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Author Topic: Dualism - a Pseudo-God Game of Heroic Fantasy and Eternal Conflict [Started!]  (Read 13132 times)

Knave

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EDIT: Now with even more NERF and less UBER!

Name: Grimman Vazrock
Gender: Male


Description:
A strapping young lad, Grimman measures at over 6 and a half feet despite his young age. A life in the frozen northern wastes has hardened his body. Ice blue eyes peak out from behind a heavy brow, a small, yet grizzled beard and wild hair cover a youthful face. He is most often dressed in practical furs to keep the cold out. His weather-beaten skin is raked with several scars from battles past. His laugh is booming and infectious and matches a wry smile in times of humour.

If challenged Grimman will rarely turn down an opportunity to fight, but he is also a thoughtful and spiritual man. A man of few words, Vazrock prefers to lead by example, always at the forefront of a conflict. He gives little trust to diplomats and politicians, as he feels they are too deceptive and untrustworthy. He will always do his part to help those close to him and do tasks himself.

Background: Born in the frozen tundra of the north, Grimman Vazrock grew up as a member of a nomadic tribe. It was clear from a young age, that Grimman would be a special example of strength and endurance. By the time he was 13, he was already a strong member of the hunting packs that would go out in search of wild game. The wild northmen were not strangers to conflict either. Raids for food, supplies or slaves were not uncommon. You had to fight for what you had, or lose everything. It was this philosophy that shaped Grimman from a young age. He earned some praise in battle and many thought he could even lead the tribe one day with more training and experience.

Unfortunately this dream was cut short by the envy of Callen, another one of the tribe's rising young stars. Worried that Grimman might usurp his position as future leader of the tribe, Callen and several of his trusted friends ambushed him while on a hunting foray. Perhaps he could count himself lucky that a cracking branch alerted him to the planned ambush just in time, or perhaps it was more divine circumstances? Surprised and outnumbered, he fought his way through the ambush as best he could, taking several wounds in the process he stumbled blindly into the cold and blinding snow and down a ravine. Perhaps they assumed he was dead from the fall, or perhaps they just assumed he would not return after such an embarrassing defeat, but his pursuers did not follow. Alone and badly injured he wandered until he came along an old abandoned shack. It was here that he nursed himself back to health over a long feverish season.

One day he hopes to return to his tribe and enact revenge on those that tried to take what was rightfully his.
« Last Edit: April 30, 2013, 08:28:51 pm by Knave »
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monk12

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Haha, yes! Applications forthcoming.

Power: Virtue

People are important. The infinite machinery of the universe is forever- it is immutable, a Truth of this world. The elements balance one another, complementary colors in a cosmic tapestry- they are all equal, given the wholeness of time. Plants and animals, beasts of the field, creatures of the sea, towering trees of the jungle, all act and move without reason or motivation- their lives are meaningless.

People are important. People change, both in themselves and in their societies. People are unique, standing out against one another, clashing to perpetuate their uniqueness. People dedicate their lives to purposes larger than themselves, acting on behalf of their personal beliefs, their family's needs, their nation's call. They act on behalf of their deity.

People have souls. The soul is what distinguishes people from the mindless operations of an uncaring universe, the pointless opposition of the elements, the irrelevant actions of lesser creatures. The soul guides the actions of people, even as those actions reflect on the soul. The soul is why the actions of people can matter, weighed against the immensity of creation. The soul is why people are important.

Glorification of the soul is important. Improving the soul improves the people, whether as an individual or as a culture. Only by improving the soul can a greater Purpose be met. Meditate well on your soul, my people, and slip not into decadence. Only through the pursuit of Virtue may your lives, your souls, even your very race be elevated.

Come to the White Rock, my Chosen! The journey is long, and the sacrifice is great. Dark days are coming, and the ruination of all souls may yet come to pass. Cleave to your ideals, and shun the sinful Magics. Come to the White Rock- my prison weakens, and the glorification of your soul awaits! Dark days are coming, and Virtue will be needed.

People are important. Souls are important. Virtue... is all.


Remnants:

6RP- Touched Land, The White Rock. An enormous monolith of glittering white stone rising from flat, grassy plains. It is well known to travelers of the world- some say that if you squint, and the sun catches it just right, the rock resembles a fist clutching a great sword, the forearm disappearing into the earth. Those travelers will solemnly inform you that clarity of thought is easily achieved there, and pilgrims seeking enlightenment are not an infrequent occurrence. Even among the historians and Sages, very few recognize the sword as Ra'tul, the legendary weapon of a legendary warrior, a champion of Virtue in ages long past. None make the connection between that sword and the ancient Prison of Virtue, the physical location where one of the Two was sealed away from the universe, the meeting hall of his storied Order of holy warriors.

