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Messages - Cynadea

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1
Character Sheets / [RIFT] Character Sheet
« on: June 06, 2017, 10:21:48 AM »
Although there are no minimum amount of information required, make sure to give a good idea of your character. The image here is the same size than the avatar, it can be used for both. If you can't find a picture that is 150x200, post with what you find, the GM will resize it and change the link with the first review. Post your character in a new thread with the name of character as subject, race and class as description. Wait for GM approval before posting in character.


Character Name

Faction & Class

Basics

Full name:
Age:
Race:
Gender:

Appearance


Personality


Skills

Class:
Soul:
Class-related skills:

Crafting skills:

Other skills:

History


Code: [Select]
[center][size=18pt]Character Name[/size]
[img]http://placehold.it/150x200[/img]
[appcaption]Faction & Class[/appcaption][/center]

[app]Basics[/app]
[b]Full name: [/b]
[b]Age: [/b]
[b]Race: [/b]
[b]Gender: [/b]

[app]Appearance[/app]

[app]Personality[/app]

[app]Skills[/app]
[b]Class: [/b]
[b]Soul: [/b]
[b]Class-related skills:[/b]

[b]Crafting skills: [/b]

[b]Other skills: [/b]

[app]History[/app]

2
1x1 Requests / 1x1 Request Template
« on: May 24, 2017, 03:49:24 PM »
Request found not using this template will have their content sent by PM to the author, and the thread deleted.

Subject: Name of the Videogame
Description: Short blurb of idea
Code: [Select]
[app]Game [/app]
Specifics about the videogame, which installment, etc.

[app]Ideas [/app]
What is the main idea of that thread, the quest, the goal

[app]Seeking[/app]
what character would be needed for your story. Anything specific you would like the character to be, such as skill set, age range, even suggest face claim if you want, etc.

[app]My Character[/app]
Any information you want to share about your character.

[app]Other notes[/app]
Any information about you, about the game, the rating, posting speed, etc. that you would prefer.

3
OOC / 1 x 1 Rules
« on: May 24, 2017, 03:06:26 PM »
  • Use the templates where required.
  • Use of subaccount is optional, but should the game upgrade to a group, they will become mandatory.
  • Name your thread following this format:
Quote
Subject: [Name of videogame]Thread title
Description: Tag: Player, Trigger warning.

4
RIFT Lore / [RIFT] Planes
« on: May 07, 2017, 12:58:30 AM »
Background

Telara is one of the planets that exists in the known universe. However, Telara is extremely unique in at least one way. The Planet Telara rests at the intersection of several powerful planes of reality, which are the forces that make up all of reality. A nexus of energy has formed around Telara as a result of these planes. This nexus of energy is what has attracted the elemental gods of the Blood Storm.

The Blood Storm was led by the god Regulos, whom is the God of Death. The Blood Storm destroyed countless worlds in its goal of conquest. Once the Blood Storm reached Telara, however, things were different. Every god decided that they would rather rule Telara than destroy it and they began fighting amongst themselves.

As a result of the infighting, the native gods of Telara and the people were able to strike back against the Blood Storm. They managed to begin imprisoning these elemental gods one by one. The United Telarans were even able to capture Regulos and destroy his physical form, while banishing his spirit.

With the help of their native gods, the Mages began to create The Ward, which was a magical barrier around the world. It was set to protect Telara from the planes and to maintain peace by imprisoning the captured Blood Storm.

The Ward lasted for centuries, until it was suddenly broke by Aedraxis. Aedraxis was a king, whose rivalry with his brother in the Mathosian Civil War, allowed for Regulos' power to creep back into Telara. The Ward became fractured and a magical disaster known as The Shade occurred. The Shade quickly destroyed all of the land that it came across.

Since the Shade occurred, rifts have begun appearing at the intersecting of planets. These rifts have led to widespread chaos throughout all of Telara.

Through the study of these rifts, scholars have already at least six planes that interact with Telara through the cracks in the Ward, each of these cracks represents a different primal element of life. These six planes are - Life, Death, Fire, Water, Air, and Earth. Currently, there are many different theories about the real importance of these discoveries. It is apparent, though, that these rifts could be extremely dangerous and must be stopped at all costs.

Plane of Air


Plane of Death


Plane of Earth


Plane of Fire


Plane of Life


Plane of Water


5
RIFT Lore / Re: Game Setting
« on: May 07, 2017, 12:42:13 AM »
Factions
Guardians are the chosen of Telara's gods, the Vigil. When the tyrant Aedraxis called forth the power of the Plane of Death and devastated Telara, the Vigil chose the most powerful souls taken by the Shade to be the archons of the next age. A golden age awaits, but Telara must first be saved — by deed, by example, or by the sword. Its people must be redeemed, its corruptors cleansed. Only then will the Guardians be imbued with the divine and ascend to a higher level.

The Vigil chose the Guardians from the three races of Telara who most put their faith in the gods, including the fearless Mathosians and the wise High Elves. Though each race is beloved of the gods, each seeks redemption for the sins of their leaders: Aedraxis Mathos unleashed the Shade, and Prince Hylas broke the Elves' ancient covenant with the gods. Thus, the Guardians represent both the hopes of the world and of their fallen peoples.

Within their holy city of Sanctum, the Guardians stand as bold sentinels against the dragons and their cults. Their crusades assault the undead armies of Regulos, their inquisitions purge the secretive cults of Akylios, and their agents search for sinister signs as far away as the deserts of Shimmersand. The Vigil does not dictate a single path to salvation, so the Guardians seek their own place in the holy litany by ending the corruption of the dragons and the blasphemy of the Defiants.

The Guardians are driven forward by the memory of Telara's countless fallen innocents, who cried out for salvation as the world was shattered, only to be consumed by the Destroyer. This, the Vigil reminds them, is what the Guardians must strive against, lest millions more meet the torment of oblivion in Regulos's jaws. Only the light of the Guardians stands before such all-consuming darkness.

The Defiant do not care whether the gods abandoned the world or not. To them, this entire planar convergence disaster is the gods' fault in the first place. Indeed, as soon as things went from bad to worse, the gods suddenly and inexplicably disappeared. Instead the defiants worship machines and technology.

So while the Guardians run around Telara building temples, sticking their noses in everyone's business, and desperately praying for a miracle, the Defiant plan on actually delivering one, even if it means being branded as heretics and operating outside the laws of the land.

Above all else, Defiants are rugged individualists who love technology. Mixing technology with magic offers amazing opportunities for innovation, personal power, and cultural progress. If used correctly, these advancements could also be turned into spectacular weapons to fight the looming darkness. The Defiant absolutely believe that the best defense is a great offense - something the Guardians will never understand.

