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Millstone of Time RP Signup - REBOOT -; Signup for my RP (Advanced RP)
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Topic Started: Apr 3 2012, 05:42 PM (2,518 Views)
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Lord Talancir D'Landior
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Apr 3 2012, 05:42 PM
Post #1
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~ RP Knight ~
- Posts:
- 2,394
- Group:
- Former Monarchs
- Member
- #2,592
- Joined:
- September 26, 2007
- Gender:
- Male
- Game Currently Playing:
- All the games. All of it.
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Rebooting. 'Nuff said.
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. 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; they also needn't be crafted using the profile below.
I am only accepting five people for the start of the RP. Based on how well we do as the story progresses, I may let in more. I am planning on running this RP similar to how GMs run RPs IRL; as long as two or three people are able to post, then the storyline will continue. I'll give up to a few days for each participant to post until the story moves on; each player needn't write a 'catchup' post. They just need to respond to current events.
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 - Signs: Taurus, Virgo, Capricorn Comforting, ordered and meticulous, this character weaves webs of security in all his doings. Without people such as him, the world would surely spiral into madness. -Dynamic: Dragons of the soul.
Spoiler: click to toggle - Signs: Aries, Leo, Sagittarius Riding the flames of change, the soul drives this character to strive, alter, tear down, and create. Restless and capricious, he embodies the dynamic urge of chaos and wonder. -Primordial: Deep as the sea.
Spoiler: click to toggle - Signs: Cancer, Scorpio, Pisces Deep as the endless waters, this character's silence belies his depth. He thrives on mysteries and perhaps more base pleasures; in his mind rises a new Creation as he watches the old one from afar. -Questing: Laughing, playful winds.
Spoiler: click to toggle - Signs: Gemini, Libra, Aquarius This character is on an endless quest for clarity, breaking past thickets of greed and snares of doubt. Bearing gifts of balance, calm and vision, he has more focus than the wild Dynamic, and more imagination than the rigid Pattern.
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.)
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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
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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 Level 4: Well Versed Level 5: Expert
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.
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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 of that "Other Half." This trait also reflects the amount of Chaos Energy you can store in your person. Chaos Energy can be collected from various sources, but the most common source is from Magic Rings. -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.
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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 -Code of Honor (+1 Merit) Spoiler: click to toggle Your character has a personal code of ethics to which he strictly adheres. Because of this, he can automatically resist most temptations and subliminal suggestions that would bring him into conflict with this code. You must construct your own personal code in as much detail as you can, outlining the general rules of conduct by which you abide. -Higher Purpose (+1 Merit) This cannot be taken along with the Flaw: Driving Goal. Spoiler: click to toggle All people have some vision of their path in life, but you have a special commitment to it. Your chosen goal drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you man sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. Please choose what higher purpose your character has during character creation. -Compulsion (-1 Flaw) Spoiler: click to toggle You have a psychological compulsion of some sort, which can cause you any number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gaming, exaggeration or just talking. This urge could be temporarily avoided at the cost of a Willpower point, but it is in effect at all other times. -Dark Secret (-1 Flaw) Spoiler: click to toggle You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah among your peers. This secret weighs on your mind at all times. -Intolerance (-1 Flaw) Spoiler: click to toggle You have an unreasoning dislike of a certain thing, whether it be an animal, a class of person, a color, a situation, or just about anything else. Any action involving the object of your dislike is certainly more difficult, but not completely impossible to overcome. -Nightmares (-1 Flaw) Spoiler: click to toggle 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. -Overconfident (-1 Flaw) Spoiler: click to toggle Your character has an exaggerated and unshakable opinion of his own worth and capabilities - he never hesitates to trust his abilities, even in situations where he risks defeat. Because his abilities might not be enough, his overconfidence can be very dangerous. When he does fail, he quickly finds someone or something else to blame. If he is convincing enough, he can infect others with his overconfidence. -Shy (-1 Flaw) Spoiler: click to toggle You are distinctly ill at ease when dealing with people and try to avoid social dealings whenever possible. Regular social gatherings are only just barely tolerable; situations where you're the center of attention is entirely too much to bear. Don't expect your character to ever make a public speech. -Speech Impediment (-1 Flaw) Spoiler: click to toggle 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. -Curiosity (-2 Flaw) Spoiler: click to toggle 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...? -Obsession (-2 Flaw) Spoiler: click to toggle There is something you like, love or are facinated by to the point where you often disregard common sense to cater to this drive. You react positively to anything related to your obsession, even if it's not in your best interests. -Vengeance (-2 Flaw) Spoiler: click to toggle You have a score to settle - a village was wiped out, a friend was corrupted, a mentor was killed... whatever. You are obsessed with wreaking vengeance on the guilty party. Revenge is your first priority in all situations. Through force of will, the need for vengeance can be overcome, for a time, but it's a temporary solution. -Flashbacks (-3 Flaw) Spoiler: click to toggle You are prone to flashbacks if you are in high-pressure situations or circumstances similar to the event that cuased the flashback itself. The flashback could range from something something negative or something positive, and could have been caused by anything ranging from combat stress to a wide range of hallucenagenic items. Flashing back to a good and happy vision can be as dangerous or distracting as suddenly flashing back to being in the middle of a gunfight. -Driving Goal (-3 Flaw) This cannot be taken along with the Merit: Higher Purpose. Spoiler: click to toggle You have a personal goal, which sometimes compels and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it. Because of this, it will get you into trouble and jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does. -Hatred (-3 Flaw) Spoiler: click to toggle You have an unreasoning hatred of a certain thing. This hate is total and largely uncontrollable. This could be a species of animal, a class of person, a color, a situation or just about anything else, and you constantly persue opportunities to harm the hated object or gain power over it. -Lifesaver (-3 Flaw) Spoiler: click to toggle 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. -Addiction (-1 Flaw, Mild or -3 Flaw, Severe) Spoiler: click to toggle You are addicted to any one of a variety of things. A One point flaw would be a mild addiction go an easily obtained substance, such as caffiene, nicotine or alcohol. A two point Flaw is a severe addiction to easily obtained substances, or a "mild" drug like pain killers, sleeping pills or marijuana. A three point addiction involves the heavy street drugs or hard-to-find drugs. If for any reason you get deprived from this drug, your ability to perform tasks are hindered until you get your 'fix.' At worst, you will forgo everything and forcibly go seeking the drug.
