 3

Stats:
Hp: 34
Mt: 14/13
Evd: 6
Hit: 8/12
AS: 11
AP: -1

Initiative: 2

Skills: Bodkin arrows

Equipment: Axe, Bow, Ringmail

Edited by I have opinions
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Name: Alexander Collingwood
Sex: Male
Nationality: Tascaran
RPer: Some schmuck named Ether... what a square.
Age: 28
Appearance:

34155255_p6_zps2e76404b.jpg


Personality: Haughty and proud, with confidence for miles. Has an extreme fondness towards gold and women, and believes himself better suited than anyone to be surrounded by both.
Backstory: The Collingwoods were a minor noble house in Northern Tascara, who sided with Lord Randel in the war. After their side was wiped out, the Collingwoods were eventually exiled to the new world along with Lord Randel. Feeling themselves wronged, they taught their son, born soon after, the ways of lavish that they had lost. Seeking no more than to claim that lavish as his own, Alexander sought to rise in fame and return to the main land some day.
Class: Myrmidon
Level: 1
Attributes: 10/4/1/10
Skills: Slam
Equipment: Longsword, Knives, Chainmail

22 Hp, 5 Armour, 20 Evd

@Longsword: 15 Mt, 10 Hit, 30 AS

@Knives: 11 Mt, 5 Hit 20 AS

Edited by Ether
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Name: Marlowe

Sex: Male

Nationality: Tascaran

RPer: Sentry, unless a spy saps him. Then it'll be Snike.

Age: 29

Appearance: 6'4, short blonde hair and brown eyes, with a constant scowl upon his expression. Currently wearing a brown shirt and plain brown pants.

Personality: Impatient, stubborn, and arrogant are all words that could be used to describe Marlowe. He is, however, reliable to a fault.

Backstory: A mercenary by trade, Marlowe came to the New World at the prospect of steady work. He wasn't to be disappointed.

Class: Warrior

Level: 1

Attributes: 6/10/1/8

Skills: Taunt

Equipment: Shortsword, Round Shield, Knives, Chainmail

Attack: 9(Shortsword) 7(Knives)

Evade: 22 (Shortsword) 16(Knives)

Hit: 10 (Shortsword) 5 (Knives)

HP: 40

Attack Speed: 24(Shortsword) 16(Knives)

Initiative: 6

Armor: 5

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Name: Mary

Sex: Female

Nationality: Camencia

RPer: Me (eclipse)

Age: 30

Appearance: Weathered skin, short-cropped brown hair, tired brown eyes, absolutely unremarkable face, 5'8", medium build

Personality: She is concerned about other people, to the point where she'll keep to herself, rather than risk offending someone. She takes her job very seriously, and underneath her clothes are scars she's received while treating patients (there's no rule against attacking the healer).

Backstory: Her family was one of the many farming families in Camencia. When her parents gave her chores, she never complained, something that drew the ire of her siblings. When she was eight, one of her older brothers fell ill. With no healers available in the vicinity, her brother suffered for a long time before succumbing to the illness. Not long after that, a wandering apothecary came to town. She begged her parents to let her go, but they refused. Not to be deterred, she brought the apothecary to her farm, and explained the illness. Her parents changed their minds when the apothecary told them which common plants would've saved his life. Now free to leave, she followed her mentor for fifteen years, until he died of old age. When she returned to her home, she found nothing, and the locals refused to say why. She bribed a mercenary for information, and he told her that her family had been tied up and burned alive, for fear that her brother's illness would spread. "If you wish to live in ignorance, then don't let me stop you!" she yelled as she left for the last time. She wandered the land, selling her services as an apothecary to all that needed them. Her travels eventually brought her to Charmadia. . .

Class: Apothecary

Level: 1

Attributes: 5/10/2/8

Equipment: Shiv, Knife, Leather Armor

Attack: 7 (Shiv), 6 (Knife)

Evade: 16

Hit: 7 (Shiv), 6 (Knife)

HP: 40

AS: 24 (Shiv), 16 (Knife)

Edited by eclipse
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Name: Inge
Sex: Male

Nationality: Camenican

RPer: The most Flawless

Age: 21

Appearance: 5'05", slender even for his height, with a deeply tan complexion. His shoulder-length disheveled hair and modestly androgynous face might fool a distant eye, but his shoulders and long arms usually take one's doubt away. He wears a white tunic and beige trousers that can't help but seem baggy for his frame, and usually a high, laced boot. Sometimes, he keeps his front hair in tails if it becomes a bother.

Personality: Quite uncaring of himself, to the point of being thought a scatterbrain. Inge easily gets a distant-look in his eyes, lost to his musings. His quiet disposition and voice can easily be overlooked, leaving him hidden in plain sight. Though not one to start conversations, he's too contained to brush those who start any away.

Backstory: With his mother a foolish Camenician lulled by romance and his father some bastard Dracian whom she fell for and left her as soon as he got the night he wanted, Inge knew from his late childhood that his life was one that started sour and wouldn't seem to get any better. Raised by his incompetent mother, with her sisters and parents for the real family to fall back to, Inge grew quite distateful of the low world he lived in. He'd spend his days having the easy way out of it, for his position --worm into books, and bubble yourself out of social events unless necessary. With knowledge as a gate, he'd pick up some habits that'd give him the odd eye of his peers, but he'd never feel more entertained than cutting an animal and checking their entrails, or taking local herbs and feed them to the local rats and pests as a salve. At the least, he gained a small, word-of-mouth fame as a pesticide and, for the desperate, a witch-doctor of sorts. That got him the attention of a local medic, and an opportunity to rise to the field of grand medicine... somewhat.

While his life did improve, he wasn't a friend his peers were relaxed around, always getting a bit of a negative attention for his mannerisms and creepy behavior. In the end, with the rising issue from the natives and Tascara, some of the higher folks had decided to send him their way, as to give him experience in field work. Or that's what they said to him, not that he didn't know they'd probably be rejoicing to give him the boot at that point. It didn't matter so much anymore, as long as he finally got to apply some of his work on fellow humans. Some would say humans are the greatest of animals, wouldn't they?

Class: Apothecary

Level: 1

Stats: 3 Str/ 8 Sta/ 5 Dex/ 9 Agi

Skills: Poultice

Equipment: Shiv, Knives, Leather Armour

Attack: 5 (Shiv), 4 (Knives)

Hit: 10 (Shiv), 9 (Knives)

Evade: 18

HP: 34

Attack Speed: 27 (Shiv), 18 (Knives)

Initiative: 9
Armour: 1

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Name: Feran

Sex: Male

Nationality: Othidian

RPer: THE SHIN

Age: 27

Appearance: Fairly average in height and build, light brown mullet and an eyepatch on his left eye.

Personality: Believes battle is a beautiful thing, regardless of the outcome. Also holds the disturbing view that enemies he defeat forfeit their lives, regardless of surrender. He doesn't quite value life as much as others would. Otherwise, not terribly shy nor outgoing, although he won't hesitate to share his views if deemed necessary.

Backstory: The son of a pitfighter, Feran grew up watching his father maim and cripple for the entertainment of others. Growing ever fonder of fighting, he soon entered himself. Watching his father die at the hands of another, Feran wasted no time in cutting down the man in his next battle. Searching for bigger and better battles, Feran joined the army.

Class: Myrmidon

Level: 1

Attributes: Str: 9 Sta: 6 Dex: 3 Agi: 7

Skills: Slam

Equipment: Longsword, Knives, Chainmail


Attack: 14(Longsword), 10(Knives)

Evade: 14

Hit: 12(Longsword) 7(Knives)

HP: 28

Attack Speed: 21(Longsword), 14 (Knives)

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Name: Christine Magdelena
Sex: Female
Nationality: Othidian
RPer: Bluedoom
Age: 24
Appearance: Stands at a height of 5'8, slightly more muscular and fit than the average woman, long, ash-coloured hair and dark eyes. Carries around a black leather hat that she likes to wear casually when she's not on duty.
Personality: A highly restless individual, she's always eager to learn and eager to get something done. She's quite talkative too. Takes battles very seriously and loves to spar. She loves to succeed and will take drastic measures if necessary to achieve success in whatever her goals are.
Backstory: Christine was the only daughter of a knight who served the Othidian royalty for years. Her mother had died during childbirth, and so she her father was her only true friend and loved one she had for years. Her father took interest in teaching her swordplay, seeing as his purpose in life now was to see his daughter bloom and see where fortune could take her. He trained her hard and well, for many years, ever since she reached the age of 6. Chritine too, was very enthusiastic about learning swordplay, as she had idolized her father a whole lot. At the age of 17, she started her career as a mercenary-she felt if she became a knight like her father, she would have less chances of exploring the land, and swearing loyalty to royalty felt like too big of a commitment to make at such a young age. Recently, she decided to move to Charmadia,in hopes that she could carve herself a name and reputation in a newly formed place. Signing up for the army in Charmadia, she wonders if the decision she made was one she was going to regret for a long time.
Class: Warrior
Level: 1
Attributes: 9/6/2/8
Skills: Taunt
Equipment: Shortsword/Axe/Mace, Round Shield, Knives, Chainmail
Attack = 12(Shortsword)/ 10(Knives)

