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Found 214 results

  1. Hello RPN! I hope you're currently having a good day. I had this idea about creating a RWBY RP and GMing it, and have been reading tips on how to be a better GM so that it turns out well, but the problem is...well, I honestly don't know how I'll go about starting this up and getting everyone on a journey that excites us all. Not yet, anyways. So that's why I'm here! Hopefully with your help, we can get started soon and figure something out, as I am excited to begin something new for you and me. This is what I have so far to get us started: - The roleplay will take place a few years before the events of RWBY, but will still have most of the canon events. There's some minor tensions with the White Fang in Vale, but they're not a main focus and are still mostly peaceful. - Instead of taking place at Beacon Academy, we're going to be at Atlas. This means Ironwood is our headmaster...mostly in name, however, as he has to deal with all sorts of military things and has not really been able to focus as much on his academy. - There will be a NPC to handle most of Ironwood's headmaster duties. She handles missions as well. - The initiation will be different from Beacon's "throw a bunch of kids into forest and see what happens" sort of thing and will be in a ways "safer" - there will be huntsmen and huntresses to act as referees. This initiation will be mainly combat-based and will probably be something similar to a coliseum/arena kind of deal. The winners of the free-for-all will get to go to Atlas and of course, something unexpected will happen during this initiation... - We will start off doing simple missions where we deal with dust thieves...only to realize that they're not simply minor criminals and are in fact a growing organization who plans on attacking parts of Remnant for their own goal. That's all for ideas, but I hope this sounds interesting. My main issue at the moment is trying to figure out what the Atlas campus would be like, how to make said campus feel different from Beacon, and how many members to have. I prefer smaller groups, though depending on how many people are interested, I'll adapt. I'd like to discuss about the plot, too, and having some GM tips would be pleasant. If you're interested in joining this, please let me know.
  2. Reinhardt's Thingy of Stuffs Table of Contents Final FantaS-H-I-T (YES MASTAH LET'S KILL DA HO BEEETCH) - I don't know (WIP) Thingy 2 - Stuff (Pending) Thingy 3 - Stuff (Pending)
  3. So, I was thinking about a roleplay where somehow a group of select people gains powers related to internet memes, mlg and such other phenomenons. Then their overlord from faze clan sends them to fight the Illuminati under the tutolage of Shrek himself. Shortly after, they start grasping their dank powers and come in terms with their inner meme, gaining new powers as the story progresses. This is obviously meant to be a lighthearted, comic-focused story that parodizes the tremendous levels of retardation the internet reached nowadays. So don't count on any edgy teenage boys that have hormone problems, actually, now that I think about it - it's possible because this roleplay is about internet memes. This is still a huge WIP and I'm brainstorming so if you people have ideas tell me.
  4. Full Name Tara Danielle Bragg Nicknames Goes by Dani Age 17 Gender Female Sexuality Bisexual Grade 11th Birthday* February 17th Role Gamer Height 5'3 Weight 125lbs Hair color currently Chestnut Brown Eye color Dark Ocean Blue Tattoos (Will add soon) Anything else Her Style Can Change Likes Games Caffeine Takis Monster Dark Fantasy Creepy Facts Thunderstorms and Rain Wolves and Owls Dislikes Planes Heights Bullies Fake people Her foster brother Cats Shellfish Talking about her past Habits Bits her bottom lip Taps her fingers a lot Taps her foot a lot Fears Planes: If you're the only survivor of a crash, wouldn't you be? Drowning: Hates the thought of it Cats: Only because survey allergic Clowns: They're creepy af Relations (crushes, friends, enemies,etc) Personality (one paragraph min) History (same as above)
  5. So, I'm working on this cool thing for an rp. Check it out if you'd like, mess around with it, do whatever. Here's the thing
  6. work in progress

    NOTICE: This RP won't be available to play for a little while, as I'm still collecting resources and devising a plot, so for the rest of this week I'll probably just post a bunch of stuff in this thread to help build the world and give all of you a better understanding of what Upwind is about. I will say right now, that if you are looking for a gritty and dark RP, this RP is not what you are looking for. Upwind is serious but it's also very lighthearted, and sometimes rather comical. Any who, bellow I have basic explanations about what the RP is about. Enjoy! The Setting Upwind presents a fantastical setting where the remains of a broken world drift as floating islands through a sky divided into the Light and the Dark. The Kin inhabit the skylands of the Kingdoms in the Light while the Children of the Dark dwell far below where the Light does not reach. The Wind is a powerful force energizing the wondrous machines of the Kin and charging the elemental Potential all Kin wield. Lost technology is the currency of the Kingdoms, scavenged from the remnants of the Masters of the Wind - a culture destroyed long ago in the great cataclysm known as the DownFall. The young civilization of the Kin has been reborn and struggles both with itself and the Children of the Dark as it strives to recover. Wind-powered skyships serve as the lifeblood of trade and the backbone of defense, while exploration, mystery, intrigue and war form the backdrop of the narrative. The Highlands: The highlands are huge shards of rock and soil that drift through the air. Their upper surfaces are green with vegetation and dotted with mountains and waterways. Their undersides are broken and jagged, with naked stone eroding into the sky beneath. A few are truly vast, spanning more than a hundred leagues from edge to edge. They support rich ecosystems with high mountains, dense forests, seas, rivers and wild plains. The highlands are home to the Kingdoms in