PDA

View Full Version : What's Left of the Flag (OOC)



Pages : [1] 2

TheDarkDM
2012-11-24, 11:26 PM
Welcome to the game, folks. I'll be claiming Bold Red for Krauler's speech.


{table=head] *Player Name* | *Character Name* | *Race* | *Descriptive Tags* | *Nationality* | *Faction* | *Approved*

BladeOfObliviom | Wyatt Surbin (http://www.giantitp.com/forums/showpost.php?p=14149121&postcount=175) | Human | Engineering Prodigy/Innovator/Architect | Esterholt | Torun Civilian | Approved

ChrisClark13 | Placeholder Man (http://www.giantitp.com/forums/showpost.php?p=14148228&postcount=138) | Kylat | Mech Driver/Test Pilot | Tallian | Torun Occupation | Incomplete

daelrog | Ollin Dauntel (http://www.giantitp.com/forums/showpost.php?p=14166786&postcount=371) | Human | Auveraine Noble/Postwar Socialite/Biological Weapons Proponent/Botanist | Auveraine | Auver Nobility | Approved

DJDeMiko | Gustant Dauphson/Dauph/Figment (http://www.giantitp.com/forums/showpost.php?p=14146223&postcount=85) | Morphling | Corrupt Refugee Camp Leader/Illusionist/Shapeshifter | Auveraine | The Bends | Approved

Elemental | Averill John Alkaev (http://www.giantitp.com/forums/showpost.php?p=14144983&postcount=71) | Human | Sorcerer/Jeresan Agent | Jeresa | Jeresan Intelligence | Approved

Elricaltovilla | Eirik Goff (http://www.giantitp.com/forums/showpost.php?p=14195436&postcount=610) | Ogre | Mafia Legbreaker/Aspiring Boxer | Torun | Torun "Citizen" | Approved

GuyFawkes | Story Element Man! (http://www.giantitp.com/forums/showpost.php?p=14223059&postcount=657) | ? | ? | ? | ? | Incomplete

Jade_Tarem | Morgan McShane (http://www.giantitp.com/forums/showpost.php?p=14138844&postcount=2) | Elf | Mirrish Expatriate/Veteran Officer/Sniper/Rune Mage | Mirland | Torun Occupation | Approved

Kasanip | Yfa Keter Ain (http://www.giantitp.com/forums/showpost.php?p=14139486&postcount=8) | Lynks | Manipulative Lynks Agent/Curious Lynks Peacekeeper/Charming Observer | Lynks Aerial Fleet | Lynks Federation | Approved

Mathemagics | Caitlin Illwynach (http://www.giantitp.com/forums/showpost.php?p=14160723&postcount=306) | Elf | Bloodfrost Clan Chief/Caernalfr Agent/Blood Mage | Caernalfr | Caernalfr Nation | Approved

Nefarion Xid | Sir Harvey Locke (http://www.giantitp.com/forums/showpost.php?p=14139324&postcount=7) | Human | Ace Pilot/Aenslish Knight/Former POW | Aensland | Torun Occupation | Approved

Starsign | Indall'fenz (http://www.giantitp.com/forums/showpost.php?p=14142941&postcount=22) | Rockscale | Alchemist/Medic/Charity Worker | Ruhvas | Torun Civilian | Approved

Swordslinger | Rydusk val Ignis (http://www.giantitp.com/forums/showpost.php?p=14138872&postcount=4) | Dragon & Projection | Chuuten Corp Security Chief/Ambitious Dragon | Beyond | Chuuten Corporation | Approved

Tebryn | Nada (http://www.giantitp.com/forums/showpost.php?p=14140105&postcount=9) | Half Elemental | Jade Masks Shaman/Assassin/Shadow Mage | He Shi Bi | Chuuten Corporation | Approved

TechnOkami | ? | ? | ? | ? | ? | ?

TheDarkDM | Erasmus Krauler (http://www.giantitp.com/forums/showpost.php?p=14138937&postcount=5) | Human | Military Governor/Veteran Officer/Brilliant Strategist | Torun | Torun Occupation | Approved

The Snark | Aimée Villiers (http://www.giantitp.com/forums/showpost.php?p=14157046&postcount=267) | Human | Former Auver General/Lynks Federation Contact/Weather Mage | Auveraine | Unknown | Incomplete

VonDoom | Mikado Tatsudoshi (http://www.giantitp.com/forums/showpost.php?p=14139008&postcount=6) | Human | Chuuten Corporation Head/Military Contractor | Ancient He | Chuuten Corporation | Approved

Xondoure | Claus Emel (http://www.giantitp.com/forums/showpost.php?p=14141231&postcount=12) | Human | Young Entrepreneur/War Veteran/Sham Identity | Torun | Torun Civilian | Approved

Xondoure | l'Homme de Cendres (The Cinder Man) (http://www.giantitp.com/forums/showpost.php?p=14141231&postcount=12) | Unknown | Masked Vigilante/Public Enemy/Resistance Fighter | Unknown | Auver Resistance | Approved

Xondoure | Joseph Krauler (http://www.giantitp.com/forums/showpost.php?p=14141231&postcount=12) | Human | Martyred Pilot/Legally Dead | Torun | Torun Military | Approved

hi-mi-tsu | E (http://www.giantitp.com/forums/showpost.php?p=14317829&postcount=131) | Human | Drug kingpin | Auveraine | Independent | Approved
[/table]

The Wiki (http://playground-v.wikia.com/wiki/Playground_V_Wiki)

The Basics
Play usually centers around a city of adventure placed on an otherwise blank slate, and a basic technology level is determined to establish what can be assumed to be part of the system without a need for Story Elements (more on that later). Aside from that, there are but three important things to keep in mind for the setting:

Players earn three sorts of currencies or tickets which they get to use to influence the game. First, and generally the most appealing, are Advantages. Advantages are anything good for a character you control. Being able to use a kind of magic, being really good looking or incredibly strong, being wealthy, commanding soldiers or a horde of goblins... these are all Advantages. This keeps player characters, whatever they are, roughly as powerful or as cool as each other. It's hard to compare some character concepts, but Advantages let us say, "This character has X number of good things going for them."

Story Elements are another form of currency. These let you add something static to the setting, any one thing. These create NPCs, places, exotic plants or animals, monsters, etc.

Plot Tickets change the setting or put events in motion. You use them to make something happen that your character(s) wouldn't have control over. Plot Tickets also let you create Adventure Sites which let you play Game Master controlling NPCs and fate to lead other players on an Adventure of your creation.

Character Creation
All charaters begin with 10 Advantages, 6 Story Elements, and 1 Plot Ticket.

All applications should be submitted in this format:

Full Name, Titles in Descending Importance
Age:
Affiliations:

Physical Description:

Personality:

History:

Advantages: (itemized and detailed)

While we intend to be inclusive of concepts, writing ability will play a part in the selection process. We will of course make allowances for people whose first language isn't English, but please try and be effective and evocative in your descriptions. Ideally, your application should be long enough to cover everything important, but short enough to keep us interested. Keep in mind that a massive wall of text detailing your full lineage could hurt more than it helps.

The Rules
The Rules
While the game is principally free-form, there are rules to govern how powerful characters can be as well as ways to resolve disputes and avoid role playing gridlock. First, any boon, anything that makes a character special is called an Advantage. Your character, being a cut above the common Joe, naturally begins with a few Advantages and you gain more over time.

Second, when players can’t agree on how a scene should play out (or would prefer to keep things random) things are decided with a die roll (2d6) and each appropriate Advantage grants a bonus to each player’s roll. Third, when there’s a dispute over what Advantages are and aren’t applicable, Moderators can decide. Moderators are only there to decide what is and isn’t appropriate for the game and may ask you to edit your posts if you’ve written something your character couldn’t have done either as the product of blatant metagame knowledge or a truly impossible feat.

1. The creation of a Player Character (PC) is free. Players may grant advantages to any PC they control by spending one from their budget.
2. Players gain 1 advantage at the first of each month and 1 at the end of every chapter. Once per chapter, players may be awarded 1 advantage for heavy participation or excellent roleplaying. Bonus advantages may be rewarded to all players for holidays or during particularly lengthy chapters.
3. Moderators decide by consensus when a chapter ends.
4. Players gain 1 Story Element per week. Unused Story Elements do carry over between chapters, and a player can have as many as 6 unused story elements at a time. Should a player acquire another story element when he or she already has six, they must either use it immediately or it is lost.
5. Players gain 1 Plot Ticket per chapter. Plot Tickets do NOT carry over between chapters.
6. Moderators are charged with arbitration in the event of player disputes, clarifying rules and monitoring the appropriateness of play and story elements. Story elements will be rejected if they are inappropriate (see below) or conflict with existing cannon. Players may be asked to edit IC posts in the event their character has done something given impossible knowledge or has acted outside the extent of their advantages.

No WAAAGH! – You may not import distinct elements from well known sources. This means no chocobos, no Warhammer Orks, and no alchemists capable of reassembling matter with a clap of their hands. Mods have the power to veto any creation that resembles too closely any part of another setting. The exception to this rule is anything considered standard or iconic fantasy, for example, orcs as described in D&D’s Monster Manual. You may certainly draw inspiration from existing sources, just don’t blatantly rip off something. Riding giant birds into battle is fine, importing chocobos wholesale is not!

No Renaming the Rose – Do not create things to be kitschy or subversive. You may certainly create a noble race of orcs with a mystical heritage, but do not make your orcs fair skinned, pointy eared forest dwellers.

It Shall Have a Common Name – If you create something and give it a fantastical sounding name, ensure that it also has a common name that is easy to remember. (For example, “Eladrin” is a fine name, but “High Elves” can’t be misspelled or forgotten.)

Word of Mod – Anything deemed offensive, too silly or just “not cool” can be vetoed by the Moderators. This is especially true for anything that would countermand existing elements in the setting.


Advantages
Advantages are graded as Common (+1), Uncommon (+2), Rare (+3), Exceptional (+5), Legendary (+7) and Special (No Bonus). The grade of an advantage is decided upon before it enters play and is based on a number of factors balancing how powerful the advantage is versus how often it is likely to be used. Advantages that have a variety of applications and are likely to be used often are probably Common while advantages with a limited purpose are Rare. Uncommon is somewhere in between. Exceptional and Legendary advantages are usually not only limited in purpose, but also in availability. Specifically, advantages related to vehicles and mounts are usually 1 grade higher than normal; location based advantages are 2 grades higher. Special advantages are reserved for a talent or ability that, while certainly useful, doesn't provide a mechanical bonus in a conflict. To be clear: the name of the rating applies to how often it will be useful, not how hard it is to obtain.

Common
Advantages at this grade see frequent use and have such a wide variety of applications that it's hard to consider them all. Rough attributes or descriptors are often Common as are many professions. Common advantages can be used in both combat and noncombat situations. Examples: Strength (+1 to climbing, jumping, melee combat...) Charisma (+1 to bluff, inspire, convince...) Rogue (+1 to sneaking, stabbing, stealing...)

Uncommon
Advantages of this grade are more specific than Common advantages, but still likely to see frequent use. Importantly, advantages that only have applications in combat are Uncommon. Talents and sets of skills are usually Uncommon. Examples: Sword Expertise (+2 to using bladed weapons in combat), a Magic Dagger (+2 when used in combat), Thievery (+2 to sneaking, stealing, disarming traps, but NOT to combat), Education (+2 all knowledge), Charm (+2 in social situations when you employ humor or flattery).

Rare
Rare advantages have only one purpose. Combat advantages that only effect a certain kind of target or provide protection against a single element are Rare. Single skills are usually Rare. Examples: A magic dagger enchanted to kill trolls (+3 combat against trolls, +0 against other targets), Fire Resistance (+3 combat if your opponent uses fire against you), Beauty (+3 in social situations when you employ your good looks against characters who find your gender appealing), Stealth (+3 when hiding or sneaking), Arcana (+3 knowledge for magical matters).

Exceptional (also sometimes called Unique)
Exceptional advantages are typically skills or knowledge sets so specific that it's useless outsides of its domain. Examples: Sleight of Hand (+5 stealing small objects), Botany (+5 knowledge of plants), Cooking (+5 culinary knowledge and preparation).

Legendary
Scarcely anything qualifies as Legendary (+7). This grade is typically reserved for upgraded advantages which would normally be of a lower grade (see vehicles, etc).

Special
Special advantages do not provide any mechanical bonus, but rather allow a character's other advantages to be used in unusual ways. The ability to summon a magical sword to your hand, regardless of where you are, would be a Special grade advantage since it allows you to employ your sword advantage when it might otherwise be denied.

Advantage Categories
Some advantages are more useful than others owing not only to how likely they are to come up in play, but also because of their convenience. Other times, a category indicated a slight change in the way an advantage is handled.

Personal
Personal advantages are the norm and represent anything intrinsic to a Player Character (PC). This includes magic powers, great strength, cooking ability, whatever. Except in rare situations, these advantages cannot be stolen or traded to other players, although they can be neutralized if circumstances warrant it (Karate can't be stolen, but you can't use it against someone who is, for instance, flying or far away).

Items
Advantages can be represented by an item as well - this includes items that are magical in nature as well as those that are exceptional due to superior complexity or craftsmanship. You may trade, loan and steal items with/to/from other characters.

Followers
Followers are groups of NPCs loyal to or under the employ of a PC. Unlike PCs, they do not have "plot armor" and can be more easily manipulated and eliminated. Followers are typically minions, guards, soldiers, crew, or employees. Followers may be unable or unwilling to assist a PC everywhere, but advantages assigned to followers can be used anywhere those followers should/could logically be, even if the PC is absent.

Vehicles/Beasts/War Machine
Vehicles and large animals or monsters are limited by their size and mobility. Because they can't go everywhere a PC could go, advantages tied to a vehicle or beast are considered one grade higher, just like followers. An advantage is likely in this category if it is too large to fit through a doorway or if its presence would be disturbing, disruptive or flatly illegal, or if the thing simply cannot move on or through normal terrain. Small animal companions and familiars are considered Personal, but might conceivably be traded or stolen.

Locations (also known as Locus advantages)
Locations are simply never portable. One needs to be in or on the location and able to use its facilities to gain the related bonus. Location based advantages are TWO grades higher than normal. Examples: A Library might function like the Education (Uncommon) advantage, but since it's a location, it would be graded as Exceptional and grant a +5 bonus to anyone doing research within. A castle might have the Defense advantage and bestow an Exceptional (+5) bonus to defenders within its walls against outside attacks (Note: If two characters fought one another within the castle, neither would receive a bonus to combat).

Advantage Rank
You can take the same advantage multiple times and doing so increases an advantage's Rank. You can have up to 3 ranks in an advantage normally; 4 ranks and beyond requires permission from the Moderators. While the mechanical bonus of successive ranks progresses linearly (an uncommon advantage would grant a +2 bonus at rank 1, +4 at rank 2, +6 at rank 3...) the in-game effect varies. For example, a character with a rank in Strength is roughly twice as strong (in terms of weight lifted) as an average human adult and 2 ranks makes him twice as strong again. But, a single rank of intelligence doesn't give a character an IQ of 200. Most ranks progress an advantage by a single standard deviation. As a rule of thumb, if average means you're better than 100 out of 200 people, then 1 rank means you're better than 150 of them and better than 175 of them at 2 ranks.

Story Elements
Use Story Elements to create people, places, races, items, materials, ideas, trends and historical events. Balance the impact or significance of what you’re creating with your level of detail and expansiveness. For example, creating an entire noble family and giving them names, appearances, personalities and a brief history is fine. However, if you created a character that is a cultural icon or immensely powerful, you’d want to make sure that’s all your story element covers. As a rule of thumb, you can be as general or specific as you like when creating a story element, just don’t go off on tangents and detail things not within the purview of your current element.

Examples of Good Story Elements:

• A law that makes it illegal to carry a sword in the city without a permit
• A social trend where it’s unfashionable to wear black clothing to a formal event
• A race of yellow furred scavenger creatures that prowl the alleys
• A magical sword wielded by a hero of a past age
• An unusual metal renowned for its strength and light weight
• A war fought between two nations a century ago


Adventures
Created through the use of a Plot Ticket, Adventures are short stories that the creator "GM's" for a select group of other players, using a location they have created, a public location, or another player's location with that player's permission. The player running the Adventure is awarded an Advantage at its completion, and has the power to award a set or free Advantage to the players involved. Each player may run one Adventure per Chapter.

Note: Please consider carefully whether or not you have the necessary time and interest to run an Adventure before offering to do so - running out of gas halfway is not only rude to the players involved but hurts the game significantly, as it ties up multiple players waiting for your response.

The DOs and DO NOTs of Role Playing

DO use proper grammar, spelling, punctuation, etc, etc. For example: “This is a properly spelled, properly punctuated sentence.”

DO NOT use chatspeak, leetspeak, or any other form of internet/texting jargon in any post anywhere in the game. For example: “r u srs” will only get you mocked.

DO write posts that facilitate gameplay. If someone is talking to you, talk back! If you have a creative new thing to build, build it! Posts that facilitate gameplay are staples of any good game.

DO NOT write yourself into a corner. If all you ever do is write pages and pages about yourself, and never interact with anyone else, chances are the others in the game won’t want to interact with you.
-And as an addition to that, DO NOT expect everyone else to come looking for you. Haven’t been talked to in a while? Don’t complain about it, go out and find someone to talk to! Writers don’t like being made to feel as if they’ve been negligent, and if we haven’t talked to you there’s probably a good reason.

DO be courteous to the other players. IC, OOC, over PM; a little teasing is acceptable, but being downright nasty only makes people feel upset and isolated, and can bring any game to a grinding halt.

DO NOT make baseless accusations against other people. It’s mean, it’s not funny, and again it can bring any game to a grinding halt. If someone plays a sneaky character, don’t accuse them of “metagaming”; if two characters who are friends tell each other things they’ve seen, don’t accuse them of “conspiring”.
-As an addition to this, DO take your perceived issues to a PM before airing your dirty laundry in the OOC threads. If someone had a problem with you, I’m sure you’d much rather they speak with you in private, as opposed to rounding up all their friends and forming a schoolyard gang to confront you; show others the same respect.

DO take serious issues to the mods. If you have found that a serious issue cannot be resolved between yourself and another character, PM a mod. That’s what they are there for, to keep the game running smoothly and to ensure that everyone is having the most fun they can.

DO feel free to ask for clarification! If you’re confused about someone’s post, have a question about the rules, or need something explained, please either PM a mod or post your question in OOC to have it cleared up. Playing when you’re uncertain about something can lead to even more snarls and confusion and make everyone irritable.

DO let the other players know if you’re going to be gone for an extended amount of time, so that they can adjust plans accordingly; there’s nothing quite so disheartening as being suddenly and inexplicably stuck in a conversation with a person who up and disappears for a week.

DO NOT use cliches, whenever you can avoid them. The point of a game like this is to be creative, so sticking to “tried and true” personalities, appearances, whatever for your person isn’t going to be inspiring to other players.
-However, DO NOT make a person whose sole purpose appears to be creeping everyone else out. Try to keep it PG-13; when your posts make everyone else shudder and avert their eyes, you’re doing it wrong.

DO NOT get huffy if someone doesn't remember every detail of every story element you wrote. We tend to start these games with 60-90 story elements already written, with more appearing as the game progresses. That's a lot to remember!
-As a corollary, while you aren't expected to have all the story elements memorized, please read up on a character's elements and advantages before you interact with them. Obvious advantages (such as Beauty) and public knowledge shouldn't be contradicted. Conversely, please do not write about another character's secrets unless your character would actually know about them.

DO NOT panic if a mod or another player calls out your character concept or story element for conflicting with established story elements, being too cliche, or just plain not making sense. It is not a declaration of war: we/they simply feel that you could do better. We are ultimately very interested in seeing you play!

DO have a good time while playing. Having fun is key to a good writing experience.

The First Clarification
Note: Even though it has been edited, this is a post from an older OOC and as such some (but not all!) of the information is redundant.

Let's talk about advantages!
Advantages vs. Play is always and ever the tricky part of this game (that and time skips).

I made a rather large post concerning advantages in the Playground 2 OOC Thread, but I'll go over the basic points again here.

Personal Advantages

As stated previously in the thread, the power of any given advantage is inversely proportional to the number of situations in which it can be used. For the most part, generic-sounding advantages like "Wealth" or "Cunning" can easily be used in a large variety of situations. Something like "Machinist I" can be used only if there is complex machinery that can be manipulated to your advantage. In other words, in order to use "Machinist I" in combat, there needs to be some kind of complicated weapon or tool present that the Machinist could use to hurt someone - a steampunk coffee machine or a regular hammer doesn't count. Conversely, "Strength" can almost always be used in combat and many other situations besides. Something like "Dragonslaying" can only be used against dragons, and thus would provide an even bigger bonus than Machinist I. Something that can only be used one time, like "Death Curse" would be a Unique advantage that would grant a huge bonus to the one roll you'd be allowed to use it for.

Characters do not *ding* like they do in MMORPGs. For the most part, it is better for you to write the gaining of an advantage into a story. Indeed, this is one reason we have the Adventure mechanic. If you want your character to be an absolute badass, even more so than 10 starting advantages would suggest, my personal experience has been that it's easier to start out by saying that your character has suffered some kind of major setback recently and is not in the very best shape - this makes rapid advantage gain more believable as they get back into practice, recover from their injuries, find their lost equipment, etc. Alternatively, you can start the character as moderately badass and have them work their way up - and this seems to be the route most people take.

You can, if you handle it very carefully, act like you have more advantages than you do, so long as there's no functional effect on the other players. This is tricky and generally avoided, because if your character is supposed to be an earth-shakingly powerful sorcerer but only has one rank in a magic advantage then you have to come up with a reason why he can't make the heads of his enemies explode when pressed, and this can be trying on everyone involved.

The Big Lesson

But at the most basic level, advantages really only serve two functional purposes. They define something special that your character can do or that your character possesses, and they offer a bonus during contests.

The first is story related - if your character can use Battle Magic, then that's it. They can use Battle Magic. There are no hard rules about how many times per day it can be used, memorizing spells via strange Vancian systems, or anything like that. It's part of the charm of this game.

For that matter, it's considered polite for other players to acknowledge your advantages, and not to contradict them. If your human character has the Beauty advantage, another player should never call them ugly (unless they are a member of some truly alien race that would consider ALL humans ugly). Similarly it's up to you to remember that your advantages have limits. One rank in Battle Magic (Fire) does not allow Claye to blow up a castle. One rank in Strength makes you Really Strong - but not Superman strong. One rank in Illusion Magic (do we have illusion magic yet?) does not allow you to turn Taelarys into your personal circus - in fact, you can't even turn invisible, since that would be a separate advantage. Common sense should rule.

Player versus Player

Players are encouraged to interact with each other - but given the nature of the setting and the game, player characters will enter into conflict eventually (although not as often as you might think).

When this happens, two characters may end up pursuing the same goal, whether it's "be the first to get to a certain location" or "defeat the other guy." And when that happens, there are two ways to resolve it.

1. Prior Agreement
2. Contest Roll

These rules have been listed before. You simply gather up all advantages that you can use in the contest, add together all of the bonuses, and roll against each other. Outcomes should probably be agreed upon in advance. Then, it's up to the two players how the results play out. Frequently, one player will write for multiple characters, with the consent of the other players involved.

With that in mind...

There is one other rule to keep in mind - while you can store up as many advantages as you want, you cannot spend them right before a Contest Roll, because that would be unfair and silly.

For instance, if Joe and Jane were actually to get into a personal fight, Joe can not burn an advantage right before the roll to gain "Jane Stomping" (Exceptional Advantage: +5 vs. Jane) and swing the roll his way. While that's an over-the-top example, he also can't use it even to gain something common, like Strength.

So what if you want to keep an ability secret? Just spend it in advance and say it's a secret. At that point, it's up to the other players to remember that their character has no knowledge of that advantage.

One last odd segue

Which brings me to one final point - while this may be the most difficult part of roleplaying, please keep in mind the separation between what you know and what your character knows. In Playground 2, some players had difficulty with this concept, and every time 'metagaming' occurs it damages the story.

That was a huge infodump, and probably unnecessary, but it represents the sum total of everything we've learned about the system from watching it in operation. I hope it helps.

The Second Clarification
Note: This is also a post from a prior OOC and also has some redundant data in it, but that doesn't mean it isn't valuable.

To reemphasize some points that inevitably will need repeating...

No Metagaming - This goes double for things about other player characters that are clearly spelled out to be secrets!

Take a look at a character's profile before you interact with them. If they have an advantage like Intimidating, then your character should be a little cowed or nervous around them. If a character is Charming, laugh at their jokes because they probably have good comedic timing even if you don't think it was written that way. Even if your first instinct after reading a Charming character's post is, "This guy is boorish and nothing he said is clever!" it's your responsibility as a good roleplayer to consider that your character might have actually found this guy to be every bit as witty and sophisticated as another player says he is. Of course, if a supposedly charming character is consistently played as atrocious, then that's a failing on the part of their writer and that can be addressed!

No Godmodding - This is what your advantage bonuses are for! The Conflict Resolution Mechanic does exactly what it sounds like. Use it. It's there for a reason.

Bad Roleplay Scenario A

Aldric's player posts that Aldric is observing Baldwin's secret meeting from the shadows.

This is poor roleplaying because, though Aldric may be a Stealthy character, his player has already jumped ahead and supposed that Baldwin has not spotted him so far.

Bad Roleplay Scenario B

Aldric, having waited for Baldwin outside his estate, follows him on his way to the meeting, careful to keep a safe distance and blend in with the crowd.

Baldwin spins around with his rapier leveled at Aldric's throat and demands to know why he's being followed.

Here, Baldwin's player has neglected to account for, not only the sensible description of how Aldric is tailing him, but also that Aldric has the Stealth advantage and should be quite good at such a thing.

Good Roleplay Scenario

Aldric, having waited for Baldwin outside his estate, follows him on his way to the meeting, careful to keep a safe distance and blend in with the crowd.

((Baldwin's Player - Baldwin isn't perceptive, but he does have his guards with him. I'm going to roll to see if they notice Aldric. /roll 2d6+1))
((Aldric's Player - Sure, I have the Stealth advantage so... /roll 2d6+3))
IF Baldwin Wins - He notices he's being followed and spots Aldric.
IF Aldric Wins - Baldwin is blissfully unaware that he's being observed.
IF They Tie - Becoming paranoid, Baldwin takes a sudden shortcut, giving Aldric the slip. Aldric, however, remains unseen and Baldwin isn't certain he was being followed.

This is fair because both players are allowed to post the stakes for the conflict and decide the outcome fairly with a die roll. Alternatively, they can simply decide OOC how the scene plays out ahead of time.

The Third Clarification
There are three advantages that we've found to be problematic in the past. As a result, there are stricter rules on how they're handled.

Flight
Flight is a huge, huge advantage. Even though it's "just one power" that power lets you do so many things that even as a Common advantage it's grossly overpowered. As a result, the first rank in Flight is more like stylistic falling than defiance of gravity, the second provides only limited range, elevation, and duration of flight, and the third grants you actual, full flight capability. If you want to fly faster or more nimbly, take the appropriate Speed or Agility advantages.

Teleportation
If anything, this is even worse than flight. If you can get from point A to point B without having to cover the distance between them somehow, then it is expected that you will also sharply limit this ability - at one rank, even "once per day" is not enough of a limitation. Please speak to the mods and other players before taking a teleportation advantage

Time Travel
Simple effects that are based, fluff wise, on time manipulation are usually fine - if you can represent it with another advantage, it should be okay. Wholesale time travel, however, introduces a number of complexities and headaches that most of the existing player base does not wish to deal with. Again, please consult the players and the mods about any time-traveling character concept.

Moderators:
TheDarkDM
Nefarion Xid
Jade_Tarem
Xondoure
VonDoom

One Final Thing: Setting Details

As a final note, the players from the previous iteration of the game typically decide on the basic technology level and the basics of the City of Adventure featured in the current game. After some debate, the players of Playground 4 settled on Dieselpunk for the theme for this game: a broad category that includes technology and aesthetics from the 1920's-1930's, and thus can be seen in fiction ranging from Indiana Jones to Fullmetal Alchemist. This means that technology available in first world countries in the 1930's is assumed to exist in this game without the need for a Story Element to create it.

The City of Adventure in this game is Dauphane, former capitol of a nation that came out on the losing side of a world war. The specifics are below, but a quick summary would be to imagine if Germany won the First World War and proceeded to conquer half of France. More details, and an example character submission, are in the post below.

daelrog
2012-11-24, 11:39 PM
READY FOR INSPECTION



Count Ollin Dauntel, The Plague Count, The Red Gardener
Age: 25
Affiliations: Auverain Nobility, Rose Club Patron, Celphar Clinic Sponsor
Speech Color: Indigo

Physical Description: Ollin is short for a human male, only 5’6”. He does stand up with regal posture though. His hair is black as night and neatly cropped. He stays clean shaven and his dark brown eyes are almost always smiling, for his carefree nature radiates on his person. Ollin has a slight kick to his step, a soft voice that drips with bemusement, and though not strong, he keeps in well enough form with a healthy diet of fruits and vegetables from his personal garden. His most noticeable feature is a very wide smile with glistening white teeth. It has been noted that he rarely laughs, instead smiling when he finds something funny.

Ollin is very conscious of his fashion. He wears regal colors such as deep blues, crimsons, and purples to formal events. When on errands, he dresses more practically, wearing more subdued colors like beige or other earth tones.

Personality: Few expect the infamous Plague Count to be so young, or so joyful. More than that, he exhibits some of the best traits of nobility, educated in a wide variety of topics, courteous of others, full of grace. To some though, he is too mirthful, especially those that know just how true the rumors about him are true. For one who would willingly unleash an uncontrollable plague upon his enemies, how can he look at himself in a mirror, let alone enjoy himself so much? Yet this criticism, which has reached his ear, does not seem to bring him down either.

Ollin is rarely put off with words, however he is constantly frustrated by, and in return frustrates, the Torun officials. Although he does offer funding to the Celphar Clinic, he has been banned from setting foot in it, in fear that he’ll use its facilities to concoct a virulent disease. He petitions audience with the Princess weekly, though it has yet to be granted. As such, he has a very cold demeanor around many Torun bureaucrats. However, he does have one card over them. More than one member in the upper echelons of the States of Turon would see him imprisoned, however they have no evidence of any wrongdoings he’s committed, and as he’s been a more than lawful citizen, he remains free. The delight he gets knowing this, around those who would see him locked away or hung is a bit darker than his usual enjoyment of life.

History: Ollin was born the only child to an old Count named Gallian Dauntel. Many whisper that Gallian was impotent, and his third wife took another lover to conceive Ollin. The child was sent to the Dauphane to be educated at a very early age, away from his family’s rural holdings. Ollin grew up very self reliant not having his parents near, and was known as a bit of a stowaway. Of five attempts to sneak into a diplomatic entourage, he succeeded three times. It was not that he was particularly stealthy, but that few were actively searching for a noble child who didn’t belong.

Ollin was in his early teens when the war began. His family’s land were very close to Torun and was one of the first places to fall, the small population abandoning their home leaving his inheritance empty and only used by the Turon military. Losing Dauntel lands, and his parents did not hurt Ollin too deeply for he knew neither of them, or his birthplace well, only having seen them once since the age of three. Without anywhere else to go, he stayed in the capital, and focused on his recent studies of botany. It was the subject he was studying when the war started, and he was enthralled by what a mere plant could do to a person.

After a couple year of studying, he made some alarming breakthroughs. He was able to cross breed a couple plants. More practical though, he had discovered a few plants that, if used correctly, could be used as biological agents to help in the war. Of four such plants identified, two were lethal. Of those two, one would kill quickly, the other very, very slowly and painfully. Ollin suggested the use of all four. They were losing the war, and Torun armored vehicles could not stop poison gas. Most laughed at boy’s offer until they saw a demonstration using rats.

It was then he earned the name the Plague Count. For half the war he tried to get Auverain to use the weapons but to no avail. He was honest and forthcoming about the potential consequences, that there was no way of controlling the weapons, and it would devastate the land in the process. His other name, the Red Gardner, came from the common people, rumors trickling down until it sounded as if was Ollin a red specter tended to his garden of death.

The war ended, and he gave up his cause. He destroyed his work, leaving no clear evidence behind, and waited out the worst of the occupation indoors. As the city was rebuilt, he ventured out more and more, becoming one of the early socialites during the post-war period. His small estate was right on the border of the new and old city giving him easy access to both. Helping his cause, he was an advocate for a peaceful transition once the war was over, and helped calm down some of his fellow nobles who had survived. When asked why he, one who sought to bring a monstrous plague upon Torun, would want peace, the response was immediate. “I serve my kingdom in times of both war and peace. In war I sought the destruction of our enemy. In peace I seek stability and prosperity for the people.”

Currently he does little but attends functions, tends to his garden which is routinely inspected by Torun agents, and goes to the Rose Club. He has been denied audience with the Princess because of conflicting theories. Some think he is a radical looking for revenge because the Princess would not assent to his biological weapons, others that he wishes to conspire a new resistance with her. Another is that he is looking for permission to use a weapon already crafted and hidden somewhere in the city. The last is that there is no harm in him seeing Corinne, but better to deny him too much, than too little, and that he may be slowly and surely trying to get enough freedom to become a threat.

Advantages:

Intelligence I (Common): Ollin is a natural gifted person, sharp of mind and deep in thought.

Educated I (Uncommon): Ollin’s education was the best that Auverain had to offer, though it was cut short due to the war.

Cultured I (Uncommon): Ollin has travelled to a couple different countries in his youth, and has met travelers and authorities from other lands due to his noble heritage. His frequent trips to the Rose Club only add onto his well cultured mind.

Charm I (Uncommon): To round off Ollin’s intelligences, he’s also socially learned. He’s friendly, witty, and more would call him handsome than not. Most consider him an interesting person to have around in a social setting, though few expect he could rally a large crowd.

Authority I (Special): Though he is a Count to a land that no longer has people, he is still a Count, and has a history within Dauphane with a number of other prominent members of society who respect his opinion.

Wealth I (Special): Though his lands and holdings are gone, he still owns a small estate near the border of the old and new parts of the city. He also makes a large profit from his garden, selling exotic flowers and small trees to other wealthy individuals.

(Secret) Martial Training I (Uncommon): Swords, long rifles, grappling: People generally think of Ollin as a behind the scenes player. Though he himself prefers it that way, he has secretly learned how to fight as well as most professional soldiers. He can duel with a sword, can pick out a target at long range, and can grapple or escape the grappling of someone in unarmed combat. Ollin expects anyone who wishes him harm will not expect him to defend himself, and he is probably right.

Botany II (LEGENDARY!!! Rare): Ollin is exceptionally well versed in plants. He can cross breed them, can get specific chemicals out of them, he can raise exotic breeds within his garden that normally could not grow in Auverain’s climates. He also knows how to turn plant extracts is virulent weapons, capable of massive death, especially in a crowded, and destitute city like Dauphane.

Intimidation I (Uncommon): Ollin is not an intimidating person, but his reputation is. Some think he’d be far more intimidating if he actually tried.


Story Elements
1) Biological Weapons: Though not yet used in large scale war, many nations now possess the capacity to use bacteria, fungi, or plants as a weapon, normally in gaseous form. Beyond the moral reasons not to use them, practical concerns of their uncontrollable nature, and having such weapons used on them in return have kept it from being used.
2) Dauphane Orphans: A slang term used for those Auveran nobles who live in the city of Dauphane, but whose lands are far away. Some of their lands have been devastated, others have lost their populace who fled to other areas, and even some shameless nobles simply prefer to shun their responsibility letting Turon handle it while they live as upper class citizens.
3) The Microscope: No one is quite sure who discovered it first, or if multiple people created it on their own. Regardless, about fifty years ago, the world saw the devices spread across the intellectual elite of different nations.
4) ]Carnival: Carnival takes place on the Summer Solstice every year. It is the celebration of life, of lovers, of revelry. In days past bonfires were lit and people danced about them in drunken hazes, though in recent history, it has become more tame. Music is filled through the streets, merchants set up their wares outside. People dress in bright, vibrant colors. Several competitions some formal, others not, across the city have sprung up over the years from art, to cooking, to boxing. The Carnival has seen little celebration since the war started. Efforts afterwards have been dismal... so far.


5) Remembrance: Remembrance is the opposite of Carnival, held on Winter Solstice. It is a day to remember the dead, to appreciate what one still has in solemn prayer. In tradition, people wear plane masks to represent one’s recognition of being one in the community. In the past few generations though, many have started to let slide some of the more rigid aspects of the day, and make it a party. Usually from the wealthy, it’s a night behind closed doors where elites can feel a sense of rebellion by shirking the traditionally mellow holiday.

6) Doom Prophets: The increasing poverty, crime, and hopelessness have given rise to doom prophets, men and women who claim the world, or at least the city, is coming to an end. None have gained strong following, however, one prophet in a year right after the war has become once every month about with signs that it will only increase.

Jade_Tarem
2012-11-24, 11:55 PM
Here's a repost of my recruitment post. Morgan speaks in Dark Red.

The following five story elements may have a very large impact on the game, each of three of the mods (Nef, DM, and me), are donating two of our starting six story elements for laying down the basics of them. We're open to suggestions, though.

The Benefactors' War - Story Element Donated by DarkDM
The world has seen more than its share of territorial disputes. Some last only a short time. Others last for ages, the same land fought over again and again until all that remains are the spirits of the restless dead. Rarely do they engulf an entire nation, or unrelated countries.

Until now.

It started small, as yet another dispute between Auveraine and the States of Torun. It had been thirty years since the Auvers successfully claimed the Crimson Valley from the then-divided Kellish provinces. A new generation had grown up, the provinces had united, and everyone had forgotten that war was less about glorious sporty conquest and more about people getting shot. The Crimson Valley was no prize in terms of anything but bragging rights - the land had been rendered infertile nearly a hundred years before hand. It was plague-ridden, ugly, barren, and probably haunted. That didn't stop two nations stoked on jingoistic pride from declaring war, both convinced that it would be a fast and flawless victory.

For five years the nations remained locked in an ever escalating conflict that drew in more and more resources, allies, and people. Warfare had changed to favor industrial combat. Weapons that could fire more bullets in a minute than a man could hand craft in a year could be heard in between the shots of artillery that pounded the enemy lines day and night. The greatest minds on both sides turned their thoughts to weaponry, and machines took to the sea and skies to carry death to those domains as well.

But it was not to last forever. Slowly but surely, the Torun soldiers began to gain ground. Not content with just one gutted valley, the few people to benefit from the war - the industrial tycoons known as "the Benefactors", many of them part of the government - began to push for true conquest under the banner of Manifest Destiny. And that destiny was indeed made manifest. With nearly ninety percent of its original military dead or expended and half the country occupied, Auveraine's royal family sued for peace and it was granted.

That was five years ago, and no nation involved - and there were many - came out the better for it with the possible exception of Torun itself. Even though reparation payments were not part of the treaty, the loss of industry and natural resources brought about by the war has what's left of Auveraine reeling. Occupied Auveraine - renamed the State of Kellund by the other Torun-affiliated states, still rebuilds to this day. The former Auveraine capitol of Dauphane was hard hit, but also received the lion's share of the reparation effort - indeed, making it one of the most technologically advanced cities in the world. As a result, refugees from devastated communities flocked to it and some are still trickling in, arriving and setting up in the shanty towns that remain in the still-ruined portions of the mighty city.

Dauphane is still "occupied" - although technically as a conquered city it's the Auvers who occupy a Torun territory rather than the other way around. While the hostilities have ceased, tensions have not.

States of Torun - Story Element donated by DarkDM
For most of the past thousand years, the mountainous region of Torunar was divided into a multitude of fractious tribal groups, each vying for dominance amidst the arboreal forests and hidden valleys of their homeland. This division was only ever suspended when the region faced an external threat, at which the tribes would traditionally suspend their disputes and unite to drive out the foreign invaders. But once the enemy of the hour had fallen, the tribes would descend back into chaos, tearing at each other over feuds decades old.

As the years passed, and the tribes grew into kingdoms, overt bloodshed gave way to politicking and alliances. Men whose fathers' had been hated enemies were suddenly thrust into fellowship for political convenience, and over the next century the old tensions began to die off. The conflict did not end, to be sure, but it was conducted by kingdoms and kings, and waged for land and treasure rather than blood and vengeance. Eventually, forty six princedoms emerged as enduring powers in the land, tied together by intricate alliances of marriage and debts of honor.

But it could not last. Outside Torunar's mountainous borders, true empires had emerged, vast and mighty. The first invasion by the kingdom of Auveraine crashed down like a hammer on the kingdoms of Torunar, cutting through seven territories before being driven off by the unified might of the other thirty nine. The Dawn War, as it came to be known, shocked the people of Torunar out of their static cycle of internal conflict, forcing their eyes outwards to an array of mighty enemies eager to take Torunar's treasure for itself. The post-war period marked a sea change in the Torun way of thinking, shown most clearly by a unanimous movement to redefine the region as the more modern Torun.

It was around this time that Berthold Krauler's musket appeared in the principality of Stolitz. Though the construction process was time consuming, the weapon quickly spread throughout Torun. In an instant, an area that had been seen as ripe for conquest became one of the most feared powers in the world. Three more invasions from three different powers ended in fire and blood, and Torun was left in the enviable position of being one of the great powers of the modern age. However, a number of enlightened Torun rulers realized that their continued division left them vulnerable despite their strength, and began to take steps to unify the region once and for all. With a great deal of support from the now-eminent Krauler family, the principalities of Stolitz and Wernhalten managed to convince all forty six princes to put their names to a unified constitution. Realizing that no single royal house could hope to rule the disparate cultures within their borders, the political power of the nobility was abolished, replaced by a parliamentary system presided over by a separate executive branch, headquartered in the new capital of Konigstadt. While the nobility's financial might and property assured them a strong voice in the new Torun, the common man enjoyed a new sense of self-determination. And due to the Krauler family's iron-clad views of gender equality, Torun women found themselves equally enfranchised.

This new system of government enjoyed nearly thirty years of stability before it was dealt its first and so far most terrible blow - the Auvers invasion of Crimson Valley. For the first time, Torun found its armies unable to stem the tide of the invasion, as it was forced to cede the disputed territory to Auveraine. A vote of no confidence was called on the Torun Chancellor Emeran Bosch, and though it was not carried through the dissatisfaction behind it nearly shook Torun to its foundations. Drastic changes began to take place in Torun's domestic and foreign policy, and the already rapid industrialization of a few core states was expanded to encompass the entire country. Huge investments were made in science and engineering, and a new crop of entrepreneurs sprung up to fill the ballooning demand for new ideas and products. When Auvers tried to expand its foothold in Crimson Valley thirty years later, all of Torun was champing at the bit to prove themselves against an old foe - the Benefactors' War was inevitable.

Today, Torun remains the only nation to have objectively benefited from the Benefactors' War. It's territory has almost doubled between the occupation of Auveraine and the capitulation of her vassal states, and reconstruction offers a wealth of opportunities for Torun enterprises. A spirit of optimism has taken root among the Torun States, only slightly diminished by the remnants of war-weariness and the continued presence of wounded veterans in the streets. It seems that no nation can match Torun supremacy, and the deference paid Torun on the world stage surely supports the notion.

Dauphane (City of Adventure) - Story Element donated by Jade
Dauphane hasn't been the same since the war.

While that's technically true of every settlement from one end of the continent to the other, Dauphane has undergone a more striking revision than almost any other city still in existence. Shelled for 108 straight days at one point during the fighting, there are entire city blocks and quarters of Old Dauphane that didn't survive. And speaking of Old Dauphane, that's precisely what the surviving portions, primarily on the west side of the city, are called.

New Dauphane, which makes up just over half of the current city, has been reconstructed almost from nothing by the occupying Torun forces. The architecture is different, of course, and the technology is newer, the streets a bit cleaner. A new Dauphane for a new age.

But the city's problems don't end there.

Dauphane is an island of reconstructive effort in an ocean of devastation. Entire areas of Auveraine were scoured barren by the war, and thousands of families were left homeless and/or destitute. Even years later, people flock to Dauphane daily in the hopes of finding a new life, but even the prodigious efforts of Torun's occupying forces cannot match the supply of jobs, homes, and food to the demand. As a result, the city is ringed by a desolate halo of shanty towns and refugee camps even as it is crisscrossed by a series of paved roads, railways, and zeppelin towers.

Due to the presence of so many people who have recently lost a war and have little else to do with their time, a growing, vaguely pro-Auveraine and definitely anti-Torun resistance movement has begun. While not particularly well organized, the movement has so far resisted all overtures - peaceful and otherwise - to end.

Geographically, Dauphane is designed along the rough lines of the original city, surrounded by a circular defensive perimeter that more or less contains both the city and the refugee camps. Three rivers pass into the city and meet, creating the much larger river that empties out to the sea, many miles to the North. It is high enough in basic elevation and latitude that it is cold and snowy in the winter and hot during the summer, and the area it rests in is Old World temperate forest, occasionally marked by battle scars or places where poison gas defoliated the landscape.

Internally, the old Civic Center and antique palace have been rebuilt, but only as a symbolic gesture - the true seat of power is Occupation Headquarters, which sits near the center of town, at a crossroads of two major highways, both of which lead directly to the defensive perimeter at both ends. The city also boasts a world-class train station and zeppelin spire, as well as an airfield on the eastern side of the city.

Finally, the city lays claim to one of the most complex sewer systems in the world, as these were also rebuilt after much of the old ones caved. However, the Torun designers have seen too many wartime spy thrillers to make the passages large enough for easy access - only maintenance areas are big enough to crawl through, and these do not lead under the defensive perimeter, into Occupation HQ, and can be flooded with all manner of nasty substances if the city is being invaded.

However, Dauphane was a very, very old city, and not even the Torun excavators could find every secret. There are crypts and catacombs designed and built by a dozen religious orders and even cults throughout the ages. And these are large enough to pass through, with no recorded layout. Be warned, though: in a world of magic, rats and spiders aren't the only things that dwell there...

Remaining details to be decided with other story elements.

Basics of Magic - Story Element donated by Jade
Magic has been recognized since this world's late Neolithic-age analogue, but lacking a clear and consistent set of rules, it has been difficult to create singular theories concerning the way in which "all magic" works. For the everyday man or woman's purposes, magic is anything that acts in defiance of physics and chemistry.

Occupied Auveraine - Story Element donated by NefarionXid
Territories of Kelland (Formerly the Kingdom of Auveraine)
Languages Spoken: Torun, Auverac
Native Population: Auvers (Kellanders in Torun)
Adjective Form: Auveran (Kellish in Torun)

Formerly the seat of power of the Auveran Empire, the Kingdom of Auveraine now stands as the Territories of Kelland under Torun occupation, pending admittance to the States of Torun. Likely, Auveraine will be broken up and annexed as between seven and thirteen states depending on the cooperation of the disenfranchised nobility and the state of anti-Torun sentiment in the civilian population. The capture of the Auveran capital has marked fall of one of the last true monarchies in the world and the independence of its constitute territories; among them, Aensland, Miriland and numerous overseas colonies.

The Kellish region is vast and varied. Fertile plains dominate the middle of the country before giving way to the alpine-steppes of the southeast and then to the Torunar Mountains. The border of the northern sea is rocky and bitterly cold, known only for the its wool and jokes about lonely shepherds. The southwest is cattle country, dry plains interrupted by verdant hills and narrow rivers. Here, there is a narrow access to the southern sea between Torun and Aensland. The second most populated city in Auveraine is here, the port of Lourde. Besides imperialism, or perhaps because of it, Kelland is perhaps best known for its culinary diversity. It has been said that no one can grow tired of eating eating Auveran cuisine.

Kellish people are dark in complexion, with brown or black hair and thick eyebrows and mustaches. Their skin is a distinctive middle beige. Blue and light brown eyes are the most common; green eyes are curiously rare. The Kellish chin is sharply pointed. They're quickly distinguished from the fair complected, sturdy and tall Torun and Aenslish people (who share a common ancestry).

Until the Torun occupation of the capital of Dauphane, the empire was ruled by the Empress Corinne who was much beloved by the people of Aurveraine. She inherited the title after the death of her father Gaston II in the second year of the Benefactor's War. Gaston II was the son of Gaston the Great who first claimed the title of emperor. Corinne, now only 23, was a great proponent of ending the war with a white peace. However, the empire was under the leadership of her uncle until she came of age. When she finally turned 16, Torun had already gained a decisive advantage and would only entertain discussions of surrender. Corinne (now officially only the Princess of Auveraine) currently resides in the Palace at Dauphane under indefinite house arrest, largely for her own protection against Auveran radical malcontents who blame her for the eventual surrender, despite her large popularity and fierce loyalty from most. She is famous for her beauty, piercing large blue eyes and tiny stature at 4'11" and three quarters.

(Note: The history and most of the geography of Auveraine is intentionally left sparse so as to easily incorporate new story elements. All of south and central Auveraine is under Torun occupation. Parts of Auveraine may have declared independence after the fall of Dauphane or may even still be loyal to the crown, though in a cease-fire with Torun.)

************************************************

With all of that in mind, you can use my character submission as an example:

Name: Morgan McShane, Major (Torun Army)
Race: Elf
Age: 85
Affiliations: Torun Army, Mirrish Resistance

Physical Description:
Like most elves, Morgan stands shorter than the average human - in fact, she's barely tall enough to qualify for the Torun military's minimum height requirement. She keeps her blonde hair as long as regulations allow it, which is still quite short compared to most Mirrish women.

While her appearance is most usually described as "not bad," she is almost always found in either her day uniform or one of the longcoats favored by Mirrish civilians. If given time to gear up for combat, she dresses in her complete sniper kit - body armor, helmet, seasonally-appropriate coat or camouflage, and her formula/statistics books for her prized weapon - a slightly out of date .51 Mirrish Dragoon revolving rifle - dangling from her pouched belt.

Personality
While slightly frosty, Morgan's fast thinking and dry wit have managed to spare her from being branded with the "cold sniper" stereotype, and a certain level of intelligence and personal charisma have allowed her to discharge her duties as Major effectively. While proud to be Mirrish, she has a strained relationship with her family, her ancestral spirits (see below), and the local resistance there, finding her own sense of belonging in the army of her adopted country. Becoming a near-legend for downing the famous Chevalier Blanc, an enemy ace of great renown during the War, seems to have done little to disturb her equilibrium.

Morgan is a big believer in both duty and personal responsibility, which is the cause for a great deal of stress when conflicting loyalties come into play. While it is extremely rare to see her lose her cool, it isn't impossible. While she has never expressed regret over her actions in the War, she likewise rarely speaks of the engagements she's been in unless actively under fire.

Some have noted that her officer's posting has done little to dull her skills. Anyone starting trouble in Dauphane is going to find themselves dealing with a Major problem.

History:
Morgan's history starts the same as that of many elves - born into a family that still remembers Mirrish independence, Morgan McShane was drafted into working for the resistance as soon as she was old enough to help. Her family moved often throughout her extended childhood, and she grew up with a strong dislike of the Aenslish that occupied her country.

However, as she became older and the resistance grew weaker, Morgan started to see the continued conflict in her homeland as just that - pointless, unceasing conflict doing more harm to the elves than the Aenslish occupiers. With no memories of past elven glories to cling to, she left the Mirrish Isle and never returned, managing to open up a shop where she practiced her one marketable trade - rune magic - to make a living. When the Benefactors' War broke out, she enlisted in the Torun military and discovered a natural aptitude with various firearms that astonished and appalled the drill instructors. McShane served through the first years of the war with distinction, but it was toward the end that she received a field promotion at the hands of then-Major Krauler to Lieutenant for courage, tactical thinking, and of course, downing the vaunted White Knight. Her remaining time was spent in officer training, and she's been technically 'between assignments' ever since.

Now, Colonel Krauler has been appointed military governor of Dauphane, and the canny man has called in every loyal adviser and comrade-in-arms that he knows of in order to get the deteriorating situation under control, among them McShane herself.

Advantages
Agility I (Common): Most elves are significantly more agile and dexterous than the average human.

Perception I (Common): Likewise, elves tend to have superior sight, hearing, and smell.

Authority I (Special): While she commands no troops at this time, Morgan's status as Major in the occupying forces is not to be treated lightly.

Charisma I (Common): Between decent looks, a generally pleasant attitude, and a frosty wit that gets turned on lazy thinkers, people who aren't harboring politically-grounded grudges are usually happy to have Morgan around.

Intelligence I (Common): Morgan is a fast learner and, while lacking in higher education beyond the necessary mathematics for operating her sniper rifle, is fairly intelligent.

Cunning I (Common): Similarly, Morgan has applied more than one outside the box solution to various military endeavors, and may utilize her other advantages in unexpected ways.

Deft Aim II (Uncommon): Morgan is an outstanding shot, far superior in skill to most when it comes to wielding ranged weapons.

Profession (Rogue) I (Common): Spending the first half of one's life working for an underground subversive movement provides a distinct set of skills not commonly found among law-abiding citizens.

Torun Martial Training I (Uncommon): Morgan went through the basic combat training given to all recruits in the Torun military. Torun Martial Training covers combat with guns (melee and ranged), vehicular/mounted weaponry, and unarmed fighting.

Story Elements
Remember that I used two of my starting six story elements up above, on Basics of Magic and The Benefactors' War. Such is the price of grabbing early Story Elements. The other four, which I'm using to put the nation, race, and magic into the world that I plan on using to shape my character can be found here.

Mirland
A small island nation to the north known for cold, rocky cliffs and the abundance of greenery atop them, but mostly known for being the ancestral home of the elves. While it remained proudly independent and isolationist for many years, it fell to territorial expansion by Aensland, and tensions have been high there ever since, as the long lifespans, bitterness, and cultural differences of the elves cause tremendous friction that the passage of time is doing little to smooth over. Now a territory of Aensland and being systematically pillaged for natural resources, Mirland's chief export is its predominantly elven citizens, who are now participating in the greatest exodus in Mirrish history.

Ancestral Ghosts
A peculiar phenomena has been observed that is, it seems, unique to elves - while "what happens to you when you die" is a great topic for debate among many, the elves happen to already have an answer. Dead elves become ancestral spirits after passing their soul on to be reincarnated in another elf. Under the right circumstances, these ancestral spirits can converse with the living owner of their soul and occasionally even manifest physically, which living elves accept with varying degrees of enthusiasm.

Eventually, a collection of ancestral spirits disappears and the soul vanishes with them. What happens after this point is anyone's guess - even the spirits don't know. Just as mysteriously, a "new" soul appears, and no one can tell where it came from - only that no haunting accompanies it.

Elves
Elves tend to stand somewhat shorter than humans, and live nearly three hundred years. While having an average lifespan over four times that of a human being's would suggest that elves would be highly skilled at all manner of things, adapting to the changing world coming out of the turn of the century was not one of them. Their longstanding dispute with the nearby nation of Aensland finally ended with the total conquest of their island home, and there are fewer elves in the world now than there have been for the past thousand years - indeed, there is some speculation that there will be *no* pure elves left within a few more centuries. As a result, elves are extremely rare - and while a comprehensive Census is impossible it's estimated that humans now outnumber elves ten thousand to one.

They are no less diverse than their taller counterparts though, and you will find them engaging in most walks of life, from priests of their faith to soldiers to barbers to writers and everything in between.

Elves do still have some physical advantages, though. They move with an easy grace and have far sharper vision, hearing, and smell than most humans.

In Play: An elf without a rank in Perception and Agility is certainly possible, but will be considered oblivious and clumsy by elven standards.

Rune Magic
Rune Magic is a curious branch of arcane study. While not uniquely elven in origins or ownership - anyone can learn it - few non-elves do due to how heavily the discipline favors beings with long life spans and lots of free time.

Rune magic is based on one of the elves' two languages. These two languages are High Sylvan, which is almost never used in normal conversation, and Low Sylvan, known to most of the world as "Elven." The reason High Sylvan is rarely used is because it is, in fact, a descriptive form of magic - words encapsulate and reshape reality, especially when they are written down.

This directly leads to Rune Magic. Rune Magic is two parts memory, one part imagination, and one part projection. The source of Rune Magic's power is memory. The Rune Mage will record an aspect of a memory they have personally experienced in High Sylvan, and upon triggering the rune the effect is reproduced. Given that the quality of the reproduction is directly related to how descriptive the writing is, most runes take some time to create and are finished long before they are ever used.

Imagination allows the mage to transfer that aspect of memory to something else. Upon witnessing an explosion, the mage might be able to sketch a rune onto their bullets or arrows describing it in slightly more general terms than it occurred in, which allows for an effect to be reproduced outside of the exact circumstances that triggered the explosion to begin with. So to return to the explosion example, a rune mage might witness an armory explode, but inscribe it on his or her runes in such a way that they can blow up anywhere, not just at armories.

Nor does a rune have to be disruptive, or etched onto a weapon. An elf seeing someone recover from the plague might write a rune describing it, invoke it elsewhere, and cure someone else of the plague, or at least aid them, depending on the quality of the rune mage in question.

There is one final limit - only one copy of a memory can be made per memory. While the mage does not "lose access" to a memory once it is inscribed on a rune (he or she can still remember seeing that armory explode), even the bending of reality represented by the magic cannot allow for more than one copy of an event to exist at a time - so if the mage attempted to create a second explosion rune without a separate memory of a different explosion to base it on, then that second rune would be reproducing an explosion that never happened and therefore is equally fictional - that is to say, the rune would be a dud.

With such useful magic, it might be difficult at first glance to understand how the elves lost a war so completely, but that's because the disadvantages to widespread reliance on Rune Magic are not as obvious as they are devastating. At the time of Aensland's invasion, the last true war between the two sides had been fought with muskets and arrows. This new, mechanized warfare was one that the elves had no experience with and no memories of dealing with, and as a result the elves had to approach every problem the hard way. They improved as time went on, but by then it was too little, too late. Added to the massive difference in population, and reproduction rate, and history found that the great irony of the situation was that the race of people with a lifespan of three hundred years... simply ran out of time.

Also remember that you can make a character based on story elements provided by other players! Anyone can now make a character who is an elf or a Rune Mage without having to spend their own elements on it, so long as they don't contradict part of the Story Element that I wrote. If you're not sure if something would be a problem or not, ask! Our players are generally very pleasant.

Tebryn
2012-11-24, 11:59 PM
Ready for Inspection


http://i167.photobucket.com/albums/u131/Tebryn_Cabal/dullahan_concept_by_shagan_fury-d4kip2k.jpg

Shajin, Head of the I.E.D and Personal Body Guard of Tatsudoshi Mikado
Age: Unknown
Theme: The World (http://www.youtube.com/watch?v=azuxnVHcVQc&feature=related)
Race: Half Elemental
Affliations: Chuuten Corporation, The Jade Masks

Physical Description: When not covered in hides, masks and metal Shajin appears as a typical human male with shoulder length black hair and a dark brown almond shape eyed. However it is readily apparent on first glance not all is right with Shajin, half his body covered in pitch black flesh that meets with the rest of his pale skin in jagged and cruel lines. Tattoos give way to silver runes that cross over the void like skin and a single orb of ice blue burns in his left eye socket.

Personality: Terse and distant, Shajin carries out his job with the same attitude as one cleans the dishes. There is little to speak of his personality outside of work as the very concept of free time is a foreign concept reserved for those who hire him. Shajin is nothing if not loyal however to those who have earned his respect, an equal fury reserved for those who have crossed him.

Along with his duties as a hired killer, Shajin acts as both a shaman and spiritual adviser, using his connection to the Elemental World to guide others in proper respect for the natural world. Keeping with the tradition of the Jade Masks, Shajin remains mysterious on how his connection to such forces have been obtained, a rare act of trust in showing his Elemental affliction.

