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View Likes PostPosted: Sun Jun 07, 2015 10:32 pm 
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History tells how the mortal races rebelled against the oppressive rule of the god twice... In the first rebellion against the deities, the mortal races came close to victory and in their time of need the gods sent out a call for champions to help reassert their authority. Five exceptional mortals answered the call and each were granted a mark that gave them mastery over an element of the gods' choosing. With these marks they became the Commander of Fire, the Artificial Wind, the Warlord of the Undying Thunder, the Dragonsong Blizzard, and the Voidborn Inventor. With their all ready unbelievable powers amplified by the gods, the five Marked Ones decimated the mortals races and caused the Cataclysm that forced all the races almost back into the stone age... and back into the worship of the gods.

The gods arrogantly thought that such punishment was enough to remind all mortal kind to never try such actions again. For their services, the gods granted their marked champions immortality but not divinity. In time, the mortal races rebuilt and advanced their knowledge of technology and magic but also their memory of their failed rebellion dimmed from memory.

Again mortal kind began to try and shrug off the shackles of the deity rule... and again the deities prepared to squash the mortal races under heel. The outcome would have probably been the same as the last time but a group of mortals appeared to stun both sides. The Paladins were a small group that avoided the prying eyes and agents of the deities and marked ones. They had kept the history and knowledge of the first rebellion alive till the day it would be needed... and preparing for it.

The Paladins took the lead on the rebellion and went straight for the marked champions of the gods. One by one the champions fell and though the loses were great in taking them down, the forces of the gods were broken. It was not long after that the gods themselves fell; with no followers, armies, or belief to give them strength and power they were nothing but shells of what they used to be.

In the years, decades, and centuries that followed, the Paladins became the main governing body and police force for all mortal kind. Growing in power and numbers as they worked to ensure peace and prevent the gods from ever rising to power again...

… That is what history tells us...

But now, at least a millennium later, the marks of the champions chosen by the gods have reappeared. The unknowing descendents of the five traitors of mortals suddenly find themselves hunted by the Paladins and turned on by those they once considered friends. Do they turn themselves in or fight back? Embrace the destiny they have seemingly been given or change it?

… or is there more to the story than what everyone is lead to believe?

After all...





History is written by the victor...


All Marked One positions are taken.


Lightning- Eferhilda
Air- Trever
Ice= GreyHelm
Fire- Sound of Silence
Void- Fearless Sissy




Information about the multiverse of Tyranny of the Gods:

This will be a fairly slow thread as I will only be able to post once a week or every other week depending on work. I will post sooner if I am able but I won't give any guarantees at this time.

It's called a multiverse because it encompasses multiple planes of existence outside of the Material plane (where we current reside), including the elemental planes and planes of life and death. Just to be clear, these other planes are not and do not include alternate dimensions or timelines.

This is the kind of setting where you can potentially see mech pilots fighting magic dragons on reality TV. So prepare for potential oddities.

Faster than light (FTL) travel is done through one of three methods or combination of these methods. For “short-to-medium”distances, warp drives are used.

For “medium to long” distances, ships use astral sea drives to “dive” into and out of the Astral Sea (also known as the Astral Plane). The Astral Sea is a plane that connects all the planes together. Distance and speed operate differently in the Astral Sea allowing ships to travel much faster. There is a risk involved though as astral beacons are required to make accurate and safe transitions between the two planes (especially exiting the Astral Sea). Even if in the correct 'spot' in the Astral Sea, exiting without a beacon can result in a ship being light years or more off target.

The final way is through Gates which instantly connect to one another allowing for instantaneous travel between them. The downside is they are heavily regulated and cost money to use... High traffic planets might even have to deal with congestion (aka traffic jams).




Player start point: You are all crew members (whether new or old) of the light cargo vessel The Loveable Tincan or simply The Tincan for short (it came with the name and have not had the funds to change it). Funds are low to practically non-existent and she's kept flying through miracles and liberal use of duct tape. Unfortunately it is the best your characters can manage at this time as hard times or perhaps over romanticizing the idea of space travel has forced you into this line of work. Maybe this next job would payoff for you... only for something to go terribly wrong and you find yourself thrust into something you could never imagine.


After the accident you will stumble across a ship or wreckage, what you encounter is up to you. If a ship is chosen it will most likely replace to the Tincan while wreckage will allow you to fix and upgrade her. Here are your choices:

The Aegis: The indestructible ship, small ship (almost a large shuttle) but can take a beating.

The Seraphim: The ship of angels, moderately sized ship with all the bells and whistles but difficult to maintain and control.

The Nimbus: The ship of destiny, moderate to small ship with a lot of quirks but a lot of history.

Arc Tech: Derelict remains of a long forgotten technology firm. Should find decent amount to upgrade the Tincan's internal systems and sensors... maybe recover some old logs?

Sec Secure: Derelict remains of an unknown and lost private military contractor's ship. Should find decent supplies to do some exterior and maybe a weapon upgrade of the Tincan... who knows what else the black box might reveal.





Name:
Age:
Profession/job (before you ended up on the ship):
Ship position: (what do you do on the ship)
Appearance:
History:
Talents: (things your character is very good at whether through hard work, training, or natural knock... Create 2 or 3. Creating 3 means will only be able to choose 2 bloodline talents)
Bloodline Talents: (gifts from your ancestors that got passed down your genetic heritage. Choose 2 or 3. Choosing 3 means you are not able to create 3 regular Talents)
Your ship vote:




Talents:



Voidborn Inventor Bloodline Talents:

Mark of Shadow: automatically acquired. Amplifies shadow and necromatic magic. (does not count towards talent limit)
Dream it, Build it: Most descendents of the voidborn are natural inventors and this talent reflects that. Having this means the character is incredibly knowledgeable in all things magical, technological, and magitechnological and knows how to use it. They say it's impossible... you say "Give me a couple hours...". The only things that really limit you are resources, and time.

Faster and Cheaper: While "dream it, build it" provides you with an exceptional amount of knowledge and ability to make/modify/repair items, Faster and Cheaper means you can also make/repair/modify things in much less time than normal and using fewer/cheaper materials to do so... without sacrificing functionality, durability, or power.

Way of the Sword: Maybe your family kept the tradition alive or perhaps you had a natural knack with the sword. Whatever the case you adept at lightning faster draws and slashes with sword type weapons... allows ability to use the Magitech Slayer katana once/if found.

Star Mage: You have access to the rare magic style of star magic. While you're not exactly a master you can still navigate perfectly if you can see the stars and conjure up some small twinkling stars to shoot... if you ever master it you'll be able to drop comets and meteors from the heavens down on to your enemy's head... Also allows ability to use Magitech Slayer.

Machinist Theory: You have started exploring and utilizing magitech theories that most deem crazy or impossible... Problem is you need a unique power source to actually use them. This usually takes the appearance of a bulky arm gadget or bulky suit (or part of a suit) of armor. Choose one of the three following theories: Aether (time manipulation), Entropic Dynamos (negative and electrical energy manipulation), Experimental Alchemy (unstable improved drugs and chemicals). You must have access to the previously mentioned power source to use them. Other theories can be taken in addition but cost a talent.

Iron Who?: You have been able to create a unique set of magitech power armor, whether you found a dusty old diagram hidden in a family antique or came up with it on your own is up to you. The suit is only a prototype so there is still a lot of room for improvement but it's a start. You can either have a light or heavy armor. Light is easier to move in, carry, and get into but heavy can take more punishment and has more room of new gadgets... heavy also has the down side of needing help to get into. If you have taken Machinist Theory then you can combine the power source you need for the crazy theories to work into the suit.

Can You Hear Me Now?: People might think you are crazy (and who knows, perhaps you are) but you can talked to machines. It's more like telepathy but you can communicate with machines close to you and they will actually talked back. Some are more developed than others and some might be locked into mostly talking about their functions but it can come in handy at times... word of advice though: NEVER talked to an elevator... you've been warned... Allows also for hands free operations as long as you stay close by.





Undying Thunder Bloodline Talents:

Mark of Lightning: Amplifies electricity based magic (automatically acquired and does not count towards talent limit)

It's Just a Scratch: Descendents of the Warlord have remark recovery abilities and injuries rarely keep them down for long. While they can't regenerate lost limbs or return from dead, having this talents means smalls wounds will close up very quickly and even serious wounds will only keep you down for a day or two at most.

Not Quite Dead Yet: You have inherited your ancestor's penchant for refusing to die, just something about your heart refuses to give up on life. As long as your body, brain, and heart are not completely ruined you will find yourself getting back up again. However there is a limit as it takes a great amount of energy to pull such a feat off, your heart can bring you back once every 24 hours and being brought back in such a manner leaves you weak and exhausted.

Warmaster: Doesn't matter what weapon you pick up, you're a natural with them all. You can sometimes even make magic weapons weep at what you can do with a normal one... one can only imagine what you can do with magic ones.

Better, Faster, Stronger: You are incredibly fit... unnaturally so. If you are an athlete then scouts probably want to sign you or have you tested for performance enhancing magic, drugs, or augmentations... The scary thing is you can match low level augmented people.

Wow... You're Big: You look down at people... literally. You stand 8 feet tall (luckily you have stopped growing) and have to deal with stooping through door ways, crouching in some places, and having to custom order your clothes... On the upside though you are incredibly intimidating being so large and you can use just about any weapon that is used by the riot police or heavy infantry mechs without the mech or assistance... double scary.

Demonic Heritage: You're bad to the bone... or at least something in your genes says that. Whether your family has always shown some demonic characteristics or the recessive gene that just decided to pop up it doesn't really matter. You're not that pure though so you only have smalls things like hands that can shift into claws, perfect night vision, ability to understand all languages, an unnatural allure/beauty, and a kiss that leaves people weak from more than overwhelming emotion. That's ok though, it's not like you want to be a full demon after all... right?

Coming Out to Play: (requires Demonic Heritage) With a burst of energy, you are able to summon forth your inner demon to the world. You are transformed into a demonic version of yourself (complete with wings) and find yourself with greater strength than ever before. Just about everything about you is improved... but sadly the transformation is only temporary and lasts a couple seconds before you revert back. The process also tires you out once you return to your normal form... maybe once you get stronger you'll be able hold it for longer without wearing yourself out.




Artificial Wind Bloodline Talents:

Mark of Air: amplifies wind/air are based magic. (automatically acquired and does not count towards talent limit)
Not Entirely Normal: There's just something off about you... it's almost like you're a machine. You can go for a much longer period of time without rest than anyone else, you can understand and speak almost every known language almost as if you have an implanted universal translator, and you can almost swear you can access wireless connections with your mind... that's not normal, is it?

Well Protected: Most spellcasters learn basic protection magic such a barriers and the such... You are a natural and more. Your barriers and protective spells always seem to much stronger than everyone else.

Natural Born Pilot: You don't know what it is but flying is just... well natural to you. No matter what aircraft or spaceship you are in, you... know how they react and maneuver in and out their environments. It almost as if... there is a connection but you can't quite put your finger on what it is.

Casting Ease: Using magic, especially a lot of magic, tends to drain people pretty quickly. Using one's magical talent to manipulate the magic around them is a tiring ordeal that requires practice/exercise to do more whether in quality or quantity... You on the other hand are barely phased by using your magic as long as you keep your focus... It might take your spells a little longer to cast and little room for mental deviation but if you can keep your mind focused then you can keep going. Doesn't make more powerful spells easier just quantity of spells you sling.

Winds of Healing: Just about all healing magic requires the caster to be touching the person they are treating. There are a few exceptions but generally they are people with special training that took years to master. You knew and unknowingly mastered the secret to healing from a range since the first time you cast a healing spell.

Computer Knack: You find it easy to understand computer/programming logic making you able to get the most out of the software you buy. Of course you also have enough know how to make your own... or find the loopholes in others that you can exploit.

Fanning the Flames: Your bloodline crosses with that of fire and part of that shows through in you. You can choose one talent from the fire bloodline talents. You can not take Fanning the Flames more than once.





Dragonsong Blizzard Bloodline Talents:

Mark of Ice: Amplifies ice/cold based magic (automatically acquired and does not count towards talent limit).

The Voice: You have an unnatural range and control with your voice. This not only makes you a terrific singer but you can also produce some strange and powerful effects. Such as focusing and modulating your voice on a single person to cause weak willed individuals to fall into a daze... On the other end of the spectrum you can unleash a powerful scream/howl that can be heard for miles and deafen those not fast enough to protect their ears... unfortunately doing the extreme tricks such as thoughs strains your vocal cords so best not to do it more than a few times in a day.

Blood of Dragons: There is at least one dragon in your family tree and you have inherited some of their power as a result. You skin is tougher than normal (though it doesn't look or feel it at first), you can sprout claws, and you're are resistant to lightning or ice (choose one)... Once you get stronger you might be able to actually unleash an elemental breath attack, of the same element you are resistant to, and sprout dragon wings to fly.

Child of the Gods: Divine blood flows through your veins and though it is diluted from countless generations of separation and weakened by lack of faith, it still grants you power. Healing, life, and augmentation magics (magic used to temporarily boost one's abilities) cast by you are greatly enhanced.

Words of Heaven and Hell: There words some say were spoken at the birth of all that is good and likewise there are words spoken at the creation of all that is evil. These words hold great power and you know (and can speak) them. It does not matter if you are good or evil for you to speak either but they can not be used at the same time. These words can be used to harm those of the opposing type (ex: good harms evil) and gain respect of (or show superiority over) those of the same type. The words of heaven can bolster your allies, while the words of hell can rot/corrupt the inanimate material around you. Both words also can be used to enhance appropriate spells for them. There is a price though for such great power: such words can not be taught to others and drain their speaker considerably... multiple uses in a day could render user unconscious for several hours.

I Knew a Guy/Girl...: You have met a lot of people and experienced a lot of things giving you a large number of skills. You have skill in just about everything you try/do, you are not necessarily an expert but you are better than an amateur.

Friends in Low Places: ... Well low and high places. You have a knack for making connections and contacts. While some might abandon you when your mark appears, you still have plenty to call on or call in favors from. Who you trust and don't is up to you because you never know when one might decide you're not worth it.

Say Hello to My Little Friend: You have a familiar: an animal you have formed a magic connection with. This animal is generally smarter than the average members of its species and in some cases can actually talk. These animals are usually small creatures like dogs, cats, or birds though occasionally larger mount sized animals show up. These familiars can draw on your skills, allow you to channel magic through them, and give you an extra set of eyes... You also have an empathic link with this animal which a large portion of the time results in the familiar taking on a personality that represents your repressed emotions and desires... oh well, you take the good with the bad.




