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Found 207 results

  1. 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)
  2. 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
  3. Avie Taubal Aveza Eryn Taubal - Avie - 15 Female - Lamia Scale - Pansexual Identification Name: Aveza Eryn Taubal Age: Fifteen Gender: Female Height: 5'6'' Hair Color: Pale Blonde Eye Color: Light Blue Standing Guild: Lamia Scale Tenure: 5 years Wizard Class: B Mark Location: Right side of neck, orange Personal Profile Strengths -> Extremely loyal to her guild and sister -> Helpful and plenty kind, friendly -> Stubborn when needed -> Naturally protective Weaknesses -> Easily angered, short tempered -> Quick to judge others -> Easy to deceive -> Absolutely no sense of direction Personality: {WIP, will finish this weekend, please don't lock/accept till done} Biography: (3-5) {WIP, will finish this weekend, please don't lock/accept till done} Magic Magic Type: Wave Weapon: Avie's weapon of choice is a dark metal warhammer, with a double sided head and a long handle, though she doesn't always have it with her. {Similar to Image above, only without the blue glow and metal not rock-like heads} Proficiency: Her magic skills with wave are fairly intermediate to advanced, while her mastery of the warhammer isn't quite as far, only just making the average standard. Other Personal Items: Theme Music: Setsuna Drive (ONE Cover) Other Important Facts: N/A Celia Taubal Celestina Ashni Taubal - Celia - 17 Female - Lamia Scale - Heterosexual Identification Given Name: Celestina Ashni Taubal Age: Seventeen Gender: Female Height: 5'8'' Hair Color: Pale Blonde Eye Color: Dark Blue Standing Guild: Lamia Scale Tenure: 5 years Wizard Class: A Solely due to the amount of magic power she actually has, not her skills or strength. Mark Location: Left ankle, pink Personal Profile Strengths -> Has plenty of brains to make up for her fragility -> She's got plenty of magic power -> Very calm individual Weaknesses -> Frail body and very susceptible to sickness -> Celia depends greatly on her little sister -> She is very much not built for battle in any way Personality: Celia is a very gentle girl, with a kind heart. She's very smart and logical, with a decent sense of justice. Her calm personality is enough to help just about anyone calm down, and she;d not normally one to get overrun by her emotions. She hates not being able to help her comrades fight, and doesn't like having to rely on others, but she won;t push help away. She cares for her little sister and guildmates greatly, all of them being family. She'd willingly stick herself in a dangerous situation if it meant helping them, and is not afraid to do everything in her power to stop them from doing something recklessly stupid and get hurt. She can be plenty stubborn and willful when she wants to be, despite her normally quiet attitude. Biography: {WIP, will finish this weekend, please don't lock/accept till done} Magic Magic Type: Archive & Telepathy Weapon: N/A Proficiency: She's exceptionally skilled with archive, about as much as possible, while her telepathy fairs slightly worse being only average to intermediate. Other Personal Items: Theme Music: Summertime Record Other Important Facts: Celia is very physically weak, and is extremely vulnerable to sickness. What her body lacks, she makes up for in magic power.
  4. 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.
  5. /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
  6. 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)
  7. 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.
  8. 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.
  9. 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.
  10. 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!
  11. 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.
  12. 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!
  13. 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
  14. 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:
  15. 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.
  16. 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.
  17. 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:
  18. Basics Name: Kat Henrikson Age: 21 Gender: Female Affiliations: Norwegian Armed Forces Prior-Affiliations: University of Oslo Sexuality: Homosexual Soldier info Role: Assault Rank: Private Appearance: Hair: Brown Eyes: Blue Weight: 157kg Height: 5,9 Personal: (Work in progress) Vices: Fears: Likes: Dislikes: Skills: Weaknesses: Weaponry: LOADOUT : Camouflage Helmet Bulletproof Vest M98 Camouflage Uniform Green Mask VEST KIT : Flare Satellite Phone Norwegian patch Watch Mounted Flashlight Gasmask & Geiger Counter WEBBING KIT : Pan (culinary) Flint and Steel Canteen Mess Kit BACKPACK : Empty Bottle Thermos Flask 2x MRE Map & Compass Tent & Sleeping Bag Basic First Aid Kit 2x Wound Dressing PRIMARY : Heckler & Koch 33 ATTACHMENTS : Infrared Scope Vertical Grip Flashlight SECONDARY : Combat Knife Glock 17 BELT : 2x 20-round 7.62x51mm Flashbang Fragmented Grenade x2 Backstory: (Work in progress) Bio: WIP
  19. ~ syz's plot bunny roundup ~ since i'm always so indecisive about which roleplay to work on next, i've decided to open this up for public help. i won't be starting working on another one until some of my others slow down and i finish working on the one i'm currently working on (probably around the middle or end of december) but i like to be prepared ❤ i will be adding to this as i think up more, probably. Tartarus The book of peace has been stolen by a chaos demon, and the only way to get it back is to travel to Tartarus and find it and return it before the entire world crumbles into war, famine, and disease. The Gods choose a group of demi-gods to carry this journey out. They will have to sail across uncharted seas to the edge of the ocean to find the entrance to Tartarus and retrieve the book. As if that wasn't difficult enough, they will also have to take on the most extreme and dangerous of mythical beasts along the way. Metum A multi-plot horror extravaganza. There will be "seasons" and each season is a new plot with new (or the same!) characters. The Island of Misfit Toys An island where superpowered people are thrown for "their own protection." Except, it's really for the entertainment of those without powers. They release a hoard of monsters into the island and watch as the powered people --- toys --- have to fight to survive. Unnamed Superhero Something This one is about a group of superheroes living in the same city, and they have to go up against a superhero terrorist organization called Raadsel. Unnamed Alien Arrangement Basically!! It's about humanoid aliens (think Supergirl!) living amongst humans and trying to figure out their lives, only to end up having to save the humans (who may or may not like them being here) from something. Sensation - Sense8 Inspired I haven't worked out how this one would work as a roleplay yet, but it won't be a lot like the show. Just the same like.... abilities basically. Pandora I did this one before the update and it would have been great if the update didn't kind of kill it (no complaints here tho). Basically, a group of reincarnation of Grecian mythos characters have to capture the contents of Pandora's Box after the reincarnation of Pandora opens it again.
  20. Plot Concept Crossing Lines This sci-fi adventure, fantasy thriller takes you for the time of your life... literally. Join as group of strangers who find themselves aboard a driverless train, on an unknown journey across time and space, occasionally making "station stops" on alternate Earths that range from subtly different to the wildly fantastic. Throughout it all, they must band together if they hope to escape, and meanwhile, survive the ride. IC Intro "All Aboard me hoppers.." "Wakey, wakey lovelys! It's another fabulous day here on the LIE. I trust the boardin' for ya wasn't too unpleasant that last stop... Might have got some bumps along the ol' grey matter catcher I reckon. Right fuck'd in the head... What you say? You don't recall me? I am, my bedazzed mortal, what I am. One could call me a maestro. You see, I call the tune, if you will, aboard this majestic vessel. But you and me, we're friends now aren't we, so you can call me... Clue." A person of extraordinary, and mysterious origins. The Conductor, or Clue as he likes to be called, seems to be the only person aboard who knows what is happening, and why things occur aboard the LIE. OOC Backstory "Next Stop... Everywhere!" Events leading up to the roleplays story are here. A small, but diverse, group of people awaken. They have no memory of who they are, where they are, or what they were doing before awakening. What they discover is that they occupy a passenger section titled Car E.996., and that it's part of something called the Line Infinity Express, or LIE for short. The LIE, unbeknownst to the characters, is a machine that is on a constant voyage through time and space, dipping in and out of realities at apparently random points of spacetime, called "stations". Around them, the train seems to contain a limitless amount of "cars". Passenger, freight, dining, entertainment, and many more types. Many are empty and bare. Many more are full, each playing host to objects, people, things and environments that have boarded at a "stations" sometime in the past. To the front, one can see the dim, orange light of what must be the engine. Perhaps answers to all of this lie there? Who could know? Crossing Lines Basic Rules For Time Travel FAQ for Crossing Lines If the train time travels does that mean some of us are from different time periods? Yes and no. For the moment, I believe the starting party of PC's should be from the same time period to make the beginning of the RP easily manageable. Reason being, I've never done a time-travel AND parallel world roleplay-in-one. If players would then like to introduce new PC's from different times, worlds, and dimensions into the original party as we progress through the story, I'd find that reasonable. How far back and forward will we be going time? Technically, there is no limit as to how far back or forward the party will find itself while aboard the LIE. Recall though, that the LIE runs like a train. It doesn't just travel backwards and forwards, but it can cross onto different tracks; separate time lines, if you will. The player group starts off with the handicap of not being in control of the trains ability to time travel. They are simply passengers, along for the ride. How many parallel worlds can we visit? See question one for answer. Who is playing the "Conductor"? The Conductor is an antagonistic NPC entity. It will be played by the GM, and his designated CO-GMs. Will there be NPCs? If so, who will control them? Yes, there will be NPCs. I, and my CO-GMs, will play them. Will some of us have "powers"? "Powers" are tricky business in the RP. While you start off with none, being an average person on our scrub Earth, you may find opportunity to earn them while exploring different times, worlds, and dimensions. The laws of science that rule in one train car, may not be the same in the one next to you. Sufficient to say, magic and advanced technology will be themes visited throughout the roleplay. What is the endgame of this RP? The end game of this RP is an mission-style dungeon. Investigate the LIE, advanced through the different train sections, towards the Train Engine Car, where you hope to find someone or something to get you back to your home in time and space. There is a sandbox adventure aspect present throughout, to give players a break from the plot grind, which include visits to "station" locations, as well as surprise events, NPC confrontations and mini-quests, orchestrated by your GM and Co-GMs. These also serve to help you get farther in your travels to the Engine Car, buy providing opportunities to get helpful items and loot. Why is time travel not present, known or revealed in history? The LIE is on a different plane of existence, a place between spaces, merely dipping into the time-space continuum at seemingly random places. When it appears, at locations known as "stations", it only does so for a small, limited amount of time, before returning to its original environment. Can you change the present by going backwards in time and causing a difference? The possibility exists. But one would need to be able to actively control the time-traveling LIE. Is there one timeline or time-stream, or more? Yes. Acknowledging multi-verse theory, there are a unlimited number of alternative worlds and time-streams. Can someone from the present or future send messages to someone in the past? Again, the possibility exists. But you would need to get lucky in a=sending the message at one of the "station stops", or obtaining control of the LIE.
  21. Well, here's just a WIP/chat place for anyone who might be interested in a Shadowrun RP. Essentially it's a near future fantasy (some call it cyberpunk), where magic and technology mix in a world where the countries of today don't exist anymore, and mega corporations controls the world. Here's their PnP RP wikia: shadowrun.wikia.com Here's the tags: @Bone2pick @Stormyface So, I have a beginning of beginning. Think of a sketch of a start for an RP (with no middle or end in sight though). Essentially the original setting would be New York (the five boroughs plus Long Island) during the Megacorporate Revisions in 2077. The RPer's PCs were hired on to a Shadowrun crew (either as SRers or otherwise) to break in and do a assassination sweep of a secure corporate facility. Unfortunately, it was a shotty attempt to take out the Manhattan Inc. The Consortium of corp heads that control Manhattan. Needless to say, this puts every one of the RPers in a neck deep crap hole with a high fiber bull squatting over them. By the time they managed to get out of that terrible situation, their leader is dead, and so is the fixer, so there's no trace of who hired them or what. Thus the story begins. Here's the problem, or rather several. One is that I have no idea how much restrictions there should be in regards to transferring PnP qualities over to written RP. I don't want to be so strict but I also want the realism of needing to keep trace of cash and having limited resources to survive in the rough world, let alone one where several of the most powerful forces in the local region wants the RPers dead. I also don't want the hassle of having to keep trace of resources allocated to who, let alone talents and stats (so there's a problem with combat there as well). Also I really don't have the time or energy to GM this (alone), so there's that, but I feel like having this here if only to chat it up would be nice, just between fans of the world and genre. P.S. I actually found out the place I actually grew up irl turned into a luxury AAA Enclave where officers have their expensive estates in this world. Funny.
