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  1. #21

    Re: Noise: Sign Up & Discussion

    Just doin' my job, sir. Also, thanks for clearing up the questions I had, although I still don't fully understand the Pilot/Exemplar relation with how you've explained it, I think I can grasp it if I compare it to something I'm more familiar with. I think I'll explain it, just to make sure I get it, and possibly to help others understand:

    There are people. Some people are able to manifest their personality, who they are on the inside, as separate entities. These entities are known as Exemplars, and these Exemplars do not hide who they are, what they feel. Their physical appearance is even solely dependent on their Pilot- the person who manifests them. They can be a tiny elephant, no bigger than a mouse, or an enormous gargoyle, or they can look like a teenage girl. I relate it to the movie, Gamer, with one person controlling another. The Pilot will never die because their Exemplar died, and will rarely be affected at all.

    Is that all accurate?

  2. #22

    Re: Noise: Sign Up & Discussion

    In that case one can also say an Exemplar can never truly die. (so not like the Matrix where 'if you die in the matrix, you die in real life') Since it is a manifestation of someone's inner self, and if the Exemplar dies I would say a person is heavily affected but not killed. When the Pilot has recovered from the shock he or she can conjure up the Exemplar again.

    That about right?

  3. #23

    Re: Noise: Sign Up & Discussion

    Exemplar Name: Tren Kington
    Stage Name: Octopus
    Race: Human-ish

    Weapon: Tentacles. Tren grows up to eight tentacles out of his back, which he can use as extra appendages or whipping tools. Though they are very quick, they are not particularly strong, so escaping their grasp is not impossible. He also has shown an affinity for magic, though he can't use it in any sort of combat situation at this time.

    Abilities: Aside from the usage of his tentacles, Tren has enhanced vision in the dark, similar to an owl's. He also has exceptional speed and athleticism, though he mostly plays defensively.

    Personality: Tren is not a fighter. He would prefer to use his silver tongue to talk his way out of any possible confrontations. As such, in a fight, he would try to confuse his opponent with words while avoiding much physical contact with them. Only striking when he sees an opening. He is well-read, and wished for his stage name to be "Cthulhu", but the name never stuck. Due to his tentacles, he was quickly given the moniker "Octopus", much to his chagrin. He has shown interest in magic, but has not learned anything applicable yet. He is plagued by voices in his head that are frequently not in agreement. This deeply disturbs him, as he is sometimes compulsed to do things.....out of the ordinary.

    Appearance: Tren wears a sleeveless, tight-fitting black shirt and tattered blue jean pants. He also wears an equally tattered duster and a dark brown hat. His clothes are tattered due to the nature of his tentacles ripping through his clothes.

  4. #24

    Re: Noise: Sign Up & Discussion

    You are actually both accurate. And BJ Great job!
    Signature By: Contra Fates

    'If video games were people, I'd be such a playa!' ~ Mellusia

  5. #25

    Re: Noise: Sign Up & Discussion

    I know it's been more than four months since anyone posted in this, but this is the only RP I'm still interested in. I very much so want to play my lizardman. Paco de Gaullo for the win, bitches. Lipwig, Chris, and Blackjack- you guys still want to play?

  6. #26

    Re: Noise: Sign Up & Discussion

    Here's one character. If you feel he's too overpowered then I can certainly tinker.



    Exemplar Name: Krausma
    Stage Names:
    Clockwork
    Race:
    Construct
    Weapon:
    Krausma can extend a spiked chain from the top of each wrist. These chains end in a piercing point and are another arm’s length and a half long. They can be controlled as if they were extra limbs.
    Appearance:
    The only organic part of Krausma is a heart, which is deep within his chest in a heavily armored chamber. He’s about 6 feet tall and looks like an adult human, except he is made of inorganic materials. Instead of skin he has an outer shell that looks like white porcelain, with the basic facial features as if he was a statue. However, it is cracked and missing in many places revealing a strange metal skeletal structure and no organs, only series of turning gears.
    Special Abilities:
    Krausma has strong magic, but it is all defensive.

    Physical Shield:
    Krausma’s most powerful ability. It creates a transparent bluish shield that makes a half-sphere (more of an oval shape, but you get it) in front of him. This shield acts as a force field that blocks physical attacks from his front. While it may seem invincible, if it takes enough heavy blows it can be shattered, causing Krausma to stagger as if struck heavily. Using this shield decreases Krausma’s mobility, making him move slower and greatly limiting jumping.
    Fire Shield:
    Activates a full shield around Krausma. Looks like transparent flames slowly rising upwards. Decreases the damage from fire attacks, and more importantly prevents extreme heat from melting his metal parts. Slightly reduces Krausma’s physical resistance. Taking a hit from a substantial water attacks can deactivate this shield and render it unusable for the rest of the battle.

    Thunder Shield:
    Creates a shield of sparks and current around Krausma. Does not reduce damage from electric attacks, but it does negate Krausma’s inherent weakness to electric attacks.

    Overdrive:
    Krausma has only used this once, and will probably never use it again. Krausma’s gears start turning at incredible speed, and his body rapidly mutates. He even produces extra whips, or increases the length of his existing whips. His speed and strength increase by an incredible amount, until he can attack faster than the human eye can keep up with. His defense also decreases significantly, but it’s not likely that someone would be able to hit him. Hitting him with a close range attack is almost impossible. His behavior during overdrive is unpredictable, his body may change in abrupt ways or he may even throw his own gears at his opponent. This technique is incredibly self-destructive, however. Besides the obvious damage it puts on his mechanical body, it’s an incredible strain on his organic heart. After, at the longest, 3 minutes (read: about 3 posts.)Krausma’s heart explodes and he automatically loses the match.
    Regeneration:
    (Does not pertain to battle.) While it is too slow to actually aid him in battle, Krausma can regenerate his body at a slow rate while out of combat. Even his heart. If his heart and the box containing it are destroyed, the box must repair itself before the heart begans to regenerate.

    He has much more magical potential, but is still perfecting other techniques.
    Combat Style:
    Krausma outlasts his opponent. With his shields and metal body, he can take a lot of abuse. Unlike most of his organic opponents, he cannot feel pain and never gets tired. He uses his whips’ to deal sneak attack piercing blows while defending himself until his opponent is bleeding and exhausted and he can move in for the kill. While his strength isn’t that much more than a muscular adult human’s, the fact that he’s made of metal and doesn’t feel pain lets him put serious power behind his punches. Opponents that rely on physical attacks will have a hard time besting Clockwork in the arena.

    Personality:
    Krausma is an intellectual. He loves reading, and memorizes everything he reads. He is known in the ring for his dry sense of humor. He battles for the experience. His pilot is a jockey that is completely paralyzed. Through Krausma, he can experience the joy of movement, and of conversation. Krausma has normal human sight and hearing, but completely lacks taste, touch, and smell. He often seems aloof, and sports an indifferent attitude towards his opponents. He is often seen having friendly conversation with opponents he had terrifying bouts with.

  7. #27

    Posts
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    Re: Noise: Sign Up & Discussion

    I fear I cannot 100% commit to this, and again not unlike Kendra, RPB was never a forté (actually I've never RPB'd before!). Nevertheless, I'd like to know what you'd think of the bio I threw together.

    Exemplar Name: Urthemiel

    Stage Names: Judge

    Race: Human/Undead

    Weapon: Ice & Earth Magic, and associated telekinesis with these elements

    Abilities: Uses debilitating and offensive magic to subdue, and crush his adversaries. Staying true to the classic portrayal of magic users, Urthemiel is utterly incapable of sustained, direct physical combat, demanding that his use of magic creates distance between the foe and he. As such, he makes use of the terrain/environment to constantly change the pace of the battle, making his strategies unpredictable. Using his magics, he can generate shields of both elements to protect from physical danger. A shield of Earth is nothing shy of useless when defending against magic, whereas the shield of Ice is effective against magic but weak to physical contact. Blades/spears of ice can be used in conjunction with shields to force the foe into withdrawing from close quarters, or at least to allow Urthemiel to re-position himself on the field.

    Combat Style: Despite not being able to resist a great deal of punishment, his battle style takes time to really kick in. He has the capacity to end battles as quickly as they begin, as do all Exemplars, but the delay in relevant spells would result in his haste-driven attacks to be too predictable to actually make contact. With this in mind, he must make the foe weary of battle, and lay traps, or influence the environment to such a extent that the opponent is left with limited options – options Urthemiel will have prepared for. In essence, Urthemiel is a tactican; utilising wit and guile against the common brawn to ultimately overwhelm the adversary.

