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Roman Grumpy Toad / King of Dirt

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C H A R A C T E R C O N C E P T P R O P O S A L
A L I A S


V I N C E N T G I D E O N J A C O B S M A L E 2 0 C E N T R A L C I T Y
C H A R A C T E R C O N C E P T:


"All roads could lead to Rome...but I'd rather they lead to the bedroom."

A snarky, pain-in-the-ass, happy-go-lucky, turbulent mess of a young man, Vincent is extraordinarily gifted and extraordinarily un-practiced. Aware of his abilities, he's been using them to make his life easy for the past few years, since leaving his drunk of a father, but he's only really scraped the surface of what he's capable of; his biggest enemy is his reluctance to try, in case of failure - and besides, what he can do currently is fine enough to maintain his lifestyle, and with his city being The Flash's home haunt, any fancy showing-off might bring the wrong kind of attention from beings he is woefully under-equipped to deal with.

Vincent liked - or convinced himself he liked - his footloose-and-fancy-free life, and Julian's recent intrusion has been poorly received; Julian's clever architecture design to keep Vincent confused enough to be unable to turn his bedroom door into the main security gate is another particularly irking bugbear. Vincent finds himself at-odds with Julian's objectives, but there is enough of a moral streak in him - or enough spite for his father, who made a point of ensuring Vincent knew he would never amount - to keep him around, regardless of the countermeasures against him. Julian sees potential in Vincent, potential Vincent himself refuses to acknowledge; but silently, he is deeply appreciative of having someone believe in him.

A B I L I T I E S:

Vincent is a reality warper. By which I mean, if you take 'The Space-Time Continuum' as a concept, Vincent takes the 'Space' half of said continuum, and turns it into putty in his hands.

Euclidean geometry means very little to Vincent. Pick a point in space; pick another point in space. Do what you want with the space in-between. Shorten it, and fast-step your way 2 miles down the road; lengthen it, and get your daily steps in while you walk from the kettle to the fridge to fetch the milk for your coffee. Darts championship at the local bar? Bend that space in front of the dart, and it'll never not have been on its way to bullseye. Balloon out your pocket space when you really need to shoplift that third case of beer for the kegger house party you're crashing tonight.

Naturally, this is incredibly powerful, and Vincent is practically a physical god walking the Earth...or at least he would be, if he took the time to practice with his powers and experiment with what's possible. Unfortunately, this would require effort, and leave him open to failing an attempt at something, so he has avoided this at all costs. Right now, his powers are limited to spaces he can see, or is extremely familiar with; he can bend, stretch, and shorten space, and alter the space within his pockets and some bags, but isn't capable of much else right now; and he is unable - and unwilling - to mess around with biological matter.

It's Julian's hope that the Renegades might force Vincent to push his limits; it's Vincent's hope that he'll be able to get away with as little as possible.

C H A R A C T E R M O T I V A T I O N S & G O A L S:


I've been gasping for OC for a while, and this is close enough. Honestly, enough of my friends are here for me to want to get involved purely on the basis of writing with you guys again, but also I wanted to try and get a little sillier and a little looser and try not to take myself or my writing so seriously, in hopes that it may open the door to just writing more and chopping it up, rather than agonizing over the perfect, most believable, most interesting story-arc, and then never writing it because my plotting is always so much better than my prose.

I figure the answer to that is to throw plotting out the window, and just have some fun with it.

C H A R A C T E R N O T E S:

Effectively homeless without the Renegades; his powers did give him access to hotel rooms and empty holiday homes after he ran, but though he'd rather stay on the streets than return to his father, he's still not sure the Renegades life is for him, even if Julian is comping room and board.

Julian has set Vincent some pretty rigorous schedules to explore the nature and capacity of his powers. Vincent isn't very good at sticking to them; Julian isn't very good at pinning Vincent down for 'encouragement'. The two have a mutual respect, but find each other equally frustrating at times.

Vincent is one of the only reluctant members of the Renegades, and has no real experience 'in-the-field', so to speak. His abilities give him a natural edge, but half of his prescribed regime is basic combat drills.

R E L A T I O N S H I P S:

Short summary of your characters thoughts, feelings and regards for the rest of the cast. Optional and can be added to whenever.
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Insectoid physiology (See: Hornet)

Animal control

Hyper-survivability (See: Jenny Venom)

Self-cloning (See: Double-Down)

Auto-biokinesis (See: Penny Dreadful)

Perfect aim (eg Deadshot, Bullseye; any target with any item, around corners, through obstacles, however grand or minute)

Resurrective immortality (ie no healing factor, pain tolerance, or extra durability, but 100% heal and revive with no lasting injury or brain damage upon - and ONLY upon - complete and lasting bodily death)

Technopathy - upgrade
Technopathy - create (See: Lock & Load for these)

Ferrokinesis (ie the abnormally production of Iron within the blood, that is then manipulated within the body to form sub-dermal armour, skin-thorns, weaponry in-hand, throwable darts, etc)

Hyper-prediction (ie using minuscule contextual information to extrapolate extreme predictions to a high degree of accuracy; near-perfect reading of body language; accurate (but not perfect) prediction of future events)

Possession (by a spirit or magical being)

Intangibility (kitty pryde)

Psionic suppression/oppression (the blocking or confusing of senses eg numbness, blind spots, deafness; the application of false senses, eg pain, fear response, phantom touches, heat/cold receptors, aural/visual hallucinations)

Monster creation/control (see: Minnie Ripper)

Perception manipulation (altering how oneself is perceived, eg seen in a different form, unable to be seen as a threat, unable to be noticed)

Barrier generation (walls and force fields, immovable and unbreakable - a maintained wall cannot move, but cannot break)

Space distortion (bending, shortening, lengthening - no organic matter - pick two points and distort the space between them, or distort the path of an object in motion. Weird teleportation, throw things around corners, etc)

Gravity manipulation (alter personal gravity field to jump high, fall slow, walk up walls or on ceilings, even levitate. Increase it to be dense and immovable, decrease it to move faster. Decrease the gravity on an object to lift it, increase it to create an immovable obstacle. Suck things in. Push things away.)