  22. JOYCE JOESTAR Full Name: Joyce Lisa Joestar Age: Nineteen Social Class: Middle class. Birthplace: New York City, New York. Nationality: American. Occupation: Journalist. Height: 5'8" Weight: 146 Lbs. Important Accessories: She wears a golden wristwatch gifted to her by her late uncle. It is, unfortunately, broken as it remains permanently stopped at high noon. Clothing Style: Very utilitarian, Joyce dresses just like any modern working 40s woman should. Lots of ruffled shirts, blazers, overcoats, and boots. She prefers cool colours like blue and violet over warm ones like red and orange. Strengths: Joyce is a strong willed young woman who isn't afraid to push her way to the top with unrelenting force. As a member of the Joestar family, she is uniquely creative in her approaches to problem and solution progression and rivals even her half-brother, Joseph, in such regard. Weaknesses: Joyce's biological sex is a defining weakness of her time, rife with disrespect and belittlement from the more macho men she works constantly with. Joyce isn't a natural born fighter either, having never been a delinquent or a troublemaker in her school years. As a result, involving herself in a direct fight is difficult for her to truly do. Personality: Alignment: Lawful Neutral. Likes: Symphonies, Classical Music, War Dramas, Theatre, Photography, Selfless people. Dislikes: Dishonesty, Being stuck in boring situations, Awkward silences, Rude people. Music Taste: Classical music, of course. But she lives solely for the exciting pounds of the drums and the deafening rings from the horns. If it's loud and exciting, she's there. Movie Preferences: Mysteries and Dramas are Joyce's favourites; Her all time favourite movie in the world being All Quiet on the Western Front. Dreams and Aspirations: As a child, Joyce's biggest dream was to be a cellist in the London Symphony Orchestra. That dream, however, was traded in for being the first successful female reporter in New York. So far, she's doing well in that. Fears: Hobbies: Photography, researching stories, "playing" the cello (ie. trying her best). Character Flaws: Bossy, driven to a fault, irritable, youthfully naive. History/Background: (Cover everything from their birth to the present day of their life. Remember! This takes place in World War 2!) Misc. Information: STAND INFORMATION Stand Name: Summertime Sadness. Stand Reference: 2012 Single by Lana Del Ray. Stand Type: Long-Distance. Stand Power: Gravitational and Orbital Field Generation. The stand's primary ability is to manipulate the intensity and sources of Gravity. This means that the Stand can either intensify something's strength of gravity, causing objects to be pulled towards more fiercely, or "soften" the gravity, causing objects near the gravity center to float and have free gravity. Gravity is only manipulated within the range of the stand. Even if an object is given gravity, if it exits the range of the Stand then the object will no longer be under the effect of Summertime Sadness. If Summertime Sadness punches the ground, the ground around the stand will be affected by gravity but not anything outside it's range and .etc. The side ability of the Stand is to give objects an "Orbit" which forces objects near the object, depending on the strength of the gravity, given forced to repel the object and be pulled around the object. The number of objects that can have forced orbits is unlimited, for example a bone can be given an orbit and it would repel everything around it, destroying flesh and other bones. The stand's limitation is for the Stand to give objects gravity Joyce has to touch them, and only two objects can have influenced gravity at a time. Living targets require more touches to add more gravity and or more orbital field. Stand Appearance: Summertime Sadness takes the appearance of a large, constantly changing, anthropomorphic storm cloud constantly being orbited by a small sun and a crescent moon. The expression on its face is near constantly forlorn and melancholic. The cloud does generate autonomously generate weather, as it can rain or shine and briefly create gusts of wind and lightning from its body. _________ Destructive Power: A Speed: D. Range: A Durability: D. Precision: E. Learning Potential: B
