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Fallenreaper
3 hrs ago
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@fdeviant @ShyDot @Hellis Hey, I need your opinions specifically, but I'd appreciate anyone's really. I feel like this sheet is lacking in either history, abilities or weaknesses. I'd appreciate if you guys have any suggestions. Thanks in advance! <3Real Name: Charlene Croll. Char, Charlie.
Alias: The Alchemyst
Speech Color: Honeydew
Character Alignment: Walking the Line - Leaning Hero. Chaotic Good.
Identity: Secret
Character Personality:
Charlene Croll has a deep and rich family history rooted in studying alchemy for hundreds of years. Her family focused largely on alchemy and alchemy alone, as a result is naive to other magical practices. The talent and magic potential lingers heavily in her family’s blood, granting them the ability to transmute the world around them. With the weight of carrying on family tradition on her shoulders, Charlene hardly acts the part. Her focus is on the present, forging her own path and discoveries. Takes immense amounts of pride in her abilities and her family, but struggles with identifying herself for the current generation.
Streetwise, smart, fast talker. Problem solver.
Incredibly observant, great spacial awareness and great sense of direction. As an urban scavenger, her versatility relies heavily on these abilities. Generally a sociable person when she has time, especially now that she has completed her master’s. Holds a close circle of friends, gets along well enough with her peers within the chemistry department at LHU, Lost Haven University. Charlene prioritizes her family above all else, above school and above herself.Appearance:
Charlene dresses in layers, old clothes, and uses a mask to cover her mouth and nose. Protecting her identity and protecting herself from old molds, dust and other dangerous airborne contaminants found in dilapidated areas. Wears a pair of goggles for the same reasons. Safety first!
She wears a long hooded sweater, old shirt and skirt with leggings. On her feet are beat up pair of running shoes, alternatively also wears steel toed boots. Often covered in a thin layer of dirt or dust.
Age: 24
Hair: Long dirty blonde hair
Eyes: Green
Height: 6’1” - 183 cm
Weight: 155 lbs
Slim face, bright green eyes with a splash of freckles across her nose. Charlene has strong arms and legs, years training under her mother’s heavy staff. Urban exploration has lent well to keeping her active and lithe. Quick to solve a problem and just as quick to swing her staff under your feet.Origin/History:
Charlene Croll was born in Lost Haven to a long line of Crolls, a very proud and long standing family of alchemists. Born with magic in her veins, a knack for understanding the building blocks of the world around her.
Her mother, Julianne Croll married Keith Lancaster - Keith hailing from a family of enchanters, accustomed to the strange and arcane. When their circles intermingled, a whirlwind romance swept away the pair, as Nathaniel often refers to when Julianne met Keith. They married young, had children young and unfortunately for Julianne, Charlene and Harriet, Keith died young as well. Charlene attended her father’s funeral at age 9. Keith died when he was caught in debris, property damage collateral from metahumans fighting in the city.
Nathaniel, Julianne’s father, had lost his wife some years before they were married and helped raise Charlene and Harriet when Keith passed. Together Julianne and Nathaniel ran the knick knack and repair shop - Croll Corner. Teaching Charlene and eventually Harriet the biggest trade secret they had, Alchemy.
The little family did well enough for themselves, struggling when Lost Haven population became saturated with metahumans, followed thereafter with events like D-Day rocking the city. Riots in the streets by local gangs, cosmic horrors waltzing down mainstreet. The events had insurance premiums hit a record breaking high. But still they carried on, relatively alright save for Croll Corner, being looted during the riots. Julianne and Charlene were able to fend off the attackers but not before they stole the cash register. Nathaniel and Julianne vehement about keeping Harriet and Charlene well away from metahumans and all the problems that came with it.
Julianne taught Charlene and eventually Harriet when she was old enough, self defense and how to fight with staves. While Nathaniel and Julianne focused on their alchemy education, kept them distracted from the city and it’s rampant problems in crime and gang activity. Charlene picked and started crafting her Magnum Opus staff at 11, deciding on sycamore wood.
