Advertisement

by Arstotzkas » Wed Dec 31, 2014 6:58 pm

by Glajinard » Wed Dec 31, 2014 7:02 pm

by Harbertia » Wed Dec 31, 2014 7:05 pm
Arstotzkas wrote:I've been thinking up ideas for a new RP
Ok, here goes.
Randalship Island: A place of danger and mystery.
You have been shipwrecked on the island, along with others. You see a giant mansion looming above it and go there. Inside, it is warm but nothing else. The island is full of many dangers and even some supernatural elements. As events unfold, your shipwreck doesn't seem like an accident...
I'm making this so it's kind of like a realistic situation tinged with fantasy elements.
An animal on the island, the Ice Wolf
http://www.fanpop.com/clubs/wolves/imag ... ves-fanart
EDIT: I'm scared this might be too similar to Lost.

by The Starlight » Wed Dec 31, 2014 7:06 pm
Call me StarBest High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination""Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.P2TM: Infinite Justice | ✎ Member - ℘ædagog | ℳadhouse

by Harbertia » Wed Dec 31, 2014 7:09 pm
Glajinard wrote:I'd suggest combining Resilient, Cheerful, and Dependable.
Cheerful & Dependable: Even in the worst situations, Gnomes can always find something to be happy in. Gnomes are courageous in defense of their homes and loved ones, and loyal to their friends.

by Glajinard » Wed Dec 31, 2014 7:11 pm
Harbertia wrote:Glajinard wrote:I'd suggest combining Resilient, Cheerful, and Dependable.
Cheerful & Dependable: Even in the worst situations, Gnomes can always find something to be happy in. Gnomes are courageous in defense of their homes and loved ones, and loyal to their friends.
Agreed; shall we keep Country Side Walks, Natural Brew, and Green Thumb?

by Harbertia » Wed Dec 31, 2014 7:13 pm

by Arstotzkas » Wed Dec 31, 2014 7:15 pm

by Harbertia » Wed Dec 31, 2014 7:22 pm
Glajinard wrote:Why don't you repost everything we have, so we can see what still needs describing.
New Aloria
Culture: Post Modern 1980s/90s Retro Future
Magic: Minimal, as technology has become prevalent. Magic is not part of any standard education, and is primarily passed down orally. It's not a welcomed aspect of life (disrupting an otherwise 'normal' existence), save when done for show. As such most magic users practice in private, or among individuals they are close to. It's mostly been degraded into gimmicks, healing, and protection though the darker arts still survive, and those who practice it are even more unwelcomed.
Government: Swiss Style Democracy
Notable Locations:
- Cloud 9 - A towering structure in the center of the district that houses corporate offices, and provides the entire city section with Wireless connection where they can, among other things, connect to the Channel 9 News Network, and affiliated stations.
==Description==
New Aloria is....
Regicka
Culture: Medieval Fantasy
Magic: In all of Atlas, one will find no better magics then that found in Regicka. Mages form guilds, and use such to establish schools for it's teaching. The Magics of Regicka have a light nature to them; involving blessings, protection, charms, and even magic for multiple uses from fire generation for the winter months, to materialization. Their is however, in the darker areas of the district, those who practice for more sinister aims.
Government: A council of lords (individuals holding an established amount of land in the district) exists, and elects a Prince or Princess to represent them in the City Council. The Principle figure has chief administrative powers.
Notable Locations:
- Palace - While no real royalty exist in Regicka, a council of lords does, and they meet here, and every generation elects from among themselves an individual to act as their representative, and chief administrator. Such individual can serve for life, or less, and takes on the title of Prince, or Princess; as they are the principle power of the realm. The palace isn't open to the public, but remains a notable landmark.
==Description==
Spindleton
Culture: 1920s Jazz era with Mafia tendencies
Magic: Magic is dark, and subtle; taking on the form of dark pacts, shamanistic rites, and voodooisque rituals. Blood magic, whereby blood is sacrificed to achieve certain effects, such as curses and hexes, is commonly used. Sanguinmancy, where the blood is controlled, is an offshoot of this. Seances are also common, as is consensual ghost possession. Invocation of dark spirits and pacts with ancient voodoo spirits is less common but still practices. Contract magic is a common form of magic, where a person can be knowingly or unknowingly bound to their word, with differing strengths and effects.
Govenment: Representative Multi-Party Republic where in the population elects an Administrator, and Councilmen to manage district functions.
Notable Locations:Echerton Graveyard -
- Portside -
- "The Club" -
==Description[Strike]==
Velborough
Culture: Steampunk (Let's admit it, the pure Victorian culture has vanished based on how it's portrayed.)
Magic: Magic has it's own share of shamanistic traits on the port side, however, near the center of the district it takes on another form. Enchantment, and Animation vie against Steam Capacitors, and Clockwork as a battle between magic, and technology continues. Most will confess admiration for the mechanist. Though no matter what side an individual takes in this subtle conflict, all can agree that the Alchemist, who dabbles in a bit of everything, is enduring. Unless you happen to have been swindled by a man in a wagon down on old street... useless hair tonic... I'm still bald.
Government: Two House Parliament
Notable Locations:
- Clocktower - At the center of the district is Grand Benjamine which looks out upon the shore, several dirigible homes anchored to him. The light from it's massive face shining like a beacon though the smog that seems indicative to it's surroundings.
- Port - Velborough has one of two ports in Atlas, and it's here that many imports bond to the districts arrive. The port is pub ridden, and has it's own brand of naves; many spending long hours at sea, hunting for whales, or traveling to places only they can speak of.
==Description]==
Velborough (I think Charmera, and Pinki3 can write the best description)
Charmera wrote:Perhaps Every culture could have access to the bending of the four elements (as such is likely very noncomplex magic). Fantasy could have access to more powerful and a wider range of magic (Invocation, Enchantment and such), the 1920's could have darker and more subtle magic (As you said, Voodoo or dark pacts of some kind). The Steampunk could have technomagic. And the Modern people could be the most magic stagnant, as technology got more complex magic got less so.

