READ THIS IF YOU DON'T READ ANYTHING ELSE
This is more of a test run then anything to see if an RP like this will work here. Yes, the plot is long and the stat system is more complex then I had wanted it. If you really insist on not reading either, honestly, don't bother signing up. It'd be pointless. I'm not going to throw summaries everywhere if you won't have the attention span to read the maybe four paragraphs that makes up the first post.
Thanks to Thaiberium for adding his "posh and style" to the story. It looked quite ugly before.
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Earth herself had not even made it to the Renaissance proper before a technological breakthrough capable of changing the geo-political landscape came about. The power of steam was now harnessed for the greater good and advancement of the world. Though the old arcane ways still existed, they served little now that technology was literally taking the magic out of everything. Those savvy enough in the ways of the world concluded that the next logical step was to meld these though forces in an unholy alliance as used for war. Why? Simply because as technology moved forward, the base intent of using it to dominate others has never changed. For that was what all races sought, plain and simple.
In a grand and expansive desert stood a tower. It was not an ornate tower, and it was quite simple in appearance and function. But such was the power of its function that no known mortal should ever master it. The function was quite simple, to weaponise sound so that it may travel the Earth and subjugate all. Nobody remembers who built it but they were surely mad and thus the wail of death that the tower emitted was dubbed the Sound of Madness. It's raw power was unrestrained, but anyone who made it up the tower could manipulate such a deadly weapon. Thus arose a cult of magi, who had deemed such a tower blasphemous towards all of existence who endeavoured to end it. The cult grew and the tower was assaulted by ever fervent and increasing number of magi wishing to destroy it. They knew not what their assays had done for woe befell the world when the magicks had finally infused the tower with sentience.
The Sound of Madness resounded through the lands, bringing down the once mighty and proud empires and races of the world. One city, a city of machines survived this onslaught as cold steel was impervious to the sound that rendered flesh and bone. Its populace was not as well off however and as the years passed, some races recovered, some did not. But such a recovery could not be spared once the tower sang the Sound of Madness once again, the maddening melody growing in intensity and frequency. Humanity, who had originally researched such a weapon, were ironically being killed off by it. Thus they proposed to the other races that the remaining course of survival was to band together and assault the tower, and destroy it. Many were reluctant to join shared the same sentiment, not wishing to suffer and lose more to the foolishness that the Humans birthed. Alas, in the long negotiations, those that were monitoring the devilish device had predicted that only a month's time remained before the next broadcast. Thus the date with destiny was set as this last broadcast could possibly be the end of it all.
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The Sound of Madness is capable of many cruelties. The simplest and perhaps, most forgiving one, was simply death. For those unfortunate enough to hear and not succumb to death saw a far more bleak a fate. Such unforgiving frequencies corrupted with magic could turn the minds of those that heard it, enslaving it to the will of the tower as well as to mutate the victim. Flora are not spared either, the vibrations in the air shattering plant cell walls, reducing harvest to a meagre handful of plants that could survive it. Beasts of all manners of shapes and sizes were not spared either. However, in the most cruelest twists of fate, this rendered the beast even more feral, aggressive and nigh-invulnerable. Only contemporary weapons and few otherwise could harm such things. The Sound of Madness could not be stopped either. Those who heard it fell victim, it could not be blocked out, and could only be dampened by machinery augmented with magic. Such machinery were as rare as an oasis in a desert as the world was reduced to rubble. It was more practical to destroy the source outright and be done with it, or at least, die in the process, for the machinery upon the tower only seems to grow in power with every broadcast it makes.
Stats
As most roleplays I make, there is a minor stat system, mostly for battle. Don't complain about it, it's much simpler then what I had in mind.
Each level, a character shall get four status points. This includes level 0, what the character starts at.
STRength: Used for low-tech weapons (weapons from the midevil times, mostly, such as swords, spears, you know the drill) that are actually still used in the steampunk era. Also applies to certain melee steampunk weapons. Instead of a set amount of gain from each point in this stat, the weapon itself will determine what sort of bonus it gets.
VITality: Your overall healthiness. The more you have of this, the healthier you are, and thus you can take more of a beating. 5 HP a point.
ENGineering: Used for most steampunk-era machinery and weaponry. The more you have of this, the better you are with all kinds of machines. As with strength, the weapon itself determines the bonus you get from a point.
DEXterity: The same as agility, with a correct acronym. Determines your general speed and agility. In other words, the more of this you have, the more you'll avoid getting gored with a horn rather then getting hit and shrugging it off. Also effects whether you hit or miss an enemy. Every point gives an additional 1% chance to avoid, as the same for attacks, the former starting at 20% and the latter at 60%. Every ten points adds one to your attack roll, not exceeding a bonus of two.
Attack rolls are a roll of a 1d12 die. 1-4 is a miss, 5-7 is an average hit, 8-10 is a great hit (1.5x, but I still need to figure it out some more) and 11-12 is a critical (2x). If the roll surpasses twelve, it is counted as a twelve. Three moves may be made a "turn", the time frame of your post. a "round" passes when all players and enemies have acted. Turns will not be gained through a stat, but instead via level-ups.
I don't expect many of you to believe me, but this won't be as stat-heavy as you might think. It's generally for battle, as normal RPs can go on for literally pages before ending battles. Hopefully a system such as this will cut back on battle length. I will handle all the enemy-related stuff, so simply post your moves (and what they do, if anything). Use
this link to take care of rolls. Enter 1d12, then add your roll bonus from DEX in (if any) and hit roll three times. Take note of all three numbers, use the format above to calculate. You should know what to do from there.
Sheet
Name goes here, as well as level. (I.E: Firstname Lastname Lvl. 0)
Race: (Any will do, really, but there are few in the alliance, so your choice will effect many choices throughout the RP. Actually, no, any will not do. No cartoonish, silly, or otherwise non-fitting races. An Easter bunny wouldn't exactly fit in this sort of world, would it?)
Weapon of choice: (Your weapon of choice. For starting weapons, one point of damage per point of strength. The weapon in question has a particularly low base (I'm talking around 1-10. Damage is absolute, and thus the numbers are simply guidelines for your base). The same applies for steampunk weapons and ENG. If the weapon in question runs on ammo (Say, a disc launcher), it may have up to a three damage bonus. No more then, say, four "clips" of ammo for starters. If your starting weapons' base damage is 9-10, you must have a stat penalty. This penalty must make SENSE; Such as a large, two-handed sword afflicting DEX because of its' massive weight).
Accessory: (Optional. Starting accessories do absolutely nothing, but accessories from monsters and such may or may not.)
Stats: (Goes in a base plus additional format. Otherwise, do what you please with it.)
Armor: (Gives VIT bonuses. You start with none.)
Biography: (It doesn't have to be anything fancy. Just a few lines.)
Appearance: (Again, doesn't have to be anything fancy. Just try to avoid a list of clothes and features your character has.)
Skills
You start with two skills. They may not be damage skills unless you are a spellcaster of some sort, and even then they must be weak. A (very much passive) cool down is required for active skills (direct damage, healing, buffs, the works) rather then a warmup. Every two levels you may either upgrade an existing skill or create yet another. Skills go below your status line to keep