NethanielShade
Experienced Roleplayer
Contact Dark is a roleplay about delving deep into dark dungeons filled with eldritch abominations. It is realistic, our characters will feel fear and stress, madness and hunger. But it is also about fighting these eldritch abominations and trying to get to the lowest chamber of them all. Because of this, the roleplay will have character classes bearing resemblance to classic RPG's.
Contact Dark takes place in a world where magic exists, but all magic is either Holy or Eldritch, and both are equally hard to use. You must be a high ranking in the church, with unfathomable faith, to be able to access holy miracles and even then you may use only a select few miracles. Eldritch magic is easier to use but most people are scared of it as it leads to madness, insanity, and eventually death. Instead of healing and light, it is destruction and dark, though not inherently evil. As a result, even less people use Eldritch magic than those who use Holy miracles. Holy miracles use the words and songs of the gods, whereas Eldritch magic uses the incomprehensible writing of the Ancient, Old, and/or Elder Ones.
This is the basic character skeleton. Flesh it out/format it however you wish, but please try to make it look nice and not-so-plain (This is a deailed roleplay, after all.) Anime pictures for your characters are generally not welcome in this roleplay, but exceptions will be made if it fits the theme. Non realistic images that are of a non-anime art style are preferred but not required. (Such as this.)
Full Name:
Age: (Must be and adult, 18 or older)
Gender:
Personality:
Physical Description:
Likes:
Dislikes:
Bio/History:
Class:
Abilities:
Spots & Number of Characters:
The only other major role is Cate's Cousin. The only requirement for this role is that the last name is the O'Flynn family name, and that the cousin is male. Other than that, make the character and if I like it I'll approve it.
Other than the Cousin role, I'm allowing a maximum of 30 characters, as Cate and her cousin will each have a team of 15 fighters under their command. You may make multiple characters, but don't go past 3 characters unless you ask me and I say "Sure."
Classes:
Below will be a list of the possible character classes, along with their abilities.
Contact Dark takes place in a world where magic exists, but all magic is either Holy or Eldritch, and both are equally hard to use. You must be a high ranking in the church, with unfathomable faith, to be able to access holy miracles and even then you may use only a select few miracles. Eldritch magic is easier to use but most people are scared of it as it leads to madness, insanity, and eventually death. Instead of healing and light, it is destruction and dark, though not inherently evil. As a result, even less people use Eldritch magic than those who use Holy miracles. Holy miracles use the words and songs of the gods, whereas Eldritch magic uses the incomprehensible writing of the Ancient, Old, and/or Elder Ones.
This is the basic character skeleton. Flesh it out/format it however you wish, but please try to make it look nice and not-so-plain (This is a deailed roleplay, after all.) Anime pictures for your characters are generally not welcome in this roleplay, but exceptions will be made if it fits the theme. Non realistic images that are of a non-anime art style are preferred but not required. (Such as this.)
Full Name:
Age: (Must be and adult, 18 or older)
Gender:
Personality:
Physical Description:
Likes:
Dislikes:
Bio/History:
Class:
Abilities:
Spots & Number of Characters:
The only other major role is Cate's Cousin. The only requirement for this role is that the last name is the O'Flynn family name, and that the cousin is male. Other than that, make the character and if I like it I'll approve it.
Other than the Cousin role, I'm allowing a maximum of 30 characters, as Cate and her cousin will each have a team of 15 fighters under their command. You may make multiple characters, but don't go past 3 characters unless you ask me and I say "Sure."
Classes:
Below will be a list of the possible character classes, along with their abilities.
To be added
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To be added
To be added
To be added
"To fight the abyss, one must first know the abyss."
A lifetime of scholarly inquest into ancient and forbidden lore has opened the Occultist's mind to the powers of the Old Ones. Debilitating curses, partial summoning and maddeningly impossible support skills are his specialty. The Old Ones, however, host an unpredictable power, and consequently the Occultist skills' effectiveness can vary dramatically, and usually come at a cost of light, stress, or worse, madness or injury.
Occultists are one of the only three classes capable of employing Eldritch Magic, and they are more of an attack/support class, still attacking but hanging back from the front-lines. To use abilities, an Occultist must have an item tied to the ability. An Occultist know no magic that doesn't have an item tied to it. Some of their common or noteworthy abilities are:
Wyrd Curse:
A curse summoned by speaking in the tongue of the Great Ones. Can weaken, slow, poison, or do a multitude of other effects against an enemy. Wyrd Curse is one of the most common and useful "spells" known to an Occultist, due to the fact that the item required to cast this is a single drop of the caster's own blood.
Wyrd Hex:
An "upgraded" or stronger version of Wyrd Curse, cast in the same way, but requires the caster's blood to be mixed with poisonous quicksilver. As a result, tiny glass vials of the caster's blood mixed with quicksilver (mercury) are usually used to cast this hex. Wyrd Hex has the ability to outright kill some creatures, and damage others quite a bit.
Augur of the Abyss:
Remnant of the Eldritch Truth encountered in the Labyrinth or other dungeons. Uses phantasms, the invertebrates known to be the augurs of the Great Ones, to partially summon an abandoned Great One. This initial encounter marked the start of an inquiry into the cosmos from within the old labyrinth.
The phantasms are living slugs that must be crushed to summon part of a Great One into our material realm. Usually, when crushed in the hand, a number of large tentacles belonging to a Great One will come onto our plane and shoot out of the hand at an enemy. (Similar to this.) Of someone other than an Occultist crushes a phantasm, the tentacles will devour whoever crushed it.
Pictures: As a result of their unique way of spelllcasting, Occultists often carry around many items all over them.
(More to be added.)
To be added
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"To fight the abyss, one must first know the abyss."
A lifetime of scholarly inquest into ancient and forbidden lore has opened the Occultist's mind to the powers of the Old Ones. Debilitating curses, partial summoning and maddeningly impossible support skills are his specialty. The Old Ones, however, host an unpredictable power, and consequently the Occultist skills' effectiveness can vary dramatically, and usually come at a cost of light, stress, or worse, madness or injury.
Occultists are one of the only three classes capable of employing Eldritch Magic, and they are more of an attack/support class, still attacking but hanging back from the front-lines. To use abilities, an Occultist must have an item tied to the ability. An Occultist know no magic that doesn't have an item tied to it. Some of their common or noteworthy abilities are:
Wyrd Curse:
A curse summoned by speaking in the tongue of the Great Ones. Can weaken, slow, poison, or do a multitude of other effects against an enemy. Wyrd Curse is one of the most common and useful "spells" known to an Occultist, due to the fact that the item required to cast this is a single drop of the caster's own blood.
Wyrd Hex:
An "upgraded" or stronger version of Wyrd Curse, cast in the same way, but requires the caster's blood to be mixed with poisonous quicksilver. As a result, tiny glass vials of the caster's blood mixed with quicksilver (mercury) are usually used to cast this hex. Wyrd Hex has the ability to outright kill some creatures, and damage others quite a bit.
Augur of the Abyss:
Remnant of the Eldritch Truth encountered in the Labyrinth or other dungeons. Uses phantasms, the invertebrates known to be the augurs of the Great Ones, to partially summon an abandoned Great One. This initial encounter marked the start of an inquiry into the cosmos from within the old labyrinth.
The phantasms are living slugs that must be crushed to summon part of a Great One into our material realm. Usually, when crushed in the hand, a number of large tentacles belonging to a Great One will come onto our plane and shoot out of the hand at an enemy. (Similar to this.) Of someone other than an Occultist crushes a phantasm, the tentacles will devour whoever crushed it.
Pictures: As a result of their unique way of spelllcasting, Occultists often carry around many items all over them.
(More to be added.)
To be added
To be added
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