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Forlorn Contingencies


spyro1201

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Welcome folks to *Forlorn Contingencies*!

This thread will be used for discussion, posting character sheets, or anything else that could be in an OOC post.

The RP itself can be found here.

Please post in this thread before you post there.

 

This RP was mostly inspired by a much older RP from this very forum. It's set in world who's inhabitants had one day all mysteriously died. That's where we come in. What happened? Why did it happen? Why are we here? Guess we'll have to find out! Flipout6 will be my co-leader, and will receive all the benefits and responsibilities that come with that title (poor bloke).

 

A little something to note. In a certain way, this RP is kind of a crossover, meaning your characters could be from any fantasy universe (be it ES, Warcraft, D&D, etc.), or just original characters. Furthermore, your characters were teleported here, in random spots across the landscape. Could be in the middle of a meadow, in a city, or right next to another character. Who knows!? Also, evil characters are also welcome. World maybe lifeless but it still has it's treasures!

 

Here are the general RP guidelines, made by our Nexus Forums Goddess Lisnpuppy:

 

 

1) Have fun. If you are finding yourself always irritated or unhappy...then why are you here. Figure out the issue or go do something else.

2) Never forget the line between RP In Character and Out of Character and don't cross it. It is easy, especially when you have particularly intense RP, to take things personally. Don't....99% of the time it isn't all about you.

3) Start with a well made character. Have a decent background and personality to make your RP more fun and easier. Your character doesn't have to be set in stone. But having a solidly made character is important or your RP may peter out. Have your character have likes/dislikes, goals, dreams, an arch-enemy....this will help you flesh them out even more and bring them to life.

4) Relationship RP should be the ICING not the CAKE! Make it a side-quest if you will...not the main one.

5) You have to give a little to get a little. We all have RP storylines in which we want others to engage. That is what makes it fun, right? But if you find a friend knee-deep in a RP of their own, don't come in and hijack the RP for yourself or refuse to participate because its not all about YOU. Have fun and throw your lot in with them! Trust me, when your time comes around, people will remember that you play well with others.

6) Don't be a MaryJane! Don't decide that you are going to be a half-dragon or the long-lost illegitimate son of the King of Whoville. It doesn't work, it probably isn't in the lore anywhere, and it will lead only to your RP downfall. Eventually your “special” character will begin to dominate everyone else and their RP. No one will want to play with you...so make your character special in other ways.

7) No godmoding!! Remember, you only control YOUR character and not others. When you RP, do not take over the actions of other Rpers.

For example: Jon casts a frostbolt at Matt knocking him back into the wall and breaking his arms.

Instead try: Jon cast a frostbolt hoping to hit Matt and knocking him out of the way.

This allows the other player to take action. You can have decided before hand how this will go out. You can roll to see what actions happen or how bad an injury is.

8 )Soap Opera-ing. Many of us have wanted to play our character as crazy, a total badass or having an illness or amnesia. Those can all be valid and fun stories. The doom is in taking it too far or too long. These kind of stories ultimately leave little RP options for those around you. Always have movement and a goal in your RP...otherwise it goes nowhere.

9) Be willing to RP with anyone, anytime. Just because you are in a guild or Rping with a friend doesn't mean you can't include others. Walk-Up RP can lead to great things...or simply pass the time for a bit. If others don't RP EXACTLY like you...no sweat. Perhaps they are new and need some gentle guidance. So be open to everything!

10) Communication is the key. Always establish your RP boundaries when you are Rping with someone long-term. If you don't like swearing...or a particular kind of violence...or if you will take anything coming down the pike! Let others know. It avoids awkward and unpleasant conversations later.

 

Some rules of my own (More may get added in the future):

 

12) This is a plot driven RP. It is NOT open ended. The plot points and other details will be revealed as time goes on.

 

Furthermore, please Do NOT derail the story without mine or Flipout's permission. With that said, me and Flipout are open to ideas about the plot and it's direction. If you have ideas that you think are worth sharing, don't hesitate to PM either of us. We'll discuss it, and perhaps give it approval!

 

13) Your character/s must NOT be antagonists / protagonists of the universes they come (or related to those universes' plot in any way).

 

14) Character limit is 4

 

Also here's an example character sheet:

 

 

Name:

Race:

Age:

Class:

Alignment:

Deity:

Place of Origin:

Appearance:

Armor/Clothing:

Weapon:

Personality:

History:

 

 

Edited by spyro1201
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Just adding a few things onto the rules there because this RP's got a few things different about it from other RPs :nuke: these are the rules we've got down at first, but rules may be added or removed as we go. Stew and I are still brainstorming and revising, after all.

 

15) Rules of magic from the characters' original universes still apply. For example, a character from Forgotten Realms will still have x number of casts a day, someone from TES will have a magicka pool or equivalent. However, resurrection and necromancy spells- basically anything that brings the dead back to life- do NOT work in this universe. Be sensible with magic being cast. Since numbers such as damage don't really apply here, think practically. If you get hit by a giant arrow of ice through the chest you're still going to die, whether it does only 5 damage in the actual game or not :geek:

 

16) Not really a rule, but if you don't think fitting your character into a specific class would work, you could substitute "Class" for "Skills and weaknesses", "profession", "talents", etc.

Edited by Flipout6
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Name: Quinn Thorndragon

Race: Elf

Age: 20

Profession/Talents: Quinn is a huntress - good at slipping in tight places, being quiet, and shooting with a bow. Her endurance is fairly high, and she can walk for very long distances without getting tired. Unfortunately, she is very clumsy, to the point of injuring herself on a regular basis. She is also not very strong, unable to do any heavy lifting. Magic is not part of her skill set.

Alignment: Lawful Good

Deity: The Mother Goddess

Place of Origin: A planet far, far away.

Appearance: Quinn is very thin and small, approximately 5'4'' and 115 lbs. Her face is angular, with thin lips and a sharp nose. Her eyes are slightly angled inwards, and are a light grey-blue. Her skin is extremely pale, and her shoulder-length hair is a wavy rose-blonde. She has long, pointed ears.

Armor/Clothing: Her armor is a dark brown leather catsuit. Her clothing consists of a long white tunic, a leather bodice, green hose, and knee-high leather boots.

Weapon: A yew bow and a quiver of arrows fletched with swan feathers, a hunting knife, and a shortsword.

Personality: Quinn is very shy around strangers, but once she gets to know people, she's quite the chatterbox. However, she also knows when it's more appropriate to be silent. She is quite intelligent, and she loves talking about random interesting facts. She also loves animals and pretty natural formations, like crystals and petrified wood. She hates liars, thieves, and ne'er-do-wells.

History: Quinn doesn't remember much about her homeland since being zapped to this strange world. She does remember that she is the daughter of a priestess and a blacksmith, and that she spent much of her life apprenticing under a local hunter.

Edited by AurianaValoria1
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Approved :thumbsup: welcome :dance:

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I'm gonna use one of my oldest characters, heavily toned down.

 

Name: Shadow (real name unknown)

Race: Argonian

Age: 28

Profession/Talents: Shadow is a lightweight fighter. Even though his weapon of choice is a claymore, he's quite quick on his feet and his reflexes match. He's also a decent swordsman. Being an Argonian, he can breathe underwater and move in it as if it were air, making fighting in water quite easy. Furthermore, he's resistant to poison and diseases. Generally Shadow doesn't know how to use magic, with the exception of his birthsign abilities, those of The Ritual, though they can only be performed once a day.

Alignment: Neutral Good

Deity: The Nine Divines, moreover Akatosh

Place of Origin: Aleswell, Cyrodill

Appearance: Shadow is of average height. At first glance, when clothed, he may appear to be a tad skinny, however he's actually quite strong, at least enough to swing his claymore with ease. As with all other members of his race, he is a reptilian humanoid. His body is covered in scales, has no hair, has gills on his neck, a tail, reptilian eyes and a pair of fins on top of his head.

 

Armor/Clothing: Shadow wears a suit of dark leather. As for clothing he wears a black shirt with a light leather longcoat, along with black trousers and boots.

Weapon: An enchanted fine steel claymore with a black hilt and a dagger

Personality: Overall Shadow's a nice guy to get along with. He's often chilled and relaxed, unless he needs to get serious, of course. When it comes to conversations he's rarely the one to start them unless necessary. It's not that he doesn't want to, he's just not used to it, though he really likes chatting with people.

History: Back in home world, neither Shadow nor his older brother have much memories of what happened during their childhood. They've been trying to fill in the blanks for long as they can remember. All they have are small snippets of memory, of their childhood , back when they lived at their little farmhouse in Aleswell. The rest is a blank. And now Shadow is in an unknown world. Just what he needed - more mysteries!

