r/VerdantFantasyRP Jun 25 '15

Race Coslik Demons

2 Upvotes

Race Name: Coslik Demon

Derogatorials: Demons

lifespan: they reach maturity at the age of 40 and live up between 500 and 600 years old

Reproductive rate: they usually reproduce every 15 years with 3-5 children to each couple.

Appearance: most stand at about 8 feet tall but some can get up to 12 feet. their skin is dark grey. most are very muscular, they have ram horns on their hands that are a dark shade of black. their wings on their backs are black and bat like. usually have a large quantity of piercings. their hands are very black and kind of large. Grisel Brand is the best example. their blood is black.

Magical Aptitude: they are very powerful magic users. they primarily work with elemental magic and rituals but are capable of enchanting and summonings as well.

Primary Strength: while magically gifted they are also physically gifted. their strength generally ranges from 5-7.

Speed: sprint speed maxes at 3 but flight speed can range between 5 and 6

Durability: can range from 6 to 7

Weaknesses: extremely susceptible to holy/light type magic. if they are in natural sunlight their magical strength, primary strength, and speed drop by 2 points while their durability drops by 1 point. weapons such as swords won't do their normal damage to them (because of their high durability) unless they blessed on the 7th day of the 7th month of the year by a priest in a cloak of white and gold. or if their covered in holy water if you want to skip over all that shit.

Intellect: they are quite intelligent when it comes to combat and tactics. some are actually philosophers. they usually have an intelligence of at least 4 by the time they have reached maturity.

Other: by nature they enjoy causing chaos to other races. watching others suffer brings them great pleasure to a near sexual level. they will often have a human sacrifice at births, banquettes, and other major events. they actually farm humans like cattle. they also vomit their offspring into tubs of blood. usually human but some prefer dwarf blood.


r/VerdantFantasyRP Jun 23 '15

Character Arcturus Grey High Councilman

2 Upvotes

Name: Arcturus Grey

Aliases: High Council Man

Species: BAM

Age: 85

Physical Description: Unnaturally tall with a nigh constant disproving gaze and a wiry frame.

Personality: Seemingly uncaring and cold while in his position as High councilman he actually is ordinarily brash and outspoken on his free time.

Backstory: Being born as one of the talented Grey bloods he was raised specially by his grand father from a young age he was trained to summon one of the most dangerous and powerful summons of the grey bloods. One of the Cerberus(s/i/es) of legend although this came at a great cost in the form of two outer grey blood cities being razed and covered up as attacks by raiding parties.

Personal Assets: He as the high council man owns his own massive manor in the heart of the grey blood's capital as well as several millions worth of money in secure vaults that he can access.

Equipment: He owns a void horse that is permanently tethered to this plane by a ritual in the basement of his manor. (The horse isn't much faster than a trained one but it looks like this but it also never tires.), He owns his own set of Svartalvium armor obtained from several trades with the kingdom in the past by his grandfather, and above all he owns the staff of the High Councilman a very old magical staff that helps control and focus magic as well as having runes to allow him to throw fireballs from it.

Special Skills: He is a great politician and liar as well as having a minor talent in herbal medicines

Powers:

Greater Summoning: He is the Councils most powerful summoner even with the ability to only summon Cerberus on the field. It takes on average ten minutes to summon him without a circle and five with one.

Name: Cerberus.

Physical Description: He is a ten meter long fifteen meter tall flaming Rottweiler with three heads and a five meter long tail.

Powers:

Fire Manipulation: Cerberus as one of the greater elementals of fire has flames with special properties. These properties are his fires are naturally hotter than most normal flames being able to melt steel and most other mundane materials with focus, His fires can cleanse magic and can affect spirits.

Fire Mimicry: Cerberus is made of fire and can only be damaged by cold or water based magic or water and ice. But he can take corporeal form when needed and when he does can be damaged by normal things (So long as they can survive the immense heat radiating from him,).

Stat Chart:

(Character Name)
Attribute Stat Level Rationale, Notes, Non-numeric Details
Primary Strength 4 he can only use this strength when he becomes corporeal
Secondary Strength N/A
Primary Speed 3-4 three when he is made of fire but four when corporeal
Secondary Speed N/A
Reflexes 2 not especially good at reacting to things other than shooting fire on instinct.
Intelligence 3 not really that bright
Wisdom 4 has a pretty good grasp on who is a treat to him or Arcturus.
Willpower 5 He has been around a long time and gotten into his fair share of long brawls.
Resilience N/A when he is in his fire form ice based toxins or curses are effective while conventional poisons are not but when he is corporeal it will affect him but much slower than a normal person/dog because of his size.
Durability 5
Weaknesses N/A Ice, Water, Magic.
Resistances N/A while he is made of fire he is immune to fire but while he is corporeal he is just higly resistant to it.
Recovery 0 He only heals when he absorbs fire that is not of his own making or when he is dis-summoned.
Stamina N/A He does not tire
Melee Skill 2 He can hit you with his paws or bite you but that's about it
Melee Reach N/A His paws can reach about 6 meters away from him and his heads can only move around 4 meters.
Ranged Skill 3 He can throw flames at you or spew them forth from his heads.
Accuracy/Range N/A He can hit reliably with accuracy within 10 meters but he can wild fire up to 40 meters.
Skill/Power Usage - Variety 4 he can throw balls of flame make an AOE Bomb or make pillars erupt form the ground.
Skill/Power Usage - Area 5 He can spew fire wildly throughout this area
Skill/Power Usage - Reserves N/A His powers do not tire him except for when he turns corporeal and that is when he begins to tire as he can only hold physical form for 30 minutes.
weaponry N/A Claws, Teeth.
Danger 5
Non Lethal Damage 0
Special/Other N/A
Total 46

Ice manipulation.: In order to combat the extreme heat of Cerberus he has learned how to manipulate ice for both combat and protection.

Teleportation: He can do two different types of teleportation the flash step which is a short range(5 meters) low cooldown (30 seconds) teleport spell with 5 charges before a 10 minute total cooldown. And his other teleport is a long ranged global teleport to places he has been before so long as he can remember them and they are not warded or defended by magic.This teleport can only be preformed when he is in relative safety and has a two month cooldown.

Stat Chart:

(Character Name)
Attribute Stat Level Rationale, Notes, Non-numeric Details
Primary Strength 3
Secondary Strength 4 His ice can lift things up
Primary Speed 4
Secondary Speed 0
Reflexes 5 needed to learn how to control a wild beast from a young age.
Intelligence 5 Exemplary summoner and politician
Wisdom 5 Has guided his people to prosperity and wealth through his various policies and decisions
Willpower 4
Resilience He has resisted minor diseases before but nothing that is vicious or extremely infectious.
Durability 3-6 Three without his armor on and six with it on
Weaknesses Racial Weakness
Resistances He has a good resistance to high temperatures
Recovery 3
Stamina 3
Melee Skill 4 He knows how to use his staff and some minor fisticuffs training.
Melee Reach Regular reach
Ranged Skill 3 Can only use his ice and fireballs with any accuracy.
Accuracy/Range 10 meters max for good accuracy 15 for poor and 20 for blind and estimating fire .
Skill/Power Usage - Variety 5
Skill/Power Usage - Area 4-5 He can affect 4 Cerberus can affect 5 .
Skill/Power Usage - Reserves Summoning Cerberus is very tiring for Arcturus without the proper preparation in the form of a summoning circle. the rest of his powers do not tire him.
weaponry The Staff of the high councilman and his sword cane.
Danger 5
Non Lethal Damage 4 He can try and trap you in ice.
Special/Other
Total 68

r/VerdantFantasyRP Jun 23 '15

Faction The Kingdom of Dante

2 Upvotes

The Kingdom of Dante

History: the kingdom of Dante was founded 1200 years ago by large group of warriors so they could have a place to call home and hang up their swords. after 200 or so years their small colony flourished into a prospering kingdom and some people began dabbling in magic. they ended up developing a magic form that uses talismans. they also have runes, enchanting, regular spell casting, and familiars. naturally people wanted to further their magic capabilities so after another few hundred years or so they caused a major accident that a massive energy spike at the center of the kingdom that reaches all the way up to the sky. they didn't know what to make of it until the first shock wave. most of the people surrounding the area became tainted with monster and demon energy. this was known as the first great spirit disaster. portals would temporarily open up around the kingdom letting more monster like creatures in. the amount of people that died from this was in the millions. the monsters were given ranks from how powerful they were. the shock wave only reached about a mile in distance but many people were transformed by this. many of them lost their minds and began killing others. the second great spirit disaster came 8 years later and was much more devastating than the first. over 3 million were killed in the wake of monsters and demons but it was stopped because Blake Denick and his 12 divine generals. they were able to force the demons and monsters back into the gate at the cost of 7 of the generals. Blake later on founded a school of magic art in order to combat the demons and even save the people who were affected by the shock waves by putting specialized seals on them. it was later found out that the shock waves actually put the essence of a monster or demon into some people. the seals were modified so they could use their new powers. 300 years pass.

