- Joined
- Mar 14, 2011
- Messages
- 4,131
There was a time when the world was dynamic. It was teeming with life, and humanity enjoyed every asset be it under the sun or within the depths of the world. That time has passed. Years ago, a Great Fire was reignited, and an age was reborn. Man destroyed itself. In a burning flash, the very essence of humanity melted and once again became part of something greater.
However, when a thing is thrown into a hearth, it can be reforged.
Foreword
Greetings! So, I’m trying my hand in running another AC. This AC will be fairly story-driven. There will be “important” NPCs. There will be plot points that players must discover if they wish to take part in the story. Player actions having effects on the world that other players may encounter; on the same token, a player can find out something plot-related that nobody else knows. However, if a player wishes to play for the sake of playing, to accomplish their own goals outside the scope of the story, that is totally fine.
Setting
Firebrand takes place approximately 50 years after a nuclear war occurred at some point in the 21st century of our world. Very few remember the exact day or reasoning behind the global catastrophe, but the effects are far from over. Widespread nuclear fallout aside, the bombs caused something unexpected to happen to this world.
By the time the last bombs were dropped, about 9/10ths of the world’s human population had been wiped out. However, not all of the last 1/10ths had exactly “made it” either. A disease of some sort had gripped mankind, about ⅓ of the remaining populace being afflicted on the day of reckoning and that number is steadily increasing. However, calling this a disease is an understatement. Those afflicted are, in effect, immortal. When the body is destroyed, they are seemingly resurrected in the last place they identified as "home." However, they say if one loses something dear to them, they will be lost forever. What this means exactly is unclear.
That is not all. Anomalies are frequent in this world. People speak of individuals who bend the elements to their will and achieve feats impossible for ordinary men. There are also rumors that four locations were transformed into cities unimaginable.
Joining
Players will take the role of a human afflicted with this mysterious disease. You get to choose from a variety of classes, each one requiring a sort of “background convention.” You’ll see what I mean when you get to that part. Classes will decide most of your starting stats and equipment, so your main job in joining is picking a name, picking an alignment, writing a general background, and picking what bonus equipment you want(there will be a list). So, in effect, here’s what your join post should look like:
Name: (Make it related to your region. If your ancestry was foreign, that's fine, but write so in your background.)
Class: (Pick a class from below.)
Alignment: (Moral/Ethical alignment. See here.)
Place of Origin: (Can be as specific as you want, but must at least specify the country.)
Background: (Just a bit of background on your character. Again, be as specifc as you want, but gimme something to work with.)
Bonus Equipment: (Choose one from the list.)
Classes
[DISCLAIMER]
If you prefer to build your own class from scratch, you can pick from the items listed from each class and distribute points up to 54 as you see fit, but it needs to be approved by me.]
Stats Explanation
This is just something I threw together to tell you what stats do.
Equipment explanation:
I will only go into detail about your equipment with you specifically, in private, after the game has started. Though this section is intended to answer any questions you may have about your gear relevant to your choice, for example what each armor/clothing set actually does or how they look.
The equipment that look like spell names are in fact spell names. You’ll get more information if you pick that class.
Bonus Equipment:
Weapons
There are several classes of weapons that you will find throughout this game. The most basic weapons are simply those left over from before the war. Guns are rather common among those unaffected by the mysterious disease. However, guns are not receptive to enchantments and magic in general. Weapons from age's past are becoming increasingly frequent among the afflicted.
Some weapons, called Power Weapons popularly, have modern attachments to give them extra utility. Examples of these innovations will have to be found or created.
So, now with technicalities out of the way, I’ll talk about some stuff then you can post.
Firstly, I will allow for infinite cooperation. You all can work as a team to do whatever it is you want to do. This also includes background collaboration. I will also allow for independent action. The choice is yours.
Secondly, missions will only be semi-scheduled. I mean to say that my aim is for one to three a week, concentrated on weekends. However, if I and a relevant party are all nice and free during a weekday, I am fine with going along with it.
Thirdly, and this is more OOC, yes this game is lightly based on Dark Souls if you’ve played through the series and guessed. However, this will follow a story of my own design. Nobody has to know Dark Souls to play this game. They may get a few hints as to some plot points from dark souls, or what some items that I left intentionally vague are, but nothing overbearing will come out of knowing the series inside and out. Just something of a disclaimer for you guys.
Now I think that’s all. I’ll reserve a post, then you all can post.
However, when a thing is thrown into a hearth, it can be reforged.
Foreword
Greetings! So, I’m trying my hand in running another AC. This AC will be fairly story-driven. There will be “important” NPCs. There will be plot points that players must discover if they wish to take part in the story. Player actions having effects on the world that other players may encounter; on the same token, a player can find out something plot-related that nobody else knows. However, if a player wishes to play for the sake of playing, to accomplish their own goals outside the scope of the story, that is totally fine.
Setting
Firebrand takes place approximately 50 years after a nuclear war occurred at some point in the 21st century of our world. Very few remember the exact day or reasoning behind the global catastrophe, but the effects are far from over. Widespread nuclear fallout aside, the bombs caused something unexpected to happen to this world.
By the time the last bombs were dropped, about 9/10ths of the world’s human population had been wiped out. However, not all of the last 1/10ths had exactly “made it” either. A disease of some sort had gripped mankind, about ⅓ of the remaining populace being afflicted on the day of reckoning and that number is steadily increasing. However, calling this a disease is an understatement. Those afflicted are, in effect, immortal. When the body is destroyed, they are seemingly resurrected in the last place they identified as "home." However, they say if one loses something dear to them, they will be lost forever. What this means exactly is unclear.
That is not all. Anomalies are frequent in this world. People speak of individuals who bend the elements to their will and achieve feats impossible for ordinary men. There are also rumors that four locations were transformed into cities unimaginable.
Joining
Players will take the role of a human afflicted with this mysterious disease. You get to choose from a variety of classes, each one requiring a sort of “background convention.” You’ll see what I mean when you get to that part. Classes will decide most of your starting stats and equipment, so your main job in joining is picking a name, picking an alignment, writing a general background, and picking what bonus equipment you want(there will be a list). So, in effect, here’s what your join post should look like:
Name: (Make it related to your region. If your ancestry was foreign, that's fine, but write so in your background.)
Class: (Pick a class from below.)
Alignment: (Moral/Ethical alignment. See here.)
Place of Origin: (Can be as specific as you want, but must at least specify the country.)
Background: (Just a bit of background on your character. Again, be as specifc as you want, but gimme something to work with.)
Bonus Equipment: (Choose one from the list.)
Classes
[DISCLAIMER]
If you prefer to build your own class from scratch, you can pick from the items listed from each class and distribute points up to 54 as you see fit, but it needs to be approved by me.]
Spoiler :
Bandit
Vigilante
Traveler
Pilgrim
Equipment:
Sorcerer
Pyromancer
Equipment:
Hydromancer
Equipment:
Spoiler :
Stats:
Equipment:
- Vitality: 5
- Endurance: 7
- Adaptability: 5
- Strength: 9
- Dexterity: 11
- Intelligence: 1
- Faith: 4
- Attunement: 2
- Charisma: 10
Equipment:
- Bandit Set
- Hatchet
- Pistol
- 5 .45 caliber bullets
- Short Bow
- 25 Wood Arrows
Vigilante
Spoiler :
Stats:
Equipment:
- Vitality: 12
- Endurance: 6
- Adaptability: 5
- Strength: 11
- Dexterity: 5
- Intelligence: 3
- Faith: 5
- Attunement: 4
- Charisma: 3
Equipment:
- Defender Set
- Machete
- Leather Shield
- Pistol
- 5 .45 caliber bullets
Traveler
Spoiler :
Stats:
Equipment:
- Vitality: 5
- Endurance: 6
- Adaptability: 7
- Strength: 7
- Dexterity: 9
- Intelligence: 5
- Faith: 2
- Attunement: 3
- Charisma: 10
Equipment:
- Drifter Set
- Hunting Rifle
- 30 .270 caliber bullets
- Pistol
- 10 .45 caliber bullets
- Kitchen Knife
Pilgrim
Spoiler :
- Stats:
- Vitality: 8
- Endurance: 3
- Adaptability: 2
- Strength: 6
- Dexterity: 3
- Intelligence: 4
- Faith: 12
- Attunement: 9
- Charisma: 7
Equipment:
- Pilgrim’s Set
- Lost Chime Bell
- Heal
- Push
- Barrier
Sorcerer
Spoiler :
Stats:
Equipment:
- Vitality: 4
- Endurance: 5
- Adaptability: 5
- Strength: 3
- Dexterity: 7
- Intelligence: 14
- Faith: 1
- Attunement: 10
- Charisma: 5
Equipment:
- Wayward Set
- Attuned Stick
- Kitchen knife
- Soul Arrow
- Hush
Pyromancer
Spoiler :
- Vitality: 4
- Endurance: 6
- Adaptability: 9
- Strength: 4
- Dexterity: 7
- Intelligence: 4
- Faith: 4
- Attunement: 14
- Charisma: 2
Equipment:
- Rustic Set
- Pyromancy Spark
- Hatchet
- Fireball
- Combustion
Hydromancer
Spoiler :
- Vitality: 3
- Endurance: 4
- Adaptability: 13
- Strength: 3
- Dexterity: 6
- Intelligence: 5
- Faith: 5
- Attunement: 13
- Charisma: 2
Equipment:
- Layman’s Set
- Black Water Droplet
- Essence
- Reave
- Mist
Stats Explanation
This is just something I threw together to tell you what stats do.
- Vitality: Increases your health and generally makes you sturdier. Must have for armor-users.
- Adaptability: Increases your defenses against the elements and raises agility.
- Endurance: Small increase to health and resistances, larger increase to stamina.
- Strength: Increases damage through pure strength. Also required to equip use/equip certain items.
- Dexterity: Increases damage through technique. Also required to use/equip certain items.
- Intelligence: Increases proficiency with sorcery. Also required to use/equip certain items.
- Faith: Increases proficiency with miracles. Also required to use/equip certain items.
- Attunement: Increases the number of spells you can commit to memory. Also increases the chance of a successful cast in the hear of battle.
- Charisma: Helps with bartering and otherwise negotiating with NPCs.
Equipment explanation:
I will only go into detail about your equipment with you specifically, in private, after the game has started. Though this section is intended to answer any questions you may have about your gear relevant to your choice, for example what each armor/clothing set actually does or how they look.
- Bandit Set: Leather armor that practically covers the body. Effective against many melee weapons. Makes physical details other than the wearer’s height obscure. Comes with a hood and mask. Does not make much noise when moving.
- Defender’s Set: An amateur attempt to make sturdy armor. Surprisingly effective against physical damage. Almost looks like armor a noble man would wear in an age long ago.
- Pilgrim’s Set: A rather conservative set of clothing that only provides a bit in the way of protection. Mostly keeps the elements out. Some say the original wearer’s being imbued some sort of unnatural resistance against things that should not exist.
- Wayward Set: An awkward set of clothing that looks unappealing to the eye but works fine to protect the wearer. It has obviously been patched up from tears time and time again using clothing that was not originally part of the outfit.
- Drifter Set: A basic set of versatile clothing. Comfortable in all but the most extreme weather conditions.
- Rustic Set: A set that looks almost primitive, but is sturdy enough to survive the elements and many physical blows before tearing apart.
- Layman’s Set: A scant set that barely covers the body. One might as well be naked.
- Lost Chime Bell: Poor catalyst for miracles. A single bell that releases a pleasant chime when struck.
- Attuned Stick: Poor catalyst for sorcery. Uncomfortable to hold, it appears to be a small branch the fell from a tree.
- Pyromancy Spark: Poor catalyst for pyromancy. Appears as a spark held in the hand. It is warm, but does not scathe the wielder.
- Black Water Droplet: Poor catalyst for hydromancy. Appears as a black liquid held in a small, sealed vial held closely by its owner.
The equipment that look like spell names are in fact spell names. You’ll get more information if you pick that class.
Bonus Equipment:
- First Aid: Various healing and disease-prevention items.
- Petrified Object: An object of unknown origin that looks locked in time. Extremely soft to the touch.
- Firepower: A firearm and some ammo. You won’t know until you choose.
- Mysterious Ring: A ring found in an alley of a destroyed town.
- Two Black Ethers: A seemingly liquid substance that, oddly, one can hold in an open hand. IS this a product of the event that ended the world?
- Binoculars: It’s best to see what is ahead.
- Momento: A memento from your past. These days, the past is all you have left. You choose what exactly your momento is.
Weapons
There are several classes of weapons that you will find throughout this game. The most basic weapons are simply those left over from before the war. Guns are rather common among those unaffected by the mysterious disease. However, guns are not receptive to enchantments and magic in general. Weapons from age's past are becoming increasingly frequent among the afflicted.
Some weapons, called Power Weapons popularly, have modern attachments to give them extra utility. Examples of these innovations will have to be found or created.
So, now with technicalities out of the way, I’ll talk about some stuff then you can post.
Firstly, I will allow for infinite cooperation. You all can work as a team to do whatever it is you want to do. This also includes background collaboration. I will also allow for independent action. The choice is yours.
Secondly, missions will only be semi-scheduled. I mean to say that my aim is for one to three a week, concentrated on weekends. However, if I and a relevant party are all nice and free during a weekday, I am fine with going along with it.
Thirdly, and this is more OOC, yes this game is lightly based on Dark Souls if you’ve played through the series and guessed. However, this will follow a story of my own design. Nobody has to know Dark Souls to play this game. They may get a few hints as to some plot points from dark souls, or what some items that I left intentionally vague are, but nothing overbearing will come out of knowing the series inside and out. Just something of a disclaimer for you guys.
Now I think that’s all. I’ll reserve a post, then you all can post.