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NEW ADVENTURES IN THE TEMPLE OF SOBEK!


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#1 Landon

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Posted 21 January 2010 - 02:27 AM

INTRO

The description for this RP is similar to the precious ADVENTURES rp that I didn't get off the ground. Differences in the description will be in italics.

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.

The group is a rag-tag group of explorers, scientists, fighters, and temple looters. The nature of the group is up to the players. Your decisions throughout the game will determine whether you're honorable researchers, villainous murderers, or amoral scoundrels. You're out to discover ancient secrets and make a buck along the way.

The game will consist of two "phases." When you're not in set of ruins/temples/caverns/whatever, it'll be regular RPing. You'll be given a situation and you'll react to it. When you're "in the field," the game will turn into a turn-based tactical game where you make a series of decisions that determine your progress through the "dungeon."

This RP will initially be open to FOUR players. Threedark and Updatedude/Gigs have two of these initial spots, since they've been helping me out with playtesting the mechancis. That means the INITAL group is limited to TWO ADDITIONAL PEOPLE.

After the first mission is completed (it will be short), AT LEAST TWO ADDITIONAL PEOPLE will be added to the group as new recruits/back-up. Therefore, once the full game goes into effect, there will be AT LEAST SIX PLAYERS.


#2 Landon

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Posted 21 January 2010 - 02:27 AM

CHARACTER CREATION

Character creation in this game is a bit more simple than in the previous version.

Each character has SIX statistics. These statistics represent the character's prowess in various broad fields.

FIGHTING: This stat is used when in conflict with another person, creature, or object. It determines how well your character shoots, punches, stabs, or otherwise does harm to others.

SPEED: This stat is used when attempting to dodge, run away, or somehow move or get out of the way of something. It represents your speed, dexterity, and ability to move.

TOUGHNESS: This stat represents how tough you are. It comes into play when determining if you get hurt by attacks, falling, drowninng, and so on. It also helps determine certain aspects of brute force and strength, such as lifting, pushing, pulling, etc.

KNOWLEDGE: This stat represents your character's overall knowledge when it comes to things encounter "in the field." It's used when you're trying to figure out what an artifact does, reading a dead language, or trying to disarm a trap.

AWARENESS: This stat represents the character's awareness of their surroundings. It's used when trying to find traps and hidden objects or when trying to notice enemies lurking in the shadows.

LUCK: This stat represents how lucky the character is at any given moment. Good things tend to happy to lucky people and bad things tend to happen to unlucky people. That's why it's called luck.

Human "average" in a stat is 2.

Each stat begins at 0.

Each character receives 17 points to distribute amongst these stats.

It costs 1 point to raise a stat 1 point. The only exception is when raising a stat above 4. For every point a stat is raised above 4, it costs 2 points. Therefore, it costs 6 points to have a 5 in Fighting and 8 points to have a 6 in Fighting.

A stat MAY remain at 0, but it is unadvised to have a stat that low.

When posting your character, follow this format:

Name:
Age:

Fighting:
Speed:
Toughness:
Knoweldge:
Awareness:
Luck:

Appearance:

Background:

Personality:


NOTE FOR PEOPLE WHO MADE CHARACTERS IN THE OLD RP

If I approved your character in the old RP, you're automatically in this one if you want in. I'm still only taking two additional people at the get-go, but once we get to the main even y'all are all in if you want to be in.

This is assuming you reuse your previously-approved character and re-stat them for this game.

#3 Landon

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Posted 21 January 2010 - 02:27 AM

HOW THIS GAME WORKS

When this game is in "ruins" mode, it plays like a turn-based game, not unlike Treacherous' turn-based fighting game he's running on the boards. The catch is that everyone is working TOGETHER to make it through the ruins.

As the characters progress through the ruins, they will be presented with a series of "rooms." "Room" is a loose term, since it just represents the area in which the curren action is taking place. A room can be a literal room, it could be a jungle clearing, it could be a narrow passageway in a cavern.

Before the group "enters" the room, they will be given a lengthy description of the room. If they see any enemies, they'll be told so. They will be told the terrain and appearance of everything, and important features will be detailed.

Based on the given information, everyone in the group must make at least two decisions that will determine their actions within the room. Each character will always make a Combat Tactic decision and a Non-Combat Tactc decision. Sometimes there will be other decisions each character may make, and these decisions will be detailed in the write-up for the room.

Your Combat and Non-Combat Tactics determine your overall stance and attitude as you enter the room. They determine if you're being cautious and mindful of your surroundings or if you go in ready to blow the head off of the first thing that moves.

These decisions give you certain stat bonuses, but these bonuses are at the expense of certain stats penalties. Every Combat Tactic gives you an OVERALL +1 bonus to your stats, usually in the form of +2 to one stat, +1 to another stat, and -2 to a third stat. The same goes for Non-Combat Tactics. Therefore you gain a total of +2 stat points between your two decisions. It's up to you where those bonuses and penalties come into play.