the Light. The Wind: The Wind fills the skies between the Light and the Dark. It is a primal force and the source of all elemental power (or Potential). Most Brotherhood Scholars believe it was first unleashed by the Masters of the Wind, an ancient civilization possessed of limitless knowledge and fantastical science. Others believe that the Wind has always been and that the Masters, in toying with something they did not understand, allowed it to destroy their world. The Dark: The Dark defies the imagination of any Kin and challenges the hearts of even the bravest Knights. It is a land of eternal shadow where the shade cast by the highlands above blots out the Light and creates an endless black murk that hides ships, landscapes and monsters alike. There is a constant need for vigilance in excess of normal shipboard life. The shadowy world is full of predators that can silently strip a crew member from the deck and highlands that can loom out of the blackness without warning. Kingdoms in the Light: The Kingdoms in the Light, or more colloquially the Realms, is a loose alliance of monarchies, theocracies, principalities, republics and other sovereign Kin nations that have historically banded together for purposes of trade and mutual protection against their common enemy – the Children of the Dark. The Characters The Knights Vow and Blade Upwind campaigns focus on the exploits of the Knights of the Explorers' Guild - storied, skyfaring explorers, scholars, engineers, elementalists and soldiers who search the Twilight Frontier and beyond for lost Masters’ caches. The player characters are rare, highly trained individuals with exceptional skills and elemental powers. Duty-bound to the Guild, they lead missions across dangerous skies and expeditions into the uncharted Dark and beyond. Every child dreams of being an Explorer Knight. Captivated by the tales of adventure and glory that pervade every culture, the allure is irresistible. Regardless of their reasons, those who prove worthy eventually learn that service in the Guild is nothing like they dreamed. It proves equal parts challenging and rewarding, wondrous and terrifying, painful and noble. It is both the highest service and the greatest sacrifice they will ever make. Wind (bottom) and Arc (top) Explorer Knights The Kin: The Kin are the citizens of the Kingdoms in the Light. Though the strange geography of their world has led to the development of many crossbreeds and unique cultures, all Kin carry clear heritage from their original ancestral stocks. They are generally lean creatures, though those with Stone ancestry can be truly massive. Their faces are open and protracted, with bright eyes, high cheeks, small noses and narrow jaws. Their ears are wide, pointed and alert, and their hair is thick and heavy. Their arms and legs are long. Basically, think of them as Elves. Skin, hair and eye color vary widely with the differences usually marking an individual’s ancestry. Though much debate focuses on the mysteries of their ultimate genesis, there is general agreement that modern Kin arose from four original rootstocks that survived the Great Cataclysm. Scholars call these stocks ancestral breeds and give them various names which archaeological evidence perhaps inevitably links to the four elements - the Spark (fire), the Torrent (water), the Stone (earth) and the Gale (wind) being the best translations. Enemies and NPC's: As a Gm, I like to give my players a lot of free rein. This means - for the most part - I will allow players to take control of random NPC's for scenes they wish do as well as leave most grunt enemies to the devices of the player. However, most plot related encounters, enemies and NPCs will be narrated and controlled by me. I don't plan on making a main character, I will be instead working as a malevolent god who will have have control over the environment and other such elements whilst deciding your characters fates. Appease me and my sadistic tenancies, and your character might just make it. That being said, if you ever want to plan an encounters or quests while this RP takes place, I'm very open to that and rather accepting of any fresh and new ideas. Now with that out of the way, here are some core creatures and enemies. You expect more from my own fucked up head or from the core book in the future as I collect my resources. Denizens of the Sky: Screechers: What makes them so terrifying is that in every reported incident of a calling screecher, someone has vanished. No one has ever seen what happened, what attacked or where the victim went. There has never been any blood or other evidence beyond the fact of the missing person and occasionally a dropped tool, weapon or personal item. No one has ever seen or heard anything, save that uncanny, mournful cry, yet every time someone dies. Hemoth: The Hemoth are massive creatures that drift through the skies of Upwind in large familial herds. They are shaped like ship-sized teardrops, with rows of stubby, seemingly ineffectual wings along their flanks, and huge sail-like tails. Their gigantic, ponderous forms are held aloft by the elemental power of the Wind - like the hulls of sky ships - though arcane zoologists disagree about whether their flight is an innate use of wild Potential or something more enigmatic. Blinkers: There have never been reports of a blinker attacking anyone - at least no one survived to issue one - and Guild crews report no sounds or other indicators associated with their appearances. Several cycles ago a small zoological mission was dispatched to solve the mystery of the blinkers. The vessel was armed with several harpoon cannon and an experimental net-casting gun that used Arc to stun whatever it caught. The expedition departed Fort Alabaster and has not been heard from since.” The Children of the Dark: Though the Kingdoms are rife with legends and myths about the Children, according to the Brotherhood's archives, verifiable reports of encounters with them were once rare. Frighteningly, incursions by, and skirmishes with, the Children have increased. The Brotherhood's leadership is worried that either there are more Children than in the past, or that some need is making them bolder. Either possibility is chilling.
  7. General Information Name: Mateo Grey Nickname: Boss Age: 46 Gender Identity(?): Male Sexual Orientation: Straight Birth date: Thirteenth of January, 2484 [13/01/2484] Place of birth: Capitol City, Letour [Earth] Ethnic background: Spanish Religion(Optional): Christian Previous Area of Residence: Mars Colony Zeta-46-A-28 -Describe the environment in which s/he chooses to live: As clean as can be, Mateo hates messes Current Area of Residence: Unknown, [MIA] Appearance -Height: 6'1" -Weight: 200 lbs -Eye Color: Dark Brown Personality -Good Traits(At least three, explain them): Wise- Mateo is a very wise man, he is particularly known for dispensing wisdom that he didn't know he actually contained. Courageous- He has the heart of a lion. One of his most remarkable feats is that of when he led his squad through enemy lines and came out unharmed. Stubborn- Mateo is as stubborn as a mule. If he believes himself to be right, it takes a lot to make him change his mind. -Bad Traits(At least three, explain them): Intimidating- A serious problem that Mateo faces is how intimidating he is, especially since he is in fact very kind. Cynical- While he always seems to have a weathered smile on his face almost all the time, it doesn't cover up the fact that Mateo is very cynical. He believes that everyone he has worked with only does what they do selfishly. This creates a lack of trust. Unless he is proven otherwise. Impatient- Mateo is extremely impatient, hating every second he is forced to make. Likes(no set minimum): Food- Mateo is a food junky to the max. He loves a good meal and cherishes every one he has. Stars- The stars in the sky have always fascinated Mateo the most out of anything. They came to him as inspiration to reach goals he knows he won't be able to reach. Guns- The man always loved guns, he's dissected his own weapon multiple times to escape boredom Dislikes: Liars- Mateo can't stand a liar, he believes them to be the worst people alive. Being lied to- When other's lie to him, it completely triggers him. This is because he believes in everyone have the right to the truth. Waiting- Mateo is a very impatient man and can't sit around doing nothing. Tolerants: His sons behavior- Mateo Grey can only tolerate his son's new disrespectful behavior. But he can't bring himself to discipline his child in fear of turning Vince against him. Education Education level: Collegiate Job(If applicable): Leader of Mars Colony Zeta-46-A-28 Position(If Applicable): None [MIA] Military Branch(Sciences, Engineering, Infantry): Infantry Rank(If you're a student, you rank as cadet): Admiral Specialty: Naval Soldier Relationships Family -Mother: Bellerona Grey ~ "Bellerona Grey. The most scary woman I know! She had a glare that could whip the toughest soldiers into a living nightmare." -Father: Charles Grey ~ My father was a kind man. He used to say 'life is like a dog, if you kick it around- it'll bite you in the ass'. I never understood what he meant. I still don't" -Wife: Linda Valentine ~ "Linda? She's beautiful, really. All I ever thought about when I was away was her. That is of course before she had Vince. When she had Vince... They became my world. My reason to stay vigilant." -Son: Vincent Mateo Grey ~ "What can I even say about Vincent. He's so different from me when I was young. He's definitely got his mother's brains. But he's got my courage... Ha! The boy was never afraid to stand up for what he believes in." Character Bio: Will be revealed
  8. Nursultan A. Omarov Full Name: Nursultan Azat Omarov Nickname(s): Sultan, Omar Age: 40 Years Old (Forty) D.O.B: Tenth of February, 2486 (10/02/2486) P.O.B: Kaskelen, New Kazakhstan (Earth) Current Residence: Staff Quarters, Terra-Magna Academy (Mars) Residence: Hanoi, Vietnam (Earth) Ethnicity: Afro-Kazakh Marital Status: Married Gender: Male ~Appearance~ Description: A dark-skinned generally seasoned looking man with large hands, feet and broad shoulders stood at a solid six foot two inches, weighing in at nearly two hundred and twenty pounds of extensively trained muscle. With a head of black hair sprinkled with greys and shaven down into a buzzcut at only a few millimetres in length along with a well maintained beard and a very stern looking face. A fairly stocky looking body littered numerous faded and risen scars of a variety of sizes in addition to his shape. Often found wearing a pair of black gun glasses and garbed in a simple black T-shirt tucked into a pair of wolf grey combat trousers and black combat boots when seen outside of operations. On campus though, he wears lesson appropriate clothing but the majority of the time will be found garbed in an officers uniform fairly similar to that of a cadet, his chest would generally be filled with service ribbons and badges. ~Service Information~ Capt. Nursultan A. Omarov Education Level: Military Foundation College Branch: USE Marine Corps (Training and Development | Marine Special Operations Command) Part of: Terra-Magna Academy Staff | Marine Special Operations Rank/Pay-grade: Captain (Capt) | O-3 Occupation: Special Operations Officer Service: 18 Years Enlisted | 6 Years Commissioned ~In-Depth~ Personality: Nursultan is a very simple man when you come to understand his train of thought. When he does something it's usually for a reason, rarely acting out purely from impulse. He keeps a lot of his problems to himself, though he isn't incapable of making conversation with others. As a veteran Nursultan is critically harsh in his on look, often using failure as an example, though should one be able to look past that they would see it would be out of compassion and not ridicule or malice. ~Family~ Father - SSgt. Nursultan Gulnar Omarov (Died Age 38) Mother - Aliyah Olenka Omarova (Died Aged 47) Wife - LCDR. Yoona Constance Omarova [Image] (39 Years Old): "My wife she uhh.. She is a beautiful... amazing woman, a competent officer and a skilled surgeon. We aren’t always exactly close to each other in terms of proximity but we’ve managed to make time for the the three of us over the years. Everything she does is with purpose." - Born 2489 Hawaii, New America (Earth) Son - Cdt. Steven Omarov (19 Years Old): "My son is a very well grown up young man, he's done well for himself in the academy and gotten into a good position on the boards, excels in field tasks not that I expected anything short of excellence in that area. I guess he tries to prove himself to me but he doesn't have to." - Born 2504 Hanoi, Vietnam (Earth) Daughter - Cdt. Gaziza Jun Omarova (16 Years Old): "This girl... She's gone places, currently pushing top of her class in the naval academy and I'm proud of her. I didn't get to see much of her whilst she was growing up, she's never really depended on me for things and while I am happy she is able to do it on her own, I just want at least one time where I can really just be dad to her." - Born 2507 Hanoi, Vietnam (Earth). ~Misc~ Voice of Character - Here Other Stuff Nursultan speaks Kazakh, Russian and English to a native fluency along with Vietnamese. Even though English isn't his first language he sounds very much like a native speaker. Nursultan moved to Vietnam with his parents at eleven where he met his fiancee in school after she had moved there two years before. His wife is a battalion surgeon, a certified flight surgeon and a rather well known senior medical officer. His son is a Reconnaissance Officer in training and his daughter is a high scoring Officer Cadet that aspires to be a Naval Aviator. Nursultan was a Master Sergeant in Marine Special Operations before recommended for and attending Officer Candidate School. Nursultan keeps a few pictures on his person [x|x|x] one of which is from 2505 and is kept for comical value [x].
  9. For the past few weeks, I have been working on a Harry Potter RPG. While a few others already exist, none quite fit what I was looking for in a game. Hogwarts: the Roleplaying Game is a rules-moderate RPG about playing students at Hogwarts - although a GM could adapt it to other schools or even adult life. It eschews long lists of stats and spells in favor of focusing on characters capabilities, what sort of things that person could do, and how well they can do them. All of the rules I can think to include are present, and hopefully in a usable format. I would love to get any feedback, advice or criticism regarding these rules or their presentation. I hope to make a fun game that everyone can enjoy. There isn't much setting information in this book at the moment. I figure anyone playing it is probably familiar with Harry Potter. All of the art in the book is taken from Harry Potter chapter images. The cover was found via google image search. If you own the image, please let me know so I can remove it or give you credit at your choice Hogwarts RPG.pdf
  10. Hello my adoring viewers! Look just enjoy and follow the rules and consult me for new ideas. Be Kind Support the Roleplay Have fun Share ideas Don't put down others ideas
  11. Here is how to make your character! Name: Age: Abilities: Bio: Weapon: Utilities: Location: Home: Tools: Special Traits:
  12. I have one roleplay underway and one in the fetal stage. It's time for me to create another project for myself, and I need you, dear creative geniuses of the Internet, to help me. What I will need for this RP: I will definitely need one or two co-GMs. In exchange for your acquiencense to my creator-authority, I will lavish you with... Moderate power over plot events and so forth. Also six to ten willing participants. The story is essentially this: During the height of the Cold War, in 1955, the world was attacked by an alien invader. These invaders quickly destroyed much of the collective air forces and established air superiority over several zones of control. This allowed them to land troops and begin occupying the planet, enslaving humans and forcing them to dismantle all of the works of their civilization for scrap metal or toil in mines and factories. You know, basic cliche alien stuff. The governments of both the superpowers, America and the Soviet Union, go into hiding in underground facilities. Although the aliens have control over most of the major cities, a sizeable population of humans are left over in small rural communities or small metros outside these key areas. Conventional ground warfare ensues between human armies and the aliens, and the humans manage to force the invaders into the cities, where they wall up and occasionally launch air attacks with flying saucers. Humanity is forced to adapt, not only to having to fight the alien invaders, but having to deal with havoc that has been wreaked on the biosphere as a result of alien plants that have been introduced to the planet (it will probably be some sort of weed or annoying crop-killer) and alien diseases that human scientists are struggling to find effective cures for. The current year is 1961. This is a pivotal year. Most of the time since the invasion, the humans have been fighting to maintain control over their rural safezones. Now, the Americans have launched a counter-attack and destroyed the communication tower the ETs rely on to talk to their home planet. This is seen as the ideal time to strike, as they won't be able to call for reinforcements. The players make up two squads. One of them, a squad of rapid-response US Army partisan volunteers called Minutemen. The other, a group of Russian partisans operating in the Moscow metro as part of the Soviet Resistance Army. The co-GM(s) will serve as the commanders on either side (Khrushchev and Patton), as well as any faction-affiliated NPCs, and can have an additional character if they wish. I will take a faction if I only have one co-GM and I will be responsible for overall plot progression and the aliens. Some issues I could use help on: The nature of the aliens themselves. I don't know if it should be one race, like the invaders in most of these types of fiction, or a multi-species conglomerate like the Covenant. If I go with the second idea, I'm thinking of having one of the races begin defecting from the alien coalition and actively aiding the humans (such as the Vortigaunts in Half-Life). I don't really know what they should do with the humans under occupation. I don't know if making them do hard labor would be useful, as the aliens probably have robots that can do this. I think eating them or turning them into cyborgs would be a little too dark, although I could imagine a group of humans who become auxiliaries to the aliens like the CP in Half-Life, or the Kapos in Nazi camps. Finally, I need some ideas for alien diseases and organisms that became introduced to the planet. I'd also like some input on how human diseases might affect the aliens.
  13. /flop. My rp work thread...Kind of. I'm not sure if any of these are actually gonna be complete or even see the light of day. - On this holy night we— / last worked on January 3rd, 2017 / 25% complete / overview - roles - The Boarding House on the Edge / last worked on January 4th, 2017 / 15% complete / overview - locations - Arang, An Eastern Fantasy ??? / Nonexistent - Possessed / last worked on January 7, 2017 / 50%[?] complete / overview/introduction - No Hero ??? / Nonexistent - Sovereignty ??? / Nonexistent - We've Got Seoul / Nonexistent - Stairway to— / Nonexistent - The Afterlife ??? / Nonexistent - Unplugged ??? / Nonexistent - To The Bitter End ??? / Nonexistent - Libra ??? / Nonexistent - Vale ??? / Nonexistent
  14. So this is supposed to be a dark fantasy RP with an original world, but based off of a TRPG that was inspired by Madoka Magica (a dark version of magical girl anime). The characters are magical heroes, the short version of the plot is in the section labeled "Interest Check Blurb" and "Non-Blurb Plot and Setup", and the short version of the setting is "isolated but large and advanced city in the mountains, called Astrophel, facing impending energy crisis, possible resurgence of a dangerous cult, and presence of monsters that damage your soul". The tone is dark, but with hope. My goals/issues for posting this are: Get a blurb for the Interest Check, and title, that properly encapsulates the tone and content of the RP Polish up the world-building/lore (is there too much? too little?) Find a name for the magical mascot so it doesn't have to go by "the flower-covered bird from the magical dimension", as well as a better name for the spheres the monsters drop (if it helps, the motif is astrology) Interest Check Blurb (probably needs the most work) Non-Blurb Plot and Setup (just here so you guys know what's actually going on) Lore/Setting (needs polishing, but I think the bulk of the work is done)
  15. Hello, I'm thinking it might be fun to do a roleplay where participants can play as a team of detectives, going on adventures, solving crimes and mysteries and developing strong relationships with each other. There will be a variety of cases, both dangerous and challenging. I'm just not sure if that would be enough. Would you say it would be better if there is an overarching plot along the cases? Would you say it's best to have just one host for every case? Or would you think it would be more fun to switch at some times for someone else to come up with an idea for a case? Any other ideas? What else would you like to see in this kind of RP? I haven't thought of a name for the group of detectives by they way. Also, still on my way to seeing if others are interested.
  16. Currently planning/building. I welcome all input! Hi all! So I have been working on a world called Absence for over a year now. I am currently creating a new aspect to this world in a world called Meerba. I am envisioning a blend of different genres. I have aspects of dark fantasy, your average superpower-based roleplay, action, discovery, survival, and perhaps the occassional slice-of-life/chill phase. As I have previously created something called Eclipse Seeds, and since the new world is largely ocean + islands, I was reminded of One Piece, and I have taken some inspiration from the franchise in terms of things and themes I liked about it, which you'll probably see in the final roleplay (cough cough. pirate crews). I also have taken some inspiration from things like Berserk, just so you have an idea of what I'd like the final product to entail. I am currently in the process of putting finishing touches, but I'd like to give players the chance to help me build the world, with islands and such. Please post here if you have ideas or questions. You can chekc out the already established lore here: Old stuff: More info down below.
  17. Hey all. So for my last Group RP project, I'm going to shoot for the moon and tackle something that's ruined the lives of many of GMs. Sword Art Online. However, I want to say this won't be a Sword-Art Online copy. This will be a Sword Art Online-like role-play. There will be a virtual reality element, but it won't be the same story/premise as in the fandom SAO. I don't want to make a clone of that . This RP would be more lighthearted and give focus to the MMO experience. More specifically: class builds, teamwork, and skills. That's what I want to capture with this. Other minor focuses would be items and PVP. This RP is meant to be wacky and a little over-the-top, so I will be going for a silly and nonsense kind of vibe as well. Not to say it can't get serious -- just that it won't be purposefully edgy. It will have a dice system and that's what I need help on. I already have the outline of stats on what they do, but I want to condense everything. I don't want people having to figure out a ton of sh*t just to play. I want to streamline the dice and stats as MUCH as humanly possible. Streamlined, but intuitive, and exciting. That will be my goal for the dice system. So yeah. Expect levels, experience points, and travelling. I will do my best to streamline those too. I want this to be fun, yet challenging, engaging and quick to get into. If anyone would like to help (seriously) me work on this, please let me know and I'll post what I have/am working on, via PM groupage. I'll mainly be directing things, but will be open to suggestions that fit with the RP. I would appreciate sounding boards that tell me what sucks and what doesn't. Important Note: We are NOT making 100 floors. Sorry. We will only be making 1 floor/area. If that 1st floor/area comes out well, then we can think about doing more. We are not making a full experience. So Guilds, server events, and all that other stuff will be left out. If the 1st floor/area comes out well and it's liked, then we can think about working on extra things. Again. If anyone is interested in signing on, let me know!
