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The Millstone of Time CH1 Scene 3; Further Applications Temporarily On Hold.
Topic Started: Sep 4 2009, 11:17 AM (7,182 Views)
Lord Talancir D'Landior
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~ RP Knight ~

This is something I'd been considering for sometime now. I hadn't done it any sooner because I didn't know how popular it would be, but after the tourneys, I've decided to just roll with it. Therefore, I am giving people the opportunity to interact with my great storyline idea.

My storyline idea is based in the Archie Comics universe, so if you're familiar with it, great! If not, or if you just don't like their approach, please bear with me as the storyline unfolds. The format of the RP is also heavily based on the format used by the WoD universe of White Wolf Publishing. The single largest hurdle will be the character creation, the foundation. After that, I promise it'll be a lot easier to comprehend.

Disclaimer; this will be a roleplay, not a roleplay. Experience points and other similar stuff will be used, but won't be emphasized. They'll be used to control the character's development and prevent god-moding, nothing more. This will be geared more toward how well you can roleplay as your own character. It will probably be a learning experience for most, and if I have my way, an enjoyable experience for all.

There is no limit for how many people can start out for the RP, however after the RP officially starts, additional people can join only at certain intervals. No character will be dying unless permission is given by the player of the character in question.

A large chunk of the RP's foundation will be from the character template itself. As you're molding your character to fit the template, let me know what components you would be interested in knowing about and I'll give you additional information about them.

General Guidelines: You can't roleplay as canon characters. Your characters themselves can't be related by family to any existing canon characters, though they might have interacted with them in passing. You can only control one main character. Support characters are allowed but they cannot take up major roles.





Character Template:
Please post a reply in this thread with your own character's template.


Section 1: Concept


Name:
Gender:


Race: For the starting section of the RP, no artificial sentients are allowed. Echidnas are under a special provision; please speak with me for specifics.

Essence: - The temperament of the soul. This roleplaying tool gives you an idea of what your character might do, what he might want, how he might act, etc. Choose one from the list of four below.

-Pattern: Fortresses of order.
Spoiler: click to toggle

-Dynamic: Dragons of the soul.
Spoiler: click to toggle

-Primordial: Deep as the sea.
Spoiler: click to toggle

-Questing: Laughing, playful winds.
Spoiler: click to toggle



Nature: - The core personality of the character, the private self of the character.
Demeanor: - The outer behavior of the character, who the character is in public.

These two stats demonstrate how your character responds to the impulses of his Essence. Please choose one for each stat from the list below.

-Architect: You want to leave a legacy behind.
Regain a Willpower point when you make some lasting contribution to the world (build a tome, pass a law, clear a road, write a book, etc.)

-Benefactor: Wealth is worth nothing unless you share it.
Regain Willpower when you help someone who really needs it with something only you can provide.

-Guardian: Your strength is others' defense.
Regain Willpower when you successfully shield some worthy party from harm.

-Martyr: Self-sacrifice is your pleasure and conviction.
Regain Willpower if you stand up for your beliefs in the face of immediate danger, or when you go without something so that others may partake of it.

-Renunciate: Shadowed by an old life, you try to come to terms with the present.
Regain Willpower when you shake aside something or someone who reminds you of your former life, and do so without consequences.

-Sage: Learning is your meat, drink and breath.
Regain Willpower when you counsel a needy person, help someone through your vast reserves of knowledge, or uncover some obscure bit of lore.

-Sensualist: Life is a banquet for those who truly devour it.
Regain Willpower each time you discover, experience and savor some new, exciting sensation and live to tell about it. (The more you do, the harder it becomes to find something unique.)

-Supplicant: You serve a greater being; its will is your own.
Regain a Willpower point when you advance the aims of your chosen benefactor without endangering yourself in the process.

-Theorist: Great ideas burn within you.
Regain a Willpower point whenever some observation based on your theory comes to pass. Note that this should involve an exotic (yet coherent) set of ideas that lead to a conclusion; a simple "See! My theory is that Robotnik stores Mobians in his Egg Grapes in order to drain their bio energy is true! Gimmie my Willpower!" will not be sufficient.

-Trickster: Nothing is sacred, and no jest is greater than life itself.
Regain Willpower when you are able to create logic out of comedy at someone else's expense.

-Waif: A lost child, you get all that others can give you.
Regain Willpower when you stand on your own and accomplish something without help.

-Crusader: You strive to improve the world.
Regain Willpower when you do something great in the name of your cause.

-Devil's Advocate: It's your duty to challenge the status quo.
Regain Willpower when your questions reveal some serious weakness in a plan, or lead to some great victory.

-Hacker: Tear it down, build it back, make it better than before.
Regain Willpower when you detect a flaw in something important that everybody else has left alone, or when you figure out some way to drastically improve something you've been tinkering with.

-Innovator: Your unorthodox approach yields great results.
Regain Willpower when inspiration leads to some new breakthrough; a new Procedure, a new device, a brilliant tactic or even a promotion.

-Investigator: There's a reason for everything, and you want to know what it is.
Regain Willpower when a hard investigation turns up something really important. This importance should go further than a simple "I'm a detective and I found some evil wizards to kill." The harder the quest, the more rewarding it becomes.

-Manager: You excel at directing resources to a greater end.
Regain Willpower when your cool head and quick eye save your group from some disaster, or when you achieve a seemingly impossible goal.

-Misfit: Once an outcast, you're still searching for your place.
Regain Willpower when you triumph over wild odds or prove another character wrong through your success.

-Penitent: You made a mistake, and you're still paying for it.
Regain Willpower when you perform some great act of kindness, valor or honor.

-Perfectionist: Promote order to offset chaos.
Regain Willpower when something that could have gone horribly wrong runs smoothly due to your high standards and attention to detail.

-Quester: You're on a mysterious, heroic errand that even you cannot define.
Regain Willpower when you discover some clue to your ultimate goal, or do something grand to achieve it.

-Sneak: The world is a devious game, and you're a master player.
Regain Willpower when some covert plan of yours succeeds, gaining great advantage for you and yours.

-Tycoon: Wealth and success are the measures of a man.
Regain Willpower when some long-shot plan of yours pays off in grand style. Not in mere money - that's too easy - but in something greater (like influence, love or awareness).

-Vigilante: Whatever they did, you will make the transgressors pay!
Regain Willpower when you hurt your target in some noticeable way. (That target ought to be some group, conspiracy or species, rather than an individual. Taking one person down is far too easy to fuel this kind of fervor.)


-


Section 2: Attributes
Prioritize the three sections of the Attributes. Each attribute has a base rating of Level 1 before additional points are assigned. Your primary attribute section gets 6 points, your secondary gets 4, and your tertiary gets 3. You can distribute your points any way you choose. No single attribute can have more than 4 levels when starting out. Level 5 indicate the peak of mortal proficiency.

Points rating:
Level 1: Poor
Level 2: Average
Level 3: Good
Level 4: Exceptional


Physical (Base Stat 1 + Priority):
-Strength
-Dexterity
-Stamina


Social (Base Stat 1 + Priority):
-Charisma
-Manipulation
-Appearance


Mental (Base Stat 1 + Priority):
-Perception
-Intelligence
-Wits


-


Section 3: Abilities
The list of Abilities are also split up into three sections, which you must prioritize according to primary - 11 points, secondary - 7 points, and tertiary - 4 points order. Every ability starts out at level 0, and no ability can exceed 3 levels when starting out. There is no limit as to how many abilities you can give your character, provided you can explain them in your background story.

Points rating:
Level 1: Novice
Level 2: Practiced
Level 3: Competent


Talents:
-Alertness: Maintaining a sense of your surroundings.
-Artist: Making drawings and/or sculptures are your forte.
-Athletics: Climbing cliffs, leaping chasms and hurling cabers.
-Awareness: You possess an affinity with the unseen world.
-Brawl: Your bare hands are weapons.
-Diplomacy: The ability to handle negotiations.
-Dodge: The best way to avoid pain is to get out of its way.
-Dancing: You move with a grace that many envy.
-Expression: You're good at getting your point across.
-Instruction: Teaching is your forte.
-Interrogation: You know how to squeeze the truth out of people.
-Intrigue: You're a born plotter, well versed in trickery.
-Invention: You have a knack for creating things.
-Logic: You have an innate faculty for reason and counter-point.
-Mimicry: You can imitate accents, people and other sounds.
-Scan: You know how to notice small details and changes in your surroundings.
-Seduction: You know how to lure, attract and command the attention of others in an attractive manner.
-Sense Deception: You can tell when people are telling a truth or a lie.
-Subterfuge: You're a tricky, spurious rascal, skilled in deceit.


Skills:
-Acrobatics: You are able to perform feats of agility beyond that of a normal person.
-Blind Fighting: You can fight even if you can't see.
-Climbing: You can climb mountains and/or walls without fear.
-Demolitions: You can set off and build many types of explosives.
-Disguise: You can look like someone else.
-Drive: You can handle a vehicle, especially in dangerous situations.
-Etiquette: You could impress others with your grasp of tactfulness.
-Escapology: You have a good change of getting out of sticky situations.
-Fast-Draw: You can make a weapon ready almost instantly.
-Fast-Talk: You can convey truth with a sincere expression and an avalanche of words.
-Firearms: Bows and arrows, crossbows, slings, guns... take your pick.
-First Aid: You know how to administer basic medical attention.
-Gambling: You know how to bet on the odds without losing too heavily.
-Gunsmithing: Why buy guns when you can make your own?
-Leadership: You can use strategy and timing, and people look to you to take charge.
-Martial Arts: You know a style of fighting.
-Meditation: You know how to put yourself into a trance and smooth out distractions. Note: This Skill is essential if you are capable of using magic.
-Melee: Swords, daggers, axes, spears, clubs, (pieces of) furniture...
-Research: You know how to find information.
-Stealth: You can blend into your surroundings and move without alerting others.
-Survival: You can live off the environment with the least of materials.
-Tracking: You can find the trail of an animal or person and follow it under most conditions.


Knowledges:
-Academics: You've been to schools to further your education.
-Area Knowledge: You're familiar with the landscape, history, inhabitants, or politics of an area.
-Astrology: You know how to compile and interpret a horoscope.
-Computer Hacking: You know how to break through firewalls and exploit gaps in security.
-Cryptography: You can compose and interpret codes and ciphers.
-Culture: You're familiar with the history, inhabitants, or politics of an region.
-Enigmas: You can figure out riddles and enigmas.
-Herbalism: You have a knowledge of plants, their uses, significance and their effects on the body.
-Investigation: You can navigate a crime scene.
-Law: You can use the laws and their loopholes to your advantage.
-Linguistics: You know more than one language.
-Medicine: You have an understanding of the body, for constructive, reparative and destructive purposes.
-Metaphysics: You understand the occult and the otherworldly.
-Psychology: You understand how people think.


-


Section 4: Miscellaneous

Willpower:
Base willpower points is 5.

Special Abilities:
You may choose up to four abilities. No super forms.


Optional:
You ARE allowed magic, so long as it isn't too powerful. No stupidly powerful attacks or moves - causing a whirlwind that could rip apart a large city is simply too powerful. Being a magick user is optional.

The magic for this roleplay will be split into seven different catagories. There are only 6 allowed primary elements. You are allowed two starting out:
-Fire
-Water
-Air
-Earth
-Metal
-Wood

Please consult the following links for explanations on the magick catagories. You are allowed two specialties:
Mages: http://sonicblast.org/topic/7603/1/
Engineers: http://sonicblast.org/single/?p=8294458&t=7147453

You have a total of 5 points to assign to any catagory, as listed under the Mages and Engineers link. For the purposes of starting characters, you cannot have a higher level than three in any of the following catagories:

Spirit (Mage version)/Dimensional Science (Engineer version)

Correspondence

Life

Entropy

Matter

Time

Chaos



Traits:
You get seven points to destribute. Magic users must add at least one point to the Eidolon Trait. Again, no selection can exceed the maximum allowed level of 5.

-Allies: Your companion(s), from mortal friends and acolytes to supernatural beings.
-Arcane: A mystick ability to avoid attention.
-Artifact: A powerful mystick item is in your possession.
-Destiny: Some people are destined to do great things - or die in spectacular ways.
-Eidolon: Your mystick self; this Trait reflects the power and personality of that "Other Half." This trait also reflects the amount of Chaos Energy you can store in your person.
-Influence: Your status in the mortal world.
-Resources: Your access to cash and property.
-Enhancements: Cybernetics can make you superhuman.... for a price.


Equipment:
Be reasonable. You are allowed whatever your character can carry on his or her person, plus whatever you can fit into a small suitcase. No Chaos Emeralds, or Sol Emeralds. You can have magickal artifacts or treasures, as long as they're reflected via the Artifact Trait.

Please also include a short description on their personal appearance.

-


Section 5: Finishing Touches

Freebie Points:
Each character gets 15 freebie points to be assigned any way you choose, providing you follow the guidelines for each section. Freebie points are not assigned to Magick Disciplines/Methodologies.

Adding Attributes cost 5 points per level.
Adding Abilities cost 2 points per Level.
Adding Willpower costs 1 point per Level.
Adding Trait Points costs 1 point per Level.


