VampirateMace
Internet Overlord
Gonna go ahead and run to RPGs at once, since Life died, the RPG forum is a tad slow right now, and I know at least one person that'll probably play.
This RPG is loosely based on the Boktai/Lunar Knights video game series. While no knowledge of the series is necessary, (as this story is intended to take place in a different region with different characters, and all the mechanics/concepts important to this RPG will be explained) it DOES CONTAIN SOME SPOILERS, as the concept is the same. So if you haven’t played the games, but plan to, you may want to stop reading now.
- For anyone familiar with the games, the story details will more closely follow Boktai (such as using the Pile Driver instead of the Space Station, and not dealing with the ParaSol), while pulling in some extra elements from Lunar Knights.
Rating Note: This RPG is rated PG-13 for violence, and contains fantasy guns and melee weapons.
Plot:
Earth.
A world ravaged by monsters. They came here from another place long ago, legend says it was a place beyond our solar system, somewhere across the galaxy. They have only one goal, to consume all life and move on to the next planet. Basically, alien vampires. Their human victims may even become Ghouls.
The strongest of these monsters are called Immortals.
They’ve been here a long time now, the planet is now a desolate wasteland where humans (and a few benevolent alien refugees) struggle to survive. Many people live in small ramshackle communities, underground or hidden in the wilderness, while others are trapped, enslaved by the vampires in their cities. It is a harsh life and an unforgiving world.
But hope is not dead, there are small communities of rebels that seek to overthrow the rule of the undead and return the world to it’s former state. Hunters from these communities, wielding the Terrennial (elemental spirits, see the Terrennial section below) powered weapons, seek to destroy the vampires/monsters and free the human slaves.
One such stronghold of rebels, simply called The Guild by locals, as many of they communities are, is nestled deep in the Shadow Woods. The woods are now composed of mostly dead trees and poisonous shrubs, but once it was a lush flourishing place know by another name… but no one alive can remember it (the undead might remember, but they’re not telling). The Shadow Woods are located just outside the vampire run city of Shadow Dale.
It is this Guild that our young Heroes (Vampire Hunters) are from.
Recently, several hunters when on what seemed like a standard mission, an attempt to rescue a few imprisoned humans from an Immortal’s lair in Shadow Dale. Missions are always dangerous, but this time the hunters found their enemy to be much stronger than they had estimated. Many of the hunters were seriously injured in the fight that followed and a few actually died. The few survivors managed to escape and limped back home, but are currently unable to fight.
So now, it is up to their apprentices/children (ages 10-20), and any Hunters that stayed behind, to protect the community hiding in the Shadow Woods, free the humans trapped in various locations around Shadow Dale, and ultimately defeat the Immortals. The apprentices have been trained in using the weapons like their adult counterparts, though they’re less skilled.
As the heroes prepare to enter each Immortal’s lair, their Terrennials (again, see below for details) will summon a device known as a Pile Driver (a magic circle with 2 or 4 energy beam generators pointed at the almost defeated enemy), which will be used to purify the Immortal with energy, destroying it... that is, if they manage to defeat them.
(For simplicities’ sake, let’s all assume the Pile Driver’s generators knows how to convert sunlight/moonlight into whatever energy is needed to destroy that particular enemy.)
But first they must make their way through the lair, fending off the Immortal’s minions, until they finally manage to reach the immortal him/herself. If they make it that far, and actually succeed in defeating the Immortal, it will retreat into it’s coffin, which they will then have to drag back to the Pile Driver. Along the way, the Immortal will make one last desperate struggle to survive, and call any remaining minions to come help it.
(There may be some immortals that will be willing to join your quest if you offer to spare their lives, increasing both your manpower and knowledge of the terrain - but it's impossible for you to tell which ones are sincere in their repentance, and which ones will lead you into a trap.)
