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Demetrius 07-02-2007 09:52 AM

Dungeon: Party Zulu Sign ups
 
The Dungeon exists in the hidden folds of space and time. Its denziens range from the monstrous to the devastatingly beautiful, each level is a world of its own. All those trapped within have two things in common; They are more cunning and deadly than anything you have ever imagined, and they are also captives of the whim of the Dungeon Masters. Some have given up hope of escaping, or have found their true calling here and made it their home. Others still seek an escape, striving to get out and be free of the twisted mechinations of the Masters. You have been lured in for the amusement that can be drawn from your struggles for life and eventual despairing end. Around any corner your fate may greet you, at the hands of another prisoner, promised rewards for your death, in the jaws of a dinasaur or cold vacuum of space. Can you make it out with your life?

If enough people are interested (I'm thinking 4-6 frequent posters) I'd like to give a second party a go.

Dungeon is a Sci-fi/ Fantasy RP, the basic premise is you have been selected and lured into the Dungeon. Due to its nature you can be from any time, any dimension and from any world. Magic is going to be limited, but may develop with time. As far as power levels go, if you want to play a powerful character be aware that to start you'll probably get screwed over when you are brought into the Dungeon, the DM's like to see struggle. Your character should have flaws, talents and goals that will make them more interested in working together to get out of the Dungeon and back home, so no evil sociopaths (I get to play those).

You will have just been brought into the Dungeon, something will have drawn you into an entrance (these can be anywhere, a back ally door you ran into to escape something, a puddle you thought would be fun to jump into...) and depending on your character you are either forcefully captured by servants of the DM's (I know its cheesy but that is what they were called in the book series I'm vaguelly basing this off of), tricked into entering or went willingly to test yourself for some reason. I will be supplying you with a bit more detail on that as your PC is completed.

For characters I'd like to see:

Name:...Yeah, what should we call you?

Gender: Chick, Dude, something in between, N/A?

Species: What the heck are you anyway?

Appearance: What do you look like, what do you wear...and what the heck is that hanging off your back?

Tech Level/Time period:
What time period are you from? What level of technology are you familiar with?

Home: Where are you from? What was it like there? What is your language?

Equipment/Belongings: What do you have on you when you are trapped?

Skills/Knowledge: What do you know? What can you do? As far as powers go keep them weak with side effects or limited.

Backstory:
This should include enough for me to get to know you, what drives you, how were you trapped, what is it at home that makes you need to fight through the Dungeon to get there?

Strengths/Weaknesses: Pretty self explanitary (added thanks to you guys!)


__________________________________________________ ________________________

I would also prefer people who can commit to being around and posting regularly, I like things that go forward.

Also if you'd like some ideas as to what is going on, look up Philip Jose Farmer's: The Dungeon.

From time to time I will also be looking for people to play the parts of NPC's, so if you don't want to commit to a whole RP but feel you can add something to the RP, please PM me and I can give you roles that I will be looking for.

PrinceRoger 07-02-2007 02:58 PM

Name: Milliback Swordflinger

Gender: Female

Species: Kender

Appearance: Milli is three and a half feet tall and very slender. She has pointed ears and slightly slanted, almond-shaped green eyes. Her long blonde hair is pulled tightly back into a pony tail, her prized top knot. Her face child like though wrinkled with many laugh lines.

She wears a green tunic with a garishly bright yellow vest. On her legs she has on blue leggings. Stuck in the cloth holding her topknot are three brown and white feathers that tastefully copy the fashion of the plainsmen. Of course with typical kender enthusiasm she’s added to this style: hanging from little cords tied all over her clothing are hundreds of brightly hued feathers and beads. Somehow she manages to bounce around with never ending energy despite the positively huge brown backpack dwarfing her. In every possible place strewn across her clothes are pouches and bags filled to the brim.

Tech Level/Time period: Fantasy world of Krynn. Magic but low tech level
Home: A small village in Hylo. She speaks Common, Gnomish, and Dwarvish.

