Author Topic: Another Flipside roleplay: Phalanx on a hunt.  (Read 3435 times)

Ranakel

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Another Flipside roleplay: Phalanx on a hunt.
« on: March 26, 2011, 07:26:22 am »
Ladies and gentlemen.

Well, considering the theme of the forum, I think that the multiplicity of roleplays going on in the flipside world won't be much of a problem, and I had this little idea nagging me. So, yeah.

Basically, I'll consider a few system guidelines (while it'll still remain diceless) and then, take a group of two to five people leading them along in the exciting duty of rogue sorcerers hunting, as a group from Phalanx. I'll only take a DM's role myself, and most likely, it'll start with a few adventures, then go more character-driven, with adventure coming back to bite your plump bottoms from times to time.

So, I'm pondering the system a bit now that I have finished the difficult duty of gathering every information on phalanx and magic the comic could offer. I'll post that along too, with a bit of clean-up and so on. Until then, I'm gathering interest.

So. Are there people that might be tempted ?


____

So, to get a bit clearer on the system. It'll be light and mostly be about character creation. Basically, to ensure a bit of harmony in the group, there are some restrictions on what your character can be. I mean, you're phalanx but young ones. So, can't do everything. Yet.
This basically means that you have 6 points to invest in power sources. They all rank from 0 to 4 for now. You don't necessarily have to spend all the points of course, if you feel that won't fit your character. The particular benefits like the weapons you get from the fighting ability doesn't stack from one level to another.

Fighting ability: Your character's skill in a fight. Regroups distance and melee, offense and defense, and so on. Sorcerers using spells for combat will benefit from fighting ability too, if only to make those ignis toreo count ! And avoid those of others. You can take that several times, should you want for instance an all around experience plus a specific weapon/style to a higher level.
Rank 0: You're basically a sitting duck. Oh, of course you know how to hold a sword and do a few swings, and realize that flames are bad to run into. But against anything tougher than a drafted soldier, your chances are meager. You can have an emergency weapon like a dagger for free.
Rank 1: You know how to fight in one particular kind of style and most likely were trained only in one weapon. You got the basics of survival down, and more than the average joe's stamina. You get a nonmagical weapon of your choice for free, or if you are a sorcerer, an offensive spell for free.
Rank 2: You know how to fight in diverse situations with a variety of weapons at a decent level. Alternatively you mastered one particular style of fight to a higher level, allowing you to be something of a menace as long as you manage to create an advantageous situation. You get one or several -as appropriate- nonmagical weapon(s) of your choice for free, or if you are a sorcerer, two offensive spells for free.
Rank 3: You are at that point either a very resourceful fighter managing to take advantage of most situations no matter what you have in your hands, or reaching a level with your skill at arms that you have no problem disposing of enemies on your terms, even at a disadvantage. You get several nonmagical weapons and armors for free, or a magical weapon depending on your style, or if you are a sorcerer, three combat spells (whether they are used for offense or direct defense)
Rank 4: You can be one of the best fighters in most communities, able to not only defend yourself no matter the situation, but also to teach a diversity of style, and some scale of strategy. Or, you can have focused on a weapon, and its every uses, reaching a level of mastery that has most likely grabbed some attention around. Or, you can have focused even more, not just on a weapon, but on a very specific kind of situations (like say, counter-attacks with two swords, or mid-distance strikes with daggers) to a level that makes you nigh unbeatable, as long as you can make things appropriate for you. You get either several nonmagical weapons and armors plus one magic weapon or armor, or a magical weapon and another magic item that fits your style as well, like a replacement magical weapon or an armor. Or you get a unique magic item, most likely a heirloom or present from your instructor, and most likely a weapon too. Or, if you're a sorcerer, three combat spells (whether they are used for offense or direct defense) and a magic item as appropriate for your fighting style.
Magic ability: Your potential and attained level as a sorcerer.
Rank 0: You are a non-magician. Plain and simple.
Rank 1: You are a level 1 sorcerer. You just really started to explore your capabilities, or maybe it's not your main focus and your meditative trances are still a bit uneasy. You get to know 5 spells of your choice
Rank 2: You are a level 1 sorcerer still, but more confident in your abilities. You are comfortable with the world of sorcery and start to know your mind quite well. Call it a level 1+ if you wish. You get to know 6 spells of your choice, and can replace each night one of the spells you remember with another one, as long as you make appropriate meditation efforts. You also are most likely schedule for an attempt at the second seal's dissolving.
Rank 3: You are a level 2 sorcerer, now able to use your basic spells nearly twice as efficiently. Or as intensely. You overcame your trials and proved courageous and mature. Ain't that cool ? You get to know 9 spells of your choice, and can replace each night one of the spells you remember with another one, as long as you make appropriate meditation efforts.
Rank 4: You are a level 2 sorcerer, and you probably won't stop here. You are familiar with your spellcasting and use it in your daily life in many ways. You also experimented with your spells, for new uses, new effects, pushing the boundaries of your mind a bit. You get to know 10 spells of your choice, and can replace each night two of the spells you remember with two other ones, as long as you make appropriate efforts. You also have by now a signature spell you can use more even more efficiently than other ones and are able to customize on the go (for instance, a lighting spell that can go from your fingers just as well as it can strike down from the skies, or simply generate a static field)
Wealth: The amount of disposable money at hand. Disposable meaning that you can be rich, but without a high wealth rank (because of debts, gambling habits, sending money to the wife and children, very bad luck with thieves, etc.)
Rank 0: You're a bit tight, and while maintaining a living isn't a problem, you can't really afford many extras. The only magic item you have is most likely your outfit.
Rank 1: You know how to keep a bit of money aside at all times. Sometimes, you get yourself a little something that might help as a result. You get three potions and a magic item of your choice beyond simple clothes.
Rank 2: That phalanx salary sure shows. You always have a purse that makes a nice noise when walking. It's comforting in a way... And in a pinch, having some money to throw at someone always helps. You get six potions and three magic items of your choice beyond simple clothes.
Rank 3: You have much money on you, and more in reserve should you feel like buying one of these fancy things that always tempt you. Unless you need to ensure cooperation through superior economics of course. You never know. You get ten potions, and one type of these potions is automatically renewed at each passage where you can shop. Plus five magic items of your choice.
Rank 4: Money as a problem starts to become an abstract concept. When you want something, you get that thing. Plain and simple. You get fifteen potions, and three kind of these potions are automatically renewed at each passage where you can shop. You also get six magic items of your choice which you can start with or receive at any semi-appropriate point in the game. You also have a signature magic item, most likely made just for you, that combines several functions with flexibility.

But you are not only a being of powers. And while these are amongst your main traits, they are not the only one. So, perks. Now, don't get me wrong. I want you to feel free with your character concept. So, the perks will not be things with light effects, or even worse, things that will be solved by pure roleplaying. So, no exceptional charm, no special style of attack, etc. These are for traits that push the normal boundaries of an usual character. You can have one perk max.