With the help of enough eldritch war machines and magical innovations, Defiants believe the people of Telara will have the power to destroy the dragon gods themselves, without needing to rely on outdated religious dogma. When Telara is saved, the Defiant will be at the head of a new technomagic age, in which every facet of life is touched by their innovations.

While some Defiants might reluctantly acknowledge that their methods are dangerous, potentially posing risks to the integrity of the world, they will be quick to point out that the world seems to be ending anyway, so everything is worth the risk. Besides, if the world is destroyed, who will be around to complain about it?

6
RIFT Lore / [RIFT] Game Setting
« on: May 07, 2017, 12:39:14 AM »
Telara History


Telara is a land that exists at the nexus of the planes. It was created by "The Vigil", which sealed off the planet from the evil forces of the God of Destruction: Regulos. This seal was called "The Ward". Though The Ward is breaking, and evil forces are breaking through. These "doorways" that opened offer great powers, but also threaten the existence of Telara.

Millennia ago "The Vigil" created Telara and gave it to the races. The world lived in peace, until the "Blood Storm" invaded the planet. The Blood Storm was a pack of six gods, all embodiements of the six elements: life, death, air, fire, water, and earth. It was headed by Regulos, which chose to destroy all of the realms it visited. Though when the Blood Storm arrived at Telara, the other five members of the Blood Storm decided to rebel against its leader, wishing to rule Telara rather than destroy it.

The members of the storm transformed themselves into powerful dragons, and fought over Telara. With the help of the people of Telara, the dragons managed to destroy the physical form of Regulos and banished his spirit. Though after this, The Vigil created The Ward and imprisoned the five dragons in elemental prisons.

The Age of Men begun

Soon the humans came to Telara. Empires were created and some of them became large and powerful, the largest one being that of the Mathosians, who pursued planar knowledge and power, and pledged themselves to the principles of faith, duty, honor and justice.

Telera flourished, until King Jostir died 80 years ago. His death caused a conflict between his two twin sons over who would lead Telara: Zareph and Aedraxis Mathos. The elder brother, Aedraxis, was corrupted by Dragon Cults, and he allowed himself to become an embodiment of Regulos' power on Telara.

At the final battle between the two brothers, Aedraxis destroyed the barrier between the planes and as such allowed evil forces to enter the lands. Regulos' powers entered the world, manifesting into what Telarans have come to call the Shade. This Shade destroyed the two armies, including Aedraxis', and left Telara destroyed.

Zareph, surviving Regulos' attack, took survivors to Port Scion, Telara's last safe haven. After arriving, the gates of Port Scion were sealed, not letting anybody in, nor out. The Ward is crumbling, and no place on Telara is still safe.

But there is still hope, two powerful factions have risen with powerful Ascendant heroes: the Guardians and the Defiant. Both of them wish to save Telara from destruction, but both have their own, different ways: The Guardians are a holy order that believe they have been reborn through the will of the gods while the Defiant are a collective of rugged techno-magical individualists.

The Dragon Cults are growing in power, and they take advantage of the conflicts between the two factions. The Ward is crumbling and Regulos is at the edge of invading and destroying Telara. All depends now on the choices of the heroes of Telara.

7
RIFT Lore / [RIFT] Classes
« on: May 07, 2017, 12:34:41 AM »
Cleric

Telara’s original wielders of magic gained their powers through pacts with minor elemental spirits. Through devoted study, these Clerics reached out to ever-more-powerful beings, soon communing with demons, faeries, and gods. These holy men and women founded a number of spiritual disciplines: some focused tightly on a narrow ethos, while others retained more free-form theological allegiances.

Although those who take up this calling boast extensive knowledge and keen intellect, Clerics value wisdom and faith above all else. Intensely focused, a Cleric tackles any endeavor secure in the support of powerful beings incomprehensible to the layman. These beings’ exact nature depends upon each Cleric’s culture of origin and spiritual training regimen.

The militant orders gird themselves in chainmail, and march into close combat wielding heavy, blunt, two-handed warhammers, or a simple combination of mace and shield. The more arcane priesthoods, meanwhile, wear cloth vestments, brandishing symbols of spiritual power such as staves, tomes, and totems.

Cleric Souls

Mage

Since the dawn of time, spirits, creatures, and eruptions of energy from the elemental planes have shaped Telara in profound ways. Mortals watched planewalkers call forth elemental power, and gleaned from their techniques the basics of arcane magic. Through research and experimentation, the ancient Mages learned to control the elements without pledging themselves to any gods or minor spirits. After mastering broad elemental incantations, Mages focused their studies on individual elements, tapping the potential of primal forces controlled by a skilled hand.

Magical study is no solitary affair. Mages gather to share their arts and research, and arcane schools have risen and fallen throughout Telara's history. The two greatest schools still in existence are Quicksilver College, where Mathosian students come to study under ancient elven masters; and the new academy in the stronghold of Meridian, where Defiant scholars accumulate the recovered knowledge of the Eth.

Devastating long-range combatants, the arcane powers Mages wield can tear through any opponent, regardless of armor. While Mages are renowned as a fearsome offensive force on the field of battle, a number of orders specialize in potent support and healing magic as well.

A Mage must carefully manage the arcane energies they draw from the planes to power their spells. With each spell cast, excess planar energies seep into Telara, building a charge around the Mage, who can let this excess energy bleed off over time, or harness it for even greater power.

The art of weaving magic does not favor heavy armors that distract the senses and restrict movement. Though the Mage's traditional light cloth robes leave their bodies vulnerable, their mind is their true bulwark. Mages employ a variety of arcane items such as staves, wands, tomes, and totems to focus their spell-casting. In addition, many Mages protect themselves in close combat with a simple edged weapon such as a dagger or short sword.

Mage Souls

Rogue

The history of martial combat stretches back to the earliest days of Telara, when war was a brutal, messy, simple affair. This, as any Rogue will tell you, was the heyday of the Warrior. Their own tradition began much later, after people learned to fight with their minds as well as their muscles.

The arts of the Rogue are handed down by many different masters, each of whom developed unique forms and techniques. All Rogues are sophisticated combatants and dynamic thinkers, who utilize every available tool to skew the battlefield to their advantage. In the cities, Rogues learned to use shadow and cover to catch their targets unaware. Other Rogues learned the secrets of the wild, taming savage beasts and brewing poisons from the flora. Still others gained mastery over the arcane to enhance their weapons and attacks.

    Rogues are most at home skulking around the edges of battle, waiting for the perfect moment to strike with overwhelming force and minimal chance of counterstrike. They excel at tasks requiring a quick mind and quicker blade, such as dueling, scouting, and assassination. Not all Rogues live in the shadows. Many are simply loners, at home on the edges of society, mastering the arts of hunting and animal husbandry to survive.

