Three quick notes for everyone, then some character specific things
1) Good job with the characters! I like them all. 2) Thinking about getting started on Friday. Would anyone want to see it a day earlier/ later? 3) I'm going to make a character that I control
@xChrome I'm okay with the insect summoning at first, as long as it gets harder for him to control them the more he summons them.
@DriveEMOut Just going to ask, is your character aware of magic's existence? I know I didn't say anything at first, but now I realize that this might actually be important... (realizations like this may be frequent over the course of the next few days. I'll add something about this to the 1st post.)
@AdobeFlash Similarly, is your character aware of magic other than dark magic existing? (Trying to differentiate between a goth looking up some cool party tricks on the Internet and a legitimate magician.)
#1- Unfortunately, your character doesn't get to start with any items. So, no razorblade and katana. That being said, you may run into one of these items early on.
#2- I'm okay with Dark Horse being able to preform some ritual magic and being familiar with some dark magic. However, I'd prefer that the characters start out unable to use magic without some sort of tool, wand, etc.
You awaken in a cold, stone room, with some people you haven't seen before they all seem to be regaining consciousness. A pale corpse is leaning against the wall. The man seems to be about thirty years old, with jet black hair and a short beard. He is wearing a purple sweatshirt and a pair of faded jeans. His stomach was ripped open, and it seemed like he had bled out. You see a message scrawled on the wall opposite of you. "Find the blender, damn it!" Judging by the blood on the man's hand, he had written the note himself. You realize that everyone in the room, including you, is wearing simple clothes. T-shirts, shorts, etc.
There are two heavy wooden doors on opposite sides of the room, but other than that the corpse, the note, and the other people, the room is empty.
You try to remember how you got here, but you simply remember falling asleep the night before...
Now, you are lost and confused with no instructions other than five words from a deceased man.
Welcome to BLENDER QUEST! Please make complete a CS, or at least a rough draft, within the next 3.78 days. Here is, minimum, what your character should have.
Name: Gender: (Otherwise, I'll assume it) Characters Favorite Color: Bio: (At least two complete sentences. That's all I'm requiring. Your character can be a pirate, janitor, accountant, knight, I don't care. just something.) Physical Description: (At least one complete sentence. Seriously, that'll be fine. Pictures aren't necessary.) Personality: (At least three words) Knowledge of Magic: (Do they know it exists? Or maybe only a specific type?) And anything else you think is important. I mean, that guy was disemboweled. Maybe your character has gotta have some fighting skills? Or maybe your character is really good at scrabble. Who knows? That might be relevant.
1. All regular RP rules apply. You can put as much or as little effort into this as you want.
2. Your character is human. I know this is labeled as a fantasy RP, and there will likely be some pretty crazy stuff. But you're just going to be a normal dude.
3. I'm not going to get really mad if your grammar is awful, but I need to at least understand what you are saying. I'll probably say something in the OOC if your post is essentially unreadable.
4. I make the first IC post, then, as long as I have said your character is approved, you can go.
5. Extended absences will result in me taking over your character until you privately message me with a mildly entertaining meme and ask for forgiveness. What qualifies as an extended absence? Roughly 2.5 days (this is subject to some change). If I haven't taken control of your character yet, no apology is necessary.
6. What's behind the door? What's in the bag? Did I kill that? Questions of this nature will be answered by the GM. For example, a post shouldn't say something like: "John Cena opened the box on the floor and found a bunch of grenades and a potion that restored him to full health. He threw the grenades at the giant spider. It blew up, and inside of it was a magical sword that let John Cena regain visibility."
*Magic Clause: Using magic requires the acquisition of an item. Whether it is a spellbook, wand or both will be determined by me later on.
Questions? Comments? Concerns? Donations? Complains? Put them below.
What's that? You're in prison? Oh no! Well, it's a good thing prison is known for it's friendly atmosphere! So a life sentence shouldn't be too bad...
Welcome to Seven Hills Prison, in the sleepy town of Seven Hills, Nebraska. The prison holds roughly one hundred and fifty happy inmates. Of course, it has contraband, semi-corrupt guards, and gangs. You know, why don't we just take you on a tour...
