All times are UTC - 5 hours [ DST ]




Post new topic Reply to topic  [ 17 posts ] 
  Print view Previous topic | Next topic 
Author Message
PostPosted: 30 Jul 2012, 15:44 
User avatar
Moderator

Joined: 18 Mar 2008, 00:00
Posts: 3136
Medals: 1
L Award (1)
Has thanked: 0 time
Been thanked: 1 time
So apparently trying to delete a post I had made deleted the entire thread. So here we go again. sorry for the inconvenience.

Your characters are on a space station owned by a mysterious group. More to the point, it it a cluster of space stations that have been linked together, allowing a single section to be separated for repairs and the like. The Station in it's entirety is about the size of New York City, with sectors for living, entertainment, Industry, management, a brig, a space port, and a secret testing facility, and a park sector similar in nature to Central park.

While it is sized like a city, it need not be shaped like a terrestrial city, due to the modular nature of the entirety, with many sections being above and below each other and at strange angles. There are certain established features though, such as the potentially more hazard prone sections being positioned towards the outside of the station, such as the Industrial section, the Brig, and the testing chamber. the Shuttle bay is also towards the outside, for obvious reasons.

The Station, being built for said purpose is a company station, and thus a vast majority of the population are employees of the station, and those that aren't are related to them in some way. This admittedly gives the station an ant colony feeling.

As for the Player characters, they are captives, of a sort. I can work with you as to how you came to be there, but your characters are not allowed to leave. Depending on the character, they may have various levels of freedom, with conflict prone characters with natural dangerous weapons as the most tightly confined, being stuck in their chambers unless they need to go out for testing, while conflict prone characters without inherent powers being allowed a bit more freedom in that they can move about common areas in the brig. Compliant characters with inherent powers are allowed to move about the colony as a citizen would, but they have a guard detail equivalent to the danger they pose. Likewise, relatively baseline humans that are compliant ((This includes powered individuals that require items to use their power or entities who's powers can be controlled, like a mage under a power dampener.)) have pretty much free reign as a civilian. The latter two are even housed in the living quarters, rather than the brig. All may be requested to enter the testing center at any time though.

The Group that has you has however given you a chance to be free of the station, in that they have a dangerous mission on which people of talent would be able to assist. Accomplish it, and they will let you go anywhere you choose in the universe.

Character profiles are the same as in the Realm, this being a spin off of sorts.

Name:
Sex:
Age:
Height:
Race:
Character Appearance:
(Either a description, sprite or picture--the more the better.)
History/Bio:
(May be brief, but please, be reasonable.)
Personality:
Weapon(s) of Choice:
Home Planet:



Formerly Avalon


 Profile  
 
PostPosted: 30 Jul 2012, 22:43 
User avatar
Administrator

Joined: 27 Jan 2008, 01:00
Posts: 10164
Location: Lexington, Zettler, Germania
Medals: 20
Most Valuable Mercer (1) Author (5) Best RPer (4) Absentee (1) Reviewer Extraordinaire (1)
Most Creative (1) Brainiac (1) 2008 Mercury Art Contest (1) Zombie Apocalypse (1) Best Digital Artist (2)
Best Scenario Creator (1) Roy Mustang Award (1)
Has thanked: 83 times
Been thanked: 70 times
Name: James Hiccup Kepler (He doesn't typically bring up Hiccup.)
Sex: Male
Age: 22
Height: 5'10"
Race: Earthican (Human) with minor augmentation

Character Appearance:
James has brown-y-blond, streaked sandy coloured hair that's kept fairly short but just long enough to suggest shagginess. His eyes are green and he has a long, horsey looking face. His build is average; not brawny but moderately tone. No magnificent abs if that's what you're wondering. His typical attire would be a pair of bootcut jeans and a red sleeveless vest with a shirt or two depending on how cool it is. He likes logo and image T-Shirts, which may be the second shirt over a plainer solid colour long sleeve shirt in aforementioned possible cooler temperatures. Given his current situation rather depleted his wardrobe and sometimes require modifications, he has two long sleeve shirts, one light gray, one black, both provided by [REDACTED], and the one T-Shirt he arrived with, a military brown-y-green shirt with hazard-yellow, beat-up looking numerals that read vertically down from his left shoulder as: 00000100. On the back, in the same letters but smaller: 'Every single sentient being, a microcosm of reality all to itself, and yet so inextricably intertwined with others.'

He also has a spiffy white lab coat now. Unfortunately, the name stitched on the right side in black inexplicably reads as Leslie. These are his shoes: [click me, if you want to live]


History/Bio:
James' history is remarkably unremarkable. From his perspective, anyway. He hails from from a fictional Earth in the year 3010 that has been perceived by extrauniversal sentient species as the Futurama Universe. As such, this makes James' nationality 'Earthican'. His career chip, when he received it, labelled him as a Sentient Computer Science Research Assistant, and he acquired a job with Titan University at Saturn. From that point onwards his daily routine was pretty regular. The pay wasn't amazing, but it was good enough for him, living on some trendy college moon. 8 hour days for 5 days a week where he mostly sat and typed code and played with neuromimitic hardware when the bosses dropped in to watch, and then goofing off the rest of the time--which was a lot of the time.

At one point, James found himself as part of Titan U's co-operative effort for re-initiating contact with the electromatter universe from which Yivo had made contact a couple years earlier. His role was the care of the Robot that would be interacting with the tear the group hoped to produce in spacetime. It was pretty complex amalgam of Robotic systems that weren't really designed to play nicely together, and needed repairing and tweaking often, even right up to the test site. James is uncertain of what events actually transpired, but it was during one of these repairs that James was torn away from his home continuity. As far as he can guess, the process for creating the tear must have been triggered, but went awry. James did not find himself in the Yivoverse, but rather the Realmverse.

At first, it seemed like something of a dream come true. Wherever it was that James was it was like a meeting and greeting ground for everything he had only ever been able to read, watch and virtually interact with in extremely lifelike holosheds (which sometimes went on the fritz and the programs came to life anyway). Then he realised he had no money, no possessions and, well...nothing, really.

Then there was [GROUP IDENTITY REDACTED]. James was scooped up by the shady group while mixing in the company of several very powerful personas of a few powerful species. Initially frowned upon by the group as being useless for their goals, he was picked out by a higher (relatively highest) up as uniquely useful as essentially a walking, talking bestiary. Press-ganged into service by [REDACTED], James is nominally a member of the station's personnel, although he won't be found on a typical roster, and he isn't allowed to quit either. All things considered, it could be a lot worse, given he now at least has a home and a way to provide for himself, not to mention access to all kinds of hitherto devices and species of only the imagination.

