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Journey to the Underworld (OOC)

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Aude Timor
Knifey Keith
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Journey to the Underworld (OOC) Empty Journey to the Underworld (OOC)

Post by Knifey Keith Tue Jan 01, 2013 1:52 pm

At at time, the race of men dominated the surface world, though they were one species; humans belonged to many cultures, ethnicities, nations, religions and languages.

Reason enough for them to fight each other. Humans fought and killed each other over resources and petty differences for tens of thousands of years. Making new and better weapons, methods of fighting, technology… What began as clubs and spears has now evolved into firearms; the spray of shrapnel and bullets, explosives bringing stone and steel to the ground and now mankind even rules the sky- Dropping bombs on those who cannot fly. Some claim that even the forces of magic and the supernatural has it's part to play.

Eventually a war so epic sparked, that it involved almost every nation and tribe of people in the world. Six years had passed, the great war among humans coming to a bloody end. Most nations withdrew, losing their stomach for violence. Those who didn't found themselves either the victors… Or Annihilated. However none were prepared for what was to come next; an enemy hidden beneath the soil for as long as mankind has existed. A many ancient races of monsters and otherworldly beings; the first attack was devastating, hordes of Reptilian soldiers swarmed the Southern Mass continent. Killing millions, these demonic serpent men were armed with weapons and technology equal, perhaps even superior to that of humans.

However this Underworld Empire did not stop there as more attacks came. Entire nations conquered and enslaved, many innocent people taken to the deep depths of the world… Their fate unknown.

Whilst the armies of humanity fight against the inhuman armies in their own way. A mission is planned, a group being formed… A chosen few who excel in their field, set out on a brave and daring mission to the centre of the Earth; where they would find a way to help the world of men defeat their new enemy.

An expedition, a journey… To the Underworld.


Classes:

A particular arch type or skill set; along the lines of a Pirate, Knight, Samurai, Hunter, Medic, Witch Doctor, etc… Obviously there are going to be several TYPES of character. Fighters who's methods and skills either represent an ancient tradition or past age, or that of the new age (Say for example a Knight VS a Sniper.). As well as the contrast between a Medic and a Witch Doctor, or an Engineer VS an Alchemist.

So we're looking for these kinds of specialists of both past and present (Present being something equivalent to the 1920's.) but obviously for a world somewhat like ours… But different entirely. Please take some level of balance in this, I don't really think that if you're character is a Samurai-type fighter that they will be using modern firearms… At best bows, crossbows or a crude type of musket/ arquebus. Obviously fighters characters are skilled with weapons, martial arts and are physically powerful- Where scientific characters are obviously scientifically and/or technologically skilled and magical ones are adept in the use of spells, lore and other bizarre arcane arts.

I'm not really keen on the mixing of classes here.

Magic:

Magic exists… But not widely known of or believed in, it is met with the same level of scepticism as it is in our world. Magic in this world is often subtle, however it's not to say that some magic users don't hurl fire balls or shoot lightning. Please keep magic balanced, with 5 to 8 beginning spells listed in the skills section.

Countries/ Organisations:

Before I go about making a map, anyone who wants to make their own nation, culture or organisation feel free to do so. Just keep it real; don't go overboard.

Spoiler:


Last edited by Knifey Keith on Tue Jan 15, 2013 12:54 pm; edited 1 time in total
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Post by Aude Timor Fri Jan 04, 2013 12:17 am

Can we post our character sheet right here?
IM SORRY IM NEW I HAVE JACK IDEA WHAT IM DOING!!!!!
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Post by SolidariGee Fri Jan 04, 2013 4:04 am

Name: Retsu

Age: 17

Gender: F

Class: Mystic

Nation/ Culture/ Organisation: The Forgotten

Some humans who were taken captive were able to escape, and these humans have dubbed themselves 'The Forgotten' for they did not believe that anyone would ever come to rescue them. This 'nation' had the single purpose of freeing other captives so that their numbers could grow. Never have The Forgotten raided to retrieve other humans. Rather, they have utilized guerrilla tactics to release fellow humans who are being brought to reptillian settlements.

