The Hidden Game
Posted: Sat Sep 29, 2012 8:38 pm
(IF you wish to join, please PM me with a character)
Exposition:
Since the beginning of time, a great, unseen battle has raged. Long before man existed, the angels, the devils and the gods fought to rule the planet. Each had their own vision of the world, but their constant conflicts left the world damaged and forced to rebuild. Finally, another force changed the balance of things.
The Emergence of human beings began to tilt the scale. Whereas before, the supreme beings fought an unseen war on a primitive landscape, they now found life that flourished that made combat have serious ramifications.
Humans, having forms similar to the supreme beings, caused growing regret in the leaders of the sides. Slowly, the more powerful beings moved away, leaving their lower level functionaries to fight an invisible war while man grew. The goal of these beings quickly became to coerce humans to their sides and hide themselves among these new mortals.
In this goal, however, the angels were divided. Divine Angels sought to guide these people towards goodness and law... whereas the angels who's wings turned black sought to rule them and subjugate them like slaves. THe angels fought a war among themselves, and when it ended, the fallen Angels were cast onto earth, where their spirits were eternally bound.
As the war continued, the futility of it slowly set in for each side. Angels that died simply returned to heaven and were reborn. Devils slain returned to the hell and were brought back into existence. Gods merely returned to their origin and were reincarnated.
For Fallen Angels, life was not so easy. Lacking a place for their spirit to recover, Fallen Angels take over unborn children and take life in their form. Few Pure Fallen Angels remain, but those that do still possess powers rivaling that of the other three supreme beings.
All four supreme beings, when traveling on earth, are cloaked from human detection. Humans cannot tell these creatures apart from humans, so only other supernatural creatures can distinguish one another.
Defining Characteristics and Goals:
Angels: Golden or silver wings of energy erupt from their back and they were shimmering armor of the same color. THeir preferred weapons are doubled-edged swords and spears. Angels seek to create Heaven On Earth, a stagnate land where everyone is charitable, happy and content without bias. (Lawful Good)
Fallen Angels: Fallen Angels seek to subjugate humans and wipe out their competitors through use of overwhelming strength and skill. Unlike the others, humans can tell one of the characteristics of the Fallen Angel: Deathly pale skin. Their skin causes Fallen Angels to look sickly, but to other supreme beings, the ink black, feathered wings growing out their back is sign enough. (Chaotic Neutral/Evil)
Devils: Devils are defined by their massive bat-like wings that close into a cloak whenever they aren't in use. Devils seek to rule over all, but to keep chaos only in the hierarchy of the rule, and not among the lesser beings they rule over. Their tactics are almost always duplicitous and calculated, unlike Fallen Angels, they tend to work in small groups to accomplish goals against common enemies. (Lawful Evil)
Gods: Gods are defined by their desire to live at one with the world they provide and receive their energy from. These beings have unnatural skin colors to other beings and radiate energy around them visibly. (Neutral Good)
Players Role:
The characters will begin in a park as night is oncoming. A flash of light and a powerful blast will knock all of the characters out. When they awaken, they will be greeted by a man who calls himself DM who will offer them powers to achieve their goals and gain retribution against the other Supreme Beings for their behavior or protecting humanity. What these characters use their powers for is up to them, but here are the basics:
Supreme Sight: Every character can see through the cloaking that divine beings have, so they are able to identify them on sight. This power also causes character's eyes to glow golden to the supreme beings.
Classes: Each character can choose one class and then take a specialization to gain bonus powers.
Knight: Skilled in combat, Knights are the embodiment of valor and martial prowess. Knights gain the ability to learn how to wield any weapon with great ease and have physical conditioning to allow them better use of armor.
Specializations:
Templar: Knights that dabble in divine energies, Templars draw strength from one of the four supreme beings or the strength of their conviction to an ideal. Templars channel energies through a weapon to devastate foes. Templars also possess unnatural energies that radiate from them, causing others to be more likely to follow them and assist them. Templars can unleash blasts of their chosen channeled energy a few times a day to overcome their foes and enhance their weapons and armor with blessings or curse their foes equipment depending on alignment.
