Role Play Preferences:[/b] Pretty much everything except playing other characters and most slice of life plots. Elastic on most shit.
Fandoms: Silent hill, Homestuck, Bioshock(1-2) and pretty much all of HP lovecraft's stuff.
Personality: Ambiguously ?????????????????.
Favorite Homestuck characters: In order: Eridan, Karkat, gamzee, John.
Hate kanaya and Jade.
My Homestuck class: Bard of Void
Likes: Scented Candles, Writing, RP'ing-in almost any form really. Even if I haven't tried it before- Pixel Art, Making things period, Dressing up in my mad mass. Talking to folks. <3 that understand what I say all the time without me having to tame my tongue.
Dislike: Political talk-light prods for opinions are fine though if private- Being tied down. Talking about myself too much. Playing party therapist, Edgy shit.
Pretty approachable, most of the time I'm all fine with, motherfucking. dancing down a door way to someone else grounds to chill. I tend to either be chilling or drilling the oil out of the works so random absence or silences are a normal.
[b] A overview of your character personality and background. Preferably in the style of dossier or file detailing them from an outsider view. You may decide if the outsider is a recruiter, psychologist, or the personal notes of the large squad who put together the suitable refugees for the found hope escape. Personality is optional, which case you may just write the background clinically and fairly short- 2 paragraphs or below [/b]
SUIT: Your suit choice here.
ROLE: Put if if you're characters is either apart of either 1: People Management division (politics, managment, HR and so on) 2: Frontier Security (Military, security, Terraformers) 3: RnD (research and development and doctors) 4: Medical (paramedics and Doctors)
The role serves no mechanical purpose but does reflect on what kind of character you are. It's entirely possible for the ship to have nothing but Doctors and thus the politics and how the pop act or look may be more clinical and cautious or military dictatorship if everyone is Frontier Security Militants.
You get a rough spread of skills relating to the role you pick, so you can't be a doctor AND pick military.
JOB: This your actual job within the role you chose.
[H2]RELATIONSHIPS[/h2]
ADD each character that is approved to this list in the same header coder as relationships itself. EG: [h2]bob bobington [/h2]
You are strongly encouraged to write your characters thought in a quick quote of your character eg: "Bob is a good man and steadfast friend"
At the time of the RP start all characters would of been awake and about enough to bump into each other. I do strongly encourage players to talk amongst themselves about relationships ideas and how they know each other. You may put "eh?" or something if you strongly feel your character wouldn't know such a person but please make an effort. It's more fun to enter with some sort of tie between one another on a personal scale. It also give players and me a good idea of your character in action in tid bits.
You do have to add everyone name to this list, even if you haven't met them.
I made it, sort of, kindred. I'm gonna,motherfucking, roll on and hope we get more players but I would like at least 4 foot and shoe in my troops here before I proper settle on lift off. The suits are basic but I felt that I didn't want to elongate the wait by adding lore that....let's be real, most people won't read. Not to be more cynical than a,motherfucking, videogame reviewer or anything.
There will be more suits so if you don't want to finish any sheets until I put all of them in, no heat or harm but you might wait a little while before I finish that list.
The Red Sky came and with it rain washed away all humanity knew. If Earth still exist then it would be nothing like it used to be. It would be a paradise of ecological chaos, constantly evolving creatures and landscapes of ruined cities. Humanity is near its death bed but we Found Hope
A space ship settled with all the tech, plants, seeds, fabricators and god knows what else we'll ever need for a simple start up base for our new chosen planet. Above all that, cryo-sleep pods for the 300 people on board so we don't die of old age getting there, with exception to the generational active crew that piloted and maintained the thing as we slept. This was all possible thanks to a experimental laser weapon: Star Gazer, it took the last power we had to get this all going but we ripped a hole in that tomato ceiling and was on our way to a new planet to rebuild and repopulate.
But it followed us. For hundred of years, across god knows how many miles, it followed us! Unwavering, unflinching, relentless and ever getting closer bit by tiny bit. It is nearly upon us now and so we have made the only choice we really have.
We're going to fight!
This time with the Star Gazer cannon ready to be set up when we touch ground we can actually hurt this thing, we can KILL it but it's going to take a lot of power and we're going to have to act fast. It's up to our crew to keep the last vestiges of humanity alive, stake our claim in a potentially hostile world and then get the power enough to finish what we failed to on Earth. We've found hope, make sure that we don't lose it again!
Suits and how they work
Suits work on two different bar types.
The hazard bar / / / Hazard
The Armor Bar / / / Armor
Each slash is a bar or one single HP for that armor type. The depiction thus has 3 points each. Your suit is exposed when any of your bars reaches zero and at zero any additional damage you take kills you instantly. You only gain back bars when you take off your suit in the base and bar are replenished at a rate of 1 bar each every real world day gone by.
The hazard bar deals with environmental hazards such as heat, cold, toxic fumes and oxygen amount. Your hazard bar will go down even if you are in a safe environment but have no air as this also represents your total oxygen limit.
Your armor bar deals with all forms of damage, some types of attacks do both bars such as a acidic spit but most attacks will only do one or the other. Even if you have you hazard bar at max, a armor bar being reduced to zero is considered a suit breach and thus still counts as you having zero points before your next hazard damager kills you.
You can only have one suit at a time.
The colony is pretty much your win and lose condition. The colony itself is equipped with a workshop, a fabrication area for small materials and threading, light vehicles- but no tanks or big vehicles- a set of living apartments, a hydrobay with vegetable and meat plants, a mess hall and finally a genetic medical RnD/ hospital area for research and the containtment of subjects via nearly impenetrable glass tanks.
The colony needs for food and power aren't your problem initially and if they become a problem they will be acted out in story terms and not mechanical ones EG: people going hungry and the players having to build or react and finish a task to counteract it. You can't build additional farms or anything like that to increase your food outpput.
This loose and fast rules will go also for any special materials or greater construction areas needed although not all tasks will warrant a quest, some will still take time and so some period of character interaction will be given before I state the task is done and how long it took in a post.
The colony biggest factor is it POPULATION
which is represented like this
300/300
ontop of every page that occurs. You NEED a pop to do anything, even task that seem like they wouldn't need pop will involve some of them and almost ALL task will kill off some of your pop committed to the task at hand, even if it seems it shouldn't due to mistake, hostilities, infighting and so on. In essence, using your population is needed but every time you do your resources of people grow more thinner...if your pop reaches 0 you lose and if you pop is low but you win...well, it will be a bittersweet victory.
At first the captain - a player preferably- will be the only person that can commit people but as you continously propose ideas, do tasks and have a presence you will get a PM of private supporters who will follow you to do task you pick out yourself.
Finally your main goal is to get power to fire the Star Gazer cannon. The power your base has is always shown like this * 1/10 it should be noted that you need at least one/1 power to power up the settlement and if it goes beloww that all equipment is on emergency power. There is no separation on how to kill the red sky anomaly besides this laser as all other options have been explored and failed in the past.
You naturally generator 1 power every week of real time days. The longer red sky is active the harder it becomes to kill and you CAN enter a stage where eve nif you generator loads of power the red sky is virtually unkillable if left alone too long.
Shooting at it slows down it growth and lowers the hazardous anomalies it can launch at you so quickly but it will, inevitably, get stronger until you kill it outright. Word of the day is pew pew
[CHARACTER SHEET]
[center] [color=lemonchiffon]
[h2]NAME inside this code[/h2]
[h2] AGE inside this code [/h2]
[b] A overview of your character personality and background. Preferably in the style of dossier or file detailing them from an outsider view. You may decide if the outsider is a recruiter, psychologist, or the personal notes of the large squad who put together the suitable refugees for the found hope escape. Personality is optional, which case you may just write the background clinically and fairly short- 2 paragraphs or below [/b]
SUIT: Your suit choice here.
ROLE: Put if if you're characters is either apart of either 1: People Management division (politics, managment, HR and so on) 2: Frontier Security (Military, security, Terraformers) 3: RnD (research and development and doctors) 4: Medical (paramedics and Doctors)
The role serves no mechanical purpose but does reflect on what kind of character you are. It's entirely possible for the ship to have nothing but Doctors and thus the politics and how the pop act or look may be more clinical and cautious or military dictatorship if everyone is Frontier Security Militants.
You get a rough spread of skills relating to the role you pick, so you can't be a doctor AND pick military.
JOB: This your actual job within the role you chose.
[H2]RELATIONSHIPS[/h2]
ADD each character that is approved to this list in the same header coder as relationships itself. EG: [h2]bob bobington [/h2]
You are strongly encouraged to write your characters thought in a quick quote of your character eg: "Bob is a good man and steadfast friend"
At the time of the RP start all characters would of been awake and about enough to bump into each other. I do strongly encourage players to talk amongst themselves about relationships ideas and how they know each other. You may put "eh?" or something if you strongly feel your character wouldn't know such a person but please make an effort. It's more fun to enter with some sort of tie between one another on a personal scale. It also give players and me a good idea of your character in action in tid bits.
You do have to add everyone name to this list, even if you haven't met them.
[/color] [/center]
SUIT OPTIONS
/ / Hazard
/ / Armor
Special Features: Has it own air meter unlike other suits, meaning you have this air meter and THEN your hazard meter in term of oxygen deprivation worries.
/ / / / AIR
/ / Hazard
/ / / Armor
Special features: The battle stalker has a sound cancelling system within that stops the foot steps, breath or even heart beat being heard by the most sensitive of creatures. On top of this it also cloaks ther user in a sort of circuit of frost. Comfy on the inside and cold on the outside but these abilities are disrupted when the user shoots, melee attacks or sprints suddenly.
At night you are virtually invisible to most targets due to all this as well as your black décor. You can choose when to strike in most case, or simply walk away.
/ / / Hazard
/ / Armor
Special Features: A toy employed on Earth back when the hostile ecology started to rise up. The bug sapper has a special ENERGY Bar / / / ENERGY which allows it to utilize meleed electric attacks via two wristed mounted sappers. This does an absurd amount of energy and can simply overload the nervous system of most enemies, even the big ones will get shocked if nothing else.
But your also exposed and can in theory lose energy to certain attacks or environment, such as bodies of water or to certain resistant creatures. If you're energy reaches zero then you're stuck in an immobile suit and can't move.
/ / / / Hazard
/ / / Armor
Special Features: None. The light trekker is an old piece of hardware, look, even the image is old and so it was built to do its job well but has no special gizmo nor gadgets. A good all round, balanced bit of hardware.
/ Hazard
/ / / / / Armor
Special Features: Not built really for long term environmental issues, nor even short term ones but it can take a pounding. The grinner has a special wrist mounted weapon capable of either housing a fixed grenade launcher 3 grenades, a single missile or a Flame Thrower. Once you've expended the latter two then your out until you get home to recharge but these toys will do massive damage to almost everything they hit.
/ / / / / / Hazard
/ / / Armor
Special Features: The octopuses multiple limbs allows the user to have the strength of two men and do more complex tasks.
You also have an energy bar like this / / / Energy which is reduced every day in game time you have the suit on and do something. If it reaches zero then it goes immobile and you are stuck. Your mechanized suit also has absurd grip strength, allowing you to crush wood and break necks with no effort.
/ / / / / Hazard
/ / / / / Armor
Special features: This smart ball is a mechanized suit which dosen't have to worry about power, unlike others of it kind. It has considerable hazard and armor defense but it lacks any hands which makes most task impossible for it. The suit is more of a very small mech in truth and excel at scouting and can jump up to 20 feet.
It has one single, simple claw that extends out of the front comprised of two clamps. You cannot do dextrous, complex or multi-handed task and almost all task take absurdly longer because of this.
/ / / Hazard
/ / Armor
Special Features: The trash treader is a special model composed of uniquely nanowoven materials, unlike other suits it is IMMUNE to most forms of chemical attack. It's immune to gas and liquid hazards so long as they are not super hot or super cold. It still also has its own air bar like this / / AIR
Perfect for treading in toxic and unclean places.
/ / / Hazard
/ / / Armor
Special Features: The protector has it own shield generator thus giving it a energy bar like this / / / Energy Once per mission the user of this suit can activate the shield which will go down once per by that user until it gone. You are still mobile while you have no power and your suit still function but the shield is blown until you can recharge back at the colony.
/ / / Hazard
/ Armor
Special Features: Comes with a special multi-purpose vacuum capable of mopping, sweeping, sucking and blowing-to a weak extent- any debris or liquids it finds. This is the only suit capable of actually removing waste and sucking in gas clouds into a airtight metal container on the back. The vacuum continuously spray and air cleans anything it goes by as it does it job so it makes once hazardous areas movable for others although it cannot decontaminate persistent threats such as larva or radioactive chunks.
The suit doesn't boast real armor but its backpack can be removed and set to blow with a timer thanks to a jury rig by the RnD field. Acting as a big toxic bomb comparable to a plastic explosive but once the backpack is gone you can't use your cleaning ability until you get back to the colony and get a new one.
THE RULES
1: I will be expecting at least a paragraph.
2: Please attempt to keep most posts from passing six paragraphs. I notice that in RPs there's a bit of pressure to match other players and so I'm imposing the limit for the sake of speed. This is NOT a hard rule, more of a guide line.
3: You got to be ok with your characters dying and sometimes due to unfair circumstances. You are in a hostile world and sometimes you will get caught in an acid rain storm or something while miles away from the base. Combat will also produce several instances where it's impossible to not get hit despite your best efforts.
4: The usual rules: Don't god mod, don't start shit, don't detail graphic sex with your fursona in front of the mess hall and so on.
5: This is going to be the deal breaker for many: Post once every two days. For many people this will annoy them because they are writing first and playing second and if they don't have time to produce a high quality post in terms of writing they get disheartened but this is intended to be a RP game first and writing second. I also notice that, frankly, longer times do not produce better written material for most people. What tend to happen is that people feel pressured to procrastinate and utilize their time limit to the max because they don't want to be the one person producing "under" the quality they perceive others to be putting out as.
Disagree with me on that last rule, I know for some they can make that work but they are better forum DMs than me and this anomaly of forum behaviour I noticed has ended a lot of campaigns, both my own and one I've watched or participated in as a player.
For every 1 populaces left at base each mission there is a 1/6 chance that the ceilings will be smeared in shit with a X/times factor of 1 equal to every hundred populaces. Can you defeat the red death before shit hits the fan!?
{everyone}
I'm gonna,motherfucking, hold the hand rails for a while more and see if we get anymore interested. If not then I'll make a decision to do work for the RP or not based on the number of people we got then. No offense to my kindred who did show interest, it's just typically for my RPs the max amount of people that are going to join to tend to always be a subtraction of the total people that showed interest in the checker for the first day or three.
Well, well - this is an RP that I can get behind. I do love some heavy-mechanic roleplays. Count me in.
I assume that mechanics will only get more complex as things go on?
Ex. I go build mine. We have a mineral counter now. I go build a factory, we now have a mineral-to-produced item exchange rate of 3 mineral to 1 produced item, etc, etc.
The mechanics for the colony itself are going to be very straight forward and probably not expand beyond what it is now as I don't want the ultimate goal to drift too far away from staying alive and trying to amass power to beat back the Red Sky. The mechanics act as the lose and win function more or less.
It's more about the group themselves and their ways of trying to go about it and the colony aspect serves as a limited means to an end.
There may be other mechanics as the red sky threat evolves and get worse but ultimately the core game play is about the players making choices, doing missions that either by me via circumstance have to be done or chosen of their own accord to do.
I might include some more mechanics based on these ideas but those are not set in stone. EG: I might say...you can set a sizable number of pop to RnD the red sky in it current state and after that is done a update on a specific part of the anomaly is revealed in a sort of database for everyone. Sort of like an SCP file.
The actual resources the colony has though will more or less function on a set of fast, loose more story oriented rules. If you need a massive amount of minerals for example and it's not realistic you'd have those already on the ship, you may have to figure out a place to get said minerals and set up a mine but then you are set up with the minerals you need.
Maybe at worst you may need to create a bigger mining operation via a bore drill or something.
Keep in mind that the red sky is rapidly getting bigger, stronger and tougher and with that bringing worse and worse stuff to cope with. So, more in depth demands of the base building aspect are scrubbed for the purpose of the survival and fight itself.
@ScreenAcne I swear to god I keep thinking of making an adaptation of an Imperial Janitor I played once, Jimothy John Jenkins.
A janitor in a big tech suit and the back up of several people could work, that the red sky is more or less, motherfucking ,pissing death like the harsh, unabated words of an abusive mother who swigs too far into her wine cabinet. A clean up and environment management on an alien world, turning hostile landscape works fine.
So like how expansive are the character sheets gonna look like or is a name and a short bio gonna do for John Doe? As if we have the high probability of death I'd assume we have the choice to go light on the bio.
The sheets are going to be at their core pretty basic, one or the reason you stated but also because realistically the nature of the backstory means if I asked more I'd probably get a complete history on some former 7/11 guy trauma of having to clean shit off the ceiling since most of these people are normal folks who went into cryosleep until now.
So most of the sheet will be at their core about picking what kind of role you'd like to be, what suit you're going to pick and a simple appearance and background. Think of "small dossier" crew file style of sheet.
I won't write out the suit and role choices until he main RP itself is built.
I'm going to be a bit, motherfucking, evil kaneval here and make including a personality segment optional. I tend to do better myself without a hardened personality written out before hand but I know others ain't like that.
"Earth has been lost and with it all the great cities to the most humble of rural outback is now swallowed by something unimaginable. It all started with the sky becoming red, crimson like wine and then something sweeping over the skies and before we knew it for many of us there was no escape. This...layer had engulfed the planet.
I don't know if it was alive in and of itself, but death started to drizzle from it until it was a veritable downpour. This red water caused rapid mutagenic growth and changes with little coherency. Any creature with a lifespan beyond months quickly went extinct and those capable of finding shelter and producing fast enough before their mutations killed them spawned a strange variety of creatures, creatures who were living in a unstable, unpredictable ecology...
well. Except for us. I like to say that we fought hard, the average person did, but technological overconfidence and elite incompetence ensured that by the time any sensible action was taken that we were on the backfoot. Enter us...
Found Hope. A dingy ship with the latest in cryo-sleep tech and all the fancy facilities to make a new home, and with it the birth of the Star Gazer laser, a giant beast which needs absurd amounts of energy to fire even once. We used the prototype of such a thing to crack a hole for Found Hopes escape.
But it's following us, a red mass, incomprehensible in size and it been doing so for literally hundreds of years now, slowly, but surely, gaining inch by tiny inch. It almost upon us. It time to wake up and fight. This time...we're ready for it"
Premise
Earth has been lost to a planet engulfing anomaly called Red Sky but through the use of a prototype laser that needs massive amount of energy a hole if punctured and single ship escapes. This ship is Found Hope; a top of the line cryo-sleep model with enough people, and resources to settle on a new planet. They are pursued by Earth's apocalypse which is steadily getting closer. The ship decides that their only recourse is to find a suitable planet, land and try to finish this fight now they have a weapon that can hurt it. Ultimately this is a last stand colony with the characters acting as the main players.
Suits and Mortality
Players can die in this but have multiple chances. All player die instantly if they are hit without any form of suit to protect them. There will be a small list of suit types and each of these suits will have a bar like this:
/ / / Hazard Protection
/ / / Impact Negation
Each suit will slowly regain their points for a set amount of time you are UNSUITED. If any of your suit bars hit 0 and you get hit you die. Hazard protects against chemical and atmospheric dangers and so also represent your oxygen reserves. Impact Negation deals strictly with damage and combat, this ranges from slashing to smacking to gun shots. Some attacks deal both, such as acid spit for instance.
The Colony
Found Hope is equipped defacto with all the basic materials you will need to do most jobs. It has a large workshop with rovers, light vehicles, bikers and small boats as well as modification tables and parts for the alteration of these light vehicles into drillers and construction applications vehicles. Armoured Vehicles are also here but nothing with any serious tank-like abilities.
A heavy Research and Development area fitted with basic genetic analysing lab equipment along with a fully equip and near luxurious hospital segment, there are also multiple bullet proof, chemically resistant glass containment areas with scanners inside for examining captured subjects or just to hold normal prisoners.
At the centre is a large warehouse with a lower, underground bunker where all the fabricators and 3D printers are kept, along with large stores of seeds of every variation. Several large cubic blocks act as apartment flats for residents with all the basic amenities you would expect. The very centre is for logistical control, mess hull gatherings/ meal times and for political chambers.
Put it simply. The colony has everything you need for most simple construction, research and logistical or lifestyle changes you would require. Meat is grown on plants in a special hydrobay as well. The one thing is has in limitation is time...and people.
People: Represented as this
300/300
ontop of every post made by me is your total population. In order to do things it is unavoidable that normal people will die, you will need these as resources for squadrons, support, construction and to fill up a lot spots for any major plan you have or task you need to fufill. People act mostly as support npc's, out of sight and with no identity but without them humanity will come to an end.
As the players you are all in unique position to perform and coordinate certain tasks and it's up to you to act as the driving force to stay off the Red Sky's assault and find the time and ENERGY to survive.
ENERGY
ENERGY is what you need to win. Energy is represented as this:
* 1/10
You always need at least one energy to keep your colony up and functioning but you need 9 energy in order to fire the Star Gazer cannon ONCE. You will need to build up energy quickly before the Red Sky can recover and hit it multiple times before it dies for good.
Your tasks should be all aimed ultimately at getting you energy or keeping you alive and prepared long enough to get energy. You defacto get one energy 1 point a week in real time.
OOC
In essence this is a normal RP with the characters acting as the driving force. You all have one goal and that goal is to survive and defeat the Red Sky which is done via one way only. Of course, there is nothing stopping you battling for political dominance in this new settlement for petty power in your quest to start anew.
There are three segments to each part of the game: The petition is where you are in the base and propose a task or idea you wish to utilize. You will need people and the only person who can give people as a resource is the captain...but as the RP goes on everyone will get supporters as a covert - pm'd- resource of people...but only if you keep proposing tasks and ideas. With these supporters you slowly can do more without the captains input.
Second segment is the task itself. There may be multiple task going on at the same time but they may not end at the same time and at the end of each post I will inform you how much in world time it took. These task can range from something simple as "Taking a team to map the area" to something more complex as "Constructing a small assortment of tanks"
Tasks that can be acted out, will, but not all task will warrant a small adventure and I will give players a day or two to RP the middle process before I announce it has been done and how long in world it took.
Third segment is the conclusion with me announcing how long it took, resource it cost and ultimately what you gained from it as well as the populaces reaction to the task at hand. If you go out to fight a bunch of alien, this will be the part where the coffins and KIA list shows up and the mood of the base has changed.
Rules
I will be expecting at least a paragraph.
Please attempt to keep most posts from passing six paragraphs. I notice that in RPs there's a bit of pressure to match other players and so I'm imposing the limit for the sake of speed. This is NOT a hard rule, more of a guide line.
