Sea Song

Here's the space for any RPGs that aren't Robot Combat related. Find sign-ups and related information in here!

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The Monsterworks
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Sea Song

Post by The Monsterworks » Wed Sep 28, 2016 7:55 pm

While Father Sky is designed to be a sandbox-type RPG with a plot slowly moving forward in the background that participants can choose how to engage with, Sea Song is in many ways the opposite: a more focused, intimate, and plot driven tale of survival in a world suddenly and inexplicably turning against the human race.


The Story So Far

For over a thousand years, The Wall - an ancient, colossal, and little-understood structure running across the Mid-Atlantic Ridge - has acted as a home and safe haven for much of the human race. It protected us from The Rising, when the 'World That Was' disappeared beneath the waves, taking nearly all of its history and technology with it. The stories of the past tell us that its sides remained firm when the great black beasts of the depths howled and hammered upon them. Its elegant parapets witnessed the recession of the waters and the reemergence of the lands to the East and the West. Forests and fields took root atop it. They supplied the voyages of discovery that led to the establishment of the colonies and our first contact with the savage peoples who had survived the flood by living along the few highlands and mountains that remained. The Wall still stands, old, proud, and mysterious. To this day, as modern science begins to unlock the secrets of flight, television, and the atom itself, it remains an enigma with so much to teach us.

And yet, over the past ten years, the waters have started rising again. There have been reports of strange bioluminescent creatures from the deep attacking first swimmers, and then pleasurecraft. Recently, fishing vessels and tramp steamers have started to go missing. Colonists, forced from their seaside homes by the rising waters, have started trickling inland and clashing with the savages, or fleeing across the ocean to the perceived safety of The Wall. Yet, their motherland has been forced to turn them away. With the opening up of agriculture in the Colonies, its population was able to expand far beyond the meagre means of its own small orchards and fields. With that bounty taken away, it cannot feed even its own children. The poor and desperate, a mix of subsistence fishermen, unemployed and colonial refugees, have taken to fishing the smaller of the sea-dwelling aberrations from the water and feeding upon their rubbery, oily flesh. These people have become prone to bouts of violent madness and are known to insist that they gain superpowers and can speak with God. Studies conducted by Marlowe and Pioli have actually lent some credence to the former claim. Subjects have demonstrated heightened reflexes, strength, sensory perception, and resistance to pain.

The truth of the matter is that the government of The Wall, a mix Italians, Britons, Ghanaians, Dutch, Brazilians, and Canadians, (just like the general populace) is desperate. It has been planning to send immense convoys to carry its excess people to the comparative safety and bounty of the Savage Lands. Even now, its leaders are meeting, discussing, and arguing. The public grows ever more anxious. Panic roils beneath the surface. Some say that a 'New Rising' waits in the wings. Water will consume the land. Leviathan will rise from the depths. Others call for calm and a reasoned approach. The old stories are just stories. This is all part of a natural cycle. Sometimes the waves rise, and sometimes they fall. Dismantling an entire civilization out of panic is not the way to respond to the crisis. It is May 23, 1009 AR. The government's decision will be announced tomorrow at noon. How will you respond?


Rules of the RPG

All participants will enter between one and three characters. These can come from within the universe or outside of it. However, they must be human, very near-human, or at least able to appear human. No exceptions. Please keep powers and abilities to a reasonable level. Finally, please refrain from entering any obvious troll, joke, or author-avatar characters (except for Martijn. He can enter himself if he wants). I reserve the right to reject anything that seems ridiculous, overpowered (actually, Martijn may be somewhat overpowered), or like a Mary Sue.

Character stats will be the same as Father Sky's. Each character will be given sixty points to distribute between the following:

Strength: 100% of a character's ability to lift, move, push, and carry objects; 50% of his/her ability to fight, climb, and intimidate.

Athleticism: 100% of a character's speed, flexibility, and balance, as well as jumping and swimming ability; 50% of a character's stamina, reflexes, and his/her ability to climb and fight.

Toughness: 100% of a character's willpower and ability to live in harsh environments, as well as resist, withstand, and recover from injury; 50% of his/her stamina and ability to resist being controlled or convinced unwillingly.

Intelligence: 100% of a character's knowledge, technical skill, creativity, and problem-solving ability; 50% of his/her resourcefulness, memory, and ability to trick people.

Perceptiveness: 100% of a character's ability to read his/her surroundings, situations, other people, and see through lies; 50% of a character's reflexes, memory, and ability to resist being controlled or convinced unwillingly.

Charisma: 100% of a character's ability to convince, lie, make friends, manipulate, and negotiate; 50% of his/her ability to intimidate and trick people.

For qualities that are 50% determined by two different stat categories, the total will be equal to the sum of 50% of each stat. For example, A character with 14 athleticism and 4 perceptiveness would have a reflex score of (7 + 2) 9.


All character entry posts should also include the following:
Name: (real name required, alias(es) optional)
Age: (how old your character is in standard Earth years)
Gender: (male/female/ambiguous/etc)
Nationality: (ethnicity and linguistic background)
Description: (written summary and/or picture)
History: (no need to be super detailed, can be as long or short as you please)
Skills and Special Abilities: (should be fairly anchored in reality and technology, please nothing over the top)

Inactivity: If your character is inactive for more than a month, he or she will be taken over by me and used as I see fit, which may well result in his or her death. If you're going to be inactive for a while, please notify me.

Joining Late: The RPG will begin on October 12 and will run before Father Sky. Characters that join late can easily be worked into the plot, though they may miss some of the large developments.
Last edited by The Monsterworks on Wed Oct 05, 2016 1:56 pm, edited 1 time in total.
Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
Abyss... ROBOTS 3 (MW)


The Monsterworks: 214-57 (.790) ...Probably up to no good.
Cherry Bomb Classic IV: 25-4
Finishing Move: 6-2
Magnolia Pico: 6-1
Magnolia Grande: 6-1
Glacier III: 7-0
ROBOTS 3: 21-6
Sixpounder: 3-4
MADSCIENCE: 9-1 Champion!
Abyss: 9-1 Champion!

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Cha0sFerret
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Sea Song

Post by Cha0sFerret » Wed Sep 28, 2016 11:24 pm

Character finally done. I'm gonna have some fun with this one :P

<hr />
Name: Jack Smith (sometimes called
Last edited by Cha0sFerret on Fri Sep 30, 2016 3:16 pm, edited 1 time in total.
poopity scoop

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That Kode Guy
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Sea Song

Post by That Kode Guy » Thu Sep 29, 2016 12:09 pm

You want a character? Here's the first (and probably most detailed) one:

----
First Name: Tarein
Surname: Eung-gyu
----
Age: 20
----
Gender: Female
----
Nationality: Korean
----
Description: Picture here. Sorry about the lack of shading, the artist didn't finish it. :v:
----
History: Tarein was born into a small Korean village (some time in the late 1500s), the child of a former war general who had been victorious countless times on the battlefield, and a woman who was the victim of the devastating results of war. How the unlikely pair had ended up together is strung up in mystery, but it was she who had persuaded the general to give up his ways and take up a peaceful life. Now, a small tragedy set in because her mother died in child birth. On his wife's deathbed, Tarein's father vowed never to take up arms again for battle purposes. Instead, he decided to train Tarein for self-defense practices, should she ever be set upon. He did this for Tarein at a very young age, figuring it was good for her. He was grim during the trials, yet he would always show devoted affection and love for his daughter, as she already reminded him of his loving wife, mainly the eyes, and he wanted her to grow beautiful and have a love of life, yet develop an inner strength and will that not body nor mind nor spirit could subdue.

Now (aside from the training sessions) there was true inner peace for a time with the father and his daughter. Tarein indeed grew quite strong and beautiful. Unfortunately peace didn't reign long enough. The Japanese were invading Korea and the current monarchy of Korea wished for the former general's war knowledge. Among the monarchy was a man named Velgarde. No one knew further of who he was or where he had come from, but he had suddenly found himself in the royal rankings and rose high amongst them. This man played a chief part in convincing Tarein's father to comply with the monarchy's desires. At the very last there came an embassy right to their door with Velgarde himself at its head. Before its arrival, Tarein was given orders from her father to hide, and she very reluctantly did so. The confrontation ended with Velgarde's approval, and Tarein being approached by her tearful father and informed about the invasions that would destroy the country and his orders to defend it, thereupon breaking the vow at his wife's deathbed. In token of farewell he drew out a pendant with a small knife, an eunjangdo, and fitted it around her. Bitter was the parting, but Tarein still loved her father dearly and settled alone in her home.