Astral projection (project a ghost of yourself that interacts with the world. Jump your body to where the ghost is.)

Timeline creation/collapse (create parallel timelines and make different actions in each; collapse the ones that go wrong and keep the one with the best outcome)

Gas/Liquid generation + expulsion (harmlessly generate all manner of gases and liquids, nice and nasty, within your body, then expel them at high or low pressure. Acid, sleeping gas, scalding water, smokescreen, poison)

Environment manipulation/terraforming/terrakinesis (fairly self explanatory)

Innate mastery (innately but temporarily master any skill or task you put yourself to - on a cooldown per task/skill, or globally)

Blade manipulation (create blades, control blades, make existing blades so sharp they can cut to the molecular level)
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A lot of things happened within the first 180 seconds of the so called 'Alpha squad' landing at the bank, the most principle of which was Vincent quickly scurrying off to a corner to vomit into a miraculously un-demolished potted plant. Whatever Frankenstein-esque concoction of Julian's future-tech and Conor's bastard runes the pair had come up with had felt like it had teleported Vincent, left his stomach behind, and then suddenly caught up with itself and transplanted it back in, only upside-down and back-to-front. He heaved the last of his lunch in the now-soiled topsoil, and cursed Julian's experiments while resolving to walk back to the base after the night was done.

The second thing that happened was farcical comedy of errors that wrapped up near the entire team; Vincent lifted his head just in time to watch a man the size of a gorilla who'd just eaten another gorilla burst through the wall and slammed into Charity and Conor. The pair went flying and then all of sudden Jules had drawn a pistol and was unloading rounds into the beast's back - Vincent was taken aback by their erstwhile leader's readiness to dispense lethal violence, and felt within him an odd sense of near-relief when he witnessed the bullets merely dent the brute's skin, like his muscles were weaved of Kevlar. The response was far more effective: briefcase or not, Vincent could feel the blow Julian took as he was tossed backwards. Dandy got involved, and then Charity was suddenly on her feet and around their foe's neck with surprising speed and resilience.

And then Hana turned up, and all semblance of control over the situation was ripped through the floor with her.
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S A Ṃ S Ā R A :
A Divine Reckoning



P R E M I S E:

Belief is the most powerful force of the cosmos.

Belief starts with the self. I can do this. I can't face that. Forces exist that wish to do me harm; that exist to support my success. All and none are made true by mere conviction.

Belief continues with stories and legends, and the fantasy-lies told to children to keep their wonder alive. From simple, infantile stories like Santa Claus, to historic legends like Arthurian tales, to mythical sagas that become the foundations of entire cultures: all are made real in the minds of the audience by belief and dogma. So, as Man grew, it was only natural that their stories and their beliefs would grow beside them; and this is how Gods were born.

Gods, deities, mythical beings and beasts alike - all reified by doctrine. Quickly they assumed their pantheons and secured their positions, each myth and legend no less real than the next. Every God was true to their people and the stories that birthed them, but only those present were successful; to be absent was to be forgotten, and to be forgotten was to die. So Gods went among their people, walked with their pilgrims, prayed with their devoted - and, in doing so, fortified their own existence, carving new quiddities as recursive beings.

Man matured, and alongside them the Gods; keeping their own legends alive, they began to live new tales: mimetic, ritualistic, liturgical. They would spread, and form new links in the divine story, each a new chain forged anchoring itself to reality. As the world modernised and belief spread faster than ever, direct intervention was required less and less; Gods could rest, relax, their foundations concrete enough to protect them. Every other generation, select Gods would walk among the people once again, reinforcing their bonds to the universe, and deliver the people hope.

The newest generation would appear to be no different; the Gods have convened, chosen their incarnations, and begun their descent to their holistic shrines.

Unbeknownst to their cohorts, one God has not survived their arrival. Their death has somehow circumvented the carefully-crafted anchor of belief. This final demise threatens all; it is time for the Gods to believe in themselves.


C H A R A C T E R S H E E T:




R U L E S :


[1.1] - All Character Sheets must be submitted using the provided skeleton. Character Sheets which do not use the provided skeleton will be rejected and asked to comply with the set standard. This code can be found provided in the characters tab.

[1.2] - Incomplete or in progress sheets should not be posted in the OOC nor should they be posted in the character tab. Completed sheets ready for review are the only character sheets which should be posted in the OOC.

[1.3] - Completed sheets are to be posted in the Out of Character Thread for review until approved. Once approved you may move your sheet into the Character Thread for storage.