Useful curse: You are cursed. Suffering from birth of a magical abnormality, subject of superstitions and ostracism. However, your curse has a clear use for you as well, and you learned to downplay its downfalls while taking the best parts of what it allows you to do.
No foes: Let's face it, people with the kind of skill and power to join Phalanx probably have traveled around a bit. Had a life already, with its good and bad moments... You may leave people embittered in your path, from a thief guild's plans you foiled to a rival you ridiculed, or an ex companion you left saddened. With this perk however, you managed to remain nice or unimportant enough, that these foes are of no relevance whatsoever, and that even if they do exist, they will never bite you in your plump little bottom during your duty.
No ties: A bit related to the perk just before, this one allows you to be unconcerned by the well-being of anyone in particular. You may develop bonds with your companion or other people during the game, and you will still have foes unless you took the former perk. However, you managed to be awkwardly shy or silently cold enough to have no one, family, friends or others that could be used against you by people with evil intents. It doesn't means necessarily that you have no family or friends. Just that even if you do, you won't care if something happens to them.
Many spells: You value flexibility quite a bit as a sorcerer, and have explored your mind quite thoroughly. Not only that, but you have a good memory, allowing you to "bookmark" more magical effects. Effectively, this doubles the amount of spells you have. This does not doubles the amount of spells you can switch with others thanks to a meditative effort.
Many items: You collect magic items like people collect post stamps. No matter the source, you double the amount of magic items you have.
Beyond human limits: You have quite the unique ability. It isn't magic, but it is something very, very few people can do nonetheless. You learned to make the best use of it, and often have it as an ace in your sleeve. This can be for instance a smell strong enough to follow someone early on in the morning to a bar after they left your bed, an acceptation of pain and fear strong enough to make them completely irrelevant, etc.
Beyond magic limits: As a spellcaster, you aren't quite the usual one. Most people follow the rules of spellcasting but you are beyond some of them. At least one of them. This can mean things like casting spells without needing to utter words, or having no relation between your physical endurance and your available spirit energy.

All isn't always good for you. Your character may suffer from some little, or less little problems that might limit you a bit to some degree. Of course, you are in Phalanx so a blind, one-legged coward won't get much chances to sign in. You can take one disadvantage amongst the ones listed and gain its benefits. Not that you can't take several ones, but only one will give you its benefit.

Negative power source: One of your power source is beyond the rank 0. But not in the right direction... Basically, a rank -1. Taking one of these allow you to add one perk.
Fighting ability: You are more or less a pacifist, either by conviction or by fear. While you can be a valuable support for other ones, you won't personally get involved in fights. The best you'll be able to do when attacked is try to negotiate your way out.
Magic ability: It's not just that you're a non-caster. It's that you'll never be one. It may be that your seals are just too strong, that you're too chaotic to pass the first test, or that your beliefs prevent you to ever even try.
Wealth: You never were good with money. Your assets are limited, your home, if you have one, is little, or actually belonging to someone else like a parent. And some debts from gambling or bad management may get back to you at some point.
Foes It's not simply that you have some people that are annoyed by you. It's that you'll start out with people that want to kill you, and specifically you, without being above using sell-swords, going after you, and many other petty means to make you suffer, or disappear. If you have one such foe (or averse organisation) you can add one rank in a power source if you have one such foe.
Curse You are cursed, suffering from an anomaly of magical nature. And it isn't really cool. This is basically a creative handicap, and will have no particular use in your life. It just led you to mockeries at best, ostracism most likely. If you are cursed, you may take a perk (besides useful curse, obviously)
Quirky magic With magic items and with spellcasting altogether, well... It's not that you can't do like everyone else. But just speaking and casting is so mainstream... So you add most of the times a self-inflicted supplement to your magic uses. It can be something like a little interpretative dance, or some amount of chanting. This slowing down of your spell casting does allows you to sort through your things better. When you take this, you can choose either to have the amount of spells one rank higher than your magic rank, or the amount of magic items one rank higher than your wealth rank. If you already have rank 4, you get the many spells or many items perks instead.
Few spells You don't have much diversity as far as your spellcasting abilities go, probably due to an uneasy memory. Cut the amount of spells you have available by half, rounded down. However, having a less diversified mind will allow you to cast spells more often, with more easy, effectively giving you a higher spiritual essence pool.
Little spirit energy You don't really have much endurance, and rarely cast many spells a day. It's probably because you tend to burn your energy more, almost uncontrollably so, to make each spell count. Your spells are more powerful for your rank, reaching the upper edge of your level quite often.
Phobia: You suffer from a fear to an irrational level for something that can be quite crippling. It can be something like blood, heights or magic, but not something too limited, like say, portals. To compensate, you gain a perk.
Delicate: You have delicate tastes, and only accept the best of foods. More importantly maybe, you only accept potions if it's a matter of life and death. If you have ranks in wealth, you do not have any of the potions it gives you. To compensate, you gain a perk.

So, with that covered. Time for a character sheet.

Quote
Name: (and nicknames to be called by if necessary)
Age: (Remember: kids aren't in FBI.)
Gender:
Appearance:
Personality:
Background: (Include things such as the reasons to join Phalanx and explanation for the chosen powers, perks and problems. Also, no "mysterious past". Your own character may not remember things, but this shouldn't be an excuse to write nothing)
Power sources:
Perks:
Problems:
Belongings: (Mundane and magical. Feel free to create new ones)
Spells known: (Feel free to create new spells too)
« Last Edit: March 28, 2011, 03:28:24 am by Ranakel »
Kiss: Improvised temporary welding of two digestive tracts. Better than it sounds.
~Albert Cohen (adapted)~

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Japaka

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Re: Another Flipside roleplay: Phalanx on a hunt.
« Reply #1 on: March 27, 2011, 07:01:25 am »
Well, haven't roleplayed in QUITE a while, and it really seems interesting. Read what you wrote so far and looks good, if it goes through, count me in. :)
When life gives you lemons, make grape juice. Then sit back and let the world wonder how the f**k you did it.

Ranakel

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Re: Another Flipside roleplay: Phalanx on a hunt.
« Reply #2 on: March 28, 2011, 03:30:03 am »
Great ! I worked things out more thoroughly, and am mostly done. So, go nuts with character sheet, you and anyone interested.

This being said, here, have an addendum.

To help you with the selection of spells and magic items, I have scoured a bit around the comic. So here, have a (hopefully) comprehensive list of spells and magic items in Flipside. For that matter, long lasting enchantments on a thing or a person are considered the same way as a magic item.

