Horizon Walkers II: Recruitment Thread (closed)

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
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[HEADING=1]Horizon Walkers II[/HEADING]
[HEADING=2]The Recruitining[/HEADING]


[hr]

Hello everyone. Welcome to this game. This OP thread is based on the "Tower of Druaga" RP by Asclepion with modifications by me (hiei82) and is used with his permission.

The game takes place in a large multiverse connected by mystical portals known as "Horizons". There are countless worlds; each with different climates, geographies, inhabitants, civilizations, and dangers. Horizons are unstable however, connecting to the other worlds at random, though they stay connected to each world for a fairly long period of time. Some Horizons never connect to the same world twice while others reliably connect to the same worlds at set times of the day. Those who adventure forth through these portals are called "Horizon Walkers"; or just Walkers for short.

As a walker, you join a group of others like yourself to explore the different worlds. Whether seeking treasure, the rush of being inches from death, the desire to see new worlds and map them, your goal is the same: to pass through a Horizon and live long enough to pass through to the next. No one knows who created the Horizons, but its said that the creators of the Horizons ascended to divinity so many Walkers seek to do the same.

The multiverse is vast and contains countless races and civilizations. The world-setting is High Fantasy. Magic exists, but to learn how to use it asks for nearly complete dedication on its studies, and mostly even then you specialize in certain aspect of it: some element, certain types of spell, and so on. Magic items are rare and difficult to create, but not unheard of. Technology remains at roughly medieval levels, though individual civilizations will vary.

Conceptualized and named in countless different ways, all the universes in all creation are the locations of the game. Each world is different from the last; sometimes radically different and sometimes different by only a single, minor change. The worlds (and the challenges within them) can be anything imaginable; strange crystalline tunnels that are actually flaws in a gigantic diamond, a massive abyss filled with the rumbling thunder of a tidal sea far below, humid jungles brimming with life, a system of dungeons coated in a dull green carpet that comprises a sentient fungus that infests the whole zone, killing climbers with it's spores; A volcanic complex of lava and bridges, mazes, grasslands, places with no gravity, places where you can walk on the walls and ceiling, and places that take you to or beyond the very edge of reality as you understand it. And then there are worlds no one has crossed yet. Unknown worlds where everyone who traversed them has died... or worse.

Most likely, you will die. The point becomes not to reach your goal, but to go as far as they can before succumbing to the multiverse's dangers. To meet new races along the way, to help people, fight monsters, amass wealth, and see things no other being has seen in an epic tale of survival and adventure. This is the essence of the game, and the true motivation for anyone attempting to walk the Horizons.

[hr]

HOW THE GAME WORKS
Every player is both character and GM. Each person makes 1 Horizon Walker and 1 world. As the group passes a level, the next person GMs the floor above, and so on. The first GM will be Josh123914. He will provide a simple adventure to give you a feel for the game.

This system works because each floor is it's own "world", thus the environment and what we encounter can be wildly different. No single person knows how the whole campaign will go, and it evolves with each player.

Each GM will be given plot threads to help them plan the story for their world by the previous GM. As such, each GM should also plan to leave some plot foundations for the next GM. Plot threads should be determined through collaboration between the current GM and the following GM. This serves to give structure to the game story in which every player contributes.

The GM order will be determined by the submission order (i.e. the first person to submit a world is the first GM, the second person to submit a world is the second GM, and so on.) As mentioned above, Josh123914 will be the first GM and the world at the bottom of this post is his submission. You do not need to consider the world prior to yours in line when creating a level since the Horizons aren't always stable connections. You can however build off the previous world if you desire, but try to include the creator of that prior world in the process (it is after all their contribution too)

Players may Co-GM worlds if desired; though the rule of submission order still applies.

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[HEADING=2]Character and World Creation[/HEADING]
Name: What your character is called.
Age & Gender: Quite clear I hope.
Height & Weight: More simple questions. Optional, though at least height would be good.
Species: If playing something more exotic than the standard fantasy races (Humans, Elves, Dwarves, Halflings, etc.), please give a detailed description so your fellow players can understanding. Likewise, if you are modifying a standard race, include it here as a "sub-species."
Appearance: What your character looks like.
History: What your character has done until now, wanting to walk the Horizons? What kind of life he has lived until now? This is good place to explain a few facts of the topic below this one.
Reason to be here/things to do: Why, against all odds, you want to test yourself against the multiverse? This could be simple, "I want to explore and become rich" or "I want to get the power to revive my dead father", or something more complicated, like "there is supposed to be this person who I want dead here in Tower. I seek to obtain his death."
Personality: Well, again, this is maybe quite complex, but lets other people to see more clearly the reason behind your actions.
Powers: These are the list of great skills and abilities your character is capable of. You may have 1 major power (such as spell-casting), and up to 3 minor powers (such as being a swordmaster or renowned black smith). In addition, you may take an additional Major or Minor Power at the cost of including a Flaw of equal value (as determined by the GM)
Major Power: A major ability your character has such as spells or unique combat abilities
Minor Power 1: A minor support power; includes mastery of certain skills
Minor Power 2: A minor support power; includes mastery of certain skills
Minor Power 3: A minor support power; includes mastery of certain skills
Flaw: Optional; some weakness your character has.
Minor Power 4: Optional; must have flaw
Notable skills: These govern the more mundane abilities you have (such as fishing, farming, survival abilities, cartography, diplomacy, etc.)
Equipment: Note anything worth mentioning on your character. Food, shelter, hunting/fishing equipment, survival in general, location devices, medicine, other equipment you might need on a extremely long and dangerous trip. Surely some money, whether it be precious metals or items of interest to barter.

Name: What is your world called?
INSERT IMAGE IF DESIRED
General Description: What is generally known about your world? What is its Geography? Climate? Inhabitants? Civilizations? etc. You do not need to include plot elements, but you may do so if you wish.

[hr]

[HEADING=2]Example Character and World[/HEADING]
Note: This character is my character for this game. The world sheet is for the world your characters will start the game on/where the older characters will meet you all. This Horizon doesn't have to be your characters first Horizon, just the first one in game/out of back-story

Name: Kes No-Name

Age & Gender: Early 20s (exact age unknown) and Female

Height & Weight: Kes is 5 and 3/4 feet tall and weighs just over 140 pounds

Sub-Species: Kalidonian: A sub-species of Human, this group is native to the land of Kalidonia. Kalidonia is a wild world populated primarily by predatory flora and fauna in a constant struggle to eat and not be eaten. The world goes through incredible temperature cycles ranging from well below freezing to inhospitably hot. Because evolution has created an incredible arms race on the world, most attempts to eke out a living on the world by outsiders have failed. The exceptions to this are the first colonists - the Kalidonians - and the most recent conquerors; the Liemian Empire. The Kalidonians first moved to the world millions of years ago, surviving first by hiding in the upper reaches of the trees where few predatory species lived. Over these many years, the species slowly adapted to the harsh world, and eventually became top predators themselves. Kalidonian's are known for their extraordinary strength, ability to crush people with their bare hands, and their ability to embrace their primal fury in battle. Kalidonians however face extinction following the invasion of the Liemian Empire from beyond the world's Horizon gate. Using their advanced military technology, magic, and strategy, they have begun taming the savage world and enslaving the Kalidonian population for physical labor and for the blood sports of their native world.

Appearance: Kes as long dark hair which has proven all but impossible to tame. Her eyes are a deep blue and her skin a patchwork of dark and light; designed for her home world. She wears mostly rags and chains and has never worn any kind of shoe. She has a fire in her eyes, though its well hidden.

History: Kes was born in the wilds of Kalidonia, though she has little memory of the land or her family. Her family was captured by Liemian slave traders when she was six, so her few memories of her family and home are foggy half-remembered images of tall, dense forests and blurry faces of those who must have been her parents and siblings.

She spent most of her youth being trained to fight in the Colosseum of Liem by both her Liemian owners and the older members of her people. She learned many things in order to survive; primarily skill with her hands. In this, she excelled; proving far more adept than even her older tribesmen, quickly becoming a powerful gladiator and one of the few Kalidonians to survive long in the blood sports. She fought long and hard against many monsters and people from many different worlds; bathing in the blood of the enemies her true enemies threw at her.

Still, she could never find a way to escape her captivity for the spears and swords of her captors were sharp and many. All she could do was subvert their control; sparing those in battle she could respect by earning the favor of the crowds, learning to hide her thoughts from her captors, and delving deep into the secrets of the few tribesmen who remained.

She managed to escape the Colosseum with a group of Horizon Walkers and followed them through several worlds. Though the group has changed significantly over time, several members of the original group continue. Most notably; the demonic Des, the demon-hunter Alex, and the mysterious mage Kyras. Several members have died or left the group - such as Dalrel and Rivera - though several new members have joined at separate times.

Among them, the mystical champion Zuria, the Dragon-Kin Lucia, and the annoyance that is Nettil Goat-Killer

Reason to be here/things to do: When Kes first appears, she's been a slave most of her life and desires freedom more than anything else. Once she has her freedom, she seeks to find what few of her people have escaped the destruction brought by the Liemian Empire.

Personality: Like her home world, Kes personality exists in a cycles of extremes. Most times, she remains quiet and restrained; mostly a remnant of her need to remain that way to escape punishment in the slave pits. When not on edge, she wears her emotions proudly, speaking her mind no matter what society might say. Her anger however is astounding; see her Berserker power. Kes is slow to trust anyone other than Kalidonians, though this may change over the course of the game.

Powers:
Major Power - Berserker: In the heat of battle, Kes can call upon her primal fury. In this state, she can perform great feats of strength and endurance (temporarily increasing her Strength and Constitution). In this state, she's knows who her allies are, but cannot back down from a challenge and acts without reason. After the fight is over, she must rest to regain her strength for several minutes.

Minor Power 1 - Survivalist: Kes can survive in extreme environments without difficulty or protection. Heat, Cold, Pressure, Gravity, and Oxygen availability are all survivable, though it is possible to push past even her limits (i.e. she can hold her breath for a long time, but she still needs air eventually). What more, Kes's body is so tough and her will so strong that she can shrug off wounds... at least for a time. Any wound that isn't immediate death can be endured and ignored for a time, though she will still need medical treatment.

Minor Power 2 - Terrible Howl: Kes can be a terrifying opponent and is a master of inducing that state in her enemies. Kes's howls can strike at moral fear; weakening the resolve of enemies; potentially making them run or cower.

Minor Power 3 - Wild Fighter: While some are masters of sword or axe, Kes is a master of hand-to-hand fighting and can fight on par with even master swordsmen with nothing but her hands and feet.

Flaw - Adaption Sickness: Kes adapts to new environments with extraordinary speed. However, it isn't instantaneous. As a result of this, environments that change faster than her adaption ability are worse than useless. Where other species would adapt to the fact the environment changes, Kalidonians adapt to each change only for the next change to invalidate the adaption. The result is a feeling of nausea and fatigue similar to seasickness. Oceanic travel is a common example of such a rapidly changing environment.

Minor Power 4 - Impossible Agility: While in a Berserk state, Kes becomes significantly faster and more maneuverable which allows her to perform feats of incredible dexterity.

Notable skills: Aside from her powers, her only notable mundane abilities are survivalist training (following tracks, sneaking, reading weather, etc), and the ability to hide her feelings behind a mask of indifference. She has some skill at reading her opponents in battle, but this is far from mastery. She speaks the general pidgin tongue of travelers, Liemian, and Kalidonian, though she cannot read or write. Kes is proficient with many different weapons she's been forced to use in the Arena though she's hardly a master. Among them, she's best at improvising weapons.

Equipment: Aside from her ragged clothing and chains, she owns nothing.

Rainforest of Fertility




General Description: Nestled deep within a mysterious continent, this area is rumored to have spring-water that can cure any ailment, and bring eternal prosperity to those that drink from it. The land holds many ruins of old cultures, with a few outposts from other foreign lands that dot the landscape. Why these cultures died out is unknown, and recent expeditions to find out why have yielded little satisfying results.

In place of people, nature has reclaimed its territory, with the rainforest moving in, resulting in many old roads and steps you may mistake for natural inclines. Horizon gates are not uncommon either, but some will have fallen into disrepair, and those that do work have strange destinations.

[HEADING=2]Current Character List:[/HEADING]


Name: Iuratus.

Age & Gender:

Unknown (at least a Hundred years old), Male.

Height & Weight:

2 meters tall. About 300 kgs with the armor on, underneath is unknown, as he never takes it off. Not even the helmet gets removed in front of people.

Species:

Angel

Though it is unknown whether they serve a god or simply exist as a race, angels are rarely seen and even more rarely interacted with. They have great powers of light, feathered wings, and follows a strict set of morals. Exactly where they live is difficult to say, but there are rumours about floating islands far above the ground. Just how long their livespans are isn't clear, but as some are mentioned in legends by name several times, often with hundred of years between, they are rumoured to be immortal.

Although they are mighty, they are also proud and bound by their morality. Following the set rules, their powers strive, though they are also limited by these morals, an oath must be completed, and a lie shall not be told. Should an angel abandon this code, they will lose their wings and their powers. Because of this, they don't often interfere in the affairs of mortals. When they first do they will do their outmost to follow this code in a world where being honest and loyal is a disservice.

Appearance:



No eagle on the head, though, a smaller sword, a shield, and no cape. Also no creepy faces.

Standing at two meters, Iura is an impressive figure wearing a white and silver armor covering his entire body, with a winged helmet covering his face. The armour is neatly engraved and seems completely new at first glance, though it becomes clear that has stories to tell from engravings themselves. He has a set of large, pure white feathered wings, though they are normally folded inside the armour as it has holes for them to fit through. He has a silver sword on his hip and a large heater shield that's kept on his back when he's not fighting. The shield has an intricate design including wings and a sword. Iura's body language is that of a proud and honourable, if reserved, being.

Exactly what he looks like underneath the armour is impossible to know, but what looks like glowing blue irises can be seen through the slits in the helmet if you look closely enough. Iura never removes his helmet in front of people, even bribing him with snacks seems to be unsuccessful.

History:



It is unknown just how long Iura has lived, but he was regarded as a young, inexperienced angel the first time he interfered in the events for those living in the ground. A great dragon was approaching the country of the West, causing destruction in the wastes that no one paid attention to. Although few of the other angels cared, an unnamed angel descended in order to warn the citizens of this danger. However, few listened, and even less believed him. For weeks he travelled from farm to farm, city to city, in order to get someone to listen. In the end, only one person did, a woman from a small noble family, named Justine.

