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#1 Landon

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Posted 11 October 2009 - 06:37 AM

Landon tries another RP. Been over a year since I tried to do one of these. Maybe this one'll last. Maybe.

This one will take place in the same universe as the old Takahshi Institute RP. Instead of the characters being students, the characters will be adults that ae active in the field of "archaeology."

The short of it: The world in question is a space opera world. Its something of a mash-up between Star Wars, Cowboy Bebop, and Firefly, with a little Indiana Jones thrown in. Its very much in the pulp tradition. There's some more info here.

The crux of this storyline is somewhat similar to the Institute's: Archaeology is a quickly-expanding field. There's valuable knowledge, artifacts, and technology to be had in the various ruins that litter the known universe, and there's a push amongst various competing factions to gather as much of this knowledge as possible. Some want it for legitimate scientific and historical study, and some want it merely for profit, but a select few want to aquire this knowledge for more nefarious reasons.

This RP will be dealing with a group that is actively working against these nefarious people. They want to uncover these ancient wonders and preserve them for legitimate study, all while ensuring that those that would exploit such discoveries never have the chance to do so.

This RP will be limited to SIX players. To note, neither of my regular colaborators, ThreeDark or Gigs, will be amongst these six players. They'll be doing "something else." Once I get six acceptable characters, we'll get things going.

Character Creation Rules are in the following post.

#2 Landon

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Posted 11 October 2009 - 06:37 AM

Character Creation

All characters must pick EIGHT SKILLS from the list below. These are the skills in which this character is Trained. These skills are what the character is good at. He's still capable of doing other things, but their skill will be average at best.

In addition to these Trained skills, all characters must pick TWO OTHER SKILLS from the list below. These two skills are ones in which the character has absolutely NO APTITUDE. They suck at this skills.

You make take additional Bad skills. For each additional Bad skill you take you receive one additional Trained Skill. So, if you have a total of 4 Bad skills, you'll have a total of 10 Trained skills.

Each skill, Trained or Bad, requires a short description. Tell us what specialties the character has in this skill. If he's a Physical Artist, tell us what his fighting style is like. Does it emphasize kicks and punches or is it a grappling style? That sort of thing. When it comes to Bad skills, tell us what, exactly, they fail at when it comes to that skill. If one of their Bad skills is Charisma, maybe they're incredibly unattractive, or maybe they just lack basic social skills and can't get along with others. These descriptions don't have to be super-long, but they need to give us a good picture of the character's abilitites.

The following information is also needed:

Background: Tell us something about this character's past. If you need help, by all means post to this thread asking questions about the RP's world. We'll work something out.

Personality: Pretty straightforward. How do they behave? What do they like? That kind of stuff.

Appearance: Again, pretty self explanatory.

Equipment: Describe any equipment your character possesses. You may have any equipment that is necessary to utilize your given skills. For example, a Doctor will have a medical kit with various medicine and such. Be reasonable when it comes to equipment.

Name and Age.

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SKILLS

Note: Skills that are labeled "broad" are skills that are somewhat open to interpretation.

Physical Artistry: The character excels at unarmed, hand to hand combat.

Melee Weapon Expertise: The character excels at armed melee combat.

Small Firearms: The character excels at using handguns and other smaller personal firearms.

Large Firearms: The character excels at using rifles and other larger personal firearms.

Throwing: The character excels at using thrown weapons.

Unusual Fighting Style: The character is trained in an unorthodox style that is rarely seen by most people. This skill can only be taken if they already have another combat skill. The style must be described to some extent. This cannot be a “bad” skill.

Strong: The character excels at feats of raw strength.

Brutally Strong: The character’s strength is exceptional. This skill can only be taken if they already have the Strong skill.

Durable: The character can withstand physical injury and pain more so than the average person.

Highly Durable: The character is exceptionally healthy and durable and can all but block out pain. This skill can only be taken if they already have the Durable skill.

Long Lasting: The character has exceptional endurance and does not get winded easily.

Thievery: The character excels at general thieving skills, such as pickpocketing, concealing objects, and other “thieving” skills. A broad skill.

Stealth: The character excels at hiding in shadows, moving silently, and otherwise doing things to ensure they don’t get noticed.

Acrobatics: The character excels in situations that require skill in jumping, escaping bonds,or any other situation that requires a flexibility. A broad skill.

Mobile: The character excels in situations that require them to be quick on their feet, whether its running or jumping for cover.

Fast Hands: The character excels in situations that require non-running speed, such as drawing a gun or grabbing someone as they fall off a ledge. A broad skill.

Piloting: The character excels at driving vehicles. This includes anything from spaceships to personal ground vehicles. The character also receives one vehicle of their choice.

Strong Will: The character can withstand temptation, fear, and mental “attacks” more so than the average person.

Iron Will: The character is all but unshakable mentally. This skill can only be taken if they already have the Strong Will skill.

Persuasion: The character excels at persuading others to do things they’d otherwise not want to do. This can be anything from con jobs to seduction to intimidation. A broad skill.

Diplomacy: The character excels at personal communication. This is less about persuading or manipulating others and more about conveying ideas. A broad skill.

Charisma: The character is highly likable and personable. This is due to their personality, appearance, or combination thereof. A broad skill.

Socially Aware: The character excels at “reading” people and understanding other’s attitudes and feelings. A broad skill.

Perceptive: The character’s senses are fairly keen.

Highly Perceptive: The character’s senses are highly developed and can pinpoint things normal people may never notice. This skill can only be taken if they already have the Perceptive skill.

Tactical Knowledge: The character excels at battlefield and combat strategy. This doesn’t impart actual combat skill, just knowledge of WHAT to do when in combat. A broad skill

Archaeology: The character has knowledge of ancient artifacts, temples, ruins, and the like, but does not have specialized knowledge. This will keep the character from getting himself offed while out in the field due to stupidity. A recommended skill. This cannot be a "bad" skill, due to the character being heavily involved in such activities.

Artifacts: The character has specific knowledge about known artifact types and, when confronted with a new artifact, can reasonably figure out what it SHOULD do based on prior knowledge.

Ancient Language: The character has specific knowledge about dead languages that can be found in old ruins and can decipher new symbols based on prior knowledge.

Anthropology: The character has specific knowledge of ancient cultures, specifically the various “gods” that are depicted in ruins.

Theology: The character is well-versed in The Church and all of its trappings.

History: The character is well-versed in modern history. A broad skill.

Politics: The character is well-versed in current events, politics, and the like. A broad skill.

Mechanics: The character has knowledge in repairing and tinkering with non-robotic non-cybernetic mechanical objects. A broad skill.

Robotics: The character has knowledge in repairing and tinkering with robotic mechanical objects. The character also has a robot companion. The robot must be described to some extent. Note that the robot will not be a combatant. This cannot be a "bad" skill.

Cybernetics: The character has knowledge in cybernetics. The character may have a cybernetic alteration. This alteration must be described to some extent. This cannot be a "bad" skill.

Black Technology: The character has knowledge of “black tech,” the technological result of experiments with artifacts and other discoveries found in ancient ruins. This is often considered illegal, so be weary of taking this skill. This cannot be a "bad" skill, since so few people possess the knowledge to begin with.

Computer Sciences: The character has knowledge of computers, programming, and other related fields. A broad skill.

Physical Sciences: The character has knowledge of chemistry, physics, geology, and other related fields. A broad skill.

Biological Sciences: The character has knowledge of biology, botany, anatomy, and other related fields. A broad skill.

Medicine: The character has basic knowledge of first aid and other medical skills.

Doctor: The character is highly trained in medicine and can perform exceptional medical feats with the right equipment. This skill can only be taken if they already have the Medicine skill. This cannot be a "bad" skill.

Enigmas: The character excels at solving puzzles and riddles.

Numbers: The character excels at situations involving mathematics, money, and such. A broad skill.

Animal Handling: The character excels at dealing with animals. The character also has an animal companion. The animal must be described to some extent. Note that this animal will not be a combatant. If this is a "bad" skill you do not get the animal.

Abomination: The character is an Abomination, someone whose genetic ancestors were altered in a massive, horrific experiment. Abominations typically fall into one of the following categories: Feline, Lupine, Rodent, Reptile, Golem. Others exist, but for the purposes of this RP you must choose from one of these five types. This cannot be a "bad" skill.

Hobby: The character has knowledge in a field that is seemingly impractical to the current situation, but you never know what knowledge one needs to get by in the world. Examples include, but are not limited to: cooking, pop culture, musical performance, etc. This cannot be a “bad” skill.

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Use the following Character Sheet when you post your character.

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Name:
Age:

Appearance:

Background:

Personality:

Trained Skills
1.
2.
3.
4.
5.
6.
7.
8.

Bad Skills
1.
2.

Equipment:

#3 Landon

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Posted 11 October 2009 - 06:37 AM

RP RULES

1. No Goddamned Godmoding. If you godmode, you die. Simple as that. DEAD. In a pathetic, laughable manner. DEAD. Also, don't do anything stupid. Stupidity is punishable in the same above manner. DEAD.

2. Death is with you. Always. Your character may die at any time. This is a harsh world, so be warned. Character death should be expected. So long as you don't do something stupid, like godmoding, your death will be dramatic and cool. By all means, pick a fight with people. Just don't expect to survive.

3. Write. You will be expected to write more than a sentence of two when you post. I will make an initial post when the RP starts. While I don't expect everyone's posts to be as long as my initial post, use it as a guideline. Throwing out a line or two of dialogue, or saying "X attacks Y with his fist" and nothing else, is not an RP post. That's an RP Twitter. This isn't Twitter. If you wanna Twitter, go to the 6 word thread.

4. People can control your character. Yes, they can. Don't shake your head at me like that. This is essentially a shared narrative. In order for it to work, people need to have characters interact in the same post. While a player shouldn't have your character undertake a major action without your permission, they are well within their rights to have your character say things or do things within reason.

5. My whim is law. I'm in this to have fun, and I want others to have fun at the same time. That said, this isn't a democracy. I know where I'm going with this, and while I'm open for ideas and suggestions, don't take offense if I tell you that your suggestion doesn't fit with where I'm going.

6. Have goddamned fun. Or else. DEAD.

#4 Landon

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Posted 11 October 2009 - 06:38 AM

CHARACTER ROSTER

NPCS

Amelie Towers
Age: 34

Appearance: Amelie’s hair is a thick, long, light brown, unruly mess. Practicality would tell her to cut it short, but practicality is not one of Amelie’s strong points. Instead, she prefers to tie her hair back into a long braid. She has a healthy tan, a result of spending much time rummaging through frontier deserts, jungles, and wastelands. She gravitates to earth tones, preferring to wear khakis, browns, and dark reds even in formal settings. Her stature and face are fairly ordinary, causing her to blend in with crowds with ease, which juxtaposes with her exuberant, commanding, outstanding personality.

Background: Like many frontier kids from average colonial families, Amelie had very few choices in life. She could stay on the colony and carry on her parents’ terraforming operation. That was never an option, since she had four older siblings and her “cut” of the family business would be negligible. She could marry into one of the local families, becoming the doting wife of a harvester or miner or some such. That, too, was never an option, as Amelie had no intentions of being a doting anything if she had anything to say about it. Most of the options afforded to children from more affluent systems weren’t open to her. The University and other educational institutions were far out of the reach of her family’s income, and she had no real means of obtaining enough money on her own to make her way to a core system and attempting to strike it out on her own without falling into some of the more unscrupulous, criminal ways of life. The only true choices afforded to Amelie were the Defense Movement or The Church. Being descended from a family that has been loyal to The Church as far back as the family can trace its lineage, this decision wasn’t hard to make.

Amelie was a devout member of The Church. While the commandments of Pharaoh never preoccupied her thoughts and emotions to the extend that they did for some of the devoted, Amelie always saw herself as a faithful, righteous, deserving member of the flock. She admired the Sister who worked at the local mission and saw in this woman the kind of tempered independence that she craved. While that Sister was nothing like the freewheeling adventurers you hear about in the news or in vids, she was clearly a free spirit who was striking out into the world and doing what she WANTED to do, rather than allowing herself to be confined to expectations. Even within The Church, it takes someone bold and daring to serve in a frontier mission, seeing how many individuals on the frontier move away from the core to escape from the confines of “the establishment.” Amelia wanted to be one of these Sisters. She wanted to be a woman who was both devoted and faithful to Pharaoh, yet could make her own way in the world and not be bound to the expectations set by others.

Unfortunately, after going through the rigorous trials, exams, and rituals to determine if one is worthy to be anointed as a Sister, Amelie was deemed to be unworthy. The reason why: she was judged to be lacking in true faith.

Amelie’s faith, something that she felt was pure and worthy, was crushed in an instant. With a few cold, distant words she found her beliefs all but destroyed. She knew that she was a good person. She knew that her heart was in the right place. She knew that these words of condemnation were untrue, but there was nothing she could do to prove that her faith was genuine. And with that, her faith was gone. While she could not disbelieve the existence of Pharaoh, she no longer saw him and his word as the end-all-be-all. How could a system that would deny someone as devout as herself be the one-and-only? The very notion of this wracked at Amelie’s mind for quite some time. As she struggled with this notion, she found herself being ushered into the services of the Brotherhood.

While she was deemed too unfaithful to serve as one of Pharaoh’s Sisters, her natural aptitudes were judged to be more than appropriate for the militant orders of The Church’s Brotherhood. It was here that she met several kindred souls. She met other women who were denied into Sisterhood for similar reasons as hers. She also met men and women who were denied passage into the more esoteric, intellectual, and traditional chapters of The Church for not meeting various convoluted and political expectations set forth by said groups. While the militant chapters where hardly the dumping ground of The Church’s unfaithful servants, she found that she wasn’t alone in her existential debacle. Some merely accepted it as a test from Pharaoh. But much like how she wouldn’t accept settling for a small piece of the family’s business or becoming an old, subservient housewife, Amelie wouldn’t accept her circumstances as a “test.” And she found a handful of others who were confronted with the same situation and came to the same conclusion.

That conclusion: While we may not have out faith in Pharaoh’s word anymore, we still believe in doing what’s right, and nothing can stop them from pressing on and making sure “right” wins out in the end.

It was through these connections with kindred spirits that Amelie found her way to a select group of individuals who were taking this “fight” to a different level. While Amelie’s unsure of their ultimate purpose, she knows that the people who recruited her have their heart in the right place, just as she knows her heart is in the right place. After working for this organization as a member of the Church for numerous years, Amelie left The Church a few years ago to forge her own path, just like she wanted to do when she was younger. After a couple of years operating for this organization and working for others, Amelie has been tasked with her first command. That is where this story begins.

Personality: As a child, Amelie was the forgotten one. She had numerous older siblings and a handful of younger ones. She was neither the oldest or youngest, and therefore she was lost in the pack. In her youth she kept her desire to speak out under control, knowing that she’d either be scolded for speaking out or ignored among the clatter of her family. Despite these feelings being bottled up, they never lessened, and when Amelie finally struck out on her own and joined The Church, she all but burst out at the seems. She became outgoing and social for the first time in her life, going out of her way to speak her mind and make friends with others.

At the same time, despite her confidence and eagerness, she’s also something of a sentimental fool. While her faith in Pharaoh has been shaken, her faith in humanity has never faltered, regardless of being backstabbed, betrayed, lied to, and spat upon by numerous people. She’s a sucker for a sob story, and is all too willing to hear out others when they’re in need. And she does this to a fault. While she’s not foolish enough to be tricked into letting her guard down while in the heat of battle, when in more sociable situations she’s far too susceptible to kind words and white lies. She’s an optimist through and through, to the point that it bites her in the ass every now and then.


Trained Skills

1. Large Firearms: The militant Church order that Amelie belong to valued the rifle above all other weapons. She is well-versed in using a rifle at both long and short ranges.

