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Inbred Chocobo
08-09-2012, 02:27 PM
So here is an idea for a roleplay that I have been tinkering around with for a while. Every major element of this rp will be generated via a dice roll from a table, nothing will be pre-planned, and this is no genre, story type, or anything else that will be used to limit what can and will happen. In fact, you guys don't even get to decide what your characters are, those will be randomly generated as well. Admittedly, this is not going to be a serious toned rp, I don't think you could randomly generate seriousness well.

So you wish to sign up for this? Then here is what you need to do. You get to contribute to the Grand Master Table for this rp, which will be used to generate things that happen in this rp. Feel free to contribute as little or as much as possible, its more the more you come up with, the merrier.

So what tables do we have for this stuff?

World Settings This is what the world is, general grand descriptors. For the world we will play in, this will actually be rolled three times and all results will be fused together into a horrible mess. So feel free to make this as crazy or as simple as possible.
Plot Hooks Describe events that sound like they would cascade into awesome adventures. Maybe the statue the group has encountered is actually a demon that offers the group power for freedom, or one of the member's aunt and uncle have sent them summons to live with them in the mysterious town of "Bel Air"
Locations Think of awesome and unique places here. This could be something grand like massive deserts or something super local like Jerry's Bait Shop.
Powers and Abilities This is where the abilities of PCs, NPCs, returning enemies, and anything and everything that has a power will be rolled from, so feel free to make as many as you like. Whatever the power level ends up being for this area, the powers will be toned down or amped up before being given out, so understand that the power may need to be scaled, though that's more up to me than you.
Items Yes, this can be from the lowly dust broom to a magnificent majestic gun that shoots knife wielding monkeys. Whenever an item is needed, I'll just roll one up off of here. Or I may roll twice and fuse whatever I roll together.
Backgrounds This is a personal background for someone. Every PC will get a fusion of two of these, and sometimes I'll need to use backgrounds to give characters motivation, so make some up here. This can be short and sweet or epic and long. (Maybe not too epic, no more than a couple paragraphs for each one).
Names Yes, even PCs names will be randomly generated, so you better give me some good ones, don't need to roll 5 1's and everyone named Fred now do we?

An example signup for this would be

World Settings
-Post Apocalyptic from Peanuts: Due to over saturation of peanut farms, and humanity breaking out in allergic reactions to peanuts all at once, society has collapsed. After a brief 5 year period known as "The Peanut War" all of humanity lost the allergic reactions just as the gained them, but they never recovered.

-Magical Fairy Land Inc: After the last large economic boom of the previous century, Faires (think Tinkerbell here) Entered the world of business. Thanks to their cheap labor costs and magical ability to produce goods, all businesses are controlled by Fairy Corporations, so there are a lot of... odd rules about goods and such.

Plot Hooks
-Ninja Attack: Ninjas attack the party unprovoked, with one carrying a death warrant for the group, that incriminates the previous person that group met wanted them dead and was secretly a ninja.
-Hot Dog eating Contest: The group gets roped in a Hot Dog Eating Contest, and must figure out a way to beat the reigning champion.

Locations
-The Peanut Farm: A massive skyscraper that seems to reach into the heaves, each level designed to grow peanuts in highly advanced technologic chambers, and grows hundreds of acres worth of food all on taking up a block of land.
-Abandoned Shack: A old shack that was home to what appeared to be a drunk, littered with shattered glass from bottles and smells of human excrement.
-Small Generic Town #37: A quiant little town full of old people, with two shops, one for groceries, one for anything and everything, and the main attraction is the bowling alley.

Powers and Abilities
-Epic Guitar Skills: The ability with a guitar is unheard of, able to play music that causes bravery and fear into people, able to wail riffs off that could shatter glass, and make rhythms that shake the earth itself.
-Punch Really Really Hard: Like, so can punch through steel doors and bricks walls hard.
-Mind Reading Powers: Has the ability to read the mind of their foes, whether they want to or not.

Items
-Magic Broom: Start sweeping a floor with this baby and walk away, and it will continue to sweep. Jump on it and kick off the ground, and now you are flying (though not very fast).
-A gun: It shoots bullets.
-Magic Wand of fireballs: Wave this wand, and it shoots fireballs (Proper technique must be used to shoot the fireball correctly and where you want it to go, oh and I think there may be a magic word or something too, I dunno).

Backgrounds
-Raised by Ninjas: Your father and mother were ninjas, and so you were raised in the way of the ninja, or tried to at least, you may have rebelled as a teenager.
-Long lost love: You had an amazing significant other (this will also be rolled randomly) that was lost to you, they may be gone forever (or not) and you are out to find them.

Names
-Jack "Two Fingers"
-Alexander
-Kenshin

If you have any questions, just let me know.


The Character Cast:

Player: Phil_

Name: Dan "The Man" Watley

Race: Werewolf

Description: Stands 5'11 and Keeps surprisingly well dressed, prefering things such as suits and ties rather than jeans and t-shirt style clothing. A man of honor and reason before emotiona responses, he tries to keep a demeanor opposite of what he is, as that is his way of fighting it.

Powers and Abilities:

Werewolf: You have a ton of strength and endurance, and can take punishment. You can shift into a hybrid form, which gives increased strength and better endurance, with the sacrifice of the ability to speak clearly, and you can go full wolf, in which you are a wolf (albeit slightly bigger than normal) and anyone that sees you falls for this. You always have a strong hunger for food, particularly meats, and sometimes anger issues. (thanks to roles in your demeanor however, you are in really good control here.)

Herbologist:The knowledge of creating medicine. Capable of creating simple matters as balms to remove burns, cures to poisons, and full rejuvinators from death. (To Elaborate: Its rather easy for you to find herbs that can heal wounds, burns, and poisons, and you probably carry a small assortment with you already. You have ideas on other herbs, but you are right now trying to find special ones that actually have the properties that you are looking for that can do things more than just treat, special ones that can remove pain itself, clear the mind and make it incredibly sharp, and find one that could even cure death itself.)

Background:

Dan was born a werewolf, and grew up with his pack in the Northern territories, where winter was around 9 months of the year and threatening the other 3. The life made it hard on him, but there he learned how to use the few plants that grew there to great use. Even at a young age this made him curious, and soon after he grew tired of the same day in and day out of hunting and eating, and moved into bigger civilizations. He somehow managed to wiggle his way into schools, were he quickly adopted the high-class ways of acting and dressing, and his skill with herbs and natural medicines sort of made people overlook his past of coming from the northern territories. (However none know he was actually also a werewolf.) Alas, schools and colleges would not hold his interest long, and now he travels looking for ways to improve his herbal craft and learn as much as he can about it.

Player: Overcast

Name: Kathrine Bertram

Race: Cat-Human

Description: Standing a small 5'1', Kathrine is more of a person that is work rather than play. She dresses for efficency, not for looks, keeping to clothing that is loose and comfortable rather than those that show off anything or look good for society. A comfortable pair of boots, a simple cap, and simple work clothing and a jacket over it rather than beautiful dresses that most women wear. Her tomboyish attitude keep getting her in trouble, and people tend to look down on her due to her attitude and disrepect for most people. However she has a big heart, and can't help but want to help those in need. Its just those that don't need that get on her nerves. Her cat-like traits are ears that sit up on her head and a tail, though she tries to stuff the tail in her loose clothing, and wears a cap to hide her ears.

Powers and Abilities:

Vision Seerer: You have lapses in your sleep where dreams reveal the future. You know for a fact that these are real, and time and time again has proved these are true, but you also know they are only true if you do not act, as with any future its simply just one of them.

Jack of all Trades: Whether its piloting a plane or doing some gardening work, you are able to pull off just about anything that you need to do passingly. Though this does make you not the best at doing anything.

Items of Note:

Family Shield: You possess a shield that bears your family crest, however you have never been able to identify anyone else with it. The Shield itself is rather big for you, but that is okay, as the crazy gadgets that sit between the actual shield and your arm seem to take a crazy amount of load off of you when you block, making it relatively easy to use. You are not sure who designed it, however tinkering with it and keeping it working has helped keep you knowledgeable in mechanical work.

This is the shield, some pretty decoration, and the motto written inside the shield.

http://i.imgur.com/NfEtX.png

Small Revolver: Its a little thing, but enough to deter would be robbers and easily weildable in one hand. Annoying to reload one handed though.

Background:

Due to an accident, Kathrine grew up an orphan, and was cursed with becoming cat-like. She has no idea why this has happened, and no one actually knows what has happened to her parents either. They just simply disappeared one day, not even bodies. Growing up in an orphanage, Kathrine got picked on a lot because of her cat-ears and tail. When she got a chance to run away, she took it upon herself and bailed, taking the only thing that really mattered to her, her family shield.

Out on her own for once, something strange started happening. Kathrine started having odd dreams of events, and when she investigated them, she found they always came true. It was always obvious when it was a vision rather than a dream, however when one was an event where someone was going to get run over, she tried to intervene, and actually stopped it from coming true. She realized that these visions were those of the future, and that she had a gift. She tried to do something about them when they were bad, and chasing these visions and looking for evidence of her family have given her a wide variety of skills, allowing her to pull out what she needs when she needs it.

Player: Arcanum

Name: Lance Buckland

Description: Standing an even 6' tall, Lance looks rather lean and athletic. Dashing good looks and a smile that would melt a snowman, Lance is a charmer, a roguish characteristic. His signature dark waistcoat keeps over his clothing, and he tends to wear a bowler hat. His blonde hair and blue eyes make for an obvious contrast, but its clear its done on purpose to get him noticed, and he is the kind of fellow you notice when he enters the room. The only other noteworthy thing about his appearance is the chain from the pocketwatch that hangs off his side, it glitters gold, and is obviously expensive.

Power and Abilities:

Telekinetic Transportation: You have the ability to manipulate yourself and other objects and people with force. This can be lifting, pushing, pulling, so you can accelerate people to faster speeds. You have focused your abilities more on the art of getting around however, and can manipulate locks and open them when you focus without a key, make incredible jumps thanks to just pushing yourself, and slow would-be people chasing you. You can focus your telekinesis powers and open up portals into another realm as well, allowing you to travel far distances, however finding such things takes time or luck.

However where you Telekinetic powers are great at delicate matters, its high-impact stuff that you have troubles with. Don't expect to stop bullets all too well or fling heavy objects, your powers and much better at enhancing things and giving them an extra push to move faster.


Items of Note:

Flemingway's Gun of Focused Heat: An oddity of a weapon he picked up in his younger years, the oversized weapon takes a moment to charge, strange gears whirl on its sides and steam shoots out just about every crack, but afterwards and thin beam of heat fires out, able to melt steel wherever it hits. It takes a moment to charge, and always needs to cool down after firing, but the gun has got him out of a few sticky situations so he has always kept it. On the bottom, in engraved "Flemingway's Gun of Focused Heat Mark VII" which makes him think he stole a prototype of it. Otherwise, he hasn't seen anyone with such a device.

Estelle's Pocketwatch: A beautiful watch that has a clear face so you can see the gears turning. Its master craftmanship, and Lance got it from a heist, well, actually Estelle picked it up, and turned around and gave it to him. Quite a few fond memories of Estelle come to mind when Lance looks at it, but otherwise, its just good for telling the time and looking fancy.


Background:

Born to Rich Parents, Lance used to live the life of luxury, being taught incredible things and having money to do almost anything. Since his parents were so loaded, they hired a retired member of the Neopolitan Order to train him in, otherworldly abilities that the Neopolities are known for. Under the guidance of his master Mint, Lance learned the art of Telekinesis. He never had a natural knack for it, but thanks to years of training, Lance managed to develop quite the ability for it.

In Lance's teen years, Mint had introduced him to his grand-daughter Estelle. Lance was love-struck by the girl, and Estelle in turn liked him back. The thing was, Estelle was quite a troublemaker, and Mint had introduced the two in hopes that Lance's good nature would calm her down, however what happened was the opposite, Estelle's bad nature rubbed off on Lance. The two in their younger years started picking up theft and tresspasing, breaking into locations and taking things just for the thrill of it. To Lance, these were some of his best years.

After 10 years of this, and no slowing down, Lance and Estelle had decided to hit the vault of a local bank. The job went sour, and in a desperate attempt to escape, Estelle had pushed Lance into the local police force and bolted. The police managed to catch Lance thanks to Estelle's betrayal, but after that day, he never heard from her. He saw tears in her eyes as she fled though, and that sight still haunts him, the love of his life betraying him to keep her own freedom. When brought into questioning, it was clear they were going to try to stick Lance with a crazy amount of charges and lock him away for good. He knew he could ask his parents to bail him out, but instead, after spending three days in jail thinking it over, he escaped and went after her.

That was about three years ago. He still has quite a fortune on him, but he has never checked in on his parents since that day, nor has he ever heard from his old master Mint. Instead, he has been using the skills he picked up from Estelle and his own natural talents in trying to find his first love. Once he finds her though, he just isn't sure what he is going to do.

Player: Mauve Mage

Name: Saundra Mondor

Description: Standing slightly taller than normall for women at about 5'9', she tends to dress for impression. Fine gowns, corsets that are difficult to breathe in, Saundra looks quite the part of a lady. The biggest thing though is that underneath her flowing gowns instead of delicacies she keeps much better fitting clothing. This makes her look a little bigger, but the fact that she is skinny as a rail doesn't make any difference. While she loves to impress and isn't exactly a fan of not looking nice, she is always prepared to do it.


Powers and Abilities:

Time Mastery: Saundra is attuned to the flow of time. She can make subtle changes, such as taking a quick peek at past events to see what to do in the present, or get a glimpse of what someone is about to do, so she can be just in the right place or make just the right move. If push comes to shove, she can traverse it harder, but there are issues with that, and it attracts the wrong kind of attention. (The last time you did this, you had to run from a couple of Neopolities, who felt the strain on time and had sent a couple of the Chocolate Warriors after you).

The Game Master: Saundra is incredibly skilled at the game of "Flemingway's Monsters" A card game in which people play monsters against each other. With recent advances in the game, holograms of these monsters appear and fight, so the game has taken off quite well. Homwever, none have been able to beat Saundra's ability, and its gotten drastic enough that certain foes of hers died after the battle, either due to random planes hitting them or collapsing buildings or unrelated heart attacks.

Items of Note:

Flemingway's Wrist Watch of Superiority: This handy little device straps to the wrist, and after what feels like needles sink into the skin and a strange whirl, it displays a health monitor, gets good wifi access, and can do some simple calculations. You use it mostly to read up on the card game, to make sure you are on top of your game. Oh, and the wrist watch is also what is responsible for making the holograms of card monsters appear.

Ladylike knife: A small little knife on hand that can serve to stab people that would offend a lady. Has images of her favorite card on the handle.

Background:

Unlike everyone else in the party, Saundra grew up middle class and bored all the time. Her dad was an accountant, and her mom was a stay-at-home mom, and so she turned to gaming and internet at a young age to distract her. She stumbled across the newest card game that had come out, Flemingway's Monsters, and had loved it ever since. She played it into the wee hours of the morning, and started playing in tournaments with it, getting to a point where she could actually make a decent amount of funds with it.

The weirdest thing though happened when she played in the tournament. When she focused on her foe intently, she could see him make a move before he even did it. When she thought about what move to make, she could see how each one would play out simply before her, rather than actually run the scenario. This allowed her to easily beat the competition. However afterwards, she started wondering if such effects would occur if she focused elsewhere. So she started to, and realized she could peer into what looked like past and future events just before or just after they had occured. Test after test proved that she could do it flawlessly, and almost without effort.

One day, she decided to see if she could simply go back in time, and so focused like she always did, and when a previous scene appeared, instead of watching, she tried to force herself through. It took a great deal more effort, but she found that she had managed to go back in time. Later that day, a Neopolite dressed in all white came and spoke with her, and bluntly confronted her about her time travelling abilities. Saundra was put off by the attitude of the Neopolite that had approached her, and had refused to either join them or at least take heed in time travel.

Next time she tried it, she had managed to change an event from happening. She had played in a rather difficult tournament, and had realized she had constructed her deck wrong. So she went back in time, and warned herself of the cards and what she was going to face. Except when she got back, the second she encountered her previous self the two simply merged and she was herself again, except she remembered going back in time. It appeared the universe didn't like doubles, and if it saw one, it would simply make them one. However with her knowledge she then went on to play the same tournament and win it. However her time was cut short when a couple of Neopolites dressed in rich chocolate colors visited her, this time with weapons drawn. Things... didn't go well, and now Saundra is out on the run, with no home anymore to go back to thanks to what those knights did. The thing that she never realized though? Once she had finished that tournament, the whole competition had the building collapse after she left.

Player: Aldurin

Name: Allyson Flemingway

Description: Standing a monstorous 6'5', Allyson had the classic manly mechanic build. Overalls, a simple cap, a toolbelt full of crazy tools, and backpack that seems to have spinning gears and steam that jets out every so often that has powered drills and items sitting ready to be pulled off, special gloves with strange wires, goggles to protect her vision, Allyson is very much a mechanic. In fact, she has not a single trace of her outfit gives her away as a girl, and most people take her for a man thanks to her height and dress, and she tends to not go out of her way to remove the sense of disbelief.

Powers and Abilities:

Rich: Loaded with money, you tend to be able to buy anything and everything.

Mechanic: You are apt with mechanics and have a knack for fixing machinary and such. Things from guns to vehicles and anything in between you help work on.

Background:

Allyson wasn't always known as a Flemingway, originally she grew up in a small rural town as an unknown person. The only thing that was ever odd about her was that when one of the few Neopolities that wander from town to town came by, and allyson broke out ill to her very presense. The Neopolitan noticed the odd reaction, and explained that while some people grow attuned to the way of the Neopolitan, there are a few that are the exact opposite, that are sickened by the way. Its extremely rare, but Allyson should attempt to stay away from locations that such agents frequent.

Growing up knowing that had caused Allyson to dedicate her life to technology and machinery, becoming incredibly skillful. So skillful, that some of her devices caught the attention of a rather rich mechanic, someone known as Flemingway. The man that had approached her, simply introduced himself as Mr. Flemingway. He explained that the company, and his family, are never truly blood related. Instead, the Flemingway name is passed down from generation to generation based on skill, and that Allyson's skill had impressed him so much that he wished to offer a position in their family to help with inventions. Allyson agreed, and leaving the small town and a tearful goodbye from her family, Allyson became a Flemingway.

Now, under the Flemingway name, Allyson travels to learn more about the world, for inspiration for her craft. Despite her excellent skill, Mr. Flemingway believes she needs more real world experience before truly taking on a lot of responsibility, but that is okay with Allyson, since this means she is given a load of cash and a free reign to do what she wants.

Menarker
08-09-2012, 06:13 PM
This sounds partially like an idea I was entertaining for a future RP based on the 90s comic, Resurrection Man, where the titular character revives every time he is killed and gets a random additional power (which is swapped out each time he dies, so he never has more than the two powers). Said additional random power range from suck-tacular like your skeleton being visible without anyone needing x-ray vision to outright awesome such as control of the elements.

Flarecobra
08-09-2012, 06:54 PM
You know, the hot-dog eating contest idea sounds perfect for an NPF Avvy rp.

phil_
08-09-2012, 07:52 PM
I think I can do an RP where I don't have to worry about crafting a character and his extended family for three generations back all in at least enough detail that I could write a series of young adult novels about any of them, only to have it all rejected for not fitting the setting because someone's grandma has an allergy to walnuts which were wiped out centuries ago by an arcane plague. In fact, to show you how in I am, here's one entry for every table. They are all ice cream.