  23. Full Name: Franziska Diamond Fandango Birth place: Atlas. Age: Seventeen. Social Class: Upper Class, as a member of a family of Atlesian upper echelons. — Gender: Female. Height: 5'3" Weight: 112 Lbs. Race/Species: Human. Additional Appendages: Her left arm is a cybernetic prostheses that helps her interface with her suit/weapon. Important/Usual Accessories: Though officially part of her weapon's interface, her Proton Audio Transceivers (the headphones on her head at all times) are always present due to hearing deficiency. — Strengths: A brilliant technological mind capable of repairing weapons and setting traps in the field, she's capable of tanking damage with her advanced marvel of a weapon system. Weaknesses: Without Type: Galahad, Franziska is a glass cannon of squishy consistency. Her difficulty taking on agile opponents and opponents with electric or dust based weaponry is one of her biggest drawbacks. Weapons: Type: Galahad - An invention of Franziska's own design with "borrowed" technological advances from Atlesian industries, the Type: Galahad system is a set of transformable power armour, plasma-based technology, and a briefcase in the vein of Atlesian Paladins. The system is often stored in Briefcase Mode, which in itself can be used as a blunt weapon. When activated, the white metal plates will respond to Franziska's prosthetic arm and begin to encompass her body in a suit of white, horned armour. In Armour Mode, Franziska is protected 360 Degrees around her body by bullet and blade resistant metal plates. External thrusters are located on both the back and the bottom of the feet, utilizing internal power from the Galahad system's generator located in a recessed cavity in the suit's right shoulderpiece. With the thrusters active, the suit will allow Franziska to move at a top speed of thirty-five miles per hour. The suit's "horn" can be removed and utilized as an external weapon by switching on a current underneath the horn's grip, allowing a stagnant red blade of contained, superheated plasma to protrude like a sword or to be bent and shaped like a small repeater handgun. The hinged plate of the briefcase mode serves as a transformable shield mounted on the left arm. Not only can Type: Galahad serve as a protective suit for Franziska, it can be used as a cybernetic golem independent of her own body. During this operation, the suit responds to verbal commands from Franziska's voice turned into electrical currents by her Proton Audio Receiver headphones. Unfortunately however, Galahad's range of motion can only respond up to ten meters away from Franziska's receivers. The plasma can easily cut through hardened materials such as the common iron, steel, and aluminium. However, it cannot seem to cut through things that are electrically charged or coated in dust. Of course, as mighty an invention of war it may seem to be, the Galahad system contains a severe set of drawbacks to it that could make it impractical to use in certain environments. The armour is, as one could plainly see, much bulkier than a normal knight's and severely limits the already little agility Franziska naturally has. Powdered dust, an already very abundant material in the world, is perhaps Galahad's greatest weakness due to the plasma-based generator's nature with the elemental compounds of the natural resource. If makes its way into Galahad's exhaust ports, it would react severely with the generator and effectively shut down the suit until manual repair could be enacted. ...Of course, the prototype nature of Galahad's invention makes repairs equally frustrating as standard parts for it do not come frequently, or even cheap. The Plasma Generator must also be recharged frequently, depending on the amount of stress or usage of its plasma-based weaponry; If it's just a standard mission, the Galahad system must be recharged at least tri-daily. If it were like a battle like the Battle at Beacon, the Galahad system would have to be recharged immediately after the battle's culmination. Of course, over-exposure to electric surges or complete submergence in water will also completely shut-down the Galahad system until it can be manually repaired or it is destroyed. Fighting Style: Franziska's fighting style can be comparable to the style belonging to that of medieval knights. She's a very up-front fighter when inside her armour, tanking most of the damage while fighting so her team can be safe and play their roles without fear but relies too much on the added strength of her inventions. Speed: A top speed of thirty-five miles per hour with the assistance of Type: Galahad, but with her size she's a little faster than your average teenager. Agility: Uncoordinated with two left feet, Franziska's not much of an agile fighter. Not even with the bulky armour of the Galahad system. Strength: An incredible amount of nothing without the help of Galahad, especially when in Ant Mode. Stamina: Being a pretty nerdy person, Franziska's not much of a stamina fighter and can't run more than a mile without hyperventilating. Defensive Ability: As usual, she can't take much of a hit without her armour. One strong punch can usual incapacitate her for a couple minutes. Semblance Ability: Shrinky-Dink: Franziska's Semblance gives her the ability to shrink or expand her body mass and allow her to effectively change the span