2. Melee Weapon Expertise: This order also viewed the rifle as an all-encompassing weapon. There’s no need to drop one’s firearm to draw out a blade while in close combat when one’s rifle may be fitted with a bayonet or when the hilt of the rifle an be crafted from hard, sturdy wood so it may act as a bludgeoning weapon. Amelie can wield her rifle’s bayonet with the precision of a master spearman, and when the reach of the bayonet is cumbersome, she can easily turn the rifle around and use it with great skill as a makeshift club.

3. Long Lasting: Coming from a family that specialized in terraforming colony planets, Amelie is used to working out in the fields and in inhospitable climates. She’s exceptionally hearty and finds fatigue to be the stuff of sissy city boys.

4. Enigmas: Since her loss of faith, and the philosophical, esoterical conundrum it caused, Amelie has found abstract concepts and thinking considerably easier for her mind to handle. Paradoxes and puzzles feel like cakewalks in comparison to her struggle over her faith.

5. Theology: Amelie spent more than a decade with The Church, and while she long lost her faith, she still retains considerable knowledge of Pharaoh’s religion.

6. Archaeology: As a member of a militant order of The Church, she was often tasked with accompanying expeditions to various ruins. While she has no formal training in such matters, she’s been out “in the field” long enough that she’s learned much through observation and experience.

7. Artifacts: She’s also seen her fair share of strange artifacts and objects while acting as a bodyguard for the more learned members of The Church, and she’s picked up on the similarities between certain types of artifacts and the like. After more than a decade of exposure, she’s almost as much of an expert as the bookworms and scholars she watched over.

8. Socially Aware: Amelie is very keen on others’ feelings and behavior. Being a member of a large family, she’s used to being around large groups of people and is used to having to “read” them and their numerous quirks and traits. These natural aptitudes were enhanced through her days in The Church, as she’s been present at Union galas, University symposiums, Defense Movement briefings, and numerous other situations, each time picking up the nuances of how to behave in each situation.

9. Diplomacy: And just as she’s attuned to other’s behavior, Amelie is skilled at using the right words at the right time. She knows how to rally her troops at a time of crisis. She knows how to appeal to a politician to help fund an expedition. She knows how to smooth over situations with the authorities if need be as well. While she doesn’t consider herself a social butterfly by any means, Amelie is well-adapted to using the spoken word when it is needed.

Bad Skills

1. Strong Will: Amelie is a pushover. She’s a sap. She can’t help but cry during sad stories. While she can face down frightening situations with ease, she can’t handle seeing others in distress, and she can’t help but feel the need to help others, even when such help would be a detriment to herself and the people around her.

2. Stealth: While she can be a subtle presence socially, subtlety in the physical sense is not one of Amelie’s strong points. Her militant order in The Church was one based on shock and awe. There was no room for stealth or subterfuge in their combat style. Those tactics were left to other orders.

3. Physical Artistry: When her rifle is not in her hands, Amelie is at a loss. She has no training in unarmed combat and has never made any attempt to get such training. When unarmed, she’s all but ineffective in combat.

Equipment: Amelie still carries her old rifle and bayonet from her Church days. It is cast out of a white-silver ore, giving it a regal sheen, and the stock is shaped out of a rare form of petrified wood that retains the hardness of rock while retaining the right weight and balance of wood. Other than her rifle, Amelie carries standard archaeology provisions (climbing rope and hooks, excavating tools, portable temporary preservation devices, etc). She also has a communication device built into her PDA that allows her to broadcast signals between systems. This is highly experimental technology and is not currently available to the public. Only her and her second in command possess such a device within the group, and these devices were given to them by their superiors.

#5 Landon

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Posted 11 October 2009 - 06:38 AM

ASSORTED NOTES AND STUFF

The character roster will consist of:

Two Combat-oriented characters. These characters should emphasize combat over non-combat skils, BUT they should bring at least one or two non-combat skills to the table. This being a small group that will find itself in numerous nd various sitution, they can't afford to have someone that would be a hinderance in any situation OTHER than a fight. It's one thing to have a weakness, it's another to be weak in everything BUT one field.

Two Academic-oriented charcters. These characters should emphasize knowledge skills over other skills. A good example of this would by Magnus' character. She has a wide variety of skills that are applicable in numerous situations. Therefore, we only need one more Academic-oriented character.

Two "Other" characters. This is an "anything goes" category. It could be a character that's a socialite who dabbles in a handful of other skills, a jack of all trades who doesn't specialize in one type of skill, or anything else that doesn't specifically fall into one of the above categories. Play it by ear.

When submitting or resubmitting your character, tell me which category for which it should be considered.

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I suggest taking ONLY TWO EXTRA BAD SKILLS. Beyond this, your characer will be considered a liability. Only particularly interesting characters will be accepted with more than FOUR TOTAL BAD SKILLS.

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#6 treacherous

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    Good...Bad...I'm the guy with the Hammer

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Posted 11 October 2009 - 10:41 AM

I've never done an EF RP, but ONLY because Landon took the time out of his lazy schedule to do this am I creating a character. Plus, I believe this is from Landon's Aleister (spelling) storyline. I was always a fan of that character. I haven't read Romancing the Star yet, though.

#7 Kinetic War

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    Don't feed him after midnight

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Posted 11 October 2009 - 01:31 PM

Hey, this sounds like loads of fun. I especially like the "bad skills" part. Can I join in? I've yet to familiarize myself with this particular world, but I have an idea for a character I can embarass myself with.

