Current
Lots of ideas, voices in your head? You may not be schizo, just need to find a plot and start writing.
7
likes
9 days ago
Movie Studios don't use AI to generate scripts because they're not copywritable. My writing is mine, not the world's to play with.
3
likes
10 days ago
I've no idea what is meant by everyone being a "southern cowboy".
2
likes
27 days ago
I like that the Amish gives their kids a chance to decide if they want to stay in their parent's religion.
1
like
2 mos ago
"Badgers?" he said, sweating as he heard gun hammers being cocked unseen behind him. "We ain’t got no badgers. We don’t need no badgers. I don’t have to show you any stinkin' badgers!"
4
likes
Bio
I am a seven-foot tall minecraft-playing hindu guru drag-queen alien.
Possessor of an Ancient Device™ Model 17. No, I don't know what it does. No, you can't play with it.
Pronouns: It. As in: "What is it? What does it want? Why is it here? Oh my god, it's got my... <insert random body part or object here>"
Likes: World Domination, Writing, Rpg, scifi/fantasy, anime, sketchup 3d models, and anime music videos.
Companions: a host of characters from other games, my personal muse Penny (as in Bad), and the Badger gang - Toothpick, Buttons, Shark, and Mongo. They grew up in the balcony of an old theatre that played a lot of gangster movies. Normally benign, but may invade the OOC forums.
Name: Fin Runnard Age: 19 Gender: Male Race: Human
Height: 5' 2" (157.48 cm) Eye Color: Green Hair Color: Brown
Description: This young man puts you in mind of a lost and wandering spirit. He has slitted eyes the color of pine needles. His thick, curly, brown hair is worn in a style that reminds you of a tangled bush. He is short and has a skinny build. His skin is very pallid, like someone who's been sick a long time - or has been kept out of the sun. There are a mass of scars on his back, and he has shackle galls on his wrists and ankles that he tries to hide. What clothes he has are ill-fitting, like they were sewn for someone larger.
Personality: Fin is well-mannered, although a bit skittish. Likes to drink, to sing and laugh, but rarely talks about himself. His humor can be a bit dark at times.
Quirks: - Has to sit with his back towards a wall. - Loves fresh fruit, especially berries. - Light sleeper. - When pacing in thought, he walks as if he's inside a small invisible box, like a mime.
Brief History: It's known that he's from a large family - his father would breed dogs and his mother taught him how to play the lute and to sing. He has a twin sister, who he's not seen in a very long time. Claims he was taken hostage from a caravan and forced to live in a cave while waiting for his family to pay the ransom. Eventually he found a way out. After many days without count, he wandered into the village.
-- Skills/Spells, Stats & Items ---
Occupation: Minstrel
Social Status: - Commoner (Well-to-do)
Skills: - Lock picking (Adept): Can open most locks with ease. - Musician (Adept): Can sing well, if a bit rough, and can play the lute. - Brawler (Adept): Can throw and take a punch, making good use of whatever comes to hand.
Equipment:
- Worn Lute inside a simple canvas sack - Meteoric Iron Dagger with a simple leather sheath - Simple Flint shards in a simple sueded leather drawstring bag - Improvised leather Sling - Worn and patched canvas Satchel - Improvised Iron Lockpicks - Worn Vellum Tarot Cards in a worn simple wooden box - Dark Codex - Sueruenrir's Copy (Novice) - Dark Codex - Dark Vision (Novice) - Dark Codex - Hidden Pocket (Novice)
- Sometimes called the mad prisoner spell, this is a scriptorium writing aid for reproducing a book of magic without the aid of light. A single casting lasts for two hours. When cast, it enhances the writer's attention to detail, sharpening the eye to perceive the underlying structure of the work, the strength and deftness of the hand so they may copy the text and diagrams from an existing document or book and write it onto a new blank page or book in exacting detail.
During this time, the writer becomes unresponsive, ignoring the needs of their body or events occurring around them. It's recommended that the writers be well-rested, in a secure and guarded place, and take care of any bodily needs (but not to excess) before casting the spell. Once the spell expires (or is interrupted), the writer will be struck by fatigue, requiring a minimum of two hours rest to recover. The effects of hunger and thirst will sharpen, and one should have a chamber pot nearby.
It is suggested Sueruenrir's Copy should not be cast more frequently than twice in the span of a single day.
To ensure the spell is not interrupted, a suitable work space should be used, sealed away from light and a sufficient supply of materials (ink, paint, pens, quills, brushes, etcetera) close at hand.
Depending on the level of detail and length of the original, it may take a few or several castings to complete the work. The spell only allows for the writer to produce one copy of the work during the session, they cannot produce two or more copies in the same session.
This spell is sometimes used by forgers to reproduce works of art.
This spell sharpens the perception of the mind as it dilates the pupil of the eye, allowing the user to see in greater detail and perceive patterns as if they were walking during a moon-lit night instead of in pitch darkness.
While they are under the effects of the spell, colors are muted, typically seen as varying shades of gray. Brilliant light can interrupt the spell, causing the user sharp pain.
At the end of the spell, the user must spend at least a half hour recovering.
- Darkness underlies everything. This spell shapes the darkness to create a small hidden pocket in which the caster may store small items no larger than a foot (30.48 cm) in any dimension as long as the total contents do not weigh in excess of 62.4 pounds (28.3 kg).
Items that exceed these dimensions may stick or spill out. If forced, the pocket can rupture, swallowing the contents and scattering them at great distance from the user before finally collapsing.
Only those with a greater shadow perception spell may perceive the pocket.
The caster can only cast one hidden pocket at a time, it remains until dispelled.
--- My House ---
Until the RP actually starts and you guys get a feel for what the village looks and feels like, please leave this section alone.
Location:Where in, or outside, the village is your home located. Type:Is it just a residence? Some kind of shop? A facility of some kind? Floors:Is it a single or multi-story building?
Description: Here you can describe the out and inside of yoour building, along with any special or notewrothy aspects of it. If you're feeling particularly creative, you could even include a floor-plan for others to look at, if you're into the artsy drawing biz.
>the spell that serves as a magical printing press is a baby-level spell
Dang, the revolution is gonna hit quick.
I just mean it helps the caster to write the text correctly as they copy it into a new book. It's why they need to have plenty of ink, quills, a pen knife to carve new tips for the quills, and time.
The sheet is fine now, except for your spell books/doexes not having descriptions of what the spells actually do.
And I'm not going to re-work or change the entire magic system that I've already finished writing up at this point. You can totally have a Master or Senior Wizard help you learn a spell, but all that'll do is cut down the time at which you learn and can use it.
The copy spell turns the caster into a living copy machine. The Dark Vision spell allows the caster (and only them) to see in total darkness. The Hidden pocket creates a secret place for them to keep their things.
The basics, as it were.
A darkness spell where only the caster can see would be more of an apprentice spell.
Christina sighs as she checks the gas bags, making sure the gauges were holding steady, then glances longingly at her improvised bedroll of blankets, lying under a table with a battery lantern. A cabin would offer her more privacy - but easier to shut her in. It also meant being too far from the engines.
Putting down her steaming mug of coffee, she produces a cigarette from her shop coat pocket, neatly tearing off the filter from the end. Peeling away the paper, she rolls the filter with her fingers until it was compressed, then carefully inserts it into her right ear, sticking out slightly. It began to swell as she repeated her actions with a second cigarette filter she stuck in her left ear, the roar of the engines becoming more muted.
Christina's smile was so slight as to be mistaken for a shifting of the light, then she took the stars down to engineering.
Only the compressor was silent, there being no need to fill the tank further. It took a lot of air pressure to get those engines started, burning that Blau gas, out there on a strut in their engine pods. The master engine gauge panel showed her how each of the engines were performing. A good part of her work was to get them running right - with careful maintenance and avoidance of battle damage, it should work well for several weeks, as long as she feathered them in pairs from time to time.
Even engines needed their downtime.
Happy she moved forward again, putting a heavy door between her and the engines as she yawned tiredly as she headed for her sleeping pallet. It would be great to strip everything off, scrub herself down and sleep between clean sheets.
@Expendable There's no set standard for tomes, and they're really only called that because fancy wizards and sorceres with big egos are the ones who wrote them. They're just 'books' really. And as for an entire book being needed for, and to learn, a single spell? Suspension of disbelief is my answer there.
I rather like the line idea, where you have a master and a student, and the first spell the student learns is "copy" and they spend the next several days copying everything in their master's spell book. The master gets them started, teaching them the basics, then leaves. The student then has to study hard to unlock the spells they wrote in their own book, needing to learn how to do the small stuff first before trying to tackle the larger spells.
