Avatar of Primal Conundrum
  • Last Seen: 7 yrs ago
  • Joined: 11 yrs ago
  • Posts: 554 (0.14 / day)
  • VMs: 0
  • Username history
    1. Primal Conundrum 11 yrs ago

Status

Recent Statuses

7 yrs ago
Current My roleplay is all tabletop these days, and the part of the guild I used to hang out in doesn't exist anymore. To my friends from this site, I will think of you, and maybe I'll see you again someday.
1 like
7 yrs ago
To my friends from chat: I guess I'll see you around, since I'm still not using discord.
8 yrs ago
I don't actively RP on the site these days, but I might be convinced to come back if there's a cool fantasy or sci-fi group RP that can capture my interest. Catch me on Second Life, Wildstar, or Chat.
8 yrs ago
My life has gotten really chaotic. I'll be back to RPing when I can.
10 yrs ago
I need a good generic fantasy RP, but I can't find one.
1 like

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Most Recent Posts

@Sombrero
An interesting take on the Illithid concept! There are two concerns I have, but they're just that: concerns. And concerns can be addressed and resolved.

First concern (and the lesser of the two) is that I don't know if it'll be a nautical / piratey campaign. That's easily dealt with though, as a compelling character will work on land or sea. Also, if we end up doing much in the way of vehicle combat, you could go for the mounted raider theme instead which is essentially a pirate on land. Easily solved.

Second concern, and this is the one where the ball is more in your court, is that Illithids are traditionally pretty powerful creatures. With a whole pile of psychic nastiness plus more combat ability, compared to the other options it feels really strong. However, like I said, I'm totally into race tweaks, so if you have an idea for how to bring Illithids closer to the baseline of power while still retaining their style and flair, it would be a character that I'd love to have on board!
@Sombrero
I'm a fan of tweaking races to thematically fit a setting, as well as having specialized sub-races (Like Aardgnolls!) The three I've mentioned so far are only three options, I'm happy to add more. If you have ideas for how you'd like to customize a race, I'd love to hear it!
@rush99999
Naw, I stand by it. Kobold (the way I see / run them) are clever little bastards who know better than anyone else just how fragile they are. Dragons are big, powerful beings that strike fear into others through their sheer presence. Kobold don't have that. Compared to how powerful dragons are, it is WAY more impressive that Kobold have survived and built a culture and carved out a niche for themselves using nothing but traps and ingenuity.

After all, even Dragons can be caught and killed with the proper traps. Kobold musicians still sing the songs of the scale-kings of old who captured and subjugated such beings.
Well, I'd like to get at least one more person on board before starting the thing! If there's enough interest, I'll make an OOC tonight and those of us interested can collaborate to fine-tune the setting a bit.

Sounds like a fun Goblin to play! Some of them certainly CAN be smart, most of them just... aren't. Whether that's due to a genetic predisposition to being dumb or just a lack of any sort of education in the vast majority of tribes is a subject of some debate.

<Snipped quote by Primal Conundrum>

Dragons are cooler.


Agreed, but Kobold are even cooler than Dragons ;P
@Sep
It certainly does help! The character that I have in mind is pretty much an X-COM MEC trooper, which is to say a quadruple amputee who's been put into a military-grade combat exoskeleton.

For reference, vignette2.wikia.nocookie.net/xcom/imag.., though I'd mention that I'm not going for that exact look / style of suit. Naturally the suit will have a shared visual theme with whatever the other current military tech is.
@KRIEEEG
The idea isn't so much location magic, but more that Goblins have an innate affinity to magic and will VERY quickly (only a few short generations) adapt to wherever they've set up residence. It really means that you could use whatever kind of magic you want to have an affinity towards, and you can use that magic affinity to infer / as a starting point for that tribe's background. The idea isn't to create limits.
@KRIEEEG
Nice! Goblins are awesome. The way I've been thinking of them in this setting (and nothing is set in stone yet) is as a pretty tribal and primitive bunch, but with an inherent ability to use magic in some form, usually regional. Some tribes in barren, rocky, hot areas might have a knack with fire magic, while those from the Roaring Mountain can channel magic through sound, resulting in disproportionately loud battlecries and bard-shamans that can inflict considerable damage through nothing but sound.

If that doesn't work for the character you have in mind, let me know and we can figure out some version of Goblins that will work :D

Oh, and to anyone else reading? I'm probably gonna end up playing a Gnoll. Gnolls are cool.
Life as a monster isn't easy.

Sure, Orcs are crazy strong and heal well, Gnolls are vicious, fast, tough sons of bitches, Kobold have their strange mechanical inventions, and Goblins have that weird Goblin magic.

None of that stops the so-called "civilized races" from casually murdering us in the name of profit, knowledge, or in some cases, fun.

But hey, I guess that's why we keep raiding them, enslaving them, and murdering them back. When you fight fire with fire for long enough, everyone's hands end up black as ash and it doesn't matter anymore just who lit the match in the first place.

-----

So! The premise here is that we play the monstrous characters from a pseudo-D&D setting. If you're like me, you're really super bored of Elves and Dwarves and all those standard issue player character races. This rp is to turn that on its head, go a little savage, and be the bad guys! (depending on your point of view.)

The setting I have in mind (to be covered in greater detail later if there's interest in this) is predominantly a sword & sorcery type of world that has recently begun to develop early firearms (muzzle-loaders, think flintlock pistols) and magic-powered low-tech vehicles, such as a chariot attached to a wheeled altar and powered by holy water and recited prayers. This sets the stage for vehicle combat, crude guns that are loud and dramatic but not overly lethal, and all sorts of shenanigans. I don't have a specific plot in mind at the moment, as the direction of the plot would be informed by the goals of the player characters, but I'm willing to hear any thoughts or suggestions that people may have! I find RPs more fun when multiple people have a hand in creating them, so I want to offer that chance to anyone who finds this idea / setting intriguing.
I may be interested! Out of curiosity, in this setting how advanced are prosthetics? The character I have in mind is kinda dependent on them. As far as ship role, I'm thinking heavy weapons specialist / some sort of combat oriented position.
I'll be keeping an eye on this, I'm potentially interested, depending on how the gynoid thing pans out. I will say, it's the GM's world, so bringing in examples of that level of stealth construction in other settings isn't entirely relevant. That something can be conceived doesn't mean it exists at this point in the game.

I'm a fan of big, clunky military tech anyway. I've got a big, very not-subtle and very obviously mostly machine cyborg character in mind for this.
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