Mage Knight: Knights who have decided to dabble in the arcane arts. Generally talented in drawing forth the powers of the natural world, they seal their ability to use magic into an object and use its power from there. Aside from that, each Mage Knight gains an Arcana power (a magical enhancement) that can either increase the strength of their magical powers, increase their physical capabilities, or grants them a sentient weapon to help in their quest.
High Mage: Skilled at drawing on light and dark as magical sources, these mages focus more on making allies stronger or debilitating enemies.
Specialization:
Light-Bound: One who walks in the light. These characters are specifically talented in making their allies stronger and calling upon light to aid them in combat. Although they can't heal with their powers, they can fire beams of light and infuse their allies with the powers of light energy.
Necromancer: The ultimate power of darkness is to raise the dead as your servants and empower them against your foes. Necromancers gain the power to create skeletons and zombies at first, but can create more enhanced undead as their dark powers grow. Their power over darkness is also such that it can harm the living effectively, while keeping the undead that are created more powerful than before.
Wild Mage: Deals in elemental magics and wielding Elements around them.
Specialization:
Elementalist: Choose one element. This character forgoes talent with other elements, but their skill with this element is greatly enhanced, giving them slightly more powerful spells of this type earlier than a generic wild mage, but they lack the versatility of one.
Forger: One who creates golems and other constructs, Forgers use their elemental powers to craft something to protect themselves and their allies. Although they lack other offensive powers with magic, they gain the power to create, maintain and repair the construct they build with the chosen element it is created of.
Cleric: Those who have bound themselves to an ideal or one of the supreme being's sides stands ever at the ready to protect their cause. Clerics possess the power to channel the absolute energies of their divine source or ideal into the real world and fight to the end protect it. A balance of the high mage and knight, clerics can heal wounds and raise the dead as their powers continue to grow.
Specialization:
Grand Healer: Forgoing combat skills and the ability to buff allies, Grand Healers possess the unique power that they can focus all of their divine will into healing. In this way, Grand Healers gain access to healing spells much faster than other clerics and they gain the ability to raise the recently dead (within ten minutes of death) upon gaining their cleric powers, although it can only be used once per week at that point.
Paladin: Some Clerics choose to forgo any necessity of remaining out of combat and prefer to charge head-first into danger. Paladins focus all of their powers and skills into use of weapons and spells that harm foes. They can only heal allies that they can reach, making them effective front-line healers, however their healing effects aren't as great as a normal cleric. However, their talent with weapons and ability to wear heavier armor makes Paladins more survivable than other divine warriors.
Rogue: Stealthy and dangerous, rogues skulk in the shadows of the world and follow their own codes. What those codes might entail is ever different, however Rogues are content to simply act as they need. Rogues are skilled with most types of light weapons (daggers, firearms and other easily concealed weapons) and tend to hide in plain sight. They also possess knowledge of weak points, allowing them to exploit enemy weaknesses they can see when they attack.
Specialization:
Charlatan: A rogue who has taken some time to learn a bit of magic or dabble in some dark arts. Charlatans cannot cast spells themselves, but they can read magical script and cast spells from scrolls or magical items. Charlatans can also detect magic in objects, although specifically figuring out what kind requires time and focus.
Assassin: Whereas Rogues live by their own codes, Assassin's take this to the extreme. Assassin's have mastered stealth to the point where they can hide within shadows that aren't their own. Their skill with concealed weapons is such that every strike is considerable to be lethal. Assassins, however, suffer from being extremely frail. Their focus on hiding and delivering the killing blow makes direct combat for them almost always lethal for them.
Template:
Name:
Age:
Height:
Class: (Pick one)
Specialization: (If any)
Personality:
Bio:
Appearance: (Picture or text description, perchance both)
My Character:
Name: Hedric "Zorlo" Zolfsteader
True Name: Zorlo Amaranthine
Age: 25
Height: 5'9''
Class: Knight
Specialization: Mage Knight
Powers: Sword Mage: A mage that specializes in a bonded, sentient sword. Zorlo's sword, Aincrad, has the power of shape-shifting into the Seven Swords of the Iron Castle.
