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The Utopian Arcanum War (OOC/Sign Up) [Long term sci-fi]

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Forum for completely Out of Character (OOC) discussion, based around whatever is happening In Character (IC). Discuss plans, storylines, and events; Recruit for your roleplaying game, or find a GM for your playergroup.
So this is an idea I've been rolling around for a while, and I hope the world I came up with can be understood well enough. Here we go!

Roleplay: The Utopian Arcanum War

This is the IC link.
Plot description: There is strife on the planet of Kyn, two large warring nations (The Talnak Republic and the Kyn’tul Union) are at each other’s throats, conflict escalating to the highest point it’s been at in years. Both countries are located on two major bodies of land located on different sides of Kyn, separated by a mass of water that contains several small islands in the middle of it, with other minor outlying islands on the edge of either country. Each country accuses the other of encroaching upon the other’s land, killing each other’s political figures, and murdering the other’s civilians. Caught up in the middle of the war are several groups of neutral fighters, a shady, secret organization who pulls the strings of strife and employs a special race of people known as the Danis-Turuk, the free-standing Danis-Turuk who have not been employed or discovered yet by the Oteaga Coropration, and anyone else in between.
The plot will focus on the action of the war between the two nations and the dirty secrets about Oteaga's activity in the whole thing. Feel free to twist and turn the plot at your leisure, so long as you don't completely dismantle one of the factions above.

Kyn’tul Union – The Kyn’tul Union is a nation of dark-skinned people, inhabiting a land with a dry climate and many deserts, with several deeps canyons that can support forests of wildlife and fauna at their depths. The Kyn’tul people were once divided into many tribes, but have since united into one government in the capital of Gemesh, located on a raised plateau near the southern region of the country, close to a bay. They are viewed in stereotype to be tribal barbarians, wanting nothing but to monger war for tribal glory.

Talnak Republic- Located in the Eastern hemisphere is the Talnak Republic, a nation of fair-skinned people who live in a region of grassy plains and forests of moderate climate. The Talnakas have a very structured military, boasting it to be strong in numbers and spirit. The state is headed by the military, locating their base of operations in the capital simply named Central City, located in the dead middle of the continent. The Talnakas are viewed in stereotype as evil money-grubbers who believe themselves so superior to all others that they are determined to crush anyone who gives them an ounce of trouble.

The Free Spirits- The Free Spirits are various groups of neutral refugees who want no part in the war, and strive to avoid it and defend themselves. They hole up their bases where ever they can, but mainly exist on the outlying islands in between the Union and the Republic. They allow all races into their ranks, so long as they take an oath swearing to disengage in the war between the two nations.

The Danis-Turuk- An ancient race of people, the Danis-Turuk are wildcards within the story, easily recognized by their unique physical appearance and abilities. They have the power to create and house massive amounts of raw, unfiltered energy within their bodies and discharge that energy via tattoo-like conduits etched into their skin. These ‘tattoos’ glow intensely as more energy is housed within a Danis-Turuk’s body, and the color of the energy and the conduits is unique to each Danis-Turuk.
The Danis-Turuk do not belong to any individual species. Instead, a Danis-Turuk is created by a rare gene mutation that can arise within any species on any planet in any part of the universe. The D-T used to fulfill a purpose- protecting the people, keeping the peace, and nurturing life with their energies. But the test of time showed that D-T can be courrupted, and some went against their destinies, choosing to destroy rather than to protect. Wars of intense magnitude followed in which Danis-Turuk were used as weapons, leading to calamity and death. As such, the D-T were ousted as protectors, and their lineage was forgotten over eons of time.
The newer born Danis-Turuk are enigmas of the universe, very few people knowing who and what they are- and themselves not understanding either. Most existing Danis-Turuk do not even know what to call themselves.
The energy creating abilities displayed by the Danis-Turuk comes from special rapidly-moving cells in their bodies, generating mass amounts of usable energy. These cells move faster or slower depending on the emotional state of the Danis-Turuk. If he/she is excited or angry, it causes the cells to move quickly and create more energy. The opposite applies for a depressed or mellow mood. Stored energy in a Danis-Turuk requires careful regulation at all times to avoid accidental discharges, so relaxation is important to their lifestyle.
A Danis-Turuk’s powers are not limitless. The body can only stand so much pressure before being torn to pieces. Before this can happen, however, a Danis-Turuk under extreme pressure of energy will be torn apart at the molecular level, as well as a rift torn in the space-time continuum around them. Their molecules will be sucked through this rift and transported to a different part of the universe. Unless careful calculations and equations are considered, the place and time in which the Danis-Turuk is sent to will be completely random. And, if a constant flow of energy is not perpetuated during the process, the Danis-Turuk will not reconstruct him/herself completely, resulting in death.
Other abilities include controlling the flow of energy across different mediums. Energy can be imbued into and object and controlled at a distance, so long as the object can contain the energy without being destroyed. This allows for weapon use and conservation of energy during extended fights. An intense knowledge of physics is a Danis-Turuk’s best weapon in a combat situation. Applications of chemistry can be used to affect biological organisms for accelerated healing and augmentation purposes.

