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| Epitaph; Character creation/discussion | |
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| Tweet Topic Started: Mar 13 2009, 10:52 PM (2,555 Views) | |
| Themistocles | Mar 13 2009, 10:52 PM Post #1 |
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INTRODUCTION: I hope you all enjoy this new RP, titled Epitaph. I’m not sure if all of you have heard of me, since I am brand new to the forum. Everyone on Mike’s Halo RP knows me, of course, as my psychopathic, cult-leading, warcrime-committing character, Captain Harrison Slavardek. For those that don’t know me, well, you will soon enough, I hope. This RP is set in a dysotopian future world, under the rule of a totalitarian government known as the Capital. I have devised a complex, twisted society, which has a major effect on the RP. This will be explained more extensively in the “Background” section, which is directly after this one, and is the most important section in this entire post. I hope these rules aren’t too specific or too long. And if it seems strict, that’s just because I want to show you that I mean for this to be taken seriously. It will be a very open-minded RP, and I once again hope you have fun playing it. BACKGROUND: Set in the terrifying dysotopia of humanity’s future, this RP will be closely linked to the realities brought on by this cruel and unforgiving new civilization. Our race is run by the brutal, enigmatic government known only as the Capital. This dehumanized ruling authority has dominance over the lifestyles of its cities’ denizens, and there is little its masked soldiers and forever-obscured officials are incapable of. Out of the minds of its unseen leaders, the Capital has devised a twisted rendition of human society, one that can be exploited for monstrous, inhumane experimentation, both psychological and physical, on its subjects, all the while holding its position of power within a firm grasp. Nothing of any importance can escape the Watcher’s perpetual gaze. Every action is observed and recorded, everyone, male and female and juvenile alike, is classified by physical, mental, and genetic characteristics. Every man, woman, child, and Non has a place within this brave new world. Humanity has experienced little change at the core of its behavior. Violence, sadism, and corruption are the standard, and pacifism is considered a form of psychotic perversion. This is demonstrated aptly in the society conceived by the shadowy government. People are organized into Families, large organizations that secure the caste system and provide smaller, isolated communities within the larger one. The society beneath the Capital is essentially an extreme aristocracy. There is a strict caste system in which the very highest members of society dominate everything below them. The higher classes are followers of a bizarre religion that worships science and technology. People see members of higher castes as gods. Even though upperclassmen have full power over the poor, they suffer equally under the cruel experimentation of the Capital. Their minds have been twisted, their genes modified, so they are plagued by constant psychological trauma, as well as extreme physical weakness. The very highest Families are often forced to give up their finest members to others as slaves for religious reasons, or to the Capital directly. The poor, on the other hand, can be manipulated at will by others. Members of the very lowest class are seen as animals, rather than humans, and are put to work on large-scale labor projects. Meanwhile, the Capital is working to uncover things about the world beyond human understanding (which you can see as either supernatural or as an incomprehensible sci-fi concept). There are things that the Capital seeks to understand. They believe that there are beings above themselves, and they use human experimentation to understand them. They also think that there are things buried beneath the Earth's surface, waiting to be uncovered. Even the City itself is seen as a living entity, which controls everything within it in bizarre ways (more on this later). The RP starts shortly after a powerful Family is massacred by an unknown organization. Although this short-lived event has little later significance, each of the players is somehow linked to this event. The actual game begins with them all gathered in a mysterious underground facility, below the City. But the Capital has finally uncovered what they had sought. Something horrifying, buried deep beneath the City and the water surrounding it. Suddenly, the Capital is afraid. Their new world order is likely to crumble, and The players must discover their true roles in this brave new world, and realize the truth behind the unseen architects of all they take for granted. CHARACTERS: First and foremost: No matter what consequences may arise as a result, this RP is not typical of what I have seen of this forum. It is a collaboration of multiple varieties, and is not traditional when it comes to game play. It is to be heavily story- and character-based, psychological, with complex backgrounds for both individuals and the story as a whole. However, following MikeV37’s philosophy, characters will not be immortal. People who fail to post often will be passed by and their characters manipulated by the imaginary forces of the background. Essentially, there will be no leeway for those who do not post frequently. If this continues for too long, their characters will face whatever would realistically happen in their current situation. Characters’ backgrounds and actions will affect the obstacles they are confronted with, and the rewards they gain. This means that a person brought up with religion as the center of their lives would be forced to obey the code of that religion at all times, unless a clear attempt to defect is made; a person born to poor parents will be forever seen as an inferior by others, unless he can either prove himself worthy or conceal his true identity; a mercenary might find himself with powerful weaponry in his closet and access to people who can sell him more; a seer might be allowed special privilege because such people are revered, but also bogged down by the rituals she must constantly undertake. REALISM: I will enable players to have great freedom in creating their characters. Although there should be a certain amount of intelligent thought put into it, and an intent on making it vaguely associated with reality, you can basically be whatever you want. However, you must realize that for ever advantage, there is a consequential disadvantage. Anything you do can easily be made to work in the opposite direction, so be careful. For any conceivable and inconceivable situation, there are an infinite number of possible things that could go wrong; your task here is to make the worst of the possibilities less obvious. For example, you could (in theory, though this is not recommended) classify yourself as a super-powered flying cyborg with polka-dotted blood who also happens to be a prophetic doomsayer. As you can see, the possibilities for failure are endless. Cybernetics can and do malfunction, and a human integrated with such devices will die more easily than the machines themselves. Your polka-dotted blood is obviously unnatural, and has nothing to do with your cybernetic implants, so it’s probably a foreign biological anomaly. What happens when it mutates and begins to tear away at your blood vessels, or feed off DNA strands (this isn’t plausible, but neither is the polka-dot blood)? And will the organic parts of your brain survive while surrounded by metal contraptions overheating inside your skull? POSITION IN SOCIETY: I cannot stress how important backstory is to this RP, or how important the fictional society is to that backstory. The class system is all-important, with the highest of classes having immense power over the lowest. No matter what the class, humans are maintained in Families, organizations of people—not necessarily related—that share a common identity. The buying and selling of human beings is widespread, and is part of daily life; the upper classes do not see slavery as a cruel practice, but as the sacred bondage between people that characterizes human nature; the lower classes are not always educated enough to have any beliefs on the subject. Upperclassmen are very intelligent, and have social power, but are physically weak and often impaired by the extent of the modifications done to their bodies and minds. Lowerclassmen are… the opposite. Each player’s character will start out as a newcomer to the City, having only arrived weeks ago. Everyone else in this world has accepted the Capital’s sick reality, but not you, not yet. Your class will be based on your character’s actions, ability, and personal history. You will not be offered a chance to be in the extremes of the caste system, because this will not allow for an easy game. The highest of all—below the Capital itself—is the Ayui, made up of people that are decidedly “holy” at birth. They have little freedom, and often belong to others; however, they are relied on for their insight and revered publicly. The lowest are the Nons, who are considered to be “below human”. They are forced into doing tasks usually performed by machines and livestock, and are genetically modified to be unintelligent and physically adept. WEAPONS: The Capital is quite lenient when it comes to firearms and other forms of weaponry. It doesn’t care what people do to each other; all citizens are forced into large-scale experimentation, which can have all kinds of effects. As long as the denizens do not interfere with the Capital, they can do whatever the hell they want. Weapons come in many varieties. Most guns, knives, etc. are similar to those found today, just improved. Most of the weapons the Capital has been researching are new larger-scale weapons. New infantry weapons are only in the hands of the military, not the people. So you will encounter guns you can use today. You can use almost anything as a weapon, and will sometimes be forced to do so. Maybe you’re capable of combat even without being armed, but that could also backfire eventually. Please keep in mind that YOU WILL NOT START OUT WITH A HANDHELD WEAPON. Your first weapon will be based on your location, your history, etc., and might turn out to be a fire extinguisher or a chunk of broken glass (hopefully you’d wear gloves for that one), not necessarily a really powerful weapon; those come later. PSIONICS: I’m not the kind of guy who likes to make things sound cliché, unoriginal, or implausible, but I don’t stay too close to the facts, and this here may sound uncreative at first—until you see how it works in action, later on. Players will be allowed to have psionic (psychic) abilities; this is a good idea, since you won’t start out with a weapon. This isn’t some primitive computer game; there’s no “ammo” for psionics, so usage is unlimited, and there is plenty of room for creativity. You can basically make it up, but it has to be realistic. Nothing too complicated, since the chemicals that create the psionics wouldn't create something that would not be plausible in a natural world, even if it contains these powers. So magically repairing any machine that you see and making it create rockets out of water, that's so unrealistic it's sad. I mean, it's obviously an exaggeration, but I've seen things that are no better thought out. However, being able to perceive things from different angles or with different light sources could be possible, and would greatly help with machinery. And, as I said, you can’t assume that you are invincible; the guy who can send seismic shockwaves through the air around him, tearing apart enemies and buildings, might end up tearing his body apart by accident. And the prodigal telepath may be so overwhelmed by incoming brain activity from the surrounding world that they lose their sanity. As with everything else in this RP, it will be realistic within the bounds of the fictional setting. Because of a prior Capital experiment involving genetics, all humans are born with different levels of psionic powers, most people with abilities barely recognizable. There is usually only one psionic ability per person, and some are born with defective ones. Usually, extreme abilities cause devastation; babies may implode within their cribs, an old man could accidentally cause himself to be set on fire from the inside. Because the mind is involved, intelligent people are slightly more likely to have control over these “powers” than others. Creative, perceptive, or visionary people are especially potent, but they are not necessarily born with high-caliber ability. The other thing is that because it is based on the brain, drugs can affect psionics, weakening them or shutting them down completely, even stimulating them to cause chaos. Psychological trauma can also be a factor here. Capital “Testers” have the authority to force random passersby to be injected with prototype chemicals, which may affect psionics as well. DEATH: There are limitless ways a person can die in a chaotic universe such as ours that functions on seemingly random systems. The point is that in the real world people can meet their ends in a lot of different ways (more on this later). In a fictional universe, there is sometimes more creativity enabled for people so used to our own. This one is no exception. In many circumstances, you will be forced to be creative in how you handle decisions. I don’t want to kill off characters, but bad choices may eventually lead to a character’s death, in which case the player can make a new one. RELIGION: Religion is obviously nothing but backstory. It is important, however, to have a basic understanding of it. Lowerclassmen usually have beliefs similar to those we have seen in the past, usually animistic (based on nature spirits) or polytheistic. They, along with the middle class members, practice bizarre and brutal rituals. The aristocrats have stranger beliefs. One key religion is based on the worship of humanity as a whole, with historical figures, such as generals and politicians, as deities; the other is the worship of science and technology, with “gods” represented as key concepts, such as machines or viruses, with the most important being universal, like triangles representing geometric perfection. “Ancient” religions have been either eradicated or forced into hiding. The Katholicum (Christianity) was hunted down mercilessly by the Capital; the destruction of the Vatican was shown on the great television screens of the cities, with the Pope being crucified as Vatican City itself was set ablaze. FINAL NOTE: This was probably the longest post you’ll ever receive from me. I hope it wasn’t too ridiculously long. Please note that I wanted to introduce the RP and its basic concepts. Please remember that this will be much more interesting once the actual RP starts. As soon as I have a few people join, I will begin the RP itself. Edited by Themistocles, Apr 3 2009, 10:20 PM.
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| Myrrah | Mar 14 2009, 05:49 PM Post #2 |
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Eldritch Spawn of Atlach Nacha
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Interesting, i don't usually RP on forums tho, Its just my tastes. I'd most definently be reading it tho. No offense to you allright? Heh. |
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| EmperorBobV | Mar 14 2009, 09:33 PM Post #3 |
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Morphumax
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As Myrrah said, it's interesting. I'll probably join it. Just need time to decide on a basic pathology for my character...and then I'll work on backstory and everything else from there. ~Bob |
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| cah318ery7 | Mar 14 2009, 10:06 PM Post #4 |
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I'll have to see if I can join this one. But until then, I have the perfect theme song for this RP... http://www.youtube.com/watch?v=7UTEd_wFmfo |
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| Kranford T. Butcher | Mar 15 2009, 11:20 AM Post #5 |
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The Count
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I wonder if there's such a thing as an outsider in this world. |
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| Themistocles | Mar 15 2009, 11:51 AM Post #6 |
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The Capital dominates a good portion of the world. But if you wanted, you could just have your character come from somewhere further into the countryside or something; most of the Capital's control is within the major cities, not the forests, mountains, and plains between them. The Capital does have a ton of control. But in many of the cities, it lets the society run itself, while being monitored, evaluated, and stimulated by the Capital. And despite the extremity of the society's structure, the middle class is very similar to our world today. Even under the Capital's rule, your character could have had a lot of freedom, relatively speaking. There are also small nations that the Capital either doesn't control, or *pretends* not to control. These powerless nations are under a state of fear because the Capital's shadow is hanging over them, and the chaos created in these circumstances enables people who live here to do whatever they want, really. You could also choose somewhere like that. The disadvantage to that is that people that belong to the Capital will hold you in contempt if they find out where you're from. But this doesn't matter, since you can either hide the fact from them or just kill them--if they're in your class or lower, there's no punishment for murder. By the way, people generally refer to the Capital as the empire itself. This is common, and is not incorrect. However, "the Capital" technically refers to the government, while the Capital's territory and empire is called "the State". |
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| Kranford T. Butcher | Mar 15 2009, 07:08 PM Post #7 |
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The Count
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Name: Jack Crawford (AKA Kranford the Butcher) Occupation: Director of Triad Special Services Ltd (front), and director of The Basement. Age: 27 Equipment: This is only his favored equipment, and he never has all of it during a single job. Depending on the job, he may put in additional requests to his arms dealer. Most of this is either from the Basement and Triad's R&D branches, from Kran's personal batch of weapons. -.223 pistol- In reality a stripped down hunting rifle, this hand-held cannon typically fires heavy-duty .223 rifle slugs. Kranford's skill with it is such that he can shoot someone's eye out with it at 100 yards with no trouble at all. Kranford is also able to convert it back to a rifle with an underslung 10 gauge shotgun. The shotgun holds four shots and is pump-action, while the pistol holds 10 rounds and is semi-automatic. -various explosives- ranging from his bowling ball fragmentation bombs and "popcorn" bombs to the infamous "fool's gold sandwich" bomb, Kranford enjoys employing a wide array of explosive devices to get the job done. He is a genius with rigging up incendiary and HE devices on the spur of the moment. Bowling ball bombs are just that: hollowed out bowling balls with a small charge of TNT inside, essentially making it a giant fragmentation grenade. The "popcorn bomb" is basically a hand-held cluster bomb. When it explodes, there is an initial detonation, followed by several smaller explosions as the bomblets attached to the original charge scatter and detonate, sounding like popping popcorn. The fool’s gold sandwich bomb looks like Elvis Presley’s favorite snack, but inside the loaf of bread is a package of C4 with a radio detonator. -Bontom Pellies- Another brand of explosives, these deserve special mention, as they are Kranford's own creation. Each one is a solid block of a half-pound of C-4 encased in a metal ball. The Bontom Pellie can be stuck to almost any surface, and it can also be set to explode on contact with another surface, as well as proximity settings and timed detonations. -2mm gauss pistols- A double rig of high-powered pistols. Each one fires a two-millimeter bullet at such a high velocity that it can punch through just about any surface as if it were paper, leaving a massive gaping hole in the back of the target. Kranford only uses these when he knows that he will need a weapon with superior penetration to his .223 pistol. The pistols hold 20 rounds each and are semi-automatic. -Body armor and paint- Kranford's favorite suit of body armor is made of sheets of maximum-grade titanium and kevlar. It is painted red for intimidation purposes. Kranford also makes use of pale white body paint to make sure his skin is as pale and ghostly as possible, once again, for intimidation purposes. -Ripper Sword- Basically a chainsaw sword, this is where Kranford gets his "butcher" title from. He has been known to forgo the use of firearms completely when given the option of dishing out a high-RPM death to his targets. This is also the reason why he loves his red armor, as most of it is not paint. He also loves to backstab with it turned off, and then rev it up as he eviscerates his prey. -Gill-and-Filter mask: A handy little device of Kranford’s own design, it functions as a set of gills when underwater, and works like a gas mask above, filtering out toxic air. The mask comes with an integrated Multi-Optics Helmet System, which allows for night vision, thermal imaging, infrared sight, and improved sighting. -Contact Lenses- Even Kranford’s contact lenses have a special purpose. They take all color out of his eyes, causing them to be completely white. The lenses also act as a pair of highly polarized sunglasses, preventing Kranford from being temporarily blinded by flash bombs and glare. -Gauntlet: An experimental piece of equipment from Triad's R&D department, the gauntlet is just that: a titanium glove that enhances the user’s strength to superhuman levels. In addition, the gauntlet is able to produce a force field for a short burst of time, causing truly phenomenal damage upon impact. The gauntlet only augments the strength of the arm that it is being worn on. The internal battery has enough charge for 20 force pulses, after which the gauntlet needs recharging. -Neural Gauntlet: another experimental assassination tool from Triad R&D, this implement consists of a metal gauntlet attached to a special electrical charge pack. When the gauntlet is turned on, all that has to happen is for Kranford to grasp his victim. A massive electrical charge surges through the victim, frying the victim’s innards to a crisp. Users cannot be hurt by the gauntlet they are wearing, and a charge cannot be accidentally released. After five surges, the gauntlet needs recharging. -Sec-Tec wrist computer: A hacker’s wet dream, this gadget is able to interface with almost any security system via a wrist computer his armor. Kranford merely has to tap a few commands into the computer and it does its work, bypassing almost any security system, cracking any encrypted systems, and accessing other computers. Kranford is able to wear this with any other gauntlet gadgets he is currently wearing. -Grapple Launcher: an arm-mounted device, this is attached to the lower outside region of the forearm. When fired, a grappling hook is shot out, with a thin but ultra-strong wire that extends up to 150 feet. When the line needs to be pulled back to the launcher, an internal motor pulls the grapple back into the launcher and is re-primed when the grapple is fully reeled in. The grappling hook can find purchase on just about any surface, as the hooks don’t shoot out until the grapple punches into a surface. The gadget frequently comes in pairs. -Spring heel boots: A pair of steel-toed boots worn by Kranford, they also contain a set of mechanical spring heels that cushions the impact from a fall, as long as he lands on his feet. They can completely absorb the impact from a 100 foot fall, provided he lands on his feet and rolls with the impact. -Psionic Dampening Collar: a result of Basement R&D. This is a collar that, when activated, causes any psionic effects near the wearer (or directed at the wearer) to fizzle out and lose their effect. One version of the collar has enough power to negate powers for two minutes, while a new and improved version is able to keep going for five minutes. Both versions of the collar take ten minutes to fully recharge after completely using up the charge. -mono-edged WASP Injection Knife: A particularly nasty little toy that Kranford has recently aquired, it consists of a hollow blade with several little slits down the blade. There is a cartridge of CO2 in the handle, and when the button is pressed, a blast of frozen CO2 blasts out of the blade, with explosive results when inside a target. Kranford's knife is longer and much more powerful than the version on the market. His knife contains enough CO2 for 5 button presses before needing to be replaced. Personality: Kranford has the appearance of a mercenary that hides a slightly principled inner self. He is aware that he's the best at whatever he does, and thinks that the money he receives from any paycheck should reflect that. He's one of the poor fools who think they can save the world from itself. He differs from the other fools though in that he's willing to kill to do it. History: Not much is known about Kranford aside from his age, and the fact that he was probably an outsider to the Capital (something he does not advertise.) He's able to get out and about The Capital thanks to his mercenary company Triad Special Services Ltd, which acts as a front for his shadow organization, the Basement. The only problem is that the Capital's goals and Kranford's goals of saving humanity from itself are most likely mutually exclusive. The Basement has slowly started to integrate itself into the Capital's infrastructure, but they are still a very minute presence (it's not big enough to be noticed right now unless someone busts their ass to find out, and even then, they would probably not live long enough to impart the information). Kranford maintains many underworld contacts. They don't know about the shadow-organization he runs, thinking that they are merely supplying arms to a mercenary company. Physical description: Kranford is well-muscled, 6'4" tall, and weighs about 198 pounds. He has black hair, sports a small beard, and has blue eyes, which he converts to stark white through the use of contact lenses when assassinating someone. He is very fit, and is incredibly dexterous as well, able to dodge a chainsaw aimed at his midsection, grab a tree branch, and in the same movement, shove the branch down his assailant’s throat. ![]() Kranford has a safehouse, informant, and underworld weapons dealer in most of the major cities. He is able to bring in most of his hardware thanks to his mercenary front. IMPORTANT NOTE: Kranford's equipment will be aquired later. It is being included in this post as a reference for when he makes contact with his allies. He currently has a rather sharp slit-throat razor. A very careful examination will note that it has also been balanced for throwing. Careful inspection of the razor's edge will note that it has been sharpened to an almost mono-molecular edge, allowing it to cut through almost anything as if it were butter. Edited by Kranford T. Butcher, Apr 7 2009, 09:43 PM.
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| S. Puma | Mar 15 2009, 07:40 PM Post #8 |
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HOME DEPOT MAN!!!
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Kranny and your overpowered toys, we gotta love you. I'm going to let a couple more post before I jump in (I will know I'm going to be gone a month, so that's not good). |
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| Kranford T. Butcher | Mar 15 2009, 07:46 PM Post #9 |
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The Count
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Well, like I said earlier, the stuff in my entry are there only for quick reference after Kranford makes contact with his allies. Until then, he has a slit-throat razor that can double as a throwing knife. |
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| MikeV37 | Mar 15 2009, 11:41 PM Post #10 |
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Name: Gregory Mikhailovich Rodovskyi Age: 31 Gender: Male Occupation: Mercenary, former United Slavic Resistance front, former Russian Military Sergeant, Appearance: 184 cm in height, he has dark hair but light skin. A large scar crosses the left side of his face, under the eye. He wears the Russian military jacket on top of a black shirt. Under the jacket is space enough to carry plenty of weaponry. The jacket itself can hold various things, and is bullet proof. Gregory wears black goggles. His hand has a circular mark which allows him to pilot various vehicles. Personality: He asks for little, and offers little in return. He prefers not to deal with people outside of the ones he has to, avoiding confrontation when possible. He hates the capital, but finds it easier to endure than fight a battle he already lost, twice. There is one case though, in which he will not shy away from open confrontation. If one mocks his former country, he will retaliate immediately with extreme force. Character Background: Gregory had good grades in school, but his unnatural laziness did not allow him to enter a university, instead giving him a ticket to the Russian Armed forces. He was drafted, and soon after put into the tank core by request. He was part of the Walking tank program, designed to bring the weaponry of tanks into urban and other difficult environments. As the Capital expanded, so too did Russia’s military spending. Upon completion of the project, he was assigned to the 408th tank division, stationed in St. Petersburg. The border cities felt more and more military pressure as both the Capital and Russian Empire prepared for war. Finally the tension snapped. Sgt. Gregory distinguished himself in the 48 hour war, although it meant little toward the outcome of the battle. The Capital’s forces retreated arbitrarily, but his division, his city was in ruins. The Russian military armaments were devastated. The capital sent hundreds of millions of zombie like genetically engineered soldiers into St. Petersburg. Gregory, as well as the rest of the Russian army, was buried under a wave of bodies. 5 weeks later, The Russian government signed a pact stating the unification of the Empire and the State, as well as the relinquishing of the Eastern orthodox religion. Many of the former Russian subjects were less than pleased with this turn of events. Much of the disbanded Russian military joined as the USR and continued open warfare against the capital. This continued for a while, until a traitor revealed the location of the main bases of the USR. The Capital came down on them with a fury previously unseen. In a matter of months most of the resistance was crushed. It continues functioning to this day, quietly churning out tanks and aircraft, machines for the eventual “3rd patriotic war.” But the reality is such that the group lost its momentum, many of the members leaving it, instead becoming bandits and mercenaries. Due to the broken down Russian army and USR, that part of the world was littred with army grade weapons readily available to anyone who wished for them. Eastern Europe devolved into chaos, but no one doubted the capital, and so the capital was content to sit on it’s lazy ass and watch the people suffer. One such soldier turned rebel turned mercenary was Gregory. After losing faith in the USR, He walked the world, taking odd jobs around Europe. In the struggles of the myriad bandit groups in the country side and the various families in the cities, there was always a job not too far away for a military expert. Eventually he joined up as a private contractor for the triad, a job position he occupies to this day. Weapons/Equipment: HT-105-B -twin 12.7mm machine gun HT-110-U3 -2x twin 12.7mm machine guns -105mm cannon -12 short range missiles HT-105-AD -55 mm cannon The HT (hodyachi taunk ) were Russia’s answer to urban and other dense combat zones. They were mobile armor suits, ranging from behemoths such as the HT110, designated “Overlord” among families, to the smaller, lighter HT105 which can fit in a tight street and tear the enemy apart. They are versatile and have a very long battery span, thanks to the plasma coil generator, which could produce significant amounts of energy while being portable and, best of all, not blowing up in a spectacular fashion when damaged. Hodyachi taunk roughly translated to walking tank in English, and that’s basically what it is. A power suit which could easily move through environments impassible to the conventional tanks, while mounting the weaponry the tanks carried. Of course, it gave up speed because of its chassis, but it was perfect for the goal it was meant for. Clearing out jungles and cities. There was another advantage to it. It was easy to mass produce. Soon, The WT’s in the Russian army filled a role previously solely occupied by infantry. When the military broke down, the armored suits were distributed among the population. Now, only the USR produces them, but they are owned by large criminal organizations and wealthy families throughout the world. The capital has since developed their own version of the vehicle, but due to monetary reasons, prefer to engineer the soldiers to be stronger. Automatic Kalashnikov 116-S The venerable AK design was almost 80 years old when it was truly renovated. The Russian army had upgraded it severely over the years, even exchanging it for another weapon for a while, but always returned to the basics of the Kalashnikov. The Kalashnikov’s core principles were durability and strength. The new generation rifle was then the culmination of these 2 beliefs. Ever since the cold war, Russia has been experimenting with plasma technology. It was found that it was possible to reduce the air resistance through ionized air. This was originally intended for fighter aircraft, to increase Russia’s air force’s speed, as well as to crash enemy aircraft by reducing the resistance to 0. As the plasma generators got smaller, however, they gained much more purposes. The HT series was able to utilize plasma technology. Smerch artillery rockets could use it to decrease the time enemy troops had to clear out. The smallest plasma generator, however, is inside the AK116. This generator returns the ionized air concept to its original concept, reducing air resistance. By reducing the air resistance, the bullet could fly significantly faster than even the rail gun technology used by the Capital. The speed gave the gun less spread, which increased the range. The Strength of such a hit was incomparable to the old gun. Through testing it was proven that the new rifle could shoot straight through a tank’s front armor. Best of all, it was cheap. Once the initial planning had been done, it was possible to make the new AK’s for a price comparable to the old. They could even fire the same ammo. The gun was the only thing altered. Because of the old ammo used, even if the plasma generator was broken, the gun could fire as a normal AK would. The new weapons also had an ammo readout and compass. Tank crews were given the AK116S or shortened version, and that’s the one he is trained to use, although the simplicity of the design means he could use any of the series. chain linked combat knife Gregory keeps a knife with him. He’s carried this knife through his military career and it signifies him as a soldier of the Russian armed forces. The knife is not just for show, however. It’s multiple edges can rotate around 3mm of the blade’s perimeter, spinning at just about the speed of sound. The knife has been engineered to remain silent when turned on, but is able to cut through metal as if butter. goggles The goggles he picked up during his time with the USR, when being in a HT wasn’t always an option. They look like ordinary glass goggles, but are able to show night vision and thermal imaging, as well as magnification of up to 8x. They can show his position on a GPS map, and the relative position of the goal point he can set. Once a map of his surroundings is acquired, the GPS no longer needs connection and can figure out it’s position on its own. They are also bulletproof, although kinetic rails and plasma guns can break them. Special Powers: He has no supernatural powers, but the battlefield has trained him to be observant at all times, and a casual gaze from him can reveal enemy positions better than a radar scan at times. A circular mark on his hand lets him activate any Russian technology. The mark shines and accepts him as a registered pilot. Any Russian vehicle he can get to will respond to him as an owner, no matter its previous allegiance, if he manages to make id contact. He can also drive vehicles normally, as well as operate tanks and heavy ordinance. [OOC] He starts with the knife. |
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| FalloutJack | Mar 16 2009, 01:27 AM Post #11 |
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Awesome to the Badass to the Chaotic Mastermind.
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I dunno. I might get into this. Sounds interesting. Gotta think of a character that fits, though. |
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| EmperorBobV | Mar 16 2009, 08:17 AM Post #12 |
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Morphumax
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Yeah...I have a few ideas...but I'm going to give it a few days while I develop them in my head...That has worked fairly well in the past .~Bob |
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| Themistocles | Mar 19 2009, 04:13 PM Post #13 |
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If you're having trouble creating a character to fit in with the storyline, just invent something. This is a full-blown fictional world, and there are just as many possibilities as there are in the world today. You can be creative; it doesn't need to fit in perfectly, as long as you can make the character involved in the story once the RP starts. As long as the character is humanly realistic, interesting, and, if need be, adaptable, it's fine. |
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| S. Puma | Mar 19 2009, 09:57 PM Post #14 |
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HOME DEPOT MAN!!!
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I don't know if we have trouble, we just don't know which idea would be best. I have plans, when I have more time I will set up my person. |
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| EmperorBobV | Mar 19 2009, 10:02 PM Post #15 |
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Morphumax
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Same for me. Don't have the time to think through the character background. I have a lot of undone homework to do... ~Bob |
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| S. Puma | Mar 20 2009, 07:42 PM Post #16 |
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HOME DEPOT MAN!!!
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Which is the same for me. A whole chapter on WWI in two days. What do you say to that? |
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| EmperorBobV | Mar 20 2009, 07:48 PM Post #17 |
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Morphumax
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Sounds fun. Not as fun as Greek and Roman history...but still fun . (My Greek and Roman class was AWESOME)~Bob |
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| S. Puma | Mar 21 2009, 01:45 PM Post #18 |
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HOME DEPOT MAN!!!
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Dude, it ain't fun. It's a stressful as hell. |
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| MikeV37 | Mar 22 2009, 09:34 PM Post #19 |
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It depends if you read the chapter or write a chapter. Reading about WW is fun. Writing a chapter is Mleh. |
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| S. Puma | Mar 23 2009, 09:12 PM Post #20 |
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HOME DEPOT MAN!!!
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It was more of both, that is hell. I might make mine tonight.... |
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| Themistocles | Mar 23 2009, 09:20 PM Post #21 |
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Look, I know this is a forum, and I have nothing against personal discussion. But this discussion page is for an RP, and I'd prefer if you actually discussed that. Mike, this doesn't apply to you; you've actually taken the time to create your own character. |
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| S. Puma | Mar 23 2009, 11:45 PM Post #22 |
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HOME DEPOT MAN!!!
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My bad, we've experimented with alternates, but it's gone horribly wrong in the past. I am not up to posting tonight, but I will say that it will include the cliche mysterious Company, great psychic powers, and the usual hero who has no clue in hell why he is in the situation he is in. |
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| EmperorBobV | Mar 23 2009, 11:52 PM Post #23 |
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Morphumax
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Awe...I was going to be psychic...and also crazy . That way...the negative of being psychic wouldn't effect my character, because the voices will have already driven him crazy.Wait...do you mean psychic as in can read other people's minds? Or psychic as in can move objects with his mind? Or some combination of the two? ~Bob |
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| S. Puma | Mar 24 2009, 12:02 AM Post #24 |
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HOME DEPOT MAN!!!
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A mix of both, although I am going to downplay his mind-reading abilities. I am hoping it will be more on the Company than the person. No, this person will no be crazy, make yours as blood-sucking as you want Bob. |
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| Themistocles | Mar 24 2009, 04:12 PM Post #25 |
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Not that anyone cares, but psychic communication is called "telepathy", and moving objects with your mind can be called "telekinesis" or "psychokinesis". You don't need to be crazy if you're a psychic, but it does make it interesting. Good bit of foresight with that, Masau. Honestly, you can be whatever you want in this game, as long as it makes general sense. But remember that everything will have realistic consequences. Telepathy is full of possible flaws, and schizophrenia-like symptoms with voices in your head is a great example of that. Puma, you don't need to be crazy just because you're a psychic. But that doesn't mean there couldn't be some other consequences. Don't worry, I'm not going to make players be handicapped in the game or anything. |
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| S. Puma | Mar 24 2009, 07:08 PM Post #26 |
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HOME DEPOT MAN!!!
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No, last time I had someone with mental abilities was nuts and still is nuts, so I was playing on that. I will post him later tonight. AND HERE HE IS: Oslo "Ark Royal" Thistes Age: 29 Appearence: 5'9", weedy build with cinamon-brown hair (buzzed) and hollowed out features. Green eyes. Pale skin, long thin fingers. Large feet. Rather unbalanced pace in his movements. He wears a brown leather jacket with 2 white stripes in each sleave. Black slacks and a white shirt. Red converse Shoes and black socks. Has a tatoo of a crown on the right fore-arm. History: No Company operative is supposed to have their memories, but let's say he joined at seventeen and was trained for 8 years, then went through 4 years of experimentation. Recently he stepped through his portal and into this world. Personality: Quiet, as if he's slightly out of touch. He doesn't say much, but he says what has to be said. He's to the point, and doesn't try to elaborate. He can be warm, if someone is close enough to him he can open up. Likes singing to himself. The Company: Not much is known about the Company, even to it's operatives. What can be told is this: it is an inter-dimensional exploration group funded privately. That is why on the surface it appears only as an inter-dimensional studies company, since the public does not know inter-dimensional travle exists. This secrecy has given it free range to do whatever it wants to it's employees. Aside from litigation, command, and coverup groups, they are mainly divided into two teams: Zeta (normal soldier operatives), and Omega (meta-humans). Zetas are soldiers; grunts to make sure there is not too much colateral damage to the area or to make sure no one gathers suspicion. They can be ammased in the thousands over the dimensions, and are the main force of the Comapny. Normally though they only go out in small groups, and the majority are used to guard Company complexes. Omegas are meta-humans, the front line agents of the dimensions. The Company has found people with the correct forms of DNA or correct conditions to experiment on, and have created these beings who can do amazing things. They vary, as the Company has wanted to mix and match, and see who has done the best with what and how. Notable Company Operatives: Austin Makcrovitch Daniel (Doorman) Stipps Rachel (Rainmaker) Collins Brox (Cobrahead) Taj Ellisa Mullina Verincent Gloria (Baulder) DePrims Juan (The Ram) Ramones Jericho Antonin Paolious Red Darios Gladys (Rainbow) McKeen Marco (Tracemind) Diguizzia Nicholas Orleans Nouostfratzu Vladmir Hueden Weapons: Himself: he has been trained in both Ju-Jitsu and Drunken Boxing IDW: for those who remember this is the same IDW Gemini had, and the same atributes. It is about the same size as a battle-riffle, if slightly more aerodynamic. It shoots a high-powered lazer beam capable of 200 yards and can wipe out anything in it's path. It's secondary weapon is a flamethrower, but it has low fuel capacity. The Typewritter: for those RE4 fans, this is in simple terms a Thompson sub-machine gun. It's Oslo's prefered weapon after the IDW, and when the latter is not being used it is slung over Oslo's back Magic bullets: homing bullets to be loaded into the Typewritter. Pistols: 2 six shooters. Pair o' knives: self explanitory Abilites: Hacking skills: Oslo can hack just about everything, which can lead to serious consequences: So he just happens top appear on a Big Daddy suit, or a whole army of androids strom a building? That may have been him crossing wires. The Many: If Oslo sees or knows Company operatives, he can copy their power. "Ark Royal" was supposed to be the operative who had the lot of everything. However he does not know he has this ability. Edited by S. Puma, Apr 27 2009, 09:48 PM.
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| FalloutJack | Mar 30 2009, 01:07 AM Post #27 |
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Awesome to the Badass to the Chaotic Mastermind.
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Okay, Jack's got a profile. Name: Evan Ramsey Age: 22 Gender: Male Occupation: Doctor, Accountant, Safety Inspector, Government Agent, Company Official, and any number of other things that he has managed to pull off in a long list of flim-flams, false identities, and clever tricks. He is, therefore, self-employed. Appearance: Evan is a rather handsome young man, given to have an average body tone, caucasian skin, and a height of close to 6 feet. He is given to have light-brown straight hair which is not long, but more or less semi-short. He wears glasses which adjust his sight negligably, which means he is not legally blind (or illegally blind, for that matter). His eyes are, by the way, hazel-colored. He has the look and the air of an intellectual and a friendly persona...if you know him the right way. Under any other circumstance, you could be fooled into thinking that he has other appearances and demeanors in the way he carries himself. But WITHOUT use of his powers, this is basically how you find him. You'll see him wearing blue jeans, black running shoes, a gray shirt, and a green spring jacket. The man has some style and knows it. He's got...moxie. Personality: I said he has the look of an intellectual, and well...that's what he is. Not a snobby, stuck up one. Evan is a charismatic fellow who values thinking first, checking second, and acting third. He just also understands that you have to do these quick sometimes. He has a fair degree of confidence in himself and is not easy to catch off guard with things. When he's not fooling the hell out of people, Evan is a pretty friendly and straightforward guy. It's also imaginative about things. However, he has a thing about authority. Apparently, he doesn't follow it, at all. And it looks to be that he never has, either. There are some raw convictions in his heart. He's not too big on the way the world works at this time. Not a deconstructionist or an anarchist, but he will say that he's read V For Vendetta once or twice. Bit of a wild card in this one. Get him on your side and you're going places. Weapons/Equipment: This stuff... Shock Baton - Also referred to as a stun baton, but this one's ramped up a little. It has the shape and basic size of a tonfa weapon (those nightstick-looking things from Japan). It's metal and tough on the noggin for just smacking people around. He carries no other weapon at this time. Special Powers: Ah, here we go... Psychic - Evan has been experimenting subtly with his abilities since the first day they came about, which was earlier than the norm. He is an imaginative prodigy on this, capable of some very quick and skillful uses of it that go widely unnoticed, with plenty of experience to do heavier manipulation and such. He uses psychic power to adjust perceptions, change and implant memories, give commands and influence, as well as anything that is outwardly forceful for a psychic. I'm just going on record to say that he's best-skilled at fooling others and covering his tracks. It's allowed him to work or not-work at jobs he doesn't have, make sure he gets paid (twice), and throw around people he can't thwart so easily. Background: And now... The Capital is god and state, creator of your fate and ender to your destiny. But Evan Ramsey wouldn't have it. Not because he was in a high place in society or in the lows either. It was simply something that occurred to a younger lad while living his pretty down-to-Earth life with his parents. To someone with his wit, charm, and imagination...the prospect of staying the same in life and letting someone else decide how he was gonna live his life was not acceptable. You might be curious, then, as to why the Capital has failed to notice Evan balking at the system. That would be because he's picking his targets and dealing with them in secret. In fact, even THEY don't know that they're running his errands for him, hiring and paying him, allowing him in and around corporate sites and other places he shouldn't be. No record of ANY of this occurs. He's played it smart. The Capital has molded society into people waiting to be zombies who don't know any better, and so Evan is on a quest to either use it to his advantage...or break it. His parents will live out their days as completely ordinary people and society would have them drag him along for the ride. That is why Evan has done this thing. He will not be imfamous, but he will live the way he wants to. Of course NOW...there has been some interesting things going on, haven't there? Well, it's very hard for a psychic to miss out, correct? He's a perceptive young man, and a sneak to boot. Surely some able-minded fellow who's in the know will gladly share his knowledge without being aware of ever having given it away... Right? Right... Edited by FalloutJack, Sep 4 2009, 06:38 PM.
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| S. Puma | Apr 4 2009, 12:27 PM Post #28 |
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HOME DEPOT MAN!!!
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Alright, Themistocles told me that he wanted 2 or 3 more people before Jack posted, so we are waiting on at least one more man (or woman). Could someone post quickly so that we can get this thign fired up? |
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| Themistocles | Apr 4 2009, 05:10 PM Post #29 |
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Thanks for supporting the RP, Puma. It means a lot. I've had this page open for some time, and it's about time we started. Regardless of if anyone else joins, I am starting this RP on Monday. I'm not going to let this RP be held back because a few people are too lazy to post. Frankly, in a character-based RP it's usually better when there aren't too many people playing; too many people just makes it harder to play. There are a few people I've been waiting on, but if they don't join soon I'll start without them. I want everyone to know that this page will remain open after we get Epitaph running. That means people will still be able to join after we start. But we are going to start, no matter what. |
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| EmperorBobV | Apr 6 2009, 02:24 AM Post #30 |
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Morphumax
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Good news and terrible news...First the good news: I finally got around to writing up my character, and I'm just waiting on approval from Them before I post it. And now for the terrible news...I spent the last 5 hours drawing my character (in flash). I was less than five minutes away from being finished (I had a small area, an exposed knee, to re-shade), and flash crashed. Due to stupidity, I didn't save at all, and tomorrow I get to start all over. Hopefully it'll go faster the second time around, or perhaps I'll be able to find a way to recover it (I doubt it though...). I wish flash cs3 had an autosave feature built in...or at least some sort of file recovery... ~Bob Edited by EmperorBobV, Apr 6 2009, 02:31 AM.
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| Themistocles | Apr 6 2009, 11:40 AM Post #31 |
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I'm really sorry you have to start over on your drawing. I know it's terrible to have to restart something you've put a lot of effort into, and it sucks. I completely approve and support your character, Masau; he's awesome. You're free to post at any time. You can always post the profile and then add your drawing later in an edit. Is everyone able to start playing the RP today? I was planning on starting it this afternoon or this evening. If anyone objects to this, please tell me. And if anyone happens to know that another player is unable (eg. gone away for spring break or something) please tell me about that too. Remember that people will still be able to join even after the RP starts. Any major new additions to the gameplay will be posted twice: once on a new post for everyone to find, and once on the original post for new people to see. New additions to the storyline will be introduced in-game. |
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| EmperorBobV | Apr 6 2009, 06:32 PM Post #32 |
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Morphumax
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Yeah, today is fine. I'll add formatting to my character (and make some changes to arrangement) and post it in an hour or so. I'm nearly done redrawing his picture (about an hour left), and I learned my lesson about not saving...at least for now .~Bob |
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| S. Puma | Apr 6 2009, 07:14 PM Post #33 |
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HOME DEPOT MAN!!!
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Today works, I'm ready to start this. BTW: are we ever going to find out about your character Them, or are we going to be left in the dark? Edited by S. Puma, Apr 6 2009, 07:15 PM.
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| Themistocles | Apr 6 2009, 09:41 PM Post #34 |
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I'm fairly new to this whole forum RP thing, so forgive me for not knowing any of this stuff. Puma, you mentioned my character. Am I supposed to have a character? Seriously, am I? As far as characters go, my intention was to narrate this RP from an omniscient perspective, utilizing side characters to further the story from time to time. For example, if all the players somehow ended up in the same room, in front of the Administrator of an influential Family, I would first narrate (not all at once, unless it was meant to be sudden) how each character got there. Then I might take up the perspective of the Administrator temporarily, or perhaps his slave on the sidelines. I personally feel that for me, the GM (is that the right term?), to be an active character in the RP would be very unfair, because I could manipulate the world around me and influence everything that happens. That's like playing a game of chess where you can teleport your pieces to any location on the board and replace the enemy's queen with pawns. And that's completely unfair. In my own opinion, my role here is to tell the story, much as an author would in his novel, and set the stage for the events that happen, using both omniscient narration and individual perspectives to tell it. You are the characters, able to make the choices and carry out the actions. In a way it's my sandbox, but it's your playground; you do what you will. You all have more experience; please tell me your opinions on what my role should be in this RP. I can't really start it until I determine my narration style. I simply don't think it's fair to be a participating character in my own game. |
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| S. Puma | Apr 6 2009, 11:33 PM Post #35 |
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HOME DEPOT MAN!!!
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If you haven't read my PM yet, I will tell you the basis of it. +Although you don't have to, the God Mod (GM) usually will place a character of their own design directly under their control, so they can participate as well + Keep in mind how much power you have, you can cause situations that could lead a character to a certain place, but you cannot make the character go there. Only on rare and notified occasions can the GM take control of another character (for example, when Led left and left his own character to us in Snafu, Jack took control of it to make him say the stuff that would incite his death in the RP). Now, from what I picked up from that last post you want to explain the situation from different POVs, that is fine. Since you will be voicing thousands of smaller characters, I would personally let you pass from having a character for this. I think you will be fine, we can start this up. |
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| EmperorBobV | Apr 7 2009, 01:33 AM Post #36 |
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Morphumax
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Here's my character...I decided to not make him crazy. He does however, have a dog. Oh...and he'll probably hate you (nothing personal, he hates pretty much everyone after peering into their minds for a few seconds). I was lazy when I got to the background...so I just used something I found online, without modifying it (aside from cropping). Character: Name: Jim Wood Occupation: Nomadic thief. Age: 26 Sex: Male Appearance: Jim is short (5' 3"), and very light (120 lbs). He is white, has short black hair, and black eyes. Wears a black, long sleeve shirt, and black jeans (both in poor condition). ![]() History: Jim was born 26 years ago, on August 25th. He was born in the Capital (the actual city...). He was an average person. The only remarkable thing about him, was how incredibly unremarkable he was. At least...until the day he turned 8. It was on his 8th birthday that his psychic abilities first appeared. Jim was walking across a busy street when suddenly he heard thousands of voices. The sudden increase in activity in his brain caused him to lose control of his body, and he collapsed. Jim managed to turn his head and saw an approaching car, but he blacked before it hit. Jim awoke several hours later in an alley. A large dog was laying next to him, and the voices were gone. After getting his bearings, Jim began to walk back home, and the dog followed him. Jim decided to keep the dog (mostly because the dog probably would have followed him either way), and named her Shadow. A few days later, the voices returned, and once again, Jim lost control and blacked out. Luckily, he was at home this time. When he awoke, he decided he needed to get away from the crowded area of the Capital. He left his Family a few hours later, taking only some clothes, and food. Jim tried to get Shadow to stay behind, but quickly realized it was a lost cause and gave up. The next day, after taking a bus to a smaller city, Jim was attacked by a small group of thieves...Shadow quickly killed two of them, and the rest ran away. After that, the voices started coming more and more often, but their intensity was much less than the first few times, and Jim's brain had little problem handling it. After running out of food, Jim turned to crime to keep himself fed. At first, he didn't plan anything, and was nearly caught multiple times. Each time, Shadow was there to keep him out of harms way. Realizing how much danger his rash actions were putting Shadow in, and how much use his talent could be, Jim began honing his telepathy, until he could block out the minds he didn't want to listen to. He began to use his telepathy to plan his strikes for when people would be gone, and plant suggestions in the minds of anyone who strayed to close. Jim spent the next few years of his life using his ability to steal, but the more he listened to the thoughts of others, the more he began to despise them. When he turned 12, Jim left the Capital, and civilization, entirely, and began living in one of the many unpopulated areas of the world. Soon after leaving civilization, Jim began to hear Shadow, who's voice had always been there, but was to faint for Jim to pick out of the rest of the voices. It took Jim nearly two days and countless hours searching for the source of the voice before he realized it was Shadow. About a year after Jim left the civilization, a group of people who had left the Capital stumbled upon his new home. Jim didn't really want them to stay, but he didn't want to make them leave either, so he allowed them to stay and isolated himself from them, and they stayed away from him, out of fear of Shadow. No matter what he did though, he couldn't block out their voices, and he grew to despise them as well. Over the next 10 years, more and more people came to the area that had once been home to only him and Shadow. During this time, Shadow taught him ways to block out the voices more effectively, as well as how to prevent others from reading his own thoughts. After he finished his training with Shadow, Jim decided to reintegrate himself into the society he so despised. He didn't make many friends though, due to disliking nearly every person the second he looked into their mind. Recently, he decided he was going back to the Capital, ignoring those who said it was a stupid decision (which was everyone). Personality: Aside from time he spends interacting with other humans, Jim loves his life. Jim cares more for Shadow than he does for his own well being, but knows that there are few situations where Shadow can't handle herself. When Shadow is near, Jim is very confident, and makes quick, rational decisions. But when they are apart, Jim falls to pieces, unable to focus on anything that might be useful until he is reunited with her. Jim has come to depend on her company so greatly that in a matter of only a few hours apart, Jim begins to show signs of insanity, including random outbursts that seem to make no sense, loss of memory, complete lack of focus, as well as losing the considerable control over his powers he's gained over the years. However, upon reunion with Shadow, Jim returns to normal in a matter of minutes, and seldom even remembers his spree of insanity. Weapons/Equipment (He starts with this): Shadow: While not really equipment or strictly a weapon, Shadow is Jim's primary defense (and offense), due to her incredible speed, agility, and strength. Two (unmatching) daggers: One stolen from his Family when he left them, and the other stolen from one of the first houses he broke into. He has never used either in real combat, as Shadow always gets to the enemies first. Pistol: This was stolen from another house he broke into, and once again, he has never used it in real combat. Unfortunately, it has no bullets, he used the last of them at a mock shooting range he set up during his time away from civilization, and hasn't had an opportunity to acquire more. He is a fairly good shot though. Watch: A simple object that was at one point used for telling time. It no longer works, but Jim still wears it because it was given to him by the only human he was ever close to, one of the older boys from his Family. He died shortly before Jim left. Flashlight: While Shadow can see in the dark, and has been helpful in the past, Jim prefers to be able to guide himself. Special Powers: Telepathy: He can read the minds of others (and has the ability to completely ignore them as well), communicate with Shadow and many humans telepathically, can plant minor "suggestions" in the minds of others, and can block others from reading his mind. NOTE: Suggestions include stuff like "go left instead of right", or "there was a noise to your left, go check it out", and there is no guarantee that the target will obey them. Suggestions that are not something the target would normally do are ignored, and often put the target on guard, preventing further suggestion. Hallucination: Not a power, but a weakness. Due to Jim's connection to Shadow, he has begun to rely heavily on her presence in his mind. When they are separated (mentally) for long periods of time, Jim begins to shut down. During this process, Jim's conscious mind travels between the real world and seemingly random locations (usually places that he has been with Shadow, or will be with Shadow. However, sometimes his mind goes to places that don't even exist). During such episodes, Jim's body continues to do whatever it was beforehand (i.e. if he's running, he won't stop till he hits something). The only exception is moments before his conscious mind returns to the real world. During this time, actions taken in the 'fake' world are also taken in the real world (if possible). None of the information in gained during such experiences can be trusted. While his conscious mind is experiencing one of these hallucinations, his subconscious mind keeps track of the everything going on around him, resulting in two sets of memories when the conscious mind returns. As the length of separation increases, Jim becomes less and less able to tell the difference between what is real and what isn't. Dog Name: Shadow Breed: Black, Group Q Capital Shepherd (a genetically modified German Shepherd) Appearance: Um...pretty much like this: ![]() Sex: Female Height: 30" Weight: 110 lbs Age: 20 (Note: although very old for most dogs, it's not that old for a Capital Shepherd, so no age penalty to movement and whatnot) Temperament: Loyal and protective. Agressive to new people, but friendly to anyone she knows, unless she feels her master is threatened. History (the breed): The Capital, like many groups and countries throughout history, used dogs to support it's military. Unlike most, the Capital used genetically altered dogs, rather than the standard selective breeding used in the past. The primary dog used was the German Shepherd, chosen for it's intelligence, loyalty, fearlessness, size, and protectiveness, as well as other traits. Not satisfied with the current German Shepherd, the Capital made changes to the genes of the dogs, greatly increasing intelligence, strength, speed, agility, reflexes, endurance, size, and lifespan. The new breed was given the name Capital Shepherd, and are the primary dog used by the Capital. Very few exist that are not owned and used by the Capital. There were 24 different groups created originally, each one given a letter between A and X. Each group was specialized for a specific task, with group A being a generic set. Intermixing the bloodlines is forbidden, and any dog of a mixed bloodline is killed at birth. Intelligence: Can understand commands in nearly any language they are exposed to at a very early age. Able to communicate with each other using telepathy, and can occasionally communicate with telepathic humans. The range and control of their communication is much greater than the average human telepath. They are great at relaying information, but don't have the ability to think very far in the future, so they require a human counterpart to do the heavy thinking for them. Breed information: Color: Differs as greatly as the German Shepherd. Height: 29-34" Weight: 100-130 lbs Temperament: Fearless and extremely loyal. Generally 'attach' themselves to one or two people, whom they will protect and obey until they die, regardless of what those people do. Lifespan: Not really known...because most die in combat within the first 10 years. Estimated to be between 30 and 50, but one of the first from group A was 65 years old when the Capital decided he wasn't useful any more. He probably would have lived another 20 years at least before dying of old age. Training: The first few months of their life, they are trained by a group of specialized trainers, but to create an attachment to the proper people, their training is taken over by their future masters. Dogs are not given names, but rather a bloodline letter followed by the generation number, a hyphen, and the number within that generation. Usage: Generally used in multiple small groups, each group has a leader, who can communicate with telepathic humans. Each group is supported by a group of humans, one of whom is always telepathic. Due to their telepathic range and control, dogs are often used as a more secure method of communication then radios. The Capital dictates that injured dogs are to be abandoned. History (Shadow): Shadow is a black pure breed Capital Shepherd. She was dog Q13-57, the 57th dog of the 13rd generation of the Q bloodline, which specializes in telepathy, most specifically, telepathy with humans. After her birth and training, she and her trainer, a telepath named Frank, were deployed in Russia. Near the end of one of the offensives against USR, Shadow took a bullet in the rear right leg. Ignoring the procedure regarding injured dogs laid down by the Capital, Frank rescued the dog, removing the bullet and bringing Shadow back with him. When his flight returned to the Capital, it was discovered that he had broken procedure, and was put to death. Upon the death of his master, Shadow went berserk, killing the executioner, as well as the three other people in the room, before escaping. Shadow wandered the streets of the Capital for half a year before seeing Jim collapse in the street. Shadow saved Jim from the oncoming car, because he reminded Shadow of Frank. Shadow took Jim to an abandoned building, and lay next to him until Jim awoke. NOTE: Due to Shadow's breeding and training, the only person who can hear her is Jim, unless she intentionally speaks to someone else. This often causes people to think Jim is crazy when he does something (like laugh) in response to Shadow. And occasionally he believes it himself. Shadow is also one of the few who can talk to any human. Group Q information: Bred primarily for: Telepathy, defense group leader Training: Telepathy, defense coordination Trainer/Master requirements: Telepath, extensive defense/coordination training Size: Slightly above average Intelligence: Significantly above average Telepathy: All can converse with at least one telepathic human, most can converse with any telepath, a few can converse with any human Strength: Significantly above average Agility: Slightly below average Speed: Slightly above average Reflexes: Below average Endurance: Slightly below average Temperament: Territorial, unfriendly to unknown dogs and people. Vicious to anyone or anything considered a threat. Lifespan: Unknown. Oldest is Shadow, at 20. Second oldest was 15, she died in combat like the rest. EDIT: I added some stuff... EDIT2: I finished the picture. EDIT3: Added personality...can't believe I forgot that. ~Bob Edited by EmperorBobV, Aug 30 2009, 09:51 PM.
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| Cyphon | Apr 7 2009, 07:31 PM Post #37 |
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Cyphon -Bloodthirsty Menace -Former Serial Killer -Targets only those who have a chance of defending themselves -Hard to get his trust, but loyal and dependable if you do Age-26 Height- 6'2" Weight- 203 Spent 19 years training with military in all forms of weaponry and unarmed combat Freakishly Agile and Fast, but still within human bounds Can turn invisible IQ of 202 -Lived out in mountains to avoid capital long enough to grow to adulthood -Spent 2 years in an underground resistance group (age 21-23) -Primarily used long range rifles (M16/Berret 50 cal) or large pistols -Works as spy with former KGB agents (Russian Special Operation) -Appears to be normal and acts as if he is simply a common man when infact he could kill you just for looking at him -Sorry I'm late putting up my character Edited by Cyphon, Apr 7 2009, 07:40 PM.
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| S. Puma | Apr 7 2009, 07:45 PM Post #38 |
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HOME DEPOT MAN!!!
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Very late, we were supposed to start yesterday. Whatever. |
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| Cyphon | Apr 7 2009, 09:14 PM Post #39 |
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My internet and computer have been having issues thats why my character is so late. It took half an hour just to start my computer up! Anyone able to tell me how to make my own RP Edited by Cyphon, Apr 7 2009, 09:16 PM.
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| Cyphon | Apr 7 2009, 09:20 PM Post #40 |
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Physical description: Kranford is well-muscled, 6'4" tall, and weighs about 185 pounds. How can he be well muscled if he is that height and weight. I'm 6' and weigh 191 and have a very low body fat content, he should be at least 200 maybe more than 210. -My random rant |
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| Kranford T. Butcher | Apr 7 2009, 09:42 PM Post #41 |
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The Count
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The funky height and weight were due to my terrible sense of proportions with height and weight. On a side note however, Kran is a highly-trained assassin, and has probably subjected himself to a ferocious training regimen. |
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| Themistocles | Apr 7 2009, 10:09 PM Post #42 |
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To everyone who's been waiting patiently for the past few days: thank you for your patience. I know I promised to begin Epitaph on Monday, and I know I postponed it so everyone who wanted to could join. I ask you to please have just a bit more patience; I am unable to start the RP tonight. I promise to start it tomorrow morning; if I don't, I will have failed to keep my promise. But it will not come to that. |
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| EmperorBobV | Apr 7 2009, 10:35 PM Post #43 |
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Morphumax
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LOL. Anyway, alright, sounds good.[/color] ~Bob |
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| Cyphon | Apr 8 2009, 07:43 AM Post #44 |
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Can anyone tell me how to make an RP? |
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| S. Puma | Apr 8 2009, 12:31 PM Post #45 |
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HOME DEPOT MAN!!!
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Not the right place to bring said idea up. I'll give you the basics: You think of a world, you think of the rules of that world, then you invite people to play in said world. Actually, I shouldn't be angsty. This makes me a hypocrite since I have never made one myself. Edited by S. Puma, Apr 8 2009, 05:54 PM.
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| FalloutJack | Apr 8 2009, 03:48 PM Post #46 |
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Awesome to the Badass to the Chaotic Mastermind.
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Ah, good. I won't have to concentrate on this while I'm sick. Looking forward to it during a spat of good health. |
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| Themistocles | Apr 8 2009, 07:55 PM Post #47 |
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For anyone who hasn't seen it, I posted Part I of Epitaph. It's called "Chorus of Whispers", and you'll find it under General Roleplay. |
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| EmperorBobV | Apr 9 2009, 12:04 AM Post #48 |
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Morphumax
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I added Jim's personality to my character profile. It's right below the history. Basically, it says that Jim hates society, but loves his life (at least while he's not dealing with other human beings). It also says he completely falls apart when Shadow isn't there (which will be seen very early in the RP). ~Bob |
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| EmperorBobV | Apr 9 2009, 08:14 AM Post #49 |
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Morphumax
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Btw, are we on the one post per update rule or no? EDIT: Sorry for the double post ~Bob |
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| S. Puma | Apr 9 2009, 03:56 PM Post #50 |
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HOME DEPOT MAN!!!
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Dunno. I'm waiting for Mike or Kranny to respond before I make any rash actions. |
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| FalloutJack | Apr 9 2009, 04:44 PM Post #51 |
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Awesome to the Badass to the Chaotic Mastermind.
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I'll probably get into this later tonight, or tomorrow. Time is short. |
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| Themistocles | Apr 9 2009, 05:08 PM Post #52 |
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There's no limit to how many times you can post per update. For the most part, it's more convenient if you have one longer post to describe what you're doing. But if you want to interact a lot with other characters, you're welcome to post multiple times. Although I will generally post a major update once every two days or so, right now I'm going to wait until everyone posts at least once before updating. |
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| EmperorBobV | Apr 9 2009, 05:50 PM Post #53 |
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Morphumax
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Alright. Just wanted to be sure. I'm planning on waiting till at least Jack posts, since he's the only one in the Circle who hasn't yet. Also...I'd just like to say...Team Circle is winning...no dominating the post count race ![]() ~Bob |
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| Themistocles | Apr 9 2009, 09:46 PM Post #54 |
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(this applies to people in the circle, not just those in the cell) Kranford just brought up an interesting point, which I should have explained earlier: there isn't much to do in a small room with nothing in it. The whole point of being in there is that you are forced to be creative. You need to experiment with your surroundings, try different things and see what reactions you. You need to interact with each other, as well as any side-characters you see along the way. I'm not some video game AI that only lets you go through the game if you follow the pre-programmed series of events. This is a world that responds to what you do, when you do it; that will evolve as you evolve. If you walk into an area that was thought to be a boundary, you won't find an invisible wall; the world will grow, and suddenly that uncharted place will come to life. In updates, I will explain what responses and consequences come from your actions; sometimes, if it's important, I'll have a short update just to explain one thing. Please take advantage of this. Bang on the glass to get the attention of the people on the other side, or smash it to create weapons and threaten each other. Make friends with each other or become enemies. Try to search the room for hidden cameras. And remember that your choices now will continue to have effect throughout the game. Keep in mind that the other players are human beings, playing through the game themselves. Your choices will not only affect how I make the world react, but also how other players react. All this applies for the people in the stone circle, too. By the way, the three people in the stone circle are the three with psychic abilities; keep that in mind. There's a reason. |
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| FalloutJack | Apr 10 2009, 01:44 AM Post #55 |
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Awesome to the Badass to the Chaotic Mastermind.
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You just gave me licence to be bizarre. Why thank you! Heh heh heh... |
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| Themistocles | Apr 10 2009, 10:36 AM Post #56 |
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Just wanted to say that you guys are doing awesome. You're being creative and trying a lot of different techniques for... whatever your goals are. Sorry if that sounded like something a psychiatrist would say, but... Fallout, I'm glad you like the license to be bizarre. As I said before, I will refrain from updating until everyone has posted. That means we're waiting on Mike. However, you're all free to post a second time if you want. By the way: there's no door in the room, but there is a window. And Kranford can't see the camera. He just imagines it. Edited by Themistocles, Apr 10 2009, 10:45 AM.
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| MikeV37 | Apr 11 2009, 02:32 AM Post #57 |
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Okay, if there's something not appearing which can be assumed to be there, mentioning that it's NOT there is just as important as mentioning things that ARE there. When you described the room, you did not mention that there was no door. Rooms, unless otherwise specified, have doors. Discussing thread doesn't count, because it's unnecessary to read it. Whatever, I'll edit my post.. And.. edited. |
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| Themistocles | Apr 11 2009, 11:38 AM Post #58 |
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Sorry. I know I should have mentioned that there was no door. But that doesn't mean you shouldn't look for one. As Mike said, rooms usually have doors. You need to figure out: does it have a door after all, and it's hidden? Or is there some other method of escaping the room? |
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| S. Puma | Apr 11 2009, 12:36 PM Post #59 |
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HOME DEPOT MAN!!!
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Newbie hiccups, they happen to everyone at everything. |
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| crazypyromaniac | Apr 12 2009, 01:15 PM Post #60 |
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is it too late to join now? i finally only just got around too looking at this and thought it might be fun |
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7:13 PM Jul 10