With no other choice but to travel with only the two of them, the angel and the noblewoman took up arms in order to protect those who had not believed the angel. He requested that Justine stay away from the fighting itself, thinking that, while her bravery was remarkable, she should not be put in harms way. Although the angel managed to engage the dragon on his own at first, his hubris and overconfidence soon backfired, and he was bested and about to get eaten. It was at that moment the noblewoman saved his life, distracting and fighting the dragon long enough for him recover. After a long and difficult fight, she finally struck the killing blow. Acknowledging that she had saved his life, he gave her an amulet, infused with old magic and an oath.

"I swear that I will protect and aid whoever activates the medallion, as long as they are of your kin. I shall follow them with unwavering loyalty, and my sword and shield will be theirs to use."

Taking the name of Iuratus, the angel kept travelling with Justine, seeing her as a close friend and valuing her company. For a while, they would fight lesser evil and injustice. However, that changed when she became more well-known as a hero, her achievements granting her and her family great status. They could no longer travel around, and he withdrew back to where he had come from, fearing the jealousy that tore at his chest every time a suitor tried to pursue Justine.

For a hundred years, the amulet went unused, the oath unfulfilled. From his home, Iuratus saw Justine's family's status crumble and fall, though the amulet was never activated. One day, about two months ago, that changed. Summoned to a small, humble abode, Justine's descendant stood in front of him, requesting his aid in becoming king.

This descendant was different from Justine, less noble, though he could sense her blood within the youth. In order to fulfil his oath, he promised to keep him alive and aid him as best he could in becoming king. Though their opinions and values differed, the two eventually became friends, and after hard work and sacrifices, they succeeded. However, Iuratus found as with Justine, Justin could handle his own, and though he wished to remain by the king's side, there was little reason to. Eventually, Justin himself released Iuratus from his oath. Not wanting to return to the beautiful, but dull homelands of his kind, the angel chose to find something he had heard about from the elder Angels, long forgotten by humanity, a portal, leading to new worlds. There, he thought, he might find a purpose.

Reason to be here/things to do:

Finding a purpose after having been released from his oath. Pursuing justice, and adventure, likely.

Personality:

Iuratus is an honorable person with a strict set of morals. He becomes increasingly unsure of what to do the further he strays from this path, thus he likes keeping it narrow. However, that does not mean that he expects the same out of others. While things like cheating and lying are unimaginable to him, he no longer tries to hold mortals to the same morals as he has. he will try to guide and voice his disagreement, but he cannot and will not force someone to do something they disagree with, the same way he refuses to aid in anything like that. At the same time, he is compassionate and protective, and once he has established that someone is worthy of being loyal to, he would never betray them.

Of course, he has his vices too. He has a hard time telling if someone is lying, and is puzzled by cultures that are different from what he has seen, and can be quite helpless when it comes to dealing with this. While he claims to not prefer any kinds of food, he clearly enjoys snacks, especially baked goods, and it's easier to sway his judgement if you have his favor, even if it's just for the moment. Iura is not a perfect being, and there are things he would rather not discuss, though he will (and have to) honestly state that he don't want to talk about it rather than try to change the topic. He has a sense of humor, but it is peculiar and difficult to appeal to.


Powers:

Major Power:

Angelic Might

Iura might be considered young for an angel, but he is still very strong. He has the ability to create dozens of blades from light, which he can send after his opponents, piercing most in his path with ease. However, it is not a power he often relies on, because it exhausts him direly requiring him to rest his powers for a while, the time increasing with a short moment for each small blade appearing. The bigger they are, the longer it will take. While it does not seem very crippling, even a short moment could make the difference between life and death during a battle. It also takes much longer to recharge during the night, as he relies on the light of the sun to grant him most of his powers.

He can also use his abilities to make his movements quicker, a soft glow appearing around him when he does. However, he considers this ability to be dishonest, and would only use it if his code require him to do so. Finally, he can create pillars of light to strike his most unredeemable foes, but these take a lot of time to conjure and costs even more energy.

Minor Power 1:

Master of Fighting

Iura fights with a shield and a longsword. Iura has two different stances depending on what he wants to accomplish.

Champion

His main stance it that of a knight. While he has his shield, he is more concerned with attacking, and will take hits if it means he can get an additional attack in. Although he uses no tricks, his attacks are still plentiful enough for his movements to be hard to read, and he will relentlessly attack for as long as he deems it morally correct. He is strong enough to split a rock, should it be necessary. His sword has a fair reach, though he is the most comfortable with close combat. He can also use spells of light to smite or distract his opponent, though the latter is something he would rarely do. The former damages those who he regards as evil more than those he regards as good, and has a much longer reach than his physical attack. He will also fly if it seems fair.

Guardian

Shifting to a more protective stance, Iura aims to protect that which is behind him. Holding his shield up in front of him, he would take the brunt of attacks while allowing those behind the shield to gather themselves, or for him to heal them. If he is not doing anything else but protecting them, he'll try to get in hits with his sword, though it is not the ideal stance for attacking, and it is a bit difficult to see.

Minor Power 2:

Cura:

Iura can heal those who needs it, though he needs to be within a feet of them, and it takes some time for him to do it. When he heals someone, his hands glow. Those getting healed can feel a cool and comfortable feeling where he heals them, and pain decreases as he goes on. He can also give kickass massages using this magic.


Minor Power 3:

Angel Physiology

Iura has a pair of beautifully fluffy wings that he can fly with. However, though he is strong, he is also wearing a lot of armor, and thus he can only lift himself. Travelling with someone means that he doesn't get to use his wings as much as he'd like to. He's, as mentioned, strong and surprisingly fast if he's not taking the role of a guardian. Iura is sturdy, though that is likely most of all because of his armor. He doesn't need to eat too often, needs less sleep, and doesn't sweat or have a need to otherwise rid his body of anything, since everything is absorbed and turned into energy.


Minor Power 4:

Guiding Lights

Iura can create bursts of light naturally, and can maintain some of it in order to see better. For someone else, he can create an orb of light that follows them around for quite a while.

Flaw:

Morality and Honour: Iuratus is bound by a large amount of rules that cannot be broken. These limits what he can do. His code of morals would be far too long to list for a simple RP, but it includes points like:

- Never break an Oath. Breaking an Oath is the biggest sin to him, and he would break any of the other rules, even if it would cost him a lot. It is similar with agreed upon terms for a challenge or a deal, and thus he is careful with those.

- Do not lie, or steal. However, there are times where Iura simply don't know that he's telling something that is untrue, or that he has been involved in theft, as long as it is not knowingly, he cannot be held accountable for it. (by his own rules).

- Do not attack a defenseless person. Although those who attack him unjustly as a result of him leaving them be -for instance trying to get an opening-, have forfeited their right to claim that they are defenseless. An opponent shall be allowed to retrieve their weapons if they lose them during battle, and Iura shall never use tricks or deceit to win a fight.

- Do not kill someone who has surrendered, is begging for their life, or who cannot harm you or the ones you protect anymore. If someone is direly hurt, but would likely return for the life of the one he is bound to by oath, that doesn't apply. Protecting himself and others from harm is more important than sparing the life of those who would harm.

- Do not excessively indulge in greed, pride, gluttony, envy, sloth or wrath. While Iura, like any other individual with a mind, has wants and needs, he makes sure to keep them under control. This can be difficult, especially if someone is trying to bribe you with snacks.


Notable skills:

Iura has a perfect memory, and can recall anything that he has witnessed the last 100+ years. He sometimes draws scenes from the past in detailed sketches. He also has a natural ability to quickly learn languages, and can remain calm in almost any situation. There's also the massages.


Equipment:

- Full body armour including a winged helmet. The wings on the helmet are entirely made out of metal, and although it is (mostly) silver, it is magically altered to be stronger than the metal would be on its own. It is part of his being, and thus is repaired as he heals, which is why it looks new and shining most of the time. There is a horizontal and a vertical slit for his eyes and so that he can speak and breathe with ease.

- An one-handed longsword in silver and a matching sheath. It is named Iustitia (Justice), and is treated like an extension of Iura, though he is careful with showing how much he values that and his shield, as he believes it to be a shameful display of greed and vanity.

- A large heater shield with a winged sword and inscriptions on it, as well as banners and trumpets. He calls it Contego (To Protect).

- Sketching tools with bound paper, as well as a number of drawings. They are rather intricate and detailed.

- Food, water, as well as some smaller items.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
[HEADING=2]Current Character List (Continued):[/HEADING]

Name: Kyras Red-Raven
Age and Gender: 39 years of age (appears to be in his early twenties) and Male.
Height and Weight: About 6'1" tall and of average weight.
Species: Fire Genasi - For the most part he is a mix of human and elf, however at some point one of his ancestors (most likely one of his grandparents, possibly further back) must have decided to breed with a fire elemental. His adoptive father referred to him as a Genasi, the result of the blood of mortals and the essence of spirits mixing.

Appearance: Tall and Fit with tapered ears that betray an elven heritage. He has unkempt dark red hair and a short beard. His skin is pale with an odd ashen quality. His orange eyes glow like burning coals when angered or in the darkness. His skin feels warm to the touch at all times. Smells slightly like smoke. See Armour and Clothing for how he dresses.

History: Kyras was born to a tribe of nomads known as the Red Ravens who spent their lives wandering through the Horizons, usually spending about a decade in all but the most hostile environs before moving on. The tribe was composed of a race of human elf mixes akin to half-elves, the result of generations upon generations of the mingling of human and elf blood. Kyras was treated as a bit of an oddity amongst the tribals even before they started to realize he was responsible for the fires spontaneously forming around him. When the incidents grew in frequency and size his difference was realized more fully and he was taken in by the leading shaman of the tribe for the protection of him and the protection of the tribe. The shaman taught young Kyras how to control his powers slowly and eventually the man began passing his sum knowledge to the child, intending him to be a successor.

Years passed and the man who Kyras had come to call father passed in his sleep. A short period after it became time for Kyras to take his place among the shamans of the tribe, but the others false show of respect for him fell and they refused to trust and therefore listen to anything he had to say. After trying for a year and a half to help lead them he eventuallly left in the night realizing he was uneeded and unwanted by those he saw as family. When he walked away he took with him his adoptive fathers possessions and the few that were his own.

Kyras began wandering the Horizons in search of a better life and after nearly a decade and a half he was captured by the Liemian empire and forced into bloodsport as part of a gladiatorial attraction of a travelling carnival. After about three years he escaped with several others and has been following them around since.

Reason to be Here: As time has passed he has come to decide upon the life of the nomad for now as no land he has encountered feels completely right to him.

Personality: His attitude has changed over the years. He used to be calm and calculating when he approached a situation, friendly to strangers until having a reason to be otherwise.

Now with everything that's happened traits of his ancestral half have began to come out in his mind making him a bit more chaotic and his thoughts more angry, prideful, and spiteful. He's become wary of others motivations and slightly paranoid in general.

Major Power: Spellcasting - Over time he has formed a bond with nature, he draws energy from it and releases it to influence reality in the form of spells. Due to the nature of his heritage he is strongest in the field of pyromancy.

Kyras can manage two kinds of natural magic: pyromancy and biomancy.

The first is the ability to create fires out the energies permeating reality. This can be as simple as an evocation to start a fire or make a light (the fire in this case is weak enough to not burn the source) or as complicated as creating blasts or pillars of flame, targeted or otherwise.

The second is power over the natural. This would include spells related to healing minor scrapes and bruises, purifying objects of toxins, detecting natural beings, and influencing natural plants and animals.

The spells can be taxing on him however, and even with a proper source of energy it becomes a drain on him. Sufficient rest between spells is enough to recover from all but the most taxing of uses of magic.

Minor Power: Natural Bond - Kyras feels a kinship with nature that is hard to relate to others. He has felt the earth watch over him since he was child and living in it much easier for him. He is easily successful in the natural world. Easily finding food and shelter, natural medicines. He has also noticed that animals tend to calm in his presence.

Minor Power: Darkvision- Due to his heritage he has the ability to see in the dark for about sixty feet infront of him with clarity if not colour.

Minor "Power:" Kyras is a moderately skilled combatant with a focus on swordsmanship, his tactics are considered dirty, but he himself never understood the concept of honour in battle. His style is defensive is nature and his attacks are directed more with weakening and crippling opponents until they stop fighting back than killing them outright.

Trait (Combined Minor Power and Minor Flaw): He has a high tolerance for heat and with the deeper control of the elements he has gained he has made himself tolerant of natural fires and the ones produced through his magicks. However the downside to this is his low tolerance to the cold. An example of this would be how conditions such as hypothermia and frostbite set in much faster. The only solution he has come up with to survive in what he considers hostile conditions is to keep a flame going nearby himself and to pull its energies into himself to stay warm, this however cause the fire to cease to exude actual heat, rendering it useless to others.

Notable Skills: His adoptive father passed on to him the knowledge and the wisdom of that was passed through the generations of the tribe he belonged to. He is skilled at treating wounds and illnesses through various herbal remedies and so forth that were taught to him, combined with what he has learned on his own. He is skilled at living off of the land and due to the connection with nature he has formed it is difficult for him to become lost in a natural or green environment, combined with things he has learned this has made him a skilled tracker and pathfinder as well.

Known Languages: He is able to speak three languages and read. The common language held by most lands is what he speaks primarily, while he also knows a bastardized form of Elven (usually mixed into his common while he speaks) and an Elemental tongue (sounding akin to the crackling of a fire) that he knows inherently. His writing would be barely legible to those outside his tribe.

Armour and Clothing: He wears a suit of armour curiously combing elements of several different armours, it's mostly made of the hides of creatures unfamiliar to Kyras and ironwood used as plating. It previously belonged to his mentor and adoptive father. As for clothes he wears a cloth undershirt, a cloth longshirt, a cestus on the left hand, a leather belt, cloth trousers, leather jackboots, and a cloth hooded cloak.

Weapons: His weapon of choice is Maiar, a khopesh made of ironwood. It was a blade from a more elegant time for his tribe before they were nomadic. It belonged to his adoptive father before him. Aside from that he carries a few daggers on his person and a hand axe.

Other Equipment: The rest of what he carries on himself is what he has scrounged for himself over the years. A sackloth pack, a bedroll, a crowbar, a needle and thread, a whetstone, flint and steel, a hacksaw, a few waterskins, a hammer, and four pitons.

Name: Nettil

Age & Gender: 22 and Female

Height & Weight: 5 foot 8 inches, and quite slender.

Species: Human.

Appearance: Dark brown hair that hangs down to the waist, with green eyes and lightly tanned skin. No freckles on her face, but a few dot her arms and legs. Usually wears a long thinly-layered dress with loose underclothes underneath.

