Diesel & Demons

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Kerr
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Diesel & Demons

Post by Kerr »

Diesel & Demons
Image
Prologue:
Sunday, 1st of First Summer, 1924:

Today is the first day of summer in the city of Tollan, the capital city of the Orlan Coatl Colony. It is a city of 750,000 people in a world of 2 billion. And like 20% of the people who live in the city, you're unemployed. For the last two years the Orlan Kingdom and its colonies have been suffering from a devastating economic depression with no end in sight. This morning you found yourself in The Dumps, a slum in the worst part of the city as you were looking for work. Often perspective employers would come through looking for day labourers. And this morning one such employer hired a group of people which included yourself to explore some ruins on the north of the island. Your employer identified himself as Doctor Joshua Weiss, a professor of archaeology at Tollan University. He was a white man in his late 40's, clean shaven with short graying black hair and was wearing a dark brown 3-piece suit and trilby hat. He was offering to pay you 250 silver each for accompanying him on his expedition, he said he might need people to help carry things and that he'd feel safer in a group. He was alone but driving a truck and along with your fellow day labourers you climbed into the back of the truck and traveled to the ruin.

You traveled through a seemingly normal cave, due to equipment in and around the cave you could see evidence that an archaeological expedition was taking place but there was nobody around other than yourselves and Dr Weiss. Using electric lanterns and flashlights to light up the dark you continued into the ruins of an ancient Coatl temple. You were entering right into the heart of the temple and saw a black obsidian cube about the size of a lantern on a black obsidian altar on the far side of the room. The professor's eyes lit up as he saw the cube and almost ran over to it. "It's here." said Weiss with joy in his voice as he approached the altar. "Now all I have to do is find out how it works..." said Weiss as he reached out to touch the cube but upon touching it tiny runes on the cube began to glow purple and stream of purple energy traveled from the cube to the nearby wall. For only a second a black portal appeared on the wall and purple energy shot out into your torso and the torsos of the other day labourers Weiss hired.

The energy felt like electricity rippling through your body. You fell to the ground in pain along with the other day labourers. The portal closed and the cube returned to being entirely black. Weiss looked at the cube and a smile came to his face. "It works! Though I'm still not sure how it works..." said Weiss. You could then hear the noisy sounds movement coming from the way you entered the temple. Weiss looked at the day labourers on the floor. "Damn. I'm sorry to have to leave you like this, I was hoping I'd have more time." Weiss added before running off further into the temple.

As the footsteps from the people running into the temple grew louder, the pain inside you dissipated. Strangely you felt peaceful as you slipped into unconsciousness. You just had your soul bound to a demon and now in your slumber you began to dream of a life once lived.
Diesel & Demons:
Diesel & Demons is a Play by Post RPG set in an original universe I created. It's a Dieselpunk Fantasy RPG, so think 1920s/1930s and you have the right idea. As indicated in the above prologue you start out as an unemployed resident of Tollan who agreed to work for the mysterious Dr Weiss on an expedition into an ancient temple where they found a strange artifact which opened some kind of black portal for a few seconds. Although after what happened you can't help but wonder if they really are Dr Weiss. Out of that portal came a strange purple energy and you now find your soul bound to a demon. You are a mage.

Note, the above is applicable to people joining before the game starts. You can join afterwards but things won't be the same, we can figure that out if/when we come to it.

If you have any questions, ask away.

World Information
Hidden:
Map of Earth:
Spoiler:
Image
Continents:
North: Auroran Frosts
South: Baile Bán
Central Large: Hearthome
Central Small: Coatl

Key:
Light Red: Orlan Kingdom
Dark Green: Orchid Empire
Grey: Baumberg Confederation
Yellow: Emerald Empire
Purple: Sunrise Republic
Dark Red: Zor Princedom
Orange: Orlan Colonies
Light Green: Orcish Colonies
Dark Brown: Emerald Empire Colonies
Light Brown: Baile Bán (Former Emerald Empire Colonies)
White and Pink Square: Tollan City
White: Auroran Frosts
Blue: Ocean
Local Map: City of Tollan
Spoiler:
Image
Index:
Blue: Water
Grey things over the water: Bridges. Western bridge is called The Canopy Bridge, Northern Bridge is called Puma Bridge.
Dark Grey: Mount Tollan
Light Green: Wilderness
Pink: Central
Red: Royal Quarter
Orange: Wildflower Heights
Yellow: Puma Beech
Lavander: The Canopy
Brown: The Dumps.
Purple: The Docklands
Dark Green: Agriculture and Suburbs

The city of Tollan is built on Tollan island which is about 2/3 the size of our Manhattan. In the middle of the island is Mount Tollan, an extinct volcano. The fertile soils around the volcano are believed to be the reason people first settled there.

Earth and Solar System
Spoiler:
The solar system is called the solar system.

The Sun: The star at the center of the solar system.

Quicksilver: The closest Planet to The Sun. Is a small rocky planet. Very similar to our Mercury.

Morningstar: Home to a dense atmosphere filled mostly with Carbon Dioxide. Very similar our Venus.

Earth: Similar to our earth. However it slightly smaller, 95% the size of our earth. It is also slightly closer to the sun with a year lasting 360 days. Has a single moon known as The Moon.

Aurora: A Blue ringed gas planet. Is much further from earth than Quicksilver and Morningstar, is on the other side of an asteroid field. Named after the god Aurora.

Antonio: Discovered only 30 years ago by people in Orlan City University shortly after the coronation of King Antonio Orlan. Was named after the King. This is a small icey planet at the furthest reaches of the solar system.
Calendar:
Spoiler:
A year is 360 days long. Are 4 Seasons in the Year, 3 Months in a Season, 30 days in a month, 5 days in a week and 24 hours in a day.

Seasons and Months:
Are 4 seasons in year. The year starts with Spring. Are three months in a Season named after which month of the season they are. Months are 30 days long, based on rotations of the moon.

List of Months:
First Spring
Second Spring
Third Spring
First Summer
Second Summer
Third Summer
First Autumn
Second Autumn
Third Autumn
First Winter
Second Winter
Third Winter

Days:
Sunday = Start of the week. Named after the sun.
Moonday = Second day of the week. Named after the Moon.
Midday = The middle of the week, named as such.
Fireday = The day on which cremations and burials typically occur. Thus, Fireday.
Endday = The end of the week, named as such. Often considered a day off with the other 4 days being work days. Is also called the weekend.

Dates follow the non-American standard. So 21/1/1922 would be the 21st of First Spring, 1922.
Holidays:
Spoiler:
New Year’s Day= First day of year, big celebrations. Start of spring. Associated with rebirth.

Hearts’ Day= 15th of Second Spring. Associated with love.

Fools’ Day = 30th of Third Spring. End of Spring Celebration, is a festival of tricks and laughs.

Roland Day = 8th of First Summer. Important day in Baumberg, associated with remembering Charlotte Roland. Was her date of Birth.

Orlan Day = 28th of First Summer. Orlan Day. Celebration of the birthday of King Orlan, observed only in Orlan Kingdom and colonies.

Midsummers Day = Day in middle of Summer, 15th of second summer. Celebration associated with nature.

Independence Day = 4th of third summer. Special day for just Sunrise Republic.

Enchantment of the Sea = 30th of third summer. Priests of Aurora bless the seas, pray for bountiful catches and safety of sailors.

Harvfest = 15th of Second Autumn. Celebration of Harvest.

Samhain = 30th of Third Autumn. End of Autumn, start of winter. Associated with witches and magic. Revered by people of Baile Bán, it is when they celebrated the end of harvest. Considered their holy day. Has been turned into more light hearted festival of fright.

Festival of Light = Holiday in Honour of Aurora. 25th of Second Winter

New Year’s Eve = The last year of the year. People celebrate the end of winter. Associated with death.
Countries:
Spoiler:
Orlan Kingdom: A Kingdom on Orlan Island off the coast of Hearthome. Their island and their capital city is called Orlan. Think of it as something of a cross between France and Italy. Its natives are Black. Absolute Monarchy which delegates most things to a two house Parliament consisting of a House of Lords and House of Commons, Upper and Lower house respectively.

Orchid Empire: Think of it as cross between England and India. Its natives look similar to Indians (as in the subcontinent, not Native Americans.) Capital is Orchid City. Absolute Monarchy which delegates most things to a two house Parliament consisting of a House of Lords and House of Commons, Upper and Lower house respectively.

Emerald Empire: Think of it as similar to China, its natives look like Chinese people. Capital is the Emerald City. Absolute Monarchy which delegates most things to a single parliamentary house, The House of Commons.

Baumberg Confederation: Think of it as a cross between Germany and Poland. It's natives look like Poles. An Oligarchical Council ran by those believed to be best suited to run the county, people from various groups, religious, economic, military, etc. Members of the Council elect new members, delegate a lot of things to civil servants. Capital is Roland City.

Zor Princedom: Think of it as similar to our Persia. Its natives look like Arabs. Absolute Monarchy which delegates most things to a two house Parliament consisting of a House of Lords and House of Commons, Upper and Lower house respectively. Capital is Khalid.

Sunrise Republic: Think of it as similar to our USA. It a complete melding pot, like the rest of the world various ethnic groups live in the country, but as was once part of Orlan Kingdom the largest group is black but not by much. A Representative Democracy with a single house of Parliament. The leader of Government is called the President. Capital is Twilight.

Baile Bán: Referring to the independent land which was once a colony of Emerald Empire. Is no one centralized government, for years have been various smaller scale settlements with smaller governments. Various kinds of governments in these settlements, military dictatorship, theocracy, anarcho-communism, direct-democracy, etc. Natives look like the Irish.

