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by Fvaarniimar » Fri Oct 02, 2015 11:53 am
by Primordial Luxa » Fri Oct 02, 2015 3:06 pm
Swith Witherward wrote:But I trust the people here. Well, except Prim. He has shifty eyes but his cute smile make up for it.
Monfrox wrote:But it's not like we've known Prim to really stick with normality...
P2TM wrote:HORROR/THRILLER Winner - Community Choice Award For Favorite Horror/Thriller Player: Primordial Luxa
by Cerillium » Fri Oct 02, 2015 6:33 pm
Tsuyoi tekikoku wrote:Do not remove this search tag: #PLAPP
PERSONAL CHARACTERISTICS
Character Name: Tsuyoi
Character Gender: Female
Species (nation personification, human, alien, etc): Angel/Yuki-onna/Banshee
Age: 18
Appearance: She has long ice-white hair, its blue at the tips and around her bangs, her eyes are blue and she has pale skin. She wears a white shirt wih pockets on the left side and is decorated with music symbols. She wears a skirt that is blue, snowflake markings can be seen on her legs, if she isn't wearing her long blue and black socks, or her black boots.
URL to Character Picture, if any:
Primary Objective: (What is your character's main goal? This should be the thing that drives their part of the plot.) Become a famous, or least well-known music idol.
Secondary Objectives: (What other goals does your character intend to achieve? These should drive subplots.)
-Get a hit song
MUNDANE SKILLS
These do NOT require points. These are the average, daily things your character can do. Examples are "drive a car", "speak a normal Foreign Language", "play a guitar", "write poetry". Some mundane skills come from your bio and are freebie. A soldier knows very basic training (shoot a gun, basic drill). Medic, martial arts or sniper would be a Talent. You can list these here:
Marksmanship and Basic drill.
SPECIALIZED SKILLS AND TALENTS
These are specialized skills that set you apart from the average person. You have 7 points to spend here. Examples are swordsmanship, sniper, coercion, piloting etc.
Ability 1 and Points Spent: Singer-2
Ability 2 and Points Spent: Cold Resistance-1
Ability 3 and Points Spent: Pointman-4
Ability 4 and Points Spent:
OPTIONAL SUPERNATURAL CHARACTERISTICS
(You have 7 points to spend here on supernatural skills or abilities. Sonic Scream, Levitation, Spell Casting, Shape Shifting etc. Superman MUST have his kryptonite, so Restrictions are what can't they do with their power or what balances it. They can only use it when they genuinely need it? They can't use it for more then five minutes without serious side-effects?)
Ability 1: Ice Manipulation
Power Level: 4?
Strengths: Ice once stabilized is infinite and won’t melt down from simple heat like the sun or summer heat, its resistant against napalm and fire. Weapons can be made from it, she can also freeze water as long as it hasn’t gone past its boiling point. It can used to make melee weapons and bows, it doesn't need to take form to be used as a weapon. It can become projectiles, take on large forms and she can make it out of thin air. The wings can also freeze thing by Tsu channeling her powers threw it.
Weaknesses: Extreme Heat, Anti-Freeze. Fire Elementals.
Restrictions: Can’t be used in deserts during the day without a constant source of water,needs to stabilize first before becoming resistant. Its limited in range, projectiles, no matter what form,Can only go about 50 yards.
Ability 2: Fighting Voice
Power: 3
Strengths: She can sing a three songs, one that boosts the abilities of allies, one song that can damage an enemy with a sonic voice, other can heal wounds of allies, she can combine all three songs into an powerful area of effect attack.
Weaknesses: Headphones can block out the songs. They have no affect if a much louder sound is played, The combined song takes a much harder toll on her. It will greatly damage her overtime, she could lose her voice and hearing permanently if used to much, if she uses it anyway, she’ll be mute for a while. She can only use this once per nine weeks.
Restrictions: If she sings using this ability to much, she'll become mute for a week. It can damage her hearing if used to much, it takes much longer for her to recover from this. She can’t heal herself or boost her abilities with her own songs. She can damage herself if her offensive song is reflected or echoes back towards her. If she is forced to use the combined song without nine weeks passing, she’ll be mute for half a month, which resets the cool down period on the combined song back to nine, if used again without the nine weeks passing, she risks losing her voice permanently or just extending the recovery time, depends on how long used(If used for less then a minute-10 minutes, she’ll length the time it takes to recovery, if its used more then 10 minutes, she’ll permanently lose it.)
Ability 3:
Power Level:
Strengths:
Weaknesses:
Restrictions:
Ability 4:
Power Level:
Strengths:
Weaknesses:
Restrictions:
MAGICAL OR SPECIAL ITEMS
List: -She has a kimono given to her by her mother, its white and blue, snowflakes are painted on it. She cherishes it very much.
-Some recording equipment that hasn't been used
BACKGROUND
Education or Training: Went to Military school, had service in the Tsuyoian Military and with Fenrir. Led Groza’s School of Song and Dance
Character Background/Biography: Tsu was born in 1967,December 12th in the Tsuyoian town of Led Groza. She was the youngest of four sisters. Out of the four,she was the one that caused the most trouble. Playing pranks that she thought were fun like putting Shi Spiders into her mother's shoes or crushing snowflake berries and putting them in cereals in causing whoever ate them serve stomach pain. She generally was a problem child.
As a teen,her attitude got worst and often worried not only her family, but others in her town. She was often a target for police. She rolled with a gang called "Fenrir" that was one of the top and most feared criminal organization in the nation. She made many enemies because of it, even was warned by the leader herself to be careful because of it,which Tsu brushed off and thought she was "invincible".
When she became 16, Tsu joined the military and served as a member of the TSPLA's group "Star 1" which only had girls that were non-human like herself. She acted as the group's sniper and was I'm service for one year and a half before retiring. She kept thinking nothing could match her,until she became 17.
At the age, Tsu was involved in a scarring incident. A enemy she made a while back when she was still involved with "Fenrir" had tracked her down to her home in Led Groza,where she was having friends over for a party. The "Person" hooked up a tank full of methane to the house and pumped it inside, Tsu smelt and tried to rush everyone outside,the following explosion got 5 of her friends,three dead and two fatally wounded. Tsu was knocked out from a hit to the head by a chunk of wood. She regained conscious in a hopstial ,the hit had a permanenty affected her personality making her a more wimpy,nicer and happy person.
After a bit of convincing from her sisters, Tsu has returned to Bielefeld to clean up bad blood.
OTHER GAME MECHANICS
URL to Apartment Picture: (What’s the inside of their apartment look like) http://opahome.com/wp-content/uploads/F ... d-Room.jpg
Link to RP examples: (this MUST be a DIRECT LINK to your IC post in an RP, NOT a link to the RP thread itself. If you don’t have examples, make your biography good.) Already in the rp.
IMPORTANT:
One paragraph that sums up your character. This paragraph is what we'll use on your player tab on the first page of the thread. This MUST be brief. Your tab will contain a link to your application so people will have full details: A bad person gone good that wants to show everyone she is a good person. Is worried by what will happen when she returns to Bielefeld. With a fiery passion ,promise and high hopes, She knows she will get this done.
I wanted to get more specific with Tsu, what's she's capable of. I was tired of just labeling her as a Demon/Angel, it sounded to generic to me. I remembered how I use to have her sing and how Naomi told her to sing from the heart. I wanted to make that singing apart of her again. I hope this is good enough, i really worked hard on creating some new abilities. I actually hope that the Fighting Voice ability can be gained like threw a side-story.
Anyways, I’m off to bed.Any help on what can improve on will be greatly appreciated, i really want Tsu to be a special character.
So we gonna go to war against some evil threat to end PL?
Also, good night everyone.
I wear teal, blue & pink for Swith
There is a fifth dimension beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man’s fears, and the summit of his knowledge. This is the dimension of imagination.
by Cerillium » Fri Oct 02, 2015 6:57 pm
Republic of the Cristo wrote:viewtopic.php?f=31&t=353825&p=26007040#p26007040
viewtopic.php?f=31&t=353600
#PLAPP
PERSONAL CHARACTERISTICS
Character Name: Lazarus
Character Gender: Currently, male
Species (nation personification, human, alien, etc): Human
Age: 210
Appearance: Currently this wears a dusty black aviators jacket, dark blue jeans, brow leather cowboy boots, black aviator sunglasses.