Actually, it could be FAR worse. Now if only he could take a vacation without having to worry about being shot...

Personality:
James is a pretty average university graduate sort of guy at first glance, and years of practice in sundry social interactions have taught him how to maintain that façade if needed. But if you're savvy enough, you'll quickly see just how much of a geek he is. If you aren't savvy enough, just try to hold the conversation long enough and it'll naturally show up anyway. James probably doesn't have Asperger's Syndrome, but it can be sort of hard to tell sometimes. He has an intense interest in pop culture, television, fantasy, science fiction literature, gaming--basically anything related to fictional entertainment. He typically has trouble making steady communication on topics outside of that or his work, unless he assumes a character role from one of any number of his 'favourite' franchises.

James has had a lot of time to browse the infinitely vast internet of his home era, and by sheer luck, is entirely aware of the Hunter's Realm as a work of internet-based fiction, although he is not thoroughly acquainted with it. He is able to either paint or break the fourth wall at will.

Weapon(s) of Choice:
None. Not traditional weapons, anyway. James is good with computers, so if one allows him access to offensive devices, he could probably use those quite handily. His augmentations are mostly quite minor and average genetic tweaks to the human genome that, in his home Futuramaverse wouldn't even be considered as augmentation, since basically every human has them if they haven't been frozen for the past thousand years. They make his eyesight a little better, his hearing a little sharper, his smelling a little stronger, and his stamina and caloric efficiency above your RP forum reader's average, as well as helps him stay fit despite long periods of inactivity and unhealthy habits. The exception to 'the average Joe mods' would be the piggy-back neural chip installed in the small niche where his left temporal lobe and frontal lobe meet. This device increases James' ability to process information (such as long strings of code) as well as store and retrieve such in/from his long term memory.

Home Planet: Futuramaverse Earth, year 3010



Image


 Profile  
 
PostPosted: 31 Jul 2012, 06:24 
User avatar
Dino

Joined: 10 Jun 2008, 15:55
Posts: 10841
Medals: 20
Staffer of the Year (5) Best RPer (2) Best Poster (2) Best Traditional Artist (1) Brainiac (1)
2009 Mercury Art Contest (1) The Merger Contest (1) 10th Anniversary Art Contest (1) Most Helpful (4) Loyalist (1)
Most Mature (1)
Has thanked: 72 times
Been thanked: 42 times
Name: Aran Saber
Sex: Male
Age: 21
Height 6' 0"
Race: Human

Character Appearance
Quite tall and slim, with long, mid-brown hair, short bangs at the front, and rest of the hair from in front of his ears tied back over the hair at the back. Fair skin, light brown eyes. Generally wears a green, sleeveless tunic over short-sleeved, light blue shirt, grey trousers and black boots, with twin kodachi in a shared scabbard strapped diagonally across his back, and a pair of decorative, armoured bands around his wrists.

Aran
(As with Alyssa, the scanner's not playing nice. Doesn't seem to be able to cope with pale highlights. But it'll do (even if he does look rather like a cross between Robin Hood and an elf :P)).

History/Bio:
Aran was born and raised in Midgar, the capital of the eastern continent of Gaia. His father worked in the Shinra Company's Department of Urban Development and, as a staff perk, was able to buy Shinra-produced materia at a discount. Aran, from his mid-teens onwards, began to take advantage of this and started building a collection of materia, obtained through his father. Around the same time he developed an interest in hunting and, together with a friend, would head out into the Wasteland around Midgar and practise his weapons and magic skills on the local wildlife.

When he finished school he got a job at the city's Number 1 Mako Reactor but a few years later found himself laid off after the reactor was blown up by AVALANCHE. He began to develop a desire to fight against AVALANCHE, and took advantage of his unexpected free time to further hone his fighting skills.

However, a short time later, Meteor was summoned by Sephiroth. Everyone in the city was ordered to take shelter in the slums beneath the city's plate, but the decision turned out to be disastrous, as the planet released vast quantities of Lifestream under Midgar and, even though Meteor was destroyed, Midgar was destroyed along with it. Aran found himself being born along in the maelstrom and was sure he was going to die, but the immense forces at work must somehow have caused a rift in the spacetime continuum. Through the swirling Lifestream all around him, Aran suddenly became aware of a darker area, close to where he was. Assuming this was the edge of the torrent, he forced himself towards it. To his astonishment, when he struggled free, he was in a place he'd never set eyes upon before. Initially, he took it to be an unfamiliar area of Midgar, but it quickly dawned on him that not only was there no longer any sign of Meteor or of the Lifestream flood, but there was no sign of the Midgar plate either. He was in a totally different city. In time, he became aware that it wasn't just a totally different city, but a totally different world - one in which there was apparently no Lifestream.

All he had on his person were his weapons, his armoured wrist bands, a few spare materia in a pocket, and a handful of gil, which no local businesses would accept. Initially he survived by scavenging and petty theft but, as he began to pick up the local language, was able to get occasional casual jobs and earned enough to keep body and soul together. The city he found himself in was quite rough, but he had no trouble protecting himself with his weapon and materia-based magic skills.

Not surprisingly, his use of magic eventually attracted the attention of a certain organisation...

Personality:
Aran is generally friendly and sociable. But he's also impatient. He's not one for sitting around, doing nothing; he likes to be occupied all the time and can get fidgety and fretful in periods of forced inactivity, especially if he knows there's something that needs doing. If something particularly interests him, or he sees it as important, he can become quite single-minded, and will strive his utmost to achieve his goal, sometimes to the detriment of other responsibilities that don't appeal to him as much. He is quite competitive, and enjoys sports and sparring. This competitive nature sometimes also spills over into real life: he dislikes it if someone else appears to be more skilled than he is at something that he considered himself good at, and he has been known to succumb to bouts of childish jealousy.

Equipment of Choice:
Twin Kodachi, which can be equipped with 6 materia, including 2 linked pairs

'Escort Guard' armoured wrist bands. These nullify the effects of lightning, water, earth and poison attacks on the wearer, and also contain a further 6 linked materia slots.