History: Nettil grew up the vast metropolis of Holem. As the daughter of wealthy diplomats, she was able to be educated and be given opportunities that wouldn't be squandered. At a young age, she took an interest in Biology, and soon developed a talent for growing and cultivating different species of plants in exotic ways. This skill got the attention of several bourgoise, who were keen to display certain oddities. Soon after, Nettil was able to make this a full-time business, as well as doing the occasional contract for a friend in power.
That all changed when Nettil came into contact with a group of Horizon Walkers. Events unfolded that meant she needed to leave the city, and so in the chaos Nettil decided it safest to stay with a group of people that the previous morning she was told to be responsible for.

Personality: Growing up in the city made her used to rushing around to get things done, and instilled her with the diligence to complete tasks efficiently (assuming, she knew what she was doing).
Nettil has spent quite a long time being a leader. Ordering others around or leading a job. However, many of these jobs would not involve fighting, and so has the confidence to try and get others to do things for her. Nettil can be friendly, but not necessarily to strangers, and shows a degree of arrogance due to past experiences.
One major factor however, is that Nettil was comfortable in her previous surroundings, and her character will be put to the test when being plunged into unknown environments and will have to immediately assess the changing situations.


Powers: The ability to make plantlife move, grow or shrink at her command, and can do the same with composites like gravel, soil or stones.

Equipment: Nettil is carrying with her a bag full of gold, clothes and other valuables that she thought might be useful. She also carries a dagger that is usually strapped to her waist, and a spear-staff from a previous world that wasn't necessarily hers to take.

Reason to be here: Nettil needed to leave her world immediately, and saw the Horizon as the most viable exit choice. While she feels uncomfortable leaving the city she had spent her whole life wandering, Nettil also believes it could be a great opportunity to see other cultures and people, as well as a chance to maybe grow as a person.

Name: Soong Ai
Age & Gender: 36 years old, woman
Height & Weight: 6ft, 1in and 153 lbs
Species: Human with Lycanthropy (Were-Tiger)
Appearance: While in her human form, Ai is tall and lanky. She has long, straight dark hair which she takes care of. Her eyes are tinged with gold, betraying her true nature. looking at her skin carefully can reveal faint lines of discoloration where her tiger-form's strips would be. She wears traditional Xia garb whenever possible, including her limited armor. Said armor is highly decorated with symbols of Xia and is of excellent make. Similarly, her sword is of Xia make and is exceedingly well made. She carries a large backpack with many objects in and on it. Finally, she has a belt on which hang a number of colored elixirs.


Note: No helmet but with a backpack and the belt of potions.

Her Were-tiger form looks similar to her in build but is covered in thick fur. Her muscles expand as she becomes more bestial. Her eyes retain their color, but lose all but the faintest trace of their humanity.


Note: This but with Tiger-strips.

History: Ai was born to the wealthy and powerful Soong family in the capital of the Xia Empire. She was a model child with exceptional wit that was apparent from almost the moment she learned to speak. She seemed destined for greatness. However, when she was a barely older than 9 on her first trip outside the city it all changed.

In the bright light of a full-moon, Ai was exploring the campsite with her guards. None of them noticed the rustling on the edge of the camp until it was too late. There, Ai encountered the first piece of true darkness she would see in her life. The creature jumped into the encampment, apparently intent on slaughtering and eating every creature it could. The guards killed the almost-humanoid beast, but not before it managed to catch Ai. It barely bit into her, but it was enough. A month later, Ai's nightmare's began.

Under the light of the full moon out at the family's compound, Ai transformed for the first time into the beast she'd become. Due to her small size, the guards had little trouble containing her but the damage the beast had done became apparent. Though her parents sought out the finest minds in medicine and magic in the empire, none were familiar with the strange ailment and could do little for her. Unwilling to kill their child, her parents set about locking her up every full-moon.

For her part, Ai quickly began to look for a solution herself. If the best minds in the Empire couldn't help her, then she'd turn to the best minds on every Horizon. As suh, she began studying books - both from Xia and beyond. For a long time, success was limited. However, as she turned 11 she encountered her first hint. The symptoms - now well understood - resembled a disease mentioned in the travel log of Lan Zian; a disease he called "Lycanthropy". While the creature in the explorer's book was a wolf, the rest of the symptoms - transformations at full-moons, physical changes, bestial nature - fit the description. This was confirmed when another source listed "tigers" as a viable "were" creature.

It wasn't until she was 14 that the next step came to her. A traveler's journal - this of Leong Jianyu - spoke of a form of Wu Xing used by foreigners called "Alchemy". While he was critical of their worthless pursuits of "transmutation", he spoke highly of their medicinal applications including a cure to a long list of diseases; Lycanthropy among them.

Ai immediately dedicated herself to the pursuit of this cure-all. She called upon the best minds for Wu Xing in Xia and had them teach her the craft. Always a smart child, she quickly picked up the basics and much of the advanced within a few years. This finally ended with her crafting of the first "panacea" elixir in Xia.

The results were mixed. While the potion could prevent transformations, it failed to cure the disease. Thrilled with the initial success but frustrated that it failed to meet expectations, she devoted herself to expanding Wu Xing to it's furthest extremes.

As she grew older, she surpassed all her masters in the art of Wu Xing. So far had she passed them that by the time she was 30, she became the foremost authority on the subject in the empire. The Emperor himself placed her in the Imperial Academy for her work; even if she could never work there due to her condition. It was shortly thereafter that she reached the limits that Xia could offer and Ai was forced to make the unthinkable choice; she needed to leave Xia.

To expand her knowledge, she needed to find ingredients and masters the empire did not. Thus, she packed her bags with all the supplies she could carry (along with a great deal of money and trade goods) and made her way to the nearest Horizon Gate.

Her first stop was a water world called Skerayog. She quickly found her way to the city-ship of Ienzigan. While she's managed to get some useful ingredients, she wants to leave this ugly little world more than most. It's insistence on slavery is appalling. If Ienzigan is representative, it's no wonder to her that the Empire does such limited trade through the Horizon Gates.

Reason to be here/things to do: Ai is traveling to expand her knowledge. Partly this is to research new forms of Alchemy and become a great master of her craft, but it's also to find a cure for her disease. She wants nothing more than to be rid of her Lycanthropy and return home.

Personality: Ai is a mixture of "rational" and "passionate". Ai much prefers the former part of her. Her rational side allows her to perform feats of alchemy. It's lead her to her greatest successes. Her passionate side - while motivational - is (as she see's it) a result of her lycanthropy and represents the beast within her. As such, while she is passionate she often tries to hide it behind the cool comfort of logic. It should also be noted that Ai is uncomfortable around non-Xia people. She doesn't hate or fear them or wish them ill, she's just not used to the strange ways of the world outside the highly-isolationist Xia Empire.

Powers:
Major Power 1 - Alchemy: Ai is a master of Wu Xing; the Xia art of Alchemy. Unlike other forms of alchemy, Wu Xing is not overly concerned with the transformation of materials into other materials. Instead, Wu Xing focuses on repairing and enhancing the existing abilities of the human body. As Ai's main research subject, she's quite skilled in this art. She can brew mixtures to heal damage/sicknesses to the flesh of any living organism (non-living and more exotic matter are currently beyond her). She can also brew mixtures to enhance the physical and mental prowess of living creatures, as well as add features they otherwise never had (such as stimulating the growth of claws, chitin armor, wings, etc). These feats all require a certain amount of mystical energy and therefore have a limited duration. Further, they must be made from natural compounds. While few compounds are difficult to come by (and she keeps a large stock on her), she can be disarmed of them.

Major Power 2 - Were-Tiger: Ai's infection with Lycanthropy, while a hindrance most of the time, can come in handy at times where her alchemy and other powers fail. "Only a fool overlooks power, even foul power" her father would say and she's taken that to heart. While she mostly uses her alchemy to prevent the change, she can stimulate it in a time of need with a special potion she keeps on hand. The result is her quick transformation into a vicious, bloodthirsty beast of extraordinary speed and strength with claws like daggers. She further gains enhanced senses. While in this form, she has limited control over her actions. Though she'll still focus on any immediate threat (like any animal would), she's not above attacking her human form's allies. Effectively, while in this form, the GM has a degree of control over the character's actions. Ai can reverse the transformation through only 3 methods: 1) by being rendered unconscious or dead, 2) by allowing the transformation to naturally end over time, or 3) by ingesting a dose of her treatment. This last one will need to be done by other party members after immobilizing her.

Flaw In addition to the flaws mentioned above, Ai suffers from an addiction to her alchemical mixtures. She'll often eat random ingredients to test their properties and to strike a high. In particular, she's addicted to "Cognatogens" - alchemical elixirs that increase a person's mental abilities. She also goes through clothes due to her transformations at an accelerated rate.

Minor Power 1 - Educated: Ai has had a proper education in both the arts and sciences. She's extremely well read and can be clever both on and off the battlefield. Her position as a professor with the Imperial Academy has further expanded her knowledge base.
Minor Power 2 - Affluent: The Soong family has been a powerful political and economical family on Xia for countless generations, dating back to previous dynasties. While traveling she may not have access to all this power and wealth, she does have a very heavy coin purse and her family name carries some weight with those familiar with Xia.
Minor Power 3 - Swordswoman: While by no means a true master like many in the party, she knows how to hold her own in a sword fight. She compensates for this through the power of her alchemical enhancements.

Notable skills: Ai is very knowledgeable and so knows most common and uncommon knowledge, though obscure knowledge may still be beyond her. She's been traveling long enough to know how to survive in the wild, though by no means as effectively as a ranger proper. Effectively, she can identify what is and is not food and look for signs of danger. She knows cartography and navigation though she must still have a map or be familiar with the Horizon's stars. Finally, she understands the basics of diplomacy and negotiation and is charismatic enough to use them.

Equipment: Ai carries a backpack with the following basic items:
- Basic survival gear (food, bedroll, assortment of clothes, etc)
- writing equipment and a journal
- several rare books; mostly encyclopedias and traveler's logs
- a Xia longsword and some light armor
- lots of extra clothes (for transformations)
- ingredients for her alchemy/bottles for the product
- the paperwork necessary to get back into Xia (a lineage scroll and a symbol of office for the Academy)
- big bag of money

Name: Princess Jensaltey Huriglian (Jensa)

Age & Gender: Female 19

Height, 5?4
Species: Human, Skerayogy-
Humans of Skeragyog are diverse with different tribes though they are universally slightly more resilient to the cold and lower oxygen concentration (they are technically a mountain people the sea is just very high).

Appearance:
Apart from being slightly shorter than most people in the city she grew up in and the darkness of her hair Jensa isn't noticeably different from the Stharn or any of other tribes you'd encounter on the Floating Fortress. She's wearing the traditional Stharn hair beads to mark her out as a member of high society but she?s dressed more modestly than a lot of Stharn women as her homeland is one of the only tribes with a traditionally male leader. Her dress is a light flowing blue piece, with fabric concealing and inner lining of fine furs.

History:
Born the first daughter of King Garijan Huriglian III during the domination of another tribe, the Stharn, Jensa was sent as tribute to be raised by the Shaman of the Stharn in their capital. She wasn't a conventional slave, not here for manual labour, but to be taught magic and keep people with various degrees of power happy as a way to discourage outright conflict. The Huriglian were historically a pretty powerful tribe and even with their borders pushed back to the shores of their ancestral island home, one of the largest and greenest in the world, they carried enough weight to remain a nation provided they were compliant.

Her life was confined but well supplied, the tribes all had rich oral traditions so there were plenty of stories to learn and fine food. Not that she didn't want more but the Stharn kept her well fed and cared for her less liberal needs. She was often brought to talks between tribes but more as a figure head than for her input, she wasn't expected or required to pay attention so no one noticed when she did.

Reason to be here/things to do: Exile of sorts, waiting for her home to be safe to return to or alternatively getting as far from home as possible.

Personality:
Jensa is young and inexperienced, used to a gilded cage of sorts and not so knowledgeable of the outside world but fascinated by it. Rather Naive when it comes to the wider world but she's experience living as a foreigner in enemy lands so knows a about politics. She?s smart she just doesn?t know so much.

Powers:

Major Power 1: Flesh weaving
Jensa can summon small golden flies which are by themselves harmless but can eat nearby dead creatures. Creatures eaten by the flies can then be re-summoned (anywhere Jensa can touch) with a two changes. The creature is telepathically linked to Jensa allowing her to use its senses and control it (with multiple summons this becomes more difficult and her control more tentative, if she can't control a creature it behaves how it would normally and control can?t be regained without Jensa touching it) and the creature's flesh can't support life, so any meat or milk is poisonous and it can be eaten by her flies again.

Major power 2: Bull?s Blue Blood
Jensa?s people believe their royal family are decedents of Eurjarll the defiant, their pre-flood god. Though his powers are greatly limited after his temple drowned Eurjarll?s blood still has some potency. Eurjarll was the only god to manifest to the people and work among them. His blood protected him from the wrath of the other gods and does similar for his decedents. Jensa has increased resistance to magical and divine powers. These bonuses are tied to her blood and can be temporally be applied to other things and people by coating them with Jensa?s blood but she becomes weary after losing too much blood which also weakens her to magic.

Minor Power 1: Beast tongue
Jensa can communicate with animals both being able to talk to them and understand their replies, though animals are often pretty simple in what they have to say.

Minor Power 2: Arcane Nerd
Jensa is magically trained; she has her own specialist field but can also temporally learn a spell from other schools by observing another spell being cast or reading about it in a spell book. She's able to cast the learnt spell until she learns another or until she needs to sleep again.

Minor Power 3: Court Lady
She's learnt to play the game of politics at least well enough not to be assassinated and earned the favour of those around her. She's also a fairly practiced liar. Court she was taught to play the harp and instrument from her homeland and she can sing about as well.

Flaw: Green
Jensa is inexperienced with the outside world so not used to violence or living rough. She?s not able to fight well one on one being reliant on her summons and isn?t physically durable. She?s not particularly brave, when she is brave it?s usually naivety, and becomes distressed when she or people she cares about are hurt.



Equipment: what she needed when she needed it. She carries her harp and that?s about it apart from a few trinkets for appearances. She didn't have time to grab more than she had on her at the time, she carries her harp and clothes but no supplies or money as she was always provided


Name: Myrreh Ia-El (as she is an exile of sorts she often gives her full name as Myrreh El, as the Ia represents her old clan, whereas the El merely represents the subspecies of her kind that said clan belongs to)

Age & Gender: Female, 19 (in human years, her species matures more quickly than humans do however)

Height & Weight: Around 5' tall and while she seems rather thin she is also quite heavy for her size.

