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Arstotzkas
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Founded: Sep 24, 2014
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Postby Arstotzkas » Wed Dec 31, 2014 6:58 pm

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.
Last edited by Arstotzkas on Wed Dec 31, 2014 7:01 pm, edited 2 times in total.
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Glajinard
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Postby Glajinard » Wed Dec 31, 2014 7:02 pm

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.

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Harbertia
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Postby 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.


I don't think it will be, ti actually reminds me of a film I saw in monochrom. It involved people trapped in a building on a an island inhabited by giant rats. However this idea, the mansion, Ice Wolf, ship wreck, supernatural- I've not seen lost but I like this idea.
Last edited by Harbertia on Wed Dec 31, 2014 7:10 pm, edited 1 time in total.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

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The Starlight
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Postby The Starlight » Wed Dec 31, 2014 7:06 pm

Nation Name: The Starlight
Interests/Genres/Fandoms: High Fantasy, Other Fantasy, Tolkienuniverse, Doctor Who, Brandon Sanderson Books, Superhero Rps.
Will not participate in: Anime Rps,(unless it's really good) and weird stuff
Activity (how often you post): At least once every 2-3 days when I lack inspiration, at least once every day when that isn't the case.
Time Zone (optional): EST
Do you hope to contribute?: Yes
RP Example: I'll give two as I'm bored:
Ellyn awoke from her slumber, awakened as the announcement came on. Looking out the window, she nearly gasped out the marvelous of that beautiful but terrifying, bright but so dark universe. The stars glimmered like silver gems, and she looked into the vastness of space, ever marveling and wondering at its beauty and power. She could stare into the deepness of the Universe, as if it was a never ending well. She could not miss a chance like this.
Getting out her drawing notebook she began, or at least tried to. But how could she, the vastness of what she was seeing was beyond her. But nevertheless, she sent pencil to paper and began, drawing in light strokes of her own perspective looking out at the view. Next were the orbs of the vast planets, Ellyn using thicker but still light strokes to display them. Then, there were the stars, oh the stars. Their beauty surpassed anything she had ever seen, and she did her utmost best to pour her passion, her wonderment and skill into the drawing. Her strokes and scratches became faster as her inspiration grew and she no longer looked at the beauty, having an perfect image in her head, which she applied down to the paper. Her eyes closed, all seeming silent to her ears, as her hands moved instinctively, automatically. She couldn't explain it, but she just knew how she wanted the drawing, and that she did, her strokes and brushes of the pencil across the paper. The puzzle began to fit itself together, especially as she took out her colors, and started to color in what she had drawn. And then, the spell was broken, by a soft voice.

But a whole new spell began, and after a moment's pause, continued, her strokes of the colors going in rhythm with the music. With a flourish, she completed it, and just a second later, the song died down. Looking at the drawing, she believed it was one of her best yet, the splash of colors and yet, the evident darkness of the scene upon the paper which lay before here was still present, and provided a fitting contrast. But her most valued and beloved of her own works, was the painting of Lady Sylvalladine. The lady stood upon a rock, surveying the sunset. Her face was radiant and her sword long and sharp, as the other delicate hand, displayed various runes of magic. The silvery armor laid upon the heroine strong, powerful and beautiful, but as if it was the light of a feather. Looking up from the painting and closing her drawing book quickly, she located the beautiful voice, sniffing away a tear. Then, she stood silent, raising a palm to her eyes and touching the tear. It had been a long time when she, Ellyn Tarembor had cried from sheer joy, and delight. She settled for a few soft claps, before speaking her first words upon the chariot, though soft they were. "You have a voice gifted by Aradain. I have never heard the ballad sung so well in my few years. I am Ellyn Tarembor, pleased to meet you." said Ellyn in introduction.
Irithren stood on the balcony of her palace, looking over Valtmeris. The capital city of the Valtmar High-elven Kingdom of Menevrion, seemed to glow with an almost ethereal light, with the multiple colors of the houses and stores, along with the proud blue, silver and gold flag waving high, reflecting off the rising sun, which peeked its brilliant light over the mountainsides. Vaemidia had truly blessed the kingdom and the city. Valtmeris dwelt in a valley, allowing water to be collected from the silvery slopes of the Asaheim Mountains, and so was a very defensible city, in its position. The city sung with the soft, enchanting music of Valtmar elves, with bards bearing beautifully crafted instruments of all kinds accompanying them. On rooftops were gardens of fruit and herbs, collecting sunlight and rainfall.