  18. Appearance: Name: Hideo (英夫) "Michael" Kamiya (神屋) Age: 21 Height: 5' 7" Weight: 150 Race: Half- Japanese, Half-English Regeneration: Human Alliance: CCG Rank: First Class Alias: None COMBAT Appearance: Quinque - Winter's Bite Speed - 4 Size - 2 Durability - 3 RC Type: Ukaku - Has the ability to fire projectiles comprised of compacted RC Cells at lightning fast speeds. It can also be simultaneously used as a blade to perform well at close quarters combat. Personality: Hot headed unlike his calm and calculating brother, Shuu. He is stubborn and does not mesh well with others he isn't familiar with. From time to time, his temper can get the best of him, especially in a fight where instead of relying on tactics and strategy, he will rely on instinct and his lightning fast reactions. Out of combat, he still retains very much the same fiery spirit when interacting with others. Biography: Michael is the stepbrother of Shuu Kamiya, an accomplished Special Class CCG Investigator in Japan, and the son of the late and just as deadly Special Class Investigator, Ko Kamiya. He has a complex relationship with his family in Japan and his family in England. His mother and father split up when he was born, and they shared custody over him. His father raised him earlier in his life in Japan, from birth to the age of 13. He loved his father and his father adored him. Like other boys and girls, he went to a Japanese Elementary school, but his father during his spare time trained him in the martial arts during this time, raising him up to be an investigator like him. At that time it was agreed that he would be sent off to England to be raised by his mother. Needless to say, in the end, he admires his father's side of the family far more than his mother's side. Taking on the family's legacy of becoming CCG investigators. Against his mother's wishes, once he was in secondary school, he applied to the CCG's Academy in London at the age of 16 to become a Ghoul Investigator. He was accepted into the academy and after 3 years of training, he graduated and became an investigator. Like all other investigators, he started off as a Rank 2 investigator and worked his way up to First Class over the years. He demonstrated an aptitude for ranged combat like Ko and Shuu. However, he was not nearly as masterful at it, preferring to still fight against his enemies at close quarters, taking advantage of his quick reaction speeds, athletic physique, and martial arts training. Upon reaching the rank of First Class, he was given the Quinque, "Winter's Bite," a well rounded weapon designed for his fighting style. He continues to fight for the London CCG as one of its rising Star Investigators.
  19. Name: Dakota Lilianna Carranza Age: 18 Gender: Female Codename: Lassie Sexuality: Straight/Heterosexual Ethnicity: Half-Spanish, Half-Scottish Appearance: Waist-length chestnut brown hair tied back in a high ponytail, and sparkling golden brown eyes that flash mysteriously in the sunlight. She has a fondness for knee-high or thigh-high socks, flannels, beanies, and fingerless gloves. At 5'3", she's not very intimidating at first glance. Personality: Despite being petite, Dakota can be very feisty and short-tempered. If she feels she's being insulted, she will go off on that person, only calming down once they apologize. She's skeptical of everyone, and does not quite trust everyone she comes across, unless they prove that she can. Sarcasm and rhetorical questions come naturally to her, as does seeing a way out of a situation. Dakota can read her surroundings with one glance and figure out how best to remedy a dilemma. However, she will not mediate a fight, as she feels that conflicts between people are between them and are no one else's problem. Though initially tough and hard to handle, Dakota has a vulnerable side. She can't stand being alone, and has an inner fear of never being able to truly find any friends or family. Though she has her cousin, she's unsure if that's enough to satisfy her. Thus, she works hard to distract herself, and has a few part time jobs. Her will and determination is very strong, as well as her sense of right and wrong. If she believes something to be unjust or morally wrong, she will stand up against it and glare into the eyes of whoever she deems her enemy. Brief History: Dakota's uncle took her in when she was very young after the sudden deaths of her parents in a car crash. At first, he was kind, sending her to school and providing for her. However, it soon became clear that he only took her in for the money her parents left her (they were fairly wealthy, whereas he was not). Knowing this, Dakota ran away through the woods surrounding her uncle's two story home. She survived there for a few days before coming upon the city close to what had been her home. There, she lived on the streets, scrounging for food wherever she could and sometimes sleeping in the woods, where it was slightly safer than the unsanitary alleys. Before long, her older cousin came searching for her and took her in. His name was Carswell, and though he was mostly poor, he had recently found out about her escape. By this time, she was fourteen, and she's lived with her cousin ever since. Dakota cares for Car more than anyone else, and trusts him implicitly. Zodiac: Dog Powers: Super Bark--When harnessing her power, Dakota can let out a scream that sends a shockwave or sonic blast towards anyone in front of her. Depending on how much power and concentration is put into it, it can go as far as the length of a football field. Enhanced Sense of Smell--If need may be, Dakota's sense of smell can heighten, and she can track anything, provided she has something that has the desired scent on it. However, this sense of smell, if used incorrectly, can confuse her, as many scents may be in the air. Skills: Speed--Dakota can run very fast if she puts her mind to it. Survival Skills--Having spent much time outside, Dakota knows how to live in the wild, if need may be. Street smarts are included in this set of skills. Agility--She's able to perform flips and other gymnastic activities with ease. Other: Dakota is allergic to cats, which is unfortunate, because they're her second favorite animal. She has a slight Scottish accent, which manifests itself when she's yelling. Though she's half-Spanish, she has a very weak grasp on the language. @Barred Finally finished! Lemme know if there's anything I should add or change!