Materia (Not all equipped at once):

Fire (Level 2 - Fire2)
(Medium fire damage)

Lightning (Level 2 - Bolt2)
(Medium lightning damage)

Ice (Level 2 - Ice2)
(Medium ice damage)

Restore (Level 1 - Cure)
(Cures minor injuries; contributes towards healing of more major ones)

Heal (Level 1 - Poisona)
(Cures poisoning)

Revive (Level 1 - Life)
(For the purposes of this RP, Life is assumed to revive a person from KO, not from actual death)

Time (Level 1 - Haste)
(Enables the target to move unusually fast)

Barrier (Level 1 - Barrier)
(Physical damage to target is halved for a limited time)

All x 2 (Level 1)
(Causes linked materia to target all members of target's party. Can be used once per battle)

Elemental (Level 1)
(If linked to an elemental materia on weapon, adds damage from that element to basic attack; if on armour, reduces damage from corresponding element by half)

HP Plus (Level 1)
(Increases user's health by 10% - partially compensates for reduction in health and physical strength caused by many of the other materia)

Underwater
(Enables user to breathe underwater)

Note: With continued use, materia will gradually level up over time and either become more powerful or make additional abilities available.

Home Planet: Gaia

Edit:
Being from Gaia, a Final Fantasy world, Aran has to have a limit break - all FF fighters have limit breaks.

Limit Break
At the time of his arrival he has one, which he has dubbed 'The Mower': if he takes sufficient damage, in a desperate attempt to stay alive he finds the will and strength to perform a fast triple pirouette, holding both blades out at arms length. The speed of rotation causes the blades to slice into anything in their path, once for each turn. Since there are two blades, that's 6 impacts in total. It does, however, leave him feeling very weak afterwards, so it can also be dangerous if he fails to eliminate the enemy.



Image


 Profile  
 
PostPosted: 31 Jul 2012, 07:49 
User avatar
Member

Joined: 08 Sep 2008, 00:00
Posts: 1928
Location: Gloucestershire
Medals: 4
Best Artist (2) Absentee (2)
Has thanked: 11 times
Been thanked: 10 times
Name: Miles Xander
Sex: Male
Age: 63
Height: 6'1”
Race: Human

Character Appearance: Xander is an older, dignified man, and has much of the appearance of one. He has a rough, weathered face but maintains the stronger features of his younger days, and has his silvering hair kept short and swept back. He tends to wear formal attire whenever possible, believing that one should always appear to be at their best, and so will almost always be seen in a white shirt, grey waistcoat (complete with silver pocket watch), and black coat and trousers, along with dark leather shoes, all of which are fitted and tailored for him.
He also wears a set of grey fingerless gloves, which cover the backs of his hands and his wrists and continue to his forearms, at all times. These serve the purpose of covering the myriad runic tattoos that he uses to channel his favoured spells. The tattoos cover most of his body, though he keeps them well covered, and is quite secretive about them.

History/Bio: Hailing from Burleigh, a world rife with traditional magic and alchemy, Xander was once a respected scholar and magician, though he turned to the life of a businessman shortly after his father passed, leaving him the head of a small mercantile empire. In the years that followed he continued his studies and ran the business simultaneously, using the excuse of conducting security and safety surveys to join merchant convoys as a security detail and practice his magic. With the level of care that he took in each of his dealings, it wasn't long before he started turning substantial profits.

His favourite fields being the study of alchemical physics, magical circles made up of runes called ‘arrays’, and the way they affected each other. He found himself quite proficient at the curious branch of Runic magic widely known as Void, he could shift mass, mould walls of solid photons, manipulate gravity, and before long he had figured out how layer several spells atop one another. By applying this knowledge to his business, he managed to come to the forefront of trading companies the world over. By the time he was forty, he had managed to set up a closed system of long distance transport-arrays based on his own magic, controlled entirely by his company, and through this he made his fortune. By making use of his business, he was able to vastly further his understanding of his world’s native magic, and come across a number of powerful ancient artefacts.

Many years later, he found himself somewhat bitter. His dedication to his work and his magic had left him without a partner or children; he often wondered just what the point of his success had been. It was on one of his more morose nights that a raiding party of extra-terrestrial invaders struck one of his facilities, drawn in while passing by due to the energy being generated by one of his largest arrays. Xander managed to get to the facility in time to join with the defence of the complex, and was instrumental in the successful effort, but with his homeworld being a long way behind even the most basic of space-faring technologies, this event sparked massive controversy among the populace. Rumours began circling that it was Xander's transport arrays that had caused the attack in the first place. Eventually this ruined him, and while closing up the last of his facilities, the invaders struck again.

Caught by surprise and without backup of any kind, Xander was eventually incapacitated and captured. When he awoke in the isolation cell of a slaver vessel, he was appalled to find that his possessions had been locked away beyond his reach, though his captors seemed to have neglected his magic. Making use of what time he had, Xander inscribed several spells across his body with magic, for easier use later, and bided his time until the best moment to stage his escape.

Personality: Cold, harsh and business-like in all of his dealings, Xander's primary objective is always turning the highest profit possible, other people and their needs of concerns come second. Though just what he considers profit is anyone’s guess. Given his present circumstances, however, Xander is rather angry at most everything, but may well be on to a major change in his outlook on life.

Weapon(s) of Choice:
Onyx Cane: Xander always carries an ancient walking cane with him, the shaft made of perfectly smooth, silver-veined black marble, and the head made of burnished silver, studded with various gemstones. The entire thing has a fair deal of weight to it, and is covered in arcane symbols and scrawlings set into small silver rings along its length.

This cane is actually an artefact of fantastic power; a spell-storing device and amplifier acquired by Xander through his trading contracts. He is able to store a great deal of energy within the marble-like material, and can modify the runes on the silver rings with only a little need for preparation, providing him with a malleable set of spells that are always available for his use. Additionally, he keeps a pair of spellbooks handy in small satchels on his belt, each reduced in size via more traditional magic to make them easier to transport. These tomes contain the sum total of every spell Xander has ever crafted, and still have space for more. He is able to use the circles inscribed on the pages to cast these spells, though it has become something of a chore for him to retrieve the book, restore its original size, find the page, cast the spell, and return the book again, so he rarely does this in his day-to-day. It's far easier to just write the spells as he goes.

Runic Magic: Finding himself to be adept at this curious form of magic due to his natural affinity for understanding alchemic runes -the language in which Burleigh’s magic is written- Xander has spent a great deal of time improving his mastery of the art.

At its most basic, Runic magic involves making circles; by drawing a circle made up of specific runes and channelling mana through it, certain effects can be achieved. The drawing of a circle can be accomplished via physical or magical means, the runes are either drawn by hand, or are literally fabricated from Burleigh’s native mana by the caster (an ability no longer available to Xander. He has compensated by inscribing a circle for ‘drawing’ on his right index finger). Writing circles, however, takes time, and larger circles with more complicated runes are required for larger effects. A spell to open an unlocked door at close range, for example, may be cast near-instantly, while a spell to lift a building would require a fair deal of time and careful concentration, as well as requiring a lot of channelled mana; drawing a single rune incorrectly may have disastrous results and all mana channelled through a circle will be expended in an attempt to fulfil the rune’s purpose, regardless of the caster’s intent.

Most Rune-mages of Burleigh are simply ‘taught’ circles, the way one might be taught a simple sentence within another language, but Xander understands the runes, the specific words and letters, the grammar behind their use, and the science of how the runes do so. Where the average Rune-mage would rely on spell-book to call upon pre-created spells, Xander is capable of writing them on the go. Admittedly, doing so takes a fair deal of time and effort, so Xander tends to rely on a certain ‘set’ of spells, though these are all of his own creation. Due to recent events, where an average Rune-mage would rely on a spell-book and channel their magic through the circle on the page for rapid-casting, Xander now differs by having his favourite or most used spells tattooed upon his body, such as basic utility spells, defensive arrays, levitation and transport circles. He still keeps his spell-books about his person though, as literally hundreds of pages of spells can only prove to be useful.

Matter Shifting- By creating a circle in the air with the simplified purpose of ‘take me/this here’, and moving that circle, Xander is capable of limited teleportation. He can move instantly to wherever the circle is, and can take or send things in the same manner. The limitations of this ability involve the time it takes to draw the circle, as it must be large enough to contain the thing that is being sent, and the energy required to shift it. The size of the thing to be sent, the number of things, the distance travelled and the speed at which the circle is moved all become limiting factors to this spell, and while Xander is able to shift himself with little effort, it will tire him after a number of larger hops. If Xander’s concentration is broken while casting the circle, it will discharge harmlessly; though he is practised enough to remain well aware of his surroundings while casting that he will often simply complete the spell before something may disrupt him.

In addition, when Xander shifts, he must take everything he is touching with him. He uses an additional circle to provide limited levitation for himself or others that he wishes to shift, though if he were tethered to something, or grappling an opponent, then his spell would require that the additional thing be brought with him. If he attempts to shift with something larger than the circle in tow, then anything that the circle cannot accommodate is simply left behind. The drain on his mana that this imposes is the only thing that stops him from weaponising this particular effect, as being able to take a sizeable chunk out of almost anything is quite a charming thought, though preparation can alleviate the cost.

Void Manipulation- Void magic is, for all intents and purposes, the manipulation of mass. From causing something to be lighter than air to creating miniature, temporary singularities, this is the field of Runic magic in which Xander is most skilled due to his understanding of Burleigh's laws of physics, and how runes affect them. Within his standard ‘set’ of spells are circles that allow him to levitate himself and other things around him, create barriers of hyper-dense air and hard light, generate powerful particle-beams, and limited manipulation of gravity through mass effect. In order to make these spells more efficient, he will often use one of the tattooed circles on his body to summon small orbs of compressed magical energy, then use another tattooed circle to allow himself to move them at will, and then finally he will ‘store’ the spell within the orb. He can, theoretically, create and maintain an infinite number of these orbs, as they require no mana to keep stable or floating. They have no mass, and float in perfect synchronisation with his body unless he expends tiny amounts of mana to move them, and the spells stored within will remain inactive until enough mana is channelled through the orb to trigger them.

Xander’s skill at layering and ‘storing’ prepared spells into these orbs can make him quite a challenging opponent, as there is no telling what spells have been used until they discharge upon his direction. The main limiting factor to this magic is distance; each and every one of his spells lose their effectiveness the further from Xander they are cast- his barriers become weaker and harder maintain, and his orbs are more difficult to control, and require more effort to activate. He gets around this mainly by casting the spells closer to him, then sending them further with the orbs, however the spells will not activate until he ‘sends’ the mana required to activate them, or adds another ‘activation circle’ to the array, and both methods become more difficult over a distance. Another alternative is making use of an activation circle, setting an effective timer to it, however these require careful planning and execution to make use of.

Spell Shields- Due to the limitations of his magic at great range, Xander has reached a curious ultimatum. His magic is strongest when the target is close, however he is most at risk in the very same situation. Due to his age, and his lack of any real close-combat training or proficiency, having any opponent at close range is dangerous to him. To combat this, he has developed a method of immersing himself in a large number of defensive spells; barriers and shields that activate only when something threatens him. For example, he almost always has a circle prepared to create a hard-light barrier at great speed, which is triggered by a much simpler circle that constantly observes the space around Xander within a large radius. If something that threatens him enters the area of effect, the barrier circle is activated by the detection-circle. In this manner, Xander keeps himself safe behind a complex series of wards and protective shells triggered by IF-statements that would make any programmer proud.

Drawing the circles for these barriers is the easy part, and keeping them from activating requires only a minor level of concentration, it is a thing that Xander has been doing for decades, and is very skilled at. It is the activation of the circles that drains him. He may take several hits quite easily when the shields are active, and it matters not how damaging to the barrier incoming attacks are, simply keeping them active drains his energy, and Xander may struggle to do this for more than a few minutes before needing a breather. His stamina is, unfortunately, not what it used to be.

Trap Circles- Making further use of his ability to prepare various levels of spells, Xander excels at placing magical traps- a number of circles layered atop one another which ultimately activates to a certain predetermined stimulus, complete with the magic required to make it happen. These traps are, like his wards, built in the same manner that one would write a program or formula- one circle waits for a certain something to happen (though more circles can be added for more ‘triggers’), then releases the stored magic into another circle which then activates. This could be as simple as ‘when this circle is stepped on, create an explosion’, or as complex as ‘when [this sentence] is spoken, create a singularity [this powerful] until [this event], then reverse the singularity, etc.’

Arrays like this can contain any number of circles, and while they take some time and energy to set up, they require no magic to maintain once active. Xander has a habit of adding some trap arrays to his defensive wards, creating some manner of reactive protection. There is something of a time-limit, however, as the sensor-circles require some tiny amount of energy to maintain their watch, which depletes the energy available for the array’s more offensive parts. As a rule of thumb, Xander’s personal wards will be cast with about four hours’ worth of magic stored within them, and he will attempt to ‘refresh’ with new instances of the same wards every three hours, should he have the magic required to do so- His traps, however, are able to sustain themselves for days, should they need to.

Home Planet: Burleigh



As someone who really enjoys contractions: It's what it's.

Also I make games sometimes!


 Profile  
 
PostPosted: 31 Jul 2012, 17:15 
User avatar
Dino

Joined: 10 Jun 2008, 15:55
Posts: 10841
Medals: 20
Staffer of the Year (5) Best RPer (2) Best Poster (2) Best Traditional Artist (1) Brainiac (1)
2009 Mercury Art Contest (1) The Merger Contest (1) 10th Anniversary Art Contest (1) Most Helpful (4) Loyalist (1)
Most Mature (1)
Has thanked: 72 times
Been thanked: 42 times
Name: Alyssa Kember
Sex: Female
Age: 18
Height: 5’7”
Race: Human (mutant)

Character Appearance:
Alyssa has the figure of a typical slender young woman. However, her back, outer arms and legs, the sides of her face and the non-hair-covered areas of her head are covered in knobbly brown skin. The front of her face and body, and her inner arms and legs, have normal, light brown, human skin. Her hands and feet are webbed, and her toes slightly longer than normal. She has longish, white, wavy hair, but it is rooted only in the top and centre back areas of her head (though when loose it hangs down the sides). She has a longish fringe covering her forehead and pushed to one side. She has very small ears, and gill slits along the rear section of her jawline. She has a very long, narrow lizard-like tongue, which is kept curled up tightly inside her mouth when not in use, and the front of her jaw protrudes more than normal to allow space for this. (Her abnormal tongue makes it difficult for her to pronounce certain sounds when speaking.) Her clothes are unremarkable – typically jeans and a t-shirt. She likes to go barefoot when she gets the chance, since shoes make her webbed feet feel rather cramped, but when this isn’t appropriate, she opts for soft, roomy trainers or boots.

Alyssa

History/Bio:
Alyssa was born to ordinary middle class parents in New York. Unfortunately, her outwardly visible mutations were apparent right from birth and her parents, who had always been suspicious of mutants, were horrified. She was given up for adoption, but there were no takers for a rather ugly mutant baby and she ended up spending her childhood in an orphanage. The staff were kind enough, but she was frequently bullied by the other children.

At puberty her mutant abilities began to manifest themselves. At first she wasn’t aware of it (although she subsequently discovered that the headaches she had been experiencing around the same time were a common side-effect), but one day, when a child made a snide remark at her as he was passing, she turned and stuck her tongue out at him (as she often did in such circumstances). He was quite close and the tip caught the side of his neck. She felt a strange sensation, the boy cried out, and moments later he collapsed. When the emergency services arrived, he was pronounced dead, and attempts were made to move Alyssa to a secure facility as a dangerous mutant. Alyssa was terrified, both at what the authorities were trying to do to her and at herself. She panicked and lashed out in her fear, causing those who tried to restrain her to cry out in pain and back off, at which point she dashed out of the building and hid. She remained in hiding for several days. She had heard of a school and refuge for mutants somewhere in Westchester and hoped to make her way there.

She never got that far, as she was spotted by a mutant couple who recognised she was in difficulty, and took her in. She lived with them for the next few years. She realised very early on that they were extremists, with a hatred towards ordinary humans that seemed excessive even to someone with her background, but she turned a blind eye to it - it wasn't her problem. However, when she reached 18, they started trying to talk her into joining their group, which was engaged in terrorist activities against humans. She may have hated the way her peers, and some others, had treated her during her childhood, but she knew that not all humans hated mutants and she refused to become involved in acts that would harm the innocent along with the guilty. When her hosts' exhortations escalated into attempts at coercion and accusations of disloyalty she decided the time had come to leave. Once again she found herself on the run.

While hiding out in the old Morlock tunnels one night, she happened upon the spot where, years before, a portal had been opened to a pocket dimension called ‘The Hill’. It was no longer really functioning (and she was unaware of its history anyway), but something was still there. When she went to examine the anomaly, she found she could put her hand through it. Then she tried her head. What she saw on the other side was a deserted room with a row of small windows (and certainly not any part of The Hill). Curiosity got the better of her and she crawled through to examine the place. The room had little in it – just a few chairs and a low table near to a coffee machine at the far end – but when she looked out of the window, to her amazement, she found herself looking straight out into space, at what looked like sections of an enormous space station. More than slightly alarmed, she was just turning to try to find the portal again when someone entered the room…

Personality:
Growing up in a world in which mutants were frequently persecuted, with a mutation that was difficult to hide, and with the knowledge that her parents didn't want her, has made Alyssa a rather shy, insecure person who is not at all at ease in unfamiliar company, and who finds it very hard to trust others. Even if someone befriends her, although she will enjoy their company, she takes it as a given that sooner or later they’ll let her down. Despite her lack of social confidence, she isn’t a coward and will fight viciously if she finds herself in a fix. She’s intelligent and thoughtful, but not afraid to take risks.

Equipment of Choice:
Her own physiology:-

Her tongue secretes a powerful venom (to which she herself is immune), which can shut down the nervous system of a victim. The tongue’s surface is coated in minute barbs, which make it abrasive. She is able to flick it out at a target and simultaneously graze the victim’s skin and administer a dose of venom, which enters the bloodstream through the wound. The poison usually begins to take effect within a couple of minutes, and is lethal to most creatures if a suitable antidote isn't administered very quickly.

She can secrete an acid through the nodules in her skin. It’s not powerful enough to eat through metal, but it can cause a serious burn on unprotected skin and can dissolve most plastics.

The presence of gills, in addition to lungs, means that she is fully amphibious.

Home Planet: Earth (Marvelverse)



Image


 Profile  
 
PostPosted: 01 Aug 2012, 00:16 
User avatar
Veteran

Joined: 30 Nov 2010, 01:00
Posts: 2508
Location: Irir Lilla, Izinia
Medals: 3
Best Newcomer (1) Most Serious (1) The Merger Contest (1)
Has thanked: 0 time
Been thanked: 43 times
Name: Pamela Marie Winsley
Sex: Female
Age: 61
Height: 5'7"
Race: Human (Pokémon World Variant)

Appearance:
Pamela is an older Woman of middle Height with greying brown Hair she dyes every so often, and who often dresses in a broad-brimmed Hat and a white Blouse and a grey Skirt under a long, black Coat; though she is not terribly wrinkled, she does show some clear Signs of her Age, which she would rather not have pointed out to her too often.

History and Personality:
The Gym Leader of Eglantine City, Pamela specialises in the Dark-Type, and has acquired a few rather dark Powers of her own over the Years, though they are not as great as those of her Pokémon; when not training Pokémon, she is known for being the rather strict Headmistress of a certain prestigious Trainers' Academy, and also for being a very stringent follower of Rules, though it is not unknown for her to follow their Spirit rather than their Letter. Though she is not often seen in Battle by her Students, she loves nothing more than a good one, and has all her Life, and many under her Guidance or Instruction should be quite shocked by the sight. She is quite the Tactitian, and also seems to quite Enjoy every Moment of what she does.