Mental
Spoiler: click to toggle -Common Sense (+1 Merit) Spoiler: click to toggle You have a significant amount of practical, everyday wisdom. Note: this ideal for novice players, as this will allow you to recieve direct advice from the Storyteller concerning what you can and cannot do. -Concentration (+1 Merit) This cannot be taken along with the Flaw: Absent-Minded. Spoiler: click to toggle You have the ability to focus his mind and shut out any distractions or annoyances, above and beyond normal discipline. -Lightning Calculator (+1 Merit) Spoiler: click to toggle You have a natural affinity for numbers and for mental arithmetic, making you a natural when working with numbers or betting at the racetracks. -Eidetic Memory (+2 Merit) Spoiler: click to toggle You can remember things seen and heard with perfect detail. Depending on the level of success, you can recall any sight or sound accurately, even if you only heard it or glanced at it only once. -Iron Will (+3 Merit) Spoiler: click to toggle When you are determined and your mind is set, nothing can divert you from your goals. You cannot be mind-controlled, nor can your mind be affected by ritual. Mages/Engineers using mental attacks against you find it much harder than normal to succeed, especially if you are aware of them and resisting the affect. -Amnesia (-2 Flaw) Spoiler: click to toggle You are unable to remember anything about your past, yourself or your family. Your life is a blank slate. However, your past may stil someday come back to haunt you. -Confused (-2 Flaw) Spoiler: click to toggle You are often confused, and the world seems to be a very distorted and twisted place. Sometimes you are simply unable to make sense of things. Your confusion becomes especially strong whenever stimuli surround you (such as peopls talking all at once, or attending a concert with loud pounding music). -Absent-Minded (-3 Flaw) This cannot be taken along with the Merit: Concentration. Spoiler: click to toggle Though you do not forgot such things as Knowledges or Skills, you do forget names, addresses and the last time you meditated. Remembering anything more than your own name and where you sleep at night requires considerable concentration.
Awareness
Spoiler: click to toggle -Acute Senses (+1 Merit) This cannot be taken with the Flaws: Blind, Deaf Spoiler: click to toggle One of your senses is exceptionally sharp. All things relating to the sense in question is easier to discern. -Color Blindness (-1 Flaw) Spoiler: click to toggle You can only see in black and white. Color means nothing to you, though you are sensitive to color density, which you percieve as shades of grey. -Hard of Hearing (-1 Flaw) Spoiler: click to toggle Your hearing is defective, making anything involving hearing that much more difficult. -Bad Sight (-2 Flaw) This cannot be taken with the Merit: Acute Senses Spoiler: click to toggle Your sight is defective. This flaw is neither nearsightedness nor farsightedness - it is a minor form of blindness. -Deaf (-4 Flaw) Spoiler: click to toggle You cannot hear sound, and automatically fail anything that require hearing. -Blind (-6 Flaw) Spoiler: click to toggle You automatically fail anything involving sight. You cannot see - the world of color and light is lost to you.
Aptitudes
Spoiler: click to toggle -Animal Magnetism (+1 Merit) Spoiler: click to toggle You are especially attractive to others. Things involving Seduction or Subterfuge are easier for you when concerning the opposite gender. Be aware that this will aggravate others of your own gender, however. -Ambidextrous (+1 Merit) This cannot be taken with the Flaw: One Arm. Spoiler: click to toggle You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty. -Computer Aptitude (+1 Merit) Spoiler: click to toggle You have a natural affinity with computers, so things such as repairing, constructing or even operating them are easier for you. -Crack Driver (+1 Merit) Spoiler: click to toggle You have a natural affinity with driving vehicles. -Mechanical Aptitude (+1 Merit) Spoiler: click to toggle You are naturally adept with all kinds of mechanical devices (note that this does not extend to electronic devices, such as computers). In regards to comprehending, repairing and operating these devices, you have an easier time than most. Be aware that this aptitude doesn't help you drive. -Poison Resistance (+1 Merit) Spoiler: click to toggle You have, for some reason or another, become resistant to poisons. It could be that you are somehow naturally resistant, or you've been building up an immunity for years. -Daredevil (+3 Merit) Spoiler: click to toggle You are good at taking risks, and are even beter at surviving them. When trying something particularly dangerous, you run the possibility of succeeding where you might have failed. -Fast Learner (+3 Merit) Spoiler: click to toggle You learn very quickly, and pick up on new things faster than most. You gain one extra experience point at the conclusion of each chapter. -Perfect Balance (+3 Merit) Spoiler: click to toggle Your character's sense of balance has achieved great heights by constant training and inherited traits. It is very unlikely that he will ever fall in his life. He may trip, but he will always catch himself before he fully loses his footing or handhold. -Jack-of-all-Trades (+5 Merit) Spoiler: click to toggle You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you've held, or just all-around know-how. Anything involving one of your Skill and Knowledge abilities is slightly easier to perform because of your wide range of abilities.
