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 Vangelon RP's (WT, DC, MC)

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Ink

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PostSubject: Vangelon RP's (WT, DC, MC)   Sun Feb 09, 2014 12:25 am

Vangelon
The world of Vangeleon is a very surreal place, divided into 9 Regions, each with its own government or lack thereof.  The Regions are all vastly different in landscape, climate, civilizations, and inhabitants.  The world itself is filled with colorful villages, towns, and cities as well as barren bleak wastelands and deserts.  Everything is either very fantastical and medieval or incredibly efficient and futuristic (barring one place that is pretty evenly both, that being the one Steampunk area) as Magic and Science coexist in this world (And are not the same thing) alongside Alchemy.

Regions:
 

Magic, Science, & Alchemy
There is little to no real conflict between which is superior.  Some places may emphasize one over the others, but that isn't a way of stating the one is, in any way, more important than the others.  They all have their uses and are used respectfully in the societies of Vangelon.  In fact, one could say that society itself is based around the scholars of magic, science, and alchemy working together in collaboration to benefit the world (See the Vangelon Myth, below).

Magic - Magic is a tricky mistress to tame.  Magic is something that people simply have an affinity for.  You're born with magical aptitude or you're not.  However, in these times, people with any form of magical affinity at all are incredibly rare.  The number of people born with this affinity is decreasing as time passes.  And even if one has this affinity, it must be nurtured throughout life if it is to develop.

Science - Science, like magic, is taking a turn for the worse.  While maintaining what has already been developed is simple enough, hardly anything truly revolutionary has come along in years, save for the work of Sabrina Bizra.  Also, the number of people capable of maintaining present developments is also decreasing as the generations move on.  Like with magic, people are born with a natural affinity toward science.  Also like magic, that affinity must be nurtured throughout life so that it may grow.

Alchemy - The numbers of those with Alchemic affinity are also decreasing.  It is arguably the most difficult of the three to master.  Alchemy had always been taken for granted because magic and science could be used for a number of Alchemy's base purposes.  But Alchemy is much broader and spans more than simply the mixing of ingredients, which is the basic extent of what alchemy based magic can be used to perform.

Fundamental Rules
-Magical energy cannot be seen or traced or scanned through scientific means.  It is simply something that is felt.  Those with a magical affinity can feel magical energy and sense it acutely.
-Those with a Magical Affinity can perform spells.  Those without it cannot perform magic without Norn Treasures.
-Magic cannot be used for any of the following, save for some instances, marked with * that can be achieved through a magic boost by a Norn Treasure or through a Norn Treasure, itself
--Altering Reality
--Controlling Spirits
--Manipulation of Darkness or Light (Elemental Magic is limited to the elements embodied by Aesir Spirits. There are no light or darkness Aesir Spirits)
--Shape Shifting*
--Impenetrable Barriers*
--Spell Negation
--Absolute Mind Control
--Resurrection
--God Level Elemental Manipulation (Unless you're Mel, but she has a reason)
--Necromancy*
--Flight*
--Flawless Supernatural Condition (AKA Physical Enhancement w/o Drawbacks)
--Crossing Spirit World Boundaries
--Perfect Teleportation
--Absolute Terrain Control
--Perfect Transmutation
--Creation or Destruction
-It is not possible to have an affinity for more than just one of the three categories unless you are either Zuman or Noman.  At which point, your marked Affinity is merely a "Jack of All Trades, King of None" scenario.

Races
There are three species of sentient life in Vangelon.  They are the Humans, the Zumans, and the Nomans.  The latter two are technically types of monsters.  In the mythos, these two races of human-like monsters were actually humans once upon a time.

Zumans - The first Zumans were apparently a group of humans who went somewhere that they shouldn't have, thus angering the goddess.  As punishment, thrust an embarrassing condition upon them that gave them animal traits and mannerisms.  The humiliation factor died down when, many ages ago, the Zumans were instrumental in the downfall of an evil king who threatened each of the other eight regions.  Now Zumans are much more accepted in society.

Nomans - Nomans get their name from generally hailing from the long abandoned "No Man's Land" that is the dark region.  Presumably, the original Nomans were evil or otherwise undesirable people who died but were then cursed with immortality and nightmarish physical reinvention.  Later generations of these strange beings became Nomans a number of ways.  Over exposure to Dark Magic can slowly transform a person into a Noman.  Nomans are generally humanoid monsters such as Succubi, Vampires, and other more occult types of creatures than the animal-like Zumans.  They also include "Earthbound Spirits".

Sapient Monsters - Monster who actually look like beasts are not usually capable of higher thought.  There are occasions, but it is rare.  This rare anomaly is still not fully understood by scientists, alchemists, or arch-mages.  The only region in which this is common is Sydna, and the Monster Queen is very much against the use of her subjects for tests.

Public Receptions
Monsters - Generally, people are tolerant of Zumans and, while often wary of them, allow Noman presence, so long as they know how to surpass their base desires.  Normal monsters are generally feared and viewed as dangerous.  It is actually illegal in seven regions to have a monster of any kind as a pet.

Treasure Hunters - Treasure Hunters are very much treated as celebrities.  People often fantasize about their grand adventures and daring feats.

Thievery - Thievery is considered one of the most lowly crimes a person can commit.  It isn't anywhere near the worst, but it is among the most lowly and pathetic as far as many are concerned.

Civilization - Generally, there is nothing really stopping someone from living in a futuristic city or magic relying village.  The three affinities don't compete.  They cooperate to make a unified world.  Some places may value one over the others, but this isn't some supremacist standpoint.  It is merely preference.  In fact, in one of the Capitol Cities, there is a temple in which scholars of Science, Magic, and Alchemy come together once a year to hold conference about the fates of the three Schools.  There is a University one one of the islands that teaches all three schools.

Monster Control Units - Reception of the MCU varies, but they are generally seen as heroes and celebrities, of sorts.  Because they maintain a veil of anonymity, nothing is really known about who they are or what they do when they are not fighting beasts.

Norn versus Spirit Weapons
This is something I feel I need to clarify.  The Norn and Spirit Weapons are two very different things, but are both incredibly powerful when properly used.  Norn Treasures, Artifacts, and Recipes draw their power from the user's force of will.  A Norn Item with an absolute effect (such as Mel's "Return Glass" treasure, which creates an impenetrable barrier) will only activate if the user has the force of will necessary to activate it.  A Norn Item with a scaling effect (Such as Lassy's Gunsabre) can be used on the fly.  But the more the user exerts their will through the item, the more powerful the result.  Norn Recipes are a bit different.  These are foods, potions, elixirs, and whatever else is created using the recipes found in the actual item, with is the Norn Page.  After ingesting whatever the Norn Recipe produced, the effect is absolute, but often time-limited and physically draining.  Thus the stronger the user's will, the longer they'll be able to utilize the effect of the recipe.  If a user's will is too weak to use the Norn at all, then it tends to cause a harmful effect, such as excruciating pain, exhaustion, and even melancholy.  Norn Items (Treasures, Certain Norn Items, those that are not meant for any form of combative use (Such as K's Norn Map) may have another side effect, such as being difficult to use if one's will is too weak.  Artifacts, and Pages) are virtually indestructible.  They can only be damaged by other Norn Items, and even that can be difficult.

Spirit Weapons are not nearly as diverse as Norn Items.  They aren't nearly as indestructible and they typically aren't as powerful.  However, all of this comes with the incredible saving grace of them having no potential negative side effects on their users.  Also, their users often have idiosyncratic relationships with them, allowing them to call the weapons to them, meaning that disarming them often isn't the end of the fight.  Past users have displayed an ability to control the weapons when they aren't in hand.  The weapons also generally can't be used to harm their chosen wielders.  Also, Spirit Weapons can only be used by those who've been touched by the spirits...in other words only certain people from Heelia can use them.  Meanwhile, nothing is stopping Heelians from using Norn.  Spirit Weapons only have a few qualities to speak of and rely much more heavily on their wielders.  First and foremost, Spirit Weapons are empowered by Spirits who bless the weapons from the "Spirit Lights".  As such, they are far more powerful than any normal weapon.  But if the weapon is destroyed, then the seal breaks, and the spirits can't continue to empower it until it is fixed.  Secondly, Spirit Weapons, themselves, don't have much in the way of special abilities.  However, if the wielder knows what they're doing, they can channel a Spirit Weapon's power into "Spirit Arts". Powerful attacks using spirit energy.  Finally, Spirit Weapons can be boosted by the effects of Norn, as with any other weapon.