    Appearance: Urthemiel has a likeness to the undead, though this is not in a literal sense. He is a shambling mess of what could be viewed as human, but more spectrally so. His lengthy, tattered robes skirt the floor, hiding his presumed feet which embellishes the thought that he either floats, or walks in an eerily steady way. His arms are not covered by cloth, and are open to plain view – displaying the decay of flesh in all its greyed glory. They are notably skinny, as with the rest of him, revealing more bone than some would consider pleasant or healthy. The only item(s) to be present are on his forearms – small, worn golden gauntlets. These do not server as armour, but as decoration; offering some beauty amidst the cloud of death surrounding it.

    His face is mostly obscured by a helm of sorts, revealing only his mouth and jaw - to ill-impede conversation. It is unknown how he sees beyond the metal however, and it can only be assumed there is some subtle magic at work. The helm itself, in its core design, is oval. The designs adorning it contort from the simplicity of the helm, making it seem incredibly aggressive and complicated, while at the same time being elegant and almost regal.

    Truly, Urthemiel would be the ghoul of your nightmares.

    Personality: There are tales of the walking dead; mindless and warped abominations of their past selves. Urthemiel shares much in terms of appearance, yet nothing with regard to his mind. His purpose be as it may, he is quite informed as to the riddling social structure of the world, and of the means by which it operates. He actively seeks conversation with whom he can, in order to further expand his knowledge & understanding of the world, and of those therein. Ultimately, his comprehension has brought about resentment and spite, and so seeks conversation in order to judge.
    Purpose built anew, he seeks to rise to glory in the Underdrome, enter the Fountain of Youth, and pass terrible judgement from beneath his helm.


  8. #28

    Re: Noise: Sign Up & Discussion

    Hell yah, man. Looks great. You can post anytime, as can Ryvius (Austin, Black Waltz, what-have you). If you'd like to post your intro in the same format as the others' then go right ahead, and if you'd like to start in a battle against an NPC, then say so and I'll create one for you.

  9. #29

    Re: Noise: Sign Up & Discussion

    Just for everyone's awareness, I'll be starting the first objective tomorrow, so be ready for it. Also, any questions or requests (as to what you'd prefer to fight), just throw 'em in here so that I can always check back on who doesn't want to do PvP, and who does, etc.

  10. #30

    Re: Noise: Sign Up & Discussion

    First Wave

    Retrodrones
    Difficulty: Simple
    Appearance: Retrodrones come in three colors, representing different abilities. Otherwise they all appear the same. They are humanoid robots, standing no taller than four feet. They are older technology, and some are rusted where the appendages connect to the central core. Their feet are round and flat, and their appendages are acchordion style, for the sake of bending. Their center is round and contains a bright blue orb, which radiates through the glass porthole window on the front side. Their heads are simple squares with no discernable features. They only have basic kill functions, and make no decisions are inferences on their own.
    Abilities: The retrodrones are weak in strength, incapable of beating an average human in a fight. However, they have a programmed swarm mentality, and when faced with the numbers that these retrodrones have they can become quite overwhelming when fighting alone or when caught off guard. Each of the three varities has its own particular magical ability, which are color-coded. The bronze retrodrones use weak earth magic, able to attack the foe with whirls of sand, or create fist-sized stones for throwing.
    The gilded retrodrones use small amounts of lightning, able to send a jolt equivalent to sticking a fork in an electrical socket. They could also create a small electromagnetic field. It would pull in smaller metal items, and inconvenience anything with metal parts.
    The silver retrodrones use water magic, capable of collecting water in the air to douse flames, drench enemies, or to wash an opponent's feet out from under them.

    Dispatch: Retrodrones are extremely vulnerable to both physical and magical attacks. A weapon of any sort could dispatch a retrodrone with ease, while bare-handed fighters may have to be more creative, as despite being fragile, are still made of metals. Magic of most varieties of a mediocre strength will overheat their system, immediately shutting down the retrodrone in question. A single character will be able to deal with about twenty retrodrones, however with a teammate each individual's number would increase to thirty, with an additional ten handled per protagonist.

    In this situation, having four of us would mean fifty retrodrones each. 200 retrodrones will be our first task, and we will fight as a group. In general, I'd prefer single attacks not to take out more than ten drones at a time. If you take out ten drones per post, then we'd each have five posts. If you're on a roll you can go for more, and of course you can put yourself in a situation requiring help and see who steps in to save you. Likewise, feel free to help anyone should you prefer to fight side-by-side. Any questions?

    I'll be posting IC in the morning, to give an example on how to handle this. You lot are more than welcome to post before me. As a note, if Blackjack does end up joining us then we each have sixty to handle. Be prepared.

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