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Fantasy Howl's Flying Castle - OOC

Backpack
  • - Gear -

    These are the items your character is currently equipping and carrying. This is the format for your character's gear which you can post here in the OOC thread.


    Gold:

    [E]
    [E]
    1.
    2.
    3.
    4.


    Gold
    Your total current gold. Please write your most recent expenditure at the bottom and the cost of the items.
    [E]
    Equipped Item Slot. Some items such as weapons and armor, do not work unless your character equips them in this slot. There are only 2 slots.
    1. - 4.
    Other items your character is carrying in his person. 4 slots only. You can stash the rest of your character's items somewhere like the inn your party is currently staying, or some secret place. Those extra stashed items cannot be carried around and aren't available unless your character returns to the stash.
     
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    Abilities
  • Magical Attacks:
    *can also be used to pursue a target.
    1. Alteration = changing yourself, or your opponent temporarily. Living things only
    2. Conjuration = bringing things to the caster from somewhere such as summoning.
    3. Destruction
    4. Enchanting = changing an item temporarily. Non-living things only.
    5. Magic Bombs

    Physical Attacks:
    *can also be used to pursue a target.
    1. Two-handed
    2. One-handed = includes throwing weapons
    3. Archery
    4. Guns
    5. Unarmed Combat
    6. Siege weapons

    Defense:
    *can be a spell or physical prowess, or because of an item. Can also be used to escape.
    1. Physical Defense = evasion and toughness against all physical attacks.
    2. Magical Defense = evasion and toughness against all magical attacks

    Healing:
    *can be magical or traditional medicine.
    1. Restoration = healing wounds and creating medicine.
    2. Dispel = removing curses and enchantments.

    Misc:
    *can be magical.
    1. Perception = seeing hidden things, navigation, awareness of one's surroundings, finding something through research
    2. Sneak = includes disguises.
    3. Speech = includes acting, charisma, diplomacy, and trade.
    4. Steal = includes lockpicking and pick pocketing
    5. Engineering = includes smithing, operating, and disabling devices such as traps, driving, piloting, and sailing.
     
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    Combat
  • Combat Rules:

    Attack:
    1. There are two main actions: attack and defense. You can only do one, not both, per round --- metagame-wise (You can still roleplay your character defending). A successful attack reduces an opponent's Hp by 1.
    2. Roll 1d10, and if your roll is within your success rate, that attack is successful.
    3. Rolling 10. Automatic failure.
    Action Turn:
    1. A character may give up their turn and give it to another character.
    Defense:
    1. A specific successful defense roll (either magical defense or physical defense) prevents all specific damage (either magical attacks or physical attacks) done to that character.
    2. A character may also do this to another character instead of themselves.
    Health:
    1. All player characters have 3 Hp.
    2. Healing. A character with a healing skill may give up their turn to give 1 Hp from their own Hp pool to another character. Cannot heal incapacitated characters who have Hp = 0.
    Items:
    1. Equipped items may increase success of skills, defense, Hp, allow you to re-roll, and provide other bonuses.
    2. You may give up your turn to change equipment. Does not apply to items not in your gear.
     
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    Mercenary Shop
  • 948169b4793b4acfdf08ee4e33da34f2.jpg

    - Mercenary Shop -
    " Come in, come in! Maybe I got something for you, eh? "

    Currency is in gold, gold, gold! You can sell things for 25% their original cost. All items do not stack, unless mentioned otherwise.
    Consumable - an item with this tag disappears once it's used.
    Stack - you can equip more than one of these, or use more than one at once to gain more bonuses.
    Equipped - must be put in the [E] slot in your gear to use.

    Best Sellers:
    1. x2 Good Luck Charm || (50 G) Consumable. Re-roll once per battle.
    2. x3 Healing & Manna Potions || (20 G) Consumable. Restores Character to full health after combat, allowing them to battle again. When out of potions, a character must sleep for 6 hours to restore Hp to 3.
    3. x2 Orb of Command || (50 G) Consumable. Once per battle, give your turn to an ally.
    4. x2 Vitality Orb || (50 G) Consumable. Once per battle, give +1 Hp from your own health pool to an ally.
    Quality Merchandise:
    1. Masterwork Weapon || (200G) Equipped. Re-roll twice per battle. Upon purchase, permanently pick one type of offensive ability you can re-roll. Upon rolling a 1, you deal +1 damage. Does not stack with Trusty Weapon.
    2. x1 Riftcrystal || (100G) Consumable. +2 damage for one attack.
    3. x1 Voodoo Doll || (100G) Consumable. Force an enemy to re-roll.
    4. Warlock's Regalia || (200G) Equipped. +2 mag. def. Upon rolling a 1 when performing a mag. def. action, you may extend the protection to 1 ally.
    5. Felweave Armor || (200G) Equipped. +2 phys. def. Upon rolling a 1 when performing a phys. def. action, you may extend the protection to 1 ally.
    6. Memento || (200G) +1 success to all rolls if your significant other's Hp was reduced to 0 by a foe.
    7. x3 Disguise Kit || (100G) Consumable. +2 sneak for 1 roll.
    8. x1 Crystal Ball || (200G) Consumable. Stacks. Instead of 1d10, roll 3d10 and pick the best result. The gift of foresight. Can be combined with multiple items such as re-rolling using a good luck charm while using a riftcrystal to increase your damage.
    Common Merchandise:
    1. Trusty Weapon || (50 G) Equipped. Re-roll once per battle. Upon purchase, permanently pick one type of offensive ability you can re-roll. Does not stack with Masterwork Weapon.
    2. Weapon Upgrade: Runes || (100 G) Upon rolling a 1, you deal +1 damage. If applied to a masterwork weapon, rolling 1 or 2 gives you +1 damage.

    1. Robe || (40 G) Equipped. +1 mag. def.
    2. Leather Armor || (40 G) Equipped. +1 phys. def.
    3. Magus Ensemble || (70 G) Equipped. +2 mag. def., -2 physical attack success.
    4. Steel Mail || (70 G) Equipped. +2 phys. def., -2 magic attack success.

    1. Cloak, Desert || (20 G) +1 sneak in deserts. All cloaks do not stack.
    2. Cloak, Forest || (20 G) +1 sneak in forests. All cloaks do not stack.
    3. Cloak, Grassland || (20 G) +1 sneak plains. All cloaks do not stack.
    4. Cloak, Winter || (20 G) +1 sneak snowy terrain. All cloaks do not stack.
    5. Cloak, Shadow || (20 G) +1 sneak underground. All cloaks do not stack.

    1. Spy glass || (30 G). +1 Perception
    2. How Now Brown Cow? || (30 G). Book. +1 Speech.
    3. Thieves Tools || (30 G). +1 Steal
    4. Engineer's Toolbox || (30 G). +1 Engineering out of battle.
    5. Alchemy Kit || (30 G). +1 Restoration. Does not give the ability to share Hp.
    6. Classic Witch Hunting || (30 G). Book. +1 Dispel

    " Remember me when you feel overburdened by money."
     
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    Zero's Gear
  • - Zero's Gear -
    Total Gold: 20G

    James
    [E] Enchanted Masterwork Weapon || (300G) Equipped. Re-roll conjuration twice. Rolling 1-2 deals +1 damage. Hand tattoos.
    [E] Warlock's Regalia || (200G) Equipped. +2 mag. def. Upon rolling a 1 when performing a mag. def. action, you may extend the protection to 1 ally.
    1. x1 Good Luck Charm || Consumable. Re-roll once per battle.
    2. Memento || (200G) +1 success to all rolls if your significant other's Hp was reduced to 0 by a foe.
    3. x3 Riftcrystal || (200G) Consumable. +2 damage for one attack.
    4. Classic Witch Hunting || Book. +1 Dispel
    Johnny
    *Gave Kenren his items.
    [E]
    [E]
    Sen
    [E]
    [E]
    1. x3 health & manna potions
    2. Desert Cloak || +1 sneak deserts.
    3.
    4.
    Seth
    [E] Enchanted Masterwork Weapon || (300G) Equipped. Re-roll one-handed twice. Rolling 1-2 deals +1 damage. A whole lot of throwing knives.
    [E] Warlock's Regalia || (200G) Equipped. +2 mag. def. Upon rolling a 1 when performing a mag. def. action, you may extend the protection to 1 ally.
    1. x1 Voodoo Doll || (100G) Consumable. Force an enemy to re-roll.
    2.
    3.
    4. x1 Orb of Command || (50 G) Consumable. Once per battle, give your turn to an ally.

