NATION

PASSWORD

Bloodborne [OOC / OPEN / REBOOT]

For all of your non-NationStates related roleplaying needs!
User avatar
North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Bloodborne [OOC / OPEN / REBOOT]

Postby North America Inc » Thu Sep 27, 2018 6:15 pm

Image

A Hunter Must Hunt
Theme


Introduction


Greetings!
Welcome to Bloodborne: The Old Hunters! A Role Playing Experience allowing each player to Hunt Eldritch Horrors, Discover Ancient Conspiracies, and Become Indoctrinated to serve the Great Ones. As the title implies, this takes place within the Bloodborne Universe; the physics, equipment and factions are all based on the lore created by FromSoftware. I believe this is the First of its Kind for the Site, although I would like to thank the G-Tech Corporation for providing the idea with his The Tyranny of the Night RP. This will be the first time I lead a Individual based game of this type, so feel free to add new content or discuss possible complaints you might have. Craft the person you want to be, and lead them through the decrepit city of Yharnam. How you do this is all up to you... and also me.

Below I will provide some general lore and additional background for us to use during the RP. If you have played the game or know about the lore, you might notice a few new additions. While this might be heretical in certain ways, the point of this was to create a more 'lived in' city. Yharnam found in the game has been going through the slow decline into madness for several decades, this experience takes place long before that, during the age of the Old Hunters. Under the leadership of Gehrman, the mass purges of the future are a distant future. The point of the new lore was for the city to seem more realistic, before the church shapes the city into the abomination it becomes. In addition the often vague lore of the game provides an excellent gameplay driven experience, however, it would do little for a story such as this one. I hope I still capture the Lovecraftian horror you expect; if you have any issues, just let me know.

North America Inc


News
1.Register is up! Post your application there and keep an eye on it to manage your inventory and your leveling up.
2.If you have a beast idea you want to include in the RP, then submit it here! Application is found down below.
3.So the plan is to have the IC up tomorrow. By posting in the Register it lets me know you're still interested. I would recommend you take the time and talk with others to see if you want to have a pre-established history with them; if you let me know, i'll include it.
4. Bestiary and Hunter Tools will be added as soon as possible.
5. Player Ideas are always Welcome. If you got a good idea, I'll add it!
6. If you haven't played the game, no problem. We can talk, I'll add some lore to the front page, and provide links if this sparks your interest.




Image
Quote of the Week:
The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown. - H. P. Lovecraft


IC | Register | OOC |Map




OP and Co-OPs:
OP- North America Inc
Co-OP-
Co-OP-


Character Roster
1.North America Inc as Lady Maria (Hunter)
2.





Setting:
Located at the Northern Edge of the Continent exists the expansive city of Yharnam. Once known for either its bustling port or its high quality stone quarries, the city has now rose to prominence for its creation of 'Blood Ministration'. A ritual done by the Secretive Healing Church, visitors from across the Continent venture to take advantage of its miraculous properties. Able to cure any disease or enhance any body, blood ministration has ushered in the Healing Church's meteoric rise; led by the secretive First Vicar Laurence, the traditional powers of Yharnam are being usurped by this massive religious following. As Cathedrals and Monuments are erected all across the city, many are still skeptical of Blood Healing and the Church. From the lowly citizen to the powerful Aristocrat, the speed as to which the Church has revolutionized Yharnam has left many questioning what the real purpose of Blood Worship is. Even worse, the secretive Workshop operates in the shadows, leaving only carnage in their wake; and hellish tales of cursed men and monstrous transformations have seemed to grow in frequency and intensity.

As the Clergy grows, the Scholars reads, the Gentry plots, and the Masses watch, a recent wave of odd disappearances has captured the imagination of the metropolis. Unlike the bloody scenes left by the Illusive Workshop, these victims disappear without a trace, no evidence to follow. Constables have been left befuddled and the Church is even more tight lipped, though all victims had some relationship with the inner machinations of the Institution. All of them were young women, with a growing suspicion that each of them were pregnant. No lead has bared any fruit, with the few witnesses describing individuals covered in red robes. The latest victim, an heiress to a vast Trading Company, has proven to be the most divisive between the City Elite and the Church. With the situation rapidly declining, it is up to a few brave men and women to combat this terror. It is in this environment you are hired, a quiet benefactor has hired many individuals from various backgrounds to address this issue. Each individual has their own goal, beliefs, and tool set, little regard has been taken to ensure that they work well together. Despite this, this Party much move quickly. Ancient Cults and Eldritch Horrors operate within the shadows, as the darkness seems poised to engulf Yharnam.

If the City is to Survive, you must join the Hunt!





Yharnam

Image

Before Yharnam:
Before everything there were the Great Ones, aliens of immense intellect and strength. They are our superiors, these beings would eventually become the Patrons for the Healing Church. Although obviously sapient, their own individual goals and methods are either unknown or conflicting; it is also unknown how long they have existed for. However, it appears as that they had a special relationship with a previous civilization, the Pthumerians; who were an ancient civilization that use to occupy the various regions that of present day Yharnam. Gifted with exceptional abilities such as increased arcane and insight abilities, they would often hold communion with the Great Ones; what brought the end to this relationship is still being questioned by the scholars of Byrgenwerth today. The civilization promptly collapsed a few thousand years ago, but the remnants of it can still be found today. A few argued that the Nobles of Cainhurst descend from this 'superhuman' race, arguing the line carries on. Despite this what we know for sure is that the there many dungeons that lay below us, for the Pthumerians lived in underground Catacombs, which are still inhabited by long dead specters, forever trapped within the grave.


Cainhurst Royalty:
After the collapse of the Pthumerians a few thousand years ago, the history and people that would come the become Yharnamites is shrouded in myth and legend. It is said that Queen Yharnam, the last rule of the Pthumerians, conjured the city into existence as the rest of the Empire was swallowed into the ground. What is known for certain is that the city was initially a trading outpost for the growing kingdom of Cainhurst. A nebulous term to refer to the Feudal Lords that dotted the most extreme Northern Parts of the Continent, the preceding five centuries they held absolute control over the region as a whole. While constant infighting between squabbling Lords was indeed common, the 'Cainhurst' King or Queen would often yield considerable influence over the rest, and created stability for the rather tumultuous region. Utilizing Blood Knights, these mounted cavalry would often rely on blood magic and blood-tinged swords to ride down the enemies of Cainhurst; it should be noted that the process and rituals involved pale in comparison to the speed and ferocity of Modern Hunters. These knights would utilize the special properties of their own blood, this is often used to support the theory of some Cainhurst-Pthumerian connection.


Independence:
After centuries of constant infighting, the once prestigious King and Queen of Cainhurst become a shell of its former self. Often used a puppet for a powerful noblemen, this indecisiveness led to growing tension in the south. In the era of Exploration and Industry, Yharnam arose a powerful maritime empire due to its strategic location in regards to the rest of the Continent. Yharnam Stone would become synonymous with quality as its near miraculous abilities allowed for the creation of immense structures that would not collapse in on themselves, these two growing industries saw the rise of a new landless Bourgeois class that had little desire to be subservient to the Northern Aristocrats. Over the following decades, tension between the two began to reach a fever pitch; new technologies pioneered in Yharnam such as Repeating Rifles and Cannons would see their first use in a modern war. After the current King of Cainhurst demanded more taxes to finance his Eastern Campaigns as well as to weaken the Bourgeois, young intellectuals within the city would lead a peaceful protest against it. Blood Knights, doing as they always do, rode them down, providing the necessary catalyst for this new economic elite to revolt. Although Blood Knights and Castle Walls were once feared in battle, the introduction of gunpowder and Trained Armies saw the tide favor the people of Yharnam. Although a costly campaign, Yharnam's independence was secured. Borders were drawn, and the Noble Lords of Cainhurst were left in their frozen tundra, licking their wounds.