Elements & Terrennials:
There are six Elements; Sun, Dark, Flame, Frost, Earth, and Cloud. While humans do not have an elemental alignment, the Immortals and weaker monsters do, making them weak to attacks of their Element’s opposite, like so:
Sol/Sun (Light/Day) - Dark (Moon/Night)
Flame (Magma/Fire) - Frost (Ice/Snow)
Earth (Rock/Grass) - Cloud (Air/Wind)
This is important (this time around, minor enemies alignments will be used as well as those of larger enemies). Each element is vulnerable to it’s opposite, but it is also resistant to itself. So if you attack a Dark enemy with a Light powered weapon, it’ll do more damage, but if you attack a Light enemy with a Light weapon, it will do less damage than normal. All other enemies hit with a Light weapon will only take average damage.
Humans can use Elemental attacks by befriending Earth's Elemental Guardian Spirits/Embodiments known as Terrennials.
Terrennials vary in form (the Sol Terrennial in the game series appears as a sunflower, but other forms, like a sunfish, could work as well, just be creative and have fun, this isn’t meant to be a cannon script RPG). These creature are as intelligent (if not more intelligent) as humans, and can aid their Hunter’s progress through hints and suggestions.
* Attacks not charged with a Element/Terrennial will do as much damage as a same type attack. (This is not a likely scenario, nor is it canon for the guns, but it’s good for you to know about, just in case you lend a Terrennial without taking one in exchange, or an enemy kidnaps yours.)
Hero Weapon Options (Simplified):
For the sake of simplicity and fairness, all weapons are capable of a non-charged attack as well as elementally charged attacks. They are also capable of a Trance attack, see the trance attack for further details.
Melee Weapons:
Sword (Fast, Low Damage) - Easiest to wield, but the weakest melee weapon. Player may occasionally get in 2 swipes in a post against an Immortal.
[5 attacks in Trance]
Spear/Lance (Mid Speed, Mid Damage) - Heavier and longer that a sword, this weapon is good for jabbing and dashing attacks.
[4 attacks in Trance]
Scythe (Slow, High Damage) - A very powerful weapon, the scythe takes the most skill to master. Easier to dodge.
[3 attacks in Trance]
Projectile Weapons:
Gun (Mid Speed, Mid Damage)- Shots elementally charged projectiles.
[4 attacks in Trance]
Dual Guns (Fast, Low Damage) - A skilled shooter may make use of 2 slightly smaller and weaker weapons. Unlike other guns you will be allowed 2 shots per post against an Immortal.
[8 attacks in Trance]
Dragoon (Mid Speed, Mid Damage) - Basically an elemental flamethrower.
[longer/stronger attack in Trance]
Bomber (Slow, High Damage) - A gun capable of shooting elemental grenades, slow, but does a lot of damage and is very hard to dodge since the damage is widespread. Be careful not to launch grenades too close to your teammates.
[3 attacks in Trance]
*If you want to sign-up using a weapon different from those listed above, go for it. Make sure to include strength, attack, and trance details. I’ll let you know if it’s not going to work. But, if you've played Lunar Knight, you'll know you can get away with a lot here.
Trances
After you have made 13 posts, you may make a Trance State post. In this post you will be allowed to attack multiple times (3-8 depending on weapon) against an Immortal, or attack using an Elemental Super Attack where you’ve merged with your Terrennial and transformed (taken on physical traits that match your Terrennial’s element). After this post, you will need to wait 13 posts before you can make another Trance post.
You may hold off on your Trance Post if you’re not ready to use it, but your Trance post count will not reset until you use it. In other words, there’s no rollover for any extra posts before your Trance.
Attacking, Dodging, Health, and Defeat:
There is no HP meter in this RPG, but rather each player will be expected to keep track of their current health (Healthy, Tired, Injured - broken leg, lacerated elbow, Sick - flu, Dying, Etc…) God-Mode will not be tolerated. You will also be able to restore your health by eating food, using items, and resting.
*Items will be doled out by the GM either as a reward, the result of a search, or as an enemy’s drop item. Unfortunately that means return of the Inventory system. All players will start with only their Weapon and Terrennial in their Inventory (unless a third item is approved by GM).
On your turn, you may:
1. Dodge an attack, or take a Hit
(If any player consistently dodges attacks [say 3 or more times in a row], it is considered God-Mode, and they will incur penalties, or possibly even be kicked out of the RPG if the issue is big enough).
