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  #31  
Old 10-27-2017, 08:19 AM
RainyDayNinja RainyDayNinja is offline
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Ok, here's my resubmission:

Name: Sebastian of Portugal
Nation of Origin: Portugal
Age: 26 (463 counting time in stasis)
Appearance & Personality: Sebastian appears as a young man, tall, blond, and slim despite his strength. In battle, he wears enchanted plate armor and carries a magical sword. He has a noble bearing, speaks plainly, and remains a staunch Catholic of an old tradition.
Biography: Sebastian served as king of Portugal from 1568-1578. He was a beloved ruler, instituting many reforms and engaging in much charity and relief of his people. He was presumed dead in the battle of Alcacer Quibir, attempting to depose the Turkish-backed usurper of the Moroccan throne. However, he was merely preserved until such a time that Portugal needed a hero.
Unity City: As a former Portuguese colony, Unity City fell under his domain, and as the age of heroes commenced, he found himself awakened to protect it. He has lived in hiding for two years as he slowly adapted to the modern world.
Relationships: Sebastian never married or had children, and all of his family and friends have been dead for centuries. His only true friend in modern times has been Sarah Applebaum, a historian at the local university who has been helping with his transition. He harbors feelings for her, but doesn't know to express them, since he expected to end up in a political marriage.
Powers: Sebastian was trained from childhood in the ways of was, and he is a skilled hand-to-hand combatant with his enchanted sword and armor. As a former king, he is also versed in multiple languages and the art of diplomacy. He also has extensive knowledge of occult practices and sorcery, including the Enochian language.
Motivation: Doing Good - Sebastian fights for the people of his kingdom, even if it bears little resemblance to the homeland he remembers ruling.
Complications: Honor - Sebastian was raised by Jesuits and maintains a chivalric code, so he eschews any form of deception or trickery.
Old-Fashioned - Sebastian comes from a different era, so he finds modern concepts of society and technology difficult to grasp.
RP sample: Sebastian spits blood as he takes a defensive stance against his foe. "You think that blow was a victory for you? I suffered worse at the hands of my nursemaid. I have seen an army of Moorish sorcerers arrayed against me; your powers are a mere child's plaything. Now come, fight with honor, for you will be judged in death before the day is over."


Last edited by RainyDayNinja; 11-01-2017 at 10:04 PM.
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  #32  
Old 10-27-2017, 03:45 PM
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  #33  
Old 10-28-2017, 08:01 AM
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Couldn't get it done...

Last edited by Paean; 12-13-2017 at 08:15 PM.
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  #34  
Old 10-28-2017, 02:53 PM
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The following is a W.I.P. so far I'm thinking of a 'paragon' hero who connected with the 'plane' of light so they can duh lasers... something like an asimar in a super hero setting.

 
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Last edited by Tydorei; 10-28-2017 at 02:53 PM.
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  #35  
Old 10-28-2017, 02:57 PM
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Considering switching Downshift's place of origin from Boston to London if there's too many Americans. Think things still work though.
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  #36  
Old 10-28-2017, 04:16 PM
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Quote:
Originally Posted by GleefulNihilism View Post
Considering switching Downshift's place of origin from Boston to London if there's too many Americans. Think things still work though.
If it works for you, why not - but i am only counting a possible maximum of three heroes from the states. I don't think it would impact the game negatively if there were a few. Possibly if ever the party moved onto a world scale they would be drawn to america, but i don't mind that either.
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  #37  
Old 10-29-2017, 03:49 PM
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Name: Bethany Bennett
Origin: Manitoba, Canada
Age: 34

Appearance & PersonalityWhen she's not using her powers, Beth is quiet and withdrawn. She will try to blend into the background and is prone to letting others walk all over her, even if she hates herself for it later. She is not passive, per se, but she prefers listening to speaking and will avoid social conflict when possible. However, when her powers are active, Beth is confident, headstrong, and even pugnacious. In both cases, her sense of moral righteousness drives her actions, but her civilian self tries to help in non-confrontational ways while her super-self attacks whatever offends her head-on.

Beth is Caucasian, with blue eyes and long blonde hair. Her above average height and athletic build could be statuesque, but when her powers aren't active, they clash awkwardly with her mousy demeanor. When her powers are active, she uses her build to its full effect, radiating authority and confidence.

BiographyBeth was born in Winnipeg to two well-off, professionally successful high school sweethearts who absolutely hated each other. They never turned physically violent or abused Beth herself, but she often witnessed their attacks on each other, ranging from passive aggression to outright screaming arguments. Whenever possible, Beth retreated into books, preferably those that could immerse her in a world far away from this one. When her parents eventually divorced, Beth was initially relieved, but it turned out her parents' mutual hatred was actually masking their psychological codependency. Left to their own devices, their mental states continued to unravel and they became emotionally unstable. When Beth was twelve, her mother arranged for her to be out of the house for 24 hours and committed suicide, arranging for her ex-husband to discover her. However, he blew off their meeting, and Beth found her day-old corpse instead.

Beth moved in with her father, who became emotionally cold and distant in a misguided effort to protect her from himself. Unexpectedly, Beth's grades improved as she retreated into her books and studies once again, which had the added benefit of shielding her from the melodrama - and emotional conflicts - of high school. Eventually graduating on the honor roll, she went on to study history and anthropology in university, where life among more emotionally stable adults allowed her to finally come out of her shell. Through these people, she discovered a love for charity work and Brazilian jiu-jitsu; the former gave her a sense of purpose and agency, while the later gave her an outlet for her repressed anger.

Finally, Beth earned her Ph.D and became an archaeologist. Beth didn't mind the long hours of study and solitude that her job demanded, but as she entered her thirties, she started to feel pangs of ennui. Had she done enough with her youth? Was her charity work really making a difference in the world? Couldn't she have done more? She carried this restlessness with her to an archeological dig in Kuwait, where her team discovered a career-defining ruin dating back to ancient Mesopotamia containing several cultural artifacts, including a small statuette of a heretofore-unknown figure. The statuette passed through several hands on the team, but only when Beth touched it did she feel a rush of energy flowing through her and a voice in her head. The voice identified itself as Namesh, the patron diety of the ancient settlement who had blessed its soldiers with skill and bravery in battle. It had seen heroism and humility in her heart and had chosen her to carry out its will: to protect the helpless and fight evil and oppression. To facilitate with this, it would grant her alone the strength and authority it would normally spread out across a thousand men.

Beth returned to Winnipeg for a while, but after the incident, she started getting leery of Canada's political situation. With few personal ties except her semi-estranged father and politely-friendly-but-no-more-than-that work colleagues, it was relatively easy for her to pull up roots and move to Unity City, ostensibly to teach history at a local university. Given her quiet and insular nature, she doesn't have any friends in the city yet, but given the eye-catching nature of her powers (and her disregard for a secret identity), people will probably know her name soon enough.

PowersBeth can grow to giant height, with a corresponding increase in strength and resilience. Her mousy demeanor also changes to that befitting a god's champion: bold, authoritative, and fearless. Her grappling training isn't a superpower, but will probably play a major role in her superheroics nonetheless. Beth's powers are straightforward but reliable, and fill the "brawler" role in any super-team.

Complications
  • Doing good: Beth wants to do good in the world, but relies on her instincts and gut feelings rather than a specific code. Moral conflicts could paralyze her, especially ones that might run her afoul of the next complication.
  • Divine servant: Namesh sees Beth as a servant first and foremost, and can and will suspend Beth's powers if she is not acting sufficiently "heroic", whatever the fine details of that heroism may be. As Namesh is technically an NPC, this ultimately means this complication's frequency depends on how strict the GM wants to be.
  • Fear of social conflict: Beth has never developed effective skills for handing social conflicts and arguments. In such situations, she'll either leave, activate her powers, or completely disengage if she can't do either. As a result, she may allow others to step all over her even if she shouldn't.

RP ExampleBeth shook the waxy cup, producing the wet rattling noise of melting ice cubes bouncing against each other. Putting the straw to her lips, she sucked the last of the drink - really just a few drops of water - and crumbled up the paper bag with her food wrappers inside. Looking around the beachside boardwalk, she spotted a trash can that was not already overflowing with trash and stepped up from the picnic table. She was almost there when a man stumbled into her, spilling half of his overpriced french fries to the ground.

"Oh, sorry," Beth said hurriedly, dropping her trash into the can.

"Aww, surry, eh!" the man mimicked her mockingly, swaying slightly. It was barely 2 p.m., but he was obviously drunk. "Jus' gonna push y'around end walk away, eh! Ehhhh!"

Beth cringed away, holding up her hands palms-outward. "Sorry, I'm...I just didn't see you. I'm sorry."

"Oh yeah, so surry, eh!" The man scowled at her, still exaggerating her accent. "Laiyke yer not even there, eh! Allll ya locals, the peopl'at grew up an' made Unity City what it is, I don't see ya, eh! I jus' wanna c'mover an' take everything y'worked for, eh! Move here laiyke I deserve it, eh!"

The man suddenly flung his fries at her in a swift, if clumsy, movement, then stumbled against the trash can, muttering profanities to herself. Beth, her cheeks burning, immediately turned and walked away, locking her eyes straight ahead.

"Yeah, get out of here!" the man shouted behind her. "Go back where you came from! No one wants you here! And you too, snowflake! What the hell do you think you're looking - "

Every hair on Beth's body straightened as she heard a crack of thunder behind her. She whirled in time to see the drunk slumping to the ground, a green-white electricity arcing from him back to a tall, bald, naked man with skin like polished copper. The copper man turned towards the others on the boardwalk, twin spots of green light shining from his eyes, and began to shout.

"All who gaze upon, rejoice, for you witness the birth of a new age!" His voice was artificial and surpringly high, like a steam whistle. "Kneel before your master, god, and salvation, for I am here to rescue you from the uncertainty and meaninglessness of your self-determination! Take your honored place as slaves, for dissent is death in the empire of - "

The copper man stopped and turned as soon as he felt a shadow fall upon him, electricity cracking in his hands, but it was too late. He barely caught a glimpse of the sixty-foot blonde before one of her massive hands wrapped around his body, lifting him off the ground like he weighed nothing at all. Beth took one step off the boardwalk, her foot thumping into the sand, and held him up in front of her face as she spoke.

"This is going to be the shortest age on record," Beth said, her voice booming over him. "Shut up, sit tight, and wait for the police. This is your one warning."

The copper man's face twisted with anger before an arc of green-white electricity leapt from both of his eyes to Beth's left one. She cried out in pain and flinched back, smacking her left hand over her eye, while her uninjured pupil shrunk to a furious pinprick - barely an inch in diameter.

"Suit yourself," she growled, then slammed the copper man down onto the beach's sand. Pinning him there, she used her free hand to sweep a palm's worth of sand over him, burying all of him but for the head. With his body insulated, she leaned on him with both hands - not her entire six hundred tons, but more than enough to put the hurt on him. Turning her face away, she could feel his eye blasts stabbing into her hands, but kept pressing until they weakened and finally stopped, the copper man falling unconscious.

Last edited by Snicker; 11-17-2017 at 12:50 AM. Reason: Adding character sheet
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  #38  
Old 10-30-2017, 01:35 AM
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Name: Eyrine Aquamarine - Siren

Nation of Origin: Seattle WA, USA

Age: 23

Appearance: Slender and not especially tall, standing at 5'5" with black hair and gray eyes. Eyrine tends toward simple punk goth fashion choices when she's not working, and wears a costume while performing on stage as Siren.
 


Personality: Eyrine has always been something of a rebel. Even in her adult life she tends to be impulsive and live in the moment rather than considering the future implications of her actions. Eyrine tends to prioritize her music over her social life, leaving her with only a handful of people she'd really call her friends. She's no social butterfly, but she's not socially inept either, easily capable of dealing with people -- even complete strangers -- without becoming a stuttering mess. Eyrine is, however a bit hotheaded, easy to anger and prone to violence at the slightest provocation.

Biography:

There are no birth records for Eyrine. She was found as a baby on a beach in the U.S. and lived her life in the foster care system thanks to a lack of documentation. She was named Irene Smith shortly after being found, though she later legally changed her name to Eyrine Aquamarine. Through her young life, Eyrine bounced from one foster family to another, living in several abusive homes, and a few decent homes that wouldn't keep her due to her rebellious nature.

Eyrine got her first signs that she was different toward the end of middle school, when she took up an instrument. Within a couple of hours of first picking up the guitar, she'd mastered the instrument, naturally understanding it and how to make music with it. Armed with her new musical mastery, and eager to show off her skills at school to boost her social standing, she decided to put on an impromptu concert. Her unscheduled performance resulted in a flooded school when every pipe within fifty feet burst and sprayed students and faculty with water.

Eyrine took a break from music after the fiasco at her school. While nothing could reasonably be traced back to her, the coincidence was enough to freak her out, and keep her from trying again until her Junior year of high school. After practicing with music -- and experimenting with her music's effect on nearby sources of water -- Eyrine learned to control her strange ability, and eventually ended up joining a local garage band as the guitarist. She and her band started to get a little recognition in the middle of her senior year when they started getting small gigs throughout Seattle.

After high school, Eyrine's band quickly split up, with most members of the band moving on with their lives. Eyrine however, continued to try and make a name for herself in the music industry. She managed to secure a position on a national televised music competition, and though she didn't come in first place thanks to her unorthodox musical style, she still made enough of a splash to get the attention of a record label. It was after this that she legally had her name changed from Irene Smith to Eyrine Aquamarine.

Unity City: By the time the incident happened, Eyrine had already released one album, and was in the middle of a second one. Following the incident, Eyrine put her music on hold due to the new issue of government goons searching for superhumans. People who could do strange things... Even if those things didn't immediately appear to have a means of weaponizing them. Things like the ability to control water through music. Eyrine moved to Unity City, as one of the few remaining refuges for superhumans, citing a need for a change in location to continue working on her album in order to appease her fans.

She's still working on her music in Unity City now, and has even gathered a local fanbase thanks to her tendency to put on shows locally rather than touring the world, due to the current political climate. She still sells her music internationally of course, she just doesn't want to risk someone picking up on her abilities outside of the city, on the off chance that something goes wrong at one of her shows.

Relationships: Eyrine has no real family. Her life was too hectic, bouncing from foster family to foster family for her to grow really attached to any of the homes she was in. By the time she got out of the foster system, she barely even had friends and most of those drifted away to deal with their own lives. After the incident, Eyrine's circle of influence dropped to just her agent -- Sam Todd -- and an old friend named Anne Bailey.



Powers: Eyrine can control water via the use of music -- this can be accomplished by an instrument, singing, or a simple beat drummed out on a hard surface... As for WHERE her power comes from. She doesn't know! She can just do it, okay?


Complications:

Motivation: Recognition - Eyrine isn't one to shun the spotlight. And if she's going to fight criminal superhumans, she's going to make a show of it, and use the recognition to help fuel her musical career... Maybe she can even put a spin on things to make it all seem like the whole fight was intended to actually be a performance in the first place!

Fame - Eyrine is a fairly well known musical artist by this point. Sure, her fanbase might not be at the level of some people, but as a local musician with a global following,
she's recognized more often than not in public, and her agent is prone to getting her interviews and official public appearances as Siren to keep her in the public eye, and relevant.

Temper - Eyrine is as hot headed as they come. She's liable to snap at the slightest provocation and is no stranger to using violence to deal with her problems. Luckily,
she has the self control not to use her powers on everyone to ticks her off -- but that control doesn't apply to her fists.









The EndPublic portions of this app are now complete. May add secret mechanical stuff when I have time. Information, both public and private is prone to change when I feel like changing it.

Last edited by Haunted Panda; 11-17-2017 at 07:14 PM.
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  #39  
Old 10-30-2017, 02:22 PM
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I have updated the application summary with the inclusion of what i assumed - judging from the applications - your individual origin and source descriptors would be.

If anybody feels misrepresented, as for some apps the rulebooks descriptors can't necessarily do the concept full justice, just tell me.
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  #40  
Old 10-31-2017, 02:29 PM
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Added RP example to Bleak.
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  #41  
Old 10-31-2017, 05:54 PM
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Still here, just taking my time with my app and getting a feel for the character. No update jst yet but it's taking shape on my end.

I can say that her origin is Mutant.

Lots of interesting character apps, I'll have to lurk if I don't make it in just to see how things go.
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  #42  
Old 11-01-2017, 12:59 PM
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All apps are looking very good so far.

Once you feel confident about the descriptive parts of your applications you should all consider preparing some of the mechanical aspects of the character generation. Nobody will have a disadvantage if they do not have a full character sheet prepared (the part about it on the applications table is just so i know who has or hasn't got mechanics posted in their app, lest i forget to check it when the time comes), but i would like to at least get a feel of what kind of uses you would like to put your powers to. Obviously I am still available for help with the rules. Without any specifics posted it makes it just a bit harder for me to estimate which characters might work well together.

Take note - please put any mechanics actually into the character app (in a secret box), even if you have private messaged me about it. I had to delete a good amount of messages as my inbox was filling up.

Additionally, if you think your application includes everything that i need to know and you are done with it - please tell me that it's finished here or per pm.

The game has already been approved by a dm, so i have a question for all applicants up until now: How would all of you feel about me picking players for the game after all of your entries have been declared as final, even if it is a bit before the 17th, provided up until that point no other players declare an interest. I don't want anybody to feel rushed by this proposition - my original deadline still stands for anybody that needs the time. Obviously i am also still open for more people, but i feel like maybe we have reached the high water mark of interest at this time.
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  #43  
Old 11-01-2017, 01:23 PM
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I am ok with selecting early, on time, or perhaps a bit later, if you need more time for evaluating new players and characters.
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  #44  
Old 11-01-2017, 01:37 PM
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I'm fine with early selection once everyone declares their characters done. I assume that includes those who expressed interest and haven't filled out sheets yet.
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Old 11-01-2017, 01:43 PM
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Quote:
Originally Posted by Haunted Panda View Post
I assume that includes those who expressed interest and haven't filled out sheets yet.
Exactly, everybody that is already working on something, or has declared interest in any shape or form, can finish up in their own good time. If at any point in the future somebody else pops up we'd also wait for that person, naturally. But if nobody new throws their hat into the ring and everybody else is finished, we might as well get moving, if you are all cool with it. That's what i meant.
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