The Oteaga Corporation- The Oteaga corporation is a shady organization that sells weapons and likes to pull the strings behind the scenes. They employ many Danis-Turuk, and have extensive knowledge of their background and abilities. The Corporation has been known to conduct paramilitary operations as well, making them a unique force to be reckoned with- if anyone can figure out their existence. The Oteaga Corporation houses themselves in a large space vessel that resembles a sort of tower tilted onto its side, which lands vertically to create a building that can operate as a base of operations when space travel becomes unreasonable.

Technology- The technology of Kyn is advanced to a point of using natural stones and gases to power large weapons of war including tanks, automobiles, gunships, and the like. Airships are commonplace for both Nations, although the Talnak Republic has the best designed and larger airship brigade. The Kyn'tul Union specializes in heavily armored land crawlers for traversing deserts, and does very well in armored land battles. The Navy for each nation are almost equally powerful, the Republic utilizing large warships more so than the Union. Standard weapons are guns and blades (for the skilled and/or poor) and there are some weapons that are considered futuristic, like laser rail guns and other types of plasma weapons, although they are uncommon.

Rules-
No God-modding.
No Auto-hit or auto-kill on important characters (point out who those are if it's not obvious)
Let us know if you're going to be absent for a long period of time. You may give control of your character to someone else or you may write your character into a corner where he/she can sit for a while.
Let's see some good writing! Your character profile should give me an idea of how you can write for this RP- all your posts should be moderately in-depth and coherent.
Don't be a dick, be a dude.
The OOC is a good place for questions about what's next in the plot- we may be using it quite a bit.

Your character does not have to stay within the factions I mentioned. You can create a character that is independent from this world (but still original!) with superpowers fueled by melted butter if you so please (Try to keep it more realistic than that), just wait for my approval before jumping into the IC. I want this to be a real relaxed RP where you can really do what you want within the world of Kyn.
There is no character amount cap, but this is subject to change. Make sure you can handle the amount of characters you bring into the story.

And have fun, or else.

Character Template
Name:
Gender:
Age:
Height:
Weight:
Affiliation:
Powers(if any):
Abilities:
Weapons:
Special Items:
Personality:
Appearance:
Race:
Bio:


I will be controlling a couple of the Higher-ups in the Oteaga Corporation and an independent Danis-Turuk. I'll get those profiles up asap so we can get the ball rolling.
Last edited by Mikey Wheels on Fri Jul 10, 2009 1:47 am, edited 1 time in total.
Anything can be accomplished with sufficient quantities of both boldness and ammunition.

Join the Utopian Arcanum War!
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Mikey Wheels
Member for 3 years