All of this information primarily pertains to Season 1 of the respective RP's.  It will be updated upon Season 2's introduction in both.

Wishful Thinking
Genre: Sci-Fantasy/Adventure/Comedy
Status: Taking Members
Plot: A mischievous little Zuman simply referred to as K, has dreamed of being a treasure hunter for all her life. She has fantasized of the adventure and riches for as long as she can remember. Unfortunately, she's not the luckiest thing and has been living life as a pickpocket street urchin for years in a small town. But when disaster strikes the little village, she may wind up getting her wish in a way she never expected. Now she is locked in a race to find the fabled "Sun of Lore" before a mysterious woman named Mel. But can she do it? Does this artifact even exist? What secrets will be uncovered in her adventure? Meanwhile, across the region, a renowned scientist named Sabrina is alerted to a bizarre anomaly that may, very well, be tied to the long dismissed theories that Norinn and this mysterious "Sun of Lore" actually exist. Setting out with her helper android, she intends to find Norinn for herself to prove her theories and hopefully avert catastrophe.

Join with either K or Sabrina in an adventure that will span all of Vangelon. Learn more about this Sci-Fantasy world and explore, not only the landscapes, but one another. Go from futuristic cities, to quiet little villages, to vast mountain ranges and the wide open seas. And finally uncover the secrets of the Vangelon Myth.
Mythos:
 

Code:
[u][b]General[/b][/u]
*Name:
Nickname(s):
*Age:
*Gender:
*Alignment:
*Party:
*Species:
Occupation:
*Appearance(Image):

[u][b]Traits[/b][/u]
*Preferred Weapon(s):
*Skills:
Abilities:
Affinity:
*Experience Level:
Item(s):
Norn:

[u][b]Personality[/b][/u]
*Likes:
*Dislikes:
*Fears:
*Values:
*Bad Habits:
*General Personality:
Trademark:

[u][b]Background[/b][/u]
Brother(s):
Sister(s):
Mother:
Father:
Non-Immediate Family:
*History:

The Darklight Chronicles
Genre: Horror/Comedy/Adventure/Fantasy
Status: Open
Plot: The Darklight Chronicles centers around two factions. The first is that of the Templar, the legion of white knights based in Chronescia, dedicated to battling monsters, and the Monster Queen, Rose. The central plot is that of a war being waged on Rose after monsters are discovered behind Chronescia's barriers, having slaughtered people. Rose is the queen of them. This is her responsibility. Whether or not she can educate them all, she can control them. Even the wild ones follow her command. So why would the beasts attack Chronescia when ages ago she commanded all beasts leave the holy kingdom alone? She must have commanded it...or, rather, that is the stance of the Templar. Whether or not this is true remains to be seen. However, none of the battalions sent into the Badlands have returned...none but one, that is. And he brings grave news. Rose is keeping the Templar soldiers alive and having them commit slave labor? Now she was directly in violation of their agreement in the worst way, using her power to control men. But is Rose truly the villain of this story...or is she the victim? Play on either side and find out just how everything fits together in the end. The conclusion, I'm sure, will be a surprise to you.
Mythos:
 
Code:
[u][b]General[/b][/u]
*Name:
Nickname(s):
*Age:
*Gender:
*Alignment:
*Faction:
*Species:
Occupation:
*Appearance(Image):

[u][b]Traits[/b][/u]
*Preferred Weapon(s):
*Skills:
Abilities:
*Experience Level:
Item(s):

[u][b]Personality[/b][/u]
*Likes:
*Dislikes:
*Fears:
*Values:
*Bad Habits:
*General Personality:
Trademark:

[u][b]Background[/b][/u]
Brother(s):
Sister(s):
Mother:
Father:
Non-Immediate Family:
*History:

Monster Control
Genre: Action/Fantasy/Steampunk
Status: Open
Plot: The Spirit Lights are dimming.  Without them, the Monster Control Units of Heelia are losing their edge over the monsters that so vex their cities.  Then, one night, an absolutely enormous monster has attacked Kroma Falls.  But rather than go on a rampage, it merely broke open the wall and left.  No beast in Heelia has ever shown that kind of awareness.  But if a creature this size is aware, then it could spell disaster for the sapients living in the region.  (You do not need to be a member of the MCU in this RP. Everyone does begin this tale in the city, however)
Mythos:
 

Code:

[u][b]General[/b][/u]
*Name:
Nickname(s):
*Age:
*Gender:
*Alignment:
*Species:
Occupation:
Cover(MCU only):
*Appearance(Image):

[u][b]Traits[/b][/u]
*Preferred Weapon(s):
*Skills:
Abilities(Zumans/Nomans only):
Affinity:
*Experience Level:
Division(MCU only):
Item(s):
Norn:
Spirit Weapon(s):
[u]Spirit Art(s)[/u]

[u][b]Personality[/b][/u]
*Likes:
*Dislikes:
*Fears:
*Values:
*Bad Habits:
*General Personality:
Trademark(s):

[u][b]Background[/b][/u]
Brother(s):
Sister(s):
Mother:
Father:
Non-Immediate Family:
Friend(s):
*History:

Morale
A "mechanic" unique to MCU is the Morale feature.  Basically, there will be an occasional instance where the players get to select an action for Sven to take based on a list of at most 4 choices (One of which will always be to pass on any action at all and let the option "Expire")

The way this works is that certain choices boost Sven's bond with any of the applicable characters or weaken it (depending on the choice).  By extension, though, Sven's overall morale and attitude may end up varying by the end of the main arc based on what he's made to say and do.  You'll have to think hard about how well you know these characters because not every decision will be so blatantly obvious.

These conversations give an added bonus.  You can have conversations with various characters as not only will some of the have rather comical dialog, but if you say the right things and build up a high enough rapport with them, they may gain access to powerful new Spirit Arts.  Oh, and for you shippers out there, you can get a little competition out of this one.  Sven can end up asking out the girl (between Juni, Willow, and Iona) who he has the highest Rapport Level with.  I'll be sure to post regular updates as to whose Rapport Level is where, so you can strive to unlock those Spirit Arts and kill one another, trying to get the girl you like most.  Have fun.


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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Sun Feb 09, 2014 12:27 am

Sign-Up Details
These are the details describing what goes where in each of the three sign-ups.

General Fields

Experience Levels (Season/Story Arc 1)
Beginner - Little to no true battle experience.
Trainee - Battle experience is very limited and needs work.
Rookie - Improved to the point of being able to handle themselves a bit better in battle. They won't be stumbling around as much at least.
Basic - Less likely to make highly critical mistakes but it still doesn't rule out the possibility. They're finally getting a little power behind their attacks.
Intermediate - Can certainly hold their own in battle. They have some power and enough skill to really shine if things are in their favor.
Adept - True experts. They know how to execute some pretty strenuous or complicated battle maneuvers have have some decent power behind them.

Experience Levels (Season/Story Arc 2)
Advanced - They're a cut above the typically seasoned fighter.  These are the guys you call on to handle the truly big jobs.  They've seen things and are much more acute in their craft, capable of executing complicated battle tactics with ease.
Ace - These guys are geniuses on a battlefield.  They are near flawless in execution and are masters all around, capable of improvising on a moment's notice and, with enough prep time and luck, bring down threats several times larger than they are.
Master - They may not be the wise old sage, but they are perfectly qualified.  These people have truly mastered the battlefield.  They can see every scenario playing out, long before it occurs, simply by reading the space around them.  Their execution is flawless.  To threaten them in combat is to be so powerful that all of their skill is forfeit...and very little possesses that kind of power.

Experience Levels (Season/Story Arc 3)
These are not sustaining.  These are only accessible as Modes which are time-limited or energy expensive.  There are very, VERY few exceptions to this rule.
Demigod
God Mode

Trademark
This is just any little character quirk that is easily noticed about the character.  Something that stands out right away and typically because a running joke or defining trait.

Items, Skills, & Abilities
Items are just things that your character pretty much always has on their person.
Skills are things that your character knows how to do and is really good at.
Abilities are basically powers.  Only monsters have these.

Species
If you're a monster, what are you? You can make something up or use a known type.

Tengri wrote:
Character Alignments


Alignment ChartOrder Versus Chaos
EthicalLawfulNeutralChaotic
GoodLawful GoodNeutral GoodChaotic Good
NeutralLawful NeutralTrue NeutralChaotic Neutral
EvilLawful EvilNeutral EvilChaotic Evil


Time to adress the little issue known as Character Alignments! Now many of you would have a fairly rough idea of what this might entail, giving your character a general moral scope that is in line with their beliefs and actions. Keep in mind, these alignments are not meant to shoehorn your character and it is not uncommon for a deviously evil character to have a change of heart, as long as it is believable! The same can be said for a once noble and stout knight whose personal code slowly gets skewed into a more violent and stubborn mindset. Characters are fluid entities with their own aspirations and personalities, alignments simply assist in guiding a character's moral behaviour. 


If someone is having difficulty depicting a character of a particular alignment because of the alignment, or in imagining how to do so sensibly, it's probably because they're putting the cart before the horse. Alignment isn't personality and doesn't determine it. Personality determines alignment. You should first come up with the personality and see how the character functions based on it, and then see which alignment it fits. For example, instead of presenting Chaotic Evil as doing random evil acts for no reason, you might come up with a character who thinks the only way to get by is to dominate everyone else by using physical violence, and is willing to apply this method at the least provocation, lest he seem "weak", not caring that he hurts others — and then realise his behaviour and attitude amount to a kind of Chaotic Evil, this time with a reason.




GOOD ALIGNMENT

"Law is order, and good law is good order."
— Aristotle
Lawful Good - A Lawful Good character believes in the goodness inherent in all beings, in a code of conduct — be it a personal one or a set of laws —, and that an ideal world comes from promoting this dualism of structure and benevolence. These are the most blatantly good guys there are 
"I would unite with anybody to do right and with nobody to do wrong."

Frederick Douglass
Neutral Good - The Character Alignment of sweetness and light. A Neutral Good character will usually comply with laws if doing so benefits the greater good, but rebel against those they consider unjust or which conflict with the greater good. Neutral Good characters value freedom and will protect others' freedom as long as it's not used to do harm.
"An unjust law is no law at all."
— St. Augustine of Hippo

Chaotic Good - Chaotic Good characters are rebels and free spirits who believe in doing good, by their own standards. Some don't have a problem with greater systems such as laws as long as they leave them alone; others are anarchists who believe that too much 'order' is bad for everybody, and the betterment of all can only be achieved by actively rejecting any higher instances of power.




NEUTRAL ALIGNMENT 


"God knows, it's easy to be kind; the hard thing is to be just."
 Inspector Javert


Lawful Neutral - characters who believe in order — personal, systemic, both or either — above all else. They will always seek to obey and preserve order, even to the inconvenience of themselves and others, and even if they themselves admit the law in question is an annoying one. They must always follow their own personal vision of law and order!


"I stick my neck out for nobody."
— Rick Blaine


True Neutral - they're not selfless enough to be Good, but not exploitative enough to be Evil; they're not rule-abiding enough to be Lawful, but not arbitrary enough to be Chaotic. They could be described as morally bland.


Shirahoshi: "But if you're a pirate, Luffy... Then aren't you a bad person?"
Luffy: "... Hm? ... Mmmm... I dunno, that's up to you to decide."
— One Piece


Chaotic Neutral - do whatever the hell they like and damn the consequences (unless they're too noble or hurtful, watch out for that part!). Some say they're the ultimate free spirits, others that they're just crazy. Either way, there's no telling what they'll decide to do next — their main, and often only, concern is their own freedom. Whose side are they on? It's doubted that they even know themselves. Being Chaotic Neutral does not make them Chaotic Stupid however, these characters won't jump off a bridge for the lols, their main aim is their own freedom.  





EVIL ALIGNMENT 


"Peace through tyranny."
Megatron


Lawful Evil - A Lawful Evil character is an evil character who either tries to impose or uphold a lawful system on others without regard for their wishes, and/or adheres to a particular code. They believe in order, but mostly because they believe it is the best way of realising their evil wishes, or they feel it is a realistic and necessary compromise or restraint on them. These characters are clearly evil, but nevertheless organised, consistent, rule-abiding, and/or maybe even trustworthy and reasonable in their own limited way — in other words, Lawful Evil.


"For mine own good, all causes shall give way."
— Macbeth 

Neutral Evil- these characters will ally with anybody as long as it advances their own interests — and it is all about their own interests. These characters do not respect other people as people like themselves with feelings and needs; rather they are tools or obstacles inferior to the Neutral Evil, to be used for their advancement. Neutral Evil characters are intrinsically selfish and amoral and commit evil for self-serving, but not necessarily for malicious purposes. They tend to be in it for money and power.


"Some men just want to watch the world burn."
Aflred Pennywoth 


Chaotic Evil-  If Chaotic Neutral is the truly free spirit, Chaotic Evil is the truly free evil spirit.They will do whatever they want whenever they want to do it, which, seeing as they are evil, usually entails lots and lots of death and destruction. These characters are usually the most aggressive of the Evil alignments, more often than not being possessed of an impulsively violent nature and a total disregard for people, laws, or even the world around them. In short, Chaotic Evil represents the destruction of not only life and goodness, but also the order upon which they depend. Chaotic Evil does not mean the most evil or stupid, in it for the lulz (which can be a motivation to any villain of any Evil alignment), nor even psychotic. A character does not fall under Chaotic Evil solely because they're really evil, stupid, or crazy. They simply have a complete and utter disregard for laws and believe that their own evil impulses are their best guide. 

Note: Darklight is the only one of the three that allows you to be evil, basically due to the fact that the line between good and evil is very blurred as is.

Species & Abilities
You are allowed to be a monster in any of the three RP's, save for a few conditions.  Keep in mind, though, that intelligent, non-humanoid monsters are incredibly uncommon beyond the region of Sydna.  Also, the Affinity portion of the application does not apply to monsters, humanoid or otherwise.  In place of Affinities, monsters have Abilities.  Abilities are essentially powers.  Zumans and Nomans also do not have affinity.  However, because they are part human, they are "Jacks-of-all-Trades", capable of utilizing any Norn, unlike humans who can only use those matching their affinity.  They can tap into Norn Artifact magic, activate a Norn Treasure, and read the pages of the Norn Alchemy Book.  The limitation, of course, is that it isn't perfect.  They can't always tap the full power of Norn thanks to their monster heritage.

Note: Only monster control disallows use of the non-humanoid monsters as the entire RP is based around combating them.

Affinity & Norn
Affinity comes in three forms.  There's Magic, Science, and Alchemy.  These attributes play a major role in the society of Vangelon.  You may only pick one.  The one you choose, as stated in the above section, dictates the type of Norn you can use.  Alchemy allows you to read the pages of the Norn Alchemy Book, often simply referred to as "Norn Pages".  It also allows you to derive the supernatural effects of the recipes in those pages.  Magic allows you to use Norn Treasures, which are objects with a wide array of magical abilities.  Science allows you to activate and innately know how to use Norn Artifacts, which are essentially super advanced technology.  Of course, these affinities also come with natural aptitude for regular science, magic, and alchemy.  However, the average spectrum must be tempered throughout life as with any skill. Also: You are not required to have an Affinity at all.

Note: Wishful Thinking and Monster Control are the only RPs that allows you to choose between all three Affinities.  The Templar in the region of Synda only recruits people who would be equally capable of armed combat and magical combat while Monsters can either have no affinity at all, or have a latent but imperfect affinity for all three.  Thus you aren't allowed to choose Affinity for Darklight at all.

Darklight Fields

Faction
Your faction is whose side you start out on, be that the side of the Templar or that of Queen Rose.  If you side with the Templar, you may only be human.  The only exception to this is to be Zuman.  Zuman, such as K in Wishful Thinking, are technically monsters.  They are human-like creatures with any variety of animal-like features.  If you side with Rose, then you must be a monster and yes, Zuman is still an option.  Also, while Nomans are also technically part human, their historically evil nature has caused them to be exiled from the Kingdom.  Thus, they cannot side with the Templar.

Examples
Templar PC:
 

Badlands PC:
 

Wishful Thinking Fields

Party
Similarly to the Faction system of Darklight, Wishful Thinking has you choose between two different parties.  Each party essentially has its own storyline until they eventually cross paths down the road.  Here you can pick between Sabrina's party or K's party.  You do not have to join either of them right away but it will happen eventually.

Example
K:
 

Sabrina Bizra:
 

Monster Control Fields

Occupation
While not a field reserved strictly for Monster Control, there is one occupation that can only be used in the Monster Control RP.  That would be referred to as "MCU Crew".  This implies that you have some title within the MCU, even if it isn't a combative role, such as being a tech or an engineer. You can become a member by the age of 18, without ever attending the Academy.  However, this is incredibly rare.  Lassy, however, is an example of a character who has done this.  The academy takes 4 years to get through, and can be entered immediately after school.  For this reason, most who join the MCU are 22 by the time they join.

Cover
Members of the MCU operate under a veil of anonymity.  They only reveal their true occupations to other members of the MCU.  They're essentially undercover.  While an MCU member does not NEED to have a cover job, they can have one.  Some members even go as far as to actually hold the cover job as a legitimate occupation on the side.

Division
This field also only applies to MCU members.  It is also specific to Experience Level.  There are 6 Divisions (Technically 5, as one of them is off limits).  Two of these are non-combative and another two can only be reached with a specific Experience Level.
Divisions:
 

Spirit Weapons
These are primarily explained in the initial post of this thread.  However, there are a few rules to mention.
-Only Melee Weapons
-No More Than 2

Spirit Arts
Think of these as Special Moves.  You may have up to 2 of these for Season 1.  They will not be horribly impressive, at first.  However, Spirit Arts evolve.  They will progressively become more and more powerful, and you will eventually be able to learn more.  You may list spirit arts that your character has yet to learn, so long as you specify that they cannot yet perform it.

Example:
Sven:
 

Juni:
 


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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Tue Mar 11, 2014 11:49 pm

General
*Name: Kinara Hantsune     name translates roughly to skills (in case of need) hunter fox
Nickname(s): fox girl, the desert beauty, huntress
*Age: 19
*Gender: female
*Alignment: neutral good
*Party: K
*Species: Zuman
Occupation: huntress
*Appearance(Image);


Traits
*Preferred Weapon(s): Bo-staff (and the version similar but with a blade at the tip)
*Skills: warrior trained with multiple weapons, great tracker, high agility, fennec fox traits
Abilities: almost super strength, strong hearing
Affinity: Zuman Affinity
*Experience Level: intermediate
Item(s): a Bo-staff, a few hidden daggers
Norn:

Personality
*Likes: traveling, improving her skills, the thrill of battle and claiming a hunt
*Dislikes: inefficiency, people slowing her down, sticky stuff caught in her fur
*Fears: being tickled
*Values: adventure, money
*Bad Habits: growling when annoyed, opportunist when it comes to making money
*General Personality: Somewhat free spirited in the sense she likes seeing new places, and she is very loyal to those close to her. She'll care for those she has a soft spot for. However she is a strategist, and is calculating enough where she concentrates on getting her prey (usually to get the best profit or a quick meal). She has a good sense of the market and will go behind the law occasionally if the price is right, but not if it harms the innocent. She likes gambling and loves cheating a cheater.
Trademark: her sash she wears around her waist, it is always worn as either a belt/lower covering, or neck scarf/cloak, even after she adds clothing to match her current environment; her tribal tattoos representing the desert sun and marking her as a Fennec Fox adult

Background
Brother(s):
Sister(s):
Mother:
Father:
Non-Immediate Family:
*History: Grew up in a tribe of Fennec fox Zuman. As part of their becoming of age rituals and traditions, each member goes on a journey at age 13 for a year, then trains in the guard for another 2 years before choosing an occupation. Kinara came back with a fierce motivation for traveling only to grow to love battle as well later in the guard. While on a hunting exhibition, did she realize the happy medium.
Since becoming an adult in the tribe she has been fine tuning her hunting skills and made a name for herself in the tribe. She's gotten excellent at trapping reptiles and other desert dwellers. She traveled away from her native desert homeland to sell her wares (like leather). Seeing new landscape made her decide to master hunting other types of prey. She is currently hunting in a forested region while staying at a tavern in a nearby town (with some late night gambling).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
General
*Name: Mara
Nickname(s):
*Age: 24
*Gender: female
*Alignment: neutral good
*Party: K
*Species: Human
Occupation: Alchemist, chef
*Appearance(Image);


Traits
*Preferred Weapon(s):
*Skills: a divine cook, self defense tactics
Affinity: Alchemy
*Experience Level: rookie
Item(s): portable cooking utensils in a pouch
Norn: Alchemy Pages

Personality
*Likes: singing while cooking, comedies, finding new ingredients and recipes
*Dislikes: people taking her stuff, arrogant men
*Fears: papayas, spaghetti, and onions
*Values: committment. Strong relationships, fresh food
*Bad Habits: mumbling when thinking, comparing people's lives to alchemy ingredients,
*General Personality: the typical big sister, usually calm and patient; also protective. A great listener. Though nurturing, she is no push-over and will defend herself. She grew up with two brothers and dealt with the local thugs in her school more than once. She's mildly athletic but prefers simple arts like music and dance. She isn't the best dancer (mediocre) but she has a beautiful singing voice.
Trademark: being clutsy enough it's noticeable, but nothing except her is usually damaged (usually has at least one bruise on her lovely skin)

Background
Brother(s): younger and older one
Sister(s): none
Mother: alive
Father: alive
Non-Immediate Family:
*History: Grew up keeping her brothers from always fighting with each other. Being fairly attractive, they both pushed her to take self defense classes to ward off the troublesome gang of boys in their school. Which is good as more than once the gang had set their sights on Mara; though usually her brothers would protect her, she managed to fend them off more than once on her own. She is the only alchemist in the family, the ability likes to pass only onto the females of their family, the last being her paternal grandmother. Now she operates a restaurant with her siblings. She is the head cook but they have enough workers available so when Mara likes to explore for new herbs and ingredients the restaurant can operate effectively.
Mara met K while returning from the grocery store after a pick-pocketing incident and K ran straight into her after turning a corner. Mara brought her inside to clean K's cut and get some food.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
General
*Name: Lucas
Nickname(s): Luke/Luc; Pup
*Age: 10
*Gender: male
*Alignment: chaotic good (more mischievously good)
*Party: Sabrina
*Species: Zuman
Occupation: Mini-Mage
*Appearance(Image);


Traits
*Preferred Weapon(s):
*Skills: good sense of smell
Abilities: early magic, traits drawn from a gray fox
Affinity: Zuman Affinity - more proficient in magic however
*Experience Level: Trainee
Item(s): his favorite green tunic-y coat; a ball,
Norn:

Personality
*Likes: meat, some childish things
*Dislikes: fleas, being told stupid/worthless
*Fears: excessive bathing (not getting clean after becoming really dirty, like if fell in mud; its more likely the soup and repeated rinse cycles)  perhaps instead shampoo
*Values: surpassing his sister, occasionally fun to relieve stress
*Bad Habits: getting distracted at shiny things.
*General Personality: fairly loyal and a good companion. generally determined to be good at something, so he is trying hard. selectively observant (sometimes too observant sometimes oblivious), does some childish outbursts but is strangely calm when Sabrina turns crazy; he finds her amusing.
Trademark: twitches his tail when deep in thought or expressing certain emotions

Background
Brother(s): N/A
Sister(s): Lukita

Mother: N/A
Father: N/A
Non-Immediate Family:
*History: He grew up in the shadow of successful older sister, heir to the family legacy and a prodigy of a warrior. He was slightly trained to fight to see if he was anything like his sister but was terrible. It was decided he was shipped off to an apprenticeship to learn magic. Though still slightly new at it, he is learning fairly quickly and enjoys it.
when on an apprentice errand, a nearby building caught on fire. He watched as Sabrina used a device to put the fire out, then listened to her Norn fables.

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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Tue Mar 11, 2014 11:52 pm

I'll type my next post after work tomorrow alright?

I at least remember what I wanted to include for Kinara. The rest I'll have to reread.

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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Thu Mar 13, 2014 10:42 pm

Okay. Kirei's history is incomplete, but it's almost 2 AM, and I'm exhausted. I'll finish it tomorrow.

General
*Name: Aeris
Nickname(s): Aer (pronounced "Air"), the crazy lady, The Goddess of the Winds
*Age: Unknown, she tends to lose count, but Aeris is very old. Don't say that to her face, though... she'll kill you. Or prank you incessantly. It depends on her mood.
*Gender: Female
*Alignment: Chaotic Good... though mostly just chaotic. She's definitely insane.
*Party: K
*Species: Sylph (a spirit of air; powerful but vicious)
Occupation: Hunter/Trapper; mainly deals in selling furs.
*Appearance(Image);
Spoiler:
 

Traits
*Preferred Weapon(s): Steel broadsword. Used in combination with her "Phantasmal Winds" ability, or as a standard sword.
Image:
 
*Skills: Constructing traps, keeping fires going almost indefinitely, dealing with children or immature people calmly and without issues.
Abilities: Basically warps and controls air. Capable of summoning mists that blanket an area. She can shape the air into vaguely transparent wings and fly with them, but this takes a lot out of her and isn't good for longer distances. Also compresses air into blades or creates a vacuum around a person to suffocate them to death. Her power grows and shrinks with her awareness and her emotions.
However, her greatest ability is called "Phantasmal Winds". With this power, she increases the density of the air around her sword, causing the distorted lensing of light through it to make her blade functionally invisible. It also distorts the sound and scent of the blade, so following it with the other senses is equally impossible. This makes it almost impossible for her opponents to judge both the range and angle of her attacks, making blocking risky at best and dodging purely impractical. Keeping it moving in perfect synchronization with her sword and at the necessary output is horrifically inefficient for her power reserves, but it makes her damn near invincible in close combat for as long as she can keep it going. She can only access this power at her absolute best, however.
Affinity: Noman
*Experience Level: Inconsistent. When she's in top form, Aeris is generally one of the best fighters out there, with near-perfect control over her abilities and incredible swordsmanship that could only come from several human lifetimes of experience. But it varies, because she's not all there anymore. So she can be anywhere from Basic to Adept, almost at random.
Item(s): Always carries a malachite crystal, though she doesn't remember why anymore.
Norn: ?

Personality
*Likes: Pranks, tricksters, laughter in general.
*Dislikes: Snobbish people, people who try to get her to change her point of view or opinions.
*Fears: Losing touch with the world entirely, as she's already well on her way.
*Values: Happiness, appreciating the little things in life.
*Bad Habits: Has no tact whatsoever. Tends to have medium awareness/break the fourth wall on occasion.
*General Personality: Aeris is very happy-go-lucky, but she acts pretty off-kilter. She's flat-out insane at times, but she loves to smile and laugh, and likes to make others smile and laugh.
Trademark: She knows she's in an RP... or she's just insane and hallucinating it. Nobody knows for sure. "You do!" ...shh, don't say that out loud! ;]

Background
Brother(s): N/A
Sister(s): N/A
Mother: N/A
Father: N/A
Non-Immediate Family: Unknown whether or not she has living relatives, but she has no contact with them.
*History: Aeris has very faint memories of once living as a prisoner in a tower. She also has the name "Alexander" stuck in her mind, and believes that the Malachite crystal she carries around belongs (or used to belong) to him. She travels all over the place, hoping to find him or his resting place so she can return the crystal to him. At the same time, she's wary of staying in one area for too long, since she has no idea who took her prisoner or why, and if they're still looking for her.




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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Thu Mar 13, 2014 10:52 pm

Nope, dude. Everything checks out so far. Nothing wrong with your sign-up. I'm amused, though, that she can also break the fourth wall. Interactions between her and K I'm sure would be fun. I see that you have a question mark for Norn. That essentially is asking if you carry any Norn Items around. Artifacts, Treasures, or Pages. You can make up Norn Items. They're essentially either magical objects that have some specific effect that normal magic can't do (Treasures), incredibly powerful brief-use-only weapons (Artifacts), or pages from the Alchemy book that grant the holder knowledge of all recipes on it for as long as they possess it (Pages; They don't even have to read them. They'll know the recipes as soon as they acquire the page but will forget as soon as it enters someone else's possession). You do not have to have a Norn item of any kind.
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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Sun May 25, 2014 2:11 am

General
*Name: Gale Lockheart
Nickname(s): The Romance of Remlia, The Love of Lominia, The Tease of Tolorin, and other cute nicknames. Although currently there are a lot of woman using more expletive nicknames.
*Age: 34
*Gender: M
*Alignment: Neutral Good
*Party: K
*Species: Human
Occupation: Treasure Hunter / Romantic
*Appearance(Image);

Traits
*Preferred Weapon(s): Guns, his favorite being his custom made sniper rifle.
*Skills: Stealth. Gunfighting. Crafting (gemsmithing / gunsmithing). Various Romantic skills.
Abilities: Vast Knowledge. Natural Lie Detecting. Smooth-Talking.
Affinity: Science
*Experience Level: Intermediate
Item(s): Glare, his custom sniper. Some ammo. A object that acts like a polaroid camera. A small silver box full of various pictures of women and notes on the back of each. A silk pouch full of engagement rings and other high quality jewelry.
Norn: Aphrodite Glass, a pair of glasses with the unique ability to when touched correctly go into a state of x-ray or night vision.

Glare (comparably to a Barret xm-109 on steroids)
*Being the only thing Gale puts money into other than banks this gun has been custom made in every aspect. Every piece has taken months to create from molded diamond and titanium alloys. No schematic exists because Gale always feared it falling into the wrong hands and even a failsafe system has been integrated to prevent use by hostile forces. It is fitted to fire custom .50 cal anti-tank rounds.
Several hidden functions and ammo are fitted into the rifle.
Special Ammunition
- Shrieker Rounds, basically can causes permanent ear damage at close range and raid siren noise around 5 miles. The worst sound imaginable meant to attract attention and stun enemies.
- Grappling Shot, a grappling hook with a possible range of 1 mile. After firing, braces break free from Glare and attach to the user, gas canisters fire off and launch person (bat hook style) reversing direction at last second to slow final approach.
- Shatterstorm, Upon firing this canister into the air it opens and ignites dozens of armor piercing bullets that hit in all directions except directly underneath.
Hidden Functions
- Shock, Lock, and Drop... Glare is fitted with a small electrical battery that holds the charge of a Defibrillation unit. Can be triggered by hand or by codeword. Can temporary drop a close range aggressor.
- Tracking Blocker, able to block radio and tracking signals within 1 mile of the weapon when activated. Drains power fast.
- Failsafe, weapon lock along with explosive... think Predator.

Personality
*Likes: The Ladies, does not care on race. Human, Zuman, Noman, and even some monsters may have graced his doormat. Traveling, Crafting when nervous. Reminiscing.
*Dislikes: His 26 fiancees finding out about each other.
*Fears: His 26 fiancees. Large bodies of water with unidentifiable bottoms. (not scared of water more of what is in the water)
*Values: Himself, romance, his crafting and those he is loyal to.
*Bad Habits: Unable to control himself around attractive women. Think Brock (Pokemon) but also add in trying to hit on women currently trying to kill him.
*General Personality: Flirtatious, can be very serious when something truly important.
Trademark: Using horrible pickup lines and having them actually work. Gale has a way of breaking laws of physics when it comes of hotties. For instance say you see an attractive woman from across the room at a table, while looking at her Gale, who was just standing next to you will appear sliding next to her.

Background
Brother(s): None
Sister(s): 8 older sisters all spread across the world
Mother: Deceased
Father: Deceased
Non-Immediate Family: 26 fiancees (all who are really pissed at the moment)
*History: Life was good for Gale, he was happy at work and had a stunning romantic streak going when the horrible accident occurred. The over zealous party planner invited all his friends, family and sadly 26 fiancees to a party in his honor. After dodging sharp objects and catching engagement rings Gale fled into the woods with an angry mob hot on his heels. With the present discussed we look at Gales past. He is battle hardened due to fighting in a covered up war. Currently he works as a treasure hunter who is paid by several expedition companies to gather information on all sorts of things. Occasionally his is invited to an expedition but usually passes the time with his 2 favorite hobbies, Crafting and Women. He is used to traveling most areas and has a vast knowledge on many subjects. He is a very capable fighter but sometimes freezes when require to take a life. A psychologist would say he chases skirts to cover up some horrible scars left over from his hidden war. Gale would say that psychologist is full of it, unless its a she... and she's hot. In which case it's time to start daily sessions.

Revealed History
- Gale was a young commando sent in with a small team to locate and report information to the local government on a target known to have carved his way through small towns forming a personal military of the frightened and criminal citizens. Upon locating this horrible Dictator about to destroy another forest village Gale was given the order to withdraw and deliver the information. Gale broke orders and fired a high powered custom round into the Dictator turning him into dust by its force. Sadly the bullet didn't stop and tore through a small home, killing zuman parents and leaving a baby female zuman an orphan and stained with its parents blood. To this day Gale can sometimes become phased seeing young female zumans thinking each one may be the orphan...

more upon revelation.



Code Aphrodite


General
*Name: ???
Nickname(s): Code Aphrodite
*Age: ???
*Gender: F
*Alignment: ???
*Party: Gale
*Species: ???
Occupation: ???
*Appearance(Image):

Traits
*Preferred Weapon(s): N/A
*Skills: Reading people, lightning fast learner. Gale has survived many traps and ambushes due to her ability to learn tactics at the speed of light and advise how to turn the tides on his aggressors.
Abilities: Perfect Recall, her world was blank pages she filled with anything she could find out, once in Gale’s world she learned at an exponential rate.
Affinity: ???
*Experience Level: ???
Item(s): ???
Norn: Aphordite Glass

Personality
*Likes: Manipulating people, learning, exotic foods and masks
*Dislikes: Gales abilities to ignore her, and not having her own body
*Fears: Losing to Gale for total control as well as Losing Gale forever due to her manipulations and tendencies.
*Values: Brilliance and Expression
*Bad Habits: Taking control of Gale, telling him how to manipulate people.
*General Personality: Unknown, she seems polite, but in a blink of an eye will deem you a target. Usually likes to play ten steps ahead of everyone else.
Trademark: A hundred lies and a good disguise keeps your world alive. Theatre masks.

Background
Brother(s): ???
Sister(s): ???
Mother: ???
Father: ???
Non-Immediate Family: Gale
*History: Code Aphrodite was born in a world of pen and ink. She was created to be a character in some kind of literature (comic / graphic novel / book) but not sure what it was. She knew nothing of herself, she wasn’t even sure if she was a hero, villain, or something else. The only other thing other than her created in her world was a reader chair, a side table with a pair of glasses on it and a blank book that slowly filled itself in. The book was the only thing that kept her sane, it detailed the military and social life of a young soldier named Gale. She read the book for countless years until one day the glasses lit up a weird color, so she picked them up and from then on the two became one. Two minds, two hearts, two souls, one body. Gale and Code Aphrodite.

Code Aphrodite and Gale share two hearts, his in it’s normal location and hers, hidden on the other side of the chest, it’s the size of a walnut with a hard carapace around it, when Gale gives her full control it cracks out of it’s shell and like cancer spreads to every system and grows in size. Their minds and souls are intertwined, to kill one will leave the other weak but in full control.

Her end game is confused. She doesn’t know if she was meant to be good or bad. She wants her own body, if she cannot achieve this in some way she will gladly accept Gale’s body but would rather not kill him outright.

Aphrodite Glass, the norn artifact that bonded the two. If removed from Gales body for extended periods of time will enact domination mode for Aphrodite, she will explode out of him like a shell and show her true form. If glasses are put back on in time she will retract, if not Gale will be stuck inside her until the same is accomplished.

One last thing. Aphrodite cannot break the 4th wall, but can hear and detect when it is being done. Being a creation of another format she has a sense for when things are amiss like that.


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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Sun May 25, 2014 2:15 am

Checks out fine. Welcome aboard
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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Mon May 26, 2014 12:00 am

xD even funnier than I imagined. Dusk, I'm expecting some funny posts. Yes, like Brock but I think he's also similar to Miroku from Inuyasha.

Good, K's group needed a male to tag along. And I realized, the irony, I said Kinara would be interacting with him more often probably and Mara would shrug him off; Mara has a dislike of arrogant men. I can't wait to work with this.



Also Remlia, Lominia, Tolorin; where are these cities? And can I reference them in the joint story

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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Mon May 26, 2014 3:20 am

Ahh, Miroku. I do remember that amazing man. The uplifting way he felt up women trying to help his injured self. I will try to live to that legend. I think if you mix Miroku, Brock and Jack Sparrow together you'll get a good sense of my characters behaviors and ambitions. As for referencing things go right ahead, unless Ink has some changes to make if it's for his game. I also would like to know if anyone has anything they would like me to know about interactions with their characters, I don't want to make this obnoxious for anyone or put the player in uncomfortable situation.

Let me know when I can try to incorporate this person, or if anyone else has an idea feel free to go for it for how I appear. I'm currently running from a angry mob of fiancees so this should be fun.
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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Mon May 26, 2014 4:27 am

There isn't much for you to know, right now.  I would just advise not humorously interacting with K (and possibly Mara, but I dunno what Raven has to say about that) right now, as she just watched the only place she'd ever called home burn to the ground.  At the moment, it's a bit somber.  That'll fix itself in a bit, but yeah.  That aside, go for it. The tone of this thing changes constantly, as is.
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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Mon May 26, 2014 4:14 pm

Um actually Mara wouldn't be too off. I was going to have Kinara find the exhausted K and take her to the cottage that I think is Eon's Aeris. Mara will be wandering the woods for a bit so I don't have much to work with her.

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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Mon May 26, 2014 6:48 pm

Well, there ya go. And yeah, I recall that's what was happening with K.
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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Mon May 26, 2014 8:43 pm

Okay, Aeris' history is updated.
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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Mon May 26, 2014 10:04 pm

It checks out fine, Eon. You're good.
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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Tue May 27, 2014 1:57 pm

*Eon, nice new profile pics

Well, it's been my turn to post. I guess I'll help with transitioning everyone in.

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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Tue Jun 03, 2014 11:15 pm

^ Thank you. Fate/Zero is kind of my new anime obsession as of late.

Alright last thing, I think... I gave an update to Aeris' powers. It's not too major since she can only use it at her absolute best, but it is probably my favorite idea for an ability.
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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Fri Jun 27, 2014 5:35 am

General
*Name: Sally Star
Nickname(s): Lassy
*Age: 22
*Gender: F
*Alignment: Neutral/Good
*Party: K
*Species: Human
Occupation: Bounty Hunter, (Former) Law Enforcer, Cedar Monster Control Unit Co-Captain
*Appearance(Image):


Traits
*Preferred Weapon(s): Dual Pistol, "Gunsabre", Lasso
*Skills: Master Marksmanship, Hand-to-Hand Combat, Swordplay, Cooking, Tracking/Hunting, Trapping, Survival, Monster Taming, Horseback Riding
Abilities: N/A
Affinity: Alchemy
*Experience Level: Adept+
Item(s): Hat, Pancho, Bandana, and Her signature weapon, the Gunsabre.
Norn: The Gunsabre

Personality
*Likes: Food, seeing new places, a good challenge, stories
*Dislikes: Heights, standing still, arrogance
*Fears: Heights
*Values: Usefulness, Justice
*Bad Habits: Hotheaded, sometimes unintentionally abrasive
*General Personality: The best way to describe Lassy is a grown up, more mellow rendition of K.  She is ridiculously blunt, and short with people, and is quite outspoken.  She is also incredibly sarcastic.  She's also tough, however.  And when those close to her are in danger, she'll fight hard enough to fell entire armies.
Trademark: If Lassy throws off her hat, RUN. Many of Lassy's interactions with K play similarly to running gags. Lassy has a bit of contempt towards pigheaded men.  She also hates it when people stare at her...assets, and will hit anyone who does, either with her fists or with the blunt end of her Gunsabre.

Background
Brother(s): N/A
Sister(s): N/A
Mother: Jan Star (Deceased)
Father: Sheriff Martin Star (Deceased)
Non-Immediate Family: Unmentioned
*History: Lassy grew up in a small "Western" town, the daughter of the Sheriff.  Following his death, she joined the local law enforcement branch, and even its secret Monster Defense Unit, in which she was a major player.  Throughout the years, she developed her acute affinity for alchemy, making her a valuable member of that team, eventually earning the position of Co-Captain.  She and the rest of the team managed to accomplish some amazing things in their time.  However, when they completed what seemed to be their biggest, greatest goal, it felt as if there was nothing left for them.  The team eventually disbanded, staying on a regular law enforcers for the most part.  This didn't satisfy Lassy, however.  So she began to travel.

Lassy's Gunsabre, the trademark weapon, given to her by her "daddy" is a unique weapon that is half shotgun and half sword.  It took her nearly a decade to master its use.  Now, in her hands, it is one of the most dangerous weapons in existence.  It is a powerful Norn Treasure, which is part of the reason she took so long to master it.  Her affinity is for Alchemy, not magic.  However, in a scientist's hands it still may not be as dangerous as in hers.  She may not have an affinity for magic, but she certainly has an affinity for this weapon.  The Gunsabre not only produces its own ammo, but it protects whoever uses it from recoil.  Otherwise it'd tear off even a Zuman's arm.  The Gunsabre can fire off multiple types of shots, include a devastating bolt that can punch a hole through a boulder.

Lassy's affinity for Alchemy has led to her most prominent utilizations.  The first of which is a short-lasting potion that enhances her physical state, making her the equivalent of a Zuman, usually for around 8 hours.  While this improves many of her skills and talents, she is already an expert in many of those things, and tends to only fall back on the potion in combative situations.  She also occasionally tips the blade of her Gunsabre with a paralyzing toxin that causes muscles to temporarily lock.  She's developed her own gunpowder, which she uses in her pistols to give them some extra kick.  She has other alchemic skills as well, but these are what she predominantly uses them for.

At the end of the day, Lassy is a justice seeker.  She'll do what she has to do in order to achieve that end.  She'd rather not have to kill anyone, only getting lethal if defending herself.  She only accepts contracts to bring in targets alive, and only if these people are criminals or wrongdoing in some manner.  She prides herself in her efficiency.


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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Fri Jun 27, 2014 1:00 pm


oh my oh my oh my! I think I have a crush on the new character. Don't care she's a she.

Reading her description, and knowing what the rest of us have made as characters...
This will lead to remarkable conversations and memorable moments of mayhem XD

*squee*
I can't wait.

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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Fri Jun 27, 2014 1:26 pm

General
*Name: Unknown
Nickname(s): Cyan
*Age: 18
*Gender: F
*Alignment: Neutral
*Party: Sabrina
*Species: Human, Cyborg
Occupation: Lab Assistant
*Appearance(Image):


Traits
*Preferred Weapon(s): Cyan's entire body is essentially a weapon. Her most prominent weapons are the Particle Cannons crammed into her forearms.
*Skills: Essentially whatever is installed when Sabrina updates her. Curiously, that doesn't include cooking.
Abilities: Cyan is still somehow more human than machine.  However, her entire body, while mostly organic, is reinforced with nano-technology, centuries ahead of standard technology.  This not only allows for her transformations, but it makes her incredibly strong.
Affinity: N/A
*Experience Level: Intermediate
Item(s): N/A
Norn: N/A

Personality
*Likes: Being helpful, Bird watching
*Dislikes: Inconveniencing people
*Fears: Seemingly nothing
*Values: Unknown
*Bad Habits: Apologizing for everything
*General Personality: Cyan's base personality, memories, and so-on have been lost to her, it seems.  It is arguable that what is left of it is only programmed behavior.  Although her admiration of birds does baffle Sabrina.  Her programming essentially makes her polite and helpful
Trademark: Cyan is literally always polite. Even to adversaries. She'll apologize before fighting them, after hurting them, and even try to talk them down whilst in combat, in a very civil manner.

Background
Brother(s): Unknown
Sister(s): Unknown
Mother: Unknown
Father: Unknown
Non-Immediate Family: Unknown
*History: Sabrina found Cyan some time ago, not long before she designed the defensive wall for Kantor. The girl had been attacked by monsters, and badly injured. Her immune system was also woefully underdeveloped. Sabrina attempted to correct the problem with nano-technology and some cybernetics. While this did wonders for her body, Sabrina failed to fully restore the girl's mind. She was, instead, catatonic. Following this, Sabrina tried to upload a memory program that'd save her, but all it did was make her self-aware, with no clear emotional attachments or memories to speak of. Sabrina added a program for her to help around the lab while she worked on trying to return Cyan's mind to the way it was before her unfortunately near-death experience.

And that was two years ago. Cyan has since gone through several modifications. During one such upgrade, Sabrina added software that would allow her to use the nanites in her body for minor transformations, including various weapons and a hover mode. Sabrina has unfortunately failed repeatedly to restore Cyan's mind. It has acted as a hit to Sabrina's self confidence, but then again, life is a tricky clay to mold.
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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Fri Jun 27, 2014 5:10 pm

General
*Name: Mel
Nickname(s): N/A
*Age: 21
*Gender: F
*Alignment: Chaotic/Evil
*Party: N/A
*Species: Human
Occupation: N/A
*Appearance(Image):


Traits
*Preferred Weapon(s): Molten Scythe, Blazing Daggers
*Skills: Pyrotechnic mastery, survival, armed and unarmed close combat, acting, manipulation (especially of men), athleticism
Abilities: For some reason, Mel is physically on par with a Zuman, possessing the strength, resilience, speed, and agility of something beyond human standards.  Mel is also a powerful Pyro-Kinetic.
Affinity: Magic
*Experience Level: Adept++
Item(s): Spell Tags, Mel's Journal (Which K currently is in possession of)
Norn: K's Norn Map technically belongs to Mel

Personality
*Likes: Fire, adrenalin, teasing
*Dislikes: K and her associates, being interrupted, darkness, bugs
*Fears: Bugs
*Values: Presumably nothing
*Bad Habits: Easily distracted by fire, rashness/hastiness
*General Personality: As far as can be told, Mel is nothing more than a sadistic witch, and a pyromaniac.  She's calculating, manipulative, and seems to enjoy teasing her adversaries, and gloating from time to time.  She often works to psych out her opponents, getting in their head so she can gain that much more of an advantage.  Mel is excessively paranoid.  That paranoia has saved her life, more often than not.
Trademark: N/A

Background
Brother(s): Unknown
Sister(s): Unknown
Mother: Unknown
Father: Unknown
Non-Immediate Family: Unknown
*History: Mel is a mystery.  She appeared in K's hometown of Hasteriver one afternoon, subsequently burning the entire thing to the ground, and killing the mayor.  It's been suggested in her Journal that she is after something along the way, and she can't be allowed to reach it.  K also managed to get Mel's norn map, which will no doubt slow Mel down, but likely won't stop her.

Mel exhibits a strong proficiency in magic.  But her trademark technique is the control of monsters.  Specifically, Mel carries around a small book of spell tags.  Spell tags brainwash monsters and force them to do her bidding.  They are incredibly painful for the monster, however, and disappear when used, marking the monster's forehead.  The only way to reverse this is to knock the monster out.  However, this is also made more difficult because the tags seem to enhance the monster's abilities.  These tags also work on Zuman and Noman targets, considering they are both still forms of monsters.


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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Fri Jun 27, 2014 10:11 pm

General
*Name: Kirei Katsugiya
Nickname(s): "Dark Gunner" Katsugiya
*Age: 26
*Gender: Male
*Alignment: True Neutral
*Party: Sabrina
*Species: Human
Occupation: Mercenary
*Appearance(Image);


Traits
*Preferred Weapon(s): Has a large collection of guns that he uses, in addition to a combat knife. Also, small explosives that he triggers with a magic charge. He's renowned for using both sorcery and modern weaponry to achieve his objectives, often in combination.

Gun List: Two Glock 17G4 handguns, two MP5K "Kurtz" submachine guns, REM 870 short-barreled shotgun, Walther Sniper Rifle, Contender.

Kirei will also resort to setting traps with land mines, grenades, high-grade explosives, napalm, and pretty much anything else he can get his hands on. However, he has to have some kind of forewarning for this. He doesn't carry any of that around on the fly.