Merits And Flaws:
You are required to choose no less than one Merit and two Flaws, and no more than three Merits and five Flaws -overall, not per category- which round out your character. If you wish to use your own Merits and Flaws, please consult with me to help determine how many freebie points you will gain (or lose) when using your own Merits and Flaws.

Note: Adding Flaws increase the amount of Freebie points you can use, but this is not encouragement to cripple your character with the highest costing Flaws you can purchase. Experience points at the end of each chapter will be awarded according to how well you can roleplay these shortcomings!

Psychological
Spoiler: click to toggle


Mental
Spoiler: click to toggle


Awareness
Spoiler: click to toggle


Aptitudes
Spoiler: click to toggle


Supernatural
Spoiler: click to toggle


Social Ties
Spoiler: click to toggle


Physical
Spoiler: click to toggle






Background:
Your background here explains in brief how your character came to be. Try to explain how your character acquired his various abilities, Merits and Flaws.

(Post Reserved for Rules, Experience Points Accumulation, and Introductory Setting.)
Edited by Talancir D'Landior, Sep 23 2009, 04:33 AM.
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RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft.

RP Aid: Combat: A Comprehensive Guide to Beating Arse

By the way, I'm on skype. Search for talancir.

Millstone of Time Resources
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Lord DragonFlame
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Christmas is back again

Name: Adrian Elderhorn `Valiant`
Gender: Male

Race: Wolf

Essence: Pattern: Fortresses of order

Nature: Investigator (There's a reason for everything, and you want to know what it is.)
Demeanor: Devil's Advocate (It's your duty to challenge the status quo.)

---

Stats
Physical = Secondary
-Strength: 3
-Dexterity: 2
-Stamina: 2

Social = Tertiary
-Charisma: 2
-Manipulation: 1
-Appearance: 3

Mental = Primary (Removes 5 free points)
-Perception 4
-Intelligence 4
-Wits 2

---

Abilities
Talents = Primary (Removed 7 Free points)
Athletics: 2
Awareness: 3
Brawl: 3
Interrogation: 1
Logic: 1
Sense Deception: 2

Skills = Secondary (Removed 11 Free Points)
Acrobatics. 2
Firearms. 1
Leadership. 2
Melee. 2
Survival. 2

Knowledges: = Tertiary (Used all Points)
Area Knowledge = 2
History = 3
Psychology = 1

---

Willpower. 5

Special Abilities
1. Excellent Night Vision. While even if in pitch dark areas, Adrian's eyes will share a light in the surveillance. But he prefers to work alone, as he can't rely that each and one should inherit equal vision as his.
2. Track Down the Prey. Well it's benefit is at nightfall and till dawn breech the horizon. However the effect is greater at full moon then it's other appearances. This is useful in tricky areas when an enemy tries to hide his/her skin while wounded. The sent will usually, bring the wolf a slight vision of a blood trail almost looming, but only for his eyes only.
Also at the same time, he's in some sort of rage mode, he can't actually control him self, but he's also more powerful but this is only up-close.
3. Sword of Apparitions. This sword must be wielded to make it's effect come in use. So it's sort of like an artefact sent through generations. But not until now, the true aspect have been discovered. The sword inherits conditional magic, and each time he uses it, a slight depending on the moon's strength and visual, a ghost wolf appears.
This could send his rival out of hand. Not only would he/she have to fend off the sword, but also the spirit that comes forth in a violent matter. Even if it's spiritual the connection will feel like a physical awareness when a wolf attacks. Not only that, it sends a feeling of numbness through the rival's blood veins.
Yet the effect will only last for seconds, yet this feeling could be dramatical all the same. However amount of use, will only weaken Adrian's strength until he's as light like a feather. The time to regain could take the rest of night, or he need some sort of energy food.
4. Excellent Hearing. Well it basically says it all.

Traits.
Allies. 2
Artifact. 3
Destiny. 1
Influence. 1

Equipment.
Wields the Sword of Apparitions on his right holster found on the belt surveying around his waist.
In his second holster on his left, he usually carries around a firearm found at the army's camp or the one's available under his bed. He always carry a gun for safety precautions and when on missions.
Other stuff would be a small bag, found around his neck. Usually it's some energy food, but this is only when he knows the time for requirement.

While in his armour.
He wears a Green Military jacket with bullet proof west beneath, both on his back and chest. It makes him less durable, but it proves as an excellent defence. Nevertheless, as his undergarments he wears some simple jagged green military pants that come along with the jacket. No shoes as he couldn't find any available size.

---

Merits
+ Acute Senses: One of your senses is exceptionally sharp. All things relating to the sense in question is easier to discern.

Flaws
- The Bard's Tongue: You speak the truth, uncannily so. Things you say tend to come true. This is not something that can be controlled consciously, nor is it to the benefit of the person you are speaking of. At least once every other chapter, an uncomfortable truth regarding any current situation will appear in your head and come out your lips.
- Nightmares: You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Sometimes the nightmares are so bad they cause difficulty with every action you take the next day. Rarely, some of the nightmares may be so intense that you mistake them for reality.

---

Background Story

The wolf who've become known as Adrian, have lived what some would call adventure. However it's memories doesn't bode much more then sorrow and hatred. Little is known about his first few years, but it's at least known that he lived in the wilderness and at some point nourished the living. And from there have come to learn his most valued sense, namely his ears.

However when he left his childhood and become a soldier/warrior, something would come back and haunt him as long he still breathes on this world.
Little is known because he never seem to mention his own dreams. However he have the mistaken to tell once or twice more then necessary.
That includes loosing a friend. He'd never forgive him self for what he did. But it's inevitable to think it won't come back on him in any nearby future.

Recruited to become a scout, but time didn't show much improvement until a few years later when his first real assignment had been set.
At the same time learning to use his sword, who come to him as a child. It's been carried around him ever since. But as mere a tool until one mission in the middle of night.
As a first time soldier he was sent in an old abandon warehouse. But in fact, it was to infiltrate a small unit, that hold vital information that wasn't allowed to exit these walls.

//Still working. Man it's hard for me.\\

---

Allied Profile

Name: Lizrik
Gender: Male

Race: Dragon

Appearance: While relative small in size. He's size could easily match that out of a full grown lion in height, and length of an adult crocodile. White scales and blue eyes with a silver looking underbelly.
Approximately 5.5 Feet tall and 7.2 feet long, including his tail.

Known Facts
Serves as a mentor and friend to Adrian. And are willing to aid in battle in need. He breathes air in form of lightning. He can't carry to much weight, this includes Adrian, but can assist in minor transports. Like armour, weaponry and other accessories.
Even if he's small, but this doesn't mean he's a young dragon.

Skills:
- Breathes Lightning instead of fire.
- Keeps valuable information and waste intelligence. However he's not known for many words.
- Tactical in both air and on ground.
Known to inherit even more skills, but never found them useful. Or doesn't know how to control em.

Weaknesses.
- Can't carry around to much weight. It could easily break his back.
- In certain circumstances like surrounded, he easily forget that he's able to fly. And because he's not agile and manoeuvrable enough, he's in need for aid or boost of luck to survive the weapon wielders.
Edited by DragonFlame, Sep 21 2009, 01:56 PM.
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Lord Tora Unlimited Crusader
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【The Knight of Tigers 】

Holy crap... This is actually making me cry tears of sheer awe, and for once I'm not kidding here. Okay, here we go;


Name: Timothy Ulysses
Gender: Male
Race: Fox
Essence: Pattern
Nature: Sage
Demeanor: Investigator

-

Primary Attribute: Mental
-Perception: 2
-Intelligence: 4
-Wits: 4

Secondary Attribute: Physical
-Strength: 2
-Dexterity: 4
-Stamina: 1

Tertiary Attribute: Social
-Charisma: 1
-Manipulation: 3
-Appearance: 2

-

Primary Ability: Knowledges
-Academics 3
-Culture 1
-Enigmas 2
-Investigation 2
-Law 1
-Metaphysics 3
-Psychology 2

Secondary Ability: Skills
-Etiquette: 1
-Fast-Draw: 2
-Firearms: 2
-Gunsmithing: 1
-Melee: 1
-Research: 3

Tertiary Ability: Talents:
-Alertness: 1
-Awareness: 1
-Instruction: 1
-Logic: 2
-Scan: 1

-

Willpower: 7

Special Abilities:
-Text-Only Omnilingualism: Timothy can comprehend any written language as if it were in his own tongue. This does not extend to the spoken word, nor can he communicate back in any language he does not already know.
-Total Recall: In a manner similar to those with photographic memory, Timothy can remember any sensation, experience or data with flawless clarity/detail (used Eidetic Memory Merit to reflect this, although it is much more expansive).

Magic?: Mage
Correspondance: 1
Matter: 4

Allies: 2
Artefact: 3
Eidolon: 2

Equipment: Bag of Holding (Level 3 Artefact?), pistolbow, .38 revolver, silvered rapier, assorted monster-foiling ammunitions/equipment (stakes, salt, vials of holy water, et cetera), chalk and a few wax candles somewhere.

Freebie points spent on:
+1 Wits - Attribute
+1 Academics - Ability
+1 Enigmas - Ability
+1 Investigation - Ability
+1 Fast-Draw - Ability
+1 Firearms - Ability
+1 Research - Ability
+1 Alertness - Ability
+1 Logic - Ability
+2 Willpower

Merits:
Fast Learner (+3)
Jack-Of-All-Trades (+5)
Eidetic Memory (+2)

Flaws:
Nightmares (-1)
Shy (-1)
Curiosity (-2)
Flashbacks (-3)
Dark Fate (-5)

Background:
The Ulysses family has always had a close proximity to the supernatural, often not from choice. Something about their blood is a magnet for paranormal activity in some form or another, and whether they are driven to accept or shun this fate, strange forces are always present.
So in the grand scheme of things, it was hardly surprising that Justin and Emily Ulysses would meet an unfortunate end at the hands of an out-of-control poltergeist, leaving their son, Timothy, all alone at the age of 7. His unnatural memory and intelligence, however, provided him with the means to support himself, and he accelerated through school and even university within the space of a few years.
The nature of his parents' demise coupled with his father's stories of Timothy's ghostbusting grandfather eventuated with the young fox deciding on a career path; he would be a parapsychologist, scholar of the supernatural and investigator of cases that defied scientific explanation. Not only would this provide him with the opportunity to get back at the things that hurt him and countless others over the centuries, but it would allow him to learn everything he'd ever want to know about the paranormal... and how to stop it.
While it did do this, it also destoyed whatever innocence Timothy might have had left. Encounters with dybbuks, daemons, undead, werewolves and other creatures of the night turned him into a withdrawn, emotionally blunted and almost obsessed individual with barely anyone to call 'friend'.
This changed when he met two people; Rachel Harding and Lokin Ignatius.
Rachel, an unsinkably cheerful part-time librarian with a passion for poetry, slowly worked her way through his defences during Timothy's frequent trips to the library (he was in a constant state of picking up research material) and could be considered his closest friend.
Timothy met Lokin during an investigation into a haunting. The ever-joking hacker found someone who could find plenty of 'adventure' at a moment's notice. Timothy found someone who could access additional intelligence he himself could not. It was a win-win relationship, even if Lokin's constant tongue-in-cheek attitude grate on Tim's nerves every now and again.
Over the years, Timothy has picked up skills that further aid his operations; smatterings of magical knowledge, the know-how to create gimmicked ammunition (hardly legal, but then again, neither are most of the things he sets out to stop anyway) and some basic skill with fencing and the use of single-handed firearms. He even managed to figure out how to create a Bag of Holding, which is an incredibly useful tool in his trade, although the process takes a heavy toll on him.
Through all of this and more, Timothy is plagued with the curse of a flawless memory; he suffers chronic flashbacks and nightmares, both of which bring back memories of horrifying experiences he has been through, constant reminders of the people he's failed to save and his near brushes with death. Nevertheless, he tries his best to gloss over it all, knowing that if he dwells on the past too much that he may one day look back on something that once was and never return.
And why does he keep dreaming of a black tower outlined against a red sky?
Edited by Tora Unlimited Crusader, Sep 10 2009, 11:54 PM.
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~One third of =SB='s Legendary Australian Trio. The man who surpassed anime fandom and became the Patron Saint of GAR and Moe.~
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Lord Talancir D'Landior
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cool, two already. I'll start when we have 5 members with completed profiles or a week has elapsed, whichever comes first.
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Lord Talancir D'Landior
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Note: The RP will begin approximately 1 day after TUC gets back from vacation (12 September).
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RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft.

RP Aid: Combat: A Comprehensive Guide to Beating Arse

By the way, I'm on skype. Search for talancir.

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Nail Strafer
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Flying Battery Act 2
Section 1: Concept

Name: Augustine "Nail" Strafer
Gender: Male
Race: Fox, but with some wolf genes
Essence: Questing

Nature: -Renunciate: Shadowed by an old life, you try to come to terms with the present.
Demeanor: -Tycoon: Wealth and success are the measures of a man.

Section 2: Attributes

Physical (Primary):
-Strength 3
-Dexterity 3
-Stamina 3 + 5 freebie = 4

Social (Teritary):
-Charisma 2
-Manipulation 3
-Appearance 2

Mental (Secondary):
-Perception 2
-Intelligence 2
-Wits 2

Section 3: Abilities

Talents (Secondary):
-Alertness: Maintaining a sense of your surroundings. (2)
-Awareness: You possess an affinity with the unseen world. (1) + 2 freebie = 2
-Dodge: The best way to avoid pain is to get out of its way. (1) + 2 freebie = 2
-Logic: You have an innate faculty for reason and counter-point.(1)
-Scan: You know how to notice small details and changes in your surroundings.(2)

Skills (Primary):
-Climbing: You can climb mountains and/or walls without fear.(1)
-Escapology: You have a good change of getting out of sticky situations.(2)
-Fast-Draw: You can make a weapon ready almost instantly.(2) + 2 freebie = 3
-Firearms: Bows and arrows, crossbows, slings, guns... take your pick.(2) + 2 freebie = 3
-Gunsmithing: Why buy guns when you can make your own? (1)
-Melee: Swords, daggers, axes, spears, clubs, (pieces of) furniture... (1)
-Stealth: You can blend into your surroundings and move without alerting others.(2)

Knowledges (Teritary):
-Investigation: You can navigate a crime scene. (1)
-Law: You can use the laws and their loopholes to your advantage. (2)
-Linguistics: You know more than one language. (1)

Section 4: Miscellaneous

Special Abilities:

Quickdraw - Nail quickly draws his Five seveN and fires it in the same turn. This allows him to attack with superior speed to just about any move. It makes for a great counterattack move if an opponent catches him by surprise up close. However, beyond short range, the gunshot will be too inaccurate to hit his intended target.

Quickswitch - Nail can also quickly swap between all four of his weapons at just about any time, easily adapting to changes in a battle.

Night Vision - Thanks to his father being a wolf, Nail can to a degree see better in the darkness than the average person.

Long-range shooting - This is Nail's specialty when it comes to gunplay. He can hit targets with guns much further away than other people.

Equipment:

FN P90 – Nail decided to make this his new primary weapon, considering he's noticed he rarely encountered situations where his Arctic Warfare Police sniper rifle was useful. Most of his opponents would get in close, thereby negating the weapon's primary advantage of long range.

Anyway, the FN P90 is a small 50-round submachine gun designed to be used in mid to close combat situations against targets with body armor. It's able to do this through it's special type of ammunition...the 5.7 mm round. 5.7mm bullets are pistol-sized rounds designed to resemble miniature rifle rounds, with a more conical shape versus the usual round shape at the end of pistol bullets. This allows for greater armor penetration than something like a 9mm round, and yet gives the user the same mobility you'd get with normal submachine guns. Nail's P90 in particular is customized with a tactical flashlight and a laser sight for greater accuracy. However, people can see both the light and the laser dot, so he tends to turn them off if he needs to be stealthy.

FN Five seveN – The FN Five seveN (not a typo) is meant to be the P90's companion pistol. It fires the same 5.7mm ammunition as the P90, and holds 20 rounds per clip. Thus, both weapons can share ammunition. He uses this pistol when stealth is needed, considering it can be equipped with a silencer to muffle gunshots. But these silencers do eventually go bad with extended use. He can carry two with him at a time. Like the P90, it has a tactical flashlight for when he encounters dark areas.

Combat Knife – An ordinary serrated combat knife. If a target gets too close for comfort, Nail aways has this in a holster on his belt...ready to be pulled out at a moment's notice.

Hand Grenades - Nail carries three of these. They're your typical pineapple grenades.

Willpower 5 + 1 freebie = 6

Merits and Flaws:
-Dark Secret (-1 Flaw)
-Compulsion (-1 Flaw)
-Enemy (-4 Flaw)
-Common Sense (+1 Merit)
-Concentration (+1 Merit)
-Reputation (+2 Merit)
-Black Market Ties (+3 Merit)

(14 freebie points)

Background:
If you don't mind, I'd prefer to just link to my character profile since it's so massive:

http://sonicblast.org/topic/7148677/1/#new
Edited by Nail Strafer, Sep 11 2009, 07:07 PM.
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Tux
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Donning the Outfit
(I would hate to pass this up....even if I won't reply every so often. I pray I will stick with this to the end....in other words, I'm in, XD!)

Concept
---------

Johnny "Sly" Thorn
Gender: Male
Race: Human
Essence: Questing

Nature: Sage - Learning is your meat, drink and breath.
Demeanor: Innovator - Your unorthodox approach yields great results.


Attributes
-----------

Physical (Primary)
-Strength: **
-Dexterity: ***
-Stamina: ****

Social (Tertiary)
-Charisma: **
-Manipulation: * (Reason for 1 point is that he can either get very lucky in persuading someone or not. He rarely does this.)
-Appearance: **

Mental (Secondary)
-Perception: **
-Intelligence: **
-Wits: **


Abilities
---------

{Talents} (Primary)
-Alertness: Maintaining a sense of your surroundings. *
-Brawl: Your bare hands are weapons. ***
-Expression: You're good at getting your point across. **
-Scan: You know how to notice small details and changes in your surroundings. *
-Awareness: You possess an affinity with the unseen world. *
-Dodge: The best way to avoid pain is to get out of its way. **
-Athletics: Climbing cliffs, leaping chasms and hurling cabers. *

{Skills} (Secondary)
-Escapology: You have a good change of getting out of sticky situations. *
-Fast-Draw: You can make a weapon ready almost instantly. **
-Firearms: Bows and arrows, crossbows, slings, guns... take your pick. *
-Martial Arts: You know a style of fighting. *
-Melee: Swords, daggers, axes, spears, clubs, (pieces of) furniture... *
-Research: You know how to find information. *
-Meditation: You know how to put yourself into a trance and smooth out distractions. *

{Knowledges} (Tertiary)
-Area Knowledge: You're familiar with the landscape, history, inhabitants, or politics of an area. **
-Enigmas: You can figure out riddles and enigmas. **


Miscellaneous
----------------

Willpower: ******

Special Abilities:

-Imbue: By controlling the element itself, Thorn is able to imbue his own body with the available elements at his disposal, able to deal both physical and elemental damage to enemies.
(Initial time for Imbue: 3-5 seconds. When Imbue reaches its max time limit, the strength from physical and mental attacks will be decreased for a short time. Higher levels increase the time for Imbue to be used for by another 5 seconds, allows two or three elements to be combined simultaneously, enables a charge sub-ability and gives full control of the initial spells in his disposal when a certain high level is reached.)

-New abilities will be learned as Thorn reaches new levels with Imbue.


Magic & Magic Class: Earth, Air; Mage.