Byrgenwerth:
It was in this violent environment that a gifted scholar would found the Byrgenwerth Institution of Higher Learning at the outskirts of town, as an place to study human transcendence. From biologists to anthropologists, the Institution housed, for a time, the greatest minds within the entire Continent. Led by Provost Willem, their initial research was done in the form of excavation, Tomb Prospectors would venture into the littered halls of Pthumerian Dungeons to collect artifacts and ascribe meaning to them. Over the following years, they would make numerous discoveries in the Arcane truths of the cosmos and absolute proof of the existence of Great Ones. Scholar Caryll was successful in transcribing portions of the Great Ones texts, however, our mouths lack the necessary characteristics to actually speak it. Over time the school would start to see a growing division between the Scholars; the discovery of Great Ones' blood (or the Old Blood) and its potential uses intrigued many of them. Laurence, one of the chief scholars, saw it is a potential medium to uplift humanity into a new plain of existence. Willem, on the other hand, feared the possible uses of Old Blood transfusion, for they lacked greater understanding of its abilities. Evolution through Insight was his belief,the cultivation of literal eyes to comprehend and view the higher planes of existence.


Healing Church:
It was this disagreement that saw the school fracture into two opposing ideologies, blood or insight, and saw Laurence and his followers leave the School to return to Yharnam. Utilizing the knowledge he acquired at Byrgenwerth, Laurence would go onto found the Healing Church and declare himself as First Vicar. Mastering the technique of Blood Ministration, the process of Blood Transfusion and Bloodletting, the Church would often visit the most downtrodden of the city to provide free humanitarian aid. Blood Ministration was known to cure any disease, which saw many take interest in the Church and its works. After it was demonstrated that the Blood Ministration could be used to provide advantages such as strength or beauty, the city soon become enraptured with the words of the Church. Knowing little about its potential dangers or its true purpose, Yharnam soon saw the masses become followers of the belief.

Although there are many gods within the religion, chief among them is Formless Oedon, a male deity that exists only in voice. Little is known about this Great One, but the Church seems to hold him in high regard. The Church continues the hunt for other Great Ones and has spent a considerable sum to erect Cathedrals as well as Research Halls to continue this endeavor. Laurence leads the Church through his position as Vicar, and is supported by the Choir, the highest echelon within the institution's ranks; the Cathedral Ward serves as the center of this operation. The Church operates within a branch system, each branch exists outside the jurisdiction of the other and answers only to the Choir. Grabbed in white, Choir members goals are unknown as of now. The Clergy is another branch of the Church, and serves as the religious leaders for the religion. Led by Pontiffs, they hold massive ceremonies and mass in grandiose Chapels. The Administration is made up of the Blood Ministers that travel throughout the city to administer the blood. The recently founded School of Mensis is the Church's attempt to usurp Byrgenwerth as the Center of Transcendent Study. The School is based in the Miskatonic Research University at Yahar'gul, and exists in tandem with other more traditional colleges.


Shifting Dynamics
When the Healing Church first constructed the rather inconsequential Oedon Chapel, Yharnam political and economic nature was vastly different; the years succeeding the Independence Wars saw renewed interests in the natural sciences and classical studies. The victorious Bourgeoisie class demonstrated a defining interest in removing old notions of feudalism and religion, and sought to minimize the powers of the various faiths of the City. Such actions left many poor Yharnamites disenfranchised and isolated, while many young intellectuals such actions, the poor were left in their squalor with no possibility of divine ascension. This growing discontent and fatigue allowed the Healing Church to rapidly grow within the eyes of the masses, and the pseudo-scientific teachings of Blood Ministration allowed Laurence to be seen positively in the intellectual community. The highly esteem of Byrgenwerth carried along into the Healing Church; however, this left many within the Bourgeoisie agitated and vitriolic about their own waning powers and the supposed resurgence of traditional thinking. The Healing Church knows this and as of now, has tried to hold amicable relations with the industrial and maritime class; this is also why the Hunts have been held so covertly and the Church has stated no official relationship with the organization. However as the School of Mensis starts to shift and distort education, and the Choir leads the masses, it is entirely possible that the Church will soon eclipse the Bourgeoisie in all aspects of Yharnam.


The Hunt and Hunters:
The most secretive branch of the Church is the Workshop, and as it stands, holds no official relationship with the Church. Led by Gehrman an associate of Byrgenwerth and compatriot to Laurence. The dangers of mass use of Blood Ministration was known from the beginning, constant use ran the risk of beast-hood. Although unfortunate, the Church believes that these risks were justified by the eventual uplifting of all of humanity. The Workshop of Hunters was created to combat this eventuality, and although technically unsanctioned and not recognized by the rest of the Church, still operates with its quiet support. Gehrman's relationship with Laurence is unknown, although he utilizes a special blood ministration technique in order to combat these beasts. This technique increased the strength of the individual, although the strength of beast often overshadowed this ability; in truth, the power of the Hunters came from their speed. Often faster than even bullets, the Workshop would send hunters out to find individuals who were exhibiting the first stages of transformations and end them before they fully turned. Operating dozens of hunters, the Hunt as of now has been hidden from the eyes of the populace.





Classes

Image


Every character fits an archetype, a class. This determines how skilled they are at various activities, what actions they may undertake, and what Tokens they generate. More on those later. Note that all Abilities may only be triggered once per day. Each Class begins with nine skill points, with might influencing strength in combat, influence regarding your overall persuasion, cunning is your innovative spirit, Lore is your knowledge of the Eldritch's Truths, and Will is your drive.

The Hunter: Sworn enemies of the beasts. Utilizing stealth and speed, along with overwhelming ferocity, they are powerful fighters that are constantly vigilant against those who exhibit signs of transformation. Although in their element against Beasts, they are less so around People.
Leveling: Blood Favored
Skills: 3 Might, 1 Influence, 1 Cunning, 2 Lore, 2 Will
Guaranteed Ability: Bloodhound - At any time, as long as the Events in a City do not say this Ability is disallowed, the Hunter can determine the type of Beasts present within the section of the city.


The Devout: Members of the Healing Church. Utilizing secretive chants, artifacts, and techniques of their own, they desire to solve the mystery in the name of the Great Ones.
Leveling: Blood Favoured
Skills: 1 Might, 3 Influence, 1 Cunning, 2 Lore, 2 Will
Guaranteed Ability: Purge - At any time, as long as the City a Clergy is in has not completely been Corrupted, a Clergy may remove one level of Corruption from the Sections of the City. This ability requires a Will Skillcheck based on the level of Corruption.


The Scholar: Whether it be the Scholars of Byrgenwerth or a Student from the School of Mensis, these men of Science seek to provide greater understanding to the higher plains of reality.
Leveling: Insight Based
Skills: 1 Might, 1 Influence, 2 Cunning, 3 Lore, 2 Will
Guaranteed Ability: Investigate - At any time, a Scholar may search for scraps and fragments of the knowledge of the ancient world, seeking after forbidden powers and prowess. This action cannot fail, but requires a Will Skillcheck of random difficulty to prevent gaining one Madness. The success or failure of the Will Skillcheck is hidden from other members of the Party.


The Skeptic: Distrustful of the growing power of the Church as well as the Institution of Byrgenwerth, these traditional scholars seek to understand the sciences through more classical methods.
Leveling: Unspecified
Skills: WIP
Guaranteed Ability: Fabricate - At any time, a Tinkerer may attempt to Improve any Basic Item, or Fabricate a new Basic Item. This ability requires a Cunning Skillcheck of trifling difficulty.


The Detective: Folk of a working class background who have grown to become exceptionally well known through their inquisitive minds and practical connections to the seedy underbelly of the City. From the Constable to a Private Investigator, they bring a more practical thinking and ground to the group of other eccentric personalities. Leveling: Unspecified
Skills:WIP
Guaranteed Ability:- At any NPC conversation, the Detective has the ability to pass successive speech checks to learn more about the specific quest or situation in hand.