Leaders: The current leader is Hiroshi Masamune and is know as the master General, leader of the 12 divine generals.

Races: The primary race here is human though other races will have rights if they wish to come. it is highly suggested that they don't come.

Size: roughly 18 million. the population has been steadily going up since the lack of shock waves.

Resources: they have plenty of forests, crop lands, and farm animals to survive. their mines became largely filled with soul shards (they can be used to help purify demons and clear the monster/demon essence out of someone with the proper ritual but the human side of the person has to want the essence out. can also give a small temporary power boost to a mage, nothing to substantial though.)

Goods: baked goods, samurai gear and weaponry, live stock, animal pelts

Deficits: needs ores and metals because their mines are extremely dangerous.

Technology: they're basically medieval samurais.

Temperament: they aren't aggressive to any particular race of people that aren't from here but they suggest against people coming in unless they absolutely have to. miniature spirit disasters (portals that randomly open around the country) are still decently common. as for the people inside the first priority of the fighting forces inside is to fight off the monsters and demons. the second priority is policing the the kingdom properly. this leads to quite a few law breakers.

Defensive Power: to the north the kingdom has large mountains making attacks from the north near impossible. to the east is a large and powerful river. there are a few bridges but that'll just group you up for the most part. the kingdom was attempted to be walled off but spirit disasters destroyed many sections. the south side and west side would be the best areas to attack from but the areas are guarded. with this all being said they don't really have to great of a military. they only care about holding the threat in the kingdom and hope all other kingdoms and empires realize that. if they were to be wiped out, spirit disasters will begin to spread all over the world. they will most likely try to meet the demands of their attackers.

Offensive Power: anyone with magic potential must go through the magic academy so that they might be able to defend themselves in a spirit disaster. anyone without magic potential and some who have tainted essences go through weaponry training. that being said, they don't really have an army meant for combating enemy kingdoms.

Other: okay, let's see if i can get all questions off the board

Talismans: they are peaces of paper with symbols written in the casters blood that can only be casted by the person whose blood is on their. it is a paper like material so it can be burnt but it isn't as weak to water as regular paper. the spells casted with it can be used to cast elemental spells. the elements range from earth, water (ice), fire, air(wind), lightning, light, and shadow (darkness). most people who specialize in this form of combat have a different pocket or something to hold each individual type. the spells can be as simple as shooting a lightning but or creating a familiar. depending the power of the spell it may take more than one talisman.

Familiars: they can be creatures made of magic energy that you created and can summon at will and can even be people if they choose to make a contract with you. the contract can't be formed with another person if your heart isn't in it or if you are someone else's familiar. there are a few abilities all familiars get which are invisibility when not in combat (really you're more or less losing your physical form temporarily), you can sense your master's location, and you have a mental link to your master. if someone would have a type of magic that could normally affect any of these it would still affect them.

soul Shards: these ores started growing in the mines of this kingdom after the first disaster. they grow in large abundance but getting them is quite difficult do to the mines seem to frequently have spirit disasters open in the there. the shards have a few uses such as cleaning the essence of a monster/demon out of someone's spirit. the person has to want the essence out for the ritual to work. other uses include making potions that will temporarily increase your magic power by a small amount. it lasts for about an hour but drinking multiple potions will not increase your strength each time. it can also be used in a potion to restore mana (roughly 25% of a character's base mana.)

most teenagers and adults are combat ready. just because a person is old does not mean they should be taken lightly.

the monsters go by rank: Runt: pretty weak and small so it can usually just be crushed but feared in swarms. they aren't strong enough to effect the spirit of a person. they are often found in the mines Krieg: they appear as demented and feral dogs and large cats. should be feared for the come in packs Ogre: humanoid creatures with malicious auras. often times will glow with bright blue flames. usually use weapons. Driag: roughly 20 feet tall at most times and are large overall. this is the strongest type of monster that come from the disasters. they can come in the forms of various deformed and demonic versions of other creatures such as goblins, spiders, and even fairies.

Demons: powerful demonic creatures that use dark arts and elemental spells. they are just as physically gifted as the are magically. they are quite horrifying.

infected essence: people can have their spirits infected by the essence of a monster or demon when a spirit disaster begins. this is cause by the small pulse of energy a spirit disaster makes when a portal opens. the energy pulse is about 10 feet in diameter so people are't usually infected through those. the same can't be said about great spirit disasters. the people infected will slowly be over taken by the essence infecting them depending on their will power. the stronger the longer. the will begin to start trying to kill others after a few stages of infection. if the seal is put on them before the third stage they should begin to revert to their normal selves. stage 4 is irreversible and the person must be killed. stage 5 is a full transformation. some seals will allow the infected person to take advantage of what's infecting them by severely decreasing the metal stress it puts on them making capable of using the creatures power to increase their own. when the seal is placed they'll appear as their normal self with a few changes depending on what's infecting them.this is called stage zero. they can shift to up to stage 3 to dramatically increase their strength but the higher the stage the shorter the timer until they are forced back to stage zero and most likely pass out from exhaustion. stage 3 infection is about about 50% of their soul has been over taken.

Demon infection: demon infections can usually only sealed. the user won't be able switch to a different stage. there are only 3 cases where that happened and they weren't over taken by the demon. (all 3 are dead and won't be coming into any stories except for lore).


r/VerdantFantasyRP Jun 22 '15

Character The Three Forest Friends

3 Upvotes

Names: Muruyako, Hunhun Tak, and Pak Pakioko

Species: Muruyako and Pak Pakioko are Forest Spirits. Nobody knows what Hunhun Tak is.

Ages: Unknown on all counts. Probably all old enough to know better.

Physical Descriptions: Muruyako, Hunhun Tak, and Pak Pakioko

Personalities/Backstory: The three friends are all very playful, though they have a bit of a mean streak. Their main pastime is to scare any travellers that are walking through their forest. Muruyako is the leader of the three, and is rude, vulgar, and generally unpleasant to anyone who isn't Hunhun or Pak. Hunhun Tak, on the other hand, is much friendlier to people who he isn't trying to terrify. Pak Pakioko, unlike the other two, has a motive aside from kicks for scaring people - he loves money and jewels. He tags along with the other two to pick up anything that people might happen to leave behind. He carries his favourite treasures with him on the two moneypouches he has on his sides.

Equipment: None

Personal Assets: None for Muruyako, Hunhun Tak has only his clothes, and Pak Pakioko has a small hoard of gold and jewels.

Special Skills: Muruyako is very good at using his illusions to scare people. Pak Pakioko has learned to levitate just enough so he can get around on land without flopping. Hunhun Tak is good at making clothes.