Evade = 16 + 6 + 1=23(shortsword) OR 22(Knives)
Hit = 11(shortsword)/6(Knives)

Attack Speed: 24(Shortsword)/ 16(Knives)
HP

28

Armour: Chainmail(5)

Initiative:6

Edited by Bluedoom
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Name: Julianne

Sex: WOMAN

Nationality: Dracian

RPer: Skyward/JBCWK

Age: 22

Appearance:

fRiDSv6.png


Lose the armour for something more... roguelike. IDK, I'm lazy and the pic was nice.

Personality: Appears extremely cheerful, almost naive, flirty with those she thinks she can take advantage of, regardless of gender. On the inside, a total bitch.

Backstory: Julianne grew up on the streets, alongside her mother, a prostitute in a small Dracian brothel. Julianne never knew her father, and her mother never talked about him.


Julianne's mother married when Julianne was around 10. Her stepfather was somewhat rough and abusive with her mother, but was always kind to his stepdaughter, albeit somewhat strict. A former sellsword, he did his best to educate his daughter with the sword.


Of course, her stepfather's affection for her turned out badly. As she became older, her father's hugs turned to gropes, which subsequently turned to rape on her 14th birthday. Julianne was regularly abused for a year, before deciding she had had enough. When her father returned home drunk, she took his sword and stabbed him in the chest multiple times.


That night, Julianne left her home, taking the sword with her. Alone in the world, she found herself in the same brothel her mother had worked in all those years ago. For 6 years, Julianne served everybody who entered the brothel, until she had accumulated a somewhat acceptable amount of savings. On a quiet night, she slipped out of the brothel, and left for lands unknown.

Class: Scout

Level: 1

Attributes: 4Str/6Sta/7Dex/8Agi

Skills: Skirmish

Equipment: 1H Slashing, Light, Throwing, Crossbows


Attack: 7(Shortsword)/9(Crossbow)

Evade: 21 (Shortsword)/19(Crossbow)

Hit: 16 (Shortsword)/14(Crossbow)

HP: 28

Atk Spd: 24 (Shortsword)/15(Crossbow)

Edited by Skyward
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Both accepted. Slashing weapons now have a damage penalty against heavy armour.

Also these guys will constitute the Initial Party - others can still sign up, but won't be introed until slightly later.

Edited by Parrhesia
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I can make time for a RP.

Name: Syrene Lerwick
Sex: Female

Nationality: Dracian

RPer: The Objection! A.K.A me

Age: 19

Appearance: A mixed blood, has green eyes, average height, and a black wavy hair. Is actually quite slender.

Personality: Less than trustworthy, Syrene rarely ever tells you the truth. Even when she does, she's usually not telling you everything. She often boasts more than she could prove. However, Syrene treats strong opponents with respect and fights her battles fairly.

Backstory: (I'm bad at making logical sense)

The daughter of Lord William Lerwick, a former Tascaran general who acted as a secret informer for Lord Miriam Randel during the Tascaran Civil War. When Miriam Randel was captured, he feared that he will soon be found out. Lord William then decided to use his connections to smuggle himself and his family to Dracia at the cost of losing his position, his title and most of his fortune.

His wife contracted a fatal disease and died 7 years later, leaving behind 2 daughters. William married another Dracian woman 3 years after his former wife and got another 1 son and 1 daughter (Syrene Lerwick). Her family was mostly great with a loving father and a caring mother. The eldest sisters occasionally played pranks on her and her brother but otherwise they got along pretty well.