Equipment/Belongings:
Her main weapon is a Bollik which is a webbed rope belt worn about her waist on a leather sash and buckle. The bollik hangs from a series of quickrelease loops. On one end of the bollik, three weighted balls of leather hang on short strands of rope, forming a bola, but typically used as a flail. When she wears the bollik, these bola balls are tied to the large metal buckle.
A few daggers hidden in various place upon her body
A huge backpack filled with mostly useless junk to anyone else but prized possessions to Millie.
Her many pouches are also filled with various odds and ends.
A lockpick set.
Items in backpack and pouches:
. 1. Silk slippers 2. Blood red fingernail 3. Small music box that plays an old Elven lullaby 4. another kender's pouch 5. Blob of copper 6. A candle stub 7. Box titled, "YOU DO NOT WANT TO OPEN THIS!!!" 8. A tiny carved mouse inside a clear blue ball 9. White handkerchief 10. Candle snuffer 11. Cork from a wine bottle 12. Piece of blue crystal 13. Number 2 scratched on a loose piece of parchment 14. Bandages 15. Spiced potatoes 16. A Potion of Hair Growth. Rusted door hinge from jail cell 18. 19. Perfectly normal and usable dagger 20. Orange (moldy) 21. Candle (half used) 22. Salt shaker 23. Silver snake amulet with amethyst eyes 24. Apple core 25. Links from a piece of ring mail 26. Burnt piece of a red shoe. 27. Dried inkwell 28. golden coins with the image of an Istarian kingpriest. 29 Cheese knife. 30. A red-brown leather map tube with an ‘m’ inlaid in gold on the lid. 31. Banana peel 32 Brightly painted red and yellow moracca 33. Cat’s claw 34. A mosquito stuck in amber colored goo turned to something like glass. 35. Colored beads. 36. Knife +2 vs. evil 37. A large irregular shaped nasty looking pebble. 38. bottle of faerie dust 39. A coloring book of Huma’s adventure 40. Ultimate gnome swiss-army knife with everything but a knife 41. pouch of spring cleaning 42. Whetstone 43. Rosemary 44. A stiletto of distinction decorated with elven runes. 45. A copy of “Bahamut and you: Your Guide to Being a Solamnic Knight” 46. Potion of Giant Strength (tastes a lot like sugar water)



Skills/Knowledge:

Naturally stealthy

Agile

Acrobatic

Excellent ability to open locked doors and chests for those unlucky owners who’ve managed to lose their keys and are in need of a kender to look after their goods until they return for it.

Pickpocket- Millie’s ability to safely acquire items that an owner has not carefully secured without that person knowing is awe-inspiring. She wouldn’t want to bother them about it and it’s not as if she doesn’t have plenty of places to safely keep the item until the owner has need of it.

Bollik mastery. She’s a near genius with her chosen weapon. Combined with her acrobatics she can be formidable.

Backstory: Millieback is a completely typical representative of her race. She asks a lot of questions, is boisterously exuberant about everything she does, and generally gets into more trouble than she’s worth. She’s intensely interested in the unknown, and finds it extremely hard to keep still or quiet. She is are always adventuring, always pressing to find out what magic lies just over the horizon and what mystery is kept locked behind that door. Another trademark of the kender is her inability to grasp the concept of ownership. When a kender takes a liking to something, whether it's a steel coin or a glass bead, it almost invariably ends up in the kender's pocket.

Millie spent her childhood like any other kenderkid, boisterously exploring her village and acting out imaginary adventures and capers that were preparation for the real thing once wanderlust hit. Oh occasionally she’d take lessons from old Logroller in scribing (at one point she’d heard Uncle Trapspring managed to write himself a pardon letter, thereby escaping execution, she decided she wanted to learn to write) Of course, she only managed to make it to her lessons once every fortnight but that was to be expected, such apprenticeships were mere try outs for when a kender would return someday from wanderlust and finally settle down and find a trade.

Growing up Millie was an official member of Flippers Anonymous. There was no real need for anonymity (but hey! Neat word right?) but Thistleprick (the grand vizier of the club) had heard of a similarly named group in a human town he’d once passed through. The club consisted of masked kender bouncing around the village spurring each other on to ever more daring and dangerous feats of acrobatics. Millie was exceptionally talented even managing to accomplish (and survive) Mudskipper’s Triple Sow Minotaur.

During her teens she began learning the skills that all kenderteens need for their eventual excursions into the cheerful unknown. She learned basic survival skills from newly returned adventuring kender. She’d already become familiar with her weapon the bollik as Thistleprick had had an epiphany one day as he hung upside down from a tree branch.

As he stared wistfully into the distance as a bola came whirling into view. As Thistleprick watched the three metal balls spin closer he couldn’t help but imagine little kender flying through the air in such a manner. His mission to develop acrobatics like that was born. Right before the bola wrapped around his head and knocked him unconscious; he felt such a kinship with the weapon he decided to create another school of kender acrobatics using the bollik as aide to pull off some truly amazing stunts. He broke both arms upon hitting the ground but told his incredible plans to the kender of Flippers Anonymous who were thoroughly excited.

In her teen years, Millie learned to use the bola as a weapon from various female kendermaids.

Millie’s wanderlust started oddly enough from her infrequent scribe lessons.
She became fascinated with watching others sign their names in dozens of different manners. It quickly became apparent to her that she really wanted to see more such signatures that those that happened to cross her little desk. Exclaiming her decision to collect all the signatures of everyone in the world to her family, her slightly wiser aunt managed to plant the idea in her head that only famous signatures were really worth collecting (Not that the aunt really felt that way but the poor girl would hardly get anywhere new and exciting if she tried to get signatures from every single person she came across).

Millie’s aunt’s plan would have worked better if the kendermaid had been a little bit better at determining just who could be considered famous. Oh powerful warriors sung about in stories and that sort are easy…but whose to say that blue butterfly over there isn’t known throughout the butterfly kingdoms for the sureness of its flight or ooh! Maybe that really twisted tree is the most twisted tree in the whole forest…and how does one go about getting a tree’s autograph? Maybe if I just rub the paper against the bark or wait is that acorn its autograph…I mean it just dropped right there…..woah…that barbarian has really muddy shoes…maybe he’s the muddiest booted barbarian…..etc..etc…

Despite her confusion over who was famous, she did manage to travel all over the continent of Ansalon, doing her best to acquire signatures from people and creatures who seemed forever reluctant to sign the little kendermaid’s roll of parchment. Eventually her journeying brought her across the path of a sorcerer who was in need of a kender to get past some of the traps of one of his rivals. Despite his warnings not to touch any of the items within his rival’s citadel, Millie couldn’t resist touching a really fascinating looking mirror and found herself instantly within the Dungeon.




Strengths: Fearless- As a kender she is incapable of feeling fear except certain very powerful magical fear inducing spells. This can be an advantage as she doesn’t freeze up in dangerous situations.

Infravision: Can see people and creatures that give off heat in the dark.

She’s very fast and agile, combined with her acrobatics she is very difficult to hit, which is good cause she can’t take a lot of damage.


Weaknesses: As a kender she is incapable of feeling fear except certain very powerful magical fear inducing spells. This can be a disadvantage as she is totally incapable of realizing that it might not be a good idea to ask a giant ferocious monster for its autograph (anything that slobbers that much has to be famous!)

May be considered quite rude by most races standards, for she says things at will without any thought to repercussions and will say things off the top of her head without thinking about how it might insult another living thing.

Scatterbrained-Needs to be constantly kept on task by those around her as she will wander off by herself quite easily as she’s distracted by just about anything very easily.

She’s physically weak.

Mintaro 07-02-2007 03:05 PM

I have a question, would a second party mean PVP or is it simply a second game in the same universe. Or two teams working parallel towards the same goal like Mime and I did in our super hero RP.

Demetrius 07-02-2007 04:02 PM

There will be the possibilty for PvP, group interactions, etc. It all depends on which way each group goes and the circumstances of your meetings... If one group actually gives into temptation and becomes part of the Dungeon, then yeah, there'll be a whole bunch of PvP. I want to keep this as freeform and fresh as possible.