Discipline of Chaos: *
Discipline of Spirit: ***
Discipline of Life: *

Traits
------
-Allies: Your companion(s), from mortal friends and acolytes to supernatural beings. **
-Eidolon: Your mystick self; this Trait reflects the power and personality of that "Other Half." This trait also reflects the amount of Chaos Energy you can store in your person. ***
-Destiny: Some people are destined to do great things - or die in spectacular ways. **

Equipment
------------
Carries a specially crafted, omni-weapon which can transcend into the following: dual daggers, dual rods, a large metallic rod and a bladed version of the rod (only when it is whole, it is never for when it is split into the dual rods). He stores it in a tiny, ethereal sphere (which also allows for Skill - Fast-Draw, to take place) in a small black side pack he carries to the right of him. He also carries a second side pack, which he leaves open at all times, mainly for his twin Berettas are stored there.

Finishing Touches
--------------------

Merits
-------
-Spirit Mentor (+3 Merit) You have a ghostly companion or guide. This spirit is able to employ a number of minor powers when it really struggles to assert itself, but for the most part, its benefit to you is through the advice it can give.

This ghost is the incorporeal spirit of someone who was once living, perhaps someone famous or wise.

The Storyteller will create the ghost character, but will not reveal to you its full powers and potencies. Mentors of this sort are not true Mentors of Magick, but might give special insights into aspects of life that some mages have missed or forgotten.

-True Love (+1 Merit) You have discovered, and possibly lost (at least temporarily) a true love. Nonetheless, this love provides joy in a torrid existance usually devoid of such enlightened emotions. Whenever you are suffering, in danger, or dejected, the thought of your true love is enough to give you the strength to persevere.

-Spark of Life (+5 Merit) The vitality of Life flows within you with preternatural strength. This lifeforce is so strong, in fact, that wounds tend to heal faster than normal. Something that would take a week to heal tends to go away in three days, and bruises disappear in an hour. Using effects with the Life Discipline/Methodology is easier for you than for a normal person. On the downside, your blood is particularly tasty to vampires, being twice as potent than normal, and you regenerate on top of it...

Flaws
------
-Enemy (-4 Flaw) You have somehow attracted the interest of some agency or individual who seeks your destruction. This enemy is beyond reason and has some form of power, influence or authority that puts you at an disadvantage. Your friends, family and associates are likewise endangered, and eventually, there will be a confrontation.

-Lifesaver (-3 Flaw) Your character believes that life is a sacred gift and will not take a person's life except in the most extreme of circumstances. He may not ever willingly endanger the lives of innocents or in any way participate in a killing. He has no problems with killing non-sentients (for the right reasons) and will kill evil and inhuman creatures to protect others if necessary (being very careful of course, with his definition of 'evil'...) Senseless death in all forms repulses him, and he feels that those who perform murder should be punished and stopped.

-Curiosity (-2 Flaw) You are a naturally curious person and find mysteries of any sort irresistible. In most circumstances, you find that your curiosity easily overrides your common sense. Resisting that temptation varies based on what may be drawing your attention. Wondering what someone keeps in her cabinet is something entirely more resistable than wondering just what the hell Dr. Robotnik's labs are like on the inside.... It can be done, but just what does he do in his labs, anyway...?

-Speech Impediment (-1 Flaw) You have a stammer or some speech impediment which hampers verbal communication. Don't feel obliged to roleplay this impediment all the time, but in times of stress, or when dealing with outsiders, you should attempt to stimulate it.

Background
-------------
What started off as a young man who first came to this mystical universe in search for his sister and brother and hoping to avenge his parents' murder, became so much more. After being exposed to all the wonder and danger to the new universe, Thorn quickly adapted to his surroundings and the people of the many cities, villages and towns he visits. At age 20, he soon found the source of what has been keeping him in this universe and nearly died to rid of the source.

At that point on, he had the very chance of returning to Earth, resetting everything that had happened, 'waking up from a dream' if you will. Had it not been for his new-found allies and the one girl he loves dear, Alexis, he would have never stayed behind. He would have gone home, but his words to Alexis were all he needed to say:

"...I am home."

Now at age 28, Thorn finds that things have calmed down since then; he has already settled with Alexis, both soon to be wed. Protecting them both is a noble swordsman, Hector, who was previously one of the assassins to exterminate Thorn at age 18. Although his improv methods may be unorthodox to some, he tries to protect everyone he meets, even willing to throw his own life in the way...even though he nearly meet Death thrice in the past years.

Curious, playful and full of surprises, Thorn is ready for anything that comes his way. When danger stares him down, he'll laugh and probably smack it in the face, literally.

(I used 2 Freebie pts., just so we're clear....but if I did not follow the condition correctly, then I guess I used 6 pts since I used it in Attributes and Willpower only. I'll keep updating this post for when I add more points and explain where I added them to, heh. If ya see anything wrong, lemme know, please, heh.)
Edited by Tux, Sep 27 2009, 11:45 AM.
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GOT THE WHOLE WORLD AHEAD OF YA, KID.
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Lord Talancir D'Landior
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~ RP Knight ~

TUC and Swirlin' Blitz: I will be sending PMs in regard to your profiles.

This RP is still slated to begin 1 day after TUC returns from furlough. I'm currently typing up guidelines to be observed during the RP, as well as initial world setting and Map.

A note to all: This RP will be periodically opening and closing to prevent new players from entering during a mission or critical plotline transitions.

I would prefer IM to help settle discrepancies in a timely manner, and I have access to both YIM and MSN. my email is lordstemplar7@yahoo.com; please contact me so we can get these profiles ready to go.
Edited by Talancir D'Landior, Sep 10 2009, 12:27 PM.
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RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft.

RP Aid: Combat: A Comprehensive Guide to Beating Arse

By the way, I'm on skype. Search for talancir.

Millstone of Time Resources
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Lord Talancir D'Landior
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~ RP Knight ~

Guidelines:

I will require that at least one participant post in order to move the RP along. Each member will have an ample amount of time to post; if there has been 4 days since the last participant's post, the RP will continue to the next "turn" and those who have not posted will be considered to have "passed." In the Event of combat, a character whose action isn't declared will automatically evade/defend.

A turn's length is no longer than it takes for a human sized being to walk 7 yards. Characters under 4 feet (1.25 meters) in size can only walk 5 meters. There is no order to the posts, and you are allowed to post discussion with other members and NPCs before 'posting to move to move the plot forward.'

-

Combat is split up into two turns: Declaration and Resolution. The attackers are responsible for declaring an action during their turn. The Defenders are responsible for declaring the attack's resolution.

Characters are allowed two actions; one defensive and one offensive, two offensive, or two defensive actions. Combo attacks must take up multiple turns. Spells can be cast in one turn (incantations or protocols notwithstanding), and must be recast before they wear off to remain active.