World Settings
-Ice Cream Rules Everything Around Me: Frozen treats are the greatest power in the land. One who controls the ice cream controls his destiny. Those without ice cream are on the edge of society, unfit even to mention in polite conversation. Day-to-day, ice cream is both the commodity and currency of choice for everyone, everywhere.

-Humans, Saints, and Devils: The worlds of the divine, profane, and humanity overlap and co-exist for a very simple reason: they are all populated by what is or once were humans. By extreme hatred, selfishness, and cruelty a human being can become a devil, with the strength to sin even harder than they could as a mortal. By self-discipline, tranquility, and the control of desires, one can overcome the physical needs that cause desires, transcending humanity to become an immortal Saint of something or other. Devils must remain cruel, spiteful, and selfish to remain devils, and, likewise, saints must remain aloof, tranquil, and detached to remain saints. Losing one's divine or profane status means a return to humanity in a few cases or, more likely, disappearing from the world entirely. Devils make life hard for humans. Saints... saints can't help much, given the spiritual requirements for becoming and remaining a saint. Saints do have some levity, however, in protecting whatever they are the saint of from defilement, though humans are just as likely as demons to be the target of their wrath. It's not total war between the three groups, as everyone keeps an admirable check on their general disdain for the others in the name of co-existence.

Actually being a good person is the path to neither sainthood nor demonic powers, much like in real life.

-It's Raining MMO Slime Monsters: The world is host to an extra form of precipitation: monsters. Occasionally the clouds will gather and tiny, bouncy monsters will plop into the ditches and lawns of the populace. Individually, they're not much of a threat (and they're pretty cute). However, if enough gather in the same place, they will fuse into something more dangerous. And if these greater monsters gather... it's Godzilla time but without the camp.

So, we've all got to do our part and go squash'em before they become a problem. This is just another aspect of day-to-day life, like garbage day and raking leaves. Luckily, squashing even the greatest of monsters results in a quickly evaporating goo instead of a corpse.

-The World is Clutched in a Cotton Fist: One madman rules everything. This man–dramatic pause–is a sock puppet. No one has ever seen the man behind the hand inside the sock, and those who claim to disappear more quickly than those who claim the Great Sock Overlord smells like old laundry. Sock puppet soldiers roam the streets, enforcing the Great One's will. His reign has lasted as long as anyone can remember, and seems like it will never end. His motivations are unknown, his origins a mystery. Maybe he just likes making people miserable.

-High Score: Everyone has a score. If you look at other people, you can see their score. Points are earned for doing stuff, with more points for cool stuff. If you earn enough points, you get a prize at the end of the yearly High Score Festival, a week long celebration in the middle of summer with fireworks, music, games, and people doing risky things to get those last few points before everyone's score is reset for the year. The prize is usually something pretty cool, but not, like, a car or a trip overseas.

The rest of the year, score is just something to compare with your friends and isn't that big a deal, though some people look down on those with a low score. Those guys are jerks, though.

Plot Hooks
-Dropped ice cream: A young person has dropped his or her ice cream. CAN WE MAKE IT RIGHT?!
-Through the looking glass, down the rabbit hole, and flung through a portal in time: Wherever we are, isn't where we're from. How do we get home and why is everything stupid?
-Angel Assault: Humanity has to go, and the angels of the apocalypse/Telethia are here to make it happen. BUT SCREW THAT!
-The Year Without a Satan: Satan has gone missing, and now we must go on a musical adventure to find out where he went or, in case of the worst, crown a new Prince of Hell.
-Escort Mission: There's a thing or a someone at Point A, and it/they need to be at Point B. Problems arise.
-Everything is Adorable: The world has become soft and cuddly, at least in appearance. Do we even bother fixing this? I like it this way, personally.
-Stolen Crown: A threatening letter is threateningly threatening to steal the king's crown, symbol of his divine right to rule! If it were to fall into the wrong hands, we might end up with a constitutional monarchy or worse! A socialist democracy! For some reason, the king has chosen our group of mecha catgirl wizards to protect it and catch the thief. We may or may not actually be mecha catgirl wizards.
-We Need Money: The most basic plot hook; food costs money, and we ain't got none. But, there are rumors of a big job/a dungeon full of treasure/gold slimes in the sewer/etc.
-Weekend Group Unity Training Camp: We just can't get along and work together! Without the power of teamwork, how will we ever defeat the very concept of evil itself/win the local cookoff? Luckily, there's someone ready to forge our bonds of unity with trust falls, rope courses, and dubious combat drills maybe?

Locations
-Ice Cream Buffet: All you can eat ice cream for $6.95. All the people who would be drawn to such a deal.
-Mystery Shack! Come see the "Real-Life" Hole to Hell!: A shady establishment just off the highway. There's a rope around a hole big enough to chuck a car down. A slight smell of sulfur and burning something waft through the air. Five bucks to throw something down the hole.
-Super-Prestigious Private High School: It has gardens and stuff. Only the children of the elite attend, plus whatever loser snagged the protagonist ball. Uniforms and conspiracies are a given.
-Island of Four Seasons: By some trick of the winds, ocean currents, geography, and probably mostly magic, this island constantly experiences all four seasons, with winter in the north, summer in the south, autumn in the east, and spring in the west. The inhabitants are pretty used to it and manage to be mostly self-sufficient, but tourism is a big part of the economy, since it's the only place in the world where a week's vacation can contain the charms of an entire year.
-Steam-punk Ninja Castle: A brass pagoda in the middle of no where, filled with secret passages, steam, traps, gears, and ninjas. Tea is served at three; one cup is deadly poison. Getting poisoned builds character, after all.
-Giant's Ruins: Stone ruins of unknown age, obviously built and inhabited by something much larger than humans in the distant past. There's totally treasure. Maybe ghosts.
-An Unspecified Bar: A bar is many things. It can be a place to look for leads, the scene of a fight, a dark blanket around the stooped shoulders of a drunk, or somewhere to catch up with friends. It can be all those at once, even, as long as the fight isn't too big.
-Corn Maze: A maze formed from dried up corn stalks. It's vaguely unsettling and smelly in the day, and can be straight horrifying at night. This particular corn maze is really, really big, and there are probably monsters in it. Corn monsters. You never know what to expect in the corn maze.
-Robot Factory: The factory that makes the robots. Lots of stuff moving around and sparks and blinking monitors. May or may not be a super secret facility, depending on the rarity of robots.
-The Beach: Not to be confused with the ocean, the beach is full of sand, food stalls, and tourists. Expect goofiness and/or teamwork training.
-The Ocean: An endless expanse of water, where days slide by like you're just a speck on a big, wet ball hurtling through space or something. It's rumored that there's not a drop to drink out there. Here be monsters, big ones.

Powers and Abilities
-Supertaster: Experiences the sense of taste with far greater intensity than average. Useful for a career as an ice cream taste-tester.
-Speak with spirits: SPIRITS ARE ALWAYS WITH YOU! And they've seen some stuff, I'll bet.
-Inner Weapon: Your soul is a weapon and you can manifest it with your will. It can only be used by you and responds to your desires. Your psychoanalyst would probably have something to say about the shape your weaponized soul takes.
-THE FUTURE IS OURS TO DECIDE!: You sometimes have visions of what might happen. These visions will come to pass if you do nothing to stop them or if you are prevented from stopping them. It's usually something important.
-Swap: You can instantly swap two things. Limiters to be determined by IC at the powerlevels step or me if he'd rather I do it.
-Powerful Hands: One of your hands has a special power or something, taken from the following list as the dice gods decide.
Bear Hand: One hand is a bear's hand. The corresponding arm is strong like bear.
Cursed Hand: One hand is super strong and sometimes does magic bullcrap you have no idea how to do. It is also a spiteful jerk who hates you and is only juuust helpful enough to not let you get killed. It looks funny.
Fire Hand: One hand is fire.
Hive Hand: One hand is full of swarm animals.
Invisible Hand: One hand is invisible.
Robot Hand: One hand is a robot. It has gadgets and maybe can go run around for a bit on its own.
Scissor Hand: You saw the movie, right?
Skeleton Hand: One hand is skeletal and has necromantic powers.
Slime Hand: One hand is made of slime-monster. It produces slime and can change shape.
Snake Hand: One hand is a snake. It might be venomous, watch out!

Items
-Ice Cream: ice cream.
-Hammer of Justice: Wielded by one of pure heart (or not; one could say "justice" is a pretty word for "revenge"), this hammer can change in size and weight as the owner pleases. The head is clear, with large, colorful globes swimming through the interior.
-Robot Tiger: It's big for a tiger, but not that big for a robot. You can ride on it. It folds up into a cell phone because that way we can sell more toys.
-Staff of Winter: A shiny silver-colored rod topped with glass-like snowflake. It comes preloaded with a sleep spell, a darkness spell, and a cold spell; and powers up similar spells. It makes noises like hanging bells when swung.
-Rod of Summer: A shiny green staff topped with a golden fireball. It comes preloaded with a haste spell, a light spell, and a heat spell; and powers up similar spells. It sounds like a timpani when swung.
-Maid Outfit: A dark blouse and skirt. A white apron. Polished shoes. Stockings. A frilly head band thingy. These are the essentials of the maid outfit romance. When wearing this, one becomes more skilled at domestic housekeeping tasks ranging from cleaning the priceless junk rich people keep to balancing an estate's finances. No one knows why. If you lose one part, or if the uniform becomes excessively dirty, this power will fade, leaving you clueless as to how to polish silver spoons. May also impart martial arts useful for guarding one's master.
-Pickle: A pickled cucumber. It's cold and delicious.
-Laser Gun: It's like a gun, but with lasers.
-Drill Fist: It's a drill weapon you wear on your hand. Magic means it doesn't immediately wrench your hand from your wrist in a bloody cyclone.