Red Mage Black 07-02-2007 06:09 PM

Name: Arem

Gender: Male, Guy, Dude (I think you had the point at guy.)

Species: Human

Appearance: Shoulder length brown hair, heterochromatic eyes one blue one green, normal-ish skin color. The clothing he wears is most like the on I use with most of characters. For those that don't know, he wear a long black coat, a blue t-shirt underneath but he usually keeps it closed. Long jeans and a nice pair of steel toe boots.

Tech Level/Time period: Tech Level 9 / 22nd century.

Home: Earth/ USA/ English

Equipment/Belongings: Long sword made of a titanium alloy inscribed with a rune of ice.

Two specially upgraded .45 pistols, special bullets containing a plasma core that activates once the casing is ejected. When the bullet enters the body the core shatters and explodes. But once the clips run out the pistols fire small bolts of plasma energy, the risk is overheating and malfunction if they're fired too much without the proper munitions.

A pair of normal glasses with a built in targeting computer. It is capable of zooming in on a target like a sniper scope giving Arem a distance advantage, it also allows Arem to judge the power and possible distance of an enemies weapon. It is also capable of seeing infrared and using night vision.

Medical Nano Bots: Tiny machines that can repair damaged skin, muscle, and bone. Though it takes time to repair said areas and is not instant heal.

Skills/Knowledge: Advanced sword skill, advanced gun skill, and blackbelt in judo.

Backstory: Arem is a 26 year old fighter with a smart ass attitude, a bad memory, but notable fighting skills. Before that he was a bit more carefree, what some would call either a free spirit or sometimes even a layabout. Even though his father was practically the most well known scientist of the century Arem's only concern was doing what he wanted to do, not becoming some rich and snobbish trust fund kid. He only used his father's connections and power when it came to police matters. Every time he got arrested just mentioning his fathers name would give him a get out of jail free card.

Though this didn't hold for long. Arem ran his own group of fighters. Some of the best martial artists in the country ran with his gang. They were known throughout the United States and most of Europe and Asia. Other gangs from around the world would challenge them to tournaments. Illegal as they were the cops wouldn't touch them. At those tournaments his gang would not disappoint. When it came to accepting new members into the group, he made damn sure that they had what skills were needed to survive in the tournaments.

It was at one tournament that he would get careless. It was a South Korean mob that was known for the most heinous crimes that were known to man. When Arem took the challenge he was determined to beat them down and shut them down for good. Apparently, in a joint effort between the CIA and Interpol they were tracking the mob boss and had come all the way to the tournament. During the last fight between Arem and the mob boss, both organizations crashed the party and arrested members of both groups thinking there might have been something going on between the two gangs.

During interrogation, after one CIA agent would finish questioning with Arem, it would change his life for good. A man would walk into the room, wearing something similar to what the agents were wearing. He made a proposal, something that if Arem refused, would send him to rot in jail for the rest of his life. Accepting heavy heartedly, Arem joined a secret organization branched off from the CIA in a joint agreement with Interpol to kill the most wanted criminals on earth. They had access to whatever weapons they needed and were given the privilege of using whatever force they deemed necessary to getting the job done. Now he doesn't even regret his decision at all.

Personality(since I need another category to help me): Acts a bit naive and a tad immature when it comes to a life or death situation. He can't stop bragging when it comes to fighting skills and loves to taunt those he challenges to the point of causing his opponent to go into a berserker rage. Due to his forgetfulness hes gotten his squad mates in more life or death situations then you can count on two hands and that's just one mission

Strengths/Weaknesses:

Strength: Pretty strong when it comes to CQC. Very accurate thanks to the glasses, but he doesn't always need them thanks to good eyesight. Sense of morality. Teamwork in the face of overwhelming odds.

Weakness: Due to the amount of power he uses in his blows with both weapons and hand to hand, he's slower to react and more vulnerable to faster people. Arem's sense of justice is a bit askew seeing as though his views on good and evil change with each given day. If it comes down to it he'll say screw it to teamwork and will send it into a free for all, though that never happened with tournaments.

