The Phazon Assassin
Smash Champion
Greetings, folks, TUSM here again. Since I didn't get a single response in the social thread, I just decided to make a thread for the new and improved (coughcough) Pen and Sword. I reread the rules and all that, so I just copied and pasted Sharpevil's original ruleset. If you have any questions regarding anything, feel free to contact me here, or on AIM, which is TUSMEnterprises.
Pen and Sword is my personal name for a game that has existed in many forms on many forums. This is not a game for those with commitment issues, those who dislike writing, or anyone incapable of capitalizing the first letter of their sentence. However. If you like to tell stories, have a character in your head clawing to be cemented in history, and enjoy some healthy competition, read on.
HOW TO PLAY
I - Overview
II - Winning and Losing
III - Character Information Sheets
IV - Reserves
V - "Good" Playing and "Bad" Playing
VI - Misc FAQ
VII - Characters Playing In THIS Game
I -- OVERVIEW
Here are the rules in a nutshell, which I will soon explain in depth. The game is an all-out war of combat and writing skill. In this game, each participating player submits a profile of the character they will be adding to the story. The characters will all then be dropped into a tournament where the object is to kill all the other players. When the game begins, the GM will post a prologue, which will drop each character into the game at a certain location. Once the game has begun, players can "reserve" a spot by putting in a post with the word "Reserved". This gives the player a set amount of time (Depending on the number of players at the time and speed of the game, it could be from 3-24 hours.) to write their piece of the story. Once each character has gotten an opportunity to get some writing in, the GM will make his reserve, and end the round. At this point, the GM determines who is the weakest writer, and writes their piece of the story, eliminating their character. (generally, but not always, through death.) The object of the game is to be the last character standing. Please note that this is a long game for those who don't lose early, so please be prepared to keep going. Nothing is more disappointing than having a game fall apart because nobody feels like writing.
IMPORTANT: You may choose to use a character from an existing work. One of the best characters I've seen in the game was Don Quixote. Others have used characters from various animes and video games, such as Big O, or Final Fantasy. This should not be a crutch. If you wish to use a character from an existing series, be sure you are a good enough writer to do the original justice. The GM reserves the right to deny these sorts of entries. Keep it classy.
II -- WINNING AND LOSING
As stated earlier, there is only one way to win: Be the last person standing. In addition, because nearly every one of these games includes the characters being forced to kill each other against their will, the characters have, on occasion, staged uprisings against the GM's character. This can happen in the last or second to last round. When this happens, the GM may choose to become a playing character, and the winner will be decided by votes of those not playing. If two players rise against the GM, they may both win, if their writing abilities are on par with each other. This is the only time more than one player can win.
Losing comes in two simple varieties. The first way is dying with honor. You write your heart out, you put up a good fight, but the GM is forced to kill your character off because the other players simply managed to outshine you. There is nothing wrong with this.
However, not everyone stays the course, and the GM maybe be forced to disqualify someone for inactivity. This will look no different from a regular loss. The character will be removed and a new round will begin.
I understand that some people are a bit sensitive about having their characters killed off. The only guaranteed way to keep your character alive is to win, but depending on whether or not the GM had a death planned, you may be able to arrange a kinder fate for your character with the GM.
III -- CHARACTER INFORMATION SHEETS
Before you can play, you need a character. You can make one up, or "borrow" it from something else.Using characters from other materials is only suggested for the best writers. Certain characters may be denied at the discretion of the GM. Regardless of where your character is from, you must fill out a CIS. Every player will have a different color. All length suggestions are merely guidelines, and may be ignored if you so desire. Please PM your completed CISes to the GM. (Me.)
CIS:
Character Name
Character Race
Age
Text color
Apearance- A paragraph or so description of the character's appearance.
Description- A 1-2 paragraph description of the character's personality, origins, fears, morals, etc. Don't be too descriptive; after all, then you won't have as much material to write about once the game starts. Give us a rough idea of what your character's like. For a full character, it is good to include flaws as well as strong points.
Weapons/Techniques/Etc.- What sort of weapon does your character wield? Does he or she rely on martial arts techniques? Do they use magic? Can they fight at all? (Because your character is being dropped into a fighting tournament, it is best, but not necessary to create a battle-ready character.)
The Phazon Assassin
Ryker
Dark Horse
Nabe
Nicholas1024
Orboknown
DtJ S2n
Kataefi
Potassium
Tom
"Special Guest"
IV -- RESERVES
Reserves are fairly simple. When you want time to write out a chunk of story and nobody else has a reserve, simply put in a post which clearly states that you reserve the next post. You will have a certain number of hours to write. As the game progresses, you will get more time per reserve. If your reserve time runs out, your reserve will be cancelled, and you will have until another player reserves to post your story. If another player reserves, you may not post, as it may contradict what they are writing.
V -- "GOOD" PLAYING AND "BAD" PLAYING
Because this is a writing game, you have virtually limitless potential in what you can do during your turn. The best players tend to spice things up to keep the game interesting, forming groups and truces with their characters, triggering huge events that everyone must respond to, and filling in their characters with lots of personality for others to work with.
There are two practices majorly frowned upon in this game: god-moding and player-controlling. These are considered very unsporting, and will count against you when the GM is considering who to kill off.
God-moding is when you treat your character as though he were invincible. Theoretically, a character can have infinite power, but it annoys everyone if he constantly taps into it to beat the ever-loving crap out of all of the other characters. Even though the story is about characters fighting, the actual battle is one of writing skill, and it's both boring and poor writing to have a character that has no faults. Heck, your character could lose every fight he takes part in, but if you're the best writer, you'll still win.
Player-controlling is when you write extensively about the thoughts and actions of a character other than your own, especially when your portrayal of the character is inaccurate. This rule becomes laxer as the game goes on and you learn more about the subtleties of the characters of others; after all, how are you supposed to write well if you can only talk about one character? Still, try to avoid this near the beginning. The GM will probably be lenient on you for this one unless the player who owns that character complains. In addition, it's generally a bad idea to permanently mutilate another player's character. (Cutting off fingers, scarring the face, etc.) The best way to avoid trouble with other characters is to get in touch with them through AIM or another instant messager. If you send your AIM to me with your CIS, I will put it into your character's profile.
I would like a total of ten people max, but I feel as though a smaller number would be better due to the lack of commitment shown in the previous two games. Again, PM you CIS's to me if you'd like to enter, and post questions here, or directly to me if need be.
One other note, if you wish to have your character interact with Mixszt or any of his "affiliates," the writing has to receive approval from me. If necessary, I'll give instruction on how Mixszt will respond or act given a certain scenario.
Pen and Sword is my personal name for a game that has existed in many forms on many forums. This is not a game for those with commitment issues, those who dislike writing, or anyone incapable of capitalizing the first letter of their sentence. However. If you like to tell stories, have a character in your head clawing to be cemented in history, and enjoy some healthy competition, read on.
HOW TO PLAY
I - Overview
II - Winning and Losing
III - Character Information Sheets
IV - Reserves
V - "Good" Playing and "Bad" Playing
VI - Misc FAQ
VII - Characters Playing In THIS Game
I -- OVERVIEW
Here are the rules in a nutshell, which I will soon explain in depth. The game is an all-out war of combat and writing skill. In this game, each participating player submits a profile of the character they will be adding to the story. The characters will all then be dropped into a tournament where the object is to kill all the other players. When the game begins, the GM will post a prologue, which will drop each character into the game at a certain location. Once the game has begun, players can "reserve" a spot by putting in a post with the word "Reserved". This gives the player a set amount of time (Depending on the number of players at the time and speed of the game, it could be from 3-24 hours.) to write their piece of the story. Once each character has gotten an opportunity to get some writing in, the GM will make his reserve, and end the round. At this point, the GM determines who is the weakest writer, and writes their piece of the story, eliminating their character. (generally, but not always, through death.) The object of the game is to be the last character standing. Please note that this is a long game for those who don't lose early, so please be prepared to keep going. Nothing is more disappointing than having a game fall apart because nobody feels like writing.