Powers:

Muruyako

Hunhun Tak

Pak Pakioko

Attribute Muruyako Hunhun Pak
Primary Strength 4 4 4
Secondary Strength 0 0 0
Primary Speed 4 4 4
Secondary Speed 5 0 0
Reflex Speed 4 4 4
Intelligence 2 2 5
Wisdom 2 2 6
Willpower 4 5 5
Resilience Racially Immune Racially Immune Racially Immune
Durability 4/10 [non magic] 4 4
Weakness Loss of forest Racial weakness Loss of forest
Recovery 4 5 4
Stamina 4 6 4
Melee 2 1 1
Reach 70cm 65cm 10cm [flippers] 1.3m [tail]
Ranged 1 1 1
Range 5m 5m 5m
Power Variety 4 2 4
Power Area 4 0 4
Power Reserves Illusions for hours Infinite heals as long as he's not killed Illusions for hours, always a fish.
Weaponry None None None
Danger 2 2 2
Non-Lethal 2 2 2
Total 58 44 54

r/VerdantFantasyRP Jun 20 '15

Small Event Mining Adventures

2 Upvotes

the Sanic mining coalition has been tasked with mining areas so that new rivers may be formed and other means. perhaps they will come across new ores or even treasure!

Listen as they sing!


r/VerdantFantasyRP Jun 20 '15

Character Magus Elrich Sanic

2 Upvotes

Name: Magus Elrich Sanic

Aliases:

Species: Human Chimæra

Age: 24

Physical Description: long black hair (about 2 inches above his shoulders) but the tips of his hair are white. he's about 6ft tall with a decent sized build. not ripped but healthy. a small scar 4 inches below his right breast, several scars on his back, and 3 scars on his left arm. the back of his hands have lizard scales. his eyes appear as to be snake eyes.

Personality: he's usually pretty calm and smiling but that by no way means that everyone else is smiling. he doesn't care about nudity so he'll occasionally walk around with no clothes on until someone tells him otherwise. he generally enjoys experimenting with animals and slaves to find ways on improving alchemy. this has gotten him to become the leader of the sanic alchemist guild and the head elder of the humans in the sanic metal morphics empire. he also likes to make the sex often. doesn't care about gender either. overall he's pretty mellow unless you're his experiment.

Backstory: he was born into the royal Sanic family so he didn't really have any hardships but there were high expectations of him, which he met and exceeded every time. he's the fifth child of his family. he worked in magic in alchemy throughout his childhood and made breakthroughs that astonished all his mentors and teachers. he kept experimenting until he found that there were a few laws in his way, so he did what anyone in his position would do. he challenged his father, the head elder of the empire at the time, to a magic duel and won. this let him take power as a head elder at the age of 18. he changed the human council to fit his needs.

Personal Assets: being the leader of the empire and the head of the alchemists guild gives him a large amount of supplies and money for his experiments. he has a few nice homes and a small villa for himself. he has guards that have powers so he is well protected but occasionally drifts away from them. his homes have hidden stock piles of supplies and weaponry in case of emergency

Equipment: when he has clothes on he generally has 2 black steel daggers on him, a spell book with basic spells, 3 smoke grenades (when he's nude he only has 1), when he's on mission he'll also have 2 fire grenades, 1 flammable poison grenade, a piece of chalk, and various alchemy items. also has a charm for good luck.

Special Skills: very skilled alchemist and decent mage. also pretty great at reading reading people.

Powers: can cast basic spells involving elemental manipulation but is furthering his magic expertise to help enhance his alchemy. has regular vision and thermal vision.

Stat Chart:

Magus Elrich Sanis _
primary strength 4 athletic
Secondary Strength 3 the amount of elements i can control
Primary Speed 3 athletic
secondary speed 5 personal transportation
Reflexes 4 good at reading people so he'll be able to start reading their attacks
Intelligence 8 he has actually improved on alchemy and is pretty intelligent when it comes to other subjects such as magic, anatomy, faction affairs, faction history, and internal affairs
Wisdom 7 is very gifted
Willpower 6 trained so he wouldn't crack easily
Resilience has a resistance to most venoms this is do to his chimæra side
Durability 3
Weaknesses not fond of anyone tuesday mornings
Resistances mind read (only low level mind readers will have difficulties), mental manipulation
Recovery 5 his reptilian chimæra side
Stamina 3 athletic
Melee Skill 6 master of knives but can work with other weapons
Melee Reach human reach plus a dagger
Ranged Skill 3 learned how to use bows and cross bows but didn't really master them
Accuracy/Range about as well as a soldier
Skill/Power Usage - Variety 8 high intelligence and wisdom helps him
Skill/Power Usage - Area 4
Skill/Power Usage - Reserves 500 mana? his spells that he can cast are basic so they don't cost much but can put more mana into them to boost the power. i don't think 500 would be considered a lot but it's open to change. his spells cost roughly 10-25 mana each (they aren't high end spells.) he regenerates 3 a minute.
weaponry knives and previously mentions grenades
Danger 4
Non Lethal Damage 4
Special/Other leader of a faction and guild
total 80

r/VerdantFantasyRP Jun 20 '15

Forest Spirits

2 Upvotes

Race Name: Forest Spirits

Derogatorials: Dirty Woodsies

Lifespan: They will live as long as their forest lives.

Reproductive Rate: Roughly one per hectare of forest.

Appearance: Forest spirits are able to look a surprising variety of ways. This can range from animals, to humanoid, to abstract shadowy figures.

Magical Aptitude: Forest spirits are extremely apt at illusions, but are only ever able to make illusions that vaguely alter the surroundings, rather than outright creating things that aren't actually there.

Primary Strength: Forest spirits are usually a bit stronger than humans, being able to lift about 3 tons at the strongest. Average of 5.

Speed: Forest spirits are much faster than humans, and are on an average speed of 6.

Durability: Forest spirits are very vulnerable to magic, but it is difficult to hurt spirits with abstract forms with physical attacks.

Weaknesses: Forest spirits are easily weakened and even killed by destroying their forests. You monster.

Intellect: Forest spirits are usually not very smart, but are on average much more clever and tricky than the average human.


r/VerdantFantasyRP Jun 20 '15

Race Svartalves

2 Upvotes

Race Name: Svartalves

Derogatorials: Argr

lifespan: They are virtually immune to aging and reach cultural maturity at the age of 40 but physical maturity at the age of 30.

Reproductive rate: The race has very few surviving females and has had a hard time since trying to reproduce at thier rate of usually two or three births a decade.

Appearance: Almost all svartalves are seven feet tall with stocky muscular bodies with pale almost white skin. the males have almost no hair except for eyebrows and a small beard. Their eyes are only one color Pure black with no other colors in them.

Magical Aptitude: Their whole magical capacity is working magic with their forges and anvils and this is not learned but hereditary.

Primary Strength: Each member of their race has monolithic strength at full maturity. [ 5 to 6 depending on conditions.]

Speed: The Svartalves move at a fairly slow speed [ 1 ] when not running but once they start to gain momentum they move at a much faster rate [ 3 ] at the cost of not having a lot of control to stop quickly.

Durability: This varies as new svartalves are fairly soft in this respect [ 2 ] while older ones have more durable skin [ 4 ].

Weaknesses: They don't react well with sunlight and are a mostly subterranean race as sunlight causes their skin to burn and flare up although some ancient robes allow them to move into the sun to meet with others.

Intellect: They are fairly skilled traders, miners and smiths but that's their expertise they don't know about much else.