Soon, it transpired, the invasions came and in greater force than expected. Due to the knowledge that Tarein's father had of these matters, however, the Korean forces (however outnumbered) easily withstood the Japanese assaults. One such unit managed to penetrate as far as Tarein's abode and there was fighting right at her doorstep, but Velgarde himself came forth and routed them. It was the first time Tarein glimpsed the man, as she hid within the shadows. Velgarde was terrifying to behold in combat. His skill and prowess seemed unprecedented. By the end of the day the Japanese unit was totally overwhelmed and retreated far away, and there was peace there.

After her father's absence, Tarein took to spying on the battles. For all the man's experience, she became so paranoid for his safety that she would go out at night in a makeshift costume and try to look for her father and make sure he was okay, and relief swelled in her heart when she found him alive. But she was not very experienced in stealth, and thus it came about that one night she was surrounded by a company of invaders and nearly captured. But those years of training with her father revealed themselves as she managed to overcome them with sheer speed and their own weapons. She herself killed the leader of the company with his own daggers. It was the first time she had ever killed anyone, regardless of the situation. Sick with the horrors of what she had done, she fled back home and did not spy again for quite a while. She kept the daggers she had taken from the enemy, though, and washed them clean of blood.

So began a long period of dormancy for Tarein, but the Japanese invasions continued (though with little success). During this time she received a letter from her father telling her of his deeds in the monarchy, and that he had struck up a friendship with the very man who had come to their doorstep some years ago. Tarein stared at the letter. Surely it was not possible that her father could have allied himself so closely with so terrifying a man in combat? But there it was, Velgarde was marked as a great ally and she could not understand it. Nonetheless, she kept the letter close to her and never forgot about it, for it was proof that her father was alive. Her paranoia once again caught up with her, and she resumed her spying every few nights to check on her father. Her stealth skills had increased greatly as well, and she also played mischief on surviving Japanese camps by stealing supplies (especially food provisions, since she was finding food hard to come by) and weapons, and dousing their campfires, but she never killed any of the troops. She did not realize it at the same, but she had become a novice kunoichi.

She still watches over her father... unknowing that he is also watching over her, aware of her excursions.
----
Skills and Special Abilities: Tarein has no real supernatural abilities herself, but her father's eunjangdo she wears around her neck has spiritual properties. Its blade is so sharp it can pierce through the hardest and most resilient armour, and even shadows themselves, but Tarein has to remove the chain from her neck. It is also a way for her to ward off malevolent phantoms.

Tarein wears elbow bracing blades, and occasionally wears a "cat's claw" on one arm, as self-defensive measures. The elbow blades are made of pure silver, and the claw is a rare material, orichalcum.
----
Strength: 7
Athleticism: 18
Toughness: 12
Intelligence: 7
Perceptiveness: 10
Charisma: 6
----

Hopefully that should be good.
This account is in a state of dimensional flux

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Venice Queen
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Team: ‽ Robotics

Sea Song

Post by Venice Queen » Thu Sep 29, 2016 12:53 pm

Name: Zane (surname unknown, usually called Crazy Zane. Maybe not to his face though. that could be a poor idea)
Age: 43
Gender: Male
Nationality: Japanese/Canadian
Description: A hulking, muscular man at 6'4, and over 200 pounds, Zane is not someone that would be easily seen as weak. what he isn't, however, is particularly intelligent. or that sane. I mean, he wasn't particularly stable before he started eating the weird fish. he's dressed mainly in rags, and often without shoes or a shirt, and is built more like a strongman competitor than a bodybuilder. despite his near-constant obsession with destroying everything he sees, Zane is surprisingly resourceful and good at creating things in a pinch.

he's recently taken a liking to a gigantic steel bar - perhaps a segment of railroad or skyscraper from the times of old - he found in a scrapyard. he carries this across his back. he also found a small handgun a few days ago. it has 11 bullets still in it&#33; (the 12th may have been in the head of a nearby man)

History: Unfortunately, Zane has almost no memory of his past other than piecemeal remembrances of pain, suffering, and murdering 4 people. that's why he ended up in jail from the ages of 15 to 38&#33; It was a 20 year sentence. he did not show good behavior :v: ... He's been one of those unemployed since the release, and has been eating the sea...things... so that he can, you know, not die.