2. Attack
- When attacking minor monsters such as Ghouls, Spiders, and Bats, please treat them with a little respect; you may attack multiple times in a post and even 1 hit KO them, if it’s reasonable (please don't 1 hit KO them if your element matches theirs), but again, no God-Mode:
Not Good:
Dravos swung his sword right and left as he ran through the room eliminating all 25 Ghouls in a matter of minutes. He was totally prepared for such low level monsters.
Good:
Laney surveyed the room, 25 Ghouls. This was not good. She swung her sword at the nearest Ghoul‘s neck, it went down like a rock. She moved onto the next, making a deep gash in it’s side. It charged, and she was forced to stab at it short range until it also went down. She sighed, 23 Ghouls to go.
- When attacking boss monsters (Immortals) you can only attack 1 time, unless your weapon states otherwise (e.g. sword, dual guns), or you are in a Trance state. You do not get to decide if your attack hits, that is the privilege of the attacked player (in this case the GM, unless you’ve been tricked/confused into attacking the other heroes).
3. Perform a supporting action:
- Use an item on yourself or others.
- Give an item or weapon to another player.
- Ask for (or Accept) an item, weapon, or Terrennial trade with another player.
4. Move into the next room/area:
- Always do this last, so that the GM can set the scene for the new area including décor, puzzles, traps, monsters, and boss monsters (Immortals).
If you are defeated:
- The dungeon’s immortal may; kick you out of his/her lair (just be thankful and go home to recuperate), keep you as a prisoner/slave/prize (the other Hunters/Heroes will have a chance to save you), turn you into a Ghoul (which is Game Over for that character, but you will be allowed to sign-up for another, and your old character will wander the Immortal’s Lair as a minion under the GM’s control), or they may just kill your character off (also a Game Over, but you can still sign up for a new character). Different Immortals prefer different tactics for dealing with defeated hunters, but don’t get reckless just because they don’t usually kill victims…
__
Sign-Ups
~ I will be accepting 1 hero per Terrennial, so I’ll be accepting up to six players. If we do not have six players (myself excluded), I’ll probably decide on ‘hiding’ locations for the remaining Terrennials, and reward observant players with them when they inspect suspicious things.
~ When signing-up, please remember, that Good characters have both Positive and Negative traits, they have both Strengths and Weaknesses. Mary-Sues and Gary-Stus will be rejected.
~ There are Good Aliens in this world too… and you may play one if you wish. They tend to look almost human, or like animals (for example dogs and rabbits), but can you can use any reasonable body structure you wish. You can also be a half-breed. But, remember the flaming marshmallow from the flambé dimension that I keep talking about? Don’t be that marshmallow.
Approved Players:
Heroes:
1. Sun - GoldenHouou (Aurelia & Mars - Sword)
2. Dark - *Jean Grey* (Rose & Moon - Scythe)
3. Flame - Monster Guy (Adam & Inferno - Dual Guns)
4. Frost - Corrosion (? & ? - Polearm) *Reserved*
5. Earth
6. Cloud
Boss Villains (GM - VampirateMace):
1. Stratus - Cloud
2. Bridgett - ???
3. ??? - ???
* I’ll be posting a new sign-up for each immortal, but let’s not have too many spoilers right away…
__
Hero/Hunter Sign-Up Sheet:
Name: Your Name
Age: Your age, 10+
Gender: Male, Female, Etc…
Species: Human, Half Human/Half Immortal, Half Alien, Full Alien, Half Immortal/Half Alien, etc…
Appearance: What you look like, +8 sentences
Personality: How you act and think, +8 sentences
History: What happened in you past, +8 sentences
Weapon: Sword, Lance, Scythe, Gun, Dual Guns, Dragoon, Bomber, etc…
Terrennial:
Terrennial Name: What’s it called?
Element: What’s it’s element?
Appearance: What does it look like, +3 sentences
Personality: How does it think and act, +3 sentences
Trance: What your current Terrennial Trance transformation looks like, and how you attack when/if not using your weapon, 5+ sentences.