---


The COMBAT TACTICS are as follows. You will pick ONE of these each turn:

COMBAT TACTICS

Cautious Advance: You sacrifice combat prowess due to a feeling that there’s something lurking ahead that wants to kill you. +2 Awareness, +1 Speed, -2 Fighting

Guns Blazing: You rush to the forefront, caring little for personal safety and more about killing whatever comes in your sights. +2 Fighting, +1 Luck, -2 Awareness

Casual Approach: No need to overreact either way. It’s just a hallway, right? +1 Fighting, +1 Awareness, -1 Luck

Dodge and Weave: Maybe if you run really fast those arrows won’t hit you. +2 Speed, +1 Luck, -1 Fighting, -1 Toughness

Duck and Cover: You find the nearest pillar, rock, or tree to hide behind. +2 Toughness, +1 Speed, -1 Fighting, -1 Awareness

Run and Gun: Move and attack and not much else. +2 Fighting, +1 Speed, -1 Toughness, -1 Awareness

Back-up: No need to do the fighting yourself when you can help your buddy. +2 Fighting (Given to another character who you identify when picking this tactic), +1 Awareness, -1 Speed, -1 Knowledge

Bodyguard: You defend another character with your life. +2 Toughness (Given to another character who you identify when picking this tactic), +1 Awareness, -1 Toughness, -1 Speed

Non-Combative: Let the others worry about combat, you have stuff to look for. +2 Knowledge, +1 Luck, -2 Fighting

---


The NON-COMBAT TACTICS are as follows. You will pick ONE of these each turn IN ADDITION to picking you COMBAT TACTIC:

NON-COMBAT TACTICS

Look For Traps: You’re sure there’s something here that wants to take off your head. Find it. +4 Awareness (vs Traps only, since that’s all you’re looking for), +1 Speed, -1 Fighting, -1 Toughness

Hunt For Treasure: You’re sure there’s artifacts or other goods just ahead. +4 Awareness (vs Artifacts only, since that’s all you’re looking for), +1 Luck, -1 Fighting, -1 Speed

Scouting: You’re sure there’s living things lurking around the corner. +4 Awareness (vs Living Things only, since that’s all you’re looking for), +1 Fighting, -1 Speed, -1 Luck

Research: If anyone finds something, you’re ready to tell them what it is. +2 Knowledge, +1 Luck, -1 Fighting, -1 Speed

Observant: You’re ready for whatever comes your way. +1 Knowledge, +1 Awareness, -1 Luck

Snoop: Your eyes are open for whatever happens to be around. But curiosity often kills. +2 Luck, -1 Toughness

Assist: Maybe your buddy scouting ahead needs some help. +4 Awareness (vs Traps, Artifacts, or Living Things, which must be identified when picking this tactic. Also given to another character who you identify when picking this tactic), +1 Luck (Given to another character who you identify when picking this tactic), -1 Fighting, -1 Speed

Two Heads: Sometimes a situation requires two people to mull it over. +2 Research (Given to another character who you identify when picking this tactic.), +1 Luck (Given to another character who you identify when picking this tactic), -1 Fighting, -1 Awareness

Observe Opponent: Sometimes the opponent knows something you don’t, and sometimes you need to figure out what they’re up to. +1 Fighting, +1 Awareness, +1 Knowledge, -1 Speed, -1 Toughness

Careless: All you care about is reacting to what comes at you. No need to think. +1 Fighting, +1 Speed, +1 Toughness, -2 Knowledge

---


EXAMPLE

Aleister Michaels has the following stats:

Aleister Michales
Fighting: 3
Speed: 2
Toughness: 3
Knowledge: 3
Awareness: 2
Luck: 4

Aleister is approaching a downed spaceship. He hears voices ahead and is pretty sure they're guys that want to see him dead. He wants to get the jump on them before they notice he's there. At the same time, he's worried that they've had time to set up a defense perimeter. Weary of this, Aleister decides to keep an eye out for sentry guns.

COMBAT TACTIC: Aleister decides to Run and Gun. He takes a slight hit to Awarenes, but not as much as he would if he decided to go in Guns Blazing. This should give him the edge in fighting skill.

NON-COMBAT TACTIC: Since he's worried about sentry guns (AKA traps), Aleister decides to keep an eye out and Look for Traps. That will make up for his loss in Awareness and moreso. The Fighting and Toughness penalties should be negligible if Aleister's assumptions about his situation are correct.

Therefore Aleister's stats become the following for the duration of the room:

Fighting: 4
Speed: 4
Toughness: 1
Knowledge: 3
Awareness: 1 (5 vs Traps)
Luck: 4

Al better hope no one lands a blow or his Toughness won't hold up.

---


DAMAGE

Each character begins with SIX HIT POINTS.

If a character has between 6 and 2 Hit Points, they are fully aware of their surroundings and can function normally.

If a character has 1 Hit Point at any point during a room, they are unconcious. They cannot receive any items/artifacts during a room in which they have 1 Hit Point.

If a character has 0 Hit Points at any point during a room, they are DEAD. The End.

Any character with at least 1 Hit Poin heals 1 Hit Point inbetween rooms. No character may have more than 6 Hit Points.

#4 Landon

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Posted 21 January 2010 - 02:28 AM

AN EXAMPLE ROOM

THE CAST OF CHARACTERS

Aleister Michales
Fighting: 3
Speed: 2
Toughness: 3
Knowledge: 3
Awareness: 2
Luck: 4

Bas Swarr
Fighting: 4
Speed: 4
Toughness: 2
Knowledge: 1
Awareness: 4
Luck: 2

Johnny Black
Fighting: 4
Speed: 3
Toughness: 3
Knowledge: 2
Awareness: 3
Luck: 2

Mack
Fighting: 1
Speed: 2
Toughness: 4
Knowledge: 4
Awareness: 3
Luck: 3

---


THE ROOM DESCRIPTION

Critical Stat: Awareness
Tip: Danger From Above


Aleister, Bas, Johnny, and Mack enter the clearing before the Annosh Ruins. There are twenty large marble pillars, all of which appear aged and worn, and many of them have broken at their midpoints. The broken pieces of the pillars are scattered across the smooth sandstone that makes up the temple’s courtyard. Thus there is ample cover for attacks, but there’s also ample places from which opponent’s may strike without warning.

At the far end of the courtyard is the entrance to the temple. The entrance is a large, sealed door made of some metallic substance. The door still sheens, as if it were polished recently, but the group has been assured that no one capable of doing such has been on this planet in decades. It is early in the morning, thus there are long shadows being cast by the pillars. The temple’s entrance faces south, but due to the planet’s unusual rotation the sun rises in the south and sets in the north. Due to this the pillars create intimidating shadows upon the visage of the temple proper.

There is extensive vegetation that has grown up from cracks in the sandstone, and vines wind up the pillars. This planet is known for having hostile vegetation, in terms of poisonous nectar and pollen and in terms of carnivorous activity. One particularly nasty plant is the Long Cabbage Bloom. There are two types of Blooms, and the version that appears on this planet is the vine variety. Their vines hang down, and along those vines are succulent-smelling fruits. These fruits are unique because they have a flavor akin to animal meat rather than a flavor like other fruit. This is due to the Long Cabbage Bloom being a carnivorous plant, as the flavors of the meat they feast upon are somehow extracted into its fruit. The fruit act as a lure for prey, and when the prey attempts to pluck away the fruit (or if something accidentally brushes up against the fruit), the Bloom’s roots (which affix themselves to high places, such as tree branches or, in this case, tall pillars) quickly extend towards the ground, allowing the cabbage-like body of the plant to reach the victim. The cabbage bloom opens, revealing the sticky digestive juices within. While some prey may escape from the trap in time, most prey cannot do so in time and are caught within the bloom’s “mouth.” The bloom closes, and with that the roots slowly retract and return to their former place. It usually takes full cycle (month) for a victim to be completely digested, but there’s a small window in which one can be rescued. The digestive juices may not eat away at the victim quickly, but they have a potent nerve toxin that will shut down the victim’s systems about an hour after digestion begins. If the victim isn’t rescued within an hour, death is all but assured.

The fauna is not excessively hostile in this region of the planet, and most of the deadlier species in this region tend to nocturnal. Regardless, it isn’t unheard of for creatures to use ruins as nesting and mating grounds. This area in particular is known for its large Travixt population. Travixt are enormous reptilian creatures with bodies low and flat to the ground. An average travixt is 15 feet long and 6 feet wide. While they are herbivores, they won’t hesitate to tear into a living creature if they feel their habitat is threatened.

No one is in possession of a “key” to open the door, and the door is assuredly closed, so some means must be found to open the door. Information gathered by explorers who have passed through this region of the planet states that similar temples have easy-to-crack locks, so long as one is well-versed in such matters. This is a fairly simple entrance by ruins standards. Three statues rest within holes placed within holes on the temple on the left side of the door. Annoshka script is etched on each statue. If one knows Annoshka script, one will know which statue to lift, resulting in the doors opening. Unfortunately the script is somewhat faded due to erosion. It isn’t impossible to read, but only someone well-versed in the script can tell the difference between the character for “open the door” and the character for “open the maw of the great mother travixt (a bestial, massive reptile native to this planet).”

All in all, this seems like a routine entrance. No severe risks.

---


TACTICS

Aleister Michales

Aleister decides to play a support role this round. Since Johnny will likely be the point man, Aleister decides to Back-Up his friend's potential attack. At the same time, Al has a hunch that there may be some loot lying about the temple entrance. He decides to Hunt For Treasure.

FINAL STATS

Fighting: 3 -1 Fighting (Hunt for Treasure) = 2
Speed: 2 -1 Speed (Back-Up) -1 (Hunt for Treasure) = 0
Toughness: 3
Knowledge: 3 -1 (Back-Up) =2
Awareness: 2 +1 (Back-Up) +4 (vs Artifacts, Hunt for Treasure) = 3 (7 vs Artifacts)
Luck: 4 +1 (Hunt for Treasure) = 5

Bas Swarr

Bas has a keen eye, so she decides to Look for Traps so Mack will be able to disarm the locking device and get them in. Since she's helping Mack out, she decides to Bodyguard him at the same time.

FINAL STATS

Fighting: 4 -1 (Look fr Traps) = 3
Speed: 4 +1 Speed (Look for Traps) -1 (Bodyguard) = 4
Toughness: 2 -1 (Bodyguard) -1 (Look for Traps) = 0
Knowledge: 1
Awareness: 4 +1 (Bodyguard) +4 (vs Traps, Look for Traps) = 5 (9 vs Traps)
Luck: 2

Johnny Black

Johnny will be the groups first line of offense and defense, so he decides to go in Guns Blazing. And since the others are pulling their weight as far as searching and brains go, he decides to get a little Careless and only worry about the group's safety.

FINAL STATS

Fighting: 4 +2 (Guns Blazing) +1 (Careless) +2 (Al's Back-Up) = 9
Speed: 3 +1 (Guns Blazing) = 4
Toughness: 3 +1 (Guns Blazing) = 4
Knowledge: 2 -2 (Guns Blazing) = 0
Awareness: 3 -2 (Careless) = 1
Luck: 2

Mack

Mack knows his way around locks and knows how to pick them, so he takes the lead and heads to the entrance to get to work on unlocking the entrance by doing a little Research. Mack is also a bit of a cowardly bastard, so he chooses to Duck and Cover and make sure he doesn't get his ass eaten.

FINAL STATS

Fighting: 1 -1 (Duck and Cover) -1 (Research) = -1
Speed: 2 +1 (Duck and Cover) -1 (Research) = 2
Toughness: 4 +2 (Duck and Cover) +2 (Bas' Bodyguard) = 8
Knowledge: 4 +2 (Research) = 6
Awareness: 3 -1 (Duck and Cover) = 2
Luck: 3 +1 (Research) = 4

---


THE ENCOUNTERS

LONG CABBAGE BLOOM

Awareness: If a character has 6 Awareness vs Living Things, they notice that the vines dangling down from the pillars are Long Cabbage Blooms. Alternatively, if the group has 10 Awareness vs Living Things, they notice the Blooms.