It should go without saying but people of various ethnic groups live in all parts of the world, just like in our world. Not mentioned here but Coatl natives look like Pacific Islanders. The northern most continent, Auroran Frosts, is similar to Antartica, no humans live there.
Colony Names:
Spoiler:
All colonies are areas which are ultimately ruled over and governed by a parent political entity without being a part of that country.

Orlan Colonies (orange on map):

The Meadowlands - North West Hearthome
Orlan Coatl- Coatl
Orlan Bán - Baile Bán
Orlan Red Sands - East Hearthome

Orcish Colonies (light green on map):

Orcish Coatl - Coatl
Orcish Bán - Baile Bán
Orcish Red Sands - East Hearthome

Baumberg Colonies (pink on map):
Baumberg Coatl - Coatl
Baumberg Bán - Baile Bán
Baumberg Red Sands - Just east of Baumberg
Vincent - Far East Hearthome

Emerald Colonies (brown on map):
Emerald Red Sands - East of Emerald Empire
Environments:
Spoiler:
Orlan Island is home to Plains and Tropical forest.

Coatl Rainforest - Is a tropical rainforest on that continent.

The White Forest - Boreal Forest in Baile Bán.

The Aurora Frosts - A cold desert similar to our Antartica.

Sunrise Forest - A temperate forest in east Hearthome.

Couldscratch Mountains. - Separates the Sunrise Republic and Vincent from rest of continent. Are the tallest mountains in the world. Often home to earthquakes and volcanic activity, site of a tectonic plate boundary. Stretch the continent.

The Black Forest - a forest in the western Buamberg Confederation

Yong Mountains - Goes through central Baumberg and Emerald Empire named after first Emerald Emperor. This mountain range isn’t as large as the Cloudscratch Mountains

Ebony Plains - Grassland Plains in the north and north west of Hearthome.

The Tigerpaw Forest - a Tropical rainforest in central Orcish Empire

Emerald Forest – The large forest in Emerald Empire.

The Red Sands - A Large Desert in northern Zor Princedom and where a lot of colonies are. They are called the Red Sands after all the battles said to occur there.

The Sapphire Savanna – An arid savannah land in the southern Zor Princedom.

The Lionpaw Savanna - An arid savannah land in Northern Red Sands Colonies.

Auroran Ocean - Is the Northern Ocean.

White Sea - The sea between Baile Bán and Hearthome

The South Sea - The sea south of Hearthome

The Boundless Ocean. - The vast ocean between east and west Hearthome which contains Coatl Continent.
Languages:
Spoiler:
Orcish = Spoken by the people of Orlan Kingdom and Orchid Empire. Identical to our English.

Baumbergish = Spoken by the people of the Baumberg Confederation. Identical to our German.

Huach = Spoken in the Emerald Empire. Identical to our Chinese.

Zorbic = Spoken by the people of the Zor Princedom and various locals in Red Sands colonies. Identical to our Arabic.

Caint =Spoken by the people of Baile Bán. Identical to our Irish.

Coatl = Is a dead language. Once spoken by the people of the Coatl Empire. Now only really studied by academic and even they don't fully understand it. Identical to our Nahuatl.
Currency:
Spoiler:
Orlan Kingdom: Orlan Silver. 100 Copper makes one Silver. The symbol "$", the symbol we use for the dollar is used for Orlan Silver. So $50.25 would be 50 Silver and 25 Copper.

Orchid Empire: Tulips. 100 Poppies makes one Tulip.

Baumberg Confederation: Chits. 100 Bits make a Chit.

Emerald Empire: Kuo. Is a single denomination currency.

Zor Princedom: Stones. The area is home to many gems so the currency named after them. 100 Garnets (red) makes a Topaz (blue.) 100 Topaz makes an Amethyst (purple.)

Baile Bán: Has no centralised currency.
Death, Souls and Reincarnation:
Spoiler:
Reincarnation is considered a fact of life and in this world. Reincarnation happens to everyone, it is generally accepted that only humans (although some also believe demons) are reincarnated and that reincarnation happens in a linear fashion in time. So you can't be reincarnated into the past. It is believed human souls pass on to the otherworld upon death where they remain until they are reincarnated. Most people remember nothing of past lives outside of glimpses in dreams which are usually quickly forgotten or hard to differentiate from regular dreams, almost everyone at some point dreams of past lives. Some people remember more, but still not a lot. How long a soul takes to be reincarnated is unknown.

All souls eventually pass on to the otherworld but sometimes the souls of the dead which have yet to pass on linger around for a while. These are known as ghosts.

Rare individuals known as 'soultouched' are able to remember a significant amount about their past lives and through meditation with others can help other people remember more of theirs. While these people exist, many people claiming to be soultouched are little more than frauds. And there are plenty of people who claim to be the reincarnation of a famous historical figure.

It is said mages, those bound with demons, become far more in touch with their soul and their past lives following the binding.
Gender and Sexuality:
Spoiler:
Discrimination based on sex, sexuality and gender isn't a thing in this setting. It just isn't. Part of it may have to do with the fact that most people will have been a different sex and sexuality in a past life, one's soul has little to do with their body. Really you should just throw concepts of heteronormativity aside. They don't apply here.

People view sex and gender as two separate things. No gender is seen as inferior to any other gender, sexism and transphobia isn't a thing in this world and things aren't segregated based on sex or gender. There are unisex bathrooms as far as the eye can see. When it comes to pronouns and the like people are refereed to based on their gender, not their sex. In this world people who identify as neither male or female (or male and female, or both, gender identity is complicated like that) are called Xan. You often see Xan people use Mx (pronounced Mix) instead of Mr or Ms and X instead of M or F. Many Xan people use the singular they as a pronoun to refer to themselves with but he and she aren't uncommon. "Ser" is used as a gender-neutral honourific similar to "sir" or "ma'am"

Much like gender nobody faces discrimination based on what one's sexuality is. People in this world don't really 'come out' because society isn't heteronormative, there isn't a stigma related to being anything other than heterosexual or cisgender. A man liking men and not women matters as much to people as liking redheads but not blonds. In short, gender, sex and sexuality are a complete non-issue.
Demons and Magic
Spoiler:
Demons are beings which typically inhabit another realm of existence. There are various names for this realm, the Otherworld, The Underworld, Hell, etc. Little is known about it, it is not believed that any human has ever traveled there. The most powerful demons are known as Demons Lords. Views on demons vary. Some people believe all demons are evil, some think demons can be good or evil and others believe that demons and humans share the same soul and that one can be reincarnated as the other. Demons can be male or female but most are Xan. And yes, demons can be hurt and killed (or at least banished back to the otherworld, it isn't entirely clear which happens) by conventional means.

All magic comes from the Otherworld and demons. Magic is a mysterious and seemingly unknowable force which goes against the typical rules by which reality operates. Nobody is truly sure just what magic is capable of. Many people believe demons care little for the human realm and they are rarely seen here. It is believed a lot of magical energy is required to pass between the worlds.

In order for a human to use magic they must bound to a demon who can manipulate magic. This binding can be willing or unwilling. Once a person is bound to a demon, the only thing that can break the bond is death. Many people consider it a mercy to kill a mage so that next time they may live a life free of a demon's influence. It is said a demon can communicate telepathically with their host however some are more talkative than others. And this telepathy isn't always words, sometimes it's just a feeling, a mage may be overcome with feelings of dread when their demon feels they are in danger.

It is said the more the duo experiences together the stronger the bond becomes and as time goes on a human can use new magical abilities and abilities they already have become more powerful.

Views on magic and demons vary. Some think all demons and by extension magic users for they are bound to demons are evil. Others think they can be good or evil. One of the most famous mages of all time was a man named Gamlen Taylor. Taylor raised an army of zombies which he planned to use to conquer the world. Zombies are the undead servants of a Necromancer possessed with a sliver of magical power which allows them to rise, they can be human or animal. How many zombies a necromancer can raise and for how long depends on how powerful of a mage they are. A zombie's eyes glow a dark purple, purple being a colour often related to magic. A shot to the head will not kill a zombie. Instead all you can hope to do is immobilize them and have the necromancer give up on controlling them or have enough time pass that the magical energy which powers them dissipates. Of course killing the necromancer would also work. The magical energy which sustains the undead is centered on their head, so decapitation is an effective way to disable them. But general dismemberment, incineration and just damage is also effective. The wounds a zombie has, including those they had when they died will never heal. Likewise a zombie will continue to decay naturally. Once a zombie has been risen by magic once, they can never be risen again. The War of the Dead Gamlen Taylor started over a thousand years ago is a key reason why the dead tend to be cremated and why people still fear magic.

In all remember, both magic and demons are rare in this world and superstition isn't uncommon. Maybe a curse was placed on your child by that old woman down the road which made her get sick however it is far more likely that your child simply got sick and that woman has no magical ability or relation to demons at all.
Religions:
Spoiler:
The Children of Aurora (Aurorans): They believe there are two gods. Aurora and Umbra. The god of light and good and the god of dark and evil. God and The Devil. Us humans have the souls of the spirits that served Aurora, Demons are the spirits which served Umbra. Fire and light plays key role in their belief and rituals. They believe we must find a way to flee our mortal coils and return to Aurora. Aurora and Umbra are both referred to as they, they are both Xan. Their sacred text is The Book of Light, written by a priest called “The First Illuminator” who apparently talked to Aurora. Little is known about who this person was. The leader of their church is called the Illuminator. Currently lead by Illuminator Elizabeth the Third. Most popular religion in the Kingdom of Orlan, Orchid Empire and Sunrise Republic.

