Hidden 6 yrs ago Post by Feyblue
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@PandaBradyDropping an OOC post here to state my interest.

I've always been fond of playing rival characters in mecha-themed RPs, so maybe making an enemy pilot would be fun, like someone from Westeria. Not sure how much relevance I'd have, though - especially if nobody else joined for me to interact with.

The character concept I had would probably be some kind of test pilot for prototype Arcana frames as part of an experimental unit or something. Could make for a neat subplot of the main cast discovering a new unit being field tested and trying to lure it out and destroy it - kinda like early episodes of The 08th MS Team, if you're familiar with that show.

For the unit, could I ask to be allowed to design a prototype for a Type-18 "The Moon" magech? It might be based more on, say, a defensive controller type of role - using illusion magic for the equivalent of electronic warfare and sensors, testing new barrier technology, etc. Basically meant to isolate and blind opponents while giving intel to and protecting squadmates, maybe even amplifying their weaponry? Could also be designed to work in a team of three with more combat-focused partner frames designated as The Sun and The Star, if we wanted to get really ambitious with a whole "rival squad" type of setup. I dunno. Just spitballing at this point.

Anyway, what do you think?
Hidden 6 yrs ago Post by PandaBrady
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@Feyblue
I like the idea. I would welcome the idea.
Hidden 6 yrs ago Post by Lotrix Molick
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Alright, I shall get to work on a Faerie-human hybrid
Hidden 6 yrs ago Post by Feyblue
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@PandaBrady

Awesome! Then in that case, I have a couple of questions about magic, Westeria and how Iron Arcana work in general. Brace yourself for a wall of text, because I kept having more and more ideas as I wrote this.

Firstly, the intro says that magic is based on the user's Pneuma, and everybody has some level of Pneuma. However, I was wondering if there are limits on what types of effects people's Pneuma can create - like elemental affinities, or some such. For example, could there be a person who could manipulate flames, but not water? Or, expanding on that, could there be somebody who could only do really weak magic that has no outward effect on the world - like, say, sending information telepathically - and who had no affinity for physical magic? Or does everybody have the same set of abilities they're working with provided that they know how to do it? Also, is there any kind of "ritual" spellcasting system where you can draw on the Pneuma in the world around you rather than your own Pneuma by, say, drawing a magic circle and allowing it to build up power slowly until the effect is complete?

Secondly, magic is heavily regulated in Westeria, and the intro mentions that they've been undergoing an industrial revolution to try to wean themselves off of their society's dependence on magic. Does this mean that magic has somehow become scarce there and they need an alternative, or is it just that they're afraid of the power of magic to subvert governmental authority, so they restrict its usage to only those working with the system? I thought it was the latter at first, but since they're building machines specifically to be used by non-mages and Stern's character was doing research to create artificial Pneuma sources, it seems more like they're running out of people who can actually do magic to me, so I'm a little confused now.

Thirdly, what is Westerian society like? I have my own mental picture of it since it seems to be the designated "antagonist faction," but that might be completely different from what you envisioned. Given the heavy regulation and militarization, and the potential lack of magic to provide the luxuries and comforts of day to day life enjoyed by other countries, my impression is that it's a hyper-nationalist empire kind of in the vein of a crossbreed between Soviet Russia and Imperial Japan - I.E. a cross of "we are more intelligent and advanced, and must spread our glorious civilization to enlighten the barbarous savages around us," further justifying their war by saying stuff to the effect of "other nations are greedy and are hoarding the resources and magical power our people need to prosper, so we have to conquer them because it's them or us" - which is potentially also misrepresenting other kingdoms as being tyrannies of the magic-wielding elite dominating the lower class, who thus need to be "liberated," when in reality it's exactly the other way around, and the aristocrats and officials with magic are just whipping the un-sorcerers into a patriotic fervor with fascist-style propaganda and a policy of "bread and circuses" to grow their own power. So like, the closer you get to the heart of the empire and of its industry, the more luxurious and opulent everything is, but hiding just beneath the surface are slums, starvation, and squalor.

Fourthly, what exactly is their technology like? Is it actually modern-style science with like, electrical reactors and circuits and motors and engines? If so, is it full-on science fiction level, or is it more steampunk-ish? Or does their technology run on them converting physical energy like heat, electricity, and light into magical power to charge the magic cartridges mentioned in the intro and to run the systems of things like Iron Arcana which are specifically stated to use magic-based weapons and systems? If so, how does it work? Are they channeling light/electricity into some kind of magical Lacrima crystal or ritual circle that converts that directly into natural Pneuma?