4RP- Imprisoned Chosen. At the climax of the great Struggle, when the Two were sealed away from the world, the famed champion of the cause of Virtue was at the appointed post, defending the source of Virtue's influence. For holding true to their oaths, they found themselves bound in the Sealing, locked away from the world. Their fame did not die with them, however, and long have the people whispered that the Champion would return one day, in the hour of the world's most dire need.

2RP- Remnant Box, Ra'tul. The legendary sword of a legendary warrior, a living weapon, the finest blade forged in an Age of perpetual strife. Secreted in the heart of the White Rock at the moment of the Sealing, Ra'tul slumbers through the long ages as it awaits the return of its rightful wielder.

Notes- Imprisoned Chosen and Ra'tul both left somewhat vague, with details at the discretion of anyone who wishes to claim that Chosen slot. In particular, Ra'tul is intended to be either extremely kickass, or more likely possess some extraordinary/supernatural ability.

Finally, if selected as a Power I'd like a clarification on the Vice-based magic system. Namely, am I allowed to recruit magic users? If the seven deadly sins can be substituted for the seven heavenly virtues, then that's just ducky, and I'll assume that sins are used by most people since it's easier. If the fact that they are sins is integral to the concept, however, I'm also fine with restricting followers to the "Swords are more virtuous than sorcery" shebang.

I'll throw in a Chosen application or two a bit later.
« Last Edit: April 30, 2013, 07:48:39 pm by monk12 »
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filiusenox

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Name: Solbryn Tylos
Gender: Male. Probably. Maybe. Most likely. Okay, look, I don’t know man.
Description: A tall, lanky young man, with a veritable mane of long, messy black hair, that ends somewhere around her calves. It oft-times hangs in his face, but she doesn’t seem to mind. Her skin is pale as the moon, and everything seems stretched on him. His face, even for one so young, is long and drawn, haggard from her times traveling. He has sinewy muscles and thick, calloused hands.
Personality: Solbryn, or Bryn, is a wanderer, forever on the move. He used to live in a nice farm house, isolated in a fertile valley that his father owned all to himself. They grew rich, powerful, and arrogant. Her father sent the guards away, thinking the valley impregnable after building a wall. Thankfully this was the case, and the young man lived a happy life in an enclosed little fortress that soon became a village.
   The young man played often with the new villager’s children, and befriended one young man by the name of Artis, and the two became thick as thieves, especially when Artis’ father became a steward for Bryn’s father.
   Alas, all good things must come to and end. During one day, when the two children were exploring outside the walls of their fine home, they stumbled upon a woman, lounging in the forest with a fire at her feet and a rabbit roasting upon the spit.
   She was old, weary and tired, about to die from the heaving, wracking coughs that came with chest decay, and, spotting Bryn, passed her necklace over to him.  After the old woman passed, they built her a cairn and hurried home, as the darkness of night had already fallen.
   Bryn and Artis, as the headed home through the thick forest, were set upon by some brigands, perhaps seeking the woman who had died not long ago,  and, Artis, being ever brave, sent Bryn away while he distracted the group.
   Bryn made it home, but Artis never did, and a militia from the village marched to hunt and kill the bandits, and did so, hanging each from the gallows for their crimes or cutting them down if they fought.
   A young man still, Bryn began to quarrel with her parents, and, eventually left to travel the world, perhaps to find out why Artis was killed and why the locket was so important, or to escape the guilt that came with his friend’s death.
« Last Edit: May 07, 2013, 02:11:20 pm by filiusenox »
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Digital Hellhound

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@Knave: Wouldn't it be so much nicer to actually play taking over the tribe? While actually blessed by a godlike being? He doesn't really sound 'inexperienced' here, y'know.
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Knave

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@Knave: Wouldn't it be so much nicer to actually play taking over the tribe? While actually blessed by a godlike being? He doesn't really sound 'inexperienced' here, y'know.

You're probably right. I'll give'r an edit tonight! :)
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Shootandrun

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Name: Rankar Alseroth
Gender: Male
Race: Minotaur
Age: 19
Spoiler: Minotaurs (click to show/hide)
Description: Standing at nine feet tall and two and a half feet wide at the shoulders, Rankar is quite large even for one of his kind and stands like a half-giant amongst men. Black haired, he possesses two rather formidable horns and is quite muscled, although those last two traits are common to nearly all male Kasars. Bearing a large beard, he tends to wear clothes on his upper body when he goes anywhere near human civilization - making sure to mark himself as a free Kasar - and has an extremely intimidating stare.

He is a wanderer by nature, staying away from cities allowing slavery and trying to avoid even those who do not - knowing by experience that greed overcomes most laws. He has never kept a job for long, for the same reason, though he refuses to steal for what he eats. Surprisingly educated for one of his kind, he knows how to read and has been seen purchasing books from time to time. He is also quite cynical, although that was not always the case.

