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OOC
It's been a long time since my last RP, but I'm eager to jump back in. I have a couple ideas in mind for games I'd like to start then run on a twice weekly basis. These would be for groups counting 4 - 6 people (for starters, at least).
The first idea is far more extensive than the second, but both are counting on a relaxed, fairly in-depth character-focused style of RP.
1.
"You're a resident of the continent Gemflors. You've been living and surviving in your home country and hometown for as long as you care to remember. You have goals, dreams, and the whole of the world is free for you to explore. Who will you meet on your journey through life? Where will you go? What adventures will you find, or will find you?"
Original world and races. There is no overarching plot currently (that may change), with a focus on the characters themselves and their survival / exploration of their home continent. I would be the GM, pulling strings behind the scenes to bring characters together and populating the universe with secrets, NPCs, civilizations, plot, etc. Posts would be ordered, allowed a number of combat actions per, but no paragraph or movement restrictions. I'm interested in painting portraits for the characters.
About
Gemflors is a sweeping, largely temperate continent. Nestled within its bucolic pockets are stodman, org and ennen, and along its rivers and hillands dwell the occ. In the dim corners of jungles prance the aphmayun in their moonlily crowns and moonlight silks. Far up in the chill and crag of the mountains, even to the fringes of the world where ice cracks and the waters are slush, thrive the radgh. The rest of Gemflors' residents are secretive gloom-dwellers. Through mists or dreams, along forgotten highways through highland or ruin, the creatures of blackness can be found.
Basic Lore
It isn't known precisely how Gemflors came to be, and neither does anyone think about it overmuch. Between war and famine, life and love, the various races of the world prefer largely to keep to themselves and tell their own tales. The grand majority of stodman (the predominant race), however, believe in a pantheon of creationary or natural gods, which they attribute the creation of the world to.
It is dangerous to explore. Survival, even within city limits, takes a meticulous and detail-oriented mind to ensure developed systems don't crumble and chaos prevail. Large and powerful predators roam countryside and craggy hollow alike; witchery and bizarre magicks threaten from unexpected places. The soft green history of Gemflors is scarred by a millennia of bloodshed. No one is safe alone. Those who try come to ruin.
Physics, Inventions & Time Frame
Physics basically match our RL ones. The time frame is roughly equivalent to our early 1500's in most stodman civilizations; so, wagons, carts, carriages, coaches, pageant wagons, water wheels, hand water pumps, chain pumps, paper, saw, & hemp mills, ironworks, water canals, garderobes, storage barrels, windmills, sailing ships, levers, spinet, catapult, compass, shears (scissors), traveling entertainment, and courier delivery (by merchant scribes) are all thriving inventions. Some cultures have invented gunpowder (Occ & Ragdh). In other ways the time frame is equivalent to the early 1200's, as the printing press, guns, clocks, modern glassmaking and eyeglasses haven't been invented, although they are on the verge of being so.
Law & Order
Law for stodman in northeastern countries is very similar to Europe in the 1300's. The lower, peasant class is typically serving a lord, living on his property, and pays his taxes / rent by working on the lord's land. He may be drafted into serving as a soldier when the lord's lord (typically the king) demands more men at arms than the lord has trained / can afford. Movement for most peasants is limited--they are not allowed to leave their lord's land for any reason without his permission. A lord can be a duke, count, viscount, baron, or knight who rents land from the king, paying through his military service. The cavaleques is a knight of the northern stodmen countries, and has sworn to the basic rules of chivalry. Most chartered cities charge an entry toll at their gates.
Since stodman are the dominant race, they are the type of civilization most likely to be encountered and contended with.
Exploration Mechanics
I thought it might be fun if the continent was kept uncharted for the characters, revealed in patches as they choose to explore (if they do). But there is basically every biome available, so all one would have to do is choose / describe the climate where their character grew up and I'd know where they are. I plan on painting a map but so far only have a sketch.