Exia: http://4.bp.blogspot.com/_j0ErTioUK50/S ... _03_11.jpg
The first non-generic form of Aincrad Zorlo unlocked. Exia is a blade that lightens Zorlo's armor so he has higher mobility and is more aerodynamic, allowing him to effectively air dash and glide; however, it also means he is easier to harm. The blade is generally locked against the side of a shield that also has attached a gun function that shoots swords of energy. The blade itself has concentrated magic along the blade, allowing it to slice easily through most magical barriers. This sword is a high speed, anti-magician weapon.
Tapion: http://images1.wikia.nocookie.net/__cb2 ... kening.jpg
Tapion is the second from of Aincrad. This is the first form that can harm the physical forms that Angels, gods and devils take in the material world. It is simply a broad sword that is strapped along Zorlo's left side with green blade and a red sheathe. This sword, although simple in form, allows Zorlo to condense the magical energy in his body to throw concussive blade-waves and lightning slashes from the blade of the sword.
Cromwell: THe third form of Aincrad. Although a simple blue sheath that leans towards Zorlo's right hand, this sheathe has the power to condense Zorlo's magical energy into swords of pure magical energy. These swords have many uses, but are fairly simple in appearance. IT is possible for several swords to be drawn at once and split up after they are created.
Personality: A man who idealizes noble ideals and chivalry, he imagines himself a knight of the modern world. Despite this (or because of this, rather), he has very few friends and is quite bitter. He feels that suffering is caused by a lack of civility and rigidity of day to day life, and this has made him extremely cold at times. Deep down, however, Zorlo merely seeks someone who understands his odd quirks.
Biography: Zorlo was a man who made his living as a student for the first part of his life (as most people do). He idealized the dreams of knighthood and helping the meager. LIfe wasn't so kind however. Zorlo lives in a studio apartment by himself in mostly silence working as a stock clerk at a convenience store near his apartment building. The night where he became a knight, he was supposed to meet someone for a blind date set up for him by one of his coworkers.
In truth, Zorlo was born Zorlo Amaranthine, to the mage family of Amaranthine. His mother was a famous witch, his sister a Sorcerer born with great might, and his Grandfather was a notable alchemist who, through a bit of tinkering, turned himself into a cat. To date, he has been in exile and avoided detection by concealing his lost memories. Now that he has returned to his old self, he awaits their acts of locating him.
Appearance: http://i45.tinypic.com/1zzrudg.jpg
Exposition:
Since the beginning of time, a great, unseen battle has raged. Long before man existed, the angels, the devils and the gods fought to rule the planet. Each had their own vision of the world, but their constant conflicts left the world damaged and forced to rebuild. Finally, another force changed the balance of things.
The Emergence of human beings began to tilt the scale. Whereas before, the supreme beings fought an unseen war on a primitive landscape, they now found life that flourished that made combat have serious ramifications.
Humans, having forms similar to the supreme beings, caused growing regret in the leaders of the sides. Slowly, the more powerful beings moved away, leaving their lower level functionaries to fight an invisible war while man grew. The goal of these beings quickly became to coerce humans to their sides and hide themselves among these new mortals.
In this goal, however, the angels were divided. Divine Angels sought to guide these people towards goodness and law... whereas the angels who's wings turned black sought to rule them and subjugate them like slaves. THe angels fought a war among themselves, and when it ended, the fallen Angels were cast onto earth, where their spirits were eternally bound.
As the war continued, the futility of it slowly set in for each side. Angels that died simply returned to heaven and were reborn. Devils slain returned to the hell and were brought back into existence. Gods merely returned to their origin and were reincarnated.
For Fallen Angels, life was not so easy. Lacking a place for their spirit to recover, Fallen Angels take over unborn children and take life in their form. Few Pure Fallen Angels remain, but those that do still possess powers rivaling that of the other three supreme beings.
All four supreme beings, when traveling on earth, are cloaked from human detection. Humans cannot tell these creatures apart from humans, so only other supernatural creatures can distinguish one another.