Species: Myrreh belongs to a species known as the Tarmes, a race said to share some similarities with termites. While what world they hail from originally is unknown to most Myrreh herself comes from a strange Horizon known as The City of Masks, where several Termes clans hold power. Tarmes are roughly similar in size to humans, though they are physiologically divided into castes, primarily the blind soldier caste, the reproductive and leading noble caste, and the menial worker caste. All castes have six limbs (all of which can function as arms or legs though they typically walk upright on the back two which are more heavily developed), a chitnious exoskeleton (reinforced by an endoskeleton as well, as the exoskeleton would be insufficient at the size they have evolved to), and can emit pheromones undetectable to most other races to give basic instructions/commands to other Tarmes. The Ia-El clan has a blended worker/noble caste as opposed to two separate castes for each role.

Appearance: Due to the laws of the city she hails from Myrreh appears to most as a slender and beautiful human girl wearing a mask shaped like a crescent moon, the mask is white with gold trim and covers the area around her eyes and rests on her nose. Should the mask be removed (either by someone taking it off, or her doing something to break its illusion) then her true appearance will be revealed. Her true appearance is much like a human sized insect, though the head and facial features are not as extreme as that might imply (while she has antenna they are quite short, her eyes are also small and forward facing, and her mandibles are somewhat set into her face and vertically aligned rather than horizontal). Her body is less clearly segmented than an insect, though it is still covered with black/grey chitin in most places. She also has a pair of transparent wings that fold up on her back when not in use, which allow her to hover briefly or extend her jump distance/height, though they are ultimately not capable of true flight for any sustained length of time.

History: Myrreh was once a proud and upstanding member of her family, working to ensure its prosperity in the city, when an unfortunate series of events led to her being cast out as a scapegoat. Ultimately she accepted this fate, as it was her role to help advance the clan and her exile had helped achieve that, but without a family she was bereft of purpose. It is likely that she would have died on the streets had she not been found by a mysterious force that occupies the city, known as The Hunt or The Wild Hunt, which sensed her desire for survival and brought her into its fold of hunters. Since that point she found a new family among said hunters, and acted under the direction of the Hunt, while also gaining a greater sense of independence from her new less closely knit family.

The Hunt after all is a chaotic and unpredictable force, sometimes sending her after enemies who would endanger the city, other times after simply unfortunate souls, though given the strange variety of denizens of the city those unfortunate souls were often not what they appeared. Eventually the Hunt and the quarry it set her after would take her out of the city and into the Horizons beyond, but even outside of it she can hear the call of the Hunt, and is certain that she will one day find her way back.

Reason to be here: Myrreh believes that the Hunt has sent her in search of Quarry outside the city, and seeks to fulfill that task.

Personality: Myrreh is very socially minded, easily placing others that she views as part of her group alongside herself in terms of importance and needs, and in fact while she has a strong desire to live she is surprisingly willing to make sacrifices for the group. That said her current family consists of the Hunters in the city, so while the group of horizon walkers she winds up traveling with may count as extended family of sorts after a time it is unlikely they will reach the same level of importance in her mind. She is also very analytical, constantly trying to figure out how things, and people, work, sometimes leading to her treating relationships and others personalities as if they were no more than machines to be taken apart and put back together, though she has enough social knowledge to usually be able to avoid large faux pas.

Her emotional state thus stems largely from familial instincts and social and analytical curiosities, though as a nonhuman her mindset does not necessarily match up to human ideals or morals. Even among her own kind she might be considered odd or even insane due to how losing her original family and gaining a new one affected her. The presence of the Hunt in her mind can also have considerable impact on her mental state, though its efforts at directing its servants vary greatly in terms of subtlety, though in general its effects can be seen in her trust and reliance on her instincts and gut feelings.

Powers: These are the list of great skills and abilities your character is capable of. You may have 1 major power (such as spell-casting), and up to 3 minor powers (such as being a swordmaster or renowned black smith). In addition, you may take an additional Major or Minor Power at the cost of including a Flaw of equal value (as determined by the GM)

Major Power: Hunter's Blessing: All Hunters of the city are empowered by the Hunt in a variety of ways, ranging from enhanced senses, heightened instincts, strength, and reflexes to special, even magical, abilities. In Myrreh's case she possesses the usual physical enhancements from the Hunt, as while as a special power she refers to as her Family (or sometimes as her army), in which by touching her forehead with one hand she creates a number of phantasmal soldiers around her that follow her mental commands. The soldiers appear human but are in fact modeled after Tarmes soldiers of her house wearing masks, and are thus physically stronger and naturally better armored than humans, and are equipped with spears, short swords, as well as primitive (about 16th/17th century tech) grenades. Acting on their own the soldiers are blind (though making up for it with other senses to an extent) but under Myrreh's direction fight as effectively as if they had sight, and do not tire (something normally a problem as regular Tarmes soldiers have less endurance than humans), though sustaining the ability can cause mental exhaustion in Myrreh, especially if enough of the soldiers are destroyed. As with normal denizens of the city they wear masks (in their case eyeless ones) that will fall off revealing their true nature if they reveal their second set of limbs or something else the mask's glamour cannot hide.

Minor Power 1: Tarmes physiology: Tarmes physiology has several advantages over humans (as well as disadvantages, though those are in Myrreh's case largely counteracted by the Hunter's Blessing). She is about as strong as a human, though she has an extra set of limbs (which she is just as coordinated with as with her first set) and semi-functional wings, a greater range to her senses (able to see and smell things outside human range of perception), and has a natural exoskeleton as well as the ability to regrow lost limbs (assuming she survives losing them of course). However she has less stamina than a human (this one is counteracted by the Blessing), and if injured it takes her longer to recover than a human would from a comparable injury. She can emit pheromone signals, though these are not detectable by most and are rather useless unless she has support from others of her kind. Finally she can cause her saliva to have adhesive properties, which she uses to repair or maintain her equipment among other tasks, and is naturally quite inventive and intelligent particularly when it comes to architecture.

Minor Power 2: Mask of the City: All who enter or are born in the City of Masks are required, for their safety and that of others, to wear a Mask. The City was created as a crossroads and place of understanding, however there was fear that simple physical differences would ruin this intent and drive the occupants against each other, so the Masks were born. When wearing her Mask Myrreh appears to be human (as humans are the dominant race in the city and it was a human who built it with outside help) to all forms of detection, and the Mask can only be removed either by something acting with the intent to do so, or by her breaking its glamour by doing something that it cannot conceal in a way to appear human. While brief usage of her wings will not break the illusion (due to them being small and transparent so hard to detect) using her second set of arms will. Additionally in order to better foster understanding the Mask confers some understanding of whatever spoken or written language she is confronted with, and makes her own language understood.

Minor Power 3: Seasoned Hunter: Myrreh has been a hunter for around four years now, and has picked up all manner of tricks from her surrogate family, she is a talented tracker in both urban and wilderness environments, skilled in close combat and a decent shot with her firearms. Even that is not always enough for what the Hunters end up pursuing so she has a firm knowledge of stealth, traps, and ambushes, as well as a working knowledge of the use of poisons and the like.

Flaw: As stated above Myrreh heals more slowly from injury than a human might, and is even more likely to die from serious injury than a human would though her natural armor mitigates this danger somewhat it is not as thick as if she were a soldier caste Tarmes. Additionally her odd mentality can be somewhat off-putting to those who meet her.

Notable skills: These govern the more mundane abilities you have (such as fishing, farming, survival abilities, cartography, diplomacy, etc.)

Architecture: Myrreh has a fascination with architecture and a solid grasp of both the artistic and engineering principles related to it. This also seems to give her an excellent sense of direction in regards to buildings and cities.

Mechanic: Similar to her seemingly innate understanding of architecture Myrreh has a somewhat lesser innate gift for understanding the workings of machines and a fascination with them to accompany this. She is quite dexterous and easily able to repair or manipulate most devices that she can grasp the workings of, though obviously her expertise is rather limited to purely mechanical devices and she has no knowledge of electronics.

Equipment: Note anything worth mentioning on your character. Food, shelter, hunting/fishing equipment, survival in general, location devices, medicine, other equipment you might need on a extremely long and dangerous trip. Surely some money, whether it be precious metals or items of interest to barter.

Myrreh dresses in human attire, most often a simple dress or a shirt and pants, though always somewhat odd fitting to accommodate her inhuman physique better (though generally speaking the Mask makes it appear as though the clothing fits fairly well). Said clothes are frequently reinforced with tougher materials for added protection, and she keeps a needle and thread for simple repairs that her saliva can't cover. Her clothing is typically modified so that in an emergency she can easily slip her wings or extra limbs out for use (and in fact her wings usually sit already outside the clothing simply blended in with it by the glamour of the mask).

For weaponry she carries a short sword as well as a cannoneer's stilleto (a long straight dagger with inch markings along the side, commonly used as an aid when reloading a cannon), though she usually only uses one at a time. Beyond that she carries a wheel-lock rifle and pistol which she can use to great effect. She carries a fair amount of ammunition for either weapon though is still conservative in their use, having found few places to restock in her travels across the horizons.

Having lived in the city most of her life she is still unaccustomed to having to carry her own food with her, but has picked up the habit of keeping some basic supplies. Usually enough food or water to last a couple days, a sleeping roll, and a lantern and oil. Most of these supplies and her extra clothing are kept in a backpack she drops when engaging in combat.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
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[HEADING=2]Current Character List (Continued):[/HEADING]

Name:
Lucia Dracken

Age & Gender:
27, Female

Height & Weight:
6 foot 2 inch
200LB

Species:
Dragonborn

Appearance:
Lucia has shimmering sapphire scales that cover most her body, and has a 'stripe' of a dull blue-ish white that starts just below her jaw and extends all the way down her tail, about ¾ of the way. The scales on her shoulders, forearms upto and including the elbows, thighs/hips and outer shin/calf muscle up to and including the knee cap are a bit thicker then the rest. Her tail measures about 4 and ½ feet long from the base of her spine. On her shoulders she has a pair of wings, measuring 12 feet tip to tip when her wings are open fully.
Her neck is short, like a humans, but her head is fully dragonic. Long snout, sharp teeth denoting her as primary a carnivore, two horns coming off her hand and a small 'spike' on the tip of her snout and small fins on the side of her head, and silver eyes, slitted like most reptiles.
She also has 'hair' so to speak, it's not hair in the human sense as its really just strands of long flexible scales that act like hair, and it's one of the 'hold overs traits' from when she was human, the other being her breasts. She does have claws on her fingers and toes, of which she has 4 toes and the standard 4 fingers and thumb.
Her over all build is very fit with defined muscles (though hard to tell because of the scales) , as you would expect from some one who's had military training.
History:
Lucia was born as Donovan Vall in a mountain Kingdom called Alonia. It is a Kingdom covered in snow in the winter and lush greenery in the summer, great mountain forests and pristine hill side fields, cover the land with the occasional 'castle village' or town, but is far from peaceful. Alonia is besieged by a cult of Dragon worshipers that believe the ancient dragon that resides in Alonia's borders to be a god, as such the Kingdom has waged war against dragons for several century?s now. Dragon related problems aren't uncommon in other country?s, ancient or other wise, not are dragon worshiping cults, most have found a sort of middle ground with the more intelligent of the Dragons, Alonia how ever believes all dragons to be evil and has treated their war more like a holy crusade, and with so many of its neighbors having Draconic allies or even as members of the governing body, they closed their borders and took up a strict Isolationist policy.

Alonians stand as the best Dragon Slayers in the world, or so they claim, and it's not entirely untrue ether. Alonia forces never leave their country though believing that what ever hard ships or strife cause by dragons is the fault of those who 'fail to recognize Dragon for the demons they are.' Elitism runs thick in Alonia as well, especially with in the ranks of the nobility and military, many Nobles are from very long lines of Dragon Slayers, and while the country does have other beast that are of great threat, they are treated as more a nuisance, even going so far as to mock those who die to these beast as ' to weak to be of use'. Dieing to a Dragon is the only acceptable death in battle, anything else is considered a dishonor to the house of the one who died.

This is the world Donovan was born into, and like many raised in these conditions, he to sought to serve his country and slay the evil dragons that plagued their country and bring honor to his family. Donovan joined the Army soon as he could at 15, received his training and even earned some praise from a few officers for his over all ability. Praise, the son of a noble, thought should have been his by virtue of his status. For awhile nothing happened, Donovan and this young Noble didn't cross paths again for a few years. When they did, the Noble was horrified to find this 'commoner' out ranked him, worse, he was Donovan's subordination. The young Noble would not tolerate an insult like this, so he hatched a plan, gathered a few 'no account minions' to take all the blame. His plan was simple. Prevent Donovan from advancing further and even strip a few rights from him, by turning him into a her, as women in Alonia while are allowed to serve in the military and even as front line troops, their rolls and ranks among other things, are restricted, and Donovan would have had only two more ranks he'd be eligibility for if he suddenly became a woman. The plan to accomplish this was simple enough, spike his canteen with the potion and let thirst do the rest.

The plan worked, sort of. The fall guys where found out and caught, and Donovan did become a woman as was intended, but the higher up decided at the Court-marshal of the Nobles minions that Donovan would retain the rights of his original gender since it was very clear this forced gender change was done solely to hurt his career, and dishonor him. The Noble was beside him self with rage. NOW, he had to take orders from a low born woman, but with the authority?s keeping an eye on things he could make no moves for the time being. Donovan, now going by Lucia as she always liked that name, became rather cautious of those around her, equal parts 'knowing some one was gunning for her' and 'being a woman in the army'. Lucia barring the normal harassment for being a woman in the military, has four more years of 'quiet', service. The Noble has also transferred out of Lucia's unit and into a different division, but still harbored hate for Lucia, who's career by that point was outshining his own.

There was only one option left as the noble saw it. The division that he transferred to dealt mostly with dealing with the cultist and their foul magics. Recently due to Alonian countermeasures, the cultist had replaced a magic that temporally gave them the form of a dragon with one that made it a permanent change, while the Alonians had found out how the process worked, they didn't have a way to reverse it, and it seemed that such a cure wouldn't be possible given the nature of the transformation, and this ritual would be the instrument of his revenge for all the 'humiliation' he suffered.

Or it would have been had the fates not stepped in. Lucia and her whole unit had been dispatched to a remote section of of the eastern mountains. Report was there was a rather large spike in cultist activity there, orders were simple go in and kill the lot of them before they could enact where ever plan they had cooking. Lucia and her men swept the caves, and curious mountain ruins. Alonian scholars had no record of any one else having lived there besides them, and these ruins are where Lucia had her men focus. She doubted the cultist would just ignore the ruins, and she was right. They had found signs the cultists where up to something, that the intelligence officer in her squad said had to do with the 'dragon transformation' ritual they used, only on a much larger scale. Lucia sent a situation update back to her base commander while ordered her men to redouble the effort in scouring the ruins.