This nomadic 'nation' has created a culture that prizes quiet and reflection. All children are trained to act stealthily, but this is usually taught through games and play. Early on children of The Forgotten learn that to laugh at the wrong moment could mean death. This is not a nation of cheerful hedonists; this is a nation of survivors.

The Forgotten have survived these many years through cunning (rotating) leadership, and collective decision making. The collective is strong and unified, for they know their lives depend on one another.

The Forgotten speak Forgotten English (English blended with some of the acquired reptillian language) and use their own language known as "Xilen" (or, "silent" in English) which is comprised by hand signs and gestures. It is a complete language with native practitioners, all of which are speakers of Forgotten English as well.

Personality:
As all priestesses are given a holy name to reflect their natures, so too was Retsu. Sorrow, the Forgotten's first priestess, named Retsu "Violence" in the language of her mother. Despite being, or perhaps because she is, extremely detached, Retsu has an amicable relationship with violence. Death, to her, is without meaning, so recourse to violence does not disturb her.

Her relationship with violence is not so simple. She is not some crazed sociopath. Rather, she understands that violent resistance is necessary for liberation. Retsu understands that the Forgotten must slay their oppressors if they wish to survive. The survival of her people is her priority.

Retsu is quiet, but her words resound into the very souls of those who witness them. She is deliberate and resolved. Despite being highly intuitive, she lacks sympathy. While she can intuit the emotions of others, she does not share in their pain. She bears the suffering of her people's oppression, she does not have time to worry about the pains of individuals.

Retsu avoids simple interpretations of the truth. She believes that truth is immutable and constantly shifting. There is no real objectivity, just competing subjectivities - and her powers of insight allow her to interpret this subjectivities in such a way she can understand their relations. Retsu is clever, but her greatest mental faculty is her ability to entertain many different thoughts and understand that they are all, in their own ways, true.

Skills/ Abilities/ Powers:

Retsu has the gift of majesty. With will alone she can inspire those around her to lift themselves from exhaustion and despair to continue. Her aura reminds all those around her that scars are beautiful. Scars form only on the living, to have scars means that one has survived. Her enemies, in contrast, are filled with varying amounts of fear while in her presence. She is the embodiment of hope, but at the same time she is the avatar of violence.

This aura is such that Retsu seems more an apparition than human. Her majestic aura instills awe and reverence. She is ethereal and otherworldly. some question whether or not she is a spirit rather than a girl.

Retsu can create tokens (in the form of various plants and flowers) with various qualities that can range from luck and protection, the slow devouring of a person's life force, to the ability to find water. These tokens often have limited use, and never have very overt powers. In her bag of tokens Retsu also keeps a few basic medicinal herbs and is competent in basic herbal healing.

Retsu can use her tokens and read the leaves and petals of plants to perform auguries and divinations. She can also exert mystical control over her tokens even if she has given them to someone else.

Retsu is always accompanied by Nkiruka, her familiar. Nkiruka takes the form of an animal, and from day to day this form changes. Nkiruka is kind, clever, and courageous, but she is limited in that she can only communicate with Retsu.

Retsu is the original host of the Blood Flower and continues to grow the flower in her bloodstream. Due to her control of the token, she shares a symbiotic relationship with the flower, and will not succumb to the violent nature of the token. She can protrude slim vines of the flower from her body slowly to either harvest or use to penetrate skin and enter another's bloodstream.

History/ Bio:
Retsu's mother was 3 months pregnant when she escaped her captors (along with her husband). Her unborn child, Retsu, was her only motivation to keep living ever since her first child was killed in front of her eyes. Retsu's mother and father were among the first of The Forgotten, and they were nearly the last.

5 months after escaping, The Forgotten were ambushed by a patrol of reptillians. While they sustained heavy casualties, they managed to escape once more. However, the flight from their enemy took a heavy toll, and Retsu's mother entered premature labour. Unfortunately, the healers could not save Retsu's mother, but they could nourish the newborn.