Defining Characteristics and Goals:
Angels: Golden or silver wings of energy erupt from their back and they were shimmering armor of the same color. THeir preferred weapons are doubled-edged swords and spears. Angels seek to create Heaven On Earth, a stagnate land where everyone is charitable, happy and content without bias. (Lawful Good)
Fallen Angels: Fallen Angels seek to subjugate humans and wipe out their competitors through use of overwhelming strength and skill. Unlike the others, humans can tell one of the characteristics of the Fallen Angel: Deathly pale skin. Their skin causes Fallen Angels to look sickly, but to other supreme beings, the ink black, feathered wings growing out their back is sign enough. (Chaotic Neutral/Evil)
Devils: Devils are defined by their massive bat-like wings that close into a cloak whenever they aren't in use. Devils seek to rule over all, but to keep chaos only in the hierarchy of the rule, and not among the lesser beings they rule over. Their tactics are almost always duplicitous and calculated, unlike Fallen Angels, they tend to work in small groups to accomplish goals against common enemies. (Lawful Evil)
Gods: Gods are defined by their desire to live at one with the world they provide and receive their energy from. These beings have unnatural skin colors to other beings and radiate energy around them visibly. (Neutral Good)
Players Role:
The characters will begin in a park as night is oncoming. A flash of light and a powerful blast will knock all of the characters out. When they awaken, they will be greeted by a man who calls himself DM who will offer them powers to achieve their goals and gain retribution against the other Supreme Beings for their behavior or protecting humanity. What these characters use their powers for is up to them, but here are the basics:
Supreme Sight: Every character can see through the cloaking that divine beings have, so they are able to identify them on sight. This power also causes character's eyes to glow golden to the supreme beings.
Classes: Each character can choose one class and then take a specialization to gain bonus powers.
Knight: Skilled in combat, Knights are the embodiment of valor and martial prowess. Knights gain the ability to learn how to wield any weapon with great ease and have physical conditioning to allow them better use of armor.
Specializations:
Templar: Knights that dabble in divine energies, Templars draw strength from one of the four supreme beings or the strength of their conviction to an ideal. Templars channel energies through a weapon to devastate foes. Templars also possess unnatural energies that radiate from them, causing others to be more likely to follow them and assist them. Templars can unleash blasts of their chosen channeled energy a few times a day to overcome their foes and enhance their weapons and armor with blessings or curse their foes equipment depending on alignment.
Mage Knight: Knights who have decided to dabble in the arcane arts. Generally talented in drawing forth the powers of the natural world, they seal their ability to use magic into an object and use its power from there. Aside from that, each Mage Knight gains an Arcana power (a magical enhancement) that can either increase the strength of their magical powers, increase their physical capabilities, or grants them a sentient weapon to help in their quest.
High Mage: Skilled at drawing on light and dark as magical sources, these mages focus more on making allies stronger or debilitating enemies.
Specialization:
Light-Bound: One who walks in the light. These characters are specifically talented in making their allies stronger and calling upon light to aid them in combat. Although they can't heal with their powers, they can fire beams of light and infuse their allies with the powers of light energy.
Necromancer: The ultimate power of darkness is to raise the dead as your servants and empower them against your foes. Necromancers gain the power to create skeletons and zombies at first, but can create more enhanced undead as their dark powers grow. Their power over darkness is also such that it can harm the living effectively, while keeping the undead that are created more powerful than before.
Wild Mage: Deals in elemental magics and wielding Elements around them.
Specialization:
Elementalist: Choose one element. This character forgoes talent with other elements, but their skill with this element is greatly enhanced, giving them slightly more powerful spells of this type earlier than a generic wild mage, but they lack the versatility of one.
Forger: One who creates golems and other constructs, Forgers use their elemental powers to craft something to protect themselves and their allies. Although they lack other offensive powers with magic, they gain the power to create, maintain and repair the construct they build with the chosen element it is created of.
Cleric: Those who have bound themselves to an ideal or one of the supreme being's sides stands ever at the ready to protect their cause. Clerics possess the power to channel the absolute energies of their divine source or ideal into the real world and fight to the end protect it. A balance of the high mage and knight, clerics can heal wounds and raise the dead as their powers continue to grow.
Specialization:
Grand Healer: Forgoing combat skills and the ability to buff allies, Grand Healers possess the unique power that they can focus all of their divine will into healing. In this way, Grand Healers gain access to healing spells much faster than other clerics and they gain the ability to raise the recently dead (within ten minutes of death) upon gaining their cleric powers, although it can only be used once per week at that point.