Supernatural
Spoiler: click to toggle -True Love (+1 Merit) Spoiler: click to toggle 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. -Medium (+2 Merit) Spoiler: click to toggle You possess the natural affinity to sense and hear spirits, ghosts and shades. Though you cannot see them, you can feel their presence, and are able to speak with them when they are in the vicinity. -Danger Sense (+2 Merit) Spoiler: click to toggle You have a sixth sense that warns you of danger. Depending on the remoteness of the danger in a particular scene, this character might get a sudden sense of foreboding. -Luck (+3 Merit) Spoiler: click to toggle You were born lucky: your Eidolon guides your steps, or maybe the Devil looks afer his own. Either way, at times non-magickal feats you might have botched will succeed by the barest of margins. -Spark of Life (+5 Merit) This cannot be taken with the Flaw: Psychic Vampire Spoiler: click to toggle 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... -Magick Natural (+5 Merit) This cannot be taken with the Flaw: Magick Inept or the Merit: Genius Spoiler: click to toggle You are able to use one of the Disciplines/Methodologies with a greater degree of ease than others.Select the Discipline/Methodology during character creation. -Guardian Angel (+6 Merit) Spoiler: click to toggle Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. -True Faith (+7 Merit) Spoiler: click to toggle You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. This Faith provides you with an inner strength and comfort that continues to support you when all else betrays you. It bolsters any action requiring a check on your Willpower, and even gives the character a measure of innate countermagick. -Past Life (+1-5 Merit) Spoiler: click to toggle The character can remember one or more of a past life. This can be as simple as deja vu in places known to his past lives, or as complex as conscious, waking memories of being another person. The Level of this Merit indicates it's strength. One point is something as simple as deja vu, and up to 5 points indicates a clear, but broken thread of memories back to the Mobian Classical Age and beyond... -Strangeness (-1 Flaw) The Character must be able to use magick in order to use this Flaw. Spoiler: click to toggle Reality is slightly stranger for you. Once per chapter, unusual and bizarre things involving one of your magickal abilities will happen for no apparent reason. -The Bard's Tongue (-1 Flaw) Spoiler: click to toggle 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. -Primal Marks (-2 Flaw) The character must be able to use magick in order to use this Flaw. Spoiler: click to toggle You have an Eidolon of the Primordial essence - some totem or god of legend. If the totem spirit is an animal, you strongly resemble what one would like like in human form, so much that people who don't even know you call you "Bear," "Moose," or "Raven." If the Eidolon is some well known god or hero, you look just like what people would expect him to, including particular deformities (though you do get extra points for those). You like the part so much that anyone can guess your nature at a glance, and there is some danger in that, especially if your Eidolon has some legendary enemies (and most do). Your Eidolon will also require you to protect its species if it is an animal, or finish up its unfinished agenda if it is some god or hero. -Haunted (-3 Flaw) Spoiler: click to toggle You are actively haunted by a ghost that only you (and Mediums) can see and hear. It actively dislikes you and enjoys making your lide miserable by insulting, berating, and distracting you, especially when you need to keep your cool. -Magick Inept (-5 Flaw) This cannot be taken with the Merit: Magick Natural or the Merit: Genius Spoiler: click to toggle You are unable to utilize one of the Magickal Disciplines/Methodologies. This is not because you haven't been allowed to learn, but rather, your Eidolon has been crippled in some way. The Discipline/Methodology must be selected during character creation, and it must be something that your character would greatly benefit from using. -Psychic Vampire (-5 Flaw) This cannot be taken with the Merit: Spark of Life Spoiler: click to toggle The Spark of Life is dying within you and must be continually fed from outside forces. Plants and insects wither or die in your presence, and any person you touch for more than an hour will slowly wither away as well as you siphon away his life. Those already injured will not heal while in your presence. Any magickal effect you create involving the Life Discipline/Methodology is decidedly more difficult. -Dark Fate (-5 Flaw) Spoiler: click to toggle You are doomed to experience a most horrible demise or, worse, suffer eternal agony. Try as you might, someday you will be out of the picture. Even more ghastly, you have partial knowledge of this, for occasionally you have visions or dreams of your fate - and they are most disturbing. At some point during the storyline, you will indeed face your fate, but when and how is not for you to know. Note: this is a difficult Flaw to roleplay.
Social Ties
Spoiler: click to toggle -Reputation (+2 Merit) Cannot be taken with the Flaw: Notoriety Spoiler: click to toggle You have an excellent reputation according to some social circles. Dealing with people from these circles is obviously easier. -Black Market Ties (+3 Merit) Spoiler: click to toggle You have ties to the underground shopping network, tues that help you acquire hard-to-find equipment (decidedly helpful if you're short on ammunition in a kingdom that bans any sort of firearm use, for example!) -Boon (+1-3 Merit) Spoiler: click to toggle A person of some authority or ability owes you a favor, the extent of which is determined by the level. One point indicates a relatively minor favor; 3 points would likely reflect him owing you his life. -Notoriety (-3 Flaw) Cannot be taken with the Merit: Reputation Spoiler: click to toggle You have a bad reputation among certain social circles; dealing those people is naturally more difficult. -Enemy (-4 Flaw) Spoiler: click to toggle 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.
Storyteller Note: The enemy you designate has a potential to hamper you and your compatriots on your journey. Your characters are not self-contained; as you interact with the story and each other, you will bring your baggage with you. Essentially, you are handing the Storyteller a means to torment you.
Physical
Spoiler: click to toggle -Double-Jointed (+1 Merit) Spoiler: click to toggle You are unusually supple, reducing the difficulty of anything involving body flexibility. -Huge Size (+4 Merit) Spoiler: click to toggle You are abnormally large in size, as Mobians or Humans go. If you're a human, you might be up to seven feet tall and weigh over 400 pounds. -Asthma (-1 Flaw) Spoiler: click to toggle You have difficulty performing strenuois tasks because you cannot breathe properly. -Short (-1 Flaw) Spoiler: click to toggle You're well below average height (as far as Mobians or Humans are concerned), and have trouble seeing over high objects and moving quickly. -Disfigured (-2 Flaw) Spoiler: click to toggle A hideous disfigurement makes you ugly and easy to notice or remember. -Lame (-3 Flaw) This cannot be taken with the Merit: Double-Jointed. Spoiler: click to toggle Your legs are injured or deformed, which obviously makes anything related to movement more difficult. -One Arm (-3 Flaw) This cannot be taken with the Merit: Ambidextrous. Spoiler: click to toggle As a result of battle injury or birth defect, you only have one arm. This will make actions that normally require two hands that much more difficult. -Mute (-4 Flaw) Spoiler: click to toggle Your vocal chords do not work (for some reason or another). You can communicate through other means - writing, telepathy, etc. -Allergic (-1-4 Flaw) Spoiler: click to toggle You are allergic to some substance. Choose the severity of the allergy; for one point, you get hives, sneeze or become dizzy; for 4 points, you actually become incapacitated!
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.
Contrary to what may be implied, I do not plan on leaning on skills throughout the game. The only two abilities that will become critical are Willpower and Eidolon.
Willpower is the means by which your characters plow through life. Without it, they are easily broken and frequently exhausted. For the purposes of this RP, Willpower is the means by which your characters tackles an extremely difficult situation. Declaring a spent a willpower point in tandem with posting an action makes that action automatically successful - but be careful! Regaining Willpower points is a difficult task. Just as people in real life are sometimes forced to rebuild their confidence from the ground up, taking weeks, months... even years...
The Eidolon trait is used in a similar fashion to Willpower, but is directed toward magic users. Spending an Eidolon point can make a spell automatically successful, overriding difficulties or interrupting factors, and even reducing cast time. Unlike Willpower, regaining Eidolon points merely involve absorbing Chaos Energy.
Besides aiding magic spells, the Eidolon can be used for damage mitigation. A character may choose to use the Eidolon to prevent all damage instead of taking damage to their person. Using Eidolon in this way, however, completely depletes the stored Chaos Energy, forcing the character to hunt for more sources of Chaos Energy. Chaos Energy can be collected from various sources, but the most common source is from Magic Rings (ratio is five rings for one point).