Biomes
- Desert
- Savannah
- Heathland
- Steppe
- Lowland / Valleys
- Riverland
- Tundra
- Alps
- Alpine Valleys
- Mountainous
- Foothills
- Volcanic Foothills
- Deciduous Timberland
- Coniferous Timberland
- Rainforest
- Wetlands / Fens
- Bogs
- Caves
- Beaches
Major Countries, Cities & Towns
I welcome people to congregate in these places, if they like.
- Heil (Northeastern Stodmen country; temperate; wine-country)
- Bourville (City; pop. 211,000; seaside; primary fish-exporter)
- Impernel (Town; pop. 23,000; bucolic; primary exporter of wool)
Characters can be virtually any creature or available race anyone wants; I would only ask non-humanoids be role played convincingly. Have as many characters as you feel good keeping up with.
Sentient Races
Non-sentient Creatures
These are for those who'd rather not think about history too much. However, I do encourage the inventing of one's character's own cultural background, and even races. Just run your idea by me and we'll look into incorporating it.
Stodmen are based off of humans. While all races are varied culturally, the stodman boasts the most variety. Stodmen are known for being viciously hostile or at least wary around foreign races.
Ragdh average 8' (243cm) tall and are long, hardy, and hairy. They grow arm and leg hair of good length and cover; another patch of hair covers the napes of their necks and the chests of males (we're talking enough to be plaited). The grand majority of ragdh live high up on mountain peaks where they hew out massive community networks under the stone. They are master sculptors and carpenters. Yodeling, overtone singing, poetry, and earth-based painting are also prevalent in most of their societies. Many fairytales from other races involving frost giants were based off of the radgh, and it is still rumored that they possess freezing magicks (this isn't true, however). Their steam houses and underground forges are renown. They were the first to invent steel.
Org tend to be nomadic. They average 15' (457cm) in height (yes, they're giants). Weaving and textiles are big in their many cultures, one of the predominant reasons for this being ease of transportation. They pack light, bundle everything, and make as much out of fabric as possible. The shepherding of woolly camels goes back to their roots, and they dwell inside woven yurt-like structures with reusable wooden spring frames. They are intensely traditional, especially concerning names (considering names to be an important heritage), though rather meek. Some violent cultures exist, but org are predominately ruled by a sense of "everything for all," willing to share land with anything. The org invented the salmbul: a type of sausage baked inside stone-ground bamboo seed bread. They are known for fighting with iron clubs and are typically viewed with distaste, even hostility, by stodman tribes.
Ennen are a beautiful race that have mastered scant living. They average 6.5' (198cm) in height. Braiding and shaping of the hair is a part of their limited system of hierarchy. Slaves or poor tend to wear their hair tightly up in buns, braids, or combed mohawks, while the lords and ladies of communities wear their hair long and free-flowing to illustrate the nature of their "free" rank. Poor individuals tend to serve wealthier ones. This tradition doesn't affect the ennen's ability to show extreme compassion, however. This race lives close to nature, favor the riding of llamas or deer, and believe in modesty. Women are often trained in weaving and wear voluminous earth-toned robes. Men may wear the same, however, hunters typically dress lighter. The weaving of flowers in hair (especially lilacs, sunflowers, and lavender) appears during their festivals, most prominently among singles. Most ennen cultures are monotheistic and revolve around the idea of living modestly; many are believers of Unm, a god of creation.
There are many myths surrounding the aphmayun. They are considered by other races to be genie-like, granting wishes and traveling by blinking here or there, and the aphmayun are too mischievous to break these illusions. Averaging 4.5' (137cm), the aphmayun skirt about at the heels of jungle trees. They weave a special fabric colloquially known as "moonlight linen." They weave it at night during full moons, using maiden's hair twine (grass-based). The fabric gleams in the dark and has a wispy texture. The aphmayun live in small family communities in the niches of trees or in wide burrows. They enjoy lining their abodes with river pebbles, community singing, and subsist off root veggies, mushrooms, and grass blades. While not violent, a form of passive-aggressive debate is traditionally used alongside a "jury" of family to work out issues or conflict. Their hair and skin color change with their diet.
Occ are notorious for relying on atermagia and other "poison magicks" to perform paganistic rituals. To them, however, they're living out their cultural beliefs. Witch doctors, shamans, and medicine-men are important features within a typical occ tribe. These (supposed) divinely selected individuals act as elders and therapists, physicians and leaders, for all the other tribe members. They community-rear offspring, often adopt orphans, share freely amongst one another, and don't believe in possessions. They live in caves in mountainous regions, or sod huts in plains and grasslands. It is generally believed within many occ cultures that every sentient being has a divinely granted purpose that is their responsibility to discover and fulfill. Other occ cultures are known for having a tendency toward violence and sport hunting.
Gegherun average 30' (914cm) long, are solitary, and pay for it. Most are bitter and don't have much of a culture, considering the lack of gegherun societies. One thought that is commonly shared between individuals, especially between mother and offspring, and those that do manage to form any sort of ordered community, is one of victimhood. It is believed that the stigma created by stodmen are responsible for their declining numbers and lack of independent nations. Gegherun are private, fiercely territorial, and often dominate their territories. Stodmen keep clear away except for rare instances of foolish bravery. The drake-folk remain isolationist anyway.
Sympi and mormagi generally inhabit dark, out-of-the-way places. Deep caverns, holes, sewers, crypts, etc. Their sensitivity to sunlight and hatred of all things living and merry (not to mention the former's hatred of them) drive them to the blackest recesses of the world. Because of this and their brooding natures, collectives of either don't tend to form. Traditions are highly individualized.
Marospire come in two flavors: gas-eater or mind-eater. The former enjoy drawing out overlapping territories in land richly abundant in decay and bacterial growth (the bowels of the jungle, for instance). Many gas-eating marospire are the reason for animistic belief among aphmayun tribes. Gas-eaters are tolerant and even compassionate toward other life. Mind-eaters, on the other hand, are distinctly malevolent. They travel quietly, often passing over the soft countryside like an unusual gust, in search of lonely places crossed by unsuspecting persons or wildlife. At said places, they have the habit of luring victims into traps via atermagia and illusory tricks. As terrified as anyone is of meeting a carnivorous marospire, the mind-eater itself is wary of densely inhabited locations. They aren't magic-proof, after all.
Random Character Generation
I have a system of random generation if anyone wanted to play a randomly generated character. :p Old OCs are welcome too, although some changes might need to be made to make them lore-appropriate.
Sentient Races
- Stodman (human-like; many nations & cultures)
- Ragdh (very large, tall humanoids; live in mountains or cold climes; platinum/blond/black hair)
- Org (large ogrish humanoid with brightly colored flesh)
- Ennen (tall, long-limbed, human-like; live in prairies and deserts; dark features)
- Aphmayun (short and fairy-like; platinum gleam to flesh; live in jungles or woods)
- Occ (medium-sized, onyx-fleshed, prairie-dwelling snake-folk)
- Gegherun (drake-folk; live in mountains, alps, bogs, etc.)
- Sympi (a stodman or ennen infected by the synthruus virus, gifting vampiric qualities)
- Mormagi (An infected Ragdh whose body has accepted the skalgwordh virus)
- Marospire (a bodiless wind-like creature that feasts on emotions and gases)
Non-sentient Creatures
- Basically any real world animal
- Gobberling (a monkey / goblin type creature that herds in jungles)
- Pers (a giant furred snake that generally inhabits arctic regions)
- Saro (a large flying bat-like creature that inhabits deserts)
- Guls (a ragdh infected by the skalgwordh virus; they crave decaying protein matter)
- Unicorn (looks like an oryx with a single, forward horn)
Culture Summaries
These are for those who'd rather not think about history too much. However, I do encourage the inventing of one's character's own cultural background, and even races. Just run your idea by me and we'll look into incorporating it.
Stodmen are based off of humans. While all races are varied culturally, the stodman boasts the most variety. Stodmen are known for being viciously hostile or at least wary around foreign races.
Ragdh average 8' (243cm) tall and are long, hardy, and hairy. They grow arm and leg hair of good length and cover; another patch of hair covers the napes of their necks and the chests of males (we're talking enough to be plaited). The grand majority of ragdh live high up on mountain peaks where they hew out massive community networks under the stone. They are master sculptors and carpenters. Yodeling, overtone singing, poetry, and earth-based painting are also prevalent in most of their societies. Many fairytales from other races involving frost giants were based off of the radgh, and it is still rumored that they possess freezing magicks (this isn't true, however). Their steam houses and underground forges are renown. They were the first to invent steel.
Org tend to be nomadic. They average 15' (457cm) in height (yes, they're giants). Weaving and textiles are big in their many cultures, one of the predominant reasons for this being ease of transportation. They pack light, bundle everything, and make as much out of fabric as possible. The shepherding of woolly camels goes back to their roots, and they dwell inside woven yurt-like structures with reusable wooden spring frames. They are intensely traditional, especially concerning names (considering names to be an important heritage), though rather meek. Some violent cultures exist, but org are predominately ruled by a sense of "everything for all," willing to share land with anything. The org invented the salmbul: a type of sausage baked inside stone-ground bamboo seed bread. They are known for fighting with iron clubs and are typically viewed with distaste, even hostility, by stodman tribes.
Ennen are a beautiful race that have mastered scant living. They average 6.5' (198cm) in height. Braiding and shaping of the hair is a part of their limited system of hierarchy. Slaves or poor tend to wear their hair tightly up in buns, braids, or combed mohawks, while the lords and ladies of communities wear their hair long and free-flowing to illustrate the nature of their "free" rank. Poor individuals tend to serve wealthier ones. This tradition doesn't affect the ennen's ability to show extreme compassion, however. This race lives close to nature, favor the riding of llamas or deer, and believe in modesty. Women are often trained in weaving and wear voluminous earth-toned robes. Men may wear the same, however, hunters typically dress lighter. The weaving of flowers in hair (especially lilacs, sunflowers, and lavender) appears during their festivals, most prominently among singles. Most ennen cultures are monotheistic and revolve around the idea of living modestly; many are believers of Unm, a god of creation.
There are many myths surrounding the aphmayun. They are considered by other races to be genie-like, granting wishes and traveling by blinking here or there, and the aphmayun are too mischievous to break these illusions. Averaging 4.5' (137cm), the aphmayun skirt about at the heels of jungle trees. They weave a special fabric colloquially known as "moonlight linen." They weave it at night during full moons, using maiden's hair twine (grass-based). The fabric gleams in the dark and has a wispy texture. The aphmayun live in small family communities in the niches of trees or in wide burrows. They enjoy lining their abodes with river pebbles, community singing, and subsist off root veggies, mushrooms, and grass blades. While not violent, a form of passive-aggressive debate is traditionally used alongside a "jury" of family to work out issues or conflict. Their hair and skin color change with their diet.
Occ are notorious for relying on atermagia and other "poison magicks" to perform paganistic rituals. To them, however, they're living out their cultural beliefs. Witch doctors, shamans, and medicine-men are important features within a typical occ tribe. These (supposed) divinely selected individuals act as elders and therapists, physicians and leaders, for all the other tribe members. They community-rear offspring, often adopt orphans, share freely amongst one another, and don't believe in possessions. They live in caves in mountainous regions, or sod huts in plains and grasslands. It is generally believed within many occ cultures that every sentient being has a divinely granted purpose that is their responsibility to discover and fulfill. Other occ cultures are known for having a tendency toward violence and sport hunting.