Name: Greyn Hanma
Gender: Male
Age: 25
Height: 6''0
Weight: 172
Affiliation: Independent
Powers(if any): none
Abilities: Years of harsh training and battles has left him with heightened reflexes and knowledge of survival skill, Acrobatic and a fine cook, he was born ambidexterous as well
Weapons: Ruby and Diana (Large caliber revolvers) and a customized battle rifle, equipped with a 4x scope and hellfire rounds. A butterfly sword hangs from the back of his belt
Special Items: A bracelet, with it hangs a carved wooden chip
Personality: Quiet and reserved Greyn rarely gives his opinion on important matters, he usually just sticks behind a leader and tries his best in completeing his goals, when threatened or when his friends are threatened he is the first to step up and the last to back down his eyes the only doorway to express his intent.
Appearance: Tall and wiry with lightly tanned skin, Greyn has shaggy brown hair that hangs to his neck and unnerving white eyes, his face is melencoly, like one whose seen to many battles and a sad smile seems to show itself seemingly like he was pitying someone. he dresses in a dark grey sleeveless jacket over a black slim t-shirt with cargo slacks and sneakers, a black string bracelet hangs from his right arm, the revolvers at his waist and the butterfly sword at the back of his belt, His battle rifle hangs from his back muzzle aimed skyward for safety.
Race: Human
Bio: Greyn was born on a small island called Heliras a sandy land with a lush forest and river on the southern edge of the island, His parents were cooks, his father having retired from the mercenary business in order to stay with his family. Life was normal for Greyn, when he could finally enter the kitchen (When he was 10) he studied and helped his parents with the family restaurant and became well-known for his kindness and skills. when Greyn turned 17 he finally decided to see the world and spent many nights debating how to tell it to them. Finally he decided and told them that night his goal, he was greatly surprised when his father walked away and returned with the butterfly sword and battle rifle "Earn your living as a merc" he reasoned "There is no better way to appreciate the world and life as it is." Words in mind he began to practice often training in rocky areas in order to improve his abilities then skills as a marksman and swordsman. finally on his 18th birthday he was given Ruby and Diana, as well as the bracelet before leaving the island.
Greyn first joined with a small group called the Beasts, his first job was simple, travel to this island and eliminate this group. never the less he came to realize the sorrow of losing a comrade and the regret of killing an enemy. he left the group after serving 6 years and spent the rest of his time seeing to world. his parents currently believe him to be dead
Last edited by Orrin55 on Mon Jul 06, 2009 7:05 pm, edited 1 time in total.
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Orrin55
Member for 3 years


Name: Lt. Commander Aiden Morrow

Gender: Male

Age: 28

Height: 6'2"

Weight: 194 lbs.

Affiliation: Talnak Republic

Powers(if any): None

Abilities: Due to the psychokinetic implants, Aiden's abilities are enhanced. He is able to push himself harder than would be possible for a normal human. His brain's center of processing pain has been greatly diminished, allowing him to function at high levels through injury. He possesses enhanced strength, speed and senses for a person of his size and build -- not of a superhero level, but enough to edge him above the average grunt.

Weapons: Aiden's standard issue weapon while in combat is a modified assault pulse rifle with a laser-guided sight. In and out of combat he is rarely found without a repeating pulse pistol strapped to his body and a combat knife attached to his boot.

Special Items: Psychokinetic implants. They make above abilities possible but also have the negative side effects of tampering with his memory, making him overly sensitive to bright lights, and causing intense headaches.

Personality: Morrow's life is first and foremost the life of a soldier. His oath of loyalty to the Talnak Republic and its military has been burned so deeply into his psyche that it is often difficult to see what exists of the boy that lived before the soldier was born. A capable leader, Morrow's heart is on the battlefield with his comrades-in-arms. In his official capacity as an office, Morrow is quick to make decisions and slow to second guess himself or his commanders, believing whole-heartedly that it is better to die loyal than live a traitor. Outside of his life as an officer, Aiden is a reserved man with far less confidence in his abilities outside of the military than the ones he has mastered within in.

Appearance: Image

Race: Human

Bio: Aiden Morrow was born to a lower-class family in the heart of Talnak, Central City. He was one of countless children playing in the streets of the city, too naive to realize their social class and too protected from the outside world to think that there could be another life for them. That was, of course, before he and several others were taken.

The Republic needed a new generation for its military, one that would be able to lead it to a new day of glory and prosperity. For some time, researchers had been toying with psychokinetic abilities and their effects on the human mind. Initial lab testing had been a complete disaster, but the short-lived results were promising. Still, they needed a new batch of recruits to continue their work. Enter a dozen street rats picked up from the alleys of Central City. Children of low class families, the kind that would never be missed. Aiden Morrow was one of those children. At first, as young boys and girls, they were excited about being taken to a new place. Then, they were told they were sick, that something was terribly wrong with them. That the doctors would be able to make it all better.

