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The Adventuring Guild of Fair-River (RP-Recruiting)

  • Susan
  • BCI Member
  • harlot and pretend virgin and quitter
So yeah, I'm gonna spend two FP to get a new character, dropping Verity's 4 FP (Bri's Lover's Quarrel, Snowball Fight) to 2 again.

Name: Elizabeth Sunova Player: Susan
Gender: Female
Age: ~25
Race: Bi-Colored (White, Blonde) Siberian (Feline)

Combat Stats

HP: 15/15 FP: 1

ATT: 8 DEF: 6 VIT: 5

Attributes

Bod: 5
Agi: 7
IQ: 3
Per: 8
Cha: 7

Special Moves

Attack Boost (ATT+): Using her knowledge of advanced sword moves that she was taught during her stay at the monastery, she can strike her enemies in far weaker places or in gaps in their armor, effectively dealing more damage to them than her slender rapier could normally do.

Bypass (Defense Break): Elle uses great force to attack her opponent, blowing through their defense. Though, it is a rapier and as such it wouldn’t be able to do such great damage as a larger sword would, but it will certainly leave their defense in… halves, so to speak~

Enable (Support): She learned a lot from the monks during her time there, and beyond her passion to work out she also knows several ways to combat fatigue in the human body for a short time. She can help out one of her tired allies with this knowledge, allowing them to use a more powerful move when they normally would be unable to.

Quirks

Close Combatant (Passive): The academy and the monastery taught the girl many an experienced move for usage with her sword, and as such she relies on it heavily to deal with enemies. This has left her with no knowledge regarding the operation of firearms or bows or any sort of ranged weapon, though she does not really care.

Critical Strike (Passive): Again, using the knowledge of moves she had learned over the course of years, the girl will take advantage of the flawless execution of an attack to make another one in rapid succession. However, should she stumble and mess up her attack, out of shame she refuses to attack next turn to atone for her inability to fight.

Quick Info

Elizabeth Chasunova, an ex-guardswoman with a slender rapier and great skill with swords.

A : 8 D : 6 V : 5
B : 5 A : 7 I : 3 P : 8 C : 7

Description

Elizabeth, or preferably “Elle” was born far, far up North, so far that the nights actually lasted for days, so her town was always encased in what one could call “perpetual darkness”. Her town went by the name of Frissonville and was a small fishing village when she was conceived. It was sometime during this period that a deposit of platinum was discovered in the town’s shale mines, causing it to surge in population, most notably the darker side of town. This did not please Frissonville’s small and ailing Guard, which Elle joined at a young age, following in her father’s footsteps.

Elle’s father came from a long line of bloodthirsty warriors, descended from nomadic tribes that once roamed the Northern Wastes. As such, he quickly ascended the ranks and became the Chief of Frissonville’s constabulary and was subsequently delighted to find that his daughter had joined his ranks. Almost immediately he made her a detective, much to her and the Guard’s dismay. Instead of promoting her based on ability, he favored her above his men and put her in a position she proved inept at for the first few months, taking a while to get used to her bearings. A few years after she finally became an adept detective and was no longer jokingly called Detective Dumbass, her father was assassinated by a rogue group of assassins.

The criminals and the officers had a good deal at first. The criminals wouldn’t stir too much trouble up or harass the citizens too much, and the officers would lay off and allow them to do whatever they pleased. This deal seemed quite fair and it, in actuality, did work for awhile… until some newer refugees arrived and unknowingly raped and killed Elle’s mother, changing her father for the worse. He turned into a cold and bitter man, once loved and respected by the town was now known almost as a tyrannical leader who crushed rebellion with his force. He used his officers much like soldiers and cracked down hard on the criminals and citizens, throwing the town into a whirlwind of turmoil and fighting. Not more than a year after Elle’s mother’s death, a few assassins, supplied by angry civilians, managed to break into the facility and assassinate her father, Elle being the first detective on the scene after his body was discovered by the hapless cleaning lady. That, too, changed Elle.

Under unanimous vote within the Guard’s ranks, Elle was elected the next Chief of the Guard for Frissonville, under the delusion that she could perform as well as her father. This was also a fabrication, propaganda formulated by her subordinates that she tried hard to stop. The girl certainly was a terrible strategist and was more akin to the grunts in strength and attack, not one to enjoy being cooped up in an office. The Guard suffered in it’s newly waged war against the criminals with Elle as their leader, their cracked foundation that slowly began to degenerate until yet again, tragedy struck.

Even through the increasing brutality, the town’s criminal population surged regardless. The temptation surrounding acquiring platinum and making a quick buck as a tad too much to pass up. It was around the girl’s twenty-second birthday that the criminals and citizens banded together and revolted against the Guard, ultimately catching them with their pants down and slaughtering the entirety of the Guard except for a few that managed to escape from the battle into the freezing wastes. Stories came to the officers-turned-refugees about how the criminal population had turned the entire town into an almost mob-like hierarchy, using it as a base of operations and the like, relying on the platinum deposits for funds. The group roved around the town outskirts for awhile, losing numbers as they were picked off by the newly-strengthened bandit ranks.

Eventually Elle was forced to flee her hometown, the single and sole survivor of the remnants of the Guard. Staggering along in the freezing winds carrying nothing but her armor, a sword, and a pack, she fainted and fell into the snow, presumably left for dead. However, she was near a monastery and the monks took her in, showing her just how far she had wandered from her hometown. She stayed with these monks for a few years, training hard like she did in the academy, before the criminals also extended their lines, scouting parties having spotted her in the monastery. She was forced to flee again, this time to Fair River, knowing it was too far South for her old enemies to find her. While in town, she heard of the guild, and decided it would help her stay in shape while also defending and protecting the innocent.

Other Tidbits

On the outside, Elle projects a very silly and frat-boy-esque person, trying her very best to laugh instead of otherwise being "uptight" all the time. This is all just a façade, however, because on the inside Elle is just a scared and emotional girl, her true self kept under lock and key so to ensure she cannot hurt anyone or allow anyone to get attached to her, lest she bring another tragedy about and cause the death of friends. This does not mean she is, for lack of a better term, an ass, she simply worries internally about how she may affect her friends, though this does not get shown through her façade. She also blames herself for the slaughtering at her hometown, and in truth, she was at fault but far less than her father was. Despite her aversion to forming emotional bonds, Elle is a very true and loyal friend, willing to stick to her allies through thick and thin regardless of whatever choices they make, unless those choices, of course, make them a criminal. Elle harbors an unnatural hatred for criminals, causing her to lash out at them - at best, she’ll simply ignore you. Otherwise, she’ll castrate you and hang you by your entrails. This does not mean she is not open to socializing with criminals, quite the contrary! She loves socializing with them so she can learn their inner workings, knowing one’s enemy. In the event she actually establishes a friendship with them, she will trust them as far as she can throw them.

In terms of appearance, Elle only wears her armor when need be. It’s a dark navy shade with white trim, heavily battle scarred and worn from blizzards and blades alike. Her normal attire consists of her Guard uniform, also a faded navy blue complete with the epaulets of a high-ranking officer. She also has her badge on her chest, though it is rusted and faded, the only part visible being her name and the city’s name. Her left ear is torn, a trophy from an earlier battle, and there is a large scar across her right eye, also made by the same swordsman who had clipped her ear. Her armament consists of a lightweight rapier with a decorated hand guard, a remnant of her service in the Guard. This is kept by her side at all times as she was taught to always be prepared for a fight. Elle also usually keeps her hair up either in a bun or ponytail simply because she does not care about looking pretty. Her eyes are a smoky grey and her fur is mainly white with a few blonde spots amid the sea of snow-like coloring. The girl is also very toned since she enjoys working out so much, but she is not ripped. She still maintains those feminine curves without sacrificing them for brute strength.

On the many occasions she’s tossed into a fray, the girl does enjoy routing enemies quickly and with much force, though she can tire out quickly. Her attacks are mainly focused on dealing a great amount of damage, but she can also give her allies a small boost so that they may use a stronger attack again. She relatively enjoys slaughtering criminals, seemingly interpreting it as revenge for her fallen comrades, but she dislikes harming anything she would perceive as ‘good’, such as knights or the divine.

This post has been edited by Susan: 30 March 2011 - 05:17 AM

  • #101

View PostSusan, on 16 March 2011 - 06:34 AM, said:

So yeah, I'm gonna spend two FP to get a new character, dropping Verity's 4 FP (Bri's Lover's Quarrel, Snowball Fight) to 2 again.

Name: Elizabeth Sunova Player: Susan
Gender: Female
Age: ~25
Race: Bi-Colored (White, Blonde) Siberian (Feline)

Combat Stats

HP: 15/15 FP: 1

ATT: 8 DEF: 6 VIT: 5

Attributes

Bod: 5
Agi: 7
IQ: 3
Per: 8
Cha: 7

Special Moves

Attack Boost (ATT+): Using her knowledge of advanced sword moves that she was taught during her stay at the monastery, she can strike her enemies in far weaker places or in gaps in their armor, effectively dealing more damage to them than her slender rapier could normally do.

Bypass (Defense Break): Elle uses great force to attack her opponent, blowing through their defense. Though, it is a rapier and as such it wouldn’t be able to do such great damage as a larger sword would, but it will certainly leave their defense in… halves, so to speak~

Enable (Support): She learned a lot from the monks during her time there, and beyond her passion to work out she also knows several ways to combat fatigue in the human body for a short time. She can help out one of her tired allies with this knowledge, allowing them to use a more powerful move when they normally would be unable to.

Quirks

Close Combatant (Passive): The police academy and the monastery taught the girl many an experienced move for usage with her sword, and as such she relies on it heavily to deal with enemies. This has left her with no knowledge regarding the operation of firearms or bows or any sort of ranged weapon, though she does not really care.

Critical Strike (Passive): Again, using the knowledge of moves she had learned over the course of years, the girl will take advantage of the flawless execution of an attack to make another one in rapid succession. However, should she stumble and mess up her attack, out of shame she refuses to attack next turn to atone for her inability to fight.

Veteran Officer (Passive): Being a police officer, Elle has a great knowledge of the criminal underworld and as such has been exposed to many a sleaze ball, subsequently growing adept to spotting their attacks and mannerisms. While dealing with crooks or other criminals, Elle gets a bonus (+2) to her defense, anticipating their attacks. However, she has also come to trust the symbols of law and justice fairly well, so when dealing with knights or angels, she loses (-2) some of her defense, trusting them blindly and ignorantly, far too much to actually pay attention to what attacks they’ll throw her way.

Quick Info

Elizabeth Chasunova, an ex-policewoman with a slender rapier and great skill with swords.

A : 8 D : 6 (4/8) V : 5
B : 5 A : 7 I : 3 P : 6 C : 9

Description

Elizabeth, or preferably “Elle” was born far, far up North, so far that the nights actually lasted for days, so her town was always encased in what one could call “perpetual darkness”. Her town went by the name of Frissonville and was a small fishing village when she was conceived. However, as she grew, so did the town’s population… but it was not for the better. As the years went by, a few thieves managed to find the town amongst the darkness and the blizzards, only deciding to take of refuge here. Time passed and word spread, and soon nearly a quarter of the town’s population was accredited to the unlawful. This did not please Frissonville’s small and ailing police force, which Elle joined at a young age, following in her father’s footsteps.

Elle’s father came from a long line of bloodthirsty warriors, descended from nomadic tribes that once roamed the Northern Wastes. As such, he quickly ascended the ranks and became the Chief of Frissonville’s constabulary and was subsequently delighted to find that his daughter had joined his ranks. Almost immediately he made her a detective, much to her and the force’s dismay. Instead of promoting her based on ability, he favored her above his men and put her in a position she proved inept at for the first few months, taking a while to get used to her bearings. A few years after she finally became an adept detective and was no longer jokingly called Detective Dumbass, her father was assassinated by a rogue group of assassins.

The criminals and the officers had a good deal at first. The criminals wouldn’t stir too much trouble up or harass the citizens too much, and the officers would lay off and allow them to do whatever they pleased. This deal seemed quite fair and it, in actuality, did work for awhile… until some newer refugees arrived and unknowingly raped and killed Elle’s mother, changing her father for the worse. He turned into a cold and bitter man, once loved and respected by the town was now known almost as a tyrannical leader who crushed rebellion with his force. He used his officers much like soldiers and cracked down hard on the criminals, throwing the town into a whirlwind of turmoil and fighting. Not more than a year after Elle’s mother’s death, a few assassins managed to break into the facility and assassinate her father, Elle being the first detective on the scene after his body was discovered by the hapless cleaning lady. That, too, changed Elle.

Under unanimous vote within the force’s ranks, Elle was elected the next Chief of Police for Frissonville, under the delusion that she could perform as well as her father. This was also a fabrication, propaganda formulated by her subordinates that she tried hard to stop. The girl certainly was a terrible strategist and was more akin to the grunts in strength and attack, not one to enjoy being cooped up in an office. The force suffered in it’s newly waged war against the criminals with Elle as their leader, their cracked foundation that slowly began to degenerate until yet again, tragedy struck.

Even through the increasing police brutality, the town’s criminal population surged regardless. It was around the girl’s twenty-second birthday that the criminals banded together and revolted against the police force, ultimately catching them off guard and slaughtering the entirety of the force except for a few that managed to escape from the battle into the freezing wastes. Stories came to the officers-turned-refugees about how the criminal population had turned the entire town into an almost mob-like hierarchy, using it as a base of operations and the like. They group roved around the town outskirts for awhile, losing numbers as they were picked off by the newly-strengthened bandit ranks.

Eventually Elle was forced to flee her hometown, the single and sole survivor of the remnants of the police force. Staggering along in the freezing winds carrying nothing but her armor, a sword, and a pack, she fainted and fell into the snow, presumably left for dead. However, she was near a monastery and the monks took her in, showing her just how far she had wandered from her hometown. She stayed with these monks for a few years, training hard like she did in the police academy, before the criminals also extended their lines, scouting parties having spotted her in the monastery. She was forced to flee again, this time to Fair River, knowing it was too far South for her old enemies to find her. While in town, she heard of the guild, and decided it would help her stay in shape while also defending and protecting the innocent.

Other Tidbits

On the outside, Elle projects a very calm and unemotional person, trying her very best not to laugh or otherwise emote beyond monotonous speech and the occasional laugh. This is all just a façade, however, because on the inside Elle is just a scared and emotional girl, her true self kept under lock and key so to ensure she cannot hurt anyone or allow anyone to get attached to her, lest she bring another tragedy about and cause the death of friends. This does not mean she is, for lack of a better term, an ass, she simply worries internally about how she may affect her friends, though this does not get shown through her façade. She also blames herself for the slaughtering at her hometown, and in truth, she was at fault but far less than her father was. Despite her aversion to forming emotional bonds, Elle is a very true and loyal friend, willing to stick to her allies through thick and thin regardless of whatever choices they make, unless those choices, of course, make them a criminal. Elle harbors an unnatural hatred for criminals, causing her to lash out at them - at best, she’ll simply ignore you. Otherwise, she’ll castrate you and hang you by your entrails. This does not mean she is not open to socializing with criminals, quite the contrary! She loves socializing with them so she can learn their inner workings, knowing one’s enemy. In the event she actually establishes a friendship with them, she will trust them as far as she can throw them.

In terms of appearance, Elle only wears her armor when need be. It’s a dark navy shade with white trim, heavily battle scarred and worn from blizzards and blades alike. Her normal attire consists of her police uniform, also a faded navy blue complete with the epaulettes of a high-ranking officer. She also has her badge on her chest, though it is rusted and faded, the only part visible being her name and the city’s name. Her left ear is torn, a trophy from an earlier battle, and there is a large scar across her right eye, also made by the same swordsman who had clipped her ear. Her armament consists of a lightweight rapier with a decorated hand guard, a remnant of her service in the force. This is kept by her side at all times as she was taught to always be prepared for a fight. Elle also usually keeps her hair up either in a bun or ponytail simply because she does not care about looking pretty. Her eyes are a smoky grey and her fur is mainly white with a few blonde spots amid the sea of snow-like coloring. The girl is also very toned since she enjoys working out so much, but she is not ripped. She still maintains those feminine curves without sacrificing them for brute strength.

On the many occasions she’s tossed into a fray, the girl does enjoy routing enemies quickly and with much force, though she can tire out quickly. Her attacks are mainly focused on dealing a great amount of damage, but she can also give her allies a small boost so that they may use a stronger attack again. She relatively enjoys slaughtering criminals, seemingly interpreting it as revenge for her fallen comrades, but she dislikes harming anything she would perceive as ‘good’, such as knights or the divine.



your charecter sheet makes me look stupid. :(
  • #102

@Susan

From a mechanics point of view the character is fine. With the exception of Veteran Officer. While there are exceptions most of what the players will be fighting in terms of human enemies are CROOKS. Thieves, criminals,bandits, and the similar. Fighting Guards, and Paladins, Angels etc is the -exception- not the rule, showing up far, far less often. Meaning you'd get your bonus more often then the penalty, which wouldn't be fair.

From a -story- point of view though I can't help but scratch my chin a little. I imagine you're not a big fan of critical reception but there seems to be a few things here that don't fit in my mind.

The first thing is really just a needless nitpick:In fantasy settings Police are called 'The Guard' more often then not, and using the term police will just sound off to most ears when swords and shields are present.

But.. as for the actual city itself... I have to ask... why the sudden jump in the cities population? What made this tiny town surrounded by -blizzards- and unnatural darkness attractive to well.. -anyone- besides mages trying to research why it's like that? Such a unique place isn't even attractive to thieves beyond those who want to leave their old lives behind. A Small town doesn't have money to steal after all. And generally crooks who have gone into hiding aren't going to send word to all their friends to join them; it's a fast way to be tracked down you know? If it's basically just a gang of thugs who show up in a small town and take over that makes sense; but that doesn't really match with the idea of their being a large organized Guard there which seems to be key to your characters story.

Personally (and you can disagree with this if you wish) I think it'd be more realistic if something caused the small town to become attractive to -everyone-. A discovery of Gold or another rare material etc that brought a sudden immigration. The town grew big, and the bad parts of big city life came with it. Her father doing his best to just 'manage' the growing issue at first, quite similar to the tolerance in the original story, the thing with his wife happens, he snaps and becomes iron fisted, and Crooks/Towns people alike come to hate him. The less savory types likely fanning the fires and seeing it as an opportunity to take over.

Same end result, a little more reasonable. It explains why no one ever came to help this city (Which was large enough to need an organized guard and well known enough to have crooks coming from everywhere? Not really a secret place anymore you know?). It wasn't crooks taking over to the rest of the country:It was the removal of the now corrupt leader by the people he governed.

And dude you really like picking on your characters parents don't you?

I must rush out the door -right now- I might add. I wanted to ponder this over in more detail but I have no time @_@;;
  • #103

  • Susan
  • BCI Member
  • harlot and pretend virgin and quitter

View PostBribri, on 16 March 2011 - 12:53 PM, said:

From a mechanics point of view the character is fine. With the exception of Veteran Officer. While there are exceptions most of what the players will be fighting in terms of human enemies are CROOKS. Thieves, criminals,bandits, and the similar. Fighting Guards, and Paladins, Angels etc is the -exception- not the rule, showing up far, far less often. Meaning you'd get your bonus more often then the penalty, which wouldn't be fair.

Mmkay! I figured something like that after I finished last night while in bed, and anyway I have no problem dropping it. Elle'll be fine without it.

View PostBribri, on 16 March 2011 - 12:53 PM, said:

From a -story- point of view though I can't help but scratch my chin a little. I imagine you're not a big fan of critical reception but there seems to be a few things here that don't fit in my mind.

Pfffft no, I don't take criticism for granted! Everyone screws up, and I screw up more often than not. Besides, this is what I get for trying to write up a backstory when half-asleep.

View PostBribri, on 16 March 2011 - 12:53 PM, said:

The first thing is really just a needless nitpick:In fantasy settings Police are called 'The Guard' more often then not, and using the term police will just sound off to most ears when swords and shields are present.

Yes, I knew this is what escaped me last night. I couldn't recall what they were referred to as! Again, what I get for writing late at night.

View PostBribri, on 16 March 2011 - 12:53 PM, said:

-story suggestion-

Yes, I'll agree with you here. Now that I read over it again it does seem a tad off, but I think I'll toss in some sort of mineral deposit as you suggested that would call out for criminals and the like to mosey on in.

View PostBribri, on 16 March 2011 - 12:53 PM, said:

And dude you really like picking on your characters parents don't you?

Yes, I'm a sadist, what can I say?
  • #104

@Susan
Yeah it looks fine now. I added her to the quick ref. The only thing that really catches my eye now is her Body score of '5'. Often times you described her as a rather physical character (if not extremely so) where as '5' is suppose to be the body score of an 'average Joe' as it were. Nothing HUGE given it only sounds like it's 1-2 points lower then the concept suggests at most, but I love to knit pick ;p.

If you want your quick ref description changed feel free to PM me about it. Keep in mind it's suppose to be a quick -description- of the character. Something someone can read over quickly so they know what they're -seeing-.

Edit:Oh and the quick ref you have in the post doesn't match the actual stat line you have in the post (I assumed the actual stat line was the correct one. 8 Per seems to make more sense for a Guard then 9 charisma but feel free to correct)

This post has been edited by Bribri: 17 March 2011 - 02:50 PM

  • #105

  • Susan
  • BCI Member
  • harlot and pretend virgin and quitter
Yeah, I figured I missed something. The QI was out of date so I went and fixed that.
  • #106

View PostBribri, on 17 March 2011 - 02:49 PM, said:

@Susan
Yeah it looks fine now. I added her to the quick ref. The only thing that really catches my eye now is her Body score of '5'. Often times you described her as a rather physical character (if not extremely so) where as '5' is suppose to be the body score of an 'average Joe' as it were. Nothing HUGE given it only sounds like it's 1-2 points lower then the concept suggests at most, but I love to knit pick ;p.

If you want your quick ref description changed feel free to PM me about it. Keep in mind it's suppose to be a quick -description- of the character. Something someone can read over quickly so they know what they're -seeing-.

Edit:Oh and the quick ref you have in the post doesn't match the actual stat line you have in the post (I assumed the actual stat line was the correct one. 8 Per seems to make more sense for a Guard then 9 charisma but feel free to correct)


what about my char sheet? i fixed it
  • #107

@Anon
Yes your sheet is fine. Heh. Expect to be made fun of for that name though ;p
  • #108

View PostBribri, on 17 March 2011 - 10:05 PM, said:

@Anon
Yes your sheet is fine. Heh. Expect to be made fun of for that name though ;p


friend gave me the name, why tho?

yeah im gona request to change that now

cant think of anything, guess im keeping it >.<

oh and i take it i change my irc name to the name of my char while playing.

This post has been edited by the wii anonymous: 18 March 2011 - 12:10 AM

  • #109

  • ILB
  • secretly a man :smirk:
    Member
Yes, you should change your name when playing. You do not need to use the name in the OOC channel, though. :)
  • #110

notice: name changed to Othello due to the fact I FUCKING HATE FINAL FANTASY!
  • #111

  • Grass
  • Is fucking Panny up in heaven
    Member
God I really want to write a quest.
  • #112

  • Grass
  • Is fucking Panny up in heaven
    Member
Hey I have decided to use my character's FP's to make another one.


Because being only guys is getting boring.



Name: Mabel Wyatt
Gender: Female
Age: 23
Race: Bicolored cat ("Mask-and-mantle" pattern)
Hight: 5'5

Combat stats
ATT: 7 DEF: 8 VIT: 4

Non-Combat stats
BOD: 4
AGI: 6
IQ: 5
CHA: 8
PER: 7
FP: 1

Skills/Special moves
Aggravated Damage- Fire magic seems to go well with swords.
/Really well/.

Never Miss- You'd be surprised at what you can do when you actually try~!
Heal- Picked up a little bit of healing knowledge. Might as well use it.

Quirks
Close Combatant- ...and thats the only problem with swords.

Quick info
Mable Wyatt, a flirtatious, self taught, swordswoman.

Background
A 'self taught' swordswoman originating from the mountains. As a child she was usually secluded, an ideal that faded as she got older. Mable moved away from the mountains when she turned legal age, heading for adventure and the high life.

That plan failed.



That is how she ended up in this crap-hole.

Might as well have some fun, right?




description - Mable has lovely bright amber eyes. With a slightly muscular build. She is what one would call 'outgoing', the exact opposite of her childhood self.
Over'all she is pretty much attractive and flirty.


How original.

This post has been edited by Grass: 23 March 2011 - 03:09 AM

  • #113

While I'm a bit late actually posting it here:Yes Mable is approved. Though let me say I hope Grass takes a bath in acid for his portrayal of her in the Free form hahaha.

Also! I finally added a quick blurb about religion in the first post. Feel free to glance it over if Religion in the setting has been confusing you any.

Really people bitching about how Priests are stuck up boy scouts who don't know how to have fun when there's pleasure Goddesses around is a bit silly kids.

Yes I know, you're all hip and cool Atheists who are sticking it to the man, but we're in a fantasy world here! Chill or we'll call up Zeus to put a lighting bolt up your ass and bang your mom on the way out.

This post has been edited by Bribri: 29 March 2011 - 01:05 PM

  • #114

  • Grass
  • Is fucking Panny up in heaven
    Member
Already took one today, but thanks anyway Bribri.
  • #115

Subtract 2 FP from Isaac's 4, and now he has 2. Behold, the result of my boredom, a second character:

Character: Vladimir Kelov, Russian Blue

*Combat Stats*

Hit Points: 15
Fate Points: 2
Attack: 4
Defense: 9
Vitality: 5

*Non-Combat Stats*

Agility: 4
Body: 4
Perception: 7
Charisma: 6
IQ: 9

*Quick Info*; 6'0", Long-Furred Russian Blue, Blue-Gray Pelt, Blue Eyes. Wears a simple full body, white robe with a hood. Wields a Maple-wood staff.
A: 4 Def: 9 V: 5
A: 4 B: 4 P: 7 C: 6 I: 9

*Specials*

Reflect: Roll for defense as normal. If your defense roll exceeds your opponent's attack roll, your opponent immediately takes the difference as damage. Reflect may be activated after the rolls are made.
Freeze: Select one opponent. Your opponent cannot attack their next turn, even if using a special move.
Heal: You may recover hitpoints for yourself or an ally. Make two rolls with a number of sides equal to the target's Vitality, discarding the lowest; Your target immediatly regains HP equal to the result.

*Quirks*
None. Assuming that's an option.

*Description*
Vladimir was born in Fair-River, but his parents moved, along with him, to another city, where he was able to visit his impoverished cousins. Early on, it was discovered that Vlad had an aptitude for magic. And not just any magic, but chronomancy. A rare, and dificult to master type of magic. The Mage's Guild, excited at the prospect of having a student of such capability, contacted his parents. Reluctantly, they decided it was for the best, and gave him over to the Guild. Vladimir had very little contact eith the outside afterwards, besides the occasional visit to his cousin's house and his parents, living an overall, quite sheltered childhood. Eventually, however, tragedy caught up with him. His parents managed to get tangled into politics, and were killed by the corrupt Guard of the city. Surprisingly, Vlad merely shrugged at the news, and acted as though nothing had happened. "They were my parents, yes. However, they gave me up to some group against my will, barely visited me, and were overall, pretty terible parents." Eventually, boredom overcame his love of arcane study. And, seeking to see his favorite cousin again, asked for a transfer to the Fair-River Adventuring Guild. The Archmage figured it was for the best, seeing as Vlad had little passion for constant studying, and approved a transfer.

*Personality*
Vladimir is a bit of a funlover and thrillseeker. Seeing as through Chronomancy he can practically live for thousands of years, if not forever, he may as well make as many memorable moments as he can along the way. He's quite caring when he needs to be, but will often make jokes at friend's and family's expense. He is also quite impulsive, prefering to do first and see what the consequenses of his actions are afterwards. On top of that, he can often find it hard to keep his mouth shut when needed. But, when the occasion comes, he sets aside his personal feelings to try and help those he cares about, regardless of how it affects him.

This post has been edited by Whatisasociallife?: 03 April 2011 - 10:25 PM

  • #116

@What
Well from a mechanics point of view there is nothing wrong with the character.

That said: No, No you can not live for 1000's of years just because you're a Chrono mage. The magic WILL have its limits and you won't have full control of time so don't abuse it. They in theory might be able to extend their life a little, but still will croak under 200, more likely under 150 unless he becomes some Gandolf level ass-kicker which isn't a certainty for anyone. Keep this in mind.

And yeah, you don't NEED to have any quirks, though a few of them still might be handy to you (practiced defender comes to mind) but if you want none that's your choice.
  • #117

Awwwww. Can't live over 200? That blows. But, that said, I understand what your saying. Yeah, can't abuse time control, and yadda yadda yadda. Thanks for looking him over, BriBri.
  • #118

The Grinning Foxes... you have all heard the name. An infamous group of Siilitian assassins, most of the organization had been destroyed five years ago after the assassination of Lord Yamabushi resulted in the formation of a large army which tracked the assassins back to their secret island fortress and burned it to the ground. However, when the smoke had cleared, while all of the assassins in training were slain, seven members of the organization's bodies could never be located.

Kage, the shadow, a dog claimed to be able to control the shadows of his victims; it is said he once stranged a man to death in a crowded room with nothing but a bit of shade.

Lux and Nyx, the twin assassins, infamous for the assassination of several dozen important yasho lords in the south before they fled to Siilitie at the age of 16. Said to be so nondescript as to be invisible in crowds, they always work as a pair. Lux was shot in the back by Nantres, then executed at close range via his pistol; his brother is still at large.

Jun the Faceless, a flamingo assassin and master of disguise, he is said to have joined the organization after slaying one of the existing members and impersonating them for a year.

Stork, a crane said to be so light on his feet he is able to fly; it is said that striking at him is like fighting the wind.

Chou, the deadly butterfly, a hedgehog master of poisons, said to use her own quills to slay her victims. Some claim that even touching her is death, and she is believed to be a beauty beyond compare; rumor has it that several "heart attacks" in recent times have been the result of her seductive work.

Sune, the mysterious leader of the group. Said to have two tails, he claims to be a fox and to be capable of incredible magical feats. None have ever seen the face behind his smiling mask and lived to tell the tale.

Beware; despite the death of one of their number, they are likely to appear again, and be out for blood.

Perhaps yours.

This post has been edited by Titanium Dragon: 24 December 2011 - 08:39 AM

  • #119

  • SushiJaguar
  • Internet Tough Guy<br>P.S. I roleplay as a medieval furry
    Member
I still think a better name would be Box of Kittens Mercenary Co.

It's just pant-wettingly terrifying.
  • #120

  • ILB
  • secretly a man :smirk:
    Member
The flamingo makes the whole thing, really. ^_^
  • #121

Whole lot of minor SM Edits as well as some new SM's being added. PLEASE DON'T KILL ME ;_______;! Take a look!

Why make these changes at all? Most of them are only minor tweaks after all does any of this really matter?

Okay it is true most of these ARE only minor tweaks but here's the thing:One Minor tweak might not make TOO much of the difference to the game over all; but A LOT of minor tweaks will eventually result in a more balanced, and polished game. Each tiny step is a step towards making the game over all better in the long run.

Charge Attack: Spend one turn charging this attack. On your next turn, make an attack as normal, but roll two dice instead of one adding the results. Note: For the purposes of quirks such as Critical strike, only the ‘first’ roll counts.
Why?:Charge attack was simply to variable for its own good, with high chances of hitting REALLY hard, or -really- low. It was just -too- luck based and one attack could mean the difference between an easy fight and a hard one, particularity when it's enemies using it. It also had the problem of either turning your character into dead weight (When you roll low) or a glory hog that did all the damage and made your allies feel less then useful. Its use in Spars also made the already very luck based 'bouts even more so.

Perfect Strike:Spend one turn charging this attack. On your next turn, make an attack with a roll equal to your ATT (in other words automatically deal max damage). Note:PS ignores the Critical strike quirk for obvious reasons.
Why?:Just a more reliable version of charge attack really. Giving people more options you know? You can almost consider this the 'Sure strike' for people with 8 ATT or higher.

Redirect: In liu of rolling a defense against an attack, you may instead change the attack’s target at random. Roll 1d2 to decide which ‘side’ the attack is sent towards (1=Your Side 2=Enemy side) and then select a character on that side for the attacks target. Using Redirect makes you lose your next action.
Why?:Because the original Redirect was simply broken any time it was available to be used. All the benefits of Negate -without- losing a turn, and a free attack against an enemy to boot. On Enemies it was particularly cheap because there was almost -always- other targets to send it back on. This version adds a level uncertainty to it, and a greater cost in its use. Still very useful but not game breakingly so.

Reckless Redirect: Functions as Redirect except you must roll to determine who you hit as well, rather then just which side. Unlike Redirect, Reckless redirect does not make you lose your next action Special: In Duels and spars (one on one fights) Reckless redirect functions as Normal Redirect.
Why?: Just an alternative redirect for those who wish to give it a shot.


Never Miss
: Make an attack roll as normal. If you miss re-roll at +4 ATT ignoring any or all defensive Sm’s your target uses. If the attack still misses the target must continue to reroll his defense until it -does- hit. NM may be activated after the attack and defense rolls are made rather then before.
Why?:A little extra ATT to give NM the damage potential it lacked.

Parting Strike: When you are reduced to 0 hit points, you may immediately make one final attack provided your special move is available. This attack gains either +4 ATT or the benefits of any offensive special move of your choosing; with the exception of Leech, Second wind, Desperation Strike or any move that requires charging.
Why?: Because the original Parting strike sucked. Getting knocked to 0 hit points -sucks- and a -single normal attack- isn't likely to do much damage. Bind was almost -always- a better choice since it was guaranteed damage that was likely high given the attack was strong enough to take you out.


Edit:Also one new Fate point use for you 'Heroes' out there!

For Two Fate points you may do the following:

Take the full damage from an attack that was not targeted at you including any negative effects (such as Freeze, Aggravated damage etc). Note:You do not roll defense against this attack, you simply take the damage that would have been dealt to another.

This post has been edited by Bribri: 14 April 2011 - 01:16 AM

  • #122

I'm sorry if I'm a bother, but I can't really figure out how to get where I'm supposed to go to be at this game server place. I would love to play this if only I could figure out how to get there.
  • #123

Not too difficult there pika. Here's some quick steps for you.

The quickest way is just to follow this link here it should bring you directly to a site where you can log into the OOC room. Once you're there just type "/join #Bcbgames" followed by "/join #bcbgames2" to get into the two other primary rooms.

If you're having trouble getting the web client to work (some people do) you can instead download mIRC here. Once it's all downloaded simple open it and follow The top Menu like so:Tools--->Options-->Connect-->Servers. There should be a big list of servers there, pick the 'Rizon' folder and random server.

You should be good to go now, hit the little lighting bolt in the upper left and after a few moments it should connect you, a popup asking what channels you want to join. Just type in #bcbgamesOOC and you're good to go.

If people are around when you join it shouldn't be hard to ask some questions about what other commands you can use.
  • #124

Thank you.

Should I post my character sheet here?

This post has been edited by pikachuyoshi: 26 April 2011 - 11:20 AM

  • #125

Yes characters are posted in the forum thread for approval. so go right ahead~
  • #126

Name: Kyle
Age:15
Gender: Male
Species: Yasho


*Combat Stats*
HP:15
FP:2

ATT:6
DEF:7
VIT:5

*RP Stats*
Agility:3
Body:4
Charisma:7
IQ:9
Perception:7

*Abilities*

Thick Skinned (Double Defense): Kyle has thicker skin than most normally would, causeing him greater defense.

Absorbive inthrust (Absorb): Using leech like magic Kyle can absorb attack damage.

Cheat Death (Second Chance):Many inconcistant views on life and death have made Kyle wary of the effects of dying.

*Quirk*
None.

*Backstory*
Living with his mother after his father was killed in a battle with a rivaling clan, but he accepted that fate and didn't dwell on the negative. He spent most of his time near a peaceful oasis by his town, he enjoyed the calm and serenity that

the place brought and soon sought to have a say on how that balance was kept. His research nrought him to the Druid, watchers of this balance, as he called it. He soon stood many days and still does folowing this path.

*Apperence*
4'8, Light copper orange, Ussaly wears leather armor with cloth covering, but in scarce amounts due to the heat of the south. He always carries a mace around with him for self sefense.

This post has been edited by pikachuyoshi: 27 April 2011 - 03:07 AM

  • #127

  • ILB
  • secretly a man :smirk:
    Member
Just a note: The maximum for Attack, Defence and Vitality is 10, so having Defence as 11 is not allowed. Move that extra point into either Vitality or Attack. Also, for the five other stats, you can have between 3 and 9 - so an IQ score of 14 is far above. So you currently have five points too many - try distributing them across the other four stats. ^_^
  • #128

Alright
  • #129

@Pika
From a rules and story perspective the character sounds fine enough. No mechanics mistakes here and the character is free to approved if you wish it. If you plan to be a defense focused character I'd highly recommend the Practiced defender Quirk. It'll make your guy all the more reliable.

Now this is just advice on my part here but as he is right now Kyle just isn't useful in any sort of fight. His RP stats and fluff are fine for out of combat but when swords start being swung he's basically just empty space. Yes he can take any hit they throw at him, but they'd have no reason to! He isn't a threat, he can't -hurt- them so they'd just go after your more fragile allies while you're stuck just sitting around.

This is not to say a tough tanky character isn't a viable choice here, but you need to figure out how you're going to help the party without hurting people, which the current build doesn't! In all honesty -one- defensive SM with your crazy high defense will be enough for yourself to be quite durable here, but the other two should be used for helping the entire group.

Three main ways to do this just so you know!

First way:Play the support roll. It isn't a matter of making them focus on you, but being a constant boost to your allies which would be too much effort for your enemies to take out. Picking SM's that suit your theme while either aiding them (Shield/Inspire, heal, etc) or messing up your enemies (Freeze, Confuse, Negate etc). This one is the easiest to do as well, as even one supportive SM can make the difference.

Second way:The punishment method. Make it so that if the enemy -ignores you- you'll be able to hit them hard. The Iron Guardian quirk combined with Attack boost or similar SM's are good choices for this. Though you'd likely need to boost your ATT to 4 or 5 for it to work.

Third way:The most straight forward method:Take the protect SM. Force the enemy to spread their focus while you keep any heavily injured allies safe. This way can easily be combined with either of the first two as well, since it only really needs one SM slot to be done.

Technically there is a 'fourth way' here where you invent new SM's and Quirks to suit a new way of doing things. Though such things would need my approval first.

My advice? Think of how you imagine Kyle handling a combat scenario with a group. How does he help? What does he do? And which of the above themes fits his actions best?

Of course you can always just keep it how it is too and change it later if you want. There's no rules against that and sheets aren't set in stone. If you do think these suggestions sound like a good idea, but don't want to have to read through tons of SM's and figure out all the ins and outs of it....a quick way to fix the problem is just to switch out one of your SM's for a Supportive one (boosting allies or Messing up Enemies).

Feel free to toss me a PM or two if you have any questions ^_^;

This post has been edited by Bribri: 27 April 2011 - 02:38 AM

  • #130

Revision will be done. Thank you. I lowered total defense, with double defense and absorb 7 is an accepteble defense option

This post has been edited by pikachuyoshi: 27 April 2011 - 03:09 AM

  • #131

Yo, I'm real happy for you, and I'ma let you finish, but this character I made, is the greatest character, of all TIME!
So, all obvious like, I have made a character forged in the fires of pure goddamn freaking amazing. Nothing is wrong with this character sheet at all, except that I had to spoiler it because it is so amazing it could crash your goddamn computer if you're not careful. So close iTunes before you click on this awe inspiring gift from the most high, punk, because honestly? The chorus of angels you hear when your mortal eyes rest on the words I have crafted will be so beautiful that no loop of "Friday" or whatever you listen to will do it freaking justice. [/joke]

Spoiler


OK, yes there are quite a few things about this character that are flawed, and yes, I've no real intention of using him as anything other than a silly character to have fun playing as, if I use him at all, but honestly? Does this guy even work within the rules? I'm not going to spend the FP to play as him if I end up having to rework the entire thing from the ground up just to give it a chance at life. I'll just make another, less silly character at that point.

This post has been edited by Gameking218: 04 May 2011 - 02:06 AM

  • #132

@Pika
Alright that's fine dude. Approved, feel free to hang out in the OOC room when you feel the need to.

@GameKing

I can't allow Teleportation Specialist because it raised your IQ score past 9. Lower it to a -1/+1 quirk instead of +2/-2 and you'll be approved.
  • #133

@Bri
Done. I am so glad that there is not a single other quirk that has the ability to raise my IQ score above 9. Especially by, say, a million billions.
I'll knock out the necessary two FP.
  • #134

  • MiwAuturu
  • BCI Member
  • Ask me what I think about Snooths!
Also you pay 2 FPs to get 1 for your new character, not 2
  • #135

Thank you Miw, fixed that as well. I meant to put a question mark and remind myself later and then immediately forgot, so thanks again for reminding me.
Original, I was trying to avoid making several hundred posts in this thread for a character that is mostly a joke I made to myself and then took seriously, and it seems I'm failing. Oh well. Might never use this guy, but eh, it gives me options.
  • #136

  • ILB
  • secretly a man :smirk:
    Member
Some rather strange options, mind. ^_^
  • #137

  • Susan
  • BCI Member
  • harlot and pretend virgin and quitter
whooo juggling three characters

Okay now Verity has four FP since I had no idea GMing gave me FP too, thus she had six to start with following the two from candy quest and then the subsequent ones from music quest.

BUT YES A THIRD HOHO

Name: Aurore dé Lucard Player: Susan
Gender: Female
Age: ~24
Race: Saluki (Canine)

Combat Stats

HP: 12/12 FP: 1

ATT: 8 DEF: 6 VIT: 4

Attributes

Bod: 4
Agi: 9
IQ: 6
Per: 8
Cha: 3

Special Moves

Never Miss (Attack): A keen eye and a telescopic sight on her crossbow enables Aurore to fire with deadly accuracy. Only rarely does she ever miss a target, and by the time the poor bludger realizes he’s been fired at, a second arrow is already lodged in his throat.

Double Damage (Attack): Aurore takes a few of her arrows and tips them with heads she makes herself, heads that are intended to rip and tear through the flesh they hit, effectively allowing them to burrow deeper into an enemy than conventional arrows. They are also have barbs that hurt like high hell when you pull them out.

Negate (Defense): Our canine arbalist is not only quick with her trigger, but she is also quick on her feet and if the time calls for it, she can easily evade most attacks. This, however, leaves her crossbow in bad shape as the magazine has a habit of falling off and thus she must regain her composure and quickly get the thing back on.

Quirks

Arbalist (Archer): Aurore is obviously a girl who depends on her crossbow to get through to the enemy and as such she is not used to hand-to-hand combat, but that’s why she carries a dagger with her, is it not? Regardless, she is not used to taking blows from hand-to-hand and so she is not capable of defending herself that well.

Reliable Strike (Passive): Let’s face it, getting shot with an arrow really hurts, and they’re not toothpicks with sharp metal on the end. Imagine that getting flung at you from a few yards away going about two hundred miles an hour and you’ve got a big ouchie flying at you. Add this to the fact Aurore tips her arrows only in the finest metal and they really pack a whallop.

Quick Info

Aurore de Lucard, a gray-black Saluki who carries an ornate crossbow with telescopic sight and magazine capabilities.

A : 8 D : 6 V : 4
B : 4 A : 9 I : 6 P : 8 C : 3

Description

Aurore, born Aurore Marilyn dé Lucard, called a small island settlement her home. This island went by the name Buteur and she was birthed into a well-off family, but it was nowhere close to nobility. She was raised with an older brother, a brother who went off to spend his life as a Paladin following the suggestion and footsteps from his father. Jealous that Monér received most of her father’s praise, she idly began to play around with his bow one day, thus drawing her father’s attention. By the end of the evening they were out back and Aurore was learning to fire arrows at targets, though she did not grasp the concept well at first, nor could she really muster the strength to fire arrows effectively.

Thus, she and her father (after many ruined bows) gave up, though her interest in ranged weaponry did not fade. It was much to her surprise that her father gifted her an ornate arbalest on her fourteenth birthday, something he had spent much time building from scratch. It cost him a pretty penny, but by a few months later, Aurore was beginning to fire it like a pro. She constantly practiced in her backyard and eventually moved up to hunting over the timespan the next two years, rarely leaving the house as she tended to the weapon she had come to call ‘Le Vent Divin’, or ‘The Divine Wind’ in her native language.

At seventeen, she felt ready to finally hunt a more illusive target, something her father would have never put up with. She began to take bounties from the nearby mainland and would disappear for days on end, hunting quarries like they were prey. The girl was quickly frustrated, though, as she soon met targets too far away for even her keen eyes to see. This was all rectified the day she ran into a man charting stars on the far side of town, his telescope catching her eye. Looking through it, she could see the heavens above in far greater detail and an idea was put forth into her head. A few bounties to pay and one tinkerer later, a small telescope had been attached to the top of her crossbow and with it she managed to take out men at nearly double her earlier range.

Thus she became exceptional at the subtle and long-range murders of folk she was paid to take out, even influential people. It was around this time she turned the age of twenty and following a farewell to her parents she truly left home to pursue her bounty hunting career, said work taking her all over many different countries. But as her expertise grew and her work came in higher demand, so did a new problem surface. She couldn’t load her arrows fast enough to take out multiple targets. This was frustrating indeed, so she returned home if only to meet her old friend, the tinkerer, the two of them drawing up plans for easier loading of the weapon. After much deliberation and modification, her crossbow had become a repeating crossbow, a magazine contained under the thing and operable by a simple handle movement. Though it could only hold six at a time, it neither sacrificed accuracy nor range nor firepower and this made Aurore very happy indeed.

Thus she continued her bounty work for four more years until her travels brought her to the guild and Fair River, a lack of jobs coming her way. Reluctantly, she decided to join up with the guild in pursuit of more work and more money, ultimately not planning on staying long until she got back up on her feet. However, as she walked through that front door into the hall, something beckoned her to stay, but she knew not what it was...

Other tidbits

Aurore, quite frankly, is not fond of people. She’s cynical and she doesn’t trust most folks, the only thing she trusts her aim and her arrows. This does not mean she’s not open to socialization, she just does not like getting close to other people and maintains herself a great distance, even those she calls ‘friends’ not knowing much about her. Aurore also speaks in a thick accent reminiscent of her island’s native language (Note: interpreted as French) with a smooth velvety voice despite how long she has been smoking... and she loves smoking. Quite a lot, actually.

Her dress is fairly simple, a white blouse and dark black pants, boots of a similar color and a navy vest trimmed in gold, the vest cutting off and running under her cleavage. On her head, she usually wears a navy beret that’s often tilted to the left side, and when she has her crossbow out there seems to be many, many marks on the butt, as if they were tally marks. Also, on her missions, she wears a belt with a quiver, not of arrows, but of the boxy magazines she carries, only resorting to arrows when she runs out of said containers. Also, despite her aversion to emotional commitment, Aurore can be a very friendly person when the time calls for it. Most of the time, however, she’s rather neutral in how she acts and you’re more likely to see a frown on her face than you will a smile or anything like that.

Physically, Aurore is what most people would call attractive, but she’s nothing really special. Her frame keeps that hourglass shape and she lacks many muscles, not even toned as she was more geared towards acrobatics than she was weight lifting. Her hair is black, long, and curly, but it’s usually a bit smooshed beneath her beret so she tries to keep it straight to accommodate, even if the edges have a habit of curling up no matter how hard she tries otherwise. Her eyes are a striking shade of yellow and her fur is a mess of black and dark grey.

In battle, as you may have guessed, she mostly attacks long range and generally seeks out well-covered but high ground to attack from, the girl no stranger to letting her companions move ahead while she covers them from behind or otherwise from above, always on the lookout for more baddies.

This post has been edited by Susan: 03 May 2011 - 05:37 PM

  • #138

Looks fine over all Susan. though I'm a little Cautious about letting a character break the 10 ATT limit through the archer quirk (since most of the time you'll be rolling 9+2=11). Just lower your ATT to 8 and you should be fine, she'll be functioning as a ATT 10 character most of the time anyway.

Other wise approved.
  • #139

Zhang Sang
Male Crane Warrior

Combat Statistics
Hit Points: 15/15 Fate Points: 2
Attack: 8 Defense: 5 Vitality: 5

Roleplaying Statistics
Body: 6 Agility: 7 IQ: 6
Perception: 6 Charisma: 5


Specials

Double Attack: Zhang makes two attacks; his foe rolls a separate defense roll against each one.

The Best Defense (Leech): Launching a vicious series of attacks on her opponent, Zhang seems to be emboldened with every strike, shrugging off wounds which previously seemed to be slowing him down. Make an attack roll; if you hit, regain hit points equal to the damage dealt.

Negate Effect: Zhang negates the added effect of an attack against him. This does not prevent any damage it might cause.

Quirks

Veteran: Zhang rerolls the maximum and minimum roll on any dice roll. This includes RP rolls.

Featherweight: Zhang gains a +4 bonus to his initiative checks but takes an additional +1 damage from any attack which hits him.

This post has been edited by ShadowyFigure: 08 May 2011 - 03:57 AM

  • #140

Well everything adds up fine here. The quirks should be okay as well. Couldn't hurt to throw in some background there, but it isn't a requirement by any means.

So yeah:Approved. Just edit in a Quick ref similar to the ones found in the GM/player list and I'll add you in there.

This post has been edited by Bribri: 08 May 2011 - 03:58 AM

  • #141

  • ILB
  • secretly a man :smirk:
    Member
Hee~

The Rizon network has banned me for three days with the stated reason that I am a drone and a bot. So you will all be able to enjoy having a nice little break from my cumbersome presence, until somewhere around Friday. ^_^

Oh well. The morale is: Do not be as monotonous as I am. :D
  • #142

  • MiwAuturu
  • BCI Member
  • Ask me what I think about Snooths!
Think it might have anything to do with a certain set of symbols which keep being repeated in your writing?

This post has been edited by MiwAuturu: 18 May 2011 - 12:05 PM

  • #143

  • ILB
  • secretly a man :smirk:
    Member
Oh dear, no. If that was the case, Turner, Vins and Fabian would have been banned long ago, given their constant repetition of '...'. ^_^
  • #144

  • SushiJaguar
  • Internet Tough Guy<br>P.S. I roleplay as a medieval furry
    Member
ILB hurry baaaack

Nobody else unbderstands my puns ;_;
  • #145

New Alt


Player: Rasputin
Character Name: Tenzin Kamala
Sex: Male
Race: Bird (Blue Jay)
Age: 25-ish

Combat Stats:

ATT 7
DEF 5
VIT 6


SM’s:

Never Miss (Scope Attachment)
Attack Boost (Pressure Chamber Attachment + Multi-Shot Burst)
Second Wind (Armored Avian)

RP Stats:

Agility: 7
Body: 6
Charisma: 5
IQ: 5 (3/7)
Perception: 7

Quirks:

Critical Strike
Impulsive
Experienced Tinkerer (+2 IQ when repairing, building, or modifying something, magical or mundane, and -2 IQ when dealing with more academic subjects, such as history or linguistics.)

Tenzin is average enough for a Blue Jay; a handsome creature with nice plumage but not drop-dead gorgeous. Being a bird, the man’s build is geared toward dodging and weaving rather than head-on assaults, something made a tad problematic by his choice of armament.

The avian looks the part of a soldier, if of a semi-steampunk-ish variety. Tenzin wears an unusual but well-built full-body metal-leather-cloth hybrid suit of armor. While the covering would ideally offer the best of both worlds in terms of defense and mobility, its owner is not apparently that adept at using it correctly; he dodges when he should brace, almost as if expecting no hindrance at all.

Tenzin’s main weapon is a unique device that might best be described as a pneumatic projectile launcher. Outfitted with a series of pressure chambers (enchanted to refill via air runes) and a primitive clip-feed system, and possessing a number of attachments for use in various situations, this “air gun” is effective at getting the job done while not outshining the more conventional means of combat, magical or otherwise. If anything, it's workable if overly complicated. A simple glance at the gadget generally leaves the impression that it is something that cannot be produced en mass for a while yet to come. The truly major flaw, however, is that while an excellent shot here and there can deal a great amount of damage, the device is prone to jamming, costing Tenzin precious seconds in the heat of combat.

Not all battles are fought at distance, however, and Tenzin’s armor is outfitted with a number of easily reachable combat knives in case of close-quarters combat. Seeing as his ranged weapon is a rather sturdy--if heavy--thing, smacking people around with it works too.

Personality-wise, Tenzin is something of your normal every-man. Though perhaps not by guild standards. He is generally friendly, out to make his living and get by from day-to-day while still enjoying what life has to offer. The bird is not the most scholarly fellow you are likely to meet; indeed, he has never discovered the pleasures of reading books and instead extracts sheer enjoyment from the more hands-on approach. While perhaps not knowledgeable enough to have initially designed his own weapon (who knows where he got the thing?), Tenzin nonetheless does have a knack for playing around with things until they work in his favor.

If you need backup, Tenzin is a good choice to have on the table. While he might object to any given plan, seeing it as too high-risk or ill-thought-out or some such, the avian can usually be talked into going along with it. Though thinking he will drop the matter is expecting a bit much. Most of his frustration is taken out by talking to himself, a habit he tends to indulge in quite a bit.

This post has been edited by Rasputin: 19 May 2011 - 01:23 AM

  • #146

Oh just because it wasn't mentioned here:YEs Tenzin is approved. Though would you mind PMing me some sort of Quick ref to add to the Grand List?

Also this is the -last- character with a pseudo gun okay guys?
  • #147

I think I came in the wrong forum chat... oops, my bad! DX
  • #148

  • Grass
  • Is fucking Panny up in heaven
    Member
OKAY. My friend Mooni has wanted to join, but she has left a bit of this unfinished, so i'll add Abril's versions of the SM and quirk once she is back.

Character: Abril Amsel, Black-winged Snowfinch, 5'1.


*Combat Stats*

Hit Points: 12
Fate Points: 2
Attack: 7
Defense: 7
Vitality: 4

*Non-Combat Stats*

Agility: 7
Body: 5
Perception: 8
Charisma: 3
IQ: 7

*Quick Info*; Beige Blackwinged Snowfinch with green eyes. A thief, with an unusually shy nature. She usually keeps to herself.
A : 7 D : 7 V : 4
A : 7 B : 5 P : 8 C : 3 I : 7


*Specials*
Protect: Select one ally. For the next three turns, which is typically until your special move becomes available again,
any attacks directed at your ally will change targets to you instead. The special moves Never Miss and Bypass can get
around this protection and target your ally as normal.

Second Chance: If your special move is available when you are reduced to 0 HP, on your next turn, you may make a die roll
with a number of sides equal to your VIT score. You immediately re-enter combat, with the resulting roll as your HP total.
You can only use this ability once per combat.

Half Damage: Roll for defense as normal. If your defense fails, you only take half damage, rounded down.

*Quirks*

Close Combatant: You gain an additional point to spend on your combat stats – however, you are completely unable to make attacks at range.

*Bio*
Abril, as a young girl was neglected by her parents which made her very quiet and shy around most people.
She only ever had a few friends, who she relied on for most of her life. At 15 she had had enough of
her parents and realized there was no point in living that way. She started taking things from people, giving her the idea
that she was able to break the rules and laws, and do whatever she really wanted. At 17, she was barely seen at home, and
was going from house to house, living with whoever she trusted (Which was not many people). Finally even her dearest
friends got sick of her staying with them constantly, and they told her she could not stay any more. Abril
stayed out on the streets for a few months, until finding the guild.



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


Yeah, she really didn't want to join the forums, so thats why i'm posting for her.

This post has been edited by Grass: 31 May 2011 - 11:34 PM

  • #149

Hey! I'd like to join this RP, so I'll probably have something cranked out by tomorrow :D
  • #150

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