    An expert at hit-and-run tactics, a Rogue relies on quick bursts of energy to fuel dazzling combination attacks that cripple and maim, leaving opponents open for lethal finishing maneuvers.

    Rogues prefer simple leather armor, leaving them unencumbered to move stealthily and make swift escapes. In close combat, a Rogue wields a light-weight sword or dagger in each hand. Never the sort to give up an advantage, many Rogues have also mastered the art of ranged combat with bows and firearms.

RogueSouls

Warrior

Weapons, tactics, and combat are the mainstays of a Warrior’s life. Both the barbarian raiding a village and the knight commanding a column of troops adhere to the tenets of discipline, personal combat, and martial training. Every Warrior knows how to fight in close quarters, to take a blow and deliver a mortal wound in return. As the elemental forces have closed around Telara, a growing number of Warriors have incorporated magical techniques into their martial styles.

Warriors excel as lone combatants or within a larger force, depending upon what fighting styles they have mastered or choose to employ. Warriors as a Calling have no shared ethos or background, but their training, mastery of weapons, and enduring nature unite them in spirit. The noble barbarian and corrupt knight meet as equals on the battlefield.

Front-line combatants without peer, Warriors reliably make up the core of any fighting force. These hardened and disciplined fighters never falter, and can be counted on to protect those weaker than themselves. But virtue is not a defining characteristic. Many Warriors conceal sinister motives, every battle a chance to slake their bloodlust.

A Warrior knows that the key to victory is to outlast one’s foe, carefully waiting for the opportune moment to mount a devastating assault. To this end, Warriors will spend decades training their bodies, building up a reservoir of power to see them through any fight.

Warriors are melee fighters who rely on plate armor for protection as they close with their opponents. Many augment their armor with large, sturdy shields built to deflect even the fiercest blow. Others forgo this extra protection, wielding massive axes, swords, and glaives to cut a swath through their enemies.

Warrior Souls

8
RIFT Lore / Re: [RIFT]Races
« on: May 07, 2017, 12:23:31 AM »
Guardian ~ Dwarves

Legend has it that when Bahralt the crafter god had finished forging Telara, he examined his work and was pleased. His assistants in this masterpiece were spirits of creation, and he rewarded their labors with the gift of life. These Dwarves awoke with a desire to build and create, to craft wildest dreams into tangible wonders.

The Dwarves built the first cities. Though primitive, these cairns were carved into the rock with such craftsmanship that some still stand today. Dwarves were the first blacksmiths, masons, the first enchanters of magical devices. Their works made them welcome in any settlement the world over. Dwarves made weapons of surpassing deadliness, jewelry of astounding beauty, and structures to withstand eons and sieges.

When the Blood Storm invaded, the best the Dwarves could hope for was to be forced by the more civilized dragons Laethys, Crucia, or Akylios to produce wealth, weapons, and runecraft. Rather than accept slavery or oblivion, the Dwarves marched from their halls of stone to help rid Telara of the plundering wyrms.

Thereafter, the works of the Dwarves were integral to most of Telara’s great empires. Dwarven craftsmen were paid handsomely to build the machines that fueled the mad cosmic dreams of the Eth sorcerer kings, and Mathosia marched on its first crusade wielding Dwarven blades and accompanied by stout Dwarf axmen.

The Dwarf king upon his runic throne is no entitled aristocrat, as Dwarf hierarchy is based on craftsmanship and skill. Every generation, each Dwarf city, or “delve,” holds a festival where a council of elders called the Syntechnia select the clan who boast the greatest artisans, mages, warriors, and priests. This clan rules the delve until the next festival, with their head-of-house as king or queen. Dwarven folklore is filled with stories of tinkerers, smiths, and warriors rising from poverty to prominence through hard work, ingenuity, and excellence in their field.

Every delve has different needs, valuing different skills and crafts. For example, Lord’s Hall in Scarwood Reach nurtured close ties with Mathosia, focusing on war and weapon-craft to create the finest swords, warriors, and inquisitors in Telara. Led by the architect Borrin Gammult, these Dwarves joined with Prince Zareph Mathos to battle the tyrant and necromancer Aedraxis. Alas, Lord’s Hall was hit hard by the Shade. Its remaining Dwarves shut themselves behind a mighty door, and have not emerged since.

Meanwhile, in the Moonshade Highlands, Rune King Molinar of Hammerknell ushered in a golden age of magic and runecraft. The delve produced miracles to rival the brilliant Eth, and was spared the horrors of the Shade, only to suffer the consequences of an ancient lie. For Hammerknell owed its miracles not to craftsmanship, but to binding the spirits of the dead to fuel the machines. Freed by proximity to planar energies, these spirits rose up in vengeance. The doors of Hammerknell were also sealed, not to protect the city from the world, but the world from the horrors of the city.

The Dwarves are a fallen people now. Without a homeland, they wandered for many years, taking shelter with the Mathosians, Elves, and even the Eth, as few towns would turn away a dwarven craftsman looking for a home. When Borrin Gammult returned as an Ascended Guardian, many Dwarves rallied to his banner in Sanctum, vowing to build a new home with the Vigil’s blessing, and to seek redemption for the sins of Hammerknell. Holy Sanctum owes much of its beauty and strength to the efforts of Dwarven heroes, mortal and Ascended, whose genius never faded even as their hope guttered to embers.

Guardian ~ High Elf
High Elves are a beautiful, elegant, and extremely cultured race. They can trace their origins back to the Age of Legend. During the Age of Legend, their god Tavril and the other gods of the Vigil created the world of Telara. The High Elves remain one of the oldest and most storied races in all of Telara.

The High Elves ruled the majority of Telara for millions of years. At the time, the great forest of Tevara almost covered the complete world. From this legacy of dwelling among the heights of the forests, they have the unique ability to fall from large distances without being injured. They are the protectors and caretakers of the forests of Telara. They have an intimate relationship with naturalistic elements of the world and they are masters of the healing arts.

Centuries ago, a historical moment occurred in the history of the High Elves. It took place during the Blood Storm Wars. The great goddess Crucia summoned her armies and ordered them to destroy Tavril's High Elves. The savage and worshiper of Crucia, Orcri, went to war against the High Elves.

The majority of the High Elves' Heart Grove was destroyed through the actions of the war. After awhile, the Orcri were pushed back, and defeated by the first alliance of races. The High Elves then moved their capital to Cliffside Valle. The race, however, remains only a fragment of the former glory that it once had.

Despite all the tragedy of the past, the High Elves' are still devout worshipers of the Vigil. They fight against the influence of Regulos, and the Blood Storm. They have allied themselves with the Guardians. Witnessing the destruction caused by Regulos in the past, the High Elves have vowed to prevent his return at all costs. Some would describe the High Elves' as arrogant and distrustful of younger races, their loyalty to the preservation of the land is never questioned.

Guardian ~ Mathosian
The Mathosians are founded on the tenets of honor, faith, and duty. These tenets have allowed them to become a strong group of humans. In the past, they were the rulers of the highlands of the north. Loyalty is valued the most - however, Mathosians also believe that strength, hard work, and a man's word are also important qualities. These values were responsible for creating one of the greatest empires that has ever existed on Telara. Though, it was a bit of a "catch-22" as these same beliefs were responsible for their downfall.

Humans originally began appearing in the forests of Tevra, belonging to the High Elves,' shortly after the Age of Legend. Contrary to previous races, humans were created through a collaboration of the gods. They quickly rose to dominance throughout the world. In the beginning, humanity was little more than savage animals who foraged the forests in loose clans. They weren't intelligent and didn't have their own languages. The High Elves were aware of them, but merely treated them the same as they would any other animal. Surprisingly, though, humans were extremely adaptable and observant. They quickly learned languages, magic, and civilization.

The High Elves' watched as the humans appeared to become civilized overnight. At first they had difficulties accepting the humans, but eventually they formed close friendships. As the human population continued to grow, many individuals began to leave the forests and start exploring faraway lands. One tribe remained for many generations and they eventually learned many things including philosophy, music, and the tenets of law. Eventually, they went north out of the forest to forge one of the greatest empires - the Mathosians.

Centuries passed and the Mathosians continued to flourish in what was a period of civility and fidelity to a long line of kings that descended from Toros Mathos. Eventually, the Mathosians' love for civility and loyalty were turned against them when foreign rivals attempted to stop the expansion of the empire. The King Jostir the Ancient was mysteriously killed, which led to his two sons' Aedraxi and Zareph being dragged into the bloody civil war which became known as the Shade War. The battles continued to ravage the lands of Telara. Aedraxis began to resort to dread magic that fractured the protective ward around Telara. This pulled the Plane of Death, which morphed him into an undead king of horrors. In the process, much of the Mathosian empire was destroyed in the disaster that became known as the Shade. The majority of the followers fled and eventually founded the city of Port Scion. Many Mathosians however remained true to the lineage of kings and fled north with the newly crowned Aedraxis Mathos.

9
RIFT Lore / [RIFT] Races
« on: May 07, 2017, 12:15:32 AM »
Defiant ~ Bahmi

The Bahmi are a curious and reclusive race, who live in the Rhaza'de Canyons. Their elemental ancestors, The Shalastiri, first arrived on Telara through a rift on the Plane of Air, around the time of the first Blood Storm Wars. They were led by their prince Bahmi. They were invaluable warriors in the fight against the dragon gods.

However, Bahmi's decision to aid Telara was also filled with tragedy. Through the placement of The Ward, Bahmi and his companions would never be allowed to return to their homeland. The Ward was put in place and peace was established in Telara. Bahmi's people then settled in the canyons and interbred with the Telarans which led to the creation of a new race, named after the prince.

Many people view the Bahmi race as standoffish and stubborn. However, they tend to idolize hospitality, pursing excellence, and community above all else. The Bahmi are also extremely talented in craftsmanship and gifted in arms. Upon the destruction of the Eth Empire, the refugees found refuge in the Bahmi lands. However, this has led to many sharp schisms and feuds amongst the people.

The Bahmi are adorned with very intricate magical tattoos called "sefir." The use of sefir is all that exists of the Bahmi's elemental heritage. They are also used to mark important events in the Bahmi's life. They personally retell the life stories of each individual Bahmi. They also act as a native source of elemental power.

The Bahmi have only recently left their ancestral grounds, to take an active role in the affairs of Telara. When Port Scion was discovered, they began arriving from the southern deserts. They were very powerful and known for being hard workers. The Bahmi assisted in the building of the city walls which earned them great respect. However, many people are still wary about their elemental heritage and casual superiority. Others believe that with their weaponry they are an invaluable asset.

During the Blood Storm Wars, the Bahmi's ancestors arrived and were greeted with hope and joy. They were only welcomed by the Eth, more intrigued than frightened by the Shalastiri’s planar origins. The Bahmi have never forgotten who first befriended them, and their alliance with the Eth has remained strong through the centuries. This bond, a mutual disdain for the gods of the Vigil, and their continued tradition of elemental ancestor worship, all led the Bahmi to join the Defiant.

The best description of the Bahmi would be as the brawn in a group largely dedicated to science and magic. Yet among volatile allies, their race is the most even-tempered, and when methods go astray in pursuit of the Defiant’s greater goals, it will often be a Bahmi who stands up to right the course

Although the Bahmi have strong ties with the Eth, there is a great distance between them and the Kelari. Within Meridian there are often disputes between Bahmi and Kelari. Where the Eth have been long time friends, the Kelari are still suspicious of their planar origins and the proud Bahmi likewise do not appreciate this sentiment. A Bahmi character first entering Meridian will be given a quest to talk down a Bahmi rallying others against some Kelari. Despite the problems the Bahmi have with the Kelari, their honor to the Eth will usually calm their temper.

Defiant ~ Eth

The Eth are a collection or group of humans who have spent years adapting to the extremely harsh southern deserts. They have become master survivalists who have conquered their environment through the application of magic. In the Blood Storm Wars, the Eth, known for their scholarly qualities, discovered a way to harness a sourcestone for use as fuel for an eldritch war machine. Upon completion of the Ward and the restoration of peace in Telara, the proto-technologies saw application on all facets of life. The Vigil quickly demanded that everyone abandons the study of sourcestone technology. The people of Eth refused this demand, and they were shunned by the gods. Fueled by revenge, the Eth continued to conquer their environment and constructed an empire of city-states ruled by a set of intellectually gifted sorcerer kings. With the help of the sourcestone technology, the power and the influence of the Eth spread throughout Telara.

However, things soon became problematic as their technology began to fall into the hand of dragon cultists. Soon after the dragon cultists got hold of this technology, the Eth Empire collapsed. The Eth, fearful of releasing the Blood Storm, buried their treasures in the sand and purged all records of their forbidden practices.

The Eth were once again reduced to living as nomads. However, they found a way to preserve their culture through the use of magic to find ways to adapt. They still favor scholarly dedication and finding innovative new solutions to problems.

After the collapse of their Empire, a significant portion of the Eth found refuge among their long term allies, the Bahmi. Others migrated to the islands of Mathosia. The Eth were accepted by court magicians and scholars, but generally mistrusted among other races.