Commanding Flame Bloodline Talents:


Mark of Fire: amplifies fire based magic. (automatically acquired and does not count towards talent limit).
[i]Natural Dual Wielder: Some people are born ambidextrous, and some people practice for weeks or more to be able to use both hands equally. You put both the trained and naturals to shame. For you, wielding a weapon in each hand is probably just as if not more comfortable than wielding a single weapon.

Gun Mage: Gun Magic is the practice of focusing magic through one's firearms to increase the spell's lethality and accuracy. The magic style also allows you to craft runeshot rounds that allow you to channel magic into them to either deliver a spell through them or punch through armor. As such, gun magic is best used with solid projectile firearms... Gun magic does have a disadvantage though of most firearms can not stand the strain of magic flowing through them. Multiple/excessive gun castings will result in the weapon either melting or exploding in the user's hands.

Expert Marksman: You're a damn good shot and you make it look easy... well most of the time. You can at least stand with the top marksmen around and that's good enough... right?

Impossible Marksman: (requires expert marksman) Okay now this is ridiculous! You've got enough skill (and luck) to pull of impossible feats such as ricocheting shots perfectly around corners to hit guys... or even more impressively: ricocheting off another bullet to hit an enemy. Some stories mention members tossing a bunch of coins in the air and ricocheting bullets like crazy through it. How you do it is a mystery but best not to push the envelope too often as it's just as much a large cache of luck as it is a large cache of skill.

(In)Famous: Whether intentional or not, you find yourself in the spotlight both good and bad. On the upside, this can help you by making you more menacing to people who fear stories of you or make them more apt to help if they support what they hear about you. Of course on the downside this mean almost everyone knows your face and/or name.

Spry for Your Age: Your family is known for looking young for their age, longevity, and being unnaturally agile. Your life expectancy is about 20 to 30 years longer than normal (for old age at least), and you'll never look older than high 40s to mid 50s. Your reflexes and fine motor skills are also much higher than normal.

Summer Winds: Your bloodline crosses with that of air and part of that shows through in you. You can choose one talent from the fire bloodline talents. You can not take Summer Winds more than once.

_________________
I am the darkness that surrounds me, I am the air that surrounds me, I am the land that hides me, I wait to strike, From the darkness, I wait to kill, From out of thin air, I am invisible, And I am silent death. Prayer of Invisibility from The Imperial Infantryman's Uplifting Primer

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Last edited by Forgotten Wolf on Thu Jun 11, 2015 10:11 pm, edited 1 time in total.

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View Likes PostPosted: Mon Jun 08, 2015 3:18 am 

eye of newt, tail of newt... rest of newt...

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Question, though, what do you mean by "Entropic Dynamoes (negative and electrical energy manipulation)"? What is negative energy?

Character sheet to come has arrived!

Aestria Sídero | +
Name: Aestria Sídero
Age: 23
Former occupation: Odd jobs, illegal activity
Ship position: Mechanic

Appearance:
Small of stature and olive-skinned with frizzy, jet black hair that's usually attempted tied back with a piece of wiring into a short ponytail. Aestria has golden brown, doe-like eyes and permanently elevated eyebrows that makes her look slightly baffled. She has full lips and front teeth that are just a little too big, as well as a wide constellation of freckles that runs across her pointy nose and cheeks.

Though she be but little, she is fierce - a childhood that was mostly spent on the streets, as well as a couple of years of work in the not very legal security sector, turned Aestria's baby fat into sinewy ropes of muscle. Being barefoot as often as possible, the soles of her feet are also leather-tough.

When she does wear shoes, Aestria opts for light leather boots, grimy with oil and engine grease. She wears a tight t-shirt and a pair of overalls that do little for her already unimpressive curves.

Mark: Hasn't appeared yet

History:
Aestria grew up in a loving home for roughly the twelve first years of her life. While kind, her parents were not exactly rich, and as a her father took ill, all her mother's time and every penny they had went into caring for him. Aestria was left to her own devices, and just like many other children who have no particular talents with numbers and letters, she soon spent more time outside of school than in school. By the time she was fourteen, she basically lived in her friend's garage, where she soon began tinkering with his vehicle when she had nothing else to do.

Picking up odd, mostly machine-related work here and there, as well as being dragged along as guard/handy-woman on various small time, but carefully planned out crimes, she grew into a wiry young lady with a knack for bolts and nuts.

Having been stuck with the same people in the same town for almost twenty years, she decided to abandon her home and what little life she had there, and tried getting work at every single ship that decided to dock. One day, she was lucky enough to get hired as a mechanic. She's been more than happy with her job for three years, although a certain one of the crew members always makes her fists itch every time she sees him.