Skills and Special Abilities:
- surprisingly enough, he's absolutely fantastic with his hands, and seems to have quite a knowledge of woodworking, metallurgy and clothwork
- oftentimes goes into completely blind rages for no apparent reason (this happened before he started eating the sea-creatures, mind you :P ). he loses all sense of reason and sanity and becomes a berserk on the attack. his toughness and strength double for the duration of the rage, but are halved for a few minutes afterwards.
- he's really good at bashing people's heads in with a steel bar :v:

Last edited by Venice Queen on Wed Oct 05, 2016 2:32 pm, edited 1 time in total.
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The Monsterworks
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Sea Song

Post by The Monsterworks » Fri Sep 30, 2016 11:38 am

Both Tarein and Crazy Zane are accepted. Kody, just be aware that virtually nobody at The Wall will speak her language, so social interactions will be quite interesting.
Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
Abyss... ROBOTS 3 (MW)


The Monsterworks: 214-57 (.790) ...Probably up to no good.
Cherry Bomb Classic IV: 25-4
Finishing Move: 6-2
Magnolia Pico: 6-1
Magnolia Grande: 6-1
Glacier III: 7-0
ROBOTS 3: 21-6
Sixpounder: 3-4
MADSCIENCE: 9-1 Champion!
Abyss: 9-1 Champion!

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That Kode Guy
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Sea Song

Post by That Kode Guy » Fri Sep 30, 2016 11:53 am

A primary reason I entered her, actually. :v:
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The Monsterworks
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Sea Song

Post by The Monsterworks » Fri Sep 30, 2016 6:18 pm

Jack Smith is also accepted. What a social and charismatic group this is turning out to be. At this rate Tarein will be able to manipulate the hell outta the others without them understanding a word that she says.
Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
Abyss... ROBOTS 3 (MW)


The Monsterworks: 214-57 (.790) ...Probably up to no good.
Cherry Bomb Classic IV: 25-4
Finishing Move: 6-2
Magnolia Pico: 6-1
Magnolia Grande: 6-1
Glacier III: 7-0
ROBOTS 3: 21-6
Sixpounder: 3-4
MADSCIENCE: 9-1 Champion!
Abyss: 9-1 Champion!

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That Kode Guy
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Team: Dissonance-Tek

Sea Song

Post by That Kode Guy » Sat Oct 01, 2016 9:40 am

:proud:
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Alexjh
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Sea Song

Post by Alexjh » Wed Oct 05, 2016 6:17 am

To add to team no charisma, I give you:

Name: Molly Rivers
Age: 26
Gender: female
Nationality: British, though ethnically ambiguous

Description: A little heavier and taller than the average woman, has dark brown hair in an unkempt fringe with the sides going down to her cheeks and somewhat brown skin. Wears thick glasses and generally a plain massively oversized woolly jumper of some sort. Usually carries around a technological advanced toolkit she designed herself in a backpack which she uses for tinkering. It contains assorted electronic devices, things like various wires, electrical components, glues, a self powered miniture soldering iron and blowtorch and more general screwdrivers, spanners, wrenches etc.

History: With her incredibly intelligence but terrible social skills, Molly has always immersed herself in academia since a young age. She first attended University at age 15, and has ever since paid little attention to anything else.

Skills and Special Abilities:
Is naturally prodigiously gifted at chemistry, maths, physics and engineering. Is able to almost reflexively understand, construct, deconstruct or reconstruct items without what would ordinarily seem like the required equipment. Has a very close eye for flaws particularly and is often able to find flaws in anything including systems and methodologies.

She is so uncharismatic and quiet that when there are two or more other people in the room, then tend to forget she's there.

Stats:
Strength: 2
Athleticism: 2
Toughness: 5
Intelligence: 35
Perceptiveness: 15
Charisma: 1

MadBull
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Sea Song

Post by MadBull » Wed Oct 05, 2016 2:01 pm

Name: Ulysses Walk, aka Dancer
Age: 31
Gender: male
Nationality: Dutch
Description: Think disco, really, although he masters all dances and also owns fitting outfits for them all. His standard attire, still, contains an afro, wide white pants, flowery shirts, star-shaped sunglasses, and heels. For he is dancer&#33; Average built.
History: Ulysses Walk walked a long path to find himself. He found himself in dance. In the entertaining arts. Politics, office jobs, capitalism, he cared little for them.

He did his best to notice, when the call came down the line, up to the platform of surrender, he was brought but he was kind. And sometimes he gets nervous, when he sees an open door, he closes his eyes, he clears his heart, he cuts the cord.

Is he human or is he dancer? His sign is vital, his hands are cold, and he's on his knees looking for the answer; is he human or is he dancer?

Pay his respect to grace and virtue, send his condolences to good, hear his regards to soul and romance, they always did the best they could. And so long to devotion, it taught him everything he knew, wave goodbye, wish him well, you've gotta let him know.

Is he human or is he dancer? His sign is vital, his hands are cold, and he's on his knees looking for the answer; is he human or is he dancer?
Skills and Special Abilities: He is the master of dance. He has throughout his life been able to move people with his dance, to persuade people, to distract people. For every situation, he has the right dance.

Strength: 3

Athleticism: 16

Toughness: 10

Intelligence: 13

Perceptiveness: 5

Charisma: 13

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Madman
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Sea Song

Post by Madman » Wed Oct 05, 2016 9:14 pm

I'm reserving a spot for now and I'll have a pretty interesting (I hope) character coming soon.
Tartarus Robotics Group: Infinitely wise and merciful since 2016
(don't ask about before that)

Black Dog ||| Hellhound V ||| Blood Eagle ||| Santangelo ||| Hellhound VII ||| Hoarfrost

Mechanized Mayhem: 0-0
Heavyweight: Danger Zone (0-0)
CBC4: 26-5
Featherweight: Black Dog III (6-2)
Lightweight: Blood Eagle (7-1)
Middleweight: Hoarfrost (9-0) CHAMPION!
Heavyweight: Santangelo (5-2)
Current Roster: 183-40 (.821)
Black Dog (ROBOTS - MW*, ROBOTS3 - FW, CBC4 - FW): 26-5
Blood Eagle (CBC3 - LW*, CBC4 - LW): 15-2
Danger Zone (Mechanized Mayhem - HW): 0-0
Detroit Iron (ICEcrown - SHW): 6-2
Hellcat (Thunder Underground - MW): 2-0
Hellhound (R: Extinction - HW, Pressure Drop - HW, RB2 - HW, ROBOTS - HW, New Blood - HW*, ROBOTS 3 - HW*, Thunder Underground - HW): 46-11
Hoarfrost (RB2 - MW, Armageddon! - MW, Ruination 4 - LW, Thunder Underground - LW, CBC4 - MW*): 23-5
Krakatoa (Robo-Con - LW, Ruination 4 - SHW, Thunder Underground - LW): 11-2
Meanstreak (RB2 - LW, Ruination 4 - HW): 10-3
Santangelo (CBC3 - SHW*, CBC4 - HW): 13-3
Sundancer (Ruination 4 - MW, R: Revival - MW, REDDIT - HW, R: Evolution - FW): 21-4
Talons Out (ROBOTS - FW): 10-3
Thundercaller (Vexed!): 1-0
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Eye of Newt, Morality, Savage, Tiger, Vicious, Wild Child
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Hellhound - #1
Black Dog - #2
Blood Eagle - #11
Sundancer - #24
Hoarfrost - #49

NWOWWE
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Sea Song

Post by NWOWWE » Thu Oct 06, 2016 8:24 am

Name: Lawrence "Larry" Walker (no permanent aliases, numerous temporary ones)

Age: 32

Gender: Male

Nationality: American, from Chicago. Can pass off numerous regional American accents fairly convincingly.

Description: Caucasian, height is 6'1". Hair color is dark brown, nearly black, that he keeps close cut. Average physical build. Typically dresses in business casual fashion. He carries around a special deck of cards he uses for small, quick cons (more for his own amusement than actual monetary gain at this point in his life). He also has several different forms of falsified credentials, allowing to pass off different professions.

History: Lawrence had a mostly uneventful single parent upbringing most of his life after his father died of lung cancer when he was 7. He carried on his father's aptitude for card tricks, and began using them to bring in extra money to his home when he became a teenager. Seeing his mother struggle working for companies that would allow her to advance above middling positions left him disillusioned to what he called "playing the game their way". He would run various small cons and never stayed in any one place for too long. His old card deck is his one keepsake from a happier and simpler time in his life.