Backgrounds
-From the land of snow and ice (cream): Grew up in a cold, dark land of harsh beauty. May or may not like ice cream, depending on whether one's memories of the cold are fond or bitter.
-Pure-hearted Amnesiac: Whatever his past, he currently exists as a pure, blank slate; full of pep and vigor and blissfully unaware of all the pictures of dead bodies on the internet.
-Homunculus: An artificial human, created by some rogue magician or scientist for reasons. May or may not be the perfect human.
-Cat Person: Exhibit A. (http://www.youtube.com/watch?v=APrBdP0bBJM) Exhibit B. (http://www.youtube.com/watch?v=YYVXywz_7ck)
-Science Major: You have a Bachelors of Science, dual majoring in Applied Science and Theoretical Science, with a minor in Science Studies. If there's science afoot, you're the one to call!
-Farm Hand: You grew up on the farm, and know how to do farm stuff. You're probably cool with killing animals. If there's someone from the city, he will view himself as your intellectual superior.
-Afraid of Water: Something bad happened a long time ago involving you, water, and the uncaring shroud of death. You didn't die, but you're now afraid of any body of water larger than a puddle.

Names
-Vanilla
-Mint
-Neapolitan (not to be confused with "Napoleon")
-Sorbet
-Softon
-Maid McFightsalot
-Koto
-Sparkles
-Forge
-Tasteeo
-Waspinator
-Crab Rangoon
-Psy
-Spritle
-Chim Chim

I might will almost certainly add more ice cream to this post as it occurs to me. Other ideas will go in a different post, yet to be made. Wait, this is my sign-up, right? I'll just add other things here, then.

Overcast
08-09-2012, 08:20 PM
I started writing and realized I was taking this far too seriously, interested but may need a minute to put together a not so intense setting.

phil_
08-09-2012, 09:08 PM
Did you forget that your super serious for real setting would be mashed together with at least two other settings? Or were you just six pages into a story bible when you realized that three line would do?

Arcanum
08-09-2012, 10:12 PM
I'll add more tomorrow when I get off work.


World Settings
I never asked for this: Cybernetic augmentations, advanced weaponry, flying cars, it's almost like we're in the future. Except everything is Victorian era steam-punk.

Dinotopia: Dinosaurs never went extinct. Some herbivores have been domesticated, but most of the dinosaurs are still extremely dangerous to humans. Fortunately they're isolated to the Deadlands between population centers (which are protected by massive walls, electric fences, and anti-air defenses). Unfortunately the Deadlands comprise 80% of the world's habitable terrain.

Plot Hooks
Unpredictable Plague: As in nobody knows what effect it will have on an individual. It might turn them inside out, it might give them chicken pox, or it might turn their legs into springs. The lab where this virus was being made exploded or something.
Re-return of the Mole-Men: The mole-men are back. Again. Only this time they are even more prepared to fight off the military and not be blinded by the sun (roll to find out of they built a machine to blot out the sun, or just have really dark shades).
The Safari Strikes Back: Tired of being gawked at, the animals at the local Safari put their revolution into motion. Tigers and lions and elephants and hippos run amok, oh my!

Locations
Fred Dimension: It's a dimension where everyone and everything is named Fred (you brought this on yourself IC).
Water Park: It's a water park with a wave pool and slides and a lazy river and everything. Just remember, the water is actually 40% chlorine, 50% pee (specifically, 40% child pee, 10% adult pee), and 10% H2O.

Powers and Abilities
Time Travel: Don't worry, this time travel power has a built-in paradox prevention system. I.e. you can only travel forwards in time (no I haven't been watching Futurama lately, why do you ask? ::V: )
Elemental enchantment: You can enchant items with elemental (fire/water/air/earth) properties. You can't cast lightning from your hands like all the other kids, but at least you can coat a spear with lightning and chuck it at them while they're not looking!
Element Control: You have control over the elements on the periodic table (ha, you thought this would be more fire and lightning, didn't you?). Idea for power scaling: only having control over particular groups of elements, such as certain gases or metals, instead of the entire table.
Jack of All Trades (Master of None): You think you're pretty hot shit at anything you do. And to a certain extent, you are. But there are probably several thousand people better than you at whatever you're trying to do.
Blade Master: If it has a sharp edge then you've killed someone with it. It's a foolish choice to cross swords with a Blade Master.


Items
Magic Missile: It looks like a regular missile (or rocket, whatever floats your boat), except it was made with magic. Requires a missile launcher to fire, or a damn good throwing arm.
Rock: It's a rock. There is nothing special about this rock. It is not a pet rock, nor a magic rock, nor even a particularly interesting rock. It's just a regular old rock.
Ever-burning sword: The sword's blade is constantly on fire. It will also incinerate any regular scabbard, so I hope you like holding your sword 24/7.
The dagger-flute used by the green Power Ranger (click the link if you don't know what this is): (http://www.youtube.com/watch?v=CYnKsuxtz50) And yes, it does summon the Dragonzord when you play the right notes (unless IC says it doesn't, in which case he's a jerk)
Grappling hook (old fashioned): It's a three-pronged hook attached to a length of rope. Oldschool.
Grappling hook (modern): Hook and rope loaded into a harpoon gun. A bit of a pain to carry around, but it gets the job done.
Grappling hook (batman): The size of a handgun, this compact grappling hook will attach to nearly any surface, and winds itself with a high-power motor to speedily carry you to your destination.
Six-pack of Canadian Beer: The following slogan is printed on every can: "Not as good as the European stuff, but it sure as hell beats the water Americans drink." You're pretty sure this is elf piss in a can, because you've never heard of any of those locations. Damn dimensional rifts throwing junk into other worlds. (bonus item: Plastic Rings: It's effective at choking endangered sea creatures, but not much else.)


Backgrounds

Totally not Batman: Your parents were murdered by a petty crook right in front of your eyes. When you grew up you trained in --insert power that was randomly assigned in character creation here-- and vowed to protect the weak and fight crime and stuff. Spandex costume is optional (although highly recommended).

Fallen God: You either pissed off all the other Gods in the pantheon, or someone was scheming against you. Or you were just really really drunk and lost a bet. You're a little fuzzy on the details of why you're a mortal now, but you are and you have to deal with it. Note: What you were the God of before your fall must somehow be related to your randomly assigned ability/ies.

Average Peasant: You grew up in a poor town, with regular parents, regular friends, and a regular job tilling the fields (or whatever the hell it is peasants do for rocks or whatever their currency is). Bored with this life, you went out adventuring and found a magic wishing tree that gave you some cool powers and random items.

Names
Dan the Man
Eduardo
Felai Xio
The Conqueror
Charles Von Hershington
Roxanne "You Don't Have To Put On That Red Light" Smith

Inbred Chocobo
08-09-2012, 10:30 PM
Ah man, these are some fun ideas. Feel free to make them serious up as well, as Phil is right, a lot of things will get mashed together. In fact, I would encourage some seriousness added as well, as if you mix too many crazy ideas the fun factor starts losing its touch.

Also, if you wish to join, but just can't think of anything, feel free to let me know, I'm going to be making a rather large list for each one of these categories. (I hope to hit 100 different ideas for each table minimum.)

Random question time, once I get the list completed, do you people want me to post it? Or would you rather that be kept hidden so that you don't know what to expect?

Aldurin
08-10-2012, 01:34 AM
Power: Odorless farts.

More to come when I'm not tired.

phil_
08-10-2012, 09:01 AM
Random question time, once I get the list completed, do you people want me to post it? Or would you rather that be kept hidden so that you don't know what to expect?I don't know how seeing it would be helpful beyond a curiosity, and keeping it hidden would let you generate new plot hooks and stuff if we manage to resolve stuff and want to keep playing. I'd say sit on it.

Arcanum
08-10-2012, 03:35 PM
Keep it a secret. But when the RP ends (read: dies out due to inactivity) you should totally post it.

e- this has the added bonus of possibly reviving the RP, as we just pick the best/worst possible options from there.

phil_
08-10-2012, 11:20 PM
You have one more world setting, plot hook, location, power, item, background, and name.

Inbred Chocobo
08-11-2012, 05:40 AM
Thank you Phil, always good to add more to the list. Keep em coming people, I would like for around at least 4 to 5 people for this. Once I get a bit more I'll start rolling characters from the table for people.

Overcast
08-11-2012, 08:17 AM
World Settings
-Making and Breaking the Natural Laws: Magic and technology coexist but cannot cohabitate, with magic being the use of will and personal energy to manipulate the laws of reality and technology being the active application of those laws. The two are so absolutely different that high technology, and the very technologically affiliated tend to negate magical enchantments and spells and the very magically inclined cause catastrophic failures in the underlying mechanics of machines. The advantage of magic has always been its immediacy and creativity, but its weakness being its reliance on your own energy. The advantage of technology has been its versatility and reliability, but its weakness being that you needed to always have the exact tool you needed for the job on you at all times.

The current age begins one generation after technology has been able to have its own nation carved from what was formerly completely owned by the magocracy, with the advent of the steam engine, basic circuitry, the assembly line, modern medicine, and the gun technologically inclined soldiers with minor training could face off with mages and magical swordsmen with great success, could transport goods with relative security and speed, and could maintain themselves without the need of magical amenities.

The two nations hold a relative peace, but the high members of the magocracy fear the change of the technologists, and the technologist are somewhat confident with their current success and some are almost religiously inclined to bring the world to order.

Plot Hooks
-The War: In time it had to happen, the tension was broken but neither side could say who struck first, but now the two are at each others throats and only one can end up on top.
-Mad Paradox: Magic and Technology were not meant to be used at once, but there are some who are not averse to trying. Their efforts have spurned them and all others, creating a paradox opening a hole to a place never meant to be found. The Void, a place outside the universe a prison filled by those spurned by the old Mageocracy, those who had such power to not only resist them, but not to be killed by them. And beasts who could thrive in such a scarcely existent place. The point just after death, but not where souls were meant to stop.
-Escape Plan: Same as above, only a breakout by those within. As such not accidental.
-The New Republic: The world has ever been dictated by those with an overactive dedication to magic or technology, but those who toed the line here and there have just had to live with their ambitions. The Republic began to rise in the West, seeking to make a new world where you could follow what you wished without being shunned by those above.

Locations
-Westbrook: The first technologist city, home of the first train station, where the first steam engine was created, and a living image of technology's advantages and troubles. It sports a bustling shopping district, a somewhat oppressive factory district where overworked men and children churn out the wonders of the modern world, the well guarded disquiet of the warehouse district where things are stored until they are ready to be traded, the fine living of the upper district, and the second largest library in the continent which not only stores a collection of technological knowledge unrivaled, but a census of the nation and every newspaper ever released by the local Westbrook Times.

-Apheria: Deep in the great desert, a living oasis where technology does not live, the living and not entirely living Magical Deliberative meets there and the great Academy of Apheria teaches the next great generation of mages. Home of the largest library on the continent, filled with the fantasies of older generations, theories, and things men were likely never meant to see.

Powers and Abilities
-Technologist: You have expertise in one or more of the major disciplines of technology and have dedicated yourself to a life of invention! Your knowledge of the natural laws of the world have gifted you with a resistance to the lawbending of mages, and your personal flavor of invention gifts you with certain gadgets on your person and the ability to make more if you happen to have the materials.
-Mechanics: The knowledge of using kinetics to make things move. This has been used for minor things like spring based traps, to completely functional automatons.
-Smithy: The knowledge of modern metallurgy. Well balanced swords, lightweight chainmail, highly flexible gauntlets, and some of the best made plate in the world.
-Gunsmith: The knowledge of applied force to put a hole in someone. From the most basic flintlock, to fully automatic rifles.
-Electrical: The knowledge of circuitry and applied electrical energy. As simple as portable light bulbs, to walking shock staffs capable of hurling bolts at others.
-Herbology: The knowledge of creating medicine. Capable of creating simple matters as balms to remove burns, cures to poisons, and full rejuvinators from death.
-Pharmacuticals: The knowledge of creating beneficial drugs. Things such as physical steroids, mental stimulants, and legitimately potent perfumes.
-Chemistry: The knowledge of chemical substances and their effects on the human body. Poisons, psychoactive drugs, painkillers and acids.
-Explosives: Boom. Flashbangs, molotov cocktails, explosive and fragmentary grenades, dynamite. BOOM.

-Mage: You are learned in one or more of the schools of magic, your will to bend the rules of reality to your whim causes your very presence to be disruptive to technological constructs mechanical or otherwise, and your magical skill allows you to unleash your personal flavor of hell on the world.
-Transportation: The magic of fine movements and major conveyance. From creating minor forces to shove others, manipulating locks, to full teleportations to other locations.
-Meta: The magic of manipulating outside magic. From resistance, dispelling, and reflection of magics cast your way.
-Divination: The magic of knowing and seeing. From seeing auras, those who are invisible or hiding, what is inside containers before opening them, and understanding magical relics.
-Elementalism: The control of one or more of the major elements of fire, water, air, and electricity. Creating the element in your hands, expelling it at others, and even becoming the elemental force yourself.
-Necromantics: The manipulation of the life forces in others to a negative effect. Forcing souls back from the beyond painfully to tell you information, disrupting life in others to harm, forcing life back into soulless corpses to fight on your behalf, and outright stripping life from others.
-Restoration: The manipulation of life forces in others to positive effect. Removing minor wounds and poisons, dispersing necromantics, and even bringing one naturally back from death.
-Nature: The magic of manipulating natural forces. Creation of overgrowth, charming and dominating animals, and speeding the natural healing of others.
-Morph: The magic of manipulating form. From transmuting your density, making people grow large or small, and everyone favorite transforming your enemy into a newt.
-Phantasm: The magic of making intangible images. From small floating lights, blinding flashes, illusionary nightmares, and even phasing yourself from vision.
-Summoning: The magic of dragging creatures from elsewhere in order to serve your needs. From swarms of bees, savage orcs, monstrous ogres, malevolent demons, and even creatures of your own creation.
-Mind: The magic of manipulating thought. From creating a charming first impression, stunting ones ability to think or act, consuming others with irrational fear, and complete domination of another psyche.
-Temporal: The magic of controlling the local timeflow. From stopping small things like a doorknob so no one can open it, speeding allies, slowing foes, and full paralysis of time.


Items
-Hand cannon: The gun of choice for the modern quickdraw, the hole it puts in someone is FANTASTIC and the very sound of it going off can be disruptive to the psychology of others.
-The Glaive: A homing weapon of magical design that flies through the air, striking at where you desire and after hitting returning harmlessly to your hand.

Backgrounds
-Magical Allergy: You have since your birth had a negative response every time you try to use magical objects, it has caused you to be very dedicated to technological disciplines by comparison and somewhat aloof to any opinions on magic.
-Mad Doctor: You have conducted experimental and untested surgical procedures to your body, the result has weakened you and left you scarred when you were already a little unpleasant to be around, but your vision has been sharpened, as well as your mind, and you have a gun for a left hand.


Names
-Desmond
-Moray
-Vander
-Que
-Malficious
-Dorn

Some if not all lifted from Arcanum.

mauve
08-11-2012, 03:48 PM
Man, I always miss the good stuff when I go on vacation. I'll be leaving Monday for a week, but I'm interested in this and might post some world/name/etc ideas later.

Arcanum
08-11-2012, 07:12 PM
Added stuff to my original post

mauve
08-11-2012, 10:02 PM
World Settings:
Film Noir: Yours is a dark, gritty world. A world of shadowy figures, mysterious femmes fatale, and guys in fedora hats. You're probably also in monochrome. All the time. Why? That's just the way it is, buddy.

Mining for ore... IN SPAAAACE: There IS sentient life beyond earth. A lot of it, actually. They seem nice enough, although it might be important to note that their technology is far advanced from our own. That includes weapons too, interestingly enough. Also, they really only seem interested in mining distant planets for the most rare and valuable mineral in the galaxy. It's called quartz.

It might be good to note at this point that quartz is the most common mineral on earth. Wonder what'll happen when they figure that out?

Martial arts and crafts.: A world where your fighting abilities come from your arts n' crafts skills. Why? Why the hell not? Your style of combat is based on things like painting, sewing, origami, knitting, macrame, etc.

Plot Hooks
No, totally, we come in peace. Honest. A diplomatic envoy arrives on earth to make friends and bring happy flowers and puppies and sunshine and help humanity and TOTALLY NOT HERE TO DO A GEOLOGICAL SURVEY FOR VALUABLE MINERALS. NOPE.

A fool and his money... You receive a letter saying that you will inherit four million dollars if you attend a dinner party in a mansion in a remote part of the countryside. Clearly, this isn't a trap and nothing could possibly go wrong.

Make a rhyme, every time. You wake up one morning and realize you can only speak in rhyme. Could this be the sinister plot of some sort of evil villain? Heck, I don't know.

Locations
The Desert of Souls: It is a desert. It probably has something to do with souls. Mainly the name sounds good. People also die there, so I guess the name is accurate.

Midnight City: A grim, gritty town of a thousand stories, perpetually stuck between the hours of ten at night and three in the morning. Mysteriously monochromatic. No one seems to notice or mind.

Future earth: It is earth. It is the future. We have achieved space travel and have made contact with other sentient species, although we're not the most technologically advanced.

Powers and Abilities
Gun-fu. Because gritty film noire heroes need guns, and can perform awesome feats of skill with the simplest of firearms. Because they're badass.

Telekinesis: You move things with your mind. Whether this means throwing an automobile at that guy who called you fat, lifting yourself from the floor to hover up those pesky stairs, or catching bullets out of the air with just your thoughts, you are living proof of the statement "Mind over Matter."

Ability to control animals: Yes, you can summon the creatures of the wild to do your bidding. Too bad you're allergic to them. And you live the city. And your landlord doesn't allow pets.

Items
Bag O' Bees This most formidable of weapons is exactly what it sounds like: A bag filled with angry bees. Just shake, point at your enemy, remove the cap, and run like hell.

Staple Gun: You can't get it past airport security, but dang, if you can manage to get close enough to someone without them noticing you have a staple gun at your side.. you could... like... staple something to someone. And it would hurt. Cuz there's like... big staples in that thing.

Super cool fedora: It has no magical properties, hidden pockets, combat abilities or protective qualities. But it looks real slick. Wear this baby and you're the coolest guy in town. People respect a well-dressed fellah, ya get me?

Backgrounds
The wanderer: You had a "normal" life a while back, but you gave that up ages ago, man. You have no set address, no hometown, and no reason to stay anywhere. You're free, man. Like the WIND, man. Nothing can hold you down. You're a free bird! You may or may not be a hippie or a hobo.

The lazy jerk: You're only out here because you have to be. It's possible you owe someone money, but that's not something you want to think about. You really, REALLY don't want to waste your energy doing things like saving princesses or looking for steady work or getting involved in property disputes. You're just in this for the free food and the opportunity to meet hot chicks/dudes. You'll probably let the rest of your teammates do all the heroics and hard work. You'll just... supervise. From over here in the shade. Making sure all this food and water they brought along isn't poisoned or anything. Yeah.

Names
Bertram
Irving
Estelle
Myrna
Hazel

phil_
08-11-2012, 11:13 PM
Added one more everything in my continuing project to add one more everything every day. I'm glad Overcast covered all the magic jobs we could need, since that frees me to come up with stupid crap unique skills.

Hopefully the Magic Kingdom will give Mauve ideas for random things.

Arcanum
08-11-2012, 11:59 PM
Hopefully the Magic Kingdom will give Mauve ideas for random things.

This RP was missing something crucial, and now I know what it was. Disney things.

Overcast
08-12-2012, 06:03 AM
I had a few more but they seemed a bit of a larger potential for abuse. Like mind control, and time control.

phil_
08-12-2012, 09:21 PM
I had a few more but they seemed a bit of a larger potential for abuse. Like mind control, and time control.Given that the bad guys also draw from the same pool of powers, I feel like we've missed out on out telepathic, time-stopping nemesis and his army of brain washed innocents.

Also, added more stuff.

Overcast
08-13-2012, 02:12 AM
Hmm, you make a valid point. Expect to see Illusion, Mental, Chronomancy, and Conjuration back in there.

Inbred Chocobo
08-15-2012, 10:53 AM
Man, these are awesome, keep them coming guys. I am trying to get just a bit more (and adding things on my own to the list) before I generate the world we are in and characters.

Inbred Chocobo
08-16-2012, 08:18 AM
After adding everyone's suggestions to World settings along with ones I already have, I have now rolled on the name table and for our world settings.

Our world is

Rundquist

With the advancements of steam based technology, we have managed to achieve the impossible. Man and technology are finally crossing the border into becoming one being, vehicles that can literally pull out of your driveway and right into the sky sit in every home. Weapons that can blow through a door to create a blade of light are known to all and in the hands of a select few. Men and women dress like they are from the Victorian Era, however fanciful gadgets and steam based technology is what rules the day.

The World is ruled by a single government, which is divided into subsections based on geographical locations which are then divided more, but in the end they all work for a single group, and this group is simple known as the Government. Only one group sits outside their influence, and not because the government wants them to, they are simply just too powerful for them to overtake. They are named after their found, Neapolities, and they are the closest thing that people have to advisors. Their skills with the technologically impossible blades of light and use the way of "Neapolitan" to manipulate objects around them, seeming to read peoples minds and influence events. There are rumors that there are those that go against the Neapolities, but no true face of the enemy has been shown.

There are other rumors though that just can't seem to be squashed. Rumors of those that drink blood to sustenance rather than eat like humanity normally does. Those that turn into monstrous wolves on command. Rumors of great burly trolls and little fairies, and as much as people know these are lies, they never seem to die, and there are some out there that will tell you these things really are true.


I'll start working on generating characters for people in a bit, though feel free to continue adding to the master tables, I very well may need to roll more world settings if we end up going to another world.

Arcanum
08-16-2012, 03:42 PM
So a Victorian era style super high tech steampunk world with a world-wide unified government, ice-cream powered themed jedis (or was the name just randomly assigned with no actual relation beyond being the name?), vampires, werewolves, and other fantasy creatures?

I love it.

mauve
08-16-2012, 04:13 PM
Hahahaa, this is awesome. XD

Inbred Chocobo
08-16-2012, 06:21 PM
So a Victorian era style super high tech steampunk world with a world-wide unified government, ice-cream powered themed jedis (or was the name just randomly assigned with no actual relation beyond being the name?), vampires, werewolves, and other fantasy creatures?

I love it.

The name of the Jedis was randomly rolled so that is what came up, but I am trying to decide whether or not to actually give them ice-cream source of power or not.

phil_
08-16-2012, 06:30 PM
Ice cream or not, if you don't make use of a white/brown/pink or vanilla/chocolate/strawberry pattern somehow, a lot of potential is being wasted.

Wasted! :argh:

Arcanum
08-16-2012, 09:47 PM
The name of the Jedis was randomly rolled so that is what came up, but I am trying to decide whether or not to actually give them ice-cream source of power or not.

The fact that you have to think about that makes you a terrible person.

Also, what phil said.

Inbred Chocobo
08-17-2012, 05:09 PM
Okay, so I know I have to do something with the ice-cream Jedi council. Also, I did realize how many different random systems it was going to take, and its takes a surprising amount of time to fuse backgrounds together to make them make sense.

However, I present the very first PC character, Phil_'s



Player: Phil_

Name: Dan "The Man" Watley

Race: Werewolf

Description: Stands 5'11 and Keeps surprisingly well dressed, prefering things such as suits and ties rather than jeans and t-shirt style clothing. A man of honor and reason before emotiona responses, he tries to keep a demeanor opposite of what he is, as that is his way of fighting it.

Powers and Abilities:

Werewolf: You have a ton of strength and endurance, and can take punishment. You can shift into a hybrid form, which gives increased strength and better endurance, with the sacrifice of the ability to speak clearly, and you can go full wolf, in which you are a wolf (albeit slightly bigger than normal) and anyone that sees you falls for this. You always have a strong hunger for food, particularly meats, and sometimes anger issues. (thanks to roles in your demeanor however, you are in really good control here.)

Herbologist:The knowledge of creating medicine. Capable of creating simple matters as balms to remove burns, cures to poisons, and full rejuvinators from death. (To Elaborate: Its rather easy for you to find herbs that can heal wounds, burns, and poisons, and you probably carry a small assortment with you already. You have ideas on other herbs, but you are right now trying to find special ones that actually have the properties that you are looking for that can do things more than just treat, special ones that can remove pain itself, clear the mind and make it incredibly sharp, and find one that could even cure death itself.)

Background:

Dan was born a werewolf, and grew up with his pack in the Northern territories, where winter was around 9 months of the year and threatening the other 3. The life made it hard on him, but there he learned how to use the few plants that grew there to great use. Even at a young age this made him curious, and soon after he grew tired of the same day in and day out of hunting and eating, and moved into bigger civilizations. He somehow managed to wiggle his way into schools, were he quickly adopted the high-class ways of acting and dressing, and his skill with herbs and natural medicines sort of made people overlook his past of coming from the northern territories. (However none know he was actually also a werewolf.) Alas, schools and colleges would not hold his interest long, and now he travels looking for ways to improve his herbal craft and learn as much as he can about it.


Its going to take me a few days to generate more characters, next one won't be up until Monday.

phil_
08-17-2012, 10:41 PM
Well, I'm happy with that. Got hitting stuff powers for when I'm lazy and potions for when I'm creative. Plus, dapper werewolf, though I suppose we'll all be somewhat dapper.

Speaking of dapper, I doubt anyone's gonna be wearing "jeans and t-shirt style clothing" in Victorian times, what with jeans not even really existing until the last twenty years or so of said period. I think the equivalent style would be something like this dude:

http://www.1900s.org.uk/life-times-images/chimney-sweep-london.jpg

or these kids:

http://3.bp.blogspot.com/_Pzcgh2zLkZU/S9rja3eT66I/AAAAAAAAABg/_lyqpvwVzzM/s1600/dgf.jpg

Something to keep in mind. <3 my werewolf rationalist.

Inbred Chocobo
08-17-2012, 11:39 PM
Yeah, I should probably read up a bit on Victorian style clothing before I start saying how people are dressed. Now I gotta think up how does a Steam-Punk Victorian Ice-Cream Powered Jedi looks like.

Overcast
08-18-2012, 12:25 AM
Probably very foreign and mysterious. I suggest semi mystical ice cream norsemen/aztecs.

Inbred Chocobo
08-20-2012, 11:30 AM
And now, Overcast's Character

Player: Overcast

Name: Kathrine Bertram

Race: Cat-Human

Description: Standing a small 5'1', Kathrine is more of a person that is work rather than play. She dresses for efficency, not for looks, keeping to clothing that is loose and comfortable rather than those that show off anything or look good for society. A comfortable pair of boots, a simple cap, and simple work clothing and a jacket over it rather than beautiful dresses that most women wear. Her tomboyish attitude keep getting her in trouble, and people tend to look down on her due to her attitude and disrepect for most people. However she has a big heart, and can't help but want to help those in need. Its just those that don't need that get on her nerves. Her cat-like traits are ears that sit up on her head and a tail, though she tries to stuff the tail in her loose clothing, and wears a cap to hide her ears.

Powers and Abilities:

Vision Seerer: You have lapses in your sleep where dreams reveal the future. You know for a fact that these are real, and time and time again has proved these are true, but you also know they are only true if you do not act, as with any future its simply just one of them.

Jack of all Trades: Whether its piloting a plane or doing some gardening work, you are able to pull off just about anything that you need to do passingly. Though this does make you not the best at doing anything.

Items of Note:

Family Shield: You possess a shield that bears your family crest, however you have never been able to identify anyone else with it. The Shield itself is rather big for you, but that is okay, as the crazy gadgets that sit between the actual shield and your arm seem to take a crazy amount of load off of you when you block, making it relatively easy to use. You are not sure who designed it, however tinkering with it and keeping it working has helped keep you knowledgeable in mechanical work.

This is the shield, some pretty decoration, and the motto written inside the shield.

http://i.imgur.com/NfEtX.png

Background:

Due to an accident, Kathrine grew up an orphan, and was cursed with becoming cat-like. She has no idea why this has happened, and no one actually knows what has happened to her parents either. They just simply disappeared one day, not even bodies. Growing up in an orphanage, Kathrine got picked on a lot because of her cat-ears and tail. When she got a chance to run away, she took it upon herself and bailed, taking the only thing that really mattered to her, her family shield.

Out on her own for once, something strange started happening. Kathrine started having odd dreams of events, and when she investigated them, she found they always came true. It was always obvious when it was a vision rather than a dream, however when one was an event where someone was going to get run over, she tried to intervene, and actually stopped it from coming true. She realized that these visions were those of the future, and that she had a gift. She tried to do something about them when they were bad, and chasing these visions and looking for evidence of her family have given her a wide variety of skills, allowing her to pull out what she needs when she needs it.

To this day she still chases her visions, and evidence of her family, hoping one day to finally learn why she was cursed with being part cat and these visions, and to figure out who her parents were once and for all.

phil_
08-20-2012, 12:31 PM
Family Shield: You possess a shield that bears your family crest, however you have never been able to identify anyone else with it. (You may design the crest, unless you want me to randomly roll it somehow.)I went here (http://www.allfamilycrests.com/makecoatofarms.htm) and rolled dice and came up with this:

http://i.imgur.com/dyCkz.png

Maybe you could do that, in the spirit of randomness?