The search party Lucia was leading the group to find the chamber where the cultist where going to finish the ritual, which when Lucia and her squad entered the chamber they all knew what they where planning. The Dragon transformation ritual required the use of a special crystal to act as a catalyst, and the light that radiated from it was what caused the transformation. The crystal they found in this chamber was absolutely massive, it was clear the cultists where trying to end the century?s long war, by turning the people in the eastern part of in Alonia into one of them. If such a thing was to happen, they'd have the man power to finally take over. With no time to waste Lucia order her men to attack and threw her spear into the back of one cultist while she and her squad charged the rest. The battle was fierce, more so then usual encounters with the cultist where, normally it they would retreat when it became clear they wouldn't win, this time they simple pushed back harder.

Lucia cut her way toward the crystal, but it was much slower going then she wanted, so she did the one thing she could do, cut down the cultist in-front of her, pulled a bomb out of her pouch, lit it and threw it at the crystal in hopes of damaging the crystal beyond use. The bomb exploded, and the crystal was damaged severely, but it began to glow in an odd way, and blades of light slowly started to pour from the crystal. As the cultists fled, defeated, Lucia was in the process of ordering her men back, what ever was happening with the crystal she didn't what her men or her self caught in it. As her men with drew she kept an eye on the crystal, and as a new crack formed she quickly got over to one of her men and shoved him out of the way, of a new on coming blade of light. She thought she'd have time to get to safety her self, she did not. She was struck fully by the light. Before any one else had a chance to get any further, or even check on Lucia, the lights faded and the crystal collapsed for the fractures.

With the Crystal destroyed the squads attention turned toward it's leader, who was on her hands and knees from the sheer pain of the magics at work in her body. Before her squads eyes, their leader, and friend, slowly changed into a human/dragon hybrid, the emergence of her wings, and tail destroying her armor, the claws on her hands and feet shredding her gloves and boots as her new horns throw the helm from her head. After what was only a few minutes, but felt like an eternity, Lucia's transformation was complete. She panted, she hurt all over, and above all, she was confused, her men where confused as well, as the dragon before them was not the same as the dragons among the cultists ranks, even in their own experiments, with the ritual and potential methods of reversing it, the change always left the victim as a Black Dragon. Lucia had transformed into a shimming sapphire colored dragon, not only that, Dona's new form had an air of nobility to it, something the more bestial Black Dragons lacked.

Lucia's first and second orders where to report this to base immediately, and hand command of her squad, and unit as a whole to her second. Her return to base was met about how she thought it'd be, but the General had already ordered no harm to come to her, not yet anyway. The site with the giant crystal, as well as Lucia her self where investigated, the crystal it self was a total loss while Lucia her self was found to have no trace of any of the mind control magics found in those who had been transformed into dragons, in fact she seemed resistant to them.

Which sparked a great debate as to what to do with her, no way existed to undo the transformation and restore her to human, but she was no more in danger of becoming a thrall to the cultist as any other solider seemingly due to the type of dragon she was which many saw as potentially useful, there was also the fact that she'd likely saved the kingdom on the whole to consider, as well as her service record on the whole. Naturally, there where those who didn't care, she was a dragon, and all dragons needed to be destroyed, the very thought of letting her live was ludicrous, these people, lead by the father of the same noble that hated Lucia to begin with, said it was only a matter of time before she turned on them and she should submit to execution to redeem her self for the 'sin' of becoming a dragon.

During all this, Lucia her self resigned her self to her family?s cabin. But even there she could feel the pubic opinion weighing on her, as both her parents and her siblings seemed less then thrilled she was back in the form she was in. It took two months for the governing body to decide what to do with her, two months of people who where her friends, people she cared for, even comrades in arms, men and women she'd fought shoulder to shoulder with, bled for, shunning her. Nothing about her had changed expect how she looked, she was other wise the same person as before, just different looking now, and as much as it hurt to have every turning on her, it angered her even more. She'd fought and bled for homeland, buried friends who had died for it, and saved the kingdom, and this was her reward? The final straw was when her father said it'd have been better if she'd died in battle, and her mother wordlessly agreeing with him. When the summons for the hearing to decide her fate came, the messenger didn't find her at her family's cabin. Her family didn't know where she was ether, as she'd been there the night before when every one went to bed and had actually gone to sleep first.

It didn't take long to find her, or rather, where she'd gone, reports of a 'shiny blue dragon' had start coming in, and all reports said it had been heading south, The last report on her whereabouts was from a guard at the border saying she had been flying to the south.

Reason to be here/things to do:
Having been turned on by her her comrades, friends and family she seeks a new land or world to call home. One that won't betray on her for saving it.

Personality:
Lucia is quiet. in times past she used to be rather talkative, and very friendly but events In her life have made her largely unwilling to let others to close for fear of being hurt again. In all cases however she remains polite and tries to not give people a reason to dislike her.


Major:
Flight
Lucia has wings, there for can fly, but can not carry a passenger.

Major 2 with flaw:
Electrical Breath Weapon.
Lucia fires an electrical blast from her mouth. However she can only do this once before needing to recharge, (about a day) so it's something she saves for bad situations

Minor
Though Hide;
Her Dragon like physiology has granted her scales a kin to those of a dragon. These add to her natural defenses with out restricting movement
Minor:
Enhanced Strength
Her Dragon like physiology has granted her enhanced strength for her size. This makes it easier for her to use heavier gear and carry more then a normal human of the same size and build.

Minor:
Low Light Vision
Lucia can see really well in low or no light situations.

Notable skills:
Knight Training
Lucia, as a former Knight of her kingdom, is trained in the use of Swords (standard and great), Shields. (standard and great) Armor (light and heavy) Pole Arms and Archery, as well as how to care for and maintain these tools.

Basic First Aid
Her travels have forced her to learn Basic First Aid

Language
Lucia speaks Common and Draconic fluently.
Though only Speaks Draconic

Equipment:
First Aid Kit

Suit of Heavy Armor.
Spear (Primary weapon)
Long Sword (Secondary)
Shield

'Travelers pack'

[HEADING=2]Accepted Character List:[/HEADING]

<spoiler= Frission as Samurel the Tyrant>

Name: 'King' Samurel

Age & Gender: Male, appears to be in his 50's

Height & Weight: 1m 84cm; 80kg

Species: Human? (Samurel is actually a well-concealed member of the undead).

Appearance: From first glance the man looks like a relatively nondescript older man. Samurel possesses heavily lined aquiline features and apart from a small grey bread is otherwise balding. He chooses to hide the latter fact with a purple sock hat. He wears a slightly ostentatious purple robe underneath a cloak.

History: To hear Samurel speak, he was the great and powerful ruler of a large kingdom in his home realm, with his dominion extending over the world. He was a gifted commander as well and has led men to slay many dragons, hydras and other monsters. He was also a genius scholar astounding his tutors at a young age and who created the greatest library in all of the lands. He was first are foremost a great ruler, however and defeated his homeland's enemies and oversaw the flourishing of his lands.

The claims continue on for a while, each more improbable than the last. However, the details as of why he's come to become a Horizon Walker are vague, although he mainly murmurs that his current situation is only temporary and that when he comes back to his home he'll be once again welcome as the rightful great king by his people and his family.

Reason to be here: Find great treasures or knowledge, or any other possible source of power.

Personality: Samurel has often said that he was both wise and good lord. As a Horizon Walker, he at least appears kindly, although his frequent pigheadedness about right or wrong (or 'proper' and 'improper') can make him seem rather blind or even egocentric, especially when this sense clashes with his need to acquire power. In those cases, he may become outright delusional.

Major Power - Spell-caster: Samurel is capable of wielding some magic.


Enchanting: Samurel is capable of influencing organisms to be more favorable to his orders, if not outright dominating them.
Necromancy: A rather nasty power on the dead and the soon to be dead. Talking to and re-animating the dead is possible as well as harnessing diseases.

Minor Power 1 - Diplomacy: Samurel is at his happiest surrounded by other people.
Minor Power 2 - Learning: Despite the changes in between world, Samurel has learned to better examine his environment in an educated manner. This is not only useful in gaining information, but is also a good coping mechanism for entering into the strange, beautiful, but also sometimes scary worlds he travels in.
Minor Power 3 - Great Mage: Samurel has pushed magic research to a level that is rare, even in the multi-verse. This translates to slightly better at any matter that specifically deals with using, learning or resisting magic.
Flaw: No fighting experience: Samurel mainly relies on magical or non-violent means to deal with his problems and has no experience in physical combat and his advanced age makes him pretty useless in a melee.
Minor Power 4 - Will to live: Samurel outright refuses to die in some ditch like some common beggar and will not fall until he is laid with his forefathers. Samurel has slightly higher skills for surviving damage.
Equipment:
-Simple Robe
-Staff
-Bag of magical reagents and books
-A small pamphlet, with the words "The Mad King Samurel". The rest of the words are too water-stained to read.


Name: Hissa

Age & Gender: 47 male

Height & Weight: 3'8? 51lbs

Species: Lizardman sub-species poison dusk. Shorter than their cousins the lizardmen they live in deserts or forests and are adapt at camo in those situations. Its large eyes reflect light well and make it able to see quite a distance in all but the darkest of areas. Small and lean it has a wiry build and when it smiles or snarls at you you can see the sharp teeth in its mouth giving the impression it is a carnivor and hunter. It has a crest that runs down its head and spine that can raise and lower depending on its moods. The scales on its body are green on most of it with yellow on its belly and under its chin while there are black rings on its tail in an almost random sequence. Its nose is sensitive and can track a scent over a great distance thought it can lose it if they work hard enough. They almost never wear clothes and anything they do wear is decoration or to hold something on like weapons or trophy's. Its fingers are tipped with claws and its legs are double jointed allowing him to run close to the ground while his toes are also clawed. They can hold their breath for extended periods of time and have fin like protrusions on their elbows which allow them heightened movement in the water, while their eyes have second clear lids that let them see underwater without worry.

Appearance: Standing at the upper edge of the poison dusk height Hissa also is fairly heavy for them also, his chest and upper arms a little more muscles than the average poison dusk. The second spine of the crest on his head has a bite mark in it and is missing a good chunk on the top of it. His teeth are razor sharp and serrated, easily able to cut through meat and skin with ease. His chest has several scars ranging from what looks like sword blows to star shaped ones that were from horns and spears. On his back a leather quiver of arrows sized for his bow and fletched with a variety of different feathers. To the right is a short sword for him with a bone handle and a tanto tip, its about 2 feet long and would be a dagger in any normal persons hands. Both those are held on his back by a leather harness that goes across his chest and around his waist, also holding two pouches containing small survival equipment. His bow is kept in a small slide in on the side of his quiver with the strings he has in a small leather pouch tied on his belt. On his left hand he has a small iron ring on his thumb with an etched drawn bow on it, the same symbol is etched into the leather of his quiver and sword sheath.

History: Born in a forest of death Hissa broke free of his egg in the middle of an egg stealer taking one if his hatchmates. This was his first memory, an image of someone else being taken to be eaten. Starting with this and being thrown into a work of hunting and killing. Starting after just a few weeks old he and the rest of his hatch mates were given a still living animal for them to swarm and take down. This was his life for the next half dozen years, either having weak animals driven to them or given to them so they could practice and eat while also learning not to care about killing.

After he was pulled from the group of hatchlings and shoved into the highly competitive world of hunters Hissa found he had a hard time using the normal weapons, spears and traps, because he liked being at a much farther range but still doing it himself when taking down prey. Going through the different weapons and choosing the same as one of the legends of old he practiced with the bow every day, day after day, for months then years and eventually almost four decades. But that is close to the end of the story and he is still much closer to the beginning.

He was a fair shot in the beginning and soon was able to take down much larger prey with well placed arrows, each of them breaking eventually till he was made to learn the art himself just so he would know how to on long hunts. His leather working skills and tracking skills both came of a need slightly different. The tracking of course because he wanted to follow the prey he wanted and so he could find the best spot to shoot from, while the leather working was because far from anyone else on long hunts he needed to use every part of the animal. Letting it go to waste was criminal and even those who cared little about the hunt knew to use everything of what they kill. Of course the meat is the easiest but he learned how to use the bigger sturdier bones in his arrows and to fix and work the leather into anything he wishes to.

After a decade and a half of working with the small group of lizardman he had been born into Hissa gathered a small bag of needed supplies and in the middle of the night left, having decided that they had shown him all they could. On his way out he was found and almost stopped by his clutchmother, but because the group always said they believed in power and talent more than blood. When she tried to stop him he slid the short sword into her chest and through her heart before giving it a sharp twist and jerking it out again. While he slide his sword into her body she got her own dagger into his side, giving him a wide gash that let his blood pour out and onto his side.


Letting her drop off his sword and holding his side Hissa growl in anger at this damage to himself. Using a handful of leaves from a wide leafed plant before slapping handfulls of mud over it to keep it closed he grabbed her arms and started dragging her away. Finding a close but out of the way deep pool of water with fish that could strip a lumbering damnbeast down in minutes her body was soon eaten and the bones hidden in the silt and sand at the bottom of the to deep to see the bottom of pool.

Leaving his dead clutchmother and the rest of the group behind Hissa made his way into the depths of the killing forest, soon getting lost. Even lost he made his way deeper and deeper into the forest always killing what he needed and using them as best he can, always leaving a few pieces for his gods, as he made his journey. Over the next decade he made a deeper connection to the forest and its inhabitants than had ever been known before, soon tapping into its power in a small way. Calling on his god in a clearing and waiting as meat slow roasted next to him and a variety of herb and plants burn in the fire he called on the animals and spirits of the forest to give unto him a companion. Waiting there for almost a full day a giant demon of the forest came out holding something in its jaws. After watching the now almost panicking Hissa who had drawn his bow the giant female demon left whatever it had been carrying in the clearing and left. After gathering his nerve and walking over to see what it had been he found a small baby demon wolf, who had just started to open its eyes. Watching it for a few minutes and deciding this was the companion he had called on he picked it up and went back to feed it the meat.

The demon wolf gained a magical connection to Hissa and following him around he gained size quickly and was soon as tall as the short lizardman, but Hissa knew they lived for thousands of years so he was still a baby even after more than a few had gone by. He game it the name Olc, after something he remembered from when he was younger. As they traveled together Olc would devour the soul of the animals he killed in his hunting. Something interesting was the demon wolf didn't need meat but would eat what was given to him as treats. Also that he very much disliked having his tails pulled on, when Hissa did this to make Olc move he got a hard bite on his upper arm giving him a ringing set of scars on his bow arm forever to be there.

Taking time to pray to the gods he had grown up with Hissa easily lives the next 15 years in the deep forest before he found a staircase and building that didn't belong. After a few days of deliberation about what to do and the added help of a killertrunk rampaging to make him rush into it he fell through the building he had come into and found himself in a completely different place, with no ability to come back to his own home. Blaming his gods and spending the next few years traveling and learning new places and ways to both kill and live he made a vow he would find a way to kill the Dragon god of the Breakopen forest and take his place.