__
Me
Name: Stratus
Age: Ancient (Looks to be in his late 20’s or early 30’s by human standards)
Gender: Male
Species: Vampire/Immortal
Elemental Alignment: Cloud
Appearance:
Stratus is tall and slender, with light muscle tone. His flawless skin is pale and slightly blue, a few more veins than normal are visible. His somewhat feminine face is oval in shape with a pointed chin, a small nose, and large blood red eyes with heavy lashes. His thin lips are almost as pale as the rest of his skin, so he's usually wearing blood red lipstick to enhance them, which can sometimes give the impression of there being fresh blood on his lips (which is sometimes actually the case). Both his ears and canine teeth are unusually long and pointy. His hair is silver in color and very long, usually neatly braided, and he wraps the braid around his shoulders twice (outside his oversized coat's collar) to keep the end of the braid from dragging on the ground.
Stratus wears tight matching turquoise shirt and pants, under an oversized light-grey hoodless jacket. The jacket has a shiny floral print on the lower half that matches the color of the rest of the jacket, causing the pattern to appear and disappear based on lighting, sometimes even flickering. Additionally, Stratus wears a pair of thick silver boots, much like snow boots, a pair of wide-rimmed goggles as a headband, and a silver cuff on one of his ears.
There’s something wispy about his movements, they are light, agile, and always appear very intentional. Undead have a general stench of death about them, but Stratus’ scent is augmented with the sweet smell lavender.
Personality:
Stratus speaks in a light breathy voice, making cold-heart observations and inappropriately timed romantic advances. His cruel observations are usually aimed at unnerving those he views as the weaker members of the groups, while he tries distract the stronger hunters with flirtatious suggestions. It’s mostly in jest, since he knows no human could want an undead partner, but Stratus truly is a lonely creature, and it often shows in his eyes.
He may seem cold and calculating, but in reality he’s not thinking that far ahead. Stratus is a shoot first, ask questions later, sort of guy. That attitude also tends to keep his banter short, a mercy that his victims may find themselves thankful for. Of course, the knowledge that they’ll likely end up as Ghouls might make them more interested in keeping him talking. Stratus prefers to turn his victims into Ghouls, because it add an extra layer of protection that any new hunters that come after him will have to deal with.
Stratus takes orders from his superiors (higher ranking Immortals) well, but tends to get bored waiting around between orders. During this time he rearranges his lair, the result being that it contains several maze-like twists and turns, as well as several dead ends.
He also dabbles in aromatherapy.
History:
Stratus was born on a windy world with a thicker atmosphere than the Earth. He is still dressed warmly, with his super long hair fixed into a braid to keep it from tangling, like he would back home, despite not having been to that dead world in a good many years.
He came to Earth with several other Immortals from various worlds in order to seek out more life for them to consume. They’ve been here several years now, and are currently preparing for on final raid on Earth’s life forms.
When the Immortals took over Shadow Dale, Stratus was given a section of outskirts to look after. After surveying the area, he decided to make his lair in an Airbase. This location had plenty space, lightly challenging victims, and resources.
He’s grown comfortable with ‘living’ here. Recently however, some young hunters have been sniffing around his lair.
Weapon/Powers:
Stratus has a tendency to appear out of nowhere for an ambush attack. He often directs his minions to preform ambushes as well.
He also has a tendency to rely on his ability to float during battle, rising at least two feet above the floor. He attacks primarily buy making a throwing motion to shoot high pressure jets of air at his victims.
His secondary attack is more complicated, he uses his air/cloud controlling abilities to collect fog into the area, making it difficult for his victims to see where he is in comparison to them, then he releases a air pressure blast (basically an explosion-less shockwave) to knock them off their feet and injure them.
Of course, he always has the option of biting his victims, to drain life from them, as well… which he is not opposed to doing.
Lair Location:
Outskirts of Shadow Dale, Abandon Airbase
Lair Details:
The airbase contains both indoor and outdoor areas, including open fields, landing strips, hangers and barracks. During the day, the hangers are still pretty well lit inside, providing some protection from the possibility of encountering ghouls. The barracks however, are dark day and night, and absolutely crawling with ghouls.
Minions:
Several uniformed ghouls wander the Abandon Airbase, as do a few mutated guard dogs (the alignments of these ghouls and guard dogs will be announced as they are encountered). Spiders (Earth), wasps (Cloud), bats (Dark), and, crows (Cloud) are also abundant in certain areas.
