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 Treams: Lies in a Truth

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Un Poco De
Hatchling
Hatchling
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Posts : 67
Join date : 2011-02-25
Location : England

PostSubject: Treams: Lies in a Truth   Mon Feb 28, 2011 6:54 am

Good day everyone and welcome to my humble post * slowly tilts his head in a forward direction as he bows in a drifting manner to the people before him. His left arm extends out in a diagonal line with a clear open palm, as if to lay out his greetings before him whilst having his right arm between his chest and stomach*


I feel only it is polite to inform you that although I have many years of experience, I had not taken it upon me to coordinate a group, however I have made and GM'ed many one one role plays and fee that it is only fitting that give Game Mastering a chance. Besides a new board, a new name so it only seems right that I take up a new outlook on Role Playing as well. I will set up a very....experimental set of rules and systems for this role play and its characters.


First I should mention that I have many years of experience and have accumulated much data on disobeying rules and un-attentive Role Players. I will make no qualms, I will be strict, hard and heavy on those that break my rules. You will but have a thread to save you're self if you break the peace keeping expectations of the group. I will not tolerate one persons attitude risking the enjoyment and fluid thought of others. However if the offender seems truly remorseful, admits their fault and the offense is reasonable, I will lend out a much more fairer judgment.







Now, you are properly wondering what is this place called Tream that is mentioned in the title of this post. Well, it is only fair I go into detail in this little land or rather Complex. Tream was made in the second period-4000. We are in the first period-after many of the countries had unified to create a national multi-Million Complex building that reach 1700 kilometers in length across the lands while being exactly 5000 feet high in total. There are also pent houses for the wealthy on top of these roofs of the global treasure which can extend up to twenty feet higher than the rest of the building, although these are normally not mentioned within intitial reports concerning Treams numerical factual components. Here I will go through each of the sectors and the pent houses of the Tream. First, I should mention that Tream holds all nationalities and races here, the language barrier is a minor issue although newer language like magical and class specific tongues have risen which are starting to rebuild the walls in communication again. The only living tongues are Italian, Japanese and English due to this most children are taught these three tongues at a very young age. You do not need to speak other languages, you're character would understand it so if you want to say you're character speaking Italian or Japanese but just translated for readers, go ahead.

First I should mention the entrance: Vomix Square. The square is a multi-national place of both travelers and stationary inhabitants, you'll meet many races, backgrounds and nationalities here as it is a mostly neutral place along with the heart of all leaving and entering drop pods. These drop pods are captured by quantum claws from the sides, as drop pods have no real controls, they are simply launch from a cannon and then captured by the station claws, providing mass travel very quickly. There are total number of twenty three claws sticking out of the front wall of Tream, which are but only a mile away from Vomix, all of them ready and capable of capturing these pods as they have class incasing their wrists, bullet proof and magic proof which slowly withdraws to allow the drop pod to be pulled in. A drop pod once emptied of its passengers will be taken away by a hook in the ceiling for re-use. Vomix square itself is kissed by the sky, allowing it through a large transaparent- metal meterial upon the ceiling, although no one would ever of guessed, because of this it is consider the flower of the bed that is Tream as most other cities are powered by an artificial sun or simply lit by the busy lights of the towns except phonix which is normally considered the rural of Tream. Veomix has all the foods, all the drinks and a good amount of wares for people to buy, it is also one of the most protected areas in terms of guards, although despite this there is still a large number of fights and law breaking there as well, mostly due to the guards are outnumbered by the population. In the middle of Veomix stands a massive pipe with various little holes in it, being made of pure white marble it relinquishes a stream of slightly green water with a tiny piece of stream, making the area smell of leafs in a most natural sense, within the fountain sits a number of little floating pieces of paper with words written on them. This is the Fahem Fountain and it is routine for people to write their dreams on a piece of "kentin" which is pretty much a resistant paper, eventually the kentin floats to the bottom and the ink is evaporated. When ink evaporates its a sign of the wish leaving fantasy and merging with life. Apart from this most of the buildings are standard, very square although its frequent to see puppets, dolls and colorful paintings on the doors and windows of Vomix square to spice up the sites by the people. Not a lot know but these square cubic homes are the first thing to the Treams construction, builders lived here during the "Ballet Blood" was going on. To think such basic things lived throughout such dangerous times.

From Vomix you will have two options to go to. To the left, Hour town and Phoniz.

Hour town is surprisingly the oppsite in terms of mood of the cheerful welcome Vomix offers. Being a places clambered with all the big corporations and endless noises, watches, discussions and ringing phones, beepers and alarms along with the sounds of munching and clapping feet. Hour town was called this due to the quick pace it moves, time is money here and every single resident is a money maker in their own right, hard work gets you here but boy once you're here you have enough coins to rattle a storm among the local outside. Hour is mostly similar in some respect to Vomix, it does actually have a lot of the old cubic buildings but these are reserved for grunts and janitors. A big, three story tall cubic house is normally rather expensive but the locals who are desk jockeys can afford one of these with ease. The other buildings are all built in a more curved fashion, being well sculptured at the top yet cubic at the sides, apart from this the windows are normally triangle or sphere based while the doors are decorated with flashy golden numbers or little statues with the resident name and house number on. This town is extremely bland in terms of color and greetings but once you enter the main square which is known as Five Minute central you can spot endless Arcades, Shops stuffed with the latest items and loads of activities including parks and gyms going on. There are big routes and every minute someone ether doing a magic act or some of show for cash on the side, the core place for street artists. Along with these are the smell of endlessly delicious meats, far more exotic and expensive that those in vomix square. The Five Minute Central is normally rather empty and everyone practicing or getting ready for customers, this is also known as "Play Time Grove" as it is the main location for everyone lunch break. Security is heavy around Hour Town although fighting is normally considered entertainment to the locals and the guards here are specifically paid by the head business men to let by any fun the locals have as long as it doesn't bother there workers(no point risking having to pay injuries for guarding someone you don't even know or can benefit from)because of this a lot of fights formulate but if it seems one sided or it just straight up bullying, the locals get VERY defensive over inoccent and weak or out gunned strangers. The buildings are not as colorful, the shops however are very well designed and usually have a catchy slogan along with a personal mascot but the actual living buildings are nice but not as friendly or artistic in Vomixs square. Hour Town is very well supplied with sun shine thanks to a personal bulb in the sky that keeps everything at a perfect temperature along with advanced fans that can create reasonable humility.


Phoniz is a rather secluded area, considering the powers of both Hour Town and Vomix Square, this land is only covered in a array of small huts, each of them extending outwards in a oval fashion. Most of these buildings are ether wooden or constructed out of a mixture of cement and a rather cheap rock known as Gregen, the buildings each have at least one window place on the protruding edges they have, sometimes two in symmetrical order while the front door is placed in the middle, these huts are normally only a one story high structure although the more and more deeper you become you will find mansions of four stories high to two stories high huts make of gregen and wood, sometimes even having parts and rooms made of one of each. The outsides are always holding up a small magical lamp which consists of a tiny rock hard string extending from the wall, each emitting a glowing spark at the end when the last name of the house owner is uttered. These lamps actually sit inside the house too but are far less radiant in their glow. The tops of the huts are purely constructed of a thin sheet of paper with rune placed upon, ether being red, yellow or green depending on their social class. These runes form a un-nerving hard surface, making breaking the roofs just as hard as breaking concrete. The colors that surround these huts are many, and the reason for this is that the grounds are covered in an endless number of flowers, all of them different and healthy, some even growing up to a shoulder high. Trees are rampant in this town and its not rare to find forest, the warmth of the sun and the chill of night enter here as Phoniz was actually a normal town like vomix until the Bloody Ballet Trilogy attacked once more two hundred years later and smashed the hole in the Tream and destroyed many of the buildings. For the first time people witness sun and nature although this also exposed the inhabitants to a many attacks and dangers along with the vile diseases that loomed the area. It was agreed that the people could keep the wall down but they will have to settle with massive defensive being set up around Phoniz. Guards hang around Phoniz in heavy numbers in outside gates, all arm and ready to fight off any invaders with both magic and rock hard runed, technologically enhanced steel. The sides of Phoniz lead to a small fence, if you dared looked down you will find that you actually twenty thousand feet up. The sun is normally orange and cloudless, letting the people be kissed in exotic weather although they also lack technology and are a poor town. Phoniz wealthy are considered poor by Hour Town and as such is normally looked down upon, phoniz also looks down on Hour Town thinking they are loud and obnoxious. Phoniz is always peaceful and silent, with many spaces just to lie down in and sleep in the rays of the sun, it is also however the main use of magic, relying almost utterly on magical powers and barely any technology apart from plumbing and for various essentials. Phoniz is an old fashion place and rules and social presentation are a lot stricter there, so be careful you might offend someone with that lazy hunched back stance of yours. It sohuld als obe noted that the actual inside of Phoniz has only a select few of guards in the heavy shops and markets which also patrol houses routes known as "Rems" who are pretty umch magical spear men.


Character Creation:

I'm going to keep this as Tream for the moment. These are the starter locations, Tream is a massive place so there a lot of towns and levels, but right now these are you're first choice. I will add and most likely modify the locations as we go on and tell you of you're options for further travel. Tream is a semi-existent place so everything is allowed here. If you want to be a fish that sits inside a giant robot with rocket arms, go ahead. No, then maybe a gnome without a face that is a master mage. If not that then what about a normal man with scrawny arms that carries a ten ton blade that makes flowers grow where ever it hits. There are no standards, make any character you desire.


In this role play there are tiers. I will only allow three red tiers grade 1-3. A red grade is the most powerful characters and normally have highly fluent and easy abilities to use along with reasonable or high damage. If you're character also has speed and a lot of offense you might end up the red. I will allow seven Ambers: These people are moderately strong and properly could put up a real fight with a red if they tried their hardest and got lucky. A amber grade 1-3 normally has atleast two or three cons, such as slow attacks, bad recovery from stuns or locks or poor range. Greens 1-3. I will allow as many greens as possible, a green is the weakest and can have lots of cons from being awkward attacks to bad speed, however I will allow more alternative forms of magic and tech with greens as this will be the only thing helping them in battle with level 1 ambers or reds. Greens are permitted to have as many short range teleportation, Invisibility and whatever other strange skills you desire, as long as you aren't jammed to the brim or have a strong or fast attack and poor defense.

-----------------Grade 3-------- -Grade 2
Current Reds:Domanic Kitsune-Madric Ethandon (two red spots left)

--------------------Grade 3
Current Ambers: Lillith Nightroad. (6 spaces left)

----------------------- Grade 3 -----------Grade 2
Current Greens: Lethanyal Kitsune-Seras Rowen(endless spaces left)

By submitting characters you agree that you will allow me to modify their powers or give them cons if I feel that they will be too un-fair challenge for everyone else.