Abilities:
Pamela has somehow acquired a Dark Aura which allows her to telekinetically move and affect Objects, to obscure anything near her from both the human Eye and from Instruments which would normally detect it, and to create Illusions, though these will falter if she attempts to take in too many People at once. She herself does not understand the exact Origin of this Aura, and it may be capable of other Feats, though she is not presently aware of them if it is.

She will generally deploy two Pokémon at a Time — one up close to defend her, another to go on the Offensive or as an additional Guard, depending on the Situation.

Weapons of Choice:
Pokémon, of course —

Name: Harriet "Hettie"
Species: Murkrow (F)
Type: Dark-Flying
Ability: Insomnia (Prevents artificially-induced Sleep)
Nature: Quiet

Name: Sarah "Sally"
Species: Sneasel (F)
Type: Ice-Dark
Ability: Keen Eye (Enhanced Perception)
Nature: Careful

Name: Jeanne
Species: Houndoom (F)
Type: Dark-Fire
Ability: Flash Fire (Absorb Heat-based Attacks to raise Power.)
Nature: Brave

Name: Cassandra "Cassie"
Species: Cacturne (F)
Type: Grass-Dark
Ability: Water Absorb (Heal Self by absorbing Water.)
Nature: Modest

Name: Amelia "Millie"
Species: Absol (F)
Type: Dark
Ability: Pressure (Force increased Consumption of Resources.)
Nature: Adamant

Name: Mathilde "Tilly"
Species: Tyranitar
Type: Rock-Dark
Ability: Unnerve (Unnerve Enemies by Empathy.)
Nature: Docile



Joy-Ling of DeviantArt made the Trainer Creator used in making this Avatar: Try it!


 Profile  
 
PostPosted: 04 Aug 2012, 23:51 
User avatar
Moderator

Joined: 18 Mar 2008, 00:00
Posts: 3136
Medals: 1
L Award (1)
Has thanked: 0 time
Been thanked: 1 time
Name: Mirasa

Sex: Female

Age: 19

Height: 5'0"

Race: Human

Character Appearance: http://img844.imageshack.us/img844/5766/mirasa3.png
http://img69.imageshack.us/img69/4047/mirasabattle.png
Mirasa is a shortish Asian girl, though with green eyes and freckles; typically she is seen wearing a white sundress and sneakers.

History/Bio: Mirasa was born on the Planet of Hydhen, a planet which was technologically on par with 29th century Earth. “Was”, being the operative term, The planet having become a wasteland generations before Mirasa was born. This left a distinct scavenger society, due to the lack of resources left for the many that could not simply leave the planet, a situation made worse by those that could taking what they could with them as they left. On this world of Scavengers Mirasa was born, something of an anomaly, being able to see Spirits, and eventually, make magical constructs for the spirits to inhabit. Normally, this would have given her a distinct advantage in the scavenger game, but Due to the poorly nature of the planet, neither the Spirits she has befriended Bar Shadow nor Mirasa had the regular energy to maintain the summons. One Day, a shuttle craft landed, not an unusual occurrence, Frequently People are dropped off and picked up later for completely unknown reasons. However, this time, a group came out and while she was trying to hide, she felt something hit her twice, looking back, noticing a bruise where apparently a piece of stone had been blown into her, and a dart sticking into her leg. After that there was darkness.

Personality: Mirasa is highly opportunistic, prone to hoarding behavior to a pathological degree, and mildly self serving, though she is aware of the help that is gained by mutual assistance. When in a casual situation, Mirasa notably lacks any social graces, like her hoarding, a by-product of her life on her own world, where etiquette means listening with the person with a gun pointed at you.

Weapon(s) of Choice: Her Summons. She has five varieties of Summons, A large beast, a woman seemingly made out of the respective element, a Small winged girl, a man in armour, and a Wolf, and Five spirits that typically are found in her presence, Ones of Fire, Water, Earth, Air, and Shadow. To create the circumstances for the summon to be viable, Mirasa needs one of two things, either several hours prep time, or a trinket which she uses as a foci, shortening the process to near instant.

Home Planet: Hydhen

---------------------------------------

Also, I will be starting this Shortly. Falkner's Bio Counts, but Hilio can't play him till he's moved into this thread. Anyone wishing to join late likewise can, up until a point I will establish later.



Formerly Avalon


 Profile  
 
PostPosted: 05 Aug 2012, 04:31 
User avatar
Dino

Joined: 10 Jun 2008, 15:55
Posts: 10841
Medals: 20
Staffer of the Year (5) Best RPer (2) Best Poster (2) Best Traditional Artist (1) Brainiac (1)
2009 Mercury Art Contest (1) The Merger Contest (1) 10th Anniversary Art Contest (1) Most Helpful (4) Loyalist (1)
Most Mature (1)
Has thanked: 72 times
Been thanked: 42 times
Any reason why he can't be moved over straight away? I could do it if you're busy.



Image


 Profile  
 
PostPosted: 05 Aug 2012, 14:21 
User avatar
Moderator

Joined: 18 Mar 2008, 00:00
Posts: 3136
Medals: 1
L Award (1)
Has thanked: 0 time
Been thanked: 1 time
Cause He's busy on and off, and moving it over is a sign he's ready to play.



Formerly Avalon


 Profile  
 
PostPosted: 06 Aug 2012, 11:24 
User avatar
Dino

Joined: 10 Jun 2008, 15:55
Posts: 10841
Medals: 20
Staffer of the Year (5) Best RPer (2) Best Poster (2) Best Traditional Artist (1) Brainiac (1)
2009 Mercury Art Contest (1) The Merger Contest (1) 10th Anniversary Art Contest (1) Most Helpful (4) Loyalist (1)
Most Mature (1)
Has thanked: 72 times
Been thanked: 42 times
If anyone's interested, I've added images of Aran and Alyssa to their profiles.



Image


 Profile  
 
PostPosted: 07 Aug 2012, 15:22 
User avatar
Moderator

Joined: 18 Mar 2008, 00:00
Posts: 3136
Medals: 1
L Award (1)
Has thanked: 0 time
Been thanked: 1 time
Cool. I've also edited Mirasa's sprite so it looks more like a sundress than a tennis players outfit.

Also edited her height. It was supposed to be 5'2" the whole time.



