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Crucible: Dark Age - Slayers

Grey

Dialectical Hermeticist
This RP will be for 3-5 players, a group of outcasts and misfits hunting monsters.
The system is easy enough to learn, a dice-pool system that's easy to use but has mechanical depth if you want to engage with it.
No prior experience with this game or dice games required. All skill levels welcome.
One post a week is ideal, once a month is acceptable.
No set post length - just post what you feel is necessary to move things along.

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In a world of feuding nobles, corrupt bishops, and a million petty cruelties from your fellow man, one would imagine life is hard enough.
But there are things lurking in the dark places of the world, and equally terrifying are those who would fight them.

See the Vagrant. She is a woman much like any other who one night declared ‘enough is enough.’ She picked up the spear her grandfather brought back from the war, and went out to face the monster that was stealing children.
She is one of the people, and they love her for it. She is walking the path they know in their hearts to be called ‘Hero’, and they fear her in equal measure; she is like them, but she is no longer one of them. She has slain men as easily as monsters, and often, she sees no difference.

See the Inquisitor. He is a hard man, and has led a hard life. Once, he truly was a man of God, but he has trod upon Hell’s blighted soil and faced its terrible denizens; there can be no loving god in a world where these exist. He keeps in the mind the bigger picture - one village’s sacrifice can save a nation. A crime against mundane law is of no interest to him, but a convicted criminal makes a fine conscript. To the smallfolk, he is an avatar of wrath and a merciless arbiter of justice. He is merciless, but his idea of justice is something most prefer not to contemplate.

See the Monk. She is a weapon. Every moment since her childhood has honed her to a razor edge. Her blade is an extension of her body. She is a vessel for the wrath of the gods, the protector of the innocent, the doom of the unrighteous.
To the peasants, she is an enigma - her gods are strange, and make strange demands. Her dress, and speech, and ways are alien to them. She cares not for kings nor coin; only that justice be done, though the heavens may fall.

See the Bloodhunter. He knows suffering better than most. He has been beaten, and tortured, and enslaved. He has been outcast by his own; he has lost his very will to a dread creature of the night. And now he is free.
He is free, and nothing will bind him again. He will hunt down the masters of the night, and eat their still-beating hearts, and make their power his own. He will break the chains of the downtrodden and spit in the face of gods and kings.
To the people, he is a monster and a brute. They will fear him, and at best respect him, but they can never love him nor understand what he has become.

See the Alchemist. He is inheritor to an ancient bloodline of warrior-scholars. He is more than human, but by little enough. The plagues and illnesses, the poisons and rot that trouble the lives of those around him barely touch him.
He has been taken from his home, and raised among others like him, by others like him, in a tradition stretching back to a lost golden age. He has been educated, and knowledge is the weapon with which he has defeated fear.
That knowledge makes him fearsome - to the smallfolk he knows arcane secrets and magical rites, and he jealously guards that knowledge. He cannot be a normal man; they have seen him drink their best under the table when they sought to rob him. They have seen him gleefully sort through a dead monster’s corpse and take away organs.
And sometimes, he wants to take your children away to become like him.

See the Spiritseer. See her and fear her, for she dares to speak to the gods as equals, and threatens them with destruction. She walks a violent, eldritch path to power - her own power, used as she sees fit. She is cursed from birth to hear the voices of the spirits and lay her flesh upon their ephemera.
She tears out their essence and devours it, and becomes like them. Her eyes burn black and her hair is thick mane like a lion. She runs like the wind and commands the dead. Yet she is needed; when the spirits will not be swayed by sacrifice and prayer, she comes with arrogant stride and brings them to heel.
She is a hole in the Celestial Order and the heavens quake at her footfall. The people despise her and revere her. They dare not raise a spear against her; they fear her too much to welcome her home.
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A game for up to five players; hunting the monsters that threaten common folk, uncovering secrets of lost civilizations, and being transformed by power. Please note these descriptions are archetypal - your character needn't conform perfectly to them, they're for inspiration.
The story begins in Passage, the only town on the mountain road between Kelen and Hrothgard, with intent to stop the night - a petty lord offering a handsome bounty for a creature on his land lies beyond.

You don't have to read the whole thing but there's more setting info here

Sir Les Paul Sir Les Paul
Meredith Meredith
 
Sounds really interesting and pacing sounds like something I can actually participate in. Monk sounds cool to me.
 
Recording interest for the spiritseer-- we adore 'oracles' in this house.
 
Sounds really interesting and pacing sounds like something I can actually participate in. Monk sounds cool to me.
You'll want to read this when you have time - the monk's theology strongly informs character, but they're bit of a fish out of water when early in their journey to the outside world.
 
And that's three. I'll have an OOC thread up soon and we'll hope to possible get two to three more players to fill out the archetypes, for funsies.
 
I have... severalishideas so far.

The Lightbearer
The lantern of peace is fueled by the blood of its defenders, and thus the gentle clergy of the lightbearers train for war. She knows this, yet she has led a sheltered life raised within the sturdy walls of a quiet, countryside abbey. She has just begun her squire's pilgrimage: learning the ways of the world and defending the innocent under the guidance and protection of one of the order's knight-clerics, but she is left to fend for herself after her knight is killed in a surprise attack. Her faith is shaken, but she is determined to complete her journey. Though she is only beginning to understand the powers entrusted to her by the Light, she already questions whether she is worthy to wield them, and fears that--without her knight's guidance--those very powers might just consume her.

The Masked Knight
A veteran of endless, brutal wars, wound after wound has worn away at the masked knight's body until little is left but arcane constructs of steam and clockwork. Her repairs have shaped her more and more into a weapon, the esoteric knowledge she's accumulated allowing her not only to continue fighting when others would retire cripples, but to augment her body with hidden weapons and unnatural strength. When she finally returns home, she can no longer recognize it, nor find any comfort in peace. In fact, she suspects her jealous brother wishes to rule over their familial lands in her place. Appointing him as her steward, she sets forth on a journey without a destination, wandering from fight to fight. On her travels, she is haunted by a question she refuses to ask: is there anything left to her but the next fight?

Also considering a necromancer of some kind if that works but too tired to go into length about it rn and at least one more idea that I have temporarily forgotten in the time it took to write up these two. ADHD strikes again!
 
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I have... severalishideas so far.

The Lightbearer
The lantern of peace is fueled by the blood of its defenders, and thus the gentle clergy of the lightbearers train for war. She knows this, yet she has led a sheltered life raised within the sturdy walls of a quiet, countryside abbey. She has just begun her squire's pilgrimage: learning the ways of the world and defending the innocent under the guidance and protection of one of the order's knight-clerics, but she is left to fend for herself after her knight is killed in a surprise attack. Her faith is shaken, but she is determined to complete her journey. Though she is only beginning to understand the powers entrusted to her by the Light, she already questions whether she is worthy to wield them, and fears that--without her knight's guidance--those very powers might just consume her.

The Masked Knight
A veteran of endless, brutal wars, wound after wound has worn away at the masked knight's body until little is left but arcane constructs of steam and clockwork. Her repairs have shaped her more and more into a weapon, the esoteric knowledge she's accumulated allowing her not only to continue fighting when others would retire cripples, but to augment her body with hidden weapons and unnatural strength. When she finally returns home, she can no longer recognize it, nor find any comfort in peace. In fact, she suspects her jealous brother wishes to rule over their familial lands in her place. Appointing him as her steward, she sets forth on a journey without a destination, wandering from fight to fight. On her travels, she is haunted by a question she refuses to ask: is there anything left to her but the next fight?

Also considering a necromancer of some kind if that works but too tired to go into length about it rn and at least one more idea that I have temporarily forgotten in the time it took to write up these two. ADHD strikes again!

The Lightbearer works as a Vagrant variation, mechanically, but thats strictly speaking an organisation in the setting.

The Masked Knight could function as a Vagrant variation but better using a rare archetype I don't pull out often because reconciling them with the pre-industrial time period of setting can be a nuisance.

Necromancer slots in nicely as long as no one picks an magehunting Inquisitor - they're not technically a Slayer but I like having a necromancer around and if it brings in another player, great.

Have a skim of the setting book when you have time.
 

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