Two questions:

1. Does the name of the character matter? I see a lot of the characters presented in the wiki have manga/anime style names. Should my character have one, too? NOTE: No, I'm not asking because I secretly want to name my character Mr. iusebadwords Mciusebadwordsson, but because I want to stay true to the story and the universe.

2. What, exactly, does Abomination do? I'm planning on making a character with the golem affliction. Does it bring something with it, or is it more of a defining characteristic?

#8 Tarvius

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Posted 11 October 2009 - 01:45 PM

Sounds fun. I'll do a character write-up in a little bit.

#9 Landon

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Posted 11 October 2009 - 02:18 PM

1. Does the name of the character matter? I see a lot of the characters presented in the wiki have manga/anime style names. Should my character have one, too? NOTE: No, I'm not asking because I secretly want to name my character Mr. iusebadwords Mciusebadwordsson, but because I want to stay true to the story and the universe.


You just need a first name and, most likely, a last name. Here's a few more names of characters from the same universe. The only real naming conventions I have are "whatever sounds good at the moment, so long as it sounds like a real name."

2. What, exactly, does Abomination do? I'm planning on making a character with the golem affliction. Does it bring something with it, or is it more of a defining characteristic?


Felines are slightly quicker and more agile than humans. Lupines are stronger and have keen senses. Rodents have high endurances and are very hearty. Lizards vary, depending on what kind of lizard you wish to emulate. Golems have natural armor due to their rock-like skin, not unlike The Thing but not to that degree of toughness. Basically each race gives minor physical benefits that aren't as strong as the regular skills, but when combind with said skills makes that character faster, stronger, tougher, etc. Basically, a feline with Mobility is quicker than a human with Moblity.

There's a drawback to this. Abominations are subject to a good amount of prejudice. Most people don't really care one way or another, but there's a definate social stigma. There's also a small but growing element of "poaching." Basically some humans value the skin and meat of Abominations. Despite this techncally being cannibalism (all Abominations are descended from human genetic stock), some people see this as little more than hunting. This is outlawed in most systems, but its still prevalent. So you get benefits and drawbacks.

#10 Landon

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Posted 11 October 2009 - 02:21 PM

More info can be found here.

#11 treacherous

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Posted 11 October 2009 - 02:27 PM

Oh boy, do you know how long it took me to read the Crusade? I'm still reading the War of Drekis. Sigh...I'm in though. Well, if my character doesn't suck and you approve it, I'm in.

#12 Zreth

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Posted 11 October 2009 - 05:27 PM

Name: Drake Maron
Age: 23

Appearance: He's an attractive young man with deep brown hair and a clean face. He has dark drown eyes and he seems to be a very fit athelte. He has a lightly tanned skin and a tribal tatoo running across from his left shoulder too the palm of his right hand. He dresses mostly in boots, cargo pants and a black t-shirt and a denim coat.

Background: As a toddler he was kidnapped by a group of criminals demanding ransom money. After not retriving the money they debated uses for the child instead of killing the him they decided to find another way to earn a profit. Selling him off to a man he is taught how to be a pickpocket. He is then forced to go out into the street and steal. After living in slums for several years he escapes into the widerness. There he finds an ancient tribe and is taught there cultre, language and how to fight. When he reached the age of 12 he was found by a professor of Takashi university. He was then adopted by the professor and now works for Takashi University.

Personality: Has very erractic and intense behaviour. He is often very angry or very happy and switches between the two emotions very frequently.

Trained Skills
1. Unorthodox Fighting Style: although he has learned various forms of fighting styles he has branched out his own form of fighting style. His form created style of fighting follows the idea that every part of your body is a weapon and focuses on aiming at three areas in a persons body ,The head ,The spine and the stomach/crotch area. His fighting style is based mostly on moving around your opponent and covering each area of his body and striking him with blitzed shots. he will use light strikes or jabs or pushes and pulls to move the opponent into positions and unleashing either insanely heavy or fast hits.
2. Acrobatics: He is very agile and flexible and capable of doing very good leaps and controlling his body in th air.
3. Fast hands: He moves his hands in very well cordination in vary fast speeds to do various tasks.
4. Mobile: An exceptional athlete he can out run or pefrom most olympic athlete's
5. Melee weapon mastery: A master at fighting with knives and blades or staff weapons
6. Throwing: Excels at throwing knives or small objects
7. Thievery: Excellent thief and pickpocket.
8/9. Highly Perceptive: Excellent senses made after years of traning and concentration.
10. Charisma: very good looking with a silver tounge.
11. Stealth: Master of hiding and lurking and an expert of stealth.
12. Long lasting: Has incredible endurance and is capable of running for miles before becoming exhausted.
13. Ancient Languages: Picked up a few ancient languages and text when living with the tribe.
14. Biology science: has study the workings of the human system with his time in the tribe.

Bad Skills
1.Animal handling: Animals tend to dislike him or not really pay attantion to him some. Some may reach the extent of actually violently attacking him.
2. History: Was never taught anything about history.
3. Politics: Was never taught and has never bothered to think about politics
4. Computer science: Has never used a computer in his life.
5. Theology: Has never been to a churrch a does not know anything about religon of any sort.
6. Anthropology: Knows nothing about any form of religon or mythology.
7. Piloting: Don't do into the car when Maron is driving you have a better chance of surviving strapped to a nuke.
8. Numbers: Has never learned any form of complicated or above basic math.

Equipment:
Holds various knives and blades. Has a kevlar vest, lockpicks, rope and his trusty broadsword.

#13 Kinetic War

Kinetic War

    Don't feed him after midnight

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Posted 11 October 2009 - 07:38 PM

EDIT: OK, one more try, going with the new notes. This is an academically oriented character, so I dropped the Strong and Small Firearms skills in favor of Biological Sciences. Then, to expand upon the idea, I weakened the character's will (Iron Will removed) to get room for First Aid. Though it might sound like a cliche, a non-combat healer, I see no one's yet made a character with healing abilities. Characterwise, it may sound like a bit of a stretch, but it will make him more useful. I took away one of his bad skills to make him more balanced. I changed a lot in his background to have the changes make more sense. It's not perfect, but it's a try.


Name: Walter Jargon

Age: 34

Appearance: Man of average height with an ugly, yet sophisticated appearance, and a stocky, blocky physique. Strikingly granite-like skin and stiff movement give the impression of a walking statue. Walter weighs in at nearly 240 lb, though this is more due to his heavy genetic structure than to any excess of fat or muscle.

Background: Walter, a golem, had the unfortune of being born in an intolerant world system, where Abominations aren't that common. Walter's real parents are unknown, but it's suspected they were killed by Abomination-targeting poachers when Walter was still a baby. He was adopted into a family with a seemingly tolerant attitude towards Abominations. Though his adoptive parents never consciously treated him any differently than their two other children, they weren't completely unaffected by the general distrust of Abominations in this part of the galaxy. On top of that, Walter's loud-mouthed sister often made mean remarks about his ugliness. As a result, Walter grew up shy and insecure. In school he was constantly bullied because of his extremely mutated appearance, until his much older adoptive brother, an archaeological student, took him under his wing and taught him to defend himself and stop being a doormat. The encouragement and acceptance his brother showed him raised Walter's self-confidence enough for him to start standing up for himself and end the bullying. While still not accepted amongst his peers, at least Walter was left in peace. He used his new-found solitary time to escape into the fascinating world of biology, the only subject regularly taught in school that he found interesting. Having heard of the famous Takahashi Institute, he realized that studying hard was his ticket out of the place of prejudice he had grown accustomed to. He was sure that with the intelligent crowd in the academic world, he'd have a chance to be accepted as who he was, instead of being treated as a freak.

While he was in high school, a tragedy struck Walter's family. On one of his travels, the oldest son had contracted an unknown, incurable disease, and he had been given just a few months to live. Walter was very fond of his brother, and he made every effort to find an alternate cure for his condition after conventional medicine failed. He read dozens of books on herbalism and used his knowledge to make healing beverages of different kind. Though some of them did ease his brother's pains, none could cure the strange condition. Walter went as far as studying ancient papyrus scrolls and stone tablets in museums in hope that there had been other known cases in history. It was at this time he realized that he had a knack for linguistics.

Walter couldn't understand why no one else in his family did as much as he. Had they all listened to the doctors and just given up hope because there was no known cure? Up until the end, Walter kept on trying. In vain. The death of his older brother was the most traumatic event in Walter's life, and a crucial moment leading to his misantrophic worldview. The loss of his only friend made Walter bury himself in his studies, desperately trying to get away from the dreadful world he had spent his entire life in. A dedicated student, Walter was accepted into the Takahashi University to study archaeology and linguistics. Though the academic circles were a minor disappointment to him - he still was occasionally subject to ridicule by a few intolerant students - he had finally found his true calling. He got both of his degrees before his 30th birthday. Since then, he has been out in the field or in libraries, extending his knowledge of ancient history. He has all but abandoned his former life, last having seen his adoptive parents at his graduation ceremony. It is apparent that Walter still holds bitter grudges against several people from his past.

Personality: The strong, quiet type. The attitudes towards his mutation have led to him secluding from society and seeking refugee in solitary studies. Walter is a misantrophe, who views many of the social contacts in his line of work as an unnecessary burden. That said, when meeting new people, he will always try to give them the benefit of the doubt, though he quickly makes it known if a person in his company doesn't meet his standards. Usually this is conveyed through passive-aggressive means, with snippy remarks or by ignoring the person in question completely. Paradoxally, once he's accepted someone in his close company, he will tolerate annoying, stupid and even irrational behaviour from said person's part.

While he appears emotionless, Walter has one strong motivation in life: neutrality. He strives for an understanding of the world beyond human perception and feelings. He is annoyed by passionate people, whom he views as selfish and ignorant. On the other hand, though social situations aren't really his cup of tea, he can even grow to like people who value a good, intelligent conversation above anything else. In these rare instances, Walter drops his 'silent tough guy' act to drift off into long monologues about his elaborate theories on the subject at hand. He rarely discusses personal issues, but rather 'keeps things professional'.