The Gentry: A member of the esteemed Bourgeoisie or Aristocratic Landed class, they are rather aloof in the world of Gods and Blood. Instead they establish themselves with the people they know and the vast wealth that they have within their estates.
Leveling: Unspecified
Skills: WIP
Guaranteed Ability:Connections - At the start, the Detective may state three sections of the city that they have 'deep connections' with. When located within any of those Sections, the user may choose to exchange one of the Tokens they gain (so long as it is not a Dark Token) for a Influence Token. Influence Tokens count for 2 Tokens when browsing marketplaces or bazaars, and are very useful when resolving certain Events, they can also be given to the locals to receive a random secret to the recent events that have occurred around town.



Concepts and Mechanics

Image

The Waking World and Dreams:
This world is not the only world out there, as has been mentioned before, Great Ones live within higher planes of existence. However, these planes of reality are not necessarily separate; the lines between the two can sometimes blur. A powerful Great One during its slumber may create a dream or nightmare that has physical ramifications in the waking world. The most powerful can create a 'Nightmare' variation of reality in which the Waking World is recreated in a bastardized version of itself, often with nonsensical layouts and monstrous inhabitants. As you venture deeper and deeper into truths about Yharnam, you may venture into one of these Nightmare Frontiers, either physically or mentally.

These Dreams are created by a sleeping Great One, usually an infant, with death of the Great One the only possible way to destroy it. Great Ones can not die, but their physical forms can be destroyed. To enter these locations, a person may mentally project themselves there or enter the world physically through interaction with an Amygdala or some forgotten ritual. The death of a physical body in the Waking World does not destroy the mental projection, the Mental Projection can exist within the Dream as long as they choose too. The distinction between a physical form and a mental projection does not exist within these dream worlds, with the only difference being death. Death of a Mental Projection will return the Dreamer back to the Waking World with no memory of the incident after sleeping, while the death of a Physical Body within the dream may either permanently kill the person or trap their consciousness within the Dream, slaving them to the Great One.

Blood and Insight:
While it is possible to level up without the assistance of either of these two mechanics, it is highly advised not to do so. Blood has strong effect on your Might Stats and in-general, any regards to combat. While human enemies may not require any significant upgrades to fight against, Beasts and other Kin will prove to be exceptionally challenging. That is not to say that Blood is entirely safe, without the proper Will level or the overuse of it within a long period of time may see your character to devolve into a beast themselves, blood drunk to the Hunt.

Similar to blood, Insight is not necessary but highly recommended. Tied to the Lore mechanic, like Blood is to Might, insight can be collected through numerous ways. While Blood is either bought or collected through combat, Insight is collected through the use of 'Madman's Knowledge' skulls that provide knowledge through their destruction, the insert of eyes into your brain, or the sight of Eldritch Horrors. Lore can be leveled up or raised through reading, but Insight allows you to truly understand it. Insight can allow you to see enemies that others can not, and mental projection into dreams requires high insight. Like Blood it is not necessarily safe, while blood may drive you insane through Blood lust, insight may dull your mind to the point of insanity.





The Game
Your goal, as the Party, is to foil the plots of the Red Hoods all across the City and discover the true Whereabouts of the Missing Women. The Cult's Hidden leader is enigmatic and illusive, and his benefactor is unknown as of now. You will travel throughout the City solving the mystery of this Cult; all the while dealing with the growing tension between the Church and the Elites, and the sudden rise in the number of transformed citizens.

The Cult's true goals and ends still remain a mystery, but it is very clear that they act at the behest of actors much greater than them. With the introduction of the Healing Church and the revelations of the Great Ones, anyone and anything may be behind it. Utilize your tools, your wits, and weapons to Skewer these Wicked Beasts. Least Yharnam fall into its own depravity.

You have not fled in terror of what is to come? Good, carry on...

Events
Every day that passes, an Event will occur at the end of the Action Phase. These Events are usually crises that must be averted by the Party to prevent the Cult from gaining power and influence, but will occasionally instead be discoveries which will benefit the Party if they can succeed. These Events, and passing them, are the purpose of Tokens- all Events will have a certain type or type of Tokens which must be invested in them to pass, with different thresholds governing whether an Event is wholly passed, partially passed, or failed. Note that even if a Token is not Dark, if it is not of the correct type, it still counts against a success. It is better to put in no Tokens at all if you cannot aid the Party, but to not help your comrades may look suspicious...

When an Event occurs, all members of the Party will be given an opportunity to invest any amount of Tokens in the event- including the Blood Lusted and Indoctrinated. Importantly, when Party members are investing tokens, which tokens they choose to invest is not revealed, only the amount. This aggregate amount of Tokens from the Party will then be added to by the Chance deck, which will add an amount of Tokens equivalent to the Corruption of the City the Party is in, with Cities of Corruption tiers 0 and 1 always adding two Tokens.

These Events can be of use not only to fight the Cult, but also route out those blood drunk or insane. All Characters and Classes draw two Tokens per Day, unless otherwise modified.

Leadership:
The Party must have a leader. By default, the Leader will begin as the Hunter, but a vote may be called at any time by another member of the Party (or even the current Leader) to change that. Each character receives a number of votes equal to their base Influence Skill. A vote may only be called every week. The Leader doesn't do anything in most situations, but some Events will require the Leader to make a choice about potential outcomes, and only the Leader may move the Party to a new City. The Leader also draws one additional Token every Day, and may choose at any time to send a Character to Isolation, where they can only add one Token to any Events, and may only conduct one Action per Day.

Actions:
Every Day in any City, a variety of Actions will be available for all members of the Party. These may range from using an Ability, to shopping for gear, to schmoozing with the populace, and so on. By default, each party member may take two actions per day (one at dawn and one at dusk), with only one of those actions being secret- the other must be publicly declared and RPed in the IC thread. It is not required to take any actions in a day, but idleness only gives the powers at be more time to gain power. Many Actions will provoke a Skill check, of one Skill or another, in order to succeed, though some of particularly banal nature such as resting may automatically succeed.

Health:
Each member of the Party starts, by default, with five Health, unless they are Blood Favored, in which case they have seven. This may be reduced through events, or combat, and may only be recovered at a Hospital, through Events, or through Items. Party members on low Health are more susceptible to being turned to the Darkness, and if Health is at any point reduced to zero, that Party member is likely to perish. Death is not necessarily the end of a character, but we'll return to that concept later.

Corruption:
During the RP, as the Cult moves on with its sinister agenda, it is also up to you to combat the Corruption. At all costs, the true nature of the Hunt may not be revealed. The Devout and Hunters both have greater interest than the rest, however the Benefactor financing this has made it clear that every individual has an interest in keeping it quiet. Corruption refers to amount of transformed beasts within each section of the city, if the region has fallen than the region has become overrun with beasts. If one region falls, then beasts are revealed to the rest of the city, but that does not mean that the True Nature of the Hunt is revealed.

Bestiary and Reports:
At the beginning of the RP, there will be a Hunter's Bestiary that discusses various beasts and their descriptions for each player to view. Going into depth about their nature, weaknesses, and abilities, everyone can utilize this. Over the course of the RP new beast will be found, however for a new entry a new entry to be as detailed as the last, a Carcass of the body must be saved for an autopsy to occur. Alternative ways include a hunter stalking them in the Wild, or a High Insight or Lore character providing the information.

In the same way, Reports discussing information found about suspicious characters and characters can be collected over the course of the RP. Any player can add to this, however characters with high influence or lore receive the greatest amount of information.

Perks and Attributes:
This is what makes you special. From being Rakuyo trained to being the son of a Wealth Investor, these small attributes may not necessarily follow the strict point system or even the insight system, but they can still be used in the RP if the situation arises.

Victory:
The first priority is the destruction of the Cult and the death of its leader. Secondary Priorities include the discovery of the benefactor, the rescue of the missing pregnant women, and the destruction of the Beasts

Loss: However the beast corruption can not overrun half of the city.Due to the fact that the cult has remained illusive, and its goals unknown, for the time being we do not know what a defeat by them is.



Rules and Applications

Frequently Asked Questions:
1. I've never played Bloodborne, is that okay?
A: Totally! The newcomer was created with you in mind.It has a lot less restrictions based on lore, and if you want to create a fictional country solely for your character that fine by me.

2. Are we using the map from the Game?
A: It will be used as reference but no. A city that has ladders as a major avenue of transportation isn't exactly useful for our purposes.

3. Can I be ____ from the Game?
A: Yes, but they can not be Gehrman, Maria, Ludwig, Willem, Laurence, the Doll, or either Queen.

4. How are you doing?
A: Tired

5. I want to know about the lore.
Start here

Rules:
1. I am a Great One, my Word is law. My Co-OPs are my indoctrinated thralls, caring out my will in my stead.
2. If you have problems ask the community.
3. Utilize Common Sense. Think about your stuff before posting it.
4. Rule of Cool Applies.
5. Steamrolling is not allowed. Give players a chance to respond. If a player is habitually absent well..
6. Players who are not active at least once per week will have their character be put under limited OP control. After two weeks the Character will die to Frenzy.
7. That being said, if you have real world issues. Come to me. I will do my best to keep your Faction safe during your absence. Real Life happens and we all understand.
8. If you want to fight with an Individual, take it to TG.
9. No Spamming. Respect the Threads and everyone who posts in them.
10. This is the internet, however, lets keep any rage we have IC with our characters.
11. This is a character based RP, romance is allowed and accepted. If you have a secret crush on Ludwig, or another player character feel free to add it. Heck, you guys can be married. However no smut, no sex, nothing that can shutdown this RP>
12. Please, for the love of the Lovecraft, try your best to spell correctly. It is frustrating when a player misspells simple everyday words.


Application:
Code: Select all
[b]Name:[/b]
[b]Gender or Sex:[/b]
[b]Age:[/b] (People age normally, unless stated otherwise. Ex: Blood Drunk, Cainhurst Royalty, etc.)

[b]Class:[/b]
[b]Personality:[/b]
[b]Backstory:[/b](Two paragraphs at least)
[b]Attributes[/b](Anything of note, that you might feel is important? Create two)
[b]Equipment:[/b](Hunters tools and weapons will be listed later, just state what you feel is important.)
[b]Appearance:[/b](Descriptions or Images are fine)

(Erase Everything in Parenthesis)


Code: Select all
[box][floatright][img](Img Here)[/img][/floatright]
[b]Name:[/b]
[b]Kind:[/b]
[b]Phylum: [/b]
[b]Species:[/b]
[b]Infection Timeline:[/b]

[b]Physical Description:[/b] (erase if picture present)
[b]Description:[/b]
[b]Preferred Habitat: [/b]
[b]Weaknesses:[/b] (if any)
[b]Additional Notes:[/b]

(erase () )[/box]

User avatar
North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

All Work in Progress

Postby North America Inc » Thu Sep 27, 2018 6:16 pm

City Sections:
Cathedral Ward: The Healing Church's recently purchased, constructed, and renovated portion of the city. Taking advantage of the natural uneven terrain, the Healing Church designed the location with the ritual of Scala Sancta in mind. During the early days of the Choir, Laurence purchased a decaying church and converted it into Oedon Chapel; over the next decade and half, the mass income brought in by tithes and other hidden ventures led to the Ward's expansion.

Yahar'gul: Yahar'gul is considered one of the premier and educated portions of the city. As the home of the rising upper and middle c
Yharnam Port:
Yharnam Proper:
Byrgenwerth Forest:
The Slums:
The Quarries:


Hunter's Tool

Hunter's Weapons:
Beasthunter Saif
Beast Cutter
Bloodletter
Boom Hammer
Church Pick
Rakuyo
Whirligig Saw
General Weapons:
Rapier
Halberd
Long Sword
Firearms:
Non-Lethal Tools:
Bestiary

Image

Name:'Were-men'
Kind:Beast
Phylum: Chordate
Species:Lycant
Infection Timeline:

Physical Description:
Description:
Preferred Habitat:
Weaknesses:
Additional Notes:
Last edited by North America Inc on Thu Sep 27, 2018 6:20 pm, edited 2 times in total.

User avatar
North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Thu Sep 27, 2018 6:16 pm

Reserved
Last edited by North America Inc on Thu Sep 27, 2018 6:16 pm, edited 1 time in total.

User avatar
Dreshand
Envoy
 
Posts: 284
Founded: Aug 28, 2018
Ex-Nation

Postby Dreshand » Thu Sep 27, 2018 6:17 pm

/tag
I desire to finally understand bloobourne
This nation does not represent my views. Or maybe it does, who knows
PT, MT, PMT or FT nation depending on my mood. Expect eldritch shenanigans
Feel free to Tg me, I'm a very lonely person
There is no context where Hail Yuno is not relevant
Newsfeed: PSA: Stay indoors children//Land Reclamation Initiative Nonexistent as of today//A Thousand Cities will be judged//Weather: Sunny, dont give in//Law and Order: Lucien Folter: Killer or Victim?//

User avatar
North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Thu Sep 27, 2018 6:20 pm

Dreshand wrote:/tag
I desire to finally understand bloobourne

Cool! Have you ever played the game before or do you need a general rundown of the lore?

User avatar
North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Thu Sep 27, 2018 8:54 pm

A little bump goes along ways.

User avatar
Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Fri Sep 28, 2018 8:39 am

Why didn't you tell me this was coming back?
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

User avatar
Union Princes
Senator
 
Posts: 3985
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Fri Sep 28, 2018 8:46 am

Tag 'cause Grant us eyes, Grant us eyes!
There is no such thing as peace, only truce between wars

User avatar
North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Fri Sep 28, 2018 10:48 am

Union Princes wrote:Tag 'cause Grant us eyes, Grant us eyes!
Ralnis wrote:Why didn't you tell me this was coming back?

Great, do both of you have any questions.

User avatar
Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Fri Sep 28, 2018 10:57 am

North America Inc wrote:
Union Princes wrote:Tag 'cause Grant us eyes, Grant us eyes!
Ralnis wrote:Why didn't you tell me this was coming back?

Great, do both of you have any questions.

Just hope we're more active and manage to get the first rolls out for our characters.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

User avatar
North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Fri Sep 28, 2018 1:22 pm

Ralnis wrote:
North America Inc wrote:Great, do both of you have any questions.

Just hope we're more active and manage to get the first rolls out for our characters.

Let's hope so, I just don't know how many people even know about BB here.

User avatar
Union Princes
Senator
 
Posts: 3985
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Fri Sep 28, 2018 1:41 pm

Well, the game is three years old and its Playstation exclusive. I only came across it by watching letsplays of it. But still, Bloodborne is really an amazing game.
There is no such thing as peace, only truce between wars

User avatar
North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Fri Sep 28, 2018 5:24 pm

Union Princes wrote:Well, the game is three years old and its Playstation exclusive. I only came across it by watching letsplays of it. But still, Bloodborne is really an amazing game.

Thats the biggest issue, it's too bad. I even prefer the lore over Dark Souls.

User avatar
Danceria
Postmaster-General
 
Posts: 10715
Founded: Aug 13, 2015
Ex-Nation

Postby Danceria » Fri Sep 28, 2018 5:27 pm

Sun PRaising mode activated.
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

User avatar
Danceria
Postmaster-General
 
Posts: 10715
Founded: Aug 13, 2015
Ex-Nation

Postby Danceria » Fri Sep 28, 2018 5:38 pm

Name:Lt. Sigmund Jannesson van Kataryn, of the 208th Mobile Medical Post, and by extension, the 34th Infantry Battalion. Affectionately known as “Doc” or “Doc Sig”.
Gender or Sex: Male
Age: 32

Class: The Determinator The Haunted “Eh, some new face in town. Says ‘e’s a doc from the War. Hardly touches Blood, can ya believe it?”
“Heard ‘e’s from the outskirts, all th’ way from Kataryna.”
“The blokes who “chase th’ son” or somesuch? He’ll get in right trouble wi’ the Church.”
“Strange thing is, he isn’t, oft’n pitches in at the medical wards whenever they’re short on staff. He knows all sorts o’ stuff ‘bout medicine without usin’ blood. If he weren’t always buttin’ ‘eads with th’ head doctors o’er when ta’ use Blood, I’d reckon he’d be in Byrgenwerth.”
“Odd fellow tha’ Sigmund...an odd duck indeed…”
Personality: Jovial and upbeat, he is seen as a stalwart source of sunny disposition in an otherwise bleak city. Rather down to earth, he would rather spend a night at the tavern gambling or exercising rather than the cloak and dagger antics of Yharnam, and will often be seen as a source of fatherly advice and comfort to the downtrodden of people.