You got to be ok with your characters dying and sometimes due to unfair circumstances. You are in a hostile world and sometimes you will get caught in an acid rain storm or something while miles away from the base. Combat will also produce several instances where it's impossible to not get hit despite your best efforts.
The usual rules: Don't god mod, don't start shit, don't detail graphic sex with your fursona in front of the mess hall and so on.
This is going to be the deal breaker for many: Post once every two days. For many people this will annoy them because they are writing first and playing second and if they don't have time to produce a high quality post in terms of writing they get disheartened but this is intended to be a RP game first and writing second. I also notice that, frankly, longer times do not produce better written material for most people. What tend to happen is that people feel pressured to procrastinate and utilize their time limit to the max because they don't want to be the one person producing "under" the quality they perceive others to be putting out as.
Disagree with me on that last rule, I know for some they can make that work but they are better forum DMs than me and this anomaly of forum behaviour I noticed has ended a lot of campaigns, both my own and one I've watched or participated in as a player.
Role Play Preferences:[/b] Pretty much everything except playing other characters and most slice of life plots. Elastic on most shit.
[b]Fandoms:[/b] Silent hill, Homestuck, Bioshock(1-2) and pretty much all of HP lovecraft's stuff.
[b]
Personality:[/b] Ambiguously ?????????????????.
[b]
Favorite Homestuck characters:[/b] In order: Eridan, Karkat, gamzee, John.
Hate kanaya and Jade.
[b]My Homestuck class:[/b] Bard of Void
[b]Likes:[/b] Scented Candles, Writing, RP'ing-in almost any form really. Even if I haven't tried it before- Pixel Art, Making things period, Dressing up in my mad mass. Talking to folks. <3 that understand what I say all the time without me having to tame my tongue.
[b]Dislike:[/b] Political talk-light prods for opinions are fine though if private- Being tied down. Talking about myself too much. Playing party therapist, Edgy shit.
[i]Pretty approachable, most of the time I'm all fine with, motherfucking. dancing down a door way to someone else grounds to chill. I tend to either be chilling or drilling the oil out of the works so random absence or silences are a normal.
[/i]
[url=http://www.roleplayerguild.com/topics/157737-deus-duet-my-digital-dorritos-so-hop-on-in-and-take-a-swing-18-reworke/ooc#post-4100467] my 1 x 1 IC [/url]
<div style="white-space:pre-wrap;"><br>Role Play Preferences:[/b] Pretty much everything except playing other characters and most slice of life plots. Elastic on most shit.<br><br><span class="bb-b">Fandoms:</span> Silent hill, Homestuck, Bioshock(1-2) and pretty much all of HP lovecraft's stuff.<br><br><span class="bb-b">Personality:</span> Ambiguously ?????????????????.<br><br><span class="bb-b">Favorite Homestuck characters:</span> In order: Eridan, Karkat, gamzee, John.<br><br>Hate kanaya and Jade.<br><br><span class="bb-b">My Homestuck class:</span> Bard of Void<br><br><span class="bb-b">Likes:</span> Scented Candles, Writing, RP'ing-in almost any form really. Even if I haven't tried it before- Pixel Art, Making things period, Dressing up in my mad mass. Talking to folks. <3 that understand what I say all the time without me having to tame my tongue.<br><br><span class="bb-b">Dislike:</span> Political talk-light prods for opinions are fine though if private- Being tied down. Talking about myself too much. Playing party therapist, Edgy shit. <br><br><span class="bb-i">Pretty approachable, most of the time I'm all fine with, motherfucking. dancing down a door way to someone else grounds to chill. I tend to either be chilling or drilling the oil out of the works so random absence or silences are a normal.</span><br><br><a href="http://www.roleplayerguild.com/topics/157737-deus-duet-my-digital-dorritos-so-hop-on-in-and-take-a-swing-18-reworke/ooc#post-4100467">my 1 x 1 IC</a><br></div>