The Reformers of Aurora (Reformers): Have a different interpretation of The Book of Light. That we actually are Aurora, that Umbra split our soul into billions of parts, that we need to reform together and must all become whole again. And when we do we will be one and shall remember everything. That is why we reincarnate and remember, we are all the same being, Aurora. They think that demons are just lesser spirits, may or may not serve Umbra, can be good or evil. They think the same is true of magic and magic users. They have no organised central leader like Illuminator Elizabeth. Most popular religion in the Zor Princedom.

Followers of Harmony (Harmonists): Harmonists don’t revere gods, rather they accept that existence is composed of a nameless force which consists of two parts, Ying and Yang. Light and Dark, Male and Female, Order and Chaos, Hot and Cold, human and demon. These two forces are in everything and in everyone and they aren’t in conflict like the Auroran dualistic good/evil view of the world. Rather they look to try and find harmony between the two. The three central tenants of followers of harmony are Compassion, Humility and Moderation. They also believe in the idea of Wu Wei or doing by not doing, that sometimes the best thing to do is not intervene and let things play out how they will. They believe that demons and magic users can be good or evil. There are of course debates over when and how one should interfere. It is unknown exactly which philosopher first came up with the concept but it has been part of Emerald Empire belief since before the formation of the empire itself. They have no organised church or priesthood, they are more a philosophy than a religion. Most popular faith in the Emerald Empire.

Order of Roland (Paladins): They are the remnants of the Paladin Order founded by Charlotte Roland in 878ME. They believe there are no gods watching over us, only demons out to prey on us and that we humans must be on guard against them. They stomp out demons and magic. Most popular faith in the Baumberg Confederation.

Pagans: Religion of the people of Baile Bán and has of course spread beyond there. They believe humans and demons are both spirits and that either can be reborn as either. That demons can be good or bad, think the same of magic. They hold some Demons to be sacred but all of this is very localized rather than widespread. Different communities, often different families will venerate different demons which they think help them. Pagans who are bound with demons and able to use magic are known as witches.

Raveleans/Existentialists: Often named after 19th Century Orcish Philosopher Keira Ravelean. These people are irreligious. They believe there are no gods, just powerful demons. That demons can be good or bad. They don’t think there is any objective meaning or force that guides the universe, the only meaning in life is the meaning you find for yourself. However they are by no means glum about this. Instead they embrace the freedom they have and still value being good to others and enjoying one’s life.

The Coatl Pantheon: This is the term academics and everyday people use, not what the Coatl themselves used. The Coatl had a polytheistic faith revering many powerful Demon Lords and lesser demons which they considered to be gods. Their religion has no known modern practitioners. Not a lot is known about their religion, the empire was gone long before people from Hearthome arrived on the Coatl continent. However magic and demons played a huge role. The lower classes often had their dead either burned or taken by mages to be used as zombies. The elite of society always were interred in catacombs. The great pyramid of Tollan seems to be a mix between a holy temple and the home of the royal family.

Most people burn their dead upon death to stop them rising up as undead. This practice became very popular after The War of the Dead in which Gamlen Taylor’s army consisted mostly of undead he had risen up. Often urns containing ashes are buried in the ground along with gravestones to mark the burial site.
History:
Spoiler:
Ancient Era: The time before the coronation on the first Emerald Emperor and formation of Emerald Empire. It was during this time that the Coatl Empire rose and fell. It is unknown what lead to the collapse of the Empire which stretched across that continent. In the distant past before that was the Ice Age, considered when people from crossed from Baile Bán to Hearthome across an ice bridge. Before even that, the leading geographical theory is that all of the earth was one large continent. Also believe in the very distant past earth was home to little more than volcanoes and toxic gases.

Modern Era

1ME: The coronation of Emperor Yong, the great uniter and founder of the Emerald Empire. At the time technology was similar to ancient Rome.

126ME: The First Illuminator (any person information about them including age and gender is unknown) founds the Church of Aurora in what will become the Orchid Empire.

392ME: The Northern War finally ends and Jessica Orchid is named the first Emperor of the Orchid Empire after uniting their people.

476ME: A civil war finally ceases and the Kingdom of Orlan is established with Anthonio Orlan as their first king. At this point technology is in what we consider to be the middle ages.

512ME: The Zor Princedom is founded, it was just one of many Kingdoms and Princedoms in the region but would eventually rise in prominence

577ME: The Great Schism. Priests of the Children of Aurora in the Zor Princedom split off to found the Reformers of Aurora.

601ME: People of Hearthhome first begin to interact with the people of Baile Bán on a regular basis.

877ME: The War of the Dead begins as a King Gamlen Taylor in what would become Baumberg Confederation and a mage raises and army of undead with intentions to conquer all of Hearthome.

878ME: Charlotte Roland, the 21 year old daughter of a minor noble establishes the Templar Order, also known as the Order of Roland to battle the undead hordes. Has a Skymetal Mace created when the order is founded. Travels with Prince Vincent Khalid of the Khalid Kingdom of the East. The Khalid Kingdom would eventually become part of the Zor Princedom.

881ME: The War of the Dead Ends. Charlotte Roland married Vincent Khalid. The Baumberg Confederation is created with Charlotte Roland serving as the First Lord Protector of the Realm.

901ME: The Kingdom of Orlan conquer and establish the Meadowland Colonies.

993ME: See the establishment of colonies subservient to the Political Powers of Hearthome in Baile Bán.

1172ME: Gunpowder is discovered in the Emerald Empire. The technology begins to disperse around the world and with it explosives, cannons and firearms.

1451ME: The Age of Exploration. Orlan sailors discover the Coatl Continent and the remains of the once great Coatl Empire. Colonies are quickly established.

1501ME: The First Circumnavigation of the Earth. The expedition is led by an Orlan Prince.

1533ME: The Establishment of the Orlan Sunrise Colonies and Baumberg Vincent Colonies.

1783-1785ME: The Sunrise Rebellion. Ends in the victory for the rebels led by Arthur William. See the creation of the Sunrise Republic.

19th Century ME: The 19th Century sees the Industrial Revolution and development on a scale never seen before.

1897ME: Baumberg born Gertrude Diesel creates the first Internal Combustion Engine using Diesel Fuel which she also discovered the uses for. The fuel and engine is named after herself

1898ME: Diesel follows up her internal combustion engine with the automobile using the engine. Over the next decade Diesel becomes the most popular energy source in the world.

1914ME: The Coatl Rebellion. A rebellion which begins in the city of Tollan in the Orlan Coatl Colony led by Ernest Leslie fails after 6 months. All local elected government is suspended indefinitely.

1916-1920ME: The War of Red Sands. A long and bloody war which resulted in millions of deaths over the establishment of colonies in the Red Sand desert. The desert is home to vast reserves of Diesel. The desert originally got its name from the battles which occurred there. The war had two sides, The Baumberg Confederation and Zor Princedom against the Orlan Kingdom and Orchid Empire. Caught in the middle were various small countries ripe for colonisation. The Sunrise Republic and Emerald Empire both stayed out of the war, the latter bribed by the Baumberg Confederation with the promise of colonies which they received after the war in return for staying neutral. The Baumberg Confederation and Zor Princedom won. The Baumberg got the pick of the best areas for colonisation and the Zor Princedom crushed century old enemies and massively expanded their territory and importance.

1919ME: The Baile Bán Anarchy. The huge Emerald Empire colony in Baile Bán collapses. What it leaves are several smaller groups of locals and colonists who stuck around. Have Anarcho-Communism, Direct Democracy, Monarchy, Military Dictatorship, all sorts of political systems.

1922ME: The Orlan Kingdom and its colonies fall into Economic Depression following a banking collapse in the aftermath of The War of Red Sands. Standard of living drops, unemployment and poverty skyrockets.

1924ME: Present Day.
City of Tollan:
Spoiler:
The city of Tollan was once the capital of the Coatl Empire, even today it contains many remnants of those days including the great Pyramid of Tollan, a huge structure (and what we would consider a Mesoamerican Pyramid) believed to once be home to the royal family. Archaeology suggests the empire spanned the entire Coatl Continent from roughly 3000AE to around 500AE. It is known that magic and demons were used and played an important part in the running of the empire. By the time people from Hearthome arrived on the Continent the empire was long gone, however various tribes still lived on the island, many of which in places believed to be built by the Coatl Empire. Unfortunately for the locals, they were no match for the colonizers. When the Orlan Kingdom colonized the region they made Tollan the colony’s capital city. The city is located on an island just off the coast of the main continent, the island is also home to an extinct volcano, the fertile soils around the volcano is believed to be the reason humans first settled in the area. Today the city and surrounding area is home to 750,000 people. The Orlan Cotal Colony itself is home to 5 million people. The city can be divided into several districts.

The city is home to an extensive tram network, buses and roads for cars. No subway exists unlike in other parts of the world. The city also has a few general train stations but these are typically used for people and freight to come to and from the city. The Docklands is unsurprisingly home to a regular port but also contains an airport for zeppelins and aeroplanes. In terms of architecture city is a mix of its Coatl roots (think Aztec buildings) and what was created by colonizers (think 1920’s North American cities like New York or Chicago.)

Dark Grey: Mount Tollan – Mount Tollan is a rather large but thankfully extinct volcano located on Tollan island. Tollan observatory is located on the mountain and is used to study various terrestrial and celestial events.