Spells:
[Name unknown] saw at level 1, changes the target into delicious chocolate. Actual existance doubtful 2005 holiday special, page 5
Voluta Nimbus Saw at level unknown, generates a ball of swirling winds/energy in the caster's hand. May lead to disintegration according to side story page 12. Flipside side story page 7 and presumably 4
Surgo (saw at level unknown, propells the swirl created by Voluta Nimbus) Flipside side story page 7
Cursus (saw at level unknown, allows a great jump or temporary quick flight. Can carry someone along) Flipside side story page 7
Cultellus: Saw at level 1, makes the hand hard and sharp enough to chop a small tree in one hit effortlessly. Book 0, Chapter 6, Page 15.
Ignis Torreo: Saw at level 1, sends a stream of fire in the direction of the right hand palm. Presumably, "ignis" means flame and "torreo" thrower, meaning that other means of burning stuff can probably exist. Book 0, chapter 6, Page 15. Evocated at Book 0, intermission: sorcery lesson, page 1. Saw at level 1, 2 and 3 at Book 0, intermission: sorcery lesson, page 2. Saw at level 2 in Book 0, chapter 10, page 4. Saw at level 3 in book 0, chapter 11, page 5 and 6, in book 0, chapter 18, page 5 and 6 and in book 0, chapter 21, page 3.
Incedo Vicsus: Saw at level 1. Healing spell. Book 0, chapter 7, page 2 and book 0, chapter 26, page 9.
Rescario Viscus: Saw at level 1. Healing spell (presumably has a combined effect with Inedo Viscus, like one desinfecting and the other closing the wound). Book 0, chapter 7, page 2 and book 0, chapter 26, page 9.
[Name unknown]: Allows flying. Book 0, intermission: sorcery lesson, page 1. Presumably the one used in Book 1, Chapter 14, page 9. Chapter 19, page 5 to 11.
[Name unknown]: Enchants baths to keep you clean for days, even weeks, also adds a pleasant scent. Book 0, intermission: sorcery lesson, page 1.
Battuo: Saw at level 1. Telekinetic punch. Book 0, chapter 9, page 10, book 0, chapter 20, page 10. Saw at level 1, then 2 book 0, chapter 18, page 14.
Fulmen: Saw at level 1. Electrocutes the target. Book 0, chapter 9, page 11. Somehow makes your palm smoke a bit.
Ocius Lego: Saw at level 1. Almost instantly reads the contents of a touched book. Book 0, chapter 10, page 1.
Murus Veneficus: Saw at level 1. Creates a round barrier (energy ? Wind ?) in front of the caster. Deflects magic fire, and probably other harmful stuff too. Book 0, chapter 10, page 4. Saw at level 3 in book 0, chapter 21, page 3.
Levo: saw at level 1. Uses telekinesis to lift something up like a rock. Also allows to make yourself levitate. Book 0, chapter 10, page 5. Book 0, chapter 11, page 7. Book 1, chapter 21, page 8.
Lacio: Saw at level 1. Throws really hard something telekineticaly lifted and/or in your hand. A flinging motion is needed. Book 0, chapter 10, page 5.
[Name unknown]: Allows to create creatures such as a customized big ugly maw. Evocated at book 0, chapter 12, page 4.
Desine: Saw at level 1. Cancels a possession and return everyone's spirit in their original body. Could also be a wider anti-magic spell. Book 0, chapter 13, page 10.
Vexatio: saw at level 1. Sends a stream of lighting towards the target. Starts at shoulder level and extends towards the arm's direction. Quite painful. Saw book 0, chapter 20, page 5.
[Name unknown] The resurrection spell Unseen, but evocated in multiple instances like book 0, chapter 15, page 3, book 0, chapter 20, page 8. Book 1, chapter 13, page 16.
[Name unknown] A warding spell. Suppresses most common enchantments on someone. Evocated book 0, chapter 20, page 14.
Valescere: A sudden burst of strength, strong enough even at level one to burst stone. Book 0, chapter 20, page 15.
[Name unknown] Gives you the feeling of having your fingernails ripped off. Ewww. Probably Sensilis followed by something evocating the fingerails ripping. Book 0, chapter 21, page 1.
Sensilis Exoculo: Gives you the feeling of having your eyes ripped out of your sockets. double-ewww. Book 0, chapter 21, page 2.
Amnis Aries: Saw at level 3. Creates streams of water that move around to crush a target. Book 0, chapter 21, page 4 to 6.
Penetrabilis Rodus: Saw at level 3. Creates a penetrating shard that goes even through a level 3 Murus Veneficus.
Accipio: Saw at level 1. Detects enchantments. May be a magic item in the shape of a crystal ball instead actually. Also identifies the enchantments. Chapter 1, page 34.
Novacula: Saw at level 2. Sents a small dart or ray straight to the direction where the right index of the caster points. Chapter 2, page 6 and 7.
[Name unknown]: Invisibility/Camouflage spell. Chapter 8, page 28 and beyond.
[Name unknown]: Memory erasure spell. Talked about. Chapter 9, page 21. Also chapter 9, pages 27-28.
Purgo: Destroys magic items by making a crushing motion with the hand. May instead be a self-destruct command word specific to the Xibulba collars. Chapter 9, page 22-23.
[Name unknown]: Advanced healing spell. May just be a basic healing spell at higher level. Enough to make eyes gros back. Costly. Evocated many times in the eleven first chapters.
[Name unknown] Mages an energy dome hover overhead. Used as an umbrella. Chapter 13, pages 19, 20 and 22.
[Name unknown] Presumably a spell though no word was uttered. Removes enchantments, even very powerful ones. Chapter 13, pages 28 and 29.
[Name unknown] Something that made Suspiria's eyes glow. Presumably a vision-enhancing/Zoom spell. Chapter 14, page 9.
[Name unknown... Damnit Suspiria !] Creates circles of fire around a target, then fills the space within the circles with flames. Chapter 14, page 14.
[Name unknown] Enchants a blade with an element, like flame, ice or thunder. It is also unknown whether it is one customizable spell or three different ones. Chapter 14, page 18. Chapter 28, page 14.
[Name unknown] Creates a barrier around an area. Filters shockwaves, debris and even auras like a fear demon's effect. Chapter 14, page 22. Chapter 17, page 13
[Name unknown] Summons a non-flaming meteor down the sky. Can be as big as house-sized. Presumably was used with a big Lacio spell. Chapter 14, page 25 to 27.
[Name unknown] Turns someone bald and blue. It is unknown whether it is two different spells or one and the same. Chapter 15, page 12.
[Name unknown] Diamond cutter. Makes a sword's blade so sharp it'll cut through absolutely anything. Chapter 16, page 12 to 18.
[Name unknown] Memory reading. Chapter 18, page 28. Limitations on chapter 20, page 6. Used chapter 26, page 13 and 14.
Nagelring. Makes a person pointed at by a hand gesture compelled to give an honest, complete answer to the best of the target's liability. Other than those answers, the target isn't able to speak. Their iris turn blank. Chapter 20, pages 16 to 20. Page 29-30. Chapter 21, pages 2-5.
[Name unknown] Rips through portals to reveal what lies normally beyond. May be a generic anti-magic spell instead. Chapter 22, page 19.
[Name unknown] There's got to be a spell that changes the clouds into floating green rocks right ? Chapter 26, page 8.
Kiss: Improvised temporary welding of two digestive tracts. Better than it sounds.
~Albert Cohen (adapted)~