I this game, once you're character dies, that is it. There are no return spells or super healing magic, once you're out, you're dead. However, I know what you are thinking "Wait, if that the case then won't everyone just get killed by the reds?" No, I will be very heavy on my montoring on the reds. You see, the reds can't kill you if they use normal attacks or standard moves, a red can only kill another player if they use a special, which has requirements, they can however beat the hell out of you and knock you out. A amber can only kill another amber with standard attacks and a red along with greens. A green can kill anyone with standard attacks and allowed to have powerful special but hard requirement-Imagine the greens are for the pros only-

If we are not too far in a current episode, I will permit new characters to be submitted from a previously defeated player, if I receive belittlement or agitation for deaths, I will ban you form the role play.No exceptions.


Example Character: http://pathlesstraveled.forumotion.com/t524-un-poco-de-imagination
The skeleton is as follows:
----------
Name:

Age:

Gender:


Appearance:(you're free, be creative, even if it seems a bit crazy)


Personality:

Powers/Physical capabilities:

Specials powers:A special power is you're ultimate moves, a special power requires a certain action though in battle. Ether have to had hit someone said amount of times, or had a number of posts to charge up the power in combat. If you're attacks kills or immediately ends the match it needs three requirements and to be dodgable in some sense. If it deals damage at a high level it must have two requirements but you can be more cruel about dodging. You're ultimate move is you're character all, its every ounce of his/her power and I will judge how many requirements it needs after reading it.

History:

Occupation and former occupations:

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

The Rules of Role Playing:

One: Treat everyone here with respect and be humble when you're time has come to end the show, no actor should start screaming and getting red in the face when the curtain is starting to close on them.

Two: If you have an issue that needs guidance within the Role Play, ether lore or OOC I am here to help you're RP'ing experience and not squash it.

Three: Post at least once every two weeks. If you fail to do this without a reasonable excuse I will start en-acting punishments.

Four: I want sportmanship and logical outcomes, you can't block if you're currently grabbed or being punched up and no out of nowhere spells or powers. Display you're powers, all of them in the skeleton, suddenly moving fast enough to block a speed based green character while you're a heavy red is defying the code system.

Five: You must at least produce five sentence in a one to three paragraph post. I will not accept constant one paragraphs but will be lenient if writers block ensues but three times in a row shows you're putting the lowest standard possible and you will be warned or maybe punished.

I will act out warnings depending on the offense. If you commit a truly outrageous act, I will auto kill you're character and forbid you from Role Playing in this RP. If you commit a series of minor acts I will warn you upon each one, if you do so after you will be banned and auto killed. All evidence of offensive material will be screenshot and sent to the Moderators, any Personal messages, bullying or offensives attitude that defy the boards rules will not be exalted from the laws of the land.

This has been spell checked and proof read. I apologize for any missed errors.





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

Additional. These are the accepted profiles so far:

Owned by Rosegurl1

Name: Lillith Nightroad

Age: 24

Gender: Female


Appearance: She about 5'11" with long red hair that is about to the small of her back. It usually up in a pontytail or a bun to get out of her eyes. She has deep forest green eyes, that changes only to red when she uses her powers and that is rarely. She has small fangs as teeth, because she belong to the one of the oldest house of vampire. She has a an hourglass shape with pale white skin. She wears a little bit of everything, but usually is wearing a dress in light gray in color. She really loves wearing gowns of all types, but if she had to dress causal she will wear a black t-shirt with dark washed jeans. During the day she usually wears UV and UVA gel that stops her from buring in the sun or other UV rays. She usually wearing white rose in her hair, and the only jewels she wears blood opals in necklaces and/or earings. That comes from her family's mines. She has a birthmark on the back of her neck in a shape of star.

Personality: She is very calm in face of a lot of things. She rarely gets mad at anything, and usually very cheeky to her friends. You can usually see her reading a booking under a tree. She loves to read about anything, and everything. She will tell her opinion about something, and willing to talk about it. She feels more at home in a garden or a forest then indoors.

Powers: She can control the shadows around her, but she can only use the shadows around her. To use any of her power she have to say "Control shift at 40%. Until the target is slienced".

Weapon Shift Short Range: Using this power, she make swords or shields to fight close combat. The shadows become made into the shape she wants in her hands, and that also go for long rang too.The swords are usually Katana. The blade of the sword is pure black while the hilt is gray. (Hit 2)

Weapon Shift Long Range: Using this power, she make bow and arrows out of the shadows around her. The bow looks like a pure black long bow, and the arrows are gray. She really don't like guns, so she will never make her shadows into one. (Hit 1 if close, but half hit if the target is far.)

Specials powers: When her powers at the max, she can grow taller with pure black wings. Her eyes are the deepest blood red and her hair falls around her, and almost hidden in the shadows around her. Her dress will look like is the blackest shadows with a number of red eyes thru out it. This is only after getting beat badly, and she have to say, "Control at 100% Until the target is slienced" to get to this form.

Wraping Shadows: She use the shadows closest to her target, and make a huge sheet of shadows. It wraps shadows fully around a person, which she can kill or have them be a part of her shadows to use later. She can use wrap three people at a time. The color of the shadow can be gray to pure black.(Hit 3)

Shadow Demon: Out of the shadows around her she makes a monster in a shape of a huge panther with eight glowing red eyes. The shadow panther so big that she can ride it without her feet touching the ground. It takes all of her control to keep the beast on target. So she cannot use her other powers while the demon out to play. (Hit 3-4)

This is all the power she has now, because she is still young and don't know about her other powers. That is why she have to stay the control words, and when she gets older she will not need those words.

History: She is the only child of the leaders of the vampire house of Nightroad. So that makes her a child of nobles, but she always tries to break out of that mold. Even now she hold herself and others at a high stander. Her family sees that she needs to sees other parts of the world and have her came back to rule over the house once they are gone.

Occupation and former occupations: Student (age 5-18), Noble (all her life)

Un Poco De's Assessment:Threat Level amber Grade 3(You're above a weak green but just below a middle of the road fighter)

You're main melee attacks will be slugish, but powerful-imagine if you hit dom twice in one post, you would of almost taken away half his health-you're both attacks again will be slugish due to having a bow but reasonable in attack. I will say any grabs you commit are 4 hits (very heavy for a single attack) and any attack that directly invovles youre hands or feet commit only quater a hit (not that she'll need to use this with shadows to attack for her)

You're speed is pretty bad when in combat and you rely more on simply stunning and smashing/cutting to win the match.

You're first special move will require that you have only 2 hits left and that you had at least grab moved you're enemy once in combat (this makes sense, because it will help her focuse on grabbing with her shadows after doing it physically)

Youre second move with the panther, I will only allow him to be on for one post when actually attacking, although if you want to make him look at people or pop out his head and arise from the shadow as a show off post. Fine, But the actual attack he is only there for one turn. If he hits he will do the designated damage. You're requirements will be that you only have four hits left and must of at least melee attacked an enemy two times in a row before hand.

Your recovery is pretty bad, being a noble girl, you've properly not taken a lot of gut wrenching whacks or suffered a lot of physical abuse ether from hard work or toxins. So, you won't be really prepared for the feeling. If someone surprise hits youin the kidney or stomps you're feet, you're going to hit the floor and stay there for two-three seconds.

You're hits points will be nine.


Overall, you're character deadly and anyone messing with her is an fool but her sluggish body and lack of experience mixed with her moderate specials make it mostly a matter of wether you're character managers to get enough hits in first.



-----

Owned by Tyro

Name: Lethanyal Kitsune

Age: 106

Gender: Male


Appearance: Tall for his age and thin. He has a slightly pale complexion and rarely seen in anything other than a T-Shirt and jeans but has taken to wearing a jacket ever since working with Dom. His thick, dark brown hair is flat, acting like a sort of certain around his head, threatening to render him blind with the fringe. If you must know, he has hair as close to black brown as ever attempted. His thin arms are exposed by the t-shirts he wears and his jeans try to cover the old but comfortable converse shoes.

Personality: Being the nerd of the family, Leth's strength is in his ability to think and use his computers and machines to his advantage. Usually away with his computers and games, he's usually the wing man for Dom. Despite the fact that Dom is far more extroverted and confident with the opposite sex, Leth is usually found explaining what a Griffin is to the tigress that had turned Dom down thirty minutes ago. Why? Leth stops, researches and thinks about things as much as possible. His slower, less hasty approach means that he comes off as a better guy than the ego-fuled moron Dom presents himself as.

He's not the most confident with his abilities, often complaining that Dom "never looks before he gets his head cut off". He's always got to get his own back on people who slight him.

Powers/Physical capabilities:

Fire: Leth is half-Kitsune. This means that he got a pick of his Father's strange abilities and gained the abilities of a pyromaniac. He is able to breathe flames at will and create small fireballs that sit happily in his palm.

Hand-to-hand: Meh....He can punch properly, he can kick without falling over. Its not a strong point.

Marksmanship: Ah! Leth is a good shot and regularly makes sure he's loaded with something nasty to fight back with. His 'Bowcasters' are a weapons that use two electromagnetic fields to fire 'bolts' at enemies at a nasty velocity. Unlike the Star Wars version, they look like normal, if slightly fatter, hand guns. They are very accurate at long range and effectively fires a small nail. Dom has plenty of ammunition and can reload quickly.

Gadgets!: Leth is quite handy, making his own kit out of whatever happens to be around.

The Grapple Gun: Its a Bowcaster that fires a hock and has a winch. Sadly, can only carry Leth properly anywhere. The hook needs to have snagged on something to work, of course.

The Skele-key: A brute-force hacking device. It attempts to cause an overload in the circuity of a door to let it slide free. Hopefully. Looks like an SD card with a metal button welded on.

Talky: An ear piece that also can have a small screen that comes forwards to be watched by one eye as well as a couple of cameras. Plenty of voice recognition control and even 512 flash space. Leth has both at the moment. He's not sure they work fully yet.

Specials powers: Something Demonic: A massive surge in fire explodes forth from Leth as a demonic and purely evil force leaps forwards, trying burst through his skin. Air temperature immediately around him raises to 96 degrees-C. The fire swirls around him before dispersing and the energy leaves him and is weakened from such a strange effect.

Requirements: Must be left with less than 50% of his Hit-points and about to be attacked again. This puts the special move in the realm of a counter.

History: Leth, he prefers to be called, is usually considered the runt out of the seven other siblings he's grown up with. He's enjoyed a rather sheltered life with his computer and building of machines. Up until he left with Dom to become partners in business. He's help as best as he can but always stressed as a partner,
not a side-kick, not matter what Dom's ego makes him think. Whatever role he's played, he's still been a valuable partner for Dom, helping each other out of situations.

However, there is two-and-a-half weeks that still go unaccounted for in his life that he refuses to talk about. Its unsure what happened, or even where he went. All Dom knows is that Dom found him with bloody bandages, a fistful of syringes and most of his clothes falling apart. Dom's attempts at asking about just raise Leth's defences.