by Harbertia » Wed Dec 31, 2014 7:28 pm
Arstotzkas wrote:Alright, I made a imaginary journal entry for my idea for a RP. This should explain some things.
It's been 5 days since we arrived in this place. I'm not the only one here, as there are many others who are with me, or gone. We found a mansion, strangely out of place with this island. Abandoned too, but somehow not dusty. The previous resident looked to be very odd, as strange symbols align the walls. But whoever he is, he's rich. There are still parts of the place we haven't explored yet and frankly I might not want too. That's not the only odd thing though. As we scavenge, strange beasts walk this island like the Ice Wolf. That thing brutally tore out the throat of one of my fellow survivors and later we found his body. Frozen. But there are worse things. Sometimes in the night, someone is snatched away by some strange thing so quickly that the victim has no time to scream. And I suspect there are more things we haven't seen yet. Whatever they are, we need to get off this island before we die or worse

by Arstotzkas » Wed Dec 31, 2014 7:36 pm
Harbertia wrote:Arstotzkas wrote:Alright, I made a imaginary journal entry for my idea for a RP. This should explain some things.
It's been 5 days since we arrived in this place. I'm not the only one here, as there are many others who are with me, or gone. We found a mansion, strangely out of place with this island. Abandoned too, but somehow not dusty. The previous resident looked to be very odd, as strange symbols align the walls. But whoever he is, he's rich. There are still parts of the place we haven't explored yet and frankly I might not want too. That's not the only odd thing though. As we scavenge, strange beasts walk this island like the Ice Wolf. That thing brutally tore out the throat of one of my fellow survivors and later we found his body. Frozen. But there are worse things. Sometimes in the night, someone is snatched away by some strange thing so quickly that the victim has no time to scream. And I suspect there are more things we haven't seen yet. Whatever they are, we need to get off this island before we die or worse
I'm up for it. We'd have to do some pre planning on who we are, and how our first five days have gone; but that can be done when we start making characters. I mean, I can't describe how excited I am for this Survival, Horror, Mystery adventure. It reminds me of the excitement of watching The Killer Shrews, yet adds a supernatural element I'm eager to indulge in, to plummet into the mystery of this strange land! To experience the interaction of the humans inside the mansion, as they explore, discover, build, and face turmoil fit for the silver screen!
Not only that, tis' a wolf! I"m loving this!
Please get a thread up soon!

by Harbertia » Wed Dec 31, 2014 7:38 pm
Arstotzkas wrote:Harbertia wrote:I'm up for it. We'd have to do some pre planning on who we are, and how our first five days have gone; but that can be done when we start making characters. I mean, I can't describe how excited I am for this Survival, Horror, Mystery adventure. It reminds me of the excitement of watching The Killer Shrews, yet adds a supernatural element I'm eager to indulge in, to plummet into the mystery of this strange land! To experience the interaction of the humans inside the mansion, as they explore, discover, build, and face turmoil fit for the silver screen!
Not only that, tis' a wolf! I"m loving this!
Please get a thread up soon!
I will, just gotta find some more beast ideas.
I'll probably get it up by today or early tomorrow.

by Glajinard » Wed Dec 31, 2014 7:39 pm

by Harbertia » Wed Dec 31, 2014 7:43 pm
Glajinard wrote:I'm not sure what you were thinking, but here are some suggestions.
Bloodlust - A vampire that goes too long without consuming blood will go into a frenzied state of self-preservation, attacking any living thing it sees.
Blood Sucker - Vampires that drink fresh blood from a living humanoid are more powerful than those that don't, but this requires money or stealth to procure. (Incompatible with Vegetarian Vampire)
Day Walker - Normally the sun harms vampires, causing burns on their skin, however for day walkers the sun only weakens them. Day walkers tend to be weaker than other kinds of vampires. (Incompatible with "Not the Light!")
Hypnotic Gaze - The hypnotic gaze of a vampire allows them to mesmerize others, opening them to suggestion and control.
Mist Form - A vampire can turn into an ethereal mist, incapable of being harmed, and very difficult to trap or keep out.
Not the Light! - Some vampires are incapable of withstanding sunlight, it burns their skin and can kill them. However, in their element of night they are the most powerful kind of vampire. (Incompatible with "Day Walker")
Supernatural Speed - Vampires are faster mortals, and can be trained to use this to deadly effect.
Vegetarian Vampire - Vegetarian Vampires drink blood that has been drawn and stored, while less powerful they have a more socially acceptable and easily procured diet. (Incompatible with Blood Sucker)

by Harbertia » Wed Dec 31, 2014 7:54 pm

by Arstotzkas » Wed Dec 31, 2014 7:55 pm

by Glajinard » Wed Dec 31, 2014 7:57 pm

by Charmera » Wed Dec 31, 2014 7:57 pm
Harbertia wrote:Glajinard wrote:
Elementals, Elves, and Humans are all now very short compared to the others.
(Modified Ageless with a condition to require the taking of a life to extend one's own)
hmm... their was some suggestions involving the Elementals not too long back, I can't remember what they where though as I wasn't focused at the time. I included Trusting Elementals to the list, but not the other attributes.
Humans, and Elves are tricky. Both are very similar species, in fact, some 1st Edition DND had Elf, and Dwarf as a class, rather then a race. In the Sims Midieval the only thing that distinguishes an Elf from a Human is the ears.
I know of a Bard's Tale concerning an Elven Knight; Elves are sometimes, like many forms of Fae, portrayed as Whimsical. They don't stay focused on something for long, but while they are focused they are devoted. This is why Elves tend to have short, lustful, relationships before moving on to some other partner. Elven men where sometimes known to blame the female for being boring, and thus to kill her, before taking on another mate (thus was the case in the tale of the Elven Knight, and his Human Wife). We could have an attribute related to this kind of behavior.
With Humans... it gets even harder, as we are forced to assess our selves.
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

by Glajinard » Wed Dec 31, 2014 7:59 pm
Harbertia wrote:(Modified Ageless with a condition to require the taking of a life to extend one's own)

by Harbertia » Wed Dec 31, 2014 8:08 pm

by Harbertia » Wed Dec 31, 2014 8:13 pm
Glajinard wrote:I'm thinking we should look at elves less like Tolkein High Elves and more like old-style fey-folk. I'm thinking we should transfer invisibility to them, give them optional wings, and maybe teleportation.
Charmera wrote:Perhaps we could relate the elves to some form of Sidhe... perhaps give an optional weakness to cold iron in exchange for some illusionary powers. Or give them some other fae or earth related power with the inability to tell a lie lest your powers be stripped,

by Arstotzkas » Wed Dec 31, 2014 8:15 pm

by Glajinard » Wed Dec 31, 2014 8:15 pm
Harbertia wrote:Some, may want to play a mortal vampire. It was such a desire that had me change it up. They may not be as popular, but do exist, often as half Vampires (which would be considered Vampires in this game). We could continue to have the Ageless attribute (just leave out the With a Condition aspect), and add another attribute (Mortal) that it conflicts with, though it does lesson the uniqueness of being unaging, and if ti's just any blood, makes it confusing.
Advertisement
Return to Portal to the Multiverse
Users browsing this forum: Kandex, The Orson Empire
Advertisement