URL to Character Picture, if any:[/b
Currently] (Image)
[b]Primary Objective: (What is your character's main goal? This should be the thing that drives their part of the plot.) To find a way for himself to kill himself, and discover why he has the powers that he does.
Secondary Objectives: (What other goals does your character intend to achieve? These should drive subplots.) Get stupidly rich, get with as many hot girls as he can
MUNDANE SKILLS
These do NOT require points. These are the average, daily things your character can do. Examples are "drive a car", "speak a normal Foreign Language", "play a guitar", "write poetry". Some mundane skills come from your bio and are freebie. A soldier knows very basic training (shoot a gun, basic drill). Medic, martial arts or sniper would be a Specialized Skill or Talent.
List Mundane skills here: Can play Violin
Can play guitar
Can sing rather well
Can speak German
Can speak Spanish
Can speak English
Can speak French
SPECIALIZED SKILLS AND TALENTS
These are specialized skills that set you apart from the average person. You have 7 points to spend here. Examples are swordsmanship, sniper, coercion, piloting etc.
Ability 1 and Points Spent: Is proficient in Silat ( 4)
Ability 2 and Points Spent: Can operate most vehicles: Planes, automobiles, most ships, air balloons etc. ( 3)
Ability 3 and Points Spent:
Ability 4 and Points Spent:
OPTIONAL SUPERNATURAL CHARACTERISTICS
You have 7 points to spend here on supernatural skills or abilities. Sonic Scream, Levitation, Spell Casting, Shape Shifting etc. Superman MUST have his kryptonite, so Restrictions are what can't they do with their power or what balances it. They can only use it when they genuinely need it? They can't use it for more then five minutes without serious side-effects? Some things are allowed without points. A pegasus has wings thus it can fly. A raptor is fast thus no points are spent in speed. These "natural" abilities should be listed in the character's description, however.
Ability 1: When killed, will reincarnate with a new body within one day
Power Level: 7
Strengths: Is immortal
Weaknesses: Does not know who are what the person he reincarnates into will be
Restrictions: will take one day for him to reincarnate
Ability 2:
Power Level:
Strengths:
Weaknesses:
Restrictions:
Ability 3:
Power Level:
Strengths:
Weaknesses:
Restrictions:
Ability 4:
Power Level:
Strengths:
Weaknesses:
Restrictions:
MAGICAL OR SPECIAL ITEMS
List:
The compass: points in the direction of the thing he wants the most
Slim Jim: Helps him break into any conventional lock
BACKGROUND
Education or Training: Has been a thief, slash adventurer for the last 210 years
Character Background/Biography:
Lazarus was born as Joc Miile in Orleans France in 1805. He was a ruffian to say the least. He would lead a street gang of boys who liked to pick pocket anyone unlucky enough to get in their way; not to mention they loved to fight with other boys and each other. When he reached the age of 16, he went on an adventure with some of his gang members into the empire of the dead below Paris. It was said that an old hermit lived down there, and he liked to store up his whisky some where down there. The boys while looking down there entered into an unknown chamber to them. It had ancient Frankish written all around the walls. Many of the skeletons looked fresh. A dark mass from inside the cave emerged from the waters that had covered the bottom of the floor. It attacked all the boys. None escaped... except for Joc. He woke up urgently outside of the entrance that he and his gang had entered into the catacombs from. He traveled back home, having no way to explain what had happened down there, and being too scared to go back.
Some years later, he was drafted to fight in the French navy. During a terrible storm in the north Atlantic, his ship sunk to the bottom of the sea, and every single member was killed... Except for Joc, he awoke one day later in an ally way in Berlin Germany, naked. He had a new body, and spoke German ( and still retained his French language). He has died 9 times since then and still has no idea how he can do what he does, or why. Immortality has made Joc ( changed to Lazarus at the turn of the century) very depressed, and he now seeks above all else a way to end his life permanently.
OTHER GAME MECHANICS
URL to Apartment Picture: (What's the inside of their apartment look like)(Image)
Link to RP examples: (this MUST be a DIRECT LINK to your IC post in an RP, NOT a link to the RP thread itself. If you don't have examples, make your biography good.)
viewtopic.php?f=31&t=353825&p=26007040#p26007040
viewtopic.php?f=31&t=353600
IMPORTANT:
One paragraph that sums up your character. This paragraph is what we'll use on your player tab on the first page of the thread. This MUST be brief. Your tab will contain a link to your application so people will have full details
Character Name: Lazarus
Brief Description: He is currently, a devilish and charming thief. He is a partier and a ladies man. This all of course is an act to cover up his extreme depression.
Fvaarniimar wrote:Ha! Ha! I finished!Do not remove this search tag: #PLAPP
PERSONAL CHARACTERISTICS
Character Name: Rmwtyliin Saagve Annvyeelee Fvvarniimalasaakuuliia
Character Gender: Female
Species (nation personification, human, alien, etc): Human
Age: 13 (wrote down her birthday, lost it. I'm making it Sept. 2. She's not sure if it's happened yet re:calendar confusion.)
Appearance: Pale caramel skin with a little pink, dark brown hair, slightly grayish dark blue eyes, forehead is tattooed in black with this symbol: ><>< . 5'0", around 105 lb, late preteen/early teenage years (going by Fvaarniimarn standards; based on height etc, most Americans or Europeans would likely estimate her age at nine or ten). Always wears brown, pink, and two of the following: blue, green, purple. (Except for pink, these are due to status; the pink is the Fvaarniimarn color of mourning.) Typically wears loose-fitting dresses and some high-saturation shades. Also typically wears two watches: one hunter green wristwatch, one glittery gold pocket watch. Favorite color: spring green (not of the 'complement of RGB rose' variety although she'll happily wear mint) specifically a light, intense yellow-green.
URL to Character Picture, if any:
Primary Objective: (What is your character's main goal? This should be the thing that drives their part of the plot.)
Live up to the expectations of the positions of Naabvimliikunz, Naaliiasz, and "member of House Fvaarniimalasaakuuliia." Intends to: comport herself accordingly - not rude, not too submissive - and learn about this society. However, she's a kid, and the standards are high. She is impatient at times, and has a tendency to lose her temper when groups she belongs to/is invested in/cares about are insulted. These traits, and actions which might result, are often rude and don't exactly meet the expectations of her position.
Get home. Intends to: maaybe talk to Giovenith (who seems to know about a lot, as well as having been told something by Kwa'a) and Kwa'a (who seems quite recitent on the matter, but did come from the same universe.) Might try learning something about this sort of travel in general - how did the Building end up elsewhere? The bus with lizards? Beyond that, no idea how to proceed. While what little bit of a plan she has is decent, she only has a vague idea of how to even begin to go about going home, and the people who do know a little more have to withhold much of that (including absolutely crucial information) because if she knows then she isn't going to be able to stay home - especially given her position. Furthermore, there's a very good reason why she had to leave...and, given her status, her disappearance had a very large impact.
Secondary Objectives: (What other goals does your character intend to achieve? These should drive subplots.)
Find a place in this society. Intends to: attend whatever educational system there is in this weird world and otherwise immerse herself in the culture; build friendships, and be a good friend. However, the culture is pretty different -
She is largely clueless about technology, modern science, etc. although now understands a few things in general as well as being prejudiced against most sentient males- she can stand them but doesn't think that they have a lot to contribute to society. (She does have a soft spot for male artisans and a close friendship-which-everyone-thought-would-be-more-someday with a carpenter from back home, as well as honest admiration for Ocho and to a lesser extent Itum)
- also, she associates closely with SNs/EBs/abs and lives in the Building, which will likely make public school or any other activity involving citizens difficult. Furthermore, typical PL zaniness could conflict with classes...
Become fully fluent in Modern English so that she does not need to rely on translators. Intends to: take every possible opportunity to learn, pay close attention to translations and usage, and have Duncan translate specific words; drill on any words figured out, and write them. However, Rmwtyliin has a tendency to mix up languages, which is really not good right now, and basically no aptitude for learning them.
MUNDANE SKILLS
These do NOT require points. These are the average, daily things your character can do. Examples are "drive a car", "speak a normal Foreign Language", "play a guitar", "write poetry". Some mundane skills come from your bio and are freebie. A soldier knows very basic training (shoot a gun, basic drill). Medic, martial arts or sniper would be a Specialized Skill or Talent.
List Mundane skills here:
Speaks Fvaarniimarn
Limited fluency in medieval French, Latin, German, and English. Very limited ability in modern English.
Can do math (up to geometry, very limited algebra) in bases five, ten, and sixty (although base five is easiest)
Large amount of relatively useless (as Fvaarniimar is in a different reality) knowledge concerning Fvaarniimar
Trained in self-defense and most weapons existing in her time - specifically, trained to the point of able to use the common/easy to use weapons/techniques with about 75% accuracy under ideal conditions, typically when modified to work in a nonlethal manner.
Fast reader - in Fvaarniimarn, anyway.
Good at teaching others
Glassblowing (basic knowledge, finds interesting), calligraphy (proficient with strokes, Fvaarniimarn script; mediocre with Latin script), public speaking, woodcarving (proficient), foraging/other survival skills (fair to very good, but some skills apply less; some plants differ for example), knots, can stay on a horse/other beast of burden, theoretical understanding with limited-to-fair practical experience of trappings of typical medieval royal life.
Has low-to-medium level of fourth syeemnaan FV medical knowledge - mostly bandages and some plants. This is further limited by her getting faint around too much red. Papercut, fine. Ten bleeding wounds, less fine but ok if focusing on one at a time. Looking around and seeing bleeding or bloody people everywhere...nope.
Basic fourth syeemnaan FV/general medieval knowledge. As examples, can fashion a simple lamp and knows - in general - what a knight is.
SPECIALIZED SKILLS AND TALENTS
These are specialized skills that set yornu apart from the average person. You have 7 points to spend here. Examples are swordsmanship, sniper, coercion, piloting etc.
Ability 1 and Points Spent: Diplomacy, 4 points. Fvaarniimarn diplomacy can be rather unconventional at times; this can be a strength or weakness, as it could result in a creative, effective solution to a problem but could also end up causing problems in cases where something more conventional may have been better. It typically involves a genuinely friendly attitude and an approach which may be formal, but isn't stilted.
Ability 2 and Points Spent: Body Language, 3 points. Can often tell feelings and in cases infer general meanings of speech from posture, expressions, etc. Can also minimize what her expressions and such give away.
Ability 3 and Points Spent:
Ability 4 and Points Spent:
OPTIONAL SUPERNATURAL CHARACTERISTICS
You have 7 points to spend here on supernatural skills or abilities. Sonic Scream, Levitation, Spell Casting, Shape Shifting etc. Superman MUST have his kryptonite, so Restrictions are what can't they do with their power or what balances it. They can only use it when they genuinely need it? They can't use it for more then five minutes without serious side-effects? Some things are allowed without points. A pegasus has wings thus it can fly. A raptor is fast thus no points are spent in speed. These "natural" abilities should be listed in the character's description, however.
Ability 1:
Intuition. Might, about 3 or 4 times per year, pick up on something that she couldn't logically know.
Power Level: 1
Weaknesses: It is probable that it won't be terribly helpful- for instance, she might figure out the color of a room.
Strengths: That being said, if a situation is desperate it may provide more relevant info, although not likely in any greater quantity.
Restrictions: Ability is currently involuntary and not known to Rmwtyliin, but theoretically a small amount of control could be developed; this would likely be far more trouble than it was worth.
Ability 2: Can transfer the small amount of energy involved in thinking of an FV-b type spirit, that on which the spirit is based, or a reasonable analog thereof to said, as well as moving the concepts in the thought to a "location" accessible to these (spirits of the exact type cannot quite get into minds, or rather they're at risk of ceasing to exist if they try) with some intent to do so.
Power Level:1, 2 if higher level really needed.
Strengths: Can be used to call for help if a whole lot of conditions permit.
Weaknesses: Among other things it's done subconsciously, Rmwtyliin has no clue how it works, and all of the entities fitting both categories who Rmwtyliin is likely to call on are ridiculously far out of range. Hers works erratically if at all in most locations which have experienced little/no habitation by sentients and are not within a few miles of ones which have.
Restrictions: Does what it says on the tin. Only a spirit of the type who can sense as fits the type or a telepath capable of reading human minds (and really close to reading hers) can pick up on the concept portion. Notably, unless temporarily separated from her body Kwa'a is neither. The concept portion will be around for maybe 30 minutes before fading.
((Added re: trying to make the whole spirits thing work. If you have suggestions, please share.))
MAGICAL OR SPECIAL ITEMS
List:
Snake ornament (might not do anything.) On dresser.
Half ownership/custody of a dust bunny. Unaware of this.
Custody of Duncan, a daemon of Swith's who is serving as her translator.
One ring set with a small diamond.
A few hundred irka nuts. Stored carefully in closet.
Two apartment keys on a knotted necklace. Worn at all times.
Leather pouch holding a half-unraveled linen square, some nuts, a nut-peeler (sharpened rock, comprable to a butter knife), a quartz lens, a tough, slippery wood needle, and one nutshell acting as a tiny bottle for a resin-oil mixture. Worn typically.
1 cell phone. Fairly cheap, simple plan.
BACKGROUND
Education or Training: She received rather-hands-on training in diplomacy and interpersonal relations which far exceeded the already thorough tutelage which was par for the course if one was within eleven generations of House Fvaarniimalasaalakuulia, as well as tutoring in academic subjects available in the period and various means of self-defense.
Character Background/Biography:Born in 517 FV as the third child and second daughter of Fvaaviimkune Tvthmlaaljvkyf, Rmwtyliin had far fewer expectations to live up to than her elder sister. As she was expected to serve as Naabvimliikunz and in either an interior position or as an ambassador of some sort, she received training in diplomacy and interpersonal relations which far exceeded the already thorough tutelage which was par for the course if one was within eleven generations of House Fvaarniimalasaalakuulia (Note: Spelling not standardized in fourth syeemnaan.) This training, being rather hands-on, also completely eliminated her natural slight shyness. She did have some time for fun, largely split between either her sister, Venmii and/or brother, Emm, both of whom she'd always been close to, or Ijj, her BFF and close in age.
While Rmwtyliin was twelve, her sister Vemnii turned seventeen and was officially appointed Naabvimliikune. A few months later, during a break in the middle of a routine ceremony requesting protection from the spirits prior to a diplomatic mission, Rmwtyliin vanished from Fvaarniimar and found herself on Subabsurdus Street, facing the Building with a ring - containing a small diamond, sufficient to cover about two months rent - in one hand. Then she was whisked off to a strange city in yet another time, woke up, and met some people. After an awkward start of thinking electric lights were trapped gods and barely being able to communicate, things smoothed out somewhat when Swith provided a naked mole rat daemon formed out of Spam as a translator.
Then they got a bit rougher when a Bomic woman appeared quite literally out of nowhere following the group's return to Bielefeld. Terrified at first, after Kwa'a turned out to not (apparently) have dire things in mind for her, and with reassurance from Giovenith, Rmwtyliin warmed up to the rather-secretive woman slightly and did not object when the Bomic appointed herself as Rmwtyliin's new guardian.
Before she had spent even a day in this new place, the group was whisked off to Gliese. With some help from Kwa'a and Giovenith, she obtained suitable ball attire and had a rather pleasant time. The trip to the Island also went well, if not unusually so, with a few more new friends, although she did end up ill with something following Christmas.
At and as a result of the Carnal Carnival, she was forced to confront some of her fears and emotions regarding the new reality: not being able to go home, danger, and powers were amongst these.
She took a small part in the Thirteen storyline, volunteering to aid the Underground but never actually doing so, and overcame some fears to an extent to firmly support the ab/eb cause; the day of the election was spent with Elka as well as Kwa'a.
During all of this time, Rmwtyliin settled in. The Building still isn't home to her, but she understands in general how to live there. She's gotten more used to strange sorts of people and strange events.
OTHER GAME MECHANICS
URL to Apartment Picture: (What's the inside of their apartment look like)Pending (and likely to remain that way for some time!) Description: One - bedroom apartment, spring green carpet, tan tile, violet walls in bedroom, sapphire in living room, cerulean in bathroom, spring green in kitchen, wood and fabric furnishings in above hues or dark brown, accents in bright violet and spring green throughout, medium green ceilings patterned with long strokes of emerald and tan, dark brown moldings, doors, tile grout, etc. There is a linen hanging in the kitchen, also spring green, separating a few modern appliances, faux wood-clad, from a fairly-standard but well-ventilated Fvaarniimarn-style circa 500FV kitchen. Additionally, the upper third of each room consists mainly of pentagonal windows. Doorknobs and similar are brass, although sink and tub are blue-gray ceramic.
Link to RP examples: (this MUST be a DIRECT LINK to your IC post in an RP, NOT a link to the RP thread itself. If you don't have examples, make your biography good.)
viewtopic.php?p=22289581&sid=29ac3180568ab501dbb3f123c076c425#p22289581
viewtopic.php?p=22328772#p22328772
viewtopic.php?p=25043430#p25043430
IMPORTANT:
One paragraph that sums up your character. This paragraph is what we'll use on your player tab on the first page of the thread. This MUST be brief. Your tab will contain a link to your application so people will have full details:Rmwtyliin is a teenaged princess from medieval Fvaarniimar who "somehow" ended up in Bielefield. She's not afraid to try new things (but is rather frightened by some of the things in Bielefeld), was something of a trendsetter at home, and loves art (largely as a patron) and most colors. If at all possible, she'll attempt to resolve situations diplomatically. Also, she thinks little of males in general, is uncomfortable around the color red, and her speech is translated by an entity which looks like a rodent.
While digging around for bits of this, I came across foreshadowing for two stories which seem to have vanished into the aether. Stories, I will add, which really looked interesting.
1. Dust Off - what the dust bunnies were for. Some sort of capture-the-flag thing.
2. Giovenith's visit home/possibly Marcus' coming along. I'm not sure he even got around to asking Naomi.
Also, Slobo: While that's great tactically, the people with really potent characters want a good fight. The plan with Bran sounds like they might need to hold back so as not to hit him and as though they might have less to fight through. I wonder if you could think of something tactical which is satisfying to these people (who, let's face it, have a point about not being able to use their chars' full potential) from an OOC perspective and sensible from an IC one?
Chedastan wrote:#PLAPP
PERSONAL CHARACTERISTICS
Character Name: General Romulus Aphrodisiac
Character Gender: Male
Species: Enhanced Human (enchanted implants)
Age: 33 (Though technically many centuries old, given time dilation from his own reality)
Appearance: If you can get his armor off, he essentially looks like a tan, bald, dark hair bearded man. Who of course still stands tall in and out of his armor. And his physique looks appropriate for his job.
URL to Character Picture, if any: If any you say, heh.
Primary Objective: (What is your character's main goal? This should be the thing that drives their part of the plot.) Find a way to get the hell home!
Secondary Objectives: (What other goals does your character intend to achieve? These should drive subplots.) Form a interdimensional enclave extension for the Wilhelm Imperium. He is a conqueror and statesman after all. And spread the Wilhelm Imperium's influence everywhere.
MUNDANE SKILLS
List Mundane skills here:
-Organization and planning
-Combat training of the slashing and shooting variety
-Leadership and speech
-Extensive knowledge of the history of the Wilhelm Imperium (Up to Wilhelm XXIX)
-Tea brewing
SPECIALIZED SKILLS AND TALENTS
These are specialized skills that set you apart from the average person. You have 7 points to spend here. Examples are swordsmanship, sniper, coercion, piloting etc.
Ability 1 and Points Spent: Swordsmanship-4
Ability 2 and Points Spent: Strategy and Tactics-1
Ability 3 and Points Spent: Power Armor-2
OPTIONAL SUPERNATURAL CHARACTERISTICS
Ability 1: Imperium's Perseverance
Power Level: 4
Strengths: Damage resistance and damage output increase when Romulus is in very bad shape. IE: Near death to badly injured.
Weaknesses: He still feel everything, and becomes more suicidally determined the longer the fight drags out, and he gets more hurt. And anything sufficiently powerful will go straight anyway before it could take effect. And he could still pass out from enough damage anyway.
Restrictions: Needs to be in great pain in order to take great effect.
Ability 2: General's Grace (Regeneration)
Power Level: 3
Strengths: Can regenerate from wounds, and be healed faster. Also allows him to hit more without physically damaging himself.
Weaknesses: He still feels everything, and gets more angry from it for awhile. And anything powerful enough will still go through like butter.
Restrictions: Not always starts to work instantaneously, and takes time.
MAGICAL OR SPECIAL ITEMS
List:
-A magic sword called the "Magnum Langschwert Madeleine." Made out of crystal prisms and the strongest metals the Regime of Wilhelm XXIX could muster. Its special properties burns and melts most materials at physical contact, and can easily boil flesh off a man. And as a sword, it cuts through most metals like actual butter. Good training is obviously required to use it without killing the user, but by most standards, it's a powerful and effective instrument. It also creates a very bright rainbow effect every time it's used, and can be alternatively used as good light source.
-General's Power Armor equipped with a 1 pounder wrist mounted autocannon, and runs on a Hydrotectonic V9.1/3 engine power plant (it needs hydrogen and steam). The alloys used were considered near best of the time of Wilhelm XXIX, so it's pretty damn resilient by even modern standards still, and that's not factoring added power supply. Also comes equipped with the Magnum Langschwert Madeleine Gauntlets that allow the user to even hold the sword without it burning and melting them, being made out of similar material, alongside the customary MLM Scabbard. The armor also has several utility tools installed.
BACKGROUND
Education or Training: Wilhelm Imperium Modern Major General Academy of Hackory.
Character Background/Biography:
Hailing from the Wilhelm Imperium's province of the Madeleine Heartlands, located in the Contritione Pervalida Mundos Universe where the Wilhelm Imperium makes its domain, among infinities of other domains and realms. Romulus Aphrodisiac was raised from his statesman of a father, under Wilhelm Creed. As Wilhelm XXIX's Regime began, Romulus was already enrolled in the Wilhelm Imperium Modern Major General Academy of Hackory, learning everything of the might of the Dynasty and the Imperium, and its many foes over the centuries. He was very eager to serve the Imperium. Eventually when time came for former General Titus Everest to die of old age, Romulus was the first to nominate himself as the successor, having trained his whole life up to that point to have the position, and having served in many of former General Titus Everest's campaigns. Amused by his initiative and history, Wilhelm XXIX made him the new General on the spot, and tasked him as he did with his predecessor, to conquered the known frontiers to create more known frontiers, and to maintain control of existing provinces. It was the duty of all Generals of the Wilhelm Imperium.
After years of conquering the frontiers, and wiping out dissidence with no slowing down. His known career will finally come to a climax, at least as far as history after that will say about him. Almost through with the task of wiping out the Prismites that had been a thorn of the Imperium for several Wilhelms, Romulus was close, very close. But on the faithful day of the final blitz against them, the weather had turned violent, the Prismite Warlocks were messing with the weather in a last ditch effort to prevent their utter genocide. But as the blitz commenced, the Imperium's seer determination overpowered all odds, and on the final hour of the day cycle, Romulus had cornered the last Prismite Arch-Warlock. Having spent it's lifetime fighting a hopeless war against the Imperium, the Pismite chose to sacrifice itself by doing the forbidden. Tearing a thread through space time.
As the thread tore, a tear enveloped, sucking Romulus into it before he could kill the last Arch-Warlock. Being hurled into universes and realities, just narrowly avoiding being stretched to oblivion. Crossing over to dimensions and back. Romulus was eventually hurled to his final destination, here. He is now unaware of what exactly happened to him, unknowing of the extent of what had occurred, and has happened in his absence. Back in his home, time had already past far too late for his own time. He is remembered centuries later as the fabled General of Wilhelm XXIX, the one that was lost destroying the Prismite Menace. He will likely never know everything of his home, given him being now stranded in the universe and reality that's not his own. And being left to what horrors reside here.
OTHER GAME MECHANICS
URL to Apartment Picture:(Image)
Link to RP examples: Guys
IMPORTANT:
One paragraph that sums up your character. This paragraph is what we'll use on your player tab on the first page of the thread. This MUST be brief. Your tab will contain a link to your application so people will have full details
Character Name: General Romulus Aphrodisiac
Brief Description: General of the Wilhelm Imperium that was sent through multiple dimensions and universes to end up stranded here. Now force to contend with the new and strange inhabitants, with his only constant companions being his will for the Wilhelm Imperium, his experience, and his equipment. He must make due, and try and hope in vain to find a way back home. If so Gods and Wilhelm help him.
Swith Witherward wrote:Just in case the other RP folds...#PLAPP
PERSONAL CHARACTERISTICS
Character Name: Esma Aksu
Character Gender: female
Species (nation personification, human, alien, etc): human
Age: 28
Appearance: 5'2", 108lbs. Esma is a physically fit woman whose occupation grants her increased stamina. Her Rom-Turkish lineage lends to her darker skin tone, eye and nose shape, and physical stature.
URL to Character Picture, if any: Esma Aksu
Primary Objective: Prior goal: serve as a guide for a vagabond team; assist team in reaching their objective. Post arrival: cope with diametrically different setting; explore that setting to gain an understanding of the environment and inhabitants.
Secondary Objectives: Prior goal: provide for her son; perhaps help a friend understand Tengri's grace. Post arrival: deal with the loss of her son; may lead to either hyper-fervency or complete loss of faith.
MUNDANE SKILLS
She's a kinswoman from the oasis, and a wilderness survival guide. Her specialty is specific to the Khan region. Attuned to nature and mindful of the living things around her, she can often determine approaching weather or lead a lost team through featureless terrain just by paying attention to the deadly things around her. (Animal behaviorist... it's more than a hobby.) Subskills include hunting and tracking, as well as traditional stick fighting. Bartering (black market style) skills are mastered at a very young age. She can read and write, and enjoys drawing. Her childhood in the Oasis provided a working knowledge of several indigenous languages, and a knack for storytelling. Cheap schtick skill: can play a flute.
SPECIALIZED SKILLS AND TALENTS
Ability 1 and Points Spent: Survivalist (4)
Ability 2 and Points Spent: traditional stick fighting (3)
SPECIAL ITEMS
List:
Weapons
- Naboot'nar (longer version of the naboot (quarterstaff), made of palm wood)
- Old hunting rifle chambered 7.62x51mm (slung)
- 1 box of ammo and a weapon servicing kit (pack)
- Hunting knife (thigh)
Survival
-Water canteens (2) (slung)
- Liquor canteen (1) (slung)
- Assorted preserved meats, fruits, etc. 3-day supply. (pack)
- personal storm tent (nomadic in style, so primitive in appearance that it's laughable, works better than the commercial shit) (material used as wrap/voluminous cloak)
- old pair of reading glasses, slightly scratched and with an out of date prescription.
Personal
- journal (pack)
- carbon pencils to sketch with (pack)
- small book of traditional poetry (pocket)
- kaval (shepherd's pipe, pack)
BACKGROUND
Education or Training: Standard Ticaret education for someone from a politically high ranking family; knowledge delveloped over the course of a lifetime pertaining to survival etc.
Character Background/Biography: Esma was born in the Ticaret Oasis. She is the second oldest daughter of Ali Aksu and his primary wife, Neþe, and the fifth oldest of all his children (twenty three total, split between three wives). The Aksu tribe settled the Ticaret wadi and has held control of it ever since, however there are several other "pure lines" from other wadi that now call the Ticaret home; Esma's mother is one of those pure lines. Esma's upbringing was dual-culture in nature, with constant quarrels between parents as to how best honor each parent's traditions. Caught between, Esma choose to escape both by spending vast amounts of time wandering on her own (when not engaged in arduous schoolwork).
Like all native wadi inhabitants, Esma learned to survive and thrive. She choose to expand upon those basics, accompanying her Uncle Bayram in his exploits outside Ticaret (when not kept home by work). She gained her love for exploration from him.
Esma was briefly married and stood as primary wife. A raid to the wadi took that life from her, but did not rob her of her son, Sener. Now ten years of age, he remains at Ticaret, fostered by his grandfather as is mandated by blessed tradition. She supports him by serving as a guide toidiotsforeign vagabonds seeking to cross the Greater Khan. Sener is her pride and joy.
A confident woman on the outside, Esma is passionate about what she does. She's mistrusting of outsiders however, and her respect must be earned. Once earned, people will find her to be a loyal friend. She has a bad habit of inserting her opinion on every matter (something she is working towards curtailing), and tends to mentally upbraid herself when she makes mistakes that could have easily been avoided had she put more thought behind her outburst.
Notes on animals:
Her pet, Scallion, was domesticated by Sener and given to her to serve as tutmak. This is traditional gift between son and parent serves as a reminder of their bond while apart. Esma only wishes he had chosen a less mischievous creature."Fireflockers (or bali'chak) are frequently found near fires or other luminary sources. Cute, pink, and roughly the size of an Earth hamster, Fireflockers prey upon the tiny creatures attracted to the light, as well as scavenge for scraps left behind by humans. They're considered good luck charms and kept as pets by children and caravan members alike."
Keskin, a paddelus, serves as her companion."The Latinus Paddelus, affectionately known as a Paddle, is one of the Özgür Insanlar's sacred animals.
The ability of paddelus to read human gestures is remarkable. Paddle are remarkably similar to human infants in the way they pay attention to us. This ability accounts for the extraordinary communication Özgür Insanlar have with their wild companions. Some paddle are so attuned to their human companions that they can read a gesture as subtle as a change in eye direction. The communicative abilities are mutual, however, and the experienced Özgür Insanlar looks no further than to his paddelus to determine approaching weather or encroaching danger.
Paddelus are excellent trackers and natural herders. The size of a large dog, they often serve as a warning system, shrieking at hostile strangers or animals to alert their resting humans. They are fiercely loyal once they bond with a human, and will defend their companion from predators. Likewise, the Özgür Insanlar revere the paddle for its abilities and tend to its needs.
It is said that Tengri sung both humans and paddelus into being at the same moment, and both emerged from his sacred mouth as two pearls. One pearl - humanity - fell however, and was lost amongst the stars. Now the pearl has been found, and humanity must learn to exist as Tengri meant it to. The paddelus, ever faithful, is meant to be the guide."
OTHER GAME MECHANICS
URL to Apartment Picture: (What's the inside of their apartment look like) https://s-media-cache-ak0.pinimg.com/736x/d9/25/72/d925720dd9296f02f3e0d77d1a1b1e1d.jpg
Link to RP examples: (this MUST be a DIRECT LINK to your IC post in an RP, NOT a link to the RP thread itself. If you don't have examples, make your biography good.) here
IMPORTANT:
One paragraph that sums up your character. This paragraph is what we'll use on your player tab on the first page of the thread. This MUST be brief. Your tab will contain a link to your application so people will have full details
Esma Aksu
A vibrant and spiritual Rom guide from an inhospitable, post-apocalyptic desert world.
Highfort wrote:As Swith mentioned, in case things in PostPoc go south...#PLAPP
PERSONAL CHARACTERISTICS
Character Name: Temir Talgat
Character Gender: Male
Species (nation personification, human, alien, etc): Human
Age: 43
Appearance: Being a mechanic and having to work with heavy machinery in the sun, he's well-built and quite dark, standing at a hefty six feet, one inch and weighing in at a hundred and seventy pounds. Though he has little practical reason or propensity to show his face, he has brown eyes and a weathered, slightly wrinkled appearance due to sun and windburn. His skin stretches tightly over his high cheekbones and is discolored due to scarring and the aforementioned burns, appearing mostly a light brown with some pale splotches. His hair is kept in a short crop cut to ensure it doesn't catch on fire when he's working in the forge, and it's black with slivers of grey. He has no facial hair and keeps clean-shaven.
URL to Character Picture, if any: The Iron Face
Primary Objective: Having been thrown into the PL-verse without rhyme nor reason, Temir longs to find a new religious order to serve in, one similar in nature to his beloved Cult of the Great Khan, whose central premise was built around machine worship and glorification. His hope is that he can continue striving to achieve the Will of the Kindred Spirit - though without her Great Khan and without his fellow clergymen and acolytes he knows this will be difficult. If worst comes to worst, he may resort to founding a new branch/chapter of the Cult of the Great Khan, so that the Light of the Kindred Spirit may illuminate ever-onward for generations to come.
Secondary Objectives: Though he wishes to adapt to his surroundings, Temir does long for home and will make it a point to discover just how he got from Rigel-III to Gallimaufry - with the hope that perhaps this will be his ticket to going home. Despite his harsh existence in Great Khan and her surrounding deserts, the tinkerer doesn't know how to call any other place home.
MUNDANE SKILLS
These do NOT require points. These are the average, daily things your character can do. Examples are "drive a car", "speak a normal Foreign Language", "play a guitar", "write poetry". Some mundane skills come from your bio and are freebie. A soldier knows very basic training (shoot a gun, basic drill). Medic, martial arts or sniper would be a Specialized Skill or Talent.
List Mundane skills here:
- Metalworking
- Fixing/Maintaining mechanical equipment
- Bartering for goods (specialty: machine parts, metals, and weapons)
- Knowledge of Cult of the Great Khan theology
- Preaching/Religious oration and rituals pertaining to the Cult
- Driving vehicles (both manual and automatic)
SPECIALIZED SKILLS AND TALENTS
These are specialized skills that set you apart from the average person. You have 7 points to spend here. Examples are swordsmanship, sniper, coercion, piloting etc.
Ability 1 and Points Spent: Sniper, 3
Ability 2 and Points Spent: Blacksmith, 4
OPTIONAL SUPERNATURAL CHARACTERISTICS
Ability 1: None, completely mundane
Power Level: NA
Strengths: NA
Weaknesses: NA
Restrictions: NA
MAGICAL OR SPECIAL ITEMS
List:
- Sniper Rifle (self-made; chambered in 7.62 x 39mm rounds)
- Simple Cane/Walking Stick (adorned with tiny bells courtesy of Esma)
- Books - The Most Great Khan (worn and slightly dog-eared), Khanate Chant Guide (heavily dog-eared with scraps of paper to mark pages)
- Personal Journal (dog-eared, scraps of paper glued in, papers placed to mark locations, leather-bound)
- Blacksmith's Equipment - tongs, hammer, bellows
BACKGROUND
Education or Training:Character Background/Biography: Temir Talgat was born with an unknown name to one of the unknown families that settled on Rigel Three during the colonization period. His roots trace back to Terra and to a family of Kazakhs living in Mongolia as traders. He would only learn of his heritage later, however, as he was abandoned shortly after his birth when his parents realized they neither had the resources nor the time to care for an infant on the harsh expanse of Rigel Three. This abandonment led to his adoption by the nomads that roam the Great Khan Desert and his naming as Temir Talgat - the Iron Face.
- Apprenticed to a Cult Clergyman (Knowledge of Cult theology, Preaching)
- Apprenticed to Senior Cult Mechanic (Fixing/Maintaining mechanical equipment, metalworking)
Raised in his youth to be a merchant like the rest of his adoptive family, he came into contact with the Cult of the Great Khan during his adolescent years and quickly embraced their teachings and culture, considering them the long-lost family he never know. Much more interested in technology and shaping and fashioning metal than he was in bartering, he made his final barter run for his tribe when he was twenty-two before leaving to join up with the Cult.
He spent the majority of his life in Great Khan working as a Cult Mechanic, maintaining and refurbishing the lower levels of the Great Khan Body to ensure the ship would be in proper condition for worship rites and for visitors on the ritual Pilgrimage to the Body. It was through this vigilance over the Body that he became a master metalworker and tinkerer, learning the craft from his fellow Mechanics and honing it. This culminated in his creation of his very own sniper rifle as part of a bid to be granted permission to work night shifts - when actual armed guards were off-duty. He was granted both the night shifts and the training and worked on becoming a proficient marksman as he continued to explore and care for the Great Khan.
As time passed he grew wary of this sedentary existence. Eventually learning of his nomadic roots and parentage, he resigned from his position as Senior Cult Mechanic and decided that this restlessness was a sign from the Kindred Spirit. He was destined for greater things than a simple life spent in the city - he was destined to resurrect the Great Khan and make her flight-worthy once more, so that she could deliver her followers to the Great Beyond. As such, he packed his belongings, brushed up on his bartering and negotiation skills, and set off for the nearest town. What he was looking for, he wasn't sure. But he knew it could not be found in the city.
Following joining up with the Vagabonds hired out by AA to secure an artifact in the Great Khan Desert, Temir was badly wounded during an ambush by raiders. Whilst recovering, he had his faith tested by both Wrothwild and Esma alike, culminating in an evening almost too blasphemous to mention - or it would have been had Esma not had the foresight to stop their evening activities. Now, he's emerged in an alien land with equally alien people. The only thing that's left to do now is adapt... or die.
OTHER GAME MECHANICS
URL to Apartment Picture: (What's the inside of their apartment look like) Might be shitty... but it's home
Link to RP examples: But I dun wanna... Seriously, though, you can just look at the Septimus app. I got it all covered.
IMPORTANT:
One paragraph that sums up your character. This paragraph is what we'll use on your player tab on the first page of the thread. This MUST be brief. Your tab will contain a link to your application so people will have full details
Character Name: Temir Talgat
Brief Description: A tinkerer from the city of Great Khan on Rigel-III, Temir Talgat is as at-home with tongs and a blacksmith's hammer as he is with a screwdriver and gun oil. Raised in the Cult of the Great Khan, which glorified machines and their purpose in human existence, he now exists as a drifter looking for a new religious brotherhood to call home and a new mission to set his mind on. If it can be broken or fixed, chances are Temir's done either and, more likely, both.
I wear teal, blue & pink for Swith
There is a fifth dimension beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man’s fears, and the summit of his knowledge. This is the dimension of imagination.
by The BranRiech » Fri Oct 02, 2015 7:12 pm
by Cerillium » Fri Oct 02, 2015 7:38 pm
Highfort wrote:Giovenith wrote:But one day Cer will have his revenge, yes?
"Kill me Cer..." Work gasps from beneath the rubble of the old laboratory, "Just... do it."
The biochemist peers down at the entity that has made his life miserable for decades. He raises a foot and turns to leave.
"No... you bastard! Just end it! Do it, come on, do it now!" Work cries out, all pretense of power and self-respect draining out of it as it begs to at least be given a dignified ending, even as it wallows in its own feces and vomit, "Kill me!"
Cer pauses. He turns and walks over, an easy stride betraying the enjoyment he is getting from seeing his nemesis taking its final breaths. He bends over and picks up the rifle, the barrel lowering until it gently settles on Work's forehead.
Click.
The barrel rises and Cer offers a grim smile as he displays the magazine and the bullet fallen from its chamber.
"Do it yourself."
Pocketing the metal rectangle, he sets the bullet down just out of reach of Work's bloodied arms, the rifle set on the opposite side.
"Just end it!" Work lets out a sob, and Cer pauses to reflect. Perhaps he had been too hard on this entity. After all, it was not just him that work tortured. It was responsible for the suffering of many others.
His thoughts turn to the many nights he lost his keys and his eyes narrow. Work did not deserve mercy.
The easy stride resumes, and Cerillium offers a hollow laugh as he walks away.
I wear teal, blue & pink for Swith
There is a fifth dimension beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man’s fears, and the summit of his knowledge. This is the dimension of imagination.
by Cerillium » Fri Oct 02, 2015 8:11 pm
Primordial Luxa wrote:Im interested in when or if it would be a good idea for primordial and some of the others to go exploring the nearby area.
I was thinking a small team could have some fun looking for fresh water and encountering weird things.
Could a OP or CoOP give me there opinion on such an event?
I wear teal, blue & pink for Swith
There is a fifth dimension beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man’s fears, and the summit of his knowledge. This is the dimension of imagination.
by TotallyNotEvilLand » Fri Oct 02, 2015 8:13 pm
by Northwest Slobovia » Fri Oct 02, 2015 8:32 pm
Cerillium wrote:Primordial Luxa wrote:Im interested in when or if it would be a good idea for primordial and some of the others to go exploring the nearby area.
I was thinking a small team could have some fun looking for fresh water and encountering weird things.
Could a OP or CoOP give me there opinion on such an event?
Exploring would be good. The Building retains its utilities, but people will need to replenish goods.
TotallyNotEvilLand wrote:If anyone wants to interact a bit, Crysal's heading up to find something to eat while Adri's mulling over her wounds in the 'hospital'.
by Cerillium » Fri Oct 02, 2015 8:40 pm
Northwest Slobovia wrote:Cerillium wrote:The Belas -- especially Sandy -- would be interested in exploring and interacting. However, despite Pegasus being associated with the Muses, I can't write a line of fiction to save my life this evening. I should tie off the Belas' current scenes before sending them off to do other things.
I wear teal, blue & pink for Swith
There is a fifth dimension beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man’s fears, and the summit of his knowledge. This is the dimension of imagination.
by Primordial Luxa » Fri Oct 02, 2015 8:41 pm
Cerillium wrote:Primordial Luxa wrote:Im interested in when or if it would be a good idea for primordial and some of the others to go exploring the nearby area.
I was thinking a small team could have some fun looking for fresh water and encountering weird things.
Could a OP or CoOP give me there opinion on such an event?
Exploring would be good. The Building retains its utilities, but people will need to replenish goods.
Some players have asked for a lull in order for characters to take stock of themselves. As one player best put it, "Could we get a couple of quiet IC days? I realize you're trying to keep play moving, but the last few IC days have been hell on wheels: terror attack, election day, location shift with joining a battle in medias res." Good point. Bielefeld (and all its amenities and personally owned businesses) is gone, as well.
Swith Witherward wrote:But I trust the people here. Well, except Prim. He has shifty eyes but his cute smile make up for it.
Monfrox wrote:But it's not like we've known Prim to really stick with normality...
P2TM wrote:HORROR/THRILLER Winner - Community Choice Award For Favorite Horror/Thriller Player: Primordial Luxa
by Cerillium » Fri Oct 02, 2015 9:06 pm
Primordial Luxa wrote:Alright thats fair.
What about setting up some sort of garden or something?
I just feel like my characters would be doing something rather than just taking stock.
So id like them to be doing something even if its small.
I wear teal, blue & pink for Swith
There is a fifth dimension beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man’s fears, and the summit of his knowledge. This is the dimension of imagination.
by Torsiedelle » Fri Oct 02, 2015 9:40 pm
by Lavan Tiri » Fri Oct 02, 2015 10:07 pm
Big Jim P wrote:I like the way you think.
Constaniana wrote:Ah, so you were dropped on your head. This explains a lot.
Zarkenis Ultima wrote:Snarky bastard.
The Grey Wolf wrote:You sir, are a gentleman and a scholar.
Renewed Imperial Germany wrote:I'm not sure whether to laugh because thIs is the best satire I've ever seen or be very very afraid because someone actually thinks all this so.... have a cookie?
John Holland wrote: John Holland
by Cerillium » Fri Oct 02, 2015 10:39 pm
Lavan Tiri wrote:#PLAPP
PERSONAL CHARACTERISTICS
Character Name: Qell Mar'Kas'Iasas
Character Gender: Male
Species: Kalon, from the planet Kalonois.
Age: 500 Earth-years
Appearance: Qell wears armor like this in combat, and robes like this, minus the robot bits, during normal times. His skin is gold, his hair shoulder-length and white, and his eyes are black
URL to Character Picture, if any: http://3.bp.blogspot.com/-QGLJUIg4U5E/UTZHe9JPE6I/AAAAAAAAAF4/Q0gpjedHQmY/s1600/DragonHuman2.jpg
Primary Objective: Qell wants to gain as much knowledge as he can, about everything. He's a fairly simple guy.
Secondary Objectives: Qell not only wants knowledge, but also friendship, and love, and lots and lots of money. He also wants a parrot.
MUNDANE SKILLS
These do NOT require points. These are the average, daily things your character can do. Examples are "drive a car", "speak a normal Foreign Language", "play a guitar", "write poetry". Some mundane skills come from your bio and are freebie. A soldier knows very basic training (shoot a gun, basic drill). Medic, martial arts or sniper would be a Specialized Skill or Talent.
List Mundane skills here:
Qell can drive most things, both land vehicles and starships. He can also brew a mean pot of coffee, speak six human languages (Hindi, English, Portuguese, Russian, Cantonese, and Esperanto), slow dance, and do basic carpentry.
SPECIALIZED SKILLS AND TALENTS
These are specialized skills that set you apart from the average person. You have 7 points to spend here. Examples are swordsmanship, sniper, coercion, piloting etc.
Ability 1 and Points Spent: Weapons Skills, three points. Qell is proficient with human weapons (swords, bows, and firearms) as well as alien ones, like laser guns.
Ability 2 and Points Spent: Cooking, two points. Hell yeah, he can cook.
Ability 3 and Points Spent: Tech wizardry, two points. Qell is a fairly skilled robotic and tech engineer.
OPTIONAL SUPERNATURAL CHARACTERISTICS
Ability 1: Magic
Power Level: Seven Points
Strengths: Qell has a large and varied repository of magic spells memorized, and at least one is useful in most situations.
Weaknesses: But with that much memorized, sometimes he'll get spells mixed up, and that'd be bad.
Restrictions: If he tries to do too much, Qell will run out of magic mojo, so to speak. After this, he can still use magic, but now it feeds from his life force.
MAGICAL OR SPECIAL ITEMS
List:
That armor in the picture? That is his main weapon, a marvel of magitek forged on the planet Kalonois. It's standard military-grade hardware; it emits a forcefield capable of stopping bullets and laser fire, but not much larger. It also affords some protections against magic, and shields the wearer from illusions and the like. The armor also has weapons in it, rockets a la Iron Man, which explode on contact to do…things…I'm not sure how to describe it, but it's like the grenades from Destiny. The armor also serves as a conductor for his magic, allowing Qell to focus his energy better.
BACKGROUND
Education or Training: Qell received training from [background=black]the magic land of Cer-this-is-a-big-part-of-his-whole-character-arc-and-I-don't-wanna-spoil-it-so-would-it-be-okay-if-I-just-TG'd-you-about-it?
Character Background/Biography: For the first part of his life, refer to the blacked-out section above.
But later on, somehow, Qell ended up on Earth. It's not surprising; this place attracts wierdos like rotting flesh attracts flies. He heard of a place called Bielfeld that was odder than the rest of Earth, somehow, and made his way over. He'd literally just arrived at the Building when it moved, and so he's stuck with everyone else on Gallimaufry.
OTHER GAME MECHANICS
URL to Apartment Picture:
Link to RP examples: Not my longest post, but it's the one I consider best.
IMPORTANT:
One paragraph that sums up your character. This paragraph is what we'll use on your player tab on the first page of the thread. This MUST be brief. Your tab will contain a link to your application so people will have full details
Character Name:
Brief Description:
I'm not finished quite yet, but whatever. It'll be a moment to find a picture and a sample, and if Cer could review the complete stuff (I think you're online…the little banner on the flag says so), I'd be much obliged.
I wear teal, blue & pink for Swith
There is a fifth dimension beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man’s fears, and the summit of his knowledge. This is the dimension of imagination.
by Lavan Tiri » Fri Oct 02, 2015 10:43 pm
Cerillium wrote:Lavan Tiri wrote:#PLAPP
PERSONAL CHARACTERISTICS
Character Name: Qell Mar'Kas'Iasas
Character Gender: Male
Species: Kalon, from the planet Kalonois.
Age: 500 Earth-years
Appearance: Qell wears armor like this in combat, and robes like this, minus the robot bits, during normal times. His skin is gold, his hair shoulder-length and white, and his eyes are black
URL to Character Picture, if any: http://3.bp.blogspot.com/-QGLJUIg4U5E/UTZHe9JPE6I/AAAAAAAAAF4/Q0gpjedHQmY/s1600/DragonHuman2.jpg
Primary Objective: Qell wants to gain as much knowledge as he can, about everything. He's a fairly simple guy.
Secondary Objectives: Qell not only wants knowledge, but also friendship, and love, and lots and lots of money. He also wants a parrot.
MUNDANE SKILLS
These do NOT require points. These are the average, daily things your character can do. Examples are "drive a car", "speak a normal Foreign Language", "play a guitar", "write poetry". Some mundane skills come from your bio and are freebie. A soldier knows very basic training (shoot a gun, basic drill). Medic, martial arts or sniper would be a Specialized Skill or Talent.
List Mundane skills here:
Qell can drive most things, both land vehicles and starships. He can also brew a mean pot of coffee, speak six human languages (Hindi, English, Portuguese, Russian, Cantonese, and Esperanto), slow dance, and do basic carpentry.
SPECIALIZED SKILLS AND TALENTS
These are specialized skills that set you apart from the average person. You have 7 points to spend here. Examples are swordsmanship, sniper, coercion, piloting etc.
Ability 1 and Points Spent: Weapons Skills, three points. Qell is proficient with human weapons (swords, bows, and firearms) as well as alien ones, like laser guns.
Ability 2 and Points Spent: Cooking, two points. Hell yeah, he can cook.
Ability 3 and Points Spent: Tech wizardry, two points. Qell is a fairly skilled robotic and tech engineer.
OPTIONAL SUPERNATURAL CHARACTERISTICS
Ability 1: Magic
Power Level: Seven Points
Strengths: Qell has a large and varied repository of magic spells memorized, and at least one is useful in most situations.
Weaknesses: But with that much memorized, sometimes he'll get spells mixed up, and that'd be bad.
Restrictions: If he tries to do too much, Qell will run out of magic mojo, so to speak. After this, he can still use magic, but now it feeds from his life force.
MAGICAL OR SPECIAL ITEMS
List:
That armor in the picture? That is his main weapon, a marvel of magitek forged on the planet Kalonois. It's standard military-grade hardware; it emits a forcefield capable of stopping bullets and laser fire, but not much larger. It also affords some protections against magic, and shields the wearer from illusions and the like. The armor also has weapons in it, rockets a la Iron Man, which explode on contact to do…things…I'm not sure how to describe it, but it's like the grenades from Destiny. The armor also serves as a conductor for his magic, allowing Qell to focus his energy better.
BACKGROUND
Education or Training: Qell received training from [background=black]the magic land of Cer-this-is-a-big-part-of-his-whole-character-arc-and-I-don't-wanna-spoil-it-so-would-it-be-okay-if-I-just-TG'd-you-about-it?
Character Background/Biography: For the first part of his life, refer to the blacked-out section above.
But later on, somehow, Qell ended up on Earth. It's not surprising; this place attracts wierdos like rotting flesh attracts flies. He heard of a place called Bielfeld that was odder than the rest of Earth, somehow, and made his way over. He'd literally just arrived at the Building when it moved, and so he's stuck with everyone else on Gallimaufry.
OTHER GAME MECHANICS
URL to Apartment Picture:
Link to RP examples: Not my longest post, but it's the one I consider best.
IMPORTANT:
One paragraph that sums up your character. This paragraph is what we'll use on your player tab on the first page of the thread. This MUST be brief. Your tab will contain a link to your application so people will have full details
Character Name:
Brief Description:
I'm not finished quite yet, but whatever. It'll be a moment to find a picture and a sample, and if Cer could review the complete stuff (I think you're online…the little banner on the flag says so), I'd be much obliged.
Way too overpowered.
Mundane skills:Qell can drive most things, both land vehicles and starships. He can also brew a mean pot of coffee, speak six human languages (Hindi, English, Portuguese, Russian, Cantonese, and Esperanto), slow dance, and do basic carpentry.
I throw in "drive a car" because most westerners have access to driver's education at one point in their lives. Driving a lorry would require a commercial driver's license and specialized training, so it isn't a mundane skill. Likewise piloting a plane, tank, or starship would be a specialized skill. Languages are often based on life. A character coming from India may have the opportunity to learn English thus bilingual isn't a stretch. If he also spoke French and Spanish, he would need to use up points under specializations.
Specialized skills/talents:
These are specialized skills that set you apart from the average person. You have 7 points to spend here. Examples are swordsmanship, sniper, coercion, piloting etc.
Pick a weapon class to specialize in. Firearms aren't the same skill set as melee. Each class would need to be allotted points.
Ability 1 and Points Spent: Weapons Skills, three points. Qell is proficient with human weapons (swords, bows, and firearms) as well as alien ones, like laser guns.
Ability 2 and Points Spent: Cooking, two points. Hell yeah, he can cook.
Ability 3 and Points Spent: Tech wizardry, two points. Qell is a fairly skilled robotic and tech engineer.
A 2 is fairly low.
"2 – Meh
Magic: You call this a power? It's very low-tier. You might be able to slowly regenerate, teleport yourself a little bit, do some decent shapeshifting, or maybe actually create more than a match-head of fire. Still not that impressive, to be honest.
Physical: You can run a marathon. You'll still end up with bleeding, chafed nipples at the end.
Skill: You have a basic knowledge of the subject. Pizza Maker Level 2 means you can make the pizza without looking at the pictures above your station to see what goes on it."
Supernatural:Ability 1: Magic
Won't fly. It's the same as Marvel's Storm having 7 points in "superpowers". She would have 4 points in "weather manipulation" (specifically "storm") and 3 in "fly" instead.
Power Level: Seven Points
Strengths: Qell has a large and varied repository of magic spells memorized, and at least one is useful in most situations.
Weaknesses: But with that much memorized, sometimes he'll get spells mixed up, and that'd be bad.
Restrictions: If he tries to do too much, Qell will run out of magic mojo, so to speak. After this, he can still use magic, but now it feeds from his life force.
"Magic" is too all-encompassing. Pick a sphere.Alchemy
Astrology
Chaos Magic
Creation Magic
Dark Arts
Destruction Magic
Divination
Dowsing
Druidic Magic
Elemental Magic
Enchanted Artistry
Healing
Illusion-Casting
Life Magic
Mysticism
Necromancy
Shamanism
Spell Casting
Transmogrification
Wish Granting
Voodoo
Craft Magic
Art Magic
Cures
Charms
Hexes
Jinxes
Tantra
Theurgy
Thaumaturgy
Purification Capabilities
Then pick a discipline inside that sphere. An example would be Elemental Magic. A character might be very adept with one discipline within that sphere, such asSolid (Earth Manipulation)
Liquid (Water Manipulation)
Gas (Air Manipulation)
Plasma (Fire Manipulation)
I also require spells to be listed.
Big Jim P wrote:I like the way you think.
Constaniana wrote:Ah, so you were dropped on your head. This explains a lot.
Zarkenis Ultima wrote:Snarky bastard.
The Grey Wolf wrote:You sir, are a gentleman and a scholar.
Renewed Imperial Germany wrote:I'm not sure whether to laugh because thIs is the best satire I've ever seen or be very very afraid because someone actually thinks all this so.... have a cookie?
John Holland wrote: John Holland
by Cerillium » Fri Oct 02, 2015 10:58 pm
Lavan Tiri wrote:Razzle frazzle motherfucker angrish.
I just came from an RP where godlike powers are a dime-a-dozen, so I was stil shooting for "that guy who the others can't kill with a thought." And stats confuse me
I'll get on that tomorrow aftenoon, then.
I wear teal, blue & pink for Swith
There is a fifth dimension beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man’s fears, and the summit of his knowledge. This is the dimension of imagination.
by TotallyNotEvilLand » Sat Oct 03, 2015 1:41 am
Northwest Slobovia wrote:The Belas -- especially Sandy -- would be interested in exploring and interacting. However, despite Pegasus being associated with the Muses, I can't write a line of fiction to save my life this evening. I should tie off the Belas' current scenes before sending them off to do other things.
by The BranRiech » Sat Oct 03, 2015 9:40 am
by Monfrox » Sat Oct 03, 2015 12:21 pm
The BranRiech wrote:Landed in DC, guys! I'll post later tonight, Mom and I are going to explore the city today.
Xing wrote:Yeah but you also are the best at roleplay. (yay Space Core references) I'm pretty sure a four man tank crew is no problem for someone that had 27 different RP characters going at one time.
The Grey Wolf wrote:Froxy knows how to use a whip, I speak from experience.
by Torsiedelle » Sat Oct 03, 2015 12:25 pm
by Giovenith » Sat Oct 03, 2015 1:11 pm
The BranRiech wrote:Landed in DC, guys! I'll post later tonight, Mom and I are going to explore the city today.
by Monfrox » Sat Oct 03, 2015 1:15 pm
Giovenith wrote:The BranRiech wrote:Landed in DC, guys! I'll post later tonight, Mom and I are going to explore the city today.
At first I read "Mom" as "Mon," and for a moment I thought you and Mon planned a big meet-up in DC without telling any of us and you were going to skip down the streets of the capital while "Funkytown" blasted in the background.
Xing wrote:Yeah but you also are the best at roleplay. (yay Space Core references) I'm pretty sure a four man tank crew is no problem for someone that had 27 different RP characters going at one time.
The Grey Wolf wrote:Froxy knows how to use a whip, I speak from experience.
by Cerillium » Sat Oct 03, 2015 1:41 pm
Giovenith wrote:The BranRiech wrote:Landed in DC, guys! I'll post later tonight, Mom and I are going to explore the city today.
At first I read "Mom" as "Mon," and for a moment I thought you and Mon planned a big meet-up in DC without telling any of us and you were going to skip down the streets of the capital while "Funkytown" blasted in the background.
I wear teal, blue & pink for Swith
There is a fifth dimension beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man’s fears, and the summit of his knowledge. This is the dimension of imagination.
by Chedastan » Sat Oct 03, 2015 3:35 pm
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