Lord William teaches his children swordplay at early ages, and Syrene was naturally talented at it, even surpassing her brother. While her father only teaches his children for self-defense, he saw Syrene's potential and began teaching her the arts of war. He eventually told her about his past and how Charmadia was formed. Syrene decided that Charmadia was the best place to start her military career and joined Charmadia's army. However since her family no longer had the required fortune to get her there, she had to go through the long way of finding her own way there. She hopes that she won't be disappointed.

Class: Warrior

Level: 1

Attributes: 8 Str/ 6 Sta/ 5 Dex/ 6 Agi
Skills: Taunt

Equipment: Shortsword, Round Shield, Knives, Chainmail

Attack = 11 (Shortsword), 9 (Knives)
Evade = 19 (Shortsword), 18 (Knives)

Hit = 14 (Shortsword), 9 (Knives)

Attack Speed = 18 (Shortsword), 12 (Knives)

HP = 28

Armour = 5

Initiative = 4

I hope I finally got it right this time....

Edited by The Objection!
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what on earth does 'a good build' mean

Anyway, banished from Tascara would mean banished from the continent, aka The Fuck Out Of Here. He could maybe get rerouted to Camenica, but it would take his entire fortune (much of which would be seized from him anyway) to move Slightly South. And then send his daughter back north again. idk it's just dumb and contrived, not to mention 'citizenship' isn't really a passport and photo ID these days

Rest's fine, just fix that shit.

Edited by Parrhesia
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  • 2 weeks later...

Name: Ten Strong Blood (usually just called Ten Strong)
Sex: Male
Nationality: Native, Hunter's Hand tribe
RPer: me!
Age: 22
Appearance: darker skin, longer black hair usually pulled back with a rawhide tie, dark brown eyes, 5'8", very muscular, has a tattoo of a snake going down his right arm, with the head ending on the back of his hand
Personality: Very proud, trusts in himself and his comrades, scorns those who believe in a higher power.
Backstory: Having grown up in this country, Ten knows it better than most. having had to hunt for himself and his family, he grew skilled at hunting both from horseback and on foot, he can easily take care of himself if needed. He joined with the people who have decided to come to his homeland because it was safer than trying to fight. He now works as a tracker for them when needed.
Class: Archer
Level: 1
Attributes: 9/5/7/4
Skills: Bodkin Arrow
Equipment: Machete/Flatbow/Ringmail

Has a small nimble mare, brown in appearance with white socks, named Starfoot

Attack: 14/15
Evade: 8
Hit: 13/12
HP: 25

Edited by scorri
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Hrrrrrrrrrrrah

Name: Arin

Sex: Male

Nationality: Tascaran

RPer: Me

Age: 19

Appearance: Scraggy mop of blond hair on his head. Above Average height. Slightly stocky build, with the faintest hint of muscles. His face is fairly normal; slightly rounded with obvious enough jawbones, and a bit of a flat, rounded, button nose. Spotty patches of freckles all over his shoulders.

Personality: Arin's cocky, happy-go-lucky, and incredibly naive. That isn't to say he's stupid, he just hasn't seen anything of true battle, and thinks that he'll become some knight in shining armor, riding in to save the day upon a white steed. Quick to prove himself, quick to accept any task, and quick to talk.

Backstory: What ho! Yonder boy thinks himself a squire, tending to the horses around the town and speaking to any soldier that passes by! Arin wanted to be a knight. He wanted it dearly. Despite not having the strength to swing around much weaponry, he'd always take his father's shortsword and practice with it in the back yard. His father would scold him often, but deep inside he appreciated the boy's want to fight, and to achieve. This was until he died, a small plague wiping most of his village out. He was saddened, of course, but it didn't destroy the passion burning bright within him! He practiced hard, with weapons more suited to his body, and finally signed onto a mercenary group in some Charmadia nation.