The Magnum Opus Staff is a family tradition, built around passing on knowledge to the next generation. The staves not only representative of the alchemist’s life but their preferred tool. The staff’s properties are added to, changed and modified throughout their lives. As they grow older the more thought and time is put into modifying it to strike a balance with the previous modifications made. Some Croll’s only add to it when they discover a new equation or make strides in their research while others choose to mark important life events upon their staff. The staves are individual as their wielders, often passing the staff onto the next generation to use.
For school, Charlene studied her way through high school and eventually attending Lost Haven University, she worked part time in the shop and other places to pay for her education with only minimal government assistance. Graduated recently, as of June..
Charlene remembers her father well, looks after her kid sister while making a few extra bucks from scavenging. In spite of having good reason to keep to her own business, Charlene wants to join the fray if not only to protect her family from another big disaster like Hounds of Humanity, but to mark herself apart of something larger. Her pride as a Croll Alchemist would hardly allow for anything else.
Hero Type:
Mystic
Power Level:
Street Level
Powers/Skills:
Transmutation: An alchemist's bread and butter, able to focus the magic within her to change the form of things around her. For more complex changes she scribbles out the alchemical equation upon the item but for simpler things like removing water from alcohol she can do so without the help of a formula. As a skill it comes as naturally to her as it is to breathe. Excessive transmutation takes it’s toll on her mind in a similar way pulling an all nighter would. She begins to lose focus, much more likely to make a mistake. A good night sleep and a break helps to bring her focus back.
I.e Transmuting a state of an element from solid, liquid, and gas. Pulling and isolating certain elements, like oxygen or hydrogen from water. Adding certain elements to an object to change it’s form, forcing oxygen into iron graters to rust. Changing the shape of a wooden crate to stakes.
It takes time for Charlene to write alchemical equations to breakdown the base elements of what she is transmuting. While with simpler things like separating elements in water, she can do off the top of her head easily.
Fighting Skills: Trained by her mother, Charlene is quite proficient with a staff in her hands. Non-lethal fighting style.
Master’s Degree in Chemistry: Charlene has earned her master’s degree at Lost Haven University.
Scavenging: A good eye for searching an area for valuable components, tearing apart old computers, tvs, cars, quick to pick clean an area for valuable scrap before moving on.
Minor Herb/Medicinal Knowledge: Charlene maintains minor understanding and recognition of medicinal herbs, due largely to her grandfather’s expertise. Can recognize certain herbs and plants, use them for rustic applications.
Strength Level: Normal Human
Speed/Reaction Timing Level: Normal Human
Endurance at MAXIMUM Effort: Trained - 2 hrs.
Agility: Normal Human
Intelligence: Above Average - Formally educated
Fighting Skill: Trained - Fighting Staff and Self Defense
Resources: Average - holds down a part time job as a lab assistant at the University, helps run family’s shop - Croll Corner. Makes modest cash off of her scavenging materials.
Equipment:
Sycamore Magnum Opus Staff: Made of sycamore, weighted with soft metals worked into the grain like tin, copper, and gold. Able to use the metals in the staff to change the shape, most often to that of a crowbar.
Items found on her person/in small backpack:
Lithium batteries
Cat litter
Aerosol hairspray
Lighter
Flint and steel
Steel flask of whiskey
Water Bottle - Gasoline
A ceramic knife
Little packets of salt
Plyers
A packet of styrofoam
Weaknesses:
Human Constraints: Vulnerable to exposure, a bullet, a nasty fall, a hard hit around the head. Human through and through. Slightly above average pain tolerance, can withstand a hit. Otherwise, easy enough to hurt or stop.
Human Endurance: While her endurance is above average, when Charlene loses focus she begins to grow sluggish of body and mind. Much more likely to mess up an equation or miscalculate an element in transmutation. Which can result in some rather ugly results.