  20. name; emma sartorius | age; thirty-two profession; professor of arithmancy | nationality; german wand; pheonix feathers. 12 and 3/4 inches. lime birthday; june 16th (gemini) | school; durmstrang | blood status; pure-blood
  21. faceclaim: marie avgeropoulos name; priscilla lane | age; twenty | profession; student nationality; british | wand; 12inches. pheonix feathers. rosewood. birthday; december 28th; capricorn | school; hogwarts, slytherin | blood status; pure-blood specialist subject: advanced potion making and alchemy, magizoology and veterinary magic, advanced charms ------------------------------------------------------------------------------------------------------ personality and written appearance: she stands at an average height of five feet and three inches, having a fit form, due to her athletic prowess. she likes getting her hands "dirty", especially when it comes to a challenge. she has green eyes that ignites fire and passion. priscilla is not, by any means, people-friendly, the exact opposite of her cousins. despite being raised into a rather famous house-hold, she finds herself never being able to fit in correctly with the rest of her family members. she doesn't play "fair" as she always use tricks and other methods to get her way, especially by being resourceful. priscilla is intelligent, however, is quite cunning when it comes to competing and going against others, especially her family members. she's quite hard on them, hating to show any signs of weakness or vulnerability. priscilla hates the idea of "hiding" and being on the downlow, much more so when people decide to point fingers and whisper gossip about her and her family. she is overprotective and would drop anything for her family, even if she comes off as cold and harsh in front of others and them. nevertheless, she has a soft heart, never being able to keep up her "strong" facade in front of them. by an means necessary, she will break other rules, but never the rules that family comes first. at the same time, priscila is determined and strong-willed, never backing down from a fight, not physical fist fights, but sticking up for those she cares about the most. she can be extremely sarcastic, to the point of not caring about someone else's feelings whether it hurts them or not. priscilla knows what she wants and she wants to stop hiding in the shadows and to face her fears. she has trust issues, not being able to open herself up around others. nevertheless, priscilla can be ruthless when she needs to be, taking things to the extreme as she doesn't resort to violence, but when threaten she would not hesitate. at the same time, priscilla has a habit of keeping things neat and in it's correct spot as she intended it, if she has a messy room, she keeps it that way because it helps her think, but if she has her room organized, everything must be correctly angled, placed, and straightened. her need to be in control is a must as she always finds herself not being able to listen to others well, unless its respected teachers, but for fellow peers, she likes being in control and bossing others. priscilla, despite how she looks, is not a materialistic person. she likes well-thought out gifts, even hand-made gifts. priscilla truly appreciates what she gets from other people, especially if they're hand-me downs. she can be a hypocrite, saying one thing and doing another the next day, but who isn't? she isn't perfect as much as she wants to be. she's fine with spontaneity, since she often gets bored if she does the same things over and over again. priscilla can be a sassy and feisty little thing, so be careful of her "bite". she can come off as a rebel, quite a secret keeper, and someone who keeps others on their toes (never know what priscilla is going to say or do). priscilla is quite headstrong and a one-minded person, plus really impatient since if she wants something done , she wants it done then and there. she has a different sense of humor some call it dry humor or some call it even confusing, but nevertheless, she likes to have fun, though others may rarely see her smiling, aside from a select few. priscilla knows that once you become a part of her circle she's loyal to you for a long time, no matter what. strengths: she's good at running, parkour, and quite an athletic type of girl. she has a keen eye on keeping things clean, not really tidy or organized, but at least in neat condition. she can be quite overprotective of those she cares about. priscilla is quite independent and headstrong, never taking "no" for an answer, and she's always able to stand her ground no matter what. she refuses she be talked back to and looked upon. she likes proving to others that she's right and she will never stop until she does. weaknesses: priscilla sometimes needs to learn how to play nice with others. she rarely shows sympathy and has a nice thing to say, or rather, rarely speaks to someone unless she's being called upon. that's just how she is. she blocks out other people, unless it's her family members and doesn't like following the rules, being told what to do, or following orders. she's quite stubborn and headstrong in that department. priscilla is stubborn headed and rarely smiles. she hates the heat and is even more agitated when she doesn't get food. she has major trust issues and can be seen as paranoid ------------------------------------------------------------------------------------------------------ background: being a relative of susan bones has it's perks, but nevertheless, it wasn't as if priscilla had a choice on who she was related to, especially if a woman like her was her aunt. nevertheless, the lane family lived well, helping out their relatives and cousins. the two family were close and the lane family took it upon themselves to keep up with one another safe and protected, especially if they all lived together under one roof. relationship: miscellaneous:
  22. Name: Ishimoto Jin (石本陣) Appearance: Age: 21 Gender: Male Height: 5' 9" Weight: 156 lbs Nationality: Japanese Personality: Jin is a university student and duels others casually. But like anyone else, he is incredibly competitive. Making him a fiery persona when he is in a duel. However, most other times he is incredibly average, being mostly a wallflower background kind of character. The moment someone else challenges him, he flips right back into the high spirited version of himself. Extra:
