The Warring States of NPF  

Go Back   The Warring States of NPF > Games & Roleplaying > RP Signups & Discussions
User Name
Password
Mark Forums Read
FAQ Members List Calendar Search Today's Posts Join Chat

 
  Click to unhide all tags.Click to hide all tags.  
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Unread 08-09-2012, 02:27 PM   #1
Inbred Chocobo
Bitches love the crown
 
Inbred Chocobo's Avatar
 
Join Date: Mar 2004
Location: In my happy place!
Posts: 3,264
Inbred Chocobo is the wind beneath your wings. Inbred Chocobo is the wind beneath your wings. Inbred Chocobo is the wind beneath your wings. Inbred Chocobo is the wind beneath your wings. Inbred Chocobo is the wind beneath your wings.
Send a message via AIM to Inbred Chocobo Send a message via Yahoo to Inbred Chocobo
Default Randomly Generated RP: The Sign Up

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:

Phil_'s Dan "The Man" Watley's characterPlayer: 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.


Overcast's Kathrine Bertam CharacterPlayer: 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.



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.


Arcanum's Lance Buckland CharacterPlayer: 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.


Mauve Mage's Saundra Mondor CharacterPlayer: 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.


Aldurin's Allyson Flemingway CharacterPlayer: 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.

Last edited by Inbred Chocobo; 09-05-2012 at 12:27 PM.
Inbred Chocobo is offline Add to Inbred Chocobo's Reputation   Reply With Quote
 

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:22 PM.
The server time is now 12:22:07 AM.


Powered by: vBulletin Version 3.8.5
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.