Skills and Special Abilities: A naturally charming an charismatic person, he has a gift for gaining people's trust fairly quickly. Also a fairly intelligent person, he's able to bluff his way around the general aspects of different professions with a fair amount of confidence. He's also a nearly unparalleled with card tricks of all types (amazingly fast reflexes go hand in hand with this).

Strength: 3

Athleticism: 8

Toughness: 5

Intelligence: 14

Perceptiveness: 12

Charisma: 18
Area51Escapee,Jan 30 2011 wrote:
Spatula,Jan 29 2011 wrote: I should go 3-1 this week but it'll probably be something like 0-4 or 0-5.
It sucks going 0-5. You lose all 4 of your bot fights for the week and you also lose at life.

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The Monsterworks
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Team: The Monsterworks

Sea Song

Post by The Monsterworks » Thu Oct 06, 2016 10:08 am

All characters posted so far look good. We'll be starting this right on schedule&#33;
Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
Abyss... ROBOTS 3 (MW)


The Monsterworks: 214-57 (.790) ...Probably up to no good.
Cherry Bomb Classic IV: 25-4
Finishing Move: 6-2
Magnolia Pico: 6-1
Magnolia Grande: 6-1
Glacier III: 7-0
ROBOTS 3: 21-6
Sixpounder: 3-4
MADSCIENCE: 9-1 Champion!
Abyss: 9-1 Champion!

Toxic
Posts: 531
Joined: Wed Dec 31, 1969 7:00 pm

Sea Song

Post by Toxic » Mon Oct 10, 2016 4:21 pm

Name:Adahy

Age: 26

Gender: Male

Nationality: American from present day North Carolina, a descendant from the Algonquians.

Description: Native American, height is 6'1" with a slightly above average build. Long black hair(think John Redcorn). Usually dresses in hand made clothing from hide of various animals and other common items that he brought with him on his journey.

History: Adahy (Algonquian for lives in the woods) grew up in a small town in what would be present day Eastern North Carolina. For years he was taught of his native ancestry and heard tales about wars, peace, The Lost Colony, and many other stories. Though he lived in a perfectly ordinary world he longed for the day that he could escape the life he was brought up in and return to the ways of his ancestors, all the while living up to his name. Upon turning 18, he packed up a backpack full of provisions and disappeared deep into the Savage Lands, cut off from all of humanity. For the past 8 years Adahy has lived alone, letting nature be his friend and mentor. After nearly a decade alone with very few visitors he considers his territory sacred and will make sure that it is protected from outsiders.

Skills and Special Abilities: Adahy is an extremely quick thinking and smart person. Though he is very careful when other people encroach into his territory, he can be very hospitable to the right visitor. His knowledge of the surrounding land is second to none and is able to navigate the surrounding area very easily. Adahy is also very knowledgeable of most plant life in this area as well.

Strength:6

Athleticism: 8

Toughness: 8

Intelligence: 9

Perceptiveness: 15

Charisma: 14
Last edited by Toxic on Mon Oct 10, 2016 4:22 pm, edited 1 time in total.

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Madman
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Team: Tartarus Robotics Group

Sea Song

Post by Madman » Wed Oct 12, 2016 3:51 pm

Names: Kayla Flanagan & Emma Ashevak

Ages: 13 & 16

Gender: female & female

Nationality: Irish/colonial & Inuit

Description: Kayla's kind of small, what most adults would call 'cute', and looks younger than she is. She has freckles and red hair, just like a stereotype. Emma's sixteen, but looks older. She's already curvy, with long black hair, high cheekbones, and rather Inuit-looking features. She's objectively beautiful and not afraid to play that up.

History: Kayla comes from a large colonial family from an area near Boston. She has always been a little shit, playing pranks on people, instigating, and generally talking at anyone who'd listen. Whether the stories she told had any truth to them or not was secondary. She usually managed to be popular and have a large group of friends until her bullshit inevitably wore thin. Things changed a coupe of years ago when her father, who was a whaler, was killed under mysterious circumstances at sea. Her mother was badly injured while rescuing some of her younger siblings during a flood, losing the use of her legs, and the entire family eventually fled the city to move inland. Kayla's the second oldest of the bunch, but her older brother, Sean, works odd jobs and isn't around often. She's a wild child already and a known troublecauser. She pickpockets and steals often, though that's partly for survival (hers and her siblings'), and usually hangs out with older teens like Emma. Otherwise, she gets younger children to do her bidding. She can play her father's old guitar and is pretty good at it. She still loves to tell stories, and while they have the same whimsical creativity, there's something darker about them now.