A brief explanation of why I asked so many questions. Basically, my character concept is a "true believer" in the sort of hyper-nationalist ideology I mentioned above, who's been effectively indoctrinated to overlook the flaws in her own country, and to believe that she's fighting for the people and the well-being of the poor and downtrodden, when really she's just a puppet of the system. Her character arc could be something like slowly realizing the flaws in her patriotic zealotry and coming to appreciate that the enemies she's fighting are human like her, and probably have reasons for fighting that are just as valid, which might ultimately lead to her defecting - or just rejecting this realization and dying in battle for what she still wants to believe is a noble cause.

As for her backstory and powers, she's a result of the Child Soldier Project mentioned in Stern's bio, and the direct product of some of Sartorius' research of Heart Extraction bastardized by other scientists after his disappearance. My idea was that if magic was scarce in Westeria, they might be trying to create artificial mages to bolster their military forces by implanting the Pneuma Hearts of other living beings into them in order to strengthen their magical potential. However, I was hoping that there would be some sort of "affinity" system in place which ended up making this process difficult, since even if they strengthened a subject's Pneuma, they wouldn't gain any new "affinities" for different types of magic from it, just more energy to work with. So, they had to settle for just dramatically boosting the power of people who already had weak magical abilities.

My character, to begin with, only had an extremely low-level and commonplace magical affinity of "Sending and Receiving," allowing her to transmit information back and forth via Pneuma - effectively, just a psychic short-range communication/clairvoyance ability. By having her Pneuma dramatically amplified, however, not only was the distance she could send/receive info over increased, but the amount of information she could send/receive was boosted dramatically. This increased capacity lets her not only send messages and scan things remotely, but also create illusions, mess with enemy scanning abilities, and potentially hack into magic-based systems.

The reason I wanted to use this kind of limited affinity was because I was going to make The Moon's weapons systems based on using specially constructed "Receivers," which are basically magically charged stakes that it fires which she can activate using "Sending." Their basic use as a weapon is to allow her to Send and Receive information to and from a target. So, by laying out stakes in an area, she can scan it to determine the locations, designs, and armaments of enemy units in that area, while also flooding them with false information so any scrying magic they're attempting to use to see the area around them or communicate is heavily disrupted. The form taken by this disruption is determined by the kind of information she sends, which is in turn limited by what she actually knows. For example, she couldn't perfectly copy someone's voice saying something they never said to give false orders over communications networks. However, she could just cut those communications entirely by flooding them with white noise, or just use audio editing to swap around words to change the meaning of an order - like turning "Don't retreat!" into "Retreat!" Visually, she can only make illusions of things she can see, since there's too much information required for her to be able to make a convincing illusion of just anything she might want to. So, usually, she scrambles visual inputs by leaving afterimages of The Moon and its allied units to make their numbers appear greater, or to use as decoys, since enemy sensor magic can't tell which is the real one. Finally, if she hits a target with several Receivers, she can also scramble its control inputs to shut down systems, or even hack the unit to take control herself by replacing its pilot's control inputs with her own.

The reasons I asked about ritual magic is that, outside of her own affinity, she's basically powerless to do traditional magic-y stuff like attacking or defending. As such, to create barriers or field effects, she has to rely on improvised magic circles imprinted into the terrain with her Receivers to draw on the energy of the terrain area and resonate with one another to amplify it. By charging these stakes with elemental cartridges, she could cause large-scale field effects, like using Recievers attuned with fire to create improvised landmines, or using a water and earth attuned circle to turn the terrain into a mire of mud that Magecha can't easily move through. Since these take a lot of time to complete the ritual, she obviously couldn't lay these down in the middle of combat and expect them to work, but they could be used for tactical purposes to lay traps and make things difficult for an advancing enemy force.

Why I asked about Iron Arcana functionality is just because I'm not really sure what kind of systems would actually be acceptable. Since it's very lightly armored and doesn't have much in the way of weaponry, I was thinking of giving it a flight pack to increase its mobility, fitting with its role as a scout and skirmishing focused unit meant to disrupt enemy formations with the magical equivalent of Electronic Warfare. However, I don't know if Westerian technology would allow for such a thing as a flying Iron Arcana, given the necessary amount of thrust and power consumption involved. I'm also not really certain how well IAs perform relative to Pneuma-powered Magecha, so would a mobility-type IA even be a match for a Magecha in performance - responsiveness, maneuverability, speed, etc.? Or is their only advantage just thanks to longer operating times and superior numbers?