Special Weapon: The Contender. A high-powered single-shot handgun that is more like a portable howitzer than a pistol, the Contender is perhaps the most powerful firearm in the world. Kirei is the only one who can use it due to his Reinforcement magic, as the recoil would shatter the arms of anyone else who tried to fire it. Even nigh-invulnerable types of Noman would probably break their hand just trying to use this thing. The power behind every bullet is simply absurd. It only fires one bullet at a time before needing to be reloaded, however, so while it is a powerful trump card, it still has a massive drawback.
Image:
 


*Skills: Tactical planning, trap setting, scouting, cooking (particularly without pre-prepared ingredients).
Abilities: High level gunnery and weapon skill in general. Kirei isn't purely a gunman or fighter, but a killer in the truest sense of the word. He specializes in murder, pure and simple.
Magic: Kirei's magic falls under three catagories.

1). Trick Bullets. Kirei can modify his bullets to do things that they wouldn't normally be capable of doing. Examples include ballistic ricochets, curving their trajectory, or maintaining their flight path when shattered, sliced, or otherwise damaged.

2). Hellsmoke. The Hellsmoke spell is something only a mage with a "Shadow" Origin can pull off. Hellsmoke is a shadowy miasma that acts like a lethal poison to anyone not carrying a "Shadow" Origin, or a specific protective seal from Kirei. It's fairly slow-acting, but high-speed movement will accelerate how quickly it works, as will the concentration. Basically, if you get hit by multiple shots, or run around a lot while affected, it'll kill you a lot quicker. Kirei can augment his bullets and knife with Hellsmoke, and he can also use it as a more mundane smokescreen from his mouth. When he becomes very angry (which is extremely rare, almost to the point of non-existence), he starts unconsciously emitting it from his pores, enveloping him in a literal aura of death. This drains him heavily, but it means that even being close to him can kill you. This spell is the reason he earned the moniker "Dark Gunner".

3). Reinforcement. Arguably Kirei's greatest skill, magical or otherwise, Reinforcement is classified as a form of High Thaumaturgy, one of the most difficult forms of magic. At its most easily understood level, Reinforcement is enhancing the innate qualities of something. Kirei can use it to enhance his body's speed, strength, or durability. He can enhance one attribute at a time, or any combination (including all three) to a lesser extent. Each form is called up by an aria, or spellcasting phrase. Enforce: Accel for speed, Enforce: Striker for strength, and Enforce: Brace for durability. He can also add Double or Triple to the aria (ex. Enforce: Double Accel) to double or triple the effect of his spell, at the cost of greatly decreasing the time it can work.

Standard Reinforcement is about three times his base capacity, or about the level of a fit Zuman civilian. However, spreading his Reinforcement to all of his stats decreases its effectiveness to about 1.5x base capacity, and he cannot spread Double or Triple Reinforcement to other stats. Standard Reinforcement lasts up to five minutes, Double Reinforcement lasts up to one minute, and Triple Reinforcement only works for about ten seconds. Enforce: Brace also carries its own side effect. Although it makes Kirei incredibly durable, to the point that Triple Brace can take anything short of a particle cannon to the face without serious damage, it amplifies the pain of impacts to a massive degree. Merely getting poked in Triple Brace makes Kirei feel like he's been stabbed.

Reinforcement's biggest drawback is that it can only work on things the user is innately familiar with. Since Kirei's body is what he understands best, it is the only thing he can reinforce at this time. Using Reinforcement to try and strengthen others will kill them. Horribly.

Affinity: Magic, as the above section would indicate. Kirei can use technology just fine, but he has no talent for developing or improving it.  

*Experience Level: Intermediate to Adept, depending on the type of combat. Hand-to-hand is Intermediate, magic is Intermediate+, and anything weapon-based (especially gunnery) is Adept. His magic is Intermediate+ because, despite how effective it is, it is also highly specialized.
Item(s): Carries a pressed iris flower in his breast pocket, for courage. It was a gift from his late wife.
Norn: None, though he does go treasure-hunting for Sabrina Bizra occasionally.

Personality
*Likes: Efficiency.
*Dislikes: Naivete.
*Fears: Becoming a murderer without principles. It is what led to his arrangement with Sabrina initially.
*Values: The greater good, smiles.
*Bad Habits: Doesn't care about collateral damage, utterly incapable of sugercoating things.
*General Personality: Cold, ruthless, and calculating. Kirei has been a killer since his childhood, and well over a decade of near-constant murder has left its mark on him. He still remembers how to smile, cry, and laugh, but he does all of them very rarely. Awkward in social situations and prone to being too blunt or straightforward. He also has no idea what to do when women flirt with him. He's willing to do any job, though he prefers more mundane ones such as being a bodyguard or acting as security for a package or location. However, due to his skills as a killer, he's most often hired as a hitman to deal with particularly unscrupulous targets.
Trademark: Dull black eyes that seem to stare straight through everything.

Background
Brother(s): N/A
Sister(s): Shirei (deceased)
Mother: Meirei (deceased)
Father: Noritaka (deceased)
Wife: Kurome Katsugiya, nee. Tohsaka (deceased)
Non-Immediate Family: Estranged.
*History: Kirei is someone who lives by one single ideal, and is willing to sacrifice anything for it. He is a martial pacifist to the most extreme level, holding life as sacred to the point that he is willing to kill as long as he can save more lives than he takes. He killed his father at a young age when he found out that he had been experimenting on his sister to make her into a more powerful mage at the cost of her sanity. He killed his sister when she flew out of control and killed their mother. After that, he became a mercenary, selling his skills at a reasonable price. He found some peace in his wife, a Norn researcher, but was forced to kill her as well when a Norn artifact she was studying started unleashing its power wildly by drawing on her life force. After a while, he began to fear that he was becoming as bad as his targets, and thus, when he was hired by Sabrina Bizra for a job, he forewent payment in return for her installing a dead man's switch in his body, and keeping the trigger under the control of her bodyguard, Cyan. He and Sabrina have a good working relationship, and he often runs courier or treasure hunting missions for her.


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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Mon Jun 30, 2014 2:22 am

General
*Name: Nebu
Nickname(s): Neb
*Age: 183
*Gender: M
*Alignment: Neutral/Good
*Party: K
*Species: Devil Hound
Occupation: N/A
*Appearance(Image):


Traits
*Preferred Weapon(s): N/A
*Skills: Hunting, Observing, Judgment of Character, Stealth
Abilities: Telepathy, Basic Telekinesis, Fire Immunity, Shadow Camouflage
Affinity: N/A
*Experience Level: Intermediate
Item(s): N/A
Norn: N/A

Personality
*Likes: People watching, studying human philosophers, myths and legends, dark places, getting into people's heads
*Dislikes: Being mistaken for a dog or cat of any variety, bright places, ignorance, being threatened, nicknames
*Fears: Becoming mindless and feral like the rest of his kind
*Values: Intelligence and Autonomy
*Bad Habits: Boundary issues, playing mind tricks,
*General Personality: Nebu is actually very civil and well-mannered.  He is a sentient monster, capable of self-aware thought, instead of being a slave to his instincts, and he likes it that way.  He is highly autonomous, doing whatever he does for no other reason than he can, usually.  He has a weakness for speech, and enjoys a good conversation.
Trademark: Quoting human philosophers, poets, and so-on.

Background
Brother(s): Estranged
Sister(s): Estranged
Mother: Estranged
Father: Estranged
Non-Immediate Family: Estranged
*History: Devil-Hounds have an absolutely terrible reputation as savage hunter-killers.  They lurk in the shadows and leap out, surprising their prey and tearing them apart with their powerful jaws and razor-sharp teeth.  Nebu, however, is one of the rare cases of sentient monsters in the world that isn't a Zuman or Noman, but a pure monster.

Nebu resides in the Red Forest, keeping to himself, mostly.  He usually stays away from passersby, and goes on about his own business.  However, if one is struggling, he may help.  Anyone who comes to hunt him or capture him is usually met with very vivid hallucinations...and those tend to be very entertaining to watch.
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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Fri Jul 11, 2014 3:28 pm

I'm sorry. It's just after reading about the pitiful Gale, I thought of something really hilarious.

I just see Aeris making some comment about "Now who is their right mind would create such a buffoon for their character?" or something in response to the fire fiasco.
Eon please have fun with your next post ^.^

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PostSubject: Re: Vangelon RP's (WT, DC, MC)   Fri Jul 11, 2014 8:07 pm

I definitely will, don't worry. Aeris will be having way too much fun messing with Gale.
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