This RPG is loosely based on the Boktai/Lunar Knights video game series. While no knowledge of the series is necessary, (as this story is intended to take place in a different region with different characters, and all the mechanics/concepts important to this RPG will be explained) it DOES CONTAIN SOME SPOILERS, as the concept is the same. So if you haven’t played the games, but plan to, you may want to stop reading now.
- For anyone familiar with the games, the story details will more closely follow Boktai (such as using the Pile Driver instead of the Space Station, and not dealing with the ParaSol), while pulling in some extra elements from Lunar Knights.
Rating Note: This RPG is rated PG-13 for violence, and contains fantasy guns and melee weapons.
Plot:
Earth.
A world ravaged by monsters. They came here from another place long ago, legend says it was a place beyond our solar system, somewhere across the galaxy. They have only one goal, to consume all life and move on to the next planet. Basically, alien vampires. Their human victims may even become Ghouls.
The strongest of these monsters are called Immortals.
They’ve been here a long time now, the planet is now a desolate wasteland where humans (and a few benevolent alien refugees) struggle to survive. Many people live in small ramshackle communities, underground or hidden in the wilderness, while others are trapped, enslaved by the vampires in their cities. It is a harsh life and an unforgiving world.
But hope is not dead, there are small communities of rebels that seek to overthrow the rule of the undead and return the world to it’s former state. Hunters from these communities, wielding the Terrennial (elemental spirits, see the Terrennial section below) powered weapons, seek to destroy the vampires/monsters and free the human slaves.
One such stronghold of rebels, simply called The Guild by locals, as many of they communities are, is nestled deep in the Shadow Woods. The woods are now composed of mostly dead trees and poisonous shrubs, but once it was a lush flourishing place know by another name… but no one alive can remember it (the undead might remember, but they’re not telling). The Shadow Woods are located just outside the vampire run city of Shadow Dale.
It is this Guild that our young Heroes (Vampire Hunters) are from.
Recently, several hunters when on what seemed like a standard mission, an attempt to rescue a few imprisoned humans from an Immortal’s lair in Shadow Dale. Missions are always dangerous, but this time the hunters found their enemy to be much stronger than they had estimated. Many of the hunters were seriously injured in the fight that followed and a few actually died. The few survivors managed to escape and limped back home, but are currently unable to fight.
So now, it is up to their apprentices/children (ages 10-20), and any Hunters that stayed behind, to protect the community hiding in the Shadow Woods, free the humans trapped in various locations around Shadow Dale, and ultimately defeat the Immortals. The apprentices have been trained in using the weapons like their adult counterparts, though they’re less skilled.
As the heroes prepare to enter each Immortal’s lair, their Terrennials (again, see below for details) will summon a device known as a Pile Driver (a magic circle with 2 or 4 energy beam generators pointed at the almost defeated enemy), which will be used to purify the Immortal with energy, destroying it... that is, if they manage to defeat them.
(For simplicities’ sake, let’s all assume the Pile Driver’s generators knows how to convert sunlight/moonlight into whatever energy is needed to destroy that particular enemy.)
But first they must make their way through the lair, fending off the Immortal’s minions, until they finally manage to reach the immortal him/herself. If they make it that far, and actually succeed in defeating the Immortal, it will retreat into it’s coffin, which they will then have to drag back to the Pile Driver. Along the way, the Immortal will make one last desperate struggle to survive, and call any remaining minions to come help it.
(There may be some immortals that will be willing to join your quest if you offer to spare their lives, increasing both your manpower and knowledge of the terrain - but it's impossible for you to tell which ones are sincere in their repentance, and which ones will lead you into a trap.)
Elements & Terrennials:
There are six Elements; Sun, Dark, Flame, Frost, Earth, and Cloud. While humans do not have an elemental alignment, the Immortals and weaker monsters do, making them weak to attacks of their Element’s opposite, like so:
Sol/Sun (Light/Day) - Dark (Moon/Night)
Flame (Magma/Fire) - Frost (Ice/Snow)
Earth (Rock/Grass) - Cloud (Air/Wind)
This is important (this time around, minor enemies alignments will be used as well as those of larger enemies). Each element is vulnerable to it’s opposite, but it is also resistant to itself. So if you attack a Dark enemy with a Light powered weapon, it’ll do more damage, but if you attack a Light enemy with a Light weapon, it will do less damage than normal. All other enemies hit with a Light weapon will only take average damage.
