Emergent World (Signups/OOC)

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    Name: Margo Mya Marelle
    Age: 19
    Sex: Female

    Appearance: Margo is a young woman of short stature, standing at about 5’2 feet tall. She has some wiry muscle from her experience as a dancer, and defined curves that give her a flattering figure. Her skin is pale and mostly unblemished, other than some scars along her shins, and her features are quite soft with a small nose, heart-shaped face and full, pink lips. Margo’s eyes are large and bright blue, with the softest green tones, and her short, messy hair is the colour of ivory, only just reaching down to her shoulders.

    When activating her primary power, Aspect of the Moth, Margo’s appearance changes greatly. She grows taller by at least half a foot, and she becomes extremely thin. In this form she becomes a porcelain skinned, hooded figure clad in deep navy robes made of silk with gold and silver trim. Her features become stronger and more defined, more androgynous than her normal, softer features, with navy face paint around her eyes and over the centre of her lips, and her eyes are a glistening silver colour. Small wings sprout from her back, mostly transparent but decorated with faint patterns and symbols along the membranes.

    Biography: Margo Marelle is the child of two entomologists. She often wonders if that is why the Illuvian took notice of the girl upon her spontaneous arrival in this new, unknown world, or if it might have been for some other reason entirely. She was their first child together, although both of her parents had children from previous marriages. Her relationship with her family was close; especially her mother and half-sister whom were a great inspiration to her. Margo grew up somewhat more quickly that most, although not because of any particular hardship she was forced to endure; she was raised in quite a secure, stable household in fact. She modelled her actions after her biggest role models though, who were often the female members of her family, and had to survive under the “tyranny” of an older brother, which made her intelligent and quick witted beyond her years.

    Although Margo’s family encouraged her to explore a field in science when she grew older, and even Margo herself believed she would eagerly follow in their footsteps, she never took to it with the same passion that they had, and it only became a casual interest. Instead Margo poured herself into the things she was truly infatuated with; typically dance and literature, which she had loved even from a young age. She saw that she might have a future in dance, and it might have been so if she had not broken both of her legs in a car crash when she was sixteen. The wounds healed eventually without any lasting physical damage, other than the scars on her legs, but the damage to her confidence took longer to heal, and her family noticed a definite change to her demeanour. Her confidence returned over time, albeit slowly, and while she has taken up the hobby of dancing again Margo has long put the idea of developing it further than a hobby aside.

    She now lives with her parents, currently in between jobs and looking for a place to live on her own. It was during this time that Margo found herself swept up off of her feet, thrown into a world she does not know or understand. She remembers dreaming of an enormous moth, and of the moon, briefly before she woke up in this world, and while these memories felt incredibly important to her, Margo cannot help but feel uneased by them… She hopes that all will be revealed in time, but knows that it might just as easily leave her with more questions than answers. The soft whispering in the back of her mind from a voice she does not recognise leads her to believe the latter.

  • Class: Arcanist
    Subclass: Conjurer


    Skills~

    Aspect of the Moth: Margo possesses a connection to an entity that she does not fully understand. It claims itself to be an animal spirit, specifically that of a moth, but Margo has no way of knowing if there is truth in its words. What Margo does know is that by evoking its name, Illuvian, she can gain several powers that would normally need magical expertise or advanced technology to achieve. At its most basic, the Aspect is a conjurable bodysuit that protects its wearer, transforming the person physically and strengthening them. In this form the wearer has slightly enhanced physical abilities and is more resistant to harm, but has a multitude of other abilities at their disposal.

    Illuvian’s Whispers: While Aspect of the Moth is active, Margo can hear the soft whispering of the Illuvian in the back of her mind. They are quiet, almost silent, and often impossible to hear or understand. Sometimes, however, if Margo concentrates deeply, she can hear the mutterings of the moth spirit just well enough to understand a few words at a time. This can manifest itself in different ways depending on when it is used, and can grant additional insight into a situation or provide a last-minute warning to Margo should she face danger.

    Celestial Stride: While usually kept hidden beneath its robe, the Aspect possesses large, insect-like wings on its back, which can extend when they are needed. At this current time, however, the wings are weak, and are not viable for sustained flight. They do allow for a brief hover in the air or to provide a short burst of speed, and can extend the distance or height of a jump, or cushion a rough landing.

    Illumination: The Aspect can produce arcane bolts of energy from its body. These bolts are extremely bright and white in appearance, like manifested moonlight. This energy can be manipulated fairly well by Margo, although she lacks experience using it. Thin laser-like beams and bursts centred around herself are common manifestations of this power. This energy can be held in the Aspect’s palm to produce a heatless light, should it be needed.

    Light On Her Feet: Outside of utilising the Aspect, Margo does not have many means of protecting herself. She is, however, an agile girl with an athletic background, and she has the stamina and speed to move quickly when she needs to. Normally this allows Margo to make a hasty retreat and avoid danger in all its forms, but when using the Aspect of Illuvian it can just as easily bring her into battle before the enemy has a chance to properly react.
 
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Awaiting your bio, @Grif ♥, but I think there should be no problems.

Anyway, had a bit of internet trouble this week, so sorry for being so quiet. Anyway, a few people have expressed interest outside of the OOC, so I'm going to try to wrangle them in over the weekend. I don't want to wait for too much longer, so I will be giving you guys a glimpse at some mission info on Monday. Then I'll update the OP a bit with some world info that I've been admittedly lazy on putting up for you guys.
 
@Drifter you sexy wonderful GM you, I cannot wait to see what you drag together for me us. I am definitely excited for this RP and anything you have in store for me us. Don't keep me us waiting too long. <3

I love you, dear
 
I'm still interested! LET ME IN!!
 
Noticed five places were open, so I threw something together.


    • Age: 34.
      Sex: Male.
      Appearance (source): Slightly above average height, roughly six feet one. Christian is and looks fit, with sinewy rather than bulky muscle. He has plenty of scars, and people tend to view them as anything but attractive.
      Class: Specialist.
      Subclass: Soldier.
      Skills:
      Intimidating Presence: Christian's looks doesn't exactly inspire comradery or calm, and his ways of carrying himself match. He is intense and unpredictable, and has a natural tendency of making those around him uneasy - whether he wants to or not. It certainly makes it easier to scare people in general, as well as mmaking enemies hesitant, but hardly inspires friendliness.

      Viciously Fearless: Christian doesn't hold back in a fight. When engaged, Christian fights with such ferocity and brutality that even those fighting on his side tend to stray away from him. Not satisfied by merely killing his opponent, Christian inflicts as much pain as he can, while hitting as hard as he can. He doesn't flinch if hit, ignoring his own pain as if it was but a bad itch, his scars serving as plentiful evidence of his careless style. Christian's bold nature translates to life in general. Threats of all kinds - be they physical or abstract - are brushed off as if nothing, for better or worse.

      Jack-of-All-Trades: Not preferring any weapon over another, Christian has a natural affinity for fighting as long as it depends on eye-to-hand coordination, and fights with whatever he has at hand - be it a staff, a gun or a beer bottle. While hardly as proficient with any one weapon as a master of the same would be, it makes Christian a very versatile and unpredictable fighter capable of - given the opportunity - switching weapons mid-combat, thus forcing his enemies to quickly adapt or perish.

      The Eye of the Storm: As physical and brutal as Christian is, he nontheless possess a very, bordering on unnatural, calm and calculating mind. He doesn't speak unless he has a reason, and rarely utters as much as a sound while fighting; another trait capable of making a lesser man shiver. Whenever he tackles a problem where the odds are stacked against him he is well aware - he just doesn't give a damn.

      Quick: Whether on the draw, on his feet or dodging, Christian is physically very quick and agile. While not as fast as an acrobat or other individuals devoted to agility, Christian is certainly capable of out-doing most in this area.
    • History: Born to a middle class family, Christian dropped out of high school at 16 following bad grades, several fights with other students and a strained relationship with his family. He subsequently left the city he had lived in up until then. Little else than these facts are known about Christian's early life. His parents refuse to talk about their son, and the people in his surroundings knew little about the self-chosen outcast, other than that he was irritable and prone to violence and spent most of his time at a boxing club.

      At 19 Christian again appears in official records. Involved in a bar fight where two teenagers suffered injuries, Christian was sentenced to three years in one of the relatively few and scarcely populated prisons. From then on, the records are very thorough, however. On a regular basis, Christian would be involved in physical altercations with guards and prisoners alike. Suspected of murdering several prisoners, Christian was eventually moved to the only high-security prison in the country he lived in.

      Having served eight years in prison (following sentencing over several assaults), Christian was up for parole when three guards banded together and tried to provoke Christian into a fight, in an effort to add another sentence, thus keeping the individual off the streets. They succeeded, though not in the manner they had planned. Christian beat down and killed all three guards in a decidedly brutal fashion before other guards arrived and intervened. Christian nearly died himself during the very physical arrest, but survived and was subsequently sentenced to life in prison without the possibility of parole.

      Imagine then his surprise and relief when Christian one day, six years later, awoke from his sleep in solitary and found himself on a green field in a land far, far away...

      Personality: Bold and brooding, Christian generally appears as the stereotypical dark, silent man of mystery to the uninitiated. Far from the truth, he is a man of discordant emotions and ideals. Rage, regret and contempt are but a few of the emotions hidden beneath Christian's steely surface. Nontheless, Christian has full control over these emotions and rarely channels anything he doesn't want to.

      After waking up in this strange new land, something has changed. While having sensed a lingering feeling of guilt and regret over the life he has lived and the things he has done, Christian had long since given up the chance for redemption. Yet here it is; the opportunity to do different. Christian realizes he will never be a good man - his bloodlust and depraved personality is far too severe - but this time he might be able to find a good cause for which to do all his shit. Or at least convince himself so.
 
Margo will now be added to the OP. Thanks, Grif!

@cider, because teamwork will come in handy and probably save a lot of lives in this RP, I just want to double check to make sure you realize that, because your character has some traits that are putting him squarely into loner territory.

Viciously Fearless will have to be toned down considerably. I can see it functioning as a berserk trait (attack goes up, accuracy goes down, won't respond to team commands) which would also tone down the pain he feels at the moment, at the risk of exacerbating his wounds once the fight is over and he's calmed down. As it stands right now, it's simply not going to work.

Also, with Jack-of-all-Trades, the risks are going to far outweigh the benefits for awhile, based on the loss of accuracy and skill you're going to have with the weapons, plus vulnerability times while switching. I'd suggest narrowing it down, giving him a standard weapon speciality and maybe two subclasses of weapons to start with (blunt objects, bladed, ranged, firepower, unconventional, heavy, light, what have you) which can be upgraded as time goes on.

If you're okay with those changes, I'm okay with Christian.

Anyway, I promised you all some mission details, so here they go:

[fieldbox="Mission 1: Special Delivery, white, dashed, 10"]
Quest Giver: Felix (Alderken)

Briefing: After having been in Voglynd for nearly two weeks, and being kept under close surveillence by the arcanists within, Felix has gotten the order to put this group to good use. You have been entrusted with a package, long, wrapped very carefully in cloth, and resembling a weapon in shape. The mission is simple: bring the package to a contact waiting at the Cyracic Guards' tower and make sure it doesn't go missing. As you have seen yourselves, the roads are nearly choked with bandits, and bandits will undoubtedly jump at the chance to seize anything coming directly from the Alderken.

Felix has decided to send one of his apprentices with you, both for added firepower and to ensure that the knight accepts the package as truly coming from the Alderken because, frankly, you lot are a bit too ragtag to represent the organization all on your own.

Companions: Telemachus, Arcanist/Evoker[/fieldbox]

This is going to be an unusual mission because I'm going to ask to keep the group of you together. Usually, missions will happen in two or three smaller groups to give diversity and make it easier for me to keep track of you, but I want to keep you all in one place because this is just the beginning. If someone decides to drop the RP, I don't want one group being short-changed in the bodies department, and this will be a good chance for you to see each other in action before splitting up to go off on your own.

Telemachus' info will go up in the OP in a little bit. Possibly tomorrow.

The first IC post is expected on Wednesday (6/10), so be prepared!
 
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THE IC IS UP, so find it here!

There's also a link to it on the first page in the top right corner. So, enjoy yourselves, guys! 8D
 
I missed your answer to my CS (I'd forgotten to sub the thread...). Maybe my write up for Viciously Fearless was unclear, but I didn't intend for it to be a "powerful" trait at all. He's not a very skilled fighter, but (maybe due to the lack of a "weaknesses"-tab?) it seems I've failed to mention at all how skilled he is; he's not. He has no martial training, only a natural affinity for violence. He'd be bested by most well-trained combatants if it wasn't for his fearless (bordering on insane) fighting style. As for the jack-of-all-trades, it's also connected to what I just mentioned; he has no martial training, but an affinity for it. He has no training with any sort of weapon, only the practical use of them - and he doesn't care what it is as long as it's heavy or sharp enough. Again, this means he's not terribly skilled. He is, however, Quick.

As for the lone wolf thing, the last paragraph of his personality is essentially what I had planned to counter what might otherwise be an attitude consisting of "fuck you all" and just going his own way. Also, I don't mind at all if a character of mine gets offed. It's primarily a story, not a game, correct?

Anyway yeah, hopefully that explains a bit. If you still want me to make changes (other than making it clear in his CS that he lacks martial training), let me know. I've no intention of making an OP character.
 
If your character does get killed, and this goes for everyone, I'm totally open for people making replacements, so that's a thing to keep in mind.

I don't think the issue was being OP, just making sure that I and you had the same limitations in mind. I'd say we do, so I can add him to the first post in a few minutes.
 




    • Name: Quinn Barristan

      Age: 23

      Sex: Female

      Appearance: A fairly plain-faced woman, Quinn never really was one for standing out. Neither radiant nor repulsive, Quinn is generally the sort of woman whose face you can easily forget. She stands at a fairly short 5’6, which is generally accentuated by the sheer size of her weapon of choice, the Raven. Her hair, the most outstanding thing about her, is long, smooth and an auburn-red colour which might catch the eye. Her eyes are a fairly simple hazel though, and nothing quite as exciting. Her nose is an average, slightly pointed thing, and her lips are plain and thin.

      Underneath her suit, Quinn bears a lean, muscular physique and a fairly flat chest. She prides herself on her physical form, which is in its peak and is a result of years of tough training and a peacekeeper’s life style. While she has no distinguishing tattoos, she does have a fairly noticeable burn on the right hand of her side.

      Bio: Born in a simple enough farmstead on the outskirts of a much bigger city, Quinn grew up without a worry in the world. Albedo was a paradise, after all, and people didn’t need fighters, or heroes: at least, most of the time it didn’t. Quinn’s family soon found itself on the end of a lot of ill will because of the growing food shortages on Albedo. Prices were forced to rise with demand, and people accused Quinn and her kin of profiteering off of other’s misery.

      One night, when Quinn was in her teens, people decided to take action. They ransacked the farmstead and set fire to the house that Quinn and her parents were sleeping in. Thankfully, everyone was able to make it out alive, but Quinn was burnt severely in the arson attack, leaving her scarred in more than just the physical sense.

      Quinn and her family moved to the main city, and were able to do well enough thanks to well-saved funds. They continued to run the farm from the city, although they never truly recovered from the attack. Profits were eaten up by guard fees that never existed before, and Quinn found herself with no desire to follow in her parents footsteps. She joined the city’s Peacekeeper force: A combination of police and army. She found that she had a great aptitude for a role as a long-range specialist, and was soon earning a reputation as a crack shot.

      Personality: Quinn’s personality is defined mostly by the fire that scarred her body. What was once a sweet girl who dreamed of nothing more than continuing a family business of farming and feeding others became a driven patience that was jaded by the injustice put upon her family by unkind, unfair and unthinking ingrates who her family had fed for generations. Now, Quinn is a woman defined by a desire for justice. In her mind, it is only through order and law that good can prevail. Without strict guidelines and control, humans inevitably turn on each other, as Quinn and her family once found out the hard way.



    • Class: Mechanist

      Subclass: Sniper

      Skills:

      Mk-II Long range Ion motorised Rail Cannon, 'The Raven' – Quinn’s main weapon is a bit of a beast: A cumbersome (and thankfully collapsible) monster that fires the steel rods that are jammed inside the barrel at high speed using a complex Ion-generated acceleration chamber. In simpler terms, it is a sniper rifle that shoots thin, metal sticks really fast, pretty accurately. The downsides? Well, it takes a round to set up the monster, is immobile and can only fire one shot at a time.

      "I Got Your Back" – Quinn is at her best when she is at the back of the group, where she can provide covering fire and cover key targets. If she and the Raven are set up, she can go into an Overwatch state, shooting anything that pops up to try and hit a pre-selected ally. Of course, doing this sacrifices any offensive capabilities for the turn.

      In like Quinn – On the other hand, Quinn and the Raven can also spend time blowing holes in baddies from a safe distance. Once she is set up with the Raven, Quinn very rarely misses her targets...At least; she rarely missed the targets at the shooting grounds.

      Tactical Battle Suit – Nothing says Albedo-born Peace keeper like the tactical battle suit. It may not be the most expensive suit, in fact it is mass-produced by the lowest bidder; and it may not be the flashiest suit, stuff like the old Mk IV Raptor had a built in propulsion thrust kit after all; and it may not even be the nicest too look at, it’s pretty ugly after all, being all grays and reds and stuff…But by god, it’ll do its job and stop you getting shived by the street punks. Against the people and the things on Voglynd? It might stop a bit of damage…hopefully. And at least it can link with Bucky!

      Bucky – The little drone that could, Bucky is a basic recon droid that allows Quinn to look ahead and keep an eye out for danger. It has no offensive functions at all, but it can use infrared and night vision to spot the baddies Quinn can’t, and it can be sent round corners to spring ambushes before Quinn or her team has to. Just don’t expect it to take any hits for you. Bucky is a non-intelligent system, and lacks the ability to function without Quinn's input, which she inputs through the Battle suit, using a built in console on her arm: which includes an output screen, so she can see what Bucky does.
 
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Guys, I had to place my grandmother in a nursing home. She's got seizures on top of dementia and Alzheimer's. As such, since I must limit myself, I will have to withdraw my application. I am sorry for any inconvenience.
 
First player post, I win, gg scrubs. :cheeky:
 
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