Reason to be here/things to do: Hissa wants to hunt a god and thinks he will either find one he can hunt while traveling or a way to.

Personality:
He started out as a very open bright almost happy hatchling. But before he even left to join the hunters he became much quieter. Now he is quiet and dislikes being around a lot of others, feeling they slow him down and make it easier for him to be both seen and stopped. The only thing he feels close to is his companion, and it is so far the only thing he will kill for. If someone threatens or harms the demon he will soon find several bone tipped arrows thudding between his shoulderblades. He finds it hard to know when another person is lying or telling the truth, since he is not used to others he finds it hard to read them like he does the trails when hunting.

His biggest part of his personality is the fact he doesn't want to be controlled and believes that fate is something that is used to make them obey. Meaning he is openly disdainful of those who follow their destiny or believe it is set out for them.

Powers:
Major Power: Nature connection, Ranger familiar


The demon wolf feeds on souls, anything living will give up its soul when they die and the demon wolf can see and eat said soul as it leaves the body.

It's left most head has no eyes but can sense and see souls very clearly, the short spines on the back of its left most head are sharp and make anything trying to grab the back of it be cut.

The middle head has the most eyes and three long horns standing over his eyes. This head can not see souls but it makes up by watching its own area and the area the sightless head cant see, other than his razor sharp teeth his horns are more than able to do incredible damage to anything attacking it.

The right most head has curling horns on either side of the head and three eyes over a sensitive nose and razor sharp teeth. This one has no special ability's but an extra sharp sense of smell.

Demon wolves reincarnate when they die, each time they do gaining one more tail until they gain 9 and they live longer than ever. That would be their last life. This demon wolf has 3 tails and stands 5 feet tall at the shoulder and a little over 6 feet from shoulder to ass.

Even though they reincarnate when they die they do it in the same place they were first born, meaning that if Ilc was to die Hissa would lose him forever.

The demon wolfs claws and fangs are strong enough to bite through basic armor, but anything well made or made from special materials will stop it. He is vulnerable to weapons made from cold iron and they will do more damage than regular weapons.

Ilc will heal himself by eating souls, the more intelligent a souls original body was the more it gives to him. Animals are less than humans and anything above human are even better.

Minor Power 1: Master level archer[short recurve]: he has a master archers aim and speed with his bow, while with other bows he would gain the same accuracy it is with his own bow that he falls into his master level ability.
Minor Power 2: Expert hunter: He is able to track through almost all environments and places, knowing minor and major points about the things he tracks by the tracks and scents and habits they leave behind. He has a wide variety of traps and ways to keep hidden to use while hunting.
Minor Power 3: Expert leather worker: Hissa uses leather in everything from clothes to sheaths and on weapons. He can create everything from leather armor to weapon additions and experimenting with it as he wants.

Notable skills: Fishing, survival, fletching, Fire starting, Knowledge of several dozen species Anatomy including demon wolves and damnbeasts.

Equipment: Pouch of dried meat, quiver with 15 self made bone tipped arrows, short sword with bone hilt, wood and bone recurve bow, three bow strings, pouch with flint and steel as well as scraping tool and leather needle. Small inch long blade knife with leather sheath inside pouch with leather working tools.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
Asclepion said:
Are there any ongoing events we should be aware of?
Nope. The different Horizons have been pretty much separate so far so once we leave the current Horizon, there shouldn't be any major earth-shattering events to care about
 

Frission

Until I get thrown out.
May 16, 2011
865
0
21
Sounds fascinating I haven't been in a RP in a while and this calls to mind some of the old BD I used to read, I'll have the sheet up today!

I have a question though, does our character have to come from the 'world' we're planning to make? How are the characters that's currently in the RP? Are they all relatively serious or do they play like comic relief?

Well since most of the characters I've made so far are slightly grim and/or loopy older soldiers, I'll go for something different. A slightly grim and loopy older mage!

<spoiler= Samurel the Tyrant>

Name: 'King' Samurel

Age & Gender: Male, appears to be in his 50's

Height & Weight: 1m 84cm; 80kg

Species: Human? (Samurel is actually a well-concealed member of the undead).

Appearance: From first glance the man looks like a relatively nondescript older man. Samurel possesses heavily lined aquiline features and apart from a small grey bread is otherwise balding. He chooses to hide the latter fact with a purple sock hat. He wears a slightly ostentatious purple robe underneath a cloak.

History: To hear Samurel speak, he was the great and powerful ruler of a large kingdom in his home realm, with his dominion extending over the world. He was a gifted commander as well as a great warrior and had led his men to slay many dragons, hydras and other monsters. He was also a genius scholar who astounded his tutors at a young age and later in his reign, he built the greatest library in all of the lands. Most of all, he was first a great ruler however, and he oversaw the defeat of his nation's enemies and the flourishing of his lands.

The claims continue on for a while, each more improbable than the last. However, the details as of why he's come to become a Horizon Walker are vague, although he mainly murmurs that his current situation is only temporary and that when he comes back to his home he'll be once again welcome as the rightful great king by his people and by his family.

Reason to be here: Find great treasures or knowledge, or any other possible source of power.

Personality: Samurel has often said that he was both a wise and a good lord. As a Horizon Walker, he at least appears kindly, although his frequent pigheadedness about right or wrong (or 'proper' and 'improper') can make him seem rather blind or even egocentric, especially when this sense clashes with his need to acquire power. In those cases, he may become outright delusional.

Major Power - Spell-caster: Samurel is capable of wielding some magic.


Enchanting: Samurel is capable of influencing organisms to be more favorable to his orders, if not outright dominating them.
Necromancy: A rather nasty power on the dead and the soon to be dead. Talking to and re-animating the dead is possible as well as harnessing diseases.

Minor Power 1 - Diplomacy: Samurel is at his happiest surrounded by other people.
Minor Power 2 - Learning: Despite the changes in between world, Samurel has learned to better examine his environment in an educated manner. This is not only useful in gaining information, but is also a good coping mechanism for entering into the strange, beautiful, but also sometimes scary worlds he travels in.
Minor Power 3 - Great Mage: Samurel has pushed magic research to a level that is rare, even in the multi-verse. This translates to slightly better at any matter that specifically deals with using, learning or resisting magic.
Flaw: No fighting experience: Samurel mainly relies on magical or non-violent means to deal with his problems and has no experience in physical combat and his advanced age makes him pretty useless in a melee.
Minor Power 4 - Will to live: Samurel outright refuses to die in some ditch like some common beggar and will not fall until he is laid with his forefathers. Samurel has slightly higher skills for surviving damage.
Equipment:
-Simple Robe
-Staff
-Bag of magical reagents and books
-A small pamphlet, with the words "The Mad King Samurel". The rest of the words are too water-stained to read.
 

booksv3

New member
Apr 29, 2015
73
0
0
I have an idea for a character[actually several but the question covers them all] and wanted to run it by you before making the whole thing and finding out i misread something horribly.

Powers: These are the list of great skills and abilities your character is capable of. You may have 1 major power (such as spell-casting), and up to 3 minor powers (such as being a swordmaster or renowned black smith). In addition, you may take an additional Major or Minor Power at the cost of including a Flaw of equal value (as determined by the GM)
Major Power: A major ability your character has such as spells or unique combat abilities
the major power, can this be something with his body like the fact he can turn into electricity or can do electromancy[probably getting what im thinking now] or would those be minor powers? Or would i throw that under species and say its a thing of theirs?
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
booksv3 said:
I have an idea for a character[actually several but the question covers them all] and wanted to run it by you before making the whole thing and finding out i misread something horribly.

Powers: These are the list of great skills and abilities your character is capable of. You may have 1 major power (such as spell-casting), and up to 3 minor powers (such as being a swordmaster or renowned black smith). In addition, you may take an additional Major or Minor Power at the cost of including a Flaw of equal value (as determined by the GM)
Major Power: A major ability your character has such as spells or unique combat abilities
the major power, can this be something with his body like the fact he can turn into electricity or can do electromancy[probably getting what im thinking now] or would those be minor powers? Or would i throw that under species and say its a thing of theirs?
The electric body or electrokinesis (depending on what you have in mind) should be the main power. The bulk of the advantage should be listed here. If you're aiming for BOTH Electric Body and electromancy than that should be two Major Powers and a Major flaw (such as vulnerability to water, limited electrical output, etc). Minor powers can be used for more specific abilities that aren't nessisarily related to the electrical powers.

I suggest writing up the power block first and submitting that for approval, that way I can give more specific suggestions.

If you need any more help, please feel free to quote back and thanks for the interest!
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
1,816
0
0
So, I might end up switching my character in a while, so I'm going to post the sheet I have here. It's from another recruitment thread, but altered to fit the setting and situation. (And the fact that he's alone in this one). I figured it wouldn't be considered rude, seeing as the GM of that recruitment thread is part of this RP >_>

Name:

Iuratus.

Age & Gender:

Unknown (at least a Hundred years old), Male.

Height & Weight:

2 meters tall. About 300 kgs with the armor on, underneath is unknown, as he never takes it off. Not even the helmet gets removed in front of people.

Species:

Angel

Though it is unknown whether they serve a god or simply exist as a race, angels are rarely seen and even more rarely interacted with. They have great powers of light, feathered wings, and follows a strict set of morals. Exactly where they live is difficult to say, but there are rumours about floating islands far above the ground. Just how long their livespans are isn't clear, but as some are mentioned in legends by name several times, often with hundred of years between, they are rumoured to be immortal.

Although they are mighty, they are also proud and bound by their morality. Following the set rules, their powers strive, though they are also limited by these morals, an oath must be completed, and a lie shall not be told. Should an angel abandon this code, they will lose their wings and their powers. Because of this, they don't often interfere in the affairs of mortals. When they first do they will do their outmost to follow this code in a world where being honest and loyal is a disservice.

Appearance:



No eagle on the head, though, a smaller sword, a shield, and no cape. Also no creepy faces.

Standing at two meters, Iura is an impressive figure wearing a white and silver armor covering his entire body, with a winged helmet covering his face. The armour is neatly engraved and seems completely new at first glance, though it becomes clear that has stories to tell from engravings themselves. He has a set of large, pure white feathered wings, though they are normally folded inside the armour as it has holes for them to fit through. He has a silver sword on his hip and a large heater shield that's kept on his back when he's not fighting. The shield has an intricate design including wings and a sword. Iura's body language is that of a proud and honourable, if reserved, being.

Exactly what he looks like underneath the armour is impossible to know, but what looks like glowing blue irises can be seen through the slits in the helmet if you look closely enough. Iura never removes his helmet in front of people, even bribing him with snacks seems to be unsuccessful.

History:



It is unknown just how long Iura has lived, but he was regarded as a young, inexperienced angel the first time he interfered in the events for those living in the ground. A great dragon was approaching the country of the West, causing destruction in the wastes that no one paid attention to. Although few of the other angels cared, an unnamed angel descended in order to warn the citizens of this danger. However, few listened, and even less believed him. For weeks he travelled from farm to farm, city to city, in order to get someone to listen. In the end, only one person did, a woman from a small noble family, named Justine.

With no other choice but to travel with only the two of them, the angel and the noblewoman took up arms in order to protect those who had not believed the angel. He requested that Justine stay away from the fighting itself, thinking that, while her bravery was remarkable, she should not be put in harms way. Although the angel managed to engage the dragon on his own at first, his hubris and overconfidence soon backfired, and he was bested and about to get eaten. It was at that moment the noblewoman saved his life, distracting and fighting the dragon long enough for him recover. After a long and difficult fight, she finally struck the killing blow. Acknowledging that she had saved his life, he gave her an amulet, infused with old magic and an oath.

"I swear that I will protect and aid whoever activates the medallion, as long as they are of your kin. I shall follow them with unwavering loyalty, and my sword and shield will be theirs to use."

Taking the name of Iuratus, the angel kept travelling with Justine, seeing her as a close friend and valuing her company. For a while, they would fight lesser evil and injustice. However, that changed when she became more well-known as a hero, her achievements granting her and her family great status. They could no longer travel around, and he withdrew back to where he had come from, fearing the jealousy that tore at his chest every time a suitor tried to pursue Justine.

For a hundred years, the amulet went unused, the oath unfulfilled. From his home, Iuratus saw Justine's family's status crumble and fall, though the amulet was never activated. One day, about two months ago, that changed. Summoned to a small, humble abode, Justine's descendant stood in front of him, requesting his aid in becoming king.

This descendant was different from Justine, less noble, though he could sense her blood within the youth. In order to fulfil his oath, he promised to keep him alive and aid him as best he could in becoming king. Though their opinions and values differed, the two eventually became friends, and after hard work and sacrifices, they succeeded. However, Iuratus found as with Justine, Justin could handle his own, and though he wished to remain by the king's side, there was little reason to. Eventually, Justin himself released Iuratus from his oath. Not wanting to return to the beautiful, but dull homelands of his kind, the angel chose to find something he had heard about from the elder Angels, long forgotten by humanity, a portal, leading to new worlds. There, he thought, he might find a purpose.

Reason to be here/things to do:

Finding a purpose after having been released from his oath. Pursuing justice, and adventure, likely.

Personality:

Iuratus is an honorable person with a strict set of morals. He becomes increasingly unsure of what to do the further he strays from this path, thus he likes keeping it narrow. However, that does not mean that he expects the same out of others. While things like cheating and lying are unimaginable to him, he no longer tries to hold mortals to the same morals as he has. he will try to guide and voice his disagreement, but he cannot and will not force someone to do something they disagree with, the same way he refuses to aid in anything like that. At the same time, he is compassionate and protective, and once he has established that someone is worthy of being loyal to, he would never betray them.

Of course, he has his vices too. He has a hard time telling if someone is lying, and is puzzled by cultures that are different from what he has seen, and can be quite helpless when it comes to dealing with this. While he claims to not prefer any kinds of food, he clearly enjoys snacks, especially baked goods, and it's easier to sway his judgement if you have his favor, even if it's just for the moment. Iura is not a perfect being, and there are things he would rather not discuss, though he will (and have to) honestly state that he don't want to talk about it rather than try to change the topic. He has a sense of humor, but it is peculiar and difficult to appeal to.


Powers:

Major Power:

Angelic Might

Iura might be considered young for an angel, but he is still very strong. He has the ability to create dozens of blades from light, which he can send after his opponents, piercing most in his path with ease. However, it is not a power he often relies on, because it exhausts him direly requiring him to rest his powers for a while, the time increasing with a short moment for each small blade appearing. The bigger they are, the longer it will take. While it does not seem very crippling, even a short moment could make the difference between life and death during a battle. It also takes much longer to recharge during the night, as he relies on the light of the sun to grant him most of his powers.

