Follow TV Tropes

Following

Justice for Cezyros - Superhero Campaign Details & Discussion

Go To

EightStar Chaotic Order from the Everfree Forest Since: Feb, 2012
Chaotic Order
#1: Mar 14th 2012 at 6:39:59 AM

Signup thread.
RP Thread.

First off, let me thank those of you who have decided to sign up. Now, this is where we will have all of the technical details and out of game discussion, (as I'm sure you're aware.)

In TimewarpVortex, there are a LOT of species. To keep things simple, however, humans have been elected as the main species. There are 8 base stats in this game:
Strength: Which is general physical power. Lift capacity, melee damage, things like that are determined by this stat.
Endurance: This is like pain tolerance. It's how conditioned your body is against damage, and things like toxic fumes and poisons.
Magic: This determines your spell levels, it also increases/decreases the damage of any magical-based or energy powers.
Willpower: This is like control. The ability to resist mental attacks, magical attacks, and the ability to control the more intricate of powers.
Speed: Exactly what it sounds like. Affects movement speed, number of attacks, and when you go in the combat order.
Stealth: The ability to move unseen or unheard is influence by this, as well as things that involve theft, and other forms of sneaky actions. Important for Intel Missions and Assassin-characters.
Perception: The ability to see, hear, smell, etc. The better you percieve, the more details you'll see in the game, and the more often you'll be able to hit your mark in combat.
Knowledge: Learned information, which affects most non-combat skills which can include first-aid, item repairs, and bio-chemical warfare... just sayin'.
For those of you who have chosen the Human species, you would only receive a few starting modifiers:
Magic loses 2 points.
Willpower receives a 1 point bonus.
Knowledge loses 1 point.
Males and Females get a +2 bonus to Strength and Stealth respectively. However, there are background options that left them switch this.
Humans also have a species trait that is an innate Fear of Death. Normally detrimental, this is sort of the motivation of humanity, and they can master classes much quicker than any other species.
There are a few background options available to humans that can change them around a little. Tough is an option that removes their Fear of Death trait, but gives them more Strength, Endurance, Speed, and Stealth, (but any background that makes you more awesome also lowers the rate in which you gain XP.)

So here's a character sheet:

Name: Hibiki Yamauchi
Species: Human Female
Current Class: Fighter
Level: 0
Every character starts at level zero. Makes math a lot easier for later on.

HP: 15/15
WP: 7/7
MP: 1/1
SP: 1/1
HP is your health. How much damage can you take before you fall unconcious? At level 0, it takes until you hit -10 before you die.
WP stands for "Weapon Points," but it's used for skills and for fatigue. Spending WP on skills and attacks increases their power, but you get fatigued doing it. You will pass out if you go below 0 WP.
MP is mana. Not important for this character so much, but it is useful for those who want to manifest energy. Since she absorbs energy, her WP will be the most useful of the living stats, since she'll be dumping energy right back out through her skills and such.
SP is your soul points. At level zero, it's not much of a threat, but SP can be used for secondary spiritual powers. However, expending your soul HURTS and if you reach 0 SP, your soul is shattered and it's "roll a new character" time. SP only recovers at 1% per hour, so play soft with it.

CP: 0/13
Class Points, or CP, are what you need to earn to move into a better class. Reaching maximum CP will allow you to go into another training regiment and change your class. This does not reduce anything, but gives you more stats, HP, MP, and Super-Power Experience to spend.

Strength: 6
Endurance: 4
Magic: -2
Willpower: 1
Speed: 2
Stealth: 2
Perception: 4
Knowledge: -1
They aren't greatly impressive, but as you may notice, the Fighter class adds its own stat influences. As far as these go, they're not incredible... but where we're starting off, you've just signed up, so you have your powers, but the rest of your body doesn't really know how to work with them yet.