Speed: If any character is damaged by the Blooms, if a character has 5 Speed, that character rescues the damaged character before they take extensive damage. If this is the case, all damage dealt by the Blooms is reduced by 1.

Speed: If the characters do not notice the Blooms, the character with the lowest Speed takes 2 damage as the Blooms make a preemptive attack.

Fighting: Each character with less than 2 Fighting takes 2 damage as the Blooms overwhelm them.

Luck: Each character with less than 1 Luck takes 2 damage as they haplessly run into an unseen vine and are assaulted.

Fighting: If the group has less than 10 Fighting, each character takes 1 damage as they are assaulted during their progress to the entrance.

Fighting: For each character with 6 Fighting, the group receives 1 Long Cabbage Bloom Fruit item as they are able to deftly slice the fruits from the vines without being harmed.

THE ANNOSH TEMPLE GATE

Awareness: If a character has 6 Awareness vs Traps, they will find the locking mechanism that unlocks the entrance. If the mechanism is not found, the trap is triggered due to the group detonating the entrance with explosives.

Knowledge: If a character has 7 Knowledge, they decipher the locking mechanism with ease. The trap is not triggered and the entrance is opened.

Luck: If no character hs 7 Knowledge, if the character with the highest Knowledge has a combined Knowledge and Luck of 10, they make an "educated guess" and do so correctly. The trap is not triggered and the entrance is opened. If the entrance is not opened by this point, the trap is triggered.

Speed: If the trap is triggered, the character with the lowest speed takes 2 damage due to a pit opening in front of the entrance.

Fighting: If the trap is triggered, a massive Travixt erupts from the opened pit. If the group has less than 12 Fighting, each character takes 1 damage as everyone is trampled and bitten by the escaping beast. Any character with a combined Speed and Luck less than 2 is killed as they are trampled to death.

Luck + Awareness: If a character has 5 Luck and 2 Awareness, they notice a small trickle of water coming out of one of the pillars. This mineral water can be collected. The group receives 1 Annosh Mineral Water item.

ARTIFACTS AND ITEMS

LONG CABBAGE BLOOM FRUIT

When characters pick tactics, a character with this item can choose to eat it. If they do so they gain +2 Knowlege and +2 Awareness during the next room. Unfortunately the Bloom has nasty aftereffects for anyone who isn't accustomed to its toxins. The character has -2 Toughness during the next room. This item is lost after being used.

ANNOSH MINERAL WATER

When characters pick tactics, a character with this item can choose to drink it. If they do so they heal 1 damage. A character can only drink this once inbetween rooms, but they may share it with other characters despite those characters not owning the item. This item can be used 3 times before it is lost.

---


THE RESULTS

Awareness: If a character has 6 Awareness vs Living Things, they notice that the vines dangling down from the pillars are Long Cabbage Blooms. Alternatively, if the group has 10 Awareness vs Living Things, they notice the Blooms.

No character has 6 Awareness vs Living Things, but the group has 11 Awareness. Therefore they notice the Blooms beforehand.

Speed: If any character is damaged by the Blooms, if a character has 5 Speed, that character rescues the damaged character before they take extensive damage. If this is the case, all damage dealt by the Blooms is reduced by 1.

No character has 5 Speed. Therefore there will be no damage reduction.

Toughness: Any character damaged by the Blooms with 4 Toughness reduces the damage by 1. Any character with 7 Toughness is not damaged by the Blooms, as they're able to wrestle away from them unharmed.

Johnny has 4 Toughness, so any damage dealt to him by the Blooms is reduced by 1. Mack has 8 Toughness, so he cannot be damaged by the Blooms. Lucky for him Bas is putting herself in harm's way for him

Speed: If the characters do not notice the Blooms, the character with the lowest Speed takes 2 damage as the Blooms make a preemptive attack.

Irrelevant, since the Blooms were noticed.

Fighting: Each character with less than 2 Fighting takes 2 damage as the Blooms overwhelm them.

Mack is the only character with less than 2 Fighting, since he has -1 Fighting, but he is immune to damage due to his high Toughness as noted earlier.

Luck: Each character with less than 1 Luck takes 2 damage as they haplessly run into an unseen vine and are assaulted.

Irrelevant, since no character has less than 1 Luck.

Fighting: If the group has less than 10 Fighting, each character takes 1 damage as they are assaulted during their progress to the entrance.

Irrelevant, since the group has 13 Fighting.

Fighting: For each character with 6 Fighting, the group receives 1 Long Cabbage Bloom item as they are able to deftly slice the fruits from the vines without being harmed.

Johnny has 9 Fighting, so the group gets 1 Long Cabbage Bloom. They'll have to decide who gets it once they're safely inside the temple.

The group played it well with the first challenge and made it through unscathed and with an item.

THE ANNOSH TEMPLE GATE

Awareness: If a character has 6 Awareness vs Traps, they will find the locking mechanism that unlocks the entrance. If the mechanism is not found, the trap is triggered due to the group detonating the entrance with explosives.

Bas as 9 Awareness vs Traps, so she spots the locking mechanism.

Knowledge: If a character has 7 Knowledge, they decipher the locking mechanism with ease. The trap is not triggered and the entrance is opened.

Mack has the highest Knowledge with 6 Knowledge. He doesn't pull it off as well as he expected.

Luck: If no character hs 7 Knowledge, if the character with the highest Knowledge has a combined Knowledge and Luck of 10, they make an "educated guess" and do so correctly. The trap is not triggered and the entrance is opened. If the entrance is not opened by this point, the trap is triggered.

Mack has 6 Knowledge and 4 Luck, so he's fortunate enough to pick the right thing and opens the entrance without triggering the trap.

Speed: If the trap is triggered, the character with the lowest speed takes 2 damage due to a pit opening in front of the entrance.