By the time he reached the age of fourteen, Aiden was one of three survivors from the initial class. The psychokinetic implants had taken naturally to his body. Through the power of their research, the scientists were able to tap into the unused reservoirs of power in the young man's brain, inherent in all humans but ultimately wasted. Not in Aiden. Not in their perfect soldiers. The implants gave him the ability to push his body harder and faster than most could ever dream of. (See Abilities for details)

Clinic psychiatrists had been working with their perfect child soldiers from the beginning, working to "coax" their memories to a more favorable view of the Republic and its dark underbelly. In the end, they had their perfect soldiers.

Morrow moved through the ranks quickly, never one to make it far from the front lines of combat in his official duties. Once given the opportunity to move back to a position training recruits, he declined and transferred back to his combat unit.
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Jag
Administrator
Member for 3 years


Fine work Jag. Your character is approved for the roleplay.
Orrin, your going to have to get way more detailed with both of those characters before I can approve you.
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Mikey Wheels
Member for 3 years


Wheeee! :D Let me know if there are any errors.

Name: Matsumi N'dyeku (Don't ask.)

Gender: Female

Age: 20

Height: 5 Feet, 6 Inches

Weight: 170 lbs.

Affiliation: Kyn'tul Union Citizen

Powers(if any): N/A

Abilities: She is quite skilled in acrobatics and anything involving climbing or being flexible.

Weapons: Matsumi usually carries a simple ivory staff decorated by various strings of beads and trinkets. At most times it remains behind her and attached to a holster that wraps diagonally across her torso, but when the time comes she will use it as a deadly weapon.

Special Items: A gold necklace with multiple multicolored pendants, each representing a different planet. When in a dark environment, each one will glow.

Personality: Matsumi is typically quiet and reserved, though anything but shy or submissive. She has a strong sense of honor and self-worth, and won't hesitate to speak out against anything she disagrees with. She does have her naive streaks, and that being accompanied by her innate ability to be terribly headstrong often puts her in uncomfortable situations.

Appearance: Matsumi's skin, of course, was already dark due to her lineage, though has since been graced with a richer chocolaty complexion due to her time spent in the sun for extended periods of time. Simply for the sake of keeping cool, her ever-so-slightly curled dark brown hair, subtly highlighted with a rustic glow, is cut short to about one inch at the back of her skull. Her bangs cover most of her forehead and eyebrows. Her eyes are a surprisingly tropical shade of amber, piercingly bright and flecked with gold. The female is well-built when it comes to her bodily structure, with an elegant neckline accentuated by toned shoulders and arms. Her waistline is slightly slender, though the widening of her hips emphasized her figure to have more of a well-endowed hourglass shape. Legs are long and proportionately muscled to match the rest of her body, each movement of her limbs played up by the soft rattling of wooden jewelry and beads. Clothing was simple: a slightly baggy blue halter-like top held to her chest by a ring around her neck and a long white loincloth. Of course, Matsumi is decent enough to sport tight indigo leggings that reach her knees, gold tribal designs stitched into the material. Feet are typically bare, though when it is necessary the woman will wear sandals.

Race: Kyn'tul, Human?

Bio: Matsumi's family originated from a certain tribe in the Kyn'tul area that lived very near the forests, where hunting was one of the main means of gathering food. The fertile soil made it easy to farm, but eventually the entire tribe migrated to Gamesh. Matsumi, in particular, would rather live in the valleys where it seems her people have a better connection with nature, though has no choice but to live in the capital city. She comes from a large family made up of her two parents, one living grandparent, two brothers, and three sisters, her being the oldest daughter of the four. Of course, her family has the younger members to worry about, so Matsumi wanders off often (mostly for days at a time), though rarely strays too far from the capital. However, she does fantasize about one day leaving Gamesh and exploring the rest of the world on her own.
There's a hole in the world like a great black pit
And it's filled with people who are filled with shit
And the vermin of the world inhabit it.
But not for long...
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River-Koi
Member for 3 years


You're approved, River-Koi! I applaud your character.

Orrin55, I hate to say it, but I'm going to have to deny you entry into the RP, due to the caliber of your writing. No hard feelings, mate.


And here is my main Danis-Turuk character.

Name: Drex Karnigan
Gender: male
Age: 19
Height: 6'2”
Weight: 178 lbs
Affiliation: Neutral, but can be influenced

Powers: Drex is a bipedal powerhouse. Raw, unfiltered energy constantly courses through his body and requires his careful regulation at all times. His power can be used as a destructive weapon, yet he has difficultly controlling the untamed energy when he releases it from his body. During combat he chooses to flow mass energy through objects so that he can use them to fight with or to simply course energy through the tips of his knuckles for dangerous hand to hand combat.

Weapons: The scarf that Drex wears is made of a strong, dense fabric that can survive being engrossed in Drex's energy. Thus he flows energy through his scarf and can move it to his will to cut, whip, or bind during combat.

Abilities: Drex's power is so strong and volatile that he can deliberately (and sometimes accidentally) release such large amounts of power out of his body at once that he is torn asunder molecule by molecule and transported to a different universal location instantly, but randomly. During this energy release the time continuum is also damaged, leaving the date and time of his transportation up in the air as well. Drex cannot control where or when he goes when these releases occur, and only uses this technique when in a tight situation or when he wants to wander from his current environment. Since he travels often he finds many exotic herbs. In his time traveling the universe he has learned to roll an awesome cigarette.

Personality: Drex is a bit of a klutz, and commonly stumbles over his own feet. He has not been raised well to interact with females, as he did not have any of his own race when he was growing up on Otranis. Drex is a kind soul, wanting to help people the best he can, when he can. He is also very much obsessed with finding out who he is and where he came from, and keeps a journal in his knapsack. Being educated by a great draconian scientist, he is very knowledgeable in physics and mathematics, and usually applies that to solve his practical problems. Philosophy interests Drex, but he finds it difficult to wrap his mind around.

Special Items: Journal, pen, and rolling papers.

Appearance: Drex has fairly tanned skin, the kind found on people who travel frequently. His hair is of a deep cobalt color and short cut to his eyebrows and constantly matted. His eyes tend to stay a light blue color, and both of his entire eyes glow when he begins releasing energy. Drex has several tattoos on his arms, back, and face which constantly glow a faint light blue. These tattoos also shine intensely when he begins to release energy.
Race: Danis-Turuk. He appears Caucasian, of a sort. Other than obvious skin color, no ethnicity can be derived from his appearance.
Dress: Drex garbs himself in a thick, tall-necked zip-up shirt with longer than usual sleeves, so that only his fingertips show. On each sleeve there are four cloth cuffs made from the same material as his scarf, used for generating energy shields that can protect him in combat. The sleeves of the shirt are white, while the cuffs are that of a cobalt color. The body of the shirt is black, while the raised neck piece is cobalt like the cuffs. Worn, faded jeans clothe his lower body and also have cobalt cuffs buttoned to the ankle of the pants. Goggles don Drex's head- an important protection when dealing with his volatile energy outbreaks.
Bio: Drex Karnigan doesn't remember very much of his family or childhood at all, due to the fact that he experienced his first quantum shift during a temper tantrum when he was seven, jutting him to a different area of the universe as a mere child. He found himself on the planet Otranis- a planet inhabited by bipedal intelligent dragons. Drex was a hot issue on Otranis the years he was there. The dragons didn't know what to do with him. The final verdict was that the boy was to be raised by the dragon Archmagi Jar'tul and his assistants in the Academy of Magic and Science of Otranis. Drex lived happily under the care of Jar'tul, who taught him to harness and control his power. The magi became a father figure to Drex. Yet just after Drex celebrated his 16th birthday, a test went awry involving the power capacity of Drex's body and his power output, and threw him into another quantum shift, effectively removing him from the dragon planet of Otranis. For the next three years Drex has been wandering from an arbitrary point in the universe to the next, helping people and using his powers for good whenever he can. His ultimate goal is to find out about himself- what world is he from, who his family was, and what his condition is that allows him to naturally produce massive amounts of raw energy.
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Mikey Wheels
Member for 3 years


Drex seems like a strong character. I have another character in mind that I will potentially post today. I'm working to bring a friend of mine into the game and, if she joins, our characters will be linked together. Thanks for throwing this game up, I'm glad to be a part of something with some real potential. Let me know if you need any help with running things or just any work behind the scenes, I have plenty of GM experience.
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Jag
Administrator
Member for 3 years


Thanks, Jag.
And I may actually need some help running all the different factions in the RP. I have special plans for the Oteaga Corporation, but as for the two nations I actually do not have any solid details (like political leaders and officers) worked out. If you want to help run the Higher-ups in the Republic, since your character originates from there, you very well may.