Eth are known for their very complex minds and aesthetics. They display an affinity for basic shapes and the complex repeating patterns of mathematically-inspired art. They believe that superstition is completely ridiculous and hate people who don't take responsibility for their actions. They believe that destiny is a silly concept. Blind faith is equivalent to mental servitude, in their eyes.

The Defiants' technology is based on relics and ancient wisdoms of the Ethian Empire. The ancient civilization first found power in the sourcestone that came from the original rifts. As a result of their lifestyle (being desert people), the Eth were prepared to be self-sufficient and they could manipulate their environment to sustain life. With the help of the sourcestone, the continued to push the limits of both science and magic.

The Eth decided to eventually destroy their own empire to keep their technology out of the hands of the dragon cultists. The remaining modern-day Eth are the starting force for the Defiants' goal to reclaim these lost technologies in the name of Telaran defense. The Eth believe that this technology could be used to bring about a second golden age among the people.

Defiant ~ Kelari

Within the dense jungles of the Kelari Isles, rebel Elves carved sprawling magical cities from the limestone, bonding powerful spirits to every structure. They built great temples to appease this ever-expanding population of spirits and demigods, and their cities expanded from the temples, mirroring spiritual and natural phenomena. Though Kelari settlements never matched the sophistication of the Eth city-states, they had their own spirit-crafted wonders and luxuries.

Once, all Elves were united as Tavril’s chosen protectors, though some viewed their duty as more burden than honor. During the Age of Dragons, the Elves who came to call themselves Kelari turned from Tavril, pursuing what they saw as spiritual equality.

For years, they operated in secret within High Elven society, forming pacts with powerful spirits and lesser gods. These cabals were exposed, and the resulting bloody struggle nearly consumed the Elves from within. Finally, under flag of truce, the High Priestess Isidora led her people from the ancient Elven homeland, to settle on a tropical archipelago.

Thanks to prolonged interactions with spirits, the Kelari are both culturally and physically distinct from their High Elf cousins. The Kelari are a proud race, believing themselves spiritually equal, rather than subservient, to the gods. They have no betters, only those who must prove themselves equals. Steeped in elaborate and precise ritual, the Kelari seem detached and unconcerned by the mundane, and a history dotted by periods of living sacrifice does not endear them to the other races of Telara. Until recently, Kelari interactions with outsiders were limited to the rare exchange of goods and scholarship.

The Kelari fled their isles after their society was corrupted from the inside out. The Shade struck Telara, and Akylios’s deep-sea prison began slowly cracking, driving the seas into a swirling frenzy. Though monsoons and tidal waves battered the isles, the Kelari held fast, protected by their spirit patrons.

Strange new spirits appeared in the temples, and the Kelari embraced their offers of power. One by one, madness struck their priests. As the elite fell, the people rallied to drive out the new spirits.

Yet the Kelari found many of their old spirit allies gone, and the new spirits bloated with power. Now the Elves struggled not for their way of life, but for their very existence against the profane spirit-agents of Akylios. Many Kelari willingly joined the Abyssal, and so Elf fought Elf, staining stone streets with brothers’ blood.

Finally, Anthousa Vie, High Priestess, sounded the exodus, and the remaining Kelari sailed from their beloved isles. By then the seas were nearly impassable, and a mere score of ships made it to the shores of Freemarch. Only recently has the Kelari population seen growth, when Defiant resurrection forges pulled a number of lost Kelari from their journey down the Soulstream, returning them to life as Ascended.

The Kelari are no friends to the High Elves or their Guardian allies. Truth be told, they had not traditionally been friends of any other race, and many Defiant protested trusting the Kelari. The Bahmi were particularly vocal in this regard, until they were silenced by a reminder of their Oath of Hospitality.

The Kelari bring to the Defiant a fitting sort of spiritualism. While the Eth explored forbidden technology, and the Bahmi honed their bodies to physical perfection, the Kelari were making pacts with mighty magical beings, trading services for power.

This spiritual fervor has easily transferred to a passion for magitech among the young Kelari, who have proven valuable in magitech workshops, despite the grousing of older Elves. Of course, a Kelari is much more likely to simply try out “what might work” than conduct careful experiments, so the Eth grow somewhat nervous when their Elven allies handle machinery.

10
AU Lore / [RE ~ AU] Game Setting
« on: May 06, 2017, 11:26:56 PM »
Game Rules

Please write the date on which your thread happens in the description field underneath the subject, and also tag your thread as whether it is part of the "Main" plot arc, altering game-wide story or "Side" plot arc, written only for the benefit of the characters involved.

You may start threads that are under past events, but your thread can no longer alter the course of things. Current events may be threaded by anyone, and will remain "current" until the issue is solved. Future events may not be written ahead of time, nor taken for granted. They are only possible scenarios that widely depend on the outcome of the current event.

Past Events

  • July 23, 1998 ~ 5 S.T.A.R.S members return from a rescue mission, reporting the use of bioweaponry in the Arklay mountains.
    • Their report was discredited.
Current Events ~ September 20-26, 1998

  • September 22, 1998 ~ Beginning of the Outbreak
    • Umbrella attempts to recover the G-Virus from one of it's scientist
    • The T-Virus is released into the sewers
  • September 25, 1998 ~ Evacuation
    • The army is called in to assist with the evacuation
Future Events

  • September 27, 1998 ~ Fall of Local forces
    • Local forces are officially overrun
  • September 26 - 27, 1998 ~ Umbrella Biohazard Countermeasure Service (U.B.C.S.) squads for search-and-rescue missions
    • UBCS may encounter losses, but it's a chance for survivors to escape.
  • September 30, 1998 ~ Raccoon City is sanitized (bombed into oblivion), but it's too late
    • Everyone must be out, or they will die
    • The virus is spreading out of the zone
    • From here, the game moves away from videogames to become completely player-guided.

11
AU Lore / [RE ~ AU] Raccoon City
« on: May 06, 2017, 10:28:27 PM »
Raccoon City

Raccoon City is based upon an archetypical Hi-tech midwestern United States city. The economy of Raccoon City is largely dominated by the Umbrella corporation. The corporation generously financed most of the city's projects, giving the company a positive image to the people of Raccoon City. Although 50% of the citizens are employed by the international corporation, most are unaware of the company's many illegal activities.

The population of Raccoon City is said to be over 100,000. The urban area is divided into several districts, including Uptown, Downtown and the more Hi-tech Healty district. The suburbs lie to the north and east of the city core.

The nearest town is east of Raccoon, named Stone-Ville, which is connected to the city by a tram line. The main thoroughfares in the city include Ennerdale Street, Central Street, Raccoon Street and Mission Street.

