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Thread: KILL A GOD

  1. #1
    DQ 1337 Member Ducky's Avatar
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    Default KILL A GOD

    YOU HAVE TO KILL A GOD.

    Welcome to the land of Naer.

    Spoiler for Maps of Naer, for those interested:
    Zoom in on the page or go to the source image to view the maps in higher resolution.







    Spoiler for GM's note:
    The kind of boiling-water beginning is what I'm going for, which is why this post is very light on information.


    Main arc log:
    Spoiler for Main arc log:
    You've woken up outside of the remains of Barra's Fine Eatery. Almost everyone is dead, except you, and now a copper thinks you might know something. There is no clear evidence of what happened, and you remember nothing, but there are signs worth investigating inside of the Eatery's remains.

    An inspector is dead, and his body has released sand from Death's Field. A strange woman wearing strange clothes may have some answers, if you seek to find them. In the meantime, now is a good opportunity to deal with your personal business, investigate on your own, or seek new equipment and training, at your own discretion.


    Who are you?
    Name: What is your name?
    Race: Humans are humans, but the other standard fantasy races are a thing. Dwarves are second class citizens and often turn to organized crime to make a living. Elves are functionally extinct and not an option. Other, rarer options do exist.
    Physical: What do you look like? What's your sex? Your age? Other distinguishing features?
    Personality: What are you like? This is a good place to include any personal history you may want, or to elaborate on issues with which your character is struggling.
    Occupation: What's your job, prior to this journey? Be aware that Naer is currently in a time analogous to the Prohibition era.
    Skills: What can you bring to the team? The three most basic archetypes, as usual, are the fighter, the rogue and the caster, but be creative about what exactly your character does well.
    Major Flaws: Where's your character not so hot? (Apart from the ice box)
    Alignment: This one's a doozy - check the spoiler.
    Spoiler for alignment information:
    Alignments determine the elements with which your character resonates. About 1 in 4 children born in modern Naer will be aligned, but that number is not always well-represented in all groups, due to differences in opportunity.

    Spoiler for Unaligned:
    If your character has no alignment, just say 'unaligned' and leave it at that. Unaligned characters are often capable of greater feats of physical prowess and are invulnerable to beings that manipulate the Ether. Just list 'unaligned' for your alignment.


    Spoiler for Monoaligned:
    Of the population that is aligned, an estimated 3-5% are monoaligned - an incredibly small minority compared to the number who are aligned to two elements. On the off-chance that your character is monoaligned, just name 'mono' for your second alignment to specify that you are monoaligned.

    IMPORTANT A mono-alignment gives you the opportunity to specialize in your element of choice, but it also has very specific effects on your personality which will necessarily overrule what you specify for personality. If you're concerned about the consequences for choosing the alignment in which you are interested, contact me!


    Spoiler for Duoaligned:
    Just list two alignments as is standard for the aligned. The vast majority of those few who are aligned have two alignments.


    Spoiler for Alignment types:
    OKAY LET'S GET THIS OVER WITH!!!

    Life governs the formation and sustenance of living organisms - flora and fauna. Alone, life is a powerful force of creation at the hands of someone who is well trained. This is essential for a healer, and is immensely useful in agriculture and animal husbandry, among other creative uses. Power over life is the easiest way to commit an act of necromancy.

    Death governs the destruction of living organisms - flora and fauna. Death is feared across the lands - even a weak caster can strike an enemy with any number of ailments, or combine their power with another alignment to make something truly terrifying. A powerful caster can strike an enemy dead with the snap of a finger - mercifully, these casters are rare. Death is a fast-killing alignment, but interestingly enough it is one of the most effective tools to treat microbial disease and kill parasites.

    Water governs the flow of liquids. While primarily focused on actual water, training can allow the manipulation of other liquids to a limited extent. Extremely powerful casters can summon water out of nothingness, and the manipulation of water - or any other fluid, for that matter - is one with many intriguing possibilities.

    Fire governs heat - especially in the form of actual combustion. It's easier for casters of fire to draw energy from one source to another, but they can and will create new flame if they must. The destructive potential of someone who controls fire is not to be taken lightly, but nor is their potential usefulness to a team of explorers.

    Stone rules over the ground beneath our feet. Those who have nightmares of being swallowed by gaping maws in the earth may do well to avoid making an enemy of someone who is aligned to the stone. This alignment offers substantial power over the environment, and countless tales tell of heroes who survived potentially devastating attacks because a caster of stone put a wall between them and their enemies.

