So I'm looking for a few 1x1's and have a number of plots I'd be interested in doing in.
Pirates
Farwest City
The Second Prohibition
And now for some less detailed ones;
I also do a number of fandoms:
(I prefer only having OC's in the plot, though, sorry)
Last but not least, something about me, RP-wise:
- I like descriptive posts. I'm not asking you to write an entire book each time, but please take your time to make it a nice piece of fiction. If there isn't much to say, there obviously isn't much to say, but if that happens, that might be a nice moment for a plottwist or we can discuss what we could do next.
- I'm not a big fan of romance. If there is chemistry between the characters, that's fine, but I don't plan that sort of stuff beforehand, and I also don't like it if it feels forced in any way. On top of that I also like it when the focus is just on the platonic bond that grows between the characters over the course of the things that happen in the rp.
- English is not my native language. If that bothers you, then, well, don't rp with me I guess.
- Most of these plots are the kind that are likely to have a high mortality rate, so I prefer not to have the characters sacrosanct. If too many die, we'll just make new ones. Keeps things fresh as well.
I think that's about it. I realize that because I'm new here people might want to know what my writing style is like. If so, just let me know, I'll send an example.
Pirates
Plot:
The crew of the barque Velocity has gone ashore for a while to restock. The loot of their last adventure has safely been stashed away in a place that likely only they know how to find and they are ready for a new trip.
However, one piece of the loot is still on board, dangling from a the captain's neck. No one is really bothered by it; the captain is eccentric enough to wear a silly thing like that and it was just a piece of gold; gold enough in the world.
Now, it's not even sure wether or not he's the only one who kept something on his person, but that isn't relevant.
Back on the open sea, they are no longer safe. No one knows how or why, but crewmembers start dying left and right and it seems they are being hunted. Moving ahead full sail and making as much speed as they can they make their way towards the island where they keep their treasures, assuming that there they will be safe from whatever is after them, but the entity that chases them is determined to get the necklace back.
The captain is getting suspicious, as the temperature of the gold ornament changes frequently without good reason, but he suspects that there has to be some power to the little thing and keeps it silent, even if that means more lives may be lost.
My preference goes out to playing the captain, but I'm quite flexible in this sort of thing.
The crew of the barque Velocity has gone ashore for a while to restock. The loot of their last adventure has safely been stashed away in a place that likely only they know how to find and they are ready for a new trip.
However, one piece of the loot is still on board, dangling from a the captain's neck. No one is really bothered by it; the captain is eccentric enough to wear a silly thing like that and it was just a piece of gold; gold enough in the world.
Now, it's not even sure wether or not he's the only one who kept something on his person, but that isn't relevant.
Back on the open sea, they are no longer safe. No one knows how or why, but crewmembers start dying left and right and it seems they are being hunted. Moving ahead full sail and making as much speed as they can they make their way towards the island where they keep their treasures, assuming that there they will be safe from whatever is after them, but the entity that chases them is determined to get the necklace back.
The captain is getting suspicious, as the temperature of the gold ornament changes frequently without good reason, but he suspects that there has to be some power to the little thing and keeps it silent, even if that means more lives may be lost.
My preference goes out to playing the captain, but I'm quite flexible in this sort of thing.
Farwest City
The plot.
You live your daily life in the city you've lived in since the day your mother gave birth to you. It's just a bit of a shame your daily life is full of all kinds of freaky creatures that are a daily threat to anyone who has to venture into the outskirts of town and further.
One day the ecosystem is in for a shock with the coming of a new creature, countless times more dangerous than the ones you knew and this is going to change your life. These new monsters go a lot further than other creatures did and soon threaten to overwelm the city centre.
The entire policeforce is trying to keep these new enemies at bay, but it seems pointless.
Setting.
Think a little steampunk, a sprinkle of western and not too advanced. No cars and the likes, but people make a lot of use of horses. Factories are kind of just getting started and the only thing that has really skyrocketed is architecture. Literally; tall, simple flats make up most of the city. Only in the outskirts of town are the buildings a lot lower.
The city is surrounded by canyons, plains and a river runs not very far away.
Weapons
The weapons that are used vary between quite professional, albeit not very modern of course, in the shape of revolvers or knives, to downright crude and often improvised, in the form of bats, sticks, metal pipes, crowbars; whatever one can find.
Locations
- The city centre
- It's surrounding neighborhoods
- The slums that surround those neighborhoods
- The canyons that surround the city as far as the eye can see
- And the abandoned mineshafts near the quarry, not far from the city
--------------
Now, this setting can go multiple ways, depending on what kind of rp we want.