At the age of 6 Retsu began to show natural talents with a peculiar subtle brand of magic. Her unearthly aura unsettled many children around her, but it also inspired great respect.

At the age of 10, Retsu watched the other children playing, but heard the footsteps of a reptillian patrol. When a small child began to cry, Retsu deftly knocked the child unconscious and silently ordered an older boy to carry the toddler. Since that day Retsu has had a reputation for being a decisive and detached person.

At the age of 11, Retsu became a mystic, one of the very few priestesses of her community. Her powerful intuition and great wisdom allowed her to become the youngest person to ever become a fully recognized priestess.

Since then Retsu has served her people and her people have known a time of prosperity greater than ever before. However, Retsu has begun to see many omens and signs that she should leave her village and seek out others of her kind. Her auguries have revealed that a band of old worlders will need her aid in navigating the depths of the Deep Place (the Underworld).


Last edited by SolidariGee on Sun Jan 06, 2013 3:30 pm; edited 3 times in total

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Journey to the Underworld (OOC) Empty CS; Dr. March Krikke

Post by Aude Timor Sat Jan 05, 2013 6:01 am

Name: Dr. March Krikke

Age: 27

Gender: M

Class: Medic

Nation/Culture/Origin: Haldoun

Haldoun is the 'modern' equivalent of Alexandria, a scholar city. Knowledge is power, indeed. In this particular society, the book is revered to the point of near worship. Books are respected, cared for, and cherished as heirlooms. However this is before the reptilian attacks where the knowledge was then ripped from them. Suddenly books meant less, and the city was ravaged, and of course, reused because of it's high walls and defensive positions. Only a few got out--the rest were used as in-city slaves. March was an in-city slave as a doctor for a few years before a mistake allowed him to escape, but in the process deforming him.

Personality:
Dr. March Krikke has a terrible connection to his vice, that is also his virtue: curiosity. it is wonder that drives him, and wonder that almost killed him. it was at first about saving himself, but then saving others in need like him became equal to his own needs. Because of March's deformity, it is hard for him to open up, and sometimes even hard for him to speak. It is not that he is self-conscious, but because he is a gentlemen, and no man of his stature allows himself to be weak. His sense of humor is sometimes dry, but he means well.

He is calm, but passionate. Careful, but confident. Most of all, March is not inclined to take no for an answer, no matter how respectful he is. Before he is a friend to anybody March Krikke is a doctor. There is not much he wouldn't do for people he cared about, because when the reptiles attacked, they took his family away from him which was all he had. This is what drives him on; to help people so they won't end up dead like his parents and family.

Because of his attire (a full face mask, similar to a mask used for covering Leprosy), people find March mysterious and unknown. All that is seen is his wondering green eyes, and the carefully combed brown hair like a professional, but he is human and makes sure to remind people. March Krikke is not terribly deep in philosophy, and sometimes his methods are questionable, but there is no questioning his authority as a superb doctor.

Bio:
March Krikke was born to a privileged family of all different kinds of doctors, so he decided young to follow in his father and grandfather's footsteps. He was sent to a school specializing in teaching students young in their chosen trade, and in this case he was sent to almost a pre-doctorate school at age nine. His first successful amputation was at age 13 and his first surgery was at age 18. This is how he can be so young and still be a doctor, from lifetime training. When the reptiles struck March was already beginning his career, but only just. Of course, he hadn't settled down yet, and this allows him to continue on wherever he is needed without a striking need to return to Haldoun.

The day the reptiles took over, some few skilled humans were needed, and the doctors were enslaved along with masons to build, and scientists to fix the alien weapons, even improve them! Dr. March Krikke worked quietly, keeping to himself, but a hankering question kept probing the back of his mind; what makes these monsters tick? As a doctor, of course people die in his care, to the mass graves they are taken. So are the dead reptiles in the area, as taken care of by the humans. One night, the doctor is taking a patient to the mass graves, when suddenly an opportunity arises to take the still warm body of a reptile. His curiosity, vice and virtue, possesses him to take the body back to his station and try his hand at a dissection.

