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    1. Essence 11 yrs ago

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At the cafeteria, Alex was avidly shoveling down her breakfast. As others came in, she carefully examined each of them, instinctively looking for hidden weapons, signs of mental instability, or other deceptions that she might have to deal with later. As of yet, no one had made any real effort toward talking to her, which was fine as far as she was concerned. Until the Captain or another officer appeared, she was the highest-ranking person in the room, and that meant she could glare everyone into leaving her alone.

The Alpha appeared, spiking Alex's interest, exchanged a few quiet words with another AI, and then went platform-hopping again. Alex relaxed slightly as the Alpha vanished. That wasn't a study she was quite ready for yet...
Appearance: In Armor:


Out of Armor:


Name: Reina Kalifa Bourgeois Demasiado Contompt IV ('Rain')
Age: 112
Gender: Female
Race: Half-satyr. (The other half is probably human, but she's honestly unsure -- her mother died of old age before she grew up enough to be self-aware.)

Personality: Richer, more holy, and more righteous than thou -- until you prove that you can beat her in a fight, or that you're willing to sacrifice yourself to save something she cares about. Which basically amounts to her, her forest, her country, and the academy itself.

Powers: Rain is superhumanly strong, preferring to wield a lead hammer and wear heavy armor just to counterpoint her slight frame. She can speak with animals (though they tend to be disinterested), and is immune to non-magical poisons including alcohol, which she very much loves the taste of and prefers to drink in quantity. Finally, naturally occurring rain causes her body to heal very quickly. She likes to imply that she has magic nature powers, and hates being exposed for her lack thereof.

Position: 3rd year.

Other: Rain has a profound need for contact with nature while sleeping. She will become comatose during the appropriate times, but 'sleeping' in an artificial environment simply results in her being even more tired, cranky, and stupid after she 'wakes'. Needless to say, her 'bedroom' is a shed just outside the academy walls where she keeps her gear. Her name is also completely made up. She was born 'rain', and just really like the sound of a long, complicated, human-noble-style name. There is no III, etc.
(If you've ever played the Golden Sun series of videogames, this is basically set in the same world. If not, here goes. )

World:The world of Wayward is flat, primitive, magical, and of insanely complex geography. Long lines of mountains with forest tucked between them wrap like a tye-dye Rorschach test around massive central-continent deserts. Magic was rare for millenia, with only tiny villages of remote, paranoid recluses practicing the ancient and forbidden arts of elemental magic.

Then, Mt. Aleph erupted, and the ashes of the world's magical core rained down upon all three continents' worth of people. Innnocent forest animals became ferocious magical beasts overnight. People who drank the ash-tainted water found themselves the victim of powers they could not control. An ancient order of mystics that had spun it's web across all the world's civilizations arose to provide succor and guidance, but their power came from millenia-old vows that kept them away from the four landforms that would prove central to the world's future. Four towers, one for each of the elements of magic, one in each corner of the known world.

The mystics have announced that the world is ending, and nothing can be done to save it -- but from the Lost Island of Lemuria, an immortal sage who remembers the last time that Mt. Aleph erupted is gathering a group to save the world. Adepts -- people from those remote villages that still practice elemental magic and understand how to control it -- that he alone believes can save the world.

4-8 players. Standard character sheets. I'm not a player in my own game, and my schedule isn't insanely open, so don't expect more than a post a day.


Technology: Typical D&D-style, at sub-crossbow level.

Magic: Four elements. Fire adepts are dynamic, energetic, flamboyant, and control all forms of positive energy (heat, electricity, sound, light). Earth adepts are patient, strong, thoughful, caring, and control all forms of nonliving matter. Air adepts are intellectual, communicative, quick, and control all forms of negative energy (dark, silence, cold, apathy). Water adepts are intuitive, quiet, tend to the path of least resistance, and control all forms of living matter.

Suffice it to say, no one Adept has access to the fulness of any element's power, so keep your power level low so that there's plenty of room to grow. The more tightly themed your powers, the better, as far as I'm concerned. If your magic is strong, your character should be less skilled and physically weaker, and vice versa. You know the drill. No Mary Sues, no stupidity. Thanks.
In Make a story! 11 yrs ago Forum: Spam Forum
This makes me profoundly sad.
(Was that at me, or at the 5yo character?)
Bless you all. :)
Oliver R. Jewelson -- 'Live -- was a starving thief, living off of the meager coin he got by fencing the goods he stole from the houses he broke into. A one-time mugger with a penchant for knocking out decent folk and taking whatever they had on them, he got lucky and took a small crystal shard from a corpulent nobleman. He noticed rapidly that when he held the shard just so, he could walk up behind just about anyone and K.O. them without drawing any attention.

He rapidly evolved from mugging to burglary, figuring sneaking in and taking the good stuff was easier than risking accidentally clubbing some tough guy and getting his face beat in. Unfortunately, 'Live tried to shoot the moon and steal directly from the Royal Family. They had defenses his talents couldn't penetrate, and he woke up to find himself without the shard and with a long stay at the dungeon.

Then, suddenly, he received an unusual pardon: a commission. Go with these couple of other locals, and help them find more of the shards. He would be given his shard back -- it seemed that no one else could use it with quite the proficiency that 'Live did -- but all of his traveling companions would be acutely aware of his history and have strict instructions to take him out (and take his shard) if he got out of hand.

He's not stupid -- he knows that, at the absolute minimum, if they get their country's gem back together, the economy will improve. Even if he ends up back on the street, he'll have better targets for his skills. His dedication to the quest might not be as focused has the others', and he is easily distracted by targets of opportunity, but he is determined to see his country restored to its former glory.
Reposting my request for information on where to customize my avvy. I can't find anything. I may be blind and/or an idiot.
We expect respect, too. We expect you to respect the game that you theoretically read thoroughly and chose to run without changing. Your character doesn't fit in the game that you posted. That's not our fault. Get over it, and either change your character to match the game you posted, or close this thread and post the game that you actually want to run.

Either way, it's pretty clear to me that you're not the kind of person I want running a game, so peace.
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