Edited by spyro1201
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Name: Scuttles

Race: Scuttler

Age: 45 (His species has approximately twice the natural lifespan of a human, so this is the equivalent of mid-twenties.)

Class: He doesn't really have a class. He can't use conventional weaponry and his race doesn't know any forms of magic.

Alignment: Chaotic Good

Deity: N/A

Place of Origin: An unknown planet.

Appearance: Scuttles's appearance is...unusual, to say the least. While his legs, arms, and torso are SHAPED vaguely humanesque, his hands and feet are webbed and tipped with short, sturdy claws for self-defense. Six-foot-long limbs jut out of his back, four of them in total, and are much like human fingers in terms of structure but very durable and tipped with white bone spikes about ten inches long. While initially these would appear to be for self-defense, in reality they are extendable, flexible support structures that secrete a fast-acting, quickly-dissolving acid that allows Scuttles to secure himself securely to any surface above water, even wet ones. Scuttles' head is shaped much like a watermelon, with reflective burgundy eyes that give him excellent night vision, and a wide mouth filled with short, wide and rather sharp teeth designed for catching small prey. His nose and ears are both simply holes in his head, and while his hearing is excellent, his sense of smell is not. In the sides of his neck are barely-visible black gills that, rather obviously, allow him to breathe underwater. His whole entire body is covered in jagged plating resembling stalactites that act as both armor and natural camouflage as many of the predators on his homeworld see in the dark just as well as he does. Usually they stick to him like a regular skin, but he can voluntarily flare them as an intimidation tactic or to act as more convincing camouflage. These are great adaptations for his natural habitat of humid underground caves, but on the surface they become much less useful or even a liability. Thankfully, being omnivorous, Scuttles can survive on algae, fungus, insects and small animals on the surface and isn't at risk of starving to death. He has an extremely long tongue (Two feet) designed to lick algae and other microscopic plant life off of rocks. Scuttles stands with a hunched posture, about 5'2" that lets him use his back-limbs as supports of a type, giving him the appearance of a humanoid spider.

Armor/Clothing: While his natural armor conserves his modesty, Scuttles wears a robe-like article of clothing (a robe with a hood, but doesn't cover the back spikes), coarse to the touch and extremely damp, dirty and moudly...just how he likes it. His species uses skin shed from larger animals to create these cloaks, which grow damp and attract the mould they eat to the cloak, essentially creating a mobile food source.

Weapon: Scuttles fights with his teeth, claws, and back-spikes. He can't use magic (his race doesn't know any) and doesn't know how to use conventional weapons. Despite this, he's fast and strong enough to overpower most- but not all- humans, so he can hold his own. He prefers stealth to combat, however.

Personality: Scuttles, like any Scuttler, is stealthy, cautious, jumpy, unusually friendly even to strangers (Scuttlers, despite being mostly solitary, are the OPPOSITE of territorial and will often go out of their way to aid other Scuttlers, be it in finding a hidey-hole or hunting prey) and unrelentingly curious. The design of his tongue prevents him from speaking in the fashion we're used to, but he communicated with taps, clicks, thumps, and brushes from his various limbs. Scuttles is very excitable, a trait that goes hand-in-hand with being curious and exploring everything, and has the potential to be rather goofy, swinging back and forth from a branch or rock in a monkey-like fashion or slinging mud. Scuttles enjoys being hidden, a side-effect of not being at the top of the food chain on his home planet, making hide-and-seek expertise a benefit when interacting with him. While not nocturnal in a technical sense, Scuttles is used to living in pitch-darkness and will need quite a while to get used to daylight and the rest of the surface world.

History: Scuttles was born on a lush planet covered in rainforests and an entire planet-wide network of underground caves, within which lie just as abundant and varied an ecosystem as the forests above. His race, the Scuttlers, are a relatively primitive (Not even any deities) species to the underground network and are slowly expanding their territory (much like humans, in some respects) while dodging predators all the way. His life has been spent mostly on his own after learning to hunt and otherwise survive. He'd found himself a 'nest' to make home and settled in it for a few weeks, getting to know the area, before he woke up on a strange new, very very bright world.

Edited by Flipout6
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  • 3 weeks later...

Is this still active? It seems interesting, and I would love to join.

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It'll be a lot more active once Stewie manages to land himself some solid internet, but on account of moving he can't get on too often. But don't worry, we haven't forgot about this one, and I don't intend to let it die. It's just on pause right now, I guess :thumbsup:

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