    Kenren
    [E] Enchanted Masterwork Weapon || (300G) Equipped. Re-roll two-handed twice. Rolling 1-2 deals +1 damage. Oriental blade.
    [E] Felweave Armor || (200G) Equipped. +2 phys. def. Upon rolling a 1 when performing a phys. def. action, you may extend the protection to 1 ally.
    1. x2 Good Luck Charm || Consumable. Re-roll once per battle.
    2. x2 Riftcrystal || (100G) Consumable. +2 damage for one attack.
    3. x2 Crystal Ball || (400G) Consumable. Stacks. Instead of 1d10, roll 3d10 and pick the best result. The gift of foresight. Can be combined with multiple items such as re-rolling using a good luck charm while using a riftcrystal to increase your damage.
    4. x1 Voodoo Doll || (100G) Consumable. Force an enemy to re-roll.

    * * * *

    Serena
    [E] Enchanted Masterwork Weapon || (300G) Equipped. Re-roll one-handed twice. Rolling 1-2 deals +1 damage. Violin.
    [E] Felweave Armor || (200G) Equipped. +2 phys. def. Upon rolling a 1 when performing a phys. def. action, you may extend the protection to 1 ally.
    1. x1 Voodoo Doll || (100G) Consumable. Force an enemy to re-roll.
    2.
    4. x2 Good Luck Charm
    4. x2 Orb of Command || (50 G) Consumable. Once per battle, give your turn to an ally.
     
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    Katsuya's Gear
  • Katsuya's Gear: 18G (NEW)

    Free item: Good Luck Charm, Given to Minnie

    Minnie:
    [E] Warlock's Regalia; +2 mag. def.
    [E]Enchanted Masterwork Weapon || Equipped. Re-roll twice per battle. Upon purchase, permanently pick one type of offensive ability you can re-roll. Upon rolling a 1 or 2, you deal +1 damage. Does not stack with Trusty Weapon. (Guns)
    1. 2 2XGood Luck Charm
    2. 1 Desert cloak; +1 sneak
    3. 1 x3 Healing & Manna Potions
    4. x2 Riftcrystal || Consumable. +2 damage for one attack.

    Serena:
    [E] 1 Robe
    [E]
    1.2 x3 Healing & Manna Potions
    2.1 cloak, Shadow; +1 sneak
    3.
    4. 2 x2 Good Luck Charm

    Echo:
    [E]Warlock's Regalia; +2 mag. def.
    [E] Masterwork Weapon || Equipped. Re-roll twice per battle. Upon purchase, permanently pick one type of offensive ability you can re-roll. Upon rolling a 1, you deal +1 damage. (Two handed)
    1. 2 2XGood Luck Charms
    2. 2 x3 Healing & Manna Potions
    3. x2 Riftcrystal || Consumable. +2 damage for one attack.
    4.x1 Crystal Ball || Consumable. Stacks. Instead of 1d10, roll 3d10 and pick the best result. The gift of foresight. Can be combined with multiple items such as re-rolling using a good luck charm while using a riftcrystal to increase your damage.
    Sell: 1 Robe; +1 mag. def.

    Renee:
    [E] Enchanted Masterwork Weapon : Equipped. Re-roll twice per battle. Upon purchase, permanently pick one type of offensive ability you can re-roll. Upon rolling a 1 or 2, you deal +1 damage. Does not stack with Trusty Weapon. (Archery)
    [E]Warlock's Regalia; +2 mag. def.
    1. 2 x2 Good Luck Charm
    2. 2 x3 Healing & Manna Potion
    3.1 Memento (Beaded Anklet) ; +1 success to every roll if partner's HP is 0
    4.x2 Riftcrystal || Consumable. +2 damage for one attack.

    Sells: 1 Now How Brown Cow? +1 Speech, 1 robe +1 mag.def.

    Chenglei:
    [E]Warlock's regalia; +2 mag. def.
    [E] 1 Trusty Weapon - Re-roll once per battle. Upon purchase, permanently pick one type of offensive ability you can re-roll. (Alteration)
    1. 2 x2 Good Luck Charm
    2. 2 x3 Healing & Manna Potions
    3. 1 x2 Orb of Command : Consumable. Once per battle, give your turn to an ally.
    4. 1 x2 Vitality Orb : Consumable. Once per battle, give +1 Hp from your own health pool to an ally.
     
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    Roleplay Skittle's Gear
  • Roleplay Skittle's Gear
    Total Gold: 12

    Lydia:
    [E] Warlock's Regalia || Equipped. +2 mag. def. Upon rolling a 1 when performing a mag. def. action, you may extend the protection to 1 ally.
    [E] Enchanted Masterwork Weapon || Equipped. Re-roll twice per battle. Upon purchase, permanently pick one type of offensive ability you can re-roll. Upon rolling a 1 or 2, you deal +1 damage. Does not stack with Trusty Weapon.
    1. Spy glass || +1 Perception
    2. x5 Riftcrystal || Consumable. +2 damage for one attack.
    3. x4 Crystal Ball || (200G) Consumable. Stacks. Instead of 1d10, roll 3d10 and pick the best result. The gift of foresight. Can be combined with multiple items such as re-rolling using a good luck charm while using a riftcrystal to increase your damage.
    4. x2 Good Luck Charm || (50 G) Consumable. Re-roll once per battle.

    Not in Bag:
    Classic Witch Hunting || Book. +1 Dispel
    x2 Vitality Orb || Consumable. Once per battle, give +1 Hp from your own health pool to an ally.
    x3 Healing & Manna Potions || Consumable. Restores Character to full health after combat, allowing them to battle again. When out of potions, a character must sleep for 6 hours to restore Hp to 3.

    Ricket:
    [E]
    [E]
    1.
    2.
    3.
    4.

    Zer0 Zer0 selling robe, and trusty weapon. Can you does maths? :D
     
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    The Plan
  • Okay so for a quick run down... after Valdanr is down and hopefully after they've ended the enemy army or convinced enough of them to join the good guys they encounter the (hopefully) egg, shrink it and Grow Echo so she can trap it in a rock hole while everyone else gears up to stamp seals all around it and link them with arcane rope to surround it long enough for them to draw the power out and call on the essence of Draco in the pieces they each have so that his spirit can harness the raw energy they get from the egg. For the sake of continuity, once the energy and Draco's essence combine it forms a seed (I was kinda' thinking like a glowing blue seed because... well I guess that's just what I think of in this case. xD) then they can take that seed and use it to help conduct manna again, so it's like... have you guys ever seen that movie... oh I don't remember but it's about trees being the fountain of youth... where was I going with this? I can't remember but basically it's like... Draco comes back on a tree. xD like fate has aligned everything, Renee finding the spell, them working with spell circles since the beginning, dragons and trees, etc.

    Okay so then after that's all done they still have to take care of the powerless egg, so that comes down to the destruction seal that was used on Valdanr because it would probably be equally as effective on a now powerless nameless one's spawn, right?

    Everything sound good? Everything covered? Zer0 Zer0 Katsuya Katsuya
     
    Jurrasic CS


    • Jurassic Park CS

      Name:

      Title & Rank:
      *Four words only or less. Can be changed. Please put your character rank number after the title. Ex. " Rugged Hunter, Rank 2 ".
      You a Road Warrior? the Triple Threat Triad Boss? A Parkour Instructor, or Some Guy? This title says it all. Can also be your character rank.

      - Character Rank -

      The higher the number, the more perks you get. In this RP, players get AP, or "Action Points", which allow them to do important actions such as scavenging for supplies, or reviving a dying comrade. It's like stamina, and when you run out, you cannot do those actions any more. Having a higher rank gives you more AP.

      Default 10 AP for starting players. Replenishes the next day.

      All character's begin as "Tourists", or Rank 0, which give an extra +2 AP the next day if your character rests and relaxes for 8 hours (Total of 12 AP) . You can increase this rank by expanding your safehouse and gaining more resources, allowing you to have up to 20 AP a day, useful for taking on that faction boss.

      Tourist: Rank 0, 2 AP
      Survivor: Rank 1-5, 3 AP
      Hardened: Rank 6-10, 5 AP
      (Characters who reach Hardened Rank are no longer safe from PvP in Sanctuary.)
      Veteran: Rank 11-15, 7 AP
      Elite: Rank 16-20 10, AP
      Legendary: Rank 21+, 10 AP

      Player Immunity
      Tourist, and Survivor ranked player characters are safe from other players as long as they stay in Sanctuary. They cannot be killed, captured, or stolen from. But if that character provokes another, the one he provoked is free to whoop his behind. Having that character's name on a Bounty Board also cancels this immunity.

      Sanctuary
      Is a safe-zone that players can return to rest.

      Skills:
      *For starting players, please distribute 10 skill points to the following skills. You will gain more points as the RP progresses. Maximum skill rank = 6.
      P.S. If you like, you don't have to write the skill in your CS if you don't have any ranks in it.

      COMBAT SKILLS:
      1. Archery - At rank 6, you can pin limbs into place and prevent an opponent from moving, and you can shoot two arrows at once, giving you an extra attack. Can be used to disarm at Rank 5.

      2. Blades - At rank 6, when you roll 1 you have a chance to decapitate or chop off a limb. Decapitation is instant death. Your target will always die if you choose to reduce their Hp to 0 with blades. But at Rank 6 you can choose to incapacitate someone instead. They will bleed out and die in ten minutes, but if there is a doctor with you, they won't die and you can take them prisoner. Rolls include those for feats of strength.

      3. Blunt - You may choose not to kill someone and instead just knock them out when you reduce someone's Hp to 0 using a blunt weapon. Blunt weapons are best at capturing. At rank 6, you can demolish buildings. When you roll 1 you can stun for one round. Rolls include those for feats of strength.

      4. Guns - Guns always kill people if you use it to reduce a foe's Hp to 0. But at Rank 6 you can choose to incapacitate someone instead. They will bleed out and die in ten minutes, but if there is a doctor with you, they won't die and you can take them prisoner. Can be used to disarm at Rank 5.
        Does not include bombs, siege weapons, nor heay artillery.

      5. Unarmed - When you roll a one you can shoose to stun yourself and your opponent for one round. Can be used to disarm. Rolls include those for athleticism.

      SURVIVAL SKILLS:
      1. Vigilance - Perception, composure, and will power. Spotting hidden things, navigation, awareness of one's surroundings, finding something through research or detective work. Includes forensics, understanding the workings of something, identifying things, memorizing and remembering.
        Also includes not being stunned by surprise, resisting fear, pain, intimidation, and persuasion. Staying focused in stressful situations, without letting them see you sweat.

      2. Fortitude - Evasion and toughness. Running speed, skill in driving defensively, and defending an ally.
        Includes resistance against suffocation, extreme temperature, weather, disease, fatigue, and hunger. Also how long you can hold your breath under water, and long distance running. Can be used to protect an ally instead of you.

      3. Medicine - Healing, gardening, and cooking. Making the right medical diagnosis on time, knowing correct cardiopulmonary resuscitation, what to do when someone starts seizing up or faints suddenly, treating poison, and illnesses. Also Includes surgery, fixing broken bones, amputating badly infected parts, and reattaching lost limbs. By the way, a surgeon without tools and supplies is useless.

      4. Operate - Using machines, crafting, repairing, and demolitions. Driving agressively, operating siege weapons and heavy artillery, understanding the workings of a machine. A well planned, well constructed safehouse can last longer, allows you to kill more zombies, and even prevent a horde from breaking through completely. Operate is used to create, repair and maintain melee weapons, metal armor, leather, and clothing, engineering.
        At rank 5 your bombs have 2 effects. At rank 6, your bombs have 3 effects.

      5. Sneak - Stealth, escapism, and disguises. Getting out of binds and tight spaces, balance, climbing, swimming, landing from a high fall safely and with as less noise as possible. When impersonating someone, both the skills Sneak and Speech are needed to pull it off. Hiding automatically fails if you're not quiet or if your radio or cellphone makes a sound, or if you are within your foe's view such as in an open plain, putting traps.
        Rank 4 = Create secret back doors to places.

      6. Speech - Persuasiveness, trading, and bluffing. Acting skills, charisma, diplomacy, assertiveness, sheer command over attention of others, capacity to impose will on others by being socially aggressive, and powerful. Pick +1 language your character knows for every rank increase. English is the default language, which doesn't need points. Other Language: Crazy, Russian, Japanese, French, German, Arabic, and Sign Language, Animals, and Intimidate.
        There are some moments when sneaking is impossible and the only way through is to act or intimidate your way out.
        You can bring a number of allies with you to an "Event" equal to your Speech Rank. Remember to bring food.

      7. Steal - Lock picking, sleight of hand tricks, hacking, and disabling machines and traps. Includes pickpocketing, misdirection, disabling and dismantling bombs, traps or mechanical devices. You can disable car or ship and keep it from moving. Also includes art for forgery.


      - SKILL ASPECTS -
      " Optional skill upgrades "
      You can choose to write one aspect of your skill for every one rank in that skill. Aspects allow you to invoke "complications", 3 times a day. A Complication restores 1 AP when you invoke it. Example of a skill aspect:

      Tempted by Shiny Things - Steal skill aspect.

      While rolling for steal, a player's character fails his rolls, so he decides to invoke 2 complications from the steal skill aspect: "Tempted by Shiny Things" to be able to have 2 AP to spend for the AP action: " +2 Effort ", adding +2 to his steal roll so that he will succeed. The GM gives the complications, and they are: being seen so that he becomes a wanted man, and accidentally making a rucus so that people are now giving chase to him.​

      Players are free to negotiate with the GM on this, as you could have come from a stressful day at work in real life and you're not in the mood to roleplay a rooftop chase. Perhaps you just want your character to sneak away undetected, but with a sprained ankle from a bad fall and taking a much longer time to get back home instead.
      1. Archery
      2. Blades
      3. Blunt
      4. Guns
      5. Unarmed
      6. Fortitude
      7. Medicine
      8. Operate
      9. Sneak
      10. Speech
      11. Steal
      12. Vigilance

      Notes:
      Personal Goal:
      What's your character's purpose in this RP? And what are the challenges they have to overcome? Can be as simple as boredom, nor does this have to be the be-all and end-of all goal of your character. Feel free to accomplish it early, change it, add more, or fail it for some drama, and then have a new one.

      I love reading a character grow and change, so players who like showing the story of their characters and wish to add the evil boss, challenge their character has to overcome, their own story plot, or would like to GM it, come tell me!

      OR

      If you're not into character goals, you can write what you want to get from this RP that'll make this worth your time, and if you have any boundaries.

      Persona:
      Please place in a spoiler code if it becomes more than a paragraph long. Here is where you show off your writing and acting skills! Please write a day in the life of your character. Perhaps it's a lazy sunday at the beach during the summer with some friends, or it could be his or her first true adventure! Or movie, detective case, anything --- starring him or her.

      Crossing Paths (optional):
      Relationships with a willing player character, NPC, or a reputation with a group that fits the roleplay's scenario. Maximum of three for starting players.

      If you picked a fellow player character, how did your character or the other player's character contribute a minor, supporting role in the other's life before? Did you or they complicate it, solve a situation, or both? Were you simply good aquaintances?


      Ex.

      1. John Doe || Accidentally set John's head on fire.

      2. Wiggy Wiggershins || Have known Wiggy since we were kids. Our families lived in the same neighborhood.

      3. Mike and Mara Red || Got into a fight, Mara patched me up while her brother pulled the thug off me. They gave me a ride home after the cops came.
      1.
      2.
      3.


      Safehouse

      Name:
      *Applicable only for players who have the "Safehouse" as a starter item, or for players who have cleared an area and established it as their safehouse. Can also be the location of your safehouse, example: Ridgeside Bunker.

      Resources:
      *Safehouse not needed. Four for starting players. These give a total of 10 AP to your character in the beginning.
      Reasources give AP. AP or "Action Points" allow you to do important actions such as scavenging or reviving a dying comrade. Think of it like one's stamina. When you run out, you cannot do major actions

      Feel free to divide the 10 AP however you wish between these four resources. These are sources of food, materials, even buildings, or people that help you survive. They are located randomly on the map, which the GM will do for you, except if you choose "Safehouse" as one of your character's starter items.

      If you have a "Safehouse" all these resources can be located there if you choose.

      Resources replenish automatically everyday as long as no characters come in the area and raid, destroy, or take it for themselves. They are undefended in the beginning of your character's story.

      Ex.
      a. Secret Ammo Stash = Gives 4 AP. Location: Random
      b. Junk Yard = Gives 2 AP. Location: Random
      c. Rat Traps = Gives 2 AP. Location: Safehouse
      d. Hot Shower = Gives 2 AP. Location: Safehouse

      Stranger, Rank 0, AP = 2
      Stranger is the starting character's rank, which gives a bonus 2 AP to your character. The higher the rank, the higher the bonus you get.
      Tourist, Rank 0, AP = +2
      Total AP = 12
      1.
      2.
      3.
      4.



    Katsuya Katsuya
     
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    Johnny
  • Johnny Caprice
    " Slowly, the lioness creeps up her prey, preparing to pounce . . . "

    Title: Wildlife Host, Rank 0

    Skills:
    1. Unarmed 3
      a. "Got to get closer" || Despite the danger, Johnny likes to get close to predators.
      b. Show Off || Likes impressing Echo.
      c. Outdoorsy || "I love going outside!"
    2. Fortitude 3
      a. WIP
      b. WIP
      c. WIP
    3. Operate 1
      a. WIP
    4. Speech 3
      a. Crazy Talk || Can understand the mutterings of crazy people.
      b. "From Russia, with love." || Can speak Russian and has a shady past there??
      c. Animal Empathy || Good with animals.
    1. Unarmed 3
    2. Fortitude 3
    3. Operate 1
    4. Speech 3

    Safehouse

    Name: None

    Resources:
    Total AP = 10
    1. Secret Ammo Stash = Gives 4 AP. Location: Crashed Helicopter
    2. Mushroom Cave = Gives 4 AP. Location: Lysaur Valley
    3. Hot Shower = Gives 1 AP. Location: Mel's Restaurant
    4. Oran Berries = Gives 1 AP. Location: Raptor Fields
     
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    Echo
  • Honestly I think it's pretty cool! Keep it like this. Zer0 Zer0

    Echo Muses
    "Oh! This is an Abies grandis- I-I mean...Grand Fir...Heheh...heh..."

    Title: Shy Botanist; Rank 0

    Skills:

    Vigilance 6
    1: "My hooves are tingling~" || She can feel the vibrations on the ground and sense something dangerous coming towards her way.
    2: "Don't. You. Dare..." || Echo can be very intimidating and overprotective when someone messes with Johnny.
    3: "...I don't trust you..." || She's weary towards anyone suspicious and suspicious areas.
    4: "What is that?" || Echo has a tendency to find random items. Can be useful...hopefully.
    5: "This place feels really nice..." || Echo can tell when the land is safe and plentiful of editable herbs to pick.
    6: "If my memory serves correctly..." || Echo has a good memory when it comes to locations. Because of the plant life.

    Medicine 4
    1: "Herbalogy is my game and I play to win!" || Echo can use plants to create pastes of all kinds. For cuts and burns.
    2: "Here take this...It'll help." || Echo can make strong antidotes for poisons.
    3: "Gardening is my specialty!" || Echo can make a plentiful garden easily.
    4: "Lie down and rest." || Have a cold? A fever? Infection? Exhaustion? She'll spot it and do her best to make them feel better.


    -----------------------------------------------------------
    Safehouse

    Name: none (that I can think of at the moment!)

    Resources: Total 10 AP
    1. Editable food = Gives 3 AP. Location: Random
    2. River bank = Gives 3 AP. Location: Lysaur Valley
    3. Yummy roots? = Gives 3 AP. Location: Underground
    4. Hot shower = Gives 1 AP. Location: Mel's restaurant

     
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    RP ideas
  • What about you? You got something you wanna RP? And, why 6 or 10?
    For ideas, there's Echo getting jealous but that's like after Johnny comes back after four years of training. Maybe a day of James and Renee being together. Seifer proposing to Renee and their wedding (though, not gonna lie; I hope Skittle comes around for that one.). Ohhhh, Seifer's dad talking with Renee about his business.....Minnie and Sen going on a date.