IMPORTANT: You may choose to use a character from an existing work. One of the best characters I've seen in the game was Don Quixote. Others have used characters from various animes and video games, such as Big O, or Final Fantasy. This should not be a crutch. If you wish to use a character from an existing series, be sure you are a good enough writer to do the original justice. The GM reserves the right to deny these sorts of entries. Keep it classy.
II -- WINNING AND LOSING
As stated earlier, there is only one way to win: Be the last person standing. In addition, because nearly every one of these games includes the characters being forced to kill each other against their will, the characters have, on occasion, staged uprisings against the GM's character. This can happen in the last or second to last round. When this happens, the GM may choose to become a playing character, and the winner will be decided by votes of those not playing. If two players rise against the GM, they may both win, if their writing abilities are on par with each other. This is the only time more than one player can win.
Losing comes in two simple varieties. The first way is dying with honor. You write your heart out, you put up a good fight, but the GM is forced to kill your character off because the other players simply managed to outshine you. There is nothing wrong with this.
However, not everyone stays the course, and the GM maybe be forced to disqualify someone for inactivity. This will look no different from a regular loss. The character will be removed and a new round will begin.
I understand that some people are a bit sensitive about having their characters killed off. The only guaranteed way to keep your character alive is to win, but depending on whether or not the GM had a death planned, you may be able to arrange a kinder fate for your character with the GM.
III -- CHARACTER INFORMATION SHEETS
Before you can play, you need a character. You can make one up, or "borrow" it from something else.Using characters from other materials is only suggested for the best writers. Certain characters may be denied at the discretion of the GM. Regardless of where your character is from, you must fill out a CIS. Every player will have a different color. All length suggestions are merely guidelines, and may be ignored if you so desire. Please PM your completed CISes to the GM. (Me.)
CIS:
Character Name
Character Race
Age
Text color
Apearance- A paragraph or so description of the character's appearance.
Description- A 1-2 paragraph description of the character's personality, origins, fears, morals, etc. Don't be too descriptive; after all, then you won't have as much material to write about once the game starts. Give us a rough idea of what your character's like. For a full character, it is good to include flaws as well as strong points.
Weapons/Techniques/Etc.- What sort of weapon does your character wield? Does he or she rely on martial arts techniques? Do they use magic? Can they fight at all? (Because your character is being dropped into a fighting tournament, it is best, but not necessary to create a battle-ready character.)
The Phazon Assassin
Character Name: Mixszt (Pronounced "mist")
Character Race: Human
Age: 18
Text Color: Dark Orchid
Appearance: Standing at a small 5'10", Mixszt has a slim, yet slightly muscular build. His hair is done in individual braids and a black scarf tops his head. His outfit is rather simple and plain: a long sleeved white shirt underneath a button up black shirt, snapped all the way to the top. His black pants have six pockets on each leg to carry various tidbits he may find useful, and finally, a pair of thick black boots completes his look. On his back, Mixszt carries a sword and a long scythe-like weapon he uses for defense.
Description: Mixszt grew up in the Medieval era with his mother and father inside of the largest castle in the Royal Village. At the age of 14, Mixszt's father took him under his wing and taught him the ways of the sword. For two years, his father taught him everything he knew, and he became a very talented swordsman. Mixszt was then sent to the Moravian Weapons Academy to further his learning by getting live combat training against other fighters.
After a year at the academy, Mixszt began to travel the world. During his travels, he noticed an object in the sky. As the days went by, the object grew in size. Having no idea about astronomy, Mixszt began to panic. The object was a meteor and its course was right on top of Mixszt's head. Well, not exactly the top of his head. The meteor smashed into the ground, and the shockwave sent Mixszt into a deep coma, but he miraculously survived. Upon recovering from his injuries, he finds that he is stronger than he ever was. he will soon find out the the meteor, and the substance flowing through his veins, will be the key to saving their land.
Weapons/Techniques:
The Falcon Sword: This is Mixszt's main weapon, which was given to him by his father once his training was completed. The blade is made from diamond infused obsidian, which gives it a very deep purple color. The guard is bright yellow and shaped a lot like a bird's beak, and at the hilt of the sword is an open talon with very sharp points. His swordplay is top notch and his technique is second to none. He swings his sword with blistering speed and he is very good at detecting openings in others' defenses.
Scythe: Mixszt's shield takes the form of a scythe. The scythe is attached to a glove made from a fine chain mail, capable of withstanding strong sword attacks.
Arceus Blood: The meteor impact (named the Arceus Meteor) resulted in Mixszt's blood turning to pure Arceus. Arceus by itself is very acidic and can burn through almost anything. However, it dissipates quickly, so smaller amounts will not burn through much.
Arceus Rock: The humans waged war against the dark elves, and the final battle pitted Mixszt against the ruler of the elves, Luzarius. Using the Arceus from the meteor, Mixszt's power was increased exponentially. On top his increased strength, he gained numerous skills, such as telekinesis, teleportation, psychic abilities, and even the ability to take flight. After the battle, Mixszt returned the Arceus to the meteor, but not the entire meteor. He broke a very small rock off and returned everything to it instead. The result was a neon blue rock which he can use to tap into his stronger form whenever he pleases. He has only been in that form once, so he isn't sure if multiple transformations will have and type of ill effects.
Character Race: Human
Age: 18
Text Color: Dark Orchid
Appearance: Standing at a small 5'10", Mixszt has a slim, yet slightly muscular build. His hair is done in individual braids and a black scarf tops his head. His outfit is rather simple and plain: a long sleeved white shirt underneath a button up black shirt, snapped all the way to the top. His black pants have six pockets on each leg to carry various tidbits he may find useful, and finally, a pair of thick black boots completes his look. On his back, Mixszt carries a sword and a long scythe-like weapon he uses for defense.
Description: Mixszt grew up in the Medieval era with his mother and father inside of the largest castle in the Royal Village. At the age of 14, Mixszt's father took him under his wing and taught him the ways of the sword. For two years, his father taught him everything he knew, and he became a very talented swordsman. Mixszt was then sent to the Moravian Weapons Academy to further his learning by getting live combat training against other fighters.
After a year at the academy, Mixszt began to travel the world. During his travels, he noticed an object in the sky. As the days went by, the object grew in size. Having no idea about astronomy, Mixszt began to panic. The object was a meteor and its course was right on top of Mixszt's head. Well, not exactly the top of his head. The meteor smashed into the ground, and the shockwave sent Mixszt into a deep coma, but he miraculously survived. Upon recovering from his injuries, he finds that he is stronger than he ever was. he will soon find out the the meteor, and the substance flowing through his veins, will be the key to saving their land.
Weapons/Techniques:
The Falcon Sword: This is Mixszt's main weapon, which was given to him by his father once his training was completed. The blade is made from diamond infused obsidian, which gives it a very deep purple color. The guard is bright yellow and shaped a lot like a bird's beak, and at the hilt of the sword is an open talon with very sharp points. His swordplay is top notch and his technique is second to none. He swings his sword with blistering speed and he is very good at detecting openings in others' defenses.