History

Raccoon City was governed by Mayor Michael Warren, who was elected in 1987 and served in that position for eleven years. Warren was the engineer responsible for the establishment of the cable car transportation system, and also made contributions to the city's electrical system. In his campaign to modernize the city, he made a deal with the Umbrella Corporation, which provided funding for several of Warren's projects, including public utilities, welfare work, and law enforcement. The campaign was known as the "A Bright 21st century for Raccoon City" project.

Because of Warren's campaign, the fanciful town gradually transformed from a rural community to an industrialized city. However, the city's expansion and modernization was accompanied by rising crime rates and even terrorist activities. The Raccoon Police Department (R.P.D.) established the Special Tactics And Rescue Service (S.T.A.R.S.) in 1996 as a countermeasure to the wave of crime.

Due to Warren's cooperation with Umbrella, the company became a large part of the people's everyday lives, most of whom were employed by Umbrella. Many stores fronted for the corporation and its influences were a major say in the City Council, truly becoming the main leadership of the city with the mayor as a front man for its ambitions.

The Arklay Mountains Incident

A series of bizarre cannibal homicides occurred in the forests of the Arklay Mountains north of the city, beginning in May 1998 and continuing through the following months. Victims, usually hikers, picnickers or couples at romance spots appeared to have been mauled by dogs, and partially eaten by humans or other unidentified creatures.

The Raccoon Police were at a loss to explain or stop the phenomenon, blaming it on cult activity. On July 23, S.T.A.R.S. was deployed to the area to investigate. Bravo Team's helicopter made a forced landing in the area due to mechanical problems, and Alpha Team was sent to rescue them. Of the twelve S.T.A.R.S. members and a R.P.D. backup pilot sent to the Arklay Mountains, only five returned alive.

They reported having discovered a mansion where the Umbrella Corporation had been conducting illegal biological weapons experiments with a mutagenic agent called the T-Virus. The grounds were crawling with the results of that research, including zombies. However, the mansion and all evidence had been destroyed, and due to Umbrella's influence on the city and the corrupt Chief of Police Brian Irons, who was under Umbrella's payroll, the survivors' claims were dismissed and no formal investigations were undertaken.


12
Character Sheets / [RE ~ AU] Character Sheet
« on: May 06, 2017, 05:32:32 PM »
Although there are no minimum amount of information required, make sure to give a good idea of your character. The image here is the same size than the avatar, it can be used for both. If you can't find a picture that is 150x200, post with what you find, the GM will resize it and change the link with the first review. Post your character in reply to this post. Do not chat in this thread, your post will be removed. This is for character sheets only.


Character Name

~

Basics

Full name:
Age:
Place of birth:
Infected:

Appearance


Personality


Skills

Profession before Raccoon City Incident:
Survival skills:

Other skills:


History


Code: [Select]
[center][size=18pt]Character Name[/size]
[img]http://placehold.it/150x200[/img]
[appcaption]~[/appcaption][/center]

[app]Basics[/app]
[b]Full name: [/b]
[b]Age: [/b]
[b]Place of birth: [/b]
[b]Infected: [/b]

[app]Appearance[/app]

[app]Personality[/app]

[app]Skills[/app]
[b]Profession before Raccoon City Incident: [/b]
[b]Survival skills: [/b]

[b]Other skills: [/b]


[app]History[/app]



13
Character Sheets / [diablo3] Character Sheets
« on: April 29, 2017, 03:33:54 PM »
Although there are no minimum amount of information required, make sure to give a good idea of your character. The image here is the same size than the avatar, it can be used for both. If you can't find a picture that is 150x200, post with what you find, the GM will resize it and change the link with the first review. Post your character in a new thread, with the name of your character as subject, and its class as description.


Character Name

Class

Basics

Full name:
Age:
Place of birth:

Appearance


Personality


Skills

Class skills:

Other skills:


History



Code: [Select]
[center][size=18pt]Character Name[/size]
[img]IMAGE 150x200 URL[/img]
[appcaption]Class[/appcaption][/center]

[app]Basics[/app]
[b]Full name: [/b]
[b]Age: [/b]
[b]Place of birth: [/b]

[app]Appearance[/app]

[app]Personality[/app]

[app]Skills[/app]
[b]Class skills: [/b]

[b]Other skills: [/b]


[app]History[/app]

14
Diablo III Lore / [Diablo3] Gameplay
« on: April 29, 2017, 03:27:46 PM »
Story So Far

A star has crashed into the old Tristram Cathedral.

Game Rules

  • Players may volunteer to write a quest, whether it is a side quest or a story-progressing quest.
  • Although some key events will be used, the game is in no way limited to the content or storyline of the videogame.
  • Players are very much encouraged to come up with their own plot.
  • Players may GM quests, simply run it by Cynadea first.
  • A quest that has had no answer in a month is considered failed by the adventurers and may be requested by other volunteers.

15
Diablo III Lore / [Diablo3] NPC
« on: April 29, 2017, 03:18:58 PM »
Deckard Cain

Status: Currently MIA after he has gone investigating the fallen star.

Leah

Status: Available, will be used by the GM as a plot-guiding, quest-giving tool.

Haedrig Eamon, Blacksmith

Status: As opposed to the video game, Haedrig is available from the start, you may interact with him as you need. His wife is already quarantined.

Covetous Shen, Jeweller

Status: Unavailable until the quest for his recovery has been written.

Myriam Jahzia, Mystic

Status: Available. Myriam will be used by the GM to hands out quests. Myriam can see the future, albeit in a murky, cryptic way.

Tyrael

Status: Unavailable until freed. Fallen angel, he is the "star" that has fallen into the Tristram Cathedral.

16
Diablo III Lore / [diablo3] World Map
« on: April 29, 2017, 02:54:23 PM »

17
Diablo III Lore / Re: [Diablo3]Classes
« on: April 29, 2017, 02:47:44 PM »
Classes non-playable in game, but playable here:

Templar

The templar are holy warriors, fighting for justice and eschewing the dangers that lead to cultism and demonic possession by espousing self-denial. They do not merely pay lip service to protecting the realm - they are battle-trained and experienced.

This class is the equivalent of the usual Paladin Class.
Scoundrel

Where strife festers, opportunists are rarely far behind. A land caught between the High Heavens and the Burning Hells overflows with rogues and rakes.

This is the rogue class, the thief class. Go ahead and add cons and rogue skills to the Scoundrel class.
Note

The Enchantress is too close to the wizard to warrant being a class on its own, but feel free to use the background found on here for your wizard character.

The Necromancer will become available when the class comes out in Diablo 3.