He can also use his abilities to make his movements quicker, a soft glow appearing around him when he does. However, he considers this ability to be dishonest, and would only use it if his code require him to do so. Finally, he can create pillars of light to strike his most unredeemable foes, but these take a lot of time to conjure and costs even more energy.

Minor Power 1:

Master of Fighting

Iura fights with a shield and a longsword. Iura has two different stances depending on what he wants to accomplish.

Champion

His main stance it that of a knight. While he has his shield, he is more concerned with attacking, and will take hits if it means he can get an additional attack in. Although he uses no tricks, his attacks are still plentiful enough for his movements to be hard to read, and he will relentlessly attack for as long as he deems it morally correct. He is strong enough to split a rock, should it be necessary. His sword has a fair reach, though he is the most comfortable with close combat. He can also use spells of light to smite or distract his opponent, though the latter is something he would rarely do. The former damages those who he regards as evil more than those he regards as good, and has a much longer reach than his physical attack. He will also fly if it seems fair.

Guardian

Shifting to a more protective stance, Iura aims to protect that which is behind him. Holding his shield up in front of him, he would take the brunt of attacks while allowing those behind the shield to gather themselves, or for him to heal them. If he is not doing anything else but protecting them, he'll try to get in hits with his sword, though it is not the ideal stance for attacking, and it is a bit difficult to see.

Minor Power 2:

Cura:

Iura can heal those who needs it, though he needs to be within a feet of them, and it takes some time for him to do it. When he heals someone, his hands glow. Those getting healed can feel a cool and comfortable feeling where he heals them, and pain decreases as he goes on. He can also give kickass massages using this magic.


Minor Power 3:

Angel Physiology

Iura has a pair of beautifully fluffy wings that he can fly with. However, though he is strong, he is also wearing a lot of armor, and thus he can only lift himself. Travelling with someone means that he doesn't get to use his wings as much as he'd like to. He's, as mentioned, strong and surprisingly fast if he's not taking the role of a guardian. Iura is sturdy, though that is likely most of all because of his armor. He doesn't need to eat too often, needs less sleep, and doesn't sweat or have a need to otherwise rid his body of anything, since everything is absorbed and turned into energy.


Minor Power 4:

Guiding Lights

Iura can create bursts of light naturally, and can maintain some of it in order to see better. For someone else, he can create an orb of light that follows them around for quite a while.

Flaw:

Morality and Honour: Iuratus is bound by a large amount of rules that cannot be broken. These limits what he can do. His code of morals would be far too long to list for a simple RP, but it includes points like:

- Never break an Oath. Breaking an Oath is the biggest sin to him, and he would break any of the other rules, even if it would cost him a lot. It is similar with agreed upon terms for a challenge or a deal, and thus he is careful with those.

- Do not lie, or steal. However, there are times where Iura simply don't know that he's telling something that is untrue, or that he has been involved in theft, as long as it is not knowingly, he cannot be held accountable for it. (by his own rules).

- Do not attack a defenseless person. Although those who attack him unjustly as a result of him leaving them be -for instance trying to get an opening-, have forfeited their right to claim that they are defenseless. An opponent shall be allowed to retrieve their weapons if they lose them during battle, and Iura shall never use tricks or deceit to win a fight.

- Do not kill someone who has surrendered, is begging for their life, or who cannot harm you or the ones you protect anymore. If someone is direly hurt, but would likely return for the life of the one he is bound to by oath, that doesn't apply. Protecting himself and others from harm is more important than sparing the life of those who would harm.

- Do not excessively indulge in greed, pride, gluttony, envy, sloth or wrath. While Iura, like any other individual with a mind, has wants and needs, he makes sure to keep them under control. This can be difficult, especially if someone is trying to bribe you with snacks.


Notable skills:

Iura has a perfect memory, and can recall anything that he has witnessed the last 100+ years. He sometimes draws scenes from the past in detailed sketches. He also has a natural ability to quickly learn languages, and can remain calm in almost any situation. There's also the massages.


Equipment:

- Full body armour including a winged helmet. The wings on the helmet are entirely made out of metal, and although it is (mostly) silver, it is magically altered to be stronger than the metal would be on its own. It is part of his being, and thus is repaired as he heals, which is why it looks new and shining most of the time. There is a horizontal and a vertical slit for his eyes and so that he can speak and breathe with ease.

- An one-handed longsword in silver and a matching sheath. It is named Iustitia (Justice), and is treated like an extension of Iura, though he is careful with showing how much he values that and his shield, as he believes it to be a shameful display of greed and vanity.

- A large heater shield with a winged sword and inscriptions on it, as well as banners and trumpets. He calls it Contego (To Protect).

- Sketching tools with bound paper, as well as a number of drawings. They are rather intricate and detailed.

- Food, water, as well as some smaller items.

Edit: Decided to take away the more "exact" measurements when it comes to the powers, as I suspect it would just have made things more complicated than it needs to be.

Edit 2: Just as a general note, no one would be able to see that Iura is an angel unless I mention him revealing his wings in a post, since they are normally hidden. Those who can sense/see/have experience with magic could tell that there's a general sense of light-magic with him, though it wouldn't really reveal that he's an angel, just that he is capable of that kinda magic and that his armor is more or less magical.
 

booksv3

New member
Apr 29, 2015
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hiei82 said:
The electric body or electrokinesis (depending on what you have in mind) should be the main power. The bulk of the advantage should be listed here. If you're aiming for BOTH Electric Body and electromancy than that should be two Major Powers and a Major flaw (such as vulnerability to water, limited electrical output, etc). Minor powers can be used for more specific abilities that aren't nessisarily related to the electrical powers.

I suggest writing up the power block first and submitting that for approval, that way I can give more specific suggestions.

If you need any more help, please feel free to quote back and thanks for the interest!
Thank you. now i need to decide between mister electric and mister ranger. i started two sheets and now i like them both to much to just dump one. but if i do finish the one ill give you the major flaw and power blocks for approval before posting the whole thing in case you thing its overpowered.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
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Due to events in the current Horizon, some characters are being swapped out. This is my new submission.

Character removed due to issues

[HEADING=2]hiei82's Character and World[/HEADING]
Name: Soong Ai
Age & Gender: 36 years old, woman
Height & Weight: 6ft, 1in and 153 lbs
Species: Human with Lycanthropy (Were-Tiger)
Appearance: While in her human form, Ai is tall and lanky. She has long, straight dark hair which she takes care of. Her eyes are tinged with gold, betraying her true nature. looking at her skin carefully can reveal faint lines of discoloration where her tiger-form's strips would be. She wears traditional Xia garb whenever possible, including her limited armor. Said armor is highly decorated with symbols of Xia and is of excellent make. Similarly, her sword is of Xia make and is exceedingly well made. She carries a large backpack with many objects in and on it. Finally, she has a belt on which hang a number of colored elixirs.


Note: No helmet but with a backpack and the belt of potions.

Her Were-tiger form looks similar to her in build but is covered in thick fur. Her muscles expand as she becomes more bestial. Her eyes retain their color, but lose all but the faintest trace of their humanity.


Note: This but with Tiger-strips.

History: Ai was born to the wealthy and powerful Soong family in the capital of the Xia Empire. She was a model child with exceptional wit that was apparent from almost the moment she learned to speak. She seemed destined for greatness. However, when she was a barely older than 9 on her first trip outside the city it all changed.

In the bright light of a full-moon, Ai was exploring the campsite with her guards. None of them noticed the rustling on the edge of the camp until it was too late. There, Ai encountered the first piece of true darkness she would see in her life. The creature jumped into the encampment, apparently intent on slaughtering and eating every creature it could. The guards killed the almost-humanoid beast, but not before it managed to catch Ai. It barely bit into her, but it was enough. A month later, Ai's nightmare's began.

Under the light of the full moon out at the family's compound, Ai transformed for the first time into the beast she'd become. Due to her small size, the guards had little trouble containing her but the damage the beast had done became apparent. Though her parents sought out the finest minds in medicine and magic in the empire, none were familiar with the strange ailment and could do little for her. Unwilling to kill their child, her parents set about locking her up every full-moon.

For her part, Ai quickly began to look for a solution herself. If the best minds in the Empire couldn't help her, then she'd turn to the best minds on every Horizon. As suh, she began studying books - both from Xia and beyond. For a long time, success was limited. However, as she turned 11 she encountered her first hint. The symptoms - now well understood - resembled a disease mentioned in the travel log of Lan Zian; a disease he called "Lycanthropy". While the creature in the explorer's book was a wolf, the rest of the symptoms - transformations at full-moons, physical changes, bestial nature - fit the description. This was confirmed when another source listed "tigers" as a viable "were" creature.

It wasn't until she was 14 that the next step came to her. A traveler's journal - this of Leong Jianyu - spoke of a form of Wu Xing used by foreigners called "Alchemy". While he was critical of their worthless pursuits of "transmutation", he spoke highly of their medicinal applications including a cure to a long list of diseases; Lycanthropy among them.

Ai immediately dedicated herself to the pursuit of this cure-all. She called upon the best minds for Wu Xing in Xia and had them teach her the craft. Always a smart child, she quickly picked up the basics and much of the advanced within a few years. This finally ended with her crafting of the first "panacea" elixir in Xia.

The results were mixed. While the potion could prevent transformations, it failed to cure the disease. Thrilled with the initial success but frustrated that it failed to meet expectations, she devoted herself to expanding Wu Xing to it's furthest extremes.

As she grew older, she surpassed all her masters in the art of Wu Xing. So far had she passed them that by the time she was 30, she became the foremost authority on the subject in the empire. The Emperor himself placed her in the Imperial Academy for her work; even if she could never work there due to her condition. It was shortly thereafter that she reached the limits that Xia could offer and Ai was forced to make the unthinkable choice; she needed to leave Xia.

To expand her knowledge, she needed to find ingredients and masters the empire did not. Thus, she packed her bags with all the supplies she could carry (along with a great deal of money and trade goods) and made her way to the nearest Horizon Gate.

Her first stop was a water world called Skerayog. She quickly found her way to the city-ship of Ienzigan. While she's managed to get some useful ingredients, she wants to leave this ugly little world more than most. It's insistence on slavery is appalling. If Ienzigan is representative, it's no wonder to her that the Empire does such limited trade through the Horizon Gates.

Reason to be here/things to do: Ai is traveling to expand her knowledge. Partly this is to research new forms of Alchemy and become a great master of her craft, but it's also to find a cure for her disease. She wants nothing more than to be rid of her Lycanthropy and return home.

Personality: Ai is a mixture of "rational" and "passionate". Ai much prefers the former part of her. Her rational side allows her to perform feats of alchemy. It's lead her to her greatest successes. Her passionate side - while motivational - is (as she see's it) a result of her lycanthropy and represents the beast within her. As such, while she is passionate she often tries to hide it behind the cool comfort of logic. It should also be noted that Ai is uncomfortable around non-Xia people. She doesn't hate or fear them or wish them ill, she's just not used to the strange ways of the world outside the highly-isolationist Xia Empire.

Powers:
Major Power 1 - Alchemy: Ai is a master of Wu Xing; the Xia art of Alchemy. Unlike other forms of alchemy, Wu Xing is not overly concerned with the transformation of materials into other materials. Instead, Wu Xing focuses on repairing and enhancing the existing abilities of the human body. As Ai's main research subject, she's quite skilled in this art. She can brew mixtures to heal damage/sicknesses to the flesh of any living organism (non-living and more exotic matter are currently beyond her). She can also brew mixtures to enhance the physical and mental prowess of living creatures, as well as add features they otherwise never had (such as stimulating the growth of claws, chitin armor, wings, etc). These feats all require a certain amount of mystical energy and therefore have a limited duration. Further, they must be made from natural compounds. While few compounds are difficult to come by (and she keeps a large stock on her), she can be disarmed of them.

Major Power 2 - Were-Tiger: Ai's infection with Lycanthropy, while a hindrance most of the time, can come in handy at times where her alchemy and other powers fail. "Only a fool overlooks power, even foul power" her father would say and she's taken that to heart. While she mostly uses her alchemy to prevent the change, she can stimulate it in a time of need with a special potion she keeps on hand. The result is her quick transformation into a vicious, bloodthirsty beast of extraordinary speed and strength with claws like daggers. She further gains enhanced senses. While in this form, she has limited control over her actions. Though she'll still focus on any immediate threat (like any animal would), she's not above attacking her human form's allies. Effectively, while in this form, the GM has a degree of control over the character's actions. Ai can reverse the transformation through only 3 methods: 1) by being rendered unconscious or dead, 2) by allowing the transformation to naturally end over time, or 3) by ingesting a dose of her treatment. This last one will need to be done by other party members after immobilizing her.

Flaw In addition to the flaws mentioned above, Ai suffers from an addiction to her alchemical mixtures. She'll often eat random ingredients to test their properties and to strike a high. In particular, she's addicted to "Cognatogens" - alchemical elixirs that increase a person's mental abilities. She also goes through clothes due to her transformations at an accelerated rate.

Minor Power 1 - Educated: Ai has had a proper education in both the arts and sciences. She's extremely well read and can be clever both on and off the battlefield. Her position as a professor with the Imperial Academy has further expanded her knowledge base.
Minor Power 2 - Affluent: The Soong family has been a powerful political and economical family on Xia for countless generations, dating back to previous dynasties. While traveling she may not have access to all this power and wealth, she does have a very heavy coin purse and her family name carries some weight with those familiar with Xia.
Minor Power 3 - Swordswoman: While by no means a true master like many in the party, she knows how to hold her own in a sword fight. She compensates for this through the power of her alchemical enhancements.

Notable skills: Ai is very knowledgeable and so knows most common and uncommon knowledge, though obscure knowledge may still be beyond her. She's been traveling long enough to know how to survive in the wild, though by no means as effectively as a ranger proper. Effectively, she can identify what is and is not food and look for signs of danger. She knows cartography and navigation though she must still have a map or be familiar with the Horizon's stars. Finally, she understands the basics of diplomacy and negotiation and is charismatic enough to use them.

Equipment: Ai carries a backpack with the following basic items:
- Basic survival gear (food, bedroll, assortment of clothes, etc)
- writing equipment and a journal
- several rare books; mostly encyclopedias and traveler's logs
- a Xia longsword and some light armor
- lots of extra clothes (for transformations)
- ingredients for her alchemy/bottles for the product
- the paperwork necessary to get back into Xia (a lineage scroll and a symbol of office for the Academy)
- big bag of money

Name: Xia

General Description: Xia is a mountainous world filled with thick green forests and endless unknown animals. The land is temperate, though winters are known to be harsh.