World Setting:

The top picture is an edited view of the northwestern hemisphere, with approximate landmarks (to my reckoning). The bottom picture is a larger view of Mobius (with fewer landmarks):
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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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Devy The Mutt
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Apr 3 2012, 05:49 PM
Post #2
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'Ello, lad!
- Posts:
- 2,631
- Group:
- E Rank Legend
- Member
- #12,660
- Joined:
- December 29, 2011
- Gender:
- Male
- Country:
- United States of America
- Steam ID:
- mxnneurosis
- Game Currently Playing:
- Oddworld: Abe's Oddysey
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Dammit, can you save me a spot? I got to go, and I got no time to post my character information.
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"The life I live will never be the same without you here..."
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RabidChoco
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Apr 3 2012, 05:59 PM
Post #3
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Sandopolis Act 2
- Posts:
- 2,402
- Group:
- S Rank Hero
- Member
- #6,608
- Joined:
- March 11, 2008
- Gender:
- Male
- Country:
- Belgium
- 3DS Friend Code:
- 1521-5016-9168
- Steam ID:
- RabidChoco
- Game Currently Playing:
- Persona Q: Shadow of the Labyrinth
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I signed up late for the last iteration, but I plan on joining again, hopefully this time on the ground floor. Same character as before, though if you need me to repost the sheet from that, I will... after I get my ducks in a row concerning the major issue of concern the last time around.
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Indeed, there is nothing more repulsive than these monsters that defy nature and are known by the name of witcher, as they are the offspring of foul sorcery and witchcraft. They are unscrupulous scoundrels without conscience and virtue, veritable creatures from hell capable only of taking lives. They have no place amongst decent and honest folk.
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Lil Avii
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Apr 3 2012, 06:01 PM
Post #4
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Home for the Holidays
- Posts:
- 835
- Group:
- D Rank Hero
- Member
- #6,894
- Joined:
- March 24, 2008
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ME ME ME reserve a spot por favor!
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Sorry for my ridiculously long posts all the time! 8P
Avii's Famous Last Words: Cos, If you are reading this message, then I have literally dug myself into a hole from which I cannot escape, and desperately need someone to /tp to. It's... It's dark and... I think there's something down here with me. So cold. Starving... " PS: I was digging an accessway straight down to the new tunnel. My calculations were off. I seem to have hit bedrock...." PPS: I can't see the sky from here... - Avii, Playing Minecraft with survival teammates
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Lord Talancir D'Landior
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Apr 3 2012, 06:11 PM
Post #5
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~ RP Knight ~
- Posts:
- 2,394
- Group:
- Former Monarchs
- Member
- #2,592
- Joined:
- September 26, 2007
- Gender:
- Male
- Game Currently Playing:
- All the games. All of it.
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- Vagrant of the Ashes
- Apr 3 2012, 05:59 PM
I signed up late for the last iteration, but I plan on joining again, hopefully this time on the ground floor. Same character as before, though if you need me to repost the sheet from that, I will... after I get my ducks in a row concerning the major issue of concern the last time around. yes, please repost.... and I don't remember what the issue was last time.
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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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Gallant Vision
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Apr 3 2012, 06:27 PM
Post #6
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Sky Sanctuary Zone
- Posts:
- 6,835
- Group:
- B Rank Legend
- Member
- #9,330
- Joined:
- September 4, 2008
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I would like a spot reserved if it isn't too late. I'll think about a character tonight and fill out the character sheet tomorrow. If enough characters are submitted before then, you can give my spot away.
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I have an interest in spriting. If anyone has a request, don't hesitate to ask.
Deep stuff below:
Spoiler: click to toggle The world. Filled with millions of differences. But despite the fact, we all are brothers and sisters, Inhabiting and living under the same sky. But despite this, we war and kill our siblings over trivial things, Staining the earth on which we all walk, With the blood of our brothers, With the blood of our sisters. The sky under which we go through our lives weeps, For the clouds surely know of the atrocities we commit. We slay, maim, gouge, and destroy our siblings, In the name of things which ought not be fought for. Approach a member of the family not, With the tainted lash of hatred, But with the pure flower of love. ======================================= The sword. A weapon who's blade is stained red With the blood of its countless victims. Were it alive, what would such a being feel? Would it live only to fight, And fight only to live? Would it be controlled By those with the skill to do so? I believe that it would cry For each person it has ever brought harm to, Its tears as red as the blood it has spilled.
     
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HollyYoshi
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Apr 3 2012, 06:33 PM
Post #7
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I object to your claims
- Posts:
- 15,025
- Group:
- =SB= Queens
- Member
- #9,640
- Joined:
- January 9, 2009
- Gender:
- Female
- Country:
- United States of America
- 3DS Friend Code:
- 1891-1489-0768
- Nintendo ID:
- Agent_Blaire
- Game Currently Playing:
- Yoshi's Island
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*runs in*
Did I make it?
Did I make it?
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Lord Talancir D'Landior
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Apr 3 2012, 07:03 PM
Post #8
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~ RP Knight ~
- Posts:
- 2,394
- Group:
- Former Monarchs
- Member
- #2,592
- Joined:
- September 26, 2007
- Gender:
- Male
- Game Currently Playing:
- All the games. All of it.
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Welp...
People requesting a spot:
Shallow Bay Vagrant of the Ashes Lil Avii Gallant Vision Special Operative Blaire
Now, assuming that all these guys can get a profile finalized, then we're good to roll.
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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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HollyYoshi
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Apr 3 2012, 07:18 PM
Post #9
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I object to your claims
- Posts:
- 15,025
- Group:
- =SB= Queens
- Member
- #9,640
- Joined:
- January 9, 2009
- Gender:
- Female
- Country:
- United States of America
- 3DS Friend Code:
- 1891-1489-0768
- Nintendo ID:
- Agent_Blaire
- Game Currently Playing:
- Yoshi's Island
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More or less copy-pasted from when I tried to enter this long ago, with some over-hauls. Not sure how I'd work her 'Enemy' flaw though.=/
Name: Blaire Fields
Gender: Female
Race: Siberian Husky
Essence: Primordial
Nature: Renunciate: Shadowed by an old life, you try to come to terms with the present.
Demeanor: Crusader: You strive to improve the world.
