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Game Characters.

Posted by UnwrittenFor group 0
Unwritten
GM, 5 posts
Thu 19 Dec 2013
at 17:39
  • msg #1

Game Characters

X-Men Evolution game rtj template.


The mandatory List Of Things To Put In Your RTJ:

Name:

Code name/aliases (if any):

Alliances: (If any)

Age:

Powers/Skills:

Flaws/Weaknesses:

Personality:

Appearance:

History: (Be thorough. No one/two line histories.)

Everything else you can think of is secondary.
Unwritten
GM, 6 posts
Thu 19 Dec 2013
at 17:46
  • msg #2

Re: Game Characters


Name:

Code name/aliases (if any): Technomorph

Alliances: (If any)

Age: 17

Powers/Skills:

Techno-morphic armor. Character's body is surrounded by an invisible sheath that has the ability to "integrate" technological devices. As a result, he has built a form of armor that he can manipulate at will. The armor can take any form and function he desires, so long as he has the necessary technological components.

Flaws/Weaknesses:

Personality:

Appearance:

History: (Be thorough. No one/two line histories.)

Everything else you can think of is secondary.
Unwritten
GM, 7 posts
Thu 19 Dec 2013
at 17:47
  • msg #3

Re: Game Characters

Name:

Code name/aliases (if any): Ghost Boy

Alliances: (If any)

Age: 17

Powers/Skills: Ectoplasmic Manipulation. Phasing. Invisibility.

Flaws/Weaknesses:

Personality:

Appearance:

History: (Be thorough. No one/two line histories.)

Everything else you can think of is secondary.
Unwritten
GM, 8 posts
Mon 23 Dec 2013
at 18:43
  • msg #4

Re: Game Characters

Name: Drake De Gara

Code name/aliases (if any): Draconus

Alliances: None Yet

Age: 17

Powers/Skills:

Persona Manipulation (Thematic Power Set)- All of Drake's powers are linked to a central persona which comes from a theme from the kids' cartoon/game series Dragon Battles. This persona is Draconus. (Think Billy Batson/Captain Marvel, but in a state of flux as Drake battles for control.)

Fire Manipulation - The ability to generate and manipulate fire and heat. May be mystical in nature. (Dragonfire)

Wind Manipulation - The ability to generate and manipulate wind and air. May be mystical in nature. (Dragonwind)

Investiture - The ability to create simple constructs such as weapons, armor, and clothing. Due to the Persona limitation, these are medieval or fantastic in nature, not contemporary. They have proven to be fire resistant.


Flaws/Weaknesses:

Since Drake's powers emerged as a result of his Dragon Battles concept, they are still linked along the same theme as they were when he was twelve. He has been trying to move past these psychological barriers, but until he does, he can not call upon his abilities without calling upon the Draconus theme. This means he can not use his powers in secret, and any use of the investiture power comes out in an attention causing/cartoon/fantasy/non-normal sort of way.

Personality:

In his everyday life, Drake is mellow, easy going, and friendly. He likes to help out where he can, and otherwise he just quietly does his own thing. In his mutant life, he's trying to discover his own role and come to terms with overcoming or at least merging with the Draconus personality. As Draconus, when the persona is in full swing, he is an over-the-top fictional dragon knight warrior straight out of a kids fantasy. As such he behaves much like Thor or Hercules. Drake has been gaining more control over the Draconus persona, so the personality can be a mix.

Appearance:

Drake stands roughly 5'10" and has a lean, muscular frame. His hair is an unruly group of waves and curls colored reddish gold that he normally just sweeps back from his face. His skin is a light bronze color and his eyes contrast with a soft, piercing blue.

History:

Life is great when you are twelve years old and you spend nearly every waking moment with your friends. Immersed in the world of Dragon Battles, watching every cartoon episode and animated movie, playing the video games and the collectible card games, getting all the action figures, and doing your own mock battles out in the yard. Yes, life is great.

That is until your family up and moves to a farm and you're left all alone without a friend in the world. Yeah, you can still watch Dragon Battles and play online with your friends, but you have to do everything from a distance. It gets lonely. Your back yard is replaced with a few acres of farm land and a big old beaten down barn and a lot of surrounding woods. It would be great if Jimmy and Bobby and Mike were here to reenact the Battle of Lasting Fire.

