Λbsence Info + Sign Ups

sun.

What good is just one wing?
Original poster
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. 1-3 posts per day
  2. One post per day
  3. 1-3 posts per week
  4. One post per week
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Adaptable
Preferred Character Gender
  1. Primarily Prefer Female
Genres
Anime-esque, sci-fantasy, adventure, cyberpunk, high-fantasy, Victorian fantasy. comedic slice of life
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Thalassa is a planet that largely consists of three oceans, and a dividing sub-continent called World's Cradle. Hundreds of islands are scattered across the globe. The island of Holy Dosantua houses the oldest man-made structure, the Pantheon of the Sun, where the World Council sits. Both MAGNA, the world's government, as well as the Divinity resides here, high atop the rest of the world. The two continents of the Sunny Valley to the South East and Old Pharona in the South West are the largest lands, making up the World Trinity, along with the Pantheon of the Sun. There are, however, many larger islands all across Thalassa.​


  • The Calm World (and Ocean Peak, for that matter) was formed roughly 1500 years ago, when the "Ancient Capital" split apart. This incredible event foresaw the old super continent split apart into countless islands, which drifted across the world, and brought about some severe climate changes.

    The Calm World makes up the majority of the world, entailing the entirety of the World's Cradle, the Heden Ocean, the Zonda Ocean, and the majority of the world's islands. The Calm World is also where both MAGNA as well as the Divinity is located, and their control is by far the strongest in the Calm World, opposed to the freedom Rogues enjoy within Ocean Peak.

    CALM WORLD LOCATIONS:​

    • xXmC6pC.png
      About:
      Holy Dosantua is one of the three largest islands located in the Calm World, and part of the World Trinity. Dosantua was part of the "Ancient World" capital, where the Divinity reigned before the world split apart. After the modern world was established, the Divinity once again took the same lands as their home, ruling from the Pantheon of the Sun, the oldest structure known to mankind. Today, Holy Dosantua serves as the Divinity's central residence, as well as the meeting place for elite MAGNA officials. It is, for all intents and purposes, the capital of civilization.

    • A small, hot, tropical island of a relatively low population, Jaruud is a peaceful and mildly isolated island within the Western Calm. It's known for its exports of high-quality spices and fruits the fertile soil provides, as well as being praised for having some of the most friendly and accommodating locals people have met. People sometimes visit Jaruud to find solace or peace in troubled times, though visitors are expected to respect the land and its people.

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      Seagull Body is a souther island, located closely to the World's Cradle, and is thus well protected from the forces of MAGNA, due to the geographical distance. On Santisma, the island's most notorious community, various urban settlements, with clubs, restaurants, and even some seedy establishments are located. Seagull Body's most famous estate is the Lavacosta Mansion, from which the Lavacosta Syndicate operates. In spite of the family's infamy, no legal action has ever been recorded against anyone whose link to the family could be proven.

    • About:
      To be added.


    • Kokukai is a remote island located in the north of calm world, sometimes referred to as the 'Swimming mountains'. The locals live inside these mountains, so from the outside the island looks uninhabited. Kokukai is very rich in mined minerals, but the cold harsh climate makes outsiders as well as MAGNA stay away. That doesn't stop the locals from keeping commercial relations with the outside world, although special arrangements are made for this purpose. Overall, it isn't a place anyone wants to be, even for a short stay.​


    • Huurre is a somewhat small and seclusive island located to the north east of the Calm World and its residents don't generally interact much with the rest of the world besides occasional bartering with rare trade ships. Thus, it doesn't really have a MAGNA or rogue presence to speak of. The island is home to slightly primitive but skilled hunters and the landscape mostly consists of forests where the hunters' prey reside. Huurre also has disproportionate seasons, the island's winter far outlasting its summer, which occasionally creates its own challenges for natives and visitors alike.​


    • -​


  • The World's Cradle is an enormous rock formation that stretches around the majority of the planet. It was supposedly raised into the air after the appearance of the Twin Moon. It ends somewhere inside the Strange Space. It is mostly hollow, and there is a strong current within the World's Cradle, allowing travel through it even without wind. There are two entrances to the World's Cradle, one is closely situated to Strange Space and Holy Dosantua, while the other is located far in the south of Thalassa. Those are the only known ways to enter World's Cradle with a ship, given the height and danger of the rest of the structure.

  • Ocean Peak is surrounded by a peculiar "anti-current", called Strange Space. Strance Space is a part of the ocean in which the laws of nature appear to be twisted. The "border" between the Calm World and Strange Space is made up of a strong opposing current, that makes sailing directly into Strange Space generally impossible, though it speeds up leaving Strange Space at any given exit point. Not only is Strange Space extremely dangerous due to never-ending storms and vicious cliffs, but it also appears that the area possesses some qualities of a vacuum, as breathing is very difficult in Strange Space, and there is no sound, making navigating the current even harder. Additionally, gravity behaves in peculiar ways. Because of this, it is generally said that a ship's navigator must master the Suntsumei techniques known as Kaleidos and Lumina to be able to traverse this area. Strange Space can only be entered through World's Cradle, which leads deep enough inside the area to allow a ship to bypass the anti-current.

  • Ocean Peak is a large area that primarily houses islands that once belonged to the First Capital; the hub of humanity before the tectonic rage. The ocean current of the rest of the world stops here entirely, and usually spirals around a gargantuan mountain, that was raised into the sky after the appearance of the Twin Moon, presumably due to its magnetic pull. Generally, the waters of Ocean Peak are considered extremely dangerous, and most islands within it present considerable challenges to all but the natives who have adapted to their surroundings, and the strongest Rogues in the world. It is said that "the power and wisdom of eternity" awaits at the top of Ocean Peak, in the Old World. The Rotten 6 largely operate within Ocean Peak, as opposed to the Calm World.

  • The Old World is a largely unexplored area deep within Ocean Peak, that is said to hide the secrets of the world. Many great Rogues have attempted to make it to the center of this fabled place, but no verified effort has been made. The few who claim such a success, who are considered even remotely legitimate, tell stories of incredible wealth, incredible power, and incredible danger.

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There are a variety of fighting styles in the world of Thalassa, and many different Rogues, MAGNA Agents, and other fighters draw from different sources of energy. The most common fighting styles are based around Suntsumei, an ancient martial art, while a rarer, but terrifying, way of fighting are the mysterious Moirae powers. Still, there are many different techniques and local specializations spread throughout the world, and it's rare to find two people of note that fight in an identical manner.


  • Suntsumei is an ancient martial art, sometimes referred to as the "Movements of the Light", that revolves around perceiving, recognizing, and controlling the frequency with which all objects vibrate. The user must be perfectly in sync with the universe. If a person is able to mimic the energy of an object or living being, they can not only bypass most means of defense, but inflict great destruction to even the sturdiest of materials.

    According to many ancient writings, Suntsumei is inherently linked to the soul. Some people cannot utilize Suntsumei, even after excessive training and otherwise sufficient skill. Those people are said to have lost their humanity. This is distinctly different to people simply not being able to utilize it due to the immense difficulty of mastering it. Suntsumei is a very demanding practice, and a heavy majority of the world's population cannot use it, as it requires incredible strength and in-depth training.

    Depending on the mastery of the ability, there are three different types one can learn:


    L U M I N A

    The ability to perceive things without needing aural or visual cues. If mastered, this ability enables the user to anticipate future actions of beings and/or objects. This ability can be defended against by an opposing, sufficiently skilled Lumina user, effectively shielding their thoughts.







    K A L E I D O S | [The Third Eye]
    Kaleidos is the power to perceive the "imprints of time". Some writings describe it as a universal voice. A Kaleidos user with sufficient skill can extract informations from locations, animals, or objects of significance, despite their inability to communicate otherwise, and can also read "the hearts of man".








    C O P I A

    Copia is the power to exert force of life as well as grasp and take action against any being or object. By creating a mirrored vibration frequency, the user of this ability can not only unleash extraordinarily powerful attacks, but can also interact with otherwise intangible targets. A sufficiently skilled user may even grasp elements such as fire without injury. Copia techniques, while in theory universal, vary heavily depending on the environment it is used in, as well as the user's basic personality. A particularly brave person will likely have a different manifestation of Copia than a person that isn't very brave, but perhaps particularly curious. This is the most common Suntsumei technique, and also the one with the largest variation of efficiency.




  • Moirae Cards are a mysterious series of cards that can grant an individual special powers. Moirae Cards are small, dark cards, fashioned from a dark, unusual type of paper, featuring a wide variety of symbols and images, though they seem unconnected to any current or past language, and the imagery resembles very few motives found in the world as we know it.

    Moirae Cards are said to be the leftovers of an ancient darkness in some cultures, while others are not even aware of them. With the exception of MAGNA officials, Moirae users are largely shunned or feared, though there are exceptions. The unauthorized usage of a Moirae Power is prohibited by law, and carries severe sentences.

    Moirae Cards are used by offering at least one drop of blood that is spilled on the card's front, and then pressed against the aspiring user's chest, where the heart is. If the ritual is successful, the card will, quite literally, melt into the user's skin and remain there, similar to a tattoo, though where the cards "flows" varies from user to user.

    A Moirae Card is always unique. There are no two identical cards anywhere. If a person who already utilizes a Moirae power performs the ritual anew, with an additional card, the user is said to lose their heart and go to hell. Though this is of course a superstition, the few instances in which records detail an individual attempting to gain various Moirae powers, do indeed report of the user dying.


    P A R A C I O | [Emotional]

    The ability to manipulate a person or animal mentally, with no direct effect on its physical condition or the environment. Simple Paracio powers may include the ability to raise someone's adrenaline, while some individuals can manipulate a being's perception, or even induce amnesia. Some Paracio powers may target the owner instead of an external target..






    U R O C I D I A | [Worldly]

    The ability to manipulate and interact with physical matter as well as physics across the world. This may entail elemental control, as well as directly controlling, manipulating, generating or reimagining physical constructs, both organic and inorganic ones. Simple Urocidia powers may include water manipulation or fire creation, while some individuals can reshape an object or body, or even control gravity itself. Individuals with this powers are often referred to as Shapers.





    G O N D Y R | [Transmutational]

    The ability to transform, grow or lose parts of one's body and/or one's entire body to various degrees. Growth effects are always bound to the individual's energy, and seem to require a certain "cost". Simple Gondyr powers may include the ability to enhance one's physiology, while some individuals can grow appendages or fully transform themselves. Individuals with this powers are often referred to as Shifters.





    D U S K | [Transmutational]

    The ability to nullify, delete, reverse, corrupt, harness, or otherwise interfere with energy. Dusk powers are inherently dependent on another source of power being present to activate, and offer no autonomous advantages. Simple Dusk powers may include the limitation of a power's effective range, while others can not only nullify, but reverse an enemy's powers. Individuals with this power are sometimes referred to as Hollows.

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  • MAGNA is an organization serving as the governing body of the world. Though its exact origins are mysterious, MAGNA has shaped the world greatly, and has solidifed its spot as the central world government long ago. The lower branches respond to reports and emergency calls similarly to local police forces, but MAGNA also operates on a militaristic scale.

    There are different ranks to be aquired in the Armada (the forces of MAGNA), which indicate one's power levels and are thus comparable to the Bounties issued by MAGNA. The ranks are as follows, in descending order:

    Monarch - The Monarchs are the heads of the organization. They represent the highest authority, and hold absolute power over the organization and, legally speaking, the world at large, rivaled only by the Divinity in authority.

    Megalon - A single agent, serving as the effective head of the organinsation in everyday operation. His or her command can only be vetoed by the Monarchs. The current Megalon is someone refered to as "Cloud 9". He/she has not yet been called to arms, indicating their power was not yet required, even in drastic situations. Generally, there is little information available about Cloud 9, indicating the position was given to a person that hadn't served in MAGNA's service before.

    Sentinel - Exceptional agents with extraordinary skill. Rarely sent into the field for anything but the highest threats. The current Sentinels are Fanihoo, Bazan, Crown and Herbaro.

    Night Manager - A special ops branch division of Magna Corp agents. Their actual power level is hard to gauge due to the secrecy of their personel.

    Watcher - Highly trained agents. Command the common soldiers and are feared due to their ability and strength in numbers.

    Officer - Fully trained Agents.

    Cadets - Entry level for all Agents and volunteers.


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    Monarch
    No name available
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    Monarch
    No name available
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    Monarch
    No name available

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    Megalon
    Cloud 9

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    Sentinel
    Fanihoo
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    Sentinel
    Bazan
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    Sentinel
    Crown
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    Sentinel
    Herbaro


  • The Rotten 6 is a group consisting of the six Rogues with the highest bounties. They are notorious individuals, often wanted for the worst of crimes. As Bounties are determined by various factors (such as power, influence, territory etc.) the Rotten 6 are not necessarily the strongest or most dangerous Rogues, but certainly the most wanted and most influential.

    Currently, the Rotten 6 includes the following Rogues:

    #1 - "The Monster King" Romeo, captain of the World Devils
    #2 - Demivelle
    #3 - "Mother Averice" Griselda, ring leader and captain of the Griselda Bandits
    #4 - Sudo, head of the Triada Syndicate
    #5 - Helsbury, member of the World Devils
    #6 - "Ink Rider" Bastet, captain of the Black Knights

  • To Be Announced!