Demetrius 07-02-2007 11:41 PM

RMB, can you add in some info on your personality, personal life and family... These are qualities that will become fairly important for gameplay.

Roger, I'm always a sucker for Kender, just give her enough backstory so she will have a fairly consistant character. Also, the dagger +2 vs. evil will become a fine dagger with a tendancy to cause more harm and penetrate armor with great ease.

Mintaro 07-03-2007 12:03 AM

Name: Calls himself simply Li. His much earned nickname is "Artist of a thousand moves."

Gender: All Man

Species: Human

Appearance: An old looking Chinese man. Garbed in loose pants and a peasants shirt. He carries no supplies or money save for his bamboo umbrella. He has a bald head but a long white mustache and beard.

Tech Level/Time period: Fuedal era

Home: Feudal Asia, magical version of Planet Earth!

Equipment/Belongings: Bamboo umbrella and the clothes on his back.

Skills/Knowledge: Martial arts master, all Asian languages as well as French English and Spanish.

Back story: Li was born as the fourth son to a martial arts master. He was an excellent student even as a very young child. It is said he learned martial arts while still in his mother. He was able to walk before most children developed the strength or coordination to crawl. Even though he was a prodigies however. He had little future at his families dojo. Short of killing his brothers he was very unlikely to inherit it or the land. Instead he seemed doomed to a life of living in the shadows. So rather then wait around for fate he left as soon as he was considered an adult. He began wandering Asia, seeking something more for himself.

Every where he would go he would find martial artists. All boasting that their style was the best. So everywhere he went he would beg to join the dojo, and master their techniques and styles within weeks. He would then improve upon his own style by mixing them in with his own. After 30 years of wandering he had seen a great deal of the world, and mastered more martial arts then some people did words.

He had created quite a reputation for himself. And was often challenged by Masters of hidden arts. He always excepted, under the condition that if he won they would teach him their Hidden Art.

Li, now becoming old. Was looking for a new great challenge. While seeking this he came across an old monk, who explained to him about a gateway. This gateway, it was said, would take a man to the greatest challenge ever known. So Li set off to find this gateway. He traveled to the top of a great mountain, upon which was set a stone gateway. It looked as though it belonged at the entrance to a palace. Though no palace had ever been built there.

Li sat before the gate for two days, uncertain of how to enter. Finally he stood up and issued a challenge to the gate.

"Gate, I am an old man who wishes to live the greatest adventure my life can offer. I have mastered this world. So I challenge you to challenge me. Send at me what you can and I shall defeat it. As I have mastered this world, so shall I master you!"

At this challenge a large black gate appeared in the gate way. Li strode forward and pulled it open. He entered into the Dungeon without looking back.

Strengths: Possibly the greatest hand to hand fighter in history. Super human strength, agility, speed, coordination, perception.

Weaknesses: He's old, he's a martial artists, so there for he's a perverted old lecher. Plus he doesn't know dick about technology past his time period.

TheBlindMime 07-03-2007 03:00 AM

Name: Most call him Howl, some call him Gregory, his true name however is Thomas Howry

Gender: Man

Species: Cursed Human/Winter Wolf

Appearance:
Blackened and ragged linen cloths, in the fumbling shape of jacket, pants and shirt adorn the beast of a man who stands tall at six feet three inches high. Around his neck a thick ebony collar with gold etching of the name 'Gregory' along both its sides, its surprisingly large (about the size of a wreath one would place over their door) and hangs low around his neck. He also wears a set of glasses that lens mis-matched, one side is made of an iron rim and holds a rounded lens, the other half is made of brass and has a square lens. He has a square jawline, a thick bushy beard and long hair all of it turning from black to white, his eyes are a bright and startling gold. Under all the filth and hair he might even be handsome.

Tech Level/Time period: Arcanus' Age of Enlightenment. It would be applicable to the Italian Renaissance, thoughts of improved technology was around but little was made due to the prolific nature of magic and the moves of the High Council to avoid technological progress.

Home:
Arcanus, the language spoken will be Arcane why not. He also speaks Draconic as it is the language of his spell craft.

Equipment/Belongings: An old and worn spoon, his glasses which were cobbled together from what he could find, collar and the clothes on his back.

Skills/Knowledge:
Ice Magus (Level 5): The skill ranges of Arcanus magic begins at 1 and raises up to 6. Were Thomas a first born son he could have learned the sacred and hidden arts contained in level 6 spell craft, he however did not have that honor. He is rather skilled however, he can pull the moisture in the air into sheets of ice much like iceman. Though no ice slides or full body transformations.

Fist Fighting: You don't last long in prison without learning a thing or too about fighting, let alone fighting dirty. With a single cheap shot he can knock someone out, much like MacGyver. With the curse on him he has grown much stronger and larger but still retains his novice fighting skills. (Compared to the rest of the party anyways.)

Curse of the Traitorous Dog: Since the creation of the spell some 450 odd years ago, its been somewhat of a tradition to use it upon traitors. The spell involves a collar matching the size of whatever dog you so choose, place it over the head of the traitor and then cast the spell. Now whenever you pump mana or whatever magic you have into the collar it causes the wearer to turn into said beast. Thomas was given the collar of a Winter Wolf, a giant hellish hound that prefers the fleshy innards of humans over just about anything. Due to the incredible length of time he was worn the collar however he has begun gaining the attributes of a winter wolf in his human form as well. Thomas knows how to trigger the collar, but has used it himself only once.

Gregory: The Winter Wolf that was imbued into Thomas was dubbed Gregory in an effort to forever etch his crime into his mind. The wolf is giant, 8 foot tall and as a further insult it breath's ice as well as Gregory casted. Gregory is powerful, strong-willed and incredibly stubborn. He speaks Arcane, Common and Giant. He hates Thomas and loves the government and the hierarchy of Arcanus as most any brainwashed slaves would.

Backstory: Being the second son of a noble house, Thomas had a privileged life... of sorts. As the second son he was to be a servant in the Lord's house, however due to being the second son in the highest noble family (following the lordships house of course), he was the first boy. He served out his childhood serving the Lord Baenre family dutifully, especially young Silvia Baenre who was but a year younger then he. The attraction between the two was fostered quietly, a kiss here, a touch there but ended upon Thomas' fifteenth birthday. When due to his age he was pulled to the Halls of the Magi to learn the crafting of his chosen element. Silvia promised to wait for him, but both knew that as his position was only that of a second son they could never be together. She was the daughter of a Lord, only a first son was worthy.

Thomas was miserable, until he arrived at the Halls of the Magi. He became absorbed into the crafts of the Magus, wanted nothing more then to be one of them. And he was indeed one of them, the phrase unnatural talent isn't used often but was placed upon his shoulders by almost every teacher he met. Sadly, tragically, they said, he was only a second son, if only he were the first, he would have been legendary. After only five years he had mastered all the skills necessary to become an apprentice, quite the feat as normally it would take double that. More praise followed, Thomas however was still somewhat flabbergasted by such flattery. "I didn't choose the ice, it chose me." He would protest, and on many days it seemed he was right. But something always bit at the back of his mind, there was something Thomas was missing.

Despite his prowess, the powers that be followed tradition, every first son picked their Master before any second sons did. Even the lowly Hex son with no talent whatsoever was placed before Thomas to choose his master simply because he was the first from his mothers loins. Thomas found his options somewhat limited, he ended up choosing Gregory Kopski. Master Kopski had been the forefront ice master until three years ago, when he made claims of technology being superior to magic public and was censured for his case of 'insanity'. He was labeled as crazy but Thomas knew that the man knew the work of an Ice Magus better then anyone left. When he chose his master, everyone assumed him to be crazy as well.