Formerly Avalon


 Profile  
 
PostPosted: 08 Aug 2012, 14:31 
User avatar
Member

Joined: 01 Apr 2008, 00:00
Posts: 5830
Medals: 1
Least Mature (1)
Has thanked: 0 time
Been thanked: 0 time
Name: Falkner
Sex: ????
Age: ????
Height: 5' 9"
Race: Dark Fae
Character Appearance: The typical human shape is the base. The creature has no nose to speak of and its mouth appears on it's body when and where it opens. It opens as a circular maw with vile and presumably blood stained violet teeth even though Its mouth isn't always in one plays it's voice can be heard coming from where one would normally perceive a mouth to be and it sounds enchanting(not magically so but still.) It uses a female and males voice at the same time. It's eyes stay generally near what would be the front of the face the general shape of them is circular and the eyelids close in like a camera shutter. The eyes have a slow progress around the face should they desire to move. The skin is jet black and muscle tone is not really visible as the body shows no abs, pectorals or biceps ect. The notable markings are of purple veins which seem to crackle with a sort of energy.The hair is not hair, upon closer inspection it is merely dark purple tendrils which squirms and shift slowly and quietly. Falkner wears nothing but it looks like there is nothing to really hide. no genitalia, though there is nothing stopping mortal from feeling weirded out about that.
History/Bio: The story of Falkner is both long and short. The short end of it is that as a Fae it was created to scare the light Fae and the Irresponsible dark fae. It was a being with little purpose other than to scare people, a mere hound with a literal hunger for magic. One day the dark fae sent him after a wizard of sorts, apparently he knew enough about fae and had enough power to hold them off. The Sidhe sought to tear this man down so they sent the hounds. A few of the hounds died along the way for the Wizard had set mortal traps and fired arrows from behind his walls. One such hound survived and managed to get to the house. He opened the door and tried to step in but he could not. The mage had set up a small barrier of salt. The hound could not leave for he was bound to get to the man and deal with him. they both stood around waiting for the other to tire till finally the man spoke and in so got the hound to talk. In this conversation the wise sorcerer had named the hound Falkner and tricked him into not harming the sorcerer while he was in his home. Falkner entered and the mage quickly lay back the salt before Falkner could react. He was trapped and as such the sorcerer treated him as a perminant guest. It was terrible for the first while because Falkner had never gone so long without eating someones magic or eating a fairy, he became maddened and started thrashing at the salt but not a grain would move and it only lead to broken fingers and torn up limbs. eventually the Mage realized just how this particular Fae worked and began to feed him. Falkner still hoped to step out and always looked for the wind to blow the salt aside or more fae to come, but none came nor did the wind blow without the Mage resealing the ward. As the years grew on the Mage withered and aged, which Falkner could barely understand and one day the Mage opened the door and the salt blew away. Falkner jumped and bolted out the door and made its way to the ancient home which had apparantly forgotten most of fae kind. He would do what he always did there but every no and then he would return to the sorcerers home. eventually Falkner noticed the Sorcerer stopped feeding him, and stopped moving, just laying there in his bed still. Falkner would spend hours staring at him waiting for him to talk, only a fly moved about the withered sorcerer and as centuries passed the walls of the home came crumbling down and animals tried to eat the sorcerers ever shrinking body. Falkner visited him and watched him always hoping for a meal or some conversation. One day the hunger sunk in while he was watching the sorcerer and a faint green crackle of energy swirled slowly about the forest floor that was now the sorcerers bed. The may came out and Falkner began to eat and eat and eat till there was a hole, but he knew not where it lead and he simply followed its hunger and fell in.
Personality: Falkner is a hungry beast. It at times when not having to follow It's code or restrictions chooses to use words never telling a lie but often avoiding the whole truth as is its nature. Falkner's instict is to be loyal to their master or caretaker. Being a dark fae it is often hard to be truly nice for this creature.
Weapon(s) of Choice: The fae knows a few tricks like throwing balls of darkness to snuff out small lights or blinding someone for a few seconds. Aside from that, rocks? sharp things? Its fist? Biting? anything laying about really.
Home Planet: Earth!
((All references to gender in reference to Falkner are errors. It is genderless))



...Yo.


 Profile  
 
PostPosted: 05 May 2013, 16:04 
User avatar
Moderator

Joined: 18 Mar 2008, 00:00
Posts: 3136
Medals: 1
L Award (1)
Has thanked: 0 time
Been thanked: 1 time
Edited my post to include Mirasa's Current outfit for the tests.



Formerly Avalon


 Profile  
 
PostPosted: 25 Jan 2014, 00:34 
User avatar
Administrator

Joined: 27 Jan 2008, 01:00
Posts: 10164
Location: Lexington, Zettler, Germania
Medals: 20
Most Valuable Mercer (1) Author (5) Best RPer (4) Absentee (1) Reviewer Extraordinaire (1)
Most Creative (1) Brainiac (1) 2008 Mercury Art Contest (1) Zombie Apocalypse (1) Best Digital Artist (2)
Best Scenario Creator (1) Roy Mustang Award (1)
Has thanked: 83 times
Been thanked: 70 times
Theme Songs
Soulseeker
Dark Ages
Destructo
He Who Brings the Night

Name: Lancel
Sex: Male
Age: 168 (out of an expected lifespan of ~280; so roughly equivalent to a man of about 48 years expecting to live 80)
Height: 2.04m (~6'8”)
Race: Post-Human (Homo minister)
Home Planet: Masek

Character Appearance:
Photo
Spoiler: show
Image
Lancel is an intimidatingly huge specimen if a man, whose imperious height is backed up by visibly thick muscles. His heavy, square jaw is just beginning to sag a bit from the onset of age, matching the steaks of iron-gray seeping into his hair in speedlines from his temples, tucked behind his ears and fading into the otherwise still brown-blond of his shoulder-length hair. His facial hair has been kept trimmed to a very short but full beard and moustache connected to his sideburns.

Lancel still wears his old knight's uniform, though it is in terrible shape. A full-sleeved red shirt with some loose volume to allow it to breath is overlaid with a small half-breastplate covering the pectoral area; a heavy silvery metallic alloy fixture covers his left breast, centred over the heart, inset to a leather-like material that underlies it and continues to cover the other half of the chest. The metal plate is densely and ornately engraved around a noble crest (great helm facing left over a shield striped three times top left to bottom right, surrounded by thick plumage). The whole affair seems to be clipped in the back, but the clipping mechanism is covered by some sort of small, featureless silver plate; nobody's been able to take it off.

His pants are thick and black of an unknown but mildly rough material beneath a full set of cuisses, poleyns, greaves and sabatons that all match the silvery metallic alloy plate on his chest. This lower armour is smooth, light, and liquid in form, with a sparsely inset pair of thick lines ending in simple swirls at the ends as the only decoration. The poleyns hook in front like hawk beaks. The sabatons have a slight but sharp point and a slight outward hook off the heel—not enough to catch anything.

His left arm used to feature overlapping plate from a single pauldron at the shoulder down to a full-finger gauntlet, but this has been confiscated. His right arms has remained free and unhindered. There was never helmet. The entirety of the outfit, as befitting his former station, came complete with a simple and plain but pure white calf-long cape. This cape is little more than a foot of dirty rag-cloth now, which matches the heavily scarred and pitted but still intact state of the armour set.

History/Bio:
Lancel is the former Knight-Commander of a high noble house of Masek, a planet founded by higher being meddling in older human civilisations. Masek has since been destroyed—the entire planet, that is—by unknown means. Lancel, along with a small but significant group of refugees survived by virtue of being prepared for interstellar travel at at the time of destruction. (Masekan civilisation was capable of high-level interstellar travel, but were by and large isolationist.)

Following the destruction of Masek, Lancel vengefully swore to discover the cause of its destruction, and exact judgement. His journeys began by searching out the long-silent higher beings that had brought humans to Masek and founded civilisation millenia ago, and took Lancel across galaxies, fighting lonesome fights against unjust and dishonourable entities and systems all the way. A noble intention, this very seldom ever worked out for Lancel, who came from a society founded in deeply entrenched romanticised views of chivalry and honour and no concept of gray morality. Beyond his homeworld, Lancel frequently found that the villains he found and defeated were in fact integral components of a functioning society. Further, his naïve persona was manipulated more than once by real villains and powermongers, imbuing Lancel with an evergrowing sense of self-loathing. After nearly a decade, the search was still a fruitless endeavour, and Lancel was left a jaded, embittered and hateful individual, and upon reaching the home of the higher-beings—known to Lancel as the Fae—he found them to be a long dead race of ruthless experimenters.

Following this revelation, Lancel withdrew. Spending some time in Golgotha, the dead planet of the would-be Fae, he eventually left, feeling it was too crowded by more recent transplanted inhabitants with their own formidable powersets that even he had trouble combating repeatedly. He eventually found a somewhat primitive world analogue to 1950s Earth, and conquered a significant portion of it, not particularly caring what the inhabitants did, so long as they provided him with his necessities when he demanded them. He ruled for approximately 64 years

They were only too happy when someone who had heard about Lancel's exploits came in an attempt to “acquire” him.

Personality:
Lancel is an absolute product of his experiences—a distillation of long-term negative reactions to steady, consistent destruction and erosion of his relationships and beliefs. In his younger days he was very much a paragon of justice, honour and righteousness, but outside of his native social context he was also naïve.

Decades of having these traits abused, manipulated and derided have hardened him emotionally, and indeed, inverted his core qualities. He is now a brooding, spiteful person who clings to his pride. He is distrustful and cynical, and wholeheartedly believes that sapience produces evil. He no longer attempts to uphold justice or virtues, nor does he care about the consequences of his actions good or bad.

Weapon(s) of Choice:
Lancel. No, but really, that would be Lancel's weapon of choice. Being a former knight—and a high ranking Knight-Commander at that—Lancel is what is called a calesvol. Literally translated, “calesvol” means “Royal Sword”. In a less official sense, he is most simply described as a magitech cyborg, granting him superhuman powers. He would be considered a cyborg by virtue of the fact that his magitech is not a natural part of him—although born with magical ability, he was not born with the sophisticated magical tools now at his disposal, they are certainly not part of his genetic makeup. Muddying the water though is the fact that the magitechnology used by his people in this capacity is biological, and upon installation/conception/growth became inextricably intertwined with his natural biology. It cannot be removed without killing him.

Among the powers granted by becoming a calesvol are two distinct categories: those that directly affect natural biology—and are still available even if by some means Lancel's inherent magic is prohibited or subdued—and those that are produced by the biological magitech tools that exist as pseudo-organs through his body, which, although impossible to shutdown without killing Lancel can in theory have their ability to project effects stifled. Among the former are vastly enhanced physical traits such as super strength and speed, the ability to store huge amounts of oxygen in his biology (allowing him to hold his breath for an exceedingly long time, as well as increasing his endurance and stamina) and extreme tolerance of heat and cold, and an unbeatably fast healing factor. He also has well above average physical senses such as range of sight, hearing, taste, smell and feel.

Among the abilities granted by his magitech biology are sight across a much wider gambit of the EM spectrum, from mid-infrared to lower x-ray by streaming parcels from his eyes which reflect off the observed object; with a special preparation of incantations he can push this to extreme limits in brief bursts, using microwave or gamma ray radiation offensively. He can also possesses a form of homosomatic telekinesis, allowing him limited flight abilities (flight ability is only as powerful as his physical strength and speed, which are also augmented, but, for example, he would need special circumstances to reach escape velocity from a planet comparable to Earth).

Lancel's magical powersource is part of his biology and self-perpetuating, but he is capable of tapping and manipulating outside sources, including adding power to or drawing power from external flows.



Image


 Profile  
 
PostPosted: 24 May 2015, 16:56 
User avatar
Member

Joined: 01 Apr 2008, 00:00
Posts: 3593
Medals: 4
Funniest Member (1) Crazytown Bananapants (3)
Has thanked: 0 time
Been thanked: 0 time
Is too late for a Piggie to jump in? I'm good. Ask around. Also I have two ideas... And yes Zeth, one is Twitch.


 Profile  
 
PostPosted: 25 May 2015, 14:55 
User avatar
Administrator

Joined: 27 Jan 2008, 01:00
Posts: 10164
Location: Lexington, Zettler, Germania
Medals: 20
Most Valuable Mercer (1) Author (5) Best RPer (4) Absentee (1) Reviewer Extraordinaire (1)
Most Creative (1) Brainiac (1) 2008 Mercury Art Contest (1) Zombie Apocalypse (1) Best Digital Artist (2)
Best Scenario Creator (1) Roy Mustang Award (1)
Has thanked: 83 times
Been thanked: 70 times
Don't worry about me. Chaz is steering this particular ship.



Image


 Profile  
 
PostPosted: 27 May 2015, 14:09 
User avatar
Member

Joined: 01 Apr 2008, 00:00
Posts: 3593
Medals: 4
Funniest Member (1) Crazytown Bananapants (3)
Has thanked: 0 time
Been thanked: 0 time
Well, you've had the most experience with him. also I have a magic robot sniper thingy.


 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 17 posts ] 



Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group