Trained Skills:

1. Abomination (Golem): Due to a strange mutation in his genetic parentage, Walter's whole physique is made of a granite-like substance. It takes real effort to pierce his skin. Sadly, the protective qualities of his mutation have also made him incapable of enjoying a warm day, a bubble bath, and the touch of another human being.
2. Durable: See below.
3. Highly Durable: Walter's highly mutated body grants him an especially durable physique, even by golem standards. While not completely incapable of feeling pain, Walter usually ignores what little he feels.
4. Strong Will: Over the years, Walter has developed a strong mental block that relies on his rationality. His calmness in the face of danger is extraordinary.
5. Archaeology: Walter's major. He has spent the years following his graduation on archaeological sites, helping to uncover findings that have not exactly rocked the academic world, but have been important nonetheless.
6. Ancient language: Walter is a skilled linguist, specialized in dead languages. His uncanny ability to figure out the meaning of unknown hieroglyphic writings has led to some of his co-workers jokingly referring to him as "The Rosetta Stone", a nickname he has secretly embraced.
7. Anthropology: Walter's undying interest in lost cultures has granted him remarkable knowledge of ancient mythology.
8. Biological Sciences: Walter's favorite subject in school has grown into real expertise on human anatomy and its various diseases. Additionally, he recognizes most known plants, and he can use his extensive knowledge of herbalism as first aid in case there's no hospital nearby when an illness has been contracted.
9. Medicine: The years on the field have prepared Walter for the worst. He knows danger and death lurk around every corner, and he has been taking first aid classes to not lose his edge.

Bad Skills:

1. Charisma: Walter is a misantrophe without friends. His appearance as a walking, talking granite statue dressed in a suit makes most people uncomfortable. His relation to any group is fully professional. Even though he sometimes yearns for social contacts, he feels he's incapable of obtaining them.
2. Socially Aware: Walter is completely inept at social situations, and he has no understanding of human behaviour. He never spots a lie, he's insensitive, and generally awkward to be around. His misantrophy doesn't help.
3. Acrobatics: Walter's physique makes him exceptionally inflexible. This is especially true for his torso, which has almost no flexibility at all. This gives Walter a very stiff appearance.

Equipment:
More a scholar than a fighter, Walter never leaves home without basic archaeological equipment (brush, small digging equipment) and a dictation machine. He also carries a first aid kit and various herbs with him, just in case.

#14 Landon

Landon

    The Main Character

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Posted 11 October 2009 - 07:40 PM

Name: Drake Maron
Age: 23

Appearance:


The above bits are fine.

Background:


Ok. Who kidnapped him? Why was he kidnapped and trained to be a pickpocket? Why wasn't he sold into slavery or sold to some unscrupulous company wanting warm bodies to experiment on when such things would reap more profit for the kidnappers? When he escapes from them, why doesn't he try to find his parents, and why does he choose to fall in with some assassins? And why would these assassins take in some random street punk who, as far as I can tell, doesn't exactly have any real skills at this point in time that said assassins would value? And if these assassins take the time to train him and make him one of their own, why would be betray them so quickly, and how would he develop the fighting skills he claims to have in merely one year of training? Also, what happens to him after he goes into protective custody? You don't tie anything in to the storyline described above, where the characters are searching ancient ruins for lost artifacts and the like.

I'm gonna post an example character later today. Once you get a look at that, make some changes and clear things up.

Personality:


My only real beef with this is that you say he goes from being manicly happy to furious, which I guess is fine, but then go onto say that he also appears blank emotionless at times. Sounds like the guy is mentally ill. I think you should stick with the "intense and wears his heart on his sleeve" angle. He shows his emotions to their fullest extent and never has any sort of "lull." When he's happy he's HAPPY, when he's pissed he's PISSED, and so on.

Trained Skills and Bad Skills


You overloaded on combat skills. Its best to focus on one "style" and stick with that style. He should either focus on Physical Arts or Melee/Thrown weapons. It doesn't really make sense for a young guy who only has one year of assassin/hitman/mercenary work to be a master of hand to hand, thrown, melee, AND handgun combat while exceling at othe physical tasks. It isn't QUITE godmoding, but its getting close. I'd recommend going the blade route, taking Melee Combat, Throwing, and Unusual Style to represent his overall style.

Acrobatics, Fast Hands, Thievery, Stealth, and Mobile work just fine, since they go with his overall theme.

That right there is your initial 8 skills. Meaning that you need to take some Bad skills to make up for the difference. Let's take a look at your Bad skills.

First things first: By taking a bad skill you're opening yourself up for bad things to happen to you. These skills WILL come into play, so you need to be careful when choosing them. Yes, by taking a few you gain more skill in other areas, but it also opens up your character for future failure. It seems like you may have taken skills that you felt won't come up too often. I can guarantee you, as the person running this RP, I'll find a way to make these skills relevant.

Basically, I recommend toning down the number of Bad skills you took.

Going with the rough story you gave, your character likely hasn't had much experience with formal education. At the same time, he's a member of a team delving into ancient ruins, and this requires some background knowledge in some related field in order for him to be relevant to the project. At the moment, all of his skills are combat related, with stealth and theivery being the closest to non-combat skills he has. Such skills are valuable, but he needs to bring something to the party that makes him stand out from any other quick, quiet grunt.

That said, it makes sense for him to have no expeience with History, Politics, and Theology. Let's stick with those, meaning you now have one extra skill.

This being a space opera world, "never using a computer in his life" is not a valid option. Taking computer science as his "bad" skill means he has absolutely no experience with programming and the like. So he has no experience with using computers in any sort of productive way. We can stick with that as well. So he has two extra skills.

You took two Archaeology-related skills as "bad" skills: Anthropology and Ancient Languages. Considering that he'll be delving into ruins where both skills will be used extensively, it doesn't make sense for him to take both. It would severely handicap him. I'd stick with one as a "bad" skill. So he has three extra skills.

