Hirgan Siz (Interest check/Sign up/ Discussion)

Baseret

Power comes at a price. I'll pay it damnit.
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Hirgan Siz. (War among Limbo)

The soul holds the information of the person from their birth to death and the history of the person during their lifetime. It is law of the beings of any world that the soul can only be harvested when the person dies. The law that kept everything in order has never been broken ever since the beginning of time. By mutual consent, both beings of heaven and hell have created an agency called limbo to monitor the value of the souls without any bias from either sides before sending the soul to either Heaven or Hell. It was supposed to remain as so for the ends of time.

That was until a rouge group of beings calling themselves Rag Nark emerged. In one afternoon, Rag Nark took over Limbo and has declared war on both Heaven and Hell. Their intention is still unknown to those in Heaven and Hell as the clouds of War looms slowly bringing about the clash between the three powers. The heavenly war has a huge impact on the living as massive deaths start springs up amongst the living without any cause as communications to other towns mysteriously vanished. Along with the mysterious deaths, beings of unknown origins have started appearing around the world, killing anyone in sight.

Despite the disturbing news, the thriving and growing town of Hir Navi has escaped destruction for a decade. During that time, the town has grown explosively from a simple farmer’s town by the sea into the culture center. But very recently, deaths have started to appear around Hir Navi. The situation only grows worse as the beings of unknown origins starts appearing across Hir Navi countryside. It came to the point that Mercenary groups started forming. Three of the top Mercenary Groups, the Bal Cluta, Gran Delsto, and Zan Datsu started a joint operation to defend the town as the town expands. While the mercenary groups are defending the town, they take orders from the central group, Tyn Lier, an off set of the government made specifically for mercenaries.

With the population of over 10,000 and growing, the three level town is the center of culture. The ground level of the town, more commonly known as Lir Nave is the center of culture as the clash of humans, Featherfolk, and various beings shows in the buildings, food, arts, and various other ways. Lir Nave is where the low and middle class live and work with in peace ranging from farmers to police. This is also the station groups of the mercenaries.

The upper level of the town, called Kir Nave, is where the rich, government officials and their family live. While Lir Nave is the center of Culture, Kir Nave is all about better part of the Culture clash. Receiving the best of the everything, Kir Nave is only interested in sustaining their status as the best of the growing town. Access to Kir Nave is generally restricted to the general public unless they either receive clearance from a family living in Kir Nave or from the government.

The lower levels of Hir Navi, called Gan Tave is off limit to everyone due to a ruling from the government. No one knows what the lower levels has before the restriction. But what is known is that Gan Tave used to be the military level with clearance only to families with a person in the military. Now it is a testing grounds where technology has thrived and quickly rivaled the power of Kryis under the guidance of the military. The military alone has access to all weaponry not seen to the public. Not even the mercenary groups have access to the heavy fire power that the military has and a kill on sight order has been in place to prevent anyone from taking the weapons. Such precautions to prevent infiltration and theft ranges from specific weapons and clothing for specific locations up to double meaning password. So it is not far to say that the government still has a presence there despite the off limit status order issued. But why would the military need Gan Tave if they are only testing technology. Events start to turn as the military prepares the technology.

Races:

Humans: Humans has been on the planet ever since the dawn of age. With nothing truly worth noting in terms of appearance, the only key information worth noting about them is their ability to adapt to the changing environment very quickly.

Feather Folk: Feather Folk has been born at the same time as humans, but due to difference between the two races, Feather Folk has retreated from the face of the land to the mountain side. Just as the name suggest, Feather Folk were born with wings on their backs, making them well suited for the sky. Some of the oddity of the Feather Folk is the fact that the color of their wings is not set as a race.

Animist: Animist starts their life as a normal being. What brings Animist different from most creatures in the wild is the fact that they have higher level
intelligences. Soon afterward, they grow into their humanoid form. The most common animist that can be seen are ones with ears and tail of the creature. More often then not, there are a few animist that retain more of their creature appearance to the point of being more animal then human.

The Mercenary Groups

Zan Datsu: This mercenary group is the strongest out of the three in terms of blade work as well as the largest. Many Farmers can attest to the work of Zan Datsu on their skill with any edged weapon as this is the group that Farmers will go to for protection in the field just outside the walls of Hir Navi. As many as ten Zan Datsu members are deployed to defend a single farmer. So at times, as many as 100 Zan Datsu can be seen out of the town guarding the farmers.

Gran Delsto: This mercenary group focus more on stealth. Relying on poisons and knowledge of the anatomy of every living being as well as agility gives them efficiency in the defense of the town. Most members in this group are paired off in groups of two or three and given supplies before being sent off to eliminate the beings further away from the town.

Bal Cluta: This mercenary group, while not versed in power or stealth, guards the upper levels and ground level of Hir Navi. As such, this group is better equipped out of the three mercenary groups that puts them on par with the other two mercenary groups. Since they are deployed in the upper and lower levels of the town, there can be as many as 5 Bal Cluta members per group with a max of 25 members per level keeping the peace of the town.


Rules
No Godmod
No Metagaming
No Power playing
At least one paragraph per post. (5 to 7 sentences)
You can have up to 2 characters.
Any Blood magic dealing with space, time, immunity to any sort of damage, or illusions of any sort (Like Naruto's Kage bushin and the sort) is off limit period. Also infusing the weapon or bullet with magic is not allowed.
You are allowed 3 blood magic (Kryis), 4 Abler shots active, 4 abler shots in reserve.
I reserve the right to kill off any characters that violate the rules.

Kryis Lore:

Kryis. An endless supply of power those who know to use it. Handed down to us by beings of unknown origins, it was the first ways of defense. The first way of keeping oneself alive. But along the way, a powerful curse laced itself within the streams of Kryis, binding it to all living beings and to their life force. The method of which the curse was laid was lost, but the effect remains. Death followed for nigh on a year until a tenant was established.

"Are you willing to kill yourself to defeat your enemy? Or is it the other way around. Are you Willing to die just to protect those you hold dear?"
"Maybe it has nothing to do with yourself. Are you willing to die for the sake of your country? If not, are you willing to die in the name of your ideology?"

Many think long and hard on those questions, for taking on and using Kryis means they use their own life as weapons of war. Most often, many people are not willing to die. But there has been many more that took the fall when others won't. Heed the tenants well and do not tease them lightly, for the tenants are cruel and ruthless to the weak and unprepared.

(Kryis) Magic info:

Magic in here does not cost mana in normal rp. It cost the person's blood (I know. Blunt concept rip off from Deadman Wonderland.) The average person can lose 2 liters of blood before going into shock. Keeping that in mind, you can spam Blood magic, but it will have a instant and direct affect on your character that will range from shortness of breath to Anemia (shock induced through lack of blood) and possible death. Keep the ratio in mind. The weaker the attack, the less blood you will have to sacrifice. Likewise, if you use a super big, kill all enemies attack, don't expect your character to live after using it. While there is no real way to effectively measure out how much blood is used in the rp, just make sure to have it make a direct effect on the user. (No trying to carry blood bags. It comes directly from the person's body.) So think of magic as a last resort. There will be a way to get around this, but it will be middle to late in the rp.

Abler Shots:

In response to the fears of Kryis, many innovators has invested heavily into an alternative way of fighting without magic. Many attempts were made before a man named Mr. Allen Abler came along. Using the basic knowledge of Kryis and his very limited knowledge of the lore of the heavens, he shaped combat skills through purchasable and cheap skill injections. While not at strong as Kryis magic, Abler's injection shots or Abler Shots provided the best alternative and safest way to fight. But it comes with some set backs. Many fighters who use Abler shots and the makers of Abler Shots knows that the limit that the human body can withstand the shots is up to 4 before the body begins degeneration. That problem was solved by including with each shots an automated self extraction and injection kit which must be done outside of battle. As of today, there are many customizable Abler shots for everyone. The most common injection site for warriors is along the neck in terms of instant skill availability. Abler shots are the only Military approved item that can be used by civilians. (Abler shots skills are restricted to combat skills. No creation skills, invincibility skills, illusions, invisibility skills of any sort allowed. One last thing, Abler Shots that are in reserves CAN be stolen, traded, and sold if someone wanted to. If you are selling, pm me with your replacement Abler Shot skill.)

Character Outline: (Make sure to fill this out if you want in on the rp)

Name:

Age: (Can't be any younger then 15)

Race: Human, Featherfolk (Winged beings), or other beings. (Must have a decently detailed account on how the being came into existence. Just cosmetics.)

Gender:

Birth level: (Kir Nave or Lir Nave if your character is born in Hir Navi, otherwise explain the town)

Appearance: (Please have an image to go with the description)

Personality:

Recruited by: (Which Mercenary group were you recruited by. Don't let this limit your weapon choice.)

Weapons: (If you choose to have a gun, you better give a VERY good history on how it ended up to the person's hands. This will include all blueprints of the firearms. All guns will have only one clip on them to start with the military hoarding all ammo if it's approved.)

Magic (aka Kryis): (explain your magic here. You are only allowed three.)

Abler shots: (4 Active shots. 4 reserve shots. All of the shots are active skills. No passive skills.)

Other Skills: (skills that is not combat related or magic related)

History: (Explain how your character got here, the town your character came from (This I'll leave up to you), what disaster befell town that forced them to abandon it all together, and how you came to the mercenary group you are in.)

Character Theme(s): (optional)

Battle Theme(s): (optional)

---------------------------------

Character in progress.

Name: Eile Mizer

Age: N/A (Part of RP)

Race: Human

Gender: Female

Birth level: Lir Nave

Appearance: eile_by_maedae22-d53o52e.png


Everything she wears is green. Her cowboy hat that sits on her forest green hair that falls down and stops at her waist. Her upper attire consist of a long sleeve shirt and jacket that stops just above of her midriff. Her short shorts is also green as stocking/legging starts a few inches down from her short shorts and reaches to her shoes. The stocking/legging has 4 brown belts strapped at the top of the legging/stocking as her shoes has heels on them and is as green as the rest of her outfit which she has come to name the Flame rider Outfit.On her hands are green fingerless gloves which is green as well. Her various weapons that she has are all green. Pretty much, you will never find her without some sort of green on her or nearby

Personality: N/A (Part of RP)

Recruited by: N/A (Part of RP)

Weapons: N/A (Part of RP) (Hint: It is a high caliber gun and a type of 2 handed weapon put together into 1)


Magic (aka Kryis): (explain your magic here. You are only allowed three.)

1. Lightning Spear: A Spear made out of pure lighting forms in Eile's hands before it is thrown at her enemy.

2. Counter Circle: A spell that absorbs one Kryis magic attack. In return, it's strength is added to Eile's next attack Magical or physical.

3. Lightning God: A pure lighting storm is created around Eile that discharges at her enemies at random intervals.


Abler shots: (4 Active shots. 4 reserve shots. All of the shots are activated skills. No passive skills.)

Active: Energy Shield: Eile sets out a usable barrier that deflects moderate amounts of damage.

Active: Wire Snares: Using wires, Eile can use them to trap and bind an enemy.

Active: Wire Pull: Using Wires, Eile can use them to grab an enemy and pull them toward her.

Active: Enhanced First Aid: Using a summoned First Aid Kit, Eile can stop major bleeding along with healing minor damage.

Reserve: Reverse Gravity: Eile bends the laws of gravity to raise inanimate objects high before slamming them down to the ground at high speeds.

Reserve: Recoil Slash: Using the recoil of her weapon's attachment, Eile can cut through flesh with ease.

Reserve: Recoil Jump: Using the recoil of her weapon's attachment, Eile can jump higher then normal.

Reserve: Recoil Acceleration: Using the recoil of her weapon's attachment, Eile can move forward at a faster rate.


Other Skills: (skills that is not combat related or magic related) Unknown at the time being.

History: N/A (Part of RP)

Character Theme(s): Kairi's theme

Battle Theme(s): Ice Fight
 
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I've been pretty busy these past few days, and I'm gonna be really busy the next couple of days, but I'm working on a pair of characters for this. Gonna make a Gran Delsto team.

Got a bunch of stuff going on tomorrow, Wednesday and then we're taking the little one to go see the christmas lights being switched on on Thursday, and then I'm free. :monster:
 
All good. Just need more people now. XD
 
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