Talents:
  • Let's Get Creative - Paint, coal, lines in the dust. Aestria loves it all equally, and spent every free moment she had drawing anywhere she could. Ground, wall, her arms, other people's arms, it didn't matter. As such, she has become very good at seeing and creating (visual) patterns that aren't always equally logical, but usually often work out in the end anyway.
  • Think Fast! - Aestria has really, really good hand-to-eye coordination.
Bloodline Talents:
  • Star Mage - You have access to the rare magic style of star magic. While you're not exactly a master you can still navigate perfectly if you can see the stars and conjure up some small twinkling stars to shoot... if you ever master it you'll be able to drop comets and meteors from the heavens down on to your enemy's head... Also allows ability to use Magitech Slayer.
  • Faster and Cheaper - While "dream it, build it" provides you with an exceptional amount of knowledge and ability to make/modify/repair items, Faster and Cheaper means you can also make/repair/modify things in much less time than normal and using fewer/cheaper materials to do so... without sacrificing functionality, durability, or power.
  • Can You Hear Me Now? - People might think you are crazy (and who knows, perhaps you are) but you can talked to machines. It's more like telepathy but you can communicate with machines close to you and they will actually talked back. Some are more developed than others and some might be locked into mostly talking about their functions but it can come in handy at times... word of advice though: NEVER talked to an elevator... you've been warned... Allows also for hands free operations as long as you stay close by.

Ship vote: The Nimbus


Thank you all so much for waiting on me, sorry it took so long c:

_________________
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invisible spaceexplore elsewhere
Ask a Question, Get an IC Answer - character development game
Only doing 1x1s and tiny groups for now due being generally busy. If you have a cool idea, feel free to approach me, though, alas, even the most awesome adventures must be passed up on sometimes.
invisgmt+1 + 6th semester university student = patience please ♥


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View Likes PostPosted: Mon Jun 08, 2015 5:59 am 

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Name: Fiona Tolmach

Age: 25

Profession/job: Hunter

Ship position: Cook

Appearance: Brown hair, cut short, about shoulder length, which tends to be somewhat wild and disheveled, and hazel eyes. Stands at 5'3"and weighs around 118 pounds, fairly petite, yet tougher than she looks. She dresses more like a man, so her clothes tend to hand loosely over her frame which doesn't always go well with her petite figure.

History: Growing up, Fiona only had her father for guidance; her mother had died in childbirth so she has never had a female role model to look up to. As a result, she has always been a bit more of a tomboy than a girly-girl. She has always been into hunting, thanks to the various hunting trips her and her father would go on, and learned to shoot at the age of sixteen. Since she and her father were very poor, they would often go hunting and sell what they did not use for food to make a little money here and there.

She was taught to be a survivor, and is pretty quick on her feet. The downfall to that it sometimes she gets herself into trouble that could be easily avoided had she not decided to be stubborn.

Talents: Hunting, fairly good at negotiating/finagling

Bloodline Talents:

Gun Mage: Gun Magic is the practice of focusing magic through one's firearms to increase the spell's lethality and accuracy. The magic style also allows you to craft runeshot rounds that allow you to channel magic into them to either deliver a spell through them or punch through armor. As such, gun magic is best used with solid projectile firearms... Gun magic does have a disadvantage though of most firearms cannot stand the strain of magic flowing through them. Multiple/excessive gun castings will result in the weapon either melting or exploding in the user's hands.

Expert Marksman: You're a damn good shot and you make it look easy... well most of the time. You can at least stand with the top marksmen around and that's good enough... right?

Impossible Marksman: (requires expert marksman) Okay now this is ridiculous! You've got enough skill (and luck) to pull of impossible feats such as ricocheting shots perfectly around corners to hit guys... or even more impressively: ricocheting off another bullet to hit an enemy. Some stories mention members tossing a bunch of coins in the air and ricocheting bullets like crazy through it. How you do it is a mystery but best not to push the envelope too often as it's just as much a large cache of luck as it is a large cache of skill

Ship vote: Sec Secure

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PostPosted: Mon Jun 08, 2015 6:00 am 
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Name: Corentin Makani

Age: 28

Profession/job: Former Riot Officer

Ship Position: Pilot and head of surveillance

Appearance: Bald and fit, but in a very lean sense. At 5'7" and 146 lbs, he is not a large opponent for most but his training and use of the anti-personnel BO-staff have made him earn his place in the riot squad. He remains hairless throughout, claiming the lack of it makes it easier to move. When not seen in his uniform he is generally wearing a thick hoodie and cargo pants, hiding much of his body, yet giving much room to move. The clothing is generally a size too large as well.

Mark:
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History: Born to a traditional family of sorts, Corentin was taught the arts of combat in ages long past that most saw as useless with the onset of firearms. Many forget however, that with magic as a main source for ammo in this day and age, it makes protecting oneself from such attacks as simple as knowing which magic was being used. His family incorporated this in his training along with a use of various magics and Corentin soon found a love for the ancient BO-staff. It's reach kept him out of harms way even in melee combat. His upbringing lead to much name calling in his schooldays however, and as such his self-defense training was used much more often than the norm. Getting to the point where he was always on alert, waiting for an attack. This mindset lead him to apply to the paladins academy of law enforcement, and after testing and getting on the job, he was quickly promoted to riot squad thanks to his skill in apprehending targets from up close and afar. After joining the squad he soon discovered a love for the technical, and has regressed further from society outside of work thanks to his constant connection to electronics.

