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Star Wars: The Upcoming Darkness

Traits

a part of “Star Wars: The Upcoming Darkness”, a fictional universe by Zetsuna.

Unaware of what the Empire has planned for this war, the republic struggles to keep the rift alliance together and to stand with them. Picked or dragged you will help the republic but what may be the cost?

Characters Settings Story
This conversation is an Out Of Character (OOC) part of the roleplay, “Star Wars: The Upcoming Darkness”.
Discussions pertaining to roleplay on RPG.

Traits

Tips: 0.00 INK Postby Zetsuna on Wed Jun 25, 2014 9:42 pm

You do not have to mark the Zodiac and Blood type down in the traits section those are for the addition traits. These traits are to develop a little more in your personality so be sure to explain and integrate it into your profile.

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[] Capricorn (dec 22 – Jan 19)
Key Traits: Ambitious, conservative, hard-working, scrupulous, overbearing, egotistical, fatalistic, sulky.

[] Aquarius (jan 20 – feb 18)
Key Traits: Inventive, independent, logical, understanding, aloof, unpredictable, eccentric.

[] Pisces (feB 19 – mar 20)
Key Traits: Intuitive, compassionate, emotional, sacrificing, pessimistic, overly chatty, emotionally constrained, impractical.

[] Aries (mar 21 – apr 19)
Key Traits: Eager, courageous, independent, quick to anger, impatient, impulsive, violent.

[] Taurus (apr 20 – may 20)
Key Traits: Stable, practical, thorough, short-tempered, bull-headed, selfish, materialistic.

[] Gemini (may 21 – jun 21)
Key Traits: Versatile, sociable, inquisitive, inventive, absent-minded, conniving, fidgety, short attention span.

[] Cancer (jun 22 – jul 22)
Key Traits: Supportive, sensitive, emotional, selfish, moody, manipulative.

[] Leo (jul 23 – aug 22)
Key Traits: Proud, romantic, charismatic, ambitious, self-assured, idealistic, cruel, conceited, childish.

[] Virgo (aug 23 – sep 22)
Key Traits: Practical, analytical, exacting, diligent, picky, cynical, snobbish, self-centered.

[] Libra (sep 23 – oct 23)
Key Traits: Sociable, tactful, persuasive, peace-loving, fair, indecisive, inconsistent, easily-deterred.

[ƒÕ] Scorpio (oct 24 ¡V nov 21)
Key Traits: Intense, motivated, resourceful, temperamental, intolerant, domineering, distrustful, secretive.

[] Sagittarius (nov 22 – dec 21)
Key Traits: Freedom-loving, straightforward, open-minded, philosophical, ethical, optimistic, enthusiastic, blunt, impatient, hotheaded, self-indulgent.

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Type A
Key Traits: Conservative, reserved, patient, conformist, punctual, introverted, obsessive, stubborn, self-conscious, uptight.

Type B
Key Traits: Creative, passionate, optimistic, flexible, forgetful, irresponsible, individualistic.

Type AB
Key Traits: Cool, controlled, rational, outgoing, popular, emphatic, aloof, critical, unforgiving, indecisive.

Type O
Key Traits: Ambitious, robust, self-confident, vain, insensitive, ruthless, arrogant.

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These traits are what go into “Traits” section of your profile... The traits that are listed here are to better shape your own character yet also add more events to the game itself that could affect how the game goes in general. Note to get these traits you must talk to me ahead of through the IM or PM, some traits once you talk to me I will immediately allow yet you won't get the event unless I as a gm make it happen. This also may fall when it comes to your posting... If you want something to happen that has to do with one of your traits.. You must PM me to see if the event is doing able at that time.. There will be times I will reject... In addtion to RP events... traits may also fall under character creation of history... If a trait conflicts with history you will need to PM what trait you want and then I will see if your character will match anything to get the trait.. There will be some in which I wont allow – KNOW there will also be some in which I will control entirely telling you that in this history such and such was how something happened. My control is also so we do not have many conflicting backgrounds.

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Ancient History
Effect: The character has a deep, abiding connection to an ancient civilization or vanished race. In many cases, such a heritage will not be obvious until later in the game; only when the party discovers fragments of said civilization will her knowledge and powers fully manifest themselves. While such ties will be useful to the party, they will also draw the attention of opponents scheming to use them for their own ends.

Family Ties
Effect: The character has a claim to greatness or notoriety through ancestors, parents, children, siblings, or extended relatives whose names and deeds are widely known.

Nobility
Effect: Noble blood runs through the character’s veins, placing them a few notches above the average adventurer. Characters with this kind of background may not always have kingdoms and other holdings to call their own; in some cases, they may be illegitimate heirs or outcasts from their own domain.

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Allegiance
Effect: The character belongs to a group or organization that may be capable of helping her out during the course of her travels – a mercenary group, a band of thieves, loyal vassals of a king or kingdom. If you want to align a clan, you'll have to speak to me first. Upon approval it will have to be very well explained.

Ally
Effect: The character has an ally – a partner, a mentor, a loyal servant, or simply a good friend – they can lean on in times of trouble. Specify who the ally is and what their relationship is based on when choosing this Trait.

Contacts
Effect: The character has been knocking around long enough to pick up friends, acquaintances and contacts almost everywhere in the world; not always in the highest or most exalted of positions, but almost always useful in the right sort of situation.

Divided Loyalties
Effect: Not everyone is as they seem. Though superficially loyal to the party, a character with this Trait is either a double agent or unsure of where her true allegiance lies – a fact the party’s enemies can exploit when push comes to shove. Determine which group or cause the character has an additional allegiance to when taking Divided Loyalties.

Fame
Effect: No matter where you go, it seems like everybody knows who you are – and what you’ve done. While the baying throngs awaiting you at each and every town may be good for the ego, the wellwishers aren’t the only ones taking an interest.

Hunted
Effect: Somebody is after the character. Perhaps it’s a crime lord looking to collect on a debt, or an evil sorcerer on the search for suitable a sacrifice; regardless of the reasons, the character will spend an inordinate amount of time dodging a seemingly endless stream of thugs, henchmen, and troublemakers. Player and GM should decide why the character is wanted in the first place, and whether the terms specify ‘dead’ or ‘alive’.

Higher Calling
Effect: Hard as it may be to believe, saving the world from evil isn’t everybody’s top priority. A character with Higher Calling has pledged his loyalty first and foremost to a religion, organization, or other cause like pacifism; specify which when choosing this Trait.

Mistaken Identity
Effect: For some reason, the character has been mistaken for someone else – a famous opera singer, a notorious criminal, somebody’s dead brother – and is now profiting from the ensuing confusion.

Nemesis
Effect: Overzealous stalkers, hard-headed military men with a grudge, purple octopi with attitude – whatever their identity, the character’s Nemesis just keeps popping up to cause trouble. Decide who the nemesis is – and why they are after the character – when choosing this Trait.

Notoriety
Effect: The character has an out-and-out bad reputation – as a murderer, as a traitor, as a criminal of the highest caliber Whether justified or just the result of hearsay, this Notoriety makes his life that much more interesting.

Obligation
Effect: The character has to split her world-saving activities with another obligation – a sickly sister, the security of a small village, personal favors owed to a monarch. Decide the nature of the character’s obligation when choosing this Trait. This could go away depending on character/story progression. If you reach a point to where your character just wont move for whatever reason then tell yourself its time to make a new character...

Outcast
Effect: The character has managed to make himself highly unwelcome somewhere – to such an extent that he is banned outright from entering, or would risk life and limb in doing so. Decide where and why the character has earned this dubious distinction when choosing this Trait.

Stigma
Effect: The character belongs to a group that faces active discrimination in society at large. Whether for racial, religious, or class reasons, the reality is that there’s plenty of people willing to make the character’s life unpleasant.

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Amnesia
Effect: Through trauma or magic, the character has little – if any – memory of his own past. People and places of his past will go unrecognized, and sometimes he won't even know his own name.

Androgyny
Effect: Regardless of his true sex, the character blurs the gender lines just enough to leave everybody guessing – at times to his own advantage.

Beauty
Effect: While the definition of 'attractive' continues to be hotly debated in pubs the world over, a character with this Advantage taps into some timeless, universal standard of beauty that never quite goes out of fashion.

Bottomless Pockets
Effect: You never realize how valuable a strategically-bent piece of wire is until you’re staring at the inside of a locked prison door. In keeping with this philosophy, the character has an odd or end for every situation.

Charismatic
Effect: Whether it’s through good looks, riveting oratory, or blind animal magnetism – a Charismatic character has the uncanny ability to wrap people around her little finger in no time flat.

Compulsion
Effect: The character has a compulsive need for a certain something, whether a physical substance – herbal tea, coffee, cheap cigarettes – or a particular activity, such as high-stakes gambling or airship racing. As a result, they will be through hell and high water to get their ‘fix’.

Cryptic
Effect: Who is that mysterious masked man? A Cryptic character seems to operate on a different level of reality than the world
around him, knowing things nobody else is privy to.

Eidetic Memory
The character is blessed with an unusually sharp memory, being able to recall almost anything read, seen or heard during the course of their life – even minute details are retained precisely and completely.

Face in the Crowd
Effect: The character has the kind of features that just doesn't stay in the memory; those who see him once will rarely remember him even five minutes later.

Grand Entrance
Effect: Some characters have a knack of arriving at just the right
moment.

Heightened Senses
Effect: The character has enhanced hearing, smell, or sight, allowing her to spot things that would normally not be obvious.

Lone Wolf
Effect: The character is ill at ease around the company of others; her poor ability to judge responses and gruff demeanor tend to cause offense more often than not. Depending on character progression this may go away later.

Malady
Effect: The character has a minor ailment – shooting cramps, sleeping sickness, or generally poor health – that tends to incapacitate them at inopportune moments. This trait may go away later.

Phobia
Effect: The character suffers from a deep-seated, pathological fear of something – heights, insects, fire, darkness, root vegetables, Malboros… Decide the object of fear in question when first choosing this Trait; the character will not willingly expose themselves to it unless circumstances leave them with no other alternative.

Secret Place
Effect: The character knows the location of a place whose whereabouts are not known to most of the world – a hidden treasure cache, a secretive village, an ancient shrine or temple. This place may have significance to the story as a whole, or simply hold important treasure; define what the place is when taking this Trait.

Split Personality
Effect: The character’s personality is fractured, split into a number of distinctive ‘identities’ which fight for control of the character. Determine the number and type of personalities the character has when choosing this Trait.

Straight Arrow
Effect: The character has unusually upstanding moral values and disarming honesty – the kind of man who prides himself on being able to read another’s character off the basis of a handshake.

Traveling Sickness
Effect: Sailboats. Trains. Cars. Airships. Put a character with Traveling Sickness on a moving vehicle, and what happens next is far from pretty.

Vengeance
Effect: The character has sworn revenge on someone – or something – and will not rest until she gets it. Determine what the character has sworn Vengeance against and why when choosing this Trait.

Walking Disaster
Effect: “Walking disaster” is as apt a description of the character’s activities as any; he seems literally incapable of fouling anything up without turning it into a spectacular catastrophe. Your task checks lowers by 5.

Tip jar: the author of this post has received 0.00 INK in return for their work.

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Zetsuna
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