History: Born in the roving bands of the Jade Masks in lands long forgotten, Shajin traces his lineage to the ancient east though it would not be late into his life that he would return to his ancestral homeland. His name was not always a mere title though any who knew it have long since stopped drawing breath. Born with a deep connection to the River of Light and the Deep Flow, Shajin had little to say about his future as he was enrolled into the Jade Masks as soon as he came of age. The road is not kind to the young nor are the Masks, Shajin one of a handful of children born to his camp that made the grand journey across oceans and lands hidden by the cover of nights.

As all members must eventually do should they survive to become a full fledged member of the Masks, Shajin eventually found his way to the temple fortresses that held the ancient Order so many centuries before the Jade Masks made their bargain with the night ever ready to prove his worth. In deep cellars and dungeons long since abandoned the remaining Masks took their final test, stalking one another while avoiding the many animals that had taken up residence in the sprawling underground jungle. So close to a spring from the great and mighty River of Light wildlife grew even in stone, touching and warping life until it no longer appeared as anything could in the world above the carved ceilings. No ordinary beasts stalked the young men and women who hoped that with this final mark of judgement they would rise to the sun only to see it set one last time and their lives swallowed up by the ever comforting darkness.

A resourceful child, Shajin decided to leave little to chance as he hunted down boys and girls he had once played with in the streets of cities not his own. However, a young and brash child he neglected to notice that he too had become the object of attraction, a great panther long since having become a creature of shadow and darkness tracked his every move until it pounced when it's victim could not benefit from the aid of his mentors or fellow students. The pair fought and cut into one another with sharp blades and claws, eventually falling deep into a well overgrown by vines and tree branches. It was luck that the massive beast fell underneath, cushioning Shajin from the worst of the fall though not from the isolation he had plummeted to. Surviving on the meat of the Elemental Beast, Shajin eventually tore his way up back to the surface after long been thought lost, his body tainted by the Shadow Magic that now flowed through his veins like blood.



Advantages:

Stealth III (Rare): Shajin is adept at moving unseen and leaving no trace.

Battle Magic [Primal-Lava] II (Uncommon): Much like other members of the Jade Masks, Shajin is trained in the use of magic as a combat ability. Shajin can summon and control lava like one uses a calligraphy pen.

Martial Training I (Uncommon): Trained in the ancient martial arts of the Jade Masks, Shajinis adept at utilizing his magic and a variety of weapons as well as hand to hand combat. The style of the Jade Masks, known as Furious Palm which focuses on combat magic, hand to hand combat and a weapon close to the user. Shajin has chosen this weapon to be a pair of short wakizashi.

Elemental Form I [Shadow Jaunt] (Common): Shajin's body is infused with Shadow Magic, transforming him into a being between Elemental and Mortal. While in low levels of light and darkness, Shajin can tap into the Deep Flow, moving in swift bursts of speed with little sound accompanying his movements. Shajin can also use these shadows to slow his falls, allowing him to take leaps that would harm others as well as limited shadow manipulation to make handholds and the like.

Agility I (Common): Shajin is flight of foot, moving gracefully.

Cunning I (Common): Shajin is a shrewd mind, thinking ahead in most situations to keep on his toes.

Assassin I (Common): Shajin has been trained since an early age to kill and to move through crowds unseen.


Story Elements



The Lifeblood of the World: Waterways that Transcend Boarders

A pair of rivers run through the world and beyond, their many tributaries winding deep into nature and every living being that has drawn breath or will ever draw breath. Existing beyond the scope of mortal men to touch in a physical sense, the River of Light and the Deep Flow as they are known exist on their own planes between the Physical World and what ever lays beyond. These Rivers flow into all living and natural things, suffusing them with their power though like their real world equals not all rivers flow with the same depth and speed. Some are born like deserts, devoid of the gentle touch of the River of Light or the cool and lonely Deep Flow. Others are awash with their power, performing feats of power and wonder that until the present day had hardly any equal. Said to exist “beneath” the world, the River of Light is an emerald flow of brilliant light that stretches well beyond the ability of a single being to see the other side of the shore. But for every light a shadow must be cast and the River of Light casts the darkest and deepest shadow imaginable. Where the light of the River is warm and soothing, the Deep Flow is a narrow band that stretches in the night sky, visible to those who have been trained to see the Rivers themselves. The Rivers are guarded beyond the Physical Realm by ancient and powerful Elementals though these stewards of the life blood of the world ignore all but the gravest of threats.

Those who touch the River describe the experience as if touching the beating heart of the world, grabbing at something wild and untamed with no hope of ever collaring it. The Deep Flow is similar, a deluge of unbridled icy water that washes over the body at the slightest brush against it’s power. True masters of the Rivers joint flows balance between the pair, a vortex in the natural order that blends the two together in profound and often times startling ways. These Masters are said to be closer to Elementals than actual mortals though such tales are merely legends held over from times before stories could be conveyed in such a swift manner as with the radio. These men and women have grown rare in recent times with the advent of technology and the growth of cities across the world.

Rare pools that tap directly into the Rivers can be found in the natural world much like an oil well for a more mundane equivalent. These wells are often guarded by Elementals of varying strength drawn by the magical energy the waters that collect attract. Such wells are not bottomless, even those attached to the Deep Flow, and in time will dry up only to move elsewhere in the world. Some speculate that the Elementals themselves can steer these pools if they are powerful enough though if any have lived to see what could only be a magnificent display are not alive or refuse to speak of such things in the company of lesser men.


Power of the Winding Rivers

Two sides of the same coin, the powers gained from harnessing the raw power of the Deep Flow and the River are known in the common tongue as Shadow Magic and Primal Magic respectively and each are indicative of the powers they represent. The Practitioners of these magics are varied from village shamans and witch doctors to highly educated nobles and merchants who dabble in the occult. Many cultures regard Shadow Magic as “evil” or “sinister” with it’s association with darkness and the night however the Rivers do not possess morals, existing beyond any attempt frail mortal minds could ever hope to assign them.

Primal Magic concerns itself with the physical world, summoning powerful and devastating magical effects such a torrential rains, pillars of molten stone or even the raw elements themselves such as shards of spear like ice or a literal firestorm from the heavens. However Primal Magic is not merely concerned with the destruction so evident in nature but also with the growth and life that exists between the pools of devastation that plague the world. Primal Magic can summon forth or force existing life to grow, heal wounds by causing cell regeneration to increase natural healing or to force the body to reject diseases or grow an immunity to poisons for a short duration. Regardless of it's effects, Primal Magic is power at it's base from taken from the veins of the world itself and it's displays reflect that. It is said that there is no hidden display of Primal Magic and that is most certainly true.

Shadow Magic is also linked closely to it’s source, the Deep Flow. Shadow Magic concerns itself with the ethereal and the non-physical such as the realms the Rivers themselves exist within along with more mundane effects such as controlling the effects of light on an environment or darkness as well. Shadow Magic can create rifts that allow for swift travel by making use of the strange metaphysical space that exists between worlds, cloak areas in supernatural darkness or even cause lights to flare far brighter than what would would expect. At the height of it's power, Shadow Magic can pull at it's very core where no light or life can exist, willing it into the physical realm for short periods of time. Such displays are brief yet their effects are instantly apparent as matter is swiftly devoured never to be seen again.


Shades in the Light, Fireflies in the Dark

Those who touch the River of Light and the Deep Flow speak of entities that dwell within the flows, enigmatic and distant to those who dip into what is their home. The River holds what many claim as an aloof presence, always at the boundaries of what they can touch and just beyond their reach no matter how hard they struggle. The Deep Flow is said to hold a more intense entity, remaining outside of reach much like it’s counterpart or counterparts in the River of Light, yet keenly aware of all who ply it’s waters. Many describe the entity or entities of the Deep Flow as if a thousand eyes were on their person at any time. If the Elementals know the true nature of these entities they remain silent even in the face of overwhelming payment. The rantings of mad men accompany such beings, whispers in the darkness from a thousand mouths pushing weak men to terrible and often times convoluted ends. What perhaps is the most chilling of these accounts is that stories of such violent acts are not restricted to those who have encountered the Deep Flow, in fact more often than not such terrifying acts of violence and cruelty are linked to the River of Light.

Elementals

Stewards of the River of Light and the Deep Flow, Elementals are physical representations of the magic on the physical plane as well as the shores of the Rivers themselves. Elementals range from vasts beasts of myth and legend to tiny microscopic entities more similar to plankton and bacteria. The later are understandably the most common, found almost everywhere yet not in large enough to effect anything around them. These smaller entities live within the food and water all living partake with no harmful effects on larger creatures. However even the smallest of creatures can bring a man low, most commonly attributed to Shadow Elementals, these smaller Elementals have been known to duplicate diseases and other maladies.

The largest Elementals are understandably less common, found deep in the earth or in the most unspoiled regions of nature. Such beasts are ancient, temperamental and difficult to reason and as such are more often depicted as monsters however this is usually not the case. The larger the Elemental, the more it stands as an avatar of the River and Deep Flow and the natural world. These beasts can range from almost mundane looking animals found in nature to esoteric monsters that drive men to madness. Few can survive the full assault of such Elementals, whole platoons of soldiers required to take down the raging beasts.


The Jade Masks

Stories whispered in dark places speak of an ancient order of assassins who stalk the streets of the developed world, taking jobs even a desperate man would take. No one knows from whence they came, some speaking that the shadows themselves spit forth the Masks to punish the wicked and harry the pure. Their methods are unspeakable, destruction and havoc left in the wake of one of their agents yet no indication of how the agent entered is ever found. Those who claim to have seen the illusive members of the Masks speak of black clad phantoms with demonic masks hopping between the shadows, lightning and flames trailing from strange blades that rend flesh and steel with equal ease. These rumors of course are only the words of men brave enough to speak of them in public for speaking of the monsters may bring their attention upon you and any sane indivdual would rather fight a pack of rabid dogs than attract the attention of the Masks.

In truth, the Jade Masks are merely mortal men and women hailing from the long lost -insert Eastern Country VonDoom is working on here-, scraped from the remnants of a long lost yet proud warrior priest class. Shattered in the various wars of their homelands, the warrior monks retreated into seclusion as more and more of their members were hunted down by jealous and spurned nobles who resented their neutral stance until all but a few remained. What once was an proud order was reduced to clinging to the darkness but the darkness had always been their allies. Donning masks to conceal their identities and to strike fear into the hearts of those who had slain their loved ones and children. No longer the neutral agents they had long strove to be, the order rebranded themselves as the Masks, taking jobs to hone their skills until they stood atop the world of assassins in their home country where no man or woman ever dared to confront them out of terror.

Their home remains in the East to this day, members trained in the hidden villages until they are ready to be unleashed. Members of the Masks are trained in hand to hand combat as well as martial combat in a variety of weapons ranging from throwing knives to kamas, katanas to juttes. However the true strength of the Masks lies in their ancient and arcane origins as warrior monks. Calling upon the powers of darkness that have long been the ally of the Masks and their esteemed organization and the fury of nature itself, each Mask is trained to control the raw essences of magic to aid them in their tasks. Contracting the Masks is simple enough, agents have long since spread across the world to further the goals of the Masks leaders. No job is beneath them, even those that have proven impossible for the common man. However, regardless of their job or location an angent of the Masks is expected to adhere to several binding tenants that have existed as long as the Order has existed.

1. A Mask is to never slay their fellow members, to do so is the first sin

2. A Mask is never to show his face to his employer.

3. Honor is everything, do not yield to the lesser man.

4. A Mask that is slain must be burned, their ashes scattered and their Mask shattered. Failure to do so is the second sin.

5. A Mask is to never reveal former employers or current employers if they are hired on to more than one job.

6. A Mask may not return home until the job is done.

7. It is the task of any Mask to issue punishment should a fellow Mask break any of these tenants. Failure to do so is the third sin. The only punishment for sin is death.

Necromancy

There are those who say that body is merely a vessel and that the experiences in the physical world are remembered by what ever comes next. That there is some reward for virtue and punishment for the wicked. If either is the case, the dead do not speak of such things to the mortal world or perhaps they are merely more sinister things wearing the faces of loved ones for alien purpose . With the proper understanding of the Deep Flow a aspiring mage can learn many things from that which whispers in the dark and find solace in hands that can no longer share their warmth. Necromancy, as it is commonly called, is a potent extension drawn from the powers provided by the Deep Flow and by proxy a higher form of Shadow Magic. While basic Shadow Magic is one of insubstantial effects, Necromancy is more visceral and pronounced. Be it draining the literal energy of life from the world around them, speaking with ancient spirits or other entities that exist beyond the world or even filling the bodies of the once living with energy to make them move once more, Necromancy leaves little room for remorse or regret. Necromancy can also siphon energy into living things though most Necromancers control over The River of Light is passable at best and thus the experience is often brutal and painful for such recipents of this “favor”.

Necromancy is generally considered a “Dark” art though the Rivers do not distinguish between right or wrong, moral or immoral just as any physical river would not weigh in on such issues. The stance a country takes on the use of the “living” dead and other acts is strictly cultural. Still, the sweeping stigma that many mortal creatures take on using the dead lingers, causing most Necromancers to speak little about their magical talents. Some Necromancers use their knowledge and training in Necromancy to study Shadow Magic or even Illusion Magic owing to their close power source.

Weaving

While the River of Light and the Deep Flow are not normally things that can be visited, the power they exude into the world is one that can be touched, tasted and even smelled in high concentrations be it a physical location or even a potent Mage. Weaving is the art of transforming this latent energy into more useful forms compared to calligraphy or sculpting as a more mundane art. Unlike many magical disciplines that draw strength from the Rivers, Weaving is a structured and ordered power that calls forth more permanent effects than the effervescent arts of Alchemy or even Necromancy. If Shadow Magic is the water of the Deep Flow and Primal Magic is the waves of the River of Light than the art of Weaving is akin to scooping the clay from the shores of the Twin Rivers and utilizing it in wondrous works of art. Weaving can will forth powerful wards, shields and even semi-permanent walls, craft moving statues and even creating potent traps in the writings in books. Weaving is a physical magic, requiring some manner of creation to cement its power regardless of the source or level of power involved. Weaving is also dependent on the level of skill and the most potent source of magic around in the creation of their works. Weak Mages who practice Weaving can produce just as beautiful a piece as a more powerful mage though the end result will always be less lasting and potent than the latters.

Weaving does not differentiate between the River of Light or the Deep Flow, it’s art the same regardless of it’s source. Weaving is a distinct magic from the lands of Land of He and while some claim it has been long since lost during the fall of that great nation others within the scattered peoples still hold on to the teachings. If rumors are to be believed, The Jade Masks remain the sole holder of the written scrolls and teachings of Weaving and guard them with a fanatical devotion only an order of trained assassins could bring to bare.




As always, taking Bold for my character

Da Mongoose
2012-11-25, 12:20 AM
Ready for Inspection

And if no one's claimed it yet, I would use DarkSlateBlue for Nayakra's speech.

Nayakra K’taar, Accountant

http://www.mongoosedreams.com/Assets/Digital/naycomp.png

Affiliations: Chuuten Corporation
Land of Origin: Brahmacharya, The Immaculate Land
Current residency: Auveraine
Race: Samaj
Age: 26

Physical Description: Nayakra is somewhat diminutive in stature. Though he is perhaps just slightly shorter than average, he is rather thin and ‘mousey’ as a whole in appearance. This is perhaps helped or compounded by a small nose and mouth in combination with the slightly large eyes that come with his heritage; he very often appears slightly surprised or nervous. His eyes are a rather stunning shade of gold however, clear and sharp unlike his ‘brother’ Veldin’s, allowing him a rather hawk-like stare when he chooses to appear more severe. Though not overly dark, his skin has a distinctly dusky quality to it. Dark hair is kept slightly longer in the front, though most often tamed for a more slick appearance. He has a penchant for well-tailored suits of dark colors, and seems to pride himself in keeping a crisp, clean, professional appearance. At times he is seen wearing a pair of wire rimmed spectacles, though it is uncertain if they are out of necessity or merely some whim.

Personality: Nayakra tends to be quite the opposite of his ‘brother’. Most often he is rather mild; even when the situation isn't quite to his liking he makes a habit of remaining polite for as long as he can, even if it is only in show. He tends to be quiet and cautious, preferring to avoid conflict, especially that of a direct and/or physical nature. Where in the past he was perhaps a touch naïve, he has grown to be somewhat more distrusting and calculating, even manipulative. He does however try to downplay this publicly and keep a pleasant outward demeanor as much as he is able, trying to cultivate the initial impression that he is indeed harmless.

History: Nayakra speaks little of his past to just anyone. One of the Samaj, he originated from Brahmacharya, The Immaculate Land, and a land of strict roles. From his first breath he did not know freedom; his fate had been set for him as he had been born to a woman of the slave caste. Though it was dangerous to speak of such too loudly, he learned early on that he was the result of a member of the family they served getting frisky with the slaves, the product of a noble man’s wandering eye and hands. He could never earn the knowledge of which man specifically was his father, and so it was a secret he merely had to keep to himself for his own safety and that of his mother’s.

Unlike the rest who lived unquestioningly, Nayakra found himself less content, his own position a difficult one to swallow. Though it was unthinkable, impossible to question his position in society, by the time he was nearly a man he had become certain that there was a mistake; he could not find contentment or even pure apathy in his appointed destiny as a slave. He felt, or perhaps even saw, that he was destined for something else, for something more. As it happened, Nayakra had a strong connection with The Deep Flow, which would give him an affinity with 'Shadow' magic, and was also responsible for him having the ability of Asha and precognition. Practicing Asha as a slave however was a death sentence in and of itself.

Escape eventually provided itself in an unusual way however, when he stumbled upon one of the young nobles attempting to appropriate one of the family’s vehicles to flee an apparently violent crime. Fortune was for once in Naya's favor however, as the panicked boy allowed him to escape with him in some gesture of good will perhaps, or merely a rushed decision. While they made their exodus from the Immaculate Land, he revealed his own heritage to the other boy, Veldin. Though without knowing who Naya’s father was they could not determine their exact relation, they took upon the role of brothers all the same, having to rely on one another having such an effect by itself nearly.

The pair fled across the border to Esterholt, and from there acquired passage on a boat to Torun. Finding what work they could, Naya learned the basics of reading, writing, and mathematics from Veldin, finding he had quite the knack for the academics. Downtime was spent pouring over books, consuming any knowledge he could to make up for years of drought. Eventually the pair came in contact with the Chuuten Corp, where Nayakra managed to acquire a more ‘prestigious’ position as an accountant, putting his new found talents to use. Though it was not perhaps the most prestigious job in truth, it was certainly an improvement from odd jobs.

With time and stability at hand, Nayakra took it upon himself to further practice and expand his other abilities as well, though only ever actually speaks of Asha. In secret however he explored other possibilities of his connection with the Deep Flow, searching for something that could be used to protect himself. As much as he trusted his 'brother' Veldin to protect them, Naya remained cautious to the last, wanting some kind of back up plan. Perhaps out of spite for his homeland, he delved into the taboo field of Necromancy, though so far has only learned some limited form of manipulating life energy.

In any event, with his combination of academic skill and other innate talents, Nayakra managed to work himself upwards through the company, though some might wonder still how an accountant became a chairman on the board. While using Asha to the benefit of the company, outside of a select few such knowledge remains extremely guarded.


Advantages

Intelligence II (Common): Nayakra, in this day and age is smart and knows how to plan well. He is also very good at understanding and remembering new information, a quick study.

Perceptive I (Common): Through practice and a wary nature, Nayakra has become better than average at noticing things.

Cunning I (Common): Nayakra is somewhat wily, and adapts quickly to new situations. He is able to use the environment to his advantage in battle, develop strategies on the fly, and is all around a quick study.

Charm I (Uncommon) - Nayakra is persuasive and amiable, a natural at gaining influence or favor with his wit.

Expert (Accounting) (Rare) I: Nayakra, despite his upbringing, has a knack for mathematical skills and money handling.

Wealth I (Special): As a member of the Chuuten Corp Board of Directors and its head Accountant, Nayakra has access to a good supply of cash.

Asha: Precognition II (Common): Born with the natural ability of Asha, Naya can use his precognition ability to foresee events and discern potential outcomes. This allows Nayakra to anticipate others' actions to a fair degree and act accordingly.

Necromancy: Lifetap I (Common): Nayakra can tap into the life essences of living things, draining them into withered husks. Nayakra can use this life essence to bolster his own health or the health of others.

Starsign
2012-11-25, 12:28 AM
I decided to remove my post that was earlier above as I thought it might be better if Jade's post would be right after DM's since Jade also has important story elements on his post.

Anyway, Indall's sheet is below and Ready for Inspection.

Name: Indall'fenz
Race: Rockscale
Age: 30
Afflictions: Celphar Hospital, The Bends

Physical Description:
Standing at 6' feet tall, Indall'fenz is a sleekly-built rockscale with light grey 'skin' and fairly bland complexion. Her skin is a little odd for her kind, it is actually rough and scaleless unlike the rest of her kind. For a rockscale, her face is old and chiseled that belies her actual age. Much of her looks come off as if she is tired; black rings under her eyes indicate her lack of sleep while dirt and mud ravage her body and clothes from the areas she works at. Indall has a look of tiredness everywhere she goes that is hidden well when focusing in situations.

Indall's clothing varies based on whether she is working or not. When dealing with patients, she wears a white cloth, long sleeved shirt and similarly colored long pants with a clear plastic coat placed overtop of it. Thick boots and plastic gloves complete her hospital outfit. When out on the streets of Dauphane, Indall prefers to wear her hooded cloak colored blue with a white stripe that lines the edges of the cloak. Underneath the cloak is form-fitting leather armor kept on her body; it doesn't protect her from bullets but it's enough to help against the more poorly-equipped thugs. Wherever she is able to go with it, she carries a wooden walking stick of sorts that is a meter long, has a round wooden end on top, and has the area just below the round end wrapped heavily with bandages.

Personality:
Indall is a fairly calm and focused rockscale that is very hard-working, having her clinic open twenty-four hours a day. Much of her interest is on the focus of the people she meets rather than the world as a whole. Though she has a focus to a task, she sometimes doubts herself. It isn't enough to make her hesitate but it does leave her in thought on occasion; the lack of sleep does not help her condition.

Indall is usually soft-tongued to those she meets, at least as soft-tongued as a rockscale tries to be. Much of her tone sounds a little off due to her slithering when speaking in the common tongue. Despite this she does her best to show a smile to her patients when she can. If pushed on a subject or action she does not prefer however, she is prone to sharply retort to people. Above all she prefers to keep herself out of the bigger situations and focus on the tasks she has assigned for herself. To her it is better to not let her mind wander when work can be done.

History:
Born on the Rockscale home island, Indall'fenz and her mother, Lennu moved out to the mainland at a young age to learn and see the new world for themselves. They did well for a short time as Lennu found work at an Apothecary. However Lennu had learned too late of her weak immune system and succumbed to a disease only a year after arriving in Dauphane.

Without her mother, Indall found herself scurrying the city, picking up food like a scavenger as needed. Life like that did not last long when she met a famed alchemist named Ricardo Olistar. Seeing how incredible of a magic user and his politeness is, Indall begged him to come to his home with her in tow and do whatever he asked in exchange for a better living. Partially amused and partially curious, Ricardo agreed as he brought her out to his cottage home sheltered in the great forest valley of Nellina.

Indall had mostly planned to keep to herself while living with Ricardo; she would stay away from any of his devices and not be in his study room unless called for. One day, while she was helping Ricardo organize his library of books, he told her about alchemy and it's wondrous properties. Though magic was only a foreign concept for her at that time, Indall took great interest at the alchemist's stories. Eventually she found herself reading through his various books on magic and alchemy without the alchemist's permission. Ricardo, surprised at her great fascination, chose to take up Indall as his student of Alchemy.

In ten years Indall had learned much of alchemy and magic as a whole. With much help from her mentor in summoning an Elemental, she even learned how to transform skin to stone. At the cost of learning, she gave up the scales on her body, using her ability to harden her skin to that of what her scales normally were. Though it was a complex and uncomfortable situation, it was worth it in the end. As a side-effect of his mentoring however, Indall grew close to Ricardo, looking up to him as a father figure more than a mentor. She had felt insecure without his presence or assistance during the days he was gone for a time.

As life went on, the Benefactor's War grew closer to the home of Auveraine and eventually it gained Ricardo's attention. The Master Alchemist one night went off to join the war, leaving behind only a note saying to take care of herself for he will probably not return. Indall was shocked by this, but tried to life on her own. This did not last long as she worryingly had heard how the Torun States were advancing inward to Auveraine. In a panic of paranoia and insecurity, the Rockscale performed a summoning of an Elemental, calling forth one of iron to teach her protection from her foes at whatever cost she could afford. When it ended, a blade of iron was gripped in Indall's hand and a large bag holding Ricardo's books slung over her shoulder as Nellina was cut and burned to the ground.

As that day ended, Indall became shadowed with grief over an action to gain power at the cost of a great valley. It was an act of self-preservation that she doubted she can repay. At that point is when she thought she should at least try to do what she can to make up for her mistake. Not wanting to involve herself in the war, Indall arrived at Dauphane again. She found herself a worker to the Celphar Hospital due to her knowledge in potions and chemistry. Originally she simply supplied the hospital with her potions but eventually became a medical worker when they were in short supply of nurses. The stories of war and defeat were grim words Indall had dealt with during those times.

By the time the war had ended, Indall had saved up enough currency to purchase a place for herself. Of all the available places, she chose a nice lot found near the edge of a refugee camp known as The Bends. With haste and with help from the hospital, The Rockscale managed to build a clinic available for the sick and injured in the refugee camp. She chose the place as a way to not only help those weak, but also to get away from the higher ups of the Torun government and the Auvers who dislike Torun enough to try and rebel against it. Indall is glad that the war is over; what lies now to her is rebuilding what was destroyed, starting with those who struggle to live each day.

Yet every now and then when her mind doesn't focus on a patient, she asks herself if working with day-to-day civilians might simply be trying to avoid a bigger problem at hand.

Advantages:
Alchemy Magic
- Skin to Stone I (Uncommon): Indall's first alchemy spell is to turn the skin of organic beings into that of hardened stone. The magical component of this spell allows those transformed movement in their rocky bodies, an innate property that is normally not removable. Usually she only uses this on herself when battle breaks out and transforms back at the end of it. The form of skin as stone offers great protection against physical attacks, but magic tends to pierce right through such simple, if sturdy material.
- Wood to Iron I (Uncommon): Indall's other alchemy spell that she learned out of her insecure paranoia is the ability to turn wood into sharp or blunt iron. With this she can turn her walking stick into a blade or any other wooden accessory into a weapon to guard herself with.
- Iron to Wood I (Uncommon): Being able to turn Wooden items into metal, Indall is able to do the other way around as well. The main purpose of this is to render the mechanics or electronics of the item in question useless rather than to actively weaken the armor. Guns may either jam up or be destroyed while armor suits may be unable to use their weapons or other devices. Generally the effectiveness can vary but the effects can be devastating in the right situation.

Martial Training: Staff, Sword, Mace I (Uncommon): Though not heavily experienced, Indall has enough skill to be able to use various melee weapons with ease and skill. Those that are wood are able to be enhanced by her alchemy to become iron weaponry of greater density than that of normal metal.

Expert: Magic I (Rare): Studying under Ricardo, Indall had gained an expertise of knowledge concerning arcane studies and their various aspects. She still has some of his books left with her that she reads over now and then.

Expert: Alchemy I (Rare): Being under the mentoring of the Alchemist Master meant that Indall has a notable amount of knowledge of Alchemy that matches her knowledge in magic.

Profession: Medical Worker II (Common): As a member of the Celphar Hospital, Indall is skilled in treating and healing wounds and diseases through her medical knowledge and special potions she had made herself.

The Bends' Celphar Clinic - Locus
Indall's clinic out in The Bends is a small however very supportable building made to support and assist those injured, diseased, or otherwise under trauma that can be healed over time. It isn't the most luxurious hospital found nor the place to deal with unknown or magical ailments, but it's a wonderful addition to a refugee camp whose conditions are well below satisfactory.
- Medical Facility II (Exceptional): The medical facility is made to handle the various medical problems of disease and injuries that are common among the city and refugee camps. As is however, it is not fit to handle specialized cases such as curses or brainwashed minds.

Story Elements:
Rockscales:
Rockscales were discovered by Auver seaworkers nearly half a century ago from present day. The creatures' common name given by those who found them and the island later came known as Ruhvas by the Rockscales when they learned to speak the common language. Sometimes they go by their nationality, Ruhvasian, rather than their species name. Ranging from scale colors of grey, black, ash, or light brown, these creatures are reptilian humanoids whose adult size range around standard human height. Their bodies are rough to touch, devoid of hair, and have a very dense tail that goes up to eight feet long. Though they are not mono-gendered, it is nearly impossible to tell who is male or who is female. The males and females lack any differencing traits such as breasts or eyelashes. Their voices are also similar, mostly coming out in slithering tones. They are mostly vegetarian creatures, able to digest stone, rarely eating meat and having immune systems that makes it difficult for them to drink much else aside from fresh or sea water.

The island they inhabit is mostly volcanic; earth and stone being the primary sight found that the Rockscales have adjusted to. Much of their island is home to unique and uncommon liquids and minerals that Rockscales work with to produce special medicines or treats that are seldom found anywhere else. Their lives before meeting outsiders relate to that of the Neolithic era, having specialized stone tools, a degree of agriculture, communication through their own language, and art done on earthly ground and walls. Since they had been found by Auvers, a number of them have moved from their own island to the mainland to explore and learn how other civilizations have done. This however comes with the warning that those who leave the island may not return in order to keep the main Rockscale lifestyle intact. Thus, those who leave are considered exiled.

On the mainland, some of them work in labor or in battle where words and teaching are needed in little supply. Many however find themselves in apothecaries where their knowledge in mixing, combining, and diluting liquids and materials from their homeland is easily put to use. Adapting to newer machines and designs for such work is surprisingly simple for a Rockscale where they may greatly struggle trying to learn how to move large objects with a machine.

Since they can come off as rather alien to people from the mainland, Rockscales have had a degree of prejudice over the past half-century. Some of the Rockscales' reactions to other people can come from fear for the world being alien to them, completely different from how their former island is. Yet those willing to brave the new world may find wonders never to be found had Auveraine never discovered them.

In Play: Rockscales usually have some sort of knowledge in Medicine or Chemistry and sometimes have a rank of Strength and/or Toughness naturally. Having none of those can be seen as unorthodox among Rockscales.

Alchemy:
Alchemy is a study of magic focused on the ability of transmutation. Through the ability of magic, an alchemist can transform stone into gold, iron into mythril, rain into a hail of lava droplets, and much more while being able to transform such materials back to their original form at will. The versatility of Alchemy makes it an incredible study to look into for those willing to devote themselves.

For all it's potential however, Alchemy is one of the most dangerous types of magic to learn and use. The ability to transmutate is an ability usually known and mastered by elementals of their specific element and thus the most well-known, if only way to truly be able to use Alchemy. To start, one must first summon or otherwise meet an elemental and not be destroyed in the process. Afterward the alchemist must gain the favor of the elemental for the latter to teach one of it's greatest secrets to a mortal. Usually a sacrifice is needed, mental or physical so long as it is based on whatever element that is to be transmutated.

Even once mastered, an alchemist must be careful with transmutation. Magic best designed for elementals can be lethal in the hands of a mortal. One man has been known to die by setting himself aflame in attempt to turn oxygen into flame; another lost his life in a swordfight when an attempt to sharpen his steel blade only rusted on attempt. Alchemy's occurrence of backfiring is greater than that of most other magic, and thus many believe the reward is not worth the risk compared to other kinds of magic.

And yet those that do persevere find their abilities can be incredible. The greatest of these people are known as Alchemist Masters, seemingly able to transform nearly anything to something else. Their infamy is known well among Elementals for what these alchemists know and are feared more than loved.

The Olistar Family:
The Olistars are a well-known family of arcane users among Auveraine. They are best known as one of the few mortal originators of Alchemy that still live to this day and thus are usually considered to be Alchemist Masters. Most of them prefer to live a sheltered life in less-hospitable places of Auveraine, only seeking outdoor life when it is usually to gain knowledge.

The current Alchemist Master and heir to the bloodline is Ricardo Olistar; a well-chiseled, young, and sharp-tongued man with dark complexion and thick brown hair. He had lived off the once great forest valley of Nellina until the Benefactor's War had brought him to the field of battle. His current location is unknown as of now, considered MIA during the last few weeks of the war. There is no known heir of the bloodline as of current times; whether one may be hidden among the common populace or simply now extinct is anyone's guess.

Celphar Hospital:
Among the kingdom of Auveraine, Celphar is the most renowned medical company that has lasted for nearly a century. Well known for accepting nearly anyone for hiring, their hospitals have a notable variety of species as workers, though humans are the most common found followed by rockscales.

The company had found a nice boost in profits from the injured soldiers and sent supplies during the war but, like most of Auveraine, ran into difficulty when dealing with Torun's occupation of the country. Though still in the line of work, Celphar mostly relies on it's hospital stationed in Dauphaine and nearby cities; no longer being an incredible company it was before though still is a much needed place for injured or diseased people. Even today, they have a surprising amount of supplies available, though at expensive prices. Their services no longer come cheap, though still well worth the price if it can be met.

A Rainy Knight
2012-11-25, 12:44 AM
Ready for Inspection

Name: Dr. Mizuki Matsumoto, Chuuten Corp. Head Scientist
Race: Human
Ethnicity: Héian
Age: Mid-to-late 20s.
Affiliations: Chuuten Corporation
Speech Color: Royal Blue

Physical Description:

http://i220.photobucket.com/albums/dd267/A_Rainy_Knight/Private%20Album/Mizuki.jpg
Mizuki is clearly recognizable as a full-blooded Héian woman with the long, flowing style of black hair popular in the faraway home of her ancestors. Her skin is noticeably pallid compared to others of her ethnicity, though this is due more to her exceptionally poor health than to any fair-skinned ancestor.

She has a frail, slender build which, coupled with her persistent unsettling cough and habit of walking with the assistance of a walking stick and a personal aide, gives many the impression that she perpetually lingers on the threshold of Death’s door. Her deep brown eyes are typically ringed by dark creases resulting from yet another extended session of planning or study. The lesser-known truth of the matter is that her fragile constitution results from a Héian blood pact inherited from her father's bloodline which bolsters her mind at the expense of her health.

She dresses in dark colors to save her the trouble of cleaning off the soot and debris of her projects, typically wearing a long black lab coat over a tunic, leggings, and sturdy black jackboots.

She’s often seen sipping tea to sooth her recurring cough, and her attendants always keep her preferred blends on hand at her request.


Personality:
Mizuki is a woman who survives in society by virtue of her expertise, not her ability to play particularly well with others. She tends to be short and curt in conversation and has a constant inability to properly read social cues that others might take for granted. Still, she can occasionally prove to be a surprisingly deep source of conversation for those who don’t insist on wasting her precious time with small talk and meaningless pleasantries.

She got into her line of work because she loves it to the point of obsession, often muttering to herself about her latest hypotheses under her breath in the halls. Her work is generally either the first or second thing on her mind, and she often keeps a notepad on hand to make note of striking inspiration even in the middle of a conversation.

She’s a firm believer in results over all else and tends to be fiercely loyal to those who respect her for her skills and are willing to overlook her shortcomings in interpersonal relations. Any attempts to dismiss her based on her gender, relative youth, physical infirmity, social bluntness, or any combination thereof generally end up earning her cold, quiet hatred.

The ends always justify the means in Mizuki’s eyes, and so-called ethical codes are just obstructions to the new generation of scientific innovations which stand to greatly benefit the world as a whole. She’s not in the business of sharing corporate secrets with outsiders, but it’s possible they’d be better off not knowing anyways.


History:
Mizuki Matsumoto, born into a reasonably well-to-do family of Héian immigrants in Dauphane, learned to deal with society in her own way from an early age: after her father Hiroshi was publicly disgraced by his apparent failure in his work on the shadowy A.R.M.S. project and ruined her family name, she developed a quiet contempt for her mocking peers and focused her school life on hard results, not popularity contests.

Her obsessive focus combined with her prodigious natural aptitude for mathematics, science, and magic theory resulted in her quickly surpassing her peers and becoming one of the preeminent women in arcane science. At this point, she began to become aware of the fact that she had inherited her bloodline's Héian pact with the Elder Spider which had been bolstering her mental faculties at the expense of her health. By the time her studies came to a close, she had already grown into the weak and sickly yet brilliant scientist which she would continue to be during her career.

Perhaps it was her eye for potential earnings or perhaps it was her vague sense of misanthropy which led her into the field of military applications of science, but whatever the reason, she took to it like a natural and quickly made a name for herself with her work in the field of magic-infused weaponry at the Chuuten Corporation.

A certain Mikado Tatsudoshi soon recognized her talents and promoted her to the position of Head Scientist. She became utterly loyal to Mikado and the Corporation, overjoyed at having found a group which valued her research over her pitiful attempts at office politicking and tolerated her eccentricities and considerable medical demands on the basis of her considerable talents.

In her current position, she’s helped spearhead the development of the Chuuten ArcaTech department, which has given birth to more than a few children of her own imagining (including the somewhat egotistically abbreviated “Momentary Magic” line). She’s also been able to obtain the Project A.R.M.S. information “acquired” by Chuuten from her father some time ago and launched Chuuten’s first (unsuccessful) attempt at replicating the project, known as “Project A.R.M.S. MkII.” Despite her initial failure, successfully completing the project remains a high priority for her department.

Advantages:
Intelligence III (Common): A natural quick thinker with a supernaturally-enhanced talent for analyzing and memorizing.

Educated III (Uncommon): A prodigiously talented student who completed her studies in record time and boasts excellent information retention from her school days.

Leadership [Aide and Researchers] II (Common): Employs a staff of assistant researchers to support her projects, and is nearly always accompanied by an aide to attend to her medical needs.

Expert [Magitech] I (Rare): Has extensively studied the interplay of magic and technology as part of her career.

Chuuten Corp. Research Lab: Locus I (Exceptional): The research facilities at the Chuuten Corp. science division have been customized and streamlined at her behest to improve the efficiency of her work.


Story Elements:
The Pact of Ruinous Knowledge
One of the more infamous remnants of the art of Héian pact magic, this magical contract with the Great Beast most commonly known as the Elder Spider represents the tempting yet poisonous fruit of effortless knowledge to all struggling philosophers and scientists. Upon completion of the arcane rituals of the pact, the one who entered into the contract finds that understanding and insight come as naturally to them as seeing or hearing. But the Spider does not give of its knowledge for free; the pact is not one of charity but of an exchange of mental and physical fortitude. The subject of the pact soon finds that the Spider exacts its price by slowly sapping their vitality away for its own unknown purposes, forcing them to retreat more and more fully into the mental pursuits that they were ostensibly so fixated on. Perhaps by a quirk or cruel streak of the Spider, it is said that the pact, once unleashed, is as difficult to remove from this world as the mythological ills released from the box of temptation, as the pact is also passed through the blood to the pactmaker's firstborn offspring and the firstborn offspring of every recipient thereafter, lasting until the pactmaker's firstborn line eventually dies off.

The MkIIs:
These surviving subjects of the first Chuuten Corp. attempt at replicating the intended results of Project A.R.M.S. are named for the codename of the ultimately unsuccessful project, “A.R.M.S. MkII.” Although they fall far short of the capabilities of the superhumans which inspired the original project, these magically and biologically reinforced humans still boast the strength, resilience, and concentration of the upper crust of unaltered humanity with extra obedience to boot. The alteration process ultimately proved too lengthy and expensive to be preferable to conventional intense training techniques, but Chuuten reportedly still makes good use out of the surviving MkIIs as laborers and security personnel.

Arcanofibers:
Arcanofibers are among the cutting edge of the joint discipline of magical technology. While performing routine enchantments in a magitech laboratory, scientists discovered that certain metals drawn into a wire held the unique capacity to transmit magical effects undiminished along their length at incredible speeds. The only known materials capable of forming arcanofibers in the present are prohibitively expensive to make the technology feasible for widespread use, but government and private labs have been toying with such ideas as centralized high-efficiency healing networks and high-precision offensive spell targeting as potential applications for the technology, and a select few embassies and espionage departments of well-to-do nations already boast arcanofiber communication lines to their home countries as a backup to conventional methods of communication.

The Héian Jade Revelry:
The fall festival most commonly known as the “Jade Revelry” is one of the few remaining cultural elements common to all the scattered communities of Héian immigrants and expatriate communities, allegedly a holdover from the glorious harvest season of the Hé dynasty before its disastrous collapse at the hands of the Beast of Calamity. The different Hé-descended tribes and groups all maintain different variations on the tradition, but the general point of the day remains similar between the different interpretations. Anywhere from the week to the month leading up to the Revelry (typically celebrated on a day somewhere from September 20 to September 30, depending on the community) is a time of self-discipline and rejection of indulgence in which many Héians refrain from spending time or money frivolously and devote themselves to self-betterment and industriousness. On the day of the Revelry, their self-imposed restrictions are lifted, and friends and families enjoy the time and money freed up by their previous efforts in a night of fun and feasting aimed at teaching the value of determined efforts and delayed gratification.

Nefarion Xid
2012-11-25, 12:49 AM
The WIKI will also be up tomorrow, so you don't have to post your character profiles in this thread.

Lady Serpentine
2012-11-25, 12:58 AM
*Pokes at VonDoom*

Did you decide if Chuuten would take Alexi and his group yet? I know you suggested that I have him be in the Torun Army, or something along those lines, but I never heard back from you after I PMed you my list of concerns about that...

Xondoure
2012-11-25, 01:52 AM
Welcome to the OOC thread for What's Left of the Flag: The Superhero Adventure Game. When last we left Titanium-gold Alloy Kylat had dealt a mighty blow against the sinister Jade Masks. However Cinder Man plans to hold the city hostage, and with the mighty Jupiter laid down by his battle with the great beasts, will Morgan "Eagleoptic" Mcshane be able to save the city?

VonDoom
2012-11-25, 04:17 AM
Mikado will speak using SeaGreen.

Name: Mikado Tatsudoshi, Chuuten Corp. Chief Executive Officer and Chairman of the Board
Race: Human
Public Age: 32, born 29th July 1722
Real Age: 1097, born in the Year of the Earth Dragon, 29th July 656
Affiliations: Chuuten Corp. (Head), Torun Government/Military (Contractor), Krauler Industries (Competitor)


Physical Description:

http://images3.wikia.nocookie.net/__cb20120224160210/theplaygroundiii/images/c/c8/Altered3.jpg
This somewhat exotic looking man bears the features of the People of Hé: his slanted eyes, the angular features of his face and slightly olive skin mark him as such, though his skin tone does look a little off -- a bit pale, compared to most of his ethnicity, though not unhealthily so. Perhaps there is a trace of Western blood in him.

Long black hair is tied together in a ponytail with two strands that frame his rather handsome face, clear black eyes with a somewhat mischievous look to them always carefully observe their environment. His build looks athletic. Lean and powerful, though his movements are anything but precise or fluid, courtesy of the wheelchair he is strapped to. His legs look rather mangled, making the reason obvious.

Nonetheless, his clothes are immaculate; a fine white shirt underneath a black vest, with pants of the same color and fine, polished boots to complete the image. The outfit is obviously a custom fit and well cared for, though considering his condition he likely had help getting into it.

Personality:
Mikado Tatsudoshi. A very driven man, tempered by a painful past that he had to overcome and many tribulations and travails in his long life. His beginnings may not have been particularly humble, but having fallen to the lowest of the low early on, he knows all too well what awaits those who aren't up to the task and step forward on their own.

Luckily, that's not a problem for Mikado. Not anymore. Highly charismatic and intelligent, he is a Renaissance man, a leader, a schemer and one hell of a bastard. Playing things fair and using his power for the benefit and good of others killed him, centuries ago. Mere luck brought him back, surged him to life while everything else around him had been devastated beyond a hope of repair. The trauma of the whole event had left him in a catatonic stasis and, once the Jade Masks jolted him out of that, a gibbering wreck for quite some time before he managed to center himself and pull himself free once again.

Once was horrible enough. Mikado is through with playing nice. This time, he'll be ruthless, he'll be everything he needs to be to get what he desires above all else: power. The power to control himself, to exert control over others and his surroundings. Too long has he been without any of those and grasping it has now become basic instinct for him; indeed, through sheer force of personality and magnetism the CEO of Chuuten Corp. almost always assumes a superior position, even if his current wheelchair-related predicament has him crippled, his presence is anything but.

While utterly pragmatic and ruthless, Mikado values genuine loyalty over blind obeisance -- an honest, thought-out disagreement is worth a hundred blind 'aye's. Strict but fair as an employer, he is considered generous and tends to give people a chance even in the face of failure, if he feels they genuinely tried and couldn't help the results. After all, he hates wasting people and things that might still be of use.

History:

Many, many centuries ago, Mikado was a great sorcerer-priest who lived on the Jade Disk of Hé; he served as the living seal and warden-representative of the Great Dragon that later became known as the Beast of Calamity when its rage and the battle to re-seal it turned the Jade Disk into a scar upon the face of the planet.

The Sorcerer Priest - Seeds of Calamity
One might ask how one becomes the living seal to a deity of destruction. The answer is that it is a process wrought in pain and suffering, framed by the will of steel birthed from shame and humiliation.

Mikado can no longer remember the exact details, but he was born as the second son of a noble family during a time when war constantly loomed at the horizon. Since he was not the heir, he was sent to a neighbor lord as a token of safety and mutual loyalty. He was not treated badly, but the simple fact that he was not wanted and a foreign entity in the household was made all too apparent. However, the lord under whose protection he had been placed betrayed Mikado's father and invaded, slaying all members of the family -- only Mikado himself remained and was placed in prison, bound and tortured, but kept alive since his blood gave his captor legitimacy as lord protector of the territory that was now, in theory, Mikado's.

But with wars raging all over Hé, Mikado was eventually freed. The details remain hazy and Mikado cannot recall the names of any of those involved, but he eventually ended up under the tutelage of an old priest who was the prior living seal, he who ensured that the Great Beast would not be released by merit of his existence.

But the old man was bitter and had grown devious over the long years of his existence -- his position afforded him immortality, but he had already been old when the boon had been granted and ages of a decrepit existence had twisted him. He treated Mikado harshly, abused him and even forced himself upon the young man one night. Due to the sorcery the old man wielded, there was little Mikado could do to oppose him -- until he attempted it again another night and Mikado, unthinking and crazy from rage and fear, went for a dagger.

And the old man died with his belly cut open; as he had planned. For with his death, he finalized the succession ritual and imparted the role he had played upon his furious apprentice.

So imbued by immortality and magic, for the first time in his life in a position to grasp for prestige and status he deserved, the new Dragon Priest spent much time studying the ways of magic, of scholarship and the ways of war and strategy. Of the martial and cultural arts, though he barely remembers a fraction of these skills.

The cause of this incident were the machinations of an evil cult who venerated the destructive aspect of the creature and sought to free it rather than direct its rage towards more productive purposes as Mikado had done. Eventually, they succeeded in slaying the Dragon Priest and stole his power; power with which they freed the Great Beast and brought it into the world, with devastating results.

Mikado, at the time, was indeed dead. But when the Great Beasts of the world came together to imprison their powerful antagonist. The moment they succeeded and a new seal was erected, a small remnant of its power coursed through the remnant of their mystic connection and shocked Mikado's body back to life.

He had been dead for over a week. His physical body was repaired in a flash and his spirit dragged away from its natural end, both united once more. The trauma was rather unique and extensive and left Mikado in a catatonic stasis, buried inside a cave, for a long long time.

There was one group who braved the horrible vast emptiness of Hé, the shadow-warriors of the Jade Masks. It was they who found him, who used their magics to revive him -- they could feel a deep, terrible power inside the stranger's soul, though his identity remained a mystery until he named himself.

His memories of the past were vague and muddled, his knowledge of the Winding Rivers gone, but he remembered the terrible power of the Great Beasts all too well and came to covet it; indeed, the more he heard about this brave new world, the more his desire for power grew. And there was something tugging at him, deep in his soul, tugging him towards the West.

The Jade Mask assassins taught him as much as they could of the modern world, but their talents could not restore whatever spiritual or mental blockade kept Mikado from accessing his magic. Still, between his intellect and personal magnetism, there was little doubt that he would find a way to succeed -- after some unsuccessful expeditions, they managed to unearth an old sealed tomb that the ancient man had remembered which was still intact, plundering its vaults for treasure. After all, how could he ask for funds from his saviors when he had given them nothing in return but, perhaps, a measure of hope? Half of what they had found Mikado gladly left to the assassins, the other half would be used to travel to the nearest harbor off of the devastated mainland and, from there, to Torun, where he would see about acquiring the greatest power of the modern age.

A power that he had identified as 'wealth' and 'influence'. In this new world, sorcery might make one mighty, but there was little that could not be bought.

With the aid of the Jade Masks and his seeding money, Mikado created an identity for himself in Torun as the son of two immigrants with Héian lineage, visiting a local university to close the gap between his foggy memories and the modern age -- quickly establishing himself as a wunderkind and polymath, he saw an opportunity when he learned of a small engineering company that was hired for contract work on a new war-machine, quickly getting himself hired there. Soon, he was running the place and established the newly renamed Chuuten as a brand and, eventually, a large company of its own. His seeding money was used to jump-start its growth, which went further and further as the war raged on, until the Chuuten Corporation owned a quarter of the market share, second only to Krauler Industries in sheer industrial power and influence (though second by a rather wide margin, as even Mikado's clever leadership and the talent involved could only do so much against a vastly more influential, powerful, and resourceful entity).

As the CEO and Leader of the Board, Mikado's control of the Corporation is not exactly absolute -- but thanks to his continued association of and support by the Jade Masks and their premier agent in his employ, [Nada], most of the other board members cannot oppose him -- not to mention that they have much to gain under his competent leadership, yet much more to lose should they hinder his efforts.

The recent move to Auveraine and the decision to place their new headquarters there had a number of reasons: political, economical and personal. Indeed, the deepest underground levels of the Chuuten Corp. building are entirely closed off for all but those with Mikado's express permission, which suggests that he may have some sort of secret project in the works down there.

Between the many experiments with technology, magic, and combinations thereof, a recent setback has left Mikado rather debilitated: an experiment with a newer, more powerful GOLEM left both of his legs crushed beyond repair, the arcane nature of the attacker preventing ordinary healing magic from simply restoring them to form -- or perhaps his now-questionable immortality is interfering with the process, but, since he keeps it a secret, it is impossible to say. He is, however, quite motivated in looking for a cure, unwilling to accept that the injury might permanently place him in a wheelchair.

On Immortality:
Whether his status as an immortal remains or not is unclear, but with his revival from the century-long stasis Mikado has once again begun to age. As a sorcerer-priest he was a perpetual youth, wise beyond his physical years, but since the Jade Masks revived him in modern day he has begun to grow older like any human. Perhaps he has lost his unaging quality the very moment he died and was the living seal no more, perhaps it merely slumbers, locked away with all the other arcane secrets he once possessed.

Advantages:

Charisma III - Highly charismatic and a natural leader.

Cunning III - A shrewd businessman with many, many years of experience. Even if he doesn't remember most of those.

Inscrutable I - A master at hiding his own emotions.

Intelligence II - Well-educated and a polymath.

Wealth III - As CEO of Chuuten Corp., Mikado is obviously quite wealthy. Quite wealthy indeed.

Story Elements:

Chuuten Corp.



http://farm9.staticflickr.com/8315/7946759526_38bd919003_b.jpgChuuten Corp. Building


Originally a small company whose name became prominent due to their contribution to the building of the first tank as independent contractors for Krauler Industries. Due to clever contract-brokering and excellent talent, they quickly used the opportunity to put themselves on the map as military contractors, growing at an exponential rate due to their specialized research and contributions, eventually becoming Krauler Industries' largest competition in the field.

Apparently in an effort to open new markets due to their nature as a private-owned corporation, they have moved their main base of operations to Dauphane.


Main Branches:

Chuuten Munitions: the oldest. Builds military-grade weaponry, ammunition and the like. Also still produces certain licensed parts based on their initial lineup for Krauler Industries, a contractual obligation they so far have not been able to get out of. Main stay during the war due to military contracts with Torun.

Chuuten ArcaTech: an experimental branch with heavy occult influences. Their more known products are the ArcaTech line of enchant-ready weapons and armor and the ArcaTech GOLEM. They have numerous secret projects going at a time, many of which achieve little to no result, amongst which are (so far completely unsuccessful) attempts to create artificial mithril, ways to train soldiers in a short period of time via memory manipulation magic and much more. The theory is that the few successes in such revolutionary fields far outweigh the failures.

Chuuten Science: often works in coordination with the other branches, particularly ArcaTech (experiments on short- and long-term exposure of bio-organisms to magical energies, amongst others), but also responsible for biological and chemical experimentation. Their focus is on more controllable elements such as combat-boosting drugs, mutations and poisons rather than contagions or similar.

Chuuten Armed Security/Guard: While not an actual industrial branch, Chuuten Corp. employs and trains armed guards to protect their interests. These have occasionally been hired out in the past, particularly to help quell insurgents since their move to Dauphane, though this may well have come to an end with the unfortunate demise of the former governor. The head of Armed Security is Rydusk val Ignis.

Chuuten Internal Security/Special Ops.: A small group of singularly skilled individuals under the command of the mysterious [Nada]. They seem to serve as corporate counter espionage (and, most likely, also the non-counter variant) as well as internal security and as a special operation unit. Generally, their attention is not a particularly comforting thing to have.

ArcaTech MM (Momentary Magic) production line

The Momentary Magic line is, due to high production cost, mostly targeted towards the rich, the eccentric and those who need an edge in combat despite the cost, such as high-profile mercenaries or special operation units. They have become something of a prestige matter, as well, with some particularly wealthy arms enthusiasts keeping collections of the line or just a single custom model to show off their classiness.

New ArcaTech products are generally equal to the current top of the line of their regular equivalents in quality due to Chuuten's strong foundation in Munitions, but sport a special quality. They are able to accept magic cast into them, storing the spell for a certain period of time until it is released due to a unique property developed by ArcaTech. Since they need for someone to provide the magic in the first place and cannot keep it for longer periods, they are generally not considered useful for regular infantry or open warfare unless in the hands of a unit of combative mages, who might be able to use them to conserve their energies or empower troops assigned for their protection -- and those are far from the standard and expensive yet again in their own right.

Not any magic can be cast into any MM line object, though. The nature of the object -- weapon or armor, for the most part -- defines what sort of magic it will accept. For example, a gun will accept a spell to make its projectiles have more impact or engulfed in flame, but won't store a healing or protective spell. Armor might accept a spell designed to ward off harm, or in case of light armor to increase mobility. To summarize: the enchantment needs to actively further the purpose of the object to work.

Only one spell can be stored at a time and only goes into effect when activated; thus, upon release, it will last as long as the original casting would have.

How are they made and why do they work as they do? The answer is, of course, a carefully guarded Chuuten Secret. These weapons use a special steel alloy that is prepared with the very best metal refinement technology and then, as it is smelted together, is prepared to be able to receive magic via an elaborate mystic ritual. The sight of numerous hooded mages sitting around a huge glowing smelter, arcane sigils drawn all over it as well as the entire room, chanting their ominous chants in guttural voices is quite something and may well haunt the nightmares of those who witness the process. While it's not particularly sinister in itself, the wardens of the magical secrets involved are the Jade Masks, after all.

The most prominent standard examples of the MM line include:
ArcaTech MM Personal Revolver Model 2b, nicknamed 'Magic Gun'.
ArcaTech MM Rifle 'Mountain Eagle'
ArcaTech MM Light Mesh Armor Jacket
ArcaTech MM Plate Armor
ArcaTech MM Combat Knife
ArcaTech MM Sword 'Edge'

Custom models can be ordered, though their price is almost ludicrous. Most custom models in circulation were presented as gifts -- or bribes, if one takes a more cynical approach.

One might wonder why the MM line is not used for proper, permanent enchantments. It is. Or rather, it can be. They certainly have the quality and durability to make a viable base and take to enchantments more quickly, but generally aren't sold as such.

ArcaTech GOLEM

Hugely expensive Iron Golems of various shapes outfitted with regular or ArcaTech weaponry. Generally come 'as is', not modular. Details to come.

Biological Warfare

Main entry by daelrog. For RL-style biological warfare in the form of germs, diseases and poisons, refer to daelrog. For biological enhancements, selective breeding and more unconventional types, talk to VonDoom

The Great Beasts (and Pact-type Magic by extension)

The Great Beasts. They had many names throughout the ages and were considered gods, demons, forces of nature or spirits, though modern sensibilities suggest that they are merely beings of extraordinary power. Each of the Beasts is a unique being and their supposed abilities vary greatly. There is talk of a bird of ice that cannot die as long as a single flake of snow exists in the world, of a giant ox-man who is the source of earthquakes. It is said that some of them are so beyond us lesser creatures that to merely witness them can drive a man insane. And the devastation of the Jade Disk of Hé by the Beast of Calamity supports this notion only too well.

As unique as each Beast is, their view of the various humanoid species in the world varies widely -- some consider them annoyances or minor parasites, others pleasant distractions from their long-lived boredom while some are barely even cognizant of the fact that there such lesser beings exist.

Luckily, since a long time ago, most of the Great Beasts reside in their own pocket realms and are content to stay there, so direct interaction is very rare. Nonetheless, a number of primitive religions have existed throughout the ages with varying success -- it is true that many of them are able to grant supernatural gifts, or even the ability to channel their energies into proper forms of magic, so their followers have some legitimacy. Rare is the Great Beast that does not demand a price for such imbuements -- whether that is loyalty, free will, soul and body depends on its nature.

He Shi Bi - The Jade Disk of Hé (occasionally used short form: 'Hé', also known as: Kashi-no-heki)

Little is known about the true history of the almost legendary continent He Shi Bi, which many tribes scattered throughout the world claim as their origin. Between similarities in tales and lore, the generally accepted version has become as such:

The inhospitable continent to the far east known as He Shi Bi, whose blackened, charred and generally corrupt surface makes it nigh-impossible for most living beings to survive for any appreciable amount of time, was once a very advanced civilization. With a variety of different cultures that developed due to its size and geographical factors, it was known for periods of intense warring in its early days, but was eventually united under the Hé Dynasty, who soon after their rise came to be considered as living gods.

Under their guidance, advanced methods of agriculture were introduced and the arts had a sudden renaissance: ancient paintings, carvings, furniture or even literature from Hé are still considered priceless all over the world. Both their magic and means of war were as exotic as they were intricate.

This is generally accepted as true, though there are strong voices that suggest that cultural nostalgia may be exaggerating the positives. After all, He Shi Bi is as 'dead' as an entire continent can possible be. The story of its destruction goes like this:

A thousand years ago, when the Great Beasts still walked the lands, the Jade Disk of Hé became the battleground for their greatest conflict. The Beast of Calamity, sometimes called the Great Dragon (though it is said that it is not actually a dragon as per our understanding of the term), fought against six other of the Beasts who sought to contain its evil rather than let it destroy the world. It it said that they did destroy it, but that its death forever turned Hé into a scar upon the face of the world, with untold numbers of the population losing their lives -- most who survived fled and became nomads and wanderers, though some smaller civilizations sprung up on the less-affected islands around Hé.

Those humans who bear the features associated with this heritage are called 'The People of Hé', though they may of course count themselves as any nationality. Generally, those who emigrated to the Western Continent are looked down upon by members of those new cultures who remained on the islands. Nonetheless, many human peoples across the world have some small quantity of Heian blood in their veins.

VonDoom
2012-11-25, 04:19 AM
@C'nor
Let me check that again ... yes, as you implied, those really are questions you should be asking the army characters rather than me.

Kasanip
2012-11-25, 04:20 AM
READY FOR INSPECTION


Yfa Keter Ain, Peacekeeping Special Liaison (国際連盟平和維持活動連絡), Ambassador Extraordinary and Plenipotentiary (特命全権大使), Major of Lynks Military Special Forces(少佐)
Race: Lynks
Age: 22
Affiliations: 
(To be ranking of loyalty:)
Lynks Federation Military Special Forces (少佐Major)
Lynks Federation Special Foreign Affairs Division (Ambassador Extraordinary and Plenipotentiary)
International League (Special Liaison): Dauphane Peacekeeping Observer

Physical Description:
To be 165 cm, with dark brown hair, and a beautiful tail and noble ears, Yfa is to be a Lynks of strong athletic shape. She wears an energetic and confident expression and has gray eyes that are calm and do not miss.

The uniform of Lynks military style is unusual for most humans, who have rarely seen this race and very rarely the military, and with such a difference, the relaxed and indifferent expression for her appearance can be such an [exotic appeal].


http://i1015.photobucket.com/albums/af275/umbrellako2/rinkusumaik.jpg


When it is time for working, it is to wear this Tiferet armor uniform style, but she certainly likes to try the strange and exotic human clothing fashion cheerily in free time.

Of course to wear Ie=ga device on her arm.


Personality:
Cheerful, thoughtful, sly and cunning, she carries a noble and almost carefree attitude, and to be professional and courteous.

She is a commando and spy and cunning manipulator deep inside, but is also very curious about the culture in this exotic place. She is such a Jekyll and Hyde, to be [happy-go-lucky] and curious and naive and enjoy, but to change to professional and cunning elite soldier.

History:
All Lynks who are older than 10 remember the cataclysm that destroyed their homeland and turned it to desert. Yfa remembers, to have been evacuated from her school, and never could return to her home. It was 2 weeks before she could be reunited with her parents. In the changes after evacuation, like most Lynks, she began military life, being 10 years old. And she has served and trained in such a way for 10 years, excelling at special forces work. Because being promoted to Major, she has been a strong asset to the Federation, so request to retire was refused by the government.

With the formation of the new International League, Yfa was transferred from Combat and Training with Special Forces, to the newest department, of [Peacekeeping]. Because the International League cannot agree often between nations about this role, but to believe it is important, Lynks have taken this role, and are paid. For most countries, this is a good system, so they don't have to use their soldiers, or worry about enemy nation soldiers to use their troops.

For the Lynks, who have lost homeland, their power of politics survival is such a question, how to use military power and politics effectively. For Lynks to assume International Responsibility, and for Lynks who are searching for a way for ensuring their continuing survival, Yfa is in such an important and interesting position. She is not an expert on humans, however.

As such, she has arrived recently to the new Permanent Mission of Lynks Federation in Dauphane with Special Forces Elite Gevurah Company for Peacekeeping mission.

Gevurah Company
The Gevurah Company is an Elite group of Lynks Special Forces. On special assignment, they are the first unit to be used under the new International League Peacekeeping Program. Gevurah Company is led by Yfa Keter Ain, who also happens to be the Ambassador Extraordinary and Plenipotentiary. It is not known by other governments, but it is not a coincidence too, that Yfa Keter Ain was the command officer for Gevurah Company before coming.

Now, their mission is such a patrol and guard embassy. Because mission is observation, it is not permitted to use weapon right now.

Advantages:



Lynks Race

Agility I (common) - Lynks are very agile and graceful
Perception I (common) - Lynks hearing and eyes are superior to humans, especially at night. Though their vision isn't as far as elves, it is said Lynks hearing is better.
Allure I (Rare) - It is very rare to see Lynks for most races. Because of culture differences and clothing style, she can be alluring.


Elite
Profession: Soldier II (common) - Yfa is very experienced in combat as well as vehicles, tactics, and equipments.
Armor Specialist [Light] I (uncommon) - The Tiferet uniform and ie=ga device are included in this advantage.


Epoch Maker
Charisma I (common) - It can be said, she is beautiful and has charm and ability to inspire.
Cunning II (common) - Yfa is sharp and sly and is good planner.
Leadership I (common/special) - To lead Permanent Mission, is Ambassador Extraordinary and Plenipotentiary, and also experienced special forces Major.




Story Elements:
Lynks:



http://i1015.photobucket.com/albums/af275/umbrellako2/lynksrenpou.jpg
A cunning and agile race of cat-like beast-women. They are very cunning, agile, and technologically advanced of especially airship and motor technology. They were a fearsome [world power] until a great disaster 10 years ago. Their homeland of Atziluth was turned to desert. Now to be nomad mostly, organized in the in the airship and hovercraft [Lynks Fleet] and search for new land to claim. Every Lynks serves properly in some role of this socialist system. For Lynks their people are in very difficult situation, so it is [mandatory military service] and many also act as merchants to support the Federation.

About Lynks
Lynks are in general slightly shorter than humans on average, a tall Lynks would be 170cm. They call into this adult range of around 155-170cm. Eye and hair color to follow Cat styles, though rare big-cat ones (like tiger/jaguar/etc) do exist.

Lynks lifespan to be until 50 years of age, shorter than the other races, though they tend to not lose physical condition until their last year, and such is a sign that they are dying.

Lynks Culture
The Lynks are long descended from an ancient culture that followed a tribal tradition until organized into the federation about 1,000 years ago. They are credited in using one of the oldest written languages in the world- Tsumekeimoji [clawform].

Originally written with their claws but now written with pen, it is a complex and very difficult language to read.

In addition to their written language, the Lynks spoken language has 4 tones and accompanies a body language of Ear and Tail gestures that convey basic emotions and information. As such, Lynks only use hand-gestures or "human-like gestures" when particularly trying to imitate it.

Due to their long dominant history, the Lynks are a proud people who value technology. Their position at the head of technological advancement in many fields is what has provided them with dominance for centuries. But they tend to be magnanimous and self-effacing, if only in a way that hides their feelings.

Now that they have lost their homelands, many Lynks have left their people to serve as the [Merchant Fleet], to support the [Grand Fleet of the Lynks Federation] and the refugees by making money.

There is the unspoken fear that a new homeland cannot be found, and that eventually the strains of keeping the refugees together will require more and more merchants until the federation dissolves into a diaspora. Top Secret Analysis indicates this fate may be as soon as one decade away, depending on international pressures. The victory of the Torun States have turned this human empire into region power, and if they are able to consolidate over the region politics, pressures against the Lynks could erase them of needed supplies (especially medical and food), and cause Lynks to surrender without a fight.
However, it is possible that the Lynks will instead refuse to accept such a collapse of their civilization, and instead target a weaker country to attack. But the longer delayed, the longer the humans and other races have to neutralize their military.



Lynks Federation:
The Lynks race government. To be a council and rule of a [socialist] style. Rules from the [Great Fleet], to be the surviving most of the Lynks people. Ambassadors and tribe people are sent to other nations. Because of power and technology of Lynks, they were once very fearsome, but after disaster when homeland Atziluth was turned to desert 10 years ago, to be a waning strong power. Still to have some political influence, but even if military is fearsome, relying strongly of trade negotiation. Because of their political situation, to be good mediators, but some are afraid Lynks are only trying to stabilize and find a weak target, to take land for their own.

The 3 Missions of the Lynks Federation:
1) Ensure Survival of Lynks People
2) Make a Harmonious World through Any Method To Ensure Disaster Doesn't Repeat.
3) Maintain Superiority of Lynks People

Formation of International League
After the last terrible war, and the devastation of the Lynks's homeland before, it was decided to try to make more peaceful international relations. Now all nations can send ambassador together to the International League to talk. Also to be first attempt of [Peacekeeping Observer] in some places. Though it can't be agreed of many nations about this, so [Lynks Special Forces] to perform this role currently in small capacity, to provide a neutral observer group.

Resonance and Crystal [Yesod]: "Supposed Lynks Magic"

Discovered by the Lynks in their homeland Atziluth, this is a pearl-like crystal that grows in giant clam. The crystal makes a resonance like [radio wave], that can be manipulated, if constructed properly. Lynks alchemy tradition has developed from using this as [magic] to become the scientific word [technology]. Somehow, it is between such ideas. Especially this resonance field is used for [Reinforce] style of construction, like Tiferet Armor, or for airship and Ie=ga device.

Because it was harvested from giant clams, it is thought that some native animal species may have this kind of Resonance field or even to manipulate like magic, but Resonance is directly tied to the crystalline structure Yesod is only known use.

The Lynks have adapted this crystal structure to use in many of their technology. It's use is very bizarre and such a complex Lynks device, that often to just be thought of as [Lynks Magic], and so it is thought that Lynks are skilled at such an object [enchantment]. It is the manipulating of such a Resonance Field, that the [Ie=ga] can function, to store items in such a [pocket dimension].
On large size, it is used to store food and supply in the airship fleet, and the resonant fields can generate power. Many uses have been found by the Lynks for this, but after their homeland was destroyed, Yesod has become very difficult to find.


Radio:
One of the most important inventions in communication, the Radio was invented by the Lynks, who kept it a secret technology from the rest of the world. The radio has been used very strongly to unify and instruct the Lynks people, as well as strongly contributed to make their military fearsome.

However, after the disaster, some scavengers managed to acquire a living civilian radio, and in the last 10 years it has spread to the rest of the world. While the Lynks have more advanced military models, it can be said that the difference in only about 5 years apart.
While other races use a large backpack radio, the Lynks have headsets for their troops, with a short range transmitter on their Ie=ga Device. It is thought the range is maybe 10 kilometers.

Other uses of radio for humans and and other races have been for [broadcast] entertainment, sports, and news for civilians. The Lynks think this is amusing. It is widely thought that Lynks don't use radio in this way. One theory is that they didn't invent radio tower, but aimed to [miniaturization technology]. Another theory is that the giant airships of their fleet also function as radio towers.

Ie=ga Device and Tiferet Armor
While the tool-belt is the standard of equipment for humans, the Lynks use a set of technological devices built into an arrangement to be accessed easily on the arms. Like a tool-belt, it contains many useful items under an ornate and decorated lightweight mithril armor that can even defend against small arms bullets. Using crystal resonance field, the Ie=ga can store small items in such a [pocket dimension], making such a pocket on uniform unnecessary.

The clothing style of Lynks is for [practical use]. Often to be [accentuate form] style, it is to allow agile and flexibility. It can be said that cultural difference, and not embarrassing, but maybe surprising for other races. Such a uniform is to also be Yesod crystal and mithril weave, and to take 200 hours to make. It can be said to be the best [Light Armor] in the world.

Because Lynks soldier has such a strong equipment and training, it is not surprising why they were a terrifying world power.



Mithril:

Mithril is a rare and very strong and light silver metal-like glass. It can be said that it is only found in volcanoes or such an [obsidian] area. If alchemists study about transforming copper into gold, then blacksmiths dream of mithril, which is like copper but worth more than gold and steel. Especially now, after many horrible wars and disasters, mithril is very rare and very expensive.

Mithril armor is probably the best light armor, except for the Tiferet Armor the Lynks developed, combining [Yesod Resonance] technology with a special construction technique they have never shared. Of steel bullets, mithril armor can stop close range 9mm.
If a new source of mithril was found, it could make the company very wealthy.

Also can be called orichalcum by some people. (Thank you Tebryn for Story Element!)

daelrog
2012-11-25, 05:39 AM
I was under the impression a number of characters were accepted in the recruitment thread. Is that so, or are we waiting an extra day or two to find out and let the start of the story get set up first?


Also Dark, I'm planning on having Ollin have a meeting with Klaus once again petitioning to have some of his restrictions loosened. I wanted to get your input though, on whether Ollin would have the pull to actually meet with Klaus, or if he'd be showing up without an appointment? Geeting denied to speak with Klaus is an option too.

VonDoom
2012-11-25, 05:58 AM
I think Dark just nabbed the old table and didn't get around to fixing it yet. It's a bit difficult to locate stuff on the board these days, without the search function.

The_Snark
2012-11-25, 06:22 AM
Okay, Aimée should ready for inspection (http://www.giantitp.com/forums/showpost.php?p=14157046&postcount=267). The details of how she went from injured and alone in enemy territory to arriving as part of a Lynks diplomat's entourage have been left out for now, partly because that part bogged me down while writing and partly because it doesn't matter that much. We'll find out in play!

I've tentatively decided to drop the Reputation advantage in favor of Allure; although it could work, fame doesn't strike me as something that absolutely demands an Advantage. Not when you have sufficient Charisma and so on to represent it, anyway...

Swordslinger
2012-11-25, 07:02 AM
I’ll post my character on the wiki once it is up.

For color I’ll claim Dark Slate Gray.

GuyFawkes
2012-11-25, 10:49 AM
My character post (http://www.giantitp.com/forums/showpost.php?p=14234823&postcount=801) for further inspection. Didn't really change much, maybe I'll add another SE.

Starsign
2012-11-25, 05:29 PM
I notice some people outside of mods are already posting. Would I be allowed to start posting too or would I need to wait until I have official approval with Indall? :smallsmile:

Xondoure
2012-11-25, 05:40 PM
I believe there is a table on the recruitment thread with approvals. If you're checked off there you're good to go. If you're not then let us know.

Snark: You're approved. I think I speak for the rest of the mods on this as well.

Also, the Neutral Zone was created as a hub for PC interaction (due to the falling out of Techno's jazz lounge.) So feel free to bring your character down for a drink, a conversation, or simply to listen to the music. Credit goes to Jade for the name (and general concept.)

Starsign
2012-11-25, 05:45 PM
I believe there is a table on the recruitment thread with approvals. If you're checked off there you're good to go. If you're not let us know.

Might you know which page that is? I think I was approved but I don't want to jump the gun on that and I can't remember for the life of me which page the most recent table for approvals are among the 30+ pages. :smallredface:

Xondoure
2012-11-25, 06:00 PM
Might you know which page that is? I think I was approved but I don't want to jump the gun on that and I can't remember for the life of me which page the most recent table for approvals are among the 30+ pages. :smallredface:

As it happens, DM just managed to locate it. See Opening Post.

Starsign
2012-11-25, 06:06 PM
As it happens, DM just managed to locate it. See Opening Post.

Ah, thank you DM! :smallbiggrin: Finals are coming up in about 2 weeks for me so I will likely be slow to post, but I will try to get one in tomorrow night if I have time.

DJ, when you see this, you think Gustant might invite Indall to The Neutral Zone? She probably wouldn't have much interest without a little suggestion and I'm sure that would be a great place to meet Ollin if daelrog would be up for that. :smallsmile:

Xondoure
2012-11-25, 06:23 PM
Speaking of Ollin, Claus is looking for an investor. :smallamused:

Mathemagics
2012-11-25, 09:47 PM
Had the misfortune of having to take a +12 hour car drive on the day this started, so haven't gotten to read any of the IC stuff yet. I'll work on putting together my opening post sometime tomorrow.

That being said, any Chuuten staff who might want to collaborate on that a bit? I was thinking of something like Caitlin arriving in Auveragne then either going straight to meeting with Mikado or waiting around for her appointment slot (and completely confused by the purpose of it) and happening across some of the other people in that faction.

A Rainy Knight
2012-11-25, 09:52 PM
Had the misfortune of having to take a +12 hour car drive on the day this started, so haven't gotten to read any of the IC stuff yet. I'll work on putting together my opening post sometime tomorrow.

That being said, any Chuuten staff who might want to collaborate on that a bit? I was thinking of something like Caitlin arriving in Auveragne then either going straight to meeting with Mikado or waiting around for her appointment slot (and completely confused by the purpose of it) and happening across some of the other people in that faction.

The IC stuff posted by the Chuuten folks so far actually has a situation that Caitlin could walk right into - she's apparently arrived at the building, and Rydusk is greeting her.

Tebryn
2012-11-25, 10:10 PM
Had the misfortune of having to take a +12 hour car drive on the day this started, so haven't gotten to read any of the IC stuff yet. I'll work on putting together my opening post sometime tomorrow.

That being said, any Chuuten staff who might want to collaborate on that a bit? I was thinking of something like Caitlin arriving in Auveragne then either going straight to meeting with Mikado or waiting around for her appointment slot (and completely confused by the purpose of it) and happening across some of the other people in that faction.

We are, in fact, waiting for you with open arms with just such a scene.

Mathemagics
2012-11-25, 10:10 PM
Ah good to know. I'm catching up on the IC now but I don't think I can pull together the brainpower tonight for a post lol. Tomorrow for sure though.

Also I think I'll go ahead and claim Light Blue for Caitlin's speech color if that's alright.

(Unless it's difficult for some people to read against the white background, in which case I shall opt for Cyan as my second choice?

daelrog
2012-11-25, 10:14 PM
Speaking of Ollin, Claus is looking for an investor. :smallamused:

I'm working on my first post now. It's going to be the morning of the 29th. I'll have Ollin stop by the Neutral Zone.

Tebryn
2012-11-25, 10:32 PM
Ah good to know. I'm catching up on the IC now but I don't think I can pull together the brainpower tonight for a post lol. Tomorrow for sure though.

Also I think I'll go ahead and claim Light Blue for Caitlin's speech color if that's alright.

(Unless it's difficult for some people to read against the white background, in which case I shall opt for Cyan as my second choice?

Cyan is pretty bright. Light Blue looks fine on my monitor resolution.

GuyFawkes
2012-11-26, 12:33 AM
Laslo will speak in Gunmetal Grey, otherwise known as black-but-not-quite.

As for my last SE, I'm thinking of having some sport that is famous all throughout the world, or some competitive event that is held in the city.

Jade_Tarem
2012-11-26, 01:05 AM
Laslo will speak in Gunmetal Grey, otherwise known as black-but-not-quite.

As for my last SE, I'm thinking of having some sport that is famous all throughout the world, or some competitive event that is held in the city.

May I suggest the noble game of Headbrick (http://www.smbc-comics.com/index.php?db=comics&id=2778)?

GuyFawkes
2012-11-26, 01:42 AM
Ah, is that what they call American Football nowadays?

ChrisClark13
2012-11-26, 02:33 AM
I'm kinda waiting for the wiki to get made over here. Well, I think I'll actually get working on my finished character before it goes up. hehe

Ya know, instead of after it goes up.

Xondoure
2012-11-26, 04:11 AM
Claus is going to show up as Ollin is given his cup of coffee.

@Everyone else: I've left a nice little 40 minute chunk to talk to anyone who might show up on the 28th. Additionally, Claus could well have been at the bar a while before his opening scene, so there is time there too.

DJDeMiko
2012-11-26, 09:11 AM
Was gone for thanks giving weekend, will get an IC post up soon.

It looks like most of the easily read colors are taken so So Bold Purple it will be.

Starsign
2012-11-26, 09:15 AM
Okay my post may be later than expected, it'll probably be Tuesday due to my busy Monday schedule. Apologies to both DJ and daelrog for the inconvenience.

I'll use Italicized Gray for Indall if there are no issues with it.

DJDeMiko
2012-11-26, 10:06 AM
Do we have a city map yet?

Until then I'm going to throw out meaningless street names :)

Jade_Tarem
2012-11-26, 12:59 PM
I don't believe we've ever had a city map in the history of Playground games, partly because the city is of (somewhat) indeterminate size and filled with grey areas that are not clearly defined yet. So far we have the following facts established about Dauphane:

1. Dauphane is surrounded by a relatively round defensive perimeter, with an indeterminately shaped mountain range nearby, though the city is not very 'hilly.'
2. Two supermassive (think interstate-sized) highways run through it on an almost perfect north-south and east-west axis, respectively.
3. There is a major zeppelin tower and airfield at the south end of the city.
4. The highest point in the city is very close to the middle, on a rise up in one of the forks in one of the three rivers that run through it. Fort Dauphane, the highest building in the city, sits on that point.
5. Refugee camps and slums tend to be located just within the defensive perimeter. The industrial portions of the city tend to be located just inside the ring of refugee camps.
6. A working railway system operates inside the city and connects Dauphane to the outside.
7. Somewhere toward the middle of town, Chuuten Corporation has set up its headquarters, which is the second tallest building in the city and has a few ancillary buildings surrounding it. While their research and testing might go on there, any heavy production presumably takes place in one or more factories in the industrial district, although I'd have to get VonDoom to verify that last part.
8. One of the refugee camps is called "the Bends."
9. Dauphane's sewer system is not designed with daring escapes and ease of infiltration in mind. Dauphane's ancient catacombs, however...
10. Somewhere in the central part of the city is a bar called the Neutral Zone, where weapons and magic use are forbidden.
11. Other things exist in the city too, but their locations within town are not explicitly stated to my knowledge. Indeed, so far for districts we have "Central," "The Bends," "The Perimeter," "The Industrial Band," "The Lynks Fleet," and "Every Other Refugee Camp," so there's plenty of room to add entirely new districts if need be.

Elricaltovilla
2012-11-26, 01:04 PM
FOR FINAL APPROVAL

Name: Eirik Goff, Bulldog
Race: Ogre
Age: 37
Affiliations: Hellhounds, Clive's Speakeasy

Physical Description

Eirik is a giant of a man, or he would be if he was a man. An Ogre through and through, he fits his people's stereotypes to a disturbing degree. Eirik stands at seven and a half feet tall and over three hundred pounds in weight. He has dark hair and beady eyes. His people's characteristic black tusks and knuckle spurs standing out against his deeply tanned skin.

Eirik prefers to dress as finely as he can afford to, and considering his intimidating presence and interest in criminal activity, he can afford to dress pretty well. He favors dark colors and silver or white gold jewelry when possible.

Personality
Eirik looks like a typical Ogre, he talks like a typical Ogre, he fights like a typical Ogre, but he doesn't think like a typical Ogre. Eirik is an Ogre of unusual cunning and ambition. He indulges in the stereotypes surrounding his race and uses them to his advantage in order to secure the life of indulgence and plenty he desires.

Eirik highly values tests of his physical ability. He greatly enjoys his job as a legbreaker for the Hellhounds, and uses the job as a chance to practice for his amateur boxing career. The fact that he can only get into illegal or underground fights does not change this dream.

History

Ogre families are somewhat uncommon in Dauphane, and usually end up working in low class jobs with lots of physical labor and little chance for improvement. Their one consistent shot at a better life is in crime, something that Eirik's father felt was a bad choice, but one that Eirik took to with gusto. Eirik was recruited from his first ever boxing match, where he killed his opponent with one punch, to serve as a legbreaker/enforcer for the Hellhounds and he hasn't looked back. It's been three years now, and Eirik is ready to move up in the world.

Advantages:

Strength II (common): He's big and mean, and he hits like it too. Some boxing training combined with his natural physique makes Eirik a dangerous combatant in close quarters.

Toughness II (common): Like most Ogres, Eirik can take a punch as easily as he can land one.

Cunning I (common): Eirik isn't educated, but he is clever and good at keeping an eye on things.

Martial Training I (Uncommon): Boxing. Eirik is an amateur boxer and although not very experienced, he is talented.

Profession: Mafioso I (Common): Eirik is a low level mobster involved with a gang known as the Hellhounds.

Leadership I (Common): Eirik is at least competent enough to boss around a few of the other members of the Hellhounds, and big enough that he could probably boss around a few more.

Glamer I (Common): See Story Elements. Like most Ogres, Eirik has at least a basic understanding of Glamer, the ability to influence others with your voice.

Natural Weapons (Uncommon): Knuckle Spikes. All Ogres have knuckles spikes that make their fists hit harder and do more damage. Eirik uses them in bareknuckle boxing.

Story Elements

Ogres
Ogres are primarily seen as very big and not particularly bright. Becuase of their aggressive tendencies and intimidating size they are often the subject of persecution and typically viewed as criminals or undesirables. Ogres have black teeth and protruding tusks, as well as hardened spurs on their knuckles that can give their punches some extra oomph.

Gameplay wise, almost all Ogres have at least Strength I and Toughness I as well as Natural Weapons I (either tusks or knuckle spikes), with many also having at least Glamer I, as part of their cultural secret of influencing people.

Glamer
Glamer is a skill that many Ogres have that allows them to subtly alter their appearance to make themselves more or less intimidating, change their physical features to a degree or cause a particular emotional reaction from anyone seeing them. Although all Ogres possess the "talent" not all use it or develop the skill.

Mafia

Criminal gangs roam the streets of Dauphane and other cities, dealing in drugs and magic, engaging in illegal fighting activities and running weapons for one group or another. They often run speakeasies and gambling clubs in addition to their other activities.

FaerieFruits
FaerieFruits are any of a number of different plants, fruits and other organic substances that have psychoactive effects. Its tough to tell what any individual FaerieFruit is going to do to a person, but they are known to be addictive and very illegal. Typically they are ground, mashed or boiled and then served as a drink.


And I'll be taking Sienna for his speech color, I guess.

Tebryn
2012-11-26, 03:59 PM
@Daelrog: My character has been tasked to sneak in to Ollin's mansion and drop him a letter unnoticed. Would you like me to roll for Stealth?

TechnOkami
2012-11-26, 04:04 PM
...is it bad that I want to play Murdok again because Mikado (former character of Playground IV) is in this game? Rest assured, I won't, because Murdok would stick out like a sore age past compared to the highly industrialized gun-toting warfare compared to his sword.

Tebryn
2012-11-26, 04:12 PM
...is it bad that I want to play Murdok again because Mikado (former character of Playground IV) is in this game? Rest assured, I won't, because Murdok would stick out like a sore age past compared to the highly industrialized gun-toting warfare compared to his sword.

No, I quite liked Murdok.

Starsign
2012-11-26, 04:14 PM
...is it bad that I want to play Murdok again because Mikado (former character of Playground III) is in this game? Rest assured, I won't, because Murdok would stick out like a sore age past compared to the highly industrialized gun-toting warfare compared to his sword.

And a reptilian who uses a walking stick that transforms into a sword doesn't stick out? :smallwink::smalltongue: (though Indall is more of a "run away or fight dirty" kind of person)

But seriously, if you want to play Murdok again, I've got no complaints. We already have Rockscales who are technologically in the Neolithic era. I don't think giants with blades will be that problematic. :smallsmile:

TechnOkami
2012-11-26, 04:17 PM
And a reptilian who uses a walking stick that transforms into a sword doesn't stick out? :smallwink::smalltongue: (though Indall is more of a "run away or fight dirty" kind of person)

But seriously, if you want to play Murdok again, I've got no complaints. We already have Rockscales who are technologically in the Neolithic era. I don't think giants with blades will be that problematic. :smallsmile:

Oh, it was playground 3? My bad.

Eh... I'd rather not use Murdok. If anything I was joking (but I guess it didn't come across as such :smalltongue:). To me, at least, Murdok clashes too much with the setting.

Tebryn
2012-11-26, 04:27 PM
Oh, it was playground 3? My bad.

Eh... I'd rather not use Murdok. If anything I was joking (but I guess it didn't come across as such :smalltongue:). To me, at least, Murdok clashes too much with the setting.

More than a shamanistic order of magical assassins, a tribe of elves from the frozen tundra wrapped in furs and savage lizardpeople?

TechnOkami
2012-11-26, 04:30 PM
More than a shamanistic order of magical assassins, a tribe of elves from the frozen tundra wrapped in furs and savage lizardpeople?

D-dunquestionmehahdonwanna.

Seriously though, I don't want to use him.

DJDeMiko
2012-11-26, 04:35 PM
Can I ask that we put our names (and those present) in a scene at the top of the post.

There are SO many characters and its hard enough to learn the character and try to remember the player the character is attached too :)

I think VonDoom's post is a good example of how to make my ability to follow the story that much easier.

Jade_Tarem
2012-11-26, 05:41 PM
Can I ask that we put our names (and those present) in a scene at the top of the post.

There are SO many characters and its hard enough to learn the character and try to remember the player the character is attached too :)

I think VonDoom's post is a good example of how to make my ability to follow the story that much easier.

Alternatively, we could write with clear enough descriptions of the activities in our prose that labeling each character in every post isn't necessary. :smallannoyed:

DJDeMiko
2012-11-26, 05:50 PM
Alternatively, we could write with clear enough descriptions of the activities in our prose that labeling each character in every post isn't necessary. :smallannoyed:


It was just a request :P No need for small annoyed face. As long as I know whose who I will be happy :) Especially as we have a few players with multiple pcs/npcs.

Nefarion Xid
2012-11-26, 05:56 PM
The wiki is up!

http://playground-v.wikia.com/wiki/Playground_V_Wiki

You'll notice it's rather empty. That's because you'll need to add your own character profile and relevant story elements at your nearest convenience. For PCs, please use the format and styling found under Example Character.

Mathemagics
2012-11-26, 07:14 PM
What's the ruling on referring to other characters by name if our character doesn't know them? I'm not talking about what is said or thought, since that is of course out. But for example IC, Caitlin doesn't know that the person in the elevator with her is named Rydusk. Should I then refrain from using his name for any sort of descriptions, physical actions, that sort of thing in my whole post?

TechnOkami
2012-11-26, 07:22 PM
What's the ruling on referring to other characters by name if our character doesn't know them? I'm not talking about what is said or thought, since that is of course out. But for example IC, Caitlin doesn't know that the person in the elevator with her is named Rydusk. Should I then refrain from using his name for any sort of descriptions, physical actions, that sort of thing in my whole post?

That sounds about right. Treat your character like he/she doesn't know that person, and have them act accordingly.

BladeofObliviom
2012-11-26, 07:25 PM
What's the ruling on referring to other characters by name if our character doesn't know them? I'm not talking about what is said or thought, since that is of course out. But for example IC, Caitlin doesn't know that the person in the elevator with her is named Rydusk. Should I then refrain from using his name for any sort of descriptions, physical actions, that sort of thing in my whole post?

You can use his name in OOC text like actions. Just don't use it in dialogue before being actually introduced or else you've created a time paradox. :smalltongue:

Xondoure
2012-11-26, 08:22 PM
As has been pointed out by Techno himself, Murdok wouldn't really fit. Doesn't mean you couldn't include him, but it'd probably be better to mesh with the setting.

Nor do ancient assassin orders and lizardfolk with swords. But then, both of you intend to make a point of that (unless I'm very much mistaken) and themes are closer to guidelines since this is supposed to be an environment where people can play what they like. :smallsmile:

Nefarion Xid
2012-11-26, 08:22 PM
On a related note, acting on metagame knowledge is not only frowned upon, but you'll likely be asked to edit your post if it's terribly obvious or flatly impossible. Now, to see if your character knows something about or kind uncover secrets on another character, you might make a roll involving Perception, Intelligence, Cunning and related advantages. Of course, it's up to the target player to tell you if your roll is good enough to learn anything. It's all highly circumstantial and a matter of good form and fair play.

But, of course, you can reference other characters by name in your posts. Matter of fact, it's helpful to everyone else to be as clear and direct as possible. "The man with the white aviator scarf" is ambiguous (though accurate), "Harvey" isn't.

Tech - Play a fighter pilot!

daelrog
2012-11-26, 08:29 PM
@Tebryn: No need to roll. Besides a tall wall and a locked door, there's nothing particularly fancy about Ollin's security.

ChrisClark13
2012-11-26, 08:33 PM
for the life of me I can't figure out a good last name for my character.

His first name is Grei and... I'm considering grabbing a last name from Guild Wars 2 actually, but I just wanna see if anyone's got anything I can use real quick.

A Rainy Knight
2012-11-26, 08:48 PM
Not sure if this'll strike your fancy or not, but a lot of times I'll hit up a random generator (http://www.namegenerator.biz/last-name-generator.php) for a while and see if it comes up with any names that sound nice to me.

ChrisClark13
2012-11-26, 09:35 PM
Not sure if this'll strike your fancy or not, but a lot of times I'll hit up a random generator (http://www.namegenerator.biz/last-name-generator.php) for a while and see if it comes up with any names that sound nice to me.
(Note: My brain is derping, tired, disregard any excessive silly)

Thanks, I've come up with Grei Ironwolf with the help of the generator. (Got Grei Rockette out of it then I went to Rockdog then to Rockwolf then Ironwolf)

Now to FINALLY submit him all proper like to this game!

Also, I'm wondering on how to best organize the Advantages Index and possibly link to it from my character page.

{{Advantage| }} templates? I'm great at templates! Just not sure sure everyone else'll be great at using them though, or even with Source mode.

Edit: Nah, no templates. I think I possibly scared people away from the LoC wiki with my love of Templates.

GuyFawkes
2012-11-27, 01:23 AM
I remembered Xondoure's earlier character concept so I came up with this Story Element, for approval.

Motorsports

Since the invention of the engine some decades ago, the desire to make vehicles go faster and faster drove engineers to create more efficient and powerful engines. Enthusiasts though saw it simply as a means to fuel their need for speed.

It started with informal events between young nobles, then around two decades ago, the International Racing League was formed. It began with private automobile owners racing among themselves, which then spread to automotive companies themselves creating teams to compete in the races. After the war, governments saw the League as both a research opportunity as well as showcasing technological advancements.

Dauphane boasts the oldest and one of the largest racing circuits in the world, the Lepante Racing Complex. It was converted from old horseracing circuits, which then expanded to a large racing complex, with different sections for different motorsport races. It also serves as one of the venue for the annual World Grand Prix, the most prestigious racing event in the world.

Tebryn
2012-11-27, 03:06 AM
@Tebryn: No need to roll. Besides a tall wall and a locked door, there's nothing particularly fancy about Ollin's security.

Well, figured I'd ask at the very least.



Nor do ancient assassin orders and lizardfolk with swords. But then, both of you intend to make a point of that (unless I'm very much mistaken) and themes are closer to guidelines since this is supposed to be an environment where people can play what they like. :smallsmile:

I intend to with my character, yes.

VonDoom
2012-11-27, 07:00 AM
Tebryn -- since the Great Beast my character used to be a seal mechanism for is the one who was (inaccurately) also called 'Dragon', it'd be more appropriate to refer to Mikado as the Priest, even if he no longer holds that role.

Starsign
2012-11-27, 11:48 AM
If anyone finds Indall's slithering annoying, too odd, or otherwise a bother to read, please let me know. I can go remove that trait of her's if it's a problem for some people.

EDIT: Decided to remove the slithering.

Elricaltovilla
2012-11-27, 04:51 PM
I'm having a difficult time trying to figure out how to introduce Eirik to the game... usually I'm not this badly writer's blocked. Any suggestions?:smallfrown:

Tebryn
2012-11-27, 05:01 PM
I'm having a difficult time trying to figure out how to introduce Eirik to the game... usually I'm not this badly writer's blocked. Any suggestions?:smallfrown:

Hit up the Neutral Zone? Good place to meet characters it seems.

ChrisClark13
2012-11-27, 06:02 PM
Grei Ironclaw (http://playground-v.wikia.com/wiki/Grei_Ironclaw) ready for Inspection!

Starsign
2012-11-27, 07:09 PM
I'm having a difficult time trying to figure out how to introduce Eirik to the game... usually I'm not this badly writer's blocked. Any suggestions?:smallfrown:


Hit up the Neutral Zone? Good place to meet characters it seems.

I agree with Tebryn. Indall and Gustant will be making their way over there too in case you want to meet with the Bends' leader, who's a fellow gang leader (or rival if a gang war ever breaks out :smallbiggrin:)

VonDoom
2012-11-28, 12:15 PM
DJDeMiko, please use quotation marks with colored dialogue as well. Color is not a replacement for those.

Mathemagics
2012-11-28, 08:06 PM
Minor point of confusion... but in the IC, did Eirik just bet the redhead would lose, followed by said redhead losing, and then Eirik paying up as if he lost his bet...? :smallconfused:

Elricaltovilla
2012-11-28, 08:15 PM
Minor point of confusion... but in the IC, did Eirik just bet the redhead would lose, followed by said redhead losing, and then Eirik paying up as if he lost his bet...? :smallconfused:

Dammit, you're right. I got confused because I was working on multiple things at once.

ChrisClark13
2012-11-28, 09:06 PM
Not new page but, Grei Ironclaw (http://playground-v.wikia.com/wiki/Grei_Ironclaw) is ready for Inspeeecctiiiooonnnnn and stufffff!

Xondoure
2012-11-29, 12:11 AM
Well, the only thing that really jumps out at me, is why a humanoid wolf species would be so massive in comparison to humans. Stronger sure, but generally speaking wolves are not human sized. It seems a little odd that wolf + human = giant beast. Bears sure, but not wolves.

/pet lycan peeve

ChrisClark13
2012-11-29, 12:15 AM
Well, the only thing that really jumps out at me, is why a humanoid wolf species would be so massive in comparison to humans. Stronger sure, but generally speaking wolves are not human sized. It seems a little odd that wolf + human = giant beast. Bears sure, but not wolves.

/pet lycan peeve

It's not just wolf + human = kyalt, it's big wolf + human = kylat. Especially when you get to the really big ones.

I'm thinking that kylats used to be humans in ancient times and they made a pact with a Great Beast, cast a magic spell on themselves, and/or etc. Not sure what I wanna go with for that part at the moment.

Xondoure
2012-11-29, 12:49 AM
A wizard did it. Alrighty then. You're approved I believe.

GuyFawkes
2012-11-29, 01:13 AM
Reposting my Story Element.

For Inspection.


I remembered Xondoure's earlier character concept so I came up with this Story Element, for approval.

Motorsports

Since the invention of the engine some decades ago, the desire to make vehicles go faster and faster drove engineers to create more efficient and powerful engines. Enthusiasts though saw it simply as a means to fuel their need for speed.

It started with informal events between young nobles, then around two decades ago, the International Racing League was formed. It began with private automobile owners racing among themselves, which then spread to automotive companies themselves creating teams to compete in the races. After the war, governments saw the League as both a research opportunity as well as showcasing technological advancements.

Dauphane boasts the oldest and one of the largest racing circuits in the world, the Lepante Racing Complex. It was converted from old horseracing circuits, which then expanded to a large racing complex, with different sections for different motorsport races. It also serves as one of the venue for the annual World Grand Prix, the most prestigious racing event in the world.

TheDarkDM
2012-11-29, 01:22 AM
It's not just wolf + human = kyalt, it's big wolf + human = kylat. Especially when you get to the really big ones.

I'm thinking that kylats used to be humans in ancient times and they made a pact with a Great Beast, cast a magic spell on themselves, and/or etc. Not sure what I wanna go with for that part at the moment.

Aye, you're approved.

Elemental
2012-11-29, 06:46 AM
Averill is ready for inspection.

Doctor Averill J. Alkaev (http://www.giantitp.com/forums/showpost.php?p=14144983&postcount=71)

VonDoom
2012-11-29, 10:30 AM
So, we were talking about doing Challenges and Adventures in tandem in this version. I notice that Challenges weren't included in the rules and explanation, so how are we handling them/how do they work?

Jade_Tarem
2012-11-29, 11:48 AM
The challenger issues a challenge description, complete with what rolls need to be made and what the players are shooting for in terms of results, as well as how many players may participate.

Players decide who's taking it up, and make their rolls. The various players (not the challenger) then describe the results. There is no mechanical reward for completing a challenge.

Xondoure
2012-11-29, 02:08 PM
Averill is ready for inspection.

Doctor Averill J. Alkaev (http://www.giantitp.com/forums/showpost.php?p=14144983&postcount=71)

If you take a look at the opening post, you'll see we already approved you. :smallsmile:

Mathemagics
2012-11-29, 03:01 PM
Not sure if Caitlin's hesitation in my new post is something requiring a roll to see if it's noticed by others or not, but just mentioning it in case it does?

VonDoom
2012-11-29, 03:13 PM
That depends entirely on if you want to hide it. Generally, if you put it out like that, it'd be assumed as fair play for the people who want to notice.

Mathemagics
2012-11-29, 03:14 PM
*shrug* If someone wants to play off it, I have no problems with that. I guess I'm still trying to figure out exactly how the rolls work and when it's appropriate to use them.

Xondoure
2012-11-29, 03:41 PM
*shrug* If someone wants to play off it, I have no problems with that. I guess I'm still trying to figure out exactly how the rolls work and when it's appropriate to use them.

If two players try to do something and they are opposing, generally.

LadyLongshanks
2012-11-29, 07:50 PM
And if there's no complaints, I'll be using 'DarkGoldenRod' for Tanner's speech color.


http://img845.imageshack.us/img845/3188/veldin3.png

Name: Veldin “Tanner” ir’Kessler
Affiliation: Chuuten Corp (bodyguard)
Land of Origin: Brahmacharya, The Immaculate Land
Current residency: Auveraine
Race: Samaj
Age: 29

Physical Description: Veldin’s skin is a warm, brown hue usually only obtainable from spending long hours outdoors. However, being of the noble caste in Brahmacharya, this is almost certainly not the case; rather, it is natural. His dark, dusty brown hair is short, uneven and raggedly cut as if done himself, using a blunt blade. He is slightly shorter than average, although he makes up for this dearth with broader shoulders. Although not lacking in muscle mass, Veldin is wiry rather than bulky. Veldin has not borne the passage of time well, and appears well beyond his modest age. His golden eyes are cloudy and dim and surrounded by pocked, claw mark-like scars; it seems he may be blind, or nearly. On one finger sits a signet ring, tarnished so badly that it is impossible to make out the crest. Tattoos: 3, all heavily stylized – a ring of feathers around both biceps, a sun on the back of neck, a wolf on his chest

Personality: Veldin is cagey, at best, as if walking on eggshells. He can be quick to anger- to the point where he always seems to be looking for a fight, but never actually acts on it unless his ward is in danger. He resents most forms of authority, but generally hides the fact unless specifically queried. He is stubborn and tight-lipped. When provoked to speak, he is blunt, at times rude, violent and pessimistic. Perhaps a strange combination, he is also steadfastly honest. He has the ability to be patient and calculating, and possesses a modicum of common sense; he merely chooses not to use these qualities very often. He is fiercely protective of his 'little brother', Naya.

History: Although it’s not common knowledge, Veldin was born into the large ir’Kessler noble family of Brahmacharya, a land of strict caste systems. As one of the middle children, and completely devoid of any Asha talents, he was largely ignored by his overburdened parents and acted out in order to get attention. This rebellious streak successfully alienated him from most of his siblings. On his 18th birthday, as a way of getting him back for all the trouble he caused, his older brothers invited him on one of their coveted ‘hunting trips’. This time, however, their goal was not to bag game but to humble Veldin. A ‘snipe hunt’, effectively. Once deep in the woods, his brothers abandoned him and, being the stubborn nut he was, Veldin resolved to continue the hunt, alone. Unfortunately, he was completely inexperienced at hunting and the skills necessary of a good hunter- like tracking prey. When he shot at what he thought was a wild animal, he found that it was, in fact, one of his brothers lying in wait to scare him. Dead.

Veldin fled back to the family estate in blind panic, clawing at his eyes in shock. When he staggered in to the family garage with the intention of stealing a motorcycle and escaping. However, there was a witness: a young boy of the Servant caste. Just as Veldin couldn’t hide his intentions, neither could the boy hide the desperate look on his own face. In a split-second, Veldin took the boy with him to escape a place that meant life imprisonment for them both. During their exodus, the pair discovered that they were ‘related’, as Naya was the bastard son of an unidentified ir’Kessler relative. Whether due to that knowledge, or having to rely on each other to survive, they developed a distinct big brother-little brother relationship.

They escaped over the border to Esterholt and freedom. From there, they hopped a boat to Torun. Veldin took to being called ‘Tanner’, for safety. It was a rough life, in the early years, slumming it. They both found work where they could, and Veldin helped ‘Naya’, the slave boy, to learn to read, write, and do maths. Before long, Naya had surpassed Veldin, who did not share his affinity for academics. Eventually, they both secured employment at Chuuten Corp- Veldin as a lowly security guard, and Naya as a low- level accountant. When the Corporation moved its headquarters to Auveraine, they moved with it. By the end of their tenth year ‘abroad’, Nayakra had worked his way up to a member of the company Board, with Veldin as his personal bodyguard. To the uniformed eye, anyone would guess that Veldin had been the slave and Naya the Nobleman.


Advantages

Fast Reflexes II (Uncommon): Years spent on the run and looking over his shoulder have given him much experience in reacting quickly, just as working even longer as a professional bodyguard have made such skills a requirement.

Stamina I (Common): In the beginning, as a foreign refugee during a war, most work to be had was hard physical labor. The years spent working up from there to a bodyguard’s post have leant Veldin the ability to withstand fatigue, hardship, and prolonged physical effort.

Strength I (Common): Much of Veldin’s strength results from the same sources as his stamina; hard labor and security work. Furthermore, he compensates for Naya’s lack thereof, in order to better protect him.

Intimidating I (Uncommon): He carries himself with a stubborn poise and determined scowl that does not invite idle company and, indeed, almost seems to be ever looking for a fight. He looks like he means to win that fight, too. The grisly scars around his eyes perfectly frame the dark glint there. He talks tough and but has learned enough discretion to rarely follow up on his threats.

Toughness I (Common): Hard living during their flight from Brahmacharya, and the years thereafter in Torun have left Veldin hardened. Often, the best way to dissuade prying, nosy figures or protect his ‘little brother’ was to simply strike first. Frequent bar fights have done their part to toughen him up.

Iron Will I (Rare): It is more lack of personality, than force of it, or training, that lend Veldin his will power. That, and necessity. Knowledge of his own murderer status, and that his capture would likely mean the death of Naya as well, keep him sharp, on his toes, and suspicious. He has no time for charm and temptations. Survival is all that is important, and it is very difficult to distract him from that.

Martial training II (Uncommon): Working his way up from lowly security detail to personal bodyguard has afforded Veldin much professional training. His clear preferences are for knife, pistol (revolver), and rifle.

Stunt Driver I (Rare): Although his first, real, lengthy experience with a motor vehicle was that of his escape-motorcycle to Esterholt, his love for them remains undiminished. If it has a motor and moves, Veldin loves it and may very well know how to drive it. Recklessly. Although calling him a chauffeur would most likely result in a few missing teeth, he’d never turn down driving his ward somewhere. Motorbikes remain his fast favorite, however. This advantage only applies to cars and 'bikes!


Story Elements


Brahmacharya, The Immaculate Land: Brahmacharya borders the state of Auveraine and Esterholt, a massive country whose borders are surrounded by oceans, mountains and fields of grain where workers toil for long hours to supply the massive population of the country. A world power in the past, Brahmacharya no longer enjoys such a standing in the world, their country staggering with technological advances which to many of the ruling class are viewed as heretical to their way of life. Much of the land is undeveloped, the sheer size of the country a constant hurdle for any wide sweeping reform, peasant villages standing in stark contrast to the more modern cities that have slowly begun to grow in major agricultural areas. In ages past, the Samaj were said to build massive bridges with hardened light and the land was filled with peace, the Gods themselves ruling and mingling with the people. However the Gods are gone, leaving only a bitter legacy of glories past, the fading remnants of a land where magic ruled littering the landscape. To this day, the capital city of Amrisha, stands as the last bastion of Brahmacharya glory.

Brahmacharya society is dominated by a rigid caste structure that is all but impossible to move through for all but the upper reaches of society. Slaves make up the bottom of society, few taught to read or write and made up of multiple species. Farmers and laborers make up the second tier though are not permitted to own slaves or land of their own. The third tier is made up of craftsmen, magic users and the standing army of the court, loaned land by local lords though still not permitted to own slaves. The fourth tier is dominated by the priesthood who travel the country, using their powerful Asha to determine the paths of the lives of the various villages. While Priests are permitted to keep slaves, many are not in a stable location long enough to make use of them. The top tier under the God Emperor and his family are the various noble houses that have arisen over the many generations, slaves more of a currency to the ruling class than anything else. The Noble Houses are permitted to own land and mages born within noble families are not required to move down to a lower caste. The God King stands above all, rarely mingling even with the Noble Caste. All that lies within the bounds of Brahmacharya belongs to the God King, any demand must be met in accordance to their social rule. A seventh class exists though is not part of the natural order of the land, that of the Outsider. Outsiders are not permitted to own slaves or land in Brahmacharya without express permission from a member from the Noble Cast.

Brahmacharya has always enjoyed a position of superiority over its neighbors due to its massive standing army that can mobilize long before an enemy even moves to attack thanks in part to the Priest Caste’s use of Asha. This military superiority has kept Brahmacharya from any long standing engagements against rival nations, using their forces as a precaution and never as an offensive force. Brahmacharya has had ongoing hostilities with Auveraine over border disputes however this did not influence its swift humanitarian aid to all sides of the Benefactor war. Food, medical supplies and building supplies have rushed across the border between itself and the Principality of Auveraine both during the war and at current with little request for repayment. Brahmacharya joined the International League on its inception, one of the first nations to formally do so.

The Samaj: The main ethnic group of Brahmacharya, the Samaj claim to have been born from the Gods themselves and use this as a point of cultural pride. The Samaj appear mostly human though bare distinctly sharp features, wide eyes and a strange grace that makes most appear as if they almost dance with every movement. The Samaj people have always been for their natural abilities in combat and magic though such prestige has dwindled since the advent of technology. Most of the Samaj who leave their homeland are of the Noble Caste or of the Soldier Caste so it is uncertain how much of this inner grace carries over to those with lower breeding. The Samaj claim that the less diluted their bloodlines, the stronger such grace and natural skills become.

Asha: By reading the lines of fate and the flow of natural energy in the world, a user of Asha can predict the branching paths of the world, gleaning untold knowledge from the potential outcomes or pushing away the veil of time and gaze into the past. However, Asha itself cannot change the future or rewrite past events, only give predictions of outcomes that must be acted upon by those living in the present. The powers and skill of Asha depend on the user, some gaining powerful abilities of precognition while others can offer advice to avoid taking a train on Wednesday or to not marry into a particular family. More users of Asha can widen the effects of the magic, making better and more accurate predictions on which course the future will take. Only priests are permitted to use Asha in Brahmacharya, any found using the magic within the country itself not of the Priest Caste are swiftly put to death.

Elemental
2012-11-30, 05:30 AM
If you take a look at the opening post, you'll see we already approved you. :smallsmile:

Good to know. I was just making sure.

Anyway... Any using Indigo yet, or is it alright for me to steal?

VonDoom
2012-11-30, 08:16 AM
Attention: I'll be running a short adventure soon-ish, with a maximum of four players.

It's not first come first serve, so if you're interested in the vague premise, please note so and I'll nab the characters that are most likely to get involved and have a good reason to be present.

Being able to post regularly in the next weeks is a quasi-requirement, since I'm going to ask you to refrain from putting your name into the lot if you know you'll be super-busy and thus might hold things back.

Now, as to the adventure premise: a traveling circus is coming to town! Not a particularly famous or spectacular one, mind you, but still a circus that promises a fun and exotic experience.

Behold the strong man who wrestles an ogre! Behold the acrobats, sailing through the air! Behold the vicious lions, mauling their master on stage! ... wait, what? Something's definitely not right there!

With potential for combat and a bit of investigating, this should prove a fun experience to tell your children about!

Starsign
2012-11-30, 08:43 AM
My finals will be on the week of December 10th, but I should have the time to post reliably for an Adventure as I don't have anything else that needs my immediate attention until the next semester begins. If one post a day is good enough, I would like to join in.

However Indall would not come by herself to enjoy the show. She can easily come however as an emergency medical worker if it is short on hand of them. Most circuses should have an accomplished doctor kept prepared after all. :smallwink:

BTW Guy, Indall won't be at the hospital by 7 AM, however if you want Laslo can talk with Indall's assistant, Mia. She's been around for awhile so Laslo might know her. :smallsmile:

DJDeMiko
2012-11-30, 11:16 AM
Hey guys. We wanted to get Gustant and Indall introduced to a few PC's and saw a couple were at Neutral Zone.

I'd love to have a reason for them to interact with other PC's, just not sure why it might happen.

Kasanip
2012-11-30, 11:25 AM
Attention: I'll be running a short adventure soon-ish, with a maximum of four players.

It's not first come first serve, so if you're interested in the vague premise, please note so and I'll nab the characters that are most likely to get involved and have a good reason to be present.

Being able to post regularly in the next weeks is a quasi-requirement, since I'm going to ask you to refrain from putting your name into the lot if you know you'll be super-busy and thus might hold things back.

Now, as to the adventure premise: a traveling circus is coming to town! Not a particularly famous or spectacular one, mind you, but still a circus that promises a fun and exotic experience.

Behold the strong man who wrestles an ogre! Behold the acrobats, sailing through the air! Behold the vicious lions, mauling their master on stage! ... wait, what? Something's definitely not right there!

With potential for combat and a bit of investigating, this should prove a fun experience to tell your children about!

It sounds interesting, but final examinations and maybe it is too soon for Yfa to sightseeing. But sometime I want to play adventure with VonDoom.

Starsign
2012-11-30, 11:39 AM
Hey guys. We wanted to get Gustant and Indall introduced to a few PC's and saw a couple were at Neutral Zone.

I'd love to have a reason for them to interact with other PC's, just not sure why it might happen.

Well as I recall, Claus, Hervey, and Ollin come in at some point after 3 AM; Ollin is at 6 AM and I... Think Claus and Hervey are at 5 AM. (though I think that was on the 28th) Indall could meet Ollin by passing out from a lack of sleep (she doesn't feel tired but it doesn't mean that she is :smallwink:) and waking up a few hours later. Indall knows Ollin, or at least as heard of him, so she would probably walk right up to greet him.

Elricaltovilla might it be possible for Eirik to come on by the Neutral Zone while Gustant is there? Just as a suggestion since this game is all about player interaction. :smallsmile:

Elricaltovilla
2012-11-30, 11:51 AM
Well as I recall, Claus, Hervey, and Ollin come in at some point after 3 AM; Ollin is at 6 AM and I... Think Claus and Hervey are at 5 AM. (though I think that was on the 28th) Indall could meet Ollin by passing out from a lack of sleep (she doesn't feel tired but it doesn't mean that she is :smallwink:) and waking up a few hours later. Indall knows Ollin, or at least as heard of him, so she would probably walk right up to greet him.

Elricaltovilla might it be possible for Eirik to come on by the Neutral Zone while Gustant is there? Just as a suggestion since this game is all about player interaction. :smallsmile:

Yeah, I was going to send him over that way once he had a discussion with his boys about the Lynks coming to town.

GuyFawkes
2012-11-30, 12:08 PM
@Star Sure, it's okay. Well, he's there anyway so might as well go with the assistant. We'll see where you want to go from there, if Mia would keep Laslo around or point him to where Indall is. :smallwink:

@VonDoom If it's a circus, maybe Laslo can bring some kids to the show and get caught in whatever it is that's going to happen.

Xondoure
2012-11-30, 01:49 PM
Well as I recall, Claus, Hervey, and Ollin come in at some point after 3 AM; Ollin is at 6 AM and I... Think Claus and Hervey are at 5 AM. (though I think that was on the 28th) Indall could meet Ollin by passing out from a lack of sleep (she doesn't feel tired but it doesn't mean that she is :smallwink:) and waking up a few hours later. Indall knows Ollin, or at least as heard of him, so she would probably walk right up to greet him.

Elricaltovilla might it be possible for Eirik to come on by the Neutral Zone while Gustant is there? Just as a suggestion since this game is all about player interaction. :smallsmile:

Incorrect. Harvey and Claus are meeting at 11:50 on the 28th. Claus could well have been there earlier that evening. He is meeting Ollin early the next morning.

Edit: Guyfawkes, is there a reason that Lazlo is called Brother Lazlo while the other guy is only Brother?

Xondoure
2012-11-30, 04:16 PM
Apologies for the double post.

Elemental, I'd hesitate to make magic so casual. True, they wouldn't have our reaction "what was that? How? What? I haven't done anything! Please don't hurt me, I have a family!" But magic is neither incredibly common, nor mundane. It was used with devastating effect in the war, and even without that stigma it's still an impressive display of power.

I'd imagine the average reaction would be somewhere between a seeing a strongman lift up two hundred pounds casually and walking around with a gun in public. It's going to draw attention.

Xondoure
2012-11-30, 05:15 PM
And three is the magic number.

Starsign, I reccomend massively scaling back Rockscale intolerance to alcohol. Having a bad reaction is fine, but making it that lethal presents a lot of problems. To start, alcohol is not restricted to alcoholic beverages, and appears in a variety of things. Any Rockscale that ever ate an over ripe piece of fruit would die. Not to mention alcohol is used all the time in medicine (to stave off infection) which would make treating Rockscales very difficult.

Tebryn
2012-11-30, 05:18 PM
One of these days, we're going to have to do a setting where magic doesn't result in strange, distrustful looks. If Elves as the running mates to the Human Power Party is cliche in Playground games, the trope that magic is uncommon, weird and scary is a close second.

Xondoure
2012-11-30, 05:22 PM
One of these days, we're going to have to do a setting where magic doesn't result in strange, distrustful looks. If Elves as the running mates to the Human Power Party is cliche in Playground games, the trope that magic is uncommon, weird and scary is a close second.

It's as weird uncommon and scary as a gun. Magic is power.

Tebryn
2012-11-30, 05:31 PM
It's as weird uncommon and scary as a gun. Magic is power.

Not really. A gun can be used by anyone who can point and pull a trigger and you can get them without having to be born with a talent or taught how to use it. Magic isn't that. I'm not saying I don't agree in practice, but that isn't the view of the last two Playground games. :smalltongue: Or this one it seems for that matter. In a world with tanks, a gun isn't as uncommon as a mage.

TheDarkDM
2012-11-30, 05:34 PM
Not really. A gun can be used by anyone who can point and pull a trigger and you can get them without having to be born with a talent or taught how to use it. Magic isn't that. I'm not saying I don't agree in practice, but that isn't the view of the last two Playground games. :smalltongue: Or this one it seems for that matter. In a world with tanks, a gun isn't as uncommon as a mage.

So magic is rarer and more powerful than a gun, yet you feel someone using it in public without any warning is somehow less distressing than seeing someone walking around with a gun would be in the real world?

Tebryn
2012-11-30, 05:39 PM
So magic is rarer and more powerful than a gun, yet you feel someone using it in public without any warning is somehow less distressing than seeing someone walking around with a gun would be in the real world?

Did I say that? I said I'd like to see a setting where it isn't viewed like it has in the previous or current settings. I wasn't arguing it shouldn't be seen that way in this one.

TheDarkDM
2012-11-30, 05:42 PM
Did I say that? I said I'd like to see a setting where it isn't viewed like it has in the previous or current settings. I wasn't arguing it shouldn't be seen that way in this one.

Ah, then Xon and I misinterpreted your post as being critical of the current setting. Apologies.

Starsign
2012-11-30, 05:44 PM
And three is the magic number.

Starsign, I reccomend massively scaling back Rockscale intolerance to alcohol. Having a bad reaction is fine, but making it that lethal presents a lot of problems. To start, alcohol is not restricted to alcoholic beverages, and appears in a variety of things. Any Rockscale that ever ate an over ripe piece of fruit would die. Not to mention alcohol is used all the time in medicine (to stave off infection) which would make treating Rockscales very difficult.

...Oh shoot, I didn't think of that. :smalleek: I'll edit it so that their tolerance to it is lessened or something along those lines. Thanks for the advice. :smallsmile:

Tebryn
2012-11-30, 05:45 PM
Ah, then Xon and I misinterpreted your post as being critical of the current setting. Apologies.

Not at all. I rather like this setting. I was more remarking that we've taken Elves off the second place trophy slot for this game to change things up. Magic being rare or uncommon and spooky scary would be the second most universal thing in Playground games. At least the ones I've been in. No idea how it was handled in 1 or 2 since I wasn't there for them. I imagine it hasn't changed much since those two either?

TheDarkDM
2012-11-30, 05:51 PM
Not at all. I rather like this setting. I was more remarking that we've taken Elves off the second place trophy slot for this game to change things up. Magic being rare or uncommon and spooky scary would be the second most universal thing in Playground games. At least the ones I've been in. No idea how it was handled in 1 or 2 since I wasn't there for them. I imagine it hasn't changed much since those two either?

Well, consider that when we pitched this setting and it was agreed on, it was explicitly "low magic", mostly because the idea of no magic that most of the mods were fond of didn't pass muster. So, that element was set in stone from the get go. But, more generally, I guess I can't understand why you'd want magic to not be, well, magical. If the response to telekinetic mind powers or people shooting lightning out of their bum is just blase acceptance, where is the appeal? Do we really want a world where what are effectively superpowers are so common and non-extraordinary that the common man sees them as no different from a door handle or a bag? That ruins any appeal of magic to me.

Xondoure
2012-11-30, 05:52 PM
Not at all. I rather like this setting. I was more remarking that we've taken Elves off the second place trophy slot for this game to change things up. Magic being rare or uncommon and spooky scary would be the second most universal thing in Playground games. At least the ones I've been in. No idea how it was handled in 1 or 2 since I wasn't there for them. I imagine it hasn't changed much since those two either?

There was talk of doing an "anything goes" setting. In which case I'd fully expect magic carpets right alongside hover cars.

Nefarion Xid
2012-11-30, 05:58 PM
I think the point is that, while magic itself may be familiar to most people, they likely have never encountered any one particular flavor of magic. So, while people aren't intimidated or afraid of magic, but any use of magic is likely something they've personally never seen before. Someone would likely be startled at seeing someone nonchalantly use telekinesis, though not particularly unsettled by it.

I'd be taken aback by someone randomly juggling lit torches on the street and the next conversation I had would probably start with, "Guess what I saw today." But, I wouldn't exactly be shocked by a torch juggler; it's something I can wrap my mind around, even if it's totally abnormal.

Tebryn
2012-11-30, 06:08 PM
Well, consider that when we pitched this setting and it was agreed on, it was explicitly "low magic", mostly because the idea of no magic that most of the mods were fond of didn't pass muster. So, that element was set in stone from the get go. But, more generally, I guess I can't understand why you'd want magic to not be, well, magical. If the response to telekinetic mind powers or people shooting lightning out of their bum is just blase acceptance, where is the appeal? Do we really want a world where what are effectively superpowers are so common and non-extraordinary that the common man sees them as no different from a door handle or a bag? That ruins any appeal of magic to me.

Because I don't particularly see the next logical step from "Holy crap, that guy shot lasers from his eyeballs. I should flee in mindless fear" to "ho hum, another lightning breathing dress wearer". Nefarion summed up more of what I meant already.

This isn't a criticism or a complaint about this setting or the previous ones as those are in the past and the one we're in was agreed on by a large majority of the players. I'm very happy with the setting and am enjoying my time already.

GuyFawkes
2012-11-30, 07:26 PM
Edit: Guyfawkes, is there a reason that Lazlo is called Brother Lazlo while the other guy is only Brother?

Because I didn't give him a name then yet? I introduced it a bit later. They are all called Brother, or Brother plus name, whichever the speaker prefers, regardless of their rank within the Brotherhood.

Elemental
2012-12-01, 12:00 AM
Apologies for the double post.

Elemental, I'd hesitate to make magic so casual. True, they wouldn't have our reaction "what was that? How? What? I haven't done anything! Please don't hurt me, I have a family!" But magic is neither incredibly common, nor mundane. It was used with devastating effect in the war, and even without that stigma it's still an impressive display of power.

I'd imagine the average reaction would be somewhere between a seeing a strongman lift up two hundred pounds casually and walking around with a gun in public. It's going to draw attention.

My mistake. I'll put it down to Averill not noticing the driver's surprise due to a combination of darkness and concentrating on not accidentally banging his suitcases into the taxi. That way, I don't have to edit anything.

Mathemagics
2012-12-01, 12:55 AM
Attention: I'll be running a short adventure soon-ish, with a maximum of four players.

It's not first come first serve, so if you're interested in the vague premise, please note so and I'll nab the characters that are most likely to get involved and have a good reason to be present.


I could see it at least being possible for Caitlin to show up at something like that. Maybe someone told her she should go relax and check out the sights while in town or took her there for that reason, as I figure there's going to have to be some degree of downtime in the negotiations and research activities.

And it would be kind of fun for her to be sitting there watching with a "what the heck is this supposed to be...?" look on her face the whole time. :smallamused:

Xondoure
2012-12-01, 02:23 AM
Hey guys bad news. Thoughtlessly I left my laptop on the table when I went out this evening, and returned to find that it had been left in a puddle of water (people are blaming the cats.) What this means is I have no reliable internet connection, and will have to post during the periods I can borrow someone elses. :smallfrown:

Tebryn
2012-12-01, 02:47 AM
I could see it at least being possible for Caitlin to show up at something like that. Maybe someone told her she should go relax and check out the sights while in town or took her there for that reason, as I figure there's going to have to be some degree of downtime in the negotiations and research activities.

And it would be kind of fun for her to be sitting there watching with a "what the heck is this supposed to be...?" look on her face the whole time. :smallamused:

Shajin and Caitlin are going to have to sit down for tea and discuss the joys of whale blubber and how it gets out all those pesky stains out from your perfectly good ermine pelt.


Hey guys bad news. Thoughtlessly I left my laptop on the table when I went out this evening, and returned to find that it had been left in a puddle of water (people are blaming the cats.) What this means is I have no reliable internet connection, and will have to post during the periods I can borrow someone elses.

Hope the issue gets resolved soon!

@Kasanip

I'd be interested in joining in your plot ticket :smallsmile:

Starsign
2012-12-01, 10:08 AM
Hey guys bad news. Thoughtlessly I left my laptop on the table when I went out this evening, and returned to find that it had been left in a puddle of water (people are blaming the cats.) What this means is I have no reliable internet connection, and will have to post during the periods I can borrow someone elses. :smallfrown:

Ouch, that really sucks. Hope you'll be able to find a replacement in time. :smallfrown:

A Rainy Knight
2012-12-01, 08:47 PM
So... this is probably not going to come to fruition anytime soon since I'm still running the gauntlet of finals and I'd like to see some more experienced players run a few adventures first, but I'm pondering the idea of running an adventure sometime in the indefinite future involving an expedition into the Dauphane catacombs in pursuit of the remnants of a Great Beast cult. I'll come up with more details as I figure out if this is a good idea or not. :smalltongue:

Kasanip
2012-12-01, 09:17 PM
I have a question. How should it be shown [different language speaking]? For example: Yfa, to speak Lynks language and Human language.



@Kasanip

I'd be interested in joining in your plot ticket :smallsmile:

Thank you for interest!
However, I want to explain it is not [adventure] like Far the Atelier or Rescue of Arukumedez. If I make such a thing, the game dies.

My thought is that [normal life] cannot ignore Lynks coming. Lots of rumors or speculations, and talkings. Newspaper or radio program ask about it. It is difficult to travel around Special Mission area, because of curious people. International League supplies are brought too. What kind of supplies are in boxes? It can be such a speculation too, maybe refugees or Chuuten corp is interested. If characters are interested too, meeting with Yfa can be done.


I am curious to see circus of VonDoom. Also I want Yfa to watch [air show] of Harvey.

Jade_Tarem
2012-12-02, 03:56 AM
@Kasanip

This isn't a rule, exactly, but traditionally speaking another language has been shown in one of two ways; either by putting the shift in language into the narrative, or putting the new language in parenthesis at the beginning of the line.

Examples:

"There's no time like the present," Morgan said in Elven as she raised her weapon, "to discuss the future - your future."

Or

"(Elven) The rune does what you tell it to do - not what you want it to do."

Of the two, I've always preferred putting the language change into the narration unless the characters keep switching languages rapidly throughout the conversation.

The_Snark
2012-12-02, 07:03 AM
It's worth mentioning that there are two languages commonly used in Dauphane, Auverac and Torun. I don't think anybody has specified which they're using; sometimes it's obvious from context, like with Morgan and Col. Krauler, and most of the time it's probably not relevant because characters are assumed to know at least a little of both (I think). But it might be important at some point.

Kasa - I'm assuming that when you refer to the human language you mean Auverac, since that is Aimée's native language. She speaks some Torun, but not well enough to help teach (except as a fellow student); Yfa probably had a different tutor for that language.

Kasanip
2012-12-02, 07:34 AM
@Kasanip

This isn't a rule, exactly, but traditionally speaking another language has been shown in one of two ways; either by putting the shift in language into the narrative, or putting the new language in parenthesis at the beginning of the line.

Examples:

"There's no time like the present," Morgan said in Elven as she raised her weapon, "to discuss the future - your future."

Or

"(Elven) The rune does what you tell it to do - not what you want it to do."

Of the two, I've always preferred putting the language change into the narration unless the characters keep switching languages rapidly throughout the conversation.

Ok, thank you for examples. I will try this style.


It's worth mentioning that there are two languages commonly used in Dauphane, Auverac and Torun. I don't think anybody has specified which they're using; sometimes it's obvious from context, like with Morgan and Col. Krauler, and most of the time it's probably not relevant because characters are assumed to know at least a little of both (I think). But it might be important at some point.

Kasa - I'm assuming that when you refer to the human language you mean Auverac, since that is Aimée's native language. She speaks some Torun, but not well enough to help teach (except as a fellow student); Yfa probably had a different tutor for that language.

Ok, I will remember. It can be said that Yfa can speak Auverac and Torun languages too. Yfa can speak Auverac better than Torun, because Aimée's teaching and help. :smallredface:

TheDarkDM
2012-12-02, 02:18 PM
Hey all, came across some pictures in my internet browsing this morning that I think might be helpful to provide some context as to what Dauphane looked like at the end of the war, and what parts of it might still look like.


http://i.imgur.com/QA6I6.jpg


http://i.imgur.com/uc6nW.jpg


http://i.imgur.com/2cvK1.jpg


http://cdn.theatlantic.com/static/infocus/ww2_4/s_w29_00917193.jpg


http://www.freewebs.com/tendecisivebattles/StalingradCity.jpg

BladeofObliviom
2012-12-02, 02:24 PM
It seems Dark knows exactly how to brighten up our day. :smalltongue:


In other news, I promise I'll post with Surbin eventually. Not feeling too inspired at the moment. >.>

TheDarkDM
2012-12-02, 02:36 PM
It seems Dark knows exactly how to brighten up our day. :smalltongue:


In other news, I promise I'll post with Surbin eventually. Not feeling too inspired at the moment. >.>

Of course! Who doesn't love history? :smalltongue:

For the curious, Dresden, Warsaw, Duren, London, and Stalingrad.

Nefarion Xid
2012-12-02, 02:42 PM
And now for some less depressing Dauphane scenery, though still noir.

http://i45.tinypic.com/18gahz.jpg

http://i49.tinypic.com/25jw7bd.jpg

http://i46.tinypic.com/nx2ioo.jpg

http://i47.tinypic.com/2e53aco.jpg

Starsign
2012-12-02, 06:10 PM
Okay, my plan was to wait for DJ to post and then get everything (as in Indall's conversations with Gustant and Ollin as well as Lazlo's conversation with Mia) in my post all in one go for organization, but I found that to be a bad idea while waiting for DJ so I'll get that in tonight.

Daelrog, Xondoure, would you both be alright if Indall can come into Claus' and Ollin's conversation when there's a good moment, or might either/both of you prefer if she waits for their conversation to end first? :smallsmile:

daelrog
2012-12-02, 07:59 PM
I'll leave it up to Xondure. Most likely, if Indall shows up, it'll break up whatever exchange is going on right now as Ollin won't be willing to listen to any potentially shady deals when one of his best contacts to prove his good intent is right there. That could make it more interesting, and kick whatever deal may be made down the road a bit, but if Xondure wants to make an offer now, I'd say wait a little bit.

Starsign
2012-12-02, 08:05 PM
I'll leave it up to Xondure. Most likely, if Indall shows up, it'll break up whatever exchange is going on right now as Ollin won't be willing to listen to any potentially shady deals when one of his best contacts to prove his good intent is right there. That could make it more interesting, and kick whatever deal may be made down the road a bit, but if Xondure wants to make an offer now, I'd say wait a little bit.

Sure thing, I'll just post for Lazlo and Gustant/Eirik for now. Though I will mention that Indall and Gustant did arrive a good 3 hours before Ollin did, so it's likely Indall will still be there during the conversation. Presuming that the bar is loud and noisy though, she probably won't have heard anything that they were talking about. :smallwink:

Xondoure
2012-12-03, 05:57 AM
I'd prefer if you didn't Starsign. Just because I'd like to complete the scene between Ollin and Claus without interruptions. :smallsmile:

Edit: Also the bar scene has winded down by six in the morning. I imagine the late late night people start leaving in masses around five.

Kasanip
2012-12-03, 06:06 AM
Lynks Cruiser Ruirosu=Ba, Central Kelland
29th of November, Early Morning

Shajin had kept its ear to the local news about the city, the arrival of the Lynks Crusier a bit of news it had not expected. There was wisdom and honor in bringing prospective allies into the fold and one as advanced as the Lynks claimed to would perhaps further cement the Dragon’s hold further. Of course, it could also benefit the devastated lands of its home and its people. With a small following of other Jade Masks it made it’s way to the crusier. The Heavens would dictate if this meeting would go well or open the company to folly. It was the duty of any to place such a risk on their shoulders.

I want to explain that if it is looking to meet Yfa Keter Ain, she is to be at the Special Mission in the city by this time (to take a train). Unless it is decided by moderators that is prohibit and Lynks must stay on Airship.

LadyLongshanks
2012-12-03, 08:07 AM
Attention: I'll be running a short adventure soon-ish, with a maximum of four players. ...

I would like to submit Tanner for this adventure! Not sure exactly what his motivation would be for going, but he certainly could stand to smile more often ;)

hi-mi-tsu
2012-12-03, 12:24 PM
For those that haven't seen her, here's E:

Name: Eponine, E, The Red Queen

Age: 25

Affiliations: Snake, Rattle, 'n Roll (club)

Physical Description: http://i.imgur.com/HweoT.jpg

(It should be noted that due to her drug experimentation, her eyes and lips are permanently that color.)

Personality: Eponine--E to most everyone--is what you'd expect from a drug-dealing pimpess with a penchant for poison and a fondness of sampling all her new goodies for herself. There is rarely a point in time where she's not high on something, but E has always been a functioning addict: she is perfectly capable of selling, dealing, inventing and whoring even when so blitzed she shouldn't be able to see--someting about building tolerances and resistances due to repeated usage. Though not intelligent, E is cunning, clever in the ways of the street and the ways of the deal; with charisma and a thorough knowledge of her merchandise--whether drug or human--she's managed to convince a fair few people to buy from her. When speaking to her, she's often blunt and mildly abrasive, and yet has a dry humor that makes people laugh even as they're uncomfortable. However, there are times when E can go into a blind fury, or when she becomes overwrought with emotion, or when she loses all sense of herself; what happens, when, depends on the particular cocktail of drugs chasing around her veins. With a short fuse and an unpredictable temper, Eponine has few friends and many enemies, and she likes it that way. "Live hard, die young, and leave a pretty corpse" would be an appropriate motto for the half-mad drug dealer.

History: A Torun living in Dauphane, E's looks alone garnered her a fair amount of hostility as a child. Her father was a soldier, her mother a harried wife, and Eponine was left largely on her own in the occupied city; falling in with a crowd that left much to be desired, she developed an addiction to a popular street-drug called SNK, or Snake. Depending on the type--there were several permutations--SNK made a junkie feel like they were flying, like they were invincible, or like they were the master of the universe; E's mother turned a blind eye to her daughter's usage, even as her whites began to darken and she only straggled home once every other day, then once a week, then once a a month. Now, she rarely returns to the home in the Torun-revived side of town; for all her parents know, she's dead, and she prefers it that way. To Eponine, learning to make the drug was fascinating; studying the side-effects of new experimentations was even more so, and she began to quietly accumulate a menagerie of various creatures with unwholesome properties, squirreled away in the underground foundations of an abandoned building in Old Dauphane. Mixing the secretions of a toad into SNK, she found, caused wild hallucinations; mixing the venom of a long-haired spider caused near-paralysis and fever dreams. She nearly killed herself, once, testing what would happen if one used both; awaking from what she'd later discover was a four-day-long high, she found Ruby coiled around her, as though she'd always been there. Though she had no idea where the snake came from, she adopted it immediately, and began pursuing the sale of her drugs in earnest; after pooling her resources with several other small-time dealers, she renovated the building above her menagerie and opened Snake, Rattle, 'n Roll. The minutae of management of the drug-and-sex club is left to the others; E's main passion, and position, is coming up with new types of drug, stronger versions of what she's already created, and playing with poison whenever she can get away with it.

Advantages:
Cunning II
Wealth I (Snake, Rattle, 'n Roll)
Fast Reflexes I
Knowledge: Biochem II--Though used primarily in the concoction of new and stronger drugs, Eponine's fascination with the human mind and body, along with her study of a slowly-aquired menagerie of toxic creatures, has given her the ability to produce and use deadly poison if necessary.
(Practical Effect: Biochem is an advantage designed to explain Eponine's wide knowledge of drugs and toxins. She has aquired this knowledge mostly through self-testing and study. As far as practicality goes, I would say that in a fight it should give either a +2 or +4 to poisons, depending on whether it's judged as common or uncommon; also, should another character enter her domain IC, she should receive a bonus to interaction if said character decides to partake in her drugs.)
Intimidation I (Ruby): Ruby the albino python is a constant fixture in E's life. She follows E in the streets and can often be found wound protectively around her master when E is passed out. The mere presence of the snake is enough to scare most people; E doesn't often have to intimidate on her own.
Charisma I
Beauty I
Toughness I

Story Elements:
Snake, Rattle, 'n Roll: E's club, which she manages with several friends that she made on the streets. It is modestly successful for the alcohol and dancing, and lucratively successful for the "escorts" and drugs; being in the old part of town, there is rarely trouble from law enforcement. It helps that E's drugs are potent enough to change the mind of even the most stubborn official; she pumps a mild dose of a happy-drug through the vents of her club, enough so that people are happy and forgetful without being unable to focus. It keeps people in the club longer, which keeps them spending money longer, and money buys more fun things to experiment with.

The Menagerie: E's underground collection of toxic snakes, spiders, frogs, scorpions, what-have-you--along with a few perfectly innocuous creatures, like her pet bunny Hoppy--live here beneath the club. The only people that come down here are E herself or specially invited guests; it is sealed both by an old-fashioned lock and a combination that she changes every week, because she doesn't want any rival drug runners to get access to her experiments or her animals.

Ruby: E's most constant companion. The dealer is rarely seen without her snake; when sleeping, Ruby is coiled beside her, and when in the club or out on the town she is either sliding beside E's feet or wound around her shoulders. Though E is unable to carry her for long, she does so when she wishes to make a dramatic entrance.

SNK: The most popular street drug currently, SNK comes in several colorful varieties depending on what you wish for it to do. The most purchased of these are the lavender variety, which makes a person feel immortal and perfect and happy, and the cream variety, which--while still imbuing the user with that sense of immortality--is a calmer, slower high. E peddles in both of these, as well as many hybrids, and is always self-experimenting.

Tebryn
2012-12-03, 01:11 PM
I want to explain that if it is looking to meet Yfa Keter Ain, she is to be at the Special Mission in the city by this time (to take a train). Unless it is decided by moderators that is prohibit and Lynks must stay on Airship.

Ah, didn't know where they'd be. I'll edit the tag.

DJDeMiko
2012-12-03, 02:28 PM
I am on the East Coast of the US and rarely post on weekends as that is my family time. Unlike during the work week were I post because thats work time and who wants to work.

Elricaltovilla
2012-12-03, 04:59 PM
@DJDeMiko: just a spelling notice, it's Eirik Goff, not Eirek Goff. I won't make too big a deal about it in the future, just a reminder :smallsmile:

DJDeMiko
2012-12-04, 08:44 AM
@DJDeMiko: just a spelling notice, it's Eirik Goff, not Eirek Goff. I won't make too big a deal about it in the future, just a reminder :smallsmile:

My bad, fixed. I had gotten it right half the time :P

Xondoure
2012-12-05, 05:27 AM
Hi folks. Post coming at some point today (by which I mean after sleep, probably next evening.) If all goes accordingly and I have access. For now, too tired. I once more apologize for the inconvenience.

VonDoom
2012-12-05, 09:35 AM
New Story Element for general use:


The Rosenkreuz Institute
Disclaimer: The Story Element descriptive may be insensitive towards those suffering from psychological issues. This is intentional in order to capture the spirit of the time period and in no way meant to represent OOC views or be malicious.

The Rosenkreuz Institute for the Treatment and Care of the Insane presents a modern and humane approach to the treatment of the mentally deficient. No longer must we lock away those of strange and abnormal inclinations. At the Rosenkreuz Institute these poor souls receive the care and attention they need, benefit from modern medical treatments and procedures and may, in time, even return to a productive place in society.

The Rosenkreuz estate and surrounding area span (X) acres and stand at the very edge of Dauphane, surrounded by lush forests that provide a calm atmosphere and healthy environment. The manor itself is a large building able to accomodate over a thousand of the feeble-minded and its competent medical and non-medical staff is more than equipped to handle any situations that may arise.

Recent breakthroughs with the Noitièr leukotomy procedure have allowed for successful rehabilitation of even the criminally insane and promise to provide an effective alternative for electroconvulsive therapy and other, more traditional treatment methods.

---

There have been accusations that Dr. Franz Guthold, the head of surgery and senior medical practicioner at Rosenkreuz, is anything but a pillar of the medical community and a solid humanitarian. These are outright false. Nothing could be further from the truth.

Further libelous claims that Rosenkreuz performs therapy far in excess of the necessary or that patients are treated as test subjects and subjected to outright torture must be disregarded as the work of malcontents and those who seek to halt the progress of humane treatments. The feebleminded are not to be hated or turned into proverbial monsters and subhumans; they are as human as any one of us.

And yes, as is insinuated behind thinly veiled references, this is absolutely a horror show lunatic asylum underneath the 'for public access' areas.



Edit: And I just realized that Guthold sounds kind of ... visceral in English. It was supposed to be 'good' and 'fair' in German. Any good alternatives? Kindmann? Netthold?

Elemental
2012-12-06, 12:38 AM
Edit: And I just realized that Guthold sounds kind of ... visceral in English. It was supposed to be 'good' and 'fair' in German. Any good alternatives? Kindmann? Netthold?

My suggestion is to not make it too obvious. After all, no one would trust a person with the last name Kindmann.
And there's also the fact that its highly likely that the vast majority of people in Dauphane speak Auverac as their first language, so his suspicious name would likely fly under the radar anyway.

Swordslinger
2012-12-06, 10:06 AM
Sorry for the delay with posting, I have been having a really busy week with lots of exams and other things. I’ll try to get a post up later tonight.

LadyLongshanks
2012-12-06, 08:07 PM
*sings*

'Tis the season... to get sick, have loads of exams- oh, and be jolly! :)

Life happens. Hope the jolly part can take effect, now!

daelrog
2012-12-06, 09:46 PM
@Dark: Can Klaus and Ollin have a meeting at noon on the 30th?

Nefarion Xid
2012-12-06, 09:58 PM
Just a few notes to make sure everyone is on the same page.

1 - The currency in use is the Torun Mark. Abbreviated as TM. Symbol is Ŧ. The bills are grey with the value and "States of Torun" in shiny red ink. We don't have any ideas for coinage though, so feel free to suggest something.

2 - The airship tower for Lynks ships and human zeppelins is part of the civilian operated Becker Airfield complex. The military has facilities and runs security at Becker. Dauphane Air Force Base is where the military hardware is housed. Military contractors like Rochefort, Hartmann and Krauler have R&D centers at Dauphane AFB. Becker Airfield is located south of the city. Dauphane AFB is about five miles west of the city; most air force personnel live on base.



On an unrelated note, I was wondering how Lynks reproduce. Is the entire species female?

Starsign
2012-12-06, 10:36 PM
Um, hey Daelrog, how long does Ollin plan to stay at The Neutral Zone on the 29th? If it's alright I was wondering if Indall might be able to meet him as he's leaving (unless he'd be leaving with Claus that is)

TheDarkDM
2012-12-06, 11:32 PM
@Dark: Can Klaus and Ollin have a meeting at noon on the 30th?

Who is Klaus?

daelrog
2012-12-06, 11:38 PM
Who is Klaus?

Ollin wants a meeting with Santa Krauler! :smallyuk:

TheDarkDM
2012-12-07, 12:46 AM
Ollin wants a meeting with Santa Krauler! :smallyuk:

Sure, he and Erasmus can have an appointment on the 30th. :smalltongue:

TheDarkDM
2012-12-07, 02:45 AM
Double post, wahey!

Anyway, Tebryn, I just want to make sure you realize that what you're doing right now is roughly analogous to a vice-president of Boeing having a secret meeting with the Chinese ambassador. That is to say, potentially treasonous and definitely hazardous to Chuuten's government contracts.

Tebryn
2012-12-07, 03:04 AM
Anyway, Tebryn, I just want to make sure you realize that what you're doing right now is roughly analogous to a vice-president of Boeing having a secret meeting with the Chinese ambassador. That is to say, potentially treasonous and definitely hazardous to Chuuten's government contracts.

The Jade Masks=/=Chuuten Corp. They have their own desires and their own goals which may or may not fall in line with Chuuten Corp. Shajin's loyalties also don't lie with the company, they rest first and formost with Mikado, then the Masks then Chuuten as a distant third. It is acting in what it sees as mutually beneficial to the two groups who own the reigns. In essence, this is like the Vatican sending a group to the U.N. Shajin isn't there representing Chuuten, even in the original post before I edited it. Shajin is there representing the Masks.

It's not like Shajin is there to discuss the ancient rituals used to create M.M line metal or scrawl the schematics to Archtech Golems on the napkins. I doubt Shajin knows or cares about either of those things on any fundamental level. It is there to discuss something that I doubt very highly Chuuten Corp is at all concerned about, reviving the dead lands of He and the Lynks homelands.

VonDoom
2012-12-07, 04:11 AM
I think Dark is primarily talking about outward appearances there, not motivations, and he makes a fair point. Chuuten is privy to classified government secrets as a military contractor and if Shajin is known as a trusted, high-ranking member of the company, meeting with the Lynks is rather problematic, especially since they're basically just walking up to them in their masked getups.

This could be remedied fairly easily if you just put down that Shajin only wears the getup in public when he's not doing stuff for Chuuten and keeping the 'identities' separate outside of the leading Chuuten cabinet. They're an ancient order of people doing contract killings and such. They can probably manage that even under Martial Law.

That way, the public might associate them more as an occult order of religious weirdoes (with some ruminations about them being dangerous and a few people aware that they're in the killing business), which lends itself to more freedom in moving around. Or you could approach more stealthily and avoid notice.

This might actually also be a good future reason for Tanner to be included in higher-security stuff since he basically stumbled on Shajin in his shaman outfit just now, if you don't change it, leading to further complications and RP, since Chuuten can't just do away with him if we want to keep his brother happy. Which is good. :smallsmile:


... or you could keep it as is, and just go to them in secret and avoid the surveillance measures with mad ninja skillz. But I think my other proposal might lead to some interesting stuff down the line.

Tebryn
2012-12-07, 04:16 AM
This could be remedied fairly easily if you just put down that Shajin only wears the getup in public when he's not doing stuff for Chuuten and keeping the 'identities' separate outside of the leading Chuuten cabinet. They're an ancient order of people doing contract killings and such. They can probably manage that even under Martial Law.

That way, the public might associate them more as an occult order of religious weirdoes (with some ruminations about them being dangerous and a few people aware that they're in the killing business), which lends itself to more freedom in moving around. Or you could approach more stealthily and avoid notice.


I had assumed this from the get go, animal bone masks and heavy fur lined robes are not good for covert acrobatic killing at the best of times. Shajin most certainly has more practical outfits when running around roof tops. Something dark blue and form fitting so as not to be big "Grab here" targets while in hand to hand combat. Or for that matter in any business capacity. I imagine it's difficult to conduct business meetings when the smelly Shaman is screeching at you that your lack of chicken blood on the contract is unacceptable to the table spirits.


This might actually also be a good future reason for Tanner to be included in higher-security stuff since he basically stumbled on Shajin in his shaman outfit just now, if you don't change it, leading to further complications and RP, since Chuuten can't just do away with him if we want to keep his brother happy. Which is good. :smallsmile:

I'll have to discuss this with Shanks when she's about. Also, to add, I included the bit about Chuuten in the original post so Da_Mongoose could be included. I brought this up to her today but was to busy shooting zombies and no one else in our merry band was around for me to bring up a proposal that should get some inter-character relationships going.

Kasanip
2012-12-07, 10:44 PM
On an unrelated note, I was wondering how Lynks reproduce. Is the entire species female?

http://i1015.photobucket.com/albums/af275/umbrellako2/yfay.png
Yfa Keter Ain
"Fufufu! Humans are so amusing! Their science is so slow, they don't understand how [reproduction] works! Oh my, I hope you study hard! As for Lynks, you shouldn't hurt your heads to worry about it."

daelrog
2012-12-07, 11:49 PM
@Starsign: Sure, why don't you hit Ollin while he's walking out. I'll give Xondure a little more time, then we can go ahead with our scene.

Starsign
2012-12-07, 11:59 PM
@Starsign: Sure, why don't you hit Ollin while he's walking out. I'll give Xondure a little more time, then we can go ahead with our scene.

Sounds good. I'll be waiting on Gustant and Eirik over the weekend so I'll get a post in tomorrow for Lazlo and then I'll have plenty of time for my other games and exam studying. :smallsmile:

ChrisClark13
2012-12-08, 11:49 PM
Still alive! Just too much put off homework and then finals next week.

Xondoure
2012-12-09, 04:37 PM
@Starsign: Sure, why don't you hit Ollin while he's walking out. I'll give Xondure a little more time, then we can go ahead with our scene.

Timeskips my good fellow! (posting now, but even so.)

Starsign
2012-12-09, 04:41 PM
Timeskips my good fellow! (posting now, but even so.)

Well I've no idea how long Ollin will decide to stay at The Neutral Zone, so I'd rather daelrog decide and I'll follow from that.

Also sorry for the delay in responding Guy. Turns out I can't plan well for time at all. :smallredface:

Xondoure
2012-12-09, 05:40 PM
Actually, Daelrog, I'm having trouble finding Ollin's most recent response. My last post in the conversation is about midway up page 3 and it doesn't look like you've posted since. :smallconfused: I may have missed it though...

daelrog
2012-12-09, 09:22 PM
Actually, Daelrog, I'm having trouble finding Ollin's most recent response. My last post in the conversation is about midway up page 3 and it doesn't look like you've posted since. :smallconfused: I may have missed it though...

That's because I missed your post and didn't respond.:smallredface:

GuyFawkes
2012-12-10, 12:30 AM
No worries. I'm kinda having a tough time posting too. :smalltongue:

DJDeMiko
2012-12-10, 10:11 AM
Gustant has no particular plans for being at the neutral zone other than helping Indall meet a few other NPC's

VonDoom
2012-12-10, 12:25 PM
First:

Guys, we have a wiki (http://playground-v.wikia.com/wiki/Character_Index). With a character index, which I just linked. If you haven't yet, please update it with your own character writeup and story elements. Thank you.

Second:

Why aren't you at the airfield thing Nef is doing yet? Perfect opportunity to run into other characters! Go there! Seriously!

Third:

The Circus of Despair! The adventure lineup, after thorough consideration of those submitted by various factors such as writing speed, writing and character compatibility and suitability to the actual scenario, is as follows, in alphabetical order:

DJDeMiko (Gustant)
Hi-mi-tsu (E)
LadyLongshanks (Tanner)
Nefarion Xid (Harvey)

I will start up the adventure in the coming days. Stay tuned.

Starsign
2012-12-10, 12:30 PM
First:

Guys, we have a wiki (http://playground-v.wikia.com/wiki/Character_Index). With a character index, which I just linked. If you haven't yet, please update it with your own character writeup and story elements. Thank you.

Second:

Why aren't you at the airfield thing Nef is doing yet? Perfect opportunity to run into other characters! Go there! Seriously!

Oops, forgot to put up the rest of Indall's story elements. :smalleek: I'll see if I can get to that soon, or at worst after exams are over this week.

I haven't quite found a good reason for Indall to be at the airfield yet, or at least I haven't thought seriously about it as I've been a little busy with RL exams. Nef might there be a good area for a medical worker in the airfield?

And if it's alright DM and Jade, any chance I might be able to RP with both of you at the airfield or would that not be doable in-character? Indall would like to meet the new Governer so long as it's possible and I'm hoping to be able to RP with you both. :smallsmile:

Elricaltovilla
2012-12-10, 12:39 PM
First:

Guys, we have a wiki (http://playground-v.wikia.com/wiki/Character_Index). With a character index, which I just linked. If you haven't yet, please update it with your own character writeup and story elements. Thank you.



I'm not so good with the wiki-making. I'll try and update my character accordingly over the next few days, but it's exam week for me so I might not get to it.

DJDeMiko
2012-12-10, 01:05 PM
First:

Guys, we have a wiki (http://playground-v.wikia.com/wiki/Character_Index). With a character index, which I just linked. If you haven't yet, please update it with your own character writeup and story elements. Thank you.

Second:

Why aren't you at the airfield thing Nef is doing yet? Perfect opportunity to run into other characters! Go there! Seriously!

Third:

The Circus of Despair! The adventure lineup, after thorough consideration of those submitted by various factors such as writing speed, writing and character compatibility and suitability to the actual scenario, is as follows, in alphabetical order:

DJDeMiko (Gustant)
Hi-mi-tsu (E)
LadyLongshanks (Tanner)
Nefarion Xid (Harvey)

I will start up the adventure in the coming days. Stay tuned.


Neat. I couldn't think of a reason Gustant would want to be at the airfield so I didn't have him go :(

Starsign
2012-12-10, 02:13 PM
Neat. I couldn't think of a reason Gustant would want to be at the airfield so I didn't have him go :(

Perhaps Gustant could bring some of his men as a way to take time off or perhaps see if Eirik might invite him? That might be a good way to bring Indall in as well. :smallbiggrin:

Actually perhaps a heist might be set up through the challenge system? If a part of the airfield might have a good place to hold supplies maybe Gustant and/or Eirik would want to try and steal it. (so long as such a plan is allowed from the mods of course as it IS Nef's plot ticket) Just throwing out ideas here to see if anything might be interesting. :smallsmile:

LadyLongshanks
2012-12-10, 03:59 PM
...

Second:

Why aren't you at the airfield thing Nef is doing yet? Perfect opportunity to run into other characters! Go there! Seriously!

...


Did someone say free food and cute girls at the airfield? I'm THERE!

DJDeMiko
2012-12-10, 04:23 PM
Perhaps Gustant could bring some of his men as a way to take time off or perhaps see if Eirik might invite him? That might be a good way to bring Indall in as well. :smallbiggrin:

Actually perhaps a heist might be set up through the challenge system? If a part of the airfield might have a good place to hold supplies maybe Gustant and/or Eirik would want to try and steal it. (so long as such a plan is allowed from the mods of course as it IS Nef's plot ticket) Just throwing out ideas here to see if anything might be interesting. :smallsmile:

LOL actually a heist is an amusing idea. I don't think Gustant is ready for that though :P

Starsign
2012-12-10, 04:28 PM
LOL actually a heist is an amusing idea. I don't think Gustant is ready for that though :P

Well you've already introduced the Figment side of Gustant so I don't think that would be a problem. Now it does depend on how well-guarded the supplies are and if the heist can be done in the first place for any reason. Still thought I'd mention the idea. :smallbiggrin:

DJDeMiko
2012-12-10, 05:01 PM
Well you've already introduced the Figment side of Gustant so I don't think that would be a problem. Now it does depend on how well-guarded the supplies are and if the heist can be done in the first place for any reason. Still thought I'd mention the idea. :smallbiggrin:

Gustant is pretty low level as a thief. He hits unarmed truck/boat shipments. He is not ready to take on a military airfield or CHuuten

VonDoom
2012-12-11, 07:40 AM
@Swordslinger
I'd assume, outside of direct interaction between the two, that Rydusk would use 'Mr. Tatsudoshi' rather than Mikado. Also, once some of the current scenes are resolved, would you care to do a flashback as well?

BladeofObliviom
2012-12-12, 04:28 AM
And then Veldin was a drug pusher. :smalltongue:

LadyLongshanks
2012-12-12, 08:56 AM
And then Veldin was a drug pusher. :smalltongue:

Should totally get fenrir cigarettes to give him a finder's fee if he manages to get the entire Lynks race addicted... :P

Starsign
2012-12-12, 10:05 AM
Actually, has the downside effects of smoking been known by the IC's point in time? I don't think it has, rather I think it was discovered that smoking is bad for you back sometime after the 50s. (hopefully I didn't make a massive history flub)

LadyLongshanks
2012-12-12, 10:19 AM
I don't think they had. At this point I'm pretty sure they were still be advertised to better your health :P

http://img0.etsystatic.com/000/0/5436622/il_fullxfull.336506896.jpg

http://171.67.24.121/tobacco_web/images/tobacco_ads/doctors_smoking/throat_doctors/large/camels_fresh_blue.jpg

http://www.giovannicalabro.com/wp-content/uploads/2009/10/49863-440x637.jpg

DJDeMiko
2012-12-12, 10:21 AM
At this point in time its likely people think women should smoke for the babies health and that a nice fizzy drink with cocaine is a great way to cure a toothache.

hi-mi-tsu
2012-12-12, 10:25 AM
At this point in time its likely people think women should smoke for the babies health and that a nice fizzy drink with cocaine is a great way to cure a toothache.

In all fairness, cocaine is a great way to cure any ill...for a little while :P

VonDoom
2012-12-12, 12:12 PM
Woo! All caught up with my current scenes! :smallamused:

Mathemagics
2012-12-12, 12:20 PM
Actually there have been people advocating against smoking ever since its introduction into Western culture in the 1500-1600s, both on moral grounds and for health reasons.

A research group also published a paper linking tobacco smoking to lung cancer in the 1920s, but that was semi-forgotten thanks to WW2.

Though I also recall that this is roughly around the time that people thought giving heroin to kids for toothaches was a good idea.... :smallconfused:

Tebryn
2012-12-12, 01:11 PM
Though I also recall that this is roughly around the time that people thought giving heroin to kids for toothaches was a good idea.... :smallconfused:

Hey, it works. For a while.

Xondoure
2012-12-13, 03:16 AM
I think the thing you're thinking of is in the fifties the industry underwent a massive effort to make cigarretes better for you (killing off your customers isn't necessarily great for business.) In doing so they found they had a choice: limit the detriments to people's health or make them more addicting. Guess which one they chose.

Swordslinger
2012-12-13, 05:40 AM
Aright, final exam completed and now its vacation time. Things should become calmer for the next few months and give me better time to post.


@Swordslinger
I'd assume, outside of direct interaction between the two, that Rydusk would use 'Mr. Tatsudoshi' rather than Mikado. Also, once some of the current scenes are resolved, would you care to do a flashback as well?

In Rydusk case being informal is a sign of respect, but yeah, talking about Mikado that informally to others sets a bad example. I’d certainly be up for a flashback scene.

Kasanip
2012-12-13, 06:27 AM
He reached inside his coat and pulled out a hand held radio, turned it on and spoke into it. “Report”

The radio sparkled a bit and a voice came through it

Sorry, it isn't quite correct.
This is the idea of human [hand-held radio] of such a time: http://ja.wikipedia.org/wiki/SCR-536

One of [reverse-engineered] technology, radio isn't that small for hide in coat. Only Lynks are to have advanced style radio. I wrote Story Element for [Radio]. :smallredface:

Swordslinger
2012-12-13, 07:26 AM
Ah, my bad. I’ll remove that part.

Maybe I should have Rydusk acquire a non military Lynx radio model on the black marked or something if that is plausible.

VonDoom
2012-12-13, 07:50 AM
It's not. We're not using black market Lynks tech in a military contractor company. That'd be so far against any sort of semi realistic security regulations that it's not funny.

Kasanip
2012-12-13, 08:22 AM
Ah, my bad. I’ll remove that part.

Maybe I should have Rydusk acquire a non military Lynx radio model on the black marked or something if that is plausible.

It is not plausible.
This is the first time in Dauphane that Lynks have been seen. Plot Ticket was used because such a reveal of Lynks caused lots of chaos and discussion in city. Unfortunately, that day seems to be ignored by most players.

The only Lynks radio humans have ever found was the civilian radio that was [reverse-engineer] for modern human radio. Military radio of Lynks is mystery for humans. Lynks don't share their technology.

Ascaloth
2012-12-13, 08:27 AM
So if this setting doesn't have radio technology except what the Lynks have, how did the Torun tanks communicate? Do they run on Soviet T-34 doctrine or something?

Kasanip
2012-12-13, 08:42 AM
So if this setting doesn't have radio technology except what the Lynks have, how did the Torun tanks communicate? Do they run on Soviet T-34 doctrine or something?

Like it is seen in picture, human has [backpack radio] and [hand-held radio]. Of course also it is normal radio, like broadcast. But it is not like [cell phone] of Swordslinger's post. Size can be used in tanks.

About Torun War, of course tanks can communicate with [trumpet] signal and [flags] signal. I don't know about radio and tank history very much. Was radio used in such a tank?

VonDoom
2012-12-13, 08:42 AM
There was talk of handheld devices only and kasanip linked what those look like for humans. Tanks are big, plenty space for that.

Jade_Tarem
2012-12-13, 08:45 AM
In actual World War 1 tanks, many of which were simply caterpillar tractors with an armored shell, there was probably no radio. Armies and Navies, however, used radio extensively in WWI once each side discovered the joys of tapping communications cables.

Given that our Benefactor's War history has us transition from WWI to just pre-WWII tech toward the end of the war, late-model Torun tanks might have a radio. It is also conceivable that even if the design doesn't feature a built-in radio, they might put a backpack radio on board.

Elemental
2012-12-14, 01:13 AM
This may seem like a pointless question...
But what are the days of the week and how do they align with the dates?

Tebryn
2012-12-14, 01:27 AM
This may seem like a pointless question...
But what are the days of the week and how do they align with the dates?

We're going with a standard gregorian calendar so I would imagine we're using the standard "Monday etc" week as well. I don't think it comes into play much, just use the date of the day.

Elemental
2012-12-14, 01:42 AM
We're going with a standard gregorian calendar so I would imagine we're using the standard "Monday etc" week as well. I don't think it comes into play much, just use the date of the day.

Good to know. That would make the first of December a Saturday then unless we're using the days of the week from the perspective of 1753.

Nefarion Xid
2012-12-14, 03:12 AM
December 1st is a Saturday, yes. The calendar happens to align with 2012 for convenience.

Starsign
2012-12-14, 06:02 PM
Alright, final exams are done! :smallbiggrin: I'll update the wiki with my Story Elements and other areas I missed regarding Indall, then see about getting a post in.

LadyLongshanks
2012-12-17, 10:28 AM
Gonna be flying overseas to visit family in the US for Christmas, so probably AFK for a day or two! :)

VonDoom
2012-12-17, 12:13 PM
Work has been and is looking to be hellishly busy still for at least this week. I'll try and get some posts up so as to not keep too many people waiting as soon as I can.

daelrog
2012-12-20, 11:52 AM
Holidays will be busy for me. I'll start on the scenese with Starsign and DarkDM in a week or two.

Starsign
2012-12-20, 11:57 AM
Holidays will be busy for me. I'll start on the scenese with Starsign and DarkDM in a week or two.

Sounds good. I've got something going with Rainy Knight and GuyFawkes already, but it'll be fun to juggle everything Indall is in :smallbiggrin:

Tebryn
2012-12-20, 01:38 PM
Holidays will be busy for me. I'll start on the scenese with Starsign and DarkDM in a week or two.


Work has been and is looking to be hellishly busy still for at least this week. I'll try and get some posts up so as to not keep too many people waiting as soon as I can.

Echoing these. I will however have lots of time next week to do things.

Elricaltovilla
2012-12-25, 11:04 PM
I think I might have to bow out of this game :smallfrown:
Things haven't been particularly steady for me right now and I'm not sure I'll be able to post any time soon.

TheDarkDM
2012-12-26, 03:29 AM
Sorry to hear that Elrical.

Merry Christmas to everyone, though!

Starsign
2012-12-26, 01:25 PM
Indeed, sad to see you'll be going Elricaltovilla. I was excited to see where you'd be taking Eirik.

And Merry Christmas and Happy Holidays to everyone! :smallbiggrin:

Tebryn
2012-12-26, 06:30 PM
I think I might have to bow out of this game :smallfrown:
Things haven't been particularly steady for me right now and I'm not sure I'll be able to post any time soon.

Echo what everyone else says. We'll be here if and when you're able to come back. My holiday adventures are over so I will get a post out A.S.A.P.

Happy Holidays and Happy New Year to everyone.

Swordslinger
2012-12-28, 01:01 PM
Merry Christmas everyone :D

Elemental
2012-12-30, 05:27 AM
Merry Christmas to you as well.
Even though it's almost New Years...

And I really need to find something for Averill to do...
Any of you mad science types need a lot of comparative cheap electricity?

A Rainy Knight
2012-12-30, 12:54 PM
And I really need to find something for Averill to do...
Any of you mad science types need a lot of comparative cheap electricity?

Sure. Want to have your character meet mine to make a pitch to Chuuten?

Elemental
2012-12-30, 11:01 PM
Sure. Want to have your character meet mine to make a pitch to Chuuten?

Makes sense. I'll have Averill invite your character over to discuss business and research over tea.
Does the Second of December sound alright to you?

A Rainy Knight
2012-12-30, 11:33 PM
Makes sense. I'll have Averill invite your character over to discuss business and research over tea.
Does the Second of December sound alright to you?

Cool! The second of December sounds fine.

DJDeMiko
2012-12-31, 08:38 AM
hi everyone,

I went on holiday for nearly two weeks expecting to have internet . . . and did not :)

Catching up on whats going on now.

Starsign
2012-12-31, 01:10 PM
hi everyone,

I went on holiday for nearly two weeks expecting to have internet . . . and did not :)

Catching up on whats going on now.

Great to see you back DJ! :smallsmile: Two weeks without internet must have been a killjoy for you.

VonDoom
2012-12-31, 05:53 PM
Happy new year, indeed. And it also announced my return to IC activity. Yay!

Elemental
2013-01-02, 05:47 AM
I was going to have a post up last night, but my computer kept crashing.
Why must it be so hot here? It makes rewriting something so aggravating...

VonDoom
2013-01-02, 09:47 AM
Alright, now that I'm back, the Circus of Despair adventure will soon go underway. I just want to confirm that everyone who was chosen to participate is still interested and present:

DJDeMiko (Gustant)
Hi-mi-tsu (E)
LadyLongshanks (Tanner)
Nefarion Xid (Harvey)

Please confirm your continued interest and we can go ahead. There was plenty of interest, so if your schedule no longer permits regular posting in the next couple of weeks, feel free to step back and I'll have another look at the remaining viable characters whose players expressed interest.

DJDeMiko
2013-01-02, 10:07 AM
I am excited about the circus! I have been looking for a way to get Gustant involved in the game again.

Tebryn
2013-01-02, 04:35 PM
Blurgh, post up tonight. Mark my word.

daelrog
2013-01-02, 11:15 PM
I should be back to active posting next week.

Jade_Tarem
2013-01-05, 08:30 PM
Back to active posting, even if it's a small one!

Starsign
2013-01-09, 11:45 AM
Rainy Knight and GuyFawkes, my apologies for not having posted yet. I'm having a little trouble balancing my college schedule (which started this week) with my other games and hobbies. I'll try to get a post up tonight, or failing that, definitely tomorrow. I promise my posting rate won't end up becoming something like once a week. :smallredface:

LadyLongshanks
2013-01-09, 03:19 PM
Alright, now that I'm back, the Circus of Despair adventure will soon go underway. I just want to confirm that everyone who was chosen to participate is still interested and present:

DJDeMiko (Gustant)
Hi-mi-tsu (E)
LadyLongshanks (Tanner)
Nefarion Xid (Harvey)

Please confirm your continued interest and we can go ahead. There was plenty of interest, so if your schedule no longer permits regular posting in the next couple of weeks, feel free to step back and I'll have another look at the remaining viable characters whose players expressed interest.


*cough* *returns from the oblivion of jet lag*

I'm here, I'm here! Count me in!

VonDoom
2013-01-09, 03:29 PM
... aaaand that's four. Expect the opening post for Circus of Despair soon.


Also, apologies if the start of my new post reads a bit different from other descriptions of Chuuten Headquarters. This one had actually been started ages ago and that was the first time I ever described it. Later descriptions supersede and if there are any discrepancies, the old posts are the ones that count for the building descriptive aspect.

LadyLongshanks
2013-01-09, 04:32 PM
Oh, and, happy new year everyone! :)

VonDoom
2013-01-10, 03:11 PM
Game Mod Voice:

People, please put up your approved Story Elements on the wiki. And your characters, if you haven't already.

GuyFawkes
2013-01-11, 02:19 AM
Rainy Knight and GuyFawkes, my apologies for not having posted yet. I'm having a little trouble balancing my college schedule (which started this week) with my other games and hobbies. I'll try to get a post up tonight, or failing that, definitely tomorrow. I promise my posting rate won't end up becoming something like once a week. :smallredface:

No worries there. I have just finished moving and thus have no internet connection yet so my posting rate is most likely every other day, or once a day if I am lucky.

DJDeMiko
2013-01-11, 09:18 AM
Von doom - what day in game will the adventure start? Just want to make sure my timing fits properly :)

Nefarion Xid
2013-01-17, 12:20 AM
Rolling for the airshow

[roll0]

TheDarkDM
2013-01-17, 12:20 AM
And for the Tosen...

[roll0]

VonDoom
2013-01-17, 01:33 AM
The adventure proper is starting Sunday, 2nd December, if none of the participants have a clash with that date. Otherwise, it will be moved to accommodate.

And the next post will be going up today evening, my time. Prepare for the Circus!

hi-mi-tsu
2013-01-18, 01:03 AM
Kay so, Charisma Roll for the circus:
[roll0]
And, if applicable:
+2 (Charisma)
+2 (Beauty)
And I also have Intimidation I because of Ruby, so that's +2 (or +0 if you don't think it applies). Add as you think they apply :D

VonDoom
2013-01-18, 04:03 AM
Circus of Despair Players:

From now on, whenever I place a post, I'll note a date on which I would like to move onto the next 'round', so to speak, by which everyone should have posted. If for some reason you are unable to make a meaningful post within that period, please notify me.

Ideally, this notification should include a brief summary of your intended reaction and I'll come up with something to cover it, if you really do want to do something with the situation present but can't get the time for a proper post.

For the current round, I'd like you four to have your posts out by Sunday. I'll be shooting to have my own post out on Monday, GMT time.

DJDeMiko
2013-01-18, 10:42 AM
Gustant cannot resist a chance to show off.

First for inspection
[roll0]
If applicable
Inteligence +1
Cunning +1
Possibly, maybe, misdirection +1?? Seems a stretch.



For gaining attention
[roll1]
+1 for misdirection
+1 for deceitful
+1 for charisma

VonDoom
2013-01-18, 12:02 PM
@hi-mi-tsu: Your result is Gaining Attention 7. Intimidation does not apply, but I'm granting E a circumstantial bonus for not just looking pretty, but also pretty darn unusual and much like a carnie herself, with the snake and everything.

@DJDeMiko: Your results are Inspection 5 (Cunning may help you realize something about visual information received, but it doesn't help your proverbial Spot Check. Nor does Intelligence), and Gaining Attention 5 (+1 for Charisma.)

Both of you, please add this to your post with a [spoiler tag. You will learn the result in my next IC post. In addition, don't worry if you fail a perception check, there will be plenty opportunities to look at things more closely.

Yes, I am giving circumstantial boni and penalties.

LadyLongshanks
2013-01-19, 06:26 PM
Inspection roll for the circus!

(1d6)[3]

Plus nothin'! :)

VonDoom
2013-01-22, 10:56 AM
Sorry, no Circus post yet! I'll have it ready soon-ish!

Nefarion Xid
2013-01-23, 09:24 PM
Hey guys, I just wanted to let everyone know that, due to popular demand, we're reviving the Playground 1 game "Tales of Bastion". We're still very much engaged in this game, but there was a lot of interest in resuming the old game. So, if you have time for a high fantasy game version of Playground, I really recommend stopping by the recruitment thread and checking out the wiki.

http://www.giantitp.com/forums/showthread.php?t=268494
http://talesofbastion.wikia.com/wiki/The_Playground:_Tales_of_Bastion_Wiki

Starsign
2013-01-23, 09:56 PM
Ah restarting that up now? :smallbiggrin: As much as I wish I did, I don't have the time to join another game, (in fact I'm really struggling to find time to post in this one too) so I will wish you all the best of luck for Playground 1.

I will try to find time to post this weekend, but due to time and RL difficulties I may need to bow out of this game soon sadly. :smallfrown:

VonDoom
2013-01-24, 12:53 PM
Incidentally, the next turnover for posts in the Circus of Despair Adventure is, once again, Sunday.

DJDeMiko
2013-01-24, 01:36 PM
Would it be fair given Gustant's status that he would know of the pretty drug dealer who always has a pet snake with her? It seems like it would be pretty easy knowledge, how many snake carrying drug dealers might there be in the city?

LadyLongshanks
2013-01-24, 05:38 PM
I don't think I'll have time to get out a post by then, for the circus- I'm leaving tomorrow afternoon and will be away for the weekend on holiday without internet, only getting back Sunday evening.

I will TRY, but if I don't, Tanner's activities will roughly involve the follow:

Oggling the gymnast twins but ultimately leaving them alone, because he is aware he'd just come off like a creep.
Trying to negotiate himself a new seat, one more fitting of his taste (that being: near an exit, in case of danger)
Giving the clown some of his own medicine (in a good-natured way), if he can think of anything clever-ish to say.
Eating his munchies.

Swordslinger
2013-01-24, 11:09 PM
Another Playground game? Sounds interesting, unfortunately I don't have the time for more games then I am already in, so I'll have to give that one a pass for now.

VonDoom
2013-01-25, 02:08 PM
In the spirit of Bastion getting underway, I have opened a new Recruitment Thread (http://www.giantitp.com/forums/showthread.php?p=14592668) for this game, since this time we fully intend for both to run in tandem. Please update any signature links and subscribe, if you're keen on helping out potential new recruits. Which I hope you are. :smalltongue:

VonDoom
2013-01-29, 03:51 AM
Since all but one if the participants had difficulty meeting the last deadline, we'll extend the time until the Circus adventure moves onwards until Thursday.

In any event, if you cannot meet the deadline, again, please notify me. If you miss it AND fail to tell me three times, your character will be removed from the active adventure. Since I didn't mention this before, this is in effect starting from now.

Starsign
2013-01-29, 02:29 PM
Hey everyone, gonna have to apologize but I'm going to need to drop out of the game now. My time constraints with college plus real life and personal issues make keeping up with this game borderline impossible for me. :smallfrown:

I do wish the best of luck for this game and the other one happening however.

GuyFawkes
2013-01-29, 02:58 PM
Aww. Well good luck to you man. :smallsmile:

hi-mi-tsu
2013-01-29, 09:31 PM
Would it be fair given Gustant's status that he would know of the pretty drug dealer who always has a pet snake with her? It seems like it would be pretty easy knowledge, how many snake carrying drug dealers might there be in the city?

Erk, sorry, I must have missed this. I have no problem with him knowing her/of her :)

Elemental
2013-01-30, 02:30 AM
I'm going to have to drop out of this game. I can't seem to find a place for it in my brain.

Orbiter
2013-01-30, 05:27 PM
Well since you are still recruiting? I might be joining this currently trying to create a character outside my sphere of used/tried and true ones.

.....Its harder than i expected.
Anyone have any tips? i could use a second opinion.

GuyFawkes
2013-01-30, 09:31 PM
Well since you are still recruiting? I might be joining this currently trying to create a character outside my sphere of used/tried and true ones.

.....Its harder than i expected.
Anyone have any tips? i could use a second opinion.

Shamelessly ripped from the other thread, but this is definitely helpful stuff:


Tech - Your homework for this week is to create a 200-400 word description and synopsis for a character without ever 1) Mentioning the species/race, 2) Describing any special abilities or D&D class traits or 3) Describing any weaponry or armor he/she might carry. Simply call your character X until you do this. After this is done, THEN you can think about special abilities or playing a different race. I promise that if you do this, you will create something that is fun for you to play and you will be attached to this character.

Work on personality traits and general attributes first. Figure out some goals and motivations... not anything specific. Once you get down to the core of a character, all the other stuff just comes naturally.

Example: Generally calm and composed, _X_ gets worked up over little things, especially when he's lost control over a situation. He's used to getting his way and quickly becomes indignant when facing authority figures, though he seldom loses his temper. He gives the impression that he's a little drunk, even when he isn't, and uses his humor and wit to get away with things that less charming people never could. _X_ has an indefinable quality, not charisma per se, not astonishing good looks nor the friendliest personality. None the less, people want to like him and find themselves treating him more amiably than perhaps they should. _X_ has the walk of a tomcat with no particular place to be. He is idealistic and passionate. He believes strongly in love, but feels as if he can't really trust anyone, though he desperately wants to. While it seems as if he is motivated by greed, he considers most enterprises a game and just wants to test the limits of his own cunning and guile. He prizes cleverness and quick thinking over power. He cannot abide ignorance or cruelty. He never solves his problems with violence; if he can't out think the situation, he just runs. He has a mysterious past and carries a lot of guilt and shame.


Try describing 3-4 historical or media figures with the same restrictions. Write a 200 word description of the character of Abraham Lincoln, Han Solo, and Eddard Stark. Describing characters you know will be easier than just making one from scratch. Heck, once that's done you can just take the character description of a famous person and then add fantasy fluff and then you've got an awesome RPG character. Lincoln? Clever, funny, compassionate, strong convictions, a lawyer. You can easily take Lincoln's character and put him in Bastion... he works great as a witty, amiable barrister who's risen through society through talent and hard work. It's a great technique -- just pick a character or historical figure you really like, then reduce them to a brief description... then build them back up and put them in a fantasy setting. Or try mixing up two different characters and see what you get. Stray is Lando Calrissian plus The Doctor. Now, I didn't design him that way, but I've been doing this stuff a long time and snapping together archetypes has become pretty easy over the years.

Of course, this isn't the only way to build a character. I just recommend this way. This is the way you build strong characters that people remember! I don't think of PBP games as just games, I like to think they're practice. They should help all of us understand drama and characterization a little better.

A Rainy Knight
2013-01-31, 05:40 PM
Alright, good luck with everything, Starsign.

Now, that said, with Starsign and Elemental out, I'm on the prowl for another present-day scene to be in. Anyone have a need for a less-than-sturdy Chuuten scientist somewhere? :smalltongue:

Jade_Tarem
2013-01-31, 09:00 PM
Morgan might be making an inspection of those Chuuten labs soon...

A Rainy Knight
2013-01-31, 09:15 PM
Ooh, that'd be excellent. Guess I better start getting some more ideas about what exactly she has going on down there at the moment.