Another system I was wondering about was some kind of high-yield energy barrier to compensate for lack of armor and serve a squadron-protective role against heavy arms fire. But since IAs run on technology rather than magic, unless there's some kind of conversion system between electrical power and magical output, obviously that wouldn't be possible. The justification I had in mind was, as mentioned above, some kind of ritual circle based around a special crystal that converts electricity or light into magical power, where these crystals would then be the output vector for the unit's shield system, but I'm not sure if that's anything like what you had in mind.

Sorry for the wall of text, and doubly sorry if none of this even makes any sense. I'm just kind of throwing ideas out and seeing what sticks and what needs editing for now.
Hidden 6 yrs ago Post by PandaBrady
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Firstly, the intro says that magic is based on the user's Pneuma, and everybody has some level of Pneuma. However, I was wondering if there are limits on what types of effects people's Pneuma can create - like elemental affinities, or some such. For example, could there be a person who could manipulate flames, but not water? Or, expanding on that, could there be somebody who could only do really weak magic that has no outward effect on the world - like, say, sending information telepathically - and who had no affinity for physical magic? Or does everybody have the same set of abilities they're working with provided that they know how to do it? Also, is there any kind of "ritual" spellcasting system where you can draw on the Pneuma in the world around you rather than your own Pneuma by, say, drawing a magic circle and allowing it to build up power slowly until the effect is complete?


A person's Pneuma can have an elemental affinity. Usually this means that certain types of magic come a little easier to wield than some for that person. This means that the opposite affinity can be more difficult to control i.e. Fire and Ice, Water and Lightning, etc. Schools throughout the nations do teach a certain curriculum of magic, but there are "undocumented" spells out there. Telepathy is a spell that one could learn, but usually difficult to learn, since it broadcasts the immediate thoughts of the caster.
Ritual spells are not something that has been used outside of secret. This HAS been used by the Human Monsters during the war, and it had been implemented once by the Emperor of Truscan. But outside of that, it's almost never heard of. I suppose you could use it, granted you give enough reason.

Secondly, magic is heavily regulated in Westeria, and the intro mentions that they've been undergoing an industrial revolution to try to wean themselves off of their society's dependence on magic. Does this mean that magic has somehow become scarce there and they need an alternative, or is it just that they're afraid of the power of magic to subvert governmental authority, so they restrict its usage to only those working with the system? I thought it was the latter at first, but since they're building machines specifically to be used by non-mages and Stern's character was doing research to create artificial Pneuma sources, it seems more like they're running out of people who can actually do magic to me, so I'm a little confused now.


It's a bit of both. The king believes that the amount of Pneuma used by the people of the world is affecting the world in negative ways, making monsters stronger, making scarce the natural resources, and draining the planet of it's life force. So he began to regulate the use of magic to only those in the system, effectively cutting the amount of magic used down by 60%. He creates the Iron Arcana so that the use, even by those in power, will lower as well, and only be used as needed.

Thirdly, what is Westerian society like? I have my own mental picture of it since it seems to be the designated "antagonist faction," but that might be completely different from what you envisioned. Given the heavy regulation and militarization, and the potential lack of magic to provide the luxuries and comforts of day to day life enjoyed by other countries, my impression is that it's a hyper-nationalist empire kind of in the vein of a crossbreed between Soviet Russia and Imperial Japan - I.E. a cross of "we are more intelligent and advanced, and must spread our glorious civilization to enlighten the barbarous savages around us," further justifying their war by saying stuff to the effect of "other nations are greedy and are hoarding the resources and magical power our people need to prosper, so we have to conquer them because it's them or us" - which is potentially also misrepresenting other kingdoms as being tyrannies of the magic-wielding elite dominating the lower class, who thus need to be "liberated," when in reality it's exactly the other way around, and the aristocrats and officials with magic are just whipping the un-sorcerers into a patriotic fervor with fascist-style propaganda and a policy of "bread and circuses" to grow their own power. So like, the closer you get to the heart of the empire and of its industry, the more luxurious and opulent everything is, but hiding just beneath the surface are slums, starvation, and squalor.