    That's all I got for now. XD 6 or 10 because my stomach feels weird when I eat any other time and it makes me squirm.
     
    James
  • James Pendragon
    " Digging up the truth "

    Title: Detective, Rank 0

    Skills:
    1. Unarmed 3
      a. WIP
      b. WIP
      c. WIP
    2. Fortitude 3
      a. WIP
      b. WIP
      c. WIP
    3. Operate 1
      a. WIP
    4. Speech 3
      a. Crazy Talk || Can understand the mutterings of crazy people.
      b. "From Russia, with love." || Can speak Russian and has a shady past there??
      c. Animal Empathy || Good with animals.
    1. Unarmed 3
    2. Fortitude 3
    3. Operate 1
    4. Speech 3

    Safehouse

    Name: None

    Resources:
    Total AP = 10
    1. Secret Ammo Stash = Gives 4 AP. Location: Crashed Helicopter
    2. Mushroom Cave = Gives 4 AP. Location: Lysaur Valley
    3. Hot Shower = Gives 1 AP. Location: Mel's Restaurant
    4. Oran Berries = Gives 1 AP. Location: Raptor Fields
     
    Minnie
  • - Minnie von Ironheart -
    "Have more than you show, Speak less than you know"

    Title: Gunslinger; Rank 0

    Skills:
    Gun:
    • Head shot! - Minnie can aim for the head, finishing blow.
    • Sharp shooter - She can aim like a sniper.
    • A sniper's capture - She shot someone at the knee! Minnie has some question for this person.
    Vigilance:
    • Composed and calm - Minnie can resist surprises. She wouldn't jump in fright. Not in front of others anyways.
    • "Let me read the stars" - She can tell where she is by looking at the stars.
    • "Someone is here..." - Perception.
    Sneak:
    • "I'm a mouse." - Minnie will walk silently like a mouse.
    Fortitude:
    • "I'm not hungry. Shut up, mate." - She's okay. Minnie is resisting her hunger and thirst.
    • I'm driving! - Minnie can drive machines.
    • Holding my breathe - Minnie will make it as a game and hold her breathe, thinking "whoever breathes first, loses."

    1. Gun 3
    2. Vigilance 3
    3. Sneak 1
    4. Fortitude 3

    ----------------------------------------------------------------------------------------

    Safehouse

    Name: None

    Resources:
    Total AP = 10
    1. Secret Ammo stash = Gives 4 AP Location:
    2. Editable Herbs = Gives 3 AP Location: Any valleys or forests
    3. Hot Shower = Gives 1 AP Location: Mel's restaurant
    4. Clean water (to drink) = Gives 2 AP Location: Moon crescent rivers
     
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    Serena
  • - Serena Lock -
    "Don't mess with music!"

    Title: Bright and violent violinist; Rank 0

    Skills:
    Blunt:
    1. Take it like a strong man! - Serena will whack anybody who makes a stupid remark.
    2. Serena smash! - She's not against beating someone with her violin.
    3. Hot temper - Beware of her temper. You'll be flat once she's done with you.
    4. Can I knock him out now? - Serena is not really a patient person when she's been angry for a long time, but she will wait if it will get her somewhere safe or some sort of info.
    5. Here's a kind gesture - Just to end someone's misery, Serena will be the first to violently beat them.
    6. Time for pancakes! - ...That's not an offer for breakfast. Everyone run! Serena lost her temper again!
    Fortitude:
    1. Parkour - Serena will run and jump in rough terrains. Escape.
    2. Go ahead! Punch me! - That will only make her want to whack you more. Don't do it. Toughness.
    3. Nope! - Serena can jump in an attack and defend her ally by attacking at the same time as the enemy. Toughness.
    4. Underwater - Serena can hold her breathe underwater for a long period of time.

    1. Blunt = 6
    2. Fortitude = 4

    ----------------------------------------------------------------------------------------

    Safehouse

    Name: None

    Resources:
    Total AP = 10
    1. WIP
    2. WIP
    3. WIP
    4. WIP
    Zer0 Zer0 XD Serena is gonna be a lot spicier here, I think.
     
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