Nostradamus
07-16-2005, 12:55 PM
Its here. Enjoy!
Please note that you can only sign up for this RP as a ruffian or townsperson. Any others characters will be by invite. If you wish to make a ruffian you have keep in mind that there must be more townspeople then ruffians!
Trials of Klarenburg
‘The city of Klarenburg is a large city well renowned for its good trade links and community, but not the entire city is like this. In some small districts there has been reports of murderers and thieves - even witches. People have been found dead in their beds, mutilated as if ripped into eight pieces. One such of these districts is the Old Quarter. Tucked away against a wall it has a constant shroud of black clouds over it due to the smoke accumulated by the sheer amount of houses tucked into that tiny space. But this district is more than old; it is nigh on forgotten by the citizens of Klarenburg.
The self-centered ruler of the city – Jonas Stroud, is addicted to money. He loves to look at his piles of money, the way it glimmers in the light of gold, silver and bronze, even the way it smells. Jonas is hated by most of the citizens of Klarenburg but to say such a statement out loud is considered treason and is punishable by death.’
This RP is set in the old quarter. You are either a townsperson or ruffian. The Nobleman – Jonas Stroud, The Witch Hunter (to be introduced later), and the witch (or at least the first) will be by invite.
Townsperson.
There is really nothing specific about being a townsperson. You could be a farmer that lives by the old quarter gate or you could live within the old quarter. As you are a townsperson you will not have any special weapons, the sharpest thing you will have is a kitchen knife or scythe! I ask also that you are basic and simple characters – no abilities to hear anything within 1km or the ability to leap 50ft! Things like weapons will be developed as the RP progresses! For now I want the townspeople RPers to focus more on personality rather than action!
Ruffian.
You are basic street thugs! You cannot blend into the shadows and you cannot sneak around and leap everywhere without being heard! You have to tackle situations with logic (or brute force!) such as decided who to pickpocket, how to enter a house. This can be achieved by interacting with the environment such as taking a ladder and disguise yourself as a roofer to get into a houses attic or conning someone out of their money. This will not always work. You will be found at least once! Don’t take this as me saying your character has failed take it as me saying your character has just been unlucky!
The weapons ruffians can start with is things like small daggers or knives. If you want to throw a knife you must keep in mind that these ruffians are most likely not to have specialized throwing knives but instead have kitchen knives and other knives (i.e. roofers knives which will not always send the blade into the victim – it is more likely the victim will be hit by the handle!
Any other characters will be spoken to by PM.
Events.
Certain events will be added during the RP, which will set the storyline and alter the characters. Here are a few examples of events and their outcomes:
Nobleman raises taxes -> Townspeople more likely to revolt
Witch Hunter Arrives -> Townspeople more obedient, Rogues more cautious
Witches start attacking -> Townspeople’s suspicions arise, Rogues become more daring/more cautious
Character Sheet.
When choosing your character remember this:
3:1=Townsfolk:Ruffians.
There must be at least three times more townsfolk than ruffians!
Name:
Gender:
Age:
Height:
Weight:
Equipment:
Appearance (including a description of clothing and weapons):
Class:
Biography:
Please note that you can only sign up for this RP as a ruffian or townsperson. Any others characters will be by invite. If you wish to make a ruffian you have keep in mind that there must be more townspeople then ruffians!
Trials of Klarenburg
‘The city of Klarenburg is a large city well renowned for its good trade links and community, but not the entire city is like this. In some small districts there has been reports of murderers and thieves - even witches. People have been found dead in their beds, mutilated as if ripped into eight pieces. One such of these districts is the Old Quarter. Tucked away against a wall it has a constant shroud of black clouds over it due to the smoke accumulated by the sheer amount of houses tucked into that tiny space. But this district is more than old; it is nigh on forgotten by the citizens of Klarenburg.
The self-centered ruler of the city – Jonas Stroud, is addicted to money. He loves to look at his piles of money, the way it glimmers in the light of gold, silver and bronze, even the way it smells. Jonas is hated by most of the citizens of Klarenburg but to say such a statement out loud is considered treason and is punishable by death.’
This RP is set in the old quarter. You are either a townsperson or ruffian. The Nobleman – Jonas Stroud, The Witch Hunter (to be introduced later), and the witch (or at least the first) will be by invite.
Townsperson.
There is really nothing specific about being a townsperson. You could be a farmer that lives by the old quarter gate or you could live within the old quarter. As you are a townsperson you will not have any special weapons, the sharpest thing you will have is a kitchen knife or scythe! I ask also that you are basic and simple characters – no abilities to hear anything within 1km or the ability to leap 50ft! Things like weapons will be developed as the RP progresses! For now I want the townspeople RPers to focus more on personality rather than action!
Ruffian.
You are basic street thugs! You cannot blend into the shadows and you cannot sneak around and leap everywhere without being heard! You have to tackle situations with logic (or brute force!) such as decided who to pickpocket, how to enter a house. This can be achieved by interacting with the environment such as taking a ladder and disguise yourself as a roofer to get into a houses attic or conning someone out of their money. This will not always work. You will be found at least once! Don’t take this as me saying your character has failed take it as me saying your character has just been unlucky!
The weapons ruffians can start with is things like small daggers or knives. If you want to throw a knife you must keep in mind that these ruffians are most likely not to have specialized throwing knives but instead have kitchen knives and other knives (i.e. roofers knives which will not always send the blade into the victim – it is more likely the victim will be hit by the handle!
Any other characters will be spoken to by PM.
Events.
Certain events will be added during the RP, which will set the storyline and alter the characters. Here are a few examples of events and their outcomes:
Nobleman raises taxes -> Townspeople more likely to revolt
Witch Hunter Arrives -> Townspeople more obedient, Rogues more cautious
Witches start attacking -> Townspeople’s suspicions arise, Rogues become more daring/more cautious
Character Sheet.
When choosing your character remember this:
3:1=Townsfolk:Ruffians.
There must be at least three times more townsfolk than ruffians!
Name:
Gender:
Age:
Height:
Weight:
Equipment:
Appearance (including a description of clothing and weapons):
Class:
Biography: