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    1. Cryptiic 11 yrs ago

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Charisma would be the skill most used by religiously inclined characters, acting a bit like dexterity in a traditional dnd game. Credibility would be most used by science based characters, acting roughly as a substitute for strength. Conviction is essentially durability.
XD Quite very much so...
Still, it is nice to know they come in different flavours of assholes.
Any personality trait becomes grating if pushed to the extreme.
Awesome... :D
Looking forward to seeing how this turns out...
XD I'd imagine interactions going something like "Grunt. Grunt. Low growl. Grunt.", from her hand of the conversation at least...

Edit: Should be interesting playing this sort of personality type, considering I typically tend to use characters with completely opposite mentalities...
Name: Kimberly Alexandra Colt. Prefers to be referred to as "Kimber" however.

Age: 17
Nationality: American.
Gender: Female.

Appearance:


Skills:
As her name might imply, Kimber's father was something of a gun aficionado, and made sure to instill her with the same kind of respect and passion he held for firearms from a very early age. Growing up, she competed in several shooting competitions, and spent much of her free time in the wilderness hunting with her father. As a result, she is particularly comfortable handling handguns, pistols, rifles and shotguns, though she has a slight penchant for handguns. She is also a capable bow hunter and survivalist, and has a moderate amount of fencing experience. Her father also made sure to train her in the art of self defence, and she participated in a few kickboxing tournaments in the past, though she never won any medals. She is known among some of her sparring partners for being a particularly dirty fighter outside of the ring, and seems to incorporate many elements from various other martial arts into her combat style. She might have never had any lessons in formal "fancy pissy Chinese martial arts", as she would put it, but she knows how to hit and where to make it hurt. Although not particularly skilled from an academic point of view, she is a very quick thinker, and has a remarkably fast reaction time.

Personality Traits:

+ Aggressive.
+ Taciturn.
+ Headstrong.
+ Confrontational.
+ Loyal.
+ Slightly Reckless.

Myers-Briggs Personality Type: ISTJ

History: Kimber was born seventeen years ago in the state of Utah, to a twenty two year old mother and a twenty one year old father. Her parents had been high school sweethearts, and had decided to get married shortly after graduating. After a small but elegant ceremony, they left for a honeymoon in Hawaii. Nine months later, she was born. She will always remember fondly the first few years of her life. Though she was of a family of modest means, they were kind and loving people, and raised her with a strong sense of ethics and respect for human life. Her father would frequently take her camping out in the woods, and she took a natural liking to the outdoors and wilderness. When she was 8, she became a part of her school's soccer team, and took part in numerous extracurricular athletic activities. Though she wasn't particularly bad at school, she never really excelled at it either, and always felt confined whenever she was put in a classroom environment. When she was 9, her father, who was a sniper in the US army, was deployed to deal with a situation in a foreign country. It was roughly at the same time that her mother began to get sick. At first it was only coughing or chest pains, although about a year later it was found that she in fact had breast cancer. Although she was a strong woman, the chemotherapy took a quick toll on her, and by the time Kimber hit the age of twelve, she passed away. It wasn't long after that before her father was honorably discharged from the army, the war and loss of his wife having left him broken in more ways than one. Without a motherly influence, Kimber grew into even more of what could most accurately be described as a "tomboy", and formed a very strong bond with her father. The two would frequently go hunting together for long periods of time, and he began training her into the art of self defence. This eventually led her to her signing up for professional marksmanship tournaments and, a few years later, kickboxing competitions. She eventually matured into a strong, independent young woman with a loud mouth and a mildly asocial behaviour. She accidentally discovered her power shortly after she turned seventeen, during a rather unpleasant encounter with a man who had had a little too much to drink. Although he had been friendly at first, he wouldn't take no for an answer, and she began to struggle with him to let her go. She eventually threw a wild haymaker at him in hope of getting him to back away, and felt a strong, concussive force come out of her palm. When the ambulance found them, he was discovered to have 13 broken ribs, a dislocated shoulder, a heavy concussion and a broken arm, in addition to a dozen other less serious wounds. The doctors weren't quite sure what to make of it. According to the injuries, if they didn't know better, they would have guessed that he had been hit by an average sized truck going at moderate speed, but the confrontation had taken place in the middle of a narrow alley. The girl he had tried assaulting wasn't talking, and there were no other witnesses to what had happened. A few weeks later, men in suit showed up to take her somewhere. Her father went missing shortly afterwards.

Abilities: Kinetic manipulation. Using her abilities, Kimber is capable of absorbing large amounts of kinetic energy into her body, then release it later on. This ability only seems to stretch a centimeter or so away from her skin, and manifests itself as a dim orange glow around the affected areas, which grows brighter according to the amount of energy being transferred. The larger the area of contact, the easier it is for her to absorb. This basically means that she is effectively immune to most forms of blunt impacts, such as punches, baseball bats or falling, but is unprotected from gunshots, arrows, knives, needles or any other form of objects with a narrow edge. Essentially, she is able to fall from large distances unharmed or shrug off being propelled into a wall by a high speed truck. Furthermore, she is able to release the previously absorbed energy in extremely short bursts, granting her vast increases in strength and momentum. For example, she could send a quick burst of kinetic energy to allow her to leap remarkably high distances or, as she found out when discovering her powers, channel much more strength into a punch than she reasonably could have been able to.

There are however several considerable drawbacks to her ability. First of all, the amount of energy she can absorb at once is limited, meaning that she would not be able to survive a fall from a skyscraper or an impact with a train going at full speed. Although she might have marginally better chances of recovery than a normal person, it doesn't really factor in much at this scale. Secondly, as mentioned earlier, her power only works for extremely short bursts, including her kinetic dampening capabilities. Meaning that although she could get hit by a stopping truck and come out of it unharmed, she wouldn't stand much of a chance if said truck kept accelerating and she had her back to a wall or wasn't knocked out of the way by the hit. She is only protected from the initial impact, not continuous strain. Her capability enhancing abilities suffer from the same drawback, meaning her power wouldn't really help her win an arm wrestling match except for a few micro-seconds at the start. Lastly and most importantly, her ability requires a
lot of energy to use, and a large part of the energy her powers dampen gets dissipated rather than absorbed. Only roughly 40 per cents of the energy from each impacts she takes actually gets stored within her body, the remainder being harmlessly redirected elsewhere. Although she will naturally generate energy on her own if given adequate supplies of food, this basically renders her unable to use the capability enhancing part of her powers for extended periods of time, unless she is being subjected to large amounts of blunt impacts. Using any aspect of her ability also puts a lot of stress on her body, leaving her sore and exhausted after extensive use. She is unable to call upon her abilities if drugged or otherwise pacified, and since her ability only work by enhancing her pre-existing momentum, sufficiently tight restraint should prevent her from moving relatively easily.

:: Dungeons and Discourse - A Philosophical Dungeon Crawl Roleplay ::


"Trouble brews in the north. As far back as man can remember, the north has always been portrayed as a cold, inhospitable place in humanity's collective consciousness. An arid, frozen wasteland filled with savage beasts and brutal creatures, nameless terrors better left forgotten. Tales often speak of unspeakable eldritch entities, deranged madmen and bloodthirsty warlords, all coming from this mythical direction. Every decade or so, it seems to spawn a new insane death priest, undead overlord or savage horde of barbarians descending southward in hopes of conquering the known world, only to have their plans almost immediately foiled by an archetypal group of heroes. It is a grim, unforgiving place, ruled only by violence and bloodshed. It is not to say, however, that it does not have its appeals. To the enterprising philosopher, the north can yield phenomenal rewards, harvested from the ruins of forgotten dungeons and demolished castles. Rare philosophical artifacts, unique treatises and marvellous treasures, all left behind by the land's previous occupants. No one is truly sure of where exactly the north actually is, for it doesn't actually appear to be a tangible geographical location, more of an abstract idea. All that is known is that, if you head north away from the civilised world for long enough, you will eventually happen upon the small border town of Arsend village, regardless of where you actually came from. This village is the last refuge of civilisation before you finally venture into the north. Likewise, when one wants to return to the south, if they walk in that direction long enough, they will inevitably return to Arsend eventually. This makes the town a veritable hotspot for merchants and treasure hunters alike, and its only inn often finds itself filled to the brim with travellers. It is almost perpetually inhabited by a considerable number of traders, eagerly seeking to profit from the adventure seekers returning from the wild lands. Quest givers, people wanting things done for them in exchange for currency, are also unusually common here. It is, incidentally, where your adventure begins. You and your group have just returned from a modest yet successful trip to a small dungeon which was recently discovered in the north, and you have only returned here a day or two ago. Eager to unload some of your loot, rest and get your hands on some fresh equipment, you dispersed throughout the town, planning to regroup in a few days once you have recovered."

