Wiki
RP Group
Co-ops: Charmera, The Templar High Council
“All beings know a single truth, one that defines their very lives. Without this truth, one is destined to a painful and agonizing fate: The gods rule above all.
Living proof of this are the Demigods; fair, strong, wise and clever beyond any human. They are the children of the gods, and living reminders of their glorious and powerful nature. They are often hero’s, warriors or leaders of great power. They are the only ones able to combat Monsters.
The ones that forget this rule; we call monsters Or Cursed Kin. They have been warped, twisted by their defiance, hubris or ignorance. They are an unfortunate reminder of both the cruelty and rage of these mighty beings. However that is not to say monsters have no power, far from it, they have enough power to take out their rage on Demigods.
Both often find themselves in conflict with each other, being the only beings, besides the gods, that can combat one another. However in this age they will find themselves conflicted with how to deal with one another, with the Gods unwilling to resolve this issue.
In this age, man is no longer as faithful, empires have crumbled, blood-lines have been devastated, and with the Gods taking a laxed approach, monsters are fewer. Even more so, from the exploits of the Demigods of old.
The Gods are still honored, but not to their former extent. Many, due to the Gods not being as interventionist as they once where, feel the Gods just don't care. With the fall of great empires during the massive wars of old, most nations of today, are republics formed following these wars.
Yet, even with out their empires, and kingdoms the noble houses continued to fight the Cursed Kin, with the conflict continuing till their numbers have dwindled. Now, a new faction has formed, Renaissance. Promising a rebirth of the glory of old, and to the Cursed Kin, it promises acceptance. Renaissance has one aim; restore the Empires of old. To do so, it's established the first of what it plans to be many camps, isolated in dense woodlands it gathers monsters, and demi-gods together to train for the day they will rise again... but not all are free of skepticism.
Rules
- No Metagaming. Be willing, to die. Some Godmoding allowed with player's permission. Such permission must be stated on the OOC.
- No more then six powers/attributes.
- Powers should have specific limitations, and all powers are up for review.
- Players can have as many characters as they desire, but three is the recommended limit.
- No first generation Monsters.
- No living statues.
Character Creation
The Gods (Expanding)
Type
- Half Blood - Half-Bloods appear human, but have supernatural strength, and endurance; as well as powers associated with their ancestry.
- Monster (Cursed-Kin) - Cursed-Kin hardly look human, having animistic, or features not found in human kind. They too are powerful, and can pose a threat to a Half-Blood. It's this simple fact that had put them at odds, for while humans couldn't stand a chance against a Half-Blood with out divine aid, a Monster could face a Half-Blood on even grounds.
- Isolationists: This faction seeks to remain hidden from mankind. Humanity has forsaken them, and thus, why should they be of concern? Many feel that 'rising again' will only lead to conflict, and a united front against them. This faction is popular among Cursed Kin. They currently see the camp as a threat, for it'd force their kind to reveal themselves again, to be open to the devastation of a bi-gone era. Thus, some have infiltrated the grounds.
- Integrationists: This faction is primarily made up of Half Bloods who where not born into a noble house. They seek to blend into modern society, with some promoting a vigilant heroism inspired by the world of comics. They have little care for a 'return to power', and rather to use their powers in an open society. Some monsters have even joined it's ranks.
- Renaissance: Renaissance is an organization that seeks the restoration of the monarchies that once covered the world. Renaissance seeks to put the Half Bloods in power, to restore them to power. They currently control the training center.
Half-Blood App
- Code: Select all
[b]Name:[/b]
[b]Ancestor:[/b] Goddess of the Hunt, God of Thunder, Lord of the Bards, etc
[b]Age:[/b] (Half-bloods are capable of living two centuries, though many parish in battle before this age. Those at the camp are young, all under 100 save some members of the administration. The average age is 18 among the Trainees. A half-blood begins to age slower then a mortal upon reaching the age of 35)
[b]Prominent Domain:[/b] Lightening, Fire, Music, Song (vocals), Hunting, War, etc.
[b]Powers:[/b] (Half-bloods have heightened Strength, and Endurance though they also have power associated with there ancestor; from Inhuman accuracy, command of lightening, or mastery of the flute, and much, much more. Their powers are linked to their domain. For the purpose of balance their is a limit of six powers per half blood, this means no more then six powers may be held, though one may still opt to have fewer, with knowledge that your powers can expand as the game progresses, as this is a training center, in fact, you could simply start out with heightened strength, and endurance (which every half-blood has, even if not stated))
[b]Appearance:[/b]
[b]Faction:[/b]
[b]Background:[/b]
[b]Personality:[/b]
Monster App
- Code: Select all
[b]Name:[/b]
[b]Transgression of the Ancestor:[/b] (One may put Unknown till decided)
[b]Age:[/b] (Monsters tend to live longer then Half-bloods, apparently as a way to prolong punishment, able to reach half a Millennium or more. Those at the camp however will not be this old, as most of the ancient ones have long since been vanquished by Half Bloods. The average age among those at the camp is 21, and they usually begin to age slowly, almost as if not aging at all, when they are forty years of age)
[b]Attributes:[/b] (Monsters tend to have physical, rather then metaphysical powers. They all have the increased strength, and endurance of a half blood, but also fangs, claws, powerful tails, horns, or retractable spikes; all of which due to the energies used to instill the curse, are able to harm a half-blood. Like the Half-blood their is a six power( attribute) limit.)
[b]Appearance:[/b]
[b]Faction:[/b]
[b]Background:[/b]
[b]Personality:[/b]
Sample Apps
Accepted Characters
Universal Coordinated Time
Staff
Bentus : Grug Bonecrusher : Page 23 : UTC +4
Trainee Half-Bloods
Cainesland : Edward van pelt : Goddess of the Hunt : Page 13 : UTC -6
Charmera : "Iso" Isodel : Goddess of War and Tactics : Page One : UTC+8
Rupudska : Valenka Perevra : Goddess of Death : Page One : UTC-5
The Legion of War : Horacio : God of Time, King of the Gods : Page 4 : UTC -5
The Starlight : Craig Williams : God of the Forge : Page 13 : UTC-5
-Quite- : Syrus Canis : God of the Hunt and Strategy : Page 2 (Sacrificed STR, and END for SPD, and AGL)
The Templar High Council : Alexis Hartfield : Goddess of the Sea : Page 21 : UTC-5
The Templar High Council : Maiso Kageshi : Goddess of Shadow, and Night (Darkness) : Page 2 : UTC-5
United Kingdom of Poland : Kristina McCormick : God of Winter : Page 6
Vulkanas : Kiotvi Astridr : God of Thunder : Page Two
Trainee Monsters
Charmera : "Cyll" Cyllania : Page Two : UTC+8
Bentus : Nathaniel : Page Five (currently claims to be the son of Mortia, Goddess of Death) : UTC +4
Harbetia : "Lil" Liliana : Page One : UTC-5