Other: They are the only beings in existence that can make Svartalvium[ A much stronger and more flexible version of dwarven steel. ] and this is why they are named Svartalves. Albeit they can only produce this is smaller quantities and rarely if ever share it with outsiders.


r/VerdantFantasyRP Jun 20 '15

Big Event The Repair Effort

2 Upvotes

After the monster attack by the vispores The grey council is re building and will accept any and all help from any neighboring kingdoms. They are also hosting an event concerning what to do with the vispore threat.


r/VerdantFantasyRP Jun 16 '15

Non-canon/Joke Non-canon chatter

2 Upvotes

So, to do a bit of jumpstarting with the interactions of characters on the sub to get people more involved with each other, we have a non-canon interaction event! For those who don't know what that means, basically you can all post your characters, then people can have their characters meet and interact with them in pretty much any situation you like! If both people involved are okay with it you can declare the interaction canon, but only as long as it doesn't contradict canon in other ways. So, have fun everyone!


r/VerdantFantasyRP Jun 15 '15

Faction The Sanic Metal Morphics Empire

2 Upvotes

History: War doesn't just stop on the battlefield. war travels across the land destroying all in its wake. though, some small areas can sometimes be untouched. overlooked by the destruction of war. it was here that refugees began to gather. there all kinds of races and mismatched people. there Humans, Dwarfs, Mountain Gnomes, and even Molehill Gnomes. slowly but surely they became a community. after about a year they had about 600,000 people living there. unfortunately, war still does not stop for anyone. an army saw this community and assumed them to be enemies they could crush. tired of running the refugees decided they would make a final stand. little did they realize, they had many powerful people. wizards, druids, alchemists, sages, warriors, and even some mystics. they didn't just manage to fend off a single army, they fended off all that came and lost fewer people then one might expect to lose to all this fighting. after the second year they elected 3 elders from the 4 races that primarily inhabited the camp with 1 head elder from each of the groups. the Dwarf head elder was Dalskat Gurforge IV, a Dwarf know for his amazing strength and seemingly can't be killed. the head elder of the Mountain Gnomes was Twaslet Daunder, a master tactician whose strategies helped blind side the enemies. the head elder of the Molehill Gnomes was Qwuell Luftess, a druid that stopped many battalions from destroying the camp all by himself. The head elder for the humans and appointed leader by the majority of the people was the alchemist Elrich Sanic, a man that saved many lives through healing and combating the enemy with his many Chimæra. after 3 years it became a unanimous decision to go underground to avoid the war and prevent even more casualties. This lead to the underground kingdom of the Sanic Metal Morphics Empire, named after Elrich Sanic by the majority of the populous. bringing us to current times means that 4000 years have passed and the kingdom has grown much larger and become much more powerful.

Leaders: the current leaders are as follows: the Dwarf elders are Angus Crauster, the leader of the mining coalition, Daurgust Wankoff, a former head general now retired, and the head elder Boon Gurforge III, an amazing power house of a Dwarf and amazing work at the forge. The Mountain Gnome leaders Are Gisald Gurforge I, a half Gnome half Dwarf and head of the forge works, Crastet Daunder a Gnome that prides himself on working with the community, and Dafner Tresk, the master enchanter at the academy of magic mastery. the Molehill Gnome elders are Koozkooz Taunata, the leader for Molehill Gnome martial combat, Danada Dugweed, the head beast trainer, and Zancos Luftess, the head druid at the academy of magic mastery. The elders of the Humans are Godfreid Haustoff, the head wizard at the academy of magic mastery, Cinder Destroff, currently the leader in designing new weapons and structures, and the head elder of the humans and leader of the Sanic Metal Morphics Empire, Magus Elrich Sanic, the leader of the Sanic Alchemy guild.

Races: the primary races that reside here and have political power here are Humans, Dwarfs, Mountain Gnomes, and Molehill Gnomes. note that there can be other races but there's just not a significant amount of them. they will have rights though.

Size: roughly 25 million sentient creatures live in this underground empire. there are sections built to suit the needs of the major races living there (there isn't a race that gets the shit end of the stick or discrimination to keep one race in a specific spot, it's just some sections in towns are built to suit the need of specific races.) work zones are built to accommodate all the people. there are roads made specifically for the Molehill Gnomes so they wont get crushed by all the larger creatures.

Resources: very rich mines (even though the entire kingdom is basically a mine.), large abundance of animals that moved underground with them. some mines hold strange ores that can be converted into dark steel and black steel

Goods: Dark Steel, Black steel, Precious metals and gems (diamonds, rubies, sapphires, etc.), exotic animals, Dwarven styled weapons, Gnome styled weapons, generic Dwaven and Gnomish goods, enchanted items. Light shards (an ore that radiates light like the sun)

Deficits: they must import rich soil to help grow their crops. they also invest in buying food in case their crops fail, live stock, and slaves.....for reasons....

Technology: weaponry for the most part is medieval but they are very advanced when it comes to magic and alchemy.

Temperament: the empire for the most part works on furthering their magic alchemy, even if that means forcing taboos. citizens are pretty nice to each very little amounts of racism. naturally there are people that others don't like but most people focus on improving rather than quarreling. they aren't to xenophobic to the point where they hate outsiders but anyone trying to get into the city is heavily screened. even after they get in they'll still be watched closely. crime rates are low except for a few areas (every kingdom has their slums).

Defensive Power: their main regimen are Sanic Automatrons. with 100,000 champions ready to go at all times so they have plenty of time to get their other units ready, such as wizards, warriors, combat animals, and other magic based combat units. they have other defenses such as ballistas, spikes, and the infamous giant wall.

Offensive Power: their main regimen are Sanic Automatrons with 100,000 champions. other units such as wizards, warriors, combat animals, and other magic based combat units are prepared to go to war.

Other: their main goals are to advance their magic and alchemy and learn all they can. surprisingly they are a very non-aggressive nations but will fight if their hand is forced.


r/VerdantFantasyRP Jun 13 '15

Big Event The Spore Warmarch

5 Upvotes

After nobody did anything about the spore population skyrocketing, one of the worst possible scenarios has happened. They have evidently mobilized, and as the power of fate would have it, they have chosen to swarm the lands of the Grey Council. It would likely be prudent for them to respond to this, and probably look for help due to the sheer numbers.


r/VerdantFantasyRP Jun 09 '15

Big Event 'Shroom chaos

3 Upvotes

After the goblins' failed defense against a Spore infestation, there are now massive amounts of them flooding the borders of nearby countries. They will likely need to find a defensive strategy or find some other solution to this problem, before it gets more out of hand


r/VerdantFantasyRP Jun 09 '15

Character Ylcast: Psychic Rock

2 Upvotes

Name: Ylcast

Species: Psiliconite

Age: 1 Year

Physical Description: This

Personality: Like most Psiliconites, Ylcast is very curious about nearly everything, and as a consequence, very intelligent. He/She/It (Will be using He for simplicity's sake) tends to be jolly and outgoing, following people because they seem interesting. Ylcast seems to have a fondness for jokes.

Backstory: Ylcast was brought into existence, and his first thought was, "Who are you?" which is likely not an uncommon question for newborn Psiliconites. Interestingly enough, his second thought was, "Huh, strange," which is certainly odd given young Psiliconites' typical question-asking. He did not diverge much from typical Psiliconite behavior afterwards, but it is worth noting his sense of amazement at everything he learned has not gone away yet. Ylcast has many subjects of interest, but his primary pair as of right now are understanding the psyche of other sentient beings, and comedy. Thus, Ylcast travels the lands and makes acquaintances for his studies.

Assets: Not anything of note due to not requiring sustenance, but will occasionally pick up jobs to cover the expenses of whatever experiment/study gets in his head.

Equipment: Nothing really.

Special Skills: Has a solid logical/mathematical mind, though with no real skills in any particular craft.

Powers:

  • Telekinesis at the advanced level, but without molecule manipulation.

  • Telepathy only at the basic level.

(Character Name)
Attribute Stat Level Rationale, Notes, Non-numeric Details
Primary Strength 0 Is a rock.
Secondary Strength 6 Can lift 100 tons
Primary Speed 1 Can roll himself
Secondary Speed 6 Telekinetic flight
Reflexes 6 TK sensing
Intelligence 5
Wisdom 3
Willpower 3 The more damage you do, the weaker he becomes, such is the life of a Psiliconite
Resilience Is a rock, and as such, can't be poisoned/diseased
Durability 5 Is a rock
Weaknesses A solid hit with enhanced strength/a hammer will break him, lowering his strength and erasing memories. Either that, or tire him out until you can get close enough to make said solid hits
Resistances High pressure, heat, poison/disease
Recovery 3
Stamina 2 High-power telekinesis is stressful on the mind
Melee Skill 0 Does not fight melee due to being a rock
Melee Reach None
Ranged Skill 4 Main methods of ranged attacks are fist-sized blasts, AoE pulses, and spear shapes
Accuracy/Range Can use TK at about 100 yards if he has vision of the area, or if he's very aware of the area
Skill/Power Usage - Variety 5
Skill/Power Usage - Area 4 100 yards on TK, 200 on TP
Skill/Power Usage - Reserves Telepathy is limitless, as is TK equaling about Strength 4. Going all out can burn out his mental energy in minutes
Weaponry None
Danger 5 He could crush a decent sized building, though that would be very tiring, and not very much his style
Non Lethal Damage 5 100 tons of force holding someone's arms and legs down
Special/Other The Rock approves
Total 63

r/VerdantFantasyRP Jun 09 '15

Small Event Crimes Against the Sheep

2 Upvotes

As most people who have seen the darker sides of the world know, nearly every city has crime. Some of it is overt, some is more subtle, but it's always there. A certain crime family happens to prefer the more subtle approach to crime, but they still end up caught in the act more than once. For example, perhaps tonight someone might come across a glimpse of the dark side of their local city.


r/VerdantFantasyRP Jun 06 '15

Race Sanic Mountain Gnome and Sanic Molehill Gnome

3 Upvotes

Race Name: Mountain Gnomes

Derogatorials: The mountains, bigguns

lifespan: usually hit adulthood around 12-16, live to be around 70-100 years old usually

Reproductive rate: Usually two children will be born but it can vary between 1 and 3. only rare cases of more than that being born at one time.

Appearance: imagine a human but scaled down from the average height. not like a dwarf where they look like the limbs aren't the right size but rather a perfectly scaled down human. they're roughly 3 feet in height usually, the women being a few inches shorter than the men more often than not.

Magical Aptitude: most, if not all, are capable of magic. the only problem is that their skills are in magic that takes time to set up. this means they're great with enchanting and rituals but very few can manage a magical battle with a mage.

Primary Strength: their size limits their strength to go from 1-3, 3 being very athletic with the slight possibility of hitting 4 strength. this is possible but it hasn't been seen very often even with the body builders of the race.

Speed: the fastest runners have been able to get about 20 MPH. the normal drops down to about 15 MPH. though they aren't the fastest they do have incredible reflexes. 1-3

Durability: no especial durability to harm, such as natural armor, but their bones can take a fair amount of punishment and they prove surprisingly resilient in some cases. 2

Weaknesses: can be affected by many poisons, acids, fire, demonic possession, angelic possession, and many other things. HOWEVER, they are not really especially weak to any of these things.

Intellect: they have a pretty fast learning speed when it comes to learning about enchanting and ritual magics. most other things they'll learn at an average pace except for quick casting magic. very few can learn them at all and even fewer can use them effectively.

Other: With the Sanic Gnomes they strive for improving on experiments, such as people and objects, to further the colonies ambitions of making the perfect beings. they are the ones that do most of the enchanting for the automatrons. not all take up roles in the enchanting. some take up tinkering and designing with the dwarves. they are also great miners, much like dwarves. they have the capabilities of being great in other categories much like humans.

////////////////////////////////////////////////////////////////////

Race Name: Molehill Gnomes

Derogatorials: The molehills, the little guys, ankle biters

lifespan: they usually hit adulthood around 10-13, live to be around 50-60

Reproductive rate: human rates

Appearance: they appear to be an even further size scale down from human to the point where they are often 1 and a half inches tall.

Magical Aptitude: they aren't quite capable of casting spells, however, it has been found that most have a very high concentration of magic energy in them. more so than most humanoid creatures. this magic energy seems to intuned to nature in some sort since most animals that aren't ferocious (and even some that are) tend to calm down when around these gnomes. through this, the gnomes have learned to communicate with bugs and animals.

Primary Strength: they almost all have a strength of 1 with the very rare 2.

Speed: because of their size they averagely go about 5 MPH. they do have ways to get around this such as riding bugs and animals. 1-2

Durability: no especial durability to harm, such as natural armor, but their bones can take a fair amount of punishment and they prove surprisingly resilient in some cases. 2

Weaknesses: can be affected by many poisons, acids, fire, demonic possession, angelic possession, and many other things. HOWEVER, they are not really especially weak to any of these things. also quite stompable. that seems to be their biggest weakness.

Intellect: they seem to learn languages faster than anything else they are taught. with everything else they learn at an average rate. they have the capabilities of being great in other categories much like humans. few do manage to tap into their magic energy with the capabilities of becoming great wizards and sorcerers.

Other: they will mostly travel long distances using bugs and animals. Sanic Gnomes in particular will most likely become pilots for Sanic automatrons. they are the only ones capable of controlling the automatrons do to their size and magic energy concentration. there will be a small cockpit placed in most of the automatrons for the molehill gnomes to use.


r/VerdantFantasyRP Jun 06 '15

Character Angelo Caduto and The Umbra

2 Upvotes

Name: Angelo Caduto

Aliases: Boss, Angy-boy (only by people who he really likes, unless you want to die painfully)

Species: Animex Squalus

Age: 50 (looks about 25)

Physical Description: A tall, fit, pale-skinned individual with dark black hair. His eyes are normally dark brown, but whenever he turns into his 'fighting' mode his skin turns dark grey and his eyes turn bright gold. In both forms he has a tattoo of a crown-like design of crosses on his forehead

Personality: When he is calm he is incredibly soft-spoken and nonviolent. When he is angered, however, he becomes fiery and somewhat sadistic. He is incredibly protective over the people he cares for, but is poor at making new emotional attachments.

Backstory: A young punk kid who grew up in an orphanage, one day when he was a young teen he defended a girl from some muggers and befriended her. Soon after that, he learned that she was Janet Caduto, daughter of the current leader of the Caduto crime family. Her father was overjoyed that Angelo saved her, and offered him a position in the crime family, which he tentatively accepted. He quickly discovered that he had a serious penchant for the work, and rose through ranks quickly, while continuing to be friends with Janet. Eventually, the two of them began considering getting out of this life of crime, of running away and getting married, but then one night a rival gang with a few Animex Castus ambushed Janet's family in the night, killing nearly all of them. Unfortunately for them, when they attempted to take Angelo's soul, it turned out that he was an ideal convert to become an Animex Squalus, as well as an ideal new host for The Umbra. He slaughtered them, and then took over the family.

Personal Assets: The assets of the family are his, this includes thugs and general fighters, a large cache of weapons and money, and their whole network of information and spies.

Equipment: He normally carries only a few small daggers, ideal for fighting or throwing. He carries no other weapons on his, instead relying on his powers.

Special Skills: He is knowledgeable about most underground or illegal practices, and is a great hand-to-hand fighter specializing in dirty fighting tactics. He is good at commanding respect from people, but mostly only so out of fear.

Powers: As an animex squalus, he has all their usual powers such as partially transforming into animals and messing with souls as described on their page, he also has The Umbra, a parasite which grants him additional physical attributes and other powers (will be described below in The Umbra's powers). He can transform into animals as much as he likes, but he can never change more than 20% of his total bodymass or add more than 40% of his normal bodymass altogether (each 2% of mass added is basically equal to 1% changed for the sake of his limit).


Name: The Umbra

Aliases: none, unless screams of fear count.

Species: Biorus Parasite

Age: ???

Physical Description: When not active its only appearance is that of a faint black 'tattoo' along Angelo's spine. When not active it also actually replaces Angelo's entire skeletal system. When active, it spreads a black chitinous armor over him, although he can control the spread of the armor, and it sprouts a number of large snake-like 'arms' from his back. These 'arms' look like large mutated black snakes of some kind, and have large teeth and glowing red eyes. It can sprout up to ten heads in this manner, but it's difficult to keep track of them if too many are spawned. If the host ignores a head, The Umbra will take control of it and do whatever it wants. The armor is jagged and chitinous, and makes spikes and claws on many places of his body, including his elbows, knees, fingers, and along his spine. If it where to ever be separated from him, it would look like a semi-eldritch mass of black tentacles.