Humans can use Elemental attacks by befriending Earth's Elemental Guardian Spirits/Embodiments known as Terrennials.
Terrennials vary in form (the Sol Terrennial in the game series appears as a sunflower, but other forms, like a sunfish, could work as well, just be creative and have fun, this isn’t meant to be a cannon script RPG). These creature are as intelligent (if not more intelligent) as humans, and can aid their Hunter’s progress through hints and suggestions.
* Attacks not charged with a Element/Terrennial will do as much damage as a same type attack. (This is not a likely scenario, nor is it canon for the guns, but it’s good for you to know about, just in case you lend a Terrennial without taking one in exchange, or an enemy kidnaps yours.)
Hero Weapon Options (Simplified):
For the sake of simplicity and fairness, all weapons are capable of a non-charged attack as well as elementally charged attacks. They are also capable of a Trance attack, see the trance attack for further details.
Melee Weapons:
Sword (Fast, Low Damage) - Easiest to wield, but the weakest melee weapon. Player may occasionally get in 2 swipes in a post against an Immortal.
[5 attacks in Trance]
Spear/Lance (Mid Speed, Mid Damage) - Heavier and longer that a sword, this weapon is good for jabbing and dashing attacks.
[4 attacks in Trance]
Scythe (Slow, High Damage) - A very powerful weapon, the scythe takes the most skill to master. Easier to dodge.
[3 attacks in Trance]
Projectile Weapons:
Gun (Mid Speed, Mid Damage)- Shots elementally charged projectiles.
[4 attacks in Trance]
Dual Guns (Fast, Low Damage) - A skilled shooter may make use of 2 slightly smaller and weaker weapons. Unlike other guns you will be allowed 2 shots per post against an Immortal.
[8 attacks in Trance]
Dragoon (Mid Speed, Mid Damage) - Basically an elemental flamethrower.
[longer/stronger attack in Trance]
Bomber (Slow, High Damage) - A gun capable of shooting elemental grenades, slow, but does a lot of damage and is very hard to dodge since the damage is widespread. Be careful not to launch grenades too close to your teammates.
[3 attacks in Trance]
*If you want to sign-up using a weapon different from those listed above, go for it. Make sure to include strength, attack, and trance details. I’ll let you know if it’s not going to work. But, if you've played Lunar Knight, you'll know you can get away with a lot here.
Trances
After you have made 13 posts, you may make a Trance State post. In this post you will be allowed to attack multiple times (3-8 depending on weapon) against an Immortal, or attack using an Elemental Super Attack where you’ve merged with your Terrennial and transformed (taken on physical traits that match your Terrennial’s element). After this post, you will need to wait 13 posts before you can make another Trance post.
You may hold off on your Trance Post if you’re not ready to use it, but your Trance post count will not reset until you use it. In other words, there’s no rollover for any extra posts before your Trance.
Attacking, Dodging, Health, and Defeat:
There is no HP meter in this RPG, but rather each player will be expected to keep track of their current health (Healthy, Tired, Injured - broken leg, lacerated elbow, Sick - flu, Dying, Etc…) God-Mode will not be tolerated. You will also be able to restore your health by eating food, using items, and resting.
*Items will be doled out by the GM either as a reward, the result of a search, or as an enemy’s drop item. Unfortunately that means return of the Inventory system. All players will start with only their Weapon and Terrennial in their Inventory (unless a third item is approved by GM).
On your turn, you may:
1. Dodge an attack, or take a Hit
(If any player consistently dodges attacks [say 3 or more times in a row], it is considered God-Mode, and they will incur penalties, or possibly even be kicked out of the RPG if the issue is big enough).