-+-

- Character Sheet -


Name: Your character's name. Can be either mundane or unusual.

Nationality: Your character's cultural identity. Most often reflects their class. (Greek, French, Chinese, English, German, etc..)
Class: Your character's philosophical school of thought. (Sophism, Positivism, Humanitarianism, Existentialism, etc..)
Alignment: Empirical, Rational, Relativist, Evangelical, etc... Whatever you think best suits your character.

Ego: What your character looks like, their appearance. Heavily affected by their mentality and perception of self.
Essence: What your character truly is, their personality. What gives them the basis for their identity.

Arsenal: Your character's weapons and tools. (Rapier wit, Occam's Razor, Shield of Faith, Diogenes' lantern, The Cutting Edge of Technology, Rhetorical Hammer etc... )
Equipment: Usable items your character might have, such as supplies or other consumables. (Golden apples, Irrational numbers, Primordial soup, Lucky coin, Sparks of genius, silver lining, etc..)

Abilities: Concepts your character might invoke to give you an edge in various situations. (Zeno's paradox, Selective Perception, Aponia, Existential Dread, Whitewash, Murphy's Law...)

Skills: (Ever character starts with twelve [12] points to distribute between the three core skills and twenty four [24] for the secondary ones. Level one costs one point, level two costs two, level three costs four, level four costs six, level five costs eight, level six costs twelve...)

Credibility:*/6
Charisma: */6
Conviction: */6

Rhetoric: */6
Logic: */6
Image: */6
Research: */6
Manipulation: */6
Knowledge: */6

Backstory: Your character's background.
Secret Objective: Unique to each player. Do not include this into your character sheet, but rather send it via private messaging. This will be your character's own personal motivations during an adventure. For a humanist, that might involve helping others, while for a more religiously inclined character, it could be simply spreading their gospel. Players will be gaining subtle rewards for completing tasks related to their objective.

-+-

Additional notes:

+Characters begin the game with a maximum of one weapon, three miscellaneous items and 100 Kudos (Currency).
+As mentioned in the intro however, your characters have just returned from a short journey into the North. As a result, you may either start with either ten additional items or 1500 Kudos.
+Characters are currently free to roam the town for traders or quest givers. Feel free to start your own sub-plots here or later on.
+Unless requested otherwise, the roleplay will be taking place over a wide variety of locations, and will not be using the north other than as back story.
+Feel free to speak if you have any questions or comments you would like to share.
+Most importantly, as always, have fun! :D
+And remember, the sillier the better.

- Character List: -


+ Credendo Vides - Essence
+ Irene Viscardi - Kentsukan
+ Freida the Slip - Gordian Nought
+
"Nice to know they know how to maintain order around here...", Cormac thought with a slight frown.

The scene that lay before him seemed somewhere halfway between an unruly daycare center and what one might expect to see in the chimpanzee pen at the local zoo. It felt almost unreal to him, after such a crushing and oppressive speech about order and discipline to find himself exposed to so much chaos and anarchy. Dozens of unfamiliar visages with expressions ranging from anger or disgust to curiosity, anticipation or apathy. Most importantly, however, he could feel the countless eyes silently (or not so silently, in the case of some of the most exuberant ones) sizing them up, like a predator eyeing a new, potential prey. It was just like his time in juvvie, he noted grimly, only will less discipline and more superpowers. The veteran students around them had all sorts of strange and unusual behaviour, and it almost came as a surprise that none of them were lobbing feces at them or swinging from the ceiling, although there was one particularly enterprising specimen of mediocrity which found it suitable to introduce them to his sphincter. How charming...

