ℊℓоω
ɴᴏ ᴀᴅᴍɪᴛᴛᴀɴᴄᴇ ᴇxᴄᴇᴘᴛ ᴏɴ ᴘᴀʀᴛʏ ʙᴜsɪɴᴇss
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Post by ℊℓоω on Jun 7, 2017 19:24:06 GMT -5
welcome So every year or so I get a yearning for a nice, dark, action-heavy, small group assassin roleplay...I have very specific tastes. Anyway, it is very important to me that this be an advanced one with long replies and well developed characters. I have a few ideas that I might recycle from older assassin rps I've done, but I would love to have a few people to collaborate with, to give this one an added spice! Mostly I would like to make something that will attract creative and interesting writers. Anyway! Here are some basic outlines and ideas and bits and bobs:
- The assassins: So the ideal number of characters, I think, would be around ten. Traditionally with small group RPs I like to make slots to ensure that we get a diverse group and that the characters are well rounded. I would love some input on what you guys think about slots? Maybe we can think of a few archetypes to center them around? So as opposed to saying "slot number four is a brooding male with no sense of humor", we could do something like "slot number four: the sage; male"....Or we could avoid doing slots altogether.
- The setting: My favorite thing is a good ol' medieval/dark ages roleplay. So that is the setting, likely in some sort of city. My plan is to have the assassins living together to establish bonds and to keep the tension high. Now another point of discussion would be whether or not there should be magic in the world. I have done assassin rps in the past where each of the characters was gifted with some sort of magical power such as telepathy or shapeshifting. It could also be interesting, however, to just have them be regular people. Again, input welcome.
- The plot: Ideally the plot would be rather complex. The general idea will have to be something along the lines of the assassins deciding to take out a person of great importance (a king, for example) and facing obstacles along the way. These obstacles could be things such as tensions between the group, having difficulty getting to the person of importance, the risk of being caught by outside forces, facing pressures from other powerful groups, members of the gang being captured or hurt, etc.
- save
- save
As you can see, I have a lot of ideas and questions that need ironing out! So some help would be absolutely great.
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Post by ᴘᴀʟᴀᴅɪɴ ✧ on Jun 7, 2017 19:46:49 GMT -5
hey! this looks pretty neat - i'd be more than willing to help out.
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Post by ᴘᴀʟᴀᴅɪɴ ✧ on Jun 7, 2017 20:12:20 GMT -5
good luck making the layout - i myself don't understand how to make 'em. at all. i don't really have many like... well formulated ideas but i did have one. sorta. so they're assassins and all that jazz. fun fun. so obviously they're going to be contracted from time to time to take care of somebody, ideally a person of power.
say there's a king. a king who has many concubines and thus, many children. said mistresses may be competing with one another for his attention + the right to be a queen and may turn to violence to take others out of the picture? and then they hire assassins to do the dirty work for them, which may or may not involve murder of the aforementioned children who are all also potential heirs to the throne and we can't have that.
actually, i have no idea what this plot might entail outside of that. maybe it could somehow ultimately result in them having to get rid of the king but with all these murders happening to those of the technically royal family, security is really tight which could be their primary obstacle.
this sounded better + made more sense in my head.
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Post by ᴘᴀʟᴀᴅɪɴ ✧ on Jun 7, 2017 20:38:24 GMT -5
!!! that's an awesome way to build up tension between the group as well. i imagine that some of these assassin's main loyalty would be to gold and if offered the right price, will do whatever asked of them. whereas we have some other assassins who are worried about the risk of being sort of double agents, y'know? if it's discovered that they're playing for both teams, they may also end up being targets themselves.
and if they do end up killing the king, that would probably spawn a completely different roleplay in itself lol. the aftermath would be insane. a king dying with no true queen or heir to take over would definitely throw the kingdom into complete turmoil and there'd probably be a war or something, big yikes.
dude, i can only imagine. one mistake could probably mess up the whole thing, right? must take a lot of patience.
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Post by ᴘᴀʟᴀᴅɪɴ ✧ on Jun 7, 2017 21:11:09 GMT -5
dude, that looks absolutely amazing!
i'm in love with the background tbh - it's haunting but in the best and coolest way possible.
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Post by ᴘᴀʟᴀᴅɪɴ ✧ on Jun 7, 2017 21:17:06 GMT -5
in my screen, there's a little scroll at the bottom. it hardly makes a difference though tbh.
you can see here that it scrolls just a sliver + doesn't obscure the text. i think it'll be alright!
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Post by ᴘᴀʟᴀᴅɪɴ ✧ on Jun 7, 2017 21:22:39 GMT -5
scroll is officially gone; awesome job glow!
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ℊℓоω
ɴᴏ ᴀᴅᴍɪᴛᴛᴀɴᴄᴇ ᴇxᴄᴇᴘᴛ ᴏɴ ᴘᴀʀᴛʏ ʙᴜsɪɴᴇss
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Post by ℊℓоω on Jun 7, 2017 21:30:27 GMT -5
this is also an option. this one isn't as haunting...but I think maybe it's nicer looking? hmmmm which do you prefer?but one soul lies anxious wide awake
"Birds are silent for the night, Cows turned in as daylight dies, But one soul lies anxious wide awake. For the witcher, brave and bold, Paid in coin of gold, He’ll chop and slice you, Cut and dice you. Eat. You. Up. Whole. Eat. You. Whole."
I will tell you about how I got here. I remember little of the day I was introduced to life as an assassin. My first memory is of crouching in a dark hallway, flinching at the sound of my own breath. I was alone. I was twelve or maybe thirteen at the time, and I remember most distinctly the moonlight that drifted in from the far window. It was not a full moon, and yet I felt as though I was exposed. The light glared down on me like the judgement of God. But I knew what had to be done. My instructions had been clear. I was the only one who could fit through the window from down the stairs. It was my mission and failure would mean certain death. Even so I considered turning back. I brushed my fingertips against the nearest wall, stabilizing my small body. A cloud drifted between me and the moon. The hallway darkened. I rose, strode through the bedroom door, and silently killed the king's Commander as he slept in his bed.
I became a murderer. If I'm honest, I've become desensitized to the business of being an assassin. But now that you're one of us you need to know, there is no going back to the old way of life. Once you're one of us, you're marked permanently. It will burn a little each time you see a young family cooing over their baby. It's there every time you imagine the faces of your family members. It's there every time you sit peacefully under the trees. Or look into your lover's eyes. Or a stranger smiles as they pass you on the street. You'll be reminded of it every time you see something that can never be yours. Because once you've killed to make a living, the good in the world seems just a little less sacred.
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Post by ᴘᴀʟᴀᴅɪɴ ✧ on Jun 7, 2017 21:52:32 GMT -5
okay, first of all, they're both brilliant and your coding is just... yes.
but i definitely see your point there - the second one is pretty easy on the eyes compared to the first.
the second one is also just nice because this is a fairly dark + action filled roleplay but we have such pretty flowers framing the intro like? misleading but i really do like it.
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Post by ᴘᴀʟᴀᴅɪɴ ✧ on Jun 7, 2017 21:59:10 GMT -5
hey, the irony just makes it that much better. sounds like a plan btw! shall we start thinking of the title + writing the intro thingy then or maybe delve into the plot some more if you think we have some gaps that should be filled?
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Post by ᴘᴀʟᴀᴅɪɴ ✧ on Jun 7, 2017 22:14:05 GMT -5
well, i know you originally wanted ten-ish characters but ten different people in this one roleplay,,, i feel like it might get kinda too much rip. so i think i'd suggest this group be more than 5 people but less than ten.
or maybe i'm just shrinking away from the double digits lol
edit: ok i need to rephrase this i meant having ten members joining felt kinda weird to me 10 characters are cool
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Post by ᴘᴀʟᴀᴅɪɴ ✧ on Jun 7, 2017 23:03:19 GMT -5
yeah, that's a way better direction to take rather than trying to get ten members! do you think we should have more general roles that certain characters will fill? for example, leader, second in command, rookie, etc?
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Post by ᴘᴀʟᴀᴅɪɴ ✧ on Jun 7, 2017 23:23:17 GMT -5
yeah, i don't wanna make them too archetypal so things stay interesting. it's harder than i thought though lol. woah, we just got to nine with all of your suggestions! maybe the wild card?
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ℊℓоω
ɴᴏ ᴀᴅᴍɪᴛᴛᴀɴᴄᴇ ᴇxᴄᴇᴘᴛ ᴏɴ ᴘᴀʀᴛʏ ʙᴜsɪɴᴇss
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Post by ℊℓоω on Jun 8, 2017 12:31:30 GMT -5
an overview but one soul lies anxious wide awake
"Birds are silent for the night, Cows turned in as daylight dies, But one soul lies anxious wide awake. For the witcher, brave and bold, Paid in coin of gold, He’ll chop and slice you, Cut and dice you. Eat. You. Up. Whole. Eat. You. Whole."
To give a brief overview, this roleplay centers around a group of ten assassins. It takes place in a medieval setting, and in a rather dark and magical world. Our characters were scouted from a young age for their talent with magic and for their enterprising temperaments. After undergoing extensive training since they were small, each of them are incredibly deadly. Not only have some of them been forced to fake their own deaths for their families, but they are forbidden to have relationships beyond those in the group. It is a harsh and lonely existence. The group is sponsored by various powerful entities, all of which require them to perform tasks in order to earn money. Their primary goal is to eliminate any person who stands in the way of their sponsors' agendas. In other words: they are paid to assassinate important figures. This is understandably dangerous. Most assassins don't live far past the age of thirty five. Of course the assassins are not the only magical, deadly people in the world. Some with unimaginable power are hired by the most wealthy as protection. The plot of this story will revolve around the assassins attempting to wipe out anyone they are hired to, and facing stomach-turning consequences in the process.
the raven's guild but one soul lies anxious wide awake
"Birds are silent for the night, Cows turned in as daylight dies, But one soul lies anxious wide awake. For the witcher, brave and bold, Paid in coin of gold, He’ll chop and slice you, Cut and dice you. Eat. You. Up. Whole. Eat. You. Whole."
The guild was originally created around forty years ago by a man by the name of Arturo. He was a sorciere whose rare specialty was using the power of tamir (energy warping) to kill without so much as touching his target. He was a deadly man and one greatly feared by all who knew his name. He was hired on several occasions to do the dirty work of lords in the capital city. As Arturo aged, however, he became selfish. He wished to have an apprentice to carry on his duties and to immortalize his name. He scoured the orphanages for children with the touch of magic. In doing so, he collected seven, each of very different backgrounds and skillsets. His greatest desire was to teach his skill of tamir to one of the children. Along the way, however, he developed the natural skills of each of the children, making them incredibly deadly.
The children soon grew into adults and Arturo realized that what he had created was essentially his own army. Merely by sculpting the minds of orphan children, he had amassed the power to wipe out anyone he wished. His old sponsors agreed to pay him a monthly wage to house and train his apprentices. In return, he would have them kill whoever the sponsors named.
Arturo continued to take magical children off the streets, no longer caring if they were orphans or poor or disenfranchised. His small army grew to a permanent number of approximately ten. He named the group the Raven's Guild, and it quickly became a silent but fierce force. Few knew its name, but those who did knew it was not to be meddled with.
Decades passed and Arturo grew more and more dissatisfied. None of the assassins showed an aptitude for the tamir gift he had become so infamous for. He died old and unhappy, but his guild remains to this day.
the donkey's brew but one soul lies anxious wide awake
"Birds are silent for the night, Cows turned in as daylight dies, But one soul lies anxious wide awake. For the witcher, brave and bold, Paid in coin of gold, He’ll chop and slice you, Cut and dice you. Eat. You. Up. Whole. Eat. You. Whole."
Arturo was very clear about wanting all of the assassins to live in one place. Mostly this was because their training required hours and hours of every day, and there were no better sparring partners than themselves. He also knew quietly that what he had created was an entirely isolating community. All the assassins had was each other, and so it was important that they stay close. His sponsors agreed to paying for a building that would not draw attention and whose customers would not take notice of suspicious activity. That is how it was decided the assassins would live in the upstairs of a pub. The pub is called The Donkey's Brew and it was chosen specifically for being close to the center of the town. The pub itself is run by two brothers, Bernard and Hugo, both of whom are compensated for their silence about their tenant's line of work.
The pub has three floors. The first, obviously, belongs to the pub and the kitchen. The second floor is divided into two rooms, one of which is the training room and the other is a weapons and equipment room. The third floor, the loft, is where all of the assassins sleep. It is a dark room with only one window that contains several bunk beds in which the assassins sleep. The room is dusty, often too hot or cold, and it has rafters that taller assassins are known to hit their heads on.
types of magic but one soul lies anxious wide awake
"Birds are silent for the night, Cows turned in as daylight dies, But one soul lies anxious wide awake. For the witcher, brave and bold, Paid in coin of gold, He’ll chop and slice you, Cut and dice you. Eat. You. Up. Whole. Eat. You. Whole."
Magical people (sorciere is the most commonly used term) are relatively rare and although they aren't necessarily trusted by the general public, they are still accepted as an important aspect of society. Some are hired by the royal family as protection or make up specific branches of the army or offer healing services. The poorer ones are typically outcasts for there tends to be a distrust for magic folk. Magic offers a variety of abilities which, generally speaking, can be honed by every magical person. These abilities are broken into five categories:
tamir (energy warping) - Most magical people have the ability to slightly alter the energies of the people around them, usually by touch. This can mean making a person more alert or, on the flip side, more sluggish and tired. Those that are very skilled at energy warping can shift the energies of every person in the room without having to touch them, and can even render those around them unconscious.
dyerre (animal communication) - This is one of the more difficult skills to hone. An average magical person might be able to vaguely communicate through "yes" or "no" questions with certain animals. The most skilled in this area of magic are capable of more detailed conversations. Some might even be able to shape shift, but this takes many years of practice and can be very dangerous.
ataima (telepathy) - Again, without much training an average magical person might be able to do minimal telepathy but only with people they know very well and only over short distances (a few feet). Those who are very skilled can communicate over greater distances (miles) and with more than one person at a time, even strangers. They might even be able to disguise those communications as that person's own thoughts.
ogge (elemental control ) - This is the most diverse of the areas of magic for each person typically only has a touch of one element (out of the four; water, air, fire, water). A person lightly touched with fire, for example, might be able to light candles without a match. Magical people with extensive training in elemental control will be able to control that one element with greater efficiency and technique. For example, a person very trained in water control can redirect entire streams.
sahte (sensory manipulation) - The final category of magic relates to changing a person's perception of the world around them. A lightly trained person might be able to slightly heighten their own hearing in order to eavesdrop. A very skilled person, however, can make people see things that aren't there. They can heighten their own senses and dull or even eliminate those of the people around them.
Now, although all magical people have control over each of those areas to minor degrees, it is important to note how difficult it is to learn magic. Very few are born naturally skilled in any given area. In order to hone just one skill, it can take decades and only with the help of a highly trained mentor. For this reason, most magical people only ever have the most basic of magical skills. Our characters, the assassins, have all had rather extensive training. Either they were scouted by the original members of the assassin group and trained from a young age, or they found other training due to wealth or other circumstances. Even so, each member of the group is only highly skilled in one of the areas, the one they had the greatest aptitude for when they were young. They might be able to perform other magical tasks, but not to the level of skill or magnitude as in their area of expertise. They all likely have one or two areas where they are particularly weak as well.
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