Sort of like learning as a novice how to summon flame, lighting a candle with your magic, and eventually with a lot of study and practice, you can cast a fireball.
Or starting levitation by making a feather move about the room - then as it passes over an open book, it suddenly snaps shut, trapping the feather. Eventually you can levitate a broom or a carpet as you ride it.
The drawback is if you know what line they belong to, you know what spells they can cast.
And eventually, they take a student and it starts all over again.
Okay, I've tried fixing my sheet. Please let me know if this is acceptable. For quality, I've added Worn and Improvised, and padded out the equipment.
EDIT: Still making some small adjustments to text.
I'm curious as to what you consider as the dimensions of a tome?
For me, tomes were these really big books, maybe a meter high and .75 meters wide when monks in scriptoriums would work on one vellum page at a time, one scribe coping the text while an illustrator would add the decoration, then all the pages would be gathered together and bound into a huge volume.
The modern ones would be like a college textbook or a large encyclopedia volume - 8.5 inches by 11 inches (21.6 cm x 28 cm) for all the illustrations and pictures. Or a smaller volume would be 6 inches by 9 inches (15.24 cm x 22.86 cm).
Players will be able to choose between three races tom play as, which include Humans, Dwarves and Elves. The diferences are very small, as I'd like to keep things simple and straightforwardd.
Humans: Like you and me. Various sizes, colors and buuilds.
Dwarves: Short and stocky, males usually have big beards and the ladies are usually thicc and stacked. Dwarves are stronger and tougher than humans, but tend to be slower and have a harder time learning magic from tomes than the other races.
Elves: Elves look like humans, but with long pointy ears and are typically a bit shorter on average. Elves are faster, more dexterous and agile, and have better natural sense than humans, but are typically less physically strong and less durable.
And that's all she wrote. If you wanna be a dwarf from some undeground mountain keep, go for it. But you could just as well be a dwarf who lived in a surface-city and was a baker. No pre-existing notions of what the races prefer or what their society is like exists, so feel free to come up with your own background and culture if you want, for your character at least.
Magic comes in two forms; Staves/wands and Tomes. The latter is a book, a grimoire of power, that - by reading - your character will learn a spell from, which they can then cast at will. The former, is a magic tool, which has been enchanted to contain a specific spell of a specific strength, but that can be used by anyone without even having any knowledge or skill in magic at at all. Tomes require you to study and practice, while staves/wands give you access to instant, but limited number of uses, magic.
Everything and everyone in the world possess magic energy. Staves/Wands work by drawing in ambient magical energies, converting it automatically into the spell, and then discharging it as the wielder commands. Meanwhile, magic spells learned through tomes require the caster the channel a bit of magic of their own to act as a catalyst, allowing they themselves to draw in ambient magic and then formulating and casting the spell on their own. The process is similar in both cases, but the mehtod is different.
Spells come in five distinct tiers, and each spell requires an individual tome to be learned, or a seperate staff/wand to cast. The tiers are: - Novice - Apprentice - Adept - Expert - Master
Naturally, the higher tier a spell is, the more magic it needs to be cast. As well as the more expensive the tome and staff/wand will be. I'd urge players not to start with any spells above 'Apprentice' level though, as I'd like for you all to have something to work towards and not just be able to 'Earth Wall' up entire new houses on Day 1.
there are also six elements in the world, whcih consist of the following: - Air/Wind - Earth/Plant - Fire/Heat - Water/Ice - Dark/Shadow - Light/Holy
the elements all work in a mirror-match scenario. Meaning that each of the opposing elements are both strong against, but also weak to, their respective counterpart. Again, things are kept simple and straightforward.
More details and better explanations will be found in the OOC; if it gets made.
Everything you do in this Roleplay will require stamina. From tearing down the old buildings, sawing new planks, fishing, tilling the soil or just exploring, every sungle thing will drain some of your body's energy. Which means you won't be able to do things like continuous hard labor for an entire day without getting fatigued, or fight endless hordes of monsters on your own without a breather. You can increase your stamina, of course, but there won't be a hard number of stamina-points to keep track of.
Instead, each player is asked to be fair and reasonable with the amount of actions and the intensity of what it is they're doing. I don't want to police everyone, but if I feel that someone is just doing thing after thing adfer thing, with no indication that they're getting worn down, I will step in as GM. So, let's try and be reasonable and not act as if our blood was filled with Red Bull all the time, 'kay? Like, I'm not saying taht your character should start breathing heavily and be exhausted after pushing a wheelbarrow from point A to point B, or that they need to sit down everytime they take a swing with a timber axe. Just keep your character's physique in mind and try to not go overboard wiht their activity, and all's good~
Name:Include a Family-name if you have one Age:Try to remember tos tay within the mid-to-late teens, or young adult age-range if possible Gender:Male or Female Race:Human, Dwarf or Elf
Insert Anime/Manga-style faceclaim picture(s) here. Do not use Real Life, 3D or other styles of artwork.
Height: If possible, provide both imperial and metric measurements. I usually use this site when I need a comparison. Eye Color: This is for me, because I'm colorblind. Hair Color: Still colorblind.
Description: If you want to also describe your character in text, you can do so here. However, this part is optional and can be skipped/removed if you don't want to fill it out
Personality: Write a bit about how your character thinks, feels and acts. Their values, ideals, likes and dislikes. Doesn't need to be long, just something to give us a feel for what they're like.
Quirks: List one or more peculiar traits or habits of your character. - - -
Brief History: Write a bit about your character's past. What drove them from their original home, if they had one. Where did they wander? When did they start hearing 'The Calling'? And how did they end up at the ruined hamlet? Again, don't need to go into every little detail and tidbit, unless you want to. Just somehting to give us an idea about their past.
-- Skills/Spells, Stats & Items ---
Occupation:Your previous, or currently self-appointed, job.
Social Status:Commoner, Noble, Tribal, Exile... Your rank in society's hierarchy.
Skills: You may start with up to 3 skills of your choice. Any more skills will need to be learned. Also include a description of your skill and what it does, like in the example below. You're free to set the skill-level to whatever you want, except for Master. - Fire Magic (Adept): Can wield staves/wands and learn tomes of Adept-level fire magic. Can also cast Fire spells up to Adept-level. - Fishing (Expert): Is really good at fishing, and can use both poles, nets and crab pots. Knows how to make bait and where and when to fish certain types of aquatic critters. - Swimming (Apprentice): Knows how to do the breaststroke and can manage to stay afloat in calm lakes and rivers. CAn even swim a bit in the wavy ocean, if the waves are low and far-between.
Equipment: List any important items or equipment your character is carrying on their person, with the exception of their clothes. As an example, see the list below. - Copper Shortsword - Leather Hauberk - Feathered Cap - Simple Fishing Pole - Simple Backpack
Spells: This is a place to list all the spells your character knows and has learned from Tomes. Spells kept in staves/wands should not be listed here, but in your Equipment section. Remember the include the spell's name, element and tier, along with a brief description as in the example below. If you plan to learn many spells, you may want to make this bit a Hider. - Flame Arrow, Fire (Apprentice): Conjures a small fire-projectile the size of a regular arrow, but made of pure flame. Can be fired in a straight line at anyone or anything in sight. - Ignite, Fire (Novice): Creates a small candle-flame just above the caster's fingertip. Useful for lighting a campfire, torches or anything else that needs to be set alight.
--- My House ---
Until the RP actually starts and you guys get a feel for what the village looks and feels like, please leave this section alone.
Location:Where in, or outsde, the village is your home located. Type:Is it just a residence? SOme kind of shop? A facility of some kind? Floors:Is it a single or multi-storey building?
Description: Here you can describe the out and inside of yoour building, along with any special or notewrothy aspects of it. If you're feeling articularly creative, you could even include a floor-plan for others to look at, if you're into the artsy drawing biz.
Name: Fin Runnard Age: 19 Gender: Male Race: Human
looking for suitable manga/anime picture
Height: 5' 2" (157.48 cm) Eye Color: Green Hair Color: Brown
Description: This young man puts you in mind of a lost and wandering spirit. He has slitted eyes the color of pine needles. His thick, curly, brown hair is worn in a style that reminds you of a tangled bush. He is short and has a skinny build. His skin is very pallid, like someone who's been sick a long time - or has been kept out of the sun. There are a mass of scars on his back, and he has shackle galls on his wrists and ankles that he tries to hide. What clothes he has are ill-fitting, like they were sewn for someone larger.
Personality: Fin is well-mannered, although a bit skittish. Likes to drink, to sing and laugh, but rarely talks about himself. His humor can be a bit dark at times.
Quirks: - Has to sit with his back towards a wall. - Loves fresh fruit, especially berries. - Light sleeper. - When pacing in thought, he walks as if he's inside a small invisible box, like a mime.
Brief History: It's known that he's from a large family - his father would breed dogs and his mother taught him how to play the lute and to sing. He has a twin sister, who he's not seen in a very long time. Claims he was taken hostage from a caravan and forced to live in a cave while waiting for his family to pay the ransom. Eventually he found a way out. After many days without count, he wandered into the village.
-- Skills/Spells, Stats & Items ---
Occupation: Minstrel
Social Status: - Commoner (Well-to-do)
Skills: - Lock picking (Adept): Can open most locks with ease. - Musician (Adept): Can sing well, if a bit rough, and can play the lute. - Brawler (Adept): Can throw and take a punch, making good use of whatever comes to hand.
Equipment:
- Worn Lute inside a simple canvas sack - Meteoric Iron Dagger with a simple leather sheath - Simple Flint shards in a simple sueded leather drawstring bag - Improvised leather Sling - Worn and patched canvas Satchel - Improvised Iron Lockpicks - Worn Vellum Tarot Cards in a worn simple wooden box - Dark Codex - Copy (Novice) - Dark Codex - Dark Vision (Novice) - Dark Codex - Hidden Pocket (Novice)
- Copy, Dark (Novice) - when cast, the user can accurately copy the contents of one tome/codex to another. They still require the usual supplies - a blank volume, ink, quills, pen knife, blotting paper or a sand shaker. - Dark Vision, Dark (Novice) - allows the caster (and only the caster) to see in total darkness for up to 30 feet (9.14 meters) radius as if the area was being lit up overhead by the full moon for one hour. - Hidden Pocket, Dark (Novice) - creates a hidden pocket dimension linked to the caster that they can reach into, a cubic foot (28316.8 cm³) in size, capable of holding 62.4 lbs. (28.3 kg). Only one hidden pocket can be cast at a time, remaining until dispelled.
--- My House ---
Until the RP actually starts and you guys get a feel for what the village looks and feels like, please leave this section alone.
Location:Where in, or outside, the village is your home located. Type:Is it just a residence? Some kind of shop? A facility of some kind? Floors:Is it a single or multi-story building?
Description: Here you can describe the out and inside of yoour building, along with any special or notewrothy aspects of it. If you're feeling particularly creative, you could even include a floor-plan for others to look at, if you're into the artsy drawing biz.
I am a seven-foot tall minecraft-playing hindu guru drag-queen alien.
Possessor of an Ancient Device™ Model 17. No, I don't know what it does. No, you can't play with it.
Pronouns: It. As in: "What is it? What does it want? Why is it here? Oh my god, it's got my... <insert random body part or object here>"
Likes: World Domination, Writing, Rpg, scifi/fantasy, anime, sketchup 3d models, and [url=https://www.youtube.com/watch?v=jmKRgqWGrWc]anime music videos[/url].
Companions: a host of characters from other games, my personal muse Penny (as in Bad), and the Badger gang - Toothpick, Buttons, Shark, and Mongo. They grew up in the balcony of an old theatre that played a lot of gangster movies. Normally benign, but may invade the OOC forums.
<div style="white-space:pre-wrap;">I am a seven-foot tall minecraft-playing hindu guru drag-queen alien. <br><br>Possessor of an Ancient Device™ Model 17. No, I don't know what it does. No, you can't play with it.<br><br>Pronouns: It. As in: "What is it? What does it want? Why is it here? Oh my god, it's got my... <insert random body part or object here>"<br><br>Likes: World Domination, Writing, Rpg, scifi/fantasy, anime, sketchup 3d models, and <a target="_blank" rel="nofollow noopener" href="https://www.youtube.com/watch?v=jmKRgqWGrWc">anime music videos</a>.<br><br>Companions: a host of characters from other games, my personal muse Penny (as in Bad), and the Badger gang - Toothpick, Buttons, Shark, and Mongo. They grew up in the balcony of an old theatre that played a lot of gangster movies. Normally benign, but may invade the OOC forums.</div>