Light Green: Wilderness – This is the wilderness, land mostly uninhabited by humans although is home to some logging and mining. It is part of the vast Coatl Rainforest, a rainforest with which covers a large amount of the continent.

Pink: Central – Central is home to the Central Business District of the city. It is mostly home to commercial businesses but also has some residential areas.

Red: Royal Quarter – The royal quarter is home to commercial and residential areas but is best know for its various government buildings and is the location of Tollan University. The great pyramid of Tollan, various public offices, the world class Pyramid Hotel and the governor’s residence are all located in the Royal quarter.

Orange: Wildflower Heights – Wildflower heights is an upper class residential and commercial area.

Yellow: Puma Beach – Puma Beach is a commercial and residential area located near the large and beautiful, Puma Beach. The beach and pier are also home to various attractions.

Lavander: The Canopy – The Canopy has a bit of everything, residential, commercial and industrial but it is mostly a residential area known for various apartment blocks. It is also home to both “Emerald Town” and “Little White”, areas known for their significant Emerald Empire and Baile Bán ethnic residents respectively.

Brown: The Dumps. – “The Dumps” is the unofficial name for the poorest part of the city, this isn’t the only place known as “The Dumps” other places with the same name have sprung up around the Orlan Empire due to the recent economic depression. The Dumps is officially part of the canopy but people don’t really consider it as such. It’s a slum filled mostly with homeless squatters.

Purple: The Docklands – Almost all of the industry in the city is located in The Docklands. Naturally it is also home to the docks where shipping takes place. The Docklands also contains Tollan Airport where Zeppelins and Aeroplanes come and go from.

Dark Green: Agriculture and Suburbs – Off the island are various suburbs and also some agricultural areas.
Historical Figures:
Spoiler:
Emperor Yong Emerald the First: The first Emperor of Emerald Empire and a powerful ruler. Known as the great Uniter for making all fall under his banner. He used male pronouns but was Xan.

Emperor Jessica Orchid the First: She was the first Emperor of the Orchid Empire.

Prince Aisha Zor the First: She was the first prince of the Zobic Princedom. Was the child of a the king of the Khalid Kingdom, established a Princedom as not to appear to be after his power. In time the Princedom grew and became more powerful.

King Antonio Orlan the First: He was the first king of the Orlan kingdom.

President Arthur Williams: He was the leader of rebel forces in what would become the Sunrise Republic. After succeeding in the war, he was elected first president of the Sunrise Republic.

The First Illuminator: This unknown figure (or possibly figures) wrote “The Book of Light” which is considered a sacred text for different religions.

Gamlen Taylor: One of many kings in the area which would eventually become the Baumberg Confederation. He was also a powerful mage. He raised an army of the undead in an attempt to conquer Hearthome. Was eventually killed by forces led by Charlotte Roland.

Charlotte Roland: Charlotte Roland was the daughter of a minor noble and at the age of 21 founded the Paladin Order also known as The Order of Roland to battle Gamlen Taylor and his army of the dead. When the order was founded she had a skymetal mace forged, said mace is still on display in a Museum in Roland City. When the war was over she established and became the first Lord Protector of the Baumberg Confederation, a confederation that oversaw various kingdoms. There has been recent academic debate over her views towards magic and demons, some saying she saw all magic and demons as evil, others that those beliefs were imposed upon her after her death and that she did believe magic could be used for good and that the modern day Order of Roland is a alteration of her own beliefs. Married Vincent Khalid and had two children, one of which became Lord Protector after her death. That bloodline continues on to this day.

Vincent Khalid: He was a prince from the Khalid Kingdom. He moved to the area which would become the Baumberg Confederation. Was known for fighting with a spear. Became romantically involved with Charlotte Roland after the two were companions during The War of the Dead, eventually married her.

Keira Ravelean: She was an influential mid-19th Century philosopher from the Orchid Empire. Known for writing about existentialism.

Friedrich Karls: Another influential mid-19th Century philosopher. Born in the city of Roland in the Baumberg Confederation. Author of The Communist Manifesto and The Condition of the Working Class in Orlan. Considered to be the father of many leftist political ideals.

Ernest Leslie: Leader of an attempted rebellion in the Orlan Coatl in 1914. The rebel organisation was known as The Ferrets. He killed Peter Andrews, the man who was Governor of the Orlan Coatl colonies. He was ultimately captured, tried and executed. Aged 34 at time of death.

Peter Andrews: Was governor of the Orlan Coatl until his death 10 years ago. Aged 60 at time of death.
Modern Figures:
Spoiler:
Emperor Mei Emerald the First: Current Emperor of Emerald Empire. Aged 68.

Emperor Richard Orchid the Second: Current Emperor of the Orchid Empire. Aged 35.

Prince Joseph Zor: Current ruler of the Zor Princedom. Aged 42.

King Antonio Orlan the Sixth: Current ruler of the Orlan Kingdom. Aged 58

Lord Protector Peter Dietrich: Current Lord Protector and thus ruler of the Baumberg Confederation. Aged 39.

Sebastian Dumas: Prime Minister of the Orlan House of Commons. Aged 63.

Illuminator Elizabeth the Third: Leader of the Children of Aurora. She's aged 71, lives in Orlan City.

Gertrude Diesel: Born in Roland City Baumberg, still lives there. Inventor of Diesel and the internal combustion engine. Head of the Diesel Corporation. Aged 52.

President Benjamin Reed: He is the current president of the Sunrise Republic. Aged 43.

Kyle Howard: An entrepreneur from the Sunrise Republic. Known for his Zeppelins, Aeroplanes and weapon’s technology. Lives in the city of Tollan. Is the wealthiest man in the city. Aged 28.

Governor Alex Orlan: They are the second of three children and prince of the Orlan Kingdom. After the death of Peter Andrews they were made governor of the Orlan Coatl colonies. Xan. Aged 34.
Politics in Orlan and the Orlan Coatl Colony:
Spoiler:
The Orlan Kingdom is an absolute monarchy, the king holds absolute political power. However seeing as it would be completely impractical for the king to run everything himself most affairs are delegated to Parliament which consists of the Upper House, The House of Lords which the King appoints and consists mostly of nobles and the Lower House, The House of Commons which is elected, citizens over 21 can vote. Elections occur every 5 years, the next election is due in 1925. However this system has received a lot of criticism as there is nothing stopping the upper house or even the king vetoing anything the lower house passes making it a very limited democracy. Even many royalists who are happy to have the king as head of state dislike this system and would prefer something like the Emerald Empire which has but a single parliament house, the elected House of Commons.

Colonies of the Orlan Kingdom are ruled directly by their colonial masters in Orlan. Colonies themselves are ruled over by a governor and can usually hold local elections for members of city councils and to go to Orlan city to sit in the House of Commons. However all elected government in the Orlan Coatl colony was suspended indefinitely following a failed rebellion a decade ago. The colony is now ruled by the Governor Alex Orlan and directly appointed officals.

Political Parties don’t exist in the House of Lords, however family plays a role of continued importance. The house of commons currently consists of 2 major parties, 3 minor parties and various independent MPs.

In terms of social welfare, unemployment benefit is non-existent but old age pension, child benefit and pay to the families of people who died/were severely wounded during the war all exist.

Major:
Conservative Party: Right-Wing. The majority party in parliament, elected in the aftermath of the Great War following Orlan’s defeat. Believe in fiscal conservatism. Many blame them and their lack of regulation on banks for the Economic Depression.

Liberal Party: Centre-Right. Believe in what we consider Laize-Faire economics, lack of government intervention in the economy. Were the majority party during the Great War, many blame them for the country’s failure.

Minor:
Labour Party: Centre-Left. Social Democrats. Some members want simply social democracy, some want to gradually lead into a full socialist means of production. Are most popular minor party, expected to become more popular in the next election.

Socialist Party: Left-Wing. Socialist (duh.) Want to gradually lead to socialist means of production. Expected to become more popular in the next election.

Home Rule Party: Single Issue Party. A party made up of people from across the political spectrum, are a single issue party who want only to have home rule, for the various colonies to remain loyal but self-govern. Least popular party.
Law and Crime:
Spoiler:
Many of the common laws you would expect like murder, theft, trespassing, fraud, sexual assault exist here.

Tobacco, Alcohol, Cannabis and Gambling are all legal in the Orlan Kingdom and Colonies. Prostitution and various other drugs like heroin and cocaine are illegal. When it comes to firearms, you can apply to the government for a licence for a shotgun, semi-automatic pistol, revolver and semi-automatic/bolt action rifles. Automatic weapons, heavy weapons and explosives however are outlawed. Of course, this doesn’t mean people don’t use them and plenty of people who aren’t licensed have guns. You have to apply separately to the government for a permit to carry concealed weapons on your person, PIs commonly do this. Open carrying of weapons in public spaces isn’t allowed.

Magic and consorting with demons is officially considered illegal and includes punishments which can include life imprisonment and death. However many believe that some government agents do practice magic. It should go without saying but membership in a rebel organisation is illegal.

Law Enforcement can be broken down into three ranks, Police, Public Security Bureau and Military. The police are what you think they are, a police force for the city. They tend to be named after whichever city/county they serve in. The Police in Tollan are known as the Tollan City Police Department. The Public Security Bureau are basically a state law enforcement agency like the USA’s FBI, DEA or ATF. The military are well, the military, home to various divisions the army, the navy and air force. They also contain Special Forces and Military Intelligence agencies.

There are three main criminal gangs that operate in the city along with various smaller gangs and independent criminals.

White Wolves: A purely local gang made up mostly of immigrants from Baile Bán. Relatively recent, only sprung up in the last few years but grew quickly in power.

Crimson Poppies: The local branch of an international criminal organisation. The organisation originated and is based in the Orchid Empire, far more aristocratic than other gangs. Known for their strong control of the illegal opiate trade.

The Night Hags: The local branch of the oldest criminal organisation in the world. However their structure is a lot looser than the Crimson Poppies. Originated in Medieval Baumberg, got their name from how they were originally underground magic users but these days magic mostly takes a back seat.
Education and Healthcare:
Spoiler:
Primary School education is free and mandatory ending at the age of 12. Secondary School education isn’t free or mandatory but is inexpensive enough that just before the depression 10% of eligible people attended secondary school education. Third Level Education in a university is much rarer and is also very expensive. If you aren’t from a wealthy family you likely won’t attend however would be students can get loans to pay tuition fees or scholarships.

Healthcare is also not free, however the government does pay for people who work for the state (police, public security, military) who are injured on the job and require on going medical treatment. While simple medical is usually affordable more advanced medical care can be beyond the reach of many average people and might put them on debt.
Technology:
Spoiler:
When it comes to technology it is mostly the same as our 1920s. So you have radio, film (films with sound only came into existence 3 years ago,) cars and weapons like what you would see in the 1920’s, aeroplanes, zeppelins, typewriters, submarines, telephones, electricity, etc.

There is some more fantastical technology, like electrified gauntlets, electromagnetic boots which let one stick to metal surfaces and railguns but such technology is mostly experimental at this stage and would probably be found only in government or corporate research facilities.
Culture:
Spoiler:
Culture is similar to our 1920s although as mentioned people are far more accepting when it comes to gender, sexuality and race (although there is still some discrimination based on nationality.) Sports are mostly the same as our sports, football, rugby, baseball, basketball, horse racing, boxing, etc. When it comes to music, while classical still attracts people of course the most popular style of music in the world is Jazz which originated in the Sunrise Republic and has taken the world by storm in recent years. While television doesn’t exist radio and films are both massively popular and people enjoy various other forms of art like literature, painting, etc. Once again dress sense is similar to our own 1920s.
Creatures:
Spoiler:
Most flora and fauna are the same as the plants and animals you would find on our own earth. Some exceptions occur in Baile Bán where some ice age creatures like Mammoths and Saber Tooth-Tigers still roam. Many fantastical creatures are demons who take interesting forms like dragons. Others are creatures which have been corrupted by magic like hellhounds. Some are entirely fictional like unicorns. Ghost exist, they are the disembodied souls of the dead who have yet to pass on. These incorporeal spectres are rare and mostly harmless and in time do pass on to be reborn. Ghosts glow a light blue and are of a humanoid shape but they lack defining features. It is possible to communicate with a ghost. Remember despite what has just been said, the world is vast, all manner of unknown creatures could inhabit it. And who knows what creatures lie beyond it?
Game System
Hidden:
CASPIE:
Spoiler:
Think of CASPIE as Fallout's SPECIAL without luck. You get 1 point in every CASPIE and then 29 points to spend in what attributes you want. All stats are capped at 10 or 1.

C= Charisma
A= Agility
S= Strength
P= Perception
I= Intelligence
E= Endurance

Charisma= A combination of appearance and charm.
Agility= Coordination and the ability to move quickly.
Strength= Raw physical strength.
Perception= The ability to see, hear, taste and notice things others may miss.
Intelligence= Knowledge, wisdom and the ability to think quickly.
Endurance= Stamina and physical toughness.

1 Very Bad
2 Bad
3 Poor
4 Fair
5 Average
6 Good
7 Very Good
8 Great
9 Excellent
10 Heroic

For the majority of people all their CASPIE stats would be between 3 and 8 inclusive. I don't want to see min-maxing for character creation purposes, have stats that make sense in relation to your character rather than putting points into stats you think are the best.

If you change bodies at any point (it isn't as unlikely as it might sound, magic has been known to cause people to permanently swap bodies and possession is one of the spells you can use from the start) your Intelligence will remain as it was, Strength and Endurance will by that of the new body. Charisma, Agility and Perception are where it gets complicated, those attributes are all a combination of both the mental and the physical. Lack of division between mental and physical is one of the biggest problems with CASPIE as a system but it shouldn't be too much of an issue, we'll deal with it if and when it happens on a case by case basis.

When things need to be rolled I will be using two D10 dice to create a percentage. So that percentage could be anywhere between 0% (Two 0s) or 99% (Two 9s.) There will be no set measurement of damage however when people are hurt it will be described.
Skills:
Spoiler:
When making your character you pick 3 Tag Skills which your character is very proficient with. These are by no means the only skills your character has, only where they excel. You can mention other skills your character possess in your character sheet but they won't be as good at them. Every skill is derived from a CASPIE attribute. Skills follow along with descriptions of what the skills are:

Charisma:

Speech = Skill at persuading, seducing, deceiving and overall manipulating people by talking to them.

Agility:

Marksmanship = Skill at using ranged weapons like firearms.
Sneak = Skill at remaining unseen, moving unheard and stealing.

Strength:

Melee = Skill at engaging in combat with your bare fists and with melee weapons like knives, clubs, axes, etc.

Perception:

Explosives = Skill at using and knowledge of various kinds of explosives like grenades, mines, radio controlled explosives and flamethrowers.
Lockpick = Skill at picking locks.

Intelligence:

Repair = Knowledge of how to create, operate and repair equipment and machinery.
Academia = One's knowledge of science and humanities, will usually but not always relate to some manner of third level education. Knowledge of topics such as biology, chemistry, physics, history, geography, archaeology, philosophy, sociology, the occult, etc.
Medicine = Impacts one's skill at treating wounds and understanding of the human body.

Endurance:

Survival = Practical knowledge of the outdoors, knowledge of tracking and the ability to live off the land.
Magical Abilities:
Spoiler:
Player characters are going to be mages, humans with souls that are bound to demons allowing them to access magical powers. As time goes on and the mage becomes both more proficient with their magical abilities and more in touch with the demon they are bound to their power grows. Some magical abilities are always active, others must be activated. Some abilities require no cool down, others need time to recharge. More details will be listed under each ability. For the purposes of this RP Magic Points or MP will be used by players to unlock new abilities. All characters will start with 2 MP they can invest in anything they want. You can gain more MP and unlock new abilities as the game goes on. Naturally in order to unlock the second rank of an ability you must already have access to the first rank. What follows are a list of magical abilities. These are by no means the only things magic can do but are what you’ll be able to do with magic.

Ventriloquism:
This ability allows the user to mimic the voices of others and throw their voice.

Rank I. You can mimic any voice you have heard perfectly although the voice still comes from your own mouth.
Rank II. You can throw your voice to make it come from anywhere within your line of sight. However it can only come from one location at a time and your mouth still moves when you talk.

Ignus:
This ability allows the user to manipulate fire. It also makes the user immune to fire and the harmful effects of heat.

Rank I. Your hand or hands erupt into flames. You can use this ability to light up the dark, put your hands to things you want to light or punch somebody with a flaming fist. You also become immune to fire and the harmful effects of heat.
Rank II. You can shoot a continuous blast of flame from your hand. It has a maximum length of 3 metres.

Amnesia:
This ability causes the target(s) to become forgetful and lose a portion of their short term memory. For those curious it can be used on yourself, useful if you overhear people talking about the ending of your favorite film serial when you haven’t seen it yet. Be wary however, careless use may arouse suspicions.

Rank I. To use this ability you must pass your hand in front of your eyes. It causes one target to become confused and forget everything that happened in the last 15 seconds. Target must be within 5 meters of user. Can only be used once every 60 seconds.
Rank II. To use this ability you must pass your hand in front of your eyes. It causes up to three targets to become confused and forget everything that happened in the last 15 seconds. Targets must be within 5 meters of user. Can only be used once every 60 seconds.


Possession:
This ability allows your soul to pass into body. Your regular body falls into a deep sleep while you are possessing another. It is said masters of this ability can possess someone indefinitely, surviving by jumping between bodies. If the possession ends and your original body has been killed you will become a ghost until you eventually pass on. When the possession ends the person/animal who was possessed has no recollection of the experience. Can be resisted by those with high willpower. You must make eye contact with the target to possess them. Possession may be willingly ended at any time, when a certain amount of time passes or if the body which you are possessing dies. All magical abilities can be used when possessing another human but not when possessing an animal.

Rank I. This ability allows you to possess any animal for 20 minutes. Can only be used once every hour.
Rank II. This ability allows your to possess any human for 20 minutes. Can only be used once every hour.

Vigour:
Vigour makes you magically hardier and more likely to survive.

Rank I. You no longer need to breathe. This means among other things you can survive underwater indefinitely.
Rank II. You are immune to all conventional poisons and diseases and can stay awake indefinitely. You have peak human healing, you heal from wounds at the peak human rate.

Cat Eye:
Magically improves your vision in a variety of ways.

Rank I. Allows you to see in low light like a cat. Note, low light, not night vision, this won’t help you see in complete darkness. You can also change your iris colour at will.
Rank II. Thermal vision. When activated this ability makes the world become black and white and the warmer an object is the whiter it becomes. This can effectively allow for night vision and helps greatly in finding people.

Fleetfoot:
This power greatly improves your acrobatic abilities.

Rank I. You can jump up to 3 meters in height. You no longer take damage from falling.
Rank II. A magical charge is emitted from your hands allowing you to climb walls much like a spider.