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Ranakel

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Re: Another Flipside roleplay: Phalanx on a hunt.
« Reply #3 on: March 28, 2011, 03:31:11 am »

Magic items, potions and enchantments:

Swords of vomit (makes the wielder vomit uncontrollably): 2005 holiday special, page 1
Orgasm balls: 2005 holiday special, page 1
Magic perfume: Most likely the norm as far as perfumes go. Probably used by drinking rather than rubbing, presumably lasts weeks: 2006 holiday special, page 3 Intermission 5, 5th page.
Foldaway tents: Small dense packs that become tall nice tents. They are named and followed by "incipe" for the unfold order (exemple: Elmilliana Incipe, Dianetta Incipe) Book 0, Chapter 6, Page 14
Altar of the eternal flame: Creates a flame that allows the second disolving ritual for sorcerers. Activated with the command phrase: Simul Vastabimus Novem Portas, Caeli et Penetrabimus Urbem Dei. Book 0, chapter 8, page 12.
Fireblast mixture/Explosive draft. A potion that explodes and burns when thrown. Book 0, chapter 10, pages 7 and 8. Book 1, chapter 9, page 8. Intermission 5, 5th page.
Potion of possession: Brewed with the specific spirit essence of someone. Allows that person to possess someone drinking the potion's body. After a few moments, the two spirits coexist in the drinker's body but the possessor keeps all motor control. The possessor is put into sleep during that time. There is no need to drink the entire potion. Rather expensive. Book 0, chapter 12, page 11 and after. Intermission 5, 5th page. Second half of chapter 21 (sneaked in the sandwich as explained in chapter 24, pages 17 and 18.)
Noventia's moving hair. Gives strands of hair motor control. May also be a lasting spell effect. Most likely limited to eight distinctive strands due to chapter 14's title. Saw from book 0, chapter 14 and on.
Asphixia: Makes men watching the wielder's exposed body foam at the mouth, then fall down completely stunned, paralyzed for several hours. Doesn't works, even on lesbians. Saw from book 0, chapter 16, page 2 and on. Description at book 0, chapter 16, page 8. May not be replicable due to being an experiment from the Thin Man.
Explosive flower: C4 in vegetal form, yay ! Activated with the word Floresco Incipe. Seen Book 0, chapter 16, page 4.
Zephyr: A long falchion made lighter and swifter thanks to its enchantments. Book 0, chapter 17, page 3 and on.
Sword-catcher: A bracelet that has strands wrapping around the blade of a weapon if it comes close enough to it. Also allows to prevent disarming when "sword-catcher bind" command word is used. Book 0, chapter 17, page 8 and page 9.
Prisoner cloak: A cloak that when donned, binds tightly around the wearer. Presumably opens up with a command word. Probably not very costly. Book 0, chapter 18, page 2.
Transportable portal: A rolled up parchment that allows you to get to a specific other portal when walked through. Presumably not that costly. Burns after use. Book 0, chapter 19, page 2 to 6. Book 1, chapter 19, page 29.Chapter 25, page 28.
The snakes room. A room made of stone snakes somewhat controllable. Presumably includes a "bind" command word. The snakes shake around provoking an earthquake all around and biting everyone inside the room with the command word "Heltabrun Incipio" as seen in book 0, chapter 21, page 11 and on. Seen from book 0, chapter 19, page 12 and on.
Blocking serum: A produce that prevents the use of sorcery while into someone's bloodstream. Book 0, chapter 20, page 13.
Purrifying enchantment: A lasting enchantment cast on someone's body. When the person is poisonned, the enchantment spots the poison and kicks it out of the bloodstream through a cut. Book 0, chapter 20, page 14.
Potion of strength: Makes someone of average strength strong enough to lift one-handed a man-sized boulder. Book 0, chapter 22, page 6 and 7. Intermission 5, 5th page. Chapter 13, page 5.
Potion of healing: Arranges bruises, cuts and loss of blood to some extents. Cannot heal important damage like fractured bones or lost body parts. Can be drank or rubbed on the wound, sometimes both are needed. It also feels nice. Seen in book 0, chapter 22, page 8. Book 1, chapter 2, page 28. Chapter 2, page 58. Chapter 9, page 25. Intermission 5, 5th page. Chapter 17, page 21.
Regular portal: Gets from one portal to another by walking through them. Book 0, chapter 26, page 3.
Magic elevator: Transports people vertically. Adaperio allows someone to open the elevator's doors, and Septem (presumably other numbers this one being for the seventh) changes the floor. Chapter 1, page 30. The platform on Chapter 26, page 8 presumably works on the same basic idea.
Flash mixture: Creates a bright flash of light when the vial is broken. Chapter 1, page 54 and 55. Intermission 5, 5th page.
Angel Breath: A metal ring activated by saying Angel Breath. It sprouts wings that slow down falls. Chapter 2, page 1 to 5. Chapter 4, page 14. Intermission 5, 5th page.
Silence dagger: A dagger that when into someone's flesh prevents that person from talking. Also prevents spellcasting. Chapter 2, page 11.
Dimensional Bag: AKA. D-bag. Small warp box that can be more or less invisible on someone's body. Still need a hand's mobility to retrieve or stock items in it. Dissappears with Deliquesco Linoc, and appears with Appareo Linoc. First talked about chapter 2, page 20. Explained a bit more in Intermission 5. Limitation explained in chapter 17, page 20. Chapter 19, page 29. Chapter 22, page 16.
General-purpose antidote: Repels most poison's effects. Chapter 2, page 28. Intermission 5, 5th page.
Thread-ripper: Voulger's enchanted sword. Its aura tickles a bit, and completely rips to shreds fabric. Doesn't works on leather. Chapter 2, page 43 and 44.
Mysterious orgasmic food: Only evocated, gives you literal orgasms when eaten. Chapter 4, page 15.
Magical lock: Only talked about. Presumably prevents lockpicking. Chapter 6, page 24.
Xibulba collar: Binds to your neck, enhances your speed, makes your hair white and makes more intense your deep dark pulsions once the word "xibulba" is spoken with the collar on. Prolonged exposure can erase memories of the life before the collar. Chapter 2, second half. Chapter 7, pages 25 and after. Only three exist in recent era (two after chapter 9's timeline)
Reflex potion: Enhances slightly reaction times and makes your eye's iris moving a bit like the sun's crown during an eclipse. Chapter 9, page 11, 13. (the first description is a lie though) Intermission 5, 5th page.
Cauterizing knife: Knife that burns the flesh it cuts to prevent too much bloodloss. Chapter 9, page 16 to 18. Intermission 5, 5th page.
Oxygen potion: Effect unknown. Intermission 5, 5th page.
Dispellant: Dispells magic effects on the drinker. Works not only on spells that has just been cast but also on wider lasting effects like the fear demon's power. Intermission 5, 5th page. Chapter 12, pages 15 and 16.
Alietto: Effect unknown. Intermission 5, 5th page.
Medicine potion: Effect unknown. Intermission 5, 5th page.
Bat potion: Effect unknown. Intermission 5, 5th page.
Protection potion: effect unknown. Intermission 5, 5th page.
Infertility potion: Effect unknown. (but easily guessable, right ?) Intermission 5, 5th page.
Lover's aphrodisiacs: Effect unknown. Intermission 5, 5th page.
Abyss mixture/Abyss potion: Makes the drinker invisible. Doesn't hides smell. Intermission 5, 5th page. Chapter 17, page 28.
Dread knife: Effect unknown. Intermission 5, 5th page.
Bloodthirsty knife: Effect unknown. Intermission 5, 5th page. Presumably the knife used on Chapter 13, page 5 in which case it makes the target's blood gush out violently through between the weapon's blades like a fountain.
Slumber knife: Makes one go to sleep immediatly when stabbed with. Doesn't works very long on psycho canibal girls. Intermission 5, 5th page. Chapter 12, page 15
Darkness knife: Effect unknown. Intermission 5, 5th page.
Pleasure knife: Effect unknown. Intermission 5, 5th page.
Frostburn mittens: Effect unknown. Intermission 5, 5th page.
Lime umbrella: Deploys into a normal umbrella though slightly glowing green, but is smaller when folded. Intermission 5, 5th page. Chapter 12, pages 1 to 12
Fire-tongue: Effect unknown. Intermission 5, 5th page.
Spellbreaking sword: Only two exist. Work in pairs. seen in chapter 11's cover. Chapter 11, pages 4 to 6. Chapter 24, page 30. Chapter 25 page 2.
Bloody Mary's scythe: Its blade can rotate on its axle, and its handle can extend. It doesn't bends in spite of its size. Chapter 12, all over the place.
Enchanted room. Prevents detection through smell and hearing from outside that room. Chapter 13, page 8.
Suspiria's capeline. The animated strands flowing down that clothing elements move on thought quickly and can make themselves hard enough to resist a flesh-rending slash. Or extend, and get all pointy. Also able to emprison people, and sink into the ground to get out in another place in the ground. In that situation, it can apparently detach its strands from the capeline to keep the bindings on. Chapter 14, page 16. Chapter 25, page 27.
Suspiria's magic hairstyle. Makes her hair reflect her emotions. Seen many times, and talked about on chapter 15, page 5.
Magic carriage: Drives without horses. The wheels are turning on their own. Controlled with a sphere-shaped device. Chapter 20, pages 2 and after.
Glyph's eyepiece: Allows to see people naked. Activated through a pressure on the edge of the device rather than a word. Chapter 20, pages 9 and 10.
Bath of desire: Makes yourself quite... Open, sexually-speaking. Can snap out of it with proper shock once out of the water only. The effect isn't instant. Chapter 21, pages 19 and after.
Entrapping portal: A folding scroll of portal that doesn't burns after use. Can presumably lead to a place without a portal of return, unless it effectively traps people in the parchment until redeployed. Chapter 21, page 30.
Illusory endless staircase: Makes it seem like the staircase has no end. Needs to be combined with a portal for good-enough effect. Chapter 22, pages 7 and on.
Escher's rose: Absorbs spirit energy when invoked. Probably a thin man's non-replicable creation. Only works on spells called by people, not magic items being used. Chapter 22, page 25, 26. Chapter 23, pages 20 and on. Changes into a thorny whip. Chapter 25, page 23 to 26.
Warp Box: An extra-dimensional space. Can be set on invite-only. Limited to house-size tops, unless you're the thin man. Chapter 24. Explained in intermission 17.
Danzig's staff. Lightweight weapon, can extend at will thanks to a button. Another button electrocutes it, which is rather deadly. Chapter 24, pages 20 and on.
Enchanted clothes. Standard fare, makes them clean longer. Intermission 17. Also may include a heat-generation field. Chapter 27, page 6.
Magic games. Only talked about. Intermission 17.
Glyph's other eyepiece: Makes the path of magic and spells visible. Chapter 25, pages 6 and on.
Sleeping dust. Breathing it in makes you sleep. Chapter 25, page 9.
Nullification gloves. Breaks the effect of magic items. Also insulated. Chapter 25, page 12.
Jar of cloning. Grows a copy with some alterations possible of a select bodypart. Cannot grow a brain. Chapter 26, page 15.
Altar of Rising. A table in which a body deposited on it rises to the skies. Used in funerary rites. Can possibly be a spell instead of a magic item in which case it was used without a word. Chapter 26, page 21.
Ringlet. Allows communication, most likely two-ways. May allow teleportation as well. Chapter 26, page 23. Chapter 29, page 3.
Sound-stones: Allows for one-sided communication. Used as radio receptors when paired with a sound-box. Starts at Chapter 27, page 3. Explained more starting with chapter 28, page 6. Expanded on intermission 20.
Soundbox: Emits to the attuned soundstone the sounds around. Intermission 20.