Section 2: Attributes:
Physical: Secondary -Strength-2 -Dexterity-3 -Stamina-2
Social: Tertiary -Charisma-2 -Manipulation-1 -Appearance-3
Mental: Primary (-5 Freebie Points) -Perception: 4 [Analytical] -Intelligence: 3 -Wits: 4 [Calm Focus]
Section 3: Abilities:
Talents-Primary (-4 Freebie Points) Alertness: 3 -Athletics: 3 -Diplomacy: 2 -Dodge: 3 -Expression: 2 -Interrogation: 2 -Intrigue: 2 -Logic: 3 -Scan: 2 -Subterfuge: 2
Skills-Secondary (-2 Freebie Points) -Acrobatics: 4 [Natural Agility] -Etiquette: 3 -Escapology: 3 -Firearms: 2 -Leadership: 4 [Commands] -Melee: 3
Knowledges: Tertiary (-2 Freebie Points) -Area Knowledge: 3 [She's familiar with the landscape, history, and politics of the area of and around where Mobotropolis was. Not so familiar with a place like Knothole, though she has heard of it before] -Investigation: 3
Section 4: Miscellaneous
Willpower: 6 (-1 Freebie Point)
Special Abilities:
Parlay: Also known as sword-fighting, this is Blaire’s main mode of combat. The canine is most comfortable using a saber, and attacks with hacks and slashes to try and disable her opponent.
Cryokinesis: Allows Blaire to use ice-based powers, provided the temperature around her is thirty-two degrees Fahrenheit or below. Her skills range from allowing her to throw small shards of ice at her foes, to outright freezing them.
Marksmanship: Blaire has some experiance with handguns. The canine is able to shoot targets around fifty meters away with fairly good accuracy. However, she uses a gun far less then she does her other skills.
Magic: Water and Fire
Chaos: 3
Matter: 2
Traits: (-1 Freebie Point) -Eidolon: 4 -Allies: 2 -Influence: 2
Equipment:
-A small headset used to communicate with others during missions.
-A pair of binoculars
-A grappling hook
Cyrokinetic Bangle: A primarily ice blue bangle worn on her left wrist. It enables Blaire to decrease the temperature around her by up to 50 degrees F., allowing her to perform various Cyrokinetic powers. The bangle affects the temperature up to a range of ten feet. The range does not affect the overall strength of Blaire’s attacks. The bangle must be 100% charged before the effects take place. Once it is fully charge, the charge will steadily decrease to 0%, where it must be reactivated
-A saber with a metallic blue blade and a dark blue hilt.
-A p250 SIG SAUER
-She also carries a few small packs of chocolate mints with her everywhere she goes, though they don’t have any use other then feeding her addiction and acting as a small snack.
Appearance:
Blaire’s primary fur color is a mid-tone purple, with her secondary color being a light lavender contained inside her ears, on her muzzle, torso and on the underside of her tail. Like most Siberian Huskies, she has a thick double coat consisting of a long topcoat of short, straight guard hairs, over a dense undercoat. The dog’s ears are pricked and allow her to show a myriad of emotions depending on their position. A small tuff of head fur sticks out in-between her ears.
Blaire’s eyes are a deep shade of blue, clear and constantly alert. A round, jet black leather nose sits on her muzzle. Said muzzle flares out to the side at six different sections, three on each side. Each ‘flare’ tappers off to a point at the end – the top pair curls upwards while the two bottom pairs curl down.
The dog has an athletic build, owing to all the exercise she receives while on assignments. She is slim yet sturdy. Both her legs and arms have built up strength over the years, and though she by no means has superhuman vigor, the strength in her limbs allows her to easily perform some rather fancy aerobic maneuvers. Like most dogs of her breed, Blaire’s tail is sickle-shaped and fluffy. It is primarily carried up, giving the husky an aura of confidence.
Blaire typically dons a rather simple outfit. Her wardrobe consists first off of a red sleeveless shirt. Over that she has a dark blue sleeveless trench coat that stops about an inch above her knees. The coat is made of a thin but sturdy material and always kept open so as not to trap her body heat and thus keep herself cool. Her jeans are made of sturdy denim, dyed a navy blue color. Blaire also wears a pair of brick red gloves with a darker cuff. As for footwear, the canine dons a pair of puce boots with black trimming on the bottom. They go up two inches past her ankle and are made of leather. She also wears a black belt with a brown scabbard attached to it that rests close to her left hip that holds her saber.
Section 6: Finishing Touches
Merits:
-Code of Honor (+1): As a member of the Oakland Resistance Division, Blaire is a Freedom Fighter true and true.
-High Dexterity (+2): Blaire's fast reflexes allow her to dodge all but the most accurate of attacks.
Flaws:
-Addiction (-1): She has an addiction to chocolate mints, always carrying a small tin case full of them in her trench coat pocket
-Enemy (-4): The now-defunct Klawzax Unit had made it a point many times in the past to try and eliminate Blaire after all the trouble she has caused them. Former Lieutenant Scarlett Cyphon, one of the only three former Unit agents still alive, has a personal vendetta against the husky, attempting to take her life many times in the past, with assistance from former Sergeant Zane 'Shrapnel' Torsile.
-Overconfident (-1): Blaire does have a tendency to get a bit too overconfident and sure in her abilities. This however, is a bit uncommon.
Background:
Spoiler'd because LONG bio Born in bustling Mobotropolis as the only child of Rachel and Alexander Fields, Blaire’s life started out, like most, perfectly normal. The young infant spent her first year of life under the watchful eyes of her parents. They needn’t worry though – Mobotropolis was one of the safest places to live on Mobius.
It was a couple months just before the husky’s second birthday that this would start to change. The day started out normal, with the Fields going out to lunch that afternoon. However, on the way back, Alexander suddenly heard something that sounded out of sorts to him. Without telling his wife what was going on, he told her to take Blaire and run for home.
Rachel hadn’t even gone three feet when the sounds of a scuffle erupted behind her. She had wanted to look and see what was going on, but her instincts warned her not to. Instead, she kept on running, holding Blaire close to her. It was a few minutes later that she noticed the air get a little colder around her. She knew that wasn’t anything for her to be concerned about, at least not immediately. If it was a concern, she would deal with it when she got herself and Blaire safely home.
The two of them finally arrived back at the house, where Rachel silently waited for Alexander. Four hours later, Rachel was assuming the worst, and decided to go and see for herself. But just as she was about pick up the phone to call someone to watch over Blaire, Alexander walked through the doorway, slight bruises covering his body, but otherwise looking well.