Despite his veterancy during the Independence War and his skill in medicine, his relationship with the Healing Church is...complicated. On one hand, he is a follower of the Covenant of Solestus, the deities worshipped by those residing outside of Yharnam during the War and during the days of Cainhurst, often referred to as the Ancient Ones or the True Gods, so he is considered an apostate by the more fanatic members of the Church. Sigmond in turn views the over-use of Blood as styming medical progress, rather than aiding the downtrodden to live healthy lifestyles, and feels uneasy in the various chapels of the Healing Church. Nevertheless, the few who know him cannot deny his compassion for the ailed and needy, nor his skill in medicine outside of Blood Ministration. Some of the more cynical residents of the city disdain his charitable nature, and residing in squalor along with the ne’er do wells.

Through interaction with him, one can reveal more about life outside of Yharnam, about his life as a family doctor in a decent sized but well knit town. His service, and shenanigans of soldiers. With luck, and if he is in a particularly good mood on a rather cold, may even tell you the time about how he played shuffleboard using a group of Cainhurst Flaymen during a frigid northern winter.

Despite his jovial nature, he often spends time alone with scholars and clerics, discussing medicine, swapping stories and small talk, or just napping. Modern psychologists would diagnose the Katarynan with mild narcolepsy and a most unusual form of PTSD. His nightmares rarely involve the men who died around him, or the experiences of the war. If he had to hazard a guess, Sigmond received this after...encountering…something he’s certainly not talking about.
Backstory: Born in the County of Kataryna, near the border of Cainhurst proper and Austorea, Sigmond was the eldest and sole son of Dr. Jannes Zelig van Kataryn, former physician for the Count and Countess of Kataryna, of whose jolly and charitable nature left a profound impact upon the young Zigmond. Due to Kataryna’s proximity to Cainhurst, and the tumultuous nature of the times, many Blood Knights rode through the city, often placing it under occupation as they rode to dispatch rebels and ride over to the Eastern Campaign. Frustrated with the occupation of his home village, and enthralled by the revolutionary pamphlets that were dispersed in secret, Sigmond eventually snuck away from his home to join the Yharnamite Army.

His knowledge of medicine earned him a spot on one of the many medical outfits needed to keep the army sustained, and his proximity to the front lines meant that he would have his hands full.

Rumors of foul beasts, frenzied riders butchering all in their path, and illicit rituals calling upon heinous powers of blood and shadow would find their way down to the home front. This was in one part used as religious propaganda by the budding Church, denounced as heresy, and considered classified information.

He returned home a changed man in many ways. For one thing, he had a shiny medal and a decent pension for his services, and for the fact he survived much of the war. For another, he became...distant, brooding, and solitary. Sigmond’s nights were filled with tumultuous dreams and hallucinations, whose intensity eventually died down through prayer and interacting with the community once again. Now they became less intense, but more consistent. They became less of good memories gone horrendously wrong, of half-dead comrades laughing while bleeding, and dancing in their own gore. Silently, did the skyline of Yharnam linger in his mind night after night.

While not wholly a man who believes in soothsaying or dreams, a mix of faith for the Ancient Flame and curiosity for closure caused him to seek out Byrgenwerth and the old City.
Attributes
(Erm...I think this is where I place my stats…?)
2 Might, 2 Influence, 2 Cunning, 1 Lore, 2 Will
Ability: Fervent Drive
Sub/Optional Negotiable Ability that can be deleted if need be: Pluck Ultra.
Some men shit their pants at the sight of a Great Old One, others tell them to eat said shit and kick them in the gonads. The frightening does not faze this man, and in fact, rushes him with adrenaline. Whether this be from idealistic courage, iron discipline, or because he knows that there are far more dangerous things above him…
Other Sub/Optional Negotiable Ability that can be deleted if need be:
Combat Comfort: From patching someone up on the battlefield, to encouraging them off it, for whatever reason, this man says that the world’s troubles are “as big as you make them to be”. Somehow, you almost believe him.

Equipment:Possibly his old repeating rifle/gun he kept from the war, and a medicine kit, as well as various textbooks pertaining to medicine, a small pendant of a blazing sun, a medal for valorous service, along with a photo of his old outfit before being deployed (he’s the farthest one on the left, bottom row)
Appearance:Sigmond is a rather stout individual, not nearly as tall as he’d like to be, with stormy grey eyes and paling blonde hair. He keeps himself stockily fit, but age and a few nights at the Tavern has made him slightly pudgy. When he speaks, it is a pleasantly accented baritone, mingling learned vocabulary with almost whimsical phrases and adages. When amused, it can range from a sly and sardonic chuckle to a bellowing bark, though when ired, that same bellowing will only be laced with as many adjectives and pronouns as it takes to kill an enemy, or for you to do your job.

(Erase Everything in Parenthesis) (How ‘bout I don’t? :P)
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

User avatar
Dreshand
Envoy
 
Posts: 284
Founded: Aug 28, 2018
Ex-Nation

Postby Dreshand » Fri Sep 28, 2018 5:40 pm

North America Inc wrote:
Dreshand wrote:/tag
I desire to finally understand bloobourne

Cool! Have you ever played the game before or do you need a general rundown of the lore?

godammit there should be a ping when someone quotes your text like in the RMB
I've watched quite a bit of it, that's basically it
This nation does not represent my views. Or maybe it does, who knows
PT, MT, PMT or FT nation depending on my mood. Expect eldritch shenanigans
Feel free to Tg me, I'm a very lonely person
There is no context where Hail Yuno is not relevant
Newsfeed: PSA: Stay indoors children//Land Reclamation Initiative Nonexistent as of today//A Thousand Cities will be judged//Weather: Sunny, dont give in//Law and Order: Lucien Folter: Killer or Victim?//

User avatar
North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Fri Sep 28, 2018 6:20 pm

Danceria wrote:
Name:Lt. Sigmund Jannesson van Kataryn, of the 208th Mobile Medical Post, and by extension, the 34th Infantry Battalion. Affectionately known as “Doc” or “Doc Sig”.
Gender or Sex: Male
Age: 32

Class: The Determinator The Haunted “Eh, some new face in town. Says ‘e’s a doc from the War. Hardly touches Blood, can ya believe it?”
“Heard ‘e’s from the outskirts, all th’ way from Kataryna.”
“The blokes who “chase th’ son” or somesuch? He’ll get in right trouble wi’ the Church.”
“Strange thing is, he isn’t, oft’n pitches in at the medical wards whenever they’re short on staff. He knows all sorts o’ stuff ‘bout medicine without usin’ blood. If he weren’t always buttin’ ‘eads with th’ head doctors o’er when ta’ use Blood, I’d reckon he’d be in Byrgenwerth.”
“Odd fellow tha’ Sigmund...an odd duck indeed…”
Personality: Jovial and upbeat, he is seen as a stalwart source of sunny disposition in an otherwise bleak city. Rather down to earth, he would rather spend a night at the tavern gambling or exercising rather than the cloak and dagger antics of Yharnam, and will often be seen as a source of fatherly advice and comfort to the downtrodden of people.