Also, I drew a little doodle of Drex Karnigan, just to give you an idea of what he looks like if the description doesn't tickle you.
And try not to laugh, will ya?

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Mikey Wheels
Member for 3 years


I can run my character as well as a slew of NPCs related to the Republic. Some of them will be just to help the Republic story along while others will play a larger role in interacting with other characters to help move the game along.

Three strong characters so far, all from different factions. We are going to need quite a few more players before we are ready to start this game. I'll see if I can't drudge up some interest.
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Jag
Administrator
Member for 3 years


Well, I'm here if y'all still need help with things.
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River-Koi
Member for 3 years


By all means, do whatever you can to help out the NPC control of the nations. I'll put up a Roleplayers wanted thread and see if I can't pique some interest around here.
For now, another character.

Name:OCA22 (Oteaga Corporation Android Twenty-Two)
Gender: Female
Age: Forty seven years since initial construction
Height:5' 10"
Weight: 181 lbs (due to density of components)
Affiliation:Oteaga Corporation
Powers(if any):OCA22 has the ability to generate and store electricity in her hands, giving her opponents a stunning electric charge when she strikes them, making her very dangerous in hand-to-hand combat. Being an android, she has several components that aid her prowess in the field. Her fingers on her right hand serve to open up to reveal a set of automated lockpicks that can open a wide range of devices. She is also constantly networked to the Oteaga Corporation's database, so she always has a vast pool of information to access anytime she needs to.
Abilities: OCA22 is an excellent marksman- her hands do not shake, her eyes are far more advanced than any human's, and her internal computer works to adjust for all conditions- air density, wind speed, target speed, and bullet weight. She is also trained to be excellent in hand to hand and swordplay, utilizing her electricity to stun her opponents before she can kill them with a fatal strike.
OCA22 is also designed for stealth. Her shoes make no sound at all on whatever surface she treads upon, and when she stands in the shadows, she tends to blend in so well that most people's eyes pass clear over her. Sneaking into a facility undetected in order to asassinate someone is a standard job.
Weapons:OCA22 has two weapons. The first is a modified .50 calibur six shot revolver with a long silencer attachment and a heavy long-range scope attachment. She uses this superpowered pistol to kill targets from miles away.
The second weapon is a simple katana made of black steel, used in close quarters combat with powerful targets when hand-to-hand is unreasonable.
Special Items:A pack of cigarillos she keeps on her person at all times
Personality:OCA22's face has all of the synthetic muscles required to perform facial expressions, but she never displays any expression besides a flat poker face, even when damaged in battle. She is all business, not hesitiating to pull her gun on a recent ally if it suddenly becomes inefficient to keep them around. The only thing her mind processes is going from A to B with the most efficeint method.
Strategy is important for her, and she always plays by the rules. OCA22 is a brillaint chess player.
Appearance: OCA22 always wears a gray business suit complete with matching pleated pants and a black necktie. She wears white gloves over he hands at all times, and tightens them on her hands for a system idle process. She wears small, circular sunglasses that rest lightly on her nose when she is outside. Her presentation is always immacuate- there will not be a speck of dust or dirt on her person or suit if she can help it, and takes careful consideration into her appearence.
Race:Caucasian Android
Bio: OCA22 does not remember her conception. It never occured to her that it was important. Since the day she was born she has been killing for the Oteaga Corporation, working as the right hand for Oteaga himself. Anyone who has known her outside of the Corporation has not lived to tell anyone else about her existence.
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Mikey Wheels
Member for 3 years


Hmm. I was going to use almost this exact same character in my RP. Now I have to decide if it would be better here or there.