When asked what had happened, Alexander told her that a group of thugs attacked him with the intention of mugging them. Thanks in part to Alexander’s military training, he was able to hold them off long enough to escape and contact the police. Rachel finds this to be a great relief to her, and she is sure that Blaire will be glad to see him.
Speaking of Blaire, when Alexander went to pick her up, he noticed the same thing Rachel had before – his daughter’s skin felt cool, for some reason he could not yet comprehend. He remembered that it was rather chilly that day, but even as young as she was, Blaire should still have been able to handle the temperature given her species. Neither of her parents could figure out what had happened – and it would be a few more years before they would learn.
It was the year 3219, and Mobotropolis was still at peace – a peace that would soon be shattered that year. The year the Great War began.
The news hit the Fields especially hard, but for one main reason. For Alexander was a part of King Acorn’s army, part of one of the finest troops the castle employed. This meant that he would have to fight in the war, and be away from his wife and daughter...
Rachel and Blaire got along fine by themselves, with a little work. With Blaire a little older, Rachel was able to devote more time to creating artwork, her paintings. These she would sell for money that would be used to support her and her daughter. As for Blaire, she had started the basics of education, going to a small school not far from the palace.
It was one cold December day after school that something horrifying happened. Blaire was waiting for her mother to pick her up, when a terrified scream reached her ears. Curious – it had happened very close to the school - the Siberian Husky puppy decided to see what was going on. When she did, she immediately regretted her decision.
The Great War had never taken place in Mobtropolis before – or at least not as close to the city as Blaire saw it now. The husky could see hundreds of Mobians and Overlanders fighting amongst each other – the child turned her head away from the scene - but not before she had gotten her first taste of death and destruction.
Terrified beyond compare, the husky immediately decided to run as far from the area as she could. She did not get very far, however, as someone had suddenly grabbed her. That did it. Blaire’s adrenaline was really pumping now. She struggled in the arms of the one that held her, her body surrounded by a strange light blue glow that would have sent light shivers down the spine of most Mobian species. But not the one who held her tightly, for it had been a Siberian Husky just like her – her mother.
It took Rachel some doing, but she managed to calm down her terrified daughter, taking her swiftly home – well, right after they stopped at the local candy shop and bought not one, but two small packs of Blaire’s most favorite treat, chocolate mints. It helped to make her forget what she had just been through; even though that night, she was the unfortunate receiver of a very disturbing nightmare.
Rachel, on the other hand, did not forget so easily that strange cold wind that had surrounded her daughter earlier that afternoon. Thus, the next morning, she decided to seek out some help from the local doctor – she did not think it was anything serious, but she had never come across anything like it before, and thus did not want to take any chances, especially as far as her daughter was concerned. Thankfully, it wasn’t anything serious at all. As a matter of fact, it could actually help Blaire later on in life. For the doctor had come to the conclusion that the young Siberian Husky had cryokinesis.
When asked about where Blaire could have inherited her skill from, Rachel mentioned that her grandfather had it; the husky remembered him using it for show, especially around Christmas. She was surprised that the ability had skipped two whole generations before infusing itself into Blaire, but the doctor assured her that such was not unheard of, especially if a few relatives in the husky’s direct lineage didn’t have any elemental powers to speak of.
The next few months that passed were months that Blaire spent in training – the child was thrilled to have some sort of power over one of the elements and was determined to improve her ability any way she could. There were three issues that were stopping her from gaining her true potential, however. For one thing, she was still a kid and her powers had yet to fully develop. Second, for now, it only seemed that her power would ‘activate’ only in the face of an adrenaline rush. Third, as she would soon find out when the weather started to warm up, she could only use her cryokinesis when the weather was below a certain temperature.
There was another event that happened in the world that was far bigger than what had gone on in Blaire’s life, though the Siberian Husky didn’t really know much about it at first. Half a decade after the conflict had begun, the Great War ended, the Kingdom of Acorn emerging victorious.
With the end of the war came the return of the Mobian troops – including Blaire’s own father, Alexander Fields.
It was during the celebration parade that he was reunited with his family – the husky was quick to suggest that they take a vacation to the artic-like tundra of Rimerant. Blaire of course was excited about the prospect – perhaps she would be able to practice her cyrokinesis in the meantime.
For two weeks, the Fields spent their vacation in Rimerant. And indeed Blaire did practice her skill, but she of course did so much more, with her family, as well. It was a time for the family, the whole family, to bond with one another once again.
The happy times Blaire experienced during those two weeks should have lasted longer than they had.
Soon, the Fields were bound for home, ready to continue on with their lives as normal families are wont to do. However, when they did reach Mobotropolis, they would soon discover that life from that day forward would no longer be truly be able to be called ‘normal’.
The first thing they noticed was how much the city of Mobotropolis had changed. Gone was the bright comforting sunshine they should have experienced, it being midday when the Fields had returned. Instead, it had been replaced by the dark of night. The once bright, friendly buildings were no more, replaced by bleak, unwelcoming structures. That was not the worst thing, at least not in their perspective.
Their house, their very home, had been destroyed.
The Siberian Husky family did not even get a chance to try and salvage any of their belongings, for at that moment, a flying aircraft known collectively as a Hover Unit, piloted by a robotic automation called a SWATbot came after them, lasers shooting at the canines, who had arrived in Mobotropolis in their own Hover Unit.
With Alexander controlling it, the Fields’ Hover Unit quickly turned around and tried to head out of Mobotropolis, the enemy right on their tails. Lasers flew from the other Hover Unit, one of them tearing right through the husky’s craft and tearing a hole in Alexander’s shoulder.
Rachel took over piloting the Hover Unit while her husband tried to recuperate. She knew they really had to get to somewhere safe. Blaire, knowing that something was wrong, wanted to know if they were going to be alright – however, all her mother had told her to do was to keep low.
Eventually, the Fields managed to lose their pursuer. They found themselves in a large oak forest, where Rachel crashed the Hover Unit. Thankfully, no one was injured from it – it was also fortunate for the huskies that someone had heard the crash. A family of Timber Wolves, the Lunetanes, had been on a picnic when they heard the commotion. The parents, Roger and Lindsey immediately set about trying to help, the former working to comfort Rachel and the latter using her experience as a nurse to help Alexander. It was then that the huskies found out the truth about what happened to Mobotropolis; Friday, September 13, one week after the end of the Great War, Julian Kintobor, who now went as Dr. Robotnik, had staged an elaborate coup d'état, overthrowing King Acorn, changing not only the look of the city, but the name as well – it was now Robotropolis.
