Your realise that Crash would destroy her, right?
Remember when you said that vis-a-vis Upload and Crash got roflstomped as a result?
Basically, yes, Crash causes problems for tech-based characters but not like, instant destroy. Unless it's Upload.
edited 28th May '13 7:26:55 AM by Plumbum
Curse the ill fortune that led you to me.She could... I dunno... Throw a brick at 'im?
edited 28th May '13 7:32:54 AM by CheshireKitty
He could basically hop in her arm and use her as a ride.
If she threw a brick at her arm, then she'd just end up
Bricking her hardware.
YEAHHHHHHHHH!
edited 28th May '13 8:24:06 AM by MusikMaestro
You know, Musik Maestro raises a good point...
With all that talk of "my character can totally wreck yours," I should probably go talk to Starbound about nerfing your characters! Be right back!
I think that's unfair on me. My character was created before both of theirs. Of they didn't take the time to read the other sign-ups and see that my character would be able to beat theirs, why on Earth should I be punished?
Hold on a second... Just on this theme of 'my character is better than your character' thing, surely all anyone needs to do is wait until Crash hops into something, and then turn it off? If so, that's a reasonably massive weakness, and if not... well, you can just ignore me, I guess.
Presumably, when he sees someone reaching for the power, he can just leave, or jump into another device.
Thing is, to avoid the problem, nobody can make any tech- or gadget-based characters. At all.
Curse the ill fortune that led you to me.@Freya: Rejected. The ability to know what day of the week it is puts her at a significant advantage over other players, and this apparently isn't enough for you, that you even make her able to know the time. Accepted. But, "a long time" seems a bit too much, you can feel free to make her able to summon whichever one she wants in a single "turn".
- Name: Captain Cid Crawford, Pirate-King O' The Skies
- Age: 30
- Gender: Male
- Appearance: Yarrrrrr!
- Personality: Boisterous, prideful, and cunning in equal measure, Captain Crawford will never forget a favor, and never forgive a grudge. Though often gruff and loath to overtly say so, he also cares deeply about the well-being of his underlings (including Sepirate, though not as much for the health of his 12 disposable clones). Keeping to the honor befitting of a swashbuckler, he follows the Pirate's Code to the letter (Rule 1: The Captain makes the Code). Not one to discriminate between humans and non-humans, he has a habit of asking many of the able-bodied landlubbers he encounters to join his crew if he likes their style.
- Biography: Even when he was but a young lad, Cid Crawford had big dreams. He and his lower-class parents were poor, looked down upon, ignored, and mocked by those richer than them, but he was always told that with hard work, he could be anything he wanted. So he did exactly that and became PIRATE-KING O' THE SKIES. How did he get from his humble, dirt-poor origins to where he is today, you ask? That's not important! What is important is that he's been sailing the skies and seas of Radio City for a little over a decade now, seeking booty and adventure along with his loyal crew, and he's never once been captured. Aside from the thrill of pirating and the celebrity of being PIRATE-KING O' THE SKIES, the Captain sees his activities as a way to stick it to The Man and inspire pirates everywhere, a noble cause, to be sure!
- Abilities:
- Piracy and Swashbuckling: Obviously.
- Master of (Un)Locking: Supernaturally able to lock or unlock any locked or lockable physical thing within 100 or so feet, with said things permanently only able to change from the locked or unlocked state he's chosen with his permission after he's worked his power on them, at least as long as he keeps it in mind. Car doors, cellphones, gun safeties, handcuffs, and knots are only some of the many things included in this domain, but sentient beings are not. He can also lock and unlock various forms of data, but only if that data is physically stored on a machine within his range.
- Equipment:
- Captain Chert, The Flapping Terror
- A robotic parrot companion often seen on the Captain's shoulder. It can be set to a variety of different modes of speech, but each harbors a bit of an attitude problem, and the Captain hasn't been able to find any less bothersome modules to install. Pecks, claws, and shoots short bursts of heat lasers (pew-pew!) from its eyes when sicced on an enemy.
- The Flying Thunder, Damned Privateer of the Seven Skies
- The Captain and his crew sail the skies in a flying (hover) pirate ship, which runs on solar power. It resembles in every sense a classic wooden pirate ship, and it can also be lowered into the water and still float perfectly well, but the wooden outside is merely a facade. Since it's basically a mobile base, it's well-stocked with supplies and so on, and it's constantly in motion unless it's taking part in a heist in order to avoid being captured, making use of cloud cover to hide and so on. It's also equipped with a gigantic electromagnet - like those seen on industrial cranes - that can be used to jack trucks full of supplies or the limos of rich people for robbery and ransom. The treasure room is the most tightly secured area of the ship, with sides and the door built of the strongest metal available, only accessible by the Captain's ability. There are also a galley and mess hall, quarters for everyone, and a smallish prison for hostages. Naturally, they've got futuristic cannons and so forth to fend off attackers, though they're fairly slow to load and charge. For heists, one of their most common methods is to go and rob a bank, for example, and then have the ship show up at exactly the right time, dropping ropes as an escape route. Rumors say that they have a sort of "cove" somewhere where they set down if they ever need to fully restock or what have you, but nobody's sure where it is, and the crew's not talking (it's probably either in the Undercity or out in the bay somewhere). Coincidentally, they also run a pirate-themed torrenting site out of said "cove". Because information wants to be free!
- Captain Chert, The Flapping Terror
- Additional Notes: Do what you want 'cause a pirate is free! You are a pirate!
edited 28th May '13 10:51:23 PM by darksidevoid
GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs- Name: Honey
- Age: 1 1/2
- Gender: N/A - Automaton. Often treated as female by Bolts anyway.
- Appearance: Honey is a standard Stinger-class Zenmai. The googles on the picture are unique to her however so she is not confused with other Zenmai.
- Personality: Honey is a Zenmai that due to extensive time of existence has gained sentience. She can often be seen to be exasperated with Maria's moments of stupidity, but for the most part is very perky and happy.
- Biography: Honey is in fact Bolts' first ever Zenmai created. Since the bee-bot gained sentience she has gelled very well with her creator and the two are now an almost inseparable pair of friends, even if they do spend most of their time bickering.
- Abilities: Due to being a very old and outdated Zenmai model, Honey has no repair beam. Like other Zenmai of her kind, she has no combat functionality.
- Equipment: N/A
- Additional Notes: NPC, never leaves the side of Bolts. Does not count towards any Zenmai limit as Honey can think for herself.
edited 29th May '13 1:14:51 PM by Plumbum
Curse the ill fortune that led you to me.@ darksidevoid: Accepted.
@ Plumbum: Added to NPC list. Well, technically I did that yesterday, but whatever.
Alright, i'm gonna start working towards participating in the RP at usual capacity. To start, i'm only rejoining with Benjamin Miller and Jesse Graives; Paladin and Marionette are being dropped.
I'm gonna make a Neutral character to round things out on my end, which will be fully done at a later time.
- Name: Alan Jackson
- Age: 37
- Gender: Male
- Appearance: Standing at about 5'4'', Alan's got tan skin, callused worker's hands and a couple other big scars on his weathered body, one of which starts juuust below his right eyebrow and travels up and across with a second on the upper left end of his lip going down slanted past the jawline. His hair is sandy blonde, with a beard that holds a nicely trimmed line just past that jawline* and the closest hairstyle to a mullet you'll probably ever see in the 22nd century; not enough party in the back, per say, but enough business on the front, lightly kept down-ish. His attire consists constantly of glasses, boots, jeans and a nice belt buckle on his better days, with a watch on the wrist and the 22nd century equivalent of a survival bracelet. Anything worn on his chest day-to-day is pretty malleable; nothing outright weird and probably a little old-school, but for the most part normal.
- Personality: Alan's pretty used to putting his money where his mouth is due to his previous years of living; it taught him to skip the 'boasting' stage entirely. If you want something done, he'll set out to do it or let you know that it's something out of his league. In fact, a lot of Alan's personality revolves around that get things done mentality; perhaps because of this in part, Alan may come across as more gruff, honest and hard to approach casually. Those who do, however, may still feel for a time their opinion of him was right, but the more Alan believes you to be a friend, the more honest and dependable he seems. In every respect, that's also a correct assessment. Never make a conversation out of his age or his questionably human abilities, though; at the very least, don't press it all that much. It's not a bad thing to talk about, but it's not the best thing, so he sorta tries to avoid it if he can.
- Has a couple hobbies: His 'mid-life crisis' project, photography and music of most any form.
- Biography: For going on twenty years, now, Alan lived a life mostly outside Radio City; he moved there from his native state of Texas a couple years beforehand, but for most of that time Alan was globetrotting, doing the closest equivalent to the stuff in the treasure hunting scene ala Indiana Jones, Nathan Drake, Lara Croft, etc. This is where all of his ability you might see today came from; Alan has not had enough time to step back and think about exactly how much he's improved, though, so to this day he considers himself an average human. A strong one, sure, as well as a fast one, but a human. After all those pretty lucrative years, Alan decided to retire in Radio City and settle down - start a family, if he still can. It's been a couple months and Alan's making progress to just that. To fill out his busy work schedule, though, he's applied for a job amongst the RCPD.
- Abilities:
- Alan is a great definition of someone who is superhuman. I'm pretty sure if you expanded it a little, a reasonable Charles Atlas incarnate also applies. To start with the super side, through years of an adventurous life, Alan has only half-knowingly pushed his body respectably past it's peak capacities. In most any respect of the human body alone, he finds himself able to excel greatly in, some of these being:
- A top running speed of just below 35 MPH.
- A strength allowing him to pick up a bodybuilder's weight bar stacked with about 200lb on it one handed like it was 10lb.
- A mind that is less improved than his physical powers, but he would have no trouble at all earning the degree of his choice. He can also keep a fairly accurate mental map of complex areas without too much thought on the matter.
- He can propel himself from the ground high enough to vault onto a second story balcony, and survive bad falls from about three stories up.
- Perhaps the most super thing amongst the examples is that Alan can increase the potency of his five senses if he deliberately makes less use of one or two; closing his eyes to hear better or plugging his ears in addition to smell better, for example.
- Now, while all of that is pretty super, Alan is still human. While he's able to nicely survive some more natural occurrences with all this, it doesn't help with bullets, swords, fireballs, none of that. In addition, he's never trained himself to fight supers, for reasons explained somewhere above or below. As such, his 'power set' is geared only to his own survivability, not punching Villain X into oblivion. Others may see him as a super, but he considers himself mighty human, and acts pretty accordingly.
- He knows his way around small-scale firearms, though. He's no crack shot, but he'll put the round where it counts when he can.
- Alan is a great definition of someone who is superhuman. I'm pretty sure if you expanded it a little, a reasonable Charles Atlas incarnate also applies. To start with the super side, through years of an adventurous life, Alan has only half-knowingly pushed his body respectably past it's peak capacities. In most any respect of the human body alone, he finds himself able to excel greatly in, some of these being:
- Equipment:
- Watch
- Survival bracelet: Basically a bracelet with an exterior that can be pulled off for some handy dandy rope.
- Most any other civilian item one can think of; wallet, cell phone, headset for that, this year's Chevrolet hovercar model... a house, too, out in the 22nd century suburbs.
- A particularly nice camera.
- Additional Notes:
- Has an old 21st Century motorcycle he works on in his spare time for the fun of it.
- Also has a photo album of all the places he's been in his life and whatever pictures he could take while there. They're not really artsy, per say, just pictures.
- Also has an acoustic guitar or three. Maybe the occasional electric, too. This, in particular, he's pretty into playing when he can.
- Currently lives in his house with a woman he's ended up being around a bit for the past couple years. She's working at a local hospital as a doctor, which Alan commends, if only because it's helped him out more times than he can count.
edited 2nd Jun '13 6:31:46 PM by InfiniteParagon
"You lost, Dio. You lost for one simple reason - you were using charcoal." - Hank Hill@ Infinite Paragon: Accepted.
- Name: Ersilia Episcopo di Florence
- Age: Chronologically 410 (b. 1722), biologically 17 (stopped aging due to vampirism)
- Gender: F
- Appearance: This girl◊. Rather than full-sized vampire fangs, Ersilia has Cute Little Fangs.
- Costume: This getup.◊ "It keeps the sun off of me..."
- Personality: Ersilia is a quiet, reserved girl. She doesn't like her vampiric powers, as they've often seen her separated from people. As such she often tries to hide that she's a vampire, trying to blame the origin of her powers from elsewhere.
- Biography: Born to one of the most important priests in Florence, Ersilia was always a priveliged child, although never a spoiled one. She grew up like any young girl did in her time and her life went pretty smoothly.
->During the year 1737, in the month of May a great tragedy befell the Episcopo family, as their 17-year old daughter, Ersilia was kidnapped. The kidnappers returned pidgeons demanding ransom for Ersilia's safety, but once the ransom was paid, the kidnappers were not heard from again, until approximately month later when Ersilia turns up in Florence completely unharmed.
She knows what happened in the intermediary though. Her kidnappers were ambushed and attacked by a strange vampire, a man who brandished an arming sword. He killed all of Ersilia's captors for their crimes but a preblem remained. One had tried to take the young girl hostage, and when he had threatened to slit her throat should her mysterious saviour come any closer, he hadn't been lying. As Ersilia lay dying, the vampire knew only one way to save her.
When she returned home to Florence life returned to how it was. Almost. Hiding her vampirism was difficult in a home surrounded by holy objects. It only took a week before someone spilt a vial of holy water over her and she couldn't help but scream with the burning. She was run out of town very quickly after that.
Since then, she's kind of... drifted around the world, doing what she can to help without being ostracised from the world by others.
- Abilities:
- Minor Vampire: Ersilia was turned to save her life.
- Toughness: Ersilia is more resistant to pain and her body is naturally hardier than humans
- Healing: Ersilia has a Healing Factor. This can be sped up even further by feeding on human blood, but she tends not to do this.
- Animal Polymorphism: Guess what animal she can turn into? She can also form a pair of human-sized bat wings, to fly without transforming completely.
- Super-Senses: Ersilia can hear, see and smell far better than humans.
- Ageless: Ersilia no longer ages.
- Fencer: Ersilia has practiced swordplay over her long life and is adept with her rapier.
- Traditional Vampire Drawbacks: As Ersilia is only a minor vampire, she does not suffer from the traditional drawbacks of being one as severely, i.e. Sunlight and holy objects are uncomfortable and cause burns but don't kill her, stakes and silver bullets and whatnot are specifically only particularly effective weapons...
- Minor Vampire: Ersilia was turned to save her life.
- Equipment:
- Solitude, Ersilia's rapier.
edited 23rd Jun '13 9:18:25 PM by Plumbum
Curse the ill fortune that led you to me.Waiiiiiit... We have Vampires now?
Something up with vampires?
No, I was just thinking of one myself, if we're allowed them.
@ Plumbum: Looks good, though the turning of others into vampires is a bit iffy. Could you please remove that? You can justify it with the fact that she's a minor vampire, or she isn't experienced enough with that sort of thing, or some such.
@ Musik Maestro: Yeah, it's fine. So long as this doesn't start becoming a bandwagon...
Oh, it's fine. I'm thinking of a completely different build from Plum's anyway.
I'll have a sign-up up in the morning.
I updated my post. If it's still not acceptable, I'll create someone new.
I forgot what page it was on. Can you link it?
(checks)
I'm gonna say rejection. Making a given area drop to absolute zero temperatures and being able to summon an iceberg to drop on people is way too much, especially with someone who apparently only has "moderate" control over ice.
edited 28th May '13 7:01:56 AM by CheshireKitty