Skills:
The Art of the Single Strike - Martial Blade Stance - Rookie Level: Declaring this stance at the beginning of an initiative round will cause the user to sheath their blade and allow them to use the skills associated with sheathed blades. This will also give a +5 boost to initiative.
Iaijutsu Strike - 6 WP - Rookie Level 1: This attack causes the user to unsheath their blade and use the extra momentum to strike into their target. If the attack hits; +20 bonus to damage.
Then this one comes with your class:
Mastery in Combat: When rolling a critical hit while attacking in combat, a character who starts as a fighter may trade their increased damage to learn a new skill and use it for free. The new skill starts at base level, must make sense for the situation, and is for the weapon being used.

Then, at your request, the government has this for you:
Xenodium Prototype Katana Mk. 1: Made from materials salvaged from fallen alien spacecraft. It deals 1d4*10 damage, and creates a small burst of energy when striking.
They say that they will be working on more after you've tested it and they get back the data on it.

Powers:
Energy Manipulation Tree
Kinetics - Level 1: Able to absorb limited energy from incoming projectiles and physical attacks. Other kinetic energy produced within a 10' radius can be absorbed to replenish WP.
Kinetics/Damage Absorption - Level 0: All Endurance and Willpower is combined against any incoming physical attacks. Instead of counting as their respective defense sources, they count as universal "damage reduction." All damage reduced this way is converted into reserve WP.
Kinetics/Energy Reserve & Empower - Level 0: This character has an extra reserve of WP equal to ten times their Endurance. This reserve loses 5 WP for every initiative round. When using a WP-activated skill, the used may spend 1 WP to increase any point value in the skill by 2. (I.E: You can spend 3 WP to increase damage dealt from your sword skills by 6.)
Kinetics/Kinetics Distribution - Level 0: When receiving incoming kenetic energy, if at any time the Energy Reserve becomes full, you can empty it out (instantly) to gain a temporary boost to your stats. You get to distribute 1 stat point for every 5 WP expended. (With a Energy Reserve of 40, you'd get 8 temporary stats.) These bonus stats stay for 6 turns, or 30 seconds.
Pure Energies - Level 1: Able to absorb limited energy from incoming energy-based attacks, like fire or other elemental attacks. Also able to absorb energy pure energy sources up to 10' away to replenish WP/MP.
Pure Energies/Damage Absorption - Level 0: All Endurance and Willpower is combined against any incoming energy-based attacks. Instead of counting as their respective defense sources, they count as universal "damage reduction." All damage reduced this way is converted into reserve MP.
Pure Energies/Energy Reserve & Empower - Level 0: This character has an extra reserve of MP equal to ten times her Willpower. This reserve loses 5 WP for every initiative round. When using an offensive or healing spell or skill that uses MP, the user may spend 1 MP to increase the bonus damage/healing point value in the skill/spell by 2, this does not work with some spell types.
Pure Energies/Energy Blast - Level 0: This ability expends MP to fire a blast of energy at a target. The skill is Willpower to hit. The user may spend as much MP on the skill as they wish. The skill deals 1d4+(Magic), multiplied by the amount of of MP used on it, then multiplied by the character's current CR. Damage dealt is neutral energy damage.
Fluids - Level 0: Able to, at touch, absorb the energy of water, or other fluids, and regain HP at a rate of 5 per round.
Sonics - Level 0: Absorbs quieter sounds easily, turning into a living sound dampener. In louder areas, can turn this into energy and regain 5 WP per round.

Hope that's about what you were looking for in powers. Tell me what you think.

edited 15th Mar '12 10:34:49 AM by EightStar

TimewarpVortex - Role-Play Without Mercy
EightStar Chaotic Order from the Everfree Forest Since: Feb, 2012
Chaotic Order
#2: Mar 14th 2012 at 8:18:52 AM

Here's another character sheet:

Name: Landon Marlowe "Catalyst"
Species: Cuarr (Previously Human)
Current Class: Student
Level: 0
Life Karma: 3 (Non-Humans sometimes have Life Karma.)
CP: 0/40
HP: 12/12
WP: 6/6
MP: 4/4
SP: 2/2
Strength: 4
Endurance: 6
Magic: -8
Willpower: -12
Speed: 12
Stealth: 8
Perception: 10
Knowledge: 10

Skills: Mathematics Lv. 1, Base Alchemy Lv. 50*, Liquid Compounding Lv. 50*. (Both misc. skills increased to level 50 due to his power set.)
Multi-Tasker: Once per in-game day, this character can perform two Misc. Skills at the same time.

Inventory: Toolkit with empty alchemy beakers for heating & mixing. Basically a portable alchemy kit. He's also got some vials with different forms of liquid and compounds, and one of them is a highly corrosive acid. (Anime Acid.)

Powers:
Liquid Manipulation Tree - Bonus Full Skill Knowledge of Basic Alchemy and Liquid Compounding
Alchemical Compounding - Level 1: Gains an understanding of what type of liquid he's holding in his hand with a successful Knowledge check. At this level, his knowledge gains a multiplier of 4.
Alchemical Compounding/Heating - Level 0: Able to heat liquids to a boil with the power of his touch or by looking into it for a long enough time. This will boil any liquid rapidly, but larger bodies of water will distribute the heat and it will sometimes have no effect on anything bigger than a hot-tub.
Alchemical Compounding/Mixing - Level 1: Able to mix two chemically different liquids together without fail. These can be done in beakers, or at a distance of up to 20'. Mixing an acid at a distance can cause it to deal its appropriate damage immediately.
Alchemical Compounding/Miracle Potions - Level 0: Able to create scientific concauctions which have the properties of magical potions. At this level, bonuses of up to 25 can be obtained, and restoratives of up to 200 may be mixed.
Fluid Control - Level 0: Able to lift and manipulate water an other liquids with ease at a range of up to 10' away. This works much in the same way as telekenesis, but for liquid only.
Liquid Blast - Level 0: Able to ball up nearby liquid, and fire it as a blast attack at a target. The attack requires a Willpower to hit, and deals 1d4+(Magic), multiplied by any WP or MP spent on the attack. The liquid take the effects of its own properties as well. (I.E: If it's water, the target becomes wet.)
Utility Liquid - Level 0: Able to expand and duplicate cells in liquids by touch, expanding the amount of liquid without actually needing to "go get more."

edited 14th Mar '12 8:19:05 AM by EightStar

TimewarpVortex - Role-Play Without Mercy
KSPAM PARTY PARTY PARTY I WANNA HAVE A PARTY from PARTY ROCK Since: Oct, 2009 Relationship Status: Giving love a bad name
PARTY PARTY PARTY I WANNA HAVE A PARTY
#3: Mar 14th 2012 at 8:35:18 AM

Alright, I'll go with the Art of the Single Strike set. Powers look fine, just what I was expecting, actually.

Haven't actually done anything like this with dice mechanics before, so this'll be new...

I've got new mythological machinery, and very handsome supernatural scenery. Goodfae: a mafia web serial
KarlKadaver Stupid Man Suit Wearer from Just offscreen... Since: Apr, 2011
Stupid Man Suit Wearer
#4: Mar 14th 2012 at 8:35:44 AM

[up][up] Not what I was expecting, but I like it!

edited 14th Mar '12 8:43:09 AM by KarlKadaver

Give the world the best you have and you will get kicked in the teeth. Give the world the best you have anyway.
EightStar Chaotic Order from the Everfree Forest Since: Feb, 2012
Chaotic Order
#5: Mar 14th 2012 at 8:41:26 AM

Spot on, KSPAM? Excellent!

I've made the slight edit to make sure Art of the Single Strike was the one in there.

Glad I understood what you were going for. Now, when you class up or train to become better, you can get more SPX which is Super Power Experience. The main four powers in the tree cost 1 SPX to improve, while the secondary ones cost 2 each. You actually have 1 SPX left over. I didn't spend it for you, since I figured it could go into one of the secondaries once you earn a second one. Each power has a max level of 5.