The Prisoners
Ah, the prisoners. There are exactly 148 (not including you, of course). Most are in for murder, burglary, and "tax evasion." 93 are male and 55 are female.
Remember, each prisoner is a snowflake! Even you. Don't believe me? This looks like a job for... character sheet!
Name: What are you in for?: Gender: Physical Desc: (Picture not required) Rep: If this person is in for something private that wouldn't be put all over the news, just say "none." Bio: Potential Visitors: +Any other info you think is needed
The Guards
There are 37 guards, 24 male and 13 female. This includes the Warden, known simply as... "The Warden." Or Joe. Joe works too. The Warden is immune to corruption.
Some are corrupt and will do certain things in return for favors and money. The guards are stationed at different areas of the prison and handle different tasks. Different gangs also have different connections with different guards. Some might even be on a specific gang's pay roll. "So how do I know which guards are corrupt and which ones aren't?" Simple! You find out by asking prisoners.
The Contraband
Contraband can be acquired through a member of each gang and from one guard. Contraband consists of commodities, weapons, drugs, and other things that you probably shouldn't have. If you are caught with contraband by the wrong guards or prisoners, you could face serious consequences.
The Architecture
There are seven main areas of the prison. 1. The cells, where you sleep with a random cell mate. 2. The "field," where you socialize with other inmates and exercise. 3. The cafeteria, where you eat food. 4. One of the work areas, where you do a job (if you have one). 5. Solitary, or the over glorified time out corner. 6. The visiting area, where you can see your friends and family. 7. The showers
Males are separated from the females, but they can see each other through the gates when they go to the field and are at opposite side of the cafeteria.
The Gangs
There are five gangs. Not every prisoner is affiliated with a gang, but many are. 1. The Eagles are a group of about five former military veterans. More of a club than a gang, The Eagles only allow ex-military to join. They are essentially the Switzerland group of the prison, and offer contraband to anyone willing to pay. 2. The Brown Knives are a group of about twenty five inmates. They are in a rivalry with the Tigers and Cobra Tooth. The Brown Knives are led by Paul McKinney, who fairly professional and dignified. A true gentleman. Their goal is simple- control of the prison. They are less aggressive than the other two gangs, and often aren't involved in killings. They are often able to smuggle in commodities, but you need some sort of relationship with the Brown Knives in order to deal with them. 3. The Cobra Tooth Gang is led by Eli Collins. The forty-five members of this gang are rough, stereotypical prisoners. They are the biggest gang, and often threaten the Brown Knives and Tigers. Their contraband is a tad more diverse than the contraband offered by the Eagles and is available for lower prices. But acquiring the contraband requires membership. 4. The Tiger Gang is more of a cult than a gang. Members must go through a... peculiar... initiation process. The twenty five members of this gang are the most skilled fighters and often the most violent. It is led by Tin Ling, who has killed countless people and was a former drug lord. Best source of contraband weapons, but you need a relationship with the group first. 5. The Emerald Coyotes are an all female gang. With fifteen members, it is the smallest, yet among the females of the prison, it is fairly large. It's size doesn't prevent it from remaining influential and ruthless, although members of this gang aren't particularly concerned with control outside of the female inmates.
The Goal
So what's the point of this? What are you trying to do? For some characters, the goal is survival. For others, escape. Some seek total control of the gangs and prison.
The Routine
This is a typical day in the prison.
1- Wake up 2- Breakfast 3- Exercise in "The Field." 4- Go to job/ free time (NOTE: you start out jobless). 5- Lunch 6- Visiting hours/ free time 7- Free time 8- Dinner 9- Showers 10- Sleep The Lam
I'm thinking an incompetent and mostly despicable guy who is worse than some of the pickers. However, he saved the captain's life once (mostly on accident). The captain thanked the wretch by giving him a job, which the lieutenant accepted immediately so that he would have more money to buy booze. However, the lieutenant eventually comes to look up to and respect the Captian, and the odd duo become good friends. His loyalty to this one man is perhaps the only particularly good thing about the lieutenant.