-

Every so often, in spite of all your effort, Lady Fortune frowns upon you, and your strength fails you. Willpower is what helps you turn the tables.Your Willpower pushes your endurance, helps prevent magical disasters, and when you assert yourself, it replenishes.

Only one point can be spent in this way. Declaring the expenditure of a Willpower point during an action:
- Ensures the success of an action.
- Lets you resist the effects of psionic magic.
- Helps you overcome the basic impulses of instinct.

Be wary of pushing yourself to the breaking point. Bringing your Willpower count to 0 results in the loss of permanent Willpower Points, which must be bought back with Experience points.

-

The Chaos Energy stored in your Eidolon works the same way for magick, as Willpower does for everything else. Spending a point of Chaos Energy during a spell cast strengthens a spell, or in the case of a difficult cast, lets you succeed where you might have failed.

In some parts of Mobius, meditation is an essential part of magick. In terms of the RP, Meditation lets you replenish more Chaos Energy at a time. Magic Rings restore one unit of Chaos Energy per ring; Meditation restores one unit of Chaos Energy plus the current rating of Meditation every two hours.

-

Experience points will be awarded at the end of each chapter based on roleplay and effort to move the plotline(s) along. Bonus points are awarded for extra effort. Be Creative!

-Automatic: You get one point for just surviving.

-Learning Curve: You get one point if you've learned something shocking, inspiring or new.

-Roleplaying: You get one point for going above and beyond the call of normal roleplaying.

-Heroism: You get one point for bravely and selflessly putting life and enlightenment on the line. That which does not kill us.....

Additional parameters to consider: Fair Play, Adaptation to your surroundings, Entertainment value, and ingenuity.

-

Experience Costs:
New ability: 3
New Discipline/Methodology: 10
Willpower: Current rating
Ability: Current rating x2
Attribute: Current rating x4
Known Discipline/Methodology: current rating x7
Trait: current rating x3

Be aware that acquiring new strength in magic will require supporting text in the RP. Have you been studying?

-

Finally a warning: You are not allowed to do this. EVER.
Edited by Talancir D'Landior, Sep 15 2009, 06:36 AM.
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RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft.

RP Aid: Combat: A Comprehensive Guide to Beating Arse

By the way, I'm on skype. Search for talancir.

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Lord Talancir D'Landior
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~ RP Knight ~

Note: all further applications are on hold until 'downtime' after the first mission. If you wish to iron out specifics, please PM me with your application so we can work out the kinks.

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Planet Mobius, Year 3237

Please start Mood Aid before continuing: http://www.youtube.com/watch?v=OvZHk-mK5L4

Mobius is split between three primary factions: The Republic of Acorn and its allies, the Eggman Empire, and The United Confederation. Consumed in the turmoil brought about by over 17 years of near continuous struggle, the bystanders are swept along the currents of war.


The Eggman Empire is the largest of the three factions. Led by the nefarious Dr. Ivo "Eggman" Robotnik, the Empire holds the world at bay and under it's control. The Empire is headquartered in New Megaopolis, which was built outside the ruins of Old Megaopolis. A totalitarian autocracy, Eggman's control is reinforced through his sub-bosses, which help him maintain order and control over the populace in the various regions.

The United Confederation is the current major human government. A parliamentary confederacy, the United Confederation is headed by Mayor Bullyani, the elected head of Station Square, and consists of the communities inaugurated by Station Square, as well as various other human and Overlander communities and cities.

The Republic of Acorn is the one political entity that resisted usurpation by the Empire, despite its proximity. The nation had been witness to tumultuous change, from a suppressed kingdom bereft its ruler, to a fully realized absolute monarchy called the Kingdom of Knothole, to it's current status as a constitutional monarchy headed by King Elias Acorn and his Council. Within its current capital of New Mobotropolis, the Republic of Acorn continually resists attempts by the Empire to dismantle and destroy the centuries old monarchy, primarily through the efforts of Sonic the Hedgehog and the Freedom Fighters. It is here that the story begins.

________________________________________________

Chapter 1: Opening Curtain

Rise, heros, and hear the distant clarion. Destiny Commands.


A months earlier, King Maximilian Acorn had personally visited the various Mobian and Overlander nations, asking for help in the fight against the Eggman Empire. The response was as varied as the rulers King Maximilian visited; Mayor Bullyani was the only one to pledge his full assistance. The Kingdom of Acorn had recently put out a call across Mobius for volunteers to serve as mercenaries, citing other nations' previous reluctance to stand against the Empire. For better or worse, for glory or a paycheck, the offer is the reason you are here this day.

The City of Mobotropolis had been the capital of the Kingdom of Acorn for centuries, and yet, as your journeys had taken you to the heart of the Kingdom, you had learned from passersby that the capital no longer stood in that city, now an sprawling, irradiated ruin. The roads and pathways instead led to New Mobotropolis, a proud city-state standing on the outskirts of the Great Forest.

More peculiar yet had been the overnight transformation into a constitutional monarchy. Spearheaded by the newly crowned Elias Acorn, the christened Republic of Acorn stood poised to usher in a new chapter of history. The morning had risen over the city, which was surrounded by large protective walls bereft of anything resembling a portcullis or ramparts. The walls were metallic, almost ceramic in nature, and the many roads stretching across the countryside led naturally toward the city, and the natural spherical 'ports' in the side of the wall.

The ports resembled an iris, and when one stood in proximity to them, they swiftly cycled open to reveal the city beyond...
Edited by Talancir D'Landior, Sep 20 2009, 06:37 PM.
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RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft.

RP Aid: Combat: A Comprehensive Guide to Beating Arse

By the way, I'm on skype. Search for talancir.

Millstone of Time Resources
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Nail Strafer
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Flying Battery Act 2
[I suppose I'll kick things off]

Nail strode up to the city gates. Chuckling softly, he looked around at the decor of New Mobotropolis. He felt like he was stepping into a cushy gated community. Everything looked so neatly trimmed and gorgeous, and he wondered how much it cost to keep the place looking like this.

Why invest so much money into lawn care when you could be spending it on the war effort? Shoot, that's probably why you need us now. But I am not complaining. It gives me work.

The Republic of Acorn had put out a call for mercenaries to fight Robotnik, and that's why he was here today. As he approached the portal, his hand subconsciously moved to where he kept his pistol...except it wasn't there. He sighed when he realized for the seventh time he did not have his weapon.

Even though this place was safe, he felt quite naked without any guns on him. But the Republic had banned firearms, so he thought it might be pretty brazen to carry one into the capitol. Thus, his weapons were in a secret compartment in the car right now.

As he walked through the portal, Nail looked around for others like him...who might also be mercenaries here for the work.
Edited by Nail Strafer, Sep 15 2009, 07:36 AM.
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Tux
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(And so it begins...)