But they're not, so you get used to wondering around alone, pretending you're a dragon knight anyway. And one day it happens. You actually are a dragon knight. Wind and fire rush to your command. You're covered in golden dragon scale armor and rust colored livery and your voice booms with power.

You're so excited that you can't wait to tell your parents. So one has to know about this. Dragon Battles is real!

Your parents aren't really surprised, but they are harsh! You are banished to the farm. They explain about mutants, and responsibility. About getting your powers under control. About being feared and hated for being different. About being hunted. Your parents are mutants too and they know a lot about hiding things.

You get home schooled from there and rarely get off the farm. When you do, you are always closely monitored by one parent or another, sometimes both, even though you've learned how to control your powers enough not to have them flare up unless you want them to do it.

They don't understand about Draconus. He's a dragon knight just like in Dragon Battles. Yeah, you know now that Dragon Battles isn't real, but Draconus is real. At first he was like an imaginary friend, except one who could actually make things happen, powerful things.

Then you thought he might be someone from another dimension, sharing your body, or maybe trying to shift with you in some sort of trade at times. You waited to see if you end up somewhere else, but it never happened. So you finally began to figure it out. Draconus was like a manifestation of your will, but one more in tune with your subconscious than your conscious. Maybe that was because you were so young when your powers manifested.

So now you have to figure out how to get full conscious control of the manifestation. It's not so much that you are Draconus, but that Draconus is you.

What's going to make all of this really tough is that Mom and Dad have gone on the run from someone again, and this time they're telling you to run as well, but in a different direction. They want you to do things differently. Trust Draconus. Trust your mutant self and find others like you. Don't be afraid to be who you are and don't let others be afraid. When the time is right, the family will be back together again. That's a promise.


Everything else you can think of is secondary:

The idea for later is to have Drake advance to have a full on "powers of the dragon" power set, but for now, it'll be much more fun to play him a little off key and eclectic.
This message was last edited by the GM at 02:54, Wed 15 Jan 2014.
Unwritten
GM, 10 posts
Fri 14 Feb 2014
at 04:22
  • msg #5

Re: Game Characters

I used to work mega-corporate security. Nothing fancy. I was just another guy in a uniform for awhile, kept my nose clean, then I was another guy in a suit. Different clothing, same job. Keep an eye on the other suits. Make sure they are safe.

Then they gave me another job. Keep an eye on the other suits. Make sure they are not unsafe. There's a lot of suspicion in the corporate world and with good reason. Everybody's out for there own, but always willing to play along as the member of whichever clique will get them the next step ahead. Then switch and betray the last clique until its time to switch again. It's a lot safer on the streets, believe me.

I didn't play that game. I just found a way to relate to the people around me, it's not as hard as it seems.

A security background, natural social skills that broke the cliquish barriers, someone noticed the chance to put that to their own use and they did. I became the spider in the center of the web. All I had to do was report back to the bigger spiders. It all went south. Bad.

I had to get a new job. Somewhere I could connect with people on my own terms. There's nothing like connecting with the right people. At the right place. At the right time. With the right stuff. On the right job.
Unwritten
GM, 13 posts
Wed 14 Oct 2015
at 00:31
  • msg #6

Re: Game Characters

Player Profile


Preferred Name: (OOC: What would you like us to call you?) Imp

Favorite Comic / Comic-Based Film: LSH/JSA (pre-New52), Avengers

Favorite Spy movie / Political Intrigue movie: Enemy of the State, V for Vendetta

What kind of superhero/spy stories do you normally enjoy?: Evolving concepts and characters with much intrigue/deep thought. (But I enjoy a bit of levity as well.)


What attracted you to this game?: I have been looking for a good crossover game involving the two elements for awhile.

If you can and would like to, briefly describe your writing style here: Third person omniscient with strong character overtones (perspective).

Describe your character concept in general: Alex Saint, a young recruit for the Symkarian Border Patrol was kidnapped near the Latverian border. He was experimented on, mainly chemically, and became an induced mutant. Escaping and returning to his superiors, he was transferred to CLOAC where he operates under the codename Imperial.

His secret is that he needs a drug called Resolve to keep his powers consistent and to keep his body working at normal levels.