of her height from anywhere from the size of an ant to the size of a three story building. With her change in size comes change in her abilities, allowing her to run at high speeds when at the size of an ant or make large leaps in a single bound or pick up increasingly heavy objects in "Skyscaper Mode". Anything or anyone Franziska touches will also effectively change size while it remains in skin contact with her, such as when she's wearing her Galahad armour. Objects can also be changed to a size independent of Franziska's own, such as shrinking herself but simultaneously increasing the size of her armour while it works independently of her body. Of course, limitations are also present in the effects of this semblance. While she can shrink to escape sight briefly, she has a bottom limit of three inches and an upper limit of about ten feet with unique drawbacks of each height. While going smaller, her muscles may increase in power briefly and allow her to lift at least ten times her body weight in this mode (ie. a wrench.) but her body's resiliency is greatly diminished and allows her to be dispatched pretty easily. You can literally just step on her and that'd be it. At her upper limits, she may be able to cover more distance with her longer legs or pick up larger and heavier objects (ie. a boulder (a.i. for about ten seconds because she's still naturally weak as hell.)) But her body's movements are incredibly slow and she becomes a much larger, must more easy to hit target. The more extreme the change in height, the more her Aura will be consumed. Should she attempt to rapidly change sizes in a short period of time, she will be forcibly knocked out by the resulting fatigue. Planning/Strategic Ability: Unfortunately, Franziska's long term planning is very lacking for even herself, let alone more than one person. She's capable of planning in the moment and adjusting depending on what happens, but any more than that is difficult for her. She'd be able to adjust with proper help, but if she were to become a leader it would be very difficult for her initially. — Alignment: True Neutral. Fran's not bogged down by your petty morality. Likes: Improving technology, learning increasingly cooler lessons, techno music, the smell of hot silicon. Dislikes: The outdoors, places where technology isn't allowed, people who make fun of her height. Fears: Becoming obsolete in the world. Wishes: To become the best damn inventor in all of Remnant. Personality: As expected from a young teenager of her caliber, Franziska's kind of an asshole. Her pride in herself and the products of her hand is one of her most defining qualities. Of course, she's not malicious in her treatment of others by any means and instead tries to be charismatic through her egotistic means. Being a person of her particular skill, she's somewhat of a savant when it comes to practices of creating, cause and effect logical progression, and problem and solution testing; She can easily see the outcome of almost any given situation, making her an excellent short-term planner. ...Of course, book smarts are not her forte. She's naturally a hot-head, reactionary instead of logical in situations of high stress and fight or flight thinking. Especially in battle, Franziska has a habit of going off on her own tangents instead of sticking to a solid plan when everything turns out to be a lot more dangerous than she anticipated. Even in normal life, she has a tendency to go on her own way instead of following others. Not in the sense of a rebel, per se. Fran is just very easily distracted by things that catch her fancy. Though she may consider herself rather loyal to those she fights alongside, Franziska's main focus still usually manages to fall on herself. Expressions: "The extreme always seems to make an impression." "The scientists of today think deeply instead of clearly. One must be sane to think clearly, but one can think deeply and be quite insane." "The most dangerous notion a young man can acquire is that there is no more room for originality." Favored Expletives: "Jumpin' Jesus Christ!" Hobbies: Inventing, playing "battle simulators" (video games), dismantling electronics that aren't hers. Favorite Childhood Memory: The night her parents took her to an air show set by the Atlesian military. — Song: "Welcome to your life / There's no turning back / Even while we sleep / We will find you / Acting on your best behavior / Turn your back on mother nature / Everybody wants to rule the world." Taste: Sour-ish, like a combination of skin taste and battery acid. Character Flaws: Irresponsible, immature, easily distracted, self-serving. Mannerisms: Talks with her hands, dances and poses in place idly, makes strange vocal noises while idle. — History/Background: Franziska was born as the daughter of Pine and