    Sky grants power over the air itself, usually to more utilitarian ends, but occasionally to create incredible displays of destruction. Someone aligned to the sky will need to be far more creative to achieve the same ends as someone who can hurl fireballs.

    Time is almost entirely utility-focused, and it is extremely rare for even a powerful caster to be able to alter the course of time. Prophets and historians alike value the boons of this alignment, however, and those few who can master the hands of time can do incredible things - for as long as the gods allow it.

    Space governs the physical dimensions of the universe, and can be incredibly powerful when charted, let alone manipulated. Cartographers value the powers granted by this alignment, and casters are able to perform incredible feats and inflict some of the most gruesome agony on their enemies using these powers. A navigator of space has no difficulty traveling from one point to another without the bother of taking steps in between.

    Light is the passage of photons. Light is almost exclusively utility, but presents some interesting potential when combined with other alignments.

    Dark is actually the same power as light, being able to bend the paths of photons, but its purpose is to obscure and remove light rather than generate it. Darkness can destroy an opponent's advantage in an instant, or aid in stealth.

    Humor is not actually associated with joking, most of the time. Humor focuses on what pleases people, and often can be linked to the experience of eating, sexual satisfaction, and other positive experiences. These emotional experiences can be induced in a target, granting those aligned to humor the power to distract or pacify almost anyone. It can also, devastatingly, be used by the powerful to make a man with a full belly ravenously hungry, a monk frantically crave sex, or every inch of your skin desperately itch.

    Hubris is not strictly an alignment of confidence, but rather of what people take seriously. A master of hubris could convince another person that their relationship is that of brothers the day they meet. Another could drive a king to war by bending some petty slight into mortal offense.

    Other relevant information: If you've got any big plans for your character, this'd be a good place to drop 'em.
    Last edited by Ducky; February 21st, 2016 at 08:37 PM.
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  2. #2
    New member FayeFox's Avatar
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    Name: Evelyn Adler
    Race: Human
    Physical: She has red curls, pale white skin with no freckles, and bright green eyes. She dresses very femininely and always tries to look soft and non threatening. She's relatively short (5'2") and petite (not curvy, but not lanky). She wears her hair long.
    Personality: Evelyn is from a small town in the Maranaic plains to small town parents. They had no ambition beyond the farm and were deeply religious and fearful of Slayers. When her alignment became clear at age 11, they did their best to hide their fear and love her anyway, but they didn't do a great job. She ran to the city to disappear and prove her parents wrong when she was 16. She has done her best to do jobs that are considered particularly moral like school teacher (that frustration made her kill-lust worse so she quit quickly.), she tried working in a soup kitchen (also no good because of the amount of interaction with people), and she tried working as a nanny (worst one yet. Why did she think that would be a good idea?). Nurse works best out of the jobs so far because she works mostly with comatose or dying patients. The ambient death helps and she doesn't have to talk very much. That being said, she's coming pretty unhinged at this point. She's started killing animals to tide her over, but it's coming to the point where she usually quits her job and moves far away. She has yet to kill a human but she's worried it's inevitable.
    Occupation: Nurse at a hospital for the poor. (It's not going well due to her alignment but more of the problems stem from bias against Slayers.)
    Skills: I guess the big category would be caster with a specific skill in hexes with a focus on blighting people with necrosis. She's a trained (as trained as you can be in 1920s medical knowledge) nurse but her true skill is in causing death despite her reluctance to cause harm or be "bad"
    Major Flaws: Since she's a Slayer, her personality is affected by it. She has a major kill-lust and naturally tends towards violence to solve her problems. Being "bad" has alway been her fate since her alignment was discovered and she's been fighting her nature and trying to be a perfect hero ever since (with mixed results).
    Alignment: Slayer (monodeath)
    Last edited by FayeFox; November 13th, 2015 at 12:52 AM.

  3. #3
    DQ 1337 Member Ducky's Avatar
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    As a mono Death, Evelyn Adler is a Slayer and has not attracted the attention of any gods from any panthea, and will experience little divine intervention, positive or negative, until she seeks them out herself.
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  4. #4
    DQ Senior Member Tyle's Avatar
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    Name: Ninifa Eon, "Madame Pastel"

    Race: Human

    Physical: Female of average height and physique, and considered eerily beautiful by many. She has blinding white hair in slight waves(it makes her hair looks kinda like marshmallow) and silvery blue eyes that look almost completely white under the right light. Always dressed in a combination of white adorned with pastel pink and/or blue. Sketch here.