Yes, pretty much. Though the industrial revolution here does not leave the people in so much squalor. They are currently in the "Patriotic" state of mind. Some believe it's for the betterment of the planet, some believe that by proving they can live without magic they can show themselves superior, and others simply want to climb the ranks so they can be on top with magic. It's kinda like the Fire Nation in Last Air Bender. We know the leader is doing something bad. We know that the military usually follows orders. We know they think they are in the right. But they aren't all bad people.

Fourthly, what exactly is their technology like? Is it actually modern-style science with like, electrical reactors and circuits and motors and engines? If so, is it full-on science fiction level, or is it more steampunk-ish? Or does their technology run on them converting physical energy like heat, electricity, and light into magical power to charge the magic cartridges mentioned in the intro and to run the systems of things like Iron Arcana which are specifically stated to use magic-based weapons and systems? If so, how does it work? Are they channeling light/electricity into some kind of magical Lacrima crystal or ritual circle that converts that directly into natural Pneuma?


The technology is something similar to modern day, given how long they've had to meld magic with their technology. The Magic Cartridges are basically batteries, which the Kingdom has recently recreated for less intensive use by using other methods of generating electricity (Windmills, Lightning Rods, Hydroelectric powers). Occasionally they will use Pneuma to create these forces, which they've found to be very effective, so the "other methods" I mentioned earlier are not as reoccurring as they would be in real life (i.e. Using Electricity Magic to charge several dozen "New Cartridges" at once). However, unlike the New Cartridges (which only allow for pure magic energy to be released), the old Cartridges could be given specific types of magic to perform differently (Ice magic could be charged into an old Cartridge and placed into a Fridge or Freezer to allow for cooling, or Fire Magic to fuel a vehicle.) So the New Cartridges act as power sources for the new technology, while the Old Cartridges could do the effect that was missing. If that makes sense. Sometimes I worry I can't get my words across via text.

As for her backstory and powers, she's a result of the Child Soldier Project mentioned in Stern's bio, and the direct product of some of Sartorius' research of Heart Extraction bastardized by other scientists after his disappearance. My idea was that if magic was scarce in Westeria, they might be trying to create artificial mages to bolster their military forces by implanting the Pneuma Hearts of other living beings into them in order to strengthen their magical potential. However, I was hoping that there would be some sort of "affinity" system in place which ended up making this process difficult, since even if they strengthened a subject's Pneuma, they wouldn't gain any new "affinities" for different types of magic from it, just more energy to work with. So, they had to settle for just dramatically boosting the power of people who already had weak magical abilities.


Gonna stop you there and answer that one in PMs.

The reason I wanted to use this kind of limited affinity was because I was going to make The Moon's weapons systems based on using specially constructed "Receivers," which are basically magically charged stakes that it fires which she can activate using "Sending." Their basic use as a weapon is to allow her to Send and Receive information to and from a target. So, by laying out stakes in an area, she can scan it to determine the locations, designs, and armaments of enemy units in that area, while also flooding them with false information so any scrying magic they're attempting to use to see the area around them or communicate is heavily disrupted. The form taken by this disruption is determined by the kind of information she sends, which is in turn limited by what she actually knows. For example, she couldn't perfectly copy someone's voice saying something they never said to give false orders over communications networks. However, she could just cut those communications entirely by flooding them with white noise, or just use audio editing to swap around words to change the meaning of an order - like turning "Don't retreat!" into "Retreat!" Visually, she can only make illusions of things she can see, since there's too much information required for her to be able to make a convincing illusion of just anything she might want to. So, usually, she scrambles visual inputs by leaving afterimages of The Moon and its allied units to make their numbers appear greater, or to use as decoys, since enemy sensor magic can't tell which is the real one. Finally, if she hits a target with several Receivers, she can also scramble its control inputs to shut down systems, or even hack the unit to take control herself by replacing its pilot's control inputs with her own.


Again, I shall answer this in the PMs.