Scythe: Mixszt's shield takes the form of a scythe. The scythe is attached to a glove made from a fine chain mail, capable of withstanding strong sword attacks.
Arceus Blood: The meteor impact (named the Arceus Meteor) resulted in Mixszt's blood turning to pure Arceus. Arceus by itself is very acidic and can burn through almost anything. However, it dissipates quickly, so smaller amounts will not burn through much.
Arceus Rock: The humans waged war against the dark elves, and the final battle pitted Mixszt against the ruler of the elves, Luzarius. Using the Arceus from the meteor, Mixszt's power was increased exponentially. On top his increased strength, he gained numerous skills, such as telekinesis, teleportation, psychic abilities, and even the ability to take flight. After the battle, Mixszt returned the Arceus to the meteor, but not the entire meteor. He broke a very small rock off and returned everything to it instead. The result was a neon blue rock which he can use to tap into his stronger form whenever he pleases. He has only been in that form once, so he isn't sure if multiple transformations will have and type of ill effects.
Ryker
Character Name- Homer Strikes
Character Race - Human (White/Caucasian)
Age - 20
Text color - Orange
Appearance - Stands at 6'7 with an athletic build and short black hair. Normally seen wearing a jersey with a pair of athletic shorts. Also note his pair of black Nike Hyperdunks.
Description - If it wasn't already obvious from his name, Homer's father was a great fan of baseball and spent a small stretch of his life playing in the Minor League and he wanted his son to follow in his footsteps. Homer, however, had different ideas. He had a passion for a different sport and, with the help of his mother, most of his life has been devoted to basketball.
He went through all of grade school with good marks, but on the court he never met anyone who could match him. High school came and past leaving him pointed toward the University of North Carolina and a scholarship playing for the Tarheels. He is now a starting Sophomore and star player for the team. After losing the ACC championship to Miami last year and being put out of the NCAA tournament by Kansas University, he is still convinced that he is the best player in the sport. He has sworn to win the NCAA tournament with his team and create a storm in the NBA that will make him into a household name for years after his retirement.
He will prove to his father that his choice was right. He will find the applause of the crowd. His pride will be well-founded and all those people who think he isn't the best player ever to grace the Earth will be sorry they doubted him.
Weapons/Techniques/Etc.- No formal combat training, but he is in top physical condition. As he is put into a tighter situation, he will excel during crunch time thanks to his fourth quarter prowess. When he is down, he can harness his adrenaline rush to achieve heightened perception and help him make faster decisions in the clutch.
Character Race - Human (White/Caucasian)
Age - 20
Text color - Orange
Appearance - Stands at 6'7 with an athletic build and short black hair. Normally seen wearing a jersey with a pair of athletic shorts. Also note his pair of black Nike Hyperdunks.
Description - If it wasn't already obvious from his name, Homer's father was a great fan of baseball and spent a small stretch of his life playing in the Minor League and he wanted his son to follow in his footsteps. Homer, however, had different ideas. He had a passion for a different sport and, with the help of his mother, most of his life has been devoted to basketball.
He went through all of grade school with good marks, but on the court he never met anyone who could match him. High school came and past leaving him pointed toward the University of North Carolina and a scholarship playing for the Tarheels. He is now a starting Sophomore and star player for the team. After losing the ACC championship to Miami last year and being put out of the NCAA tournament by Kansas University, he is still convinced that he is the best player in the sport. He has sworn to win the NCAA tournament with his team and create a storm in the NBA that will make him into a household name for years after his retirement.
He will prove to his father that his choice was right. He will find the applause of the crowd. His pride will be well-founded and all those people who think he isn't the best player ever to grace the Earth will be sorry they doubted him.
Weapons/Techniques/Etc.- No formal combat training, but he is in top physical condition. As he is put into a tighter situation, he will excel during crunch time thanks to his fourth quarter prowess. When he is down, he can harness his adrenaline rush to achieve heightened perception and help him make faster decisions in the clutch.
Dark Horse
Character Name: Joseph Huxley
Race: Cyborg
Age: 43
Text color: This Yellowish Color (FFCC00)
Appearance-
Joseph is 6'7", with white hair that is usually covered by a brown "Huxley Advancement" cap. He usually dresses in a brown modern military jacket, with brown carpenter pants and apparently brown military boots. Underneath the jacket, he wears a bulletproof vest, with a blue button-down shirt and a black bowtie. Attached to his pants are holsters for The Yellow Princess and the McLovin', with the FSU cannon strapped to his back.
Description-
A descendant of the Huxley family, Joseph loved building from a very young age. After his father suffered a nasty accident in a car crash that resulted in a loss of an arm, Joseph when into Cybernetics, to create a new arm for him. As he was finishing several prototypes, he received an unfortunate message at the door: war had started, and he had been drafted into the military. And while at the military, disaster struck: while in the middle of a patrol, the person who has right in front of him stepped on a land mine. Miraculously, Joseph survived. However, this was not without consequences: he lost his legs, his right arm and eye, his hair turned white, and the experience still leaves a massive impression today. The doctors told him that he better start working on his left hand, and that he'd never walk again.
Joseph was having none of that. Instead, he retreated to his lab, and, day and night, began working. Eventually he finished, his greatest project: fully working and top-of-the-line artificial legs, as well
as an artificial eye and an artificial hand. Joseph Huxley was back.
Joseph is a very outgoing and talkative. He frequently tries to start conversations with people around him, regardless of who or what they are, as he believes that there is always somethingthat two people can talk about. He's always up for a chat, weather in the middle of some grand speech, or while using the Florida State University cannon on someone. Despite this, however, he acts very carefully, making sure to thoroughly analyse the situation and consider all possibilities before acting. However, there are hints that there is something beyond this personality too.
Weapons/Techniques/Etc.-
Of course, Joseph could also build some stuff for himself.
The "Eye of the beholder" - His mechanical eye. In addition to X-Ray vision(But just that crappy kind in airports), it also has infra-red sensors, a video recording setting, and the ability to use recognition software and processing power that allows him to be able to find information on someone or something based on seeing them.
Beretta M9 "The Yellow Princess" - A a nine-millimeter semiautomatic firearm that he still has from his days as a soldier. Still packs quite a punch.
The "Florida State University" cannon - Okay, so it's not an actual cannon. Still, what appears to be a somewhat large, odd lucking gun, instead creates an incredible electric charge that can travel through most substances, leaving its victims in shock and awe. Unfortunately, its lengthy charge up time means that it requires some preparation to be able to use correctly.
Rocket Jump - By activating a switch on his feet, Joseph is able to create a rocket burst that propels him high into the air. Fortunatley, sensors on the bottom of his feet allow for easy landing.
The McLovin' - What appears to be something that looks like the 50s' interpretation of 2000 is actually a devices that fires a ray of sigma particles, which a highly reactive to solids, and , as such, will explode when they come in contact with solids.
Organ Grinder - This one's reserved for the worst of the worst. If he manages to stick his right hand through to inside an enemy,he can then activate a switch that will result in his right hand spinning around repeatedly, destroying the targets internal organs. Nasty stuff.
Race: Cyborg
Age: 43
Text color: This Yellowish Color (FFCC00)
Appearance-
Joseph is 6'7", with white hair that is usually covered by a brown "Huxley Advancement" cap. He usually dresses in a brown modern military jacket, with brown carpenter pants and apparently brown military boots. Underneath the jacket, he wears a bulletproof vest, with a blue button-down shirt and a black bowtie. Attached to his pants are holsters for The Yellow Princess and the McLovin', with the FSU cannon strapped to his back.