Background: He was born in the western plains of the continent, in a sea of green grass and low trees. He only ever met his mother, and he never liked her much - for numerous reasons, but mainly because she never let him try to find his father until he learned the old bull had died. When he was fourteen, he left her, simply parting ways like most Kasars do when they sense a desire for independence rising within them. He found a small human village by the ocean in the following year, where he attempted to settle down. The inhabitants were tolerating of his kind, and he there he lived the finest years of his life. A librarian taught him to read and let him go through all the books of the town's library, making him one of the most educated Kasars of the world by all accounts. He took up smithing in those days, and he was even respected.

After three years of that, the good days were cut short. Raiders from the south crossed the border, attacked the town, burned it down, slew most of the inhabitants, and attempted to bring him in as a slave. Rankar was not a fighter, then, and he had no weapons, but he killed two through sheer physical strength and made his escape during the night, leaving his friends behind to die. It told him a few lessons; he needed to learn to fight, and anywhere not north was too far south for his taste.

He wandered for a long time, always going in the same direction - north. He learned a lot during his travels, thanks to his literacy, but it did not make him happier. The Kasars had a depressing history - everything that was known was about defeats and failed uprisings. Disillusioned by his own kind's lack of ambition and success, he lost most of his childhood ideas - the same ideas all children had, that one day Kasars would be all free - and became very cynical. As the years passed, he went further and further up north, until he stopped at the highest point of civilization before falling again into barbaric lands - whether they rode horses or bore wolf pelts, savages were savages, and they would kill any Kasar they saw - and he became a mercenary. That is where his past ends, and his story begins.
« Last Edit: May 01, 2013, 06:48:46 pm by Shootandrun »
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Squill

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Are various non-human races allowed? It'll make the game a lot more interesting if they are.
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GreatWyrmGold

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I'll take a Chosen.

Spoiler: Wind Ivy (click to show/hide)
Spoiler: Dwarves (click to show/hide)
Feel free to rename my race if there are already more standard dwarves present in the world.
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Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Xantalos

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Edited sheet to have more shameless filler detail.
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Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

Cheesecake

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We've captured fluff for Chaos! When do we start?
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Gamerlord

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Updated my sheet.

Digital Hellhound

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Okay, we basically have three working pairs now. If no others manifest, we'll be choosing one of them (or maybe putting it to a vote).

Decay/Growth (Ghazkull and Terenos), with Secret Cult/Remnant Race & Remnant Box/Remnant Race.
Order/Chaos (Xantalos and Cheesecake), with Imprisoned Chosen/Touched Land/Remnant Box & Imprisoned Chosen/Remnant Race/Remnant Coffin
Virtue and Sin/Vice (monk12 and Gamerlord) - however, compared to the others, Gamerlord's app is sorely lacking in fluff (and is just his earlier app with a few tweaks). It could be expanded/someone could write an alternative Vice.

@Squill: As you can see, people have submitted a lot of non-human characters already. The world is mostly ruled by humans, which might not possess great love for non-humans, but hey, what's life without a lot of problems? It seems we're going to be preaching some sort of message about tolerance and equality here.

@Power Appers: If you're interested in that side of the game at alll, feel free to write a Chosen app or several as well. Also, Power apps can still be submitted, even as pairs that already exist.
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Gamerlord

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Sorry DH, I'm using my iPad at the moment, which means writing long things is very painful. I was going to expand it later, but I'll do my best now.

EDIT: there, not the best but better than it was and probably as good as I'm going to get it on this thing. If you want more DH then you'll have to wait until I get to a computer.
« Last Edit: May 01, 2013, 04:03:26 am by Gamerlord »
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Digital Hellhound

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Later is fine too, no rush.

@monk and Magic; the sins are integral to magic here in a way, I'm afraid. Using magic requires falling back to these wants and base vices. You cannot cast a spell of Ira without wanting to harm something, you cannot alter a mind with Luxuria without desire for others. This does not mean that magic users are all sinful bastards, only that mortals generally cannot be fully virtuous. A tiny pang of envy is enough for Invidia magic, even if you are content 99% otherwise. I'll let you decide if magic is still unacceptable to your followers.

That said, I imagine the White Rock's aura of virtuousness makes it impossible/difficult to fall on these sins and cast magic - very useful, I'd say. Chosen adhering to the virtues might also have in-game benefits (being very sinful will aid with magic in turn).

Other facts about magic; it is often referred to as the Art or the Arts, and using it as 'crafting' (he crafted Luxuria and Avaritia in a web around the man's mind, etc.).
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kj1225

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Am I to late to submit a chosen? Because if I am I'll just wait for a new cycle to start.
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