This life of authority all changed during a domestic disturbance call in from a local hotel. A well known MMA Fighter had been causing a scene and it was bad enough for his squad to get called in. Upon arrival the woman quickly took down two of the three officers, but Corentin proved to be an equal in her skills, at least for a moment. Luckily being an officer allowed more than just brawn, and a few well placed flash bangs were all that was needed. Cuffed and ready to go it should have been a done day, but a bright flash of light knocked him to his stomach as the woman, known as Tora, made a run for the window, crashing over the street and into the next building.

Such a leap left her tired and hurt however, and running ahead of his crew, Corentin caught up with and apprehended Tora once more, but in doing so a bright light of his own burst forth, showing him to be a mark holder as well. One look towards Tora was all that they both needed. Getting back to the squad car quickly, Corentin threw her a spare staff to defend herself with and they ran. Together they escaped and were on the run for a couple of years until they were able to barter some passage on the TinCan. They started as a lowly crewman, but through their talents and hard work, they were given rank and station.

Talents: A master of the BO-Staff and its use of the augmented taser attached to both ends of his custom staff.

The defense against the magics. The training of ones mind to anticipate where, when, and how the attack will strike and defending oneself against it either through evasion for physical effects or a mental block.

Bloodline Talents:
Not entirely Normal
Natural Born Pilot
Computer Knack

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Last edited by Trever on Sun Dec 06, 2015 10:48 pm, edited 3 times in total.

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View Likes PostPosted: Tue Jun 09, 2015 11:39 am 

It is a hollow shell of what it once was.

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Name: Zin Davden
Age: 29
Profession/job: Singer
Ship position: Janitor

Appearance:

Zin has a pale complexion, thin face, high cheekbones, full lips, a square jaw and, though he seldom kept facial hair in the past, he more recently adopted a stubbly beard spanning his jawline. Zin is tall enough to just barely reach 6 feet, with about 170 pounds on his frame as he is lightly built and slender, though solid. Dirty blond hair, almost appearing brown if seen in a certain light, is halfway to shoulder length and is sometimes kept in a very short ponytail. He has large, bright blue eyes beneath thin eyebrows, and he also has uncommonly sharp teeth. He has a black tribal tattoo depicting a talon on his left shoulder, and a large scar on his right arm from an altercation he'd prefer not to think about.

History:

Zin was very young when his incredible talent for singing was discovered; his teenage years were marked by a rapid ascent to fame and fortune and he became nothing short of a superstar, known across the world for his vocals and charisma. Unfortunately, as is the case with many who attain great success at a young age, Zin eventually began to traverse a dark path. A drinking problem, several well documented outbursts and a torrid, heavily publicized love-life in his late teens eventually transitioned into issues with hard drugs and a gambling addiction by the time he reached his twenty-fifth birthday. Mounting bills, dwindling interest in his performances and a growing sense of self-loathing made him walk away from the stage, seeking out a career in which he could be as anonymous as possible.

Janitorial work on a cargo vessel where people might not recognize him seemed like the best way to go - also, the chances of running into any of the women he enraged and/or humiliated in the past seemed exceptionally unlikely in that particular line of work.

Talents:

Frosty Footwork: Through intensive training and practice, Zin is able to project ice magic through his feet so as to form a sheet of ice around him, and can move at incredible speed by gliding along on the ground and even extending the sheet to allow him to lay down while moving forward so as to fit into smaller gaps at ground level. He can also project it behind him in order to throw off pursuit if needed, and he can multitask, using this Talent while wielding magic via more conventional methods.

Spacial Awareness: It is very difficult to catch Zin off guard, as he is always very aware of his surroundings. This natural ability was honed by a lifestyle in which he was constantly looking over his shoulder for people hounding him for autographs, or people attempting to utilize various means of extorting wealth from him (and there was a lot to be extorted, at one point). Later, this awareness served a very different purpose as the circumstances surrounding his life took their drastic turn.

Bloodline Talents:

The Voice: You have an unnatural range and control with your voice. This not only makes you a terrific singer but you can also produce some strange and powerful effects. Such as focusing and modulating your voice on a single person to cause weak willed individuals to fall into a daze... On the other end of the spectrum you can unleash a powerful scream/howl that can be heard for miles and deafen those not fast enough to protect their ears... unfortunately doing the extreme tricks such as those strains your vocal cords so best not to do it more than a few times in a day.

Blood of Dragons: There is at least one dragon in your family tree and you have inherited some of their power as a result. You skin is tougher than normal (though it doesn't look or feel it at first), you can sprout claws, and you're are resistant to lightning or ice (choose one)... Once you get stronger you might be able to actually unleash an elemental breath attack, of the same element you are resistant to, and sprout dragon wings to fly.

Say Hello to My Little Friend: You have a familiar: an animal you have formed a magic connection with. This animal is generally smarter than the average members of its species and in some cases can actually talk. These animals are usually small creatures like dogs, cats, or birds though occasionally larger mount sized animals show up. These familiars can draw on your skills, allow you to channel magic through them, and give you an extra set of eyes... You also have an empathic link with this animal which a large portion of the time results in the familiar taking on a personality that represents your repressed emotions and desires... oh well, you take the good with the bad (Zin's familiar is a Peregrine falcon called Ingeb).

Your ship vote: Arc Tech

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View Likes PostPosted: Thu Jun 11, 2015 10:12 pm 
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Fearless Sissy wrote:
Question, though, what do you mean by "Entropic Dynamoes (negative and electrical energy manipulation)"? What is negative energy?



Ah my apologies, this thread/game has material from multiple rp systems/settings so if anything seems confusing feel free to ask. The machinist theory talents are actually based off some 3.5 dnd homebrew martial disciplines. I choose not to run this as a true system rp because of the half dozen or more systems it actually uses not to mention homebrew.

To answer your question Fearless Sissy: Negative energy is entropy in raw form. Things exposed to negative energy weaken and decay at an accelerated rate... It is not just that though as undead are animated and sustained through negative energy. On the opposite side is positive energy, the essence of life meaning all living things are sustained through positive energy and as such are healed/reinvigorated by it.



If it helps here are the full descriptions from the actually disciplines for machinist theory.

Aether:

The learned understand that what men know as time is merely the flow of aetheric energy. Students of the Aether College learn to harness minute amounts of this energy, making subtle alterations in the flow of time around them.


Entropy Dynamos:

Existence is a balance between energy and entropy. Students of the Entropy Dynamo College learn to manipulate the force of entropy, weakening their foes and frustrating their efforts, and to use magic to power their machines with electrical energy. Entropy dynamo maneuvers allow the student to harm and weaken foes at a distance or charge their melee attacks with magical energy.


Experimental Alchemy:

Students of the Experimental Alchemy college understand that the alchemical items sold by most outfitters and used by most adventurers are mere parlor tricks compared to what can be accomplished by a true master of alchemical principles.

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PostPosted: Fri Jun 12, 2015 2:43 am 

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Stalking this............. Not even shadows can hide from blind people Forgotten Wolf... They just kinda look like everythiiiiiing else... Brah. *Air Guitar*

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PostPosted: Sat Jul 04, 2015 10:31 pm 
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Is everyone still in this, have more questions, or lost interest?


Additional notes in case of maintained interest (also things I have been meaning to put up but been too busy to do so):

The Talents you start with are not the only Talents you will receive. As the game goes on additional chances for Talents (new and old) will arise. Most of these situations will involve finding and/or experience some piece of the Marked Ones' past but accomplishing great deeds or making big discoveries about yourselves.


When it comes to technology/magitech, most of the Pre-Cataclysm and Pre-War (generally just clump into being classified as Pre-Cat tech) is more advanced than what is available to the general public. That being said the Paladins do have more advanced tech/magitech as they maintain a strangle hold on Pre-Cat discoveries for the sake of "security". To be fair, half of the Pre-Cat discoveries are lost arts of the Paladins.

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I am the darkness that surrounds me, I am the air that surrounds me, I am the land that hides me, I wait to strike, From the darkness, I wait to kill, From out of thin air, I am invisible, And I am silent death. Prayer of Invisibility from The Imperial Infantryman's Uplifting Primer

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PostPosted: Sat Jul 04, 2015 10:34 pm 

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I have not lost interest. Think with Trever's day off tomorrow I will get him to work out our characters together.

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PostPosted: Sat Jul 04, 2015 10:45 pm 

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****.

I completely forgot about this. ****. I don't have any questions right now.

I'll get my character posted as soon as possible.

Sorry!

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View Likes PostPosted: Sat Jul 04, 2015 11:53 pm 

It is a hollow shell of what it once was.

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I've had a few things going on that have kept me busy, but my character will be done before next weekend. I definitely haven't lost interest. Still very excited for this!

I know Fearless finished a good bit of her character already but she's out of town until Thursday or so.

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Learning a simple lesson isn't always simple. Sometimes, you have to slowly lose everything great around you to understand the gravity of your shortcomings. Admit that your egos have grown too large, that you've lost your sense of what you realistically are, and maybe you can repair the road that has broken beneath the weight of your failings. Or maybe you'll just keep going as you've gone, and you'll learn nothing, and eventually, everything around you will become dust. To be honest, that's by far the likeliest of all outcomes.


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PostPosted: Sun Jul 05, 2015 6:06 pm 

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Name: Tora Ramiel

Age: 33

Profession/job: Former MMA Fighter (Champion)

Ship position: Security Officer on the TinCan

Appearance:
Tora
Height: 5'6
Weight: 128
Mark:
Image


History: Tora was a child that had this knack for destruction, or at least that is what is felt like for her. No matter what she did or tried to do, things would end up broken and destroyed at her hands. At one point, she was called bad luck and could not find her place in the world until her parents put her into Martial Arts. From there she had her calling and continued to excel through training and won a competition, after a competition. It did not seem like she could be hurt and would take beatings that many would have long quit over with a smile.

A rising star to be sure, it was not until accusations that she was supplementing and augmenting to win her matches that trouble really began with this young fighter. In a bout of rage and frustration when her belts were taken from her she attracted the attention of the local authorities. A fight ensued and though she lost, it was also that moment when her Mark appeared. Power coursed through her and she ran into the night, desperate to escape and make sense of the world she had once known. In the span of things going to hell, she wound up captured once more at the hands of her newly found nemeses Corentin Makani. Again at his mercy and cuffed, better this time, she was being led into the station when his own Mark made itself known.

Now, on the same side, he tossed her a staff and together they showed the cops just how bad of an idea it was to **** off two of the Marked. Together they escaped and were on the run for a couple of years until they were able to barter some passage on the TinCan. They started as a lowly crewman, but through their talents and hard work, they were given rank and station.

Talents: Champion Mix Martial Arts and Wrestling

Bloodline Talents:

It's Just a Scratch: Descendants of the Warlord have remark recovery abilities and injuries rarely keep them down for long. While they can't regenerate lost limbs or return from dead, having this talent means smalls wounds will close up very quickly and even serious wounds will only keep you down for a day or two at most.

Better, Faster, Stronger:You are incredibly fit... unnaturally so. If you are an athlete then scouts probably want to sign you or have you tested for performance-enhancing magic, drugs, or augmentations... The scary thing is you can match low level augmented people.

Warmaster: Doesn't matter what weapon you pick up, you're a natural with them all. You can sometimes even make magic weapons weep at what you can do with a normal one... one can only imagine what you can do with magic ones.

Ship Vote: Arc Tech

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"Draco didn’t listen, so Hermione shut him down the best way she knew how"......"She set that ****ing on fire."
"Ausan: She's beauty, She's grace, She'll punch you in the face"~Smexy Awesome Fossil
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PostPosted: Sun Jul 05, 2015 10:35 pm 
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hmmm I was going to leave the marks out until you stumbled across the ship but I'll let you and trever keep them so there are at least some who know how much trouble they really are lol.

Given the amount of time that has passed: Marks on you two no longer glow brightly as they did when they first appeared and can be covered up by gloves or similar. Don't expect it to last lol.

Since I believe I forgot to mention it: Marks appear on the back of your character's left hand (even if replaced by a prosthetic or cybernetic), completely missing a left hand moves it to the right hand. Marks appear as a circle of runes with an image corresponding with your element in the middle and glow with a color corresponding with your element. Fire = red, Lightning = yellow, Ice = blue/dark blue, Air = light blue to almost white, and Shadow = dark purple/black.


On another note: Sound if you're using the same character as last time you can keep the card/strange meeting you had with the robed homeless fortune teller.

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PostPosted: Sun Jul 05, 2015 10:39 pm 

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Cool. Sorry bout that, thought we were continuing it from the last thread. Glad we get to keep em though so yay!

Can we look up what rune we want to use as a representation of our element?

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PostPosted: Sun Jul 05, 2015 10:45 pm 

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Awesome! Yeah I was planning to keep the same character.


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PostPosted: Sun Jul 05, 2015 11:12 pm 
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Eferhilda wrote:
Can we look up what rune we want to use as a representation of our element?


It is a circle of runes around an image representative of your element. So in your instance it would be a circle of runes around a lightning bolt/bolts, storm clouds, or similar. The odd one is shadow which uses more images associated with death (like a skull) as shadow itself would just be a black blotch really.

If you want to go searching for an image for the center of the mark go right ahead.

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I am the darkness that surrounds me, I am the air that surrounds me, I am the land that hides me, I wait to strike, From the darkness, I wait to kill, From out of thin air, I am invisible, And I am silent death. Prayer of Invisibility from The Imperial Infantryman's Uplifting Primer

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PostPosted: Sun Jul 05, 2015 11:14 pm 

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cool beans. Let me see what I can make!

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PostPosted: Fri Jul 10, 2015 4:05 pm 

eye of newt, tail of newt... rest of newt...

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As GreyHelm said, been working, but only just got back to a stable connection and with some spare time for CF. We were thinking of trying to figure out a past relationship/connection for our characters, too, in some degree - but hopefully I'll have mine up in a couple of days =)

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View Likes PostPosted: Fri Jul 10, 2015 11:25 pm 

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edited in the mark that I made to represent my character and offer to make marks for others if they want.

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PostPosted: Sat Jul 11, 2015 2:29 am 

eye of newt, tail of newt... rest of newt...

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I'll take you up on that as soon as I know what it looks like =)

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