Fighting: If the trap is triggered, a massive Travixt erupts from the opened pit. If the group has less than 12 Fighting, each character takes 1 damage as everyone is trampled and bitten by the escaping beast. Any character with a combined Speed and Luck less than 2 is killed as they are trampled to death.

Both are irrelevant as the trap wasn't triggered

Luck + Awareness: If a character has 5 Luck and 2 Awareness, they notice a small trickle of water coming out of one of the pillars. This mineral water can be collected. The group receives 1 Annosh Mineral Water item.

Aleister has 5 Luck and 3 Awareness, therefore he finds the water and takes the Annosh Mineral Water.


They were a little lucky when it came to Mack's "educated guess," but they pulled it off without anyone getting hurt and netting another item. Hopefully they'll have the same luck once they enter the temple.

#5 Landon

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Posted 21 January 2010 - 02:28 AM

CAST OF CHARACTERS

#6 Landon

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Posted 21 January 2010 - 02:28 AM

PLACE HELD

#7 Landon

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Posted 21 January 2010 - 02:28 AM

PLACE HELD

#8 Hugo Fowl

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Posted 21 January 2010 - 04:33 PM

Name: "Revolver" Jack Gorgiano.

Age:25

Fighting:3

Speed:3

Toughness:2

Knowledge:2

Awareness:3

Luck:4


Appearance:He's a human about 5'8 in height. With a military crew-cut and wearing a vaguely, old style-western overcoat. His eyes are a light blue and have a tendency to forgo blinking, giving him a reptilian air for those who met him.

Background: Jack Gorgiano was a former circus performer who worked under the stage name of "Revolver Jack." His uncanny shooting and tricks quickly made him a favorite and after awhile, he earned enough money to retire and henceforth devoted his life to peace, quiet and the occasional exhibition shooting for friends and charity. It was then that he met his future wife and after a whirlwind courtship, they were happily married.

Her name was Dr Angela Rylott, and she was one of the foremost authorities in the new expanding world of Archaeology as planet after planet examined their respective past. It was humorous subject between them, as Jack would tease her about forgetting her bullwhip when she went out and she would laugh and whisper how she was saving it for them later.... All in all, Jack couldn't be happier. But nothing lasts forever.....

He got the holo-letter from her institute late one night. He had fallen asleep waiting for her to come back, only to receive the news that she was dead. Space pirates, greedy for worlds hidden treasures hijacked her vessel and left no survivors. He was called later to identify her body. As he stood there, holding in his grief a wave of emotions swarmed him until only one was left. Rage. After her funeral, he walked inside his house, packed his essentials and picked up his circus equipment. It was time to see if his skills had any real-world applications.....

Within a year or two, the underworld began to speak in whispers of a man who made a deal with the devil. No bullet could stop him, knifes seemed to slide away from his body. And everywhere he went, death followed after. He was a superb marksman, and defeated every single gunfighter who went to challenge him. Unaware of the fuss he was making, Jack continued on his vendetta, his Sicilian blood demanding it, urging him on in the name of his wife. Finally, all but one of the hateful crew was alive. The one who killed his wife with his own hands, a man with three scars raked over his face from some encounter long ago. Jack searched and searched, but he was nowhere to be found. And as his hunt proved unsuccessful, Jack began to have doubts about himself and his mission. It was a big galaxy and who knows how many beings unnumbered lived and died in it? The scarred man could have crashed in a black hole, or starved on some planet somewhere. Or maybe he was....already dead.

Sometime later, the tread of an entirely changed man was heard by the grave of Mrs Angela Gorgiano. As Jack put his hand upon the stone, he noted his reflection. It was a crueler, harder face that stared back at him that day. And as he looked, he noted the hologram of Angela that activated with his touch. She was smiling and laughing, a snapshot of a time long since taken from them both. Still the same way he remembered her, after all this time. As he stared hungrily at it he was suddenly aware of another man who was viewing the grave. Without looking he spoke, "hello professor Rylott." From his side, Angela's father sighed and said "Angela told you about me? Well, I've wanted to speak with you for a long time." With another heaving sigh, he sat down on the grass and after a beat, Jack joined him. In the silence that followed, Angela's hologram flickered between them like a silent referee.

"You've been gone a long time." Jack hesitated then nodded. "Yes I was." From the corner of his eye, Professor Rylott studied him. "Did you find what you were looking for?" Another silence, broken finally when Jack said "no, justice hasn't been meted out yet." His companion snorted in disbelief, "not if what half of what I hear is true about you." Jack had no answer for that. As the birds sang and the sun shone, Professor Rylott turned to look at him. "Do you know why my daughter got into archeology in the first place?" He laughed quietly and looked at the hologram. "Because she wanted to be like her father, going to new worlds, exploring exotic places. I told her no." He stated this flatly and coolly. "I told her no daughter of mine was going to be traipsing in such places so long as I drew breath." He laughed and looked at Jack, "you can imagine how that went." In spite of himself, Jack smiled, a fact that the old man noticed instantly.

"I understand you had a lot of wonderful memories of her as well." As he stood up unsteadily, he put his hand on Jacks shoulder. "My dear boy, you've suffered so much for her sake. If you truly wish to honor her memory then take up her work. Finish that which she loved so much. Don't let her legacy and all she stood for crumble under the weight of death and vengeance. You been able to cherish her for so many years and have all those memories of you both together." As he turned to leave he stole one last glance at him. "Some of us were not so lucky." As he hobbled away, Jack turned his gaze back to her grave. For the first time, he glanced at the inscription on her grave.

God gave us memories that we might have roses in December.