TimewarpVortex - Role-Play Without Mercy
EightStar Chaotic Order from the Everfree Forest Since: Feb, 2012
Chaotic Order
#6: Mar 14th 2012 at 11:47:02 AM

Name: Abran Nefec
Species: Human
Current Class: Adventurer
Level: 0
CP: 0/25
HP: 8/8
WP: 4/4
MP: 8/8
SP: 4/4
Strength: 4
Endurance: 2
Magic: 0
Willpower: 3
Speed: 2
Stealth: 2
Perception: 2
Knowledge: 1
Skills: Field Repair Level 1, First Air Level 1
Jack's Luck: Once per encounter, the character may re-roll any roll they want. Only works once per encounter.
Gut Punch - 2 WP - Unarmed Skill - Rookie Level 1: With a little extra force and location, this skill directs the punch for the opponent's solar plexus. If it connects, the hit has a chance to stagger the opponent, making it harder for them to act on their next turn.
Critical Blow Level 1: Crit range is 4% instead of 3%.
Pick Lock Level 1: +15 to picking open locks.
Find Traps/Secrets Level 1: +15 to finding traps/secrets.

Inventory: Utility Belt; has a few lock picks, and a few over "slightly useful" objects.

Powers:
Psionics Tree -
Telekinetic Offense - Level 0: Melee attack range can be extended up to 10 feet away. When using a combat skill, WP or MP can be expended to give the skill bonus damage, 2 points of bonus damage per WP or MP spent.
Telekinetic Shield - Level 0: Attacks can be blocked with the telekinetic shield much like a normal shield. Willpower is added into the roll as the bonus to block. Shield damage sustainability is Endurance multiplied by Willpower. The sustainability regenerates after 3 turns of non-usage.
Inducement - Level 0: With continued eye contact, or physical contact with a target's head, the Psionic can induce mental conditions on the target. This can range from fear to happiness. At this level, an unwilling target can resist the attempt with a Willpower battle against the user.
Telekinesis - Level 0: The ability to levitate or use objects within 5' with your mind. The weight limit is 1/4th the WU of the character's limit.

Heightened Development Tree:
Physical - Level 1: When training stats in the physical field, an additional "times 2" multiplier is applied. Physical stats can be trained up to twice the normal amount.
Physical/Power Workout - Level 0: When training a single physical stat as a day's action, 2 training rolls may be made instead of 1. This is in addition to trainers.
Physical/Skillful - Level 0: When training a misc. skill with a physical stat as a base stat, +50 is applied.
Physical/Combat is an Art - Level 0: Whenever an enemy uses a skill in combat, this character has a small chance to learn it. If he is able to use it within three turns, he will keep the skill.
Mental & Magical - Level 0: When training one of the non-physical stats, an additional "times 2" is applied to the result.
Adaption - Level 0: Hostile environments do not give this character a penalty to survival. This character also has a bonus regeneration rate of 5 HP per round. This does not continue if the character has less than 0 HP at the beginning of a round.
Etiquette - Level 0: In a social environment, this character is quickly able to adapt to the social norms of the other characters in the interaction. This will give them a +15 to any social interaction rolls.

Weaknesses:
Ice Apathy: Does not apply any Endurance or Willpower towards damage reduction against any form of Ice-based attack.

Adventurers are a little more spread out. The Heightened Development tree is cheaper than most, so you were able to get both that and the Psionics, which is more expensive, but the two seem to work well together.

edited 15th Mar '12 4:43:56 AM by EightStar

TimewarpVortex - Role-Play Without Mercy
EightStar Chaotic Order from the Everfree Forest Since: Feb, 2012
Chaotic Order
#7: Mar 14th 2012 at 1:14:48 PM

Name: Andrea Napa
Species: Human
Current Class: Rogue
Level: 0
CP: 0/15
HP: 10/10
WP: 5/5
MP: 6/6
SP: 3/3
Strength: 0
Endurance: 0
Magic: -1
Willpower: 1
Speed: 4
Stealth: 5
Perception: 4
Knowledge: 1

Skills:
Sneak - Level 3: +45 to sneaking.
Hide - Level 2: +30 to hide checks.
Detect Traps/Secrets - Level 2: +30 to searches.
Disarm Trap - Level 1: +15 to disarming traps.
Pick Lock - Level 1: +15 to picking locks.
As a rogue, you gain CP by applying the skills above.

Powers:
Metamorphic Manipulation Tree: Due to the rapididly changing nature of the character's body, they gain HP back at the beginning of each turn equal to their Endurance, at a minimum of 4. This does not take effect if the character is unconcious. The body heals at 300% the normal rate while unconcious/resting.
Shape - Level 0: Able to change the shapes of your limbs and reshape them into just about anything. When shaping into weapons, melee weapons are usually the limit.
Toughness - Level 0: Able to change the toughness of one's body. This allows a certain body part to increase in Endurance temporarily, (up to 3 times the trained amount,) and to a minimum increase of 4. Bodyparts can then become toughened and the section gains Defense equal to five times the current endurance. This makes the section of the body hard and stiff, more difficult to move.
Size - Level 0: Able to increase/decrease the size of different sections of her body by creating air pockets. This can only currently double the circumfrance of a section. This and Toughness don't work well together at times.
Asthetics - Level 0: Able to change colors, appearance, and different asthetic means on her body. Sustaining the changes requires continued consciousness. When taking another person's appearance, this requires a memory or perception check based on the Copy skill.

With all that, use and reduction of the touchness skill could've easily caused the glass-ness. Either that, or the whole "weapon of glass," which works perfectly.

The weakness basically means that if a limb is hit it's almost assured to break, and you'd lose use of that limb for a while.

edited 14th Mar '12 1:19:44 PM by EightStar

TimewarpVortex - Role-Play Without Mercy
EightStar Chaotic Order from the Everfree Forest Since: Feb, 2012
Chaotic Order
#8: Mar 14th 2012 at 2:08:25 PM

Name: Altria Imboca
Species: Human
Current Class: Apprentice
Level: 0
CP: 0/15
HP: 4/4
WP: 2/2
MP: 12/12
SP: 6/6
Strength: -2
Endurance: -2
Magic: 10
Willpower: 5
Speed: 0
Stealth: 2
Perception: 2
Knowledge: 1

Skills:
Reading From the Book: If ever failing a cast in combat, she can sacrifice current initiative to keep casting and succeed at the end of the round, not wasting the MP being used.

Inventory:
Occult Necklace: It has a strange purple gemstone in the center of it, and is bound to Altria, (meaning it doesn't like coming off, and really doesn't like other people.) The necklace currently has a pool of 50 MP that Altria can cast spells out of, but sadly she is unable to use it to sustain summons.
Spell Tome: A dusty sort of book from an antique shop. It details different rituals for summoning different types of daemons or spirits.

Spells: Spells for Altria are in the form of summoning cards. A short ritual needs to be prepared, and then the spirit of the monster is summoned from the card. This only counts for those listed here. She can cast them without a ritual instantly during combat, but the card will burn up in the process. These cards are not for spirits or daemons, just for other monsters.
2x Goblin Worker Cards - 15 MP, 5 Sustain
1x Goblin Warrior Card - 30 MP, 10 Sustain
2x Gremlin Slime Cards - 15 MP, 5 Sustain
1x Torchie (Pyro Slime) Card - 30 MP, 10 Sustain
The first MP cost is the initial cast. To keep a summon under your command, you must keep the sustain amount in your MP pool, (unspent.) At base level, that means you can only sustain one of the higher costs, or two of the lower costs. They do not go away on their own you have to unsummon consciously when you notice your pool go away, or do so any other time you want them to leave. The casting cost can come out of your Occult Amulet.

Powers:
Occult Sorcery Tree:
Curse - Level 0: Able to put bad luck curses on people, generally requires a part of their body or clothing, (or something familiar.) This curse reduces all of their 1d100 rolls in combat by 5, and their out-of-combat rolls by 10. This curse lasts until the next full moon. They'll feel generally fatigues and sick, but nothing too bad... at this level.
Blessings - Level 0: The ability to curse an ally. They must be someone whom is seen as a trustworthy friend, and they will need to be present for the ritual. They gain +5 to all combat 1d100s rolled, and +10 to all non-combat 1d100s rolled. This effect lasts until the next new moon.
Summoning Spirits - Level 1: The ability to summon spirits who have inhabited an area. Ancient ghosts will answer this call the easiest and will step into the ritual to communicate. If able to be recruited, at least 4 MP will need to be kept in pool for every CR (Challenge Rating) that the spirit has.
Elemental Spirits - Level 0: A ritual to summon forth the spirits of the surrounding area's elements. Performed primarily in combat, and requires 4 uninterrupted turns to complete. The spirits of the area will awaken and attack the enemy as they see fit, but will return to whence they came after combat.
Wight - Level 0: A skeletal warrior comes from underground, empowered with the energies of the occult ritual. Wights require 50 MP in pool to keep in control, (so this won't work without some training at the moment.)
The Recently Deceeased - Level 0: The ability to call a soul into manifestation within the ritual before they pass on. The spirit will know and act just like the person they once were. At this level, the binding for their truths is not yet known.
Summoning Daemons - Level 1: This ritual summons forth a daemon familiar or imp to assist the ritualist. This creature requires payment in coin or valuables for every 4 hours it is service, (else it will rob you blind.) It also requires 8 MP to stay under the ritualist's control, (unless a contract is mage.) Also available at this level is a number of lesser daemon summoning rituals, all detailed in the book of the occult. Each daemon requires a sacrifice and a reason for being summoned.
Daemons of Rage - Level 0: This ritual can summon forth great daemons of combat. An offering is always needed, and unless contractually designated, they normally turn on their summoners afterwards.
Daemons of Deceit - Level 0: Summoning daemons using this ritual will summon those who excel at blending into the regular world, or into other groups. There has to be something in it for them, or else they won't agree to do anything. Often they will take more than agreed on, (be careful to include things you don't want them to take.)
Daemons of Darkness - Level 0: The most horrifying, nasty creatures reside in the Shadow Realm. Daemons who travel to and from this plane also have the ability to go into peoples dreams, turning them into nightmares, and causing people to shut down... but sometimes the daemon is not all which comes through.

Am I right to assume that's everyone?

edited 15th Mar '12 4:44:41 AM by EightStar

TimewarpVortex - Role-Play Without Mercy
EightStar Chaotic Order from the Everfree Forest Since: Feb, 2012
Chaotic Order
#9: Mar 14th 2012 at 2:53:41 PM

Alright, I've got something written and ready to post into the RPG section. Soo... I was wondering if you guys wanted to wake up and get to hear the whole "defend our world for us spheil," or if you want to skip to powers, stuff, go do things.

TimewarpVortex - Role-Play Without Mercy
Bassetete -♌- Since: Jul, 2011 Relationship Status: In Spades with myself
-♌-
#10: Mar 14th 2012 at 3:35:24 PM

Let's go with the first because I like dramatic voices in my head.

EightStar Chaotic Order from the Everfree Forest Since: Feb, 2012
Chaotic Order
#11: Mar 15th 2012 at 5:35:00 AM

Well, if nobody objects, then that's where I'll start. ~Waits a bit.~

TimewarpVortex - Role-Play Without Mercy
KarlKadaver Stupid Man Suit Wearer from Just offscreen... Since: Apr, 2011
Stupid Man Suit Wearer
#12: Mar 15th 2012 at 6:04:20 AM

The Call is always a good way to start. smile

Give the world the best you have and you will get kicked in the teeth. Give the world the best you have anyway.
EightStar Chaotic Order from the Everfree Forest Since: Feb, 2012
Chaotic Order
#13: Mar 15th 2012 at 6:39:04 AM

Pff... I'll start how I wanna start. tongue

Suppose I'll go do that.

TimewarpVortex - Role-Play Without Mercy
EightStar Chaotic Order from the Everfree Forest Since: Feb, 2012
Chaotic Order
#14: Mar 15th 2012 at 10:29:28 AM

Okay, here we go!

TimewarpVortex - Role-Play Without Mercy
KarlKadaver Stupid Man Suit Wearer from Just offscreen... Since: Apr, 2011
Stupid Man Suit Wearer
#15: Mar 28th 2012 at 8:05:22 AM

bump?

Give the world the best you have and you will get kicked in the teeth. Give the world the best you have anyway.
nman Since: Mar, 2010
#16: Mar 28th 2012 at 8:08:33 AM

[up]I just assumed it was dead.

KarlKadaver Stupid Man Suit Wearer from Just offscreen... Since: Apr, 2011
Stupid Man Suit Wearer
#17: Mar 28th 2012 at 8:12:51 AM

I talked to him a couple of days ago about it. He says he wants to get back to it, he just doesn't know when.

edited 28th Mar '12 8:13:00 AM by KarlKadaver

Give the world the best you have and you will get kicked in the teeth. Give the world the best you have anyway.
EightStar Chaotic Order from the Everfree Forest Since: Feb, 2012
Chaotic Order
#18: Mar 28th 2012 at 10:20:36 AM

Well, not everyone responded on the initial post, and... well... I got depressed and lazy. [lol]

Looking at it, I realized it was only Altria who didn't respond. I can just pick it up then.

I'm not really good at dealing with missed connections, I suppose. What's the suggested course of action?

edited 28th Mar '12 11:05:36 AM by EightStar

TimewarpVortex - Role-Play Without Mercy
nman Since: Mar, 2010
#19: Mar 28th 2012 at 9:29:33 PM

[up]I dunno, I would guess if everyone's still here, just go with it?

EightStar Chaotic Order from the Everfree Forest Since: Feb, 2012
Chaotic Order
#20: Mar 29th 2012 at 4:28:52 AM

I believe it was Moerin who didn't get back to us after the start of it. I've posted in the RP again though, and made a mark on the signup thread... just in case anyone finds it interesting.

TimewarpVortex - Role-Play Without Mercy
Moerin Since: Aug, 2010
#21: Mar 29th 2012 at 12:31:10 PM

...

...Ack. >.<

Sorry, I honestly hadn't realised this had started. >.< Ugh, I'm an idiot... Hurm. Sorry. I'll... Just drop out, then. I didn't mean to kill it off. I just didn't know it had started and... Um... Sorry. >.<

EightStar Chaotic Order from the Everfree Forest Since: Feb, 2012
Chaotic Order
#22: Mar 29th 2012 at 12:50:25 PM

~Blinks...~

Well, if you want to play, still, go on. I didn't realize you didn't know.

I did make sure to post about the first post on both the signup and here. tongue

TimewarpVortex - Role-Play Without Mercy
EightStar Chaotic Order from the Everfree Forest Since: Feb, 2012
Chaotic Order
#23: Mar 30th 2012 at 8:19:38 AM

Guess if I don't hear from KSPAM 'fore tomorrow I'll move it along.

TimewarpVortex - Role-Play Without Mercy
KSPAM PARTY PARTY PARTY I WANNA HAVE A PARTY from PARTY ROCK Since: Oct, 2009 Relationship Status: Giving love a bad name
PARTY PARTY PARTY I WANNA HAVE A PARTY
#24: Mar 30th 2012 at 10:01:37 AM

I'm trying to think of something, give me a bit.

I've got new mythological machinery, and very handsome supernatural scenery. Goodfae: a mafia web serial
EightStar Chaotic Order from the Everfree Forest Since: Feb, 2012
Chaotic Order
#25: Mar 30th 2012 at 10:38:55 AM

tongue No worries. Between work and ponies I've got plenty of time. It's the others I'm worried about. ~Shifty eyes.~ Especially that Karl guy.

TimewarpVortex - Role-Play Without Mercy

Total posts: 32
Top