Gegherun average 30' (914cm) long, are solitary, and pay for it. Most are bitter and don't have much of a culture, considering the lack of gegherun societies. One thought that is commonly shared between individuals, especially between mother and offspring, and those that do manage to form any sort of ordered community, is one of victimhood. It is believed that the stigma created by stodmen are responsible for their declining numbers and lack of independent nations. Gegherun are private, fiercely territorial, and often dominate their territories. Stodmen keep clear away except for rare instances of foolish bravery. The drake-folk remain isolationist anyway.
Sympi and mormagi generally inhabit dark, out-of-the-way places. Deep caverns, holes, sewers, crypts, etc. Their sensitivity to sunlight and hatred of all things living and merry (not to mention the former's hatred of them) drive them to the blackest recesses of the world. Because of this and their brooding natures, collectives of either don't tend to form. Traditions are highly individualized.
Marospire come in two flavors: gas-eater or mind-eater. The former enjoy drawing out overlapping territories in land richly abundant in decay and bacterial growth (the bowels of the jungle, for instance). Many gas-eating marospire are the reason for animistic belief among aphmayun tribes. Gas-eaters are tolerant and even compassionate toward other life. Mind-eaters, on the other hand, are distinctly malevolent. They travel quietly, often passing over the soft countryside like an unusual gust, in search of lonely places crossed by unsuspecting persons or wildlife. At said places, they have the habit of luring victims into traps via atermagia and illusory tricks. As terrified as anyone is of meeting a carnivorous marospire, the mind-eater itself is wary of densely inhabited locations. They aren't magic-proof, after all.
Random Character Generation
I have a system of random generation if anyone wanted to play a randomly generated character. :p Old OCs are welcome too, although some changes might need to be made to make them lore-appropriate.
Modify the forms however you want, just try to keep all the info. The only true limitations are lore-bound. No gods or god-like entities--other than that, I welcome pushing of the boundaries. Shoot me a PM for ideas you're uncertain about. Optionals can be omitted.
Simple Template
Fancy Template
Simple Template
[b]Name[/b]:
[b]Race or Species[/b]:
[b]Sex[/b]:
[b]Appearance[/b]:
[b]Age[/b]:
[b]Voice[/b]: (optional)
[b]Clothes[/b]: (optional)
[b]Quirks[/b]:
[b]Interests[/b]:
[b]Disgusts[/b]:
[b]History[/b]: (Be creative! Make up their hometown and everything.)
[b]Temperament Traits[/b]: (one from each category)
[b]Attachment Style[/b]: (optional)
[b]Trade[/b]:
[b]Skills[/b]: (optional)
[b]Pet(s)[/b]: (optional)
Fancy Template
[indent][indent]
[right][color=ff471a][b]post order #[/b][/color][/right]
[/indent][/indent]
[color=d6a439][center][b][h1]Name[/h1][/b]
______________________________________________________________________________________
[sub][i]Quote, title, or byname[/i][/sub]
[img]link portrait here[/img]
______________________________________________________________________________________[/center][/color]
[center][sup][color=003399][i]XP[/i][/color][color=0066cc][b]0,000[/b][/color][/sup][/center]
[indent][indent]
[table]
[row]
[cell][h3][color=d6a439][b][i]Race / Species[/i][/b][/color] here[/h3][/cell]
[cell][h3][color=d6a439][b][i]Sex[/i][/b][/color] ♀ / ♂[/h3][/cell]
[/row]
[/table]
[table]
[row]
[cell][h3][color=d6a439][b][i]Appearance[/i][/b][/color][/h3] [sub]Succinct description of appearance.[/sub][/cell]
[/row]
[/table]
[table]
[row]
[cell][h3][color=d6a439][b][i]Age[/i][/b][/color] #[/h3][/cell]
[cell][h3][color=d6a439][b][i]Voice[/i][/b][/color] brief desc of voice[/h3][/cell]
[/row]
[/table]
[table]
[row]
[cell][h3][color=d6a439][b][i]Trade[/i][/b][/color] here[/h3][/cell]
[cell][h3][color=d6a439][b][i]Skills[/i][/b][/color] here | here | etc[/h3][/cell]
[/row]
[/table]
[table]
[row]
[cell][h3][color=d6a439][b][i]Quirks[/i][/b][/color][/h3][sub]Description of behavioral quirks.[/sub][/cell]
[/row]
[/table]
[table]
[row]
[cell][h3][color=d6a439][b][i]Interests[/i][/b][/color][/h3] [sub]Things interesting.[/sub][/cell]
[/row]
[/table]
[table]
[row]
[cell][h3][color=d6a439][b][i]Disgusts[/i][/b][/color][/h3] [sub]Things disgusting / disliked.[/sub][/cell]
[/row]
[/table]
[table]
[row]
[cell][h3][color=d6a439][b][i]History[/i][/b][/color][/h3] [sub]Thorough historical account. Be creative! Make up their hometown and everything.[/sub][/cell]
[/row]
[/table]
[center][h3][color=d6a439][b][i]Traits[/i][/b][/color][/h3][/center]
[table]
[row]
[cell][sub][center]Intellect[/center][/sub][/cell]
[cell][sub][center]Openness[/center][/sub][/cell]
[cell][sub][center]Motivation[/center][/sub][/cell]
[cell][sub][center]Temper[/center][/sub][/cell]
[cell][sub][center]Emotional Stability[/center][/sub][/cell]
[/row]
[/table]
[center][h3][color=d6a439][b][i]Inventory[/i][/b][/color][/h3][/center]
[table]
[row]
[cell]#1[/cell][cell]#2[/cell][cell]#3[/cell]
[/row]
[row]
[cell]#4[/cell][cell]#5[/cell][cell]#6[/cell]
[/row]
[row]
[cell]#7[/cell][cell]#8[/cell][cell]#9[/cell]
[/row]
[/table]
[/indent][/indent]
Magic Types
- Mirabilia (the ability to cause phenomena to occur; expedited growth, resurrection, reverse decay, etc.)
- Atermagia (A.k.a possessive magic. Creates toxic effluvia when used; siphons energies, makes illusions, animates the dead, traverses dreams, etc.)
- Extoriat (the ability to manipulate sound waves through bodily movement; northeastern stodman-restricted)
Trades
- Virtually anything; live the medieval life you've always wanted to! ;p
- Jester
- Herbalist
- Vanward (a member of a forest society who has vowed to defend nature)
- Thaumaturgist (a user of miribilia)
- Miracleman (a user of miribilia who sells his miracles)
- Siccarin (hired assassin)
- Cavaleques (northern knight)
- Crusoner (western knight)
- Bard
- Loch/Lochess (witchery)
- Alchemist
- Baker
- Gateguard
- Serf
- Villein
- Man at Arms (a trained soldier for a lord)
- Mercenary (trained soldier for hire)
- Reeve
- Herald
- Merchant
- Blacksmith
- Servant - (pot boy, stablehand, esquire, handmaiden, midwife, cook, etc.)
- Chef
- Server (barkeeper)
- Wench
- Brewer / Vintner
- Physician
- Dentist
- Cooper
These are traits that serve as the base for a character's personality. Basically characters would be expected to be role played according to their traits (however you interpret them), and any desired changes to these could be made over time. Traits can be selected (one from every category in gold) or, if you like, you can send me your proposed character's personality and I can try to transform that into traits.
Open-minded
Close-minded
Creative
Non-Creative
Disciplined
Impulsive
Agreeable
Disagreeable
Stable
Erratic
Skills
Skills would be simple (I haven't made them yet). More useful for determining outcomes. Stuff like "Quick Reflexes" or "Keen Sight" which will help me determine how successful actions might be. There won't actually be any dice rolls, just a matter of percentages, to limit the tabletop-like experience without totally sacrificing structure. Skills would also be primarily used during conflict situations, though they could be role played outside of conflict any way one chooses to.