2. Attack
- When attacking minor monsters such as Ghouls, Spiders, and Bats, please treat them with a little respect; you may attack multiple times in a post and even 1 hit KO them, if it’s reasonable (please don't 1 hit KO them if your element matches theirs), but again, no God-Mode:
Not Good:
Dravos swung his sword right and left as he ran through the room eliminating all 25 Ghouls in a matter of minutes. He was totally prepared for such low level monsters.
Good:
Laney surveyed the room, 25 Ghouls. This was not good. She swung her sword at the nearest Ghoul‘s neck, it went down like a rock. She moved onto the next, making a deep gash in it’s side. It charged, and she was forced to stab at it short range until it also went down. She sighed, 23 Ghouls to go.
- When attacking boss monsters (Immortals) you can only attack 1 time, unless your weapon states otherwise (e.g. sword, dual guns), or you are in a Trance state. You do not get to decide if your attack hits, that is the privilege of the attacked player (in this case the GM, unless you’ve been tricked/confused into attacking the other heroes).
3. Perform a supporting action:
- Use an item on yourself or others.
- Give an item or weapon to another player.
- Ask for (or Accept) an item, weapon, or Terrennial trade with another player.
4. Move into the next room/area:
- Always do this last, so that the GM can set the scene for the new area including décor, puzzles, traps, monsters, and boss monsters (Immortals).
If you are defeated:
- The dungeon’s immortal may; kick you out of his/her lair (just be thankful and go home to recuperate), keep you as a prisoner/slave/prize (the other Hunters/Heroes will have a chance to save you), turn you into a Ghoul (which is Game Over for that character, but you will be allowed to sign-up for another, and your old character will wander the Immortal’s Lair as a minion under the GM’s control), or they may just kill your character off (also a Game Over, but you can still sign up for a new character). Different Immortals prefer different tactics for dealing with defeated hunters, but don’t get reckless just because they don’t usually kill victims…
__
Sign-Ups
~ I will be accepting 1 hero per Terrennial, so I’ll be accepting up to six players. If we do not have six players (myself excluded), I’ll probably decide on ‘hiding’ locations for the remaining Terrennials, and reward observant players with them when they inspect suspicious things.
~ When signing-up, please remember, that Good characters have both Positive and Negative traits, they have both Strengths and Weaknesses. Mary-Sues and Gary-Stus will be rejected.
~ There are Good Aliens in this world too… and you may play one if you wish. They tend to look almost human, or like animals (for example dogs and rabbits), but can you can use any reasonable body structure you wish. You can also be a half-breed. But, remember the flaming marshmallow from the flambé dimension that I keep talking about? Don’t be that marshmallow.
Approved Players:
Heroes:
1. Sun - GoldenHouou (Aurelia & Mars - Sword)
2. Dark - *Jean Grey* (Rose & Moon - Scythe)
3. Flame - Monster Guy (Adam & Inferno - Dual Guns)
4. Frost - Corrosion (? & ? - Polearm) *Reserved*
5. Earth
6. Cloud
Boss Villains (GM - VampirateMace):
1. Stratus - Cloud
2. Bridgett - ???
3. ??? - ???
* I’ll be posting a new sign-up for each immortal, but let’s not have too many spoilers right away…
__
Hero/Hunter Sign-Up Sheet:
Name: Your Name
Age: Your age, 10+
Gender: Male, Female, Etc…
Species: Human, Half Human/Half Immortal, Half Alien, Full Alien, Half Immortal/Half Alien, etc…
Appearance: What you look like, +8 sentences
Personality: How you act and think, +8 sentences
History: What happened in you past, +8 sentences
Weapon: Sword, Lance, Scythe, Gun, Dual Guns, Dragoon, Bomber, etc…
Terrennial:
Terrennial Name: What’s it called?
Element: What’s it’s element?
Appearance: What does it look like, +3 sentences
Personality: How does it think and act, +3 sentences
Trance: What your current Terrennial Trance transformation looks like, and how you attack when/if not using your weapon, 5+ sentences.