Description-
A descendant of the Huxley family, Joseph loved building from a very young age. After his father suffered a nasty accident in a car crash that resulted in a loss of an arm, Joseph when into Cybernetics, to create a new arm for him. As he was finishing several prototypes, he received an unfortunate message at the door: war had started, and he had been drafted into the military. And while at the military, disaster struck: while in the middle of a patrol, the person who has right in front of him stepped on a land mine. Miraculously, Joseph survived. However, this was not without consequences: he lost his legs, his right arm and eye, his hair turned white, and the experience still leaves a massive impression today. The doctors told him that he better start working on his left hand, and that he'd never walk again.
Joseph was having none of that. Instead, he retreated to his lab, and, day and night, began working. Eventually he finished, his greatest project: fully working and top-of-the-line artificial legs, as well
as an artificial eye and an artificial hand. Joseph Huxley was back.
Joseph is a very outgoing and talkative. He frequently tries to start conversations with people around him, regardless of who or what they are, as he believes that there is always somethingthat two people can talk about. He's always up for a chat, weather in the middle of some grand speech, or while using the Florida State University cannon on someone. Despite this, however, he acts very carefully, making sure to thoroughly analyse the situation and consider all possibilities before acting. However, there are hints that there is something beyond this personality too.
Weapons/Techniques/Etc.-
Of course, Joseph could also build some stuff for himself.
The "Eye of the beholder" - His mechanical eye. In addition to X-Ray vision(But just that crappy kind in airports), it also has infra-red sensors, a video recording setting, and the ability to use recognition software and processing power that allows him to be able to find information on someone or something based on seeing them.
Beretta M9 "The Yellow Princess" - A a nine-millimeter semiautomatic firearm that he still has from his days as a soldier. Still packs quite a punch.
The "Florida State University" cannon - Okay, so it's not an actual cannon. Still, what appears to be a somewhat large, odd lucking gun, instead creates an incredible electric charge that can travel through most substances, leaving its victims in shock and awe. Unfortunately, its lengthy charge up time means that it requires some preparation to be able to use correctly.
Rocket Jump - By activating a switch on his feet, Joseph is able to create a rocket burst that propels him high into the air. Fortunatley, sensors on the bottom of his feet allow for easy landing.
The McLovin' - What appears to be something that looks like the 50s' interpretation of 2000 is actually a devices that fires a ray of sigma particles, which a highly reactive to solids, and , as such, will explode when they come in contact with solids.
Organ Grinder - This one's reserved for the worst of the worst. If he manages to stick his right hand through to inside an enemy,he can then activate a switch that will result in his right hand spinning around repeatedly, destroying the targets internal organs. Nasty stuff.
Nabe
Character Name: Ryker
Character Race: Human (White/Caucasian)
Age: Rumour says 22
Text color: Red (Because it would be unfair to also choose white and blue)
Appearance- A slim, somewhat short individual with a bearded face and a deceptively charming shine to his eyes, only seen on seldom removal of his faded baseball cap. The features of his face seem at once crooked, misplaced, and perfect. He wears an ordinary t-shirt and worn jeans, each a size too large, but he carries himself like a prince.
Description- Ryker was reportedly born and raised to the tournament competitive life, in the Deep South, an oft-fabled land of sweet tea, tangy meat, hats, and average-to-poor hygiene. He is known far and wide in the competitive circuits, but only by his gamertag. Ryker comes and goes like words on the wind, whispers of a charming smile, a bulging brain, breath smelling of mint and tasting of salt. It is rumoured that his love of tacos is second to no man, and that behind this love is a great and terrible secret, which drives him to win any and every competition he applies himself to. He will not rest until the job is done, and when it is, he is immediately gone without a trace. Only the trophies remain at venues to attest to his existing at all.
Weapons/Techniques/Etc.- Ryker is out of his regular terrain here, but he still wields his weapon of choice - a game controller with a very long retractable cord and surprisingly sharp plug. His over-sized clothes belie his quick reflexes and hide his svelte, farm-tanned form. When angered competitors haven't been immediately driven off by the sight of him, he has been known to quickly and skillfully settle any situations that come his way. He expects to hold his own against any odds.
Character Race: Human (White/Caucasian)
Age: Rumour says 22
Text color: Red (Because it would be unfair to also choose white and blue)
Appearance- A slim, somewhat short individual with a bearded face and a deceptively charming shine to his eyes, only seen on seldom removal of his faded baseball cap. The features of his face seem at once crooked, misplaced, and perfect. He wears an ordinary t-shirt and worn jeans, each a size too large, but he carries himself like a prince.
Description- Ryker was reportedly born and raised to the tournament competitive life, in the Deep South, an oft-fabled land of sweet tea, tangy meat, hats, and average-to-poor hygiene. He is known far and wide in the competitive circuits, but only by his gamertag. Ryker comes and goes like words on the wind, whispers of a charming smile, a bulging brain, breath smelling of mint and tasting of salt. It is rumoured that his love of tacos is second to no man, and that behind this love is a great and terrible secret, which drives him to win any and every competition he applies himself to. He will not rest until the job is done, and when it is, he is immediately gone without a trace. Only the trophies remain at venues to attest to his existing at all.
Weapons/Techniques/Etc.- Ryker is out of his regular terrain here, but he still wields his weapon of choice - a game controller with a very long retractable cord and surprisingly sharp plug. His over-sized clothes belie his quick reflexes and hide his svelte, farm-tanned form. When angered competitors haven't been immediately driven off by the sight of him, he has been known to quickly and skillfully settle any situations that come his way. He expects to hold his own against any odds.
Nicholas1024
Character Name: Role Layer (Alias, real name unknown)
Character Race: Originally human, but can vary.
Age: Visible age varies, true age unknown.
Text color: Blue.
Apearance- Role has no set appearance, with the sole exception of a pale blue diamond set within a silver necklace, that Role is wearing regardless of form.
Weapons/Techniques/Etc.- Role can use the Gem of Memories (the blue gem on the silver chain mentioned above) to transform into any character Role can remember. The transformation gives Role all the powers you might expect, and while taking the character's form, Role takes on aspects of their personality. However, this power comes at the cost of slowly draining away Role's memories of said character. Additionally, using any sort of abilities beyond those of a normal human hastens the memories' disappearance; the more powerful the ability, the faster they vanish. Once the corresponding memories are lost, Role can no longer take that character's form, and must transform into a different character immediately. Finally, these powers are tied to the Gem of Memories, which will always appear on Role's person regardless of the form taken, forcing Role to guard it at all costs.
Description- Role was once no more than an ordinary human being, before discovering the Gem of Memories, the blue gem that Role now wears. However, the cost of using the gem's power has destroyed Role's memory of his/her life before acquiring it, being unable to recall even a name or gender.
(Quick note, for the sake of convenience, I shall refer to Role as "he" through the rest of this description.)
Since then, Role has been traveling the world, going from town to town, and country to country, searching for the clues to his own past. However, so far his search has met with little success, and he's been using increasingly desperate measures to get any sort of clue as to his own identity. Still, when he's not trying to discover his own story, he's busy reading or listening to those of others, both because the tales power the Gem of Memories, and because Role genuinely enjoys them.
Personality wise, Role is a bit of a paradox, even ignoring the distorting effects of transforming into another character. Knowing the stories of many people gives Role a good knowledge of man's darker side, and such knowledge has given him a fairly low opinion of the general public, or just people he doesn't know. However, his travels since acquiring the Gem of Memories have shown him many individuals who have denied said darker side, and instead work to atone for past misdeeds. Because of this, Role is fairly optimistic when dealing with people on an individual level, despite his general cynicism. Regardless, Role's wide range of experience has given him a good working knowledge of how normal people (as well as those who aren't so normal) tend to behave, and he can often read into any given situation to judge how it's most likely to play out.
Character Race: Originally human, but can vary.
Age: Visible age varies, true age unknown.
Text color: Blue.
Apearance- Role has no set appearance, with the sole exception of a pale blue diamond set within a silver necklace, that Role is wearing regardless of form.
Weapons/Techniques/Etc.- Role can use the Gem of Memories (the blue gem on the silver chain mentioned above) to transform into any character Role can remember. The transformation gives Role all the powers you might expect, and while taking the character's form, Role takes on aspects of their personality. However, this power comes at the cost of slowly draining away Role's memories of said character. Additionally, using any sort of abilities beyond those of a normal human hastens the memories' disappearance; the more powerful the ability, the faster they vanish. Once the corresponding memories are lost, Role can no longer take that character's form, and must transform into a different character immediately. Finally, these powers are tied to the Gem of Memories, which will always appear on Role's person regardless of the form taken, forcing Role to guard it at all costs.
Description- Role was once no more than an ordinary human being, before discovering the Gem of Memories, the blue gem that Role now wears. However, the cost of using the gem's power has destroyed Role's memory of his/her life before acquiring it, being unable to recall even a name or gender.
(Quick note, for the sake of convenience, I shall refer to Role as "he" through the rest of this description.)
Since then, Role has been traveling the world, going from town to town, and country to country, searching for the clues to his own past. However, so far his search has met with little success, and he's been using increasingly desperate measures to get any sort of clue as to his own identity. Still, when he's not trying to discover his own story, he's busy reading or listening to those of others, both because the tales power the Gem of Memories, and because Role genuinely enjoys them.
Personality wise, Role is a bit of a paradox, even ignoring the distorting effects of transforming into another character. Knowing the stories of many people gives Role a good knowledge of man's darker side, and such knowledge has given him a fairly low opinion of the general public, or just people he doesn't know. However, his travels since acquiring the Gem of Memories have shown him many individuals who have denied said darker side, and instead work to atone for past misdeeds. Because of this, Role is fairly optimistic when dealing with people on an individual level, despite his general cynicism. Regardless, Role's wide range of experience has given him a good working knowledge of how normal people (as well as those who aren't so normal) tend to behave, and he can often read into any given situation to judge how it's most likely to play out.
Orboknown
Character Name Azmael Braxiatel(Male)
Character Race Gallifreyan
Age 378
Text color-Gold
Apearance-Azmael stands at 6 foot 3 inches tall. Solidly built, with a surprising amount of athletic ability. Wears blue jeans, sneakers, and an odd amount of rock n roll band t-shirts considering he is not from the planet Earth.
Description- Azmael is very accepting of people's character, and as such usually manages to get a long with them. This does not mean he thinks less of himself, on the contrary he is very self-assured. He has a reputation as being smart, but appears to downplay it until it is necessary to share any information he has. Azmael is also fond of sports.
He was an academic on Gallifrey before being run out of town due to a series of experiments that were deemed unethical and unnecessarily invasive to the time lines. He was loaded into his TARDIS and kicked on a course to(earth/whichever planet this is taking place upon). When he arrived, his Tardis was no longer able to dematerialize but it still held his lab supplies and other...things. He then proceeded to travel to various fairs with his gadgets and gizmos and generally enjoy himself making fun of the so called "latest and greatest" in inventions.
Weapons/Techniques/Etc.- Considering that Time Lord Society frowns upon lethal weaponry, Azmael developed a suit of armor he typically wears and fights using a combination of non-lethal martial arts maneuvers and gadgetry. He also boasts a wide array of information gathering devices.
Character Race Gallifreyan
Age 378
Text color-Gold
Apearance-Azmael stands at 6 foot 3 inches tall. Solidly built, with a surprising amount of athletic ability. Wears blue jeans, sneakers, and an odd amount of rock n roll band t-shirts considering he is not from the planet Earth.
Description- Azmael is very accepting of people's character, and as such usually manages to get a long with them. This does not mean he thinks less of himself, on the contrary he is very self-assured. He has a reputation as being smart, but appears to downplay it until it is necessary to share any information he has. Azmael is also fond of sports.
He was an academic on Gallifrey before being run out of town due to a series of experiments that were deemed unethical and unnecessarily invasive to the time lines. He was loaded into his TARDIS and kicked on a course to(earth/whichever planet this is taking place upon). When he arrived, his Tardis was no longer able to dematerialize but it still held his lab supplies and other...things. He then proceeded to travel to various fairs with his gadgets and gizmos and generally enjoy himself making fun of the so called "latest and greatest" in inventions.
Weapons/Techniques/Etc.- Considering that Time Lord Society frowns upon lethal weaponry, Azmael developed a suit of armor he typically wears and fights using a combination of non-lethal martial arts maneuvers and gadgetry. He also boasts a wide array of information gathering devices.
DtJ S2n
Colour - Pistachio
D. Lamont Haines
Lamont was a legendary master of the rapier, dueling for his family's honor as they struggled to be accepted in a foreign land. Even when firearms began to grow in popularity, he continued to win using skill and fluid movements. It wasn't until a humiliated opponent attempted to trick and attack Lamont that his blade truly saw blood. It was blood that had noble lineage in their country, blood that upset the townsmen. They made the unanimous decision to pin Lamont down and lop off his head... But even without it, Lamont refused to let his legend die. Fueled by the anger at an entire people's intolerance of him, Lamont began to soak his blade the deeply rusted crimson it is today.
Age - Scholars determine Lamont to have been living no more than 30 years old, and to originate in the early 18th century.
Race - Vengeful Corpse
Weapons/Techniques/Etc - Rusted Rapier: Just over three feet in length, this once beautiful blade is now coated with rust.
Bloody Knuckles: Iron chainmail gloves that have deteriorated into sharp and rusted claw-like weapons.
Undead: Does not die via physical means.
Physical Description - Accounts vary and reliable witnesses are limited, but is consistently described as approximately 160cm up to his shoulders. Is often reported to be carrying his own head, still covered by a rusted slatted helmet. Only shadows have been seen behind it's visor. Wears a fencing suit that has been ripped by blades and bullets and stained with many shades of dried blood.
D. Lamont Haines
Lamont was a legendary master of the rapier, dueling for his family's honor as they struggled to be accepted in a foreign land. Even when firearms began to grow in popularity, he continued to win using skill and fluid movements. It wasn't until a humiliated opponent attempted to trick and attack Lamont that his blade truly saw blood. It was blood that had noble lineage in their country, blood that upset the townsmen. They made the unanimous decision to pin Lamont down and lop off his head... But even without it, Lamont refused to let his legend die. Fueled by the anger at an entire people's intolerance of him, Lamont began to soak his blade the deeply rusted crimson it is today.
Age - Scholars determine Lamont to have been living no more than 30 years old, and to originate in the early 18th century.
Race - Vengeful Corpse
Weapons/Techniques/Etc - Rusted Rapier: Just over three feet in length, this once beautiful blade is now coated with rust.
Bloody Knuckles: Iron chainmail gloves that have deteriorated into sharp and rusted claw-like weapons.
Undead: Does not die via physical means.
Physical Description - Accounts vary and reliable witnesses are limited, but is consistently described as approximately 160cm up to his shoulders. Is often reported to be carrying his own head, still covered by a rusted slatted helmet. Only shadows have been seen behind it's visor. Wears a fencing suit that has been ripped by blades and bullets and stained with many shades of dried blood.
Kataefi
Text color: Grey
Character Name: Irah
Age: Unknown
Description: Irah is a living Babylonian statue, existing around 600 BC. Little is known about it.
Ancient scriptures tell of an extra statue that appeared mysteriously in the king's courts. At the time, many people believed it to be genuine, but rumours circulated, all saying its eyes would glow unnaturally red during the winter solstice. One maiden was convinced she had seen its head turn to face her moments after sunrise.
Mystified, the king called for the destruction of the statue. On the day of its demise, however, it disappeared.
The educated believed it was a governor sent by the solar deities to slaughter the denizens of Babylon. Whether this is true or not remains unknown. Luckily for them, it was never seen again.
Appearance: Irah stands roughly 8 feet tall. Its body is made from a mixture of black rock and gold, but also combined with an unknown material that feels fleshy. The top half of its body is not clothed, though its arms are adorned with a set of 9 chatoyant rings and it wears a golden Babylonian headdress, similar to a mitre. Its legs are wrapped tightly in gold linen.
Weapons/Techniques:
Strength - It is physically strong. Its lifting weight is 10 tons.
Rings - They react to radiant energy by glowing a dim red. They can absorb this type of energy on contact. They can even absorb radiant heat from living creatures, such as humans. Irah's body becomes charged momentarily after absorption. The sun is an important source of energy - it is much stronger when under the presence of the sun.
Eyes - They can detect radiant energy and tend to glow red during this process.
Thick Skin - Its body can withstand heavy blows, but it is vulnerable to cracking. Should it develop cracks, it needs to find a suitable substance that can be used to fill them. Cracks in its body release radiant energy from within, weakening it.
Character Name: Irah
Age: Unknown
Description: Irah is a living Babylonian statue, existing around 600 BC. Little is known about it.
Ancient scriptures tell of an extra statue that appeared mysteriously in the king's courts. At the time, many people believed it to be genuine, but rumours circulated, all saying its eyes would glow unnaturally red during the winter solstice. One maiden was convinced she had seen its head turn to face her moments after sunrise.
Mystified, the king called for the destruction of the statue. On the day of its demise, however, it disappeared.
The educated believed it was a governor sent by the solar deities to slaughter the denizens of Babylon. Whether this is true or not remains unknown. Luckily for them, it was never seen again.
Appearance: Irah stands roughly 8 feet tall. Its body is made from a mixture of black rock and gold, but also combined with an unknown material that feels fleshy. The top half of its body is not clothed, though its arms are adorned with a set of 9 chatoyant rings and it wears a golden Babylonian headdress, similar to a mitre. Its legs are wrapped tightly in gold linen.
Weapons/Techniques:
Strength - It is physically strong. Its lifting weight is 10 tons.
Rings - They react to radiant energy by glowing a dim red. They can absorb this type of energy on contact. They can even absorb radiant heat from living creatures, such as humans. Irah's body becomes charged momentarily after absorption. The sun is an important source of energy - it is much stronger when under the presence of the sun.
Eyes - They can detect radiant energy and tend to glow red during this process.
Thick Skin - Its body can withstand heavy blows, but it is vulnerable to cracking. Should it develop cracks, it needs to find a suitable substance that can be used to fill them. Cracks in its body release radiant energy from within, weakening it.
Potassium
Character Name - Jonah MacLean
Character Race - Human
Age - ~35
Text color - cyan
Appearance - A former sailor, Jonah is buff and burly with a glorious scruffy beard. He also has a large scar across his left eye, a mangled and broken left hand, a great deal of missing teeth, and a right leg that broke and never quite healed right. That said, he doesnot have an eye patch, a hook hand, nor a peg leg, as his injuries were just not quite severe enough. Jonah walks with the help of a wooden walking stick and has a large, hollowed-out sea turtle shell strapped to his left arm. His seagull companion, Skipper, can be seen perched on his shoulder or flying around him.
Description - During his time as a sailor, Jonah didn't have the best of luck. From dropping cannonballs on his foot to slamming his hand in the cabin door, he saw almost every misfortune that one could experience at sea. He broke his leg falling off his ship's rigging after his eye was almost clawed out by a seagull one time. The very night he was well enough to walk again, he stumbled right off the ship and was declared dead. He did manage to survive and make it to a small island, where he shared a rotting sea turtle carcass with a flock of seagulls. When the shell had been cleaned out completely of meat, he hollowed it and used it as a small raft to take him back to the mainland with his new friend and companion, a seagull he had named Skipper. After his ordeal, Jonah developed a strong fear of water (the ocean in particular) and promised himself he would never sail again.
Weapons/Techniques/Etc.-
Hollow Sea Turtle Shell - The shell that saved Jonah's life can be seen strapped to his left arm. Used once as a bowl and once as a raft, the shell now serves the primary purpose of a shield. It is quite large and heavy, but Jonah can lift it without issue. When fighting, Jonah uses the shield both to block any potential attacks, and also to attack back with sweeping shield bashes.
Skipper - Jonah's seagull companion. Skipper is noisy and adept at defecating on people, clawing at their eyes, and flying around as a huge distraction. He will usually revert to pooping on things unlessJonah is being attacked, in which case he will usually try to assist (which sometimes might still mean pooping on things).
Character Race - Human
Age - ~35
Text color - cyan
Appearance - A former sailor, Jonah is buff and burly with a glorious scruffy beard. He also has a large scar across his left eye, a mangled and broken left hand, a great deal of missing teeth, and a right leg that broke and never quite healed right. That said, he doesnot have an eye patch, a hook hand, nor a peg leg, as his injuries were just not quite severe enough. Jonah walks with the help of a wooden walking stick and has a large, hollowed-out sea turtle shell strapped to his left arm. His seagull companion, Skipper, can be seen perched on his shoulder or flying around him.
Description - During his time as a sailor, Jonah didn't have the best of luck. From dropping cannonballs on his foot to slamming his hand in the cabin door, he saw almost every misfortune that one could experience at sea. He broke his leg falling off his ship's rigging after his eye was almost clawed out by a seagull one time. The very night he was well enough to walk again, he stumbled right off the ship and was declared dead. He did manage to survive and make it to a small island, where he shared a rotting sea turtle carcass with a flock of seagulls. When the shell had been cleaned out completely of meat, he hollowed it and used it as a small raft to take him back to the mainland with his new friend and companion, a seagull he had named Skipper. After his ordeal, Jonah developed a strong fear of water (the ocean in particular) and promised himself he would never sail again.
Weapons/Techniques/Etc.-
Hollow Sea Turtle Shell - The shell that saved Jonah's life can be seen strapped to his left arm. Used once as a bowl and once as a raft, the shell now serves the primary purpose of a shield. It is quite large and heavy, but Jonah can lift it without issue. When fighting, Jonah uses the shield both to block any potential attacks, and also to attack back with sweeping shield bashes.
Skipper - Jonah's seagull companion. Skipper is noisy and adept at defecating on people, clawing at their eyes, and flying around as a huge distraction. He will usually revert to pooping on things unlessJonah is being attacked, in which case he will usually try to assist (which sometimes might still mean pooping on things).
Tom
Character Name: Bruce Clay Cooper
Character Race: Human
Age: 58
Text color: Sierra
Appearance: Cooper is a large man, standing six feet tall and weighing over two hundred pounds; despite his age, he has maintained the bulk and muscle of the football player of his youth. He is surprisingly agile and durable for a man his age - his adopted daughter Molly is often surprised to find herself outran by him. His right hook was known to break jaws, but the detective has retired from the violent life of bounty-hunting to travel the world.
Cooper typically wears a red T-shirt, brown leather jacket, well-worn from his many adventures, blue jeans and thick boots. In addition, he wears a simple wedding band and carries a bronze pocket-watch tucked inside his jacket. Cooper stays bald and clean-shaven; his face is a widened array of injuries collected as only a man who spent his days trading fists could boast -- a flattened, oft-broken nose, battered and thick lips, mild but common facial scars.
Description: Cooper was initially a police officer in the city of Orlando. However, just a few years into his career, he soon gathered a severe disdain for procedural and structural flaws that allowed many of his hard-won collars to go free. Cooper spiraled into a brief period of alcoholism before the idea of pursuing justice outside the law came to mind. He acquired a bounty hunting license, and before long the name B.C. Cooper was feared by those hoping to escape justice. Finding purpose in bringing criminals in with no one to answer to but himself, Cooper's reputation as almost sadistically violent with his charges began to precede him. He was, above all else, doggedly persistent, and he would live his days as a bounty hunter by the code that he would finish what he starts or die in the process.
In finding himself on what he felt was a proper path for himself, Cooper made little time for friends. Those that he had, at the time, soon faded into the mist in favor of his pursuits and determination to do what he felt was right. This led to a lonely existence, until an otherworldly affair challenged Cooper to choose between his loner lifestyle and his own life. Cooper chose to die before allowing his sense of duty or justice to waver - in hindsight, Cooper chose wrong. In the end, however, it was not his decision to make; an old friend chose for Cooper to begin a new life and to reconcile with his past and his family. B.C. survived the encounter and returned to his ex-wife and young-adult son.
Cooper now acts as the legal guardian to his adopted daughter Molly Day, who stands to inherit a large fortune when she reaches her eighteenth birthday in a few years. Together they have traveled the world while Molly pursues an inherited interest in Medieval instrumentation, archaeology, technology, and weaponry.
Weapons/Techniques/Etc: Cooper is an expert in the Israeli defense art of Krav Maga as well as in traditional boxing. He remains highly skilled and very strong in his age, though he is not as fast as he once was. Coop is a clean-cut, highly efficient fighter, though when cornered, an old bounty hunter’s instincts to fight dirty and survive at any cost rear their head.
Cooper is fluent in English and Spanish, and he is able to acceptably communicate in a half-dozen more languages. He has accumulated an extensive amount of street-skills throughout his career and travels, and could as easily hot-wire a vehicle as he could identify the look of criminal intent. As old habits die hard, Cooper carries an extendable baton, handcuffs, a smart-phone, a switchblade, and his Beretta 92FS.
Character Race: Human
Age: 58
Text color: Sierra
Appearance: Cooper is a large man, standing six feet tall and weighing over two hundred pounds; despite his age, he has maintained the bulk and muscle of the football player of his youth. He is surprisingly agile and durable for a man his age - his adopted daughter Molly is often surprised to find herself outran by him. His right hook was known to break jaws, but the detective has retired from the violent life of bounty-hunting to travel the world.
Cooper typically wears a red T-shirt, brown leather jacket, well-worn from his many adventures, blue jeans and thick boots. In addition, he wears a simple wedding band and carries a bronze pocket-watch tucked inside his jacket. Cooper stays bald and clean-shaven; his face is a widened array of injuries collected as only a man who spent his days trading fists could boast -- a flattened, oft-broken nose, battered and thick lips, mild but common facial scars.
Description: Cooper was initially a police officer in the city of Orlando. However, just a few years into his career, he soon gathered a severe disdain for procedural and structural flaws that allowed many of his hard-won collars to go free. Cooper spiraled into a brief period of alcoholism before the idea of pursuing justice outside the law came to mind. He acquired a bounty hunting license, and before long the name B.C. Cooper was feared by those hoping to escape justice. Finding purpose in bringing criminals in with no one to answer to but himself, Cooper's reputation as almost sadistically violent with his charges began to precede him. He was, above all else, doggedly persistent, and he would live his days as a bounty hunter by the code that he would finish what he starts or die in the process.
In finding himself on what he felt was a proper path for himself, Cooper made little time for friends. Those that he had, at the time, soon faded into the mist in favor of his pursuits and determination to do what he felt was right. This led to a lonely existence, until an otherworldly affair challenged Cooper to choose between his loner lifestyle and his own life. Cooper chose to die before allowing his sense of duty or justice to waver - in hindsight, Cooper chose wrong. In the end, however, it was not his decision to make; an old friend chose for Cooper to begin a new life and to reconcile with his past and his family. B.C. survived the encounter and returned to his ex-wife and young-adult son.
Cooper now acts as the legal guardian to his adopted daughter Molly Day, who stands to inherit a large fortune when she reaches her eighteenth birthday in a few years. Together they have traveled the world while Molly pursues an inherited interest in Medieval instrumentation, archaeology, technology, and weaponry.
Weapons/Techniques/Etc: Cooper is an expert in the Israeli defense art of Krav Maga as well as in traditional boxing. He remains highly skilled and very strong in his age, though he is not as fast as he once was. Coop is a clean-cut, highly efficient fighter, though when cornered, an old bounty hunter’s instincts to fight dirty and survive at any cost rear their head.
Cooper is fluent in English and Spanish, and he is able to acceptably communicate in a half-dozen more languages. He has accumulated an extensive amount of street-skills throughout his career and travels, and could as easily hot-wire a vehicle as he could identify the look of criminal intent. As old habits die hard, Cooper carries an extendable baton, handcuffs, a smart-phone, a switchblade, and his Beretta 92FS.
"Special Guest"
Character Name: Marvin Keller
Character Race: Human?
Age: ???
Text color: This color: #d42a5a
Appearance: Keller is the perfect portrait of the unassuming, polite, worldly gentleman that always extends his courtesies. His forehead and hairline have receded a fair deal, leading up to neatly-kempt copper/auburn hair that curls over his hairline just a touch. He is caucasian, with disarming gray-blue eyes. His smile is warm, with even white teeth. Physically, Keller is slight, perhaps five foot seven and 145 pounds.
His clothing is suited to the style and era in which he is existing, allowing him to effortlessly blend in despite his distinctive and peculiar mannerisms. Nonetheless, he is always adorned in baby blue, often as a duster or petticoat, which combines with his gentlemanly demeanor and small stature to calm those unfortunate to run across him. His posture is always one of perfect calm.
Description: Marvin Keller is his name, though he doesn't know why that would be. He never had parents or anything else of the sort. He merely began to exist at some fixed point... and has existed at every other point in time since. And prior.
Keller does not know what he is, but this is not a question that concerns him. He has no questions at all, as while he exists at all points eternal, he is of one mind through this period. He knows what will happen in a minute, an hour, a day. And he's not telling, of course.
He seeks to keep the world in line by facilitating certain decisions in other people that he already knows are possible. Keller does not, however, do things by his own hand. In fact, it would be disingenuous to say that he has motivations at all in the sense that we do. He simply creates opportunities. Makes suggestions. For reasons beyond his comprehension or interest, Keller feeds off of negative emotions -- most particularly, grief, misery, and despair.
Anyone who interacts with Marvin Keller is soon to experience the worst moment of their life. Sadly, this is never known to that person -- and his demeanor is so very enticing and polite, isn't it?