Emma's a few years older and wiser. Originally from a midsized fishing town in the far north, her father moved south to find work when she was very young. When the floods started happening, he lost contact with his family and Emma's mother went south to look for him, leaving her and her younger brother, Mark, with her aunt. Emma was always restless. She didn't like living in such an isolated place, and secretly, she missed and worried about her mother. What she found were flooding cities, chaos, and streams of refugees. She soon ran out of money, and tried to subsist by fishing. Unfortunately, a lot of other people had the same idea, and she didn't have much success. It came down to prostituting herself, which made her feel so filthy that she only did it a couple of times. She hit rock bottom and tried going back home, but ran out of food and money again. Eventually, she discovered that lots of small time criminals and swindlers could use a young, pretty, innocent-looking girl like her, but she never liked them, and as soon as she'd built up any degree of trust, promptly stole from them and ran to the next city or refugee camp. She has drifted that way for the past year or so, making ends meet. Over the past few weeks, she's been staying in a shantytown just outside of Youngstown, Ohio, at the foot of the Appalachians. She's picked up a tag-along in the form of Kayla, and started teaching her the ropes.

Skills and special abilities: Kayla's small, agile, slippery, and really good with sleight-of-hand. She's sweet, charming, and talkative, and you'd never guess just how rotten she is. She also has considerable musical talent, and is a pretty damn good dancer.

Emma's good at thinking quickly and problem solving. She can read people really well and is unusually brave and quick to action. She has a natural talent for languages, and speaks five of them: English, Inukitut, French, Dutch, and Cree. She has some ability to fish and provide for herself from the land.

Kayla

Strength: 2

Athleticism: 14

Toughness: 5

Intelligence: 13

Perceptiveness: 9

Charisma: 17


Emma

Strength: 4

Athleticism: 11

Toughness: 5

Intelligence: 7

Perceptiveness: 17

Charisma: 16
Last edited by Madman on Wed Oct 12, 2016 4:04 pm, edited 1 time in total.
Tartarus Robotics Group: Infinitely wise and merciful since 2016
(don't ask about before that)

Black Dog ||| Hellhound V ||| Blood Eagle ||| Santangelo ||| Hellhound VII ||| Hoarfrost

Mechanized Mayhem: 0-0
Heavyweight: Danger Zone (0-0)
CBC4: 26-5
Featherweight: Black Dog III (6-2)
Lightweight: Blood Eagle (7-1)
Middleweight: Hoarfrost (9-0) CHAMPION!
Heavyweight: Santangelo (5-2)
Current Roster: 183-40 (.821)
Black Dog (ROBOTS - MW*, ROBOTS3 - FW, CBC4 - FW): 26-5
Blood Eagle (CBC3 - LW*, CBC4 - LW): 15-2
Danger Zone (Mechanized Mayhem - HW): 0-0
Detroit Iron (ICEcrown - SHW): 6-2
Hellcat (Thunder Underground - MW): 2-0
Hellhound (R: Extinction - HW, Pressure Drop - HW, RB2 - HW, ROBOTS - HW, New Blood - HW*, ROBOTS 3 - HW*, Thunder Underground - HW): 46-11
Hoarfrost (RB2 - MW, Armageddon! - MW, Ruination 4 - LW, Thunder Underground - LW, CBC4 - MW*): 23-5
Krakatoa (Robo-Con - LW, Ruination 4 - SHW, Thunder Underground - LW): 11-2
Meanstreak (RB2 - LW, Ruination 4 - HW): 10-3
Santangelo (CBC3 - SHW*, CBC4 - HW): 13-3
Sundancer (Ruination 4 - MW, R: Revival - MW, REDDIT - HW, R: Evolution - FW): 21-4
Talons Out (ROBOTS - FW): 10-3
Thundercaller (Vexed!): 1-0
Yet to Fight
Hadean, Intimidator, Kurosaki-kun, Midnight Sun, Neon Rampage
Retired
Eye of Newt, Morality, Savage, Tiger, Vicious, Wild Child
ARC Hall of Fame
Hellhound - #1
Black Dog - #2
Blood Eagle - #11
Sundancer - #24
Hoarfrost - #49

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