- The characters just want to leave the city for the next one, miles and miles away, in search of a safer life. The rp would then focus on their journey.
- The characters are taking matters into their own hands by fighting back. For this we could include some sort of power that gives them some advantage over these creatures, making it more likely that a bunch of citizens can make a dent.
- The characters are just a small group of people that try to survive in this new, dangerous situation.
You live your daily life in the city you've lived in since the day your mother gave birth to you. It's just a bit of a shame your daily life is full of all kinds of freaky creatures that are a daily threat to anyone who has to venture into the outskirts of town and further.
One day the ecosystem is in for a shock with the coming of a new creature, countless times more dangerous than the ones you knew and this is going to change your life. These new monsters go a lot further than other creatures did and soon threaten to overwelm the city centre.
The entire policeforce is trying to keep these new enemies at bay, but it seems pointless.
Setting.
Think a little steampunk, a sprinkle of western and not too advanced. No cars and the likes, but people make a lot of use of horses. Factories are kind of just getting started and the only thing that has really skyrocketed is architecture. Literally; tall, simple flats make up most of the city. Only in the outskirts of town are the buildings a lot lower.
The city is surrounded by canyons, plains and a river runs not very far away.
Weapons
The weapons that are used vary between quite professional, albeit not very modern of course, in the shape of revolvers or knives, to downright crude and often improvised, in the form of bats, sticks, metal pipes, crowbars; whatever one can find.
Locations
- The city centre
- It's surrounding neighborhoods
- The slums that surround those neighborhoods
- The canyons that surround the city as far as the eye can see
- And the abandoned mineshafts near the quarry, not far from the city
--------------
Now, this setting can go multiple ways, depending on what kind of rp we want.
- The characters just want to leave the city for the next one, miles and miles away, in search of a safer life. The rp would then focus on their journey.
- The characters are taking matters into their own hands by fighting back. For this we could include some sort of power that gives them some advantage over these creatures, making it more likely that a bunch of citizens can make a dent.
- The characters are just a small group of people that try to survive in this new, dangerous situation.
The Second Prohibition
Roughly based on Lackadaisy, only more futuristic, I suppose.
The setting:
The year is 2140. After years and years of experimenting mankind shares the planet with a new 'race', roughly called 'mutants'.
They are stronger than your average human and can take a lot more, but appearance wise there are little differences. The eyes, black, red, or very light grey, are one, but they also tend to have slightly darker skin markings that can be anywhere on the body.
Now, the way vampires in stories live off of blood, these mutants need... alcohol to keep their powers up and running. They cannot get drunk, however.
They are a minority and one that has become looked down upon by some and that is feared by many, which has led to them being cast out. It has made the majority of them turn to crime, as trying to find a normal job is insanely hard. The lucky few manage to get one, sometimes by hiding who they are (contacts, covering up markings), sometimes just by being really, really lucky, but aside from them, not a single one has a clean criminal record.
Because of what they can do, the government has come to fear them, along with most humans. After all, with their powers they might be able to come very far if they all were to bundle their power.
All of this is enough reason for the government to do what they believe is the solution; a second prohibition.
In the twenties of the twentieth century it may not have worked marvelously, they believe that this time around, they can do it.
So, prohibition it is. It has become highly illegal to produce, distribute or consume alcohol. Getting caught doing either one of the first two will result in jail time, the third is usually just enough for a nasty fine. Unless you're a mutant, then you'll be facing prison either way.
For good.
Naturally, this is great time for the black market, despite the risk. Illegal breweries, underground cafes in which they sell watered down alcoholic beverages (one has to be frugal after all, you never know when you can restock) and prices that skyrocket.
It's a killer business in which mostly the more ruthless mutants are willing to kill for booze. They need to survive.
The plot:
The story is set in Dahlia City, in one of the poorer neighborhoods. Numerous cafes are the cause of bitter, harsh rivalry. The characters are aligned with the small, but relatively cozy Christine Cafe, a tearoom with a cellar from which illegal booze is sold at night.
The cellar is can be reached from two places; a hatch in the floor of one of the cafes storagerooms, hidden away well, and another one, found in an alley one street behind the cafe, again well-hidden.
The characters have several problems to face; they need to smuggle the alcohol from their deliverer to the cafe without getting caught or ambushed by rivals but they also need to stay away from the cops. Rivaling pubs and cafes also have a nasty habit of trying to take out the competition one by one, making it dangerous to cross the streets alone, especially at night.
When a new pub opens, not far from the Christine Cafe things get even worse; these people are even more brutal, even more ruthless and seem to have connections with a fair number of corrupt cops.