(And sorry for the double-posting, but maximum number of letters has been reached... Man, that's a lot of magic !)
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Re: Another Flipside roleplay: Phalanx on a hunt.
« Reply #4 on: March 29, 2011, 12:24:05 am »
Quote
Name: Jun Nakajima
Age: 20
Gender: Male
Appearance: Average, long black hair, sharp dark green eyes. An image says a thousand words i guess. :P
Personality: Calm above all, he's real friendly and enjoys having conversations with almost anyone, if a drink is in the middle, even better. He has a deep respect towards his friends and companions and wouldn't hesitate to put himself in danger's way for them.

Background: Born into the rough childhood of a war between clans, he was trained to be a fighter, both in the way of the sword and in magic. His reflexes were above average, and his master decided to exploit this into Jun's most precious skill. Around age 15, his village was attacked by a group of rogue sorcerers. It was all burnt down, including his home; and his family, murdered. He was able to get away by hiding in the forest, where the wizards got lost and weren't able to follow him. He was alone, with only his father's sword, which he gave to him in his final breath. The years passed, going from town to town, doing small jobs and trying to get by. His skill with the short blades improved with all the fights he had to sustain, to the point not even 2 foes together could best him on fair ground. With the first seal broken, Jun managed to learn a few spells, but retained few of them, though he could cast them more often thanks to deep meditation and concentration.
He found out about the Phalanx, the organization that hunted down sorcerers gone rogue, and suddenly remembered all his childhood and how everyone died at that raid. His calm nature then became wild, hungry for vengance. With his mind made up, he went to the Phalanx to join them, and then perhaps be able to find, and kill those who took away his life.

