[HEADING=1]
The year is 1812. The world's kind of a mess. The British have invaded the United States. Napoleon has steamrolled over a large section of Russia, setting up protectorates and puppet nations in addition to his French Empire. Then, he made the largest tactical blunder of his career, and one many such warmongers have fallen to: he tried to invade Russia. He assembled his "Grande Armee", a force made up of somewhere between 450,000 and 685,00 men.
That's where we come in: Napoleon's Grande Armee is marching headlong into Russia, while Russia gears up for guerilla warfare. Unbeknownst to either side, a third faction is working against both Napoleon and Russia, trying to prevent either side from conquering all of Europe, calling itself "Libero Adstringo," which they claim to mean "those committed to liberty," though many dispute this claim.
All three sides have a secret weapon: Angels, (well, Seraphs, technically, but nonetheless,) or seemingly angelic warriors fighting for their side. Each side has them. None of the sides know the other has them, each believing it to be a sure sign that THEIR cause is the truly holy one. They are all, of course, wrong. Maybe.
~
Hello and welcome to Seraphic Warriors. In this game, you'll take control of a member of one of the three factions mentioned above. You'll play the role of a Seraph, a warrior with holy powers, and take the fight to the enemies of your faction.
I will be your GM, and SamtheDeathclaw will take on the role of co-GM.
Seraphic Warriors
[/HEADING]The year is 1812. The world's kind of a mess. The British have invaded the United States. Napoleon has steamrolled over a large section of Russia, setting up protectorates and puppet nations in addition to his French Empire. Then, he made the largest tactical blunder of his career, and one many such warmongers have fallen to: he tried to invade Russia. He assembled his "Grande Armee", a force made up of somewhere between 450,000 and 685,00 men.
That's where we come in: Napoleon's Grande Armee is marching headlong into Russia, while Russia gears up for guerilla warfare. Unbeknownst to either side, a third faction is working against both Napoleon and Russia, trying to prevent either side from conquering all of Europe, calling itself "Libero Adstringo," which they claim to mean "those committed to liberty," though many dispute this claim.
All three sides have a secret weapon: Angels, (well, Seraphs, technically, but nonetheless,) or seemingly angelic warriors fighting for their side. Each side has them. None of the sides know the other has them, each believing it to be a sure sign that THEIR cause is the truly holy one. They are all, of course, wrong. Maybe.
~
Hello and welcome to Seraphic Warriors. In this game, you'll take control of a member of one of the three factions mentioned above. You'll play the role of a Seraph, a warrior with holy powers, and take the fight to the enemies of your faction.
I will be your GM, and SamtheDeathclaw will take on the role of co-GM.
(Which does not actually mean "just French," as half of the army that charged into Russia wasn't French. The non-French were mostly Prussians and Poles, Napoleon's former enemies.
Napoleon was a legend. A Corsican tactical genius who'd risen from a Second Lieutenant of an artillery brigade to the Emperor of France. Never you mind that he got there through backstabbing and a coup d'etat or two.
Napoleon's force of personality and tactics were pretty well undisputed, as his Grande Armee rolled over nation after nation, putting his family members in places of power. The French Empire wasn't that big in land area, but it was enormous in politics. Not to mention in military might. Some might question just how ethical a nation led by a warmonger who'd assumed power through a coup could be, and perhaps they were right. For sure, their Seraphs, while well-equipped and well-trained, were weaker in their holy powers than Seraphs of other factions.
In RP, a Napoleonic Seraph will have better weapons, horses, and access to better training (your weapons be weighted +1 on a PvP die roll, you'll get places faster than people of other nations, you can be proficient in more than one weapon.) However, due to their leader's treachery and moral ambiguity, your holy powers are not as developed, leading to weaker special abilities. (Your common powers will be weaker than Seraphs of other factions, though your standard angelic powers are the same. A Spiritual Angel also cannot be aligned with Napoleon.
Napoleon was a legend. A Corsican tactical genius who'd risen from a Second Lieutenant of an artillery brigade to the Emperor of France. Never you mind that he got there through backstabbing and a coup d'etat or two.
Napoleon's force of personality and tactics were pretty well undisputed, as his Grande Armee rolled over nation after nation, putting his family members in places of power. The French Empire wasn't that big in land area, but it was enormous in politics. Not to mention in military might. Some might question just how ethical a nation led by a warmonger who'd assumed power through a coup could be, and perhaps they were right. For sure, their Seraphs, while well-equipped and well-trained, were weaker in their holy powers than Seraphs of other factions.