This is his downfall, his almost-death. As he finds out their weak points from the open corpse before him, Dr. March Krikke is caught by a guard in the late hours, and a claw comes down on his face, intending to kill the doctor for this crime on a body. It takes off his left cheekbone, and half of his jaw to the middle of his mouth. This blow is powerful enough to render the doctor unconscious, and this is taken for dead by the reptile. The next few hours later, by what seems like magic, he wakes in the pit dead bodies. Through the pain, his mind tells him to hide in a passing wagon outbound for supplies, and under grain bags March hides for his life. The pain is so stifling, he is close to death. March manages to climb out and into the wilderness. He is free.

It is not until about a month later he is healthy again to travel from a safe cove by a river. Dr. March was forced to cut away at his skin to cleanse it, stopping infection from killing him. March travels days and nights until he reaches a hidden human colony, and there he finds an artifact; a mercury-glass painted face mask of bone. It was used for patients that had Leprosy, hiding the placed their skin fell away. He received it as a gift for being the colony doctor, and later was built a metal frame to cover the gaping hole for when he wishes the mask off.

Skills/Abilities/Powers:
Dr. March Krikke is a fan of the suture, needle, and knife. His unparalleled ability to cut open a human with minimal pain is well known. This is the reason he was able to keep himself alive. He is skilled in battle-surgery, and that means being able to close a body as the battle rages on behind him. He is fast, and does not need a nurse, but they are appreciated sometimes when he is working against the limitations of time.

There are only a few of the Old Medicines still around, so because of this, his experiments to remake theses medicines are often, and sometimes crazy. Part of this calm, cool and professional doctor there is a side that is partially nuts, like all doctors. Other than his set of medicine, Dr. March Krikke is always building in his stock of medicine. He'll use plants to his advantage, and he makes some medicines.

In the good doctors set of tools, he has a small leather bag of tools he needs for helping people in a hurry, and a traditional leather bag of a doctor for longer term work. Other than his surgeon tools and medicine, he has a small personal knife and a pistol for safety sake. With the personal items he has, Dr. March Krikke has a journal about what herbs do and don't work, which ones mix into complex forms and drugs, and which ones to avoid.
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Post by Gadreille Wed Jan 09, 2013 9:41 pm

Name: Rain Gaelhart

Age: 25

Gender: Female

Class: Gunslinger

Nation/ Culture/ Organisation: The Desert Nomads of Carrenhal

Carrenhal had once been a great country, large in scale, with everything from mountains to forests to deserts. Large city-states occupied several parts of the country, with trains that connected one to the other. When the Reptilian hordes arose, Carrenhal was one of the first to fall. However, in the northwestern deserts, survivors amassed, and continued surviving by never staying in one part of the desert for long - and discovering that reptiles die by gunshot just as well as any human.

Appearance:

Spoiler:

Rain is an average sized girl, reaching 5'8'' with her boots and hat on. She's average build, not too slender, but slimmer than she used to be as she's often underfed. She's naturally pale, but her skin has browned through years of exposure to sunlight. She has complete heterochromia iridis, that is she has one blue eye and one green. Her hair is auburn that has gone strawberry blonde on the ends since it's often exposed to harsh sun. She wears a long sleeved white shirt, leather vest, grey pants and leather chaps, brown boots, brown coat and beige hat (which looks more brown than anything these days).

Personality: Rain isn't cultured, intelligent, well spoken or courteous. She's loud, obnoxious at times, abrupt and truthfully harsh. Saying she's that way because of the current fall of humanity would be a lie, she's always been a brat.

Skills/ Abilities/ Powers: Rain is a sharpshooter, quick to reload, counts her bullets and can duel wield pistols with ease. She can pick a fight easy enough, but she's even better at avoiding one. She can recon, track and assess a situation as well as any navigator.