[2.1] - Sheets will be reviewed and accepted/denied within 24 hours of a posted completed sheet. Please try to understand that in the event of numerous character sheets being submitted in the same day or due to obligations outside of the guild, there may be minor delays.

[2.2] - In the event of a reasonable delay, any displays of impatience towards the GMs will result in an immediate dismissal of the application. Just like the players, the GM has a life and obligations outside of the roleplay and may not always be able to respond in a rapid manner. Please have patience and a positive attitude and you will receive a response in a timely manner.

[3.1] - Respect the Game Master. The GM's word is to be adhered to; don't argue or disregard it unnecessarily. If the GM asks you to stop doing something please stop. Likewise if a GM asks you to change something in your post please do. Failure to adhere to any GM or Moderator requests will result in expulsion from the game.

[3.2] - Respect the other players. Constructive criticism is fine, but flaming or trying to run players off just because you don't like the way they do things is not okay. Remember, it's the GM's job, not yours, to point out if there's a problem. If you feel that there is a problem, then contact the GM directly.

[3.3] - Likewise any quarrels will be dealt with by the GM. Don't take them out in the OOC, arguments should be dealt with between the two parties through private messaging. If the involved parties truly can't solve their issues the GM can act as an arbiter upon request.

[4.1] - Absolutely no 'OOC' chatter in the In Character Thread. If you have a question or anything to explain there is an Out Of Character Thread provided. You have no excuse to make an 'OOC' comment in the IC and if done it will be heavily frowned upon.

[5.1] - If you find yourself in a plot with another player and they disappear, do your best to move on without them and quickly finish the arc to the best of your ability, or ask for the help of the GM.

[6.1] - No God-Modding or metagaming. This refers to controlling or manipulating another player's character in way that is completely self-beneficial and not pre-approved by the other player. This also includes being untouchable against NPC characters as well as being all knowing. The basis of the plot is newfound mortality of previously-thought immortal beings; the threat is very real.

[7.1] - This is a Character Driven RP, and as such you are encouraged and expected to take charge of your character's sub-plots and storylines. This is a favourite rule of mine, and that said, there will be a heavy emphasis on collaborative activities and team building as well. The GM will be leading the RP in the traditional sense with a driving plot and will ensure the RP keeps moving however I do want to see you develop your characters and produce your own plots. However we don't want to see you lock your character out of interaction and focus solely on your character and their 'world'. No one enjoys watching you play with yourself, it's always better to let someone else join in on the fun.

[8.1.] - Player Character's are not to be killed without permission nor that player's supporting cast members. It is fine to kill nameless NPC's, but PC's or important NPC's will require authorization by their creator except in the event of a GM event.
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GREENHOUSE
[Post-Apocalyptic] [Survival] [Slice of Life] [Casual]
P R E M I S E:

Insert Premise here

S E T T I N G:

Insert Setting here

C H A R A C T E R S H E E T:

Insert sheet coding here

R U L E S & F A Q:

Insert Rules/FAQ here
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CAELUS TERMINAL
[Future] [Sci-Fi] [Survival] [Horror] [Casual] [Small Group]
P R E M I S E:

Insert Premise here

S E T T I N G:

Insert Setting here

C H A R A C T E R S H E E T:

Insert sheet coding here

R U L E S & F A Q:

Insert Rules/FAQ here
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C H A R A C T E R C O N C E P T P R O P O S A L
O N O M A T O P O E I A


? ? ? M A L E 2 0 - 4 0 ? ? ?
C H A R A C T E R C O N C E P T:



ONOMATOPOEIA. No other known identity. With no concrete information about this mysterious serial killer who seems to exclusively target vigilantes, particularly those early in their career, he remains a sinister mystery, spoken about in hushed tones if at all. Since his capture, he has violently resisted all attempts to be unmasked, and yet has made no attempt to escape his incarceration, sitting in complete silence in his cell.

A B I L I T I E S:

Appears to have the ability to perfectly mimic any sound he has heard, although it is unknown whether this is a metahuman power or simply a well-practiced skill, and it is unknown if this extends to speech, as he has never spoken either before or during his capture.

Possesses remarkable skill with blades and firearms, proving himself a strong combatant and able to keep up with his targets.

C H A R A C T E R M O T I V A T I O N S & G O A L S:

Why do you want to play this character, what is the driving motivation behind both this desire and the character themselves. What do you hope to accomplish and where do you want the character's story/stories to go? What kind of role do you think your character can fit on the team? Why is your character a hero and not a civilian?

C H A R A C T E R N O T E S:

Any additional notes you want to put either for yourself, the GM or other players to help clarify your vision or additions to the DC-Mythos. Equipment or signature gear, like your cool boomerangs or sick car goes here. Info about any relationships to canon heroes should go here.

R E L A T I O N S H I P S:

Short summary of your characters thoughts, feelings and regards for the rest of the cast. Optional and can be added to whenever.
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C H A R A C T E R C O N C E P T P R O P O S A L
T H E H A R L E Q U I N


D U E L A D E N T F E M A L E 2 2 G O T H A M , T H E N A R R O W S
C H A R A C T E R C O N C E P T:


"Laugh! And the world laughs at you!"

Duela Dent: shameful daughter of Gilda Dent, who in a base moment had lay not with her husband, Harvey, but his dark and violent alter-ego, Two-Face. When approached with his newborn daughter, Two-Face took the moment to lord Gilda's betrayal over Harvey, and Harvey's grief mixed with Two-Face's psychosis. In a rare moment of true co-operation, the pair lashed out: Gilda was slain, and Duela was left for dead in the Narrows.

Cue 20 years of being raised by the destitute and pauperized of Gotham's poorest alleyways, and the natural entry into Gotham's underworld such an upbringing segues to. Rumours of illegitimate children were commonplace, but for such a Gotham heavy-hitter to have spurned his only daughter was a particular scandal, even among the basest criminals, and Duela's first meeting with her Fathers was suitably eventful: she had grown into the image of her late mother, and Harvey's fragile psyche was ill-prepared for the ghost of his greatest misdeed. Duela gained her first scar, half a smile, marked like her father. She lost her standing with the crew, and was forced to flip.

She fell in with Joker's gang, and her blossoming loyalty and admiration of the clown's pageantry and embodiment of chaos was of little consequence when Joker himself discovered who she was. She was far more than a dispensable goon, then - she was a pre-packaged, second-hand chalkboard to carve another message upon for Gotham's most boring criminals. Duela got her matching set, and Joker's laughter rang in her ears as she was left for dead once more.

With a full smile and complete exile, Duela decided the criminal life wasn't for her; clearly, though born of Two-Face, she must take after her other father - Harvey, still the steadfast pillar of Justice beneath Two-Face's oppression. She would be a force for Good in Gotham, and work to undo the villainy that had rejected her twice-over, reclaiming those elements of fear so skilfully wielded by the crime lords of Gotham. Except to Duela's addled mind, there was little difference between serial murder and petty jaywalking, and no difference at all in the mortal judgement metered out. And so the Bat rejected her too, and she landed - finally, inevitably - in the madhouse.

A special transfer authorisation to Belle Reve didn't turn a single head in the halls of Arkham. Duela only realised something greater was at play when she woke in her new cell, face-to-face with Amanda Waller. She's worked on the Squad ever since.

A B I L I T I E S:

Duela has no powers or special abilities, but is instead an incredibly unpredictable, chaotic, and topsy-turvey field operative with an eccentric streak a mile wide and a surprisingly good head for improvised weapons and gadgetry. Her greatest strength is how often she is underestimated, and how poorly even those who estimate her to the inch can anticipate what she's going to do next.

Duela outfits herself with all manner of wacky and wonderful tools, and also with several practical, pragmatic utensils. She's a decent gymnast, and as a recruit of the Squad has been pushed through Waller's exceedingly-vigorous training regime to develop her speed, stamina, strength, and fieldwork combat skills.

She's also sharper than she lets on, or that people anticipate her to be - although this is often difficult for even Duela to acknowledge beneath the fragmented synapses of her mind.

C H A R A C T E R M O T I V A T I O N S & G O A L S:

How the hell do you do 'The Joker's Daughter', without being a corny knock off of the Joker? Or Harley Quinn? Or Punchline? Or the Jokerz?

The real secret is you don't. You just take all of that rip-off energy that's intrinsically baked into the character, and you try and have some fun with it.

I rewrote her a bit, because Jesus Christ who can even follow the 18 different origins and reboots this character has had, and I've turned her into a wayward Anti-Hero, someone who means well but is woefully un-equipped to deliver on that good intent. She's still trying to decide who she is - in her canon history she's claimed parentage from nearly every major Batman villain - and she's decided that villainy doesn't want her and heroism is trickier than it look, so maybe this task force x business is a perfect compromise between the two.

C H A R A C T E R N O T E S:

Hasn't settled on a proper pseudonym, and is looking for one that feels nice and cozy, without upsetting too many red-and-black-clad floozies.

Considers herself an orphan, her true parents being the streets of Gotham and she a force that the city has delivered unto its people, much like the Bat. Batman has not enjoyed this comparison on their one and only meeting.

Despite her self-styled look being deliberately evocative, she does not enjoy being referred to as, or having the inference made that she is, the Joker's Daughter.

R E L A T I O N S H I P S:

Short summary of your characters thoughts, feelings and regards for the rest of the cast. Optional and can be added to whenever.
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M O R R I G A N

"Witty Quote #1"
M Ó R - R Í O G H A I N F E M A L E C E L T I C F A T E & W A R

I N C A R N A T I O N C O N C E P T:

This is where you outline your vision for the character, and the specific mythology you're drawing from. Ideally this can also include hints towards plot directions and potential arcs for your character.

D I V I N E N A T U R E:

This is where you should outline what special qualities and abilities your Incarnation is afforded by their divine origins. These should not be too broad or outlandish, and relate in a meaningful way to the sphere of domain your Incarnation holds within their pantheon.

N O T E S:

Any additional notes you want to put either for yourself, the GM's or other players to help clarify your vision or continuity.
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T H E M O N K E Y K I N G

"Witty Quote #1"
S U N W U K O N G M A L E C H I N E S E M Y T H O L O G Y G R E A T S A G E , E Q U A L T O H E A V E N

I N C A R N A T I O N C O N C E P T:

This is where you outline your vision for the character, and the specific mythology you're drawing from. Ideally this can also include hints towards plot directions and potential arcs for your character.

D I V I N E N A T U R E:

This is where you should outline what special qualities and abilities your Incarnation is afforded by their divine origins. These should not be too broad or outlandish, and relate in a meaningful way to the sphere of domain your Incarnation holds within their pantheon.

N O T E S:

Any additional notes you want to put either for yourself, the GM's or other players to help clarify your vision or continuity.
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J E N N Y V E N O M
J E N N Y V E N O M

"Witty Quote"
C H A R A C T E R P O R T R A I T
C H A R A C T E R P O R T R A I T
_________________________________________________________
_________________________________________________________
C H A R A C T E R S U M M A R Y
C H A R A C T E R S U M M A R Y
_________________________________________________________
Given Middle Surname
_________________________________________________________
Month XXX, 20XX | XX | Race/Ethnicity
_________________________________________________________
Relationship Status | ♂/♀ | Sexuality
_________________________________________________________
City | State | Country

P H Y S I C A L P R O F I L E
P H Y S I C A L P R O F I L E
_________________________________________________________
C H A R A C T E R M O T I V A T I O N S & G O A L S
C H A R A C T E R M O T I V A T I O N S & G O A L S
_________________________________________________________
C H A R A C T E R N O T E S
C H A R A C T E R N O T E S
_________________________________________________________
C H A R A C T E R S Y N O P S I S
C H A R A C T E R S Y N O P S I S
________________________________________________________________________________________
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vivamus at mi mi. In imperdiet porta dolor, at fermentum nulla commodo eu. Suspendisse volutpat et ex tempor suscipit. Nullam tincidunt at nunc vel auctor. Donec venenatis, nisl nec fringilla varius, massa quam porttitor turpis, sed bibendum purus sem id risus. Nullam scelerisque lectus eget diam gravida malesuada. Maecenas consectetur est ac sollicitudin congue. Maecenas interdum erat dignissim lectus sodales, nec ultrices neque egestas. Integer convallis lacus at consequat volutpat.

A B I L I T I E S, L I M I T A T I O N S, & W E A K N E S S E S
A B I L I T I E S, L I M I T A T I O N S, & W E A K N E S S E S
________________________________________________________________________________________
H Y P E R H U M A N A B I L I T Y || T B D
__PRIMARY CLASSIFICATION || SECONDARY CLASSIFICATION || POWER SCALE || THREAT CLASSIFICATION

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vivamus at mi mi. In imperdiet porta dolor, at fermentum nulla commodo eu. Suspendisse volutpat et ex tempor suscipit. Nullam tincidunt at nunc vel auctor. Donec venenatis, nisl nec fringilla varius, massa quam porttitor turpis, sed bibendum purus sem id risus. Nullam scelerisque lectus eget diam gravida malesuada. Maecenas consectetur est ac sollicitudin congue. Maecenas interdum erat dignissim lectus sodales, nec ultrices neque egestas. Integer convallis lacus at consequat volutpat.

L I M I T A T I O N S || T B D

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vivamus at mi mi. In imperdiet porta dolor, at fermentum nulla commodo eu. Suspendisse volutpat et ex tempor suscipit. Nullam tincidunt at nunc vel auctor. Donec venenatis, nisl nec fringilla varius, massa quam porttitor turpis, sed bibendum purus sem id risus. Nullam scelerisque lectus eget diam gravida malesuada. Maecenas consectetur est ac sollicitudin congue. Maecenas interdum erat dignissim lectus sodales, nec ultrices neque egestas. Integer convallis lacus at consequat volutpat.

W E A K N E S S E S || T B D

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vivamus at mi mi. In imperdiet porta dolor, at fermentum nulla commodo eu. Suspendisse volutpat et ex tempor suscipit. Nullam tincidunt at nunc vel auctor. Donec venenatis, nisl nec fringilla varius, massa quam porttitor turpis, sed bibendum purus sem id risus. Nullam scelerisque lectus eget diam gravida malesuada. Maecenas consectetur est ac sollicitudin congue. Maecenas interdum erat dignissim lectus sodales, nec ultrices neque egestas. Integer convallis lacus at consequat volutpat.
R E L A T I O N S H I P S
R E L A T I O N S H I P S
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G I V E N N A M E S U R N A M E

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T H E P U N I S H E R
T H E P U N I S H E R

"Some people ask me how I sleep at night."
C H A R A C T E R P O R T R A I T
C H A R A C T E R P O R T R A I T
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C H A R A C T E R S U M M A R Y
C H A R A C T E R S U M M A R Y
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FRANCIS 'FRANK' CASTLE
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CAUCASIAN | EXECUTIONER
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NEW YORK | NEW YORK | THE U.S.

C H A R A C T E R N O T E S
C H A R A C T E R N O T E S
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P O S T C A T A L O G
P O S T C A T A L O G
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C H A R A C T E R C O N C E P T
C H A R A C T E R C O N C E P T
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Frank Castle: ex-soldier, special forces. Probably suffering from war-related PTSD; definitely suffering from whole-family-murdered-before-his-eyes PTSD. Self-prescribed therapy: finding those who orchestrated his tragedy, and wipe them from the face of the earth.

Similarly to the Netflix series, my Frank will be an intensely tortured and intensely violent man who, having exacted his particular brand of vengeance upon those responsible for his family's death, decided to pretend he wanted to leave that life behind and live out the rest of his days as a ghost; but there's only so long a man like Frank can pretend to ignore the shit-filled world around him. New heroes simply frustrate him, more emerging vigilantes who remain unwilling or unable to take the necessary steps to stamp out the very sins they came forward to battle against.