Letting himself once again fall into his humorous façade, he began cheerfully greeting them as though he were some sort of movie star arriving at an award show, although he maintained a cold, menacing edge to his demeanor. The message he wanted to come across was very clear: He was not intimidated, and didn't take them particularly seriously. For a second, he considered re-enacting a scene for gladiator (ARE YOU NOT ENTERTAINED?!) though he finally decided against it, deciding it might come across as a little too over the top, even for him. Besides, his real aim was to draw attention away from the other newcomers, not to come across as a potential victim. Although he could probably deal with the heckling relatively easily, some of the other members of his group didn't seem nearly as resilient. He would probably pay for his cockiness a bit later, but it was probably better off if it were on him rather than his more vulnerable comrades. Besides, he was fully prepared to taze first person to seek confrontation with him into unconsciousness.

Eventually, the cacophony began to gradually fade into nothingness, and a young woman with an air of confidence about her emerged from the crowd, carrying what appeared to be a very heavily damaged megaphone.

"New students of Tower 89F; welcome!" she yelled, struggling to make up for the megaphone's shortcomings, "Your true orientation towards Second Academy begins tomorrow, but..." she paused, "but we have all been to it, and it is nothing special. It is short, boring, and chastising. I'm sure, having since stepped off the elevator, that you all understand the implications of living here. You don't need to be reminded or further explained, but they'll say it again anyways."

She paused, before continuing with a much more cheerful tone:

"Which is why we of 89F wish to hold a more entertaining orientation for you all; one for the tower itself." She gestured towards the seniority, prompting a genuine, but short-lived cheer. Returning her attention towards them, she continued, "I am Kira Aberdale, and while we don't have any definitive leaders here in 89F, I do supervise a student-run logistics group. If you need any information, help, or somesuch service, come find me or anyone else working with me. That being said, we do organize events like these each year when students arrive. Diplomacy with the staff has allowed us a single day this night to let loose without repercussion. But before we get to go crazy..." she lowered the megaphone and turned behind to seek out in the crowd someone else, who promptly jogged up to her side, a large bundle of papers in hand.

Cormac gave an almost imperceptible sigh. So every day won't be like this...
He wasn't quite sure whether or not he should feel worried or relieved by this, although he supposed he would find out in the coming days.

"We would like to write all of your names down, so we can have a record of you guys in our Tower roster. The Academy has their own record, and usually prevents us from having better information on everyone here, but our good behavior has let us off the hook, so to speak. As soon as we write your name down, we ask you to proceed over into the center of the room here, where we will continue with introductions."

They then proceeded to go through the crowd of newcomers, taking pictures and tallying names.

=+=

"I will read off the names of each new student, and I ask that they raise their hand and repeat it, along with any short information that they'd like to convey to us. We will get to know all of you on an individual basis moreso as time goes on, but for now we'd like to hear from everyone."

They then proceeded with call out the students, which followed with a short introduction of themselves. This is like a twisted mix between college and juvvie..., he pondered with disgust. Neither experiences he had found particularly enjoyable. Finally, his name came up:

"Spartacu-..." The announcer gave an irritated look and crossed the name from the list. There were a few chuckles in the crowd. "Cormac Leclaire."

"Cormac Leclaire." he repeated. "And this is now my favorite spot in the citadel. Also, everyone who knows what I'm talking about just lost the game."

There were a few pained groans in the crowd, as well as a considerable amount of confused looks.

My work here is done... he concluded internally.

=+=
Alright, I'll adjust the setting accordingly then...
Kentsukan said
Any room for a cynic? A Machiavellian?


Certainly, it should be interesting to see what you come up with. :D
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