Avatar of Maxwell
  • Last Seen: 4 yrs ago
  • Old Guild Username: M@XWeru
  • Joined: 11 yrs ago
  • Posts: 246 (0.06 / day)
  • VMs: 0
  • Username history
    1. Maxwell 11 yrs ago

Status

Recent Statuses

5 yrs ago
Current God, this place has been around for 13 years already. I feel old. So very old.
2 likes
8 yrs ago
That bearnaise must have been bad. Please kill me now.
8 yrs ago
Someone make me a retro Pokémon role play.

Bio

User has no bio, yet

Most Recent Posts

I know it says so in the title, but you can never be too sure - are you still looking for more players?
Oh. Can't believe I missed that. Et tu, Roleplayerguild?

I'll be bowing out, then. I'm allergic to coloured dialogue.
Switch my classes around? What do you mean? Post colour? What do you mean? I'm starting to feel like a broken record, here.

As for how strong he is, not superhuman or anything. He might be able to deadlift 4-500lbs or so, but he knows about as much about fighting as any peasant who's been training only with sticks for a month. I wasn't planning on having him win any fencing matches, if that's what you're wondering.

As for magic, I have no idea how powerful it's supposed to be in this setting, so the best I can do is blindly guess.
Hope this works for you. Not sure how you want his magic formatted.

Name: Roland Porta

Age: 27

Race: Human

Class:
Major: Druid (or earth mage, or whatever you want to call it. Not necessarily a barefoot, tree-hugging shroom addict)
Minor: Farmer

God: N/A

Appearance:
Standing at 6'4'' and a respectable 267lbs, Roland was always one of the largest men in his town. While he has a tendency to overindulge in food and wine, a lifetime of hard labour has made him just as strong as he is fat. He has brown hair and eyes, the sunburned skin and calloused hands of a farmer, and the perpetually red nose of a drunkard. He wears simple but well-made clothes, as well as sturdy boots made for hard use.

Personality:
Roland is an outgoing and jovial fellow for the most part. He can be loud and boastful if he's in a good mood, but all is said with an overtone of friendliness. He is kind and generous when he can afford it, and apologetic when he cannot. He tends to keep a calm (or at least moderately drunk) head in most situations, and would much rather make friends than enemies. While he is no coward and certainly enjoys a bit of sparring or good-natured fisticuffs, he would rather not engage in real fighting unless he has to - of course he realizes that being in the resistance inevitably means fighting, but that's exactly the reason he doesn't want to do it more than necessary.

Not particularly ambitious, he is content to follow the leader. He'll make decisions on his own if necessary, but he considers it an ill-fated party that needs take its cues from him. He was never particularly interested in developing his magic, either, at least not beyond its uses in farmwork. In fact, he would have preferred a calm life of tending his father's orchards and fields and brewery, to the life of a resistance fighter. He was hesitant to accept the mission he's on in the first place, but a man's gotta do what a man's gotta do.

Spirit Animal: Musk Ox

Equipment: Iron-Bound Quarterstaff, High-Quality Boots, Simple Brewing Kit, Travel Gear, Wineskins

Skills:
Major: Nature Magic (See below)
Minor: Brewing (the noble art of growing hops, grapes, apples and what not and turning them into brew in various ways, as well as the farmwork that goes with it)

Magic:
The magic of the earth in his family's veins runs almost as thick as the fermented mash does, and Roland himself had a particular knack for it - felling trees, clearing fields of boulders and persuading gophers' nests to cave in - and while he exercised his power vigorously in his youth, the resistance preferred magics with a more martial bent. While he is yet only a beginner at slaying with spells, Roland has some power over nature, to encourage plants to grow, enhance crop yields and so forth. What's more, he can move earth, stone and wood - fling projectiles without a crossbow, kick up sand and dust with a gesture, and similar.

Strengths:
*Big. Roland is a tall, strong man accustomed to physical labour. While he lacks any real combat proficiency, he can box the ear of the average human male with little difficulty. For everything else, he literally carries a big stick.

*Thanks in part to his size, but much more to his experience, he can drink vast quantities of alcohol before he suffers any outwardly noticeable effect.

*He has a passion for brewing everything from wine to mead, and quite a lot of skill at brewing acceptable drinks even with minimal equipment.

*Roland can easily find things in common with the commoners of just about any area - discussing irrigation and crop rotation, dispensing ever-popular advice on small-scale brewing, or simply partaking in a spirited bar fight.

Weaknesses:
*No particular combat skills beyond the basics of bashing in heads with a big, iron-banded stick. In serious combat, he's consigned to relying on his magic or trying to keep the enemy at bay until rescue arrives.

*Alcoholism. While Roland manages it by ingesting a relatively steady stream of low-potency drink, he does have a tendency to overindulge when presented with more powerful spirits. Effects vary from minor inconvenience to crippling drunkenness depending on the situation.

*Fat. Though a life of hard work and exertion has kept Roland healthy and strong, it can't entirely keep up with his love of good food and drink. His paunch gives him a distinct outline, especially when coupled with his height, and he's never going to be much of an acrobat.

History:
The descendant of countless generations of brewmasters, Roland grew up on a large farm with vast fields and orchards, where his family grew various fruits and grains for the purpose of making alcoholic beverages. Raised on a diet of malt liquor and hard work, he turned out to be a well-adjusted and strong young man, honest and respected, a worthy heir to his parents' legacy. Unfortunately, he was only a fifth child, and far from the only sibling with a good head on his shoulder, so when the resistance came by, looking for recruits, he gave up his inheritance and dedicated his life to making the world a better place. Ever since, he has made every resistance camp he has visited a happier place to be - at least until the morning after.

Post Sample: I made this game. I hope that counts.
Michael is different to everyone who prays to him? What does that mean? Does he personally descend from the heavens to speak with everyone who prays?

That's a serious question, by the way, not sarcasm. I have no real idea how religion works in this setting, but surely it must be that way, if there are no priesthoods or teachings or anything. I mean, how is a religion supposed to flourish without a hard-working PR department? Then again, I suppose the very premise of the game is that religious worship is in the toilet.

Is it possible to have a character who just shrugs his shoulders at the entire god business but still joined the resistance because the Apotheoses need to be dealt with?
Maybe you can help me. My character feels flat, currently. What kind of philosophy does the god Michael promote?
So, uh, I noticed you bumped your interest check three days ago, but I see five characters listed here. Is there still room?
I was initially interested in this game, but as I read the OOC, the issues quickly began to heap on top of one another. I mean no offence, and if you're not interested in critique, I apologize and you shouldn't read any further than this.

Your game lacks direction. A completely open sandbox gives players too many options and nothing to bring them together - in my experience, relatively few players are interested in just playing by themselves. The bit on the political situation doesn't introduce any tension or conflict into the game, but in fact removes it (although I doubt anyone would come to a Pokémon game to tackle issues like sexuality).

The new technologies you introduce don't seem to add anything to the story or affect much of anything. If you added them in to give players a feel of a more modern era, I'm not really feeling it - although this might just be me. I think you'd have to do more to reinforce the idea that we're in the future, and make it clear that's supposed to be a central theme of the game. If I were you, I'd have tried to find a way to center the plot around the conflict between Team Zodiac and the rest of the world. Unlike many "Teams" that people add into their Pokémon games, yours actually has a purpose and a reason to exist in the story beyond just being there, so my hat's off to you on that.

Your rule about what moves Pokémon can know I find very off-putting. It complicates things a lot, since people can't necessarily anticipate your opinions on what's suitable and what isn't - as evidenced by the large amounts of illegal moves in the application in the thread - and I, for one, don't see how it contributes to the game. At least not to the point where the contribution outweighs the hassle - it also probably goes against what a lot of people expect, and that's bound to disappoint some people.

This is not an invitation to debate, by the way - just some well-meaning critique from someone who doesn't get to write enough in his everyday life. You're more than welcome to disagree, of course, I'm just saying that I'm not looking to start a lengthy argument. Hope this helps in some small way.
How well does luminosity protect against magic, really? Can you get around it by, say, using magic to throw a big boulder at a knight? Will the light stop several tons of rock if it's magically propelled?
Did a lot of people miss the part where only the first 251 Pokémon are allowed, or did that change while I wasn't looking?
© 2007-2024
BBCode Cheatsheet