Power sources:
-Fighting: Rank 3 - Specialized in semi-short weapons (large knives, short swords).
-Magic: Rank 2
-Wealth: Rank 1
Perks: Beyond Human Limits - Faster Reflexes
Problems: Few Spells

Belongings:
-His clothes (dark green "robe")
-Family Ring (ring with the emblem on it, nothing magical)
-Enchanted Wakizashi made to use against magic users (tires the target with each cut, making spellcasting harder the more injured the target is)
-2 Explosive Draft
-1 Potion of Strength
-Sword-Catcher (to grab long ranged weapons, such as spears, and pulling the target closer to attack with the Wakizashi).
-Saved up money from jobs.

Spells known: "Levo", "Murus Veneficus", "Incedo Vicsus".

Ok, maybe not quite original i guess, but the things you listed to choose fitted perfectly in my idea for the character. :P

Hope more people will join, would be such a shame to see this idea and all your effort wasted. :S

PS: shouldn't there be a thread for character sheets or something?
« Last Edit: March 29, 2011, 12:27:10 am by Japaka »
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Re: Another Flipside roleplay: Phalanx on a hunt.
« Reply #5 on: March 29, 2011, 08:38:50 am »
Well, first your hopes of more people joining are shared. Obviously.

Then, about the separate thread, I guess that once this will kick off and I'll actually start the game thread, I'll make a separate character sheet repository and let this thread become a discussion thread. Something like that.

Now about you sheet in itself. Well, as you put it yourself, not the most original, but on an acceptable level. Still, since you have time until another one joins in, I find it the perfect occasion to improve upon your character. Here are some leads I may propose from the points that left me wondering a bit.
-Why a Japanese motif for the character ? By that I mean, is it mandatory, does it adds something ? Or was it just to fit the picture ? If it's the latter, just know that I won't let a skin color and eye shape go before the established setting we have ahead of us. Which means you can keep the picture if you like, all while naming him more conventionally, and calling a short sword a short sword.
-Improved reflexes... That seems like something rather vague, almost conveniently so. Like an additional rank for the fighting abilities of the character without using the same cost. Which would be unfair. Now imagine that someone that took another perk and had a similarly focused style faced you. That would cause a problem, and, perhaps more importantly, I don't believe it will be played out. I don't believe it will actually be something enriching your character, make him more fun, more unique...
-War between clans. Which clans ? Why clans ? City-states fit the setting more. Why would they go to war then ? Over what ? What happened ? I mean, this has no purpose in your story other than explain the fighter training, and plenty of other justifications don't need to have something as deeply involving as a war, as far as the general background goes.
-Age 15. Has that war ended ? The village was still part of that clan ? Who was that master anyway, an independent or a clansman ? And then the village was attacked by a group of rogue sorcerers. What size of group ? Why ? Who are they anyway ? Do they have any relation to anything that happened ? Or was it just the annual meeting of the Arsonists Supporting Searing Hamlets Over Living Entities Solemnly ? And then, was the parental assassination part of that ? Deliberately so ? Why would they even think of pursuing your guy anyway ? What happened to the master ? Are they really that bad at finding their way in the forest ? Has any other had the genius idea of fleeing pyromaniac merry folks or were you the only one with a little bit of brains in miles around ?
-Then basically he moved on. Why did he ? When did he started to try and get his things together as opposed to crying like a justified little bitch because every goddamn person he knew was just burned to crisps before his eyes ? Is that part even necessary ?
-The skills improvement. You talk like his first seal has been broken after the peasant village burning, yet mention at the beginning that he was trained in the way of sword and in magic. Does that means he only had meditative training but never actually passed any dissolving test ? And why the few spells ? Does he has bad memory, a troubled mind that doesn't allows him true focus ? Or is it just that he lets his mind clear from all these pesky words to remember so he can actually focus on casting what matters without tiring too much ?
-He "found out" about Phalanx only at twenty ? While traveling around ? And I know that five years is a bit but "suddenly remembering" stuff like everyone you know getting brutally murdered for no apparent reason is a bit hard to swallow. At least he becomes a bit angry. After five years... Better late than never I guess. And so, the trained warrior and mage did the angriest thing he could think of and joined an organized group focusing on investigation as much as action... Well, that's a particular kind of anger I guess.


I don't meant to have high standards and I certainly don't mean to discourage you. Don't mean to force you into a mold either. What I do mean is that it's not Generic Fantasy Roleplay V6.42 going on here. And that I enjoy coherency. When things tie down with each others, actions have consequences and reasons. And I'm sure that you're able, with a few modifications and a bit of efforts to do something that can be much more pleasant to play, because you will feel that this scene here is a throwback to your background. That this instant here is a nice test of character. And that that girl's kidnapping is the perfect way to play out some development. That'll happen during play...

But well, it's like a large building we're doing here. The wider the base. The strongest the fundamentals are, and the higher we can go.
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Re: Another Flipside roleplay: Phalanx on a hunt.
« Reply #6 on: March 29, 2011, 11:00:48 am »
Just... WOW. You are seriously deep about this, i made it like that so it wouldn't have to be so extense and no explanations. Well, people say i'm good at writting, if that's what you want i'll see what i can do to improve anything. I'll try to answer each thing you mentioned and see if i can improve it:

-The Japanesse name, it's not because of the image, it was mostly because i felt so, the weapon he weilds and.... well nothing more. XD
-I can understand the reflexes stuff, and yes i think it's vague also, but what do you mean by making anything more fun/unique? If it's a perk, something unique and only one you can have, it should be special. I also thought of a magical tatoo, but that wouldn't be "Beyond human abilities", right? I'll see if i can make it a Curse, and add onto it the disadvantages it brings and how to use them as an advantage.
-The clans, well that idea came up when mentioning the Japanesse name, but of course, i forgot the setting we were actually in and my mind just went on and wrote everything. Yes, the fighter training, it was an easy way to make it appear rather than out of the blue.
-The "master" was suposed to only be his teacher, in everything, from fighting to culture. The sorcerers, well, that's a mystery to him and was suposed to create an "objective" for him in the future, instead of just joining the Phalanx cause "he felt so". All the questions you asked are the same he asks himself, i guess. The idea of running, maybe i should have mentioned something, i don't know, like it was in the middle of the night and he HAPPENED to be awake. Though he would have screamed or something... yeah seems poorly thought through. :P
-Moving on? Well, just to advance him through anything, i didn't want to write his whole life in there.
-He broke his first seal while training, not after the attack. The few spells are because he has a simple mind and doesn't like to have many spells to think about. And besides, seeing all your village burnt down by sorcerers isn't exactly the best way to make someone like magic.
-Last thing you mentioned..... I have no answer, it does sound so stupid when you put it that way. :S

Seems i have a LOT to work on and absolutely NO idea on how. It's gonna be a long day. XD

Thanks for it anyway, if the rest is ok, then i'll get to re-writting the story, maybe i should check on the Flipside comic again for tips... Actually i think i'll just make up a new story, keeping the power sources/items and such as coherent as i can.

EDIT: if for example i use "Useful curse" as perk, i have to use "Curse" as Problem no matter what and take 2 perks?

EDIT 2: well, completely new story and approach, almost a whole Word page till now. O_O I'll keep on writing. :P

EDIT 3: done! but editing this post or the previous one would make things confusing, so i'll just wait for a response to this one to get the new one.
basically it's a new character with same items and similar weapon.
« Last Edit: March 29, 2011, 03:44:08 pm by Japaka »
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Re: Another Flipside roleplay: Phalanx on a hunt.
« Reply #7 on: March 29, 2011, 06:18:10 pm »
Glad you took it nicely ! My humble little experience in character sheet revising told me that not everyone took suggestions for improvement as such, so, yay for level-headedness !

This being said. I'll just answer the few things that need additional answering:

Quote
-I can understand the reflexes stuff, and yes i think it's vague also, but what do you mean by making anything more fun/unique? If it's a perk, something unique and only one you can have, it should be special. I also thought of a magical tatoo, but that wouldn't be "Beyond human abilities", right? I'll see if i can make it a Curse, and add onto it the disadvantages it brings and how to use them as an advantage.
Well, by making something more fun/unique, I mean that it's something you should be able to play out. To come up with during the roleplay. To have influence your character's personality, decision and actions. Maytag's universal acceptance is a great example in that respect, because it's basically her philosophy of life that allows her to have a use for others in some respects, to escape death, keep her cool while being eaten, etc. It not only allows her to enhance her capabilities though and also say a lot about her character...
Don't get me wrong, I don't expect every character here to start as well thought out as a Maytag. Just that it's be better if you managed to think of something either physical or mental that could be played out and be an entire, roleplayable part of your character...
And no, magical tatoo wouldn't be a perk, it'd be a magic item. Which is why I placed the Asphyxia in that category.

Quote
The idea of running, maybe i should have mentioned something, i don't know, like it was in the middle of the night and he HAPPENED to be awake. Though he would have screamed or something...
You're starting to reason by seeing the problems ahead of you more clearly, that's great. So he HAPPENED to be awake, and he would have screamed... Instead of thinking that it's poorly thought out, how would we go to change lead into gold ?
Example. What if it comes from his personality. What if it's an occasion to extend that part beyond two lines ? Maybe he has a high opinion of himself, and hid his grief at his loss by telling himself that he was the only one clever enough to flee instead of fighting. Maybe he didn't flee alone too. What if he had a lover, and he was awake to meet him or her in the woods ? What if that person wanted to go back and he knocked him/her out ? Then, you realize that the ensuing dispute is a perfect way, both to start making your character evolve from that mindset in the village, and to travel.
The reasoning isn't complete yet, but that's basically what I enjoy in a background. Many leads, but no loose ends. Questions giving questions giving questions that give convenient answers. And I'd be glad to help with that, I just need a base. Even a small base can be expanded into something solid.  :)

Quote
-He broke his first seal while training, not after the attack. The few spells are because he has a simple mind and doesn't like to have many spells to think about. And besides, seeing all your village burnt down by sorcerers isn't exactly the best way to make someone like magic.
And yet he still has this power within her. That makes you wonder if he sees it as a way to pay evil onto evil, or as something he'd rather not have for instance... Or many other things making the "few spells" part most playable, instead of a pure power boost, and to give some more depth to the character. Wouldn't you agree ?

Quote
EDIT: if for example i use "Useful curse" as perk, i have to use "Curse" as Problem no matter what and take 2 perks?
Just in case others wonder, no. It's either a useful curse ora curse that just sucks. Sorry if that wasn't clear.


Now that we got all these things covered, I'm eager to see what you came with next. Just so you'd be ready. I'll probably niptick that other sheet too. But I do it with everything short of perfection. It means I'm curious, and it's a good sign !
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Re: Another Flipside roleplay: Phalanx on a hunt.
« Reply #8 on: March 30, 2011, 10:31:05 am »
Well you are just lucky it's me, i take everything lightly, i know other people that would have left already.

Ok, the new story is completely different, i'm sure it doesn't fit all your standards, but it has a more simple past, some characters that affect the character and that can make an important appearence in the future, or at least i hope so. It's roughed up in the end because i didn't have quite the idea to connect it, and i know little of phalanx in the comic to know where to go or do to join them, so i left an "open" end to complete it with that, in what i'll need some help with.

And the phrase you said: "And so, the trained warrior and mage" made me realize, i never wanted to cast spells, so i removed the sorcery part out of it, gave him a new reason to join phalanx (much more common and simple), and what i think it's a best way to get the so called "enchanted short sword". So, here's the new sheet, but i'm sure you'll see things to correct, and don't worry, just tell me, i'm all open to suggestions. :D

Quote
Name: Keith Shawen. Also: “Cripple” Keith or just K.
Age: 21
Gender: Male
Appearance: Average, long black hair, deep emerald green eyes. Bandages wrapped around his left arm. An image says a thousand words i guess. :P
Personality: He has a laid-back style of living, calm above all, he's real friendly and enjoys having conversations with almost anyone; if a drink is in the middle, even better. He respects friendship above all else and wouldn't hesitate to put himself in danger's way for a friend, although danger seems to charge his way most of the times. This doesn’t seem to bother him though.

Background: Keith was born in a small town, rather separated from the rest of the world, and surrounded only by nature. Of course it had roads and ways to communicate with others outside, but nobody seemed to visit that place often. Still, it was a decent place to live, but if Keith thought he would have a normal life, he was as wrong as any person can be. First of all, his birth wasn’t natural, he had to be pulled from his mother’s womb “ahead of schedule”, and barely survived after that. He was dead for a minute or so, but managed to push through and grasp life, at least most of him.
Even if he was alive, one of his arms wasn’t, it was grey and not pleasant to look at, many said his arm was dead. Well, he could move it, but had no sensation whatsoever on it, no warmth, no touch, no pain. He grew up as any normal boy would, but due to his “deformity”, he was the target of mocks and insults, and everyone glared at him with a suspicious look. He was basically alone, only his mother’s love kept him from breaking down. He never met his father, Keith looked at his neighbour as the “father figure”, an old man who he met while wandering around the house. He didn’t stare at his arm, neither shoo him away, instead he invited Keith to his side, and told him stories of the world and the stuff he had seen. The old man, whose name was Serrand, was a former member of Phalanx, who retired to live a peaceful, quiet life away from the problems of the cities and such. Keith admired and loved him; in the end, he was the only friend the boy ever had, and the one who taught him the most important thing he would ever learn in his life: “Nobody can tell you who you are, only YOU can find out and don’t let anybody say otherwise”. With this kind of thinking, Keith managed to ignore the insults and let nothing discourage him, always with his head high.
Inspired by the stories of the old man the young boy wanted to travel the world and see the wonders it had to offer, and perhaps someday join the so called Phalanx. Serrand was delighted to see so much enthusiasm in Keith, although his mother argued, there was nothing to change his mind. So the old man taught him the use of the short sword, nothing fancy, only the basics, and because of his old age, Keith couldn’t practice real combat and had to settle with swinging a stick around. Still, it was something and with practice he could get really good, in time.
And so, in his 17th birthday, his adventure began; he grabbed the little money he saved, some supplies and headed out to the roads. Before leaving town though, Keith found Serrand waiting for him in the main road with a long package with him. “This is my last gift to you” he said “A custom made sword. I used it in my days as Phalanx, and now I’m giving it to you. I know you’ll find it more useful than me, and will take good care of her”. Before Keith could say anything, the old man hugged him and went back to the village. With the sword safely in his backpack, he started walking and looking forward to his new “adventure”.
After days of travel and other small villages left behind, he arrived at the first “big” city he ever saw in his life, Beleram. This place had things to do for a long time, and Keith didn’t waste any of it. First thing was to get some bandages to cover up his arm and look for someone who could finish the little training he had, because if he was ever going to join Phalanx, he couldn’t arrive there “swinging a stick”. He managed to rent a room in some cheap hotel, where he would spend the next 4 years of his life, doing small jobs for the owner of the place, and training with Meredith, a mercenary he met while having a drink in a bar. She wasn’t what you’d call an expert, but she was good enough to teach Keith a thing or two. In those 4 years, he made a name for himself and started working under Meredith’s command. Some called him “Cripple” Keith, but just for names, cause he didn’t have anything of “crippled”. His skill with the sword improved greatly and he got his hands on a “sword-catcher”, that if used correctly, it could potentially give the advantage in a 1 on 1 combat.
Things weren’t bad for him, but he still had the same goal that he had since he met Serrand, so he abandoned Beleram without notice and headed to the city of Eschelon.
No one knows what lies ahead, but with his cheerful attitude he just hoped for the best and nothing would make him stand down.

Power sources:
-Fighting: Rank 4 – Mastered close quarters combat with short swords. Inherited enchanted short sword.
-Magic: Rank 0
-Wealth: Rank 2

Perks: Useful curse, beyond human limits: Extremely cheerful (you can’t make him sad, mad or worried about something, he just sees anything with a “light of goodness” on it).
Problems: Curse (“dead” left arm, no pain, but also no sensation like the touch of another person)

Belongings:
-His clothes (dark green "robe")
-Enchanted short sword made to use against magic users (tires the target with each cut, making spell-casting harder the more injured the target is)
-2 Explosive Drafts
-1 Potion of Strength
-3 Healing Potions
-Sword-Catcher (to grab long ranged weapons, such as spears, and pulling the target closer to attack with the short sword).
-Foldaway tent (needs name I guess)
-Magic bandages (they don’t decay with time. Used to cover left arm)

Spells known: None

Please know that i did this BEFORE reading your response, and the "extremely cheerful" thing came while thinking of Maytag, it's not the same, but it's kind on the same tracks.
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Re: Another Flipside roleplay: Phalanx on a hunt.
« Reply #9 on: March 30, 2011, 07:14:10 pm »
That's a change then :')

So yeah. Not adding a traumatic experience adds something. The curse is compensated nicely by the ever cheerfulness... One thing though that I mentioned already:

Quote
Just in case others wonder, no. It's either a useful curse or a curse that just sucks. Sorry if that wasn't clear.
So, it's either an ever-dead arm you can't never really control and/or stays limp (and I like the justification of remaining handicapped that way in a world where you can regrow something with three days and lots of money) or it's a really ugly thing that basically acts as a living shield, probably showing not only painlessness but also quite the resistance, and that you manage to fiddle with nicely.

Also, I like that a sword made to whack sorcerers was given to you by a phalanx guy, it falls into place neatly, so yeah.

The fighting style is, I feel, a bit too wide. I mean, you use a short sword, of course you won't use it for long distance lunges. So, the way I see it to be close enough, you style could be either VERY close quarters, like pressing your body against the other's to keep him from maneuvering and striking in his back mostly. Or, disarming, which fits with the sword catcher and short sword use.

So yeah, little modifications to come, but besides that it's good !
I just hope there will be at least one other poking his/her nose around there.
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Re: Another Flipside roleplay: Phalanx on a hunt.
« Reply #10 on: March 31, 2011, 09:54:20 am »
Me too, well, i wasn't thinking about the idea of "disarming" as his fighting style because i don't really like it, the idea is grabbing the opponents weapon with the sword catcher and bring him in to cut with the sword. Of course that wouldn't work well in a sorcerer, well i guess i'll have to find something to make it better, i'll see what i can think about it. Maybe "hit n run"? Like dodging attacks until an opening is found, charge in, strike and move out.

The "dead-arm" ok, he keeps it exactly because of not feeling pain, he COULD just cut it off and regrow it, but as it is a curse it also serves him as a "shield". This would only be used in dire need, because it's still flesh and couldn't block, let's say, a 2 handed axe. But comes handy when blocking throwing knifes for example. Other thing that i just thought of was something like Bloody Mary's body, that when you hurt the arm, it heals almost instantly and if you cut it, it regrows, so there's no way he can remove it. That would make the "curse" part a bit more real. I wanted to add to the negative by saying he can't feel anything, so even if he's with, let's say, a woman, he can't feel her touch nor her warmth in that arm. Yes, it doesn't sound so bad, but you've got to live with that.

The "it's a really ugly thing that basically acts as a living shield, probably showing not only painlessness but also quite the resistance, and that you manage to fiddle with nicely." idea could work out also, there IS a reason why he covers the arm with bandages, so people won't see it.


Glad you liked it, let's hope this goes through. :)
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Re: Another Flipside roleplay: Phalanx on a hunt.
« Reply #11 on: April 11, 2011, 07:02:56 am »
Well ladies and gentlemen, here is a gentle reminder, that even though this topic has not seen a new post in ten days, it is not dead yet, as I am always watching, lurking, eager to catch a glipse of interest, a desire to play, a fancy to entertain oneself, and that I'll happily start the fun as soon as someone else joins in.
Kiss: Improvised temporary welding of two digestive tracts. Better than it sounds.
~Albert Cohen (adapted)~

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