__
Me
Name: Stratus
Age: Ancient (Looks to be in his late 20’s or early 30’s by human standards)
Gender: Male
Species: Vampire/Immortal
Elemental Alignment: Cloud
Appearance:
Stratus is tall and slender, with light muscle tone. His flawless skin is pale and slightly blue, a few more veins than normal are visible. His somewhat feminine face is oval in shape with a pointed chin, a small nose, and large blood red eyes with heavy lashes. His thin lips are almost as pale as the rest of his skin, so he's usually wearing blood red lipstick to enhance them, which can sometimes give the impression of there being fresh blood on his lips (which is sometimes actually the case). Both his ears and canine teeth are unusually long and pointy. His hair is silver in color and very long, usually neatly braided, and he wraps the braid around his shoulders twice (outside his oversized coat's collar) to keep the end of the braid from dragging on the ground.
Stratus wears tight matching turquoise shirt and pants, under an oversized light-grey hoodless jacket. The jacket has a shiny floral print on the lower half that matches the color of the rest of the jacket, causing the pattern to appear and disappear based on lighting, sometimes even flickering. Additionally, Stratus wears a pair of thick silver boots, much like snow boots, a pair of wide-rimmed goggles as a headband, and a silver cuff on one of his ears.
There’s something wispy about his movements, they are light, agile, and always appear very intentional. Undead have a general stench of death about them, but Stratus’ scent is augmented with the sweet smell lavender.
Personality:
Stratus speaks in a light breathy voice, making cold-heart observations and inappropriately timed romantic advances. His cruel observations are usually aimed at unnerving those he views as the weaker members of the groups, while he tries distract the stronger hunters with flirtatious suggestions. It’s mostly in jest, since he knows no human could want an undead partner, but Stratus truly is a lonely creature, and it often shows in his eyes.
He may seem cold and calculating, but in reality he’s not thinking that far ahead. Stratus is a shoot first, ask questions later, sort of guy. That attitude also tends to keep his banter short, a mercy that his victims may find themselves thankful for. Of course, the knowledge that they’ll likely end up as Ghouls might make them more interested in keeping him talking. Stratus prefers to turn his victims into Ghouls, because it add an extra layer of protection that any new hunters that come after him will have to deal with.
Stratus takes orders from his superiors (higher ranking Immortals) well, but tends to get bored waiting around between orders. During this time he rearranges his lair, the result being that it contains several maze-like twists and turns, as well as several dead ends.
He also dabbles in aromatherapy.
History:
Stratus was born on a windy world with a thicker atmosphere than the Earth. He is still dressed warmly, with his super long hair fixed into a braid to keep it from tangling, like he would back home, despite not having been to that dead world in a good many years.
He came to Earth with several other Immortals from various worlds in order to seek out more life for them to consume. They’ve been here several years now, and are currently preparing for on final raid on Earth’s life forms.
When the Immortals took over Shadow Dale, Stratus was given a section of outskirts to look after. After surveying the area, he decided to make his lair in an Airbase. This location had plenty space, lightly challenging victims, and resources.
He’s grown comfortable with ‘living’ here. Recently however, some young hunters have been sniffing around his lair.
Weapon/Powers:
Stratus has a tendency to appear out of nowhere for an ambush attack. He often directs his minions to preform ambushes as well.
He also has a tendency to rely on his ability to float during battle, rising at least two feet above the floor. He attacks primarily buy making a throwing motion to shoot high pressure jets of air at his victims.
His secondary attack is more complicated, he uses his air/cloud controlling abilities to collect fog into the area, making it difficult for his victims to see where he is in comparison to them, then he releases a air pressure blast (basically an explosion-less shockwave) to knock them off their feet and injure them.
Of course, he always has the option of biting his victims, to drain life from them, as well… which he is not opposed to doing.
Lair Location:
Outskirts of Shadow Dale, Abandon Airbase
Lair Details:
The airbase contains both indoor and outdoor areas, including open fields, landing strips, hangers and barracks. During the day, the hangers are still pretty well lit inside, providing some protection from the possibility of encountering ghouls. The barracks however, are dark day and night, and absolutely crawling with ghouls.
Minions:
Several uniformed ghouls wander the Abandon Airbase, as do a few mutated guard dogs (the alignments of these ghouls and guard dogs will be announced as they are encountered). Spiders (Earth), wasps (Cloud), bats (Dark), and, crows (Cloud) are also abundant in certain areas.
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