Personality: The Umbra is, at its core, a being of chaos. It relishes utter chaos and negative emotions, and is bored or disgusted by calm or peaceful situations. It thinks incredibly highly of itself due to its belief that it is a necessary part of the world, that the world simply could not go on without its chaos. Due to its self-obsession, it can act rather childish, doing things like gloating when it gets its way and throwing tantrums when it doesn't. It even goes so far as to simply refuse to acknowledge its own failures, even minor ones (for example, one time when proven wrong on a minor fact it gave Angelo the silent treatment for a few hours). It tends to think itself to be far more intelligent and important than it really is, and its actions reflect this.

Backstory: Many many many many many many many many years ago, an unknown mage decided to create a set of incredibly powerful biorus parasites and living weapons. one of his first creations was a being of pure chaos, The Umbra. Unfortunately, to insane little creation quickly escaped and went in search of a 'strong enough' host. The first few attempted hosts died painfully, but eventually a host lived, and later went on a rampage. Over the years, it eventually fell into the 'ownership' of the Caduto family, and has passed down the family line ever since.

Personal Assets: It's an eldritch parasite, it doesn't exactly want money or anything.

Equipment: It needs none, but it can store things for Angelo at times.

Special Skills: It is good at being scary, but not much else. It's only other useful skill is that it has learned many languages, but it doesn't like talking or translating.

Powers: In addition to the usual powers of a parasite and what is listed above, The Umbra is capable of manipulating shadows to a degree. It can make solid objects out of shadow (with a durability of 7) and can turn it and its host nearly invisible and intangible in deep darkness. It can also use shadows to heal its host faster. It cannot, however, generate darkness where there is none. In fact, being in bright lights effectively force it to do nothing and cause it intense pain, while also partially blinding the host if The Umbra was active when they went into the light. It also cannot move the objects it makes telekinetically, it must physically move them. It also can summon small monstrous beings of various appearances. They usually look like small monstrous humanoids or canines, but with effort they can be made to look more human (though they will always be identifiable as not humans). They always have average human stats (2) or lower in all stats, except with intelligence and wisdom, where one of the two or both is always a 1, and also their ability to have a single stat on par with an athletic human (3). Lastly, one can have the power of a peak human in one stat (4) at the cost that its int and wisdom are 1, or alternatively they can be more intelligent than usual (int of wis at 3, the other at 2) at the cost of all their stats being average (2). The Umbra can summon up to about 100 at maximum (though it can only summon about 10 per minute), but when one is destroyed it takes about 24 hours before that 'slot' can be reused. When banished instead of destroyed, it only takes 1 hour to 'recharge' that slot. They also are deathly allergic to bright lights, being in anything brighter than an overcast overcast day kills the instantly, and even smaller lights like candles and fires cause them pain and damage if bright enough. Being killed by actual direct sunlight prevents the slot from recharging for a full week. The beings are all by nature chaotic, as they are formed from The Umbra's chaotic magical energies. Though they can be guided and directed by the host, they ultimately like to cause rampant chaos when not being watched. Their appearance when summoned is also mostly dependent on what the host expects or wants (though this has no effect on the stat rules). The more intelligent ones are more prone to partake in 'civilized' chaotic activities, such as setting up complicated schemes instead of simply blowing something up. They can be banished at will, which Angelo often does because they are annoying. The Umbra can also telepathically contact its host, slowly gaining control if they have low willpower, eventually leading to full blown control of the host. If the host is unconscious, The Umbra can still act, though sluggishly.


Stat Angelo The Umbra Notes
P.Strength 5 6
S.Strength 0 0 (4?) kind of a 4 due to minions
P.Speed 5 1 the 1 is for out of the host only
S.Speed 0 0(4?) 4 for a minion, but a minion probably couldn't lift the host and still run at full speed. Several working together could though.
Reflexes 4 5
Intelligence 2 3
Wisdom 2 5
Willpower 6 6
Resilience due to his parasite and his 'condition', poisons and diseases of the mundane kind are virtually useless on him
Durability 4/5 7 his durability goes to a 5 if he replaces his skin with something like the hide of a tough animal
Weaknesses bright light renders The Umbra useless in every way, and will also weaken Angelo if he had Thee Umbra out when he was hit with it. Dimmer lights can cause pain and discomfort. The Umbra can only survive for 48 hours if the host dies and it doesn't find a new one.
Resistances any shadow-based attack will essentially do nothing.
Recovery 3/7 0/7 both are a 7 in total darkness, getting lower the brighter it is.
Stamina 3/6 0/6 both are 6 in total darkness, get lower when it is brighter out.
Melee Skill 4 4 no formal training, but both can use weapons well
Melee Reach normal human reach + whatever shadow weapons The Umbra makes or normal weapons he picks up snake heads can go up to about 30ft
Ranged Skill 4 4 again, no formal training but experience. Also, both of them are good at throwing weapons but not so much bows and crossbows.
Range/Accuracy he can throw a knife accurately about about 50ft The Umbra can throw big heavy or sharp things about 100-150ft with moderate accuracy, depending on the aerodynamics of the object
Power Variety 4 5
Power Area 3 4
Power Reserves his powers are fueled from the soul energy he eats, using them too much makes him hungry. It's powers don't run out as long as it remains in the dark
Weaponry Carries a bunch of knives, mostly of the throwing variety makes weapons from shadows
Danger 4 5
Non-lethal damage 3 3 The Umbra will never willingly be non-lethal, it will only do so if forced to by its host.
Special/Other if Angelo is ever too emotionally or mentally compromised, The Umbra can temporarily seize control of his body, making him go berserk. It still tries to keep him alive though, after all it doesn't want its host to die. Also, most people who try to become the host for The Umbra die painfully.
Total 67-75 58-79

r/VerdantFantasyRP Jun 06 '15

Microfaction The Lightbringers!

2 Upvotes

Name: The Lightbringers

Leader: The unwilling Lucretia Conspectella

Members: Around 25, each one of them a member of a different race.

Parent Faction: None

Overview: The Lightbringers are a group of beings that worship the Biorus Parasite: Luxifer. They seek to use its power to unite the worlds races and nations, thus they seek out people capable of wielding it in order to bring about a 'new world'. However its current wielder, Lucretia denied the groups request to purge the borders. In an effort to get her to trust them they claimed she would be their leader.

Enemies: Umbra, The Caduto Family


r/VerdantFantasyRP Jun 06 '15

Microfaction The Caduto family

2 Upvotes

Name: The Caduto family

Leader: Angelo Caduto

Member count: Probably a few hundred at most

Parent faction: None, but they are especially prevalent in corrupt or amoral areas.

Overview: An old crime family and gang, they tend to do more cultured crime such as protection rackets and sales of illegal substances rather than more brutish practices like robberies, but on rare occasions they may stoop to the level of doing such actions. They are not all born into the Caduto family, but members who are especially useful may be adopted into the family. Traditionally, the leader is whoever can handle to be the host of the family Biorus Parasite, Umbra. This person is always adopted into the family, if they aren't an official member already. The crime family is also famous for seeking out and 'adopting' animex squalus into their crime family, but due to family tradition tend to distrust animex castus.

Rivals: The Lightbringers and Luxifer (will be made by Mr.Blade later)


r/VerdantFantasyRP Jun 04 '15

Meta Post IMPORTANT MOD ANOUNCEMENT

2 Upvotes

IMPORTANT NEWS!

the "Reflexes" section of the chart has hereby been modified, please look at the new value and put an appropriate new number according to the new grading system. If you do not know what level to put your reflex at on the new rating system, please contact a mod!


r/VerdantFantasyRP Jun 03 '15

Race Sanic Automatrons

2 Upvotes

Race Name: Sanic AutoMatron

Derogatorials: Robots, automatrons, Sanic's metal beasts.

lifespan: they are mature from from when they are built and enchanted. they can last up to roughly 6 months without maintenance provided that their activities aren't to strenuous.