18
Diablo III Lore / [Diablo3] Classes
« on: April 29, 2017, 02:30:25 PM »
The game provides a background for each characters, the background for yours must respect key elements. For example, barbarans are fro clans that used to live in the shadow of Mount Arreat. When it comes to personal details, such as the motive to hunt demons or the reason why the monk chose to leave the monastery, it is up to you.

So here are the classes, quoted from the official Blizzard Diablo 3 site:

Barbarian

Barbarians are savage wanderers who never flinch from close-quarters combat. Mighty ground stomps, leaping attacks and dual-wielded slashes leave a barbarian’s enemies dead in their boots and send any survivors fleeing for cover.

Thanks to their size and strength, barbarians can dominate a melee with nearly any combination of weapon and approach, though they tend towards massive and imposing weaponry. Barbarians are no strangers to the pains of battle, and often fare better in the midst of several opponents, taking and giving cuts, than when attempting to chase down single targets.

Barbarians’ attacks are primarily melee focused. Their quick weapon swings whittle down the number of weaker foes in seconds, while their slower, ground-shaking slams and stomps can send approaching hordes reeling and crack the armor of mightier foes.

For ages, the barbarians dwelling in the shadow of Mount Arreat were shaped to be as strong and unyielding as stone. Immense in size and unmatched in ferocity, they were charged from birth with a duty passed through generations: to protect the sacred mountain.

When their homeland was shattered, many barbarians lost faith. They became aimless, haunted by their past, traveling from place to place without honor or direction.

But not all barbarians have given up their vigil. Some still honor the harsh snows of Arreat's summit and prowl the outskirts of its crater. They recall being handed axes and spears at an age when city children were clinging to their toys… and they burn with shame at the failure of their people.

These barbarians strive to find a new purpose for themselves in a changed world, and they will crush any who stand in their way.

Crusader

Crusaders are unbending champions of faith and law. These living fortresses use impenetrable plate and towering shields to wade through scores of foes, leaving demonic bodies smoldering in their wake.

The thick of battle is unforgiving, but crusaders rush in without hesitation, relying on holy magic and heavy armor to guarantee victory. Well-trained crusaders are adept at deflecting attacks entirely, often shrugging off massive blows that would fell lesser combatants. If pressed, they can sacrifice speed and mobility for pure staying power.

Bone-crunching flails and wicked shields are perfect for melee, but crusaders are hardly limited to extinguishing evil at close range. When one of these divinely empowered warriors joins battle, blazing fire and blinding light follow, smiting entire packs of enemies who dare to resist judgment.

The leaders of the harmonious Zakarum religion once strove to imprison Mephisto, Lord of Hatred, beneath Travincal temple, preventing him from ever twisting the hearts of humanity again.

They failed.

It was not the first time Zakarum had lapsed; 200 years prior, the cleric Akkhan noticed corruption at the heart of his faith, and sent his acolytes on a far-ranging quest to cleanse it. Akkhan’s “crusaders” were young recruits, chosen for honor and goodness, trained in weaponry and flesh-scouring magics, though their most important quality was unwavering devotion to duty.

Today, the crusaders’ focused quest for purity has broadened. Flimsy “containment” gives evil many opportunities to thrive, and wandering crusaders – often master and apprentice pairs – regularly strike down Sanctuary’s demons. Some fight out of righteousness; others in the hopes that their victories may make corrupt Zakarum whole again. When a crusader's master dies, their student takes up their weapons and their identity…and the crusade continues, even beyond death.

Demon Hunter

Demon hunters are relentless vigilantes who execute their infernal targets with an arsenal of ranged weapons. They crouch and take aim far from danger, relying on bows, deadly traps, and projectiles to swiftly bring an end to the creatures that haunt their world.

With sweeping blasts of shot, wide salvos of arrows and timed explosives at their disposal, demon hunters excel at devastating groups of foes who cluster together. Hunters’ pinpoint accuracy also allows them to deal with stronger monsters at a distance: they can snipe at key targets or fall back while snapping off kill shots at advancing foes.

However, demon hunters’ focus on ranged combat and limited melee-weapons training leave them in danger when they’re cornered or surrounded. Evasive skills like defensive rolls and jumps, as well as targeted attacks that hamstring and slow enemies, are as crucial to survival as any arrow in a hunter’s quiver.

Those who call themselves demon hunters are not a people or a nation. They owe allegiance to no king. They are but a remnant – an echo – of those who’ve lost their lives to hellspawn. When their homes are burnt and their families butchered by demons, most newly scarred refugees give up on living – but a few bury their dead, band together, and swear vengeance.

Though they are small in number, hunters track and corner demons in the hopes that, if they can save even one life, their world will be better for it. At the end of a day’s hunt, most still close their eyes and have nightmares in which they see the horrors that brought them together: gore-caked claws, and men and women drowning in their own blood.

Awake, demon hunters see much the same. But, now, in the present, they finally have the power to retaliate.

They dare not dream of victory, or, even less likely, peace. And yet, they hunt. They can do nothing else.

Monk

Monks are sacred warriors who channel divine power through sheer force of will. Healing waves, mantras of protection and attacks empowered with holy might are all within their purview.

Skilled monks deliver rapid-fire attacks unarmed or with a variety of well-balanced weapons. In combat, they emphasize high maneuverability over staying power, darting in and out of melees and avoiding protracted slugfests.

Monks’ attacks are primarily melee-focused. They can eliminate single foes with extreme damage, or deliver short-range area-of-effect assaults with waves of elemental power that emanate from palm strikes or crescent kicks.

Monks of the Sahptev faith train their bodies and minds so that they may become the foremost holy warriors of the land of Ivgorod. Within the cloisters of the Patriarchs, the monks endure harsh trials both physical and spiritual, proving their devotion and attaining unmatched focus.

Daily ritualistic cleansings help monks purify their spirits and overcome the corruption that gnaws at the hearts of all men. In the pursuit of martial perfection, they also hone their legendary balance and clarity, skills that allow them to master both unarmed combat and a diverse array of weapons.

After a lifetime of preparation, anointed monks are permitted to leave their monasteries' halls to serve the decrees of the Patriarchs. The emblem on their foreheads marks them as survivors, achievers, and pillars of their society.

Monks embody the will of Ivgorod’s one thousand and one gods in every step and every strike.


Witch Doctor

Witch doctors are spiritual warriors who summon dead souls and crawling creatures to do their bidding. By surrounding themselves with conjured zombies and vermin, witch doctors are free to assault their enemies with exploding skulls, acrid poison clouds, and wasting curses.

The ability to infect, slow and terrify their enemies gives witch doctors unprecedented control over a battlefield. They can manipulate opposing attacks and movements with debuffs and crowd control spells, rendering enemies easy prey for hungry pets. Witch doctors can also lay down fields of fire and venom that slowly leech life from advancing foes.