Occupation and former occupations:

Former First-mate aboard the following, largely-stolen airships:

Calvin
Charlotte
Mary Sue
Body-builder's Dream
Doggie
Beagle
Manta-ray
Oppressor
Manic Maniac
Machiavelli
Loonier Bin
Luna Surfer
Star Bright
Compass of the North
Maggie
Maggie Pie
Cum-by-yah
Magic Woman
Devil Woman
Sword of the Skies
Dennis
Sargent
Dennis II
Dennis III
Dennis VI
Lord Dennis of Treaming
Big Buggering Cannons

Has negotiated trade and the occasional smuggling routes for plenty of places.

Has been taken into custody and travelling to Tream to await trial.

Un Poco De's Assessment:Threat Level: Green Grade 3 ( I think this will fit him more, it means he will have to play smart and be skillful rather than rely on straight force)

Physical attacks of punching and kicking both deliver quarter hits. Grabs deliver two hits and counters deliver one hit. Fireballs up close deliver one hit but far away deliver half a hit. charged fire attacks dilver two hits. You gun will deliver half a hit each shot but delivers one hit up close. If you get hit while gunning with a melee attack, you suffer being stunned.

You're grabbling hook allows high jumps, swinging and manuvuering altough if you attack someone with it, it will deliver half a hit.

This character is reasonably fast and could definately do a good bit of dodging from slow characters, but he should be careful around average characters. You will become extremly fast however when using you're grabbling hook.

Your characters special will commit a damage of hits point to 9 due to this being his only special. I will only suppy that he needs three post to charge this move up again after having used it once.

Lethanyal's hit points will be seven.



SECOND:

Name: Domanic Kitsune

Age: Around 100 years old.

Gender: Male


Appearance: A tall, sturdy build with well kept and moisturised, lightly toasted skin. His hair is kept in pristine condition and usually windswept. His teeth are usually shining brightly, perfect. His clothing is smart and casual. A tight, white shirt under a smart, a navy blue jacket with gold stitching around the hems like a navy captain.. His tight jeans are tucked into his leather boots that are well kept. Duffed up a little but tastefully. His large belt around his middle holds his broadsword and sworn-off shotgun. Ego radiates off this man.


Personality: A massive ego with masses of confidence to override any patient judgement at any time. His fascinations with females grows every time he fails to pull one, often coming across as a massive prat with his cockiness and sometimes misguided wit. While having a good relationship with all his siblings and his parents, his brother Lethanyal and himself have formed a strong bond over their partnership in business. Legit or otherwise of course...


Powers/Physical capabilities:

Hand-to-hand: Dom's abilities in combat are rather good. He is reasonably strong and throws a good punch. His technique is nothing too special: a step above boxing where he's realised he can kick to the crotch too. Its a very graceless group of moves full of hooks, lazy blocks and the occasional kick. A skilled expert could get round his attack quite well.

Marksmanship: Not that great. Dom is not particularly accurate with a rifle or anything like that. Therefore, Dom goes for a more vague approach with a shotgun. Its a sawn-off - The Mandible Stout. Its a pain to reload as it fires each of its two barrels separately but a good gun for a quick kill that's sure not to miss.

Swordsmanship: His abilities with a sword are the best, it has to be said. A nasty, if basic, broadsword. Its a straight-forward hacking blade that's capable of throwing a man of balance. Even so, Dom is rather good with it, showing good competence in defence as well as attack. A balanced but still not earth-shaking skill. A master swordsman could get through his defence and attack.

Heightened Sense of Smell and Hearing: Much like a wolf's senses, Dom's are very sharp. It comes with being part-wolf.

A Belly Made for Beer, a Brain that Barely Cares: Dom can hold his drink extremely well, even meaning that his human appearance is never compromised.

A freaky side and a nice disguise: Dom's real form is a little unsavoury for most people so chooses to stay in a human form. He can slip back into his more feline side but he's got to have passed out by then. Not sure how all the changed in his appearance work though....

Specials powers: Resurrection:

Dom is half-Kitsune. This means that he got a pick of his Father's strange abilities and ended up with the only one that makes him even more annoying to others.

The Kitsune are spiritual creatures and I mean that literally. A Kitsune is actually a spirit that commands energy - or 'chi' if you'd like to stick with the source material of these guys - and all abilities are dominated by an energy price. Resurrection for a Kitsune is simply the creation of a physical body in order to interact with the world. Its the steepest of all prices. Therefore, when a Kitsune's body is cut down, its true form is still active. The Kitsune is far more vulnerable in this state as he can be eradicated completely in this form with the right spell or creature. Demons are often feared for this reason.

While the energy debt can be paid with any energy, Dom must be careful with what he absorbs. You see, The Kitsune have a 'you are what you eat' mechanic with particularly potent or concentrated forms of energy with which they craft their physical forms. It is possible to create new elemental forms of Dom or any Kitsune.

However, I have to make this fair on all the other squishy mortals. While the fact that an energy debt is a pain in the arse already, it has to be a very large one. So something like Vomix's power grid or a large fire. Dom has a weak ability to absorb energy to create a physical form and so the energy must be in an easy to obtain state, such as an open flame.

History: Dom, as he's usually better known as, has always had a fascination with aircraft. At 12, with Leth's help, he built his own airship out of scrap. Since splitting up from the family unit, he's acquired his own airships. Either through bets, money won from bets, occasional theft and trades. Working as a ship for hire, Dom, as long as Leth can't come up with a good enough reason not to, won't turn many jobs down. He's little more than a pirate in many places...

Occupation and former occupations:

Oh here we go...

Former captain aboard the following, largely-stolen airships:

Calvin
Charlotte
Mary Sue
Body-builder's Dream
Doggie
Beagle
Manta-ray
Oppressor
Manic Maniac
Machiavelli
Loonier Bin
Luna Surfer
Star Bright
Compass of the North
Maggie
Maggie Pie
Cum-by-yah
Magic Woman
Devil Woman
Sword of the Skies
Dennis
Sargent
Dennis II
Dennis III
Dennis VI
Lord Dennis of Treaming
Big Buggering Cannons

Has been taken into custody and travelling to Tream to await trial.

Un Poco De's Assessment:Threat Level: Red Grade 3 (you're just strong enough to be in the class of the most powerful and of course, you're lore too helps)

Standard punching and kicking attacks take half a hit point. Grabs are two and counters are one.
Swordsman ship takes one hit against a character, Grabs with a sword based attack take three and charged up attacks take three. Counters take two.
You're gun takes one hit point up close but only takes a half far away.

I'm going to say you're reasonably fast and can recover pretty well. So, if you get kidney punched, you haven't got to falll to the ground, but definately get a bit stunned for a second or two.

You're total hit points are twelve-the average is ten


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PostSubject: Re: Treams: Lies in a Truth   Mon Feb 28, 2011 5:36 pm

Name: Seras Rowen

Age: 22

Gender: Female


Appearance: She about 5'8" that makes her shorter than her lady. She has blonde, shoulder lenth hair that is usually up into two pontytail behind a maid headband. She has clear sky blue eyes, with a pale tan skin. Her body shape leans to boyish, but she does have a slight girly shape if she wears her maid uniform. She wears during work is the usually black and white maid uniform with white gloves. One her days of she wears old jeans and band t-shirts that makes her look like a guy. On her left hand and on her ring finger is has a small beauty mark.


Personality: She is sweet, but she has a short fuse. She loyal to a fault, and not willing to give up easily. She may not be the sharpiest tool in the shed, but on the battlefield she has a cool head, with a twisted smile.

Powers/Physical capabilities:

Cleaning and other maid work: This is what most of her job is made of. She makes sure that everything is spotless. She is the one that usually gives her lady's meals because not many people like the seeing blood. She is one hell of a cook if any human or other types of guests.

Hand to Hand: She is a master at hand to hand because she been trained since she was very young. She will let her target wear themselfs out before she goes for the kill. She will use anything as a weapon, but swords are not her strong point.

Specials powers: In order for her to use her special, she have to put on rings that holds the Hidden Wires. They are always in her pockets, because you never know. She only do this if her lady needs her help with a lot targets.

Hidden Wires: She have rings on both hands that hold wires that are unbreakble nanotube covered with diamond flim. With a slight twist of her hand she can wrap a person with the wires and cut them in pieces. To cut a person she have to pull the wires and it can cut her so she wears gloves. Her limit is five people before her gloves start to break from the wires.

History: Her family has served the Nightroad family since the first lord. She grown up with Lady Lillith as a playmate and maid. She as been trained by her family to proect her lady like others before her. She is proud that she going to be a Head Maid at her lady's new home. She is happy with her life as maid and never want to anything else.

Occupation and former occupations: Student (age 5 - 18), Playmate (age 1 - 11), Maid (age 11 -22), and Head Maid (when she gets to her lady's new home.)


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PostSubject: Re: Treams: Lies in a Truth   Mon Feb 28, 2011 5:56 pm

Rosegurl1 wrote:
Name: Seras Rowen

Age: 22

Gender: Female


Appearance: She about 5'8" that makes her shorter than her lady. She has blonde, shoulder lenth hair that is usually up into two pontytail behind a maid headband. She has clear sky blue eyes, with a pale tan skin. Her body shape leans to boyish, but she does have a slight girly shape. She wears during work is the usually black and white maid uniform with white gloves. One her days of she wears old jeans and band t-shirts. On her left hand and on her ring finger is has a small beauty mark.


Personality: She is sweet, but she has a short fuse. She loyal to a fault, and not willing to give up easily. She may not be the sharpiest tool in the shed, but on the battlefield she has a cool head, with a twisted smile.

Powers/Physical capabilities:

Cleaning and other maid work: This is what most of her job is made of. She makes sure that everything is spotless. She is the one that usually gives her lady's meals because not many people like the seeing blood. She is one hell of a cook if any human or other types of guests.

Hand to Hand: She is a master at hand to hand because she been trained since she was very young. She will let her target wear themselfs out before she goes for the kill. She will use anything as a weapon, but swords are not her strong point.

Specials powers: In order for her to use her special, she have to put on rings that holds the Hidden Wires. They are always in her pockets, because you never know. She only do this if her lady needs her help with a lot targets.

Hidden Wires: She have rings on both hands that hold wires that are unbreakble nanotube covered with diamond flim. With a slight twist of her hand she can wrap a person with the wires and cut them in pieces. To cut a person she have to pull the wires and it can cut her so she wears gloves. Her limit is five people before her gloves start to break from the wires.

History: Her family has served the Nightroad family since the first lord. She grown up with Lady Lillith as a playmate and maid. She as been trained by her family to proect her lady like others before her. She is proud that she going to be a Head Maid at her lady's new home. She is happy with her life as maid and never want to anything else.

Occupation and former occupations: Student (age 5 - 18), Playmate (age 1 - 11), Maid (age 11 -22), and Head Maid (when she gets to her lady's new home.)

Hmm, seems acceptable. I would ask for a slightly more indepth description than boyish or girlish figure though but for now I will let this pass. I have to ask you, as a good host. Do you think you are capable of posting individually for each of you're characters for a two paragraph average. I will allow one paragraphs but if I keep recieving them I will hand out diciplinairy measures.

Rose, May I give a tip or two about presenting you're literacy, if I am of course not being too bold, that is.

I should also mention I was hoping to get a few more role players, at the very least four. I was officially just going to me the GM but if I really need to , I will include my character along with my NPCs and event characters. Do you think my experiement with character designs is scarring people away?
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PostSubject: Re: Treams: Lies in a Truth   Mon Feb 28, 2011 6:26 pm

Un Poco De wrote:
Hmm, seems acceptable. I would ask for a slightly more indepth description than boyish or girlish figure though but for now I will let this pass. I have to ask you, as a good host. Do you think you are capable of posting individually for each of you're characters for a two paragraph average. I will allow one paragraphs but if I keep recieving them I will hand out diciplinairy measures.

Rose, May I give a tip or two about presenting you're literacy, if I am of course not being too bold, that is.

I should also mention I was hoping to get a few more role players, at the very least four. I was officially just going to me the GM but if I really need to , I will include my character along with my NPCs and event characters. Do you think my experiement with character designs is scarring people away?

Of course I can write at least two paragraph for the both of them. I had done it before with other characters of mine. I don't minded really. I am a little deaf, so sometimes my wording weird.

I think that the others are pretty busy with a lot of things, and I know one that don't rp if there is a lot of people in it. I think the character designs is wonderful, but to a person that had never done it before it may be scary.
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PostSubject: Re: Treams: Lies in a Truth   Mon Feb 28, 2011 7:07 pm

Rosegurl1 wrote:
Un Poco De wrote:
Hmm, seems acceptable. I would ask for a slightly more indepth description than boyish or girlish figure though but for now I will let this pass. I have to ask you, as a good host. Do you think you are capable of posting individually for each of you're characters for a two paragraph average. I will allow one paragraphs but if I keep recieving them I will hand out diciplinairy measures.

Rose, May I give a tip or two about presenting you're literacy, if I am of course not being too bold, that is.

I should also mention I was hoping to get a few more role players, at the very least four. I was officially just going to me the GM but if I really need to , I will include my character along with my NPCs and event characters. Do you think my experiement with character designs is scarring people away?

Of course I can write at least two paragraph for the both of them. I had done it before with other characters of mine. I don't minded really. I am a little deaf, so sometimes my wording weird.

I think that the others are pretty busy with a lot of things, and I know one that don't rp if there is a lot of people in it. I think the character designs is wonderful, but to a person that had never done it before it may be scary.

Well, I think the main thing I can tip you off about is is the opening to each of you're sentences on appearance. I would suggest when writting changing the way you introduce the subjected character. Example:She is five foot tall. The ladys frame is one that is rather sknny in stature. It should also be mentioned that her hair is a crimson red. She may however come across as pale in the right light.

You've properly noticed I did not utilize she-or she is again as an opening to at least two sentences seperated the first one. This way you avoid double wording where it can become reptitive. I would also suggest at least putting two or three sentences between each words that may be the same in any literature. When I first started out in more text based role playing, I did not really understand the concept of double wording myself, in fact. I believe I only started to understand indepth text presentation a few years in..


Thank you for the compliment on my character designs.

I will now assess you're character:

Threat Level: Green Grade 2 ( You're just above the weakest of fighters but you still got a long way to go and must be ready to have to use you're head to get out of a jamm. Relying on just you're fighting skills will insure a swift end)


Punching and kicking along with any other standard attacks in that area results in a half a hit damage. Counters will commit a two hit deduction along with a stun affect and grab attacks will commit one hit.

Any weapons will only commit a whole hit, but her attacks will be slow and sluggish due to her not speficying in that area and being more of a focused hand to hand fighter.Counters with weapon in hand is a hit but you do not stun. Grabs will only commit a two hit deduction.

Special Powers: I will assign the requirements to the following: She must have at least commit three hits in a row without taking damage herself (so she can get the wires around people and obviously just for requirements sake)along with this she must have at least a metre away from her enemies to commit this move. This attack commits a five hit damage on a single target but causes three when attacking more than one.

You're recovery is passable, if you get hit you will definately be stunned and properly shake as if you was ready to collapses but you won't fall to the floor. You will be stunned for 1-2 seconds.

Seras Speed will be good, good enough to out run most people infact, even average fellows. Your attacks will be quick so you can deliver generally swift blows although your defense is horrible and could be blown away be a heavy attack(3 hits) or a row of normal attacks (1 hit each)

Seras hits points in total will be ten. Shes been through hardship but not enough to make her tough, so I think this is reasonable.

If you agree to these terms I will add Seras to the list of green characters.




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PostSubject: Re: Treams: Lies in a Truth   Mon Feb 28, 2011 7:22 pm

I accept it.

No problem. Thank you for your feedback on my wording. Tips always helpful, and I may not be new to rping, but I rarely get this deep. So everythings helps and I will try my best.
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PostSubject: Re: Treams: Lies in a Truth   Tue Mar 01, 2011 11:05 am

This post will hold all existing characters that are owned by me. These characters may be spawned within the middle of a role play for the reason that some pure existence will be to drive a story forward or even just there to present a challenge to the existing role players.

Theme song:http://www.newgrounds.com/audio/listen/358845


Name:Theudian Hezmmar

Age:Presumed to be 19
Gender:Male


Appearance:Theudian stands to be a rather out of ordinary five foot seven, being just under what most men his age would consider average but none the less he is very much capable of talking to someone face to face as well as eye to eye, although he may have to arch his neck up for some of exceedingly tall stature. Theudian is a boy although his stance seems to be far more stiff and rigid than that of a energetic young man, normally appearing completely stiff as he peers at people, his chin facing forth in a perfect line and seems to be a stranger to slanting or loose appeal. The rest of the young mans body is mostly firm in its general stance, never moving in a drift, always tight and locked in position and thus his arms never swing which makes him somewhat slow as well as sluggish in his movements when it comes to walking along with turning. Hexmmar's frame is one that is barely worth mentioning, every thing about his arms are dull and un-detailed. The same can be said for his chest aswell as his stomach, one would think that such a fellow would of never done a days exercise in his life as he is utterly smooth all the way through and through, but to be fair his legs are just a tad more toned than the rest of his body although this is hardly worth mentioning.

Theudian's weak body seems to merge well with the rest of his skin, being a ghostly pale so extreme you would be sure to think that he was a corpse, in fact you would swear you could see the hint of green from rot on his skin but that cannot be. He shows no sign of degeneration or smells of that of a expiring person yet his skin begs to differ due to its strange tone. The intense white that caress his body could out do the most wonderful wedding gown or the freshest blanket of snow on a winters day, being equally as cold to touch. The fact that Theudian breaths out a chilling steam like that of a exhale on a cold day does not help the idea he is without body heat. The young sires flesh is one to be unique, it would seem at the begging of is right elbow sits a stitch completely around it, attaching the limbs to one another while the fingers on his left hand are all connected by a pure black thread. The index finger on the fellows right grasper is a metal pod colored in a metallic gray, still shinning as if been polished while having a seven inch scalpel sitting at the end, poised like a stinger. If one was to gaze at his left leg you would witness the spiral of a green, glowing thread that twirled in a trilogy around his thigh, all the flesh at that sector seems tightend, wrinkled from stressed slightly while a heap of bandages covered up the rest of his left limb entirely from view. Some would consider it a stroke of luck that Theudians body is dressed at the rest of areas apart from his arms, blocking any more sights of attachments and stitches or perhaps any other physical traumas fixed by vague technology.

The young humanoid dons a very basic shirt over his body which is a complete yellow, weak in its color from both age and the stress of endless stains on it, each paving a place on his clothing as if he had been in a paintball war and sharing the same strange randomness in colors, ranging from red to green and orange. All of these stains faintly of a strange odor yet familiar as if dish washer, blood and sewage had been slapped together along with the sent of un-common medicines. A hurdle of black belts lean over his shoulders, three of them on each side all crossing at his chest where four more collide reaching up from under his arms and the sides of his stomach, all landing at the centre of his chest like a massive knot, held there by a steel ball with a keyhole in the middle. The belts are all a very smoky dark tint, appearing both black and gray hybrid while the metal construct itself that holds the various restrictors together is a rather basic shining gray just like the pod that replaces his finger, covered in a number of unknown runes never heard of before. The belts all lead to a massive device sitting on his back, being a giant tube with various erratic, neon bouts of lights dancing inside it, changing from a weak and un-attractive blue to a devious, powerful alluring green, getting more faster when it turns into this emerald color, making it dance at mind bending speeds far too fast for anyone to comprehend. A set of small of radiant metallic silver sits at the bottom, keeping the energy from escaping while having numerous numbers and tiny, glowing lights crafted in the fashion of strange looking symbols at the bottom, all of them being a delivish red. Upon top of the glass tubes sits a massive, cubical machine with a set of gears poking out of the site, each clicking gently as they painstakingly move one inch every twenty seconds, moving like slugs while small and un-inspiring glass chamber sits between the two at the very middle in the shape of a eye which glows a heavenly yellow at those it stares at. As ones attention moves from the gears and eye you will spot a pair of antenna sitting on top, both fitted with an endless spiral of fat, fist sized springs going up them, sending electricity between the two as it goes up in a constant fashion before stopping at the two where two fat, metal balls sit, both pointing out in a vertical fashion at the opposite direction.

Hezmmar's leggings are mostly a short and semi transparent skirt that sits around his groined and left thigh where the bandages rest and his stitches preside, reaching just a few inches out while being a shadowy black when half see through. The rest of his other leg is covered in a half present baggy jeans that reach down to his right foot, covered in a parade of both rips and belts which hold a many devices as well as full bags, each of them being a weak gray in one sense or the other as they are violent surgery tools. The belts themselves resemble the blacks one upon his chest while the jeans them self are a weak blue like most generic trousers of that nature. Finally for his clothing he stands with one foot dressed in a light and easy black shoe, seemingly fit for a gentlemen by how well groomed it is, appearing a shinning brown due to being constantly looked after. Theudians hair is mostly tied in a set of what seems to be stitched together leather over the right side of his head, rough but well cared for while being a sand paper brown, his other half though is gifted with long lock of hair that falls directly upon his face, casting it in shadows by a waterfall of deep, dark red threads besides his mouth which is partially able to be seen still within the shadows of his left half. His eye is big, wide and un-blinking on the right side however, peering at those before him a lifeless blue orb that can't even bare the shine of a young mans life anymore, failing to even glimmer in the sun light while his nose sits on his face in a fragile and timid nature due to the organs small size. The deathly strangers skin stays the same for his identity, not changing although his mouth whom is more visible on the right side of his face seems to be somewhat jagged due to the fact he has three sharp, lion fangs at the beginning before becoming flat maulers all the way through.
Personality:

Powers/Physical capabilities:???

Specials powers:???

History: Theudian is a rumored soul, both evading authority and criminals after his blood. The myth is normally recalled as Doctor Theudian as he is said to be a fantastic mind in terms of neurotics and anatomy skills although his body was found to be dead at a young age in the start of a very promising career. Nothing else is known. No family, no friends although we heard of someone known as Gilspie who may be linked to him as his named been uttered by this stranger by witness accounts but no camera footage and most witness seems to have only seen shadowry outlines.

Occupation and former occupations:1-14 student prodigdy.15-19 Head Doctor at the national unification centre in Tream.

Threat Level: White (none existant threat)

Hit points: ???

I have spell checked this piece but I am afraid I am far too tired to proof read it right now. I apologize if there are any mistakes.




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PostSubject: Re: Treams: Lies in a Truth   Tue Mar 01, 2011 6:10 pm

Ah...I thought of a fourth character. Hang on.

Name: Gahreth Emfathil

Age: 38

Gender: Male


Appearance: A stocky dwarf with a perfectly kept chestnut goatee on his broad chin. His hair is slicked back and aviators sit upon his well-defined, wide nose. He wares a black blazer with a crisp white shirt that covers his ample shoulders, chest and beefy arms. On his wrist, is a simple, stainless steel watch. His pressed trousers are tailored to fit to a tee, just covering the ebony leather of the hard-wearing but well-kept shoes on his feet. He is a man of style.

Personality: A serious minded and intelligent man that will attack with his wits. He is usually looking for witty banter with his companions and often finds bouncing ideas of his partner, Stan, constantly stimulating. Often finding that his best ideas are found by trouncing Stan's, usually because Gahreth's vocabulary and attention span are usually greater than his partners. He doesn't hold it against the guy. Furthermore, he appears to have the greater amount of patience than the two, especially when it comes to repeat offenders.

Has a great technophobia; always fearing that even small, simple devices will crash in a data cataclysm of small choking hazards and burning shards of warranty sticker. He's happy with simple machines but everything else is given to Stan. As a result, he has a bad reaction to most new technology, preferring books and pens and paper.

Powers/Physical capabilities:

Marksmanship: Not bad, but generally more, as Sean Connery said in The League of Extraordinary Gentlemen, "American" as he fires plenty of bullets in the chance of at least one hitting. He uses a Zeusbolt Revolver, a revolver pistol with a laser sight. Its lightweight and quick to fire. Accuracy is to be desired and its rounds are a little on the wee side.

Dwarf Muscles and a Sturdy Frame to Put Them On: He's very strong for his size, making him more of a boxer in a hand-to-hand tussle. He is naturally gifted with a powerful punch and a high resistance to physical attack. His stature is not the most swift, however.

Specialist Subject: Criminal Scum: His many years of experience as a law enforcer of Tream has taught him a great many things and can find out information wherever, most of the time. His sources are often brought with the confidence that he will be polite and trustworthy so more likely to speak. His knowledge of criminals and past cases to base new theories on are hard to rival, only Stan is able to match it.

Specials powers: The Rune of Zeus' Maelstrom:

A sort of magical bomb. Gahreth has a small pocket where he keeps one of these small, powerful stones. In a pinch, he will pull the stone from his blazer's inner pocket and throw its fragile form towards a group of enemies. Once it shatters on the ground, it explodes in a wave of lighting. It zaps anything within an immediate radius. His blazer only carries one of these things so it must be used wisely. Also, Gahreth must have a clear shot to throw the rune towards the enemies, plus, it must break to actually attack anything. On soft ground or if its caught, its largely pointless to have been thrown.

History: Being born on Tream, Gahreth quickly joined its police force. He served many years as a simple Watcher, passing tests and rising to the rank of Detective. His parents are greatly proud of him and his record of solving a crime within ten minutes. It was a kidnapping and his first hunch happened to be where the hostage was being kept. Those responsible where never found.

After a year of working independently, he was given a partner to lessen his workload. Stan had managed to claw his way up from Constable to Detective in an interview after failing exams and tests three times, finally being promoted on the fourth. After expected incompatibly with the self-elected gangsta Stan, he started to come to admire his strength and matching determination. Also, the fact that he wasn't stupid, just had the cogs of his mind turning in a unique way. Mutual respect , partnership an even friendship followed.

The latest case has been tracking down Pirates known as Domanic and Lethanyal Kitsune, and they've succeeded. They now must cart them to Tream to be tried.

Occupation and former occupations:

Detective for the Tream Watch: Investigation Department
Specialises in Racketeering.

Formerly, A Tream Watcher ( a sort of on-beat policeman).

Formerly the cashier in a fine suit shop and tailor.


Name: Stan Shady

Age: 32

Gender: Male


Appearance: A thin man of average hight. His shallow chin is matted with thin stubble, much like his light brown hair. His nose his thin and his face often carries the expression of a man that demands respect. Whether you get it or not is debatable. His head is covered in a red bandanna with a black baseball over the top. He wears a white tracksuit jacket, usually half done up to show the bright blue T-shirt he has underneath. His Detective's badge sits on his tracksuit bottom's waist band, a thick black stripe going from waist to ankle. The baggy material covers most of his white, thick-soled trainers.

Personality: Outwardly intimidating, often acting on the assumption that his badge will command respect. Its not always the case but, while Gahreth is the smart guy, Stan is often the talker. He has a way with most people. A little joke here, a wise crack there, an off hand compliment and he's got you onside. He can usually be relied on to get confessions and grill for information. He's a keen fan of rap music, having massed a large collection. Its advisable to run when his aggression runs high.

In fact, a short fuse is often his down fall. The only one he tends to have patience for is Gahreth and even he's weary about taking advantage of that fact.

Powers/Physical capabilities:

Marksmanship: A similar approach to Gahreth but prefers to carry automatic weapons instead. A Zeusbolt Calisti-Auto is his weapon of choice. A weapon that it accurate, absorbs recoil well and is reloaded quickly. His jacket has pockets full of ammunition clips that are fed into the side of the machine, firing each round in turn like a mini-gun sucking in a chain of bullets. Except these are little sticks moving through the gun like a typewriter. The calibre of bullets fired is small, however and the gun eats up its ammo fast.

Close combat: Stan's best attribute is his speed. While punches haven't much muscle behind them, they do have considerable swiftness to them. Having a brawler-style of simply 'anything goes' his punches are wild and will not hesitate to bring a quick conclusion to a fight if necessary. That said, anyone who knows what their doing will be able to stop him without too much trouble.

Its his butterfly knife that's a different story. This small blade is quite sharp and used for a variety of things. In close quarters, it becomes a last resort he usually pulls out to make his opponent back down. If it doesn't work then he'll have to use it sparingly or face masses of trouble from his superiors.

Specialist Subject: Criminal Scum: His many years of experience as a law enforcer of Tream has taught him a great many things and can find out information wherever, most of the time. His sources are often old friends so are more likely to speak. His knowledge of criminals and past cases to base new theories on are hard to rival, only Gahreth is able to match it.

Specials powers: Super-Human Agility: A very special, game changing tatoo in his right shoulder blade of a cleaving, angel wing is attached to a bordered symbol that is able to boost his speed to the point where he can become a human cheetah, literally bouncing of walls and using his momentum to leap longer distances. He needs three turns to concentrate and let the magic flow to be used for up to seven turns. While attacks are difficult to avoid now that he is more capable of scaling things and catching people but its also going to result in a major crash in energy.

History: Born in Tream, he's had a rocky time of it through his childhood. He's had an abusive mother, who excess and aggression was eventually halted by his Father's final bold move. A timid, charitable man that tried his best to keep the woman he loved from throwing everything away. He said the loss of someone simply made his wife want to forget everything. His final move was a result of something snapping: to tell her to get out of the house or get help was met with an ashtray to the skull. Repeatedly until she was simply pounding shards into his face with her own mangled hand. The feeling wouldn't return for another two hours.

With his mother jailed for murder, Stan spent his teenage years in the care of his uncle. He owned a collection of vintage handguns that he recanted the histories of like fairy tales. Stan gained a love for firearms too, a topic that him and Gahreth regularly chat about.

At 17, he met Sally, girlfriend number three. A werewolf. At 19, Sally fell pregnant and Stan took the best paid job he could find, ditching his current job as a courier that delivered high priority post, often on foot. That was how he became a Watcher. At 22, Sally and Bonny, were murdered by a recently convicted man called Tony Stonell. Holding a grudge against Stan for chasing him down and finding evidence of Blister, a powerful psychotropic drug taken via a patch, on his person. Having done his work diligently and effectively for the past few years to provide for his family, his bonuses where used to do the best for his family. Tony gunned both down in a single night. Tony is never heard of again, rumoured to have been 'scooped clean': where his memories are totally erased and he's kept as a vegetable for the rest of his life by people he owed money too. You shouldn't believe too much here-say.

Having lost everything, he became more unstable. He would stay in his home, staring. Drinking. Watching people go by.

His uncle held Stan in his arms, simply saying: "Your father gave his life so you might live in a better world. I dare you to use yours to protect people from having to deal with such tragedy."

His first attempt at the Detective's aptitude test was after a month an a half. The second was three months after that. The third was two moths after that. The Tream Watch was sympathetic to a plea to apply by interview. Stan clinched it to be partnered with Gahreth.

Stan was initially apprehensive about the Dwarf. Gahreth groomed, dresses sharply everyday and read when not out on a case. They clicked when conversation fell to their firearms. Then to clothes. Then to music. They got on quite well, forming a strong partnership that has lasted till this day. He always figured they'd be opposites but they largely aren't to Stan and Gahreth's surprise.

They've recently caught the pirates Dom and Lethanyal Kitsune. They are taking them into custody as we speak.

Occupation and former occupations:

Detective for the Tream Watch: Investigation Department
Specialises in Racketeering.

Formerly, A Tream Watcher.

Formerly, a Courier for Scaled Jack's Catering. He delivered dishes asked for specially by businesses and parties.
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PostSubject: Re: Treams: Lies in a Truth   Wed Mar 02, 2011 11:43 am

Tyro wrote:
Ah...I thought of a fourth character. Hang on.

Name: Gahreth Emfathil

Age: 38

Gender: Male


Appearance: A stocky dwarf with a perfectly kept chestnut goatee on his broad chin. His hair is slicked back and aviators sit upon his well-defined, wide nose. He wares a black blazer with a crisp white shirt that covers his ample shoulders, chest and beefy arms. On his wrist, is a simple, stainless steel watch. His pressed trousers are tailored to fit to a tee, just covering the ebony leather of the hard-wearing but well-kept shoes on his feet. He is a man of style.

Personality: A serious minded and intelligent man that will attack with his wits. He is usually looking for witty banter with his companions and often finds bouncing ideas of his partner, Stan, constantly stimulating. Often finding that his best ideas are found by trouncing Stan's, usually because Gahreth's vocabulary and attention span are usually greater than his partners. He doesn't hold it against the guy. Furthermore, he appears to have the greater amount of patience than the two, especially when it comes to repeat offenders.

Has a great technophobia; always fearing that even small, simple devices will crash in a data cataclysm of small choking hazards and burning shards of warranty sticker. He's happy with simple machines but everything else is given to Stan. As a result, he has a bad reaction to most new technology, preferring books and pens and paper.

Powers/Physical capabilities:

Marksmanship: Not bad, but generally more, as Sean Connery said in The League of Extraordinary Gentlemen, "American" as he fires plenty of bullets in the chance of at least one hitting. He uses a Zeusbolt Revolver, a revolver pistol with a laser sight. Its lightweight and quick to fire. Accuracy is to be desired and its rounds are a little on the wee side.

Dwarf Muscles and a Sturdy Frame to Put Them On: He's very strong for his size, making him more of a boxer in a hand-to-hand tussle. He is naturally gifted with a powerful punch and a high resistance to physical attack. His stature is not the most swift, however.

Specialist Subject: Criminal Scum: His many years of experience as a law enforcer of Tream has taught him a great many things and can find out information wherever, most of the time. His sources are often brought with the confidence that he will be polite and trustworthy so more likely to speak. His knowledge of criminals and past cases to base new theories on are hard to rival, only Stan is able to match it.

Specials powers: The Rune of Zeus' Maelstrom:

A sort of magical bomb. Gahreth has a small pocket where he keeps one of these small, powerful stones. In a pinch, he will pull the stone from his blazer's inner pocket and throw its fragile form towards a group of enemies. Once it shatters on the ground, it explodes in a wave of lighting. It zaps anything within an immediate radius. His blazer only carries one of these things so it must be used wisely. Also, Gahreth must have a clear shot to throw the rune towards the enemies, plus, it must break to actually attack anything. On soft ground or if its caught, its largely pointless to have been thrown.

History: Being born on Tream, Gahreth quickly joined its police force. He served many years as a simple Watcher, passing tests and rising to the rank of Detective. His parents are greatly proud of him and his record of solving a crime within ten minutes. It was a kidnapping and his first hunch happened to be where the hostage was being kept. Those responsible where never found.

After a year of working independently, he was given a partner to lessen his workload. Stan had managed to claw his way up from Constable to Detective in an interview after failing exams and tests three times, finally being promoted on the fourth. After expected incompatibly with the self-elected gangsta Stan, he started to come to admire his strength and matching determination. Also, the fact that he wasn't stupid, just had the cogs of his mind turning in a unique way. Mutual respect , partnership an even friendship followed.

The latest case has been tracking down Pirates known as Domanic and Lethanyal Kitsune, and they've succeeded. They now must cart them to Tream to be tried.

Occupation and former occupations:

Detective for the Tream Watch: Investigation Department
Specialises in Racketeering.

Formerly, A Tream Watcher ( a sort of on-beat policeman).

Formerly the cashier in a fine suit shop and tailor.


Name: Stan Shady

Age: 32

Gender: Male


Appearance: A thin man of average hight. His shallow chin is matted with thin stubble, much like his light brown hair. His nose his thin and his face often carries the expression of a man that demands respect. Whether you get it or not is debatable. His head is covered in a red bandanna with a black baseball over the top. He wears a white tracksuit jacket, usually half done up to show the bright blue T-shirt he has underneath. His Detective's badge sits on his tracksuit bottom's waist band, a thick black stripe going from waist to ankle. The baggy material covers most of his white, thick-soled trainers.

Personality: Outwardly intimidating, often acting on the assumption that his badge will command respect. Its not always the case but, while Gahreth is the smart guy, Stan is often the talker. He has a way with most people. A little joke here, a wise crack there, an off hand compliment and he's got you onside. He can usually be relied on to get confessions and grill for information. He's a keen fan of rap music, having massed a large collection. Its advisable to run when his aggression runs high.

In fact, a short fuse is often his down fall. The only one he tends to have patience for is Gahreth and even he's weary about taking advantage of that fact.

Powers/Physical capabilities:

Marksmanship: A similar approach to Gahreth but prefers to carry automatic weapons instead. A Zeusbolt Calisti-Auto is his weapon of choice. A weapon that it accurate, absorbs recoil well and is reloaded quickly. His jacket has pockets full of ammunition clips that are fed into the side of the machine, firing each round in turn like a mini-gun sucking in a chain of bullets. Except these are little sticks moving through the gun like a typewriter. The calibre of bullets fired is small, however and the gun eats up its ammo fast.

Close combat: Stan's best attribute is his speed. While punches haven't much muscle behind them, they do have considerable swiftness to them. Having a brawler-style of simply 'anything goes' his punches are wild and will not hesitate to bring a quick conclusion to a fight if necessary. That said, anyone who knows what their doing will be able to stop him without too much trouble.

Its his butterfly knife that's a different story. This small blade is quite sharp and used for a variety of things. In close quarters, it becomes a last resort he usually pulls out to make his opponent back down. If it doesn't work then he'll have to use it sparingly or face masses of trouble from his superiors.

Specialist Subject: Criminal Scum: His many years of experience as a law enforcer of Tream has taught him a great many things and can find out information wherever, most of the time. His sources are often old friends so are more likely to speak. His knowledge of criminals and past cases to base new theories on are hard to rival, only Gahreth is able to match it.

Specials powers: Super-Human Agility: A very special, game changing tatoo in his right shoulder blade of a cleaving, angel wing is attached to a bordered symbol that is able to boost his speed to the point where he can become a human cheetah, literally bouncing of walls and using his momentum to leap longer distances. He needs three turns to concentrate and let the magic flow to be used for up to seven turns. While attacks are difficult to avoid now that he is more capable of scaling things and catching people but its also going to result in a major crash in energy.

History: Born in Tream, he's had a rocky time of it through his childhood. He's had an abusive mother, who excess and aggression was eventually halted by his Father's final bold move. A timid, charitable man that tried his best to keep the woman he loved from throwing everything away. He said the loss of someone simply made his wife want to forget everything. His final move was a result of something snapping: to tell her to get out of the house or get help was met with an ashtray to the skull. Repeatedly until she was simply pounding shards into his face with her own mangled hand. The feeling wouldn't return for another two hours.

With his mother jailed for murder, Stan spent his teenage years in the care of his uncle. He owned a collection of vintage handguns that he recanted the histories of like fairy tales. Stan gained a love for firearms too, a topic that him and Gahreth regularly chat about.

At 17, he met Sally, girlfriend number three. A werewolf. At 19, Sally fell pregnant and Stan took the best paid job he could find, ditching his current job as a courier that delivered high priority post, often on foot. That was how he became a Watcher. At 22, Sally and Bonny, were murdered by a recently convicted man called Tony Stonell. Holding a grudge against Stan for chasing him down and finding evidence of Blister, a powerful psychotropic drug taken via a patch, on his person. Having done his work diligently and effectively for the past few years to provide for his family, his bonuses where used to do the best for his family. Tony gunned both down in a single night. Tony is never heard of again, rumoured to have been 'scooped clean': where his memories are totally erased and he's kept as a vegetable for the rest of his life by people he owed money too. You shouldn't believe too much here-say.

Having lost everything, he became more unstable. He would stay in his home, staring. Drinking. Watching people go by.

His uncle held Stan in his arms, simply saying: "Your father gave his life so you might live in a better world. I dare you to use yours to protect people from having to deal with such tragedy."

His first attempt at the Detective's aptitude test was after a month an a half. The second was three months after that. The third was two moths after that. The Tream Watch was sympathetic to a plea to apply by interview. Stan clinched it to be partnered with Gahreth.

Stan was initially apprehensive about the Dwarf. Gahreth groomed, dresses sharply everyday and read when not out on a case. They clicked when conversation fell to their firearms. Then to clothes. Then to music. They got on quite well, forming a strong partnership that has lasted till this day. He always figured they'd be opposites but they largely aren't to Stan and Gahreth's surprise.

They've recently caught the pirates Dom and Lethanyal Kitsune. They are taking them into custody as we speak.

Occupation and former occupations:

Detective for the Tream Watch: Investigation Department
Specialises in Racketeering.

Formerly, A Tream Watcher.

Formerly, a Courier for Scaled Jack's Catering. He delivered dishes asked for specially by businesses and parties.

Hmmm, I admit that I like that their seems to be a far more sense of character developement with your stan Profile I am going to have to reject the both of them, for mutiple reasons. Naturally I do not want be rude so I will elaborate.

First. I believe that having control not only of your outlaws but those bent on cacthing them grants you too much external power upon each others destiny. It will make it hard for any other possible role player or even me to direct things for story sake from a outer view point if you are already in position of an external chain to the characters story.Even if lets say you're characters did not directly have a chain, there was always space and others to take control-lead-you're characters fate. Some will be timid to do so as they might think you will get upset in case you had a grand plan install for him, but that creates restriction for a parcipating characters road. I would of allowed such an event if he was a "boss" role character but then his story would have to be far more out of the light and more vivid for atmosphere and suspense. I do not desire to invite any boss-like characters owned by roles players-yet.

Second. Although I strongly like the characters and the effort as well imagination put into them I think four characters, both with seperate-even if are related-story lines will be strainious and hardy. I would allow a third character if they travel with the two you have selected to keep. I also have a lot of experience with role play deaths and de-motivation and having too many characters to one person is one of them. You, personally may be more than capable, but if someone else joins and is not but follows your rule I can't stop them in fairness as I allowed you. I will however permit you to select which of the two you want to keep, the Kitsunes or the dectectives.

Third. If I do not get at least two more role players(I am joining in to help the numbers reach five- this idea will not be able to survive. This was designed to invoke creativity(which you both accomplished)and character interaction among different people. I could have a entire cast of characters but if they are only owned by a tiny sum of people, it would not make a difference as this was meant to be free roaming and how the character pave their way and relationships with one another(also to interact different RP styles and ideas). I was to build a story and theme as it porgressed to which they will relate in some way or another.

I understand if you are somewhat upset, they are good characters but I am afraid I must set an example as well as do my job as GM and keep things as orderly and beneficial to everyone as possible. If I fail to get the required numbers within a week. This role play will be dead.

I might try to revive it though in a more populated area, all those that signed up for this RP will be invited to final attempt if it comes to that.
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PostSubject: Re: Treams: Lies in a Truth   Wed Mar 02, 2011 2:44 pm

OKey dokey! I'll keep the Kitsune's but I think I'll keep these two for something else.
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PostSubject: Re: Treams: Lies in a Truth   Thu Mar 03, 2011 1:09 am

I would just like to hold a red spot for my character Madric while I write him up.

I must say this setting kinda reminds me of Bleach.

But it is also so much different.
Anyway I will try and write up a large profile for Madric. I've only used him once so he is really non-developed as far as testing goes.

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PostSubject: Re: Treams: Lies in a Truth   Thu Mar 03, 2011 1:50 am

Un Poco De wrote:

Example Character:
The Rules of Role Playing:

One: Treat everyone here with respect and be humble when you're time has come to end the show, no actor should start screaming and getting red in the face when the curtain is starting to close on them.

Two: If you have an issue that needs guidance within the Role Play, ether lore or OOC I am here to help you're RP'ing experience and not squash it.

Three: Post at least once every two weeks. If you fail to do this without a reasonable excuse I will start en-acting punishments.

Four: I want sportmanship and logical outcomes, you can't block if you're currently grabbed or being punched up and no out of nowhere spells or powers. Display you're powers, all of them in the skeleton, suddenly moving fast enough to block a speed based green character while you're a heavy red is defying the code system.

Five: You must at least produce five sentence in a one to three paragraph post. I will not accept constant one paragraphs but will be lenient if writers block ensues but three times in a row shows you're putting the lowest standard possible and you will be warned or maybe punished.

I will act out warnings depending on the offense. If you commit a truly outrageous act, I will auto kill you're character and forbid you from Role Playing in this RP. If you commit a series of minor acts I will warn you upon each one, if you do so after you will be banned and auto killed. All evidence of offensive material will be screenshot and sent to the Moderators, any Personal messages, bullying or offensives attitude that defy the boards rules will not be exalted from the laws of the land.

Just a few points.

Green: Please remember that many of our members have busy lives. Send out a "Hey where are you!" Type PM sure.
Also might I ask what the punishments are?

Red: This forum has it's own posting requirements, these are still a minimum no matter what rules a GM places. (Even myself.) This obviously allows for writers block.

Cyan: Note that Mods and Admins will monitor for any offenses to do with board rules.

May I ask that you don't word things like that on this forum. I would understand 90000% if we were a big place like RPGW, but unfortunately we are not. We are a small community of writers, you don't need to 'threaten' here. Simply lay down your rules and say that action will be taken.

I know that most people who have spent most of their time on the larger sites tend to do this. But we are a community, not a huge corporation type site. Like I, the owner of the site. Know all of the (Active) members, I talk to them all, not just my staff or anything.

Sorry that was just a long winded way of saying loosen up a bit, you don't need to worry as much as on those other sites.

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PostSubject: Re: Treams: Lies in a Truth   Thu Mar 03, 2011 2:40 am

Name: Madric Ethandon

Age: 29

Gender: Male


Appearance: An dark man, he stands at 6'1". He is basically an indigenous Australian, known as one of the moon people, this means his skin is truly black to the point where it shines and has that strange purple tint to it. His eyes are dark grey and often unnerve people. His hair is cut short and is as dark as his skin. He has a lot of muscle and although not hugely tall he is still an imposing figure.

Attire: He wears a black martial artist 'suit' with a golden band acting as a belt. The material is soft and flexible, it gives him his full range of movement so he can fight at any time.

Powers/Physical capabilities: He has complete control over momentum. The amount of energy used to control momentum depends on how far away the target is away from him. He is able to sense movement for roughly five-hundred meters in a sphere around him. If he is touching an object he is able to control its momentum without any energy loss.(Meaning no more then normal for the movements his body makes in controlling the object.)
He has the ability to do something called momentum locking, this is hard to do with objects he is not touching but possible, it just takes a lot of energy.
Momentum locking means that he locks a persons or objects momentum to his own, this allows him to lift a boulder three times his size with his fingertips as it follows his momentum.

He knows mild swordsmanship and has basic experience with other weapons, normally his main weapon is his own hands and feat.
He is a martial artist and has been training in the art for all his life. Originally it was a way to focus so to learn how to control his powers, but it also served the purpose of teaching him to fight. He started learning at around the age of four.

Specials powers: The ability to throw his power over an extremely large area and effect the zone in two ways.
One: He is so fast in this zone that it is not funny. (Think sonic boom.)
Two: The effected area seems to slow down.
How it works: Momentum is taken from the surrounding space and transferred into Madric to do as he sees fit with it.

Con: When the field is released and everything is brought back to normal one of two things can happen.
One: Madric has used more momentum then the surroundings gave him and so is forced into the slow motion he had placed on his opponent until it wears off.
Two: He did not use enough of the momentum and he is forced into a kind of 'hypo' state in which his mind and body move chaotically and at super speed. (As in the can't form an attack because he is likely to run in circles ect.)

Con: While this field, the only bit of momentum he can control by will is his own and so he can not use the ability of momentum locking while doing this.

Conditions:
A full energy bar.
50% or under health

History: A human in nearly every instance he was born into the average community. It soon became obvious that he was not completely normal, his parents helped him train his powers so that he may make something out of himself, unlike them who made cheap toys and other such wares for a living.

His first break was in the novice races. He entered his first race and in that one race broke the Pro time record for the race he was in.

From there he did a bit more of that but soon become bored as no one would race against him other then one on one.

After he left the racing he moved into the district he had grown up calling calling "The Rich Mans World" and made himself a nice house there. Eventually having to find a job again he put his powers to another use and learnt how to fight in the games. It didn't take long for the guard to hire him. He currently lives as a type of High ranked military General.

Occupation and former occupations: From first to current:
1. Working with his parents in their shop.
2. The races
-Novice
-Pros
-Grand champion
3. Unemplyed
4. Fighting in the games
5. Military
Starting rank: street guard
Current rank: General of the crisis management team (Fast response.)

Just tell me if I forgot anything.

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Last edited by Thepsycoman on Fri Mar 04, 2011 3:36 pm; edited 2 times in total
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PostSubject: Re: Treams: Lies in a Truth   Thu Mar 03, 2011 4:33 am

Thepsycoman wrote:
Name: Madric Ethandon

Age: 19

Gender: Male


Appearance: An dark man, he stands at 6'1". He is basically an indigenous Australian, known as one of the moon people, this means his skin is truly black to the point where it shines and has that strange purple tint to it. His eyes are dark grey and often unnerve people. His hair is cut short and is as dark as his skin. He has a lot of muscle and although not hugely tall he is still an imposing figure.


Personality: If I may, I prefer to show this in the rp.

Powers/Physical capabilities: He has complete control over momentum. The amount of energy used to control momentum depends on how far away the target is away from him. He is able to sense movement for roughly five-hundred meters in a sphere around him. If he is touching an object he is able to control its momentum without any energy loss.(Meaning no more then normal for the movements his body makes in controlling the object.)
He has the ability to do something called momentum locking, this is hard to do with objects he is not touching but possible, it just takes a lot of energy.
Momentum locking means that he locks a persons or objects momentum to his own, this allows him to lift a boulder three times his size with his fingertips as it follows his momentum.

Specials powers: The ability to throw his power over an extremely large area and effect the zone in two ways.
One: He is so fast in this zone that it is not funny. (Think sonic boom.)
Two: The effected area seems to slow down.
How it works: Momentum is taken from the surrounding space and transferred into Madric to do as he sees fit with it.

Con: When the field is released and everything is brought back to normal one of two things can happen.
One: Madric has used more momentum the surroundings gave him and so is forced into the slow motion he had placed on his opponent until it wears off.
Two: He did not use enough of the momentum and he is forced into a kind of 'hypo' state in which his mind and body move chaotically and at super speed. (As in the can't form an attack because he is likely to run in circles ect.)

Con: While this field, the only bit of momentum he can control by will is his own and so he can not use the ability of momentum locking while doing this.

Can I ask for your opinion on what an appropriate condition would be for that ability?

History: A human in nearly every instance he was born into the average community. It soon became obvious that he was not completely normal, his parents helped him train his powers so that he may make something out of himself, unlike them who made cheap toys and other such wares for a living.

His first break was in the novice races. He entered his first race and in that one race broke the Pro time record for the race he was in.

From there he did a bit more of that but soon become bored as no one would race against him other then one on one.

After he left the racing he moved into the district he had grown up calling calling "The Rich Mans World" and made himself a nice house there. Eventually having to find a job again he put his powers to another use and learnt how to fight in the games. It didn't take long for the guard to hire him. He currently lives as a type of High ranked military General.

Occupation and former occupations: From first to current:
1. Working with his parents in their shop.
2. The races
-Novice
-Pros
-Grand champion
3. Unemplyed
4. Fighting in the games
5. Military
Starting rank: street guard
Current rank: General of the crisis management team (Fast response.)

I hope that is close to satisfactory.


There are a number of things I find acceptable or like about this character but I will also have to modify him and perhaps balance him entirely. A green should at least have some chance of beating a red, even if that chance is vague and off the distance. I think that you should increase his age far more than you have now, I would accept him as a corporol or maybe a sargent but 19 is far too young for a general, even if he was a prodigdy. The only other item I would like added to this profile is a description of what he wears normally.

Threat Level: Red grade 2 (Currently you are the highest graded character. I think his powers merit this grade)

I will set the requirements for momentum as an enengry bar. Any use of momentum will lose a single point and far away momentum usage requires three points, locking uses two points and you have a four point max.

(damage points in this one) I will make your standard punches and kicks 1 hit each and your counters 2 hits. Grabs will be 2. If you get hit all momentum affects will be discasted off the attacking player, if you hold a specific momentum for more than four posts, you will be drained of all your energy from the strain of holding it in place. You will regain all your enengry within a five turn post.

Specials: The special is mostly fine although I will need to set a build up requirement so your character will not have easy access to it. First, he must have a full enegry bar, using this will drain it all, he will also have to be damaged to the point that his is down to 50% of his health. Because this move does not perform any real damage I will simply say that the special duration will last three turns before wearing off.

Madric hits points will be eleven.

He will be reasonably fast but not much compaired to the average character. Madric's recovery will be decent, meaning if he gets kidney shot or toe stomped he will tremble in pain and be stunned for a second or two, but he will not hit the ground.

If you agree to this terms and modify madric Ethandons profile slightly, I will accept him.

Oh, just curious. I am going to make this a free roaming Role Play, I will not be generally directing peoples paths, if there a way I can seperat places out of a single thread, If I had Hour Town, Vomix and Phoniz along with any other news places all being posted in the same area, with all evetns and items going on I believe it will create a confusion setup for the players.
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PostSubject: Re: Treams: Lies in a Truth   Thu Mar 03, 2011 3:51 pm

Making separate threads seems like a sensible idea.

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PostSubject: Re: Treams: Lies in a Truth   Thu Mar 03, 2011 4:05 pm

Tyro wrote:
Making separate threads seems like a sensible idea.

A sound plan, Tyro but I only seems reluctant about taking that strategy due to the fear of over flowing threads to a simple subject or spamming as it is called.
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PostSubject: Re: Treams: Lies in a Truth   Fri Mar 04, 2011 5:58 am

Un Poco De wrote:
There are a number of things I find acceptable or like about this character but I will also have to modify him and perhaps balance him entirely. A green should at least have some chance of beating a red, even if that chance is vague and off the distance. I think that you should increase his age far more than you have now, I would accept him as a corporol or maybe a sargent but 19 is far too young for a general, even if he was a prodigdy. The only other item I would like added to this profile is a description of what he wears normally.

Threat Level: Red grade 2 (Currently you are the highest graded character. I think his powers merit this grade)

I will set the requirements for momentum as an enengry bar. Any use of momentum will lose a single point and far away momentum usage requires three points, locking uses two points and you have a four point max.

(damage points in this one) I will make your standard punches and kicks 1 hit each and your counters 2 hits. Grabs will be 2. If you get hit all momentum affects will be discasted off the attacking player, if you hold a specific momentum for more than four posts, you will be drained of all your energy from the strain of holding it in place. You will regain all your enengry within a five turn post.

Specials: The special is mostly fine although I will need to set a build up requirement so your character will not have easy access to it. First, he must have a full enegry bar, using this will drain it all, he will also have to be damaged to the point that his is down to 50% of his health. Because this move does not perform any real damage I will simply say that the special duration will last three turns before wearing off.

Madric hits points will be eleven.

He will be reasonably fast but not much compaired to the average character. Madric's recovery will be decent, meaning if he gets kidney shot or toe stomped he will tremble in pain and be stunned for a second or two, but he will not hit the ground.

If you agree to this terms and modify madric Ethandons profile slightly, I will accept him.

Oh, just curious. I am going to make this a free roaming Role Play, I will not be generally directing peoples paths, if there a way I can seperat places out of a single thread, If I had Hour Town, Vomix and Phoniz along with any other news places all being posted in the same area, with all evetns and items going on I believe it will create a confusion setup for the players.

Hmm, I will see what I can do about the last point, this is a very big styled roleplay and so I might to a bit of site editing for it.

Would this be a reasonable compensation for age: You see I am used to roleplaying these younger characters (Although my favorite two are nearly 9000 years old.), so maybe if I increase his age to his late twenties, would I be able to add in experience with other weapons? (Which I guess he would of had to have to be promoted from the guard.)

If yes I will edit his profile to put in the said clothes and a weapon, if not just the clothes.
As an alternative could he maybe be a martial artist? It would make sense since he fights hand to hand... Actually skip the sword (ect), the martial arts make much more sense.

I'll wait for you to get back to me on that before I edit his profile.
Also just for clarification, how many bars of energy does improving his own momentum take?

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PostSubject: Re: Treams: Lies in a Truth   Fri Mar 04, 2011 7:06 am

Thepsycoman wrote:
Un Poco De wrote:
There are a number of things I find acceptable or like about this character but I will also have to modify him and perhaps balance him entirely. A green should at least have some chance of beating a red, even if that chance is vague and off the distance. I think that you should increase his age far more than you have now, I would accept him as a corporol or maybe a sargent but 19 is far too young for a general, even if he was a prodigdy. The only other item I would like added to this profile is a description of what he wears normally.

Threat Level: Red grade 2 (Currently you are the highest graded character. I think his powers merit this grade)

I will set the requirements for momentum as an enengry bar. Any use of momentum will lose a single point and far away momentum usage requires three points, locking uses two points and you have a four point max.

(damage points in this one) I will make your standard punches and kicks 1 hit each and your counters 2 hits. Grabs will be 2. If you get hit all momentum affects will be discasted off the attacking player, if you hold a specific momentum for more than four posts, you will be drained of all your energy from the strain of holding it in place. You will regain all your enengry within a five turn post.

Specials: The special is mostly fine although I will need to set a build up requirement so your character will not have easy access to it. First, he must have a full enegry bar, using this will drain it all, he will also have to be damaged to the point that his is down to 50% of his health. Because this move does not perform any real damage I will simply say that the special duration will last three turns before wearing off.

Madric hits points will be eleven.

He will be reasonably fast but not much compaired to the average character. Madric's recovery will be decent, meaning if he gets kidney shot or toe stomped he will tremble in pain and be stunned for a second or two, but he will not hit the ground.

If you agree to this terms and modify madric Ethandons profile slightly, I will accept him.

Oh, just curious. I am going to make this a free roaming Role Play, I will not be generally directing peoples paths, if there a way I can seperat places out of a single thread, If I had Hour Town, Vomix and Phoniz along with any other news places all being posted in the same area, with all evetns and items going on I believe it will create a confusion setup for the players.

Hmm, I will see what I can do about the last point, this is a very big styled roleplay and so I might to a bit of site editing for it.

Would this be a reasonable compensation for age: You see I am used to roleplaying these younger characters (Although my favorite two are nearly 9000 years old.), so maybe if I increase his age to his late twenties, would I be able to add in experience with other weapons? (Which I guess he would of had to have to be promoted from the guard.)

If yes I will edit his profile to put in the said clothes and a weapon, if not just the clothes.
As an alternative could he maybe be a martial artist? It would make sense since he fights hand to hand... Actually skip the sword (ect), the martial arts make much more sense.

I'll wait for you to get back to me on that before I edit his profile.
Also just for clarification, how many bars of energy does improving his own momentum take?

His own momentum will consume two bars of enegry. In light of logical reasoning, I will allow him to be a martial artist/weapon user although Everyone has a soul barrier and knowing a style does not ensure heavier damage or quicker strikes, the same with weapons. I speculate that late twenties is much more believable and I will allow this change. I would not even mind him being mid twenties but only really was un-eased about such a rank at 19 due to just coming out of his teenage years.

Actually you've properlly noticed that ranged weapon dosen't deal a great amount of damage compaired to certain sword wielders, this is because when attacking someone with a soul barirer, focusing damage with an item that actually possess a soul holder(also, spiritual enegry is absorbed by object that used by someones will. Thus making anything capable of attack. chefs rolling pin for example absorbed his will to cook and passion, could easily transform that passion into rage)it self deals generally more damage. A bullet gets weaker as it descend futher from its masters will and spiritual enegry(this also gos for certain melee wepaons wielded by people with weaker spiriutal enegry).

Oh, for any robot lovers out there, a soul barrier is beyond you. You have a electronic, Fabric disruptor which mimics a soul barrier. Robots are far stronger physically so they rely on brute souless as well as spiritless enegry and gears to destroy their target.

Sorry, bit of a rant there but I think I should of added a bit of lore behind weapon changes in damage rather than just "you have to be balanced" kind of directed at everyone, I might place a small section of this into the original post.

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PostSubject: Re: Treams: Lies in a Truth   Fri Mar 04, 2011 2:57 pm

http://pathlesstraveled.forumotion.com/f27-the-tream

Poco, this is your area, feel free to use it how you want to. If you want any topics as sticky ect, just ask me.

I'll move this topic over there.

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PostSubject: Re: Treams: Lies in a Truth   Fri Mar 04, 2011 3:30 pm

Thepsycoman wrote:
Name: Madric Ethandon

Age: 9

Gender: Male


Appearance: An dark man, he stands at 6'1". He is basically an indigenous Australian, known as one of the moon people, this means his skin is truly black to the point where it shines and has that strange purple tint to it. His eyes are dark grey and often unnerve people. His hair is cut short and is as dark as his skin. He has a lot of muscle and although not hugely tall he is still an imposing figure.

Attire: He wears a black martial artist 'suit' with a golden band acting as a belt. The material is soft and flexible, it gives him his full range of movement so he can fight at any time.

Powers/Physical capabilities: He has complete control over momentum. The amount of energy used to control momentum depends on how far away the target is away from him. He is able to sense movement for roughly five-hundred meters in a sphere around him. If he is touching an object he is able to control its momentum without any energy loss.(Meaning no more then normal for the movements his body makes in controlling the object.)
He has the ability to do something called momentum locking, this is hard to do with objects he is not touching but possible, it just takes a lot of energy.
Momentum locking means that he locks a persons or objects momentum to his own, this allows him to lift a boulder three times his size with his fingertips as it follows his momentum.

He knows mild swordsmanship and has basic experience with other weapons, normally his main weapon is his own hands and feat.
He is a martial artist and has been training in the art for all his life. Originally it was a way to focus so to learn how to control his powers, but it also served the purpose of teaching him to fight. He started learning at around the age of four.

Specials powers: The ability to throw his power over an extremely large area and effect the zone in two ways.
One: He is so fast in this zone that it is not funny. (Think sonic boom.)
Two: The effected area seems to slow down.
How it works: Momentum is taken from the surrounding space and transferred into Madric to do as he sees fit with it.

Con: When the field is released and everything is brought back to normal one of two things can happen.
One: Madric has used more momentum then the surroundings gave him and so is forced into the slow motion he had placed on his opponent until it wears off.
Two: He did not use enough of the momentum and he is forced into a kind of 'hypo' state in which his mind and body move chaotically and at super speed. (As in the can't form an attack because he is likely to run in circles ect.)

Con: While this field, the only bit of momentum he can control by will is his own and so he can not use the ability of momentum locking while doing this.

Conditions:
A full energy bar.
50% or under health

History: A human in nearly every instance he was born into the average community. It soon became obvious that he was not completely normal, his parents helped him train his powers so that he may make something out of himself, unlike them who made cheap toys and other such wares for a living.

His first break was in the novice races. He entered his first race and in that one race broke the Pro time record for the race he was in.

From there he did a bit more of that but soon become bored as no one would race against him other then one on one.

After he left the racing he moved into the district he had grown up calling calling "The Rich Mans World" and made himself a nice house there. Eventually having to find a job again he put his powers to another use and learnt how to fight in the games. It didn't take long for the guard to hire him. He currently lives as a type of High ranked military General.

Occupation and former occupations: From first to current:
1. Working with his parents in their shop.
2. The races
-Novice
-Pros
-Grand champion
3. Unemplyed
4. Fighting in the games
5. Military
Starting rank: street guard
Current rank: General of the crisis management team (Fast response.)

Just tell me if I forgot anything.

Everything seems acceptable, as long as you are comfortable with the terms you are accepted. I will add him shortly to the list. Oh, but I believe there is just one slight thing you need to modify, you made him nine years old by mistake my good sir.


Last edited by Un Poco De on Fri Mar 04, 2011 3:37 pm; edited 1 time in total
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PostSubject: Re: Treams: Lies in a Truth   Fri Mar 04, 2011 3:37 pm

Okay that is fixed, he is now 29 instead of 9. Eh, typos....

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PostSubject: Re: Treams: Lies in a Truth   Fri Mar 04, 2011 4:21 pm

-hugs Psy- It happens. ^-^
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PostSubject: Re: Treams: Lies in a Truth   Fri Mar 04, 2011 4:38 pm

We currently possess three role players, all accepted in the world of Tream in some way or another. However, I require a number of five. I am willing to submit my own character if it comes downs to that although if we do not get the numbers we need Tream we find it hard to be a base for character (role palying style) interaction.

I encourage attitudes that will provoke other characters-ether negatively or positively-although ultimately everyone is free.

I will be wacthing this for the rest of the week. I should also mention however that there is no maximum limit of role players right now, so if we do get five and you feel you want to invite someone else to join, you are more than welcome to do so.
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PostSubject: Re: Treams: Lies in a Truth   Wed Mar 09, 2011 12:58 pm

I am a man of my word. I mentioned earlier that if I failed to get the required numbers to move this forward I will migrate this piece of creativity networking literacy to a more popular website to see the turn out there.

However, I will immediatly post a link to the new threads that holds the Role Play once it has been created and thus give the people here a choice if they desire to be with the crowd it may have attracted at the secondary website.

I am sorry for the trouble, Mister Pysco and in the future I will try to aim at smaller numbered required role plays.

Normally I would be far more sophisticated in how I handle this message but I am afraid I am currently drowzy from a large need of sleep. I apologize.
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PostSubject: Re: Treams: Lies in a Truth   Wed Mar 09, 2011 5:20 pm

It's okay, I understand that many people only make roleplays for large amounts of people. Unfortunately we simply do not have enough members here.

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