Also, first a dog, now a cat, next is bear? Or will it be the first boring human?

Inbred Chocobo
08-20-2012, 01:02 PM
Well since phil gave me a way to randomly generate the family crest here comes one.

phil_
08-20-2012, 01:16 PM
"Opulence is Honor?" Yes. Yes, that is a fine thing for a poor do-gooder's shield.

Overcast
08-20-2012, 07:16 PM
Hmm need to figure out if I want her to buy a pistol or a massive wind up spring loaded punch to her shield.

phil_
08-20-2012, 08:57 PM
Maybe we won't be fighting all the time everyday perhaps? That would be a change of pace.

Although, once all our characters are up, could we maybe post stuff that occurs to us as a necessary part of our character that might have an impact on the game? I don't mean changing stuff or straight-up adding stuff. Like, Mr. Watley obviously has money, and money is a great power as anyone who has read Dracula can attest. That sort of stuff.

Or maybe I'm getting too serious about this, what with my researching Victorian men's fashion and writing up a list of possible traits of lycanthropy to ask you about.

Overcast
08-20-2012, 09:06 PM
A girl must keep a means of personal safety. Especially at her size in the Victorian era!

phil_
08-20-2012, 09:32 PM
Surely, dressing as a man is enough to turn anyone off from assaulting her or even associating with her.</Dan "The Man">

Ha ha, people in the past are all terrible. This will be fun.

Edit: Like, seriously, making my dude a socialite who cares about fashion and status? How out of my element could you make me?

Inbred Chocobo
08-20-2012, 09:49 PM
You may add to your characters miscellaneous items and other descriptors if you guys would like, you just cannot change the core of the character. I'll have Arcanum's character up tomorrow sometime.

Overcast
08-20-2012, 10:28 PM
He gave me a woman, I never play women on a certain principle. But hey at least I'm poor and multifaceted skill knowledge.

Inbred Chocobo
08-22-2012, 02:43 PM
Lucky Arcanum, he managed to get lucky and got two results for items rather than the standard one. (Whereas Phil got shafted and I rolled nothing for his item).

Player: Arcanum

Name: Lance Buckland

Description: Standing an even 6' tall, Lance looks rather lean and athletic. Dashing good looks and a smile that would melt a snowman, Lance is a charmer, a roguish characteristic. His signature dark waistcoat keeps over his clothing, and he tends to wear a bowler hat. His blonde hair and blue eyes make for an obvious contrast, but its clear its done on purpose to get him noticed, and he is the kind of fellow you notice when he enters the room. The only other noteworthy thing about his appearance is the chain from the pocketwatch that hangs off his side, it glitters gold, and is obviously expensive.

Power and Abilities:

Telekinetic Transportation: You have the ability to manipulate yourself and other objects and people with force. This can be lifting, pushing, pulling, so you can accelerate people to faster speeds. You have focused your abilities more on the art of getting around however, and can manipulate locks and open them when you focus without a key, make incredible jumps thanks to just pushing yourself, and slow would-be people chasing you. You can focus your telekinesis powers and open up portals into another realm as well, allowing you to travel far distances, however finding such things takes time or luck.

However where you Telekinetic powers are great at delicate matters, its high-impact stuff that you have troubles with. Don't expect to stop bullets all too well or fling heavy objects, your powers and much better at enhancing things and giving them an extra push to move faster.


Items of Note:

Flemingway's Gun of Focused Heat: An oddity of a weapon he picked up in his younger years, the oversized weapon takes a moment to charge, strange gears whirl on its sides and steam shoots out just about every crack, but afterwards and thin beam of heat fires out, able to melt steel wherever it hits. It takes a moment to charge, and always needs to cool down after firing, but the gun has got him out of a few sticky situations so he has always kept it. On the bottom, in engraved "Flemingway's Gun of Focused Heat Mark VII" which makes him think he stole a prototype of it. Otherwise, he hasn't seen anyone with such a device.

Estelle's Pocketwatch: A beautiful watch that has a clear face so you can see the gears turning. Its master craftmanship, and Lance got it from a heist, well, actually Estelle picked it up, and turned around and gave it to him. Quite a few fond memories of Estelle come to mind when Lance looks at it, but otherwise, its just good for telling the time and looking fancy.


Background:

Born to Rich Parents, Lance used to live the life of luxury, being taught incredible things and having money to do almost anything. Since his parents were so loaded, they hired a retired member of the Neopolitan Order to train him in, otherworldly abilities that the Neopolities are known for. Under the guidance of his master Mint, Lance learned the art of Telekinesis. He never had a natural knack for it, but thanks to years of training, Lance managed to develop quite the ability for it.

In Lance's teen years, Mint had introduced him to his grand-daughter Estelle. Lance was love-struck by the girl, and Estelle in turn liked him back. The thing was, Estelle was quite a troublemaker, and Mint had introduced the two in hopes that Lance's good nature would calm her down, however what happened was the opposite, Estelle's bad nature rubbed off on Lance. The two in their younger years started picking up theft and tresspasing, breaking into locations and taking things just for the thrill of it. To Lance, these were some of his best years.

After 10 years of this, and no slowing down, Lance and Estelle had decided to hit the vault of a local bank. The job went sour, and in a desperate attempt to escape, Estelle had pushed Lance into the local police force and bolted. The police managed to catch Lance thanks to Estelle's betrayal, but after that day, he never heard from her. He saw tears in her eyes as she fled though, and that sight still haunts him, the love of his life betraying him to keep her own freedom. When brought into questioning, it was clear they were going to try to stick Lance with a crazy amount of charges and lock him away for good. He knew he could ask his parents to bail him out, but instead, after spending three days in jail thinking it over, he escaped and went after her.

That was about three years ago. He still has quite a fortune on him, but he has never checked in on his parents since that day, nor has he ever heard from his old master Mint. Instead, he has been using the skills he picked up from Estelle and his own natural talents in trying to find his first love. Once he finds her though, he just isn't sure what he is going to do.

Arcanum
08-22-2012, 03:36 PM
Awesome.

mauve
08-22-2012, 06:03 PM
I love this game already.

phil_
08-22-2012, 06:26 PM
Lucky Arcanum, he managed to get lucky and got two results for items rather than the standard one. (Whereas Phil got shafted and I rolled nothing for his item).Dan makes items. I feel no shaft.

Overcast
08-22-2012, 07:36 PM
This is true, as a herbology technologist between his miraculous healing balms, curing poultices , and all natural energy restoring teas I'll think he'll be fine. Also a werewolf.

Arcanum
08-22-2012, 10:49 PM
Well I'm still the only character with a laser gun (so far), so I'm pretty sure if we were keeping track of points or something I would be winning. Also, trained by an ice-cream jedi. Also, a dashing rogue. Literally.

Aldurin
08-23-2012, 01:18 AM
Curious and worried about what I get.

Overcast
08-23-2012, 01:27 AM
I can do everything to a limited degree. Fear this.

Inbred Chocobo
08-23-2012, 03:42 PM
These backgrounds keep getting longer and longer don't they? Well here is Mauve's character, in all of her glory. (If that is what you want to call it).

Player: Mauve Mage

Name: Saundra Mondor

Description: Standing slightly taller than normall for women at about 5'9', she tends to dress for impression. Fine gowns, corsets that are difficult to breathe in, Saundra looks quite the part of a lady. The biggest thing though is that underneath her flowing gowns instead of delicacies she keeps much better fitting clothing. This makes her look a little bigger, but the fact that she is skinny as a rail doesn't make any difference. While she loves to impress and isn't exactly a fan of not looking nice, she is always prepared to do it.


Powers and Abilities:

Time Mastery: Saundra is attuned to the flow of time. She can make subtle changes, such as taking a quick peek at past events to see what to do in the present, or get a glimpse of what someone is about to do, so she can be just in the right place or make just the right move. If push comes to shove, she can traverse it harder, but there are issues with that, and it attracts the wrong kind of attention. (The last time you did this, you had to run from a couple of Neopolities, who felt the strain on time and had sent a couple of the Chocolate Warriors after you).

The Game Master: Saundra is incredibly skilled at the game of "Flemingway's Monsters" A card game in which people play monsters against each other. With recent advances in the game, holograms of these monsters appear and fight, so the game has taken off quite well. Homwever, none have been able to beat Saundra's ability, and its gotten drastic enough that certain foes of hers died after the battle, either due to random planes hitting them or collapsing buildings or unrelated heart attacks.

Items of Note:

Flemingway's Wrist Watch of Superiority: This handy little device straps to the wrist, and after what feels like needles sink into the skin and a strange whirl, it displays a health monitor, gets good wifi access, and can do some simple calculations. You use it mostly to read up on the card game, to make sure you are on top of your game. Oh, and the wrist watch is also what is responsible for making the holograms of card monsters appear.

Background:

Unlike everyone else in the party, Saundra grew up middle class and bored all the time. Her dad was an accountant, and her mom was a stay-at-home mom, and so she turned to gaming and internet at a young age to distract her. She stumbled across the newest card game that had come out, Flemingway's Monsters, and had loved it ever since. She played it into the wee hours of the morning, and started playing in tournaments with it, getting to a point where she could actually make a decent amount of funds with it.

The weirdest thing though happened when she played in the tournament. When she focused on her foe intently, she could see him make a move before he even did it. When she thought about what move to make, she could see how each one would play out simply before her, rather than actually run the scenario. This allowed her to easily beat the competition. However afterwards, she started wondering if such effects would occur if she focused elsewhere. So she started to, and realized she could peer into what looked like past and future events just before or just after they had occured. Test after test proved that she could do it flawlessly, and almost without effort.

One day, she decided to see if she could simply go back in time, and so focused like she always did, and when a previous scene appeared, instead of watching, she tried to force herself through. It took a great deal more effort, but she found that she had managed to go back in time. Later that day, a Neopolite dressed in all white came and spoke with her, and bluntly confronted her about her time travelling abilities. Saundra was put off by the attitude of the Neopolite that had approached her, and had refused to either join them or at least take heed in time travel.

