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Deadman's March

Deadman's March

a part of “Deadman's March”, a fictional universe by AtlasAtrium.

A treacherous journey awaits after death, for one who is so eager to cling to life. This is the story of those who have died and foolishly agreed to be resurrected.

Characters Settings Story
This conversation is an Out Of Character (OOC) part of the roleplay, “Deadman's March”.
Discussions pertaining to roleplay on RPG.

Deadman's March

Tips: 0.00 INK Postby AtlasAtrium on Wed May 01, 2013 12:18 am

This is the auto-generated OOC topic for the roleplay "Deadman's March"

You may edit this first post as you see fit.

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AtlasAtrium
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Re: Deadman's March

Tips: 0.00 INK Postby Wake on Wed May 01, 2013 6:19 am

Alright this one has me interested. Now I just have to figure out which character I'm brain storming up to use.\

[edit] By the way, would you accept a character that's "the son of a witch and an ogre"?
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Re: Deadman's March

Tips: 0.00 INK Postby AtlasAtrium on Wed May 01, 2013 6:36 pm

The witch part I have no problem with, but ogres wouldn't really be a part of civilization here, at least not in the starting country. If you make the character origin outside of Shevasse, then I guess it'd be fine, but I'd like to keep anomalies to a minimum.

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Re: Deadman's March

Tips: 0.00 INK Postby Zentose on Wed May 01, 2013 8:09 pm

Like the openness of the story, looking forward to it.

Just one question, what would the general level of technology be? We talking early Medieval era, Late Middle Ages, Renascence?
"If you want a happy ending, that depends, of course, on where you stop your story."
-Orson Welles

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Re: Deadman's March

Tips: 0.00 INK Postby AtlasAtrium on Wed May 01, 2013 8:18 pm

Think caravan/horse transports, cannons, crossbows, nothing too advanced. Not really sure what specifically was around in each age, but I think this should get the gist of what kind of technology is available.

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Re: Deadman's March

Tips: 0.00 INK Postby Wake on Wed May 01, 2013 8:37 pm

So your saying somewhere between late 1300, early 1400 era tech.

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Re: Deadman's March

Tips: 0.00 INK Postby AtlasAtrium on Wed May 01, 2013 9:29 pm

Just so you guys know, roles can also include outsiders/wayfarers that will come in later (explains itself) and human enforcers (the people that watch over the DMD) if anyone is interested. Keep in mind that the technical side of the enforcer role may fall off later when the story starts picking up and the characters move out of Shevasse.

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Re: Deadman's March

Tips: 0.00 INK Postby Aporia on Wed May 01, 2013 11:19 pm

Definitely interested...now it's just the manner of what kind of character I can play...

Can you explain the role of the outsiders and the human enforcer, and elaborate on their capabilities? Does the human enforcer have to be stronger the the DMD? Can the outsiders be regular people or do they need some combat experience as well? (or both)?
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Re: Deadman's March

Tips: 0.00 INK Postby AtlasAtrium on Wed May 01, 2013 11:38 pm

Outsiders can from come a large variety of backgrounds; Wake's character for example is only part human and his origins are not even from the starting point of the story. Magic is A-OK as long as it's not overpowered, like making people spontaneously explode or some other nonsense. Outsiders do not requite combat experience and can be ordinary, though if your character is ordinary I'll hope it's a very creative one! :D Also, I would say that for the most part, the roles of outsiders are that of circumstance, who end up tagging along somehow. If you can come up with something else, that's good too.

The enforcers do need combat experience however, and even though they will mostly be physically weaker than the Deadmen, most enforcers are either mages or incredibly skilled/powerful warriors that are able to keep them in check.

Any further questions shall be answered tomorrow as I must sleep, so leave them here if you've got more.

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Re: Deadman's March

Tips: 0.00 INK Postby AtlasAtrium on Thu May 02, 2013 7:49 pm

Added some stuff for Deadmen (This can also be seen in the group tab under Deadman Division):

[Deadman Traits]
  • Resistance to pain
  • Tougher Skin
  • Increased Strength
  • Gradual Atrophy

Additionally, I thought of throwing this in as well but I'd rather hear your opinions on it before I do anything with it (This is so that the DMD can tackle larger enemies and so that there's more to the Deadmen than what's already been given, which isn't very much - These abilities use mana):

Deadmen Unique Bonuses:
+Nether Shards: Grants 2 default dark magic powers: Blink (Short distance teleport) and Spirit Fire (Projectile Attack/Weapon Enchant)
Last edited by AtlasAtrium on Fri May 03, 2013 7:32 pm, edited 2 times in total.

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Re: Deadman's March

Tips: 0.00 INK Postby Wake on Thu May 02, 2013 8:18 pm

I don't have any real opinion on it one way or the other at the moment.

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Re: Deadman's March

Tips: 0.00 INK Postby Zentose on Thu May 02, 2013 8:23 pm

Maybe add some problems with using Blink(beyond simply mana), because that seems extremely overpowered. In a group fight, one could just Blink behind each opponent and slit their throats, easy as that.

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Re: Deadman's March

Tips: 0.00 INK Postby AtlasAtrium on Thu May 02, 2013 8:29 pm

Now that you mention it...
Maybe we could have it so that the shards only work if they are close to death (again)?

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Re: Deadman's March

Tips: 0.00 INK Postby Wake on Thu May 02, 2013 8:42 pm

Well maybe it should be more like between fixed points, or require a charge up to use.

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Re: Deadman's March

Tips: 0.00 INK Postby AtlasAtrium on Thu May 02, 2013 9:49 pm

Actually, I think I'll put the idea in a backseat for now and see if I can find use for it sometime later when we actually begin :)

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Re: Deadman's March

Tips: 0.00 INK Postby Wake on Fri May 03, 2013 6:53 pm

I have another question, how does a deadman's body work after being 'brought back'? Are they like walking unaging corpses? And if so if how would their bodies be able to handle damage? For example if one got a limb cut off could they just sew it back on?

[edit] Okay that's more a series of questions but they're all relevant to the same subject.

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Re: Deadman's March

Tips: 0.00 INK Postby AtlasAtrium on Fri May 03, 2013 7:31 pm

What I had in mind is that the badges themselves are inscribed with runes by the necromancers, which will help keep the Deadmen in one piece as long as it stays on them. Since their bodies have been affected by magic, especially something like necromancy, I was thinking some of the side effects could include being able to reattach limbs (after giving it a significant amount of time if there aren't any mages around to speed up the process) and that they would no longer age - they are closer to being alive than dead so they're not really zombies, but some of their functions would either shut down or work differently. So rather than having Necromancy do one thing (meaning just bringing the dead back to life with no strings attached), I was planning on having it do a number of things (the aforementioned side effects) as to give magic a little more depth and to differentiate it from 'normal' magic. Hopefully that answers all of your questions about this :D

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Re: Deadman's March

Tips: 0.00 INK Postby AtlasAtrium on Fri May 03, 2013 8:30 pm

Also, just a heads up: I 'd like to get this RP started sometime tomorrow, so try to be on if you can

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Re: Deadman's March

Tips: 0.00 INK Postby AtlasAtrium on Fri May 03, 2013 11:35 pm

Though I have yet to add most of their histories, I have added a Bestiary page in the groups tab that is open for viewing. There are a total of 11 monsters so far, and if you have more ideas to suggest, feel free!

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Re: Deadman's March

Tips: 0.00 INK Postby Wake on Sat May 04, 2013 7:33 am

I got an idea for one after I caught sight of this.

A race of sentient snake people with a humanoid upper body, called the Naga. They'd mostly be traders and merchants that travel in caravans, but a few would break of to strike out as mercenaries or bandits.

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