Necromancy:
This ability allows you to create a zombie thrall who will follow out your orders. Zombies are the bodies of the dead possessed with a sliver of magical energy which allows them to rise. Once a corpse has been made a zombie once it can never become a zombie again. A fuller description of these undead can be found under “Demons and Magic.” Zombies are issued orders through a telepathic link between thrall and master. You will only be able to create one zombie, animal or human at a time. The creature must be dead before it can become a zombie. The magical energy leaves the zombie after a certain period of time or when you will it.

Rank I. Sends a stream of purple magical energy from your hands into the body of an animal turning them into your zombie thrall. Lasts 10 minutes, max 1 zombie at a time. Takes an hour to recharge.
Rank II. Sends a stream of purple magical energy from your hands into the body of a human turning them into your zombie thrall. Lasts 10 minutes, max 1 zombie at a time. Takes an hour to recharge
Last edited by Kerr on Thu Dec 24, 2015 12:08 am, edited 4 times in total.
So we have come to solve every squabble in the village personally?
The last thing you never see
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Kerr
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CotM Winner!
Posts: 970
Joined: Thu Aug 12, 2010 8:32 pm
ES Games: I, II, III, IV, V. Once I caught a fish alive.
Platform: PC & Playstation
Status: Shadowrunning
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Diesel & Demons

Post by Kerr »

Character Creation
Hidden:
Character Creation Notes
Spoiler:
Some notes on character creation before you make a character:
-You can't be soultouched and you can't have been a mage in a past life. I want all this magic stuff to be new to you.
-You can suggest past life things to me or I can make it up myself. Just don't be a famous historical figure or anything like that.
-You start out poor and unemployed but that doesn't mean you couldn't have been well off in the past.
- You are meant to start out poor and desperate so I'd prefer if you didn't have more than 500 Silver at the start. $ is used as the symbol for Orlan Silver, exchange rate is similar to modern day dollars, not 1920s dollars. Likewise things you have and your build should make sense in relation to your backstory. As a tip, there was a massive war that only ended four years ago. So if you want a reason for why your character knows a lot about firearms and explosives, serving in the war isn't a bad one.
-Your character has to be 16 at the youngest. Children weren't being hired for the expedition.
-You start out with 2 Magic Points you can invest in whatever you want. You'll get more MP and can unlock more magical abilities later in the RP.
-If for some reason you want to hide parts of your back story you can, just PM me about it so I can know what the other players don't.
Character Sheet
Spoiler:

Code: Select all

[b]Name:[/b]

[b]Age: [/b]

[b]Gender:[/b]

[b]Physical Appearance:[/b]

[b]Starting Apparel:[/b]

[b]Money:[/b]

[b]Other Equipment:[/b]

[b]Languages Spoken:[/b] Orcish (Mandatory)

[b]Biography:[/b]

[b]C:[/b]
[b]A:[/b]
[b]S:[/b]
[b]P:[/b]
[b]I:[/b]
[b]E:[/b]

[b]Tag Skills:[/b] (Take any 3)

[b]Magic:[/b]

[b]Other details that don’t fit into existing categories:[/b]

[b]Relationships (Family and Friends, NPC and PC):[/b]
Relationships Sheet
Spoiler:

Code: Select all

[b]PC or NPC:[/b]
[b]How they are related to PC:[/b]
[b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Other Details:[/b]
Sample Character Sheet
Spoiler:
This isn't a real character in the RP, it's just an example of how to fill out a character sheet.
Name: Nicola Bailey

Age: 26

Gender: Xan

Physical Appearance:
Image
Bailey is black with short black hair and brown eyes. She's short but has a rather athletic build.

Starting Apparel: White shirt, black bib and brace overalls, black boots.

Money: $150

Other Equipment: Red wrench, pack of cigarettes, lighter.

Languages Spoken: Orcish

Biography: Bailey was born and raised in Tollan. She was named 'Nicola' after her mother who died of illness when she was a teenager but Bailey never cared for her first name and from a young age most people have called her by her surname. Not long after turning 18, The War of Red Sands broke out and Bailey joined the military. She severed for the entirety of the war, it was there she became skilled in maintaining and repairing equipment and using explosives. When Orlan surrendered she was discharged from the army and returned to Tollan. She became a mechanic, working at a garage but ended up becoming unemployed about eight months ago when the garage she worked at shut down. Since then she's been taking odd jobs in order to get by but is hoping to find more stable, long term employment.

C: 5
A: 5
S: 7
P: 6
I: 6
E: 6

Tag Skills: Repair, Melee, Explosives.

Magic: Ignus Rank I and II.

Other details that don’t fit into existing categories: Xan, being what we could consider Agender, is more or less indifferent to her own sex but she prefers female pronouns. Ambidextrous. Has a fear of snakes. Was raised Auroran but became irreligious while experiencing the horrors of war. The war itself is a sore topic to her and one she prefers not to talk about.

Relationships (Family and Friends, NPC and PC):

PC or NPC: NPC
How they are related to PC: Father
Name: Jack Bailey
Age: 59
Gender: Male
Other Details: Has a large white beard and has to walk with a cane. Works in the post office. Could be best described as a jolly. Deeply religious Auroran.
Rules
1. Forum Rules apply
2. No Godmodding. (Control other characters, determining the outcome of combat, changing the time, etc.)
3. Only post one attack per combat "turn." This being before I get back to you and post the results of your actions. I don't want to see posts like "James shot at Dennis 7 times, then his dog 3 times and then he ran up to the Alex and punched him in the face before tossing a grenade at Lisa."
4. One player character per person.
5. Try your best to use good grammar and spelling.
6. All out of character talk in hide tags after the RP starts. Hide tags that is. Double parentheses  aren't acceptable.
7. Characters have to be approved by me.
8. Keep in mind that you can die. If you die you can make a new character. PM me about it.
9. If you wish to join after the RP has started then PM about it. On the flip side if you are dropping out or going on hiatus for a while please PM me about it to let me know.
10. I will kick as a last resort if I really have to. Please don't make me.
11. Don't be afraid to talk me about things related to the RP. I'll try my best to answer what I'm asked and willing to answer. I won't for example tell you the true motivation of a character just because you ask out of character.
12. I am still the GM. So it is still possible for me to do things with my powers that aren't listed here under rules. But don't worry, I won't go mad with power.
Last edited by Kerr on Thu Dec 24, 2015 12:01 am, edited 3 times in total.
So we have come to solve every squabble in the village personally?
The last thing you never see
User avatar
Kerr
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Posts: 970
Joined: Thu Aug 12, 2010 8:32 pm
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Diesel & Demons

Post by Kerr »

Characters and Character Notes:
Baloth-Kul as Guo "Gigi" Jian
Magic: Necromancy II, Ventriloquism I, Vigour I.
Money: $321.00 on person. 1 Kuo on person.
Weapons and Ammo: 8mm Semi Automatic Pistol. 10/10 bullets in gun. Stilleto Switchblade
Other Notes: Toolbox, Makeup kit. Fishing Creel containing roughly 3 Dozen Morphine Syrettes. The Cube! The keys to the car!

Unionhack as Mordecai Reed IV
Magic: Fleetfoot I, Vigour II, Ignus I.
Money: $690.00 on person.
Weapons and Ammo: Silver Engraved Single-Action .38 Revolver. 5/6 bullets in gun. 9 .38 bullets in reserve.
Other Notes:

Musicman247 as Elias "Ellie" Walker
Magic: Amnesia I, Possession I.
Money: $350.00 on person.
Weapons and Ammo:
Other Notes: Straight razor, comb, wallet, lockpick.

Aarah as Tobias "Toby" Grunzel
Magic: Ignus I, Cat Eye II, Vigour I
Money: $56.33 on person.
Weapons and Ammo: .45 Semi-Automatic Pistol. 4/8 bullets in gun. 1 spare clip (8 .45 bullets.) Hunting Knife. Switchblade. 1 Hand Grenade.
Other Notes: Pair of reading glasses, a book of poetry, small silver snuff box, pocket knife, notepad and pencil (stolen from Ellie,) picture of Jie Sima and Fang Sun, silver wrist watch with inscription.

Velvet LeChance as Dr. Moritz Koehler
Magic: Possession II, Ventriloquism I, Vigour I
Money: $370.00
Weapons and Ammo: Semi-Automatic 8mm Pistol. 5/10 bullets in gun. None in reserve.
Other Notes: Plastic D6 (six-sixed die) and notebook.

The SheoDovah as Elisa Renford
Magic: Ignus II, Ventriloquism I, Amnesia I.
Money: $80.00 on person.
Weapons and Ammo: 38 Single-Action Revolver. 6/6 bullets in gun. 4. spare .38 bullets. Hunting Knife.
Other Notes:

DirtySpaceman as Randolph Flamini
Magic: Ignus II, Vigour I, Fleetfoot I
Money: $15.00 on person
Weapons and Ammo: .38 Snub-Nose Double Action Revolver. 6/6 bullets in gun. 6 spare .38 bullets. 6 sticks of dynamite. 1 hand grenade.
Other Notes: Protective goggles, Lighter.
Last edited by Kerr on Tue Sep 20, 2016 8:10 pm, edited 34 times in total.
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Re: Diesel & Demons

Post by The SheoDovah »

With fire, would I be immune to blasts(within reason)? e.g. the blast sent no shrapnel at me but send me flying backwards against the wall. Can we throw fireballs at people? Also, are we allowed to come from one of the criminal factions?
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Re: Diesel & Demons

Post by Kerr »

Thelastdovah wrote:With fire, would I be immune to blasts(within reason)? e.g. the blast sent no shrapnel at me but send me flying backwards against the wall. Can we throw fireballs at people? Also, are we allowed to come from one of the criminal factions?
Ignus:
This ability allows the user to manipulate fire. It also makes the user immune to fire and the harmful effects of heat.