Class: Scout

Level: 1

Attributes: 3/5/10/7

Skills: Skirmish

Equipment: Shortsword, Buckler, Windlass, Ringmail

Stats:
HP: 25
Mt: 6/13
Hit: 19/18
Evade: 20/14
AS: 21/21
Initiave: 6

Edited by I have opinions
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Name: Kirsten Hansen, Red Viper

Sex: Female

Nationality: Othidian

RPer: Rothene

Age: 20

Appearance: A pretty petite woman of slim figure with long hair dyed in fiery red colour. She treats her long hair with pride as a sign of of expertise. Her years of working with incendiary goods, not once had she singed it due to her extremely long dexterous supple fingers and cautious nature. Such skill also helps her please her same gender lovers at times. Her eyes by contrast to the fiery nature of her hair colour seems to draw in her surrounding and drown them with her condescending gaze.

fantasy_girls_1741.jpg


Personality: As a true Othidian, she carries herself with confidence and a fitting ammount of arrogance for being part of the greatest nation in Selaria.

Backstory: Kirsten was born to a simple middle class family in Othidia. her father, a blacksmith had taken to teaching his daughter to drink and withstand alcohol like a true Othidian as well as master fire as a friend in his line of work. But what stood out to the impressionable girl the most was her father's 'tricks' of fire breathing with a good gulp of alcohol, a roaring fire and a strong spit. Ever sicne Kirsten saw old man Hans perform the fire breathing, her path was set and she became an alchemist. Making her way to the new continent, Kirsten hoped to discover new ingredients and techniques to bring her pyrotechnics to new found heights, for good or ill of her fellow humankind.

Class: Alchemist

Level: 1

Attributes: 1/8/10/6

Skills: Molotov

Equipment: Shiv, Cranequin(Spitfire), Leather Armour


Stats:

HP: 34

Mt: 3/14

Hit: 15/15

Evade: 12/12

AS: 18/20

Initiative: 6

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Name: Bartholomaus Holtzmann

Sex: Male

Nationality: Tascaran

RPer: Xinnidy

Age: 27

Appearance: Barth stands at 5'11, of modestly lean build. His hair a not-quite-short, messy dark blonde, long enough for an apparent mullet. His sideburns are just shy of reaching his chin, and certainly help his face look rough, along his thick eyebrows. Quite devout of his own volition, the man always sports a religious necklace, devoted to the Goddess of Harvest.

His attire is simple, boots much fancier than his leather pants or collared, cotton shirt. He prizes his armor and keeps it in as fine shape as possible.

Personality: Impressively placid and altruistic, enough to be seen as a couterpoint to his rough look. He understands and can be down to earth, though his attachment to ideals is clear enough that some could see him as a 'holier-than-thou' person. Keen of other's emotions and accostumed in handling them, for better and worse. Ultimately wishes for idealistic improvement of his character and actions, no matter if he finds it an impossible path himself.

Background: Barth was raised in a somewhat big city in Northern Tascara, side-to-side with religion and an ever-growing cult to Theodora, goddess of harvest, probably thanks to the days past of Blight. Living a pretty peaceful life as his parent's favored son of three siblings, he was always pretty obedient and content with his life and friends. Barth was much detached from his parents and two sisters, otherwise. In this calm lifestyle, he gained much curiosity about the trade and the faith of his place, usually volunteering for cleaning duty in the nearest temple whenever needed.

His friend of long times, Matthew, son of a sellsword that had settled for woodworks, was always considered his opposite in personality -- a fiery soul that excited himself with stories of combat--, though that never bothered Barth. He enjoyed listening to his friend's view of life, and sometimes being a sparring partner. As they grew, their ways parted by adulthood, Matthew pursuing the path of the sellsword as many expected, while Barth somewhat followed his father's steps as a baker, and contemplated the path of a paladin in the possible future. His plans for the future were cut short by himself two and a half years later, when he received the message that his friend was slain in combat. For Barth, that didn't just brought reasonable sadness, but an attachment to his friend's old cause. He grew curious, he wanted to understand more of the path that was so alien to him, but at the same time something he empathized much.

He faced some resistance from his family, but calm manners and determination managed him to convice them, something he was quite good at, and let him ultimately go. With the promise that he'd live and eventually come back, and holding much coin if possible, Barth left home to become a mercenary, searching to gain strength of will like that of the friend he looked up to.

Class: Warrior

Level: 1

Attributes: Str: 9/ Sta: 7/ Dex: 6/ Agi: 3

Skills: Taunt.

Equipment: Axe, knives, splintmail, round shield.

Stats:

HP: 31

Mt: 14/10

Hit: 12/10

Evade: 12 (with round shield)

AS: 12/6

Initiative: 1

Edited by Xinnidy
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