    Personality: Ninifa is a city woman who is gifted with a charming singing voice as well as a duoalignment of light and sky. She enjoyed good fame as a lounge singer in a local night club with performances aided by her skillful manipulation of wind as well as light - that is - until the night where a back alley assault that led to both her attackers' deaths, the discovery of a new sky utility and an unknown disease that seems to be slowly killing her from within. With her days numbered, Ninifa set off from her home city and stable life to discover who or what is responsible as well as a way to cure it for good.
    Ninifa is a strong-willed woman with refinement and a sense of pride, if not a but quirky. A long time is needed to gain her trust and respect, but once you do she proves to be an extremely loyal friend and ally. She has no problem hurting or even murdering under threat, but always prefer others ways around than direct confrontation. As influenced by her alignment, Ninifa despises closed spaces and even developed mild claustrophobia since her powers emerged. However she, being light-aligned, actually prefers the gentle night over the bright day, so far as to carry a parasol when the sun becomes too intense.

    Occupation: A lounge singer in a local night club. For better or worse, fans in other places might recognize her - either attracting unwanted attention or giving her a chance to ask for favors.

    Skills: An obvious caster. Ninifa favors her sky alignment over light powers and is extremely skillful at refined, precise wind manipulation. Aside from the standard ability of blowing/pushing small objects out of reach, she is most adept at controlling the flow and vibration of air to create or imitate a range of sounds or even voices as she pleases. This pairs with her light alignment makes her a good ally for deception - imitation of things and people who isn't there. It should be noted that Ninifa used her light powers only to create visual effects on stage, and so is not yet skillful enough to create perfect images of objects except for those she can remember with utmost clarity - such as her own self.
    Recently, she discovers that, with a strong will or focus, she can concentrate the flow of air to the point of being able to cut clean through hard materials, like bones and flesh. This is a newfound power with little refinement, but with adequate practice her 'razor wind' ability would be an extremely potent attack that can selectively cut through anything as long as there is air contact.

    Major Flaws: Failing health, obviously. Even though she hides it very well, Ninifa get sick often even before the incident and she is more vulnerable to life and death aligned attacks as well as poison. Her pride and anti-social tendency might also cause some miscommunication as well as denying help when she needs it. Treating her as a weakling or liability is a quick way to tick her off.

    Alignment: Duoalignment - sky and light


    I've left a few points uncertain and open for discussion since we don't know too much about the setting yet. Always ready to edit :D

  5. #5
    DQ 1337 Member Ducky's Avatar
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    (A duoaligned isn't usually affected too much personalityways by their alignments, but these are good traits and I like them regardless of alignment so I say keep 'em!)

    One of the most well-known gods of Light and Sky is Razzaka of the Sun, who is most well-known in the Gattaic Pantheon, across the Western Sea. In Gatta, he is known as a knight and crusader, who gathers forces and spreads them across the world to battle evil forces that have controlled regions for prolonged times.

    Being herself of Light and Sky, Ninifa Eon will have attracted the attention of Razzaka, who rarely intervenes personally but often sends agents of his Sun to aid loyal followers in distress or kill those who have incurred his displeasure. Razzaka favors those who expand the dominion of the Sun by illuminating the dark spaces and, especially, by bringing sunlight to the old ruins. Razzaka reviles dark tyrants who hold authority over locations, and anyone who deliberately obscures things or places from the sun.

    Razzaka's agents are rarely casters, but rather knights who choose to augment their substantial combat skill with the gifts of the Sun. They are by and large considered one of the most poorly-adjusted fighting forces in these modern times, and are forced to substitute their once-awe-inspiring plate mail with cumbersome and undignified bulletproof vests and soldiers' gear.

    Needless to say, it will probably behoove Ninifa to avoid following their example.

    (I'll go on the record that for the purpose of gameplay there will be a system for switching what god is watching you, this is just who you start with)
    Last edited by Ducky; November 14th, 2015 at 12:41 PM.
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  6. #6
    New member ASaluteToYou's Avatar
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    Name: Hewena "Lockjaw" Lockjaw

    Race: Dwarf

    Physical: A female dwarf, darker-toned with long, dark hair she keeps tied back in a waterfall of a bazillion thin braids. She paid someone once to do them for her, but hasn't maintained them, so she has a bit of accidental fringe going on. Build like a brick house. Wears cheap, inconspicuous men's clothing and normally has her knuckles taped up.

    Personality: Stubborn, loud, crass, and quite a bit of a tomboy, Lockjaw is an action-oriented sort of gal that is more than ready to take on the world one punch at a time, should the need arise (and sometimes if someone's screwed up her morning coffee. That's a need arising, right?). Her favored form of humor is sarcasm.

    Occupation: Like most dwarves, Lockjaw is associated with organized crime. She does low-key smuggling of this world's version of 1920's-Prohibition alcohol, whenever she desperately needs money. Most of the time, though, she's winning bet money in illegally organized pit-brawls.

    Skills: As a brawler by trade, Lockjaw is well-versed in the ways of the fist, forehead, tooth, elbow, knee, and foot. However, she has a bit of a rough charisma to her, which helps her in working out bets and convincing people to buy the goods that she has risked her life transporting. On the topic of "transporting", Lockjaw can sneak around your common street-guard/copper, but she doesn't really like to.

    Major Flaws: Her temper and pride have gotten the best of her numerous times. She doesn't really care if she offends you all that much.

    Alignment: Unaligned to any of this prissy magic stuff. Perhaps aligned to the way of the headbutt?

  7. #7
    DQ 1337 Member Ducky's Avatar
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    Being unaligned, Hewena Lockjaw is currently devoid of divine attention. She will have to get noticed the hard way if she wants their aid!
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  8. #8
    DQ 1337 Member Ducky's Avatar
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    Apologies for the bump, but I just wanted to let the world at large know that anyone planning to join has until this Friday to get in before the adventure kicks off.

    After that, I'll plan to still allow stragglers to join, but you'll miss your chance to be there from the start.
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  9. #9
    Apostolic Moderator Diplomacy Domination VictoryOne Time Chess ChampionDiplomacy Domination Victory Varthonai's Avatar
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    Name: Corbin Isaris Tell

    Race: Human

    Physical: Ratty-lookin', messy raven-haired, pallid, willowy bastard. Wears a duster for travel and looks like he's liable to collapse under its weight half the time. Wears falconer's gloves to handle his pet raven Gamble.

    Personality: Corbin is perky, childlike, and jovial, with an obvious lust for life at all times. He is never happier than when he is making other people happy, and he generally does his best to be everybody's friend.

    Occupation: A traveling storyteller and showman, his art is nearing the end of its day as modern mass media has begun to provide entertainment on demand in the home. Still, he does his best to rage against the dying of the light, finding niche markets among those who crave nostalgia or lack the means to afford modern media.

    Skills: Corbin is a skilled necromancer who can raise multiple zombies and subordinate them to his will simultaneously. He is also a skilled Humor mage who can bolster his already-prodigious natural charm by appealing to people's repressed desires. Mundanely, he is also a skilled actor and playwright, and his knowledge of cocktail mixing would probably make him a decent barkeep if he actually owned a bar. He has some skill with care of birds, from his experience with Gamble. He is generally something along the lines of your standard jack-of-all-trades, master-of-none, as he has dabbled in many careers to support himself on the side during periods where his main business has been slow.

    Major Flaws: Corbin is pathetically frail--completely reliant on his zombies for any kind of physical self-defense or hard labor, including the transportation of most of his personal belongings, rendering his nomadic lifestyle impossible without them. He can also be a surprisingly ruthless utilitarian, having little respect for cultures and traditions that he perceives to be inhibiting a people's pursuit of pleasure, security, or development. He is not the type to think twice about plundering a cemetery just to make zombie backup dancers for a choreographed musical number on short notice--and being a Humor mage, he is generally charismatic enough to get away with it, too. One could also argue that he has a bit of a drinking problem, based on the facts that a) he is at least slightly inebriated almost in perpetuity, and that b) he clearly has a f*cking drinking problem.

    Alignment: Duo-aligned - Life and Humor

    part two in progress
    current update: save the cat that you maimed

  10. #10
    DQ 1337 Member Ducky's Avatar
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    The Arrenian Pantheon is rarely actually worshipped, due to strong signs that even its goddess of Life and Humor is overtly malicious. Alen is infamous for controlling mortals with tempting promises of endless life and worldly pleasures. With these promises, she gains control of vast sources of worldly wealth, which provide all the more leverage for her future power.

    Due to his alignment, Corbin will have no doubt attracted Alen's attention. Alen rewards disciples who expand their wealth and resist worldly pleasure to remain in control. Alen frowns on those who give in to temptations (much like those she herself offers) and those who accept their lower status.

    Alen's punishments and boons are optional and purely indistinguishable from each other when offered. It will be up to the intelligence of her followers to determine via reason whether the deal is a trap.
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  11. #11
    DQ 1337 Member Ducky's Avatar
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    When the Monotheon began lobbying against legal alcohol, the world knew that a golden age was coming to an end. The more dwarves that landed on Naer's shores, the more the three states found themselves pressured to enact new laws, so that only thirteen years after the beginning of the Age of Industry, alcohol was effectively illegal.

    Take a walk through the streets of Alten Tar, though, and you'll find that alcohol has done anything but fade into obscurity. The fine establishments within the Waterfront Oval advertise themselves with tasteful, glowing signs - the outline of a woman's legs over Hasty's, a flashing etching of a Nae Coin over the Red Biscuit - but people only pass through their locked doors with one goal in mind: To drink.

    Most successful, on the western edge of the Oval, is Barra's Fine Eatery, marked only with its name on a wooden sign with the text, "THE HOTTEST PLACE IN TAR," where you can climb a flight of stairs and sip expensive wine while looking out over the Alten Bay under starlight, or you can sit in the dark of the first floor and sweat in the body heat while you swig Maranaic moonshine and watch musicians and actors earn good money on the stage. Barra's is one of the few places where you'll see the homeless and the millionaires of Tar speaking to each other, though usually not for long.

    This morning, the sun shines into the lower floor through a gaping hole in the western wall of the building. What little furniture remains intact is charred black, and the smell of timber smoke mixed with rotting flesh fills the room. Police officers, with their silly helmets and their blue suits, pick through the ashes of Barra's Fine Eatery, searching for survivors and evidence of what caused the explosion that woke half of Tar.

    The inspector leading the search, a bald, stocky, almost dwarf-like man with a thick, heavy beard, shakes his head at the sight of the shattered bottles, surrounded by a wide, steaming puddle of acrid moonshine.

    "Looks like someone finally did what we couldn't," He said in a rough, irreverent voice. "I want all of you to look at this. This is what happens when you make a living burning people's brains out with drink."

    "We're looking, sir," A thin, sickly-looking constable says. "We just--"

    "Survivors!" One of the officers searching near the stage calls. Four sleeping bodies - three humans and a dwarf - lie burned but, miraculously, not significantly harmed, pinned and unconscious beneath a collapsed ceiling beam.

    "Get them awake," The inspector orders. "We... Ah, Gods, that's just what I wanted," He says, staring at the corpse of Edmond Barra, owner of the Fine Eatery.

    Most bodies and debris are strewn away from a spot near the door, which, presumably, was the center of the explosion. Barra, however, is, either intentionally or inadvertently, pointed with his head straight towards the source of the blast, as if he has fallen the wrong way, and, although it is hard to do any kind of analysis on a corpse this badly burned, there are almost a dozen mutilated holes where someone hacked him apart with some bladed weapon.

    "It couldn't be simple," The inspector grunts.

    Meanwhile, rescued from the wreckage and dragged out into the fresh waterfront air, four individuals wake from a deep sleep, with throbbing headaches and tender burns. Try as they may, they cannot remember what personal motivation they had to become blackout drunk the previous night, or even what brought them to Barra's in the first place, let alone what caused the catastrophe at all.

    This, clearly, is one of the many consequences of binge drinking, and would never have been a problem if these four had been more responsible and avoided alcohol entirely.

    Spoiler for starting inventories:
    Spoiler for Evelyn:
    Head: [empty]
    Neck: A burned talisman on a cord
    Spoiler for burned talisman:
    Once offered a substantial protection against hexes. Recent damage has rendered it useless.

    Torso: Charred skirts
    Legs: Charred skirts
    Feet: Charred shoes
    Hands: [empty]
    Ring 1: A cracked ruby ring
    Spoiler for cracked ruby ring:
    This lucky find, set in gold infused with Ethaeum, is infused with runes that allow the wearer to walk on water, endure fire, and even fall great heights unharmed. Unfortunately, its protection against fire only lasted as long as the ring did, and damage it sustained during the explosion renders it irreparably useless, beyond a somewhat intimidating and gaudy accessory.