Irithren took a large breath, smelling the baking delicacies and goods, before departing. She had made it a goal to watch every sunrise, to wonder and thank the gods as the sky exploded with light each morning. But now she had duties to attend to, as she was the queen of a kingdom. Irithren sat on her throne soon later,dressed in a silver gown with a blue cloak, hearing the petitions and issues of her people. One wanted official royal troops to investigate an animal ravaging the countryside, another, asking for exceptions to be made. Though it was sometimes boring, Irithren tried to listen and empathize with her people as much as possible, as it was her duty as queen, and she loved her people. After issuing verdicts and deciding on pleas, she exited the room to the council chamber, where the council met every month. She listened as each of the Councilors presented ideas and gave updates on situations concerning their respective domains of Agriculture, War, Diplomacy, Internal Affairs, Trade, Artisans/Craftsmen, and Tax/Finance/Economy. Mostly, everything was going well in the kingdom, with no major issues.

However, she noticed that Lord Azuryan, Councilor of War due to his heroic deeds looked sickly and tired, not nearly as energetic as usual. Once she dismissed the council, she talked to him alone. "Lord Azuryan, are you feeling quite alright? You looked tired today? Is it the old battle wounds?" she asked concerned. Azuryan's health had been deteriorating for the past few weeks, and she was getting a bit worried. The Councilor of War had and still was a valiant man, with a keen mind for the art of war. She had been considering releasing Taluria, or Tala as she liked to be called, out of her service, as she had seemed quite anxious for a few weeks now. Taluria had been a friend and one of her finest handmaidens, and though she would be sad if she went, she could not be selfish.
Call me Star
Best 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.
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Harbertia
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Postby 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.


Agreed; shall we keep Country Side Walks, Natural Brew, and Green Thumb?
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

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Glajinard
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Founded: Dec 22, 2014
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Postby 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?


I personally like them. Although you could combine Natural Brew and Green Thumb. Additionally you could combine Tinkerer's Insight and Quick Learner, although I also like them separate.

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

Glajinard wrote:
Harbertia wrote:
Agreed; shall we keep Country Side Walks, Natural Brew, and Green Thumb?


I personally like them. Although you could combine Natural Brew and Green Thumb. Additionally you could combine Tinkerer's Insight and Quick Learner, although I also like them separate.


Alright, we'll keep them seperate, that way if someone doesn't want a green thumb they dont' need to have it. That's all the races handled (save a few attributes with out discription), all the districts (minus an expanded discription), and the town.... we're... pretty much on the last stages of preparations.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

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Glajinard
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Founded: Dec 22, 2014
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Postby Glajinard » Wed Dec 31, 2014 7:15 pm

Why don't you repost everything we have, so we can see what still needs describing.

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Arstotzkas
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Founded: Sep 24, 2014
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Postby Arstotzkas » Wed Dec 31, 2014 7:15 pm

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
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Harbertia
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Postby 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.


Alright, the initial discription needs to be reworked due to the changes we've made (though the concept is the same), so I'll post the districts, magic, and races below;

Districts
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)


Magic
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.

  • Modern - Basic elements, yet stagnant, no formal education in magical arts; and most modern amenities make every day use of magic pointless.
  • 1920s - Dark and Subtile, inspired by Voodoo, and dark pacts. Taking on a eerie sinister feel.
  • Victorian - Enchantment meets technology, allowing for arcane batteries which come in handy with smaller devices like artificial limbs.
  • Mid-Fan - Widest range of magics.

Races
  • Automata - Clockwork construct made to appear humanoid.
    • Energy Source - An Automata can be powered by one of the following sources; Steam Capacitor, Chemical Energy Cell, or Arcane Battery. Going down the list each is longer lasting then the other, however their rarity increases with Arcane Batteries being the most expensive to find, but able to last for years. The Steam Capacitor, while able to last for a few days, is able to be recharged by steam infusion.
    • Ownership Status - Is the Automata owned by anyone, or independent.
    • Purpose Built - An Automata was built for a specific role, and will be judged based on the role it was built to fulfill. Please state this role.
    • Rebuildable - so long as the primary memory is spared, the Autmata can be rebuilt if other wise destroyed. Lost limbs are of little concern to a machine, so long as it has access to a mechanic.
  • Dragonic (anthromorphic dragon race)
    • Armored Hide - Durable scales, with out this trait your character is presumed to have the same durability, as a human.
    • Breath -
    • Flying Wings - Wings are strong enough to fly up to a 240 yards distance.
    • Gliding Wings - Wings allow you to glide.
    • Vulnerable Belly (Requires Armored Hide) - leaves the belly scaless... for some reason..
  • Elemental
    • Element Form: Allows the Elemental to become their element. Example: an elemental with the element of fire turns into a flaming apparition, one of water turns into an aqueous person, etc.
    • Trusting the Elements: Creatures associated with the elemental's element will normally be friendly and cooperative (e.g. birds for air elementals, fish for water elementals)
  • Fey
    • Fairy Wings: Wings so you can flutter.
    • Invisibility: Fey can become invisible to all none Fey, but only while standing still.
    • Iron Allergy: Fey has an allergic reaction to Iron dust, and Iron. It causes their skin to become irritated, them to sneeze, and interrupts their innate magics.
    • Lightfooted: Fey are acrobatic and athletic, easily performing feats that would put a human in the hospital
    • Marksman: From slings, to bows, to rifles, elves seem to have an uncanny ability to shoot accurately, with minimal training.
    • Natural Order: Elves have a strange connection to nature. Plants react strangely to an elf's presence, and animals are often kind.
    • Shrink: Fey has the ability to shrink in size, and return to their normal size at will.
  • Gnome
    • 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.
    • Countryside Walks: Halflings have high stamina, and can walk for a longer time than humans or many other races. They easily handle rough terrain.
    • Green Thumb: Halflings are excellent farmers, and seem to be able to grow anything.
    • Invisibility -
    • Natural Brew - insight into roots, and leaves for the creation of medicinal, and recreational substances.
    • Natural Healing of Beasts - Innate veterinary sense.
    • Quick Learner: Halflings quickly learn new things and adapt quite well.
    • Tinkerer's Insight - Able to learn the inner workings of a machine by dis and re assembly.
    • Treasure Sense: Gnomes have the ability to distinguish, and seek out precious metals, and gemstones based on scent, and taste. These include sapphires, rubies, gold, and more.
  • Holograms
    • Stationary Projector - Only able to appear in a prepared location.
    • Mobile Projector - Projector travels with you, and stores your memory.
    • Portable Projector - Someone can move the projector for you.
    • None Tangible - You can not physically interact with the world in any way aside form visual, and auditory stimuli. (Conflicts with Tangible)
    • Tangible - you can physically interact with the world though the miracle of photonic technology! (Conflicts with None Tangible)
    • Wi-Fi connection - You can interface with computer systems in her general area with out having to be connected via a land line.
  • Human
  • Leonin - Lion, and Tiger people.
    • Night Vision: Leonin have excellent eyesight at night, six times as powerful as humans.
    • Protractible Claws: Leonin have the ability to protract their claws from a retracted, at-rest position.
    • Leonin are capable of a roar, which can often frighten opponents-
    • Whiskers: Highly sensitive hairs on the Leonin's face provide it with sensory information about the slightest air movement around it.
  • Naga - Human (or near human) from the waist up, and serpent from the waist down.