Supporting Characters:
Father (Deceased at 28)- Keith Croll (Changed name when he married Julianne)
Mother (Age 42) - Julianne Croll - Jules
Younger Sister (Age 15)- Harriet Croll - Harry
Grandfather & Mentor (Age 68) - Nathaniel Croll
Friends: Carrie Ludwig (Witch) & Yvonne Thompson (Urban Scavenger)
Do you know how to post pictures on RPG boards?:
Character you have created: Alice Rackham
Alias: Captain Ally “Black Bonnet” Rackham
Speech Color: Not determined yet.
Character Alignment: WTL (She's not overtly evil, anyway)
Identity: Glorying in infamy!
Character Personality: Alice is, in almost every way, larger than life, and loves living to the fullest and in the moment. When she's not off raiding, she enjoys tinkering with anything and everything near by, especially at her workshop. She enjoys both modern and classical music, tending to swing between ballroom waltzes and heavy metal when the mood strikes her. She is utterly fearless, and enjoys hardship and difficult adversaries, sensing adventure in the opportunity.
Alice treats her crew like a bunch of favoured nephews and nieces, and insists that, while not infringing on their freedoms outside of shipboard duty, that they stay healthy. "Just because we're pirates doesn't mean we have to act like we're in the Seventeenth Century, you jackanapes," as she has been recorded saying. She believes fiercely in freedom, well and beyond what modern democracies espouse and hewing much closer to general anarchy, though onboard the Revenge, she maintains absolute authority, even if she doesn't exercise it unless she has to. That said, traitors and mutineers are dealt with harshly. And while she is okay with kidnapping, the slave trade is a thorn in her side, and any other modern pirates who try to take slaves in her territory risk being summarily executed. It is this "freelance privateering", added to the fact that much of her raiding is done to military and/or foreign targets, that has led to a sudden lack of resources to fight her in local governments in the Caribbean.
She, unfortunately, also suffering from bipolar disorder, and from what psychologists will say, some form of severe psychosis and delusional behaviour. While not true entirely, she is very much ungrounded from reality much of the time, as evidenced by her career alone. Thankfully, despite her isolation as a captain, necessarily separated emotionally from her crew, her 'delusions' keep her company and give her guidance. She considers herself a sort of priestess, as well as a protector, of the ocean, and will viciously punish those who abuse the sea.
Uniform/costume: Alice wears full pirate captain regalia, with a wide brimmed hat clipped up on the right side and several long black-dyed peacock feathers running off the black fabric. Her coat is bloody red, hangs down to her thighs, and she wears black pants under it, tucked into the classic knee-high fold-over boots. Her torso is crossed over by two bandoleers carrying custom-made flintlock pistols, and a wide leather belt carries two more pairs of those and her pair of cutlasses. She wears her hair in a loose cloud under her hat, though on occasion she will, in a nod to Blackbeard, braid it down and tie slow-burn fuses into it.
Origin Info/Details: Alice was born into a well-to-do middle class family in Galveston, Texas. The eldest of three children, she grew up knowing very little of her family history, until in high school she was required to read Treasure Island for a book report. She was utterly enraptured by the pirating lifestyle, and swiftly became obsessed. She researched tirelessly, and when she came across the stories of “Calico Jack” Rackham, and noticed the similar surname, she began digging into her own family history, where she made a surprising discovery.
Not only was she directly descended from Rackham and Anne Bonny's child, but several other bloodlines had tied into hers over the last several centuries. Through exhaustive digging through records that had long been buried, she found that she was also the descendant of some of the most illustrious pirates who ever lived. Evidence became solid for her family ties to Edward “Blackbeard” Teach, Bartholomew Roberts, Jean Lafitte, Captain William Kidd, James Avery, Sir Henry Morgan, “Black” Sam Bellamy, and John Taylor. The sheer unlikelihood of this union of trees seemed impossible, but she managed to confirm it multiple times through responsible sources. Her high school project for her senior history class was this entire documentation.