Paladin: Some Clerics choose to forgo any necessity of remaining out of combat and prefer to charge head-first into danger. Paladins focus all of their powers and skills into use of weapons and spells that harm foes. They can only heal allies that they can reach, making them effective front-line healers, however their healing effects aren't as great as a normal cleric. However, their talent with weapons and ability to wear heavier armor makes Paladins more survivable than other divine warriors.
Rogue: Stealthy and dangerous, rogues skulk in the shadows of the world and follow their own codes. What those codes might entail is ever different, however Rogues are content to simply act as they need. Rogues are skilled with most types of light weapons (daggers, firearms and other easily concealed weapons) and tend to hide in plain sight. They also possess knowledge of weak points, allowing them to exploit enemy weaknesses they can see when they attack.
Specialization:
Charlatan: A rogue who has taken some time to learn a bit of magic or dabble in some dark arts. Charlatans cannot cast spells themselves, but they can read magical script and cast spells from scrolls or magical items. Charlatans can also detect magic in objects, although specifically figuring out what kind requires time and focus.
Assassin: Whereas Rogues live by their own codes, Assassin's take this to the extreme. Assassin's have mastered stealth to the point where they can hide within shadows that aren't their own. Their skill with concealed weapons is such that every strike is considerable to be lethal. Assassins, however, suffer from being extremely frail. Their focus on hiding and delivering the killing blow makes direct combat for them almost always lethal for them.
Template:
Name:
Age:
Height:
Class: (Pick one)
Specialization: (If any)
Personality:
Bio:
Appearance: (Picture or text description, perchance both)
My Character:
Name: Hedric "Zorlo" Zolfsteader
True Name: Zorlo Amaranthine
Age: 25
Height: 5'9''
Class: Knight
Specialization: Mage Knight
Powers: Sword Mage: A mage that specializes in a bonded, sentient sword. Zorlo's sword, Aincrad, has the power of shape-shifting into the Seven Swords of the Iron Castle.
Exia: http://4.bp.blogspot.com/_j0ErTioUK50/S ... _03_11.jpg
The first non-generic form of Aincrad Zorlo unlocked. Exia is a blade that lightens Zorlo's armor so he has higher mobility and is more aerodynamic, allowing him to effectively air dash and glide; however, it also means he is easier to harm. The blade is generally locked against the side of a shield that also has attached a gun function that shoots swords of energy. The blade itself has concentrated magic along the blade, allowing it to slice easily through most magical barriers. This sword is a high speed, anti-magician weapon.
Tapion: http://images1.wikia.nocookie.net/__cb2 ... kening.jpg
Tapion is the second from of Aincrad. This is the first form that can harm the physical forms that Angels, gods and devils take in the material world. It is simply a broad sword that is strapped along Zorlo's left side with green blade and a red sheathe. This sword, although simple in form, allows Zorlo to condense the magical energy in his body to throw concussive blade-waves and lightning slashes from the blade of the sword.
Cromwell: THe third form of Aincrad. Although a simple blue sheath that leans towards Zorlo's right hand, this sheathe has the power to condense Zorlo's magical energy into swords of pure magical energy. These swords have many uses, but are fairly simple in appearance. IT is possible for several swords to be drawn at once and split up after they are created.
Personality: A man who idealizes noble ideals and chivalry, he imagines himself a knight of the modern world. Despite this (or because of this, rather), he has very few friends and is quite bitter. He feels that suffering is caused by a lack of civility and rigidity of day to day life, and this has made him extremely cold at times. Deep down, however, Zorlo merely seeks someone who understands his odd quirks.
Biography: Zorlo was a man who made his living as a student for the first part of his life (as most people do). He idealized the dreams of knighthood and helping the meager. LIfe wasn't so kind however. Zorlo lives in a studio apartment by himself in mostly silence working as a stock clerk at a convenience store near his apartment building. The night where he became a knight, he was supposed to meet someone for a blind date set up for him by one of his coworkers.
In truth, Zorlo was born Zorlo Amaranthine, to the mage family of Amaranthine. His mother was a famous witch, his sister a Sorcerer born with great might, and his Grandfather was a notable alchemist who, through a bit of tinkering, turned himself into a cat. To date, he has been in exile and avoided detection by concealing his lost memories. Now that he has returned to his old self, he awaits their acts of locating him.
Appearance: http://i45.tinypic.com/1zzrudg.jpg