That night, he sat up awake and thoughtful about his life. He knew that whatever decision he made now would affect him for the rest of his life. Slowly, he walked to his wife's desk and brushing of the layer of dust picked up her work. As he was flipping through, a picture fell to the ground. An old archaic snapshot which surprised him. It was their wedding day. He never even knew she had something like this, as he stared hungrily at the photo, he picked up the comm and dialed. He glanced at the picture again and slipped it in his pocket. "Operator? Please connect me to the Takahshi Institute."

Personality: Jack is a somber type of person, more prone to listen then to talk. There's still a touch of the theatrical in him though, which shows in some of the tones and gestures he uses. He rarely laughs though when he does, its more gallows humor then anything else. All in all, a very semi-depressing companion.

#9 Magnus

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Posted 22 January 2010 - 12:10 AM

I'll be re-uploading Mia.

#10 ThreeDark

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Posted 23 January 2010 - 05:33 AM

YARG!

#11 Sir Exal

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Posted 25 January 2010 - 01:36 AM

Is Elise, as an Abomination, still usable? You never mention the poor things in the setup.

#12 ThreeDark

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Posted 25 January 2010 - 03:00 AM

They are, just you don't get anything special for being one.

#13 Sir Exal

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Posted 25 January 2010 - 02:11 PM

Name: Elise Granvill
Age: 21

Fighting: 2
Speed: 1
Toughness: 3
Knowledge:4 4
Awareness: 4
Luck: 3

Appearance: An attractive, gray-silver Canine of normal height for her species and a healthy physique with curves in the overwhelming majority of the right places. Elise is quite easily what the crasser of her peers refer to as "so hot, even the Humans want her." Elise is prone to wear thick overcoats, trenchcoats, and the like--she doesn't like nor know what to do with the attention she is wont to get when wearing closer-fit clothing. However, she does often wear simple gilded jewelry; necklaces, earrings, etc.

A smoky cataract shines in her left eye.

Background: The apartment hall smelled of sour, stagnant water. Elise’s sensitive nose increased the smell threefold, but today…was the day. She was waiting, standing in her apartment’s doorway. It was late, the dinner she had prepared was ice cold on the table…but she still waited. Sadducismus would come for her. Sadducismus--Saddu, to those who knew him well or merely did not want to use his full name--would never break a promise to Elise.

Elise leaned against the doorframe tiredly; she had been watching at the hall for over an hour. A door opened down the hall; she saw the Lizard who lived in 322 exit. The Lizard raised a large, scaly hand and waved. Elise was scared a bit by the man, but returned the wave even as she retreated slightly back inside the door.

She turned back to look down the other side of the hallway, and Sadducismus was there.

Elise ran to him, embracing him and throwing back her head to expose her throat. Saddu licked her as hard as he could on her exposed neck. At length, they finally separated and Saddu looked down at her. “I’m sorry…I made you wait,” he whispered.

She raised her hands to speak in her sign language. “I don’t care,” she signed, and embraced him once again.

Precious and beautiful hours later, Elise enjoyed the warm, tender, post-coital afterglow, and watched as Saddu laid his head back down on the pillow next to her. Elise licked down his snout and to his face, over the scars; Saddu responded in kind, his long, pink tongue caressing Elise's face, gently even with the roughness of his tongue. Elise mouthed “I love you.” Saddu smiled, and as he lifted the silky sheet of Elise‘s bed over their bodies, responded, “I love you too, with all my heart.”

Elise grinned a girlish grin. She already felt the serenity wearing off and drowsiness taking its place, but she had to speak to him. Sadducismus would be gone before dawn tomorrow, as he always was. She moved her hands over the cover to sign to him. “Please come back sooner next time…”

“I know. I’m sorry,” whispered Saddu, “but you know I’m just making the universe safe for us, Elise…for you.”

“I know…” signed Elise, but her face betrayed her true conflicted feelings. She began to sign again. “Does--”

“Does anyone know? No. Luneth and the rest of them are clueless.” Almost as an afterthought, he said, “Gibbons suspects, but he suspects everyone all the time. Besides, he couldn‘t give a damn.” He leaned in close. “Soon, Elise. Don’t you doubt that for a second.” Saddu’s one good eye blinked. “You’re not being hurt or anything, right?”

Elise shook her head. “No, of course not.”

“You’re not--getting in trouble, Elise, are you?”

She knew what he meant, and while it hurt Elise to her core to lie to Saddu…she did not want him angry at her. “No, Saddu, nothing’s going on.”

Saddu visibly relaxed “Good…good,“ he muttered, then he licked Elise‘s cheek again. “Sleep.”

Sleep had almost overtaken Elise, but she had to say one more thing, what she said every time Saddu finally visited. “Come back safe, please.”

Sadducismus gave the answer he gave every time. “Always, my dear sister.”

And Elise slept, content.


Until the age of eight, Elise Triumphatus Granvill’s life was near-unequivocally hell. Her widowed father kept her home from school and physically, emotionally and sexually abused her until one torturous night when she burst into tears and her father finally snapped, beating her against the wall until well after she fell unconscious. But this was also the night that her caring , three-years-older brother, who had withstood many blows meant for Elise, at last stopped his father for good, killing his father with a kitchen knife.

Elise did not go unscarred from this experience, needless to say. Brain damage sustained during her father’s brutal assault half-blinded her and made her completely mute, as well as giving her a limp and minor cognitive difficulties, both she hides as much as she can.

Tossed around from foster home to foster home for years, Sadducismus and Elise were eventually accepted into the Takahashi Institute as something of a charity case for one of the higher-ranking teachers. Saddu managed to wheedle his way into Elise’s guardianship, so they lived by themselves on campus. Elise and her brother came up with a finger-movement language all their own so she could communicate with him.

Elise stayed close to her brother, and her brother embraced the role as her protector. Somewhere in there, just past her sexual maturity, Elise embraced Sadducismus at home and passionately kissed him, declaring her love beyond siblinghood. Sadducismus returned her feelings. He always had.

Once the affair began, amazingly, Elise became better adjusted. She began to make friends, do quite well at the Institute, and so on. And their taboo relationship remained hidden. Things looked good for her.

Then came the Night of the Raven.

When the attack descended, Elise hid. Elise did what her brother told her to do and cowered and hid. Saddu fought off any attackers that came near from the start of the Night to the end, earning him numerous scars that fur no longer grows on, the loss of the fingers on one hand, and the donation of his right eye. But Elise was safe once again, and that was all that mattered.

The instant Saddu graduated, he removed Elise from the Institute and put her on a faraway planet with comfortable living arrangements, while he joined an anti-terrorist organization with a number of other Night of the Raven survivors. He visited her often, but while happy, Elise was lonely. And even the bonds we love the most chafe eventually.

After a few years, Elise finally acted on her own and began to study archeology, having liked it at Takahashi and rationalizing that what she found might just be able to help Sadducismus‘s organization, and allow him to come back to her for good sooner. Not too long subsequently, she joined a actual organization for her hobby. She dares not tell Saddu for deep fear he’d be afraid for her and stop her.

Personality: Elise’s personality traits are all, ultimately, attributable to her love for her brother. She is cautious when trying new things, but always tries to be brave, especially when she thinks it will benefit Sadducismus. She is more talkative then one would expect a mute to be, with a PDA-sized voice simulator. However, she rarely speaks her mind, especially when others around her have dissenting opinions. With a a certain degree of immature innocence, Elise is a cheerful girl, only getting depressed when she hasn’t seen her brother for quite a while, and ultimately seems to have put her horrible past behind her, though she knows never to mention the extent of her relationship with her brother. The fact Elise is still alive after the things she has endured over her lifetime is a testament to her ability to keep going. Elise, even if not physically, is a strong girl.

When exploring, Elise is cautious, almost overly so. While not scared of fighting, she is nowhere good at it as, say, Saddu, and prefers to avoid it. She cares much more about the people around her than any of the goals of an expedition, and so is always on the lookout for danger. She’s heard that she can find things better with one eye than most people can with two. Her natural charisma, looks, and personality seems to make others pleased to take point for her.

#14 ThreeDark

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Posted 25 January 2010 - 06:22 PM

Quick Concession and addendum: Abomination's are no longer 'separate' from humanity. It's something of a genetic anomaly that pops up on rare occasions within certain bloodlines. Think of it like Gigantism or Down Syndrome, and is more along the lines of those defects.

#15 Landon

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Posted 25 January 2010 - 06:41 PM

What Josh said is true, but at the same time I'd totally buy two siblings being abominations and having similar abomination-appearances.

#16 Sir Exal

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Posted 26 January 2010 - 01:04 AM

And it gives more reason for her father to hate them, for Saddu to hide the discrimination...Almost makes the whole thing better!

#17 treacherous

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Posted 26 January 2010 - 01:06 AM

I'm getting in this at some point in my busy little life.

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#18 Magnus

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Posted 28 January 2010 - 01:09 AM

Sorry for this taking so long.

Name: Marina “Mia” Aston.
Age: 29

Fighting: 2
Speed: 3
Toughness: 2
Knoweldge: 4
Awareness: 3
Luck: 3

Appearance: Marina, or Mia, as she prefers has long light brown hair that is normally tied up in a bun under her leather broad rimmed hat. Her eyes are a hazel brown that almost matches her hair. It’s easy to see, judging by her pale skin that she is not one who sees the sun very often, and the dirt and oil under her fingernails tells a story of working with her hands. Neither tall not short, she stands around average height, with a matching build that shows her on the lightly built side. Her favorite color is turquoise, and is often seen using it in her outfits, from her shirts to the many rings she collects from her journeys.

Background: Mia’s story isn’t anything exciting. At least from her standards. Born the oldest daughter to a single mother, Marina, or Mia, as her younger sister called her, helped her mother every day after school. And only after school.

“The world can take everything from you, except your knowledge” her mother would tell her. And it was a quote they all lived by. Mia poured herself into her studies, history was her favorite field, initially. She would spend afternoons pretending to go off world and discover alien civilizations long since extinct.

As she grew older she discovered a skill for all things mechanical. she loved it as much, if not more, than the excursions held by the school to the local quarries. She often found herself “talking” to the engines and mechanical oddities she would take apart. Giving them male or female names as she saw fit.

After graduating school she was suggested for a assistant for a well known archeologist who was also in need of a spare mechanic. It was then that she found her true love. Within days of her arrival she had constructed multitudes of mechanical ingenuities and tinker toys to aid the other camp workers and herself. Over the next few years she moved her way up the chain of command, until she was able to save enough money to start a dig of her own.

Personality: An optimist at heart, Mia lets that fact show while on the job. “The Core is the limit” she’s often heard saying to her younger tradesmen, even when they’re often older than she is. But she often has hidden doubts about her ability to lead others.

Note: I've chosen to keep the list of skills avalible to Mia as the larger part of her character is revealed through this way. They still mean nothing in gaming terms.

1. History: Mia is well versed in the local and wider-spanning history. Able to recall important events and battles, leaders and rebels. As well as the knowledge of the older and deeper stories behind them. Part of her love of archeology lies in the hopes to find new artifacts that will lead to new sides to the commonly known stories.

2. Archeology:
Mia loves nothing so much as herring her hands dirty while out on a dig. Well maybe except devising a way to get it back to the surface. But that aside she has been working in dig sites since her young schooling days. And has only increased her love of the work from then on.

3. Mechanics: in her spare time Mia can always be found in her tent, tinkering on her latest idea. As a general rule, if an item goes missing in the camp site, Mia has a hand in it. Somewhat of a klepto, her idea of a fun time is turning an odd object she’s found recently into a new item to be used in tomorrow’s work.

