Introduction
This is a world of insanity. Men make machines only dreamt of in science fiction, mad scientists threaten the world every other day, and you sir are right smack dab in the middle of it.
The governments of the world tend to ignore these threats, mainly because other mad scientists intervene because they should be the rightful ruler of the world, as soon as their new weapon of doom is completed anyways.
This is going to be very free form, the players will make up their stories, they can become intense craziness centered around your own labs, a deep seated rivalry with another mad scientist, or even a threat filled and danger fraught romance with your own henchman.
Enjoy.
Rules:
This is half serious, half comedy, so keep this in mind while role playing.
There are three types of people in this world.
Mad Scientists: Capable of making machines the world cannot comprehend, each mad scientist has a specialty though they may be proficient in others.
Special limitation for mad scientists, due to their insanity they have a tendency to overlook the obvious flaws in any plan, make sure your evil plans have as many holes in them as possible.
Henchmen: come in many varieties, from mutated monsters, intelligent robots and computers, and even reanimated corpses, with the odd computer science major thrown in for good measure. They fill every role, to competent assistant, to brawny hunchback, have fun defining them.
Henchmen special limitations, you are henchman, you do as ordered, though you may whine, wheedle, and haggle with your employers, also, feel free to screw with your fellow minions.
Casualties: Nuff said ;)
Nobody may straight off kill another person's character without their permission, though feel free to mutilate, mutate, or resurrect at whim, you are a mad scientist after all, though you must try to be sneaky. Henchman, beware employers bearing coffee. Unless the hench-player enjoys the mutation or whatever has happened, all effects must be temporary, they must be made whole and right again later in the game.
Name:
Age:
Mad Scientist or Henchman
Specialty (skills of henchman or scientific abilities of Mad Scientists)
Description:
Personality:
History:
I would prefer that there be two henchmen per scientist, also keep in mind what you'd like your lair to look like and post it in the OOC
basic rules, no god-modding, no auto-hits, or anything like that.
The governments of the world tend to ignore these threats, mainly because other mad scientists intervene because they should be the rightful ruler of the world, as soon as their new weapon of doom is completed anyways.
This is going to be very free form, the players will make up their stories, they can become intense craziness centered around your own labs, a deep seated rivalry with another mad scientist, or even a threat filled and danger fraught romance with your own henchman.
Enjoy.
Rules:
This is half serious, half comedy, so keep this in mind while role playing.
There are three types of people in this world.
Mad Scientists: Capable of making machines the world cannot comprehend, each mad scientist has a specialty though they may be proficient in others.
Special limitation for mad scientists, due to their insanity they have a tendency to overlook the obvious flaws in any plan, make sure your evil plans have as many holes in them as possible.
Henchmen: come in many varieties, from mutated monsters, intelligent robots and computers, and even reanimated corpses, with the odd computer science major thrown in for good measure. They fill every role, to competent assistant, to brawny hunchback, have fun defining them.
Henchmen special limitations, you are henchman, you do as ordered, though you may whine, wheedle, and haggle with your employers, also, feel free to screw with your fellow minions.
Casualties: Nuff said ;)
Nobody may straight off kill another person's character without their permission, though feel free to mutilate, mutate, or resurrect at whim, you are a mad scientist after all, though you must try to be sneaky. Henchman, beware employers bearing coffee. Unless the hench-player enjoys the mutation or whatever has happened, all effects must be temporary, they must be made whole and right again later in the game.
Name:
Age:
Mad Scientist or Henchman
Specialty (skills of henchman or scientific abilities of Mad Scientists)
Description:
Personality:
History:
I would prefer that there be two henchmen per scientist, also keep in mind what you'd like your lair to look like and post it in the OOC
basic rules, no god-modding, no auto-hits, or anything like that.
Rules
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Mad Scientist!: Out Of Character (OOC)
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MaD SCIenTisT!
by Hal_Wannabe on Sat May 15, 2010 8:56 pm
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on Sun Mar 04, 2012 11:21 pm
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MaD SCIenTisT!
Most recent OOC posts in Mad Scientist!
[OOC] MaD SCIenTisT!
This is the auto-generated OOC topic for the roleplay "MaD SCIenTisT!"
You may edit this first post as you see fit.
Alright, once your character is done and accepted feel free to post what your base is, it will probably be destroyed at some point but that's just the nature of the risk of being in the business of mad science.
I will add your base, (under a generic name such as (Character's Base, lair, etc) give a description so I may update and edit as your bases come and go.
You may edit this first post as you see fit.
Alright, once your character is done and accepted feel free to post what your base is, it will probably be destroyed at some point but that's just the nature of the risk of being in the business of mad science.
I will add your base, (under a generic name such as (Character's Base, lair, etc) give a description so I may update and edit as your bases come and go.