"Whoa..." was all that escaped through the human's mouth as he walks past the city gates, entranced by the city's stature and beauty, despite it all being a "decent beauty" to him for the moment. When carefully observed, a smile is shown on the male's face, walking ahead to to meet with the current king of New Mobotropolis. Patting his black, light coat which has a swirling white dragon embedded on the left shoulder and then his navy jeans, Thorn becomes concerned as to whether or not his weapons had been taken away upon entry.

What now? the voice of Corruption asks him.

...I feel like my weapons were confiscated...and I hid them so well. But eh, if I were to meet royalty, only reason why I would be carrying a weapon was if I were a knight.


If they were taken away, you still have your fists. If they weren't, then you are still okay. Now move it.

Shrugging as he walks past the inhabitants of New Mobotropolis, the thought of him meeting with the king quickly vanished...along with the directions as to how to get to the palace. So, he finds himself asking the citizens for aid, some helping him on his way, others asking for favors, and some being downright cruel because of his race.

I thank you very much.

I'm...kinda in hurry at the moment, heh...

Well then, forget you, you ass!!


...were among the many he replied to the inhabitants as he eventually reaches the palace entrance, a bit afraid to be the first one to step inside. "Geez, I just reach this place and already getting frights."

What do you plan to do?

The next thing he did caused many an eye to look at him: Thorn sits down on the grass, and just waits.
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GOT THE WHOLE WORLD AHEAD OF YA, KID.
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【The Knight of Tigers 】

Memories of Timothy's last visit to New Mobotropolis flickered in his mind like a faulty TV screen, displaying indistinct bits and pieces at irregular intervals. That was the way he liked it; it gave him enough recall to work with without putting himself at too much risk of a flashback.

One of the key things he remembered was that getting weapons into the city was nigh impossible, even for someone with a PI's licence. The most he'd ever managed to get away with was his set of silvered stakes. Having said that, he'd hidden the rest of his gear in his Bag of Holding, but there was little doubt in his mind that such a ploy wouldn't fool the guards twice. So, to play things safe, he'd asked his friend, Lokin, to hang onto the Bag.

All it would take is a phone call, was the reasoning, And he could be by my side with my gear, quite literally in seconds.

Ah, the benefits of cybernetic transmission. Truly a formidable Gift, if applied creatively.

By the time the parapsychologist arrived at the palace, there was at least one other person who looked like they were here for work. Who else but a mercenary would have the guts to just plonk himself down on the grass in front of the palace gates as if he owned the place? Needless to say, Tim merely tried to ignore him; guns-for-hire were dangerous types in most cases, and it wouldn't do to inadvertently make enemies before the case had even been undertaken...
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Check out my tumblr, Aggravated Anime-Adoring Australian, where I post all sorts of dumb screencaps and MS Paint edits and generally bitch and moan about stupid otaku shit.


~One third of =SB='s Legendary Australian Trio. The man who surpassed anime fandom and became the Patron Saint of GAR and Moe.~
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Lord DragonFlame
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Christmas is back again

Breathe warrior. You'll have to breathe, there's no retreat when we've come this far.
That is the last words, his mentor told him before he took off towards New Mobotropolis for the very first time.
Never had he so much set a foot into this metropolis. Until now.

A black wolf entered with a renewed look at his future. He blinked twice, looking at the architectural structure, as if he'd never seen so much fashion on the same location.
Halt. No weapons allowed into the capital. That's the first time he'd ever had to abandon his most precious sword to some local guards. But since the law demanded it, he had no wish to arrive with the wrong expression.

There was no more time waisted at the entrance. He knew that to come somewhere, he had to move forth into the masses that surrounded the streets.
He set on foot, while witnessing similarities as to his own. Mercenaries for hire, wasn't it obvious. As if the last line had breached and now the last hope rested onto their shoulders as to fend of Eggman's machinery.
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Lord Talancir D'Landior
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~ RP Knight ~

((Alright, this is now a temporary split scene. Nail Strafer and DF are just inside the walls of New Mobotropolis, while Blitz and TUC are just outside Castle Acorn, front gate.))

Split Scene: Nail Strafer and DragonFlame

A voice called after Adrian as he strode past. "Excuse me? I notice you're not a citizen here. Are you here for work?"

The air shimmered as a feline figure 'grew' into existance a short distance away from Augustine. She was perhaps 1.3 meters tall at the ears, dressed in a purple lined shift which draped comfortably around her torso. Brown-furred, black-haired, and featuring black fur on her feet, forearms, and the tips of her tufted ears, the lynx smiled warmly at the newcomers.

The lynx clasped her hands in front of her and bowed low. "My name is Nicole, and on behalf of His Majesty King Elias and the Republic of Acorn, I welcome you to New Mobotropolis. May I ask your names and your business here?"




Split Scene: TUC and Swirlin' Blitz

"Why do we have to go over this? We know what happened!"

"We have to go over this because if you say the wrong thing in there, they can press charges against you!"

"Oh come on, what can they do to me?"

"They could put you in jail, that's what they could do."

"Pfft. Whatever..."

A small group of six Mobians - a hedgehog, fox, armadillo, chipmunk, and two mongeese - a made their way toward the palace, arguing as they went. The bulk of the argument involved the chipmunk and the hedgehog, and the hedgehog seems like he stands on the losing side. Almost nothing about him seems too out of the ordinary: blue fur, red shoes with white stripes, white socks and gloves, and an almost invisible swagger dictated his attitude.

The chipmunk, meanwhile, was dressed in blue knee-high boots, a matching blue jacket, and a shock of short red hair on her head. Her manner is irritated yet poised, complete with an aura of command; clearly, she was used to being in charge, more often than not.

"Don't worry about it, Sonic," the fox offered helpfully, patting the blue hedgehog's shoulder. "Nicole should have video capture from inside the prison cell. We'll get this cleared up."

"I'm not worried about that," Sonic replied tersely. "It's because of the surveillance that I don't see why we should be defending ourselves in the first place!"

"It doesn't matter," the male mongoose stated. "If they want us to verbally defend our actions, let them. I'm used to this kind of red tape elsewhere in other nations."

"We'll all help you," the female mongoose said. Wrapping her arms around the other mongoose's arm, she added, "I'm sure that once the Council hears the testimony of the rest of us, they'll let the matter drop."

"Yeah, here's hoping," Sonic muttered. "I think that Hamlin guy really wants it out for me."
Edited by Talancir D'Landior, Sep 16 2009, 08:50 PM.
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RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft.

RP Aid: Combat: A Comprehensive Guide to Beating Arse

By the way, I'm on skype. Search for talancir.

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