"Skills" could also be the place to put known languages, literacy, etc.
List of Traits
:Intellect:
Open-minded
- Free-thinking (character is in a constant state of reform and thought)
- Grounded (character is open to all possibilities and changes, but keeps their own beliefs)
- Idealistic (character keeps a free mind, but believes in set possibilities)
Close-minded
- Immutable (character is staunchly opposed to new concepts, change and newness)
- Stubborn (character is closed to most new ideas and changes)
- Stern (character can be persuaded, but believes in set possibilities)
:Openness:
Creative
- Visionary (character likes to live outside boxes and challenge their intellect)
- Speculative (character enjoys artful recombination and simple intellectual discourse)
- Moderate (character can appreciate art and experiment, but tends to avoid it themselves)
Non-Creative
- Reactionary (character prefers everything to remain the same and hates new experiences)
- Traditional (character likes how things are and dislikes artful recombination and innovation)
- Realistic (character enjoys how things are, but can appreciate some forms of art & new concepts)
:Motivation:
Disciplined
- Dutiful (character is motivated and eagerly active, capable of full self-control)
- Reliable (character is motivated and active, capable of self-control)
- Determined (character is fairly motivated but enjoys splurging occasionally)
Impulsive
- Licentious (character is discouraged and incapable of restraining themselves)
- Flakey (character is unmotivated and has difficulty controlling impulses)
- Spontaneous (character is mildly motivated but prefers impulsive pleasure to labor)
:Temper:
Agreeable
- Understanding (character is empathetic, considerate, cooperative, and trusting, seeking a united social harmony)
- Sympathetic (character is empathetic and cooperative, but not overly considerate or trusting, seeking their own brand of social harmony)
- Obliged (character is empathetic but submissive, lacking consideration, spine, trust, and tending to avoid social scenarios)
Disagreeable
- Contentious (character can be actively destructive and quarrelsome, is selfish and distrustful, doesn't take orders, and tends to lie, blame shift, and avoid personal responsibility)
- Rude (character is rebellious and apathetic, distrustful, selfish, and often instigates conflict)
- Meek (character is passive and mildly empathetic, lacking consideration, trust, and tending to lie, be passive aggressive, or play devil's advocate)
:Emotional Stability:
Stable
- Stalwart (character understands their emotional self and is capable of looking in from without high-intensity scenarios)
- Easy-going (character has expectations regarding others and has good emotional control as long as those expectations are met)
- Frivolous (character looks to the feelings of others for stability and has a small understanding of their emotional self)
Erratic
- Volatile (character lacks emotional control or awareness and blows up at the drop of a hat)
- Fickle (character becomes distraught in high-intensity scenarios and tends to bottle their feelings, resulting in outbursts)
- Needy (character expects others to cater to their feelings and has a small understanding of their emotional self)
Skills
Skills would be simple (I haven't made them yet). More useful for determining outcomes. Stuff like "Quick Reflexes" or "Keen Sight" which will help me determine how successful actions might be. There won't actually be any dice rolls, just a matter of percentages, to limit the tabletop-like experience without totally sacrificing structure. Skills would also be primarily used during conflict situations, though they could be role played outside of conflict any way one chooses to.
"Skills" could also be the place to put known languages, literacy, etc.
I hope this will all play out more like a structured RP session. That's the goal. So far the only rules I foresee are role playing according to a character's selected or generated traits, ordered posting, and the collecting of experience per post, which could be used to alter traits, gain new skills, etc.
As far as "rules" for posters, I, personally, have none. If your aim were to destroy fun for everyone else then obviously you would be dismissed. My suggestion would be to track XP gain & your post order (#) in every post. Other than that, I don't care.
As far as "rules" for posters, I, personally, have none. If your aim were to destroy fun for everyone else then obviously you would be dismissed. My suggestion would be to track XP gain & your post order (#) in every post. Other than that, I don't care.
Posts would be ordered based on a first post basis.