Despite his veterancy during the Independence War and his skill in medicine, his relationship with the Healing Church is...complicated. On one hand, he is a follower of the Covenant of Solestus, the deities worshipped by those residing outside of Yharnam during the War and during the days of Cainhurst, often referred to as the Ancient Ones or the True Gods, so he is considered an apostate by the more fanatic members of the Church. Sigmond in turn views the over-use of Blood as styming medical progress, rather than aiding the downtrodden to live healthy lifestyles, and feels uneasy in the various chapels of the Healing Church. Nevertheless, the few who know him cannot deny his compassion for the ailed and needy, nor his skill in medicine outside of Blood Ministration. Some of the more cynical residents of the city disdain his charitable nature, and residing in squalor along with the ne’er do wells.

Through interaction with him, one can reveal more about life outside of Yharnam, about his life as a family doctor in a decent sized but well knit town. His service, and shenanigans of soldiers. With luck, and if he is in a particularly good mood on a rather cold, may even tell you the time about how he played shuffleboard using a group of Cainhurst Flaymen during a frigid northern winter.

Despite his jovial nature, he often spends time alone with scholars and clerics, discussing medicine, swapping stories and small talk, or just napping. Modern psychologists would diagnose the Katarynan with mild narcolepsy and a most unusual form of PTSD. His nightmares rarely involve the men who died around him, or the experiences of the war. If he had to hazard a guess, Sigmond received this after...encountering…something he’s certainly not talking about.
Backstory: Born in the County of Kataryna, near the border of Cainhurst proper and Austorea, Sigmond was the eldest and sole son of Dr. Jannes Zelig van Kataryn, former physician for the Count and Countess of Kataryna, of whose jolly and charitable nature left a profound impact upon the young Zigmond. Due to Kataryna’s proximity to Cainhurst, and the tumultuous nature of the times, many Blood Knights rode through the city, often placing it under occupation as they rode to dispatch rebels and ride over to the Eastern Campaign. Frustrated with the occupation of his home village, and enthralled by the revolutionary pamphlets that were dispersed in secret, Sigmond eventually snuck away from his home to join the Yharnamite Army.

His knowledge of medicine earned him a spot on one of the many medical outfits needed to keep the army sustained, and his proximity to the front lines meant that he would have his hands full.

Rumors of foul beasts, frenzied riders butchering all in their path, and illicit rituals calling upon heinous powers of blood and shadow would find their way down to the home front. This was in one part used as religious propaganda by the budding Church, denounced as heresy, and considered classified information.

He returned home a changed man in many ways. For one thing, he had a shiny medal and a decent pension for his services, and for the fact he survived much of the war. For another, he became...distant, brooding, and solitary. Sigmond’s nights were filled with tumultuous dreams and hallucinations, whose intensity eventually died down through prayer and interacting with the community once again. Now they became less intense, but more consistent. They became less of good memories gone horrendously wrong, of half-dead comrades laughing while bleeding, and dancing in their own gore. Silently, did the skyline of Yharnam linger in his mind night after night.

While not wholly a man who believes in soothsaying or dreams, a mix of faith for the Ancient Flame and curiosity for closure caused him to seek out Byrgenwerth and the old City.
Attributes
(Erm...I think this is where I place my stats…?)
2 Might, 2 Influence, 2 Cunning, 1 Lore, 2 Will
Ability: Fervent Drive
Sub/Optional Negotiable Ability that can be deleted if need be: Pluck Ultra.
Some men shit their pants at the sight of a Great Old One, others tell them to eat said shit and kick them in the gonads. The frightening does not faze this man, and in fact, rushes him with adrenaline. Whether this be from idealistic courage, iron discipline, or because he knows that there are far more dangerous things above him…
Other Sub/Optional Negotiable Ability that can be deleted if need be:
Combat Comfort: From patching someone up on the battlefield, to encouraging them off it, for whatever reason, this man says that the world’s troubles are “as big as you make them to be”. Somehow, you almost believe him.

Equipment:Possibly his old repeating rifle/gun he kept from the war, and a medicine kit, as well as various textbooks pertaining to medicine, a small pendant of a blazing sun, a medal for valorous service, along with a photo of his old outfit before being deployed (he’s the farthest one on the left, bottom row)
Appearance:Sigmond is a rather stout individual, not nearly as tall as he’d like to be, with stormy grey eyes and paling blonde hair. He keeps himself stockily fit, but age and a few nights at the Tavern has made him slightly pudgy. When he speaks, it is a pleasantly accented baritone, mingling learned vocabulary with almost whimsical phrases and adages. When amused, it can range from a sly and sardonic chuckle to a bellowing bark, though when ired, that same bellowing will only be laced with as many adjectives and pronouns as it takes to kill an enemy, or for you to do your job.

(Erase Everything in Parenthesis) (How ‘bout I don’t? :P)

Can you clarify what class you are?
Dreshand wrote:
North America Inc wrote:Cool! Have you ever played the game before or do you need a general rundown of the lore?

godammit there should be a ping when someone quotes your text like in the RMB
I've watched quite a bit of it, that's basically it

Is there anything you would be interested in knowing more about?

User avatar
Danceria
Postmaster-General
 
Posts: 10715
Founded: Aug 13, 2015
Ex-Nation

Postby Danceria » Fri Sep 28, 2018 6:23 pm

North America Inc wrote:
Danceria wrote:
Name:Lt. Sigmund Jannesson van Kataryn, of the 208th Mobile Medical Post, and by extension, the 34th Infantry Battalion. Affectionately known as “Doc” or “Doc Sig”.
Gender or Sex: Male
Age: 32

Class: The Determinator The Haunted “Eh, some new face in town. Says ‘e’s a doc from the War. Hardly touches Blood, can ya believe it?”
“Heard ‘e’s from the outskirts, all th’ way from Kataryna.”
“The blokes who “chase th’ son” or somesuch? He’ll get in right trouble wi’ the Church.”
“Strange thing is, he isn’t, oft’n pitches in at the medical wards whenever they’re short on staff. He knows all sorts o’ stuff ‘bout medicine without usin’ blood. If he weren’t always buttin’ ‘eads with th’ head doctors o’er when ta’ use Blood, I’d reckon he’d be in Byrgenwerth.”
“Odd fellow tha’ Sigmund...an odd duck indeed…”
Personality: Jovial and upbeat, he is seen as a stalwart source of sunny disposition in an otherwise bleak city. Rather down to earth, he would rather spend a night at the tavern gambling or exercising rather than the cloak and dagger antics of Yharnam, and will often be seen as a source of fatherly advice and comfort to the downtrodden of people.

Despite his veterancy during the Independence War and his skill in medicine, his relationship with the Healing Church is...complicated. On one hand, he is a follower of the Covenant of Solestus, the deities worshipped by those residing outside of Yharnam during the War and during the days of Cainhurst, often referred to as the Ancient Ones or the True Gods, so he is considered an apostate by the more fanatic members of the Church. Sigmond in turn views the over-use of Blood as styming medical progress, rather than aiding the downtrodden to live healthy lifestyles, and feels uneasy in the various chapels of the Healing Church. Nevertheless, the few who know him cannot deny his compassion for the ailed and needy, nor his skill in medicine outside of Blood Ministration. Some of the more cynical residents of the city disdain his charitable nature, and residing in squalor along with the ne’er do wells.

Through interaction with him, one can reveal more about life outside of Yharnam, about his life as a family doctor in a decent sized but well knit town. His service, and shenanigans of soldiers. With luck, and if he is in a particularly good mood on a rather cold, may even tell you the time about how he played shuffleboard using a group of Cainhurst Flaymen during a frigid northern winter.

Despite his jovial nature, he often spends time alone with scholars and clerics, discussing medicine, swapping stories and small talk, or just napping. Modern psychologists would diagnose the Katarynan with mild narcolepsy and a most unusual form of PTSD. His nightmares rarely involve the men who died around him, or the experiences of the war. If he had to hazard a guess, Sigmond received this after...encountering…something he’s certainly not talking about.
Backstory: Born in the County of Kataryna, near the border of Cainhurst proper and Austorea, Sigmond was the eldest and sole son of Dr. Jannes Zelig van Kataryn, former physician for the Count and Countess of Kataryna, of whose jolly and charitable nature left a profound impact upon the young Zigmond. Due to Kataryna’s proximity to Cainhurst, and the tumultuous nature of the times, many Blood Knights rode through the city, often placing it under occupation as they rode to dispatch rebels and ride over to the Eastern Campaign. Frustrated with the occupation of his home village, and enthralled by the revolutionary pamphlets that were dispersed in secret, Sigmond eventually snuck away from his home to join the Yharnamite Army.