Equipment:
1 bolt-action rifle with bayonet and scope
1 pump-action shotgun
2 revolvers
a collection of ammunition for her babies
a multi-purpose knife

History/ Bio: Rain was born in the deserts of Carrenhal. She grew up watching the trains go by, and envying the richer who could afford automobiles instead of horse drawn carriages. She lived on a ranch, and learned how to ride a horse and shoot a coyote before she learned how to read (she's still not very good at reading).

Rain thought the worst had passed when the Great War had ended. She was old enough to have shot a few bandits, people hungry and alone reached even as far as the deep desert where Rain's family ranch resided. When the reptiles attacked, it made the Great War look like child's play.

Rain's survival has felt more like a series of lucky shots than any skill. She picked up stragglers as she moved from small town to random outcrop, until it was a large enough surviving group to earn a name: the desert nomads of Carrenhal. She doesn't stay in one place for long, for sedentary groups are far more likely to be found and murdered. The desert sun is so harsh that her enemies have trouble surviving it - but so do to her friends.


Last edited by Gadreille on Wed Jan 16, 2013 5:08 pm; edited 2 times in total
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Post by Knifey Keith Thu Jan 10, 2013 12:48 pm

Hey guys, sorry I haven't replied. Been a bit caught up with work and some other shit. I'm going to post my CS very soon, then I will immediately post up the IC thread so we can get started nice and quick.

Also good work on the characters guys.
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Post by Knifey Keith Tue Jan 15, 2013 1:43 pm

Much apologies to all, but I left out two lines of criteria in the CS. Appearance and Equipment.


Name: Hatar Zarrud

Age: 28

Gender: Male

Class: Hussar

Nation/ Culture/ Organisation: The Kajar: The Kajar are a ferocious, nomadic warrior culture native to the country named after them- Kajaristan. The Kajar are renowned as strong, resilient and skilled warriors of great courage and viciousness, primarily known for being masters of the sabre and horsemanship. The Kajar are pastoral nomads who make a living primarily through herding cattle, metal work and warfare. Their homeland is cold and fairly barren, making live in their culture harsh, brutal and violent; for many Kajar work hard to maintain their livestock and fight off other raiding Kajarr tribes. They typically live in tents called Yurts and value horses highly. The Kajar are a people who dress for the cold, wearing heavy pointed boots, fur coats, long tunics and other articles of clothing. They are generally a solid, broadly built people with black hair, blue eyes and skin colours ranging from pale white, olive to brown. They have strong, narrow noses and long faces, generally having slightly squared jaws. the Kajar are often associated with violence, skill in battle and dodgy business.

Appearance: Hatar stands 6.4" tall, he is a broad shouldered and very muscular man. He had blue eyes, pale skin and sports a mostly shaved head with the exception of a neatly combed lock of black hair at the top of his head… Often flopping down onto his forehead. Hatar has a long moustache, a silver "bull" style nose ring and scars over his arms, neck and one across the right side of his jaw/ mouth. He wears a long, thick orange coat with black fur trims and black, abstract fire patterns. He wears a pair of orange pointed boots, a pair of baggy black trousers, a pair of leather gloves/ gauntlets and a heavy leather belt with a ornate sash hanging down from the round circular silver plate over the belt buckle. Hatar has several traditional Kajar tattoos on his arms, chest and back.

Personality: Hatar is a man proud of his culture and race, as well as a warrior at heart. A man of bravery, ferocity and to some degree, honour. However his heart is ruled by his lust for money, Hatar is a greedy person who craves material wealth. An unashamed mercenary for hire, Hatar makes money doing what most Kajar love- Fighting. A proud- often stubborn, incorrigible man he is a very traditionalist Kajar and has contempt for firearms and modern technology. Hatar is a passionate lover of food, weaponry, martial arts and strong women.