Intended powers:

Chemical Mimicry (Ex)
Emotion Control (Ex)
Hypnotic Control (Ex)
Mind Control (Rem)
Pheromones (Ex)
This message was last edited by the GM at 02:09, Wed 14 Oct 2015.
Unwritten
GM, 14 posts
Wed 14 Oct 2015
at 13:36
  • msg #7

Re: Game Characters

CLOAC Superhuman Dossier

Full Name: Alex Saint
Aliases & Nicknames: Imperial, Imp
Age: 26
Years Awakened: 4
Height: 5'10"
Weight: 170 lbs.
Build: Taut
Hair: Black
Eyes: Brown

GVD (Generalized Visual Description):
Alex Saint, on more than one occassion has been described as striking. He has the type of well-defined symmetrical facial features that science hasdetermined is most pleasing to the eye. His matching dark hair and eyes complete the set. He also seems to have the sense of presence as someone famous or powerful. Up close and personal, he is usually warm, friendly, and somewhat humorous.

Conversely, he has a knack for dressing down and making himself, if not obscure, then unworthy of notice. He often uses this to his advantage in the field.



F (Ex)16                   R (Gd)8    Advancement Pool:2
A (Ex)16                   I (Ex)16   Resources: (Rem)26
S (Gd)8                    P (Ex)16   Charisma: (Inc)36
E (Ex)16                   Health: 70 Karma Pool: 50

Superhuman Abilities and Rank:

Chemical Mimicry (Gd)
Emotion Control (Ex)
Mind Control (Rem)
Pheromones (Gd)

Redacted-Weaknesses and Strings: <redacted>

1. Type of Pheromones is controlled but he has convinced CLOAC that it is automatic and cannot be turned off, but that he has been working very hard to control which pheromones are released as a partial control.
2. Saint has been meeting regularly with a reformed clandestine chemist known as Dashiell "Dash" Denari.
3. Saint needs a drug called Resolve to keep his powers consistent and to keep his body working at normal levels.  <redacted>


Common Uses:
Saint prefers not to get too close to a target, but if he is fairly close, he uses pheromones to begin grooming the target with "safe, light" emotions. With or without the aid of the pheromones, Saint will latch onto the target and begin spinning his or her emotions in just the right configuration to lead them exactly as Saint wants them to behave. If a target is particularly resistant or it is a rush job, Saint turns to full mind control to completely overtake the target.

Chemical mimicry is generally used to knock a person out or as a weapon such as acid if things get rough.

Specialized Equipment:
Other than the Infinity Gauntlet, Saint generally uses standard issue equipment. He is willing to take new equipment, weapons, and armor out for a spin.

Specialized Training and Skills:
Law Enforcement (Guns, Law), Leadership, Street Smarts

Hypothesized Goal:
After what happened to him, Alex wants to be fully assured that he is in control. He even took leadership training toward this end. He is strongly driven to do what he feels is right for mankind as a whole, but he is not afraid to place his own agendas ahead of everyone else.

Personality Profile: INFP, but hides it very well.

Background:
Alex Saint, a young recruit for the Symkarian Border Patrol was kidnapped near the Latverian border. He was experimented on, mainly chemically, and became an induced mutant. Escaping and returning to his post, he was intercepted by Special Operations Supervisor Benson Cunningwood. This supervisor warned Alex that if he returned to the SBP, that he would be in danger for his life and may be the victim of further experimentation. Instead, Cunningwood managed to smuggle Alex to CLOAC.

CLOAC arranged a cover story for Alex and his release from duty with the SBP. Alex agreed to be recruited by CLOAC, if they would allow him a few concessions. They were to help him develop and control his powers. In return, he would use those powers as an agent, so long as he or his powers were not abused. He also requested advanced training beyond the basic agent training. He has managed to complete advanced courses in law enforcement involving extensive knowledge into law, and also the use of guns. Alex recently completed CLOAC's leadership school. He will seek to persue more advanced training as the future allows.
This message was last edited by the GM at 19:35, Sat 17 Oct 2015.
Unwritten
GM, 17 posts
Sat 22 Oct 2016
at 19:24
  • msg #8

Re: Game Characters

Terraform Powerset

Electromagnetics - Damage 10, DC 25, Increased range 2: Perception
(AE) EMP - Nullify 10, DC 20, Increased range: Perception, Limited: Electronics
(AE) Magnetix - Move Object 10, 25 tons, Increased range: Perception, Limited 10: Mettalic Objects Only
Headlink - Radio Communications 2, Sense Type: Encrypted, Range: 1 mile, Feature: Cellular Communications, Feature: Wi-Fi Communications, Feature: EMP Shielded
Interface Jack - Comprehend 2 Machines/Electronics, Feature: EMP Shielded
Quick Thinking - Quickness 4, Perform routine tasks in -4 time ranks, Limited: Mental Tasks Only
Regeneration - Regeneration 5, Every Two Rounds
Terraform - Activation: Free Action, Earth Control: Move Object 10, Protection 5
(AE) Earth Control - Move Object 10, 25 tons, Increased range: Perception, Limit: Element [Earth]
(AE) Protection - Protection: 5, +5 Toughness

Equipment
Scavanger Nano - GNOMES: Continuous Transform 7, Technological, Affects: Anything, Transforms: 100lbs., DC 17, Feature: EMP Shielded
This message was last edited by the GM at 19:28, Sat 22 Oct 2016.
Unwritten
GM, 18 posts
Tue 25 Oct 2016
at 14:36
  • msg #9

Re: Game Characters

Terraform Abilities and Skills

STR 7 AGL 5 FGT 5 AWE 5
STA 5 DEX 1 INT 5 PRE 1

Dodge 10 Parry 10 Fortitude 5
Toughness 10 Will 5 Initiative +5
Carrying Capacity: 3 tons

Skills:
Acrobatic +6
Athletics +8
Close Combat - Terraform +8
Deception +2
Expertise - Science +9
Insight +6
Intimidation +2
Investigation +6
Perception +6
Persuasion +2
Sleight of Hand +2
Stealth +6
Technology +9
Treatment +6
Vehicles +2

Advantages:
Beginner's Luck
Close Attack 8
Eidetic memory
Equipment 8
Improvised Tools
Interpose
Inventor
Leadership
Luck 4
Skill Mastery - Technology
Teamwork
Ultimate Effort - Technology
Well-informed






Abilities (68) + Powers (81) + Advantages (30) + Skills (11) + Defenses (10)

200/200 PP spent
Unwritten
GM, 21 posts
Wed 21 Jun 2017
at 04:41
  • msg #10

Re: Game Characters

Name - Ghost Mask
Civilian Identity - Gabriel Oliver
Criminal Offense - 2nd Degree Murder
[COLOR="Black"]Concept - Ninja with Intangibility (Phasing)[/COLOR]

[COLOR="DarkOrange"]Story[/COLOR] -

When his classmate Riku Hirano blindly walked into a drive-by shooting committed by the Snake Eaters gang, who were in a turf war with the BloodMongers street gang over a meta-enhancement  drug called Kick, Gabriel Oliver managed to tackle Riku and save his life. Impressed, Riku's father Sora Hirano decided that the boys should become good friends and take care of each other. In order to do that, Saro introduced the boys into the Shadow Mask ninja clan. The Shadow Mask clan had been the secret defenders of Japanese business men like Saro Hirano for years.

The clan agreed to train the boys and the two did indeed become great friends, advancing to each new level of prowess together. This all fell apart when Gabriel discovered that Sora Hirano was secretly the leader of the Demon Mask ninja clan, a group dedicated to assassination, crime, and the occult.

Afraid to involve Riku, Gabriel donned the persona of Ghost Mask and tried to bring the evil workings of the Demon Mask clan to an end. He was largely successful (including several team-ups with Mystic, The Mistress of Magic to deal with supernatural threats) until the night he fell into a trap and was captured.  Saro Hirano demanded that Gabriel, as Ghost Mask, face him in a public battle to the death on the open city streets to show everyone the Demon Mask clan's power.

Gabriel managed to defeat Saro, but refused to take his life. Furious, Saro impaled himself on Gabriel's blade just before Trenzor arrived. With Saro's blood all over him and his own fingerprints on the presumed murder weapon, Gabriel was convicted and imprisoned. To this day, he has no idea if Riku Hirano will consider him friend or foe.
[COLOR="Purple"]
Stats[/COLOR] -

F EX 20
A EX 20
S GD 10
E EX 20
R GD 10
I EX 20
P EX 20

[COLOR="SeaGreen"]
Talents[/COLOR] -

Weapon Mastery--Sword
Thrown Objects
Acrobatics
Martial Arts A


[COLOR="Blue"]Powers[/COLOR] -

Phasing EX 20
Wall-Crawling GD 10
Stealth GD 10
Martial Arts Sword Supremacy EX 20


[COLOR="Red"]World Building Concepts[/COLOR] -

Snake Eaters street gang
BloodMongers street gang
Kick, meta-enhancement drug
Shadow Mask ninja clan
Demon Mask ninja clan
The return of the ever-unliving Saro Hirano
Mystic, The Mistress of Magic
Unwritten
GM, 22 posts
Sat 16 Sep 2017
at 20:40
  • msg #11

Re: Game Characters

[IMG]https://images-na.ssl-images-a...5_SX311_AL_.jpg[/IMG]

[fieldset=Hero][SIZE="3"] [FONT="Georgia"]Code Name:  [/FONT] Nemesis
[FONT="Georgia"]Real Name:  [/FONT] JJ Caine
[FONT="Georgia"]Occupation: Owner of IcoNova (electronic interests)[/FONT]
[FONT="Georgia"]Age:  [/FONT] 27
[FONT="Georgia"]Height:  [/FONT] 5'10"
[FONT="Georgia"]Weight:  [/FONT] 175 lbs.
[FONT="Georgia"]Hair Color:  [/FONT] Dark Brown
[FONT="Georgia"]Eye Color:  [/FONT]Brown[/SIZE]
[OOC=" [FONT=Georgia][SIZE=2]Appearance[/SIZE][/FONT]"]Young native american loner whose expression speaks of introversion. But with a surprisingly warm and welcoming smile for those he feels may be sharing his same journey.[/OOC]
[OOC="[FONT=Georgia][SIZE=2]Personality[/SIZE][/FONT]"] "You've got to leave this world better than you found it. To do that, you've got to become better yourself." These are the words that JJ lives by. He wants to go from humble beginnings to humble success. There's no need to be arrogant or try to lord it over anybody else. He saw enough of that as a kid.[/OOC]
[/fieldset]
[fieldset=Stats][SIZE="5"]Powers:[/SIZE]
[ooc="*"]The hero can devise and assemble any weapon that can be made from the available materials. By means of a red FEAT, the hero can even improvise a means of creating unavailable materials (adamantium, for example). Provided he has the resources, the hero can assemble a functional copy of any weapon.[/ooc][COLOR="DarkGreen"] Weapons Tinkering : Energy Weapons[/COLOR] (AM) 50 [ooc=So Much Potential]JJ feels an almost tangible lure toward certain interconnectable materials. The immediate potential of such materials is made clear to JJ in regards to energy producing and manipulating devices, such as weaponry. He considers the entire process as a form of energy based subliminal information upload. He feels there is a constant invisible field around his body that allows this to occur. [/ooc]
[ooc="*"]The hero can control all forms of electricity, whether natural, artificial, or Power-based. He can control the intensity and direction of electron streams and alter the conductivity of materials. He can shape electron streams into any desired form. This permits him to develop Power stunts based on lightning constructs designed to perform certain tasks (shields, cages, barriers, etc.).

The hero can increase or decrease the electricity's intensity and reduce damage by his Power rank number. If the electricity is Power-related, then the target's Power rank determines the intensity of the FEAT the hero must make to gain control.

The hero has Power rank Resistance to Electrical Generation.

Optional powers include Electrical Generation, Energy Doppelganger, Energy Sheath, Energy Body, Carrier Wave, and Energy Path.

Because electricity forms the basis for most of our technology, the hero can use his Power to remotely control any electrical device on a Good Intensity FEAT. More complex devices like computers require a more complex form of control and a Remarkable Intensity FEAT.[/ooc] [COLOR="DarkGreen"] Electrical Control[/COLOR] (RM) 30 [ooc=It's A Power Thing]JJ feels a constant connection to all ambient energy, whether potential or active. By focusing his will, he can manipulate this energy to do his bidding. He feels there is a constant invisible field around his body that allows this to occur.[/ooc]
[ooc="*"]The hero can create electrical streams that can do Power rank damage. The hero can project the electricity through any conductive medium such as air, water, or metal, at Power rank range. Electricity comes in various forms.

Static Electricity causes magnetic attraction between objects and can disrupt electronic communications.

Lightning is sheer, raw, destructive power and by far the most popular form of this Power.

Alternating current
is what our technology is driven by. This Power can either energize or overload normal electrical devices.

Direct current
is what a battery produces. It can energize or overload devices that use DC power. It can also short out devices that use AC power.

This Power automatically includes rank Resistance to Electricity; no FEAT is required to resist your own Power.

Extreme heat reduces this Power's rank by the Intensity rank of the heat. Conversely, extreme cold increases the rank by the cold's Intensity rank.

At Shift X level, the hero gains the ability to create a stream of conductive gas, thus allowing the Power to function even in a vacuum.[/ooc][COLOR="DarkGreen"] Electrical Generation[/COLOR] (RM) 30 [ooc=Start Me Up]JJ can automatically alter the difference of potential between the electrons within and around his body, allowing him to generate electricity. He feels there is a constant invisible field around his body that allows this to occur.[/ooc]
 [ooc="*"]The hero has an increased resistance to any emitted energy form, whether artificial, natural, or Power-based. Such attacks include Light, Heat, Flame, Plasma, Hard radiation, Electricity, Vibration, Sonics, Cold, and Kinetic Bolts (most of the Energy Emission category).

Note that this Power overlaps D15 The hero can ignore attacks with Intensities less than his Power rank and may reduce higher level attacks by his Power rank number.

When creating the hero,the player can raise his rank +1CS by choosing to specialize in a specific Energy Resistance. For example,the Player's Book contains listings for Resistance to Fire and Heat, Cold, Electricity, and Radiation.[/ooc][COLOR="DarkGreen"] Resistance to Energy Attacks[/COLOR] (RM) 30 [ooc=Tough Stuff]JJ feels there is a constant invisible field around his body that protects him not only from his own electrical powers, but all forms of energy as well. This invisible field feels to JJ like a form of second skin and he can tell when a "physical" presence encounters it.[/ooc]

[SIZE="5"]FASERIP[/SIZE]
Fighting: (EX) 20
Agility:  (GD) 10
Strength: (EX) 20
Endurance:  (GD) 10
Reason:  (IN) 40
Intuition:  (IN) 40
Psyche:  (IN) 40

Resources:  (EX) 20
Health: 60
Karma: 120

Talents/Contacts:
Business/Finance
Electronics
Marksman*
Contact 1
Contact 2


[SPOILER="Build Notes"]abilities - 160 pts
resources - 40 pts.
talents - 20 pts.
contacts - 10 pts.
powers - 180 pts.
+1 CS for induced mutant goes to fighting
Weapons Tinkering gets +2 CS for specialization[/SPOILER][/fieldset]
[FIELDSET="BACKGROUND"][LEFT]
JJ grew up in the subculture of the Illinois native american families. His own family being part of the Miami-Illini tribes. As a kid, he was subject to more than a few instances of bullying, including being called Java Joe the Navajo, and Java Joe the Eskimo among other things.

The bullying eventually led to fights, and luckily JJ's uncle Jack, a former military man, stepped in to teach JJ how to defend himself. In his later high school years, JJ became involved in underground fighting competitions. He was known as JJ "Nova" Caine during the fights.

Once again, it was JJ's uncle Jack who stepped in and got his nephew to amend the path he was on before he got into serious trouble. Jack also began to take JJ to the firing range to prepare him in case serious trouble ever turned into really serious trouble. JJ turned out to have a knack for firearms and his aim was marksman quality. Upon graduation, JJ took the prize money he had saved from fighting and enrolled into college where he studied business finance as well as electronics.

Rather than try to start the typical software company to ride the Dot Com bubble, JJ decided to focus on ventures in electronic hardware. His area of expertise soon became providing finance solutions for small hardware start up companies. Having gained a modest amount of success, JJ decided to branch off into the more speculative aspects of electronic interests.

JJ's company IcoNova is really nothing more than a small business owner's one man show, but one that is making a name for itself throughout all of Illinois and the surrounding area.
[/LEFT][/FIELDSET]

[fieldset=Jason Gill] Alright, so JJ made some money off bets with Jason Gill. It was short lived, however. Since JJ was underage at the time, he had to place the bets by proxy through an older fighter. JJ had to pay the older fighter half of the winnings, but it still provided a nice cushion to add to his prize money.

JJ only placed bets on himself winning his fights. He didn't need to have anyone thinking that he was throwing fights for money. It could have unhealthy results.
Still, Gill found out what JJ was doing and personally told him to shut it down. That was the end of that.

JJ would hear about Gill as his operation grew, especially when he opened up an office as a business consultant. JJ kept his distance. [/fieldset]
Unwritten
GM, 25 posts
Fri 17 Aug 2018
at 16:11
  • msg #12

Re: Game Characters

=Classic Gamer;8095623:
[IMG]https://i.pinimg.com/originals...18541e2d83e.jpg[/IMG]
  • Character name: Matero Stormwalker
  • Race: Half Elf
  • Deity: Mielikki
  • Alignment: CG - Continuous Grin
  • Base ability scores: Str-17/19; Dex-15; Con-10; Int-10; Wis-10; Cha-14
  • Current class build: Rogue 1 / Ranger 6
  • Expected class build: Likely pretty straight along Ranger lines.
  • Role(s): Scout equally in wild or urban settings. Problem solver.
  • Build concept: Ranged (bow) or reach (glaive) attacks from the rear to take out threats more quickly, fill in frontline as needed, charm or intimidate in social situations, and always, be impressive.
  • Description: Whether or not you include an image, I would like you to tell me what your character looks like. This needn't just be a recitation of hair and eye color, but can include a sense of how they dress, how they hold themselves, how they are perceived when they enter the room. [COLOR="Red"]That has to be the tallest Half Elf that you have ever seen. Surely he has to be one of the broadest. He is no lithe mouse. Good solid muscle on him that a dwarf might envy. He's not the tower he seems at first glance, all imposing like. A bet would say he goes a hair under six feet. It's that he holds himself well. Strong wide stance. Arms at the ready instead of dangling. Spine all straight. Head cocked back just enough. Bet he has scared the water out of a few people. They say his friends call him, Mate?[/COLOR]
  • Brief background. Where are you from? How did you get those 22000 XP? I'm not interested in the gory details of a play-by-play here, but I would like to see what kind of adventures you would ideally have gotten up to. I'm not asking for an RP sample in the application, because I find those forced and awkward a lot of the time, so this is your time for your writing to shine. [COLOR="Purple"] (Growing up in Arabel, Matero was teased at a young age, not only for his mixed race, but his size. This led to not a few fist fights, and it's own kind of trouble.

    Things escalated when Matero became a bit older and fell in with another half elf who happened to be a rogue. Matero learned a few tricks from his new friend, but it almost landed him in jail. Luckily for him, the rogue Pontus soon fled the area.

    A second stroke of luck occurred when a ranger by the name of Clay Thornboot, who had a certain connection to the Purple Dragons, decided to take Matero under his wing. It was this connection that helped Matero work special missions for the Purple Dragons during the Goblin War.

    Before the war, when Clay would disappear alone on his own special missions (Was he a Harper?), Matero often times fell in with an adventuring band called the Hellfrogs.)

    While teaming with the Hellfrogs, Matero was able to help stop an ogre incursion and foil a plot by Thayan wizards.[/COLOR]
  • House rules check. Give me a brief commentary on how your character is affected by the changes in the house rules document. This can include things like "I didn't make it an archivist, because that's banned", if necessary. If you want to think of this as a check to see if you looked over the house rules, well, I won't disabuse you of that notion...[COLOR="DarkOrange"] What was I thinking earlier? The skills section of the House Rules and its changes had some definite effects. I think all for the better in this case.[/COLOR]
    Character Quotes:
    [COLOR="DarkGreen"]"I came for the fight. I don't mind the walk."[/COLOR]
    [COLOR="Blue"]"What do I bring to the table? Practicality."[/COLOR]

[IMG]https://i.pinimg.com/originals...18541e2d83e.jpg[/IMG]

Unwritten
GM, 26 posts
Tue 21 Aug 2018
at 15:35
  • msg #13

Re: Game Characters

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[FIELDSET="Character overview"]
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[CENTER][FONT="Book Antiqua"][FONT="Georgia"][SIZE="6"][URL="https://www.rpgcrossing.com/profiler/view.php?id=76938"]Wyverix[/URL][/SIZE][/FONT][/FONT]
[SIZE="4"][FONT="Book Antiqua"]Master Problem Solver[/FONT][/SIZE]
[SIZE="2"][FONT="Book Antiqua"]Wyvaran Lore Psychic[/FONT][/SIZE][/CENTER]


[spoilerbutton=Background]
Wyvarans are known for being fiercely loyal to their race, and so dedicated as to be considered practically homebodies. But some realize the need to sacrifice and take on the rigors of the world, so that their people will continue to thrive.

Once the Three Sisters took the bold move to forge Droaam into a nation, Wyverix struggled to become useful in the service of the bags for what it would mean for the future of the Wyvarans. From the age of fifteen, Wyverix honed his natural skills as a psychic along the socialization of lore so that he would be the most effective in any capacity.

Likewise, Wyverix polished his abilities in charisma and diplomacy. Wherever possible, he would make himself indispensable to the achievement of the desires of others to insure the realization of the best interests of the Three Sisters, and by extension, the best interests of the Wyvaran people.

Not blinded by his own idealism, Wyverix realized that there would be many among the monstrous races who perceived his chosen path as one of weakness. Even as some foolishly considered the Wyvaran a race of weaklings. To combat this, Wyverix cultivated a dual nature to his diplomacy. One of a relentless taskmaster who could compel into submission any who would dare question him. He even adopted an image of a wielder of an ever inescapable scorpion whip.

By knowledge, diplomacy, or intimidation,  Wyverix has now spent years moving between one monstrous race or another, between warlord and warlord, furthering the agenda of the Three Sisters throughout Droaam. His successes have found pleasure in their sight, because the bags have now chosen him to enact their charter along with their other chosen candidates.

Wyverix has heard that one candidate is a saboteur poised to bring down any abomination of machinery that he encounters. The wyvaran is in agreement to such tactics. That which is a threat to the greater good must be destroyed.

Another is a Warforged Paladin. Wyverix is certain that he can work effectively alongside one of such conviction. After all, he has managed to ride his own convictions this far without wavering.

Wyverix is interested to learn who else will join them in enacting the hags' charter. Whoever it is, he is certain that he will be able to prove indispensable to the charter council members individually and as a whole. After all, it is what his life has become.
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[spoilerbutton=Personality]
Wyverix is a pragmatist. He has learned to use circumstance and whatever is at his disposal to achieve his goals. He is well aware that helping to accomplish the desires of others often helps to put them in a better place to help fulfill his own desires. Even if that is not always the case, it is in his nature to work for the better of the collective.

Go even that he is normally in the process of learning something helpful or doing something helpful for others or himself, his default demeanor is pleased and perhaps even happy. This demeanor remains even when he might normally begin to be displeased. Working a matter our of tens leads one back to pleasure with life in general.

It is only when offended, and in particular insulted that his mood becomes stormy. Then he will quickly quell the reason for his problem and return to more productive behavior. In a land that is often harsh, sometimes cruel, and even given to incursions of evil, Wyverix is due dedicated to accomplishing the greater good as it is revealed to him.



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[spoilerbutton=Appearance]
Big, bad, and blue. Weighing in at just under two hundred pounds, what is more intimidating about his frame is that Wyverix stands at nearly seven feet tall. This is all tough, scaly blue hide. Some may dare joke about his wyvern and kobold heritage, but inside he is still born of the dragon. And he knows well how to show that side to his advantage.

At his side rests the wicked looking scorpion whip, and it can be quick to snap through the air to reprimand and punish any who should incur his displeasure. Often followed by a low, threatening growl rather than an explanation.

Wyverix prefers to dress in shades of copper, gold, brass, and bronze to highlight his blue draconian features. The colors also lend an aura of authority and competence than his mannerisms. This aids him equally when he is being charismatic and diplomatic as well as when he is playing the part of the harsh taskmaster. After all, who really knows the true nature of the Wyvaran, much less one whose garments could name him a warrior, a priest, or even a prince?

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