His knowledge of medicine earned him a spot on one of the many medical outfits needed to keep the army sustained, and his proximity to the front lines meant that he would have his hands full.

Rumors of foul beasts, frenzied riders butchering all in their path, and illicit rituals calling upon heinous powers of blood and shadow would find their way down to the home front. This was in one part used as religious propaganda by the budding Church, denounced as heresy, and considered classified information.

He returned home a changed man in many ways. For one thing, he had a shiny medal and a decent pension for his services, and for the fact he survived much of the war. For another, he became...distant, brooding, and solitary. Sigmond’s nights were filled with tumultuous dreams and hallucinations, whose intensity eventually died down through prayer and interacting with the community once again. Now they became less intense, but more consistent. They became less of good memories gone horrendously wrong, of half-dead comrades laughing while bleeding, and dancing in their own gore. Silently, did the skyline of Yharnam linger in his mind night after night.

While not wholly a man who believes in soothsaying or dreams, a mix of faith for the Ancient Flame and curiosity for closure caused him to seek out Byrgenwerth and the old City.
Attributes
(Erm...I think this is where I place my stats…?)
2 Might, 2 Influence, 2 Cunning, 1 Lore, 2 Will
Ability: Fervent Drive
Sub/Optional Negotiable Ability that can be deleted if need be: Pluck Ultra.
Some men shit their pants at the sight of a Great Old One, others tell them to eat said shit and kick them in the gonads. The frightening does not faze this man, and in fact, rushes him with adrenaline. Whether this be from idealistic courage, iron discipline, or because he knows that there are far more dangerous things above him…
Other Sub/Optional Negotiable Ability that can be deleted if need be:
Combat Comfort: From patching someone up on the battlefield, to encouraging them off it, for whatever reason, this man says that the world’s troubles are “as big as you make them to be”. Somehow, you almost believe him.

Equipment:Possibly his old repeating rifle/gun he kept from the war, and a medicine kit, as well as various textbooks pertaining to medicine, a small pendant of a blazing sun, a medal for valorous service, along with a photo of his old outfit before being deployed (he’s the farthest one on the left, bottom row)
Appearance:Sigmond is a rather stout individual, not nearly as tall as he’d like to be, with stormy grey eyes and paling blonde hair. He keeps himself stockily fit, but age and a few nights at the Tavern has made him slightly pudgy. When he speaks, it is a pleasantly accented baritone, mingling learned vocabulary with almost whimsical phrases and adages. When amused, it can range from a sly and sardonic chuckle to a bellowing bark, though when ired, that same bellowing will only be laced with as many adjectives and pronouns as it takes to kill an enemy, or for you to do your job.

(Erase Everything in Parenthesis) (How ‘bout I don’t? :P)

Can you clarify what class you are?
Dreshand wrote:godammit there should be a ping when someone quotes your text like in the RMB
I've watched quite a bit of it, that's basically it

Is there anything you would be interested in knowing more about?

> the outsider is no longer permitted, so I can't be an out of towner
FFFFFFFFFFFFFFFFFUUUUUUUUUUUUUU-
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

User avatar
North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Fri Sep 28, 2018 6:50 pm

Danceria wrote:
North America Inc wrote:Can you clarify what class you are?

Is there anything you would be interested in knowing more about?

> the outsider is no longer permitted, so I can't be an out of towner
FFFFFFFFFFFFFFFFFUUUUUUUUUUUUUU-

I mean you can, I just felt the foreigner works more as a start background than a class. You would probably be better as a skeptic or detective.

User avatar
Danceria
Postmaster-General
 
Posts: 10715
Founded: Aug 13, 2015
Ex-Nation

Postby Danceria » Fri Sep 28, 2018 6:53 pm

North America Inc wrote:
Danceria wrote:> the outsider is no longer permitted, so I can't be an out of towner
FFFFFFFFFFFFFFFFFUUUUUUUUUUUUUU-

I mean you can, I just felt the foreigner works more as a start background than a class. You would probably be better as a skeptic or detective.

Skeptic most likely. One sec.
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

User avatar
Dreshand
Envoy
 
Posts: 284
Founded: Aug 28, 2018
Ex-Nation

Postby Dreshand » Fri Sep 28, 2018 7:22 pm

North America Inc wrote:
Danceria wrote:
Name:Lt. Sigmund Jannesson van Kataryn, of the 208th Mobile Medical Post, and by extension, the 34th Infantry Battalion. Affectionately known as “Doc” or “Doc Sig”.
Gender or Sex: Male
Age: 32

Class: The Determinator The Haunted “Eh, some new face in town. Says ‘e’s a doc from the War. Hardly touches Blood, can ya believe it?”
“Heard ‘e’s from the outskirts, all th’ way from Kataryna.”
“The blokes who “chase th’ son” or somesuch? He’ll get in right trouble wi’ the Church.”
“Strange thing is, he isn’t, oft’n pitches in at the medical wards whenever they’re short on staff. He knows all sorts o’ stuff ‘bout medicine without usin’ blood. If he weren’t always buttin’ ‘eads with th’ head doctors o’er when ta’ use Blood, I’d reckon he’d be in Byrgenwerth.”
“Odd fellow tha’ Sigmund...an odd duck indeed…”
Personality: Jovial and upbeat, he is seen as a stalwart source of sunny disposition in an otherwise bleak city. Rather down to earth, he would rather spend a night at the tavern gambling or exercising rather than the cloak and dagger antics of Yharnam, and will often be seen as a source of fatherly advice and comfort to the downtrodden of people.

Despite his veterancy during the Independence War and his skill in medicine, his relationship with the Healing Church is...complicated. On one hand, he is a follower of the Covenant of Solestus, the deities worshipped by those residing outside of Yharnam during the War and during the days of Cainhurst, often referred to as the Ancient Ones or the True Gods, so he is considered an apostate by the more fanatic members of the Church. Sigmond in turn views the over-use of Blood as styming medical progress, rather than aiding the downtrodden to live healthy lifestyles, and feels uneasy in the various chapels of the Healing Church. Nevertheless, the few who know him cannot deny his compassion for the ailed and needy, nor his skill in medicine outside of Blood Ministration. Some of the more cynical residents of the city disdain his charitable nature, and residing in squalor along with the ne’er do wells.

Through interaction with him, one can reveal more about life outside of Yharnam, about his life as a family doctor in a decent sized but well knit town. His service, and shenanigans of soldiers. With luck, and if he is in a particularly good mood on a rather cold, may even tell you the time about how he played shuffleboard using a group of Cainhurst Flaymen during a frigid northern winter.

Despite his jovial nature, he often spends time alone with scholars and clerics, discussing medicine, swapping stories and small talk, or just napping. Modern psychologists would diagnose the Katarynan with mild narcolepsy and a most unusual form of PTSD. His nightmares rarely involve the men who died around him, or the experiences of the war. If he had to hazard a guess, Sigmond received this after...encountering…something he’s certainly not talking about.
Backstory: Born in the County of Kataryna, near the border of Cainhurst proper and Austorea, Sigmond was the eldest and sole son of Dr. Jannes Zelig van Kataryn, former physician for the Count and Countess of Kataryna, of whose jolly and charitable nature left a profound impact upon the young Zigmond. Due to Kataryna’s proximity to Cainhurst, and the tumultuous nature of the times, many Blood Knights rode through the city, often placing it under occupation as they rode to dispatch rebels and ride over to the Eastern Campaign. Frustrated with the occupation of his home village, and enthralled by the revolutionary pamphlets that were dispersed in secret, Sigmond eventually snuck away from his home to join the Yharnamite Army.

His knowledge of medicine earned him a spot on one of the many medical outfits needed to keep the army sustained, and his proximity to the front lines meant that he would have his hands full.

Rumors of foul beasts, frenzied riders butchering all in their path, and illicit rituals calling upon heinous powers of blood and shadow would find their way down to the home front. This was in one part used as religious propaganda by the budding Church, denounced as heresy, and considered classified information.

He returned home a changed man in many ways. For one thing, he had a shiny medal and a decent pension for his services, and for the fact he survived much of the war. For another, he became...distant, brooding, and solitary. Sigmond’s nights were filled with tumultuous dreams and hallucinations, whose intensity eventually died down through prayer and interacting with the community once again. Now they became less intense, but more consistent. They became less of good memories gone horrendously wrong, of half-dead comrades laughing while bleeding, and dancing in their own gore. Silently, did the skyline of Yharnam linger in his mind night after night.

While not wholly a man who believes in soothsaying or dreams, a mix of faith for the Ancient Flame and curiosity for closure caused him to seek out Byrgenwerth and the old City.
Attributes
(Erm...I think this is where I place my stats…?)
2 Might, 2 Influence, 2 Cunning, 1 Lore, 2 Will
Ability: Fervent Drive
Sub/Optional Negotiable Ability that can be deleted if need be: Pluck Ultra.
Some men shit their pants at the sight of a Great Old One, others tell them to eat said shit and kick them in the gonads. The frightening does not faze this man, and in fact, rushes him with adrenaline. Whether this be from idealistic courage, iron discipline, or because he knows that there are far more dangerous things above him…
Other Sub/Optional Negotiable Ability that can be deleted if need be:
Combat Comfort: From patching someone up on the battlefield, to encouraging them off it, for whatever reason, this man says that the world’s troubles are “as big as you make them to be”. Somehow, you almost believe him.

Equipment:Possibly his old repeating rifle/gun he kept from the war, and a medicine kit, as well as various textbooks pertaining to medicine, a small pendant of a blazing sun, a medal for valorous service, along with a photo of his old outfit before being deployed (he’s the farthest one on the left, bottom row)
Appearance:Sigmond is a rather stout individual, not nearly as tall as he’d like to be, with stormy grey eyes and paling blonde hair. He keeps himself stockily fit, but age and a few nights at the Tavern has made him slightly pudgy. When he speaks, it is a pleasantly accented baritone, mingling learned vocabulary with almost whimsical phrases and adages. When amused, it can range from a sly and sardonic chuckle to a bellowing bark, though when ired, that same bellowing will only be laced with as many adjectives and pronouns as it takes to kill an enemy, or for you to do your job.

(Erase Everything in Parenthesis) (How ‘bout I don’t? :P)

Can you clarify what class you are?
Dreshand wrote:godammit there should be a ping when someone quotes your text like in the RMB
I've watched quite a bit of it, that's basically it

Is there anything you would be interested in knowing more about?

I would enjoy a general interpretation of the lore and biggest factions
This nation does not represent my views. Or maybe it does, who knows
PT, MT, PMT or FT nation depending on my mood. Expect eldritch shenanigans
Feel free to Tg me, I'm a very lonely person
There is no context where Hail Yuno is not relevant
Newsfeed: PSA: Stay indoors children//Land Reclamation Initiative Nonexistent as of today//A Thousand Cities will be judged//Weather: Sunny, dont give in//Law and Order: Lucien Folter: Killer or Victim?//

User avatar
North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Fri Sep 28, 2018 8:14 pm

Dreshand wrote:
North America Inc wrote:Can you clarify what class you are?

Is there anything you would be interested in knowing more about?

I would enjoy a general interpretation of the lore and biggest factions

I'll create a more specific post about it later but:
The Healing Church- a rising religious authority that is run by a secretive organization known as the Choir, similar to the College of Cardinals. They control a vast army of bishops and ministers who run blood ministration.

The Bourgeoisie- a quasi group of intellectuals and new landless elites. As oligarchs of the city they have vast control over the cities political and economic institutions. They were the ones who called for independence from the Cainhurst Lords. Similar to the National Convention in the French Revolution.

Cainhurst Lords- Northern aristocrats who rule an ailing empire, as former rulers of Yharnam they seek any advantage to re establish the rich city as there's.

Workshop Hunters- a secretive order of hunters who dispatch beasts. Secretly founded to eliminate unintended creations by the Church and have no official relation with them.

Miskatonic University- a university in Yhargul that has a large percentage of skeptics, those who doubt the science and abilities of Blood ministration and fear the church.

School of Mensis- a department for the university founded by the Healing Church in order to emulate Brygenwerth and alter the discourse of the Miskatonic University to be more favourable.

Brygenwerth - a research institution that paved the way for the discovery of the Old Ones and Blood ministration. A splinter faction of it founded the Church.

The Cult - an as of now unnamed organization that secretly abducts women within the Healing Church and those from the Slums, or assassinates low level police forces. Up into now, seen nothing more than an illegal secret society it's recent abduction of a wealthy heiress has caught the intention of many.

User avatar
Union Princes
Senator
 
Posts: 3985
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Fri Sep 28, 2018 8:25 pm

Image


Momma, Momma! Why is this snail eating a mouse? And why does it look at me so weird? - one of the first few encounters of the Blood Snail

Name: Blood Snails
Kind: Shelled Gastropod
Phylum: Mollusca
Species: Cornu aspersum
Infection Timeline: Blood Snails began appearing within a two decades since the Healing Church was founded and began distributing Healing Blood. At first, Blood Snails started as a rumor among the populace as they say that the Blood Administration once made a clumsy spill near a flower garden. As time went one, there were records of carnivorous garden snails eating insects and other snail-related species. The Blood Snails gain attraction from Brygenwerth when someone reported that they got attacked by a garden snail with teeth when they were consuming their healing blood. With the city turning on itself, Blood Snails became more noticeable and more aggressive in their thirst for blood.

Description: At first glance, any passerby can easily mistake these Blood Snails for normal garden snails but at a closer look, the crimson red eyes and excessive slime are the indicators of these blood suckers. Speaking of their slime, they can use it to climb any solid surface regardless of it it is sloped or not. Normally, their diet would consists of insects and other small garden animals such as mice and other snails but do be sure that there aren't any around your bed because they will latch on to your skin and suck your blood as well as devouring a little bit of your flesh. The slime acts similar to mosquito saliva as it acts like as anesthesia which allows Blood Snails to feast on larger animals without them noticing. According to Brygenwerth, there are no accounts of humans or large beasts being devoured by Blood Snails, for now.
Preferred Habitat: Gardens, forests, anywhere that has abundance of blood (Cities).
Weaknesses: Its size is its biggest weakness. Simply stepping on them is more than enough to kill a Blood Snail. As for large gatherings of Blood Snails, use fire; their slime is quite flammable.
Additional Notes:
In hindsight, this monster isn't that much to the threat to an average hunter, but it's just to show how widespread the effects are from the Healing Blood. Besides, it's the civilian population that will be terrified because Blood Snails will actively try to get inside their homes through tiny openings.
Last edited by Union Princes on Fri Sep 28, 2018 8:54 pm, edited 3 times in total.
There is no such thing as peace, only truce between wars

User avatar
Haedros 92712
Ambassador
 
Posts: 1140
Founded: Jan 17, 2018
Ex-Nation

Postby Haedros 92712 » Fri Sep 28, 2018 8:26 pm

I exist. Here's a tag.
"Dying is not very sex." - Some idiot, 2020

I prefer she/they pronouns, and I enjoy not having to debate people over whether or not they should respect that. If they/them pronouns aren't something you're cool with, just use she/her. Thanks! -That same idiot, 2020

Without further ado:
ANIME TIME :3 :3 :3 :3 :3 :3 :3 :3 :3 :3 :3 :3 :3 :3

User avatar
Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Fri Sep 28, 2018 8:29 pm

Let me see if I can dig my old app, I will still try to enlighten myself or become cosmic horror.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

Next

Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: G-Tech Corporation

Advertisement

Remove ads