The reasons I asked about ritual magic is that, outside of her own affinity, she's basically powerless to do traditional magic-y stuff like attacking or defending. As such, to create barriers or field effects, she has to rely on improvised magic circles imprinted into the terrain with her Receivers to draw on the energy of the terrain area and resonate with one another to amplify it. By charging these stakes with elemental cartridges, she could cause large-scale field effects, like using Recievers attuned with fire to create improvised landmines, or using a water and earth attuned circle to turn the terrain into a mire of mud that Magecha can't easily move through. Since these take a lot of time to complete the ritual, she obviously couldn't lay these down in the middle of combat and expect them to work, but they could be used for tactical purposes to lay traps and make things difficult for an advancing enemy force.


I like your thinking. Very out of the box. I'd say that is a decent enough reason to do these Minor Ritual spells. (Normally Ritual Spells would take days to cast and end up being something along the lines of Summoning a Demon, or Shooting a giant beam of Pure Magic Energy).

Why I asked about Iron Arcana functionality is just because I'm not really sure what kind of systems would actually be acceptable. Since it's very lightly armored and doesn't have much in the way of weaponry, I was thinking of giving it a flight pack to increase its mobility, fitting with its role as a scout and skirmishing focused unit meant to disrupt enemy formations with the magical equivalent of Electronic Warfare. However, I don't know if Westerian technology would allow for such a thing as a flying Iron Arcana, given the necessary amount of thrust and power consumption involved. I'm also not really certain how well IAs perform relative to Pneuma-powered Magecha, so would a mobility-type IA even be a match for a Magecha in performance - responsiveness, maneuverability, speed, etc.? Or is their only advantage just thanks to longer operating times and superior numbers?


With IAs, they have been tested and can hold their own against most regular Magecha, even some Monster Enhanced Magecha (MEM). A flight pack would be difficult to allow, however given that Moon, Star, and Sun are prototypes/testbeds, I believe I can allow for this. (Some IAs need to transform for flight)

Another system I was wondering about was some kind of high-yield energy barrier to compensate for lack of armor and serve a squadron-protective role against heavy arms fire. But since IAs run on technology rather than magic, unless there's some kind of conversion system between electrical power and magical output, obviously that wouldn't be possible. The justification I had in mind was, as mentioned above, some kind of ritual circle based around a special crystal that converts electricity or light into magical power, where these crystals would then be the output vector for the unit's shield system, but I'm not sure if that's anything like what you had in mind.

Sorry for the wall of text, and doubly sorry if none of this even makes any sense. I'm just kind of throwing ideas out and seeing what sticks and what needs editing for now.


No reason to be sorry, these are all valid points. High Yield Energy Barrier... Hmm... Well I suppose at the cost of functionality, this could be implemented. These 3 units are testbeds after all.
For a Electricity-Magic/Magic-Electricity conversion rate, it is very tricky. While the energy expended from creating a Pneuma based bolt of lightning could charge several dozen New Cartridges, these New Cartridges last longer in the big picture.
Magecha can only run as long as their Pilot has Pneuma. This means on average a pilot of a Magecha giving their Pneuma to the machine could last around 1-4 hours depending on the difficulty of the battle.
MEM run as long as their Pilot and the Monster Material continue to sustain it with Pneuma. Depending on the monster and pilot, this could vary greatly. A Slime's Core for example would only add about 30 minutes of extra power, while a Dragon's Heart may be able to sustain it for days. The longest a MEM has run was 12 days, which was thousands of years ago in a battle with the Truscan Empire's outlawed MEM which merged a Phoenix's Feather with a living Demon possessed Emperor.
IAs can run from 12-20 hours with their 12 New Cartridge power source.
Hidden 6 yrs ago Post by Ryonara
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Seems interesting enough. I'll need some time to do a full lore research but here are a few questions I have in terms of character ideas.

My character is going to be a female human, or whatever would be a "normal" race if humans don't exist. I imagine that she's primary a range/stealth type who specializes in espionage and stealth. That is to say, she's really good at noticing people and avoiding them. I bring this up because usually when I try to make a character like this, a lot of GM's end up nerfing me because I tend to do things like subvert ambushes, kidnappings, or people lying to me. Just as well not a lot of people enjoy characters who don't stay and fight but drag things out with hit-and-run tactics that isn't just being a fast dodger. A different idea that also doesn't always work out is a combat support type who utilizes a variety of nonlethal but potent crowd control (Things like limiting or even stopping movement or creating barriers) and healing, generally ones powerful enough to undo massive amount of lethal damage though not specifically bring back the dead.