In RP, a Napoleonic Seraph will have better weapons, horses, and access to better training (your weapons be weighted +1 on a PvP die roll, you'll get places faster than people of other nations, you can be proficient in more than one weapon.) However, due to their leader's treachery and moral ambiguity, your holy powers are not as developed, leading to weaker special abilities. (Your common powers will be weaker than Seraphs of other factions, though your standard angelic powers are the same. A Spiritual Angel also cannot be aligned with Napoleon.
Russia is a strange place, the largest nation on Earth. A tempting target for a man with plans of world domination, but the Russian have a superweapon no other nation could claim: the Russian winter. Napoleon may have begun his invasion in July, but no army could conquer Russia in less than three months. So they stall, and wait, engaging only when necessary.
Politically, Russia kind of started the war. Napoleon was making demands and they, being Russia, refused to capitulate.
In RP, a Russian Seraph is the jack of all trades. His weapons, horse, and equipment are all serviceable, and his powers are the standard. (If there is such a thing as "standard" when talking about holy powers endowed by a nebulous source.)
Politically, Russia kind of started the war. Napoleon was making demands and they, being Russia, refused to capitulate.
In RP, a Russian Seraph is the jack of all trades. His weapons, horse, and equipment are all serviceable, and his powers are the standard. (If there is such a thing as "standard" when talking about holy powers endowed by a nebulous source.)
The Libero, as they mostly call themselves, are a lose group of rabble-rousers and intellectuals, who don't want to see either Napoleon or Russia take over the world. (AKA: Europe. All of these people are kind of self-centered.) They accept almost anyone who's willing to fight for their cause and at least follow important orders. They don't worry too much about people's past, though unnecessary collateral damage is a good way to die mysteriously. They're the "good guys," mostly to themselves and to the common people.
In RP, a Libero Seraph will have worse equipment than any of the other factions. (-1 on PvP rolls, slowest horse, only allowed one weapon proficiency.) However, due to the goodness of the leadership and ultimate mission of the Libero, their Seraphs are more powerful than others, with holy powers that put others' to shame.
In RP, a Libero Seraph will have worse equipment than any of the other factions. (-1 on PvP rolls, slowest horse, only allowed one weapon proficiency.) However, due to the goodness of the leadership and ultimate mission of the Libero, their Seraphs are more powerful than others, with holy powers that put others' to shame.
Your character is a "Seraph." Not a real one, if any of you know what a Biblical Seraph is, but a group of people with seemingly holy powers who've taken the name.
Your character was granted these powers, without any fanfare, after an extremely good deed they committed, whether or not they'd lived a life of good or not. No one knows who grants these powers, though, given that it's 19th century Europe and the powers are obviously holy, it's assumed to be the Judeochristian god. Each character is allowed to have their own belief on where they're deriving their power, and non-Jewish, non-Christian characters are welcome.
Seraphs are regular humans, but also most definitely not regular humans. They're simultaneously holy and human. What this means to your character personally, is up to you.
However, one thing can't be denied: Seraphs are powerful, each in their own way. Seraphs are typically split into two common categories: Malakhim and Rav'Malakhim, though only theologists know much of the distinction.
Your character can be either Malakh or Rav'Malakh. Each has different Innate Powers, and Rav'Malakhim have more Innate Powers, but fewer Miracles. The Malakh is the opposite, with fewer Innate Powers, but access to more miracles.
And now I think we're due for an explanation of Miracles and Innate Powers. Innate Powers are abilities that all Seraphim in a given category have. They're typically passive abilities, though there are a few exceptions. Miracles are your bread and butter as a Seraph. They're your combat powers, your special abilities. If your Seraph's Innate Powers make them Seraphic, then your Miracles are what sets them apart from other Seraphs. (Game terms: You get all of the Innate Powers, but only a few of the Miracles.)
Your character was granted these powers, without any fanfare, after an extremely good deed they committed, whether or not they'd lived a life of good or not. No one knows who grants these powers, though, given that it's 19th century Europe and the powers are obviously holy, it's assumed to be the Judeochristian god. Each character is allowed to have their own belief on where they're deriving their power, and non-Jewish, non-Christian characters are welcome.
Seraphs are regular humans, but also most definitely not regular humans. They're simultaneously holy and human. What this means to your character personally, is up to you.
However, one thing can't be denied: Seraphs are powerful, each in their own way. Seraphs are typically split into two common categories: Malakhim and Rav'Malakhim, though only theologists know much of the distinction.
Your character can be either Malakh or Rav'Malakh. Each has different Innate Powers, and Rav'Malakhim have more Innate Powers, but fewer Miracles. The Malakh is the opposite, with fewer Innate Powers, but access to more miracles.
And now I think we're due for an explanation of Miracles and Innate Powers. Innate Powers are abilities that all Seraphim in a given category have. They're typically passive abilities, though there are a few exceptions. Miracles are your bread and butter as a Seraph. They're your combat powers, your special abilities. If your Seraph's Innate Powers make them Seraphic, then your Miracles are what sets them apart from other Seraphs. (Game terms: You get all of the Innate Powers, but only a few of the Miracles.)
Malakh are more of front-line fighters, while Rav'Malakh might be likened to spellcasters. Malakh can have two Miracles, while Rav'Malakh can only have one.
Rav'Malakh were especially pious people who were blessed with powers in return either for a life of service, or an exceptionally good deed. (Both categories can be of any faith- Rav'Malakhim just have to have been pious.)
Malakh, on the other hand, are normal people, pious or not, who performed a holy deed that got them noticed by some sort of higher power. Whether or not this act was selfless doesn't matter: they performed a good deed and were rewarded.
Rav'Malakh were especially pious people who were blessed with powers in return either for a life of service, or an exceptionally good deed. (Both categories can be of any faith- Rav'Malakhim just have to have been pious.)
Malakh, on the other hand, are normal people, pious or not, who performed a holy deed that got them noticed by some sort of higher power. Whether or not this act was selfless doesn't matter: they performed a good deed and were rewarded.
Malakh are, at the most basic, stronger, faster, and better at fighting than normal humans. They can manifest wings or melee weapons.
-Enhanced Combat: A Malakhim rifleman will have their bullets guided by a holy force. A swordsman will find his blows just happening to strike in weak places. That sort of thing.
-Enhanced Durability: A Malakh can take way more punishment than a normal human could.
-Enhanced Strength: Malakhim can lift and move things than half a dozen men would have difficulty with.
-Weapon Manifestation: Malakhim can, with a thought, produce any weapon they're skilled with.
-Wing Manifestation: Malakhim can produce large, radiant wings. Just bog standard angel wings. They can glide, but not fly.
-Enhanced Combat: A Malakhim rifleman will have their bullets guided by a holy force. A swordsman will find his blows just happening to strike in weak places. That sort of thing.
-Enhanced Durability: A Malakh can take way more punishment than a normal human could.
-Enhanced Strength: Malakhim can lift and move things than half a dozen men would have difficulty with.
-Weapon Manifestation: Malakhim can, with a thought, produce any weapon they're skilled with.
-Wing Manifestation: Malakhim can produce large, radiant wings. Just bog standard angel wings. They can glide, but not fly.
Rav'Malakhim can do a lot more than Malakhim without have to resort to Miracles, though they're a little less durable.
-Cosmic Awareness: A Rav'Malakhim can sense threats from anywhere. This is limited to, ?Someone, somewhere within X miles wants to kill me.? Given that most Rav'Malakhim are currently involved in a war, this is not their most useful power.
-Empathy: A Rav'Malakh can tell precisely what a human is feeling, though Seraphs and other superhumans are immune.
-Malleable Anatomy: Rav'Malakh can change their bodies, though not to the extent of full-on shapeshifting, and it is not instant.
-Flight: Rav'Malakhim always have their wings out- they're incapable of removing them, as Malakhim can. However, as a tradeoff, Rav'Malakhim wings are capable of flight, though it's rather difficult.
-Illusion Manipulation: Light where there is none, darkness in the sun. One of the Rav'Malakhim's more unnerving powers, they can change what people see, make themselves harder to notice, make them see things where there are none.
-Intangibility: For a short time, a Rav'Malakhim can turn intangible. Only other Seraphs can see them during this time, and then only as a faint outline. Can only be done twice a day before the Rav'Malakh tires.
-Possession: Weak-willed men and women can be possessed. The victim's eyes glow white, so this is not recommended for stealth. Lesser creatures can also be possessed, but pushing too hard will kill the creature.
-Limited Telekinesis: A Rav'Malakh can manipulate objects within ten yards of him, so long as he has a clear idea of what he's doing.
-Teleportation: A Rav'Malakh can teleport up to twenty-five miles, or to a place they know well within fifty miles. Arriving results in a large flash of bright light and a chant by a holy choir, so this is also not recommended for stealth.
-Cosmic Awareness: A Rav'Malakhim can sense threats from anywhere. This is limited to, ?Someone, somewhere within X miles wants to kill me.? Given that most Rav'Malakhim are currently involved in a war, this is not their most useful power.
-Empathy: A Rav'Malakh can tell precisely what a human is feeling, though Seraphs and other superhumans are immune.
-Malleable Anatomy: Rav'Malakh can change their bodies, though not to the extent of full-on shapeshifting, and it is not instant.
-Flight: Rav'Malakhim always have their wings out- they're incapable of removing them, as Malakhim can. However, as a tradeoff, Rav'Malakhim wings are capable of flight, though it's rather difficult.
-Illusion Manipulation: Light where there is none, darkness in the sun. One of the Rav'Malakhim's more unnerving powers, they can change what people see, make themselves harder to notice, make them see things where there are none.
-Intangibility: For a short time, a Rav'Malakhim can turn intangible. Only other Seraphs can see them during this time, and then only as a faint outline. Can only be done twice a day before the Rav'Malakh tires.
-Possession: Weak-willed men and women can be possessed. The victim's eyes glow white, so this is not recommended for stealth. Lesser creatures can also be possessed, but pushing too hard will kill the creature.
-Limited Telekinesis: A Rav'Malakh can manipulate objects within ten yards of him, so long as he has a clear idea of what he's doing.
-Teleportation: A Rav'Malakh can teleport up to twenty-five miles, or to a place they know well within fifty miles. Arriving results in a large flash of bright light and a chant by a holy choir, so this is also not recommended for stealth.
Miracles are specific to each Seraphs. Malakhim have two, Rav'Malakhim have one.
-Banishment: Forbid a person from entering or going near a specific place, from one room to one small city.
-Dream Manipulation: Can enter and manipulate dreams of others, though can't harm them physically this way.
-Elemental Mimicry: Turn yourself into a being made of a specific classical element. Fire, Water, Earth, Wind.
-Light Manipulation: Blind others, light dark places, darken light places.
-Fire Manipulation: Fire Bending in 19th Century Russia? Sign me up!
-Healing: Heal anything from otherwise fatal wounds down to papercuts. Handy!
-Holy Water Manipulation: Control purified water, Waterbender style.. As a secondary power, you also gain the ability to purify water, though it takes a short ritual.
-Holy Wind Manipulation: Purify an area of evil through winds. Speak to others through the wind. Call the wind down to blow away your opponents and/or friends.
-Holy Earth Manipulation: Earthbending, only HOLIER. As with the above Water Manipulation, you gain the ability to consecrate earth, and then use it to kill people.
-Invisibility: Turn completely invisible for a short period. People will still know when you open doors, and you still leave footprints.
-Possession: Same as the Innate Ability of Rav'Malachim, just on offer for Malakhim.
-Purification: Can purify earth, wind or water, though this power doesn't grant the ability to manipulate these elements.
-Salvation: Restore those with broken minds and souls. The more spiritual and mental side of healing.
-Telepathy: Read human minds, though some can instinctively resist, and send messages.
-Weather Manipulation: Can clear skies of clouds, or call in a fierce snowstorm to freeze your enemies. Affects a ten-mile radius.
-Banishment: Forbid a person from entering or going near a specific place, from one room to one small city.
-Dream Manipulation: Can enter and manipulate dreams of others, though can't harm them physically this way.
-Elemental Mimicry: Turn yourself into a being made of a specific classical element. Fire, Water, Earth, Wind.
-Light Manipulation: Blind others, light dark places, darken light places.
-Fire Manipulation: Fire Bending in 19th Century Russia? Sign me up!
-Healing: Heal anything from otherwise fatal wounds down to papercuts. Handy!
-Holy Water Manipulation: Control purified water, Waterbender style.. As a secondary power, you also gain the ability to purify water, though it takes a short ritual.
-Holy Wind Manipulation: Purify an area of evil through winds. Speak to others through the wind. Call the wind down to blow away your opponents and/or friends.
-Holy Earth Manipulation: Earthbending, only HOLIER. As with the above Water Manipulation, you gain the ability to consecrate earth, and then use it to kill people.
-Invisibility: Turn completely invisible for a short period. People will still know when you open doors, and you still leave footprints.
-Possession: Same as the Innate Ability of Rav'Malachim, just on offer for Malakhim.
-Purification: Can purify earth, wind or water, though this power doesn't grant the ability to manipulate these elements.
-Salvation: Restore those with broken minds and souls. The more spiritual and mental side of healing.
-Telepathy: Read human minds, though some can instinctively resist, and send messages.
-Weather Manipulation: Can clear skies of clouds, or call in a fierce snowstorm to freeze your enemies. Affects a ten-mile radius.
Name:
Sex:
Height and Weight:
Physical Description: Pictures are fine, but give us some words to go along with it.
Personality: OPTIONAL
Faction:
Equipment: Guns are ubiquitous, but officers and cavalrymen still carry swords.
Bio:
Type of Angel: Malakh or Rav'Malakh
Miracles:
Sex:
Height and Weight:
Physical Description: Pictures are fine, but give us some words to go along with it.
Personality: OPTIONAL
Faction:
Equipment: Guns are ubiquitous, but officers and cavalrymen still carry swords.
Bio:
Type of Angel: Malakh or Rav'Malakh
Miracles: