OOC Emergence of the Forgotten OOC Thread

Discussion in 'Role Playing' started by King Toad, Dec 17, 2014.

  1. King Toad

    King Toad Cosmic Narwhal

    Temp OP

    Legends speak of a time long in the past where humans lived in a different land and were hunted by creatures as large as the elusive Titan-class beasts of our own. These creatures were said to have hides strong enough to repel most weapons around, and ferocious enough to destroy whole forests or any small hills in their hunts. It is said that in this magically deficient world the humans eventually found a remnant of the past, a barely legible scroll that explained a ritual deemed far too dangerous back when magic was more plentiful and the creatures had only just started to be a problem. Ignoring the dangers, the few humans still alive painstakingly followed the instructions and the world ripped apart, pulling them into our world. To most, this is just a fairy tale from their childhood, but to all it is a legend. Or so it is thought.

    Legends such as that of the world of Titans and that of a world destroyed by the Aspects are but that to most people, and the truth behind them has been long forgotten. The only remnant from these legends is the fear of the possibility of the host of the Aspect of Death reappearing if the Tournament of the Sechnel, a tournament held every year to appease the Baris, were to be canceled for any reason. It is said that anyone who wins gets a single request that the leaders of the prominent countries will try their hardest to grant, which attracts many people each year, and this year is no different. Rumors of large beasts appearing and then disappearing minutes later after cutting a swathe through wherever they appeared have put the population on edge, but the tournament must go on. You are attending this tournament to either participate or do something else amid the crowds, but it matters not since no one is allowed to leave the area until after the tournament is finished.


    The World: This RP takes place across the continent of Lhidan, the largest of all the continents of the world. It starts out in the Arena of Tredat, which is the name of the country it is within, and will spread to other countries on the continent and possibly reach other continents later on. Lhidan underwent a large war that had its front lines cross the continent only to be pushed back again, which repeated for twenty-eight years before the Bari family used a Bound artifact, which the name of isn’t known to any besides them, to summon the host of the Aspect of Death. This man slaughtered both sides and forced them to sign a truce or risk having more than just the front lines covered in carnage. This led to the creation of the Tournament of the Sechnel and eventually led to the discovery of several Relics buried near the front lines.


    Regardless of that info, the tournament is a way for me to see how your characters fight and also how you write.


    Rules:


    • No God-moding, because while you won't get kicked for doing so it does give me permission to control your characters.
    • Keep OOC chat in the IC thread to a minimum.
    • Preferably post at least a paragraph any time you post in the IC thread.
    • In most PvE situations you can freely defeat cannon fodder without input from me, but if you do so to a non-fodder enemy I will tell you, though you won't have to delete your post. If your description of your victory is sufficient, then you won't have to worry about it unless you repeatedly do so, while if you don't explain it I'll mark you as having god-moded.
    • Third person past tense is preferred for a more story-like experience.


    Name: (self-explanatory)

    Age: (self-explanatory)

    Appearance: (What your character looks like)

    Personality: (How your character behaves/thinks)


    Guardian: (Name and type are all that are required)

    Guardian Special Ability: (An ability you can use at will, unless stated otherwise, with a description. It isn't necessarily unique, so if you choose an OP ability I have free reign to copy it and use it against you)

    Guardian's magic types: (What types of magic your Guardian enhances, allowing you to more skillfully use them)

    Restrictions: (Anything your Guardian prevents you from doing. Optional)

    Weapons/armor/inventory: (Optional, but without it I'll assume none of your weapons, or armor, are Heirlooms or anything special. If you fill this out you only have to list the quantity of each magic item)

    History/Background:




    Optional Applications: (These apps are completely optional and as such are not required to be accepted.)


    Guardian Name:

    Guardian Type:

    Guardian Appearance:

    Guardian Personality:

    Guardian Deal:

    Guardian Magic Types:



    Heirloom Name:

    Heirloom Type:

    Heirloom Appearance:

    Heirloom Passive Effect(s):

    Heirloom Age:

    Heirloom Brief History:




    The World History:


    The land’s history is divided into several Eras, each one taking place in a different Reincarnation cycle:


    The Era of the Gods:

    During the Era of the Gods, a large area of the land was destroyed by beings of intense magical power and in the end of the era they collectively used their remaining magical power to create new landmarks while restoring some semblance of life to the land.

    The Era of the Relics:

    Following the end of the Era of the Gods, many ‘Divine Fonts’ remained, allowing the humans living near them the ability to create magical artifacts that are still considered as more valuable than all Magical Items. In addition to this, these fonts allowed the humans to bind themselves to magical beings and gain the ability to use magic. With the end of this era came the disappearance of all these Fonts, though the technique to bind yourself to these creatures was passed down to future generations.

    The Era of Chaos:

    Immediately after this era began eleven powerful Aspects made themselves known, though no one was capable of binding themselves to any of them, and many died trying to bind themselves to four specific Aspects. Of these unfortunate souls, the first to try to bind to each of the four had their bodies completely destroyed in the process and the resulting magical outburst made the binding ritual’s ceremony require more effort than normal. This led to many people making mistakes during their binding rituals, and countless magical beings were able to gain enough of a connection to this land to remain here without fear of being forced back to their own lands.

    The Era of Visitors:

    Not much is known about this era due to many legends and tales that speak of things considered to be impossible. What is known is that many new humans arrived to the known continent without the protection of the Guardians. These new arrivals seemed terrified for some reason and their ramblings later became one of the most well-known legends. Towards the end of this era several large stones were discovered around the continent, each one with carvings of a different creature from the legends.

    The Era of War:

    The Era of War is defined by three large wars that each took at least a century. The first war has no name, but was a war started by descendants of the more paranoid people who arrived in the previous era. They targeted, and took over, fifteen castles and held them for two hundred, sixty-seven years before finally being either eliminated or subdued. The second war started in Tredat and spread to the nations immediately surrounding it, with most of the battle involving the nations’ forces being attacked through Guerrilla tactics by what later became Tredat’s ruling family. In this one hundred and fifty year war, most of Tredat’s military was eliminated and thirty percent of the villages were razed by the army due to misconceptions that they were involved in the war. The final, and most long lasting, war is simply known as the four hundred year war, and every nation took part for at least one hundred years. Preceding this war, a large cache of Artifacts was discovered hidden away by the instigators of the first war, and every nation wanted the power the Artifacts would grant them. Unbeknownst to the nations at the time, one of the artifacts was a Greed Artifact that made everyone want it, no matter what the price was, and another was an Artifact of Wrath, which propagated anger among those who see it. These two Artifacts led to the nations’ representatives declaring war on each other when the others refused to immediately hand the Greed Artifact over. The reason why it lasted four hundred years was simply because more and more of the nations encountered the artifacts over time. When it ended with both Artifacts being destroyed in a brutal magical finale, the nations declared a ceasefire, with any aggressive actions being met with force by all the other nations.

    The Era of Forced Peace:

    This era was an era of peace for the most part, though in its final century the peace was finally shattered. Despite being the shortest war in history, it is also the most well-known, though this was mostly because four of the five most powerful families were directly involved in the majority of it. These families were the Azuan, Cilbis, Dechlur, and Excein, with the latter two fighting the former two. These two sides fought each other for twenty-eight years, with neither side gaining any ground, though neither side had many casualties either. After twenty-eight years of this stalemate the Bari family intervened and Akiyo Bari used their Artifact of Death to summon the host of the Aspect of Death, who promptly slaughtered the front lines of both armies with little effort and made an ultimatum, they either stopped the war or he would eliminate both sides. They complied and a tournament was hosted by the five families in an attempt to prevent any further attempts by the families to prove they’re the strongest through war.



    Artifact: Artifacts are powerful items and objects stronger than Heirlooms and enchanted weaponry, but require the user to be in a contract with them. They are split into three groups:


    1. Sin Artifacts are Artifacts infused with an Aspect of one of the seven Deadly Sins and are the easiest for someone to get their hands on due to the sheer number and the fact that they aren’t as strong as other artifacts:
      • Lust artifacts come in a pair and are always able to locate one another. They usually want the user to track down the other piece.
      • Envy artifacts can copy the effects and qualities of non-Artifact and non-Heirloom items that are of a similar type. They usually want the user to copy strong items.
      • Wrath artifacts can have effects related to directly fighting enemies. They usually want their user to fight.
      • Greed artifacts can pull objects towards them. They usually want their user to amass objects.
      • Gluttony artifacts can hold much more then they appear to be capable of. They usually want their user to put more objects inside them until they are finally full, which is quite difficult.
      • Sloth artifacts can have effects related to healing and sleep. They usually require their user to sleep and rest more often than normal.
      • Pride artifacts can have effects related to defense and boosting the user’s abilities. They usually want their user to never ask for help or use any other artifacts.
    2. Bound Artifacts are Artifacts that contain magic to summon the fallen hosts of the Higher Aspects, but none will be listed since if one of these gets brought into the RP it will likely end horribly for the group. There are also artifacts infused with the Higher Aspects, but anyone in possession of one always seeks to complete the Higher Aspects goals, even if they normally wouldn’t.
      • One example of a Higher Aspect infused item is simply known as the Ring of War, and it forces its user to constantly seek out battle against stronger armies and groups regardless of which side they belong to.
    3. Ancient Artifacts, also known as Relics, are Magical Items forged back when the Divine Fonts still existed and are superior to Sin Artifacts. They can come in almost any form, but are usually kept hidden away or in safe hands whenever discovered by a nation.
    Aspects: The only remnant of a world that lacked magic, these are the principles that eventually led to its destruction. They consist of the Seven Deadly Sins, while the Higher Aspects consist of Death, Famine, Pestilence, and War. Since the world lacked magic, only the strongest negative principles and phenomenon were able to be formed into a shadow of itself that was connected to our world. The first four people to try to bind themselves to different Higher Aspects were consumed and everyone that has tried since has simply died.

    Catalysts: Objects infused with magical energy that allow the holder/wielder the ability to use magic for as long as they remain in contact with it, but unlike being bound to a Guardian, Catalysts have no restrictions and have a finite amount of energy. This energy take several generations of use to run out, so in most cases it isn’t a problem for the user.
    • Catalysts and magic items aren't very expensive since most people with Guardians are able to make them, even if most don't have the training. Magic Items have specific magical effects in mind during their creation, meaning that they are more precise, but are cheaper than Catalysts unless they contain a potent enough enchantment. Catalysts are formed by directly putting magical energy into an object without clearly specifying what effect the creator intends, creating a reserve of sorts inside, but take many days of doing so for a catalyst to actually form, thus why they have such a large amount of magical energy. There are some catalysts that are considered relics, but they are all in the hands of powerful nations, so they won't be brought up unless the RP somehow ends up with the group fighting one of those nations. Catalyst Stones are able to be found underground since they form from natural magical energy over time, but require a fitting to be attached to any object, though some people just use them as they are.
    • A spell cast through a Catalyst is performed the same way as a spell cast through the power of a Guardian, with the only exception being that a Catalyst normally won't strengthen the power of your spells and a Catalyst cannot tell you how to do a specific spell. Catalyst-based magic doesn't have restrictions on what types of magic you can use like some Guardians do, but your spells are weaker than those of someone with a Guardian that enhances those spell types. In some cases a Catalyst will have a restriction, like some Guardians do, and in exchange is more strongly bonded to another type of magic, giving the user the power of a Guardian-enhanced spell for that type, but these Catalysts can only be formed by someone who has a restriction on magical types.
    • Catalysts look identical to normal items, though they do a have a faint magical aura that can be mistaken as simply being from an object being near someone using magic too often. If you pick one up, however, you can easily tell that it is magical, so people using Catalysts are usually only detectable as such by someone with a Guardian getting close enough to have its Guardian tell them about the lack of a Guardian, which some don't.

    Five Families: The Azuan, Bari, Cilbis, Dechlur, and Excein are considered the most powerful families and all, except the Baris, control nations with enough military force to strike fear into most other nations and make those other nations at least be cautious around them. The Baris lack a strong military in their Nation of Ichrod.

    Guardian: Creatures, and objects, from other linked worlds that enhance the host’s abilities, and grants them the ability to use magic in most cases, in exchange for the host doing something for the creature. When the host dies the Guardian immediately leaves, but if they’re restored to being alive without a Guardian they retain the ability to use magic.

    Magic Items: Items and objects infused with magic to grant them special effects.

    Heirloom: An object that has been passed down in the user's family for at least five generations and gains power the more similar the Guardians of the family are. In addition, for every five generations with similar Guardians it adds an effect, excluding the original five since they are guaranteed to give it its original effect. Heirlooms also can have a minor effect related to matching the wielder/wearer/holder, which usually includes altering its size to perfectly match them, but this only happens the first time the next person in line receives it. This includes switching weapon types in the same family or decreasing the weight and hardness of a set of armor to allow more freedom of movement.

    Hierarchy of Aspects: The most powerful aspect is Death, which contains Famine, Pestilence, and War. Famine contains Gluttony and Greed, Pestilence contains Lust and Sloth, and War contains Pride, Envy, and Wrath. Due to this, War is a more powerful Aspect than Famine and Pestilence.

    Magic Items: Items and objects infused with magic to grant them special effects.

    Magic Types: Oddly enough, there is no set terminology for how a type of magic is named, so someone capable of creating a fireball could call their type Pyromancy, Fire Magic, or even Demonic Magic. This leads to hundreds of different magic ‘types’ that have their own unique magical signatures, which are easily detectable by anyone paying enough attention.

    Reincarnation Cycle: A common belief that every thousand years those that have died will come back to the world in new lives, with no memories of their previous ones. Due to this, magic that forcefully creates a new life for a dead being is considered taboo and anyone that knows such spells are despised. As long as the magic in question brings them back to a semblance of their life it isn't considered reincarnation magic, so Necromancy, resurrection magic, and Divine Magic are not taboo.


    • Contractors of the Spirits of Song
    • The Maze
    • Kruxen

    The Maze: An underground series of tunnels that allow much faster travel between locations due to an Artifact that is said to exist somewhere inside. The entire Maze is filled with a light Mist that causes anyone who doubts their current path to lose all sense of direction. Hidden inside are countless creatures whose sole purpose is to deceive and trick travelers into their homes where they can be killed, eaten, or simply trapped. It is thought that the reason behind the creatures is that the Artifact also summons them to keep itself safe from being randomly picked up.

    Ichrod: Ichrod is a wasteland nation, where the only cities are the Baris' home city and a single city on the border to each of the neighboring nations. Despite the sparsity of resources, Ichrod somehow exists to this day, and this bothered the other nations to the point where some nations have sent spies in to discover their secret, but to no avail. Ichrod allows all travelers passage through its lands, regardless of what they have done in other nations, and any attempts to commit crimes against its citizens, or even travelers within, are prevented by the Bari family itself.

    Fumi Plateau: A large plateau over forty square miles that is almost entirely taken up by houses, businesses, and the Arena of Tredat. It is known as Fumi Plateau due to its original inhabitants, a tribe that is said to have mastered the art of creating magical items almost on par with Artifacts. They created a training area where anything inside, be it magic or weapon, could only leave through specific areas, which was eventually taken over and used as the basis for the Arena.

    Tredat: A country sometimes referred to as the Land of the Lost because most of the country is swamps, dense forests, or valleys, meaning that it is quite easy to lose your sense of direction and end up heading in a completely different direction than you intended. It is also low enough that some of the Maze's misleading magical effects occasionally make travelers completely lose their way. In it there are two plateaus, the Fumi Plateau and the Lord's Plateau, and there are a handful of paths that lead from each of them to the nearest borders, but only a single path leading between them. Some of its valleys have small towns inside that are near the aforementioned paths, but they tend to only contain a few houses and some means of gathering enough food for themselves.


    Name: Orolis Stost
    Age: 23
    Appearance: Orolis stands at five foot eleven with short black hair, which seems to always be randomly strewn about on his head, almost as if he just woke up. His vibrant blue eyes constantly seem to emanate sincerity and he wears light colored clothing at all times. On his right hand is a small multicolored band that seems to have been engraved at one point, but time has worn away what it once shown.

    Personality:
    Orolis treats everyone with kindness to the point that most people wonder what he’d do if someone were to betray him, but in his mind such an event is bound to happen at some point and he shouldn’t worry about it. The only exception to this, however, is if his brother gets harmed by an ally, at which point he uses his full power to dispose of them as quickly as possible. He also has a tendency to appear to be talking to himself, but he does it under his breath and only audibly speaks if he believes no one besides his brother is around.
    Guardian: Xetal the Reaper
    Guardian Special Ability: Passively allows its host to handle controlling much more undead minions/allies than a living person normally can.
    Guardian's magic types: Necromancy and Warding Magic
    Restrictions: For as long as Xetal is his Guardian, part of his remaining life span is sealed away every time he uses Necromancy. In addition, Xetal prevents its host from using any Restorative Arts that aren't Necromantic and should Xetal be summoned, the summoner will instantly die.
    Weapons/armor/inventory: Heirloom ring, Xetal's Remembrance Band; an engraved longsword, with warding magic on it to prevent it from breaking easily; a bandolier of throwing knives; and various traveling supplies.
    History/Background: Orolis was the born the middle child of a five member family and lived a fairly normal life for his first five years until his family started teaching him how to use various types of magic through a basic catalyst stone. Every day he had to learn and use a new spell in order to keep his parents happy, but it was fun, so he had no trouble keeping up with it. As he grew up, he was always compared favorably to his older brother, who was rapidly being caught up to in magical versatility despite a five year gap in age. His half-brother was thirteen years younger than him, so when the eldest son vanished a few days before he was to be bound to Xetal, the burden of being its next host was put on Orolis' shoulders instead. He spent the five years learning the many intricacies of Necromancy and Warding Magic, both of which were required for the inheritance ceremony. During the ceremony, his father summoned Xetal, paying his life in the process, and Orolis' Wards did the rest, binding Xetal to him. He then followed the second part of the ritual, calling his father's soul from beyond and offering it a spot on their heirloom ring, adding another color to it. Unfortunately, his step-mother had used a pair of Lust rings to bind her to his father, so when he died she did too, breaking both their rings. Orolis took his now five-year old brother with him and left, carrying his father's old bag with him. Three years later he passed his father's bag onto his younger brother and continued traveling onward along with his brother. Recently he heard that the tournament to appease the Baris was soon going to be happening and joined in the hopes of winning the prize and using his one request to have his older brother found so he could tell him the unfortunate news and get the whole family together.


    Heirloom Name: Xetal's Remembrance Band
    Heirloom Type: Ring
    Heirloom Appearance: Xetal's Remembrance Band is a simple ring made entirely out of a single bone from the first Stost to bind to Xetal. It has twenty-four different color bands on it to represent the twenty-four souls sealed within and one band of white to represent the current wearer.
    Heirloom Passive Effect(s): Can only be worn by a Stost who is bound to Xetal; removes any outside trace of Necromantic and Warding magic, which prevents people from knowing what type of magic, or even what type of spell, the wearer is casting; strengthens all Necromantic magic at the cost of preventing the wearer from being able to be healed by non-Necromantic magic; and allows the wearer to summon undead without requiring nearby corpses in exchange for preventing the wearer from being able to be brought back to life by any non-Necromantic magic. In addition, like most powerful magical rings, it always fits the wearer.
    Heirloom Age: 24 generations
    Heirloom Brief History: Xetal's Remembrance Band was crafted by a much later Stost at the request of Xetal itself, and it was meant as a means to both keep track of who he killed and allow past Stosts to speed up the adaption of the current wearer. It is said that at one point the band itself was enchanted with a strong enough warding spell that Xetal itself could be summoned once a month without fear of death, but that effect seems to have vanished at some point along the line.

    Name: Drinuw Stost
    Age: 10
    Appearance: Drinuw stand sat four foot six with short brown hair and bright orange eyes that seem to fog up whenever he uses magic. Much like his brother he wears light colored clothing, but he also wears a light brown cloth cap that hides most of his hair. As a side effect of his deal with Bephid, his entire left arm seems to be made out of stone, though it doesn’t prevent him from moving it in any way, and if he stands still for too long a mist slowly envelops him. This mist is a remnant of the ritual pulling Bephid from the Maze, which meant that the Mist of the Maze that is attached to tis denizens now appears if he remains in one location too long.
    Personality: Drinuw is a very carefree child, often trying to prank his older brother and anyone else nearby. Contrary to his mischievous behavior, however, he always listens to his older brother, since he’s his only living relative. Most of the time when he isn’t following his brother around, or trying to prank him, he is far too energetic and often gets himself into trouble with whatever lives in a given area, leading to him relying on his brother for help.
    Guardian: Bephid the Lesser Fairy
    Guardian Special Ability: He can at will make himself undetectable to everyone and everything that is stronger than him/his Guardian. This also makes his Guardian and him invisible to other Guardians.
    Guardian's magic types: Bephid only enhances Illusionary magic, because it can’t directly harm anyone or anything.
    Restrictions: Directly damaging offensive spells cannot be cast due to Bephid’s cowardly personality.
    Weapons/armor/inventory: A cloth bag infused with an Aspect of Gluttony that uses an Aspect of Greed-infused thin rope as a drawstring. Inside this bag he has countless mundane weapons and his weapon of choice, a long wooden rod with an Illusionary Mist spell carved into it. He also has quite a few outfits inside that belong to his brother and him.
    History/Background: Drinuw was born as the youngest son of five member family, though shortly later it became a four member family. Just like Orolis he was allowed freedom for his first five years, though he spent much of this time watching and playing with his brother when he wasn’t otherwise occupied. Unfortunately, such days rarely last long, as shortly after he began learning Necromancy and Warding magic his parents died in the Succession ritual, leaving only his brother to take care of him. Orolis didn’t want him to be in danger when they left, so he drew a warding circle around him and performed the Binding Ritual, calling forth a Guardian with very specific conditions due to the circle. This was the first time Drinuw met his new friend, Bephid, who made mist fill the circle almost immediately and lasted until the ritual was complete. Since then the two of them have followed his brother around, using illusions and their special ability to prank him whenever things got too dull.




    Guardian Name: Bephid
    Guardian Type: Lesser Fairy/Denizen of the Maze
    Guardian Appearance: Bephid is a small kitten made entirely of assorted pebbles. The only feature of his that isn’t mundane pebbles are his eyes, which are small rubies that seem to glow faintly while in sunlight.
    Guardian Personality: Bephid is a coward, hiding from fights whenever possible and even when cornered will only fight when his enemy is at a strong disadvantage.
    Guardian Deal: In exchange for granting Drinuw magical abilities, Bephid requires that he be out almost constantly while Drinuw is awake. In addition, he altered Drinuw's body to allow his weak magical abilities to actually be usable by a human.
    Guardian Magic Types: Illusions and Manipulation-based magic(includes short-range teleport while switching places with an object and being able to move objects without touching them.)
    Name: Ivan Zeljin
    Age: -
    Appearance: Ivan stands at a modest five foot five inches tall with a light cloth shirt and pair of pants, both of which are covered in chains. These chains are wrapped around his arms until his forearms and completely down his legs to his ankles.
    Personality: Ivan is almost entirely disconnected from his surroundings and is apathetic toward everyone and everything. The only thing he does care about is keeping his promises due to his only protection coming in exchange for doing so.
    Guardian: -Unknown-
    Guardian Special Ability: -Unknown-
    Guardian's magic types: None
    Restrictions: -Can’t use Magic-
    Weapons/armor/inventory: His only weapons, and potential armor, are the chains that cover his body, which are the only things he is carrying.
    History/Background: -Background to be revealed later-

    Accepted Characters:
    Orolis Stost
    Drinuw Stost & Bephid

    Ivan Zeljin
    Florencia Arsnet & Cyrille
    Prey Amorte & Kruxen
    Joseph Triche and Drogue -little bugger stole my Ampersand

    Akiyo Bari and Shantumal Stost -removed for being too OP
    -TBD-

    Status:
    Orolis: Missing
    Drinuw: Dead
    Ivan: Outside inn
    Vivienne: Outside inn
    Florencia: Outside inn
    Prey: Outside inn
    Joseph: Outside inn
    Omin: Outside inn

    Akiyo Bari: Dead
    Shantumal Stost: Dead

    RP 5 Guardian RP
    Ages ago the human race was constantly hunted by creatures far more powerful than them, forcing them to hide inside caves and other hidden areas to avoid the risk of death. Over time, they began to beg higher powers to aid them, but no reply was heard. The humans began dying out much quicker after this, and once all the humans were slain, those who died after the ceremony woke again in another land, where every being was bound to beings of power, ranging from weak fairies to strong demons. Many generations have come and gone since then, and now some of the creatures from our previous land have found their way over to this side.

    This RP will likely take place in a world where technology didn't progress as the people didn't need it due to the abilities they've been granted through their "Guardians", meaning that the world is basically medieval.

    Guardian RP was chosen, OP is currently being created.
     
    Last edited: May 19, 2015
    Catoosie likes this.
  2. Catoosie

    Catoosie Heliosphere

    To be honest, pretty much all of them appeal to me. Do you have one or two that you like the best or would prefer to develop?
     
  3. King Toad

    King Toad Cosmic Narwhal

    I don't really have any preferences towards it, since each one would be pretty interesting to create a world for, though for different reasons.
    • Survival RP: Several worlds where almost every creature wants to kill you, and each other, for simply existing. The creatures wouldn't attack if you outnumbered them, meaning that you'd have a high chance of dying if you got separated from the group.
    • Sci-Fi Assault Team RP: A single world where technology is advanced far beyond what our current tech level is, meaning that weapons, armor, and tools that are simply science fiction to us are reality for them. Due to this, even old tech found near "Recycling Centers" is capable of causing large amounts of mayhem and destruction, forcing the creation of 'ODIN.'
    • Earth-based Superhero: As mentioned above, it takes place on Earth, except with the addition of Super Humans. This means that events in recent history (last 50 years or so) are slightly different and organizations exist in every country to manage these Super Humans.
    • Magic-based Society RP: A world where the current technologies exist, but magic is also added into many technologies, such as trains using Air-based magic to travel at Mach speeds without any risk to the passengers and Gates placed in most major cities, allowing instantaneous transportation between continents and across countries.
    • Guardian RP: Fairly standard Fantasy world, but everyone is bound to their own unique "Guardian," a being that is able to manifest itself into the world in exchange for gaining the ability to use magic and gain improved abilities. In addition, there are several Large creatures roaming the lands that found their way over from the humans' ancestral world.
    • Shattered Realities Redux: Fantasy world where many "Rifts" have been torn into the world, allowing anyone who accesses them to gain large amounts of magical energy while near them, but a side effect of them existing is that the magical energy is being diverted from where it belongs. This makes the number of people born with the ability to harness magic decrease since they lack even the slightest sliver of magical power.
    I can give more details about each RP if you want, and any RP is capable of being changed if valid input is given.
     
    Last edited: Dec 22, 2014
  4. Catoosie

    Catoosie Heliosphere

    I think based on those descriptions my two favorite would be the "Sci-Fi Assault Team RP" (if I can use a sniper rifle :rainbow:) and the "Guardian RP". I like science and magic.
     
  5. King Toad

    King Toad Cosmic Narwhal

    Sniper Rifles can be used in the Assault RP, and there is a fairly effective weapon modification that can only be used on larger weaponry due to its properties:
    • Rail Gun: Uses alternating magnetic fields to rapidly increase a metal projectile's speed, making ti reach a speed faster than conventional weaponry at the cost of having a slightly longer delay between shots.
    For a sniper rifle it doesn't really matter much since they have a delay in the first place, but Assault Rifles and other rapid-fire weaponry are affected a lot more due to the delay adding up.
     
  6. m0k0n4

    m0k0n4 Ketchup Robot

    Whichever gets through, I'm gonna try to make a character. I need to get my RP fix fixed.
     
  7. UltLolwut

    UltLolwut Tentacle Wrangler

    Dang, I like those ideas. Sci-Fi and Magic Society especially, I'll see if I could try joining if you make one of them.
     
    Catoosie likes this.
  8. King Toad

    King Toad Cosmic Narwhal

    Sorry That I haven't responded to this thread since last week, but the holidays get pretty time-consuming. As of right now it seems like the RP that I'll be making will be the Sci-Fi Assault RP(Will be called something else), but there are still eight hours for the poll, and the opinion in this thread, to shift the tide toward the Guardians RP, or even the Magic-based Society one.
     
  9. m0k0n4

    m0k0n4 Ketchup Robot

    Personally on the fence between magic and guardian RPs, because I generally prefer fantasy settings to sci-fi, but I can go with any one of the current 3 voted.
    I enventually voted the magic society RP because I'm such a balance freak. Haha.
     
  10. UltLolwut

    UltLolwut Tentacle Wrangler

    I prefer Sci-fi, I was never too much of a medieval guy. I'm easier with that setting due to the equipment and stuff, but okay, go with what gets the most votes, of course.
    So far Guardian and Sci-Fi seems to be on a tie... Why not both? :rainbow:
     
  11. companioncube75

    companioncube75 Starship Captain

    I kinda like the Superhero idea.
     
  12. m0k0n4

    m0k0n4 Ketchup Robot

    Both would be nice, but two RPs at once is overwhelming for one GM to manage, sadly :(
     
  13. MilkCalf

    MilkCalf Supernova

    I was too lasy to post here. But I like magic over tecnology, with one exception. Super powers. I like superpowers over both magic and tech. I didn't vote so perhaps new poll between Sci-Fi and Guardians? Or would a Magic society be good for everyones needs?
     
  14. companioncube75

    companioncube75 Starship Captain

    Im goin with it, I vote for Superhero RP.
     
  15. King Toad

    King Toad Cosmic Narwhal

    If I were to count both the votes in the voting box and those in this thread, then the current numbers are:
    1. Guardians - 6 votes
    2. SFAT/Magic-Society - 5 votes
    3. Superheroes - 2 votes
    Due to everyone talking about it so much, I'll extend the in-thread votes another day, though I'll be working on getting the OP stuff ready for this thread.

    Edit: As for Magic Society, I can alter it to include both high-levels of technology and magic-based technology, but doing so would only be if I got at least four people to agree to such a change.
     
  16. Catoosie

    Catoosie Heliosphere

    I am changing my main vote from SFAT to Guardians!!
     
  17. UltLolwut

    UltLolwut Tentacle Wrangler

    Still going with Sci-Fi. I don't like generic fantasy/medieval worlds, in all honesty. But I'm interested in the Magic & Technology idea, I remember I tried that once with some friends.
     
  18. MilkCalf

    MilkCalf Supernova

    I'm okay with either Gurdians, Superheroes or magic Society so I will be on the side of the one out of those that has the most votes, or it could be considered as a down vote for SFAT.
     
  19. critsarecool

    critsarecool The Waste of Time

    With the Guardians RP, will there be preset Guardians, or do we make our own? Also, will it be like the stones of power in skyrim, where your guardian imbues you with a specific skill or ability? Also, are guardians just rock and trees and whatever, or would they be magical beings?
     
    Relten likes this.
  20. m0k0n4

    m0k0n4 Ketchup Robot

    If the Guardian can be magical beings, how much can they interact? Are they basically just mute, obedient summons, or can I have them talk and interact with players and others, with limitations?
     

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