While I've yet to add them back into your total, you did want to take both Persuasion and Charisma as skills, but at the same time you took Diplomacy as a "bad" skill. So, he can convince people to do what he wants, and he's good looking and charming, but his actual communication skills are terrible? This could make sense if he's a good looking bully who can't speak to someone without shouting at them and insulting them, but that may be a bit of a stretch, since if he's socially inept it doesn't make sense for people to still find him charming and convincing. I'd recommend dropping Diplomacy as a "bad" skill.

Animal Handliing is also fine as a bad skill. So you have four extra skills.

Biological Sciences. This covers things like anatomy. Knowledge of anatomy is something that a guy with knife can exploit. He knows where to stab people and make it hurt. A lot. He knows how to cut muscles just right to immobilize someone. He knows where certain arteries are, as well as vital organs. In addition, he'll have knowledge of various animals and other life forms that they may encounter in the ruins. I'll suggest that not only should you drop Biological Sciences as a "bad" skill, you should also take it as a Trained skill. So you're back down to three extra skills.

After dropping cetain combat skills, you have five remaining skills that you wanted: Perceptive, Highly Perceptive, Charisma, Persuasion, and Long Lasting. To make him relatively well-balance, I'd go with Perceptive, Charisma, and Long Lasting. This way he has keen senses, so he can be on the look out, he's personable and can get along in social situations, and has high endurance.

All this said, this is what I recommend for his skill set-up.

Trained Skills
1. Melee Weapon Expertese
2. Throwing
3. Unusual Fighting Style
4. Thievery
5. Stealth
6. Acrobatic
7. Fast Hands
8. Mobile
9. Biological Sciences
10. Charisma
11. Perceptive
12. Long Lasting

Bad Skills
1. Theology
2. History
3. Politics
4. Animal Handling
5. Computer Sciences
6. Ancient Languages

Equipment:


Since he's no longer is a gun type character, you can drop those weapons. Otherwise this looks fine.

#15 Zreth

Zreth

    Believes Han shot first

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Posted 11 October 2009 - 07:58 PM

Thank you I'll start working on it right away.

#16 treacherous

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    Good...Bad...I'm the guy with the Hammer

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Posted 11 October 2009 - 08:04 PM

Delete that quote, Zreth. It's highly unnecessary to quote the entirety of Landon's dialogue just to say thanks.

#17 Nova Force Nova

Nova Force Nova

    Deadpan Snarker

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Posted 11 October 2009 - 09:25 PM

Name: Marc Fett
Age: 29
Appearance: He is a dark haired, light skinned man, with blue eyes. He is slightly skinny, and blends in well with a crowd. He is a fast man, and quite good looking. He has a long, thin scar on his cheek, which is his only discernible feature.

Background: Was born to two of the wealthiest people he would ever meet. He never really knew their names, but like everyone else he knew, called them Mom and Dad. The three of them lived a spendid and most would say, a spoiled life, until Marc was fifteen. At that time, he had learned a most dreadful truth. The people he called Mom and Dad were not his parents, were criminals, and most important, members of a mysterious organization of assasination and thievery. They were competing with a rival organization, one so skilled that not even the best from their own stood much of a chance. Around that time, he remembers the deaths of his "parents" in a long, bloody battle which destroyed much of their home. The murdering assasins then looked to the boy, but found that he had vanished. Shocked, the assasins looked for him, only to find him standing there with a sword in his hand. He charged at them, and they drew their own swords. Minutes into the battle, Marc had killed all but one of them, and left the survivor feeling fear, pure fear, before he too was silenced forever. Unbeknowst to Marc, a pair of other ones waited outside, and had watched the whole spectacle. They noted with great interest at the training he no doubt recieved from his "parents" and also his enormous pontential. They ventured in and introduced him into their ranks. Fourteen years later, he is known as one of the most efficient killers on the planet, albiet one who never takes anything serious. However, not much of an eductaion.

Personality: He is one of the most fun-loving and joking men ever. He uses this personality to hide the great pain in his heart from his childhood. He never takes anything serious, which occasionally leads to a strained relationship with other members, but is a fine man. He takes great pleasure in doing his job, and is never above pulling jokes on his allies to ease tension.

Trained Skills

1. Physical Artistry
2. Tactical Knowledge
3. Persuasion
4. Charisma
5. Stealth
6. Acrobatic
7. Melee Weapon Expertise
8. Piloting
9. Small Firearms

Bad Skills

1. Strong Will
2. Iron Will
3. Computer Sciences

#18 ThreeDark

ThreeDark

    Hobbit

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Posted 11 October 2009 - 09:45 PM

Trained Skills

1. Melee weapons expertese
2. Mobile
3. Unusual Fighting Style
4. Thievery
5. Stealth
6. Acrobatic
7. Fast Hands

Bad Skills

1. History
2. Politics
3. Computer Sciences


Couple of things: First of all you didn't use all your Skills. You get 8 as base and then +1 for every Bad Skill you take beyond 2. So you SHOULD have 9 trained skills.

Second: Your skills are almost EXACTLY mirroring Zreth's character. Considering the possible diversity this is a big no-no.

So, yeah, first come first serve really. So we're going to need you to rethink your character there. So. Yeah.

#19 Magnus

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    I like it on Omicron Ceti III, Jim

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Posted 11 October 2009 - 10:54 PM

Character to be entered here once Magnus can see straight. It's been a long weekend.

#20 treacherous

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    Good...Bad...I'm the guy with the Hammer

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Posted 12 October 2009 - 12:22 AM

First come, first serve!!! I need you guys to stop creating characters until I get a chance to.




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