  23. There is a world beneath the world humans know—a vast, lawless land under The Realms That See The Sun. It is a perilous wilderland of dark caverns, crevices, and labyrinthine passages: The Realms Below, the vast and mysterious Underdark. No surface adventurer has seen all its depths and corners. Beasts that no surface-dweller yet knows of lurk in its lightless depths—and surviving explorers say the known dangers are bad enough! To the unwary (or merely desperate) traveler in the Underdark, a city may seem a refuge from creeping doom in the darkness. It holds, after all, bustling life with food, tools, and perhaps aid. Perhaps not. Even the good beings of the depths, dwarves, gnomes, thaalud, and svirfneblin, tend to be (rightfully) suspicious of intruders. Other city-dwellers include the most evil and dangerous races of the Realms: kuo-toa, duergar, illithids, cloakers, and most far-reaching of all, drow, the dark elves. "If you can't see a trap coming I recommend you look twice." ~ Drow Proverb Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves—the drow—found refuge. They also found leadership in the only elven diety who had not forsaken them. At her commend, the dark elves built an empire in the underworld. Children of Lolth. The drow worship Lolth, a diety who resides in the abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. Creatures of Darkness. The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control. Underdark Cities. The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly eleven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. The above paragraphs have all been taken straight from D&D texts. There was no need for me to reinvent the wheel in terms of drow lore—they're well established. I plan on developing a particular drow city, Ust Natha, further here in this thread, as well as outline my plans for a future drow roleplay.
  24. Please jump to this post ! This untitled idea is recycled from a roleplay I had with someone over Skype. I have no intentions to turn this into a fully fledged roleplay as of now. I simply wanted to post the idea here. I will be posting pieces of my work as they are created. Constructive feedback is welcomed. The Pitch: It all started with magical portals. These portals led any traveler to enchanted worlds. Upon their discovery, people were hired to adventure through and bring back the pleasures that these worlds offered. These well-respected workers were best known as scavengers and they created most of the economy’s wealth. But then, the apocalypse happened. Pollution storms and waves of radiation began destroying the Earth. In an attempt to salvage their people, the government created research groups to revive or even recreate some of the lost or broken portals. Unfortunately, plans did not go accordingly. The enchanted worlds were no longer what they had been. In some reports, these new portals led to oblivion. Just space. Nothing. And in other cases, the worlds were filled with sin and misery. Over time, the economy started to falter. Without these portals, the scavengers were left without any work. However, due to all of the damage given by the storms, there was still an opportunity for gathering items. Of course, the government took advantage of this. Scavenging was no longer desirable. The workers felt cheated from the government and some even decided to boycott their services. Awareness grew within the government as scavenger activity decreased and strict regulations were placed. However, even with these new laws, piracy continued to grow. As the dissonance between the scavengers and the government grew, punishments started to take place. Those who refused to serve the government were sent through the deformed portals.
  25. Name: Laral Azelf Date of Birth (Age) : 29 Home Planet: Saturn, Green 5 Sex/Gender: Male Appearance: Faction (Outer Sphere League / Earth Federation / Venetian Alliance / Mars-Jupiter Alliance ) : EF Personality: Laral is a rebel at heart. Purposely disobeys military dress code because he doesn't feel like it suits him. Despite being reprimanded by his superiors, he continued to do so anyway. But as an officer, he was regarded as a tactical genius, so his immediate benefit outweighed the doubts his COs had. He is an honest man, brutally honest at times as he will sometimes say what he thinks about someone even if it is offensive. Biography: Born in PCW 70 amidst the chaos of the mysterious death of an EF Admiral. His father, Jerdi Azelf, a Federation Ambassador in the OSL, became entrenched in the work following the event. For the early part of his life, Laral was raised by his mother, Vania Azelf, a Saturnian Colony local. Laral's primary education came from OSL schools, and he was grown in the brotherly culture of the Outer Sphere. He had a very distant relationship with his father, who was constantly at the embassy trying to make things right with different League Bureaucrats. At the age of 15, due to Ambassador Azelf's work, the growing hostility of the locals towards Federation citizens residing in League territory, and the rise of the 4 Horsemen brought the family back to their home on Earth. Now residing on the sunny shores of Western North America, Laral's living conditions drastically improved. However, pulled from his friends and family on Saturn, he developed the rebellious streak that remains with him to this day. He was constantly getting into fights with his classmates, ditching classes, and other similar things. His father, not knowing how important those people back on Saturn were to him, did not realize the source of his pain. Instead, to correct his behavior, Jerdi transferred him to one of the Federation's finest military academies, thinking that they could set him straight. At the academy, the Drill Sergeants and the Academy's Teachers did everything to try and make Laral break, but he refused to do so. He pushed through the grueling physical punishments for his rebellious actions, narrowly dodged expulsion for rebellion, and still managed to do finish at the top of all his classes. He graduated officer training at the age of 21 and started off his career in the Federation's Navy as a Petty Officer. Over time he grew into the role and by the age of 27 achieved the rank of Ensign. He now resides in one of the Federation's colonies waiting for his next deployment on the Federation's new flagship, the Messiah. Extra: