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by Giovenith » Tue Jan 05, 2016 9:08 am
by Fvaarniimar » Tue Jan 05, 2016 9:19 am
Fvaarniimar wrote:@ everyone: posting pretty soon. Rmwtyliin's not being parked, but it is possible that responding will be tomorrow. (Assume I'm a once-a-day poster until the weekend. I should be back to very frequent posting around then. The trip has gone well, and I've enjoyed the time with relatives. I have found that dogs, while they are slobber monsters, can be excellent snugglers; that my first reaction to a cockroach on my leg is yelping and my second is- seriously- cooing at the cuteness; and that two unrelated, headstrong people stuck together for weeks are going to snap roughly weekly. (Yep, it turned out fine.) I hope you all had holidays which were interesting in a good way!
---
@Bran: if you want to incorporate some interaction into the storyline Gio is suggesting for Drova, I'd very much like to pull in Rmwtyliin: she has a similar background in some ways, and feels that she needs a similar skill set to what's mentioned - in particular a more modern one than she has. She has in fact been raised with an understanding of how much work is involved in running a country, and understands how to do some of it. Differences in background (Fvaarniimar is roughly socialist, even in her era) could add some interesting conflict. I will warn you that this may prove tough for me to play, simply because I don't have her sort of background and this probably will involve that heavily.
If you need to vent, want to chat, etc, you are very welcome to TG me!
(And if you're just in the mood for some RP practice... That one RP isn't quite dead yet. )
@Cer: Please tell Swith that I hope her hand feels better soon.
Giovenith wrote:Good idea Fvaar! Double the challenge and experience.
by The BranRiech » Tue Jan 05, 2016 9:46 am
by New Aksarben » Tue Jan 05, 2016 1:38 pm
Happiness is when
what you think,
what you say,
and what you
do are in harmony.
-Gandhi
Official Squirrel of PL
Agnostic
Democratic Socialist
Comp Sci Major
History Enthusiast
Amateur Artist - My Art!
Nonbinary/Genderqueer
Gay
Wragon Furry
Brony
✎ Member - ℘ædagog
Roleplays I'm part of:
Personification Life
Sburb: The Roleplay
Fallout Equestria
Imagine Dragons-Demons
Sabaton - Carolean's Prayer, A Lifetime of War, Carolus Rex, Lion From the North, and Coat of Arms
DragonForce - Through the Fire and Flames
by Mincaldenteans » Tue Jan 05, 2016 1:47 pm
New Aksarben wrote:When Torsie is able to play, the differences between his sith and my jedi would interesting to play, as they have to get along and not kill each other despite being predisposed to do so.
Technically also, with only one of each of the sides the force in this dimension, the force is in balance, a lot more than it was for the longest time in star wars legends canon. For a lot of the republic's history there were way too many light side users compared to dark side users, which is something Anikin kind of fixed by wiping out both sides during his life
I have to challenge sterling to get out more and not just sit cooped up and reading books, like he tended to do last time I was here. He only really interacted with Gio and Willow last time I played him here, and a few others(can't remember exactly) so he doesn't know a lot of the building's residents. Being more social and helpful would be a good thing for him. Everyone needs social interaction after all
by New Aksarben » Tue Jan 05, 2016 1:58 pm
Mincaldenteans wrote:New Aksarben wrote:When Torsie is able to play, the differences between his sith and my jedi would interesting to play, as they have to get along and not kill each other despite being predisposed to do so.
Technically also, with only one of each of the sides the force in this dimension, the force is in balance, a lot more than it was for the longest time in star wars legends canon. For a lot of the republic's history there were way too many light side users compared to dark side users, which is something Anikin kind of fixed by wiping out both sides during his life
I have to challenge sterling to get out more and not just sit cooped up and reading books, like he tended to do last time I was here. He only really interacted with Gio and Willow last time I played him here, and a few others(can't remember exactly) so he doesn't know a lot of the building's residents. Being more social and helpful would be a good thing for him. Everyone needs social interaction after all
I'll can have one of my guildies attract Sterling to their table along with Prim and the rest can join in.
Happiness is when
what you think,
what you say,
and what you
do are in harmony.
-Gandhi
Official Squirrel of PL
Agnostic
Democratic Socialist
Comp Sci Major
History Enthusiast
Amateur Artist - My Art!
Nonbinary/Genderqueer
Gay
Wragon Furry
Brony
✎ Member - ℘ædagog
Roleplays I'm part of:
Personification Life
Sburb: The Roleplay
Fallout Equestria
Imagine Dragons-Demons
Sabaton - Carolean's Prayer, A Lifetime of War, Carolus Rex, Lion From the North, and Coat of Arms
DragonForce - Through the Fire and Flames
by Saleon » Tue Jan 05, 2016 4:09 pm
How is this so far? is there anything I should change, revise, spellcheck, or would you consider this good?Saleon wrote:#PLAPP
PERSONAL CHARACTERISTICS
Character Name: Astra Foriano
Character Gender: Female
Species: human
Age: 27
Appearance: Her hair glows with the orange of a fox. It is short, and only makes it to the bottom of her neck. Her eyes may seem to hold a lack of interest often, but she is always assessing her surroundings and making connections. She wears a set of glasses strewn across her face. Her face is clean-lined, as if inked fresh with the finest of writing utensils. She often wears a normal shirt and sweatshirt, with a set of jean pants.
URL to Character Picture, if any: Mistress of the light brigade
Primary Objective: To find her partner who had disappeared beyond all reason. Magical traces have correlates to magic long forgot which could jump worlds. Such magic is viewed as absolutely illegal for many reasons, including the fact that such magic is famously used to summon demons from other worlds.
Secondary Objectives: To hunt down and stop the use of magic in fashions which could be considered illegal. This is based off a set of rules set out by the wizard's council known as the Armistice of the Arcane. The Armistice is mostly a list of moral principles: "Magic may be used for individual goals as long as these goals would not cause damage to a collective. It may harm still harm another so long as they enter into a contract and so long. To the extent one can harm shall only be to the point of causing actual death, but is permissible if the person is already near-death, but not by fault of thy own. Of all knowledge, foreseen years beyond, magic shall never violate principles decided by the gods."
MUNDANE SKILLS
List Mundane skills here: Drawing, dancing, sleeping, marksmanship.
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: hand-to-hand combat- 3
Ability 2 and Points Spent: deductive reasoning- 2
Ability 3 and Points Spent: magical knowledge- 2
Ability 4 and Points Spent: n/a
OPTIONAL SUPERNATURAL CHARACTERISTICS
Ability 1: Light warp (spell)- A simple teleportation with limited use. The basics is that any surface that is shined on by the lantern can be phased on through.
Power Level: 3
Strengths: Allows her to move through nearly undetected. She can move through locked rooms
Weaknesses: The surface cannot be thicker than roughly three-quarters of a foot. The surface must be flat and opaque
Restrictions: can only be used while the lantern is lit.
Ability 2: Magical tracer (spell)-Can locate residual magic left over from spells using her lantern. More complex and carefully hidden spells can be more difficult to find
Power Level: 4
Strengths: Can find residual magics of most spells.
Weaknesses: Can't react to spells 2 higher than her power level, or if concealment is placed on a spell 1 power level higher. Does not work on white magic, as the lantern only reacts to other forms of magic.
Restrictions: Can only be used while the lantern is lit.
MAGICAL OR SPECIAL ITEMS
List:
- Lantern of white- A magical lantern capable of illuminating the darkest areas. It works as a catalyst to each member of the light brigade, along with being what they call their powers from. The lantern can only be lit for roughly 10 minutes. After being depleted, the lantern naturally replenishes after 3 hours before being able to be used.
- A fanciful pocket watch. It seemingly is a gift given to each member of the brigade to keep track of time while using the lantern. It may seem expensive, but the brigade isn't made of money (i.e.its a fake). They do the job.
BACKGROUND
Education or Training:
To be an active member of the Light Brigade, an acolyte is taught the ways of magic and the intricacies of the Lanterns of Light. The training is intensive, shaping one's mind, body, and resolve. Training can take upwards of ten years, and includes following other members during investigations, combat training, and extensive studies. Of the people who react to lanterns, only a handful are able to become investigators on the field.
Character Background/Biography:
The Light Brigade began as a non-governmental agency bent with regulating the supernatural. This was a modest business supported by a number of flamboyant entrepreneurs. It soon came to manage incidents involving all types of magic.
The Light Brigade has moved past the original founders. It has waxed and waned throughout the years and has long forgotten it's ways. The lanterns have existed due to the prevalence of the contraptions, yet the magical tomes which these are based have long been forgot. This has led to two separate classes of brigadiers: Seers and Tracers. Tracers exist as the detective types, who investigate magical incidents using the lantern, whereas Seers exist as the policeman types, who harness the power of a separate lantern which can spew powerful light able of disarming, dispelling, and binding others. Both tracers and seers are trained for combat situations. It is a wive's tale inside the group that Seers and Tracers were once one and the same, but the tomes that connected the two arts had been lost.
They followed a strict set of guidelines. These guidelines included that: "Members are not to give details of an investigation, they are not to go into the unknown without assistance, they are not to use their powers in ways which violate the Armistice, are to enact the principles of the Armistice, and are not to act in ways which slander the name of the Light Brigade." Anyone who violated these rules could face a range of punishments from being stripped of their rank, to purification, a process which was to "cure" members of evil impurities.
Astra started off as a normal schoolgirl until she came across a strange general store in her hometown in London. The place wasn't in good shape, with loose floorboards and dirtied glass showcase. The strip mall had mostly forgotten about the place, but that didn't stop it from having customers now and then. Inside was a number of knickknacks such as old lanterns, rings, small toys, and watches which seemed to be a focal point, making up the store counter. The vendor came out to help her only to see one of the old lanterns react to her glowing white as the stars in the sky. He seemed struck with awe for a second, before looking back at the girl and calling her forth. The old vendor had a smile to his face and asked her to follow him.
This was the point when she realized the place wasn't really a general store, but a small enclave to a group known as the Light Brigade. She was taken in and taught the ways of the Brigade. She was given training in hand-to-hand combat, she was given a watch to keep time, and a lantern of light. With time, her magic spoke for itself and she was partnered with a more experienced seer to balance her spontaneity and curiosity.
Astra had worked together with her seer for five years until one fateful day when her seer went off alone on a mission. The partner disappeared-- MIA, off the books off the grid-- without giving a warning or message to Astra. The lone tracer had little idea of what happened to her. With limited resources, she found it to be related to magic similar to demonic summoning. The magic is beyond what should be capable, and sometimes known as "world jumping." Other tracers would have stopped upon there. It would be too dangerous to do so, and far too much for anyone, especially one alone. She didn't stop though, she didn't alert the proper authorities. The guidelines made explicitly clear to never enter "the unknown" without a partner. The gods on the other hand, also agreed to break their own guidelines.
She broke the guidelines and entered alone. The good news is she entered with a skilled fighting sense, but everyone seemed to be more skilled than the other. The doors opened and from within the lobby she booked herself a room. She wasn't thinking, but at this point she needed to find her partner before she even tries to return. The place floods with magic, and only brief knowledge that her Seer was in their had given her hope. The longer it takes her to find the lost Seer, the more she loses hope. It is only due to a strong fortitude and will that she staves the course.
OTHER GAME MECHANICS
URL to Apartment Picture: A secluded apartment with With nothing but the bare amenities.
Link to RP examples: viewtopic.php?f=31&t=322985&p=24785805#p24785805
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: Astra Foriano
Brief Description: A lone Mistress of the Light Brigade, her partner has disappeared from within the confines of a massive array of hallways and unending mysteries of Demen's Apartments. With only a lantern at her side and her wits, she enters --despite the guidelines laid out by the Light Brigade-- to find her missing partner before it may be too late...
by Mincaldenteans » Tue Jan 05, 2016 4:25 pm
Saleon wrote:A magical lantern capable of illuminating the darkest areas. It has vast magical properties to assist a mistress of the light brigade.
by Northwest Slobovia » Tue Jan 05, 2016 4:34 pm
Saleon wrote:Secondary Objectives: To hunt down and stop the use of magic in fashions which could be considered illegal. This is based off a set of rules set out by the wizard's council known as the Armistice of the Arcane.
Saleon wrote:Ability 2: Magical tracer (spell)-Can locate residual magic left over from spells using her lantern. More complex and carefully hidden spells can be more difficult to find
[...]
Weaknesses: Can't react to spells 2 higher than her power level, or if concealment is placed on a spell 1 power level higher. Does not work on white magic, as the lantern only reacts to other forms of magic.
Saleon wrote:MAGICAL OR SPECIAL ITEMS
List:
- Lantern of white- A magical lantern capable of illuminating the darkest areas. It has vast magical properties to assist a mistress of the light brigade. The lantern can only be lit for roughly 10 minutes. After being depleted, the lantern naturally replenishes after 3 hours before being able to be used.
by Tiltjuice » Tue Jan 05, 2016 4:41 pm
by Swith Witherward » Tue Jan 05, 2016 7:14 pm
Saleon wrote:How is this so far? is there anything I should change, revise, spellcheck, or would you consider this good?Saleon wrote:#PLAPP
PERSONAL CHARACTERISTICS
Character Name: Astra Foriano
Character Gender: Female
Species: human
Age: 27
Appearance: Her hair glows with the orange of a fox. It is short, and only makes it to the bottom of her neck. Her eyes may seem to hold a lack of interest often, but she is always assessing her surroundings and making connections. She wears a set of glasses strewn across her face. Her face is clean-lined, as if inked fresh with the finest of writing utensils. She often wears a normal shirt and sweatshirt, with a set of jean pants.
URL to Character Picture, if any: Mistress of the light brigade
Primary Objective: To find her partner who has disappeared after entering Demens, but not leaving. Astra has gone against the norm and is attempting to find her on her own.
Secondary Objectives: To hunt down and stop the use of magic in fashions which could be considered illegal. This is based off a set of rules set out by the wizard's council known as the Armistice of the Arcane.
MUNDANE SKILLS
List Mundane skills here: Drawing, dancing, sleeping, marksmanship.
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: hand-to-hand combat- 3
Ability 2 and Points Spent: deductive reasoning- 2
Ability 3 and Points Spent: magical knowledge- 2
Ability 4 and Points Spent: n/a
OPTIONAL SUPERNATURAL CHARACTERISTICS
Ability 1: Light warp (spell)- A simple teleportation with limited use. The basics is that any surface that is shined on by the lantern can be phased on through.
Power Level: 3
Strengths: Allows her to move through nearly undetected. She can move through locked rooms
Weaknesses: The surface cannot be thicker than roughly three-quarters of a foot. The surface must be flat and opaque
Restrictions: can only be used while the lantern is lit.
Ability 2: Magical tracer (spell)-Can locate residual magic left over from spells using her lantern. More complex and carefully hidden spells can be more difficult to find
Power Level: 4
Strengths: Can find residual magics of most spells.
Weaknesses: Can't react to spells 2 higher than her power level, or if concealment is placed on a spell 1 power level higher. Does not work on white magic, as the lantern only reacts to other forms of magic.
Restrictions: Can only be used while the lantern is lit.
MAGICAL OR SPECIAL ITEMS
List:
- Lantern of white- A magical lantern capable of illuminating the darkest areas. It works as a catalyst to each member of the light brigade, along with being what they call their powers from. The lantern can only be lit for roughly 10 minutes. After being depleted, the lantern naturally replenishes after 3 hours before being able to be used.
- A fanciful pocket watch. It seemingly is a gift given to each member of the brigade to keep track of time while using the lantern. It may seem expensive, but the brigade isn't made of money (i.e.its a fake). They do the job.
BACKGROUND
Education or Training:
To be an active member of the Light Brigade, an acolyte is taught the ways of magic and the intricacies of the Lanterns of Light. The training is intensive, shaping one's mind, body, and resolve. Training can take upwards of ten years, and includes following other members during investigations, combat training, and extensive studies. Of the people who react to lanterns, only a handful are able to become investigators on the field.
Character Background/Biography:
The Light Brigade began as a non-governmental agency bent with regulating the supernatural. This was a modest business supported by a number of flamboyant entrepreneurs. It soon came to manage incidents involving all types of magic.
The Light Brigade has moved past the original founders. It has waxed and waned throughout the years and has long forgotten it's ways. The lanterns have existed due to the prevalence of the contraptions, yet the magical tomes which these are based have long been forgot. This has led to two separate classes of brigadiers: Seers and Tracers. Tracers exist as the detective types, who investigate magical incidents using the lantern, whereas Seers exist as the policeman types, who harness the power of a separate lantern which can spew powerful light able of disarming, dispelling, and binding others. Both tracers and seers are trained for combat situations. It is a wive's tale inside the group that Seers and Tracers were once one and the same, but the tomes that connected the two arts had been lost.
They followed a strict set of guidelines. These guidelines included that: "Members are not to give details of an investigation, they are not to go into the unknown without assistance, they are not to use their powers in ways which violate the Armistice, are to enact the principles of the Armistice, and are not to act in ways which slander the name of the Light Brigade." Anyone who violated these rules could face a range of punishments from being stripped of their rank, to purification, a process which was to "cure" members of evil impurities.
Astra started off as a normal schoolgirl until she came across a strange general store in her hometown in London. The place wasn't in good shape, with loose floorboards and dirtied glass showcase. The strip mall had mostly forgotten about the place, but that didn't stop it from having customers now and then. Inside was a number of knickknacks such as old lanterns, rings, small toys, and watches which seemed to be a focal point, making up the store counter. The vendor came out to help her only to see one of the old lanterns react to her glowing white as the stars in the sky. He seemed struck with awe for a second, before looking back at the girl and calling her forth. The old vendor had a smile to his face and asked her to follow him.
This was the point when she realized the place wasn't really a general store, but a small enclave to a group known as the Light Brigade. She was taken in and taught the ways of the Brigade. She was given training in hand-to-hand combat, she was given a watch to keep time, and a lantern of light. With time, her magic spoke for itself and she was partnered with a more experienced seer to balance her spontaneity and curiosity.
Astra had worked together with her seer for five years until one fateful day when her seer went off alone on a mission. The partner disappeared-- MIA, off the books off the grid-- without giving a warning or message to Astra. The lone tracer had little idea of what happened to her. With limited resources she tracked her last location to an odd apartment house which was flooded with indiscernible magic. The magic in that building made it impossible for her to go further. She should have stopped then, told the Light Brigade of these developments. She didn't stop though, she didn't alert the proper authorities. The guidelines made explicitly clear to never enter "the unknown" without a partner.
She broke the guidelines and entered alone. The good news is she entered with a skilled fighting sense, but everyone seemed to be more skilled than the other. The doors opened and from within the lobby she booked herself a room. She wasn't thinking, but at this point she needed to find her partner before she even tries to return. The place floods with magic, and only brief knowledge that her Seer was in their had given her hope. The longer it takes her to find the lost Seer, the more she loses hope. It is only due to a strong fortitude and will that she staves the course.
OTHER GAME MECHANICS
URL to Apartment Picture: A secluded apartment with With nothing but the bare amenities.
Link to RP examples: viewtopic.php?f=31&t=322985&p=24785805#p24785805
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: Astra Foriano
Brief Description: A lone Mistress of the Light Brigade, her partner has disappeared from within the confines of a massive array of hallways and unending mysteries of Demen's Apartments. With only a lantern at her side and her wits, she enters --despite the guidelines laid out by the Light Brigade-- to find her missing partner before it may be too late...
★ Madhouse ★
Role Play
& Writers Group
Anti-intellectual elitism: the dismissal of science, the arts,
and humanities and their replacement by entertainment,
self-righteousness, ignorance, and deliberate gullibility. - sauce
by Swith Witherward » Tue Jan 05, 2016 7:17 pm
★ Madhouse ★
Role Play
& Writers Group
Anti-intellectual elitism: the dismissal of science, the arts,
and humanities and their replacement by entertainment,
self-righteousness, ignorance, and deliberate gullibility. - sauce
by Saleon » Tue Jan 05, 2016 7:24 pm
What if I went with something along the lines of "Her partner, who seemingly disappeared through a wormhole. Rare magics may have even involved a dimensional 'jump.'" Scientifically I could justify it by time travel technology, agreed as illegal because duh, which would just be jumping a dimensional timeline. blah blah blah blah, fake science, blah blah blah, magical character.Swith Witherward wrote:Saleon wrote:How is this so far? is there anything I should change, revise, spellcheck, or would you consider this good?
Looks good to me. I'd recommend only one change:
" Primary Objective: To find her partner who has disappeared after entering Demens, but not leaving. Astra has gone against the norm and is attempting to find her on her own."
Nobody knows about Demens' dimension except for a few gods. Characters brought to the Building are basically torn from wherever they were, and are now "chosen". Your character will have come from whatever home dimension she hail from, none-the-wiser on her new settings. Only Demens himself can arrange travel to/from.
Her primary goal would become moot five minutes after arriving and being told no one else from her dimension arrived. It's better to start with something that can be played out over time to develop the character.
A quick reminder... newly arriving characters have to go through the process with the front desk cultist. This allows brand new characters to ask questions that the GM or the CoOPs can answer. It's also where we lay down ground rules for the setting. Bran, you'll need to have Drova back away for a bit so we can get that done. If IJ posts at all. If you involve her in conversation, stuff might get overlooked or you might progress faster than the CoOPs can respond.
This is a biggie with IJ's character because Demens is aware of her... interests. Volker needs to make it explicitly clear that she will suffer if she fucks with her fellow Residents.
by Monfrox » Wed Jan 06, 2016 2:02 am
Swith Witherward wrote:Also, a heads up... I'm in a lot of pain, and my writing is limited to just one hand. My IC posts are going to be very slow for the next week.
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 Tiltjuice » Wed Jan 06, 2016 2:46 am
Saleon wrote:What if I went with something along the lines of "Her partner, who seemingly disappeared through a wormhole. Rare magics may have even involved a dimensional 'jump.'" Scientifically I could justify it by time travel technology, agreed as illegal because duh, which would just be jumping a dimensional timeline. blah blah blah blah, fake science, blah blah blah, magical character.
Monfrox wrote:Swith Witherward wrote:Also, a heads up... I'm in a lot of pain, and my writing is limited to just one hand. My IC posts are going to be very slow for the next week.
You don't have to push yourself for us. Last thing we want is permanent damage done because you wanted to get a reply up sooner than later.
by New Aksarben » Wed Jan 06, 2016 3:15 am
Monfrox wrote:Swith Witherward wrote:Also, a heads up... I'm in a lot of pain, and my writing is limited to just one hand. My IC posts are going to be very slow for the next week.
You don't have to push yourself for us. Last thing we want is permanent damage done because you wanted to get a reply up sooner than later.
Happiness is when
what you think,
what you say,
and what you
do are in harmony.
-Gandhi
Official Squirrel of PL
Agnostic
Democratic Socialist
Comp Sci Major
History Enthusiast
Amateur Artist - My Art!
Nonbinary/Genderqueer
Gay
Wragon Furry
Brony
✎ Member - ℘ædagog
Roleplays I'm part of:
Personification Life
Sburb: The Roleplay
Fallout Equestria
Imagine Dragons-Demons
Sabaton - Carolean's Prayer, A Lifetime of War, Carolus Rex, Lion From the North, and Coat of Arms
DragonForce - Through the Fire and Flames
by Highfort » Wed Jan 06, 2016 3:20 am
by Giovenith » Wed Jan 06, 2016 5:22 am
by Cerillium » Wed Jan 06, 2016 5:53 am
Highfort wrote:Decided to play around with a robot so I can practice writing with a non-emotional, non-introspective POV (though obviously Opa Two will be slowly developing sapience over time).#PLAPP
PERSONAL CHARACTERISTICS
Character Name: Alpha Six-Three-B Outer-Patrol-A-Two ("Opa Two")
Character Gender: Agender, but commonly referred to with male pronouns
Species (nation personification, human, alien, etc): Alpha Assault Droid Model 63 Version B (Riot Squad Variant)
Age: Nine years (operational); twenty-nine years (model age)
Appearance: Opa Two has several details as well as a paint job which differs from the linked rendition below. The bars sticking out of the Version B's torso and shoulders have been torn off, leaving sanded-down stubs in their place. His head is also partially-damaged, with the left side of his "face" (the box containing his ocular implant; the single eye in the picture) having been ripped open due to heavy fighting. To cover this, Opa Two's operator welded a metal piece onto his exposed face plate. He's also been given a paint-job standard for a dust world police officer, with a base layer of white and highlights of blue on his gun mount, torso, legs, and riot shield.
Not pictured in the photo are his grippers/manipulators, robotic hands attached to fold-out limbs which are stationed on his back when not in-use. The limbs are protected by a casing which rotates outward to cover them when he is in combat, obscuring them from view and protecting them from enemy fire. These grippers allow him to perform basic maintenance in the field as well as cleaning when given the proper tools, and can also be used in the field to manipulate delicate objects. They are fragile and not designed to carry heavy weight - their primary use is utility, not combat. In a pinch, however, they do have proper shock absorbers, allowing him to use small, low-recoil firearms like pistols to augment his existing firepower.
URL to Character Picture, if any: Alpha Assault Droid Model 63 Version B (Riot Squad) Concept Art
Primary Objective: Opa Two wishes to return to the dust world, Falkoss-VII, where he was serving under his operator. His programming dictates that he remain in service to the Confederation's Vigilantes, the legal system in-place on all Confederation-owned worlds, and this is impossible on a non-Confederation planet (Vigilantes only have authority on Confederation worlds, as they are domestic peace officers and not military) and without a link to his officer/operator.
Secondary Objectives: As a result of being a riot squad design with the intention of being semi-autonomous when interacting with civilians, Opa Two is programmed to desire the carrying-out of justice with respect to all civilians he is in contact with. In Confederation terms, this means the protection of the innocent and the summary sentencing and punishment of the guilty (for small crimes) and the arresting and trial of the guilty (for large crimes). He also is programmed with the same directives as any other Confederation robot, namely the protection of important Confederation personnel. He would thus take an interest in protecting Septimus Itum, as he is known to be a "person of interest" despite his fall from the Board and subsequent fade into obscurity.
MUNDANE SKILLS
- Fluent in Basic (Confederation mother tongue) & English
- Literate in Basic & English (read/write)
- Shooting energy weapons
- Shooting kinetic small-arms (ex. pistols, tasers, etc)
- Maintaining energy weapons
- Maintaining kinetic small arms
- Maintaining himself (cleaning, replacing worn-out parts, repairing minor damage etc)
- Driving cars and light trucks (civilian-grade)
SPECIALIZED SKILLS AND TALENTS
Ability 1 and Points Spent: Melee Combat (shield bash, kicking, etc) - 4
Ability 2 and Points Spent: Arming/Disarming Explosives - 3
OPTIONAL SUPERNATURAL CHARACTERISTICS
Ability 1: N/A - Totally Mundane
Power Level: N/A
Strengths: N/A
Weaknesses: N/A
Restrictions: N/A
MAGICAL OR SPECIAL ITEMS
List:
- Damaged Operator Control Chip
- Torn 301st Vigiles Urbani Standard
BACKGROUND
Education or Training:Character Background/Biography:
- Riot Squad Programming for Assault Droids (Ranged & Melee Combat, Weapon & Droid Maintenance, Language)
- Field Training via Operator (Driving, Explosives)
Created by one of the numerous robotics subcontractors in the Confederation, Opa Two was part of a batch of 500 assault droids shipped out to Falkoss-IV, a dust world on the outer rim of Confederation space, to help pacify the local population following the submission of the planet as part of the Falkoss System Reclamation. The system had previously seceded following the Consul's public decree ending the Imperial Fleets, having seen an opportunity to assert their independence from the trade restrictions and oppressive protectionism of the Confederation. Reclamation was overseen by Honorable Brother Davidson, who insisted on adding droid shipments to bolster the local guards and to ensure the Falkossians knew that the Confederation would be keeping a watchful eye on them.
Assigned to Sister-Operator Damia Gull, Opa Two primarily operated in the capital city of Falkoss-IV, Hemedon. Sister-Operator Gull led the 301st Vigiles Urbani, a riot squad composed of 12 droids, mixed-class, whose primary purpose was quelling violent protests and riots in Hemedon's Lower Hive. The 301st gained some renown after they protected peaceful pro-secession protesters from pro-integration rioters, killing several before they could disperse, a gesture which earned the Confederation's Vigilantes some admiration from the local populace, despite the empire's clear strong-arming of the government. It was this incident which earned the 301st their nickname, "Amicus Populo" - the People's Friend. Opa Two, in particular, was hailed for his involvement in the incident. As per his programming, the droid had shielded a little girl from rioter small arm's fire. One of the rioters firing on the girl had access to a rocket-propelled explosive; this explosive blew open Opa Two's face, resulting in his current disfigurement.
Following this incident, Sister-Operator Gull began training Opa Two to be the squad's driver; command had granted them an armored, hover transport so they would not have to deploy in the more cumbersome air transports that carried multiple riot squads. Additionally, Opa Two displayed some independence and requested training in explosives, curious about the weapon which had harmed him. Standard procedure would be to report the droid to command, as such independence required special monitoring to ensure Opa Two did not eventually become unfit to serve (at which case he would have to be transferred to a normal officer position, as per Brutus' decrees concerning AI independence and treatment as sovereign citizens).
Gull elected not to report this, fearful that the pro-secessionist local government might attempt to shut him down due to their distrust of Confederation culture and technology. Instead, she trained him to be an explosives expert as part of the Vigilante Diversification Reforms, requiring peacekeeping forces to acquire some military training and act as the first line of defense in case of uprising or an invasion. Opa Two picked up quite naturally, and by the time of his squad's transfer he was a better driver than most civilians and his explosives expertise was reliable enough to mark him as a capable bomb-handler.
Nine years into his service on the 301st, Opa Two and his fellows were selected for a routine transfer alongside Sister-Operator Gull. Hemedon had mostly-stabilized as a result of heavy governmental reforms, and other cities were quickly becoming the centers for secessionist sentiment, requiring heavy peacekeeper presence. This transfer was done via teleportation, as a result of a flare-up in Wolston requiring immediate suppression.
Unfortunately, the teleporter exit in Wolston was assaulted by secessionist rioters. Though Sister-Operator Gull and most of the squad made it through before the teleporter was destroyed, Opa Two entered the teleporter... and never reappeared. His loss was mourned by Gull for several months, the Operator-Sister having grown very affectionate for her droids. Naturally introverted, she saw them as her friends and, in a way, as her children; Opa Two had been one of her favorites.
Now that he is in Gallimaufry, Opa Two has only one goal: return to his place with the Amicus Populo, and to his service to the Confederation on Falkoss-IV.
OTHER GAME MECHANICS
URL to Apartment Picture: A maintenance room, much like the one Gull kept him in during his service
Link to RP examples: See Biography; you know who I am, anyways
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: Alpha Six-Three-B Outer-Patrol-A-Two ("Opa Two")
Brief Description:
A riot squad droid serving on a dust world, Opa Two knows only combat and is primarily interested in returning to Falkoss-IV and to his operator. For now, however, he is stuck here, and if you need someone to spill some blood or protect an important person or asset, look no further. Programmed to achieve his goal with ruthless efficiency, lacking in self-awareness, loyal to a fault, and designed with fighting in mind, he makes a competent soldier. Maybe, someday, he'll make a decent person.
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 Tiltjuice » Wed Jan 06, 2016 6:26 am
by Cerillium » Wed Jan 06, 2016 6:27 am
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 Giovenith » Wed Jan 06, 2016 8:31 am
by Cerillium » Wed Jan 06, 2016 8:46 am
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 Imperial--japan » Wed Jan 06, 2016 11:42 am
Cerillium wrote:Imperial--japan wrote:#PLAPP
PERSONAL CHARACTERISTICS
Character Name: Enali Archdreamer
Character Gender: Female
Species: Dark Elf
Age: 83
Appearance: White hair, brown skin, 5'7, slim and agile, orange eyes.
URL to Character Picture, if any: Here and Here
Primary Objective: As part of her clans tradition, Enali must acquire something very valuable to contribute to the prestige and sustainability of clan Archdreamer. Whether it be a special set of skills, or an artifact of immeasurable power, Enali is set on impressing the clan elders by bringing them something that will earn her permanent renown.
Secondary Objectives: Aside from earning renown within her clan, Enali seeks to become a famous Dungeoneer and a thief of note. She'll gladly take any jobs that require subtlety whether it be a simple pickpocket, extracting items from ruins, or committing larceny of highly protected property.
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:
- Speak Elvish & Basic
- Being Edgy (Being able to generate the required amount of brooding and self loathing if an area is lacking)
- Fast Runner
- Effectively Use Daggers
- Can shoot small arms
- Street Rapper
- Pro 'Fire Emblem' player
- Plan Generator: While quick to come up with a variety of plans, most are not entirely thought through and filled with error. In a sticky situation, she'll often adapt to the situation and come up with a new plan on the spot of the first has fallen through.
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: Knifemanship - 2
Ability 2 and Points Spent: Lying - 1
Ability 3 and Points Spent: Observation - 2
Ability 4 and Points Spent: Trap Specialist - 2
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: Flowmotion
Power Level: 3
Strengths: Able to easily move throughout the environment by utilizing surroundings (such as buildings and close walls).
Weaknesses: This drains Enali's stamina at a greater rate than if she were to simply perform under normal conditions. (Regular sprinting and stuff).
Restrictions: If not careful in regarding her surroundings, Enali can easily misstep and plummet to an untimely demise.
Ability 2: Natural Magic Resistance
Power Level: 4
Strengths: A Dark Elf specific racial trait. With the Dark Elves worship towards numerous 'evil' gods separating themselves apart from their regular elf compatriots in appearance and religion, all Dark Elves find themselves gifted a natural resistance towards the effects of various magic. They'll be effected in a significantly lesser degree by abilities mainly involving metaphysical, supernatural, and spiritual attacks.
Weaknesses: While immune to most magical and mental harm, this resistance does not carry over to physical harm. Magic or abilities that cut, bash, slash, or inflict some other form of physical damage will not be mitigated. In addition, Magic used to heal or aid individuals in some way will be ineffective on a Dark Elf.
Restrictions: This resistance is limited to the petty magic cast by most mortal creatures. Those with greater proefficiency in performing magic (PC's, Gods, Etheral creatures, etc.) will have a significantly better time in achieving the intended effects of their abilities.
MAGICAL OR SPECIAL ITEMS
List: - These daggers were forged by the clan elders of Archdreamer. Passed down from numerous other clan members, being gifted these blades symbolizes a prominent future in being an agent for the clan and a capable thief like most Dark Elves are. The blades are coated in 'Alcheic' poison, the liquified innards of a rare flower that originates around the clans main encampment. While modern medicine has made it entirely possible for this poison to be treated if the subject receives medical attention, the main idea for this poison is to be fast acting and will effectively prove fatal 100% of the time without treatment.
Poison Info: Time of death can vary depending on the severity of the wound inflicted with the daggers, but a victim will normally die in under 45 minutes without sufficient treatment. It's effects involve an annoying itch, slowly followed by loss of feeling in the limbs and eventually total paralysis. As the poison spreads through the blood stream, it will begin to melt veins and internal organs until the innards are nothing but mush and the victim is choking on their own blood.
BACKGROUND
Education or Training: Trained from a young age in the art of being a thief by fellow clansmen as most Dark Elves in her clan had risen to prominence in the profession. Most of what she knows today is thanks to the teachings of the clans scholars and warriors to the younger generation.
Character Background/Biography: Like all members of clan Archdreamer, Enali does not know her birth parents, nor does she need to as all members of the clan are taught independence and self-sufficiency from the moment they learned to walk. Those who could not swim simply sink, and those who find themselves swimming are handpicked by the elders to undergo various trials to prove their worth for the clan.
Enali always had a knack for lying to the adults and a fascination with venturing into the unknown. According to the elders, she would be a fine addition to the ranks of the adventurers. Soon enough, Enali found herself undergoing personal tutelage under the guidance of some of the clans best adventurers. She would be shown what to look for when exploring ruins, how to detect traps, and how to put these exact same skills to use during a theft, something that all Dark Elves were infamously known for.
Upon reaching her Eightieth birthday, Enali was cast out of the Clan in order to put what she had been taught to good use. Given instruction on certain items she was to obtain, Enali patiently blends into society as a freelance 'adventurer-for-hire'. If successful, she'd find herself undergoing the ritual to enter adulthood next. She would be the youngest adulthood according to clan mechanics.
OTHER GAME MECHANICS
URL to Apartment Picture: Here
Link to RP examples: I was in previous incarnations of PL, but if really necessary then I shall retrieve some.
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: Enali Archdreamer
Brief Description: A young Dark Elf that has set out to make a name for herself. She'll readily take a variety of dependable adventurer jobs, or any well paying job under the table. While on her own and away from her clan, she's ready to do what she must to make a living and live up to the expectations placed upon her.
I believe I remedied all of the issues, though I do wonder if the Daggers still need a power level given that I took out all their magical aspects. They're about the same as ordinary daggers now with the exception of their symbolic meaning and the poison.
I also cut the 'Inner Darkness Externalization' entirely and replaced it with a racial trait for Dark Elves. That being the increased resistance towards magic-esque attacks.
Approved. Thanks for your patience IJ.I'll write her intro shortly. Intro here: viewtopic.php?p=27255884#p27255884
Min or Tilt: can you run the front desk cultist in my stead? The new character(s) need to sign the lease and get the key or the Building won't allow them up the stairs.
We're down a CoOP. Swith's unable to function due to a possibly torn tendon in her hand. Pain high, movement nil. My brutal schedule will keep my online time limited until later this week.
by Cerillium » Wed Jan 06, 2016 1:28 pm
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.
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