Rank I. Your hand or hands erupt into flames. You can use this ability to light up the dark, put your hands to things you want to light or punch somebody with a flaming fist. You also become immune to fire and the harmful effects of heat.
Rank II. You can shoot a continuous blast of flame from your hand. It has a maximum length of 3 metres.
No, you wouldn't be immune to explosions. You'd be immune to fire and the harmful effects of heat.
No, you can't throw fireballs.
You can have associated with and worked with one of the criminal groups in the past, but you can't really be currently working for them. A member of one of the criminal groups probably wouldn't be sitting around looking for work as a day labourer. Also I want you all to not already have a job.
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Re: Diesel & Demons

Post by Baloth-Kul »

If one or two PCs want to be friends with her, PM me and we can maybe flesh something out.
Hidden:
Name: Guo "Gigi" Jian

Age: 34

Gender: Female

Sex: Female

Physical Appearance: 5'3", somewhat short black hair, thin frame. She usually has grease smeared somewhere on her person, though she takes great pains to try to keep it off her face and hair.
Spoiler:
Image
Starting Apparel: Stained green overshirt, white undershirt, brown pants, brown workboots

Money: 236 silver, 1 Kuo (mostly, to remind her of her home country)

Other Equipment: Toolbox (largely mismatched and scavenged tools), Makeup Kit

Languages Spoken: Orcish, Huach

Biography: Guo worked as a mechanical engineer in the Emerald Empire for several years--eight years ago, though, she decided to move to the colonies of the Kingdom of Orlan for a change of scenery. The new scenery took on a drab change a few years later, in the form of the economic depression. This adventurous engineer struggled to find work, before jumping at the chance to join Weiss' expedition.

C: 9
A: 4
S: 4
P: 6
I: 7
E: 5

Tag Skills: Academia, Repair, Speech

Magic: Necromancy 1, Ventriloquism 1

Other details that don’t fit into existing categories: Guo allows friends or coworkers to refer to her as "Gigi" or "Ms. 'John'", depending on their ability or willingness to correctly pronounce her name.

Relationships (Family and Friends, NPC and PC):
Last edited by Baloth-Kul on Thu Oct 15, 2015 5:07 pm, edited 1 time in total.
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Re: Diesel & Demons

Post by The SheoDovah »

Ah, ok. Will work on a character within the next week.
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Re: Diesel & Demons

Post by Kerr »

Take your time, there's no rush.

Baloth is accepted.
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Re: Diesel & Demons

Post by Unionhack »

Here we are.
Hidden:
Name: Mordecai Reed IV

Age: 20

Gender: M

Sex: M

Physical Appearance: Mordecai is a scruffy young gentleman, who embraces the more rugged aspects of his appearance and even benefits from them to bolster his 'strapping' charisma. His hair is black-brown and shoulder length, and he has light stubble. Mordecai's right eye is grey, and his left eye is brown.

Starting Apparel: Mordecai wears the usual aristocratic fashion of the time, though a prevailing theme of his outfit is that his formerly pristine clothing is ragged and scruffy after much wear. He dons a long black coat with silver adornments, a grey vest with a white undershirt, a black pair of trousers, and a dark blue scarf.

Money: $350

Other Equipment: A silver, engraved revolver with three shots left.
A lighter with his initials engraved on the face, and a full cigar box with 12 cigars, newly bought.

Languages Spoken: Orcish, Baumbergish

Biography: Mordecai Reed IV is the second son of the formerly-great Reed family, a family of entrepreneurs who had a heavy stake in the oil industry. When the depression hit, they lost most of their holdings and their large estate in Tollan city, and fell from grace. The three Reed children went from being enrolled in prestigious secondary schools to doing menial, heavy-labor jobs just to hold on to their crummy apartment in the slums.

Unlike his father and siblings, Mordecai took to life among the less reputable members of society quite well. Having always loathed being destined to become a businessman, Mordecai relishes the wild, dangerous life with adventure around every corner. He typically takes jobs acting as a dueling champion thanks to his skill with a gun, or as a negotiator.

Chaotic Good: As much as he likes the life of a rapscallion, Mordecai is not blind to the troubles that plague society. He genuinely wishes to better the life of his family and those innocents around him. He is not above hunting down an oppressive mob boss and putting a bullet between their eyes if it means it will better the lives of those in the area. He cares for those he considers friends, and is spiteful and rather petty towards those he considers enemies.

C: 8
A: 7
S: 4
P: 5
I: 7
E: 4

Tag Skills: Speech, Academia, Marksmanship - Mordecai is naturally charming and socially competent. He was an excellent student while still enrolled in school and loves learning and history. His skill with a gun comes from a hobby of his; he has been visiting shooting ranges since he was young, and often brandishes his revolver in his less-than-reputable jobs.

Magic: Fleetfoot I, Vigour I

Other details that don’t fit into existing categories: Mordecai smokes a lot of tobacco. He is allergic to sulfites, meaning he cannot drink most forms of beer, ale, or red wine without getting an upset stomach or possibly vomiting. He prefers whiskey or white wine in these cases. His family follows the Auroran religion, but Mordecai himself is a Ravelean.

Relationships (Family and Friends, NPC and PC):
Spoiler:
PC or NPC: NPC
How they are related to PC: Father
Name: Mortimer Reed II ("Sr.")
Age: 45
Gender: M
Sex: M
Other Details: Former head of the now defunct Reed & Sons Oil Company. Works in a steel mill nowadays. Missing an eye. Recent widower of Ethel Greymere-Reed.

PC or NPC: NPC
How they are related to PC: Older Brother
Name: Mortimer Reed III ("Jr.")
Age: 27
Gender: X ("He" pronouns)
Sex: M
Other Details: Heir of the now defunct Reed & Sons Oil Company. Married with one son. Works with his father at the steel mill, also performs a few hit-jobs for local crime syndicates.

PC or NPC: NPC
How they are related to PC: Younger Sister
Name: Isabelle Reed
Age: 15
Gender: F
Sex: F
Other Details: Only daughter of Mortimer Reed II and Ethel Greymere-Reed. Worked at a textile shop, unemployed.

PC or NPC: NPC
How they are related to PC: Sister-in-Law
Name: Veronica Reed
Age: 26
Gender: X ("They")
Sex: F
Other Details: Married to Mortimer Jr. Worked with Isabelle at a textile factory, currently unemployed. Recently gave birth to Nathaniel Reed.

PC or NPC: NPC
How they are related to PC: Nephew
Name: Nathaniel Reed
Age: 8 months
Gender: M
Sex: M
Other Details: A sickly infant slowly recovering from jaundice.
Last edited by Unionhack on Mon Dec 28, 2015 7:10 am, edited 2 times in total.
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Re: Diesel & Demons

Post by Kerr »

Alright, everything seems to be in order. Unionhack is accepted.

I'm going to just assume that the revolver is Single-Action (you have to pull back the hammer and then pull the trigger as opposed to just pulling the trigger) that can take 6 bullets. At least that's what I've listed it as.
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Re: Diesel & Demons

Post by Unionhack »

That's how I envisioned it, yep.
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Re: Diesel & Demons

Post by Musicman247 »

Let's try this.
Spoiler:
Name: Elias Walker (Ellie for short)

Age: 23

Gender: Xan

Sex: Male

Physical Appearance: Ellie is thin and stands five feet 10 inches, has brown hair and blue eyes.
Hidden:
Image
Starting Apparel: Blue jeans and a white t-shirt as well as a blue jean jacket and brown ivy cap and brown work boots. White underwear and socks.

Money: $120

Other Equipment: Straight razor, comb, wallet, pencil and small notepad, lockpick

Languages Spoken: Orcish

Biography: Ellie has lived on the streets in The Dumps for as long as they can remember. They stole and performed sexual favors to survive. When the war started they signed up just to have a guaranteed place to sleep and meals. Ellie's fighting experience was little, but they did kill a man once. The experience was a shock to Ellie in several ways, and it wasn't long before they were sent back home, dishonourably discharged. Unable to find work, they joined the expedition.

C: 8
A: 5
S: 4
P: 7
I: 6
E: 5

Tag Skills: Speech, Sneak, Lockpick

Magic: Amnesia Rank I, Possession Rank I

Relationships (Family and Friends, NPC and PC): None
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Re: Diesel & Demons

Post by Kerr »

You only spent 34/35 CASPIE points.

I'll add you now, just add another point to one of your attributes and let me know when you do.
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Re: Diesel & Demons

Post by Musicman247 »

Added a point to perception.

Was thinking of the poor/farmer clothing of the era
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Re: Diesel & Demons

Post by Kerr »

Alright.

Yep, people have been wearing t-shirts and jeans for a long time.
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Re: Diesel & Demons

Post by Aarah »

Ok, I hope this fits with all the settings:
Spoiler:
Name: Tobias Grunzel

Age: 55

Gender: Male

Sex: Male

Physical Appearance: Tobias is 6ft 3in, but looks a few inches shorter due to bad posture. He has a greying scraggy short beard and moustache and light blonde hair that falls just past his ears. Bright aqua blue eyes.
Skinny build but has muscle definition in his arms.
Hidden:
Image
Starting Apparel: Brown woollen trousers, discoloured white shirt, dark blue woollen tank top, long grey overcoat and worn brown shoes.