Just before she graduated, her parents managed to win a lottery prize at a whopping three hundred and eighty-five million dollars. Immediately after her graduation, the entire family, inspired by her findings, decided to move to a private residence just outside Nassau, in the Caribbean. This was, however, unfortunate. During a family outing that Alice herself was unable to attend due to illness, the family was kidnapped and killed. Legends about her state this, along with her fever, is was caused her to snap, and become Black Bonnet.
Alice was always a bright child, but following her inheritance, she made massive leaps forward as she feverishly studied mechanical engineering and materials science, ostensibly for college, but she soon figured out that she didn't even need to attend. She managed to actually test out of her entire Bachelor's of Applied Science, and then disappeared for quite some time. The only evidence she was still alive was a steady draining of the interests on her fortune, carefully managed by a hired advisor.
Almost three years to the day of her family's murder, her ship set sail out of Tortuga, raiding and pillaging. She only took volunteer crew, but as it turned out there were many in the Caribbean who were romanced by the idea and grandeur of her ship and by the thought of escaping poverty and the rule of law. Now, Black Bonnet Rackham sails throughout the Caribbean, sowing terror and taking plunder wherever she wishes, seemingly completely unfazed by the multiple attempts of multinational navies to try and bring her in or sink her, and basking in the adoration of those who see her career as a sort of 'reality escape', living a dream most thought long dead: the free pirate.
Hero Type: Grey Matter and (maybe) Supernatural/Mystic
Power Level: Street(on land), world(at sea)
Powers:The Tortuga's Revenge, her pride and love: The Revenge is designed like the old ships of the line, a two hundred foot long, three masted battleship with two gun decks of twenty-five-a-side and more armaments on the main deck. The whole of it is made of teak, in classic style, though the masts, main deck, hull, and keel are all also impregnated with a special hardening compound of Alice's design that makes them impervious to all but the very largest of naval guns, and even then she takes minimal damage. The material is also lined with a magnesium-foam compounds that reduces her necessary weight by tons The sails and rigging, as well, are made of Dyneema- and asbestos-woven fabric, so as to be tough and fireproof. Other modifications are as follows:
- Swivel guns: These are small, rail mounted cannons on the rear and fore decks, capable of rotating to cover about a one hundred degree arc. Paired on the sides of each deck, for eight in total, these little bastards carry a surprising wallop, modified as they are to fire a variety of modern and older ammunition, from HEAT rounds to grapeshot, and require no powder. They can also be switched out for miniguns, as the need arises.
- Deck mortars: A set of twin mortar cannons sit on the rear deck, and are comparable to modern gun howitzers, though they can angle to almost seventy degrees when necessary. These fire 120mm shells of varying loads.
- Main Cannons: The terror of the modern high seas. Aesthetically made to look like Golden Age of Sail ship guns, these heavy guns are actually several different types of modified artillery pieces. The lowest deck has a set of rail cannons, GA Blitzers, which are capable of firing a sabot round at Mach 5. The second deck has larger versions of the deck mortars, essentially howitzers, which fire anything from HE shells up to tactical nuclear shells, though Alice would never authorise such an ammunition(it ruins the booty). The main deck guns, which are only rolled out on special occasions, are the most unique of the Revenge's arsenal. These are actually smaller than the swivels, though not by much, but they do not fire conventional ammunition. Experimental shells filled with cryo-explosives, Dragon's breath shot, ionizing rods that will generate lightning bolts, and gas rounds that can knock out a whole cruise ship in a few minutes; these are reserved for the main deck guns.
- Torpedo Tubes: Four on the bow of the ship.
Aside from the armaments, the Revenge also has other wonders, such as a hydrofoil generator/engine combo below the waterline, capable of powering the whole of the ship and pushing her max speed up to 40 knots(46mph/74kph). The engine consumes no fuel itself, an important feature to Alice. The quarters for all the crew resemble modern barracks rooms, though far more comfortable and home-y as they have decorated. The galley resembles that of a modern cruise ship, though it maintains the aesthetic for the furniture, all dark teak and cast iron. She also, of course, has modern medical facilities, and a brig capable of holding even minor metahumans. As a special touch, Alice has managed to procure a device that renders the Revenge invisible to thermal imaging, sonar, and satellite tracking, essentially a ghost ship in the modern age.