Next time she tried it, she had managed to change an event from happening. She had played in a rather difficult tournament, and had realized she had constructed her deck wrong. So she went back in time, and warned herself of the cards and what she was going to face. Except when she got back, the second she encountered her previous self the two simply merged and she was herself again, except she remembered going back in time. It appeared the universe didn't like doubles, and if it saw one, it would simply make them one. However with her knowledge she then went on to play the same tournament and win it. However her time was cut short when a couple of Neopolites dressed in rich chocolate colors visited her, this time with weapons drawn. Things... didn't go well, and now Saundra is out on the run, with no home anymore to go back to thanks to what those knights did. The thing that she never realized though? Once she had finished that tournament, the whole competition had the building collapse after she left.

mauve
08-23-2012, 05:04 PM
Frilly dresses, time travel and Yu Gi Oh.



The best character, right here, ladies and gentlemen.

phil_
08-23-2012, 05:05 PM
Steam-internet? Or does it function via the luminiferous ether?

This setting's kinda weird, you know?

Edit for below: :crossarms:

Inbred Chocobo
08-23-2012, 05:41 PM
I think its just a series of tubes that people can connect to via the steam "cloud"

mauve
08-24-2012, 01:23 PM
Am I allowed to give Saundra any other weapons or combat abilities, or is she limited to card game challenges to defeat her enemies?

Inbred Chocobo
08-24-2012, 02:29 PM
You can give her other weapons, but no abilities. AKA you are better at card games than shooting guns.

Aldurin
08-24-2012, 04:14 PM
What about guns that shoot card games?

mauve
08-24-2012, 07:42 PM
I'll just let you guys kill all the enemies, and then I'll take all the loot to buy cards to feed my obsession.

phil_
08-27-2012, 11:04 PM
So, Aldurin still hasn't gotten a dude yet (you are gonna roll one more, right?), but I feel like asking some stuff about Dan.

Werewolf stuff: How's Dan's sense of smell? Hearing range? Be they wolf or man? And what about clothes? Are we doing D&D "clothes morph too, no magic" style, or "Dan has lots and lots of extra clothes" style? Can I turn into a giant wolf with a top hat?

Potions stuff: Mostly, I wonder if Dan's focus is entirely on making people get better? Could he, say, make herbal smoke bombs, or bomb bombs? Could he learn to? Could he learn to make a range of potion effects such that his and Eirin's name could be interchangeable in the standard doujin Touhou manga plot description, "Eirin made a new medicine and dot dot dot?" In not-stupid terms, could he learn to do wide-ranging magic effects via potions?

Money stuff: Dan got a house? We gonna see this house? This house in a town? You gonna roll a town? That kind of stuff.

Overcast
08-28-2012, 12:04 AM
The way I set up herbology was an alternative to magical healing. Bombs of all sorts were to be explosives. Science buffs were meant to be pharmacy, and science status effects chemical. But if he was to learn other kinds of SCIENCE! he can mix up the skillsets, but I have no idea what the capacity is to learn more.

Inbred Chocobo
08-29-2012, 08:54 AM
Sorry it took so long to generate your Character Aldurin, I got distracted this past weekend with personal stuff and it has taken me a minute to get my mind straight and focused for generating characters again.


Player: Aldurin

Name: Allyson Flemingway

Description: Standing a monstorous 6'5', Allyson had the classic manly mechanic build. Overalls, a simple cap, a toolbelt full of crazy tools, and backpack that seems to have spinning gears and steam that jets out every so often that has powered drills and items sitting ready to be pulled off, special gloves with strange wires, goggles to protect her vision, Allyson is very much a mechanic. In fact, she has not a single trace of her outfit gives her away as a girl, and most people take her for a man thanks to her height and dress, and she tends to not go out of her way to remove the sense of disbelief.

Powers and Abilities:

Rich: Loaded with money, you tend to be able to buy anything and everything.

Mechanic: You are apt with mechanics and have a knack for fixing machinary and such. Things from guns to vehicles and anything in between you help work on.

Background:

Allyson wasn't always known as a Flemingway, originally she grew up in a small rural town as an unknown person. The only thing that was ever odd about her was that when one of the few Neopolities that wander from town to town came by, and allyson broke out ill to her very presense. The Neopolitan noticed the odd reaction, and explained that while some people grow attuned to the way of the Neopolitan, there are a few that are the exact opposite, that are sickened by the way. Its extremely rare, but Allyson should attempt to stay away from locations that such agents frequent.

Growing up knowing that had caused Allyson to dedicate her life to technology and machinery, becoming incredibly skillful. So skillful, that some of her devices caught the attention of a rather rich mechanic, someone known as Flemingway. The man that had approached her, simply introduced himself as Mr. Flemingway. He explained that the company, and his family, are never truly blood related. Instead, the Flemingway name is passed down from generation to generation based on skill, and that Allyson's skill had impressed him so much that he wished to offer a position in their family to help with inventions. Allyson agreed, and leaving the small town and a tearful goodbye from her family, Allyson became a Flemingway.

Now, under the Flemingway name, Allyson travels to learn more about the world, for inspiration for her craft. Despite her excellent skill, Mr. Flemingway believes she needs more real world experience before truly taking on a lot of responsibility, but that is okay with Allyson, since this means she is given a load of cash and a free reign to do what she wants.


To Phil:

For werewolf, you have a very heightened sense of smell in all forms, along with hearing as well, that gets stronger in hybrid and is at its best in full wolf form. Your clothing tears when you transform, so yeah, you tend to either strip or keep some extra clothes for transformation. For herbalism, its much easier to find things that heal and mend than anything else. However poisons from herbs would be the next easiest thing, and then herbs that gives benefits besides heals would be the next hardest thing. Stuff such as explosives and smokebombs would be more difficult to pull off without proper lab setup and brewing time, and overtly magical stuff would be out of the question. However feel free to play around with that.


For All:

I'm going to take a moment to read over the results I have rolled for out plot and then make an opening post. Since my mind is not at full speed expect it sometime tomorrow.

Aldurin
08-29-2012, 10:13 AM
I can have ALL the items. I'm pretty sure I could even buy the other PCs and any enemies we encounter as slaves.

I win via my Spend Money technique.

Inbred Chocobo
08-31-2012, 07:41 AM
Slight change of plans, looks like I am going to be busy for Friday Saturday Sunday and Monday of Labor Day weekend, and won't really have time to focus on a computer, so I'm not going to start this until Tuesday, (I don't see much a reason to start it only to let it sit for a few days and do nothing). In the meantime, feel free to ask questions about your character and come up with additional items they would have.

Aldurin
08-31-2012, 10:06 AM
Can I buy some giant piles of metal and circuits to make a Gundam?

mauve
08-31-2012, 12:32 PM
I would like either a small knife (a super ladylike and pretty knife!!)or a pistol, if possible.

Overcast
08-31-2012, 11:09 PM
I would also like a pistol, something that my girl with her shortness can wield in one hand without getting knocked on her ass, easy to use and maintain, probably a smaller caliber revolver.

Inbred Chocobo
09-05-2012, 12:01 PM
I would like either a small knife (a super ladylike and pretty knife!!)or a pistol, if possible.

Done

I would also like a pistol, something that my girl with her shortness can wield in one hand without getting knocked on her ass, easy to use and maintain, probably a smaller caliber revolver.

Done

Can I buy some giant piles of metal and circuits to make a Gundam?

You can, but where do you plan on keeping all of this while you work on it? You are travelling remember? Not much of a workshop on you.

Thread is going up in a moment, once thread is up I'll update characters sheets on the first page with updated inventory.


EDIT: Thread is up (http://www.nuklearforums.com/showthread.php?p=1210407#post1210407)

We will continue to use this thread as discussion until I feel like making a discussion thread. Other people that wish to jump into this hell hole may still do so until I make a discussion thread.

Aldurin
09-05-2012, 03:41 PM
In the spirit of the idea, are we required to make our characters act randomly via randomly-generated sentences?

Inbred Chocobo
09-05-2012, 04:19 PM
In the spirit of the idea, are we required to make our characters act randomly via randomly-generated sentences?

No, feel free to interpret how the character should act based off what I gave you.

Arcanum
09-06-2012, 04:47 AM
So I just now noticed something

Flemingway's Gun of Focused Heat Mark VII

Allyson Flemingway

Someone is going to be pretty pissed when they find out who has their prototype.

Glad I went and reread all the character sheets or that might have just slipped right by me :S

Overcast
09-10-2012, 12:03 PM
Miss Bertram is all business.

phil_
10-02-2012, 05:47 PM
This is what could have been, you guys.

http://i.imgur.com/I6ZQX.jpg

Inbred Chocobo
10-02-2012, 10:28 PM
Oh shit... I um... I uh forgot about this. New girlfriend and all just blew shit out of my mind like a gun. Uh... do we want to keep going or what?

Aldurin
10-03-2012, 12:33 AM
Yes?

Inbred Chocobo
10-03-2012, 09:37 AM
Yeah sorry about it guys, I dropped the ball on it for a bit, life really did distract me with someone else showing up in it I wasn't expecting. I am willing to pick it back up and made another post, but I would like confirmation on everyone that is still in it.

phil_
10-03-2012, 10:19 AM
Well, I posted a sketch from pixiv into a dead thread, so yeah, I'm still here. Maybe not "I'm-a post all day today" here (I got stuff I should be doing), but I'm here.

mauve
10-03-2012, 01:46 PM
I'm still interested in this.

Overcast
10-03-2012, 02:39 PM
Still around

Inbred Chocobo
10-03-2012, 04:07 PM
Sweet, then get to posting guys, you have a flux capacitor to earn.

Arcanum
10-07-2012, 12:42 AM
Been meaning to post here for the past couple days. I'm still in, but between midterms, essays, and video games to keep me sane, time to write for fun will be a little short.