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Post by Clockwork on Feb 8, 2014 18:38:39 GMT
The initial backstory of this continues to elude my mind, but I will say this. Those of you who are familiar with the Equestria Divided setting, where both Luna and Celestia have vanished with nary a trace and thus plunged Equestria into civil war, may be interested to know that this roleplay will place your characters slap bang in the centre of the inter-house feuds. Do you side with House Moon and Star, or House Everfree? Covet riches with House Whitegold or devote your life to skyward supremacy in House Stormwing? Wherever your adventure takes you, know that enemies are not far away... Summary Celestia and Luna are no more. They just vanished without a trace.
Some say they died, others believe they're still alive but trapped somewhere. Equestria is in chaos, ponies don't know what to make of the fact that Sun and Moon still seem to keep their usual cycle, even though the royal sisters are gone.
After several uprisings, the bearers of the Elements of Harmony decide to take matters in their hooves, however they soon realize they no longer share similar views on the nature of Equestria.
Twilight seems to be the only one still believing in the royal sisters and so - plans to follow their legacy by trying to force an alicorn transformation. With help of Rainbow Dash, who is still loyal to her friend, and Pinkie who reluctantly agrees after AJ declares Twilight insane, the purple unicorn attempts the transformation.
The results are mortifying - Pinkie is apparently dead, Dash is severely wounded and the rest of the elements turns against Twilight and vow to find their own way to fix the problem.
Fast forward 15 years later - Equestria is divided between five major houses: House Moon and Star, House Everfree, House Earthborn, House Stormwing and House Whitegold. Add to that a mysterious cult on the rise called the Cult of Laughter, and everpresent threat of changeling invasion... it makes for a roleplay of survival and danger Factions and Units{House Moon and Star} { Units} {House Everfree} { Units} {House Earthborn} { Units} {House Whitegold} { Units} {House Stormwing} { Units} SIGN UPName: Age: Race: (Note that deviation from any named species (to an extent) above must require good explanation) Allegiance: (Any of the mentioned factions or a Rebel, who belong to no faction) Occupation: Homeland: Abilities: Weakness: Brief Biography: Motive: A Further Few Notes
- This RP will attempt to keep within the guidelines set by the Forum Rules, as such most of the settings brutality will be kept to a minimum unless explicitly allowed to darken at a controlled level.
- Note that, as GM/Moderator, I will attempt to keep this RP running smoothly. Just be wary that if you begin mucking about, I begin mucking about.
- Those of you in the know of ED may notice that the Cult of Laughter is absent from the faction choices, this is because I consider them irredeemable and more antagonists to what I have planned. Of course, this can be said for all factions, but I am at least giving you all a benefit of the doubt.
- Once at least THREE applications have been made will the RP begin.
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Post by Moonbacon on Feb 8, 2014 18:54:17 GMT
Name: Moonlight
Age: 26
Race: Unicorn Nightmare
Allegiance: House Moon and Star
Occupation: Assassin
Homeland: Canterlot
Abilities: Dark magic
Weakness: Bright Light
Motive: To serve Twilight in hopes of being accended to alicorn hood.
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Post by Clockwork on Feb 8, 2014 20:25:16 GMT
Just (Nightmare) would do for your race Moonlight.
Dark Magic is too vague, so change that to Shadow Control (Umbrakinesis)
Other than that you're fine!
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Post by Midnight_Aurora on Feb 23, 2014 20:24:31 GMT
Name: Midnight Aurora Age: 16 Race: Pegasus Allegiance: Rebels Occupation: Lunar knight Homeland: Rebel Town Class And Abilities (D&D Based): {Lunar Knight Class} Str: 18 Mod: +4 | HP: 55/55 HP Dex: 21 Mod: +5 | Con: 18* Mod: +4* | Fort: 9 = Base 4 + Con 4* + Magic 1 + Misc 0 Dex: 14 Mod: +2 | Ref: 7 = Base 1 + Dex 5 + Magic 1 + Misc 0 Wis: 14 Mod: +2 | Will: 7 = Base 4 + Wis 2 + Magic 1 + Misc 0 Cha: 16 Mod: +3 * +2 con from amulet of health +2 BAB: +3 Graple: +4 = Str 4 + BAB 3 + size -4 + misc 0 AC: 25 = Armor 8 + Shield 0 + Dex 3 + Size 1 + Nat Armor 2 + Deflection 1 + Misc 0 {Skills (Most Needed & Ranked) & Gear}Aerobatics: 10 = Dex 5 + Ranks 8 + misc -3 | Weight Carried: 36.01/300lbs, Light Load Bluff: 2 = Cha 2 + Ranks 0 + misc 0 | Amulet of Health +2 Diplomacy: 15 = Cha 3 + Ranks 8 + misc 4 | Masterwork Longbow, Composite (Str +4) 3 lbs. Know (history): 4 = Int 2 + Ranks 2 + misc 0 | Masterwork Sword, Bastard 6 lbs. Know (local): 5 = int 2 + Ranks 3 + misc 0 | Mithral Full Plate 25 lbs. Know (Nobility & royalty): 3 = Int 2 + Ranks 1 + misc 0 | Ring of Protection, +1 Weather: 2 = Int 2 + Ranks 0 + misc 0 | Ring of Resistance, +1 listen: 6 = wis 2 + Ranks 4 + misc 0 | Travel Cloak 1 lbs. perform (dance): 7 = Cha 3 + Ranks 4 + misc 0 | perform (sing): 6 = Cha 3 + Ranks 3 + misc 0 | search: 6 = Int 2 + Ranks 4+ misc 0 | Sense Motive: 6 = Wis 2 + Ranks 4 + misc 0 | Spot: 6 = Wis 2 + Ranks 4 + misc 0 | Survival: 5 = Wis 2 + Ranks 3 + misc 0 |