Character Template

Name: Captain Dervish Edwards Drake (Goes by Drake usually)
Gender: Male
Age: 19
Height: 6'
Weight: 190 lbs
Affiliation: Independent
Powers(if any): His speed, strength, agility, endurance, etc... are all minorly enhanced, not like a superhero, but more like a legendary hero. For example, he'd be more like Jason of the Argonauts than Spiderman. He also has the ability to manipulate probability. This means that luck is generally in his favor. He can also turn off this good luck, so that luck plays no factor in his affairs, and store up that good luck to be used at a later time. This power isn't to the extent of characters usually seen with it, and so he rarely actively uses it, and when he does its usually to determine a coin toss or something in his favor.
Abilities: Skilled swordsman and pilot, good at traversing urban areas, and to a lesser extent, wild areas, with parcour.
Weapons: His rapier, and a large machette like blade for close range purposes, as well as numerous concealed blades. He carries a large revolver, for range, and numerous explosives.
Special Items: His airship, the Gale Rider. A golden cigarette case engraved with a spade, which holds his cigarettes, a beautiful rose quartz flask that holds his liquor, and a simple golden band ring that adorns his right ring finger. The rest of his jewelry and the like is mostly just for looks, and holds no importance to him.
Personality: Drake is an easy going fellow, out to enjoy life, and he takes advantage of most situations so that he does just that. Beyond his care free and adventurous exterior though is a good man, one who can't pretend bad things don't happen and go on with his life, but has to right those wrongs wherever he finds them. While his morals are very flexible and may not be even remotely similar to most peoples, they are also very strong, and he knows the difference between right and wrong. He is extremely loyal to those who earn it, and will always treat strangers with kindness and respect until they prove that they do not deserve such courtesy.
Appearance:
Pirate Captain Finery: Drake wears the raiment of a pirate captain, worn through extended use, but still illustrious; a long sweeping bottle blue greatcoat, worn and faded in places, but very regal looking, unbuttoned over a black silk button up shirt, buttoned up about 3/4's of the way, and a pair of black many pocketed pants, which tuck into midnight blue, leather, pirate boots. Around his waist he wears a wide cobalt blue sash covering the thick black leather belt that his rapier hangs off of on the left, his revolver on the right, the machette and several explosives on the back. He also wears a large tricorn hat that matches his coat, usually tipped forwards at a rakish angle.
Physical: Drake himself is a fairly tall, lean fellow, muscled enough, but in a lean and wiry manner, with brilliant blue eyes, and black hair. He grows the hair short, and messy, in a bit of a fauxhawk. As for the facial hair, he grows a short trim beard, barely more than stubble. His skin is tanned to a darker shade than most of his race, and he is quite handsome in his own rakish manner.
Regalia: He has several tattoos swirling around his body, his hands are adorned with rings, as are his ears and eyebrows, and chains hang from his neck in silver and gold.
Race: Human (Talnuk)
Bio: Not that he'd ever tell you, but Drake was the son of servants, working for the rich and beautiful nobles in central city. He lead a fairly ordinary life until his parents were both killed in some noble intrigue. Their deaths were pointless, and could have been easily averted, yet the nobles saw little enough value in their lives, and left a 7 year old Drake orphaned. After this he lived on the streets a while, before joining a pirate crew at the age of 9, becoming the first mate by 17, and upon the death of the captain and most of the crew, he became captain of his own ship, not that he had one, as their vessel was destroyed in the same battle that took the lives of his captain and friends. The ship crashed down in the forests of Kyn'tul, and he and the surviving crew stayed with a kind little village for a year while repairing the ship. With a mostly fresh crew made of Kyn'tul's who he befriended over the last year in their land, and a few veteran's from the old crew, Drake is once again taking off to search for adventure, help those in need, and avoid the war.
User avatar
Gabriel_Whist
Member for 4 years


Your accepted with Drake, Gabriel! Good work on that.
And Drex actually isn't original to this RP either. The whole concept for the Oteaga Corp and the Danis-Turuk comes from a different, smaller RP board. I decided to create a new world for it and move it all over to a larger website.
What I'm saying is, why not use your character for both RPs? *shrug*
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Mikey Wheels
Member for 3 years


Gabriel_Whist wrote:Hmm. I was going to use almost this exact same character in my RP. Now I have to decide if it would be better here or there.
Powers(if any): His speed, strength, agility, endurance, etc... are all minorly enhanced, not like a superhero, but more like a legendary hero. For example, he'd be more like Jason of the Argonauts than Spiderman. He also has the ability to manipulate probability. This means that luck is generally in his favor. He can also turn off this good luck, so that luck plays no factor in his affairs, and store up that good luck to be used at a later time. This power isn't to the extent of characters usually seen with it, and so he rarely actively uses it, and when he does its usually to determine a coin toss or something in his favor.


