Lords of Sorcery
For ten thousand years the forces of Chaos have pillaged the Imperium, serving the diabolical Chaos Gods in their desire to bring the galaxy to heel and eternal servitude. Within Segmentum Obscurus the Imperium is besieged by the 13th Black Crusade, the hordes of the Despoiler batter the gates of Cadia and those gates hold.. for now. However the gates of Cadia are not the only besieged bastions, further within the Segmentum lies Pinnacle Station, a Ramilles-class Star-Fort and hold of the Adeptus Mechanicus used to field-test advanced technologies and storage for dangerous xeno and warp artefacts, and it is those artefacts that have drawn the Thousand Sons into the system.
The infamous Sorcerer Lord Malzaren, scion of Prospero. scourge of the Bloodbane, and founder of the Crimson Sun cults, has gathered his fellowship and taken the Oberon-class Battleship Infernal Light into the Segmentum for goals unknown. However the cumbersome Battleship lacks the speed required by its dark master, thus he has dispatched an advance force in the Cobra-class torpedo escort Chaos Sabre, consisting of a group of Aspiring Sorcerers and their Rubric Marine charges. Their task is to secure the station for Lord Malzaren's arrival, success will increase the favour they gain, and failure will result in eternal suffering. And personal goals are high in addition, each Aspiring Sorcerer knows that Malzaren will take on new acolytes soon and the chance to learn from such a master of sorcery means that only a few will succeed, while the rest will be left to die.
Rules: Here are the rules of the Rp, and yes some of them are lifted from Darkreever's but he has written them succinctly and thus I have put them here.
- So to me, one of the most important aspects of an RP comes from its story element; its great if the GM can spin an epic tale but if the players are only producing two or three lines a post that actually drags it down, it can even drag other people out of character or worse because while they are putting in effort, some may not be and who wants that. For this RP, the minimum post requirement is six decent length sentences. For an idea of what I mean by decent length, the previous sentence would likely be it.
Now six may sound like a fair amount, and it rightly should; but many people are well and truly capable of it. For an idea of what a six sentence long bit looks like, I made sure the introduction was at least six decent length sentences long
-Number of posts per member between updates: Post once, post a dozen times, makes little difference to me as long as you meet the minimum sentences per post. You might find yourself running out of material to work with or unable to proceed because I need to advance stuff, but if you think that after update X your work would be better off working alongside another member and one or both of you does a two-parter post (thats something like your post starts off, then there post continues, then you post again and end things) then thats fine with me. It can give the feeling that your taking your time, getting into things, interacting and developing with other characters, and most importantly working together. Just don't go overstepping things, you know by starting to take the story in your own direction.
-As GM I reserve the right to request/demand any changes be made of a character; in the end, no matter what you may want the GM's say is the final one.
-With posts please try to make them last. I wont do an update every two days, so space out your own posts. And if you are going up against something you can't beat period or something you can't beat in one post I expect you to know it, or if you don't just ask me OOC.
-The obvious no god modding or trying to hijack the story; this more or less goes without saying but doing so for the record. If you want to control another player's character you better damn well make sure they don't have a problem with it or you've gone over things with them. Im hoping that members will work together and collaborate, and backstab and betray as the story goes.
Characters: The character template is below, please fill out all the sections to completion. I'd like a good sentence length on each one, don't phone it in. Put some effort into your characters and they'll turn out great, but any characters that don't meet the standards will be rejected.
Name: (First names, last names are optional but add to the character. No nicknames, the Thousand Sons are haughty and use classic names.)
Age: (Your characters are NOT original Thousand Sons. You have been recruited only within the last 100 years, but in the Warp that is significantly shorter. So age yourself appropriately.)
Appearence: (What do you look like. You all have physical forms still, what does your armour look like, and what do you look like under it. Feel free to have some ornamentation or attachments to your armour but nothing so extravagent, and no spiritual forms. You are all still flesh and blood.
Personality: (What is your character like?. Are you arrogant and haughty in your skills?, are you devious and cunning?, or are you quiet and reserved. I dont mind any but you are Thousand Sons and you will be speaking, no men of few words. Those are the guys who wont be noticed in the race to become a Sorcerer.)
Weapons: (You all wield the same or similar weaponry. A Bolt Pistol is standard for all, but you can empower it to fire Inferno Bolts. Your close combat weapon is your choice, a Force weapon format. Sword, axe, or the curved blade that the Sons use, whose name I can't remember. You must wield a force weapon but the form it takes is optional.)
Background: (What is your background. One thing must be crystal clear. You are not, repeat not, original Thousand Sons from Prospero. Perhaps you were a servant class or an escaped slave elevated to join the Thousand Sons, or taken in a raid and indoctrinated. Perhaps you were a cultist champion elevated to join. But none of you are original Thousand Sons.)
Powers: (Now this I also must be clear on. You are Aspiring Sorcerers, at best you will have ONE power at your disposal and very limited use of another. Several varieties of power are available, and yes I know that Thousand Sons are masters of sorcery. You are not, yet. Choose one power to specialize, I will also allow VERY limited use of others. Example if you choose Pyrokinesis you can create and control fire, you may also have very light use of telekinesis, say enough to levitate things to you or nudge someone without speaking to them. And remember you are apprentices, if you choose pyrokinesis you can start a fire but you can't immolate an entire base in a split-second, use sense when you use your powers. The final stipulation, the Warp. If, and only if, your character is about to die then you can open your body to the Warp and allow its power to aid you, your own powers would increase quite notably, but its extremely risky for untrained apprentices. So only use when absolutely necessary, and dont expect to use it without consequences.)
Telekinesis: (The ability to move objects with the mind. Attack enemies by throwing objects or shoving them, but you wont be able to tear hordes of enemies apart, maybe one enemy alone but use wisely. Defensively you can throw up small barriers to block a sword strike or a bullet, but it wont last against hardier weapons like Power Swords or Plasma Guns.)
Pyrokinesis: (The ability to create and control fire. Attack enemies by immolating them or by throwing balls of fire into the fray. Defensively small fire barriers can be created but dont expect these to stop well-armoured foes. And use wisely, you wont be able to set an entire platoon on fire at once.
Foresight: (The ability to see into the future. This will allow you to see what your enemies will do to kill you, and respond before they can even act, or avoid such occurrences and form a plan. With this you must use it cautiously, you will NOT be able to see large events in the future and you can't use it to predict allies actions unless they permit it OOC, because if they dont then its godmodding and that wont be allowed.)
Telepathy: (The ability to read the minds of your foes to predict their movements. This power can be used on allies but only if they permit it OOC, otherwise its godmodding and that is taboo, that will be acted on.)
Body Chemistry Manipulation: (The ability to alter body chemistry, making the character stronger, faster and able to think faster. It also allows the character to turn their neural energy into lightning bolts. But use it sparingly, no mass electricity storms.)
Energy Manipulation: (The ability to form balls of energy and empower your weapons to create more volatile attacks. An example is creating Inferno Bolts, which is an ability you all have, by empowering your bolt pistols. However more advanced like creating a blade of energy or blasting a focused ball of energy require specialization in this power. And there are limits.
I dont want to see a whole crew filled with pyrokinetics or telepathics. There is a limit on powers and if I ask you to change it you must do so, however ill only do that if that power is being overused. I also dont want to see feats of heroism and combat prowess that one expects from Chaos Lords, you are apprentices and still learning. Mistakes can happen, but do your best to cover them up. After all they happen, but aren't looked on well.
I guess thats it. I hope you'll have fun in this RP, and ill begin once six people or more have joined. Once it starts ill keep the entry window open until a certain point in the story.
Players: High_Seraph (Kamenruhk)
Nightlord92 (Ankhu Anek)
LordRaith (Chisisi Mubarak)
Revan4559 (Tyriel Saradorm)
Last edited by Lord of the Night; 09-02-10 at 06:29 PM.