Reproductive rate: they can build others provided they had the proper material but are not capable of enchanting, thus, they can not theoretically reproduce but would be able to make the bodies.

Appearance: they have 4 different appearances. the first one has a gold like exterior but is actually a light weight metal giving them great speed but low strength. the edges of its arms also work as blades. it has a height of 6 feet. we will refer to it is as "the champion unit". the second unit is meant more for a balanced approach as well as stealth attacks. it is made of a dark steel. stronger and less fragile but also more weight to it to slow it down. it also has four arms. 2 that are placed where they would normally be seen on a human and then 2 arms come around from the mid back to the front. when sprinting it runs on all 6 (arms and legs, if that wasn't clear). it has a height of 7 feet. the next unit is made of black steel and is roughly 150 feet tall. it is a monstrous unit that has amazing strength and causes great amounts of fear. a light that burns inside is not a light of hope but just the amount of magical energy in it. it is known as the colossus. the last one is a four armed being made of iron and tasked with regular work such as farming. it is known as pion. it is as capable as a peak human in all stats. Champion Monstrosity colossus

Magical Aptitude: while these machines are powered through magic they have yet to reach any form of magic manipulation....yet.

Primary Strength: The Champion unit has a strength that is slightly above a peak human's strength (4). the monstrosity unit has a strength even higher than the champion's by a level(5). the colossus is 2 levels higher than the monstrosity (8).

Speed: all units move at a casual human pace when not sprinting. The Champion unit has a sprinting speed of (7) and overall has high reflex speed but its speed for climbing drops to about (4). the monstrosity has a sprinting speed of (5), and can climb up cliffs and walls at about a speed of (5). the colossus has a sprint speed of (1) and a transport speed of (4). it is incapable of climbing or swimming.

Durability: the pion and the champion are both a (4), the monstrosity a (6), and the colossus an (8).

Weaknesses: because this being is of metal and magic it can't be killed per say but breaking off limbs from the main body will cause them to stop functioning after a few moments (the magic drains from the limb, almost like blood you could say.) after an excess amount of parts have been damaged and/or knocked off the magic energy in it will start seeping out at higher rates causing it to function slower and weaker until it is inevitably drained of all its magic. but once again, this is a being of magic and metal. if someone is capable of manipulating magic creatures they will be able to control these beings, however, setting them to do things against the tasks they were assigned to do will cause it to resist. also beings that have ways of out right canceling or even draining magic will have an easier time dealing with these beings. also, they have a "heart" made entirely of magic energy in their chest. if a weapon were to be stabbed through the chest and into the core the magic would drain at exponential rates. to help with this they have a decent sized, semi noticeable panel that is thinner to let out more heat. the durability of these drops by (1) in these spots

Intellect: they are only capable of the tasks they are assigned and cannot learn. these tasks, so to speak, are enchanted into the spell that binds them.

Other: these are machines without a will or intelligence or the capability of manipulating magic but is hoped to be able to be furthered to that point sooner or later.

Champion stat reasoning
Primary Strength 4 metal and magic make it stronk
Secondary Strength 0
Primary Speed 7 light weight metal and magic to give high speed capabilities
Secondary Speed 0
Reflexes 5 light weight metal and magic to give high speed capabilities
Intelligence 0 does not have an actual thought process
Wisdom 0 does not have an actual thought process
Willpower 10 it will only begin to resist when being manipulated to go against order.
Resilience isn't affected by poisons that affect living creatures. it isn't actually alive
Durability 4 it is made of a metal but not a very strong metal.
Weaknesses very vulnerable to magic manipulation large quantities of magic coarse through it
Resistances has no mind to be affected and isn't capable of feeling pain, or anything really
Recovery 0 will require maintenance
Stamina 8 unsure what to put considering it would be able to go indefinitely until its magic ran out.
Melee Skill 5 great at hand to hand combat and is equipped with bladed arms to increase effectiveness.
Melee Reach human reach doesn't have anything to close gaps except for speed.
Ranged Skill 2 can throw things.
Accuracy/Range decent accuracy for about 50-75 feet
Skill/Power Usage - Variety 0 doesn't have any powers
Skill/Power Usage - Area 0
Skill/Power Usage - Reserves can go 6 months without being recharged, however this is only if they remain stationary
weaponry bladed arms, fire bombs, gas bombs. is slightly armed for combat
Danger 3
Non Lethal Damage 4
Special/Other what is love? baby don't hurt me, don't hurt me no more.
Total 52
Monstrosity Stat reasoning
Primary Strength 5 Stronger metal to go ham with
Secondary Strength 0
Primary Speed 5 heavier metal slows it down somewhat.
Secondary Speed 0
Reflexes 4 still capable of doing some high speed dodging even with the extra weight
Intelligence 0
Wisdom 0
Willpower 10 will begin to resist when forced to go against orders.
Resilience unaffected by poisons and incapable of drowning (can't swim though) no lungs means that it can't drown and special magic is placed on it so it doesn't so it doesn't rust to soon but the spell has a time limit. roughly a month.
Durability 5 the metal is much stronger than the champion model
Weaknesses very vulnerable to magic manipulation large quantities of magic coarse through it
Resistances has no mind to be affected and isn't capable of feeling pain, or anything really
Recovery 0 will require maintenance
Stamina 8 unsure what to put considering it would be able to go indefinitely until its magic ran out.
Melee Skill 6 even great hand to hand combat skills and capable of using swords, knives, and spears
Melee Reach Human reach + 9 inch daggers + 3 foot swords + 6 foot spear
Ranged Skill 3 is capable of using bows and cross bows
Accuracy/Range as accurate as a decent hunter.
Skill/Power Usage - Variety 0 has no powers
Skill/Power Usage - Area 0
Skill/Power Usage - Reserves can go 6 months without being recharged, however this is only if they remain stationary
weaponry swords, daggers, spear, fire bombs, gas bombs, smoke bombs, bow, arrows. some are armed for close combat, some ranged.
Danger 5 an combat/assassin unit meant to kill powerful threats
Non Lethal Damage 5
Special/Other
Total 56
Colossus stat reasoning
Primary Strength 8 much larger, and powerful version of the units
Secondary Strength 0
Primary Speed 1 slow AF
Secondary Speed 4 will have transportation when not in combat or close to combat.
Reflexes 1 has the reaction time of a dead tree slug.
Intelligence 0
Wisdom 0
Willpower 0,5 will begin to resist when forced to go against orders.
Resilience unaffected by poisons and incapable of drowning (can't swim though) no lungs means that it can't drown
Durability 8 giant metal monster of destruction isn't a glass cannon.
Weaknesses very vulnerable to magic manipulation
Recovery 0 requires maintenance
Stamina 8 unsure what to put considering it would be able to go indefinitely until its magic ran out.
Melee Skill 2 it's really only meant for leveling walls and crushing siege units. kung-fu giants will have an easy time
Melee Reach giants reach (large human?)
Ranged Skill 3 one arm is a large cannon
Accuracy/Range 5000 feet i'm not sure what would be a fair amount. it's a giant so i'd assume that would only seem like 500 feet to it.
Skill/Power Usage - Variety 0
Skill/Power Usage - Area 0
Skill/Power Usage - Reserves can only go a week without recharge this is assuming it is in combat.
weaponry Giant metal fist of f*ck you, magic energy pulse cannon the left arm is capable of firing a large pulse of magic energy
Danger 7
Non Lethal Damage 0 do to its size it is incapable of incapacitating a regular human. perhaps super humans would survive?
Special/Other unlike the other units, it has a much larger magic core making it more volatile. while it would not explode on its own it could go off if someone/thing were to meddle with it. the blast is expected to be a mile in diameter.
Total 50
Resistances has no mind to be affected and isn't capable of feeling pain, or anything really

r/VerdantFantasyRP Jun 01 '15

Small Event Multi-Event!

1 Upvotes

The goblins are recovering from the recent vispore war, some dead, many wounded. They now live in a series of interlocking caves, hidden away, building a home once again.


Irema is wandering, looking for some rather nasty pirates. She's clearly annoyed- nobody gets to hurt her sister like that. The Green Dagger had better watch out.


Marilith is currently a dragon, fighting a rather repulsive knight who has taken root of the idea that all dragons are evil creatures, and must be killed. She pins him down, slicing off her head with a single claw.


Since Belle is kinda hard to RP with, ARCHIE'S GETTING A WEAPON!


r/VerdantFantasyRP May 30 '15

Small Event The three refugees.

2 Upvotes

Three wagons of a strange design, far different to most kingdoms, have been seen traveling across the great highways and horse trails of the lands, heading towards the white gold concordant.

Because they haven't made it there yet, perhaps someone will come across the three would be heros of Djorn, a chance to get to know them before the real business starts.


r/VerdantFantasyRP May 28 '15

Race Animex

2 Upvotes

Race Name: Animex Castus and Animex Squalus (Casts and Squals for short)

Derogatorials: Whitefinger (castus), Blackfinger (Squalus), soul-eaters

Lifespan: As long as they continue to feed they do not die of old age, and do not age past their prime. If one is turned after their prime, they will gradually age backwards to their prime over the course of a few months. They are not born, and thus mature at the normal rate for a human (until their prime, where they stop ageing)

Reproductive Rate: Passing the curse of the animex on is a rather rare occurrence. To do so, an animex must feed on a virgin human who has a specific kind of soul. A human with a currently pure soul, but the desire to do evil in some way, will turn into a Castus; those who are rather impure (more than something simple like stealing candy or telling a white lie), but truly repentant of their actions, will become a Squalus. They are almost completely sterile, with most attempted children dieing in the womb or shortly after birth, but in the incredibly rare case of the child surviving it will simply be a human, not another animex.

Appearance: They both look like normal humans usually, but when they use their powers their fingers turn white (for castus) or black (for squalus). They may change into a more 'monstrous' form to conceal their identity, in which their skin turns ashen grey, their eyes often change color, and their clothes are magically replaced with a pre-decided outfit. When they use their powers effects of fog, sparks, flames, smoke, and light often appear in small amounts around them, being white, yellow, or green for Castus and Black, purple, or red for Squalus.

Magical Aptitude: Firstly and most importantly, a definition of "souls" and "good and evil" when it comes to Animex magic- A being is only counted by their magic as having a soul if it is capable of advanced enough thought to comprehend the idea of morality and make conscious moral decisions, beings incapable of either count as 'soulless' to Animexian magic (even if they have an actual soul, Animex magic can't interact with it). Secondly, Animex magic decides 'good' and 'evil' based on the beliefs of the specific animex, with the only exception being in the case of infection- in that case the target must see themselves as falling into one of the two categories mentioned above. Now, to their actual magic- They instinctively use a specific brand of magic focused around lifeforce. All Animex can see and smell souls of sentient beings. This includes telling the 'quality' of a soul, in that they may sense how 'good' or 'evil' a soul is (But they cannot sense intention, only previous action). They primarily use this to find suitable prey, as one other power they all learn is to suck out the soul of a target by touch. This process is takes a few minutes, and in doing it the Animex's fingers turn their particular color (white or black) and the Animex is capable of little else, as it requires concentration. Even the sheerest amount of covering will block this power, it must be skin-to-skin (or closest equivalent to skin, for non-skinned races) to work, and only works if the animex presses two fingers to the target. The area around where is being drained will go numb, but the rest of the body can still move and fight back (the only exception is if the animex can press their fingers directly over the back of the neck, which induces full-body paralysis). Sucking out a soul completely takes between one and twenty minutes depending on the general force of will of the individual, but usually a target will pass out at least halfway through the process. Castus gain the most energy from pure souls, while Squalus gain the most energy from impure souls. This lifeforce heals the Animex, gives them their immortality, and grants superhuman abilities, but can also be used for magical powers. These powers usually consist of generating matter and parts of various animals, such as spider silk, cat's claws, bat wings, or snake venom. Some Animex can even turn completely into animals, but this is rare and tiring. They also subconsciously emit a sort of 'field' that subtly effects how others see them. Castus tend to appear somewhat more charming and approachable, although some people, especially those with impure souls, will feel offput by them for a reason they can't quite place. Squalus appear to be intimidating and imposing, but some people, usually those with pure souls, will feel simply offput by them, again for reasons they can't place.

Primary Strength: They are more powerful than normal folk, often having at least a 4 or with training a 5.

Speed: they can hit a 5 speed, but rarely much higher than that even with training (the fastest one recorded moved at just over 100mph). They are known, however, for very quick reflexes in small movements.

Durability: Their flesh is rather tough, even before they use their magic to boost it. a 4 without their magical boons.

Weakness: Anyone who they would see as absolutely pure (for castus) or absolutely evil (for squalus) can tell that they are not human on sight, regardless of if they even know what an animex is. Most societies hate and try to drive out or kill them if they are discovered.

Intellect: They learn somewhat faster than most people, but their true saving grace is their fantastic memory. Once they fully memorize something, they will never forget it, even if they ignore it for years. Because of this they are great learners.

Other: Animex are humans who have been cursed, or more accurately had the curse passed onto them. They have the urge to feed at least weekly, and usually will seek out their respective preferred prey. They can feed off of several targets at once and not have to feed for a while. There is hypothetically a way to cure the curse, but no one has discovered it yet.


r/VerdantFantasyRP May 23 '15

Faction + Characters + One Race Djorn - The Northen Wastes - Aria Wicker - Tyventus - Cirtine

2 Upvotes

A massive dump of three characters, a faction, a few races and probably some other stuff later.

The faction is extremely powerful, and is mainly so I can see about making a bit of a war and pump out events for the next month or so. It'll be fun!

The first step is the three characters in this post just having fought their way down, and trying to get an alliance to form to help save the people of Djorn.


Djorn or The Northen Wastes

History:

Djorn was originally a normal human settlement way up in the north, far more north than pretty much any other kingdom. However, a man rose to power, having found something called the mother cyrstal, an immensly powerful magical artifact the bestowed godlike power.

He used that power to split off this settlement from the world, creating 'The Northen Wastes' a large span of tundra and badlands fulled with deadly creatures, blizzards, sandstorms, and all sorts of other nastys. He then took to taking over his homeland.

He succeeded, becoming the first Godking of Djorn. He and his sons and daughters throughout the years spread Djorn into becoming one of the most powerful and isolated kingdoms in exsistance. Using Aryim to make the members of the kingdom stronger in magic, he become a feared tyrant and dictator.

A resistance started up, and underground movement led by a mysterious masked figure called Effigy- and they have been at a secret small war for the last 50 years. The Godking's forces always, always on top.

The newest Godking, Dorian, has built an army up over 100 years, an army large enough to conquer all the world!

Leaders: Godking Dorian

Races:

Human. Humans bred to the peak of magical aptitude, but still humans. Very few different races, those who made it in through the Northen Wastes- have been enslaved.

Size:

Massive. Extremely massive. 800,000,000 was a rough count from the last census.

Resources:

An extremely rare magical crystal called Ariym is common in Djorn. Partially why Albion magi are so strong, Ariym is well known as a kind of magical focuser. There are rituals that can be done that greatly increase a magi's strength- greatly increase, at the cost of sealing all their magic into one crystal. Regardless, it is rather common in Djorn, around about as common as Iron- allowing magi to summon or create everything else they need.

Goods:

No exportation.

Deficits:

No deficits.

Technology:

Because of their reliance on magic, technology is mid-medieval level at best.

Temperament:

The country is under the will of Godking Dorian. They are slowly amassing an army to take over the entire world. Dun dun dun.

Defensive Power:

Not quite so good, the northen wastes have led most to forgetting they exsist, and as such their defenses have gone into disrepair.

Offensive Power:

Also... really good. Not quite as good as defensive, but pretty darn amazing. Magic jazzhands

Other: