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ViperaUnion
Serpent Master
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Posts : 3593
Join date : 2012-10-20
Age : 20
Location : In the savage gardens

PostSubject: .::Bind::. (OOC)   Sun Mar 16, 2014 12:58 pm

Bind



Since the beginning, the human world and the supernatural world have always overlapped one another, separated by a Barrier. This Barrier, composed of something that to this day cannot be explained by anything, one might call it magic, another might call it energy, is invisible to all. It cannot be sensed by any means, but despite nobody ever truly knowing what it was, they knew that it existed, and that it was very much real. In many ways, this barrier was seen as something placed by an ultimately powerful force, to keep order between the two worlds. Humans, remaining unaware of what was truly around them, lived out their lives in relative peace, and the supernatural, likewise, despite being aware of the human world, refrained from interfering, and kept to themselves, keeping the peace in their own way. This peace has endured since ancient times, and in many ways, is the enduring symbol of an unspoken law, to never mix the two worlds.

For all its great power, however, the Barrier could not completely separate the worlds, and things still had their way of spilling over. The energy that came from a place beyond the supernatural world could not be completely held back, and so, it regularly leeched into the world of the humans. This energy took root in objects and in living things, manifesting in an unpredictable number of ways. The energy almost always affected animals, but in a subtle way that few noticed, giving the beasts of the world the power to see beyond the barrier, the inhabitants of the supernatural. There were other, more dramatic things, when the energy took root in human beings.

Some humans found themselves spontaneously developing mysterious powers, sometimes useful, but other times extremely dangerous. Some humans, like the animals, gained the ability to glimpse beyond the barrier into the supernatural world, the power to see spiritual beings, and all manner of what is not of the human world. Other humans developed a very unique gift, perhaps one of the most powerful, the ability to perform alchemy via transmutation, changing matter from one form into another, although as humans, they could neither create, nor destroy, and still had to abide by the laws of the natural order. Alchemists could perform amazing feats, even fusing two living things together to create beasts known as chimeras, although the science was seen as a wicked one by some. Like the supernatural beings, these humans acknowledged the dangers of their abilities, and kept to themselves, never daring to disturb the fragile balance between worlds.

The supernatural inhabitants also found unique aspects of the nature of the Barrier. Spiritual beings, consisting of the spirits of the dead that did not pass on, either calm and gentle, or warped and corrupted into becoming monsters by negative emotions, thus losing their hearts, could not be seen by most in the human world, remaining invisible to all but the animals, and the humans that had the ability to see them, due to the Barrier. They could, however, interact with the human world, manipulating objects, and touching things. Although the good spirits posed no threat, the dark spirits frequently took advantage of this, harming and killing the inhabitants of the human world, and devouring their souls to fill their own inner emptiness. In response, those with the ability to see the dead, regardless of which world they belonged to, maintained order by learning to fight against these evil beings.

Other supernatural beings, such as mythical creatures, ranging from true demons (Not all of who were bad, but simply called themselves such), which had physical form, unlike dark spirits, to popular fairytales such as the unicorn or dragon, also interacted in a unique way with the Barrier. They could interact with the human world, but the Barrier, hiding what they truly were, would give them a different guise to hide under, one that would not be seen as strange by the humans. Intelligent supernatural beings were disguised as ordinary humans, though their appearance could not fool those with sensitivities to what they truly were. These beings, however, were not completely limited in power, and could at will break through the Barrier, shedding their disguises and taking on their true form. As with all other creatures aware of the Barrier, however, they could not always do this, and it was an unspoken law that a mythical being never show itself in the presence of a human, or use its power in the human world.

Overall, all beings, regardless of what world they belonged to, were governed by the laws of the Barrier, and the individual laws that each group set for itself, ensuring safety, secrecy, and the balance that made both worlds peaceful. There were, however, also dissenters of the Barrier from both sides. Some supernatural beings saw opportunity, and perhaps even some form of different peace and happiness, which could only be found in the human world, where they would never truly belong, though they might try. There were humans who dreamed of being a part of the supernatural world, with all its alluring, enigmatic and strange nature, the novelty that gave them a deeper sense of purpose and adventure, though it eluded them. The Alchemists and Meta-humans were frequently caught in the middle, being human, but gifted with incredible power that could only be described as supernatural. They sometimes struggled to find which world they truly belonged in, as they could belong to either one, though supernatural beings would frequently reject them, as would most humans, who could not understand their gifts. Those who could see the supernatural world often walked the thin line that separated the worlds by choice, typically having no gift other than their enhanced senses, accepting that they were aware of something other than the human world.

Out of the dissenters, a dangerous foe slowly began to gain in power, and became a threat that had the fate of both worlds and their inhabitants hanging in the balance. This foe, a large group simply known as the Combine, was composed of those from both worlds that sought what was in the world that they did not belong to. United by this one, single desire, which often dominated their goals above all else, the Combine sought to do what no one else would:
They sought a way to destroy the Barrier, and merge the two worlds.

Welcome to Bind, where you can RP as a wide variety of character types, and yet seamlessly work with something completely different from what you have. Before you join, however, there are a few rules I have to go over with you, first.



Rules



1. No Spamming, Flaming, or Trolling, be polite to everyone, and if you get in a dispute, use PMs.

2. No Metagaming, Godmodding, or Autoing, unless permitted by the owner of the character.

3. Read the Faction Laws and Information section before you make a character, it’s there so you don’t make any mistakes you might regret later.

4. Romance, in regards to kissing, hugging, or cuddling is fine, but no sexual topics, please, be appropriate.

5. Blood and Gore is likely, but try to be appropriate and keep the rating for violence around PG-13.

6. Communicate. People need to know what you’re doing. Keeping secrets about everything is not always good for the plot as a whole. If you’re going to surprise people, give enough information to prevent from conflicting with anything else.

7. The GM has ultimate authority over the story, if you want to do something major, I decide what happens, and you need to ask permission, first. Don’t test my temper, because I also reserve the right to kick you out of the story and kill your characters.

8. This is a literate RP, at least five sentences per post, and make sure you use proper grammar and spelling, the occasional typo is permitted, however.

9. You can have as many characters as you want, but make sure you can control them all. I reserve the right to reject your character, no matter how good it is, if I see you struggling to multitask. I am a good judge, I won’t be unfair about it.

10. No OP characters, make them flawed, and if you want, leave room for improving their power, because they might need power-ups in the story later.

11. If you’re bothering to read all my rules, congratulations, you found my hidden embedded entry ticket, you can’t join unless you put ‘Mix’ in the ‘Other’ section of your sheet.

12. No killing other people’s characters without their permission. This is a power only the GM has, and it will only be done if rules are broken, the character’s controller has gone missing for a long time, or the member no longer wishes to participate.

13. There are forbidden powers that cannot be used by any character. These powers include Mind Control, Teleportation, Time Travel, Minion Summoning, and anything that can instantly kill. For more specific rules, look at the Faction Laws and Information section.

14. All characters should have some sort of human form; interaction with the human world will be a large part of the story.

15. Dark Spirits are not legitimate characters, and are the only species off-limits for being made into characters.

16. Demons, Fay, and Mythical Creatures have on average a lifespan of a 1000 years, no character among these groups can be older than that.

17. If you make a character that's centuries old, no glorious war stories, no 'single-handed defeats of armies' or anything else like that. I won't accept it, make lower-key characters.


Now that you’ve read all the rules, here’s the character sheet!




Character Sheet




General Information

Name: (Nothing ridiculous, please.)

Gender: (I don’t like ‘it’ characters)

Age:

World Origin: (Human or Supernatural)

Identity: (For example, if you are a human, are you a Seer [person who sees supernatural things], an Alchemist, or a Meta-human?)

Height:

Weight:

Eye Color: (If character has a different form with a different eye color, list eye color and put in parenthesis the corresponding form.)

Hair Color: (If dyed, list that color. If character has a different form with a different hair color, list the color and put in parenthesis the corresponding form)

Alignment: (Barrier, Combine, or Neutral. One supports the separation of worlds, the other wants them merged. The third just doesn’t care, even though they probably should. Combine alignment does not make you a member of it, it just shows your opinion.)

Personal Information

Appearance: (List common appearance and alternate forms under this, be detailed)

Personality:

Biography: (Optional)

Family: (Optional)

Relationships: (Friendships to Associates, optional)

Skills and Abilities

Skills: (Non-power related abilities and talents, not always combat-related)

Powers: (What abilities does your character have? They should relate to what they identify as.)

Strengths: (What makes your character strong?)

Weaknesses: (What makes your character weak? This can be flaws in powers, or even a negative aspect of the character’s personality.)

Other: (Anything else that I didn’t cover that you wanted to fill out?)

____________________________________


Last edited by ViperaUnion on Tue Mar 25, 2014 9:18 pm; edited 2 times in total
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ViperaUnion
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PostSubject: Re: .::Bind::. (OOC)   Sun Mar 16, 2014 1:33 pm

Faction Laws and Information

This section contains information about each individual faction, and if present, what laws that faction has. Each faction is somewhat different, and has a different set of rules and taboos. It will be important for characters to know about the laws of their own faction, though they may not know the laws of other groups aside from theirs.

Seers (Those Who Can See the Supernatural)

Humans gifted with sensitivities that allow them to sense the supernatural are often informally referred to as Seers. They generally have no unique physical abilities that surpass a normal human, but they do have spiritual or ethereal powers that sets them apart from an average person. Being a group of humans who are by far the most sensitive to what others cannot see, Seers are often the largest keepers of order on the human side of the Barrier, and much of their focus revolves around maintaining peace between the living and the dead who have not yet passed on into the afterlife. Because spirits, in general, can be physically touched by anyone, and the powers of a Seer make them apply to all other senses, as well, it is not uncommon for Seers to become friends with good spirits, easing their loneliness, and hopefully, aiding them in passing on. This is one of the easier responsibilities that Seers give themselves, alongside investigating the cause of death, if a good spirit suspects he or she was murdered, or is unaware of how he or she died.

The most important responsibility a Seer has is keeping Dark Spirits from interfering in the human world, or harming good spirits that have yet to pass on. Dark Spirits, the spirits of dead humans who have fallen and lost their hearts, are warped into monsters by their own negative emotions and desires. As monsters that have no soul or heart, they suffer a great emptiness inside, and often seek to fill it by devouring the spirits of humans or good spirits. Because Dark Spirits can interact with the physical world, but cannot be normally detected by any other senses, most humans are incredibly vulnerable to them, and good spirits, while capable of seeing them perfectly, often do not have enough power to escape them on their own. Because of the ability to physically touch a Dark Spirit, Seers are capable of creating weapons that they can use to battle Dark Spirits, although unusually, these weapons are seldom modern in nature, often being more like bows, arrows, and swords. Much of the reason for this is that it is easier to create old-fashioned weapons that are more effective against Dark Spirits, due to seals that can be placed on the weapon. It is also partially due to modern weapons, such as grenades and guns, being much louder in volume, which can alarm unaware humans.

While less powerful Seers, or those that are inexperienced, just learning to use their abilities, are often limited to fighting in their physical body, a skilled Seer has a unique ability. They have the power to completely separate their spiritual form from their physical body, granting them a form that is invisible to most humans, as well as gifted with enhanced strength, agility, and endurance, which is on many occasions useful. The downside to this, however, is that a Seer's body is rendered vulnerable without its spirit, becoming a useless, hollow shell that behaves as though the person is in a coma. The body must be kept in a safe place until the Seer returns to it.

Despite their dangerous profession, many Seers can become quite adept in fighting Dark Spirits, and upon slaying one, they automatically restore it, and force it to pass on into whatever afterlife it belongs to, whether it be Heaven, or the Underworld, depending on the deeds of the Dark Spirit when it was alive. As many Dark Spirits lack hearts, they are often forgiven for whatever evil deeds they committed after death, and upon their passing, the spirits that they devoured are released, although whatever spirits they devoured from living humans are often permanently severed from their bodies, regardless, and unable to return, therefore, it is often important that a Dark Spirit be slain as soon as it appears, before it devours a living human's spirit, effectively killing the person.

Seers are guided by only one single, prominent law in their lives. They are to keep their abilities and mission a secret, and it is forbidden for them to aid the living in communicating with the dead. There are exceptions for those that are living with a family, or have a close friend that discovers their ability by accident. If any of this happens, these people that know the Seer are often obligated to aid the Seer, either in the case that the Seer is injured in battle and needs to recover, but cannot provide an explanation for the nature of his or her wounds, or if the Seer is advanced, looking after his or her body while their spirit is not inside of it.

Alchemists

Alchemists, like Seers, are gifted with a unique power that results from being exposed to the strange energy that comes from a place beyond the supernatural world. Humans capable of performing true feats of alchemy, many authentic Alchemists regard themselves as scientists, due to the nature of their abilities and work, which revolves around creating a transmutation circle, and using it to take matter that is already present, and re-arrange it on an atomic level into something else. This ability has many different uses, but overall, it does have a variety of limitations. Alchemists are still, for the most part, limited by all laws of physics, as well as their own scientific knowledge, which can either hinder or aid them in a transmutation. The most prominent aspect of alchemy is that, for something to be made, something of equal value must be sacrificed, first. This law, called the Law of Equivalent Exchange, applies to all transmutations performed. This means that Alchemists can neither create nor destroy something; they can only change its form, though on a much deeper level than what average science can do.

Alchemy itself can take many forms. Alchemists can take one material and change its form, and if they are highly advanced, they can change the substance, as a whole, although the larger the amount, or the more different, the more difficulty the alchemist will have. Taking on a transmutation that is too complex or difficult can either result in a harmless failure, or in a rebound, depending on what was transmuted, which can be very dangerous to the Alchemist. Bioalchemy, a sub-category of regular alchemy, allows Alchemists to fuse together two living things to create a new creature, known regardless of what was used to create it as a Chimera. Bioalchemy can also involve transmuting biological materials from plants or animals into medicines, although it is sometimes distinguished as Medical Alchemy. All Alchemists must first have a transmutation circle of some sort to perform alchemy, either one drawn in chalk or in simple lines at the sight at which the alchemy was performed, or one on a smaller scale, such as being sewn into clothing, which would allow immediate access to some form of alchemy. Transmutations vary by what kind of circle was drawn, the more complexity in a circle, the more complex the task it performs, and the larger the circle or number of circles, the larger the scale of the transmutation performed.

Alchemists, despite regarding themselves as scientists, have little faith in trusting society as a whole, and therefore, keep their practices secret, allowing what is publicly known as alchemy to remain shrouded in myths or legends. Alchemists tend to purely keep order in the human world amongst themselves, seldom interfering in supernatural affairs, because unlike Seers, they are often completely unaware of the supernatural world and the beings that inhabit it, much like normal humans, although they do have awareness of the Barrier itself, and that what gives them their abilities lies beyond it. Because of their incredible abilities, Alchemists have a fairly larger set of laws than most groups, and often have nothing to deal with other groups at all, sometimes to the point of not even knowing other groups exist.

The first law of alchemy is to never reveal one practices it to the public, as it may endanger the Alchemist or those around him or her. Only in unique cases may alchemy's practice be disclosed to others, such as to close family, or a trustworthy friend who may aid the Alchemist should they ever need assistance, when another Alchemist is not present to help. The second law of Alchemy is that transmuting base materials into precious ones, such as changing lead into gold, is strictly forbidden, as it would ruin the stability of the world's economy, and would often be used for selfish gain. The third, and most important law of alchemy, is that human transmutation is strictly forbidden. Human transmutation falls under various definitions, including transmuting elements to create a human body or human body parts, or utilizing a live human in a chimeric transmutation. Any alchemy that causes a loss of human life, or attempts to bring back a human life, is forbidden. Any attempts to revive the dead in alchemy have always failed, resulting in re-bounds that either severely mutilated the Alchemist, if not outright killing him or her. Necromancy, or reviving the dead, is an impossible feat that never has, and never will be done.

Alchemists keep order in the human world by preventing other Alchemists from violating their laws.

Meta-Humans

Meta-humans, as with the other two groups of uniquely gifted humans, spontaneously develop special abilities linked to being exposed to mysterious energy that comes from a place beyond the supernatural world. Meta-human powers can be widely varied, ranging from small, mild gifts such as enhanced senses (Not sensitivities to the supernatural, which would make them Seers), to incredibly strong or unique abilities such as fire breath, shape-shifting, super-strength, and even invisibility or flight. Because meta-humans are people who are affected by the mysterious energy beyond the Barrier, but do not meet the criteria for Alchemists or Seers, there is a wide variety in this group, which makes it difficult for there to be any specific information about it.

Meta-humans seldom know about the existence of Alchemists or Seers, and like Alchemists, cannot normally see the supernatural world. Unlike Alchemists and Seers, Meta-humans are often completely unaware of the supernatural world, as well as the Barrier, having no knowledge of how they came to develop their powers. They can, however, on rare occasions, come into contact with one of these two groups, and work together with them quite effectively. When such things occur, Meta-humans are likely to learn more about the origins of their powers, and may or may not have the capability to tap into the source of energy beyond the Barrier to enhance their own gifts, although this may or may not depend on the nature of their powers.

Meta-humans are governed by relatively few laws. The first and most important law among them is keeping their powers a secret. It also goes without saying that using one's powers to do unlawful things in any way is heavily frowned upon. Meta-humans have little to deal with the supernatural world, and often keep order by stopping those amongst them that abuse their powers, and helping one another in learning to control them. Meta-humans, due to the nature of their abilities, may or may not attract Alchemists unintentionally, due to being able to do things without using transmutation circles.

Demons/Fay

Demons and Fay, both coming from the supernatural world, are mythical creatures with a wide variety of forms and powers, characterized by having spiritual powers as well as physical ones, but differing from spiritual beings in that they have a physical body, and can be seen by anyone, although their identity as something inhuman is not immediately apparent except to other mythical beings, and Seers. Although they have no fixed differences, the alignment and behavior of a Demon or Fay will determine what it is called. Mythical beings that fall under this class who commit crimes such as devouring sprits, much like Dark Spirits, or frequently interfere and cause trouble in the human world, are called Demons and refer to themselves as such. Beings that fall under this class who do kindly things, such as maintaining order among spirits, much like Seers, or serving as guardians of a place or group of people, are often regarded as Fay, for their benevolent actions. Due to the spiritual nature of these beings, spiritual seals, spells, and charms can affect them.

Demons and Fay, despite having physical bodies that may be dramatically different in size or appearance, are often kept separated by the Barrier via a disguise that they are forced into, which will make them appear and seem as regular humans, also restraining much of their power, although this does not hide their otherworldly aura, which Seers are able to readily detect and identify as different from a normal human. Demons and Fay, however, can often break through the Barrier at will, and take on their true forms, unleashing their full power. This often alarms humans, though, and with modern advancements in warfare and policing technology, even a strong demon or fay can be endangered by revealing its true nature among humans. Demons and Fay regularly walk among humans, but seldom ever take on their true forms, for the sake of safety. Demons and Fay, unlike regular mythical creatures, possess spiritual powers as well as physical ones

Demons and Fay have a relatively simple set of rules to follow. They are not to interfere with the major aspects of the human world, meaning they are forbidden from entering politics, taking up positions that draw large amounts of attention, or using their incredible otherworldly powers in the presence of humans. They may also not use their powers to commit crimes that are unlawful in the human world. To dwell in a place populated by humans means to dwell on the outer fringes of society, never fully becoming a part of it, and fading to the background. Violators of these rules who use their powers may attract the attention of any number of different other groups. Seers, Alchemists, and Meta-humans are just as likely to notice a Demon or Fay using his or her powers as another supernatural being. Interaction with any of the three human groups, which Demons and Fay generally have knowledge of, is largely discouraged, though it cannot always be prevented. Friendships between the two groups is not forbidden, although there is a general unease about interacting directly with humans.

Mythical Creatures (General)

Mythical Creatures are beings from the supernatural world that can fall under a more specific or generic term to be called by. Legends and Myths such as Unicorns, Dragons, Griffins, and Pegasi all fall under this category. What separates generic Mythical Creatures from Demons and Fay is that beings from this group lack spiritual powers, and have purely physical abilities. Creatures from this group cannot devour spirits, like demons, and are generally unaffected by seals, charms, and spells that are used by those specializing in fighting spirits. Even the more unusual powers belonging to this group, such as healing powers or fire breath, are regarded as physical, because they are unaffected by spirit magic. The strange, patchwork beasts known as Chimeras, which are created through Alchemy, do not fall under this category.

Mythical Creatures, much like Demons and Fay, are forced into a different form in the human world, intelligent beings taking on the appearance of humans, and those that are not regarded as intelligent taking on less frightening forms, generally not stemming too far from what they truly are, for example (Though it may not apply in reality), a Unicorn would be mistaken for a beautiful horse or pony. Like Demons and Fay, also, Mythical Creatures can at will shed their disguises and take on their true forms, although unlike Demons and Fay, Mythical Creatures do not have their powers restrained when in the form of a human, due to their abilities being physical. As a result, it is easy for a Mythical Creature to be mistaken for a Meta-Human. Mythical Creatures, much like Demons or Fay, often hide what they are for their own safety.

Mythical Creatures have laws almost exactly like those of the Demons or Fay. They cannot interfere in large aspects of the human world, and must live on the outer fringes of society, if they live among humans. They cannot use their powers to commit any acts that are unlawful in the human world, and are discouraged from revealing their true identities to humans, although sometimes this cannot be prevented, as mild use of one's powers may attract other groups.

Chimeras

The poor, cruelly-fated creatures that result from the fusion of two or more living things, or alteration of a living thing, via Bioalchemy, Chimeras fall into a class of their own. Although created through transmutation, an art that seems supernatural, there is nothing supernatural about a Chimera, and it is nothing more than a patchwork beast created by fusing together different living creatures. Chimeras vary widely in appearance and in intelligence, although generally, they are limited to the intelligence of whatever the smartest creature used in their transmutation possessed, and look like an even mix of what was used to make them. Most Chimeras are not intelligent, and are simply unnatural animals, which serve their masters, the Alchemists that created them, although there are exceptions.

Human Bioalchemy, creating a Chimera by fusing a live human with animals, can result in an intelligent individual that does not belong in either the human world, or the supernatural world. Chimeras cannot be disguised by the barrier, and as such, must always hide themselves from society, learning how to conceal their own abnormal appearances. They must do it for their own safety, as they would be rejected by both the inhabitants of the supernatural and human world, and in many cases, some groups, namely Alchemists, may seek to destroy them, as they do not belong.

Chimeras do not have any laws set for themselves, and follow their own rules they set for themselves, or, if they have a master, they simply follow their master's orders. Intelligent Chimeras are exceedingly rare, because their creation is one of the ultimate taboos next to attempted revival of the dead in Alchemy.


If you wish to have a character that does not fall under any of these categories, PM me before making the sheet to ask permission, and discuss with me what you have planned...

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ViperaUnion
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PostSubject: Re: .::Bind::. (OOC)   Sun Mar 16, 2014 7:55 pm

Maxx is awesome


Last edited by ViperaUnion on Sat Mar 22, 2014 5:57 pm; edited 12 times in total
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ViperaUnion
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Posts : 3593
Join date : 2012-10-20
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Location : In the savage gardens

PostSubject: Re: .::Bind::. (OOC)   Sun Mar 16, 2014 7:56 pm

A Simple List of Characters


.::ViperaUnion (GM)::.

Paul Hewlett

Nicholas Bryce

Shayla Adela Geld

Opal Graham

Dixie the Law Breaker

Blake Snell

.::Mr Allen J (Lone)::.

Cyril Emilio Noctis (The Gambler)

Morgana Ella Ogmer


Pink

.:::Maxx:::.

Marshall Copeland

Amos and Navon

Benedict

Apep


.::True Night::.

Morbus and Emily

Sundara


.::Lieo::.

Jay (Lieo's sheet isn't in the deposit yet)

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ViperaUnion
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Location : In the savage gardens

PostSubject: Re: .::Bind::. (OOC)   Sun Mar 16, 2014 7:56 pm

Filler Post, Just in Case, you may now post.

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Celo the Impossible
Alien Ninja Frog Empress
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PostSubject: Re: .::Bind::. (OOC)   Sun Mar 16, 2014 8:06 pm

I definitely would like to join :3

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[My DeviantArt]---[My Tumblr ]---[Toyhou.se]

Thomas Hobbes wrote:
To this war of every man against every man, this also in consequent; that nothing can be unjust. The notions of right and wrong, justice and injustice have there no place. Where there is no common power, there is no law, where no law, no injustice. Force, and fraud, are in war the cardinal virtues.
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ViperaUnion
Serpent Master
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Posts : 3593
Join date : 2012-10-20
Age : 20
Location : In the savage gardens

PostSubject: Re: .::Bind::. (OOC)   Sun Mar 16, 2014 8:07 pm

Yeah, just a warning, the post color is completely white, you won't see the words if you copy paste the sheet template into word, just change it to black, don't freak out.

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Celo the Impossible
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Location : who knows

PostSubject: Re: .::Bind::. (OOC)   Sun Mar 16, 2014 8:09 pm

Lol I didn't even know that XD I can only use an iPod for this stuff, so when I copy-pasted it to my notes, it automatically turned black XD

____________________________________
[My DeviantArt]---[My Tumblr ]---[Toyhou.se]

Thomas Hobbes wrote:
To this war of every man against every man, this also in consequent; that nothing can be unjust. The notions of right and wrong, justice and injustice have there no place. Where there is no common power, there is no law, where no law, no injustice. Force, and fraud, are in war the cardinal virtues.
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True Night
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Location : Everywhere and nowhere.

PostSubject: Re: .::Bind::. (OOC)   Sun Mar 16, 2014 8:20 pm

I'll put something together. By the way, the Combine is the name of the main threat in Half Life 2, which is a really popular game. You can of course still use it, but every time I hear it I'll think of them, not your group.

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Dragonbud
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Location : Owning and operating the brothel

PostSubject: Re: .::Bind::. (OOC)   Sun Mar 16, 2014 8:21 pm

Haha yeah I figured that out when I tried pasting it somewhere else :3 time to make dbs favorite satyr.

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Celo the Impossible
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PostSubject: Re: .::Bind::. (OOC)   Sun Mar 16, 2014 8:27 pm

Alchemist or meta, alchemist or meta... Hm....

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Thomas Hobbes wrote:
To this war of every man against every man, this also in consequent; that nothing can be unjust. The notions of right and wrong, justice and injustice have there no place. Where there is no common power, there is no law, where no law, no injustice. Force, and fraud, are in war the cardinal virtues.
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Mr Allen J
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PostSubject: Re: .::Bind::. (OOC)   Sun Mar 16, 2014 9:16 pm

General Information

Name: Cyril Emilio Noctis (The Gambler)

Gender: Male

Age: 21

World Origin: Human

Identity: Meta-human ... Because I wanted to make this guy a mage-type guy and nothing of the sorts was mentioned on the OP, this'll do.

Height: 5'4

Weight: 100

Eye Color: Pale Blue

Hair Color: Sandy Blond

Alignment: Neutral

Personal Information


Appearance: Cyril is a man that always seems cocky, full of himself. The way he always has a grin on his face and seems like he can handle any situation, even when faced with overwhelming odds. Cyril is a short man (5'4), and has a very thin frame. He is of Polish descents, thus Caucasian. His skin is a light color, but not pale. His skin is far from perfectly clear, he's covered in scars, slashing and burn scars. One particularly large scar starts at his right shoulder, and goes around his chest, stopping a few inches from his waist. He has a thin slashing scar across his neck, over his throat. Like someone tried slashing his throat but didn't pierce his jugular and windpipe. That isn't the end of his injuries. Upon inspection of his right hand, one may notice that he's missing half of his index and middle fingers. Right above the joint, he's missing his fingers. Cyril jokingly says that he lost it in a bet.

Cyril has been blessed with good genes, since he's quite attractive, albeit he looks quite feminine in the facial features, near androgynous. He has a strong, handsome face, with pronounced facial features. His head is heart shaped, and his facial features are squared. He has sparkling olive-green eyes. That are small, but narrow, and. His eyebrows are cut into a smooth and narrow line. His cheeks are thick are full, they stick out whenever he smiles. His lips are slightly above average in terms of size, but are rather thick, and a little girly. Cyril's nose is short, but he has wide nostrils, and a long and wide nose bridge. Cyril's chin is very pointed, but small and well-defined. His forehead is a bit large, but nothing people will notice right off the bat. Cyril's hair is a sandy, blond color. It's straight, but he keeps it cut short and bushy. Cyril has little body hair, he likes to keep it that way. He shaved his chest, arm-pits (And down there). Few will see that he has hair on his arms and legs.

Cyril's style is generally a classy and neat outfit. He'll wear dress shirts/pants, frilled shirts, jackets, coats, dancing shoes, sometimes suits and ties. Colors won't matter to him. He absolutely loathes jeans and tshirts (And people who wear those), so he won't be caught dead in those. Cyril is the kind of guy that has his ears pierced, he is often seen with gold ear-rings. However, once the moment is right, Cyril will trade good-looking attire for practical wear. Usually held in one hand is Cyril's scepter. It is a long, black, regal-looking item that has the appearance of a wand and has gold bands around the center and the tip of it. At the very top of the scepter, there is a strange, glowing, pear-shaped crystal. This crystal is somewhat large, shaped like a pear (Except pointier), and carved expertly like a diamond. Sometimes he's even seen wearing a gold-painted crown with the same crystals as the crown jewels.

Personality: Cyril is a naturally adventure-loving person, but is quite sarcastic. Sometimes he's very uninterested and will convey that disinterest through looking away, rolling his eyes up into his head, or playing with his thumbs, or random objects. But when he's 'interested' he speaks like a charming individual that always knows what to say, and speaks with confidence. All without coming off as arrogant or egotistical. He tends to give the impression of a loner with a mysterious past that's full of dark secrets and action. But in truth, he's more of a person that prefers action over words. He's more than willing to blow off someone he thinks is bragging just because he doesn't believe them. He's quite easy to annoy, however, mostly by people who talk too much. Cyril values the quiet type that speaks with action. However he has his own coping mechanism and will respond to being annoyed with copious amounts of sarcasm. Which to say the least, he's always being an utter smartass about even the slightest thing that annoys him.

Cyril usually interacts with whoever he finds interesting, or may be useful as an ally. Though, Cyril has a habit of making enemies because of his sarcastic attitudes and overall contempt for some people for even the slightest offense. Acting like some people are nothing more than annoying, and thus, not worth his time. It is worth noting that Cyril generally gets along better with girls than guys. Surprisingly, he acts like a ladies man, and treats (Most) women with respect and kindness. He usually goes out of his way to talk to the girl if there's a group, ignoring whether or not she seems to be the leader. What else is notable is that Cyril shows much contempt when it comes to other males. Ignoring them, and being, well, a jerk towards them, which goes to homophobic levels. What's worse is that he really hates it when another man touches him. His reaction will be severe, getting violent quite fast (Girls are fine with this). It's all because of an earlier traumatic experience he had as a kid, but that's for later. When fighting males, Cyril is a vicious opponent, and is quite ruthless. There may be some boys that Cyril will be fine with, if they prove themselves to him. But even then, he'll have problems with them.

Cyril isn't exactly a natural born leader. He's seen as guy that's in it for himself. Merely because he's great at watching his own back. Cyril works fine in teams. Just teams that don't have him as the leader. He's good at tactics and planning. Or he thinks he is. Give him a few minutes, and he'll make up a plan to defeat the main villain. Though, his downfalls tends to be his habits of over complicating things, and making complex plans for simple things. He has a habit of hating defeat, and loving victory. He'll do anything to win, or at least seem like the victor. Even going to petty, hypocritical levels. Even if he can't seem like the victor, he'll try his best to get "even" even if it means that he'll break a few rules and cross a few lines. It doesn't matter to him, all that he cares about is being the winner. In terms of morality, Cyril is more-or-less chaotic neutral. As in he does whatever he wants to do, good or bad. Though, he won't do acts of either without good reason or advancing his own goals. Unless it comes to stealing, Cyril was trained to be a thief. He won't hesitate to just swipe what he wants.

Biography: Cyril belongs to the Noctis family, a rich and wealthy family. Other than that, it's irrelevant.

Family: Cyril's parents are Cooper, and Marissa Noctis. His grandparents (On his father's side) are long dead, and on his mother's side, his grandparents are active, but slowly dying from cancer. Cyril has many brothers and sisters, at least seven.

Relationships: Morgana Ogmer (The next character I'm going to make), his longtime ally and partner.

Skills and Abilities

Skills: Cyril is quite versatile in his many skills. He's a natural born-thief. He knows many techniques that would get a person like him arrested for awhile. Picking locks, hotwiring cars, leaving behind no evidence or fingerprints, and being stealthy. He's quite experienced in combat, being in more situations than he could count. Other than that, Cyril knows a wide variety of other noncombat skills. Cyril is a great dancer, he's trained and practiced himself in the area. He's the best at ballroom dancing. I'll have you know that I have zero knowledge in dancing, so forgive me. Cyril has also done some acting, and is quite convincing when he fakes emotion - Which has benefited him during interactions with people. Cyril knows how to paint, cook, and bake. Cyril has limited knowledge of instruments, he knows how to play the flute. The only other instrument Cyril knows is the Triangle! The electric triangle.

Powers: Casinomancery. Cyril is a meta-human, with a power he calls Gambling magic. It gives him a sort of control over all things you'd see in a casino (Cards, Dice, Roulette Wheels, etc). He can move them, make them bigger, infuse them with different elements (Fire, ice, electricity, etc) to give them different properties. Usually he uses poker cards in fights which he can make razor sharp. The magic also makes Cyril supernaturally lucky in the way that outcomes are more favorable for him. Not in the way he'll find a million dollars lying, but it's much more subtle. Like he'll have a higher chance of winning a bet, or the guy chasing after him will trip over the next stick.

Strengths: ... Aside from all the stuff I just put in this entire sheet?

Weaknesses:

- The casino magic makes Cyril schizophrenic. He'll start to see things, like people's eyes replaced with spades, or sometimes everything looks like it's made entirely out of poker cards. Stuff like that. The more he uses his magic, the worse the effects will get until he reaches the point where he'll drop on his knees and scream into the sky.

- Cyril is very adverse to males to the point of homophobia. Don't expect him to get along that well with that.

- Hates defeat

- Humorously short.


Other: xᴉW

I bet ya'll think that it actually says xiW

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Last edited by Mr Allen J on Sun Mar 16, 2014 9:36 pm; edited 1 time in total
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ViperaUnion
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PostSubject: Re: .::Bind::. (OOC)   Sun Mar 16, 2014 9:17 pm

Whoops....I was trying to find a name that fit what the Combine wanted to do...I just thought it sounded better than some of the other words...

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Mr Allen J
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PostSubject: Re: .::Bind::. (OOC)   Sun Mar 16, 2014 9:26 pm

^

*Cough*

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PostSubject: Re: .::Bind::. (OOC)   Sun Mar 16, 2014 9:34 pm

Lone, your sheet is good, but your guy can teleport, and I can't make exceptions. You need to take that out before I accept it.

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Mr Allen J
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PostSubject: Re: .::Bind::. (OOC)   Sun Mar 16, 2014 9:36 pm

Not even sort ranged/limited teleportation?

hrrrng

I took it out.

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PostSubject: Re: .::Bind::. (OOC)   Mon Mar 17, 2014 2:16 am

Sorry, I was off doing something. Accepted, Lone. I'm sorry, but I can't have any sort of exceptions for teleporting. I'm still working on my own character sheets, I have to make characters from different factions. For everyone else, remember that this RP consists of teens and young adults, there will be incidents where teens deal with problems in school.

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Mr Allen J
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PostSubject: Re: .::Bind::. (OOC)   Mon Mar 17, 2014 9:48 pm

Very well. My next character will be a plant based Bio-Alchemist.

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PostSubject: Re: .::Bind::. (OOC)   Mon Mar 17, 2014 10:25 pm

I'm glad that it looks like there will be an even mix between mythical beings and human characters. All of them will play a role in the story, so we kind of need everything.

At any rate, my Seer character, Paul, is up. Starting on my alchemist, now.

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Mr Allen J
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PostSubject: Re: .::Bind::. (OOC)   Tue Mar 18, 2014 7:48 pm

No where near as good as Cyril's sheet, but it'll do. I have two more characters in mind, one's going to be a water-based meta-human, and another going to be... idk, probably the character I was going to make for Emotion.


General Information

Name: Morgana Ella Ogmer (The Pumpkin Witch)

Gender: Female

Age: 24

World Origin: Human

Identity: Alchemist

Height: 5'6

Weight: 100

Eye Color: Brown

Hair Color: Dyed Bright red - Naturally light-brown

Alignment: Neutral

Personal Information


Appearance: Morgana takes the appearance of a sleepy woman. She constantly walked around with a blank, bored, sleepy expression on her face. Her expression barely changes, no matter what happens. The most change that'd happen is a lazy grin creeping up on her face when something amusing happens. The way she walks around is like a high-class super-model on the runway, she's always strutting it, and walking like a super-star. Morgana is a slim girl, she doesn't have a super impressive body. Her curves are rather flat, and unappealing. Morgana's limbs are a bit long, with her legs making up a bit of her height. Her limbs are slender, with her fingers long and bony. Morgana is Danish, and she has whitish, near-pale, skin. A skin that is clear of imperfections like scars or blemishes. Morgana's body underneath her clothing is covered in these strange fire-like tattoos that encompasses her her body and are all connected.

Morgana has a rounded diamond shaped head, with rounded facial features. She has a large head, which gets more streamlined as it goes down. Her chin is rather pointed, but still strong looking. She doesn't have a pronounced jawline of the sorts. Morgana has small, full lips which appear to be wide. Morgana's nose is a bit large, it's triangle points forward a few centimeters. Her nostrils are also triangle-shaped. The bridge up to her nose is quite long too. Morgana has smooth, hard to notice, cheekbones. Morgana's eyes are strange, as a result of her power. Her eyes are very large, and abnormally shaped, and are purple, and appear as if she doesn't have an iris. Her eyes are just all purple. Morgana's hair is dyed bright red, and is very curly. She doesn't keep it in any particular style, it just hangs off the back of her head all the way to her shoulders.

Personality: It's hard to gauge Morgana's personality, because she barely shows any though words. Morgana never talks. She communicates with people using body language and sometimes writing it down. She can be heard giggling when something amuses her - Which a lot of things does, mostly things that should threaten her. When Morgana does talk, she only does it briefly, and people tend to listen. Even though, her voice is very high pitched and girly. Morgana is a noble person, willing to do what's right to help people. Though, she's not the super devote hero, and tends to fall into selfishness quite often. That said, Morgana, when faced with an actuate threat, tends to be near sociopathic. Ruthless and unfeeling towards her enemies. She operates like a robot, only following logic, and not emotion or feelings.

Biography: Nah

Family: Nah

Relationships: Best friends with Cyril Noctis.

Skills and Abilities

Skills: Morgana is very observant, she's the kind of person that silently watches from a distance, picking up details and facts. Mixed with her uncanny silence and sneaking skills, she calls herself a good spy. Morgana is also very skilled and versed in the world of alchemy, and knows how to use her own form of alchemy, along with the traditional form, very well. Maria is a skilled hand-to hand fighter, taught Karate at a very young age.

Powers: Plant Based Alchemy. Morgana is an alchemist, thus she can do the usual, she can rearrange matter at a sub-atomic level by drawing transmutation circles by sacrificing, yadda, yadda, yadda. However, Morgana's alchemy mainly involves the transmutation of plants, her favorite is pumpkins. She can turn one plant into another, and create plant based potions, along with spells that relate to plants. Morgana knows how to create a wide variety of chimeras by merging plants, and animals (even humans) together to forge powerful monsters that serve her. She mostly merges pumpkins and other creatures together to create her chimeras. Morgana is still capable of traditional alchemy of rearranging the molecules of other objects.

Strengths: Herp.

Weaknesses:

- Fire, poisons, and other plant killers, are great counters to her Alchemy. She isn't exactly that powerful on her own, she needs plenty of plants to be a sufficient threat. She's also less powerful in desolate, plantless areas, like indoors and in industrial areas.

- Morgana's doesn't communicate that well with other people. Using her body language instead of words.

- Morgana's alchemy can be interrupted if someone stops her from making the circle.

Other:

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PostSubject: Re: .::Bind::. (OOC)   Tue Mar 18, 2014 9:19 pm

Accepted, Lone. I'm still working on some other characters, too, it takes awhile, but I think I'm getting much faster at typing up character sheets.

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PostSubject: Re: .::Bind::. (OOC)   Tue Mar 18, 2014 11:34 pm

I'll figure out what I'm going to do once I have an example of a Demon/Fay sheet.

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PostSubject: Re: .::Bind::. (OOC)   Tue Mar 18, 2014 11:42 pm

Well, that's lucky, I just finished my Demon/Fay character. I'm putting up her sheet now. Keep in mind, Shayla is older than the general age group in the story, because she's going to be sort of like a main leader in the plot. Supernatural beings like Demons, Fay, and Mythical Creatures are capable of being older than they look, because they might age more slowly. The limitation of a Demon or Fay is that they can fall victim to the seals used by a Seer, and they can't really use any of their powers without taking on their true form.

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PostSubject: Re: .::Bind::. (OOC)   Wed Mar 19, 2014 12:07 am

Alright, I know what to aim for now. I will say that the abilities you gave to your character are typically inherent in most sources, and that there's nothing else, like an elemental power for example. Are those off limits?

Giving up something else in exchange would be fine, just generally Demons/Fay are related animal spirits and or elements. I'm not sure how it works in your RP.

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PostSubject: Re: .::Bind::. (OOC)   Wed Mar 19, 2014 1:11 am

Elemental powers are allowed, there are bound to be characters in the story that have them.

At any rate, how Demons and Fay are in relation to ordinary Mythical Beings. Demons and Fay are regarded as having spirit powers, while Mythical Beings are generally just special creatures in disguise that aren't found in the natural order of things. Demons and Fay, overall, are the wildcards, because they don't have a fixed form or function, they're like Dark Spirits and Good Spirits that have a physical body, and generally, if you don't have a Seer around, a Demon or Fay's abilities are more likely to affect a Dark Spirit, because of the nature of their powers.

What this means is that Demons and Fay will generally be much more powerful than ordinary mythical beings, but at a higher cost. Normal Mythical beings can use their powers whenever they want to, even in a human disguise. Demons and Fay, however, are more limited, due to their immense power. They can't use their full power in a human form, they have to transform into their true forms to do it. Because they're partly spiritual beings, Demons and Fay are also affected by the seals used by Seers, something normal mythical beings don't have to deal with.

The way I planned everything out may be confusing without being explained, but the way it's set up is to make sure no group has an advantage over the other, they're all equal, with different strengths and weaknesses, and during the plot, each individual group (Except perhaps Chimeras), will have an important part of the story that focuses on them.

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