So he's back, no longer a whispered rumour, a horror story petty thugs tell each other on long nights; now a terrifying revenant. The Punisher, returned to exact his punishment.
His methods are brutal -
His methods are controversial -
His methods are extreme -
But they are final.

P L O T ( S ) & G O A L ( S )
P L O T ( S ) & G O A L ( S )
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Frank is a classic Marvel character, the original darker-and-edgier blood-knight, and a staple of many other big-ticket Marvel heroes, Frank's MO being the polar opposite to how we understand 'superheroes' to operate in traditional media. I want to use that contrast to highlight why we love Punisher, and how he's endured for so long (originally appearing as a strange anti-hero antagonist in Spider-Man before his popularity got him repeat appearances and eventually his own series!), but also how Punisher's character can be also used to emphasise the reasons we love our more traditional heroes as well.

Ideally I'm looking to play Frank as a Roaming Character who is pursuing (as always) his own war and his own targets, enveloped in some grand conspiracy once again that has him bouncing from lead to lead, crossing paths with many other heroes, and leaving a significant body-count behind him as he goes.


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C H A R A C T E R C O N C E P T P R O P O S A L
T A S K F O R C E X


C L A S S I F I E D C L A S S I F I E D C L A S S I F I E D
C H A R A C T E R C O N C E P T:


"Witty Quote"

This is where you outline your vision for the character including any notable changes or differences from the regularly accepted canon. This should be a short summary that provides insight into where the character is in terms of their overall progress and development. You could also include any notable differences from the standard canon you've added to your character.

P L O T ( S ) & G O A L ( S ):

Why do you want to play this character, what is the driving motivation behind both this desire and the character themselves. What do you hope to accomplish and where do you want the character's story/stories to go? For a driving character, there should be enough of an outline present to interest other players along with specifications towards how many players you're looking to involve or available roles. For supporting characters, this should indicate either a plot you've arranged to be part of or the type of plot you're looking to be involved in. Roaming characters have the privilege of doing either or simply stating a roadmap for the character to exemplify how you'd ideally like them to move between plots.

S Q U A D R O S T E R:

Any additional notes you want to put either for yourself, the GM's or other players to help clarify your vision or continuity.

P O S T C A T A L O G:

A list linking to your IC posts as they're created. This can be used for a reference guide to your character or to summarize completed arcs and stories.
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D A R Y L
D A R Y L

"Mm-my name... my name is DARYL."
C H A R A C T E R P O R T R A I T
C H A R A C T E R P O R T R A I T
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C H A R A C T E R S U M M A R Y
C H A R A C T E R S U M M A R Y
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Daryl Tynon
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Possessed | BPRD Agent
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Fairfield | Connecticut | America

C H A R A C T E R N O T E S
C H A R A C T E R N O T E S
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P O S T C A T A L O G
P O S T C A T A L O G
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C H A R A C T E R C O N C E P T
C H A R A C T E R C O N C E P T
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March, 1989, Webequie.
Daryl Tynon goes out for a hunt after an early thaw, thinking the clearing of the weather to be an omen for coming fortune. Seventy minutes after breaking through the treeline of the forest, he is caught in a freak blizzard, unable to see his own breath billowing out in front of him. Lost in the squall, Daryl wandered for three days, unable to find his way back out of the forest and its storm. During this time, he is overcome with paranoia, and the feeling of being watched and hunted, but cannot identify, or even confirm the existence of, his unknown stalker. On the fourth day, the blizzard breaks; but Daryl is starving, dehydrated, exhausted, and slowly freezing to death. He drops to the ground, half-dead - and it is then that the Wendigo uncoils itself from the snow and the trees, and descends upon him.

April, 1989, Webequie.
Daryl awakens, confused and his mind mudded and foggy. He is hungry, and still lost - but the weather has cleared, and he slowly makes his way out of the forest to return home. His cabin is abandoned. His family is missing. There is no food. He goes back to the woods to find help. To hunt. To eat.

November, 1989, Webequie.
Webequie Indian Reserve Sheriff receives a visit from a large, red-skinned, horned man, accompanied by a blue-skinned man with gills and goggles. They have come in response to the sheriff's queries about freak snow-storms, an increase in missing persons, and a disturbing frequency of animal carcasses being found by would-be hunters, torn up and chunks of flesh missing. After a difficult night for all parties involved, Daryl is made aware of his new state of being - the latest victim of a malevolent, body-stealing spirit: the Wendigo. They took him in, and his new un-life was now to be spent in the custody of the BPRD. He would slowly lose all his memories and sense of self, his humanity worn away and replaced with bloodlust, hunger, and the cold. But the world would be a little safer from monsters than it was the day before.

June, 2000, Connecticut
Following Hellboy's abandonment of the BPRD, the Bureau finds itself suddenly bereft of its most valuable asset, and begins evaluation of its current capital to find a suitable replacement. The idea of Daryl the Wendigo is floated, and with little alternatives, the discussion moves towards how such a feral beast can be made effective in the field. In the days that follow, B.P.R.D. Liaison Agent Katherine Corrigan quietly begins recuperative therapy with Daryl - while the technical department figures out how to turn fire into a method of control.