As for Blaire, she was obviously very upset about the direction her life had taken. After what she had just been through, the young Siberian Husky puppy found it hard to believe that she had ever been full of joy that morning. The Lunetane’s only daughter, a pastel blue-furred wolf the same age as Blaire noticed how depressed the other looked and decided to see if she could perhaps cheer the dog up. At first, it was not easy for the wolf to get through to Blaire. However, after a few minutes, there was an announcement by Roger that Alexander was going to be alright. Hearing that her father was going to live did a lot for the purple dog’s mood – she was still saddened, but at least now she could force a smile or two while she talked with Aurora.
More good news was to come, however. Roger suggested to Rachel that she and her family live in Oakland Village, where he and his own family made their home, since they had nowhere else to go. After talking it over with her husband and daughter – Blaire had especially liked the idea – the decision was made.
Though Blaire would have liked to have boarded with Aurora’s family while work was being done on a cabin of the Field’s very own, the fact was with the Lunetanes having three children – two sons and Aurora herself, there simply would not be enough room to house them all. Therefore, the husky family ended up taking refuge with the McStrypes, a family of Bengal Tigers that consisted of Ruby and Nauth along with their son Drake.
Drake was a nice sort, though he was not a very talkative Mobian at all, preferring to sit around the house and read books despite Blaire’s attempts to get him to open up. Regardless, the two eventually ended up being very good friends and remain so to this day.
Soon, the Fields had a home of their own. And also soon, Blaire had made friends with Alpine Chipmunk Chester Chipston and Sea Otter Fern Stryfont. Of course, Aurora had become her best friend and most trusted companion.
Years passed and Blaire grew to be fine adolescent. By this time, the Siberian Husky had gotten used to life in Oakland Village, though there were obvious clues that she missed her old home of Mobotropolis. Sometimes she would wish that she could do something, anything, to help restore Mobius to its former glory. One day, she spilled out this desire to the owner of a small shop – who directed her to the base of the Oakland Resistance Division.
After prodding a guard into realizing that she was no harm and letting her in, Blaire went over to see the leader of the entire division, Director Alan Retroden. The Golden Retriever saw potential in the young Siberian Husky, but the only way he would know for sure that she would make a fitting member of the O.R.D. would be to put her through a year-long training regimen. All too eager for the chance to do something that could help the good of Mobius, Blaire signed up and soon she (and her friends) began training.
Director Retroden had warned Blaire that the training was going to be difficult, and he had not been kidding. The young dog was expected to give her very best; and so much more. Day in and day out she was worked very hard, her skills steadily growing. She especially showed great skills with a sword, preferring to use a blue-bladed saber as her weapon of choice.
Finally, a year had passed, with Blaire receiving wonderful news; not only was she eligible to become a true freedom fighter, but because of how well she did in training she was going to become a leader of a team. The husky was allowed two to four teammates, which she would pick from out of the other trainees. The canine picked Aurora as her second in command, Chester as the team’s hacker, and Drake as the espionage agent.
There was one more thing the team needed to do before Blaire or any of her teammates could become full-fledged freedom fighters. With a more experienced agent secretly watching them, they would have to complete a real mission. How well they did would determine where they would go from there...
The mission was an easy one, as all first assignments are wont to be. The team had to locate an item that was lost by another team the day before, in Robotropolis. Blaire hated to head back to the site of her former home, but she knew such would be the way of a freedom fighter –she would just have to deal with it.
Blaire and her friends had always been told to be cautious around the halfway point to Robotropolis. For it was there that the Klawzax Unit, a group of traitors that made their base in that area. In trying to avoid it, however, someone still spotted them walking past.
It was a female Red Fox just two years older than Blaire. She approached the four, carrying a silver-bladed longsword. She pointed the weapon at the team and asked where they came from. Blaire mentioned that they were from the Oakland Resistance Division, and wanted to leave it at that...
But the fox wouldn’t hear of it.
She introduced herself as Scarlett Cyphon, the Lieutenant of the Klawzax Unit. She presented an ultimatum; join the Unit, and the team could live. Refuse, and they would all be killed.
Speaking on behalf of her entire team, Blaire refused to have anything to do with the Klawzax Unit. Obviously, Scarlett was very displeased at this answer, given the way she suddenly swung her longsword at the purple-furred Siberian Husky. It was only thanks to the training she had received back at the division as well as her naturally fast reflexes that allowed her to survive the first strike.
The two canines ended up with their swords locked against one another. Blaire told her team mates to go on and finish the mission. Her three friends hesitated, with Aurora wanting to help her best friend out. Appreciative of the offer though she was, the dog really didn’t want her friends to be killed, especially on their first mission. It took some doing, and Blaire was hindered a little in her battle with Scarlett, but her team members reluctantly left.
The battle continued on, neither canine giving a quarter. But though Scarlett had a couple years more experience, her short temper started to show as the fight grew longer, allowing her to make several mistakes, while Blaire remained calm and collected. Finally, the Red Fox had enough, and attempted to drive her sword through the Siberian Husky’s chest. Blaire ducked underneath the blade, and came back up with her own, the point of her saber driving into the skin on her side.
As the fox took a step back, clutching the wound on her side, Blaire took the opportunity to run, to get out of danger and back to her friends. Meanwhile, the agent that was watching all this take place merely shook his head, impressed at what he had seen.
Soon, Blaire had found herself in Robotropolis, and before she knew it, she and her team had found the item they were supposed to return. When they came back to headquarters, however, they were surprised to find Director Retroden waiting for them. The Golden Retriever approached Blaire and commended her and her team for a job well done. With that successful mission, the team could finally be considered true freedom fighters.
These days, Blaire works hard to help insure that one day, Mobius will be returned to her former glory. She knows she can’t do too much, but hey, every little bit counts, right?