Weapons/Techniques/Etc.:
-The Keller Carnival: For so long as men have thought, they have sought distraction from these thoughts. This, Keller has found, is the perfect avenue by which to entice, lead, and hurt. Depending on the era or culture of the moment, Keller will have a traveling fair or other sort of amusement enterprise fitting to the land. This tends to include several hundred employees, who tend to be locals and are normal enough -- most of the time.
-Indoctrination: At a given time, Keller has around 200 people that work for him. By all accounts, they are ordinary people from their respective times. At times, however, they may act... strange. As though in a trance. Keller absorbs these people into his Carnival the moment he focuses on a time and place in which to exist, through no effort of his own. While he has his employees, Keller can also magnetically draw the attentions of commonfolk by similar or even great number, inducing a hotly-concentrated trance-like state in them. This only seems to happen to weak-willed individuals, though Keller prefers this. Strong people create so many more negative feelings when they are broken.
-Omniscience: Because he exists at all points in time, Keller knows everything that will happen, so long as it is something he would have chosen to follow and pay attention to. He understands that many different worlds exist based upon choices, and does his best to facilitate his favorites. With that said, despite his simultaneous existences, Keller has only one consciousness -- he must "focus" upon one point in time, and one place.
-Immortality: In addition to an obvious agelessness, Keller cannot be killed or maimed. His physical body is subject to physics -- he can bleed, break bones, or be thrown. Nothing that happens to him remains; the next time one sees him, he is just the same as before. Pristine.
-Manipulation: Keller has an inherent understanding of how to both entice and ruin the souls of men. Without a previous suspicion and powerful conviction, it is unlikely any could resist his charms. Similarly, although he prefers to affect very little and simply enjoy atmospheres of general malaise, if he must tip his hand to someone he will know just what to say to emotionally cripple someone. And, if absolutely necessary, he will act to ensure things stay on course.
Character Race: Human?
Age: ???
Text color: This color: #d42a5a
Appearance: Keller is the perfect portrait of the unassuming, polite, worldly gentleman that always extends his courtesies. His forehead and hairline have receded a fair deal, leading up to neatly-kempt copper/auburn hair that curls over his hairline just a touch. He is caucasian, with disarming gray-blue eyes. His smile is warm, with even white teeth. Physically, Keller is slight, perhaps five foot seven and 145 pounds.
His clothing is suited to the style and era in which he is existing, allowing him to effortlessly blend in despite his distinctive and peculiar mannerisms. Nonetheless, he is always adorned in baby blue, often as a duster or petticoat, which combines with his gentlemanly demeanor and small stature to calm those unfortunate to run across him. His posture is always one of perfect calm.
Description: Marvin Keller is his name, though he doesn't know why that would be. He never had parents or anything else of the sort. He merely began to exist at some fixed point... and has existed at every other point in time since. And prior.
Keller does not know what he is, but this is not a question that concerns him. He has no questions at all, as while he exists at all points eternal, he is of one mind through this period. He knows what will happen in a minute, an hour, a day. And he's not telling, of course.
He seeks to keep the world in line by facilitating certain decisions in other people that he already knows are possible. Keller does not, however, do things by his own hand. In fact, it would be disingenuous to say that he has motivations at all in the sense that we do. He simply creates opportunities. Makes suggestions. For reasons beyond his comprehension or interest, Keller feeds off of negative emotions -- most particularly, grief, misery, and despair.
Anyone who interacts with Marvin Keller is soon to experience the worst moment of their life. Sadly, this is never known to that person -- and his demeanor is so very enticing and polite, isn't it?
Weapons/Techniques/Etc.:
-The Keller Carnival: For so long as men have thought, they have sought distraction from these thoughts. This, Keller has found, is the perfect avenue by which to entice, lead, and hurt. Depending on the era or culture of the moment, Keller will have a traveling fair or other sort of amusement enterprise fitting to the land. This tends to include several hundred employees, who tend to be locals and are normal enough -- most of the time.
-Indoctrination: At a given time, Keller has around 200 people that work for him. By all accounts, they are ordinary people from their respective times. At times, however, they may act... strange. As though in a trance. Keller absorbs these people into his Carnival the moment he focuses on a time and place in which to exist, through no effort of his own. While he has his employees, Keller can also magnetically draw the attentions of commonfolk by similar or even great number, inducing a hotly-concentrated trance-like state in them. This only seems to happen to weak-willed individuals, though Keller prefers this. Strong people create so many more negative feelings when they are broken.
-Omniscience: Because he exists at all points in time, Keller knows everything that will happen, so long as it is something he would have chosen to follow and pay attention to. He understands that many different worlds exist based upon choices, and does his best to facilitate his favorites. With that said, despite his simultaneous existences, Keller has only one consciousness -- he must "focus" upon one point in time, and one place.
-Immortality: In addition to an obvious agelessness, Keller cannot be killed or maimed. His physical body is subject to physics -- he can bleed, break bones, or be thrown. Nothing that happens to him remains; the next time one sees him, he is just the same as before. Pristine.
-Manipulation: Keller has an inherent understanding of how to both entice and ruin the souls of men. Without a previous suspicion and powerful conviction, it is unlikely any could resist his charms. Similarly, although he prefers to affect very little and simply enjoy atmospheres of general malaise, if he must tip his hand to someone he will know just what to say to emotionally cripple someone. And, if absolutely necessary, he will act to ensure things stay on course.
IV -- RESERVES
Reserves are fairly simple. When you want time to write out a chunk of story and nobody else has a reserve, simply put in a post which clearly states that you reserve the next post. You will have a certain number of hours to write. As the game progresses, you will get more time per reserve. If your reserve time runs out, your reserve will be cancelled, and you will have until another player reserves to post your story. If another player reserves, you may not post, as it may contradict what they are writing.
V -- "GOOD" PLAYING AND "BAD" PLAYING
Because this is a writing game, you have virtually limitless potential in what you can do during your turn. The best players tend to spice things up to keep the game interesting, forming groups and truces with their characters, triggering huge events that everyone must respond to, and filling in their characters with lots of personality for others to work with.
There are two practices majorly frowned upon in this game: god-moding and player-controlling. These are considered very unsporting, and will count against you when the GM is considering who to kill off.
God-moding is when you treat your character as though he were invincible. Theoretically, a character can have infinite power, but it annoys everyone if he constantly taps into it to beat the ever-loving crap out of all of the other characters. Even though the story is about characters fighting, the actual battle is one of writing skill, and it's both boring and poor writing to have a character that has no faults. Heck, your character could lose every fight he takes part in, but if you're the best writer, you'll still win.
Player-controlling is when you write extensively about the thoughts and actions of a character other than your own, especially when your portrayal of the character is inaccurate. This rule becomes laxer as the game goes on and you learn more about the subtleties of the characters of others; after all, how are you supposed to write well if you can only talk about one character? Still, try to avoid this near the beginning. The GM will probably be lenient on you for this one unless the player who owns that character complains. In addition, it's generally a bad idea to permanently mutilate another player's character. (Cutting off fingers, scarring the face, etc.) The best way to avoid trouble with other characters is to get in touch with them through AIM or another instant messager. If you send your AIM to me with your CIS, I will put it into your character's profile.
I would like a total of ten people max, but I feel as though a smaller number would be better due to the lack of commitment shown in the previous two games. Again, PM you CIS's to me if you'd like to enter, and post questions here, or directly to me if need be.
One other note, if you wish to have your character interact with Mixszt or any of his "affiliates," the writing has to receive approval from me. If necessary, I'll give instruction on how Mixszt will respond or act given a certain scenario.