Mikey, I've got a couple of questions on this character if you don't mind me raising them. So far, anyone with powers has been able to explain them based on something in their character's history. For example, Drake boasts pretty much the same abilities as Aiden -- enhanced speed, stength, agility and endurance. Also, the idea of being able to turn "luck" on and off is something of a metagame concept. I'm just wondering how these traits are justified for the character.
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Jag
Administrator
Member for 3 years


Don't worry mate, I'm no godmodder. Though I wish you would have asked any questions you had about my character to me, instead of whining to the GM when you had a problem with him. It didn't say anywhere that powers had to be explained or have scientific backgrounds, Drake's abilities are natural to him, and aren't massive boosts, they're just minor enhancements, more on par with a character like Batman than Spiderman, hell, probably even less than that, probably more similar to Green Arrow. Yours seem to be on par with Captain America's, so you should have nothing to worry about. As for the probability manipulation, its minor, like stated, so it can't be used to say, "SO I throwzz mah dagger, and I sooo lucky, it bounces of moon and goez up yur buttt LOL!" Its mostly just to add to his rakish pirateyness, like cheating at gambling to make fat bank, or to win a coin toss and get his way. About the most use it can be in battle is to make the opponents gun jam, so he doesn't get shot in the head, and can hopefully escape, or to make sure that if he does get shot or stabbed the wounds aren't fatal, which they wouldn't be in any case since this is an RP so people can't kill other players anyways.
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Gabriel_Whist
Member for 4 years


My intentions were never to offend you by invoking Mikey's name in the post. As a general rule, I find it's best to defer to the GM in all situations, which is why I directed the message to him. I've found that otherwise you risk making the GM feel that you are encroaching on their territory and lots of problems can ensue within the scope of the RP and the dynamic between the writers.

I don't have a problem with your character and I never really had any issues from the start, I just felt like it would be interesting to have an explanation. In terms of Aiden's abilities, the fact that they stem from psychokinetic implants and lots of psychiatric...meddling, to put it lightly, gives him a deep background that opens up some potential flaws and weaknesses in him as a character.

I'm glad that you joined the came and I do think that your character has a lot to add to this RP. I just like detail and what you're seeing is the GM in me rising in a thread where it shouldn't. Again, I wasn't "whining" to anyone and I never meant to offend you with the post.
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Jag
Administrator
Member for 3 years


There is an explanation, they are naturally born abilities. Having a story about how you gained your powers isn't any more interesting than just being born with them, unless they tie into your story. For example, I could say that he is host to an alien symbiote that grants him enhanced physical capabilities in return for him letting it live on his back, but thats no more interesting than having no story, unless it is a part of my history, and ties in.
User avatar
Gabriel_Whist
Member for 4 years


Again, I apologize for offending you with my post. It was never my intention to make it seem like an attack on you or your character. As soon as you brought up the fact that he was born with the abilities in your reply, I dropped the issue entirely. That's more than enough of a solid explanation in an RP of this genre, so no further details are needed in terms of an explanation. One more time, I apologize for offending you, I never meant to do anything of the sort.

Also, it does give your character something of an advantage over Aiden in some ways. Since Aiden's abilities were forced on him for lack of a better word, it stands to reason that things could go wrong. The implants could falter from time to time, not to mention the psychological side effects and the intense headaches. So while his abilites may be slightly greater in pure numbers than Drake's, the fact that Drake's abilities are completely natural to him is an inherent advantage.

These sort of details are some of my favorite points in science fiction RP games.
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Jag
Administrator
Member for 3 years


I'm not offended, I'm sorry if it seems like I am. The only thing that miffed me a bit was that you seemed to be whining to the GM instead of coming to me like a man, but w/e, thats fine, I'm not bothered.
User avatar
Gabriel_Whist
Member for 4 years


Mikey, do you have any sort of goal for the number of characters/writers to join the game before we move things IC?
User avatar
Jag
Administrator
Member for 3 years


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