    Ring 2: [Empty]
    Left equipment: [empty]
    Right equipment: [empty]
    Pockets: Tenement key, dead bird, sharp knife
    Prayerstone: [empty]
    Current balance: *00.00

    Spoiler for Ninifa:
    Head: A charred wide-brimmed hat
    Neck: A soot-covered pearl necklace.
    Spoiler for soot-covered pearl necklace:
    This would have once fetched a great price, but after the explosion, it's unlikely that it will ever be possible to restore it to its full market value.

    Torso: Charred coat, P: -0.02
    Legs: Charred skirts
    Feet: Charred boots, P: -0.01
    Hands: [empty]
    Ring 1: A simple glass ring
    Spoiler for simple glass ring:
    Made to fit the index finger, a thin, but surprisingly durable band of glass wraps around the finger. It's transparent and a little bit flexible, but serves no purpose.

    Ring 2: A broken, enchanted glass ring
    Spoiler for broken, enchanted glass ring:
    Made to fit the index finger, a thick, but surprisingly brittle band of glass wraps around the finger. It's transparent but not flexible. The glass is infused with Ethaeum and the ring was once enchanted to allow the wearer to vanish from sight at any time, as well as providing limited powers of flight. Unfortunately, in the explosion, it broke into many pieces, which cannot be reconnected without destroying the runes in the process.

    Left equipment: [empty]
    Right equipment: [empty]
    Pockets: Flat key
    Prayerstone: Razzaka
    Spoiler for Razzaka Prayerstone:
    A small, oval-shaped stone of pure Ethaeum, inscribed with the Mark of Razzaka. This was given to you at one point by one of Razzaka's Knights, and allows the God to track your progress and intervene on your behalf. This stone can be used once and then destroyed to summon Razzaka himself to you.

    Balance: *00.00

    Spoiler for Hewena:
    Head: [empty]
    Neck: A gold locket
    Spoiler for gold locket:
    This item, despite being made of Ethaeum-gold alloy, came at a surprisingly low price. It has no apparent function, and inside is a strange pattern of lines and points, like some strange city of silvery metal, inset in a bed of velvet. Whenever you look, the points and lines have changed slightly, but what purpose this serves you don't know. It came out of the explosion surprisingly intact, and still feels comforting and warm to the touch.

    Torso: Charred jacket, P: -0.03
    Legs: Charred trousers, P: -0.01
    Feet: Charred boots: P: -0.01
    Hands: Charred tape: P: -0.01, PD: +0.05
    Ring 1: [empty]
    Ring 2: [Empty]
    Left equipment: [empty]
    Right equipment: [empty]
    Pockets: Tenement key, sharp knife, revolver ammunition
    Prayerstone: [empty]
    Balance: *01.00

    Spoiler for Corbin:
    Head: [empty]
    Neck: [empty]
    Torso: Charred duster, P: -0.02
    Legs: Charred trousers, P: -0.01
    Feet: Charred boots, P: -0.01
    Hands: Charred falconer's gloves, F: -0.01
    Ring 1: A Bloody Mess
    Spoiler for Bloody Mess:
    A grim find, this ring is made out of constantly-bleeding bones strung tenuously together. It's best worn under the gloves, in the interest of presentability. This ring once granted the ability to commune with and command wild animals, but this no longer appears to work. On the bright side, whatever damage destroyed this enchantment also seems to have caused it to stop bleeding.

    Ring 2: Scratched Gold Ring
    Spoiler for Scratched Gold Ring:
    This ring seems fairly innocuous, but once blessed its wearer with the ability to see the secrets in another man's mind. Unfortunately, you never got to try it out - shortly after you obtained it, it was scratched in the explosion, rendering its runes useless and its power null.

    Left equipment: [empty]
    Right equipment: [empty]
    Pockets: Hotel key, Cheap hip flask full of expensive wine, a bag of giblets, a loaded revolver
    Spoiler for bag of giblets:
    A small, sealed pouch of various raw animal giblets. It's for your pet raven, which was, mercifully, outside of the building at the time of the blast. You'd certainly never eat these yourself.

    Right?

    Prayerstone: Alen
    Spoiler for Alen Prayerstone:
    An oval-shaped stone of pure Ethaeum, inscribed with the mark of Alen. It was offered to you once, in exchange for a personal performance, by a strange woman who vanished as soon as you had upheld your end of the bargain. It allows the goddess Alen to keep track of your progress, and intervene when necessary. It can also be used once and then destroyed to summon Alen to your location in person.

    Balance: *01.00
    Last edited by Ducky; February 21st, 2016 at 08:44 PM.
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  12. #12
    New member ASaluteToYou's Avatar
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    The dwarf grumbled a bit as she pushed herself up, hand pushing and tugging her jaw back into alignment. With a final, sore jut of her chin forward, she opened her eyes, teeth clenching as she squinted into the morning light. Her head was pounding, and she took deep breaths to cut down her nausea as she scanned the situation around her, looking quite a lot like the portrait on the burnt wrapper of the broken "Copper's Mug" beer bottle a few feet away from all of them.

    The likeness quickly broke, though, as she let out a sigh and brought both of her hands to her forehead. Pantheons damn me, what in the world happened last night? she asked herself. Did she really get this drunk? Had she taken a few more blows in a fight than she remembered? She tested out her second theory by stretching out her arms and shoulders, counting how many times her joints popped. No, things were about normal, body-wise- she must have just really been that hung-over. With what money? She patted her hips, where her pockets would be, only to find that she had a very meager amount of cash on her. Probably what was left over of a much larger sum. Oh, Pantheons damn it.

    Braving the bright light, the dwarf shut one eye and forced the other one open, looking around to get her bearings. Though she could see the police vehicles, none of the coppers around seemed to be paying attention to her, or the three other people that were starting to stir on either side of her.

    "Hey, do any of you have any idea what happened in there?" She namesakedly clenched her jaw up, trying to get past the rotten-egg taste in her mouth.

  13. #13
    New member FayeFox's Avatar
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    Slowly, Evelyn realized that wherever she was, it was not her home. It was loud. Where she was lying was uncomfortable.There were unpassed souls. She rolled to her side and started to open her eyes. It was bright. She focused a little harder and she realized she was lying on the road. She sat up when she heard someone say "Hey, do any of you have any idea what happened in there?" She didn't. She looked over to the speaker and noticed that the nearest building had been torched.
    "No, but are you okay? Do you need medical attention?" she raised her voice, "Does anyone need medical attention?" Other than those already dead, she quipped in her own head
    Last edited by FayeFox; November 22nd, 2015 at 07:25 PM. Reason: Not Slayery Enough

  14. #14
    DQ Senior Member Tyle's Avatar
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    Coughing out the remaining smothering dead smoke out of her lungs, Ninifa gasped for fresh air with all her strength.

    "Hhh...Hah...hah...."
    Clean, sweet, unfamiliar air.

    "Where...." Her ears were still ringing hard. She couldn't remember anything at all. She tasted bitter sulfur in her mouth and her arms and legs felt as if she had just ran a marathon twice. Ninifa clenched her fist from sore and confusion - and felt her hands covered in burns and soot. And missing one important ring.
    "No....nononononono....." It was bright and hard to see things clearly, the only things recognizable were silhouettes of people moving around her. "Where am I?" She struggled to sit up and hissed. "WHERE AM I!?"
    Last edited by Tyle; November 22nd, 2015 at 02:05 PM.

  15. #15
    DQ 1337 Member Ducky's Avatar
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    "Sir, you might want to see this," The sickly constable says. The inspector joins him next to the burned and blackened floorboards that seem to mark the epicenter of the blast, about a meter and a half out from the door. "Jim cleared the loose ashes and... Well, see for yourself, sir."

    In the center of this region of floor, small lines of wood remain unharmed and unburned, forming an undamaged image raised a few centimeters off of the floor. At first, it looks like three haphazardly-placed lines. One is about a meter long, and stretches away from the door. The next, probably a third of that length, crosses perpendicular, near the end away from the door, forming an L-shape with a slight cross to it. Lastly, the third line forms a triangle close to the intersection of the longer two lines, as though supporting the shorter one.

    "Sir, I think it's supposed to look like a gallows," The constable says. The inspector shakes his head and leaves the constable and a sketch artist to puzzle over the strange marking.

    "Don't worry about medical attention," He says callously, approaching the group on the sidewalk. "I don't suppose you happen to be an undertaker, by any chance?" He pauses. "Don't answer that. I don't suppose any of you have any idea what happened last night?"
    Meet Hot Singles Standing Right Behind You

  16. #16
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    "No, officer. I don't even know why I was there. I'm so sorry; I don't remember a thing," Evelyn said.