Present.
Twenty years of psychotherapy work, paranormal research, engineering innovation and tactical training have successfully drawn the man Daryl out of the depths of the beast Wendigo. He is a successful, if unnerving, B.P.R.D. Field Agent, under the command of Captain Ben Daimio, deployed as a stop-gap against threats of an extreme physical nature. Utilising a delicately balanced feeding regime, extensive and indefinite psychological treatment, and a containment suit lined with white phosphorus capsules, the Wendigo has been soundly weaponised for the greater good of Mankind against the dark that seeks to swallow it; but how much control does Daryl retain, over the baser urges of the spirit that possesses him?

The B.P.R.D. hope to never find out - but they have contingencies should they do.

P L O T ( S ) & G O A L ( S )
P L O T ( S ) & G O A L ( S )
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With Archangel89's Hellboy having departed the BPRD, I realised there was a gap for a replacement, and wondered what that replacement would look like. Hellboy is obviously a physical powerhouse, but also a being with a lot of prophecy and mythology behind him as well, and perfectly encapsulates the theme of embracing that darkness within us, but not allowing it to rule you. Hellboy is an inherently dark creature that chooses to be a force for good. So how best to carry that theme forward with a new character?

Enter Daryl the Wendigo, whose short arc, and the BPRD's interactions with him, are sublime shorthand for the tone of the comics. An innocent man befallen of a foul fate, holding onto his humanity while it's slowly eroded away - he is as much a victim as he is a monster, desperately trying to suppress the evil that picked him merely for being in the wrong place at the wrong time. As many here know, the Wendigo spirit is already a personal fascination for me, so to stumble upon a character that fit the mold for the concept while also being of personal interest felt like an opportunity too serendipitous to pass on.

Where Hellboy is out on his own personal oddessey, I very much want to approach Daryl with the idea of B.P.R.D. being on 'Business As Usual' mode; threats are identified, assessed, and dealt with, agents being deployed as necessary to detain, secure, or neutralise depending on the circumstances. Daryl is one in a long line of re-purposed 'assets', helping the B.P.R.D. 'bump back'. Interspersed with his assignments will be his own struggles with holding on to his humanity as the Wendigo spirits eats away at him, trying to figure how to live this new life (or if he even wants to), and crossing paths with other players as well as a myriad of weird and wonderful creatures and myths. Daryl will learn that as dreaded as the Wendigo is, it is far from the most terrible beast to wander the Earth.

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Jesse Stokes

was a ranch hand with lofty ideas of his goals in life. fell in with bad people young trying to make a name for himself and escape his father's lowly farming life. ended up doing nasty stuff as part of a criminal gang.

fell in love as a young adult/late teen. love was fine but distracted him from gang heists and he eventually wanted out. gang wouldn't let him out. fucked up a heist? heist was on family of loved one? in any case the ultimatum became kill the loved one (to make up for the fuck up/send a message/stop him from wanting to leave the gang), or be killed himself (or turned over to sheriffs as a scapegoat?).

He refuses. Takes what's left of his cut from gang activities - steals a bit extra - puts loved one on a train far away and then steals a horse and flees in the other direction. Is now looking to escape further and settle down with a new identity; lofty ambitions purged, and content that his love is at least safe, if not with him.

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T H E B A T M A N
T H E B A T M A N

"Criminals are a cowardly and superstitious lot."
C H A R A C T E R P O R T R A I T
C H A R A C T E R P O R T R A I T
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C H A R A C T E R S U M M A R Y
C H A R A C T E R S U M M A R Y
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Bruce Wayne
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Caucasian | Vigilante/Billionaire
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Gotham | New Jersey | America

C H A R A C T E R N O T E S
C H A R A C T E R N O T E S
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P O S T C A T A L O G
P O S T C A T A L O G
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C H A R A C T E R C O N C E P T
C H A R A C T E R C O N C E P T
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Bruce Wayne was born to two loving parents on a cold night in September, 1988. Bruce Wayne died beside his parents on a cold night in November, 1996. He was eight. He was never mourned.

The child is dead; what remains is a paracausal being of zealotry, rage, and willpower. This unnatural creature spends twelve years inhabiting the body of Bruce Wayne, seizing every new day as a fresh opportunity to push itself towards some as-yet-unknown goal. Alfred, the guardian, secretly fears this changeling child, in his worst moments pining for the bubbling, gleeful boy that left the manor with his parents that fateful November night, and never returned. At twenty-one years old, the skin-walker leaves Gotham, and Alfred allows some dark corner of himself to believe that the City has been spared an unknowable evil.

On the sixteenth anniversary of his parent’s brutal, senseless murder, the prodigal Wayne son returns to his city, anger tamed and zealotry focused, and he brings with him a singular purpose: to rid his home of the corruption that threatens to swallow it whole. He dons a mantle of fear, and begins a war.

Another sixteen years hence and Bruce is mid-40's, and while his war has never stopped, the landscape of it has shifted; gone are the old days of bribery, politics, and corrupt infrastructure. Instead, modern Gotham is plagued by megalomania, psychopathy, sadism, and terrorism: the nature of the world has changed, and with it, the nature of evil. Over the course of his long career, Bruce has been well-supported by an ever-growing network of allies - but now he finds himself relying on them more than ever, as his own body begins to fail him.

As the face of Gotham shifts once more, there is nagging doubt that Bruce refuses to acknowledge; the disquieting thought that maybe, he is not enough for the fight anymore. As the era of a new war erupts - perhaps it is time for a new soldier.

