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The Awakening: Exodus 
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Prologue: show
It is believed that mankind has evolved in waves. The first few waves allowed the early man to develop rudimentary tools, and collectivize into early settlements moving away from their primitive state. The next waves prompted expansion and the advancement of civilization. The waves following saw the advancement of technology and the development of philosophy. The second most recent wave provided the world with entirely new technological creations that not even the parents, let alone their grandparents, believed would have been possible. What everyone failed to notice, was that with each wave came a great catastrophe, whether it was war, disease, or extinction.

It was in the most recent wave that the world came to recognize these waves, as well as the following repercussions. The most recent wave is referred to as “The Awakening”, the time in which all of humanity received “ultimate clarity of mind”, allowing them to do what was believed impossible, without the use of technological innovation. The catastrophe? It is referred to as the “Night of White”. No one is sure what happened, but something caused all nuclear reactors throughout the world to meltdown, implode, or malfunction.

The entirety of Western Europe, Eurasia, the United States, Southern Canada, India, Japan and Eastern Asia became craters, submerged beneath the sea, or barren nuclear wastelands. That is not to say that the rest of the world was not affected. The smouldering remains of the cities clouded the Earth’s atmosphere throwing the world into a nuclear winter that lasted for four centuries. This was then followed by a nuclear summer, the Earth no longer protected by the ozone layer, which lasted for two centuries until the Earth repaired itself.

Many creatures went extinct, survival of the fittest at its best. Those that remained were altered as they adapted to this new world, some argue the speed of which they evolved could be attributed to radioactivity as well as a dramatic increase of animal reproduction. Though the climate had returned to its relatively normal state, there were still many areas that emitted an intense heat or wave, scars of the nuclear catastrophe imprinted on the flesh of the Earth. Vast forests cover the Earth, especially where Canada, Russia and South America once were. New mountains and rivers also riddle the face of the earth. Most islands have been submerged as well as shorelines as the world’s water level dramatically rose.

What happened to humankind? This unbreakable race somehow survived, though it appeared that they had taken colossal steps backwards. Prior issues of overpopulation were no longer a concern, to say the least. All the old cities were either in ruin or overcome by nature, so they established new settlements that paled in comparison to the grand cities of old. The names of the old countries have long been forgotten by the remaining people of Earth. Most notably a Common Language seems to be present throughout Eurasia, Asia, the Middle East, North Africa and Canada, though of course each region has its own dialect. Contact with South America, and Australia has been lost as to no means of communication. Communication from the Sahara downwards is also fairly limited to non-existent.

Technology is an odd aspect to this new world, as it is but an echo from the very far past. The presence of electricity was almost entirely gone, though the knowledge of it persisted, in some cases it was harnessed through rudimentary devices collecting solar, water and wind energy. The innovative devices that once ruled the lives of the people prior to the Night of White, are no longer understood, or do not function at all. Oddly enough, all batteries are functional, seeming to acquire energy from an unknown source. Weaponry is fairly simplistic, knives are commonplace, though other makeshift weapons from amalgamations of junk collected from the olden times have been created, guns are very rare, and most people don’t even know how to work them, if they can find one that works.

There seems to be an extreme negative stigma to being a “Mental”, any person who happens to have the abilities granted time ago in “The Awakening”, however it is not because they attribute them to the great disaster but because these individuals are different, weird even. Mentals are ostracized by society generally; however they are also exterminated, imprisoned, enslaved or even horrifically studied. This leads to some of them forming settlements comprised solely of those who are Mentals like them, while others incite hatred against the “Dead Heads”, a name the Mentals give those who have no abilities, and actively fight them. They are not above attacking the innocent.

^TL;DR? World go boom, post-apocalyptic society. Nobody likes mentals.

World Map and Setting: show
Image
Red=Dead zone, an area with a high concentration of radioactivity, lethal to humans and most animals.The darker the red, the more concentrated the radioactivity.
Green=Border for where most of the RP will be taking place.


Summary of Events

Character Profile
User Name: (Your McLeod Gaming user name.)
Character Name: (Sorry no Japanese names, Japan has sunk to the bottom of the sea.)
Appearance: (What does your character look like?)
Age: (No lower than 10, please. Be wary that a child will have less skill/strength/control than others.)
Personality: (How your character reacts to things? What is he or she like?)
Biography: (Your character’s back-story giving a summary of important going-ons in your character’s life prior to the events of this RP.)
Weapon(s): (If you have a gun, I will be taking account of how many bullets you have. I'm limiting gun users to 2 btw)
Current Item(s): (Anything that isn't a weapon can go here.)
Mental Ability?: (Yes or no. If yes, please look to the list of abilities below and select one.)
Skill: (Does your character have a noteworthy skill that is not a mental ability? [Watch your godmods...])
Current Location: (Don't fill this in, I'll be taking care of this.)

Mental Abilities

Note: It is possible to have more than one mental ability, however one ability will greatly surpass the other that will remain in a relatively untrained state. Furthermore, multi-talented individuals usually suffer from some sort of mental ailment, and succumb to mental fatigue quicker.

Alexipath - The ability to generate nullifying brainwaves creating a protective field: show
The most common use of this ability is to protect one’s mind from mental attack by producing an energy field that distorts outside brainwaves. This can make their mind unreadable and/or untraceable. While untrained, mentals in the vicinity of this individual will find that their abilities do not work. However once trained, individuals are capable of protecting themselves from various attacks of the mind or even projecting a field of solid force protecting them from physical attacks. Powerful alexipaths can create large fields of protection, effectively nullifying all mental abilities. Their powers our limited however, in that they cannot protect themselves both mentally and physically at the same time. Additionally, in the case of creating a physical shield, if the shield is hit too repetitively or with a strong enough force, the user can be sent into a coma.

Alitheopath - The ability to see the truth: show
Alitheopaths have an uncanny ability to automatically be able to see truth through lies. They can normally see through weak illusions being able to intuitively know that what they see is not real. A trained alitheopath is capable of determining what ability a Mental possesses or whether they possess an ability at all. They know when an ability is being used. More powerful alitheopaths tend to have an knack for guessing things before they happen, perhaps it is a new ability or another subset to their ability allowing them to see into the future. The most an alitheopath will suffer from is a minor migraine from overuse of their ability.

Empath - The ability to perceive and project emotions to another living thing: show
The untrained empath will notice that they have an uncanny knack to understand or known an individual's feelings. Once they become trained, the empath is capable of channelling sensations and emotions into their designated target, or completely altering their emotional state. Powerful empaths are capable of sending others into a state of insanity, mentally shutdown an individual, or quite possibly send the target into a state of severe instant depression leading to an individual's own suicide. Depending on the amount of control or the emotional state of the person, when the ability is used the empath is at risk of being overwhelmed by the emotion and succumbing to it as well. Similarly, if they do not focus, they will feel what everyone else is feeling in the vicinity, overwhelming their senses and driving them into a sensory induced coma.

Evriskopath - The ability to find another being: show
An untrained evriskopath has what seems as an uncanny ability to always be able to find the person they’re looking for when nearby. A trained evriskopath is capable of finding someone, almost anywhere, as long as they have a personal belonging of the person they are looking for. A powerful evriskopath is capable of finding whoever they are looking for almost anywhere on the face of the Earth as long as they are not shielded. While focusing, they can also see, hear, or smell where the person is at the current moment. Evriskopaths are similar to technopaths in that they can sometimes receive powerful if not painful sensations from objects they touched that belong to another, granting recollections from the previous owner. It can knock them cold if they aren't careful.

Exapath - The ability to dominate the will of another person: show
The most common means of using this ability is through suggestion, akin to hypnosis. These individuals are incredibly persuasive simply by speaking the right words. However, in order to gain full control over another’s mind it requires intensive training. A trained exapath requires a physical touch on the head to gain full control of the individual, while a more powerful one will only rely on the slightest look or the speaking of a word to gain control over another’s mind. Similarly to the telepaths, those under the control of an exapath can fight back mentally, as well as develop mental barriers preventing coercion; it also depends on the intelligence between the coercer and the person being coerced. Maintaining a mental hold on an individual produces a significant amount of mental fatigue. Once someone breaks the mental hold, it is possible for the exapath to be trapped in a trance-like coma.

Psemapath - The ability to create illusions: show
The most common means of using this ability is through simple illusions affecting only sight and sound. Trained psemapaths are capable of causing one’s mind to hear, see, taste, and smell, what is not there, while the most powerful psemapaths are capable of even tricking the observer into feeling something that is not there, even shocking them to the point where they believe they've been devoured or hurt. The more people observing, or the more elaborate the illusion, the greater the pressure on the psemapath’s mind. Overuse due to mental fatigue will cause the user to fall into a coma and be unable to realize they are in their own illusion until they figure it out themselves. What kind of vision they see in the coma is based on their personality.

Taxipath - The ability to send ones mind to distant places: show
The average taxipath primarily uses this ability while asleep, believing that he or she is dreaming. After being trained a taxipath will be able to go into a trance-like state when they desire allowing their mind to travel. Powerful taxipaths are capable of travelling very far distances at exceedingly fast rates. Taxipaths are at a great level of risk however, it is possible for the taxipath’s body to be assaulted while their mind is wandering elsewhere. Furthermore a taxipath may lose track of their body leaving the body in a trance-like stasis while the mind is lost. Whether a taxipath is capable of possessing a body that no longer has a mind in it is unknown.

Technopath - The ability to communicate with technology: show
On average, it simply causes the technopath to understand how a device works. A trained technopath is capable of making dysfunctional devices work, such as a flashlight or a phone, or cause technological devices to be repaired through a means of an incomprehensible limited telekinesis that causes parts to reassemble. Powerful technopaths are required to control larger pieces of technology, such as a generator. (+Note:They cannot work things that require ammo without the adequate ammo.*) On certain occasions, technopaths will receive sharp and sometimes painful recollections of the last person who used the technology they are using.

Telepath - The ability to perceive and project thoughts to another sentient living thing: show
Most commonly, telepaths use their ability for communication, sending their thoughts into the mind of another. Entering an individual’s mind to read is much more difficult that sending a thought, however it is possible for untrained telepaths to "accidentally" read a mind. Trained telepaths are capable of sending multiple thoughts out or receiving multiple thoughts acting as a receiver. A powerful telepath can read another’s mind simply by glancing in an individual's direction. It is necessary to note that a mind can be trained to block the abilities of a telepath. Overuse of this ability or using it while exhausted can cause the user to hear what everyone in the vicinity is thinking, usually driving them into insanity.

Therapath - The ability to stimulate the nuclei in the body of another person to generate causing their body to heal: show
The average therapath requires contact with the body to initiate the ability. Trained therapaths are capable of healing without direct contact however they should be in a relatively close proximity to heal effectively. They are also capable of healing ailments of the mind such as comas, strokes, seizures, etc. They can also cause the brain to release neurotransmitters such as endorphins which lessen the sensation of pain. Very powerful therapaths are capable of stopping cells from moving entirely, stopping blood flow, or even growth and age. Depending on treatment, especially in the case of treating disorders of the brain, Therapaths have to be careful not to succumb to what they are treating. It also fatigues their physical body in addition to their mind

Thiropath - The ability to commune with creatures: show
The thiropath has the uncanny ability to simply know what an insentient animal is trying to convey. Unlike their sentient cousins, most animals cannot project their thoughts as intelligible communication, however the thiropaths can learn to understand the various feelings, urges, and images presented by the primitive mind of the animal in order to communicate with it. In turn, the thiropath can send their own desires to the animal to respond and have it do the individual's bidding. Powerful thiropaths are capable of gaining control over and communicating with a large pack of creatures at once. Over exertion of this ability can lead to migraines. Additionally, the greater the quantity of animals that one communicates with, the greater the likelihood that the message conveyed to the animal can be confused leading to the animals turning on the thiropath

Voipath - The ability to augment the abilities of other mentals: show
An untrained voipath may not know of his or her abilities but will have a slight affect on Mentals around, making their abilities stronger. However after training, the voipath will actively be able to use their brainwaves to selectively choose and reinforce the brainwaves of another. They do not require physical contact however distance does affect the magnitude of the amplification. A powerful voipath is capable of affecting their peers in a wide radius. The voipath will eventually succumb to mental fatigue, overexertion will cause the ability to temporarily disappear, however given sleep they should return. Their fatigue also tends to tie into the fatigue of the person they are augmenting, meaning if the person they are using overexerts themselves the voipath will also be overexerted.


Current Map

Click to expand thumbnail

New Moscow
In the skyline one can see the oddly shaped towers of what was once the Kremlin. Its vibrant colours having long faded to very pale greens, blues and oranges centuries ago, it ominously towers over the city. No one really knows where the name Moscow comes from but the people of the city are very proud, having built a large stone wall around the entire city and large doors comprised of iron.


The Square –The business centre of the world, though also home to shady individuals and thieves. Here one may find almost anything they desire…at the shopkeeper’s price, which is never cheap.

Odin District – Dark streets, no one ever feels safe. The crime rate is through the roof. Many Mentals live here. Supposedly there’s a black market somewhere within.

Liberty District – Laughing children, cobblestoned roads, and luxurious homes are what characterise this district. Scandals and idle talk plague it as well. Ivan, the governor of New Moscow lives in this district. Here one can find the important buildings pertaining to the government of New Moscow.

The Kremlin Ruins – It is an eerie place, though one full of wonder. How could someone have created such buildings so tall? They say it is a haunted place, though every now and again children will sneak in to see if the tale is true.

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Wed May 04, 2011 5:07 pm
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Summary of Events

  • The Centennial celebration at New Moscow is brought to a violent end after Dr. Maksim Von Aristo, a Mental supremacists, urges his fellow Mentals to attack the non-mentals
  • The people of New Moscow flee from the ensuing chaos leading them to the ruins of the Kremlin or through New Moscow's gates.
  • Arthur, Elias, Tanya and India decide to head towards the mountains
  • Pitre, and Anya having dealt with the bandits, continue on the path leading into the depths of the forest
  • Ivan and Hadrian having met Bartholomew, Trisha, and Frank presently reside in the Kremlin, though both groups are wary of each other
  • Trisha momentarily separates herself from the group and happens upon Patrick

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Wed May 04, 2011 5:20 pm
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Characters

Pitre Koomi - Whim: show
User Name: Whimzer/Whimskull/Whimmy

Character Name: Pitre Koomi

Appearance: Pitre's eyes are a shade of green that reflects the murky depths of a marsh, bog, or bayou. His rigid facial structure carves out deep pits of eye sockets with brown brows vaulted above like a precarious cliff. His hair is the same as his brows, brown, and grows untamed and his facial hair covers a majority of his lower face, unshaven, yet not thick. There is slight muscular build around his arms, but the most of his body doesn't have a significant amount of muscle mass. His clothing consists of a olive green, military-esque vest that smells of rotting flesh along with pants and boots, all obviously from a complete set he looted from the deceased.

Age: 38

Personality: Pitre is not too stable mentally. He isn't a full blown sociopath, but he definitely is far enough out there to not be considered normal. He usually lives outside from society, feeding on whatever he kills, be it an animal or human (it is unknown how much radiation or other harmful poisons have entered his body through this). His grasp of civilization is minimal at best, and his speaking skills are hampered by his lack of socially provoked cognitive growth, limiting him to a sort of primitive level of understanding. However, this does not mean that he is mentally slow, just that he cannot act with normal social functions as normal humans do. He kills when he finds it necessary and thinks of it in the most primitive aspect of survivalism; it was either the enemy or him.

Biography: Born in some now unknown, backwoods area located in the South of a now long forgotten province, Pitre was a backwoods hick raised by backwards people with no connection to society. His largely inbred family killed things, cooked them until they were unrecognizable, and then ate them, but some meals tasted significantly different than all others, and he never completely understood until he was older. The first ten years of his life were nothing to note of, the same routine day in and day out. When he was coming of age, the family had a twisted ritual where they killed the "prime meat" as celebration. Pitre understood. They were cannibals, but the excuse was that they did only when necessary, when animals were not salvageable. When he was sixteen, he left for no reason. He left the woods and found his way into some industrial docks, slipping through a hole in the fence. Upon taking a wrong turn, he ended up on a ship out towards some land he he knew nothing of (Europe).
He slipped into another forest and wandered aimlessly for years. All that time nothing of importance happened. He killed a variety of creatures and ate them, including one unknown soldier whom he looted most of his items from, but otherwise, he did not incite much aggression, despite his personality. The end happened when he was in his late thirties, but he was oblivious to it's occurrence. He encountered strange, unnatural incidents at the time, but thought nothing of it, expecting it to be the land he still did not understand. He never met any being with mental abilities, so he never knew of his own ability at all. Perhaps now it will manifest itself.

Weapon(s): Assault rifle (pretty generic because I don't think the make matters too much), combat knife

Current Item(s): Canteen

Mental Ability?: Voipath

Skill: Skilled at not possessing any unique skills

Current Location:


Frank Chase - Thai: show
User Name: ThaiberiumSS (yes, I'm plural now)

Character Name: Frank Chase

Appearance: As far as skin colour goes, Frank edges more towards a mix of olive and yellow than plain white. His eyes are the colour of well aged wood, much like his hair, which seems black at first but in sufficient lighting turns a very light brown. His facial features are not noteworthy save for his slightly rectangular jaw. On him he wears a white linen shirt with a collar underneath a black vest whose inside lining was red. His pants were made of similar cloth and colour to his vest. All this wrapped up by an unassuming grey long coat topped with a similarly grey wide-brimmed hat. His feet had shoes made of leather. Physically speaking, he was a relatively fit man yet he was no athlete so his build was rather normal for a man his age though his age may be starting to show.

Age: 31

Personality: Frank is a curious fellow with a quick mouth and wit to match. Most of the time, he knows how to keep his mouth shut but if given the opportunity to speak, he tends to go a bit overboard, annoying whoever is in earshot. His talkativeness reflects his attention to detail that his curiosity picks up on. Of course, when drunk, he tends to be very quiet and brooding, the opposite of his usual character. He also likes plays on words.

Biography: Frank was born in one the major settlements of the new world, his ancestry hailing from the long sunken Britain. There was always something going on and Frank, as a child would often go running around finding out why, how and so on. He was soon known as the local snoop as a kid growing up, knowing what was going on and who was doing what. This vast network of relationships and information was part of the reason why he ended up being a talkative fellow. Usually, Frank never really offered a price for his services, relying instead on informal agreements and reciprocity to keep his network alive. He's had dealings with major people of note and even anyone who've known him for a little bit of him will probably turn to whoever is next to them and say, "There goes Frank Chase chasing up another lead again." Given the nature of his work, Frank had to develop an impeccable capacity for retention of information to supplement is supposedly natural talent at finding out information. Little did anyone know, he was really a "Mental", more specifically, an Alitheopath. This is a fact that he only keeps hidden if he can to by simply by not talking about "Mentals". To supplement his repertoire, Frank has picked up or at least, can imitate, various skills and tricks from his extended association with individuals of dubious legality.

Weapon(s): Information is his weapon but when that fails, he has a knife the size of his middle finger up his sleeve.

Current Item(s): A pocket note pad and writing implement in his breast pocket. You never know when you need to jot something down, or when some loon will try to stab you through the heart.

Mental Ability: Alitheopath

Skill: Developed information retention, he can remember a lot of things. Undeveloped alcohol retention, he can drink half a bar under the table given they start at the same time. Average at best imitation of combat forms and parlour tricks, an old card game named Mahjong is speciality though.

Current Location:


Arthur Fedor - Jin: show
User Name: Jinseng

Character Name: Arthur Fedor

Appearance: Sporting a slim, muscular build, Arthur's been wearing the his black, sleeveless shirt for as long as he can remember. On top of that shirt, he wears a worn out olive green military jacket that he salvaged. Some black work boots and dark brown cargos cover his lower body. A black and white camouflage bandana is tied around his neck, which he occasionally places above his mouth. His long black hair hangs above his eyes.

Age: 24

Personality: Arthur is a reserved person. He keeps most of his thoughts and opinions to himself. That being said, when he does let it out, it comes out with force. Fairly humble, he won't immediately jump up to be a leader. This makes him fairly easy to persuade and manipulate.

Biography: Arthur grew up in a fairly peaceful environment in the square of New Moscow. Although he didn't really have any actual family he knew of, he always went back to a building he felt as home. Whoever was in this building at the time was essentially his family. There were some regulars who he carried a small bond with, although it didn't last to long since they would probably leave soon after arriving. One day Arthur drifted into the Odin District by accident. Scared, he asked around on how to get back to the square. No one would answer him except one person who offered the information at a small price. The price? Kill a certain man. On edge, Arthur tried to walk away from this man, hoping to find another way. Turns out this man was a part of a gang who squared Arthur off already. One gang member grabbed Arthur with a knife in his other hand. Panicking, he swung his fist a the man, knocking his knife out of his hand. Quickly he picked up the knife and stabbed his attacker. The rest of them then engaged Arthur, but he kept swinging the knife to keep them away. After a wild minute or two, all Arthur saw was blood everywhere. He knew he couldn't go back to The Square like this, so he decided to move on and drift to another settlement.

Weapon(s): A three foot long lead pipe with a homemade strap to hang it around his back and a hunting knife by his side.

Current Item(s): An empty water bottle

Mental Ability?: Alexipath

Skill: Will keep his mouth shut when needed.

Current Location:


Patrick Atkins - Green Mage: show
User Name: Technomancer Greene AKA Green Mage
Character Name: Patrick Atkins
Appearance: Patrick is slightly pudgy, which is not very noticeable with his slightly tall stature. He has grey eyes, and messy short black hair that curls up on the right side if it becomes too long. His face has a youthful look to it, with a bit of quietness. As of yet, he hasn't grown any facial hair. As for clothing, he wears brown cargo pants, with grey running shorts under them. For footwear, he has weathered brown boots. As for his top, he wears a dark blue parka, with a black shirt under it that's green on the collar and sleeves. Finally, his choice of headgear is a Ushanka.
Age: 17
Personality: “Happily sad” in short. He believes that everything will go wrong, and at the same time, has the notion that it'll turn out alright in some way. Being this way, he'll happily remark that while he's robbed, that at least whatever the robbers get will be put to good use.

As how he perceives people, he's hesitant to talk to anyone, and it doesn't help that his Parent was mostly the only source of conversation, and she wasn't one to socialize. Even more so when he's the focus of a group, where he'll turn into a stuttering wreck.
Biography: Patrick still doesn't know much about his childhood. All that his Parent (as he would call her) said was that she found him wandering around like well, a lost child. She couldn't find anything about him; She got his name from a discarded nametag that she found earlier.

Not that Patrick knew anything about her as well, not even a name. He didn't know why his Parent decided to travel around...wherever they were. There wasn't much of a interaction, he would follow her and do whatever she asks, and she would teach him, like how to scavenge through junk. When it came to light that he was a mental through him describing how some junk works, all the Parent did was encourage him to practice it (in private, though he doesn't have a clue why). And so it was a odd relationship that probably last forever.



If she didn't disappear suddenly one day anyway. Now he just continues what he did years ago: Be lost.
Weapon(s): Taser/Stun Gun.
Current Item(s): A backpack with essentials, like bottled water.
Mental Ability?: Technopath
Skill: Is able to move without making much of a sound, even while walking on noisy leaves.
Current Location:


Elias Habanero - Brikmaethor: show
User Name: Brikmaethor

Character Name: Elias Habanero

Appearance: Elias is an old man, but his posture does not betray this, as he holds his 5’11” frame upright with utmost rigidity. He sports his long salt and pepper hair in a ponytail that reaches just past his shoulders. His chevron styled mustache and bushy eyebrows frame his face with the same black and white colour scheme. A beige robe made of coarse material covers his dark weather-worn skin, a grey band of cloth serving as a belt. Worn brown sandals adorn his feet, a satchel of the same colour is slung across his right shoulder. A small silver loop decorates his left earlobe, and a silver cross is hung around his neck, kept there by a rusted chain.

Age: 64

Personality: Elias remains silent for the most part, not speaking unless spoken to, and rarely even then. The reason for this, of course, is that he is almost always in conversation with the voices in his head. He is hesitant to invest heavily in relationships, but once someone has gained his trust, he will be willing to lay down his life for that person. On the flip side, the aged man will refuse to kill another human, unless it be necessary to protect someone else. When not under the strain of dealing with his multitude of speakers, Elias can often be found gazing at the stars, wondering and praying about the great questions that have plagued philosophers for millennia. Why are we here? What is my purpose? Where are we going?

Biography: The voices. For almost as long as he could remember, the voices had been there, plaguing him. Elias grew up in a small village of Spanish immigrants living in what used to be eastern Russia. All was well until his tenth year, when the boy started hearing people speaking to him, even when there wasn’t anyone else near him. When there was, he would ask if others had heard the voices that he had just heard. The answer was always negative. Elias’ “condition,” as it were, steadily grew worse. By the age of 13, he was nearly insane, always a constant barrage of sounds assaulting his mind. His parents had heard talk of a monastery in what used to be northern Ukraine that offered help and relief to those suffering from similar problems. The long trek was made, the path traveled, and Elias was entrusted to the care of those ministering at at The Lamb’s Abbey. He spent the better part of his life there, learning about his abilities as a telepath, and how to control them, at least to a certain extent. They still plague him now and again, and the voices are always there in at least a low hum. He was taught writing and arithmetic by the priests, and came to be a part of the church family. Classes in Retgran, the monks’ way of defensive combat, were also included in his schooling. This method revolves mainly around the use of a staff and nerve-pinching techniques, with the intention of causing temporary paralyses.

At the age of 60, Elias ventured forth on a mission from the monastery. A mission to help those who suffered as he did and help them cope with their supernatural gifts. Four years later, he still walks the lands, lending aid to the persecuted mentals.

Weapon(s): Elias carries a wooden staff, a gift from his friend Andrij, a monk at The Lamb’s Abbey. It has been treated and cured in such a way that it is difficult to damage. However, strong blows from a sharp enough blade will cut through it.

Current Item(s): A satchel, containing a canteen of water, a small knife and a few assorted medicines and bandages.

Mental Ability?: Telepath, dormant evriskopath.

Skill: Elias is in good shape, especially considering his age. He has achieved a high level of Retgran skill.

Current Location:


Trisha Lei - Kiki: show
User Name: Kiki

Character Name: Trisha Lei

Appearance: Long, straight, jet black hair, grown to the length of the bottom of her shoulder blades, and her bangs swept the right across her forehead. Her eyes are gray and almond shaped, seeming to convey a great depth and understanding. Her skin is a very light tan colour and smooth. She’s approximately 5’6, with an un-toned muscle structure. In a crowd she wouldn’t be one to stand out as remarkably pretty, or plain. Often times she can be found wearing a crisp light blue blouse and jeans.

Age: 20

Personality:Trisha is a very calm and collected individual, not one to be startled by sudden mishaps or turns of events. This may make her seem like she’s a very cold and unfeeling individual for those who don’t know her, while in fact it is quite the opposite. She is very passionate about the things she does and is quite often the voice of reason. She is an excellent listener and an active therapist of sorts, giving advice to those who’ll listen. When things boil down to a conflict she usually threatens with “I'm from Odin District, do you know who what you're dealing with?” which isn't an empty threat in itself.

Biography: Trisha comes from a very long line of Mentals, some of them the original inhabitants of New Moscow, however she spent her childhood in the impoverished Odin District. Her father raised her single-handedly as her mother had died during childbirth. She had an older step-brother but he left New Moscow while she was still a child. Much to her father’s chagrin, many of the seedier individuals of Odin District took Trisha under their wing teaching her how to fight steal and scam. It took his best efforts to ensure that she didn’t become some sort of career criminal. Thankfully, it was a phase of sorts, and Trisha settled down as an inventory clerk for one of the shopkeepers in The Square.

Weapon(s): Pocket knife, she is also proficient "scrapper".

Current Item(s): Lock pick

Mental Ability?: Empath

Skill: Trisha is rather quick with her fingers and hands, whether It be writing or…stealing.

Current Location:


Hadrian - Ichigo: show
User Name: Ichigo
Character Name: Hadrian
Appearance: Hadrian is tall and bares a head of scruffy raven hair, his eyes are an off gray and his body is of a normal build. His clothing includes a deep gray tunic and wide bottom trousers of the same color. Over top of this he wears a black cloak with a hood and on his feet he sports a a pair of black boots with a fur trim across the top.
Age: ( 21)
Personality: (Hadrian is calm and in some ways can be called a philosopher, he can also be apathetic, cold, calculating and in general heartless)
Biography: (Born into what he could only assume was a normal town, Hadrian was four when both his parents were killed in a tribal skirmish, left without parents the young boy traveled with his eldest brother to escape the 'tribal' lands that spread across Eurasia at the time. Unable to find a permanent home the boy traveled with his brother until he was 9, it was during this ninth year that his brother died of illness. Hadrian now alone began to traverse the open world alone seeking a permanent home just as his brother had, but what he found was much more than a home. During his travels he was discovered by a band of scholars who took him and taught him the workings of the world. The Scholars taught him to fight, read, write, understand even the most difficult sciences, advanced mathetmatics, and they even taught him about the forgotten past of the old world along with the forging future of the new world. They trained his body and mind until he was 19, where he was then released from the order to venture the world to discover his own future and discover "The truth that man can not find, but is in all things.")
Weapon(s): (Two swords of a mid-short length and a pistol)
Current Item(s): (Scrolls. medicines, and poisons..)
Mental Ability?: (No)
Skill: (Hadrian's mind is literally blank, this comes from an advance technique the scholars refer to as Claro, or in the old language 'To make the mind clear'. He also possess advanced senses from physical and mental training)


Ivan Gaf - Kittenpuncher: show
User Name: Kittenpuncher
Character Name: Ivan Gaf
Appearance: About 6 feet tall, very lanky, and has a handsome face. His big blue eyes shine with a sort of childish light, and his face tends to have a bit of stubble growing on it (no time to shave in post-apocalyptic Eurasia). His blond hair has grown to nearly waist-length due to his time in stasis. His clothing consists of simple dark blue jeans and a black t-shirt (the standard uniform in the harsh old-world dictatorship he once lived in), however he generally dons a loose black "techmo labs" sweater or his favorite brown leather jacket when it's too cold outside. The small taser he looted from a decrepit general store (it was the only thing left, most likely because other looters couldn't figure out how to operate it) is simply held in his pocket.
Age: Time-wise, his age is unknown. Body-wise, he is so somewhere in his mid-twenties to early thirties.
Personality: Ivan looks at this strange new world with excitement and wonder, much like a hyperactive kindergartener would upon moving into a new town. He is very good natured, but also very naive (though not unintelligent), leading some to try to manipulate him. Due to his unique background, Ivan pities the inhabitants of New Moscow and their mundane lives, free of the comforts of technology he has always know, and occasionally tags along with stupid people simply to help them out. People seem to be comforted by his genuine kindness, so he is seen as trustworthy even by strangers who don't even know his name. He loves to explore the Kremlin ruins to remind him of the life he used to live.
Biography: Ivan was born before the war, to two scientist parents, one a techno-freak and the other a brain surgeon. In his native country, the government was harsh and controlling, and most "democratic" citizens viewed it the same way an average American citizen would view modern North Korea. Despite that, the government was fairly lenient to people with status, such as Ivan's parents. Thus he lived a rather privileged life and received the best available education. Being the son of two prominent scientists, he would often hang around their workplaces, and managed to absorb a good portion of what they knew. His mother had great interest in his incredible Alexipath potential, so she dedicated a huge amount of time and money to teaching him the proper usage of such power. As an adult, Ivan's good judgement and friendly nature made him a naturally effective psychologist, as patients seemed to open up to him extraordinarily fast.
Later on, Ivan's mother wanted to examine the effects of cryosleep on Mentals, using a new self-supporting cryo chamber that his father invented. The experiment was to last for about six months, and several other mentals were to participate. However, some disaster occurred during the course of the experiment, causing the chamber to never be opened. god-knows-how-many years passed with Ivan sleeping peacefully and aging slowly, until it was finally opened about 1 year ago. The self-supporting nature of the pod made it so that it shouldn't open without another person, so an unknown outsider must have deactivated it. When Ivan awoke, the lab was deserted and decrepit. Even the mentals in the other pods were missing. Alone and confused, Ivan wandered about until he came across a bastion of human life, New Moscow. Since then, he has made a living trading in things found in the ruins.
Weapon(s): Taser
Current Item(s): Personal water canteen, various odds and ends to sell in the city.
Mental Ability?: Alexipath
Skill: Charismatic, naturally trustworthy, prior knowledge of science and old world technology.


Bartholomew C - War P. Anda: show
User Name: War P. Anda
Character Name: Bartholomew C. (he has no last name thanks to a general lack of caring about such things from his parents. Or his grandparents. He's not really sure.) Usually goes by some alias or another, though.
Appearance: He has a scrawny, lanky frame, and skin that would be pale if not for the dirt caking it. His lopsided, blonde hair hasn't been washed in months, while his chin is covered in cuts from attempting to shave as well as several hairs showing that he hasn't been successful at it. He a red, hooded robe with many tears and a white belt (which is really more of a cloth tied around his waist) over a black long-sleeved shirt, and blue jeans. He wears no socks nor shoes, and his feet are covered in scars. Perhaps the most noticeable thing is the previously white headband usually covering his eyes.
Age: Twenty-five.
Personality: I'd actually rather play this out in the RP, if you don't mind. My characters usually end up much different in this regard when I begin RPing as them anyway.
Biography: He was raised fairly normally (at least for the poorer part of town), and he took things rather lightly, trying to make friends wherever he went. But then, when he was about... say, eleven or twelve (he didn't keep track), he realized that not only did mentals exist, and people hated them, but that he was one of them. He realized he had a knack for knowing just where people were; not only he was really, really good at hide-and-seek, but he knew just where someone was if someone asked (and they were nearby). AHis parents, after he told them of this, convinced him to hide his abilities; they were also mentals (a weak Technopath and a decent Therapath, actually), so they obviously didn't mind. Though they told him this, when he was about fourteen he started a small business out of it; he got a friend of his to act as a sort of 'manager' who would ask for money and an item of the missing as payment for finding them. He would then 'go and look for them' for a day or two before Bartholomew told him where to find him, and he did. And, aside from a few odd looks concerning asking for an item from the missing person, it worked. They each got half-share (after all, his friend was risking people thinking he was a mental!), and they both had quite a bit of money after a while. Of course Bartholomew kept this a secret from his parents; he'd hate to have them worrying, or worse, trying to stop him.

However, When he was about sixteen, that all changed. A dangerous looking man with several partners were looking for someone; probably hunting him down. Bartholomew and his friend had no problem with this, though, and all was fine and dandy until they asked for money; the man said they would pay up afterwards. They could both tell he was lying, but they really didn't want any trouble. Unfortunately, they NEEDED an item from the missing to find him. When they asked if they could at least have that first, they refused. And it all really went downhill from there. Threats from the men rather dangerous men were met with begging from his friend until a blow was dealt out to him, after which he attempted to run away; he was struck again and sent sprawling to the ground. Bartholomew (who had simply been in the back room of the run down building that was their base of operations) came bursting out with a silver candlestick in hand (one of the objects that had been given to them) and he attempted to beat the offending man to a pulp. He got punched in the chest and sent to the ground. It looked like they were about to kill his friend; he yelled about him being the Evriskopath and his friend just being a scapegoat. Unfortunately for him these guys didn't really like mentals. So they killed his friend and gouged out his eyes with a hot poker, leaving him for dead. They also decided they may as well take everything form the back room, and left.

Fortunately for Bartholomew, a kind man witnessed several men leaving the building, one with a bloody dagger. After he was sure they had left, he took in Bartholomew, and rose him back to good health. However, he couldn't care for him forever; those men were dangerous, and he was sure that if they ever saw Bartholomew blindly roaming the street (literally) they would probably trace him back to him, and then kill them both. He would love to teach him how to get around when he was blind, but he really couldn't. He didn't even know how himself! So away he went. Bartholomew didn't really care. He was a bit too traumatized about being blind, and also the strange fact that he thought he could see something sometimes and he didn't know how. So he walked around with a blindfold around his eyes, trying to figure out what was happening and why he could see trails and why he could see people because he really, really didn't know. And eventually he became the way he was now.

Weapon(s): A decent pool stick, found recently, as well as a glass fragment with some cloth wrapped around it for use as both a dagger and a shaving tool.
Current Item(s): A silver ring he wears in memory of his friend (he never actually got his name) and a small pouch of money that he got mostly from begging.
Mental Ability?: Evriskopath, though I feel I should put some notes here; being blind greatly strengthened his powers, mostly in the way that in some comics 'n stuff blind people can hear better or something. Except he can only see people, and items recently touched by people, and trails left by people, and things that are alive. He can briefly sense what someone is about to do, but only if he actually concentrates. He can also see much, much farther than pretty much anyone. Disadvantages to being blind include not being able to see walls and other obstacles (though he can see through them), as well as the fact that people look rather vague and it can be hard to pick someone out of a crowd if he hasn't seen them before.
Skill: Not much, really; he's a good actor, I suppose.
Current Location: Awaiting judgement.

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Wed May 04, 2011 5:45 pm
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Various Zones in the World And Major Cities

The Track
A lone dirt road winds through the wilds of the known world. Various weather-worn wooden signs lead travellers to their destinations: the scorching cities of Rica and Nile, the militant frozen fortress Svedway, mysterious Astana and its giant torch to the heavens, the mountain city Manda and neighbouring rice land Shingtao. It is said that if you go all the way east you will enter the frigid land of Ska and the bountiful forests of Kanda, both greatly unexplored.
The roads are treacherous, the occasional dead zones, the vicious animals, the bandits that plague the road. It is best to travel in groups when taking these paths.

Path of Plains – The land is flat for as far as the eye can see, the weather is temperate shifting with the seasons, the farther east you go the colder it gets, and the more the land grows to hills, forests and mountains. Leads to: Path of hills, Path of Arctic Forest, Path of Eastern Mountains, Road to New Moscow

Path of Hills – Rolling hills seem to go on forever, plains of sweet green grass cover the entirety of the world, or so it seems. The purity of these hills makes it seem like the Night of White never happened. At the tops of the hills a forest can be seen in the distance. Leads to: Path of Forests, Road to Samara

Path of Forest - A temperate forest with an abundance of trees. It is most beautiful in the fall, when the leaves of the deciduous change to their vibrant colours. This path is relatively safe, however many bandits see fit to use this path as a base for their operations, be wary when travelling along the path and do not speak to every person you come across. Leads to: Path of The Northern Plains, Path of The Eastern Northern Mountains

Path of The Northern Plains – You feel like you’re at the edge of the world as you journey onwards. Settlements are fewer and far between, most of them consisting of those who are Mental. The people are either suspicious and deceitful or hospitable and accepting, rarely in between.

Path of The Arctic Forest – Huge coniferous trees are dispersed about the path. Gentle snow falls down lightly dusting the path, and the trees are heavy with snow. Occasionally there are blizzards, but the trees provide adequate shelter. That is not to say it is safe within this land, wolves prowl at the fall of night. Leads to: Path of Snow, Road to Novaguard

Path of Eastern Mountains – These Mountains are fickle, some laden with fresh snow, while others are covered in thick vegetation. There are creatures on these mountains, both hot and cold; if you aren’t prepared you will not make it to the other side. Leads to: Path of Eastern Northern Mountain, Path of Eastern Southern Mountain, Road to Manda

Path of Eastern Northern Mountains – The winds are strong in the winter and the snow falls deep. The spring brings light relief to these cold mountains. In the blizzards you can hear a phantom roar, it is apparent that creatures of some sort live on these hills. Leads to: Path of Forests, Path of the Eastern Desert

Path of the Eastern Desert – Typical of deserts, the Eastern Desert is very hot. However it seems as you travel farther east it seems to get hotter and hotter. When the wind blows westward, you swear you can hear a hum on the breeze. What could be at the end?

Path of Eastern Southern Mountains - The Mountains are lush with vegetation, and the weather is humid, forests of strange wood stick from the ground, different from the trees of the West. At times it seems the sun cannot get through the canopy and the forest is plunged into darkness. Leads to: Path of Rice

Path of Rice – Similarly to the plains these lands are flat, but don’t let the swaying fields of rice fool you. The ground is not always there, and can in fact, be a swamp. Those who aren’t wary will be sucked into its murky depths. Leads to: Path of Southern Plains, Road to Shingtao

Path of Southern Plains – The winds blow cool, but the weather is fine, the land is easy to walk though the scenery is plain. Occasionally there is a tree; otherwise there is not much to see. Leads to: The B’Jing Ruins

The B’Jing Ruins – A massive city with buildings seeming to scrape the heavens. Strange technology is everywhere and large warehouses are prominent. Despite the prevalent existence of mankind, nature seems to have taken quite a toll. Everywhere vines of all sorts cling to the great buildings and structures eroded beyond recognition. There is a charm to this cold husk of a place.

Path of Sands – The weather gets warmer as you journey south, the air is arid and the heat is merciless. The beasts of this land kill with deadly poisons; they await their prey in the heat of the sun. The nights are frigid, surprisingly enough. Leads to: Path of Jungle, Road to Nile

Path of Jungle – A dense brush makes the path almost impossible to see. In the humid jungle you are hunted both night and day. Even the plants here are a threat. However it is said that there are plants here with special healing properties. Perhaps you will brave the animals to acquire them. Leads to: The Great Desert, Road to Rica

The Great Desert – How could anyone survive there? It seems endless, sand, sand and more sand. You think you can spot a giant winged beast in the air, and something stirs beneath the sands. Could it be possible that a nomadic tribe lives within?

Path of Snow – The land transitions to one of ice and snow as you head farther north. The weather is frigid and you hear howls at night. Despite the cold, the land shows marks of heat, as the scars from time forgotten continue to burn. Leads to: Path of Northern Mountains, Outskirts of the Dead Zone

Path of The Northern Mountains – Your head feels lighter as you journey up these mountains. The snow is deep and if you come here ill prepared you will surely meet your end. There are various caves on these mountains some hiding lost technologies, others holding the remains of man. Leads to: Path of the Ice Field, Road to Svedway

Path of the Ice Field - This desolate field of ice can be seen as a desert of cold. It stretches for miles, with an indefinite end. The only thing definite being that it is bitter cold. There is no place to find shelter, aside from the occasional lump of ice. The winds blow mercilessly across at night. Some say that they see things beneath the ice.

Outskirts of the Dead Zone– There is a hum that is for sure, though from where it comes you don’t know. An immense heat seems to be emanating from the distance like a fallen star. There is a red haze in the sky, nothing lives here. Leads to: The Ruined Coast

The Ruined Coast – A deathly silent shore laden with a plethora of items you have never seen before. What are they for?

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Wed May 04, 2011 6:39 pm
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Bestiary

Bear - Regular brown bear. They are omnivores eating both meat and fruits, and are very protective of their cubs.

Boar - Bristly wild pigs with vicious tempers. Their meat is succulent, but killing one can prove dangerous. Just about anything can trigger the rage of a boar and they will ravage their target with their tusks.

Bolsho Beetle - Giant beetles the size of horses. They are a regularly docile herbivore species that live in swarms of 20 - 30. If they feel that their territory is being encroached upon they were become highly agitated and attack the threat relentlessly. In very rare cases, they have been domesticated by tribes and used for transport. Their horns are incredibly durable and sometimes harvested by hunters.

Cat - While many cats have become feral and mutated, the domesticated cat has changed only slightly. While retaining their aloof independence, they've become hunters, helping their masters hunt for food. They've also displayed limited Mental abilities such as being able to see through illusions, finding things or people, and augmenting the abilities of Mentals around them.

Chicken - Not much has changed for this flightless bird, though they do happen to grow plumper nowadays.

Craven - These mutations are much more aggressive than their scavenger ancestors, attacking anything that moves. They fly in huge flocks capable of filling the sky with darkness and their ominous caws. Their populations fluctuate in areas. At times they are a constant threat, while at others there is nothing to worry about. On the plus side, their vision has become greatly impaired.

Deer - Have remained vastly unchanged from before the white of night, however they have become much more plenteous do to the lack of huntsmen.

Dog - They've retained their role as man's best friend. It is of note that most dogs grow bigger and shaggier, perhaps as a result of the ice age following the Night of White.

Falcon - Due to the increase of game, falcons have become larger. They are still territorial and will attack those who go near their nests. They will chase those who have stolen their eggs. Some have managed to revive the art of falconry.

Firefly - Still the beautiful lights of the night, they have grown much friendlier flying closer to humans and other living things. However, don't let them land on any exposed skin. Their feet produce enzymes that when they touch flesh creates a burning sensation.

Horse - They are no longer as domesticated as they once were. However, oddly enough, they have not grown plentiful in the wild. They are however perhaps one of the most intelligent animals in the world known. All horses are telepaths, however there are a few trained (yes, trained) therapaths among their ranks. Horses are a proud people comprised of nomadic tribes.

Lynx - A solitary medium-sized hunting cat. They have grown very populous throughout the forests, mountains and tundra. The decrease in human population has led them to not fearing human-kind over the past few centuries. They've grown bolder in recent centuries and will attack if they're hungry enough or feel threatened.

Megalo Snail - A very, very, very large snail. Their shell could easily provide shelter for a family of four. They don't do much else beside eat. Even if you were to attack it, it'd just...eat. Their slime is a very useful lubricant.

Mountain Mouse - These evolved mice are commonly found in mountains and are much larger than the average mouse, scaling in size up to those of small beavers. They are known for their inexplicably durable teeth which allows them to chew through stone. They are regularly timid, unless defending their burrow.

Owl - The owl has remained relatively unchanged excluding one fact. Gazing into an owl's eyes leaves one in a trance-like stupor. It is an evolutionary adaptation that they have acquired to catch their prey.

Polar Hyena - No one is quite sure what caused the Hyena to journey northward following the Night of White, but it has adapted to the colder conditions outside of Africa and it's fur has taken on a lighter tone. It's cryptic laughter chills those who hear it in the night.

Rabbit - One of the most populous creatures in the world presently. They've remained relatively unchanged besides their ears getting longer and their fur thicker.

Red Deer - Like their cousins they appear docile, the sole distinction being the fiery reds and oranges of their pelts. However, do not let their innocence fool you. They are vicious carnivores, known for chasing down their prey and spearing it with its antlers before consuming the flesh. They mark their territory by smearing the blood on their antlers onto trees. Be wary of this marker.

Roc - No one is quite sure what this bird has evolved from, all they know is to run from it. The Roc is a giant bird, capable of picking up cows with its talons. As it is a carnivore, it will go after any prey it sees on the ground, including humans. Flaps from its wings send buffeting gales across the land and its talons are incredibly sharp.

Skyli - These dogs are most definitely a product of the Night of White. They are giant compared to the rest of their kin, and roughly the size of horses though shorter and come in various shades of white, grey, black and various mixtures in between. Their fur is shaggy and long, and is occasionally sheered from the dogs to be used by the locals for fur coats. They are vastly domesticated throughout the world and serve as a loyal horses of the new world. Even in the wild they are friendly to humans and easy to tame.

Vulfo - A very strange hybrid between wolf and fox. They are smaller than the average wolf though much larger than a fox. Their fur comes in shades of greys, blacks and reds, with their tail usually ending in a black tip. They are cunning creatures of the night, and hunt in packs that will attack humans if they're hungry. Some have managed to tame Vulfoes as hunting companions.

Wolf - The common wolf. Already honed to predatorial supremacy for thousands of years, not much has changed, aside from its lack of fear of humans. To the wolf, everything can be prey.

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Wed May 04, 2011 6:49 pm
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Technomancer Greene wrote:
We should like, make a Western RP, with like, Wuxia elements and s***.

So John Woo meets martial arts and revolvers?

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Wed May 04, 2011 6:55 pm
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SS wrote:
Technomancer Greene wrote:
We should like, make a Western RP, with like, Wuxia elements and s***.

So John Woo meets martial arts and revolvers?

And the occasional kicking the tomahawk like a ball into someone's face. And maybe featuring a giant mecha made from various trains, just because.



On-Topic, I'll of course go for Technopath.

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Wed May 04, 2011 6:57 pm
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Alitheopath sounds right up my alley. Time to make some adjustments.

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Wed May 04, 2011 6:59 pm
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I'm gonna be an Evriskopath. Hehe.

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Thu May 05, 2011 9:20 am
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I'm not exactly sure which one I'm drawn to....

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Thu May 05, 2011 10:44 am
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If I join this, can Therepath heal themselves?

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http://forums.mcleodgaming.com/viewtopic.php?f=14&t=31276
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Thu May 05, 2011 2:10 pm
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When I get over my mental laziness, I'm going to make an Alexipath character probably.

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Thu May 05, 2011 2:14 pm
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Hey wait, can we submit profiles now? I mean, this appears to be gaining a fair amount of interest, so...

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Thu May 05, 2011 2:14 pm
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Kaisenraiyok wrote:
If I join this, can Therepath heal themselves?

Yes, they can heal themselves.

Kittenpuncher wrote:
When I get over my mental laziness, I'm going to make an Alexipath character probably.

<3

War P. Anda wrote:
Hey wait, can we submit profiles now? I mean, this appears to be gaining a fair amount of interest, so...

Sure people can submit their profiles now if they'd like.

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Thu May 05, 2011 2:35 pm
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User Name: Eternal-flo
Character name:Elednor Maynakeh
Appearence: Elednor looks like a mix of my signature(the flufball on the back)and my avatar(everything else). He is human but has a giant cotton ball on his back. He looks young and has a peciuliar hat on the top of his head
Age:16 years of age
Personality:Usually uncaring for people he doesn't know but protective of allies, friends. He can be of an oddball sometimes for his moods swing fastly from minute to minute.
Biography:Elednor travels everywhere on the wind. No one knows, not even himself, where he came from. Rumors say that he was a failed experiment when born between cotton plant and human but up to know there is nothing else said about him.
Weapon:A long vine like whip that is made from a plant
Mental Ability:Emphath
Skill:Can jump really high and knows gymnastics
Location:Up to you Kiki

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Last edited by Eternal-flo on Fri May 06, 2011 3:24 pm, edited 1 time in total.



Thu May 05, 2011 4:00 pm
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