Another thing I'd like to know if you'll allow me to play two characters who are related to one another, but one has equipment/skills from a different faction different from the one they're currently working for. For example, I have two characters working for the Kingdom of Westeria but one of them uses an advanced and maybe even rare Monster Magecha instead of the Iron Magecha. These two characters also tend to work together and/or are the character archetype I mention above.
Hidden 6 yrs ago Post by Feyblue
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Sorry it took me so long to finish this! I finally completed my bio! Hope you enjoy!

Also, a note to anyone creating Westerian characters. If you want to play as a child soldier, I'd be happy to welcome anyone who wants to join as one of the other two as-yet unnamed members of the Aiga Pack and the pilot of either The Sun or The Star.

Happy hunting.


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@Feyblue

I was actually thinking of joining your group, though I'll be using a pair of twin sisters myself so I'll be filling up two slots on the team.
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I was actually thinking of joining your group, though I'll be using a pair of twin sisters myself so I'll be filling up two slots on the team.


Ooh! Sounds like fun! Although, I will warn you that if you do join the Aiga pack, you may need to revamp your character concept a bit, since Gisela is already a stealth/shielding/support focused specialist, so there would likely be some redundancy there. Plus they're also specifically testing Iron Arcana units. But, if you can make it work and enjoy yourself, then I'd love having you on board! :D
Hidden 6 yrs ago Post by Ryonara
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Hmm. Well then we could still be an overall stealth/recon type group. My sniper character would have more emphasis on spotting, identifying, and marking key targets while my combat support would have more emphasis on combat with some healing tech too. I’ve always wanted to run a ya key type of character who tanks by healing.
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A sniper would work amazingly well with Gisela, actually! She's all about scanning the area to locate enemies and assess their capabilities, then shutting down their sensors/communications so they can't locate the squad or coordinate movements against them, so she could serve as a spotter for a dedicated sniper unit. If the combat support then had more of a "suppressing fire" focus, or a close-quarters combat specialization in addition to repair capabilities, that would round out to a really versatile and dangerous team.
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That’s more or less what I had in mind. A sniping sister that takes out threats from long range and a close-quarter/melee sister to handle anyone that comes close.
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@Ryonara

I love it. If you can get approval from the GM, then I'd love to have you in the squad! :D

Although, Riegal did say that they were interested potentially in joining, too, so we may have to settle who's doing what where. Not sure. We'll see. Anyhow, it's late and I need sleep, so goodnight!~
Hidden 6 yrs ago Post by PandaBrady
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@Ryonara Two characters is allowable, granted you give valid enough reason (siblings is a pretty good reason). I kind of imagine the whole Blue Oni-Red Oni trope with them, but it is totally up to you. I'm also fine with an espionage character, so long as you PM me in order for me to check that nothing is being derailed, or in the realm of impossibility.

@Feyblue Well done. This level of writing and formatting I would personally expect from an Advanced Player. I enjoyed reading your character's full bio as well as the IAs abilities. Welcome aboard, post in the Character tab when you have the chance. I'll be waiting for one more CS posted before I post in the IC. That doesn't mean the RP will be closed, but it does mean that it will be starting, so whenever someone wishes to join, they can simply ask for a drop in point.
Hidden 6 yrs ago Post by Stern Algorithm
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A little worried that my characters are the only ones currently in the 'protagonist' group. If this keeps up and Westeria's Secret Ops is more popular, I might have to consider having my characters not defect just to have players to interact with.
Hidden 6 yrs ago 6 yrs ago Post by PandaBrady
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@Stern Algorithm yeah. Haha. But we do have a Zifran as well. Plus, I can always work around it. You guys may be Antagonists for now, but may defect. Allegiances may shift, and values may be broken. It is war. No one is truly the bad guy, no one is truly the good guy. Each faction has their ups and downs. While Westeria is written like an Antagonist right now, it could be different for those living their. The whole everyone is the hero of their own story.
Hidden 6 yrs ago 6 yrs ago Post by Aerandir
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color me interested.

Edit: working on a cs

thinking of a 'Red baron' themed ace pilot. Don't know if I should make him a merc or from Vahalla, or Egriffan
Hidden 6 yrs ago Post by PandaBrady
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@Aerandir the red comet returns... lol.
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@Aerandir the red comet returns... lol.


Lol

Funny I was deciding to use that mobile suit XD
Hidden 6 yrs ago Post by Ryonara
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