{Traits & Feats}Adopted (Trait): You are adopted. Gain free Feat or one of adopted parent's Racial Traits Looking For Work (Trait): +1 to a chosen skill, and it is always a class skill for you. Aerobatic Specialist (Feat): Grants aerobatics as class skill and allows stunts. Armor Proficiency (Heavy, Medium & Light) (Feat): Is trained in the use of selected weapon. Blind-Fight (Feat): Re-roll one miss chance due to concealment. Invisible attackers get no bonuses against you. Movement penalty reduced by half from half speed to three-fourths speed. Enduring Wings (Feat): Allows flight while burdened by a medium load or armor. Exotic Weapon Proficiency (Bastard Sword): Is trained in the use of selected weapon. Martial Weapon Proficiency (All) (Feat): Is trained in the use of selected weapon. Quadruped (Racial) (Trait): Counts as having Mounted Combat, Mounted Casting and Mounted Archery. Shield Proficiency (Feat): You can use a shield and take only the standard penalties. Simple Weapon Proficiency (All) (Feat): You are proficient with all Simple weapons. Skill Focus (Diplomacy) (Feat): You get a +3 bonus on all checks involving that skill. Aerial Affinity (Trait): You get a Damage Reduction of 15 versus Electric. Extra Basic Stunt (Avoid and Evade (Solo)) (Feat): Grants Concealment, Duration 1 Round/3 HD. 50% Miss Chance. Flight (Trait): 100ft fly with Good maneuverability. Grant Move Action (1/day) (EX) (Class Trait): Standard Action, Grants all but you a free move action. Hover (Feat): You can hover in place while flying. Low-Light Vision (Trait): You can see twice as far as a human in low light, distinguishing color and detail. Major Aura (Hardy Soldiers +1)(Ex)(Class Trait): Major Aura (Resilient Troops +1)(Ex)(Class Trait): The marshal's allies gain the listed bonus on all saves. Minor Aura (Accurate Strike)(Ex)(Class Trait): This minor aura lets allies add the marshal's Charisma modifier as a bonus on rolls made to confirm critical hits. Minor Aura (Master of Tactics)(Ex)(Class Trait): This minor aura lets allies add the marshal's Charisma modifier as a bonus on damage rolls when flanking. Minor Aura (Watchful Eye)(Ex)(Class Trait): This minor aura lets allies add the marshal's Charisma modifier as a bonus on Reflex saves. Pony Cannonball (Ex)(Racial Trait): 90ft Aerial Charge that flanks target. Scent (EX)(Racial Trait): Detect creatures within 15+ ft. & follow tracks by sense of smell. Weather Manipulator (Su)(Racial Trait): You gain Knowledge (Weather) and Craft (Cloudcraft) as class skills.
{Weapons}Master Worked Composite Longbow (Str +4): ---To Hit: +10 Ranged ---Damage: 1d6+4 Piercing ---Critical: Nat 20/X3 Multiplier Master Worked Bastard Sword: ---To Hit: +9 Melee ---Damage: 1d8+4 Slashing --- Critical: 19-20/x2 Multiplier
Weakness: 1. smaller then normal for her age 2. can't gain a cutiemark normally (currently lacks a cutiemark.) 3. treated like a child (instead of Innocent and Still Learning)
4. has hidden secret That not even adopted parents know. Motive: To See the princesses return and the restoration of harmony in Equestria.
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Post by Clockwork on Feb 23, 2014 21:05:34 GMT
Accepted Midnight!
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Post by Mind Games on Feb 23, 2014 23:43:05 GMT
Name: North Wind
Age: 15
Race: Pegasus
Allegiance: Rebel
Occupation: None
Homeland: Cloudsdale
Abilities: Cryokinesis (Some unicorns from house MAS kidnapped him as a test subject for an ice spell but the spell failed, giving him the powers, which he then used to escape)
Weakness: Melts near Fire (Side effect of ability)
Brief Biography: He grew up in Cloudsdale, and at a young age he went to see the world, finding out how sucky it was and then fled and just so happened to come upon the rebel camp Midnight Aurora lives in.
Motive: Peace in Equestria
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Shadechaser
Journeyman
Enter from the void unto the light.
Posts: 131
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Post by Shadechaser on Feb 24, 2014 11:07:35 GMT
Name: Shadechaser Age: (Undetermined) Race: Shadowkin (Shadow Pony) Allegiance: Rebel Occupation: (Undetermined) Homeland: Oblivion
{Abilities}Cloudy Mind - Enables activation of shadow abilities (1 GM post to fully charge 1 cast) Shadow Port - Teleport to a shadow that is in line of sight 45 pony-lengths away Shadow Sense - Detect motion within the darkness around in a 5 pony-length radius (Lasts ~2 GM posts) Dark Call - Summon a Golem from Oblivion's own army (Only able to cast when a link with the darkness is made) >New abilities will be made with GM's concent< Weaknesses: Light and Sound (Medium to Excessive), Chaotic influence (Dulling the senses) Brief Biography: As a child of Oblivion, Shadechaser is subject to teleportation to foreign 'ages' where the task is to understand the conflict. Shadechaser's goal is to return to Oblivion with enough information to satisfy the Dark Lord. Motive: To gain insight about the world.
Edit: Added one ability to cast the others, and a weakness (Not really certain about it)
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Post by Clockwork on Feb 24, 2014 13:12:18 GMT
Name: North WindAge: 15 Race: Pegasus Allegiance: Rebel Occupation: None Homeland: Cloudsdale Abilities: Cryokinesis (Some unicorns from house MAS kidnapped him as a test subject for an ice spell but the spell failed, giving him the powers, which he then used to escape) Weakness: Melts near Fire (Side effect of ability) Brief Biography: He grew up in Cloudsdale, and at a young age he went to see the world, finding out how sucky it was and then fled and just so happened to come upon the rebel camp Midnight Aurora lives in. Motive: Peace in Equestria Accepted!
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Post by Clockwork on Feb 24, 2014 13:15:26 GMT
Name: Shadechaser Age: (Undetermined) Race: Shadowkin (Shadow Pony) Allegiance: Rebel Occupation: (Undetermined) Homeland: Oblivion
{Abilities}Shadow Port - Teleport to a shadow that is in line of sight Shadow Sense (Passive) - Detect motion within the darkness Dark Call - Summon a Golem from Oblivion's own army >New abilities will be made with GM's concent< Weakness: Light and Sound (In excessive amounts) Brief Biography: As a child of Oblivion, Shadechaser is subject to teleportation to foreign 'ages' where the task is to understand the conflict. Shadechaser's goal is to return to Oblivion with enough information to satisfy the Dark Lord. Motive: To gain insight about the world. If you wished to be a shadow pony, why not be a Nightmare under House Moon and Star? Change weakness to Light and Sound (Medium to Excessive) You may only have one ability, or collect weaker abilities under one umbrella ability. Aside from that, accepted!
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Shadechaser
Journeyman
Enter from the void unto the light.
Posts: 131
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Post by Shadechaser on Feb 24, 2014 15:21:43 GMT
Applied a few changes... not really certain about them...
The thing about being a shadow pony... It is a shadow pony if that wasn't--(Don't show rage. You will make others feel bad.) You're right. Shadechaser's place of origin forbids her from taking a side in a war with multiple fronts, not just two. Shade would rather push, gently, at everything just to check the structure.
I like to show Shadechaser as a nomad. One who wanders just to learn. One who takes refuge where ever she is when it becomes hostile. If she takes a side, it would make a link that can only be severed when she leaves the world. (Insanity will ensue if a line is clipped, and the end will be nigh.) ... okay...
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Post by Clockwork on Feb 24, 2014 16:35:23 GMT
Alright, I'll keep that in mind.
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Post by Mind Games on Feb 25, 2014 2:49:50 GMT
Is the RP started yet?
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Post by laserbolt on Feb 26, 2014 2:00:27 GMT
Name: Laserbolt Age: 40
Race:Unicorn
Allegiance: Cult of Laughter
Occupation: Soul Mechanic
Homeland: Equestria
Abilities: Making something out of much smaller, less important somethings, and to a lesser extent, the channeling of the Elder Gods, who, being missing, give him much less power
Weakness: Solar Magic, and on a personal level, the House of Moon and Star
Brief Biography: The fall of Equestria left Laserbolt without a home. Without a mentor. Without an old friend. The supposed death of Pinkamena, and the disappearance of his teacher Luna left him bitter. He tried to join Moon and Star, but found them lacking in their true nature, them not living up to Luna's word in his eyes. And so, he sought out the Cult of Laughter, and is trying to bring back his old friend. And unlike last time, this time it's all real. And he knows.
Motive: To bring back Pinkie, through whatever means possible.
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Post by Mind Games on Feb 26, 2014 3:29:48 GMT
FYI, we're not allowed to choose the Cult of Laughter. I'm not trying to GM, but just letting you know.
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Post by laserbolt on Feb 26, 2014 20:22:28 GMT
Darn. I'll have a conversation with Clockwork about it, because I have a reason, but I understand.
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