P L O T ( S ) & G O A L ( S )
P L O T ( S ) & G O A L ( S )
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With this Batman, I'm looking to carry on the spirit of the Bruce MB was playing; an older Batman, slowing down, perhaps even struggling to keep up with the ever-flowing tide of criminals into his city. Things are slipping out of his grasp, and a new crisis rocks the city - one that Bruce isn't even sure he's capable of handling anymore. Bruce won't admit it - can't admit it - but the time for Batman has passed. A new breed of protector is necessary for the continued safeguarding of Gotham; but does such a hero even exist? Would the most suitable protector even be a hero?

Evil is evolving. Good needs to adapt alongside it.

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WE INTERRUPT THIS UN-SPECIAL BROADCAST TO ASK YOU ONE VERY SPECIAL QUESTION:


FEELING A LITTLE FRAYED AROUND YOUR METAPHYSICAL EDGES?
ARE THE THREADS OF REALITY UNWINDING AROUND YOU?
HAS THAT EXISTENTIAL CRISIS GRADUATED TO A TRANCENDENTAL CALAMITY?

WELL LOOK NO FURTHER!
WE HAVE THE SOLUTION FOR YOU:


"BUT HOW DO I APPLY?" WE HEAR YOU ASK! WELL, HERE'S WHY OUR OFFER IS EXTRA-UNMISSABLE:

it's already started

SO FEEL FREE TO LAUGH, SCREAM, CRY, OR HOLD YOUR LOVED ONES CLOSE
THESE ARE YOUR LAST MOMENTS
ENJOY THEM IN ANY WAY YOU LIKE

and when it's done they'll have never happened anyway
THANK YOU FOR TUNING IN!
we now return you to your irregular, un-scheduled, irretrievable...reality

As it transpired following the above broadcast, only 80,000 people, scattered across the globe, felt real enough to be unaffected by the Un-Making that followed in the next 24 hours. The effects of the phenomenon were nonsensical, improbable, and flaunted the known fundamentals of the universe. It didn't matter. It happened anyway.

The majority simply winked out of existence - some slowly, their bodies unravelling like an old blanket, some quickly, flickering out like old TV static switched off at the mains. Some that Left were remembered; many more weren't. Some had their consequences of a life lived remain behind; many more didn't, and those consequences Left as well. Some left the memory of a hole, an absence known innately but unexplainable, measured only by shadows left behind.

The Un-Made that remained made impression of their own. Warped, misshapen creatures, their resemblance to once-humans made them all the more horrifying, and they each displayed traits and foibles distinct from both every other iteration, and the metaphysical rules of the quantified universe. Around them, reality sags and bulges and bends and contorts, and in their wake they leave gnarled, distorted pockets where physics breaks down, time crashes into itself, and all things never-should and always-could collided in ways that spilled along streets and fields like oil along the surface of water, resting atop but never mixing.

The Reals survive; truly, this is the one indomitable aspect of the human condition that even the un-writing of actuality failed to undo. They survive, and band together, and survive some more, always moving, always hoping, signposting those pockets and picking their way around the Un-Made. To what end, no-one is really certain, but then many weren't certain before natural law was turned inside-out; survival is for survival's stake, and this basal truth remains profoundly unaffected by the upheaval of order into chaos.

The Reals survive; there is simply no other way to be, and no-one else to do it for them.

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Types of Magic

Divination: The practice of seeking knowledge of the future or the unknown, usually through practiced rituals.

Incantations: Invocation of spells and charms through the use of verbal and physical rituals/intonations. By its very definition, Incantation is a common denominator in all schools of magic.

Alchemy: The brewing of potions and elixirs that can bestow positive and negative effects in equal measure, but also the practice of material transmutation.

Sorcery: Incantation's older brother; Sorcery is the channeling and wielding of raw magic without the need for verbal/physical formulas. Equally powerful as it is difficult to control, and those who practice sorcery recklessly may be just as likely to destroy themselves as cast magic.

Spirit Mediation: A cousin to Divination, Spirit Mediation deals specifically with contacting spirits - whether they be the natural spirits of the world, or the ghosts of those who have passed on - and seeking knowledge through their counsel.

Necromancy: The dark side of Conjuring; Necromancy weaves magic specifically through bone and necrotic flesh. Necromancers don't 'raise the dead', they simply animate bones and rotting flesh through magical force of will; if the will wavers (or is removed), the construct falls still.

Conjuring: Conjuration is the hardest fundamental to grasp; it is the creation of objects through magic manipulation. Sometimes, this takes the form of tools or weapons formed of raw magical energy, ethereal yet powerful - but usually looks like using magic to bind preexisting material together into the desired form.

Illusion: Illusion magic fools the senses without altering the world in a tangible, material way. The difficulty of an illusion scales exponentially with the amount of people it's deceiving; illusions can fool any of the senses (bar touch), but can also effect more generalized 'feelings', such as paranoia, anxiety, and temper, but also joy, desire, and calm (among others).

Restoration:

Blessings:

Curses:

Mysticism:

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Surreal Horror RP [REIFY OR DIE]

Magic/Sorcery Political RP [schools of magic]

Star Wars RP [? but NO JEDI]

Gods Murder Mystery RP [Samsara: A Divine Reckoning]

Runeterra RP [sandbox, OC's only?]

Legend of Zelda RP [Lost Knight]

Sci-Fi Survival Horror RP [Caelus Terminal]
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