Money: $61.33

Other Equipment: Pair of reading glasses, a book of poetry, small silver snuff box, pocket knife.

Languages Spoken: Baumbergish, Orcish

Biography: Tobias is from the Baumberg Confederation and has had a variety of professions but most prominently he worked as a private investigator. He fought in the War of Red Sands and considers it his greatest accomplishment in life. He has been married once but divorced his wife in 1912 and has two children. Moved to Tollan 3 years ago for a change of life, but after the depression started, he had trouble getting clients and fell into poverty.

C: 4
A: 6
S: 7
P: 8
I: 5
E: 5

Tag Skills: Melee, Lockpick, Marksmanship

Magic: Ignus 1, Cat Eye 1

Other details that don’t fit into existing categories: He likes solitary work and is not a people person. Has recently taken to pick-pocketing to earn some cash and enjoys the activity.

Relationships (Family and Friends, NPC and PC):
Hidden:
PC or NPC: NPC
How they are related to PC: Ex-wife
Name: Inga Schubert
Age: 53
Gender: F
Sex: F
Other Details: None

PC or NPC: NPC
How they are related to PC: Son
Name: Tomas Grunzel
Age: 28
Gender: M
Sex: M
Other Details: Hasn't seen his father for 3 years.

PC or NPC: NPC
How they are related to PC: Daughter
Name: Alicia Grunzel
Age: 28
Gender: X
Sex: F
Other Details: Twin of Tomas.
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Re: Diesel & Demons

Post by The SheoDovah »

I think this will be the first likable Kerr RP character I've done. I bet you one week that I ruin it. :P
Hidden:
Name: Elisa Renford

Age: 29

Gender: Female

Sex: Female

Physical Appearance: Elisa is a rather tall woman. She is 6'2ft tall and is slightly underweight due to her years on the street. She used to have her brown hair in a bun but now, it is a mess and her eyes are green. Her face is round with uneven features.

Starting Apparel: A dirty pin striped 3 piece suit. The blazer is dark blue with a grey waist jacket. The shirt is white and her tie is black. Her trousers are suffering from sleeping rough and are dark blue. Her Wingtipped shoes are black but are badly scuffed and are starting to fall apart.

Money: 0

Other Equipment:

Languages Spoken: Orcish (Mandatory)

Biography: Elisa Renford used to have a decent life until she destroyed by the Depression. Her father wasn't wealthy but he always did his best to support his only daughter even if he was bitter about her existence due to her mother's death being caused by her birth. He never allowed his bitterness to show and treated her with nothing but love. He mostly blamed himself for the death of his wife. Elisa grew up to be a fairly successful trader until fate decided that it was not to be. The stock market Crashed and all of her stocks were rendered useless.Within a few months, she went from living in a luxury building to living in the dumps without a penny to her name after failing to gain employment and her savings running dry. She sold everything she owned just to buy herself time but sadly, it failed to prevent her from going to the dumps.

C:6
A:5
S:8
P:5
I:5
E:6

Tag Skills: (Take any 3)
Melee, marksmanship and Speech.
Magic: Ignus II

Other details that don’t fit into existing categories:
Her former hobbies consisted of shooting at a local gun range and boxing at her local gym. Now, she has no hobbies beyond searching for her next meal.
Relationships (Family and Friends, NPC and PC): Bob Renford(deceased).
Hidden:
PC or NPC:NPC
How they are related to PC:Father
Name: Bob Renford
Age: 59
Gender: Male
Sex: Male
Other Details: Died 5 years ago after the shop he worked at was targeted by some thieves and was accidentally shot dead by one of them.
Third time lucky, hopefully.
Last edited by The SheoDovah on Thu Oct 22, 2015 10:31 pm, edited 4 times in total.
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Re: Diesel & Demons

Post by Kerr »

You'll have to change things before I can accept it.
She had a rather bad childhood due to her father wanting a daughter
What is this supposed to mean? Is it meant to mean he didn't want a daughter? Discrimination based on sex or gender isn't really a thing in this setting so that wouldn't happen.
the mafia
Who? I should add blowing up a factory and killing the people you want to get money from seems like a very, very poor method of extortion. Even worse when you do it in a way that it looks like an accident/an employee did it so you don't even send a message in your murdering people you want to get money from. It could have just been a workplace accident.

Also, has she seriously been wearing the same clothes every day since what happened at the steel mill?
3+3+8+5+5+8 = 32
You have 3 points left to spend. And 5 perception is rather good for someone who is blind in one eye and partially deaf.

Also her backstory seems to imply she didn't know about the dumps which seems, unlikely. If she lived in the city then she'd know it exists even if she wasn't in it.
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Re: Diesel & Demons

Post by The SheoDovah »

She wandered from city to city. As for the explosion, that was a mistake. I should have went with a minor technical issue that she knew how to fix but the machine's failsafe malfunctioned and she ended up getting burnt. The clothes, it's more of the demon of fire being bounded to her and I think I've misunderstood what the process is. If so, i'll scrap her current attire into something else.
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Re: Diesel & Demons

Post by Baloth-Kul »

While I realize this is a fictional setting, 6'7" in the 1920s (especially in a woman) isn't just "rather tall", it's (pardon the crude phrasing) FREAKISHLY tall. She would practically be a sideshow attraction. Also, she "used to have brown shoulder length hair". So...what does she have now? No hair? A blonde mohawk? A black afro? --Also seems a little odd that she's scarred on the right side of her face, but it's her left eye that's blinded. Could have just been shrapnel that happened to hit her there, but still.

Even 3 charisma for someone so disfigured seems a bit much. Mumph in WoD was a toothless (for about 5 minutes), smelly, dirty, kinda crazy homeless guy, and he had 2. A giant, heavily scarred, disabled, brutish beggar mechanic person sounds like 2 charisma at the very most.

...I would really recommend against your continuing trend of having badly impaired PCs. Lodds' missing ear was one thing, but Elisa is half blind, partially deaf, rotten-toothed and has a limp. Even with 8 strength and 8 endurance, she is going to die, and die quick. Whether from infection in her mouth, being unable to outrun something, or being unable to see or hear death approaching, ...she's super dead.

And do you really want another low charisma character? :P Consider Lodds' present circumstances.
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Re: Diesel & Demons

Post by Kerr »

Crap, sorry Aarah, didn't see your sheet last night. But everything seems to be fine so I'll add you now. I should mention, divorce is legal so Tobias could get divorced.

Oh and I know I didn't mention it in the OP but polyamory isn't seen as taboo. I should probably mention it somewhere.
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Re: Diesel & Demons

Post by Aarah »

No problem. Seeing as it's legal, Tobias is now divorced.
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Re: Diesel & Demons

Post by The SheoDovah »

Rewrote backstory and changed parts of the appearance.
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Re: Diesel & Demons

Post by Baloth-Kul »

TLD, you're one CASPIE point overspent.
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Re: Diesel & Demons

Post by Velvet LeChance »

Hidden:
Name: Dr. Moritz Koehler

Age: 42

Gender: Male, cisgender.

Sex: Male

Appearance: Tall, hollow cheeks, soft eyes, strong jaw, close-cropped blonde hair. He stands close to 2 metres, posing with a sense of undeserved distinction. His frame is slender, features contained along the length of his narrow face. His lips commonly form a gentle, excited smile, that reaches towards the blue orbs of his eyes, brightening them. The nostrils of his thin nose flare the barest as he laughs, a distinctively hard sound. Lines crease his features to some extent, and grey streaks creep through his hair, inevitable products of his advancing age.

Starting Apparel: Moritz dresses in a casual suit, leftover from his days at the university. Navy jacket, pants, and a pale pink shirt. It is worn-looking, naturally, the relic of an earlier life.

Money: 53$

Other Equipment: D6, plastic. Semi-automatic, 8mm handgun: 5 bullets in magazine, no reserves. Notebook, used.

Languages Spoken: Orcish, Baumbergish.

Background It never struck Moritz the extent to which he was trapped amongst life’s conventionalities until he rolled for the first time. It had been a joke at first. The die: plastic, anonymous, innocent. Someone had left it at the bar table. It didn’t guarantee she’d sleep with him: but that she did wasn’t what had him hooked. It stood counter to all his beliefs: the inherent order, structure, determinism of societies. The dice allowed him to transcend that, the rational: in the madness, the profound, thrilling, addictive madness, he found freedom, he found life:
Nasty, and brutish, as it became.

C: 8
A: 4
S: 4
P: 6
I: 9
E: 4

Tag Skills: Speech, Academia, Medicine.

Magic: Possession I, Possession II.

Other details: Irreligious. Radical libertarian, anarcho-capitalist.
Spoiler:
Relationships

PC or NPC?: NPC
Relation: Ex-wife.
Name: Marianne Schmitt.
Age: 41
Gender: Female, cisgender.
Sex: Female.
Other details: Data analyst, central bank. Divorced in 1922 after 11 years of marriage. Tries to maintain contact with her estranged husband but finds it difficult at both a technical and emotional level.

PC or NPC?: NPC
Relation: Son.
Name: Dirk Schmitt-Koehler.
Age: 8
Gender: Male, cisgender.
Sex: Male.
Other details: Estranged from his father, has been told Moritz is 'sick'.
If more information on his implied former life is required I can pop a PM on. It's rather mundane though.
Last edited by Velvet LeChance on Sat Sep 19, 2015 7:58 pm, edited 1 time in total.
uesp best poster award winner 2022
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