Skills/ Abilities/ Powers: Hatar is an accomplished, considerably skilled Kajar warrior. Like most Kajar warriors he is a highly skilled unarmed combatant, knife fighter and swordsman, as well as being skilled in the art of horsemanship and the bow. He is a considerably strong, physically resilient and athletic man, though despite being conditioned to brutality and brought up with the skills of surviving in Kajaristan… Hatar like many Kajar people has a great deal of trouble tolerating the heat, as well as being considerably out of touch with the modern world and it's technology. Unlike the new generation of Kajar warriors who have discarded their bows in favour of modern firearms… Hatar possesses no skill with guns, nor any weapons or military equipment of the modern age.

Equipment: To battle, Hatar employs many traditional Kajar weapons- The Kard, a long curved steel knife. The Sharbilya, a long slightly curved steel Kajar sabre. Hatar also makes use of a short composite bow. Hatar's only armour are his thick, hard leather varmbraces/ gauntlets.

History/ Bio: To be Kajar is to experience a life of pain, a life of violence and hardship. From childhood till death, a Kajar trains to fight and overcome the obstacles in life. Hatar's life was no exception, however despite how typically Kajar his earlier life was, Hatar possessed a great lust for adventure in foreign lands, where many Kajar only venture to other countries in order to fight and aquire profit. Hatar sought to experience the stranger, wider world; wishing to see the cities of metal, steam and sciences. Hatar travelled far and wide, though still firmly clinging to his culture. At the age of 24 Hatar managed to make a considerable amount of money in the heroin trade and like the addiction of the product he peddled, he began to get his first dose of riches. Instantly forming a craving for money, it consumed his thoughts as be began to be preoccupied with acquiring wealth.

Hatar fought alongside other Kajar mercenaries in the great war, through the grim hail of debris, bullets and shrapnel… Hatar and his fellow Kajar warriors engaged in devastating cavalry charge after another, their blades becoming rusted by the blood of their enemies. When the war ended Hatar made himself a pretty penny- Though despite his substantial and generous payment, he still desired more. Hiring himself out as a thug, he followed his greed to the more lawless nations. When the first attacks came from the Reptile armies of the world below, Hatar immediately saw the profit to be gained. Liaising with several military agencies he sold himself to the cause of protecting the surface world form this new subterranean threat.


Last edited by Knifey Keith on Sat Jan 19, 2013 10:31 pm; edited 1 time in total
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Post by Knifey Keith Tue Jan 15, 2013 1:52 pm

SolidariGee wrote:Name:

The Forgotten speak Forgotten English (English blended with some of the acquired reptillian language) and use their own language known as "Xilen" (or, "silent" in English) which is comprised by hand signs and gestures. It is a complete language with native practitioners, all of which are speakers of Forgotten English as well.


English doesn't exist, England doesn't exist… C'mon dude.
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Post by Nomad Wed Jan 16, 2013 6:36 am

you have perked my interest would a lancer knight be able to join the fray?
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Post by Kathryn Lacey Wed Jan 16, 2013 12:38 pm

On the off chance that someone else comes along wanting the same class as me, I want to call the Thief/Rogue class. I already talked about it with Keith, but I suppose it's time to publicly announce it. =D

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Post by Knifey Keith Wed Jan 16, 2013 1:17 pm

Kathryn Lacey wrote:On the off chance that someone else comes along wanting the same class as me, I want to call the Thief/Rogue class. I already talked about it with Keith, but I suppose it's time to publicly announce it. =D

Yea Kathryn gets dibs because she came out with it first, also she's a tremendously grouchy violent bitch and I've literally watched her run down and kill two guys with her car so… I'm just gonna give her what ever she wants at this point.
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Post by Knifey Keith Wed Jan 16, 2013 1:20 pm

Nomad wrote:you have perked my interest would a lancer knight be able to join the fray?

Write up a CS and we'll see if it's appropriate/ compatible.

Also everyone keeping in mind that the level of science and technology is much the same as that of 1900's to 1920's Earth. So like I've said, though your characters may cling to ancient traditions and methods… There are still guns, bombs and big fuck off tanks out there. Radios too!
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Post by Kathryn Lacey Wed Jan 16, 2013 1:23 pm

You weren't supposed to tell people about that, Keith! That was our secret! :: sobs ::

Anyway, my character will battle anyone to the death who threatens her position as thief.

Also, Keith, try not to double post. There's an edit function on each post so you don't have to make separate posts. Thanks!

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Post by Knifey Keith Wed Jan 16, 2013 1:28 pm

Sorry.
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Post by Gadreille Wed Jan 16, 2013 3:22 pm

Just so you know, I will update the description and equipment soon. Just trying to find an appropriate image.
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Post by Kathryn Lacey Sat Jan 19, 2013 1:08 am

Name
Jharna Danveer

Age
Twenty-Four

Gender:
Female

Class:
Thief

Nation/ Culture/ Organisation
Purisa Raukma

Purisa Raukma was once a beautiful place, filled with vibrant foliage, beautiful architecture, and riches beyond what many could even dream... depending on where one traveled. Northern Purisa Raukma was filled with this kind of beauty and decadence, but the Southern half of the country consisted of a dry wasteland, filled with more people than it could comfortably fit. The streets were filled with trash and the air was rife with pollution and choked with unpleasant smells.

The differences between classes were horrifically apparent. The rich were absolutely spoiled, and the poor could hardly survive. The middle classes varied depending on how high they were on the scale. Orphanages were so overcrowded that they had to turn children away, and they usually didn't last for long unless they were taken in by a gang and put to work.

Gangs in the lower middle classes would organize homeless children into begging troupes at various, popular locations. The children would beg money from passersby all day and deliver their earnings to their leaders - called "Fathers" or "Mothers." The Fathers and Mothers would keep the largest shares for themselves, give a very small share to their children to keep them motivated and use the rest to give the barest minimum of care.

The middle classes tended to be just hard working people who managed to keep a roof over their heads and live comfortably. Many of the upper classes hired the middle classes as servants. It was nearly unheard of for a person to ascend to higher classes in this nation. If they were born into the lower classes, they almost never broke into the middle class, and it was virtually impossible to enter the upper classes without that birthright.

Most of the nation was used for human habitation with very little nature left that wasn't carefully cultivated by those who could afford it. However, there was much farmland in the eastern portion of the country, and the west had a very lush forest. Since the war, much of the nation was made uninhabitable even for the poorest of people who were used to such desolate living conditions.


Appearance
Spoiler:
Jharna is a bit on the smaller side, standing at only about five feet and four inches. Her figure is a slight pear shape, but she is very fit from all of the running and crouching she does. Her skin is naturally a light tan with golden undertones. She has a few scars here and there, especially along her back and the backs of her thighs from her childhood.

Her eyes are large and almond shaped with dark brown irises with dark brows softly arching above them. Her nose is long and prominent but straight. Her face is oval shaped with high cheekbones, and her lips have a well defined bow with average fullness. This native Purisa Raukman's coffee coloured hair extends straight down to her lower back.

As far as clothing goes, she simply wears whatever the job requires. Generally, when she's stealing something, she dresses in head-to-toe black form fitting shirts and pants along with comfortable boots with a soft rubber sole for minimal sound when she walks. Her hair will be worn in a braid wrapped around the crown of her head on these missions as well. Other times, she has to dress to fit the social situation whether she's pretending to be a socialite at a ball or a beggar on the street. Regardless of her attire, she always keeps sturdy pins secured in her hair either for picking locks or as small weapons.


Personality
If one was to describe Jharna using one word, it would be "adaptable." As a young child, she had to learn to be whatever a situation commanded of her to survive. It aided her well for a long time. However, Jharna isn't solely a survivor. She cares deeply for her country despite its downfalls, and she cares about the kinds of lives many of its inhabitants are forced to live. In that way, she has a bit of a bleeding heart. Much of her earnings as a thief have gone to benefit people who badly needed aid. Despite her seeming bleeding heart, she isn't afraid to do what needs to be done if she feels it’s right.