  17. #17
    DQ Senior Member Tyle's Avatar
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    "...I don't suppose any of you have any idea what happened last night?"


    What the heck did I survived this time?
    "Look, gents," Ninifa tried her best to recollect her thoughts despite the still-throbbing brain. " I have even less idea than you all do on what happened or what IS even happening..." she rubbed her neck and arms to make sure nothing important was broken. Everything coated in soot, but thankfully left intact. Disgusting ash, she thought, it was her favorite attire after all. Ninifa grunted and started silently blowing the soot off from her skin and clothes as much as she could, all while rubbing her now one-ring-missing finger in dismay.

    "Now would somebody PLEASE tell me where I am and where my ring and suitcase are?"

  18. #18
    DQ 1337 Member Ducky's Avatar
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    "...Of course," The inspector says, shaking his head and rubbing one of his temples, annoyed. "Lady, not five minutes ago you four were snoozing in that building, surrounded by corpses. You're lucky we were able to haul you out. If my boys find your luggage, we'll let you know."

    He drops silent, waiting to see if anyone has anything to say.
    Meet Hot Singles Standing Right Behind You

  19. #19
    Apostolic Moderator Diplomacy Domination VictoryOne Time Chess ChampionDiplomacy Domination Victory Varthonai's Avatar
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    "Surrounded by corpses, you say?" asked Corbin, rubbing his throbbing temple. "We're talking... regular, inanimate, bipedal corpses, yes?"

    part two in progress
    current update: save the cat that you maimed

  20. #20
    DQ 1337 Member Ducky's Avatar
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    "What, I--" The inspector started. "Er... Yeah, that's what I mean by corpses. Is there something you need to tell me?"

    Spoiler for GM's note:
    I've edited the starting inventory to include some new item statistics. This only applies to items that:
    1. Have actual stats to them
    2. Have stats known to at least 1 member of the party.

    The mechanics will happen behind the scenes, and for the time being the only things you need to be aware of are the existing effects of your items.

    Last edited by Ducky; November 29th, 2015 at 10:36 PM.
    Meet Hot Singles Standing Right Behind You

  21. #21
    DQ Senior Member Tyle's Avatar
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    "Have the blast knocked a few screws loose in your head? What kind of question is that?" Ninifa raised her eyebrow and turned to the inspector. "You know, sir..." she stood up and continued. "I can walk just fine. Why don't you just let me tag with you folks back to the scene and look for my belongings myself? Not to sound rude, but..."

    "They are really all I have now. Maybe I can recall something useful to you when I return to where the blast happened, who knows?"

  22. #22
    DQ 1337 Member Ducky's Avatar
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    "Barnes!" The inspector hollers into the smoldering Eatery. A young constable, with more hair on his cheeks than on his forehead, emerges from the dust, covered in soot.

    "Show this young lady around the place. Politely, please," He orders.

    The interior of the building, despite the brightness of the day outside, remains almost uncomfortably dark. The atmosphere is made only worse by the charred corpses, with what's left of their clothing burned onto their skin or waving in the now unimpeded breeze, which carries their stench back out onto the street.

    "If you're looking for your things, ma'am," Barnes says. "You might want to look over by the stage. That's where we found, uh, you..."

    He points the weak beam of a flashlight at the downed ceiling beam under which the four survivors were found.

    Outside, the inspector looks across the different faces.

    "Does anyone else need to visit the Eatery one last time?"
    Meet Hot Singles Standing Right Behind You

  23. #23
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    Evelyn walked over to the inspector who had gotten someone to show the lady to her things because he seemed in charge. She tugged on his sleeve and said: "Um, sir? May I go? I have work and the other nurses will be wondering where I am. I have to go."

  24. #24
    DQ 1337 Member Ducky's Avatar
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    The inspector calmly, but very callously, brushes Evelyn's hand away from his arm.

    "No offense, lady, but you can't just leave a crime scene. You four the closest things we have to witnesses."
    Meet Hot Singles Standing Right Behind You

  25. #25
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    "Please, you don't understand. I'm a nurse at Mercy Hospital. I can't miss work. I have to go. Can I leave you with my address or something? I'm not trying to skip out. I promise." Evelyn pleaded. Her skirts were charred and ruined but she smoothed them anyways and tried to appear proper and ladylike.

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