They pick the Christine as their first target, determined to destroy it in every sense of the word.
The setting:
The year is 2140. After years and years of experimenting mankind shares the planet with a new 'race', roughly called 'mutants'.
They are stronger than your average human and can take a lot more, but appearance wise there are little differences. The eyes, black, red, or very light grey, are one, but they also tend to have slightly darker skin markings that can be anywhere on the body.
Now, the way vampires in stories live off of blood, these mutants need... alcohol to keep their powers up and running. They cannot get drunk, however.
They are a minority and one that has become looked down upon by some and that is feared by many, which has led to them being cast out. It has made the majority of them turn to crime, as trying to find a normal job is insanely hard. The lucky few manage to get one, sometimes by hiding who they are (contacts, covering up markings), sometimes just by being really, really lucky, but aside from them, not a single one has a clean criminal record.
Because of what they can do, the government has come to fear them, along with most humans. After all, with their powers they might be able to come very far if they all were to bundle their power.
All of this is enough reason for the government to do what they believe is the solution; a second prohibition.
In the twenties of the twentieth century it may not have worked marvelously, they believe that this time around, they can do it.
So, prohibition it is. It has become highly illegal to produce, distribute or consume alcohol. Getting caught doing either one of the first two will result in jail time, the third is usually just enough for a nasty fine. Unless you're a mutant, then you'll be facing prison either way.
For good.
Naturally, this is great time for the black market, despite the risk. Illegal breweries, underground cafes in which they sell watered down alcoholic beverages (one has to be frugal after all, you never know when you can restock) and prices that skyrocket.
It's a killer business in which mostly the more ruthless mutants are willing to kill for booze. They need to survive.
The plot:
The story is set in Dahlia City, in one of the poorer neighborhoods. Numerous cafes are the cause of bitter, harsh rivalry. The characters are aligned with the small, but relatively cozy Christine Cafe, a tearoom with a cellar from which illegal booze is sold at night.
The cellar is can be reached from two places; a hatch in the floor of one of the cafes storagerooms, hidden away well, and another one, found in an alley one street behind the cafe, again well-hidden.
The characters have several problems to face; they need to smuggle the alcohol from their deliverer to the cafe without getting caught or ambushed by rivals but they also need to stay away from the cops. Rivaling pubs and cafes also have a nasty habit of trying to take out the competition one by one, making it dangerous to cross the streets alone, especially at night.
When a new pub opens, not far from the Christine Cafe things get even worse; these people are even more brutal, even more ruthless and seem to have connections with a fair number of corrupt cops.
They pick the Christine as their first target, determined to destroy it in every sense of the word.
And now for some less detailed ones;
1 The City
Living in the country's largest metropole, you have all you can wish for, everything you can dream about. It's way ahead of it's time. But dare going outside after eleven and you're not very likely to survive, as police have orders to act ruthlessly towards anyone who does this. And if you do manage to sneak past them and into the part of the city that is locked down, you're in trouble even deeper.
Our characters take the dare and find out what is in that part of the city. Creatures, part animal, part robot, are being readied to one day take over the police's job after eleven pm.
2 Sender Unknown
Two friends get sent a package, containing a ring, a necklace and a short letter that includes the location of a stone cirlce, a fair end away from the town they live in and the promise that going there on a certain date and time will enchant the jewelry.
Being both adventurous types, they decide to go, just for the heck of it, which results in them indeed now owning enchanted jewelry, each a different type of magic.
It starts out all fun and games, until certain people find out and seem rather hell-bent on stealing the ring and necklace.
3 Never Found
Each year plenty of people go missing, and not all of them come back. What if many of these unsolved cases have nothing to do with normal abductions or people that have run away from home? What if all these people have been selected and taken to a parallel world where a new, much more dangerous society has arisen. Can they find a way home? Do all of them even want to?
This plot would focus on a group of characters that are determined to find a way home, but along the way, some may change their mind, as the situation seems hopeless. They will end up finding a way, but it will be nearly suicidal and force them to really rethink what they want.
4 Ghost Ship
The characters are on a summer camp, a pretty fun one and in their free time one evening, after some light drinking, they decide to go for a walk in the woods. They stumble upon the shore. At see they see a majestic ship lying at anchor, and on the beach is a sloop. Both that and the ship look like they've been there for ages, but the sloop still seems seaworthy, so they just go full 'yolo' and sail it to the ship, where they climb aboard. They dare eachother to spend the night there and do so, only to find themselves at full sea the very next morning.
For some reason there is actually edible food and other cargo in the hold, but the crew seems gone entirely. At first.
5 Wizard Detectives
A bit of a blend of Supernatural and Harry Potter I suppose, though that part is up for discussion. Two wizards have taken up the job of monsterhunters; at first they only work in New York, disposing of all kinds of creepy creatures, but soon they expand their horizons and take on bigger jobs.
6 Just a Flower
A werewolf and a florist become friends after having met at a bar. The werewolf kind of sees themselves as quite the streetwise badass, but it turns out that the slightly introverted, friendly and intelligent florist has some things to hide, dealing with rather dark and dangerous things, that soon the werewolf becomes part of, against both their wills. Now they kind of have to sort all that shit out.
7 I'm also always in for some good old apocalyptic shit.
Living in the country's largest metropole, you have all you can wish for, everything you can dream about. It's way ahead of it's time. But dare going outside after eleven and you're not very likely to survive, as police have orders to act ruthlessly towards anyone who does this. And if you do manage to sneak past them and into the part of the city that is locked down, you're in trouble even deeper.
Our characters take the dare and find out what is in that part of the city. Creatures, part animal, part robot, are being readied to one day take over the police's job after eleven pm.
2 Sender Unknown
Two friends get sent a package, containing a ring, a necklace and a short letter that includes the location of a stone cirlce, a fair end away from the town they live in and the promise that going there on a certain date and time will enchant the jewelry.
Being both adventurous types, they decide to go, just for the heck of it, which results in them indeed now owning enchanted jewelry, each a different type of magic.
It starts out all fun and games, until certain people find out and seem rather hell-bent on stealing the ring and necklace.
3 Never Found
Each year plenty of people go missing, and not all of them come back. What if many of these unsolved cases have nothing to do with normal abductions or people that have run away from home? What if all these people have been selected and taken to a parallel world where a new, much more dangerous society has arisen. Can they find a way home? Do all of them even want to?
This plot would focus on a group of characters that are determined to find a way home, but along the way, some may change their mind, as the situation seems hopeless. They will end up finding a way, but it will be nearly suicidal and force them to really rethink what they want.
4 Ghost Ship
The characters are on a summer camp, a pretty fun one and in their free time one evening, after some light drinking, they decide to go for a walk in the woods. They stumble upon the shore. At see they see a majestic ship lying at anchor, and on the beach is a sloop. Both that and the ship look like they've been there for ages, but the sloop still seems seaworthy, so they just go full 'yolo' and sail it to the ship, where they climb aboard. They dare eachother to spend the night there and do so, only to find themselves at full sea the very next morning.
For some reason there is actually edible food and other cargo in the hold, but the crew seems gone entirely. At first.
5 Wizard Detectives
A bit of a blend of Supernatural and Harry Potter I suppose, though that part is up for discussion. Two wizards have taken up the job of monsterhunters; at first they only work in New York, disposing of all kinds of creepy creatures, but soon they expand their horizons and take on bigger jobs.
6 Just a Flower
A werewolf and a florist become friends after having met at a bar. The werewolf kind of sees themselves as quite the streetwise badass, but it turns out that the slightly introverted, friendly and intelligent florist has some things to hide, dealing with rather dark and dangerous things, that soon the werewolf becomes part of, against both their wills. Now they kind of have to sort all that shit out.
7 I'm also always in for some good old apocalyptic shit.
I also do a number of fandoms:
(I prefer only having OC's in the plot, though, sorry)
- Supernatural
- PotC
- Harry Potter
- Skyrim
- Oblivion (YAAAS)
- Morrowind (plz)
- Fallout NV
- PotC
- Harry Potter
- Skyrim
- Oblivion (YAAAS)
- Morrowind (plz)
- Fallout NV
Last but not least, something about me, RP-wise:
- I like descriptive posts. I'm not asking you to write an entire book each time, but please take your time to make it a nice piece of fiction. If there isn't much to say, there obviously isn't much to say, but if that happens, that might be a nice moment for a plottwist or we can discuss what we could do next.
- I'm not a big fan of romance. If there is chemistry between the characters, that's fine, but I don't plan that sort of stuff beforehand, and I also don't like it if it feels forced in any way. On top of that I also like it when the focus is just on the platonic bond that grows between the characters over the course of the things that happen in the rp.
- English is not my native language. If that bothers you, then, well, don't rp with me I guess.
- Most of these plots are the kind that are likely to have a high mortality rate, so I prefer not to have the characters sacrosanct. If too many die, we'll just make new ones. Keeps things fresh as well.
I think that's about it. I realize that because I'm new here people might want to know what my writing style is like. If so, just let me know, I'll send an example.