Skills/ Abilities/ Powers
Jharna is especially agile, flexible, and light on her feet. It enables her to quickly and quietly maneuver herself into positions where she'll remain unnoticed. Stealth is her main talent that she has honed to near perfection. She's also a fantastic pick-pocket, and she excels in safe cracking and disarming alarms. She boasts that she can steal anything as long as she can find a way to transport it.

She hates fighting, preferring to run if she is spotted, but she does have considerable skill with daggers, both throwing and hand-to-hand. Her speed enables her to escape wounds or capture by those larger than her so long as she doesn't get cornered, and her endurance enables her to outmaneuver her opponents until they tire and she can take them out. She's also very good with a pair of tonfa.


Equipment
Booster Bag (in the form of a many pocketed trench coat)
Daggers for Throwing and Close Combat
Grappling Hook
Lock Picks
Small Coins for Diversion Tactics
Stethoscope for Safe Cracking
Tonfa

History/ Bio
Jharna doesn’t know who her original family was. All she was ever told was that she was found in a basket at the doorstep of an orphanage as an infant. She was raised there for five years before they had to give her away, for the orphanage was just too overcrowded. She found her way into another family of children, but this was a lot different from living at the orphanage.

In the orphanage, she’d had little chores like keeping her bed made and cleaning up after herself. However, this new family put her to work. At any given time, there were fifteen to thirty other children of various ages headed by one man they called “Father,” and they spent their days begging on the streets. They collected as much money as possible in whatever ways they could, by lying and cheating mostly, and Jharna quickly became an expert in the art.

However, as she aged, people became less empathetic and less susceptible to her wiles. Father became angry with each day that she earned less and less, punishing her for her failures time and again. Jharna knew she was only a couple of years shy of being placed in a brothel if she couldn’t make her money on the streets, so she found a different way: theft. The first couple of times, she was caught, but with tricks and diversions, she learned clever ways around a person’s attention. Lifting a coin purse or a wallet became easy money, and she out earned most of her fellows, and she earned enough to stay out of the Courtesan Houses.

Unfortunately for her, she wasn’t unattractive, and the pressure was on to earn enough that even the highest bidder for her virginity couldn’t outshine her skill as a pickpocket. She began stealing more than just purses, going to shops for jewelry and the like. At thirteen, she was boosting things that even Father couldn’t have anticipated hiring men to grab. This didn’t deter him. Deciding he could have the best of both worlds, Jharna was auctioned off at the age of sixteen when she would be expected to run robbery jobs as well as work in the brothels, but she wasn’t having it. A week after a stranger forced himself on her for a smaller fee than she could earn on the streets, she found a gun and killed the man who had played “Father” in her life for eleven years. Then she ran, away from the slums, away from her past.

Jharna continued her jobs independently, keeping enough to live comfortably and using the rest to help children in similar positions in which she’d been involved. She infiltrated the middle classes, finding “honest” work as servants among the richest of people, learning their ways and subtly stealing things they wouldn’t notice were missing for a while if ever. She was always smart about it, and eventually, she got to the point and made enough money to fake her way into high society where jobs were easier because she had more access.

When she was seventeen, the wars hit her homeland hard. The slums were completely destroyed, but the people there were survivors and couldn’t be wiped out. The richer areas of the country weren’t quite wiped out, but its people couldn’t handle losing their accumulated luxuries, and they either moved to another country or perished.

Jharna was drawn into the war for her unique skills. She was used as a spy for some time, stealing information to aid her country in the war against its enemies. She also helped steal weapons and retrieve prisoners of war so they could rejoin the fray on the side of Purisa Raukma.

Eventually, even her skills could do no more for her country, and all who are left of it are refugees and scattered armies, but she could never truly let go. She travels the world helping aid any humans she feels deserve it against the hoards of beasts who tear apart her planet. She has successfully enabled her race to get the upper hand in many situations and battles, but she rarely stays in one place long enough to witness whether or not they can maintain that edge.

Kathryn Lacey
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