Beryl Fandango, a metallurgist for the Atlesian military and a secretary for the Schnee Dust Company. During her early years, Franziska showed a high aptitude for crafts among her class and often dominated science project competitions during her early school years. Franziska entered the hunter education program at an age much earlier than her peers after begging her parents at the age of thirteen, a full two years behind her peers before graduating in a record time at Mistral's Sanctum Academy. During her academy years, she forged her first ever weapon: the Unix Waveform, a combination machine pistol and plasma sword that would later become a mainstay of Franziska's next creation. At the age of fifteen, Franziska attained an internship from the Schnee Dust Company at the recommendation of her mother while waiting for admission to the next step in her Huntress career. During the first year of her internship, the Fandango family had undergone a drastic change in dynamic as Franziska's parents began to drift apart until their subsequent divorce after the prototype blueprints of Atlesian military technology turned up missing after being assigned in Pine's confidential care and lost his job and half of a year of his freedom in the process. Little did they know, the blueprints were still contained safely in the Fandango household as a mix-up left them in the care of the young Franziska, who studied them intensely and began development of a new project known only as the "Round Table" project. Shortly after, mass layoffs from the Schnee Dust Company left the two Fandango women also lost their jobs. In the custody of her mother, Franziska immigrated to the kingdom of Vale and obtained jobs at locally owned clothing and grocery shops. During her free time, she continued development on the Round Table project for another year until the completion of its functional prototype; the Type: Galahad Mobile Armour system as she prepared it for introduction to the Atlesian military to attain a junior development job until she could begin her own engineering company as she dreamed. Extra Notes: Franziska was inspired heavily by sci-fi and military genre media such as Metal Gear Solid, Neon Genesis Evangelion, Mobile Suit Gundam, as well as Scott Lang from Marvel Comics' Ant-Man and Cait Sith from Final Fantasy.
  24. Now, I have been playing a bit too much Dishonored as of late which soon gave birth to...I don't even know what the hell it is or where I want to go with it. So if anyone would be so kind as to toss in their two cents, please don't hesitate. ^^ And before you ask, NO. I am not intending for this to be a medieval zombie apocalypse.
  25. Senshi Hamada "Guanyin" "A prayer comes from the heart, if the heart achieves the correct form. It becomes emotion...And emotions may be manifested." Name:Senshi Hamada Nickname/Title/Epithet: Guanyin (Avalokiteshvara)Age:Unknown, but he is the oldest of his Clan.Gender:MaleBlood Type:B-Birthday:October 3rd Clan Name:Hamada ClanClan Description:Originally orientating in a completely different country to the one of Naruto. The Hamada Clan are actually a foreign family, who have entirely different concepts of Chakra and thus have also learned how to use Chakra differently. What makes the Hamada clan both mysterious and interesting is exactly how they use their chakra, and it is all those who are apart of the Hamada Clan that Senshi feels ultimately responsible for the guidence, protection and training of all those who were born under his wing. (So I will be giving more information on the Clans beliefs/lore and their 'homeland' in this bio as well as IC.)Appearance Details & Pictures:Senshi Hamada appears to be a helpless old man, but is surprisingly fit and muscular for his age. He has a ponytail, a thick beard, and stretched earlobes with two piercings in both ears. Senshi is commonly seen wearing a traditional man's kimono and pair of Geta with one ha (tooth). Quite the contrary to his appearance however, Senshi has an extreme physique that is often well hidden under the baggy robe-like attire he dons. Personality Description:~Biography~ Born to the currently unknown land which exists far away from the world of the Shinobi. Birth Village:Senshi like many other member's of the Hamada Clan was born in foreign lands. Current Village:Currently residing somewhere within the Land of Lightning Chūnin Promotion Age: N/A Rank: Nothing official, Hamada Clan Leader/Head. Ninja Status:Currently isn't recorded as anything Animal Sage?: N/A Teammates: N/A Students:Saito Hamada (Former Student) Nindo(Ninja phrase/code): "Loyalty is life, for without ones Clan one has no purpose" Chakra Element: N/A ~Taijutsu~ ~Clan Kekkei Genkai~ ~Trivia~ - He is the Grandfather of Saito Hamada - It is believed that Senshi is over one-hundred years old