Super Inventor – Aside from the ship itself, Alice has numerous other creations to her credit.Nanoweave Fibre: Alice's clothes, and all the ropes and sails of the Tortuga's Revenge, are made from her own custom blend of Dyneema and nano-weave carbon/asbestos fibre, rendering them almost completely immune to cuts, tears, punctures, and fire. Her entire crew is outfitted in the same. This special weave, while extremely durable, bends and folds as easily as cotton.
Mono-line Blades: Alice's cutlasses are sharp on their own, and made out of a special alloy that is nigh-unbreakable, but their true strength lies in the microedge they have, narrowing down to almost a single molecule wide, rendering them capable of cutting through almost every conceivable material. The crew carry knives of the same edging, allowing them to maintain the ship despite it's toughness.
The Pistols: While the eight pistols on her seem to be flintlocks, and even look that way when firing, this is purely aesthetic, much like the rest of her possessions. The actually contain tiny electro-magnetic catapults, and fire her pistol shot at super sonic velocities. The shot itself is similar to her basic cannon shot for the ship, rounded cones of tungsten-carbide, capable of penetrating most standard body armour with little difficulty.
Gripping Boots: The soles of her boots are enhanced to grip onto any surface through a combination of magnetism and molecular bonding hairs and pads, inspired by geckos and other climbing animals.
The Workshop: This is a sprawling, 12,000 square foot complex in a hidden cove on the island of Tortuga, the entrance to which is disguised as a blank rock through the use of a hologram projection. This dock hold all the materials for repair the Revenge, manufacturing the specialty ammunition, housing the crew, and dumping booty from raids.
Madness, or...: The legends that have already cropped up around Black Bonnet Rackham commonly say that her parents death cracked her brain so badly that she's completely mad. To be certain, her crew regularly hears and sees her talking with things that they cannot perceive. But that may not be all there is to this tale, either.
According to Alice herself, her ship and home regularly host eight spirits, whom she can name and describe fairly well. Those who have heard these names and descriptions assume she did research some time in her past, and her broken mind has conjured them to help her stay somewhat balanced. But sailors are a superstitious lot, and many have begun to believe that maybe, just maybe, she really can see gods. After all, all sorts of other strange things have happened in the world, why not this?
The 'deities' who Alice hosts are:
- Calypso, the piratical goddess of the sea (who hates her representation in un-named movies as some sort of lovesick mortal). She claims the title of 'chief' deity, and tend to treat Alice like a daughter.
- Namaka, a fierce and domineering Hawaiian lady, with water pooling at her feet.
- Takehaya Susanoo-no-Mikoto, a Japanese man who occasionally shows up with his wife, and always during storms.
- Sedna, a large Inuit woman missing her fingers.
- Ægir and Rán, a huge giant and his mermaid goddess wife, who always appear together and love showing up to parties.
- Samudra, an Indian woman who is temperamental, but typically calm when boarding with Alice.
- Agwé, a black man who is always grinning at her, and refers to himself as her King, unless the Calypso is around.
- Chalciuhtlicue, a gorgeous Aztec woman who is always holding a babe on each hip, one boy and one girl.
Alice refers to these spirits as her friends, often in familiar terms, and sometimes even rudely. She especially likes cursing at them during storms, though she reports that this really only makes them laugh. Even those people who claim to be able to see or otherwise interact with spirits and other supernatural beings deny seeing them near her, though she replies to these denunciations by proclaiming them “not worth the Sea's time”. It remains to be seen whether she is mad or some sort of priestess.