It worked out beautifully, Kopski was brilliant and understood his apprentice from the moment the boy walked into his home. The days flew by, Thomas' skill and power flourished under Kopski, as did his mind. Kopski showed the young Magus schematics of equipment that would one day be carried by every soldier, used in every home, adorning every castle wall and more. After only four short years however, Thomas' older brother Sebastian fell in battle. Thomas returned home in what seemed like the first time in nearly a decade, in truth his moments at home were so fleeting they were hardly worth noting. After the funeral he was redubbed as the First son of the Howry house. Fate had dealt him a bittersweet card, he'd lost his brother whom he loved but now was worthy of something that had been eating at him since his first day at the academy.

His beloved Silvia, he put in a bid to marry her as had every first born son in the kingdom. Then like every first son, he went to war. It should have be simple, the rules of Magi warfare is clearly defined, Fire, lightning and water strike, Earth, wind and ice defend. Thomas was appointed the leader of a squadron of ice defenders and during one of the final battles of the war he and those under his command turned the tide of battle. Using Ice offensively instead of defensively, a stratagem devised by Kopski. He was lauded as a hero and was in turn promised the hand of Silvia.

All that was left now was to finish his training, become a level 6 Ice Magus by returning to his training with Kopski. Fate was not so kind, things had gone too well for Thomas. And as things often do, everything fell apart. He returned to Kopski's home to find the place ravaged, Kopski was half buried under a pile of books with a dagger in his chest. Thomas didn't know what it was but something ached within him to remove the dagger from his beloved teacher's chest. It was his undoing, guards and Magi stormed in, brandishing a bloody and poorly written confession with Thomas' mark. A closer inspection of the paper would have proven the mark was a fake and the handwriting a poor forgery, but such justice was not known in Arcanus.

The confession claimed that Kopski refused to teach Thomas further and in a fit of rage Thomas had killed him. The trial was over before the sun had set, Thomas was locked away under a life sentence as a traitor. As killing one's master was an act of a traitor. It wasn't until after the collar was placed around his neck that a messenger from the first son of the second highest noble family, came to Thomas in his cell late one night and explained that not only had he killed Kopski but now he was to be married to Silvia. Breaking tradition Thomas killed the messenger with a solid shaft of ice that tore his chest open. It was rather impressive considering the amount of magic seals upon the cell, he spent the rest of the night baying to the moon. Though most would call it weeping.

The next seven years were a blur, some days Howl was left in his cell to rot, sometimes he was allowed into a larger compound with other inmates but more often then not he was pulled and used as a dog. Often he awoke in his cell with his mouth lathered in blood, blood which was not his own. There was no hope for escape until he awoke to find he had a roommate. This was new, as for the entirety of his seven years Howl had lived alone thanks to his 'savage' nature. The stranger was a former locksmith who had tried to rob the lord's treasury, he was to be given a collar soon enough as well. They soon came to an accord, the locksmith would open all the cell's in their area, in the confusion they would sneak out. Howl would take care of any unwelcome attention from the guards, magi and other criminals.

When they reached the exit, the locksmith asked Howl why he was so dogged in his pursuit of freedom if his beloved was already married to another. Howl replied simply, "Everything was taken from me by him, I will take his life as payment for the last seven of mine. I would do anything to get my vengeance." Anything? the locksmith inquired, Anything was the reply. When Howl next opened his eyes he was in the dungeon.

Strengths: Improved strength, agility and senses (save for eyesight) due to wolf curse, Ice magic and not a half bad fist/claw fighter.

Weaknesses:
In his Winter Wolf form he has no self control, the wolf is a separate entity from him entirely. He's far-sighted. Fire spells of the same power will snuff his spells with ease and large amounts of ambient fire draws the moisture and thus his ability to cast away.

(I so suck at short backstories.)

Demetrius 07-03-2007 08:48 AM

I love you man! This is a backstory that gives me plenty to work with! A few questions though... Is the source of Howl's magic within him or is it through the use of fae energies on Arcanus? As for energy channelled through the collar, when you cast spells does it transform you? Will spells of a certain strength transform you?

The party is currently at 4, I will accept up to 3 more PC's before kicking this off!

PrinceRoger 07-03-2007 11:48 AM

I've added to my backstory as well as strengths and weaknesses. If you need more Demetrius, its not a problem.


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