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Fantasy Steel and Bullets | CS

Lore
Here
Other
Here

ADarkAndStormyNight

Official Coolguy
A FEW NOTES OFF THE BAT:
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-All character sheets will have to be approved.

-If a character is rejected, notes to fix said character will be supplied.

-No overwhelmingly OP characters (your character isn't going to be the greatest magic user in the world, sorry).

-Make sure your characters are detailed- if not, they are subject for dismissal until fixed.

-Read the Lore page before posting. Make sure your CS doesn't contradict anything said there.

-If you want to work with someone else's character, discuss with them before hand. This includes: backstories, attacks, and more.

-Only one character per person, for now.

-When attacking an NPC, it's up to me to see if it lands, and how it lands. I'll use a dice and my better judgement to keep things fair (point blank would have a better chance of hitting, etc.).

-You must create detailed posts (at least one four line+ paragraph, in standard typeset).

-Respect each other during the RP. Don't be assholes, essentially.

-This is a fantasy western- their 1908 isn't our 1908. Basically, don't be a racist for "Historical Accuracy."

-The character sheet should be written in standard, complete sentences.

NOW THAT THAT'S ALL OUT OF THE WAY

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THE CHARACTER SHEET:

Appearence/Face Claim
: (Realistic, Picture Preferred)

Name:

Age:

Gender:

Proficiencies and Skills: (What your character excels at, what their added benefit to the party is).

Weaknesses: (Physical).

Personality: (At least two paragraphs- see above for paragraph definition).

Backstory: (At least three, detailed paragraphs- where they came from, why they became a rider, and what they've been doing with their life up to this point.).

Flaws: (We all have some- please list at LEAST two).

Relationships: (Notable people in your character's backstory).​
 

Attachments

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Appearence/Face Claim: A tall female with shaggy brown hair and green eyes.

Name: Sage Willowbriar

Age: 21

Gender: Female

Proficiencies and Skills: Sage is extremely skilled with shotguns, as well as daggers.

Weaknesses: She's extremely skinny and her ribs tend to show.

Personality:
Sage tends to act cold because of abandonment, her parents leaving her with her aunt. Her aunt however acted like a jerk and treated her like she was just another burden she had to deal with. This caused Sage many problems with making friends, leaving her alone. Her aunt never wanted anything to do with her, believing she was a mistake and something no one wanted. Sage slowly became distant from everyone, and ended up a darker version of herself.

Sage tends to be very creepy, asking disturbing questions that no one really wishes to answer. These questions would include how a dead body smelled and tasted, though she didn't wish to eat any dead humans, believing it was gross. She could also be really kind if she wanted, but it was rare that she was kind to anyone that wasn't her closest friend.

Backstory: When Sage was two, her parents left her with her aunt on her mother's side. Now this aunt wasn't the nicest person and always told her that she was a mistake and she shouldn't even be alive. This caused lots of self doubt and often ended with her trying to commit suicide. And everytime her aunt would convice her it was achohol talking and not actually her. How could she believe that when it had happened so many times?

When she was ten, she was gifted her first dagger by one of her aunt's friends. It's designs facinated her and she asked if she could have more. Her aunt's friend offered to help her become a rider like she was and she agreed, if only to get out of the hell she was in. A few weeks later, her aunt's friend showed her how to use a pistol, and she shot the cans one by one, leaving holes in the middle. Her aunt's friend was impressed by this and told ehr she was a rider at heart. A few months later, he raunt's friend was shot and killed.

Sage made a promise to become a rider, whether it killed her or not. She trained day and night, rarely had supper and made herself sick many times over. At the end, when she did become a rider was all that matter. Several years later, she found herself in a spot she never hoped to achieve.

Flaws:
1. Gets distracted easily
2. Rambles a lot

Relationships:
Her Aunt Rose
Her Aunt's best friend
Her Parents.
 
Appearance/Face Claim: A short-statured shaggy blonde-haired guy. Has a dark green left eye and a bright blue right eye. A small invisible scar runs down from his right eye down to the middle of his cheek. Has smaller than usual hands and wears a dusty cape.

Name: Alfey/Alfred

Age: 18

Gender: Male

Proficiencies and Skills: Can sneak behind enemy lines proficiently and martial arts is good enough. His use of pistols and small weapons gets him out of sticky situations, however, he cannot wipe out platoons by himself. Can heal most injuries, but cannot heal fatal wounds.

Weaknesses: Is no stronger than the average teen, sometimes his limp comes back in his left leg, his magic only comes in healing; No other magic is possible.

Personality:
Alfred is known to be a... A loner of types. He stays silent until he is needed to talk, he keeps things quite short and doesn't involve himself in conversations as much. He usually works as a lone wolf on smaller missions, but can work just as well underneath a good leader or group. His fists can quite often talk for him as he does become pumped up enough with his anger quick to flare. At that point, he would need to either stay by himself and quietly disperse the anger, or release it all and attack quite violently.

However, his personality can switch to his more innocent persona, Alfey. His quick-change can happen whenever something flares his trauma, or he is forced to become placated. Alfey can giggle and laugh, he will not willingly attack anyone or think of anything logically. His mind is completely fine-tuned to child-like innocence. Alfey is equal to any small animal against predators, and it often gets him into danger. However, this does not make him dumb. He still retains knowledge, yet his brain tunes anything negative or bad out.

Backstory:
Alfey was rich, to say the least. His life was laid out for him when he was born. He had a maid to help him in the morning, a butler to serve him. Lessons to make him a respectable man. He was destined for greatness! Or... So it seemed. Eventually, his happy little life was taken from him. Before he can even think of something in his 12-year-old mind, his family... Was gone. The colour scarlet burned bright in his mind as the warm liquid seeped into his clothes. Alfey was close... To being broken. The man stands oppressively above him. To only be brought down into mere ashes. Alfey's physical appearance was disfigured. The scar underneath his eye remains evidence to the whole ordeal. As was his leg that was destroyed with a mallet. He was covered with a sheet as his cold eyes saw the dark place slowly disappear into a speck.

As years went by underneath the tutelage of his saviour, his heart slowly closed on his innocence. He trained and learned how to wield magic. His saviour gave him a gift of rebirth. A chance to live outside of that dark room that encapsulated him for that drawn-out month. He's learned to heal his outer appearance. Leaving minimal scarring but never completely diminishing the horrifying experience. As one half becomes closed off to the world, another opens up. The two lived in harmony, hand in hand. Both supporting the other as they learn to live the life they received.

As he reaches the age of 15, he meets a young man. That young man ignited something inside of him. He felt things he wouldn't imagine were possible. The camaraderie was a rare feeling to have in Alfred's life. While underneath the care of his saviour, he begins to learn new things with the interesting man. This man let him live as he likes, his life invigorated with bright lights. Until it was snatched away, harshly. The man disappeared one day. Taking away the happiness he so selfishly bestowed inside of Alfred. Knowing that man was somewhere around Columbia, his heart turned steadfast. He will find him again. Both Alfey and Alfred prepared themselves to leave their saviour who kept them safe this whole time. They traversed out of that door and began the life of... A "rider".

During the years that led up to his 18th year, he keeps holding onto the necklace that was imparted onto him by the young man. Hidden underneath his dusty cloak, he often still holds onto the hope that one day. That, one day. He'll be able to meet him again. And that time, he will never let go. His happiness, will not depart from him again. He will find that rider and tie him to his side... Whether he likes it or not.

Flaws:
1. His change to Alfey happens in high stress situations.
2. Is easily angered.
3. Cannot handle stronger (physical) opponents, unless stupid.
4. Can get mildly obsessive when reminded of his special one.

Relationships: (Notable people in your character's backstory).
1. Deceased Parents.
2. His Saviour.
3. The (previous) young man.
4. His Dementor.
 
THE CHARACTER SHEET:

Appearence/Face Claim
:
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Name: Tychus Blythe, goes by Ty.

Age: 19

Gender: Male

Proficiencies and Skills: His strong suit would be mid to long range fights, well-versed in most guns but he specializes in a bolt-action precision rifle. Being a game-hunter as his profession before he became a Rider, he can set up traps and track down fleeing targets.
Pin on Sniper,6 Covered!

Weaknesses: After having grown accustomed to long-range combat, his hand-to-hand skills lack greatly. While he is slightly built after having managed large game, he is still no match for anyone with more experience than him.

Personality: Tychus is the living definition of a silent night owl. "The more he saw, the less he spoke. The less he spoke, the more he heard." is the quote that the male goes by, opting to stay out of the conversation and take in whatever he can hear. But he will speak up whenever he deems his opinion necessary. As he observes the conversations and situations before him, he will gain as much information as possible before constructing a plan of action.

Although his personality so far makes him seem like a hermit, he enjoys being around other people, as long as he finds their personalities fun to be around. He depends greatly on those who can protect him, allowing him to do his job. His character reflects his aim, both being very reliable, straightforward, and precise. Preferring to be a neutral, third party perspective apart from the rest, he strives to be as unbiased as possible. However, if you get on his good side, he may be a little bit swayed to your favor.

Backstory: Tychus was born as the only child of a chaotic and divided family. His father, Mason Blythe, came from a high aristocratic family from the East. His mother, Lenore Blythe, came from a complete polar opposite of Mason's family, a poor commoner's family. They all lived in the East at their father's place, a quiet but wealthy household where his father practiced the art of sharpshooting.

When Tychus was born, his parents were ecstatic at the thought of taking care of a son, making Tychus' childhood quite a happy time. His teenage years, however, were quite the opposite. In the growing tension between the East and the West, Tychus was forced to follow his father's footsteps in sharpshooting, in case they were both enlisted into the army. His mother completely opposed the idea, hating to see that her precious son was being shoved into a violent and dangerous part of the world.

When the conflict between the East and the West surfaced, the different families of his parents forced their opinions and views onto Tychus' parents. While his father wanted to stay in the East, his mother wanted to move to the West. The constant yelling and fights every night would drive Tychus crazy; crazy enough that he ran away. He didn't know where to go, but he grabbed his precision rifle and disappeared.

Now, Tychus has no idea where his parents were and how they were doing. He erased every desire to find them, choosing to occupy himself with being a game-hunter. But now, he has found new purpose as a Rider. For him, the only thing that he could rely on was the trajectory and direction of a bullet. If it lands, it kills. And for him, that's all he needed.

Flaws:
1. He can be too straight-forward at times, borderline insensitive.
2. He can randomly space out if nothing intriguing around him is happening.

Relationships:
1. Mason Blythe: Father
2. Lenore Blythe: Mother
 
Appearence/Face Claim:
PSX_20200624_111634.jpg

Name: Billie Blue

Age: 39

Gender: Female

Proficiencies and Skills:
Billie is an expert in all things volatile, proving the party with tactical explosive know-how, as well as more hands-on support with her volley gun.

Weaknesses:
A few too many close calls have done a number on her hearing, making it easy for someone to sneak up on her. Luckily, she doesn't mind having someone watching her back while she works.

Personality:
Billie's been hardened by her years on the trail, but something about her work manages to draw the child out of her. The heat of a match, smell of thermite, bring back memories of huddled communal living and the love of strangers making a thousand different sacrifices all so she could survive. That nostalgia keeps her generally positive in most situations.

Being older than a lot of young riders, she often convinces herself that it's her place to offer a sort of "sage wisdom" that usually comes with age. A wisdom she doesn't really have. Regardless, she has a habit of teasing the younguns and pushing buttons when it comes to their abilities. This usually takes the form of some obvious, sarcastic advice that should be common knowledge, or an unwanted head/back pat.

Backstory:
The pursuit of elemental magic can move Heaven and Earth, even without a gem in the possession of a would-be user. Unofficial mining operations all over Columbia in search of magic gems have sent the poor and less fortunate into the caverns to labor for little to no pay. In the dark, the clanging of pickaxes, smell of baking dirt, and deafening, controlled explosions overwhelm the senses. In such a place, emerging after a hard day's work with dwindling numbers is commonplace, so the idea of something being born in such conditions is in the same vein as the emergence of magic, period, in such a mundane-looking world. And yet, Billie was, to an impoverished laborer who'd gone into labor while working.

Between her mother and the other miners, she was cared for decently, or as decently as a wavering number of twenty or so poor men and women could. As there was no physical role the babe could take on, they all took turns teaching her more intellectual trades in between shifts as Billie got older. And once she was old enough to handle powder charges, Billie had enough practice under her belt to skip any so-called apprenticeships and was offered a chance to start toiling in the dark with all the others. A chance she obviously refused, instead opting to travel with a group of Riders on their way to intercept a gang of bandits trying to leave the territory with their latest score. Outrunning their ship not being an option, her expertise and timing with explosives ended up being the key factor in their capture.

Allowed to pick through the wreckage of the bandit ship after all their ill-gotten gains were retrieved, Billie got ahold of a mounted volley gun, just begging to be properly loaded. While she wasn't offered any of the bounty on their heads, with that prize over her shoulder, Billie struck out on her own again to join a group of Riders of her own.

Flaws:
Billie isn't shy about sacrificing her body for the play, more than willing to ensure their success even if it means breaking something important. She's also just more reckless overall than any demolitionist should be.

Relationships: N/A
 
John-Henry.jpg
Name: John William Henry

Appearance/Face Claim: John Henry gives the impression of being a much larger man crammed into the frame of a smaller man. He's just a hair over five feet tall, but his shoulders are wide enough to compensate. His natural hair and beard are shot through with white, and his face is lined with care. He dresses for wear and not form comfort; his pants are tent-quality denim and his shirt looks like sailcloth. A nine-pound hammer hands from a twist in his old rope belt.

Age: 40-ish

Gender: Male

Proficiencies and Skills: John Henry is a skilled engineer and repairman. He seems capable of fixing anything, from a broken axle to a twisted gear-tooth to a stubborn mule. He is enormously physically powerful, and the swing of his nine-pound hammer is something to be feared by all. Despite that, when a fight breaks out he's usually a grappler. Few people can wrest free once John Henry has laid a callused hand on them.

Weaknesses: John Henry's distance vision is not the best, and his big, rough hands do not naturally fit on a gun. He has no magical ability that has ever been detected.

Personality: A quiet man, sober and pious. A ferocious work ethic and a willingness to work within the group. A sharp mind and a memory like a piece of steel. John Henry has been the backbone of any number of projects aimed at bringing the west under control, and the overwhelming majority of them succeed.

However, few can say that he is a friend. He doesn't drink or gamble, cutting off the normal route for socializing in rough western towns. He's respectful and standoffish towards superiors, patient but not paternal towards underlings. He's never been seen to have a romantic relationship. A man of iron and stone, strong and cold.

Backstory: About twenty years back, some eastern industrialist - a captain of industry - decided that what the world needed was a tunnel straight through Darkrock Peak. That would let him drive his big trains straight through the dividing mountains, uniting west and east. He hired the best men. That meant he hired John Henry.

To this day, no one is sure what happened in that tunnel. All people know is that hundreds of workers streamed in, but only a handful came out. The industrialist himself was one of the last to enter, but no sign of him has been seen since. The few that walked out of the tunnel refuse to speak of what they experienced under those millions of tons of stone. John Henry has said even less that then rest.

polly.jpg
Since then, John Henry has taken jobs that lead him far, far away from the mountains. He joined the Riders for the excuse to head farther west as much as the money. Officially he works as an engineer, keeping the wagon trail rolling. But more than a few outlaws have found themselves tied up and thrown in the back of those wagons.

He currently travels with Polly, a mongrel who he adopted - or the other way around - a few years ago. He's trained her to fetch tools for him.

Flaws: * John Henry has no magic, and does not trust magic. Given his druthers, he'd heal himself the old fashioned way.
* He's taciturn and solitary by nature. He will sometimes choose to keep his own council rather than share information.

Relationships: Polly: Mixed breed dog, looks pitbull-ish, sloppy kisser.
 

Appearence/Face Claim:
b978910340a388e0ebe629699d8032fb.jpg

d73e9cda8d923772b0dce11925b0797b.jpg

Art by Maoden Zhang

Name: Ethan Saytzeff

Nickname: Winters

Height: 6'2" (187 cm)

Weight: 202 lbs (92 kg)

Age: 28

Gender: Male

Proficiencies and Skills:
- Repeater Rifles ~~ Ethan is pretty handy with repeater rifles, his favorite type of weapon;
- Engineer ~~ Knows his way around a steam engine;
- Steam Servos ~~ Because of Saytzeff's bodily augmentations, he has increased lifting ability;

Weaknesses:
- His right arm suffered a muscular infarction and is now supported by steam powered machinery. It pains him whenever he moves it too quickly. When struck by a blunt object, it is enough to debilitate him for around 25-40 seconds;
- Water damages him, magically created water especially. Normal water is not enough to kill Ethan but enough of it can temporarily stop him until the water dries off; Magically-created water can however kill him if he is exposed to it enough. It takes about a gallon of normal water to put him out and around 4.04 lbs (1.82 kg) of magically-created water to kill him;
- He is not stealthily at all. In fact, he is a bit of an eye catcher;
- Requires maintenance that only he or another engineer could provide;

Personality:

Ethan is a pretty cheerful guy despite his appearance, always ready to sit down and have some whiskey with someone. He's a man of his word, committed to anything that he starts. He keeps a cool head during most stressful situations. Isn't quick to anger, likes to jest at his own and others' expense. Most of the time he can be found tuning up or fixing whatever machinery is close by, that also includes his mechanical components. Saytzeff can lead but always prefers to do the following as it allows him, in his own words, a degree of freedom that he just doesn't have when he leads. Tries to be upfront and honest although his occupation makes that difficult.

He can be slightly insensitive to people's feelings although he'll apologize if you were genuinely upset by his words or actions. While it takes a lot to anger this 6'2 half-machine half-man when you do get him angry, he'll zero in on you like a hawk that just found its' favorite prey. Ethan might be the most unempathetic person in Western Columbia, that doesn't mean his cold, black heart can't feel empathy for another person -- It's just that it takes a lot of grief for him to feel like that. The man is incredibly possessive of his things and himself, lay a finger on him or his things and at best you get a stern order to back off, at worst you get a knuckle sandwich with extra iron.

Backstory:

Let us say that Saytzeff did not have the best of luck when he was born. His family, poor, struggled to make ends meet. Ethan was too young to remember how his father starved himself, just so him and his mother could eat. It got so bad that Thomas, Ethan's father, had to join up with a gang in order to fight off starvation. For some months, it was going well for them. But with each passing month, Thomas' conscience chipped away at his soul. Heist after heist, kill after kill, the paranoia! It was no way for men to live. Time passed and Thomas plotted his family's escape, all the while gathering finances and supplies. In the dark of night, Thomas took off with his wife and son. The entire night, Thomas kept checking the road for anyone that was hot on their tail but to his relief and surprise, nobody was there. In the morning, they reached a small town of about a hundred people. Except... when they reached the town's entrance, the gang leader's going away present was activated. A bomb was hidden on the wagon that was set up to go off after a certain distance.

KABOOM

Only Ethan survived the explosion. An engineer named Derrick, who had a shop near the outskirts of the town, saw the explosion and was the first to arrive on the scene. He found little Ethan knocked out. Bruises all over his body, possibly broken bones or worse. The engineer picked up the unconscious child carefully then ran into town as quickly as he could. Fortunately for Ethan, there was a physician in town who could treat his injuries. Days passed before the boy woke up, with no recollection of what had happened. Whether Ethan's amnesia was a result of physical damage or him burying his memories doesn't matter, Ethan needed someone to care for him. Derrick eagerly volunteered. He had always wanted a son.

Since that event, Ethan lived with Derrick. The boy followed his adoptive father around everywhere, from the shop to the markets to the nearby river for the occasional fishing. The shop was Ethan's favorite place to hang out, all the shiny, machine parts intrigued him. He also loved to watch his adoptive father work. When Ethan became old enough, he began to help out around the shop. At first, passing parts then eventually repairing things himself.

One day when Ethan was 19 years old, he had to manage the shop himself while his father went to the market. No pressure, he even thought it would be pretty boring. It would anything but boring. Some bandits were eyeing the shop that day and figured it would be empty. Imagine their surprise when they saw Ethan inside. Well, they weren't going to get anywhere with him in the way. They barged in, began beating him to a bloody pulp. He tried to fight back but was overwhelmed by their numerical superiority. At least he managed to give the leader a bloody nose. They stole some parts then set fire to the building, it was the leader's orders for getting his pride hurt.

The fire quickly consumed the shop, it was a miracle that Ethan managed to drag himself outside. Although he didn't get out unscathed. When Derrick saw the smoke, his heart sank at the thought of his son dying. He ran as fast as his human legs could carry him, dropping his groceries on the ground. When he reached his shop, he saw Ethan. Face bloodied, his legs partially burnt. Once again, Derrick had to carry his son in his arms; like that morning many years ago. Ethan barely survived that day. The physician told Derrick that his son's life would be forever changed because of his injuries. Derrick would have none of that. He returned to his home and began pooling all his knowledge and experience into his masterpiece of engineering. He slaved away an entire month to create mechanical aides so that his son could function normally again.

Ethan gladly accepted the mechanical aides. In secret, Ethan began to modify and add onto the mechanical aides. From mechanical aides that could be taken off at any time to a crude armor that was grafted to his skin. Ethan was preparing himself for when he was going to confront those bandits that beat him down that day. It was fortunate, they decided to camp out in this area to harass travelers in and out of his town. With repeater rifle in hand and makeshift armor on his body, Ethan confronted the bandits on the hilltop. He fought them for over two hours! Eventually, Ethan emerged victorious.

His adoptive father gave Ethan a stern talking to about what he did and made him promise to never do anything like that again. Derrick unfortunately passed three years later, Ethan buried him alongside his biological parents. With Derrick gone, Ethan abandoned his promise to him and went out in the world to track down bandits, gangs and whoever or whatever for the right price.


Flaws:

- Emotionally cold towards other people's suffering. Although, on rare blue moon, you might make him feel something;
- Defensive about his belongings;
- Uncompromising scorn towards people that have gravely wronged him;

Relationships:
- Thomas and Elanor Saytzeff, biological parents. Status: Deceased;
- Derrick Winters, adoptive father. Status: Deceased;
- The Lopez Gang, the gang that Ethan's biological father joined. Status: Potentially active?
 

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