The best way to think of it might be as rounds and turns. After the introduction and everyone has posted once, I'll post the "consequences" to everyone's chosen actions, if any are made. Then a new round would start beginning with the first poster, ending with me, and so on. Dialogue or peaceful interactions between characters should be fine outside the usual order. Posts won't be timed, and paragraphs aren't expected to be long--they can be if anyone wants.
The best way to think of it might be as rounds and turns. After the introduction and everyone has posted once, I'll post the "consequences" to everyone's chosen actions, if any are made. Then a new round would start beginning with the first poster, ending with me, and so on. Dialogue or peaceful interactions between characters should be fine outside the usual order. Posts won't be timed, and paragraphs aren't expected to be long--they can be if anyone wants.
2.
"Something bumped the capsule from outside. Julia startled. A light, crisp and white-grey, pierced the blackness from overhead. Writhing, Julia attempted to squint at it between her fingers, but it was blinding. There was a sound like sucking, and lights flickered on along the edge of her container. The glass sparkled clearly, but there was nothing discernible beyond it. There was a voice, though. Clear and yet distant—and not a voice at all.
'Just a little longer now,' it whispered."
Premise
The protagonists of this story have been abducted by a sapient alien race. Each character will have a different reason for being abducted (which may not be immediately apparent, but will be learned). Opening sequence is awakening from a state of induced biological stasis (sleep-like), and being herded into a large, steel complex where every character undergoes a type of medical check-up (as far as they can tell). Characters would initially have little freedom to move around and be put in difficult situations. Interestingly, not all human residents of the complex appear to be captives.
Your captors are large and imposing, detail-oriented, with abilities and skills far beyond match. Not even the voice in your head can elude their notice. What do they want, and can you escape?
Setting
Everyone would be in a large, seemingly metallic, multi-storied complex, grouped by threes into rooms called pods (or cells). Character movement would be tightly restricted at first, but there would be later opportunities to freely explore both the complex and the outer alien world.
Your character should be a human from Earth. Modify the form however you want, just try to keep all the info.
Name:
Sex:
Appearance:
Age:
Voice: (optional)
Clothes: (optional)
Interests:
Disgusts:
History:
Personality:
Name:
Sex:
Appearance:
Age:
Voice: (optional)
Clothes: (optional)
Interests:
Disgusts:
History:
Personality:
So far the plot is human vs. alien, so here are the abilities of the alien species.
Hearing
The aliens' head is essentially one giant organ built especially to pick up sound, including sounds typically unheard by the human ear. They can pick up on most human-level frequencies, then on what they call the "open-eyes" frequency, which allows them to hear the thoughts of humans.
Seeing
The aliens do not appear to have eyes, but navigate and turn their heads as if seeing. They appear to see color, as well, even colors that aren't there to the human eye.
Projecting
The ability to project a public thought into the "open-eyes" frequency in such a way that the barriers preventing humans from hearing each others' thoughts is crossed. Most people describe "hearing" such foreign thoughts as if their mind is thinking in whispers on its own.
Hearing
The aliens' head is essentially one giant organ built especially to pick up sound, including sounds typically unheard by the human ear. They can pick up on most human-level frequencies, then on what they call the "open-eyes" frequency, which allows them to hear the thoughts of humans.
Seeing
The aliens do not appear to have eyes, but navigate and turn their heads as if seeing. They appear to see color, as well, even colors that aren't there to the human eye.
Projecting
The ability to project a public thought into the "open-eyes" frequency in such a way that the barriers preventing humans from hearing each others' thoughts is crossed. Most people describe "hearing" such foreign thoughts as if their mind is thinking in whispers on its own.
This is a quick concept and subject to change.
Anyone interested in either of these? I'll probably only end up picking one, although with enough interest I'd be more than willing to do both. Would love to hear if I'm missing any wanted information on the stories / details. Looking for only a couple more players and then I'd love to get an OOC going. Anyway, thanks for looking!
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