The world has many different species of humanoid living within its boarders, though humans are the most common. Most of the inhabitants live around the large rivers where agriculture - while not easy - is possible. These rivers flood regularly each year, making them good for agriculture, but these floods tend to be violent and as such much of the low lying area floods each year. As such, most towns are built up mountainsides far from the fields.

The Yu Dynasty currently leads the worlds only major nation (others exist in remote locations of the mountains) and has done a good job compensating for the difficulties of the major waterways through ample use of both mundane methods - canals, dams, flood gates, etc - and more mystical means - water control spells tied to shrine stones and deals with the more exotic inhabitants to cast weather control spells. In addition, the roads of the world are well paved, maintained, and guarded by the military. It is said that a person can walk from one end of the world to the other with a gold plate on their head and never fear being robbed. Taxes are somewhat higher in this world however; most coming from goods tariffs and road taxes, though the citizenry are required to submit a certain percentage of their crop to the government to feed the administrators and military.

The government itself is a mix of hereditary rule by the Yu Clan with meritocracy for most government positions. The government itself is an enormous structure of departments each with their own powers and goals, all paying final respect to the words of the Emperor or Empress.

The multitude of species living in the world largely get along amicably, though individuals can and do very. The more exotic species include Kitsune (fox people), Tengu (raven people), and - most rarely - the Tien-Lung (celestial dragons) who wander among the world, disguised by magic as simple humans for their amusement. Despite the general diversity within the empire, the world itself tends to be very isolationist; only rarely allowing foreigners within its boundaries for reasons other than trade or foreign policy. Most other worlds they have regular trade with run a trade-deficit with them as their main exports - magically-treated silk as tough as steel and rare spices - are very valuable and only precious materials such as ivory, gems, silver, and gold seem to attract their attention.

Trade has slowed to a trickle in recent months, though the causes are uncertain. The main concerns within the empire before the trade slowdown were the increase in the number of bandits prowling their roads and the expected death of the current Emperor (who is approaching 100 years old). Most outsides think that the emperor must have passed and the slowdown is due to the period of mourning and the courting out of succession rights and new government appointments. All that's known for certain is the military posted on their side of the Horizon Gate has refused all travelers of all kinds.

NOTE: This is my character's home plane, not the one I intend to use. Just here for reference.

THIS is my world submission:

Name: Avast: The Sea of Gold

General Description: Avast is a world of great hope and broken dreams. The world is mostly covered in liquid, with a large number of islands dotting it as far as they eye can see. Almost all life as humans know it is located on these islands, as are the vast majority of the Horizon Gates and outcroppings of civilization (if the towns can be called that)

The world was first discovered by treasure hunters about two centuries ago. They arrived to find what at the time seemed an answer to all their wishes but they later came to view as a curse. For you see, the liquid that covers the world is almost 100% pure Chloroauric Acid. Literally liquid gold. Where normally, such a compound would quickly degrade, the bottom of the sea is magma. When the Acid breaks down at the surface, it becomes heavier and sinks to the bottom where it heats up and reforms into Chloroauric Acid.

Of course, the treasure hunters spent most of their lives trying to refine the material into gold to use in other worlds, but met with little success. Transmuting the gold out of its acidic state is both more costly than the resulting gold and highly dangerous. What more, the world itself has almost no water; thus necessitating the importation of it from other worlds, followed by transportation to the towns where refiners can work.

The world has, understandably, become an open field for nearly every nation in Horizon Gate range with different nations funding all sorts of experimentation on extracting the gold. Other than these national endeavors, many thousands of desperate, genius, insane, and greedy people from every species and world have come to the world to try their luck (and usually fail) at extracting value.

Those few who do manage to draw wealth from the world do so through piracy. On specially made ships to sail the golden seas, they steal precious water and refining chemicals to take back to their hidden ports where their slave's labor at producing the precious gold. Because of this, mercenary guards for ships are always in high demand.

While most life is restricted to the island chains, some animals and plants have adapted to their acidic environment. While most of these species are harmless, the Golden Beasts - a species of massive carnivorous sharks of bright golden color are known to occasionally swallow entire ships whole.


Comments/criticism welcome
 

IFS

New member
Mar 5, 2012
1,776
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I am also considering switching characters after the current Horizon, so here is the next character I would play as.

Name: Myrreh Ia-El (as she is an exile of sorts she often gives her full name as Myrreh El, as the Ia represents her old clan, whereas the El merely represents the subspecies of her kind that said clan belongs to)

Age & Gender: Female, 19 (in human years, her species matures more quickly than humans do however)

Height & Weight: Around 5' tall and while she seems rather thin she is also quite heavy for her size.

Species: Myrreh belongs to a species known as the Tarmes, a race said to share some similarities with termites. While what world they hail from originally is unknown to most Myrreh herself comes from a strange Horizon known as The City of Masks, where several Termes clans hold power. Tarmes are roughly similar in size to humans, though they are physiologically divided into castes, primarily the blind soldier caste, the reproductive and leading noble caste, and the menial worker caste. All castes have six limbs (all of which can function as arms or legs though they typically walk upright on the back two which are more heavily developed), a chitnious exoskeleton (reinforced by an endoskeleton as well, as the exoskeleton would be insufficient at the size they have evolved to), and can emit pheromones undetectable to most other races to give basic instructions/commands to other Tarmes. The Ia-El clan has a blended worker/noble caste as opposed to two separate castes for each role.

Appearance: Due to the laws of the city she hails from Myrreh appears to most as a slender and beautiful human girl wearing a mask shaped like a crescent moon, the mask is white with gold trim and covers the area around her eyes and rests on her nose. Should the mask be removed (either by someone taking it off, or her doing something to break its illusion) then her true appearance will be revealed. Her true appearance is much like a human sized insect, though the head and facial features are not as extreme as that might imply (while she has antenna they are quite short, her eyes are also small and forward facing, and her mandibles are somewhat set into her face and vertically aligned rather than horizontal). Her body is less clearly segmented than an insect, though it is still covered with black/grey chitin in most places. She also has a pair of transparent wings that fold up on her back when not in use, which allow her to hover briefly or extend her jump distance/height, though they are ultimately not capable of true flight for any sustained length of time.

History: Myrreh was once a proud and upstanding member of her family, working to ensure its prosperity in the city, when an unfortunate series of events led to her being cast out as a scapegoat. Ultimately she accepted this fate, as it was her role to help advance the clan and her exile had helped achieve that, but without a family she was bereft of purpose. It is likely that she would have died on the streets had she not been found by a mysterious force that occupies the city, known as The Hunt or The Wild Hunt, which sensed her desire for survival and brought her into its fold of hunters. Since that point she found a new family among said hunters, and acted under the direction of the Hunt, while also gaining a greater sense of independence from her new less closely knit family.

The Hunt after all is a chaotic and unpredictable force, sometimes sending her after enemies who would endanger the city, other times after simply unfortunate souls, though given the strange variety of denizens of the city those unfortunate souls were often not what they appeared. Eventually the Hunt and the quarry it set her after would take her out of the city and into the Horizons beyond, but even outside of it she can hear the call of the Hunt, and is certain that she will one day find her way back.

Reason to be here: Myrreh believes that the Hunt has sent her in search of Quarry outside the city, and seeks to fulfill that task.

Personality: Myrreh is very socially minded, easily placing others that she views as part of her group alongside herself in terms of importance and needs, and in fact while she has a strong desire to live she is surprisingly willing to make sacrifices for the group. That said her current family consists of the Hunters in the city, so while the group of horizon walkers she winds up traveling with may count as extended family of sorts after a time it is unlikely they will reach the same level of importance in her mind. She is also very analytical, constantly trying to figure out how things, and people, work, sometimes leading to her treating relationships and others personalities as if they were no more than machines to be taken apart and put back together, though she has enough social knowledge to usually be able to avoid large faux pas.

Her emotional state thus stems largely from familial instincts and social and analytical curiosities, though as a nonhuman her mindset does not necessarily match up to human ideals or morals. Even among her own kind she might be considered odd or even insane due to how losing her original family and gaining a new one affected her. The presence of the Hunt in her mind can also have considerable impact on her mental state, though its efforts at directing its servants vary greatly in terms of subtlety, though in general its effects can be seen in her trust and reliance on her instincts and gut feelings.

Powers: These are the list of great skills and abilities your character is capable of. You may have 1 major power (such as spell-casting), and up to 3 minor powers (such as being a swordmaster or renowned black smith). In addition, you may take an additional Major or Minor Power at the cost of including a Flaw of equal value (as determined by the GM)

Major Power: Hunter's Blessing: All Hunters of the city are empowered by the Hunt in a variety of ways, ranging from enhanced senses, heightened instincts, strength, and reflexes to special, even magical, abilities. In Myrreh's case she possesses the usual physical enhancements from the Hunt, as while as a special power she refers to as her Family (or sometimes as her army), in which by touching her forehead with one hand she creates a number of phantasmal soldiers around her that follow her mental commands. The soldiers appear human but are in fact modeled after Tarmes soldiers of her house wearing masks, and are thus physically stronger and naturally better armored than humans, and are equipped with spears, short swords, as well as primitive (about 16th/17th century tech) grenades. Acting on their own the soldiers are blind (though making up for it with other senses to an extent) but under Myrreh's direction fight as effectively as if they had sight, and do not tire (something normally a problem as regular Tarmes soldiers have less endurance than humans), though sustaining the ability can cause mental exhaustion in Myrreh, especially if enough of the soldiers are destroyed. As with normal denizens of the city they wear masks (in their case eyeless ones) that will fall off revealing their true nature if they reveal their second set of limbs or something else the mask's glamour cannot hide.

Minor Power 1: Tarmes physiology: Tarmes physiology has several advantages over humans (as well as disadvantages, though those are in Myrreh's case largely counteracted by the Hunter's Blessing). She is about as strong as a human, though she has an extra set of limbs (which she is just as coordinated with as with her first set) and semi-functional wings, a greater range to her senses (able to see and smell things outside human range of perception), and has a natural exoskeleton as well as the ability to regrow lost limbs (assuming she survives losing them of course). However she has less stamina than a human (this one is counteracted by the Blessing), and if injured it takes her longer to recover than a human would from a comparable injury. She can emit pheromone signals, though these are not detectable by most and are rather useless unless she has support from others of her kind. Finally she can cause her saliva to have adhesive properties, which she uses to repair or maintain her equipment among other tasks, and is naturally quite inventive and intelligent particularly when it comes to architecture.

Minor Power 2: Mask of the City: All who enter or are born in the City of Masks are required, for their safety and that of others, to wear a Mask. The City was created as a crossroads and place of understanding, however there was fear that simple physical differences would ruin this intent and drive the occupants against each other, so the Masks were born. When wearing her Mask Myrreh appears to be human (as humans are the dominant race in the city and it was a human who built it with outside help) to all forms of detection, and the Mask can only be removed either by something acting with the intent to do so, or by her breaking its glamour by doing something that it cannot conceal in a way to appear human. While brief usage of her wings will not break the illusion (due to them being small and transparent so hard to detect) using her second set of arms will. Additionally in order to better foster understanding the Mask confers some understanding of whatever spoken or written language she is confronted with, and makes her own language understood.

Minor Power 3: Seasoned Hunter: Myrreh has been a hunter for around four years now, and has picked up all manner of tricks from her surrogate family, she is a talented tracker in both urban and wilderness environments, skilled in close combat and a decent shot with her firearms. Even that is not always enough for what the Hunters end up pursuing so she has a firm knowledge of stealth, traps, and ambushes, as well as a working knowledge of the use of poisons and the like.

Flaw: As stated above Myrreh heals more slowly from injury than a human might, and is even more likely to die from serious injury than a human would though her natural armor mitigates this danger somewhat it is not as thick as if she were a soldier caste Tarmes. Additionally her odd mentality can be somewhat off-putting to those who meet her.

Notable skills: These govern the more mundane abilities you have (such as fishing, farming, survival abilities, cartography, diplomacy, etc.)

Architecture: Myrreh has a fascination with architecture and a solid grasp of both the artistic and engineering principles related to it. This also seems to give her an excellent sense of direction in regards to buildings and cities.

Mechanic: Similar to her seemingly innate understanding of architecture Myrreh has a somewhat lesser innate gift for understanding the workings of machines and a fascination with them to accompany this. She is quite dexterous and easily able to repair or manipulate most devices that she can grasp the workings of, though obviously her expertise is rather limited to purely mechanical devices and she has no knowledge of electronics.

Equipment: Note anything worth mentioning on your character. Food, shelter, hunting/fishing equipment, survival in general, location devices, medicine, other equipment you might need on a extremely long and dangerous trip. Surely some money, whether it be precious metals or items of interest to barter.

Myrreh dresses in human attire, most often a simple dress or a shirt and pants, though always somewhat odd fitting to accommodate her inhuman physique better (though generally speaking the Mask makes it appear as though the clothing fits fairly well). Said clothes are frequently reinforced with tougher materials for added protection, and she keeps a needle and thread for simple repairs that her saliva can't cover. Her clothing is typically modified so that in an emergency she can easily slip her wings or extra limbs out for use (and in fact her wings usually sit already outside the clothing simply blended in with it by the glamour of the mask).

For weaponry she carries a short sword as well as a cannoneer's stilleto (a long straight dagger with inch markings along the side, commonly used as an aid when reloading a cannon), though she usually only uses one at a time. Beyond that she carries a wheel-lock rifle and pistol which she can use to great effect. She carries a fair amount of ammunition for either weapon though is still conservative in their use, having found few places to restock in her travels across the horizons.

Having lived in the city most of her life she is still unaccustomed to having to carry her own food with her, but has picked up the habit of keeping some basic supplies. Usually enough food or water to last a couple days, a sleeping roll, and a lantern and oil. Most of these supplies and her extra clothing are kept in a backpack she drops when engaging in combat.

Might have their world sheet up later, still working on it.
 

Deu Sex

New member
Aug 26, 2012
366
0
0
Alright, going to have a character sheet up tomorrow. World sheet will follow shortly.
 

Frission

Until I get thrown out.
May 16, 2011
865
0
21
The next world is the rain-forest, right? We don't necessarily have to write our worlds right now/
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
Frission said:
The next world is the rain-forest, right? We don't necessarily have to write our worlds right now/
And with 4 of 7 votes cast (all of them yes), welcome to the party.

Do you want your character to join on this Horizon (on a floating city where a party is happening) or on he next Horizon (rain-forest one)?

I'm going to add your character to the accepted character list. If you have any additions/corrections you want to know let me know. As Avou said, we have a skype group. I'll send you my Skype ID. Please let me know yours and I'll friend you and add you to the group. If you'd rather not join there, that's fine too.

I'll also add you to the escapist user group