4. Robotics: Mia’s love of all things mechanical doesn’t stop at engines and the like. Her known feats include creating a small battalion of spider-like robots, programmed to use echolocation to search through cracks in rock beds to find deeper chambers. Her favorite, suitably named Draco, is a dragonfly shaped robot no more than ten inches long with two sets of translucent wings. It’s normally seen flitting around her, landing on her shoulder, and illuminating the tunnels as she travels them.

5. Thievery: When on a dig, kilometers from the nearest signpost of humanity, and there are no spare parts for a brilliant idea that popped into your head late at night, where would you get the parts? Yes. That’s right. The dozens of co-workers all seem to bring trinkets and holo-disks from home. They won’t notice one, or three, missing. And If you happen to notice your grandfather’s pocket watch cannibalized and used in a new Spiderbot, oh well. She’ll probably give you a raise in exchange for it.

6. Perceptive: as you might expect, after years of creating and disassembling machines and seeing workshops in full swing, Mia has gotten used to the way things work. From the common since point of view. You don’t lay the arch welder next to the propane tanks. You don’t avoid eye contact when the boss asks you if you’ve met your quota, and you don’t “misplace” your only set of night vision goggles in the worksite. (More like you left them at the local bordello.) If only people themselves were as simple as their actions.

7. Tactical Knowledge: after years of studding the great battles of the past, Mia is quite versed on the tactics used in both modern and ancient commanders. A skill she often puts to good use on her digs.

8. Physical Science: there is no skill more useful to a tunneled than the ability to properly plan and execute a way of getting to the buried artifacts. The exact amount of braces needed in a tunnel, the proper amount of ventilation needed per worker, everything needs to be taken into account. Luckily Draco’s holo-projector stores the most essential and commonly required facts needed.

Bad Skills

1. Socially (un)Aware: While machines and robots come second nature to Mia, the prospect of human nature is a much harder thing to grasp. While she often sees the habits of the people around her, more often than not she fails to see the reason behind it. Since she was a child she has had a hard time making friends, this has changed very little over the years. Mia often finds it easier to just ignore a social problem entirely than deal with it. A tactic that often blows up in her face, leaving her, and those around her, more bewildered than before.

2. Piloting: Never, Ever, let Mia behind the wheel of a vehicle. It will end badly. A common joke around the camp is that the mechanical dragonfly could drive with more skill than she can, and he can’t even reach the pedals.

Equipment:

At any given time Mia carries Draco, the mechanical robot with built in holo-projector. A set of arch-welders. Night vision goggles (helpful for spelunking) a miniature coil of cable with attached grappling hook. And her trusty wide brimmed hat.

#19 Landon

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Posted 28 January 2010 - 02:15 AM

Going with Maguns, Exal, Hugo, Threedark, and Gigs for the trial run. Characters are still being accepted, but they'll jump in after the fact.

#20 Updatedude

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Posted 01 February 2010 - 02:20 AM

Name: Billy #5
Age: 41

Fighting: 4
Speed: 2
Toughness: 4
Knowledge: 1
Awareness: 2
Luck: 4

Appearance: Billy's a huge bloke of just over 7 ft tall. He's twice as thick as they come and trice as wide as they go. His arms are like tree trunks and his legs are like the pillars that support the great monuments. It's not really his fault for being so big and strong, he doesn't even exercise. Everything about Billy is huge, from his chin to his nose to his afro. Although with the latter, it's on account of how big his head already is. In terms of ratio, well, it's still a huge afro, just not humongous.

Because he's such a man's man, Billy's fashion of choice are invariably pink (or baby blue) and/or tropical/animal print. It’s as if he’s just challenging you to say something stupid.

Background: First off, Billy's not even Billy's real name, but we'll get to that in a bit.

Born in a little village on Rezubein's Rock, Billy was never ostracized for his size. Because really, who'd be stupid enough to pick on the big kid? And Billy's as big a kid as they come. By the time he was 12, he already broke 6 ft. As such, Billy's attitude is a bit different from other Abominations. So it was quite a culture shock when he first left his little village for the big worlds. The underlying disdain that others held for his kind was far less reserved than in his home village.

But disdain does not necessarily equate irrational hate. Far from it. In some ways, the people of the developed worlds are far more tolerant of his kind. And there’s always work for a giant who’s willing to get his hands dirty. It didn’t matter that he didn’t graduate with honors at some fancy schmancy .university. Hell, the school in his little village was just a hut and his teacher was just some gal who was only a couple years older than everyone else (and yeah, he totally tapped that). He bounced bars, freelance as muscle for the local 3Q shylocks, and anytime he wanted to, he could make a little extra cash in the fights. He even had a day job (when he felt like it). Money’s never been a big problem for the big man, but the big dream for the big bucks was always there. Which is how he fell in with... “that back stabbing rat bastard slime bag”.

It’s how he got played into becoming “Billy”. He’s been lucky so far, he’s been Billy for a couple years now. But who knows what the future holds, especially when he’s got paired up with the likes of Layman.

Who knows?

Personality: Billy’s as happy go lucky as they come. He’s a big man with a big heart and a big smile. He’d be smarter than he looks, but there was never any call for it. For some reason, overwhelming size and strength usually handled most situations. His sheer presence usually settled most unruly altercations and in the event of someone being stupid on account of being too drunk of thinking they’re too smart, a slap upside the head from Billy’s big beefy hand was all it’d take to end things. And anyone who thinks keeping their distance’s a good idea, they’d be surprised how fast and far Billy could fling a chair at them... or a rock.

So for the most part, Billy never has to do anything. Just sit down, be big and down a few kegs of beer on the house. A gentle giant even, but a giant nonetheless.




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