  • "Mother Averice" Griselda
    Well-known and feared, Griselda is one of the leading figures of Thalassa's underworld and involved in just about any criminal organization on the planet. Her influence is an open secret, and her reach unrivaled. Famous for her both her appetite as well as her violent ways, few dare to oppose her, so much so that rumors about MAGNA's cooperation with her criminal activities are wildly believed.

    Moirae Card: None

    Suntsumei: Master of Lumina and Copia.

  • Vargo, the Shipwright
    A legendary veteran, feared and revered all across Thalassa. As the one responsible for equipping many infamous Rogues of the past with their extraordinary vessels, Vargo is a wanted man, but has managed to defend himself against MAGNA's attempts to subdue him for decades.

    Moirae Card: Misty Mountain - Gondyr - Primate Physiology
    Vargo can enhance his physical strength and sturdiness by turning into a giant ape-like creature with silver fur. In this form, his dexterity is lowered, but he gains an incredible boost in strength, durability, speed, and gains excellent climbing abilities, as well as hearing.

    Suntsumei: Master of all three types.

    Haffin
    No information available.

    Moirae Card: Unknown - Gondyr - Physique Copycat
    Through an unidentified Moirae Card, Haffin is able to take on the appearance of others. His appearance is authentic enough to momentarily fool even a Sentinel.

    Suntsumei: Unknown.



    Wolf
    A strange man with an unassuming yet dangerous demeanor.

    Moirae Card: ??? - ??? - ???
    Wolf has been seen materializing out of smoke and shrugging off being shot in the head.

    Suntsumei: Unknown.




    ???
    Unidentified man who dresses in gothic-like wild west clothes. He appears to be the mentor of a young girl named Callihan.

    Moirae Card: ??? - ??? - ???
    He is an expert marksman. He also seems to be able to appear and disappear at will.

    Suntsumei: Unknown.



    Callihan
    A young woman that goes by the name Callihan. She appears to be an apprentice of sorts to the unnamed marksman.

    Moirae Card: ??? - ??? - ???
    She is able to speak to people telepathically and possesses the same ability to appear and disappear out of nowhere as her mentor.

    Suntsumei: Unknown.



    Perite Gesta
    A hot-headed young man.

    Moirae Card: Voodoo Child - Urocidia - Furnace Physiology
    Perite's Card turns his body into a biological furnace, allowing his insides to create and contain extreme heat without any physical drawback. He is capable of consuming material, melting it in his body, and emitting it through his pores as well as spitting it out.

    Suntsumei: Unknown.


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● circa 15.000 years ago - The Great Titan War ends, ending formal Titan civilization.
● circa 13.000 years ago - The Pantheon of the Sun is built.
● circa 7.500 BMT - The first primitive version of Suntsumei is conceived, derived from the worship of the sun and fear of the dark.
● circa 6000 BMT - Suntsumei is massively refined, and resembles the modern martial art.
● circa 4000 BMT - According to many ancient scriptures, the Cardinals disappear from the physical world.
● 1438-1313 years ago - Humanity sprawls across the new Thalassa. With the land having broken apart, and an adjusting population, the world goes through rapid changes. Though the Holy Empire and its influence bring along many familiar structures for the people of Thalassa, the new and uninhabited islands are found and occupied over the years.This period of time is known as The 100 Year Pilgrimage. Additionally, the ancient martial art Suntsumei is refined to a level never seen before, as the people of all islands wish to defend themselves against the Moirae Users that abuse their powers for personal gain in this new world.
● 1314 years ago - The world has stopped shifting massively, and largely resembles the modern world. As the end of the island travel sets in, humans create the modern calendar to usher in a new era.
● 1312 years ago - Holy Dosantua is founded.
● 1291 years ago - Macou is re-founded.
● 1243 years ago - Kelland is founded.
● 1235 years ago - Lupique is founded.
● 1222 years ago - Tremor Mile is re-founded.
● 1283 years ago - The first Link Shells are obtained, given as an offer of peace by Meerba representitives to engineers working for the Divinity. With the historically recent state of Thalassa, there is high demand for new communication technology. A trading contract is made, protecting Meerba from violence by fishers and slave-drivers in exchange for a set annual amount of Link Shells.
● 1151 years ago - Atlas is founded.
● 1100 years ago - Mer Sanctis is founded.
● 1188 years ago - The World's Cradle's inside and Ocean Peak are first cartographed.
● 1103 years ago- The World's Cradle is fully cartographed.
● 1066 years ago - The first Link Shells are exported to Ocean Peak, marking the begin of consistent communication between the Calm World and Ocean Peak.
● 1040 years ago - Clockwork Town is founded.
● 1038 years ago - Grief's Mesa is founded.
● 1010 years ago - Stranglehold is founded.
● 0975 years ago - Jadapunk is founded.
● 0941 years ago - Seagull Body is founded.
● 0930 years ago - The natives of Kelland are the first to resist the crusade of the Divinity in a meaningful way, and defend their freedom. The Holy Empire decrees them enemies of the world, and marks them outlaws. It is here, that the First Rogue Revolution begins. Historians consider the Kellandian sailor Grendal to be the first "Rogue".
● 0907 years ago - Ocean Peak is almost fully cartographed after Calm World and Ocean Peak residents collaborate on the massive project. The Old World, however, remains largely unknown due to the rarity of people willing and able to sail the area.
● 0850 years ago - Honey Keep is founded.
● 0803 years ago - Santisma is founded.
● 0712 years ago - Brondel Island is founded.
● 0665 years ago - A unique crystal is found, and first fashioned into Contact Globes, marking the start of audiovisual transmission.
● 0558 years ago - Cloud Island is founded.
● 0522 years ago - Link Shells are commonplace by now, and are used all throughout Thalassa.
● 0503 years ago - Bonheim is founded.
● 0469 years ago - A half-Titan, half-human Rogue called Mars begins a crusade against the Nobles. He and his crew conquer large parts of the world. A war between Mars, his crew, and their supporters on one side, and the Divinity/MAGNA on the other begins.
● 0462 years ago - MAGNA officially aligns with the Titan council, who frowns upon Mars's actions.
● 0428 years ago - Mars, by now a bit of an oldtimer, attacks several islands and frees prisoners. The Divinity and MAGNA concentrate their military might to hunt down Mars.
● 0424 years ago - Mars and his crew are relentlessly hunted and eventually brought down. He, alongside most of his crewmembers, is executed.
● 0389 years ago - Jubilee is founded.
● 347 years ago - Stranglehold is founded.
● 278 years ago - Waterdeep is founded.
● 145 years ago - Jailhouse Garden is founded.
● 138 years ago - Gaspol Hood is founded.
● 95 years ago - A renowned Rogue named Sol claims to have explored the Old World fully, and tells of terrible tales, such as undead creatures and curses guarding the area. However, he also claims that the "power to control the world, or destroy it" await in the Old World. His stories quickly spread all across Thalassa, ultimately kickstarting the Second Great Rogue Revolution.
● 34 years ago - A global manhunt for a Rogue called Demivelle is called, and deemed an enemy of the state. She quickly becomes part of the Rotten 6 group.
● Today - Start

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"The Monster King" Romeo World Devils Rotten 6!
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Bounty:
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1.090.000.000 Merits
The Most Wanted

Wanted For:

● Acts of war
● Conspiracy
● Crimes against humanity
● Encouragement of war
● Murder
● Public Indecency
● Theft
● Unauthorized Moirae Card usage

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Rules:
1. All Iwaku rules apply of course.
2. Due to some mature content within the roleplay, I expect all members to be at least 16 years old.
3. The GM's word is final. Me (@alaska) and Jakers (@Jakers) are the GMs of this roleplay.
4. You're expected to read everything that involves your characters. If groups split up and your character couldn't possibly know what happened to the other characters, you don't have to read it, though it is encouraged.
5. No arguing outside of the IC. I will not tolerate insults and fights. This is the only warning.
6. While this is a plot-driven roleplay, I do expect players to make an honest effort into participating. Nobody will bend over backwards to include edgelord characters, so be careful.
7. Speaking of participation: There's a lot of freedom given to players, in terms of making their own ideas come true as part of the world of Λbsence. Make use of it!
8. If you've read all the rules, please like this post to acknowledge that you've read and agreed to them. I will not check sheets from players who haven't done this, as it is an easy way of weeding out people who don't read stuff.
9. Quick information/ruling in regards to the Moirae Card names: Since I was inspired by JoJo's, and couldn't really come up with a way to name everyone's powers consistently, I've chosen to let people just name them like in JJBA; By using song titles, album titles, and musical artists' names. Please don't use plain names (like Mac Miller's Donald Trump for example) or plain phrases (like "She Walked Into the Night" for example). I don't want to govern this too heavily, but just make it sound... cool, I guess?
10. Most importantly: Have fun! :)

This is a raw sheet. Feel free to use this, or spice it up with fancy BB code if you like. As long as the information is present, it can look however you like.

[character picture here]



  • General:
    Name:
    [Surnames first, given names second. Nickname can be put in quotation marks here as well.]

    Epithet:
    [Should your character have a reputation, they may have earned an epithet by MAGNA or local communities. If not, leave blank]

    Bounty:
    [Should your character have a bounty, include it here. Even if your character is a criminal already, if they haven't been noticed by MAGNA, they likely have a bounty of 0
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    (Merits)]

    Role:
    [Your intended role within the crew]

    Sex:


    Age:
    [I'd prefer everyone to be more or less adult. There isn't a top limit, just make sure your character is still fit and can fight. Since we're a fantasy, animu-physics rp, it's cool if you're grandpa is still kicking ass.]

    Date of Birth:
    [Since the current year is kept vague, leave out the year]

    Height:
    [feet or cm is fine]

    Weight:
    [lbs or kg]

    Home Island:
    [feel free to make one up or refer to the locations already revealed]

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    Appearance
    Physical Appearance:
    [Describe your character's appearance thoroughly. Feel free to include details about things like posture or gait as well]

    Style:
    [How does your character dress? Do they have a signature look, a consistent but changing wardrobe, or an eclectic style? Accessories, make-up, body paint, or other things? Put them here]

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    Personality
    Personality:
    [Describe your character's personality. This should be pretty well developed, depending on how old your character is. However, it does NOT mean you have to abide by this strictly. Afterall, roleplaying is about developing a character. So please don't feel restricted by it. It's more to get a feel for your character then anything else.]

    Likes:






    Dislikes:






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    History
    History:
    [Your character's life so far. Detail is appreciated, but feel free to skim over things you wish to reveal later in the story.]

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    Abilities
    Skills & Talents:
    [This section focuses mostly on non-combat abilities, such as being a good artist, or being able to imitate voices. However, that doesn't mean the skills and talents listed here can't be potentially useful in a conflict.]

    Combat Abilities:
    Base Style:
    [Is your fighting style based on a Moirae power, Suntsumei, or perhaps something different, like a unique martial art, or a fighting style developed around a personal item?]

    Name:
    [What is the name of your fighting style? Primarily for those using none of the predefined styles. If your character utilizes a Moirae power, put the name of your Card here.]

    Overview:
    [How does your fighting style work? This is primarily for Moirae powers and those who use custom made fighting styles. Feel free to include techniques.]

    Combat Personality:
    [How does your character behave in battle? Are they cocky or no-nonsense? Are they reckless or do they calculate every move?]

    Equipment:
    [A simple list of items that your character utilizes to fight. Feel free to add detailed description of your blades, guns, staffs, or whatever else you wish to use.]

  • Feel free to include anything else you might find important here, like a theme, random facts, a gallery etc.



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Accepted Characters:

Lavacosta Vivahoja | Captain & Doctor
Lajara Lamal | Navigator
Munsell Periwinkle | Cook
Taipale Kallain | Cartographer
Kuroyuki Kaito | Shipwright
Ekrixeis Dee | Demolition Expert - Captured.
Ferendica Poemi | Quartermaster


 
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I've never clicked "watch thread" so fast in my life. I'll see about getting a sheet up within the next 24-36 hours.
 
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    Name

    >> LAJARA, JAMAL

    Epithet

    >> ' THE WOLF OF JARUUD '

    Bounty

    >> 16,500,000
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    , due to the following accusations
    :
    >Exportation of illegal substances
    >Exportation of forbidden Moirae Cards
    >Unauthorized usage of a Moirae Card
    >Multiple accounts of theft
    >Sabotage of MAGNA property

    Role
    >> NAVIGATOR
    A past of working alongside his father - travelling far and wide across the Calm World - in a life of simple trade has given Jamal a good sense of direction, and excellent knowledge of how to read the land, sometimes even without a map. When not charting a course and monitoring the winds, it's likely Jamal will occupy himself by fishing, or keeping the ship clean.


    Age/Gender
    >> 19 /

    Date of Birth
    >> AUGUST THE 5TH

    Height/Weight
    >> 5'4 / 140lbs
    Many years of hard, manual labor have given Jamal a fairly muscular frame and surprising strength for his relatively short size.

    Home Island
    >> JARUUD
    A small, hot, tropical island of a relatively low population, Jaruud is a peaceful and mildly isolated island within the Western Calm. It's known for its exports of high-quality spices and fruits the fertile soil provides, as well as being praised for having some of the most friendly and accommodating locals people have met. People sometimes visit Jaruud to find solace or peace in troubled times, though visitors are expected to respect the land and its people.


    Making most of its money off honest trade, farming, and a small amount of tourism, the locals of Jaruud like to live simply, and consider the island's somewhat underdeveloped state a blessing. The people are lovers of art and tailoring, often treasuring the bright green and amethyst colours of the leaves and fruits around them. Their clothing and sculpture exports, whilst obscure, are highly treasured by some around the Calm World.


    Whilst some would consider it an easy target for raiding rogues, the trade boats Jaruud send out are often quite close to patrolling MAGNA security, and the low wealth of the island often makes rogues deem the place 'not even worth the risk'. Interestingly, Jaruud has one of the lowest crime rates of any island, and - until recently - high-bounty rogues have never originated from the area.


  • pj9b3FL.png
    Physical Appearance
    >> Possessing a short and muscular frame, Jamal's skin is dark and rough, his hands calloused from what's likely a lot of hard work. His charcoal hair highly maintained, done up in a ponytail of long, thick dreads with a green cloth band. Little lightning-bolt shapes seem to be carefully trimmed around where his haircut starts. His narrow eyes are coloured a cocoa-brown, and his wide, smooth lips are rare to crack a smile, and studded with a small, copper ring. His right earlobe is studded with a similar ring, whilst he wears a curious metal 'device' on his left ear which serves a purpose Jamal seems to keep secret.

    Long, charcoal eyebrows make the young adult surprisingly intimidating when he's angry, and his eyes seem capable of staring someone down even forom many meters away. Additionally, he always seems to carry himself in a somewhat loose and gloomy manner, hands often in his pockets, though he quickly perks up at the first sign of danger or an otherwise serious situation. When someone does manage to make him crack a smile, even if it's a slight smirk, he seems to look like a totally a new person.

    Style
    >> Not much of a connoisseur of fashion clothes-wise, Jamal often dresses in simple, casual, and baggy clothing - most of the time opting to wear nothing but a pair of faded lime shorts and a pair of leather sandals. When the temperature starts to drop, Jamal often wears a sleeveless jacket and replaces his shorts with long, baggy trousers, insisting he isn't cold when people ask. If he senses trouble, he'll usually slip on a black bandana and a pair of amber-rimmed shades to cover his face. A lot of his clothing is associated with green and purple patterns: tropical colours and designs usually associated with his old homeplace of Jaruud. Despite not caring too much about his clothes, he seems very protective of his hair for a reason that must be above simple fashion, snapping at those who suggest cutting it would make him less recognizable.


  • pj9b3FL.png
    Personality
    A hard-to-reach sort of person at present, Jamal is a young man who keeps to himself, stays out of the way of most, and doesn't like to express himself in most situations. Whilst being very stoic and fearless in the face of danger, it's clear Jamal is still somewhat grief-stricken from an event that happened to him not too long ago. He generally stays away from 'group conversations', and will generally stay quiet if he's forced into one for the sake of 'bonding'.

    However, despite seeming distant to most, Jamal is very good at taking orders, and is sure to respect elders, leaders, or those who work hard and are experienced. Not unlike a lost child, he secretly yearns for someone he can look up to and learn from, and if he believes he finds 'this person' on his travels, he wouldn't hesitate to approach them and promise to stand by their side, no matter what hardships follow. His loyalty to someone he can respect is rarely matched.

    He tries to avoid those who try too hard to be a 'social butterfly', and highly dislikes it when people - despite being fairly young - treat him like a kid or patronize him in some way. He detests those who go out of their way to annoy other people, and equally detests those who think stupid 'pranks', overly crude jokes, or laughing at someone else's expense is funny. Jamal is one to dwell on his own hatred on another for a while, and will attempt to find some way he can respect them, but he isn't one to bottle up his feelings about another forever.

    With those he doesn't get along with, he can sometimes have a stroppy attitude that makes a clear effort to ignore others. When something upsets or frustrates Jamal deeply, he can undergo bursts of an uncaring, silent sort of attitude that can make him very difficult for others to deal with at times. However, Jamal uses this method to vent anger, because he knows that when he snaps, he gets angry to the point where he doesn't even know what he's saying, and would likely regret it afterwards.

    Despite his flaws, and even if he doesn't like to show it, it's clear Jamal has a deep care for comrades and civilians alike. He will often be the first to quietly do the bothersome chores around the ship others dislike doing, such as cleaning the ship's deck, or washing and folding other people's clothes. He often does people many favors - little or large - without even wanting to hear a 'thank you' afterwards. He's selfless and very aware of others in a combat scenario, constantly thinking of ways he can use his ill-found abilities to keep others as safe as possible around him. Whilst his sense of humour is hard to reach, he sometimes cracks smiles that remind one of the sort of person he used to be.

    To those who know Jamal well, it's clear there's a good soul inside him, and it's equally clear that his branded title of 'The Wolf of Jaruud' is not a deserved one, at all.

    Likes
    >> Rustic yet well-cooked foods, alcohol that isn't overly strong, naturally good-looking areas, though Jamal doesn't care for things that are overly extravagant and artificial.
    >> Getting a job well done, and generally making himself useful whenever possible. If there's nothing left to do, Jamal feels frustrated, as he prefers to maintain an industrious attitude and doesn't like lazing about.
    >> Those who are experienced, have lived in a harsh environment, or have dedicated many hours to mastering a skill. Jamal generally respects those who he can see are hard workers, or have been in the past.
    >> Music of any kind, though above all he seems to love soft female voices in particular. They seem to remind Jamal of better times.
    >> People who respect his personal space, quiet & mellow types, or people who put themselves on the line to aid others.
    >> Pissing off MAGNA officers in general, though he's careful to ensure his actions don't harm civilians in the process.

    Dislikes (to name a few)
    >> Dirty areas, improperly cooked food (though he's a poor cook himself), or people trying to bother to him when he's focused on working (even if it's something as simple as cleaning the deck).
    >> Cold climates/waters (though he greatly respects those who live in those places), rain, and cloudy days that otherwise block the sun's soothing rays.
    >> Rogues who pillage and prey on those unable to defend themselves, rather than focusing on MAGNA.
    >> Clingy/prying types of people, or when people try too hard to 'make an effort' with him to the point of a conversation being forced. He dislikes those who are lazy or selfish even further.
    >> Akin to virtually all rogues, anything overtly MAGNA-related.
    >> Every damn '0' on his bounty, and seeing himself on 'wanted' posters and bounty boards. He also views most bounty hunters as selfish, greedy people without merit, even though he's never had an encounter with one.


  • pj9b3FL.png
    History

    >> A SIMPLE LIFE

    Born within the remote island of Jaruud on the 5th of August, Jamal was born as an only child under a loving mother, and an industrious but caring father who was renowned for being a hard and valuable worker of Jaruud. Jamal's father, Earnald, worked hard to lead a small ship that worked hard to export simple but valuable goods - such as spices and fruit unique to Jaruud - to various areas within the Calm Sea. As he grew up, whilst they weren't rich at all, life still felt good as Jamal grew with a loving mother's embrace, many friends, and the teachings of a wise and experienced father.

    As he grew up, Jamal became accustomed to a life of hard, honest work, learning the ways of his father and the ways of trade even at the early age of 11. A happy but industrious young boy - just like his father - Jamal slowly began to learn the ways. He would wake early to help his father load the small but sturdy cargo ship, day after day, and would join him - journey after journey - even if when Jamal was young, he thought the ocean was vast and terrifying. But, as years upon years of experience was passed onto him

    The trading life within Jaruud, whilst repetitive, was good. At first, he felt safe under the watch of MAGNA, who apparently kept them safe from dastardly rogues - rogues Jamal grew to hate as he heard stories about the most horrid of them - from pillaging their island and their beloved cargo boat heartlessly. On his 16th birthday, whilst Earnald continued to live, he was beginning to become frail. Jamal was, if something happened to his father, entrusted to carry out his father's business if something to happen to him. And despite being so young, without batting an eye, Jamal accepted. He felt ready.

    It was when Jamal was 18 that a sudden, strange, joyous mood had overcome his father one morning, and he seemed to be holding some kind of case in his hand, waving away a strange-looking boat that must've docked a while ago. Jamal hurriedly asked him what was going on, Earnald suddenly spouted promises to Jamal that Jaruud was going to be bathing in riches beyond their wildest dreams. Raising an eyebrow, Earnald wasn't lying. Out of seemingly nowhere, Earnald presented merits upon merits upon merits within the case - more than Jamal had ever seen in his life. But despite this stroke of good fortune, Jamal was suspicious, and wanted to know the catch.

    His father explained simply:
    "Oh, it's simple! For us to earn this money, we're about to conduct the longest trade mission of our lives. Professionals have seen our talent, and it's up to us to make our most important journey yet." He took his son's shoulder. "Are you ready for this, my son?"

    Jamal was ready, but he was still extremely suspicious of the whole thing. They had been tasked to take a reinforced case - apparently one of a rare and sacred alcohol - far across to a distant island in the Western Calm. They apparently made it clear the case couldn't be opened, otherwise the alcohol would be ruined. But something, to Jamal, didn't seem right about this proposition. The more he asked about it, the more his father shook his head, assuring Jamal that the people he'd talked with were 'trustworthy'. Eventually, he gave up asking. Perhaps it was a stroke of luck, after all.

    And so, Jamal handing the case of merits for his delighted mother to look after, the two set off to complete this 'trade mission'. A team as usual. At first, the long journey seemed smooth, and the two took time to bond across the long journey, wondering how they were going to use the riches to improve and elevate the remote island of Jaruud to something even better.

    But, just as things seemed to be going smoothly, MAGNA suddenly appeared on the two's tail. At first, Earnald stopped the boat, wondering what was happening: but in response, MAGNA only attempted to float the ship and pick the two off with long ranged weaponry, despite Earnald's desperate attempts to show they didn't know what was happening. Something was wrong. Horribly wrong. And Jamal knew that feeling he had about this 'deal' - that feeling he'd discarded - had been right all this time.


    >>
    AND SO IT BEGAN

    Hurriedly cracking open the sealed container as his father worked to maneuver the ship desperately out of the range of the approaching MAGNA, Jamal's eyes widened in horror as the contents of container were anything but he'd been hoping to see. It was clear now: they'd been tricked and framed to the highest degree.

    For inside the container were bottles upon bottles of illegal substances - drugs that made more Merits than one could imagine off the misery of others - and to make matters worse, hurriedly sealed in crude glass cases, lay three Moriae cards. Whatever was in this package, it was clear now: these people were trying to get rid of it, and the contents were so dangerous.


    And then, Jamal acted purely out of instinct. No matter what his father tried to do, MAGNA wasn't stopping their assault on their small and unequipped ship. They were still firing. He had to protect his father, no matter what, and out of desperation, he reached for one of the stored Moriae cards. He lay a drop of blood unto the Moriae card, and plunged it into his chest. Almost as if he knew exactly what to do after absorbing the power of the card, something otherworldly and unnatural took over Jamal as he grabbed the hand of his father, and he utilized a forbidden power - albeit a minor one - as if it had been with him the whole time.

    The power of the card named 'THUNDER ROAD'.

    A platform of floating glass materializing out of thin air and floating in space, Jamal took the hand of his father as the two abandoned the ship and its forbidden drugs & Moriae cards, settling for running across the peculiar floating bridge instead. Green light spilled from the glass they walked on, filling them with speed somehow - even with his father's frail nature - enough speed for them to outrun MAGNA with this unusual power that had taken a part of Jamal. Creating road after road above the swirling seas, by the time they finally found a small and deserted island out of luck to reside on, Jamal was exhausted.

    Creating a makeshift shelter for his son, Jamal's father's tears were of disbelief as his son explained what was in that case the whole time. His foolishness had, potentially, ruined his son's life. And it was clear that, whether the two would get out of this or not, he had left a scar he couldn't repair on his son's life forever.


    >> THE NEXT DAY

    Waking up after sleeping on the floor of the deserted island, both his father and he didn't know what they were going to do next. They had to go somewhere... but where? How long would it be before MAGNA would find them? And now that Jamal had taken a card's power without permission, even if they could explain themselves, he'd still technically committed a crime he couldn't just undo. Hours of pondering occurred, before, to the two's dread, the familiar outline of a MAGNA ship was heading towards their deserted island.

    "Wait here, my son, and don't be afraid. I'll talk to them and settle this once and for all."

    His father leaving him with that promise, Jamal curled up and closed his eyes in the cover of trees and foliage, listening and watching from afar. The MAGNA soon arrived on the shores, not even listening to what his father had to say as they screamed at him, preparing to beat him, handcuff him, and throw him away forever. Even amidst these chaotic sounds, Jamal could make out his father's voice, soft yet loud in the ocean wind:

    "...If you refuse to listen to me, then know this..."

    A pause as waves lapped against the shores.

    "You will never take my son."

    Those were the last words Jamal ever heard of his father, before he suddenly resisted arrest in last-ditch attempt to buy time for his son before they scoured the small island. Outnumbered and inexperienced, the outcome of such an act, as hard as he tried to fight, was inevitable. On the 3rd of August, Earnald Lajara was killed.

    >> [glow=red]THEY TOOK HIM FROM ME[/glow]
    Escaping before MAGNA could get him, too, tears poured from the face of the young man who would now be known as 'The Wolf of Jaruud'. Using his newfound power, THUNDER ROAD, to escape once again, there was only so far for Jamal could go. He knew that better than anyone. As far as other people were concerned, he was a corrupt trader, an exporter of horrifying drugs and forbidden powers. Damn MAGNA to hell... why couldn't they listen?

    The past months slowly trudged by, feeling empty and pointless without his father. Without his home. Without a purpose. As he was forced to steal and hide, Jamal slowly understood what it meant to be a rogue, and his unwarranted hatred for them resided no longer. He now understood why rogues did what they did. To think that, the 'MAGNA' he thought was protecting him this whole time, would now scour the ends of the earth to find him and put him to an end for something he hadn't even done. Days upon days passed, and whilst the scar of his loss could never be repaired, he slowly began to accept that this was his life now. On the run.

    But, as posters of him began to be plastered on walls and boards, a ludicrous bounty on his head, he knew he couldn't live like this forever. It would only be a matter of time before he was found, and that matter of time wouldn't be long at all. Unable to contain his anger at times, he sabotaged various MAGNA equipment and propaganda when possible, knowing full well it would make his bounty worse, but doing it nonetheless out of spite. Simple facts soon dawned on him: He needed a ship. Fellow rogues. Someone to answer to... anyone to answer to at this point, as long as MAGNA didn't find him.

    To find a new 'purpose'. To somehow make MAGNA pay for taking something close from him away, and forcing him away from the life he loved. And above all, to find the bastards that got him in this mess in the first place. Such are a few goals of Jamal Lajara as he roams in shadows and walks across seas, looking for a place to start a new life and forget.



  • pj9b3FL.png
    Skills & Talents
    >> NAVIGATION
    Just like how his father taught him, Jamal has learnt how to navigate the seas, judge the weather, estimate where a storm is coming, and know how to correctly plan a route across all sorts of areas around the Calm World. Aiding his father on many trade boats that exported goods to all sorts of locations, Jamal generally knows a lot of places and is quite knowledgeable about the Western Calm in particular, as well.

    >> FISHING
    With rod or net alike, Jamal is no stranger to fishing from boat in the hopes of catching everyone a meal. Doing so take patience and care; both of which qualities Jamal naturally possesses. Whilst it isn't very useful on a boat on the move, in a desperate food shortage, if the boat is stopped, Jamal may be able to fish out a meal or two if the waters allow it. It should be noted that whilst he's able to catch fish, he is somewhat abysmal at actually cooking the thing, and doesn't know how to properly gut a fish.

    >> APPRAISAL
    When it comes to appraising items, Jamal - whilst never spot-on - seems to have a rough idea of what an item (or collection of items) is actually worth. Growing up and learning the standard trade prices of various things - from mundane foods to exotic, hand-crafted objects - allows Jamal to know if someone's trying to rip him off or not. Generally, whilst not 100% reliable, he can usually tell when an item is a 'fake' or secretly of poor quality, as well. When it comes to objects that are influenced by otherwordly powers or magic, he generally has no idea.

    Base Combat Style
    Jamal uses the ability gained from a technically stolen Moirae Card, named 'THUNDER ROAD', to give both offensive and defensive aid to nearby allies. When fighting alone, he usually uses his power to help him escape if the enemy is far beyond his capability, for he knows how to pick his fights. Giving him and his allies the potential to have extremely high maneuverability regardless of the surrounding terrain, whilst a strong asset that allows other allies to shine, Jamal has little experience with combat himself - other than knowing how to properly use a blowgun, which is only situationally useful. He knows basic hand-to-hand, and has simple knowledge with short blades, but he still has a lot to learn in those areas. Combat is something new to him, especially alongside allies, but he seems to be an oddly quick learner in such conditions.

    [ Jamal typically uses his Moirae Card to initiate surprise attacks on enemy ships, or allow for his allies to get to areas people would think were otherwise impossible to get to. He also sometimes uses it defensively to wall himself and his allies off from multiple enemies, though it can only survive a battering for so long, and doing so is risky (see 'Card Overview' for why this is). ]

    Card Name

    ' THUNDER ROAD '
    THUNDER ROAD is a UROCIDIA-class, low-powered card associated with haste, freedom, and travel. Whilst it has a relatively low power compared to most cards, it has the potential to be extremely versatile in the hands of a clever user.

    Card Overview
    >> THUNDER ROAD grants its user to create long, seemingly invisible roads that have only a faint outline - as if they were created from the most transparent glass, or 'solid air'. These 'roads' seem to defy gravity; they stay firmly afloat even when connected to nothing, but can attach themselves to non-biological objects. The size and length/width of the roads can vary, but the thickness cannot be changed, and the user cannot create shapes other than rectangles. Depending on the amount of 'road' out at once, the user's movements will get more and more sluggish. Trying to maintain an absurd amount of road at one time can result in heart attacks that can be lethal for the user. Similarly, trying to maintain many individual roads at once - regardless of length - can result in the same sort of effect. The user can make these roads 'fade away' at will. Despite these constructs being dubbed 'roads', they can be used like walls, too. It should also be noted the user cannot create the 'start' of a road from over roughly 8m of their own position.

    These glass-like roads are surprisingly sturdy, able to withstand powerful attacks, although they will shatter and fade away at overwhelming forces such as cannonballs, and repeated. When a 'road' breaks, the user suffers a collection of minor (but not fatal) cuts that gash open from nowhere around their body, so he or she must be careful of these platform-like structures being broken.

    When the user themselves, or somebody recognized as an 'ally' by the user of THUNDER ROAD steps on a 'road', their feet will stain the road with green light, and the road will provide them with an unnatural swiftness that allows them to run almost 2.5x times faster than a normal human being. They will also find that regardless of the angle of the road - even if it's vertical or they're standing on it upside down - they'll be able to walk on it without falling off. People the user doesn't recognize will be able to walk on the road, but will experience no such otherworldly effects. And, finally, if those the user considers a 'true enemy' tries to stand on a 'road', whilst they will stick to the road, their movements will suddenly feel sapped, and they will lose speed whilst standing on a 'road' as if they were trying to wade through treacle.

    [ To put it simply, THUNDER ROAD allows the user to quickly create floating, glasslike platforms at will (with a size up to the user, though it has a limit) that allow allies to move very quickly when they walk on them, and hinder enemies if they try to walk on them. They can also be placed like walls for an unconventional - but moderately strong - defense. If one of his roads is shattered, Jamal will sustain multiple light injuries. ]

    Combat Personality
    Knowing he likely isn't the most combat-capable in a group, Jamal picks his moves very carefully, and focuses on a more supportive fighting style, using THUNDER ROAD to shield others and block off enemies, whilst also using it to give allies who need it heightened maneuverability around even the most tricky terrain. However, Jamal hates fighting alone and will usually avoid it whenever possible, and on the contrary, he will not abandon an 'ally' in a fight under any circumstances whatsoever, unless he's physically forced to. Quite clever and creative in his applications of his power, even if he lacks in raw power and martial skill, Jamal is psychologically a very strong opponent.

    Equipment
    >> Skilled enough - but not particularly skilled - at using it, Jamal carries a blowgun that, whilst not seeming too threatening, fires darts at high speeds. Jamal usually laces these darts with narcotics that cause the victim to fall asleep, or for those he thinks deserves it, causes an intense, distracting pain for the victim according to where the dart hit. These darts can easily be ignored with thick enough armour.

    >> Additionally, Jamal carries a curved dagger, but is only 'average' at using it at best. He likes to pack light, and avoids carrying more/heavier weaponry.

 
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wait, really quickly, since i'm super new to the site still... how do you do all the tabs? is that a bbcode thing? what's the format? >~<
 
wait, really quickly, since i'm super new to the site still... how do you do all the tabs? is that a bbcode thing? what's the format? >~<

Just quote my post and delete the other mumbo jumbo, then fill out the sheet. :)
 
Just read through all the info and I can say, this is really frigging amazing! can I ask if the geography was in any way inspired by One Piece? Because that's the vibes I'm getting XD

Also, I wanted to ask if it's a must to have an image or are descriptions enough for the CS?
 
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Just read through all the info and I can say, this is really frigging amazing! can I ask if the geography was in any way inspired by One Piece? Because that's the vibes I'm getting XD

Also, I wanted to ask if it's a must to have an image or are descriptions enough for the CS?

The roleplay as a whole took inspiration from One Piece, and other animes (such as Ergo Proxy, Cowboy Bebop, and some others.) but the geography just kinda came together how I needed it to be to enable what I wanted to do. I do remember thinking that the World's Cradle is very Red Line-esque at one point though, so I can see the impression. Was accidental though. :)

And yes, an image is required as I intend to keep a player roster with the pictures of characters.

This is extremely detailed and I'm in love!

Thank you! You should see the 40 pages of doc I've made over the years for this. :P
 
I might be scarce these next few days. Don't wait up for me. Hopefully, I'll come around in time. Best of luck, y'all.
 
Hey~hey~^^!!

Ooooooh... this developed a looooot!! Cools! ;D

Sooooo like do you have a list of required roles/ roles filled already?

Yup, right in the first post of the interest check, fourth to last point:
OPEN SIGNUPS - INFO DUMP - Λbsence Info + Sign Ups

I might be scarce these next few days. Don't wait up for me. Hopefully, I'll come around in time. Best of luck, y'all.

You have a couple of days to finish your sheet, maybe more, depending on how quick we can get the initial group up and ready, so no worries. :)
 
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Yup, right in the first post of the interest check, fourth to last point:
OPEN SIGNUPS - INFO DUMP - Λbsence Info + Sign Ups



You have a couple of days to finish your sheet, maybe more, depending on how quick we can get the initial group up and ready, so no worries. :)

Thanks. But k sooooo like I didn't see a list of reserved or taken roles so imma submit an appie for either: Botswain or Spy.

And like maybe if need be I can do both? Or like, if you wants I can do up an appie for a much more necessary role too k^^
 
Thanks. But k sooooo like I didn't see a list of reserved or taken roles so imma submit an appie for either: Botswain or Spy.

And like maybe if need be I can do both? Or like, if you wants I can do up an appie for a much more necessary role too k^^

A Boatswain is probably not needed for the max size of the group, plus I don't necessarily want authority positions beyond captain and first mate. Other than that, you do you.
 
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I'm working on my CS right now and I got a few questions, hope it won't be too troublesome for you to answer.
When the Moirae cards are applied, you said "where the cards "flows" varies from user to user". Does that mean the image of the card relocates somewhere else on the body?

Also, when you get a card, do you just naturally know how it works and how to use it? Or do you have to learn that through experimentation? Because I would like to play a char that doesn't really know how to control their powers just yet.

Since you said an image is required, can I draw it myself?
And lastly, can I take the position of a shipwright? Or do you think that isn't needed, too?
 
I'm working on my CS right now and I got a few questions, hope it won't be too troublesome for you to answer.
When the Moirae cards are applied, you said "where the cards "flows" varies from user to user". Does that mean the image of the card relocates somewhere else on the body?

Also, when you get a card, do you just naturally know how it works and how to use it? Or do you have to learn that through experimentation? Because I would like to play a char that doesn't really know how to control their powers just yet.

Since you said an image is required, can I draw it myself?
And lastly, can I take the position of a shipwright? Or do you think that isn't needed, too?

1. Pretty much, you got the right idea! It can adjust, stretch, and change a bit, but generally speaking, the card's appearance will shift over to the user's body.

2. Mhhh, probably varies from person to person, and from Card to Card. If you want to make a character that doesn't know anything about the power, go ahead.

3. Honestly, I guess it doesn't really matter. I don't really wanna inconvenience anyone, so if you don't feel like searching for an image but can provide a good description, that's fine.

4. Shipwright is primo!
 
Thanks for the answers!

As for the image, I really wouldn't mind drawing it XD
I always make some sketches first, then go describing the char in the CS. And I know I'll end up drawing the sucker anyway, so this would just serve as extra motivation. I just wanted to know if I can use those drawings since I have met people that were against it.
 
Thanks for the answers!

As for the image, I really wouldn't mind drawing it XD
I always make some sketches first, then go describing the char in the CS. And I know I'll end up drawing the sucker anyway, so this would just serve as extra motivation. I just wanted to know if I can use those drawings since I have met people that were against it.

I'm not gonna forbit it, that seems silly to me. As long as it stylistically suits the rest of the images, go for it. Otherwise no image is also fine though.
 
K so Imma work on a Spy that stays up in the crow's nest as a lookout when not called upon to do spying kinda stuffs^^

But like sooooo just some questions then:

Can we see the Capt's charrie sheet yet?
Forr how long can our charries be part of the crew?
What is the name of the ship and does our crew have a nickname/slogan?
How infamous is our crew/boat? Like are we bigtime or just starting off?
Do we choose both a Suntsumei and Moraie card? Or just one or the other?
Are you going to go over our appies with us so we can change/edit/tweak or like is it just a simple yes or no for acceptance?
By what date do you want appies submitted?
 
K so Imma work on a Spy that stays up in the crow's nest as a lookout when not called upon to do spying kinda stuffs^^

But like sooooo just some questions then:

Can we see the Capt's charrie sheet yet?
Forr how long can our charries be part of the crew?
What is the name of the ship and does our crew have a nickname/slogan?
How infamous is our crew/boat? Like are we bigtime or just starting off?
Do we choose both a Suntsumei and Moraie card? Or just one or the other?
Are you going to go over our appies with us so we can change/edit/tweak or like is it just a simple yes or no for acceptance?
By what date do you want appies submitted?

- Working on it!
- They'll all meet for the first in the first arc, actually. :P BUUUT you are free to coordinate previous relationships with characters if that character's writer wants to do that.
- Will get ship in Arc 1.
- Just starting off.
- Can do either or. Or none, at have something different.
- I'll go over them, only reason I didn't do it with Jakers' is because he's the co-GM and I did it with him on Discord.
- I'm patient. I'll start as soon as we have 3-4 accepted characters.
 
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