Although some witch doctors avoid melee combat in favor of augmenting their pets and crippling their enemies from afar, they are also more than capable of slaying weakened foes with their own hands.

Only a select few men and women among the umbaru tribes can ascend to the hallowed role of witch doctor, for they must possess both a history of battle and a talent for communing with spirits. The latter ability belongs solely to those born with the touch of the Unformed Land – the invisible realm where the umbaru believe the spirits of the dead dwell once they have left Sanctuary behind.

When a man dies, witch doctors feel what they suspect is the breath of life leaving his cooling body. And, when calamity or genocide sends hundreds to their graves at once, witch doctors can sense their trembling and shrieking from beyond.

Witch doctors cannot cover their ears to the voices of the spirits. As the sounds of disquiet grow louder, their choice is made. They must restore the balance between their world and the Unformed Land, or watch the torment of generations past for the rest of their lives… and forever after.

Wizard

Wizards are renegade spellcasters who use their bodies as vessels for arcane energy, forsaking the more careful path favored by other magic users. They manipulate all manner of forces to disintegrate, burn, and freeze their foes, and they can control time and light to teleport, create powerful illusions, and deflect oncoming attacks.

Wizards grip wands and staves to focus their less potent magics, blasting at their enemies while gathering the energy or time necessary to destroy them in a dazzling hail of arcane might.

With few exceptions, wizard attacks are conducted at a distance, away from danger. As living artillery, wizards are well suited to relying on long-range destructive power.

Magic-users hail from academies throughout Sanctuary – from Xiansai to Caldeum – bearing monikers like "sorcerer" and "mage," but those who would refer to themselves with the derogatory epithet "wizard" are as similar to their fellow spellcasters as a lion is to a kitten. Wizards and sorcerers both wield the hidden mysteries of the arcane; there, the commonalities end.

Wizards are known for a number of qualities: not only rebelliousness and flair, but also disdain for the endless lessons and prattling about caution and safety that echo from academic schools of magic. Wizards’ superior attitudes seem to stem from their natural talent – their ability to wrestle the ambient force of magic into submission and direct it to their ends by will and instinct. Any accidents that might occur due to their lack of finesse are unfortunate…but that rarely stops wizards from indulging in their unstable power.

If they can only master their double-edged gift and avoid destroying themselves, these upstart arcane prodigies may be able to finally reach the destiny that they see on the horizon.

19
XCOM 2 Lore / [XCOM2] Advent & Aliens
« on: April 24, 2017, 05:56:24 PM »
Advent


Aliens


20
XCOM / [XCOM2]Game Chatter
« on: April 23, 2017, 02:07:30 PM »
Feel free to plot and and offer ideas for the XCOM 2 game. :)

21
Character Sheets / [XCOM2] Character Sheets
« on: April 23, 2017, 01:03:14 PM »
Although there are no minimum amount of information required, make sure to give a good idea of your character. The image here is the same size than the avatar, it can be used for both. If you can't find a picture that is 150x200, post with what you find, the GM will resize it and change the link with the first review. Post your character in a new thread with the name of character as subject, class and nationality as description. Wait for GM approval before posting in character.


Character Name

Rank & Class

Basics

Full name:
Age:
Nationality:

Appearance


Personality


Skills

Years of service with XCOM:
Prior military service:


History


Code: [Select]
[center][size=18pt]Character Name[/size]
[img]http://placehold.it/150x200[/img]
[appcaption]Rank & Class[/appcaption][/center]

[app]Basics[/app]
[b]Full name: [/b]
[b]Age: [/b]
[b]Nationality: [/b]

[app]Appearance[/app]

[app]Personality[/app]

[app]Skills[/app]
[b]Years of service with XCOM: [/b]
[b]Prior military service: [/b]


[app]History[/app]

22
XCOM 2 Lore / [XCOM2] Soldier Classes
« on: April 23, 2017, 12:35:03 AM »
Rank

When picking a rank for your character, make sure that it makes sense time-wise. a 20 year old commander is not going to make the cut.

Commander   
Colonel   
Major
Captain   
Lieutenant    
Sergeant   
Corporal   
Squaddie   
Rookie


Sharpshooter

Picks off it target with precise shots with sniper rifles.
Formerly called "Sniper"

Grenadier

Deploys grenade launchers and other area-effect weapons.
They can be demon exports or heavy gunner
Formerly called "Heavy"

Ranger

Close-quarters combat expert.
Uses shotguns and melee weapons (including swords)
Close to what the "Assault" class used to be.

Specialist

Cyber-warfare trooper, uses a gremlin drone.
They can be combat medics through the gremlin, or combat hackers
Considered the support class.

Psi Operative

Have the ability to use their mind to calm their comrades, drain energy from their enemies to heal themselves, etc.
Have purple eyes and white hair.

23
XCOM 2 Lore / [XCOM2] NPC
« on: April 23, 2017, 12:08:58 AM »
John Bradford
Central Officer
Mission Control
Richard Tygan
head of the Research Department
An-Yi "Lily" Shen
head of the Engineer Department



24
XCOM 2 Lore / [XCOM2] Setting
« on: April 22, 2017, 11:56:18 PM »
Quote
Twenty years have passed since the world leaders offered an unconditional surrender to the alien forces and XCOM, the planet's last line of defense, was left decimated and scattered. /Now the aliens rule Earth, building shining cities that promise a brilliant future for humanity on the surface, while concealing a sinister agenda below and eliminating all who dissent from their new order.  Only those at the edges of the world have a margin of freedom.

Here, a force gathers once again to standup for humanity. Always on the run, the remnant of XCOM forces must find a way to rise from the ashes, expose the insidious truth behind the occupation and eliminate the alien threat once and for all.

This is where our story begins, but from here, we decide where the story goes.

25
Rules & How-to's / SMF Subaccounts
« on: April 22, 2017, 08:36:05 PM »
SMF's subaccount mod is very simple to use. Whether you've already created an account or want to create a new one, here's the step by step way to do it.

1. Make a parent account and log in.
2. Go into your profile (there is a button right under the banner)
3. Look under "Modify Profile" you should have a "Manage Subaccounts" link.
4. Click on the button Link/Create
5.Put in the name, and password, click on create /link again and you are done.

Note: Be sure that the password is as secure on subaccounts as on your parent account, as they are all accessible if someone figures out one of the passwords.

You can remain logged in your OOC account 99% of the time. The 1% where you need to switch account is when you edit the forum profile of your character.  There is a drop down menu below the banner if you need to switch completely, otherwise, you can use the drop down menu in posts.

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