Skills: (Because these really don't count as powersNavigation, Captaincy, and Seamanship: Alice seems to have an inborn knack for all things relating to piloting a ship. She can read the waves and avoid even the worst swells, can smell a storm before it's even visible on the horizon, can plot courses that shave hours off her travel time, knows every single inch of her ship from bow to stern, and can even read her crew's mood before they know it themselves. She is a commanding presence wherever she goes
Linguistics: Alice can fluently speak Haitian French, Creole, Spanish, and English
Combat: Alice has taught herself, through instructional videos, practise, and sparring, all forms of pirate combat; Cutlass and pistol, knife, boarding pike, artillery combat, naval tactics, acrobatics, nad most modern naval small arms combat.
Engineering: Alice has a dual BAS in Mechanical Engineering and Physics, with all the skills that entails, though her genius adds considerably to this.
Attributes:Height: 6'1”
Weight: 180 lbs
Strength Level: Above average, but not by much
Speed/Reaction Timing Level: John Woo film hero level(about twice normal human)
Endurance at MAXIMUM Effort: 3 hours, because she's used to the hardships of the sea.
Agility: Above Average, but still human
Intelligence: Very genius
Fighting Skill: Experienced/Trained
Resources: Extreme; aside from her inherited fortune (most of which was dumped into the ship), she has her financial advisor managing stocks, bonds, and several Cayman and Swiss bank accounts. These are cunningly manipulated so that international authorities can't freeze them. And there's plunder, as well.
Weaknesses: Aside from her armoured clothing, she is a normal human being, and can be killed or wounded as easily as any other.
She is, even if not quite as mad as some fear, extremely delusional, and any attempt to bring her back to modern sensibilities is doomed to failure.
Following with her delusions, Alice has a flashpan temper when it comes to her ship, or her crew, and is fiercely protective of both.
She has a severe peanut allergy.
Pirate Information:Insignia: Alice's flag is black, with white crossed cutlasses. A white skull looks to the side in profile, at a speared heart dripping blood into a cup.
Code: Alice's Code is as follows:
- I: The Captain shall receive three shares of any retrieved value. The Quartermaster and Doctor shall each receive two shares. The Cook shall receive one and one half share. All regular crew shall receive one share. Provisional Crew shall receive one half share.
- II: No crew member shall engage in any form of slavery. If a crew member of any rank should so engage, The Captain shall deem a fitting punishment.
- III: Any crew member, having been assured the availability of willing mates, who is found to have engaged in rape, shall be keelhauled.
- IV: Any crew member who is found to have aided in the capture or death of any of their Brethren, shall be tied to the mast and left to the depredations of those Brethren who remain.
- V: All complaints, no matter how small, will be listened to. Those crew members who cannot find a satisfactory solution to their complaint shall be put ashore at the nearest safe port and sworn to secrecy on pain of death.
- VI: No crew member shall engage in any activity which may divide the crew. Friendly boxing and gambling is allowed, but all complaints against the results must be settled fairly by an Officer.
- VII: Those who deem fit to poison the ocean with things other than what belong in it shall be given to the next storm.
Supporting Characters (Does your character have a significant other? A mother? Friend? Who are they, what do they have to do with your character?):
While her family may be dead, there are multitudes of people who interact with Alice on a daily basis, even aside from her Gods.
- Liam Evans, her accountant, who works out of Grand Cayman and calls her whenever he needs a decision about her accounts made.
- Mister Ribbons, a flamboyant man who serves as her quartermaster on the Revenge
- James Kirk MD, who regrets his name but doesn't wish to change it. The Revenge's Doctor.
- Dominique Briggs, the overbearing ship's cook
- Admiral Brian Haliway, the Naval officer of Her Majesty's Navy who heads the task force attempting to rid the Caribbean of Black Bonnet Rackham
- The Kraken, that mysterious creature of legend, who some have reported as following the Revenge, though to what purpose remains unclear.
Do you know how to post pictures on RPG boards?:
Other: I will make NPC sheets for the spirits when and if the story makes it seem necessary.