    • Cold Blooded - Taking after a reptile, the Naga needs to use the enviroment to stay warm, and thus, active. Cold causes the Naga to become motionless, and to even fall into hibernation. However, Cold Blooded Naga are able to sense, though an organ in the muzzle, heat. Thus making their lives easier. The range of this sense is five meters. It doesn't allow one to see infared, but it does allow you to get an idea of where a warm body, or spring is.
    • Constrict/Restraint - Self explanatory, and deadly. The Naga coils around an individual, humanoid or not, and squeezes them. This can be used to restrain, K.O., or kill.
    • Rattler - You can use your tail to make a rattling noise, good for letting people know your around, or making music with the band!
    • Venom - Venomous Naga are smaller of frame then normal naga, but have use of one of three venoms they can inject into an individual via bite. Paralyzing Venom, which leaves the individual aware of their surroundings, but unable to move. Sickening Venom - Which causes flu like symptoms, and Deadly Venom - which kills in six to 12 hours (please state) with out an anti-venom. Venomous Naga usually wear fang caps designed to prevent them from accidentally poisoning someone.
  • Vampire - Creatures that feed on blood. One can be born a Vampire, or become one though an exchange that requires the joining of blood.
    • 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)
    • Common Blood - Coming from a common vampire bloodline, you are mortal and will age, living something close to a normal lifespan for your species.
    • 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")
    • Pure Blood - Coming from a royal vampire bloodline, you ceased to age upon adulthood, and will never die from age or sickness.
    • 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)[/quote]
  • Vulpines
    • Fleet of Foot and Cryptically Cognizant - The Kitsune's agility and instincts gives it a peculiar knack for simply not being in harms way, or for swiping something that was carelessly left unattended.
    • Foxfire - *need time to consider wording this section* (Requires three tails)
    • Mist Form - The Vulpine takes on a misty form that can neither harm, nor be harmed. One can not shift in rabid succession lest ye become a puddle*. (Requires five tails)
    • Illusion of Humanity - The Vupline can make it's self appear human, though a mirror will reveal their true form. (Requires two tails)
    • Invisibility - Vupline can render it's self invisible, though it's shadow will remain. (Requires four tails)
    • Tails - Vulpines can have up to nine tails. The more tails a Vulpine has the more magic it has at it's command. One tailed Vulpines have no innate magic, but can still learn.
  • Wolfkin -
    • Base Form - At rest your form is either that of a human, wolf person (ears, and/or tail), hybrid (even more wolf like), or a full wolf. Please designate your base form. This can also be your only form if you do not choose a transformation attribute.
    • Bezerker - Anger is difficult for you to contain. When you do release it, your's is the furry of nature. You'll usually attack the focal of your frustrations. One's eyes might ignite with a feral flame, taking on a yellow hue when this occurs.
    • Full Wolf Transformation - Can become a wolf breed of your choosing, the most common are Grey Wolves, and Dire Wolves. (Not available if one has Base Form - Wolf)
    • Hungry like the Wolf - Massive appetite with cravings for red meat. You burn off what you eat pretty quickly though, especially during a transformation, which just leaves you more hungry. Assuming you can shift.
    • Hybrid Wolf Form - The hybrid appearance is up to the player, and typically takes an anthropomorphic form. (Not available with Base Form - Hybrid)
    • Hyper Sensitive Hearing - Your ears can pick up sounds the Human ear can not, powerlines? Yeah, you hear that way better. You don't even have to be near a transformer to hear it.
    • Lone Wolf - A Loner, you become agitated in crowds, especially among those you are unfamiliar with. Your more likely to lash out while attending social events against your will. Besides, you prefer to carry out your own plans with out having to rely on someone else. (Conflicts with Pack Instinct)
    • Lunacy - Lose of civilized self, and giving into of feral instincts under the light of the full moon. Will insight transformation of your choice.
    • The Nose Knows - You remember smells, almost like a personal index. Forget phone numbers, just sniff around for a friend.
    • Pack Instinct - When it comes to clicks, family, and friends you know them well. You have an unspoken bond allowing you to read those you are close to, to have a sense of what they might do before they do it, as well as what you are expected to do. Great while hunting, and also for 'wingman' situations. (Conflicts with Lone Wolf)

Do remember that players choose their attributes. For example, one can have a Naga with the Attributes Rattler, and Venom or forget those, and go with cold blooded constrictor. I don't think CP is even required. You play what you like.
Last edited by Harbertia on Sat Jan 03, 2015 10:49 pm, edited 5 times in total.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

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Harbertia
Postmaster of the Fleet
 
Posts: 26689
Founded: Apr 30, 2013
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Postby 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

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!
Last edited by Harbertia on Wed Dec 31, 2014 7:31 pm, edited 2 times in total.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

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Arstotzkas
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Posts: 7032
Founded: Sep 24, 2014
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Postby 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!



I will, just gotta find some more beast ideas.

I'll probably get it up by today or early tomorrow.

Also this spider.

http://coolvibe.com/2011/8-fantasy-art- ... er-attack/
Last edited by Arstotzkas on Wed Dec 31, 2014 7:38 pm, edited 1 time in total.
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Harbertia
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Postby 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.


Excellent!
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Glajinard
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Founded: Dec 22, 2014
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Postby Glajinard » Wed Dec 31, 2014 7:39 pm

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)

EDIT: You'll notice that Ageless is no longer incompatible with Vegetarian. I don't think immortality should be conditional for vampires, it's something all vampires should have.
Last edited by Glajinard on Wed Dec 31, 2014 7:44 pm, edited 2 times in total.

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Harbertia
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Postby 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)


It works, I wouldn't have had the weaker, stronger aspect but I like it's inclusion, as it's sometimes hard to be 'good'. The attributes of the Vampire finally has a description. I'll add these, and add the roar, and claw attributes to the Leonin race. Are their any races you can think of that need to have their attribute list expanded?
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Glajinard
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Founded: Dec 22, 2014
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Postby Glajinard » Wed Dec 31, 2014 7:45 pm

Harbertia wrote:Are their any races you can think of that need to have their attribute list expanded?


Elementals, Elves, and Humans are all now very short compared to the others.

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

Glajinard wrote:
Harbertia wrote:Are their any races you can think of that need to have their attribute list expanded?


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.
Last edited by Harbertia on Wed Dec 31, 2014 7:55 pm, edited 1 time in total.
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Arstotzkas
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Founded: Sep 24, 2014
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Postby Arstotzkas » Wed Dec 31, 2014 7:55 pm

My RP has launched!
viewtopic.php?f=31&t=325571&p=22981049#p22981049


The Mystery of Randalship Island.
Last edited by Arstotzkas on Wed Dec 31, 2014 7:59 pm, edited 1 time in total.
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Glajinard
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Founded: Dec 22, 2014
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Postby Glajinard » Wed Dec 31, 2014 7:57 pm

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.

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Charmera
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Postby 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.

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,
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Glajinard
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Postby 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)


It's your RP, but I think that immortality should continue as long as vampires consume humanoid blood, of any sort. That way we can have immortal "vegetarian" vampires.

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

Glajinard wrote:
Harbertia wrote:(Modified Ageless with a condition to require the taking of a life to extend one's own)


It's your RP, but I think that immortality should continue as long as vampires consume humanoid blood, of any sort. That way we can have immortal "vegetarian" vampires.

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.
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Tomorrow is made today.
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Harbertia
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Postby 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,


That sounds excellent; we shall call the race Fey aka Elves aka Fairies; and allow players to customize their fae to their choosing.

Iron Allergy can be something common in their kind alone (causing skin irritation, sneezing, and interruption of powers). Wings shall be added as an option, and a slur of inate powers, like teleportation, and things needed to pull off fairy pranks.
A light in casing is still a light.
Tomorrow is made today.
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Arstotzkas
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Founded: Sep 24, 2014
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Postby Arstotzkas » Wed Dec 31, 2014 8:15 pm

I'm thinking we also give the races different personalities.

As in Elves would be cold and calm but Dwarves would be greedy and angry.
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Glajinard
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Founded: Dec 22, 2014
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Postby 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.


I don't think it makes it confusing, as long as a vampire consumes humanoid blood they won't age. We could have the distinction of immortal and mortal related to bloodlines. There are ancient "royal" vampire bloodlines, vampires created from these are immortal. Vampires created from corrupted "common" bloodlines are mortal. I'd say royal vampires are those born to two vampire parents, or bitten by a royal vampire. Common vampires are born to only one vampire parent, or bitten by a common vampire. How about this:

Royal Blood- Coming from a royal vampire bloodline, you ceased to age upon adulthood, and will never die from age or sickness.
Common Blood- Coming from a common vampire bloodline, you are mortal and will age, living something close to a normal lifespan for your species.

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