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RabidChoco
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Apr 3 2012, 07:19 PM
Post #10
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Sandopolis Act 2
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Character: Taylor R. Hiss Name: Taylor R. Hiss Gender: Male Race: Human Essence: Pattern Nature: Misfit Demeanor: Devil's Advocate
Strength: Level 2 Dexterity: Level 3 Stamina: Level 2 (5 freebie)
Charisma: Level 2 Manipulation: Level 3 Appearance: Level 2
Perception: Level 4 Intelligence: Level 2 Wits: Level 3
Talents: Awareness (2) Scan (3) Dodge (2)
Skills: Firearms (3) Meditation (2) First Aid (2) Survival (2) Melee (2) (2 freebie) Research (1)
Knowledge: Metaphysics (2) Investigation (2) (2 freebie) Psychology (1)
Willpower: 8 (3 freebie)
Specials: "All or Nothing!": Taylor can, if properly focused on a task, temporarily ignore painful wounds until he finishes it, adding the illusion of having superhuman stamina. Though once he's finished with his task or the crisis ends, he falls unconscious for a few hours. Accelerated Aim: Taylor, when using a firearm with both hands, is eerily accurate, able to draw a bead on his target in half the time it takes others to.
Magic (Fire) Chaos (3) Correspondence (2)
Traits: Eidolon (2) Resources (1) Influence (2) (1 freebie) Artifact (2) Arcane (3) (2 freebie)
Equipment -- Attire: Taylor wears jeans, a denim jacket, and a black t-shirt, usually with white sneakers. The jacket has an enchantment that allows it to protect him more effectively from most physical blows. Equipment -- Other: Taylor carries a scoped hunting rifle of a darker green color than usually offered, supposedly a customized paint job. He also uses a small semiautomatic pistol with a holdout holster on the inner lining of his jacket, and has a bastard sword on his person, though his swordsmanship isn't so good. Appearance: Straight brown hair, brown eyes, fair skin. Hints of a goatee/mustache combination play about his face.
Flaw: Dark Secret Long story short, Taylor's not of Mobian stock. Short explanation is, he came here from another dimension to get away from something. But what that is...
Flaw: Enemy Shenar. A name Taylor wishes to forget. A very powerful magus. And as it happens, Taylor pissed him off some time ago, the kind of slight anyone but a mage would consider trivial, the theft of knowledge.
Merit: Jack-of-all-Trades Taylor was a bit of an adventurer... before, as well. While he'd like to forget the details of what he did 'before', his experience from that time is rather beneficial.
Background: Taylor is pretty much a transient paranormal investigator. He wanders from city to town to settlement searching for "the weird stuff." Being a magic-capable extradimensional human alien means one lives and breathes "the weird stuff." Still. "Transient paranormal investigator" is several steps up the moral ladder than what he did before he showed up in Mobius... Mercenary work. Before Mobius, he'd ended up irking a powerful sorcerer, among other unsavory types. He wants to forget that, settle down stably and at least make whatever corner of the world he's in now a better place, one mind-bustingly strange case at a time. Fat chance of that ever happening, though, and he knows it.
The "issue," as I put it, was me taking the "Enemy" flaw, and you said I needed to stat up the Enemy, more or less.
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Indeed, there is nothing more repulsive than these monsters that defy nature and are known by the name of witcher, as they are the offspring of foul sorcery and witchcraft. They are unscrupulous scoundrels without conscience and virtue, veritable creatures from hell capable only of taking lives. They have no place amongst decent and honest folk.
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Lord Talancir D'Landior
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Apr 3 2012, 07:38 PM
Post #11
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~ RP Knight ~
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I think I remember. I should point this out now; by being in this RP, you are bringing the whole of your character with you. Everything he or she is, including the baggage, will alter this storyline. I therefore must request that if the Enemy trait must be used, then I need to be able to challenge you with it/them.
In other words, your enemy will join the menagerie of opponents you will inevitably test yourselves against, in whatever way or form that will eventually take.
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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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RabidChoco
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Apr 3 2012, 07:44 PM
Post #12
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Sandopolis Act 2
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Okay, yeah, I understand. Not that I ever had much idea who Shenar was other than some badass sorcerer-type who Taylor pissed off at some point.
I suppose I should also specify what justifies that Artifact trait, and what the hell it does, huh?
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Indeed, there is nothing more repulsive than these monsters that defy nature and are known by the name of witcher, as they are the offspring of foul sorcery and witchcraft. They are unscrupulous scoundrels without conscience and virtue, veritable creatures from hell capable only of taking lives. They have no place amongst decent and honest folk.
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HollyYoshi
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Apr 3 2012, 07:46 PM
Post #13
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I object to your claims
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Well, thankfully I have Scarlett's bio sitting around in my laptop - I thought I had lost it when I had to get my hard drive replaced a couple years ago. Just need to finish up her backstory and make some other adjustments.
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Lord Talancir D'Landior
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Apr 3 2012, 07:55 PM
Post #14
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~ RP Knight ~
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- Vagrant of the Ashes
- Apr 3 2012, 07:44 PM
Okay, yeah, I understand. Not that I ever had much idea who Shenar was other than some badass sorcerer-type who Taylor pissed off at some point.
I suppose I should also specify what justifies that Artifact trait, and what the hell it does, huh? yes, please. set to writing and I'll take a look at what you have.
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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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Gallant Vision
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Apr 3 2012, 08:10 PM
Post #15
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Sky Sanctuary Zone
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I took the time to look over the template thoroughly, and I have a couple of questions:
1. For the Nature and Demeanor of a character, when deciding appropriate Willpower gains, does the character gain Willpower from both, or only Nature or Demeanor?
2. This is likely a no-brainer, but when you say 'starting out' in several places, do you mean characters who are more-or-less a regular citizen prior to this who have no real power, or does this also apply to characters who are in a position of power or already have power/skills/knowledge that far exceed or surpass those of the average human/Mobian?
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I have an interest in spriting. If anyone has a request, don't hesitate to ask.
Deep stuff below:
Spoiler: click to toggle The world. Filled with millions of differences. But despite the fact, we all are brothers and sisters, Inhabiting and living under the same sky. But despite this, we war and kill our siblings over trivial things, Staining the earth on which we all walk, With the blood of our brothers, With the blood of our sisters. The sky under which we go through our lives weeps, For the clouds surely know of the atrocities we commit. We slay, maim, gouge, and destroy our siblings, In the name of things which ought not be fought for. Approach a member of the family not, With the tainted lash of hatred, But with the pure flower of love. ======================================= The sword. A weapon who's blade is stained red With the blood of its countless victims. Were it alive, what would such a being feel? Would it live only to fight, And fight only to live? Would it be controlled By those with the skill to do so? I believe that it would cry For each person it has ever brought harm to, Its tears as red as the blood it has spilled.
     
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