Survivors of the 12 2/19th Dimension (Setup)

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Squizzel
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Survivors of the 12 2/19th Dimension (Setup)

Postby Squizzel » 26 Jun 2011, 03:00

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So, you control one person, and must lead a band of survivors. You start with 2o people, a small 'command group' of 3, and your 'Hero' (this may be changed, if I feel that it needs to be).

Ok, so alittle about the 12 2/19th dimension. It was made by someone who saw reality, but didn't really get it. This means a day lasts 30 hours, and sesions are 20 days change (eg. Spring into summer), 30 days of commen weather (so, sunny in summer) and then 20 days change (so summer into spring). (Oh, there's 40 days change, not 20.) A year therefore lasts 280 days.
You have control over Some area's of the enviorment. So, if you really wanted to have your tribe start ontop a mountain, or had a really good idea for some commen animals, ask me and I'll say yes or no.(I do have the final say though.)
Anyway, other thing this dimension is commen for. Picking up survivors. So, say a dimension shattered, and everything fell into the void. Some of the lucky people on some worlds would be picked up, and stuck on one of meny floating islands in the dimension. Number of survivors vary, from 1 person to a whole race.

Realtime board: http://www.scribblar.com/rj5qtzjjq

Stat stuff. This dosn't actully Effect anything, it's more of an indicater for me.
Tools - How well you can make and collect things
Magic - How strong your mage's are. High level in this can cause new mages to pop up.
Building - How strong your buildings are, and how big you can make them.
Weapons - How well armed you are. First is attack, second is defence.
Transport - How good of a ride your guys can build.
Supplies - Used to build stuff (duh). Also, 1 supply is used to feed 1 person 1 day. I'll start you off with enough supply for 10 days (Don't worry, I'll give you the number ^^ )
Comand - These can be seen as 'project leaders'. So an engineer would help when building, a mage could help when gathering supplies, and stuff like that. Helps to have them working on projects that make sence (so having a diplomate working on building a temple won't help it much).
Perks - These are slight advantages you have. It may that directly effects a stat, but could be more a long term thing.

Name of race:
Bio of race:
Race Perk:
Name of tribe:
Magic level:
Tool level:
Building level:
Weapon level:
Transport level:
Number of people: (I'll tell once race is done)
Command: (I'll tell once race is done)
Hero Perks:
Number of supplys: (I'll tell once race is done)
How they arrived:
Other:

Starting points is 15. You can put them into the level based skills

Ninja edit 4: Forgot to put where Ninja edit 3 was, and for everyone else, ninja edit 1 was lost.
Last edited by Squizzel on 07 Jul 2011, 20:33, edited 7 times in total.
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Re: Survivors of the 12 2/19th Dimension (Setup)

Postby The Ghost » 26 Jun 2011, 03:32

No offense but, um, a lot of that made no sense, and didnt you want to avoid the whole 'stats and sheets' thing this time around?

Ninja edit of my own: I will give this a try:

Race/tribe thingy sheet:

Name of race: The Mice of Moldovan

Bio of race: Physiologically they are: Mammalian omnivores who have litters of 2-6 children at a time and a very high metabolism which belies their extreme longevity. They grow to adult hood in 10-11 years. They combine the best features of mice, rats, and humans. For unknown reasons they have 2-3 times as many girl children as boys.

They look like: Human sized anthropomorphic Mice (in the style of Gadget from the Rescue Rangers) standing between 4-6 feet tall. They have four fingers and thumb style hands and feet like real mice, with stubby dull claws. Their coloration ranges from white to black skin tone and fur with midranges coming in the full spectrum available to mice and humans, which is largely a heritable trait. The hair on their heads can grow much longer than the rest but is worn short traditionally, though longer than their body hair, and worn longer by women than by men. They do not grow facial hair except whiskers, eyebrows, and eyelashes, the first two of which are longer and more prevalent in men than women, while the reverse is true of the third. (Men's whiskers are sometimes more like moustaches.)

And prefers to live in/on the: Forests and grasslands near water, places where they can farm for their sustenance and fell timber to build houses. They usually live in large family groups, called Steadholds.

The race is known for: Magery. Most if not all of The Mice are mages of some kind, and have an eclectic mix of training and talents from enchanters to evokers to illusionists and everything in between. Technomancer’s however have been largely unknown until the arrival of Gadget Mouse.

Culturally the Mice are: A Socialist, Democratic, Religious, Mageocracy.
The Confederate States of the Mus are ruled by councils of the most skilled mages, elected from the preeminent examples of each from of magic within a certain area. Their federal authority is fairly weak, primarily concerned with truly national issues such as regulating the flow of currency, policing the other council’s adherence to their own codes of conduct, and pursuing criminals who cross state lines, all conducted through the offices of the Commissariat Officer Corps. The state councils hold the real authority, regulating trade, taxation, the state militia and law enforcement. At all levels the government’s primary mission as outlined by the articles of confederation is to “Provide for and maintain the safety, prosperity, and wellbeing of the people under its charge.”, which the electorate makes certain they stick to. To assist in proper behavior and decision making each council is advised by an angelic attorney who serves as the council’s speaker and chairman, regulating the discourse between the often egotistical representatives. As you may imagine there is no separation of church and state, but there is however freedom of religion, as long as the religion is not a form of demon worship, which can be swiftly identified by police. (Who are assisted by celestial bloodhounds.)

Race Perk: High Reproduction Rate. (See bio for explanation.)


Name of tribe: Valley Rest Plantation. (The Confederate States of the Mus)
Magic level: 4
Tool level: 3
Building level: 2
Weapon level: 2/2
Transport level:2

Number of people: 37

Command:
My character: Lotariel the Leongeor (Basically what happens if you have a succubus who is redeemed and becomes an angel.)
Technomancer / Engineer: Gadget Mouse
Paterfamilias / Head Magus: Copper Mouse
Enchantress / Diplomat: Mary Mouse
Guard Leader / Warmage: Bonvia Mouse
(Footnote: Not all of The Mice are named 'mouse', but all the leaders are from the same family.)

Hero Perks:
Divine blessing: If Lotariel blesses a marriage there is an increased chance the children will be mages, and they will always grow up hearty and strong.
Hero Race Perk: (She is not actually from the same race as the Mice, though she takes the form of one.)
Shape Changer: Lothariel can assume the form of a generic female member of any humanoid race between 3 ft and 9 ft tall. In her true angelic form she is a statuesque humanoid female with six arms, bronze skin, a dragon's tail, a halo of yellow fire, and huge rainbow feathered wings.

Number of supplies: 205

How they arrived: Warding-Spell gone horribly wrong.
(When warding the plantation for a marriage ceremony they did the spell slightly wrong which caused an unexpected interaction with the warp drive of Gadget’s ship that changed the wards into an inter-dimensional teleportation sphere when the angel was summoned to bless the marriage.)

Other: Changed some things... (A lot of things.)
Last edited by The Ghost on 28 Jun 2011, 03:22, edited 7 times in total.
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Re: Survivors of the 12 2/19th Dimension (Setup)

Postby Squizzel » 26 Jun 2011, 03:53

....
Derp, I'll go sort that out when I have time x.x'' I don't feel like really doing this atm, so I'll just get rid of most of it, and put something better up x.x


As usale, I've been an idiot. Also, approved Ghost (giving perk stuff in Scribblar)
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Re: Survivors of the 12 2/19th Dimension (Setup)

Postby Happy Demon » 26 Jun 2011, 05:23

Now, time for a race (YAY).

Name of race: Selimus

Bio of race: They're 1 foot shorter than a human, they look like humans females with moth wings, cat ears, cat eyes, cat tail (some have more than one), cat paws, fur on some of the body, and cat legs.
They only have females, they need to have sexual intercourse with another Selumi to reproduce.

Race Perk: Extreme Cuteness & Flying.

Name of tribe: The Luna Clan.

Magic level: 1

Tool level: 1

Building level: 1

Weapon level: 1/1

Transport level: 10 (Flying Magma Dreadnoughts F*** YEAH!)

Number of people: 18

Hero Perks: Spiritual Powers.

Number of supplies: 115

How they arrived: They got sent through a dimensional rift while flying a Magma Dreadnought (F*** YEAH!), then they crashed on one of the floating islands.

Leaders:
My Character: Laros Twotail
Leader of the Scientists: Lucy Batears.
Leader of the Mages: Angelica Threetail
Leader of the Architects: Kasumi Longsight
Guard Captain: Octavia Quickvision

Ninja Editing Pencil (You can't see it working before it's done): Added Leaders.

Ninja Editing Pencil 2: Added some things.

Ninja Editing Pencil 3: Corrected a single word.
Last edited by Happy Demon on 17 Jul 2011, 00:57, edited 2 times in total.
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Re: Survivors of the 12 2/19th Dimension (Setup)

Postby Squizzel » 26 Jun 2011, 06:48

Accepted Demon ^^


Number of people: 18
Comand: Same as the leaders you put down
Number of Supplues: 115

Ninja edit: Bunch of stuff I forgot to add in the first post added. Supply and Comand sorted, as well as edit to perks.
Last edited by Squizzel on 26 Jun 2011, 06:56, edited 2 times in total.
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Re: Survivors of the 12 2/19th Dimension (Setup)

Postby Happy Demon » 26 Jun 2011, 06:52

I guess this counts for lava battles as well, since, you know, Magma Dreadnoughts (F*** YEAH!).
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Re: Survivors of the 12 2/19th Dimension (Setup)

Postby Squizzel » 26 Jun 2011, 06:57

I changed perks but forgot to change your post Demon. Sorry x.x''

Perks are now chosen by the player, but they can't be super overpowered.

Ninja edit: Ninja editing is fun ^^
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Re: Survivors of the 12 2/19th Dimension (Setup)

Postby Squizzel » 26 Jun 2011, 08:23

Name of race: Veraren
Bio of race: 6-7 feet tall, with long, rabbit like ears, long tails that end in a sort of ball, slim build, and covered in fur. Fur colour tends to be blue, green or purple, but other colours arn't unheard of.
Race Perk: Nobal race - Genrally get on well with most races.
Name of Clan: Sunga
Magic level: 3
Tool level: 2
Building level: 3
Weapon level: 3/2
Transport level: 2
Number of people: 23
Command:
Ris - Leader
Arjmor - Ranger
Kihon - Head engineer
Rerod - Theif
Hero Perks: Battle mage - able to use both a sword and magic well.
Number of supplys:
How they arrived: They were part of the main group of Veraren's when there dimension broke, but were in some sort of statuse untill they just ended up here.
Other:
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Re: Survivors of the 12 2/19th Dimension (Setup)

Postby aattss » 26 Jun 2011, 11:56

Name of race: Elcans
Bio of race: 5-foot humanoid creatures with iguana-like skin, their instincts and early mandatory training makes them ninja-like.
The race has created a major kingdom with regions numbered alphabetically and tribed alphabeticly as well as numerically. Z, meanwhile, is the army.
Race Perk: Natural ninja skill
Name of tribe: D4
Magic level: 4
Tool level: 2
Building level: 1
Weapon level: 4/3
Transport level: 1
Hero Perks: Even more ninja-skill then others
How they arrived: They slaughtered 5 tribes (D1-D3, E3, E7) until tribes (A3, A7, B1, B4, C2, and Z) put a stop to them by killing many and magically banishing the rest to another dimension
Other: Armed and dangerous
Last edited by aattss on 29 Jun 2011, 11:56, edited 1 time in total.
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Re: Survivors of the 12 2/19th Dimension (Setup)

Postby Merostomata » 26 Jun 2011, 15:08

Name of race: Arakut

Bio of race: The Arakut are, as a most basic of all descriptions, a sort of tapered creature with wings, a tail, and small tendrils. Despite a chitinous appearance on the outside, they are surprisingly flexible and lightweight. Thrusting towards the front of their body is a large, horn-like structure; this is actually useless as a weapon. Its function is to hold the Arakut in the air and to keep them somewhat aerodynamic; it is filled with various gases let in and out through an internal system of canals. The Arakut have swellings on their back and sides that fit a similar role, also playing a part in respiration. Two mouths in the form of beak-like ports are located on the underside of this body. Simple black eyes are set between the various gas-filled bumps, while a more advanced cluster is located near the 'horn'. The wings are long, bleak structures, somewhat difficult to wave around, and pointed, with a number of small flaps inside that can be released and pulled back to control flight. The tail is made up of a couple of long, narrow, and flexible 'panels' of the material covering the outside of the Arakut, and is somewhat rounded at the end. Small, round panels cover the underside of the Arakut, which can be retracted to spring out lightly-colored tendrils of over two feet in length. All in all, the whole creature at a mature age is about five-six feet long not counting the tail (when stretched out, that adds another three-four feet), two and a half feet tall, and has a wingspan of about fourteen feet. Colors vary, but the Arakut tend to be anywhere from white to gray to black, perhaps with patches of brown mixed in and with a splotchy, wispy pattern-- this was considered to be decent camouflage in their original habitat. The material covering them is rather strong, yet flexible enough to allow an ability to maneuver; don't expect it to be repelling, say, a decent gunshot or arrow, though. They can and will reproduce anywhere where any other Arakut are present, and in some rare cases even if there aren't any others. Child Arakut are slowly formed inside the parent before being released at more or less the same appearance (if not size of) the adults.

Race Perk: Early Fliers: From the very start of an Arakut's life, it's fully capable of flying around, even in harsh weather.

Name of tribe: Takik Group

Magic level: 0 (Magic is unknown to them entirely.)
Tool level: 4 (Pretty okay at both finding and developing resources... an aerial perspective helps.)
Building level: 1 (Their structures tended to be very temporary or only for organizational purposes, as they don't really need 'shelter'. Buildings for them aren't built to last.)
Weapon level: 8/1 (Defensive technology is stilted due to problems when flying with too much weight... meanwhile, meet a tendril-held rechargeable heavy laser cannon!)
Transport level: 1 (Pretty much limited to making a frame to allow their wings to propel them more efficiently.)

Number of people: 27 including leaders.

Command:

My Character (Group Operator) : Iksikik

Korgik - Organizer of Maintenance Subgrouping - Keeps tools, weapons, etc. in working order.

Urlik - Infrastructure Organization Officer - Helps to organize the building of the agricultural business, mining, and necessary structures.

Ikisilak - Frontiers Sub-Captain (Ikisik is the Frontiers Captain) - He organizes searches and raids in the surrounding areas.

Orlak - Infrastructure Organization Planner - Somewhat similar to Urlik's job, except instead of actually organizing the process, he tends to come up with the ideas. More simply; he thinks up the thing, Urlik actually builds the thing.

Hero Perks: More powerful, dominant Arakut (such as Frontiers Captain Iksikik) swell to larger sizes and develop thicker, stronger armor, wings, tails, and gas sacs... the only problem is that they become somewhat less agile, though in a dive they're actually speedier than the norm.

Number of supplys: 135

How they arrived: An overly curious aide on an excavation touched a device on an empty, crashed alien ship that he really should have avoided. While that poor soul died spliced, splattered, stretched and screeching sorrowfully between at least three hundred and seventeen alternate realities, the rest of the team with it was miraculously transported without harm to the 12 2/19th dimension. Ever since, they've been scratching their... not heads, uh... something... for a way to get back, or at least to contact what they left behind. In the meantime, they're making the local floating islands their home to the best of their ability.
Last edited by Merostomata on 13 Jul 2011, 14:45, edited 3 times in total.
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