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4 hrs ago
Current Can't believe that I actually got an RP close to its endgame, btw...
3 likes
21 days ago
Noble Arms is now either four years old, or three years and eleven months. The third thread had lasted for more than one year.
1 like
1 mo ago
New Interest Check, everybody!
2 mos ago
My Roleplay, Noble Arms: The ASEAN War, will reach its 4th year in June or July. It's been a long journey.
1 like
2 mos ago
Despite its massive flaws, my RP, Noble Arms: The ASEAN War, is still one of the longest ongoing RPs in RPGuild - It turns 4 years old in July and the current thread itself is more than a year old.
5 likes

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Most Recent Posts

OTL


You are familiar with AH.Com terminology (OTL is shorthand for Original Timeline there)?
Note: Exceptional Skills can be both Magical and Non-Magical in nature; mechanically, there is no difference, lore-wise, there is.
@Letter Bee
So you mean there's a chance?.jpg

Is the party size limit in regard to characters? Or RPers?
Like, in the case of one person making more than one character? (Or is that not allowed?)


Party Size is RPers. Multiple characters need special permission from me and Conscripts.
@Styrgwyr, no, but there is a party size limit.
Name: John Green

Age: 16

Physical Description:


Important items:



Coilgun Pistol - A pistol that uses electromagnetic technology to launch metal bullets at a fraction of the speed of light.

Ballistics Vest - An undershirt of soft but tough materials surrounding a core of armored dura-ceramic plates that can withstand a few pistol shots.

Galactic Credits - A few thousand credits in digital form given by the former Rau've warden.

Graphene Skeleton - Technically not a piece of equipment, but still important enough to be noted. John's bones were replaced with Graphene, a material used in carbon-fibre armor, using nanotechnology. This makes him stronger, tougher, and able to inflict injury even when unarmed.

Short Bio: John Green was born to a middle-class family, with a high level of physical and mental intelligence. Excelling at school, it was anticipated he would end up with a University scholarship by the time he reached eleven. Then, the Ascendancy, after ramping up years of Anti-Alien rhetoric, used a series of border incidents with the Rau've and Kaisoken to launch a war of conquest against them, a war that John avidly followed from the news. Every victory - and there were plenty of early victories - excited him, as well as developments in military hardware. The only downside was that he would have to wait a few more years to study at the University of Alpha Centauri. Or at least, that's what he thought.

One day, while travelling to an amusement park, John vanished, being snatched away by unknown abductors. Whisked away to an Ascendancy Black Site, John, then thirteen, was forced to give up what possessions and mementos of his former life were on his person, before being experimented on. His bones were replaced with Graphene, his blood infused with Kaisoken dust, and all sorts of intrusive tests and examinations conducted on him before he was then thrown into 'special forces training'. There, his illusions of the Ascendancy's benevolence now shattered, John was taught how to fight and use weapons, as well as survive harsh environments. He also learned how to tap into the 'Magic' he now had, as well as use a Nemesis Weapon.

When the time came for him to be thrown into the fighting, Green (for that was his callsign then) was thrown into another level of hell, where he had to kill or be killed. And so he had to kill, and get good at it as fast as possible. So life, for him, became a blur of combat actions, depression, occassional friendships, and losses. Then came the Battle of Proxima, where the Ascendancy of Man, reeling from recent defeats, made a final stand. Green was deployed on a boarding action against the enemy flagship, where after inflicting losses against the enemy, he was captured by overwhelming Rau've forces, who injected him with a tranquilizer that cannot be nullified even by Change magic.

When he woke up, he was in a prison camp, with a collar of plant matter and crystal around his neck that prevented him from using magic. The walls were padded, he had no armor or weapons, and no convinient air vents. It was clear; he was a captive. And so he did the only thing he could; cry. Everything was lost; innocence, family, and possibly friends and life. And so he glumly waited for his punishment; it didn't come.

His jailors came to him, gradually allowing him freedom of the prison camp, books to read, puzzles to play with, and the opportunity to talk with his fellow prisoners. And for a time, he was happy. But a question sat at the back of his mind: Why would his own country, his own species, do such things to him? How could they?

And so, when the Rau've made the offer of a new home, John politely rejected it. While his teammates wanted revenge, he wanted closure; he wanted to confront the source of his torments because that was the only way he can be free from it. And that argument was accepted; he and those with him would be allowed to go as they will...

Spell List:

Supernal Vision (High) - John Green can see all Magic, identify what School it is, and the strength of the spell.

Healing Spray (Life) - John can release a blue-green spray of healing algae from his body that knits wounds, replenishes blood, and repairs bones, even ones replaced with graphene as long as they belong to a living person/creature.

Exceptional Skill List:

Exceptional Swordsmanshipx2.

Exceptional Survival.

Exceptional Guns.
@Otaku95@Solaris@Starlance@TheHangedMan@Conscripts@Duoya@deadpixel101@Pathfinder@Grey

The OOC is here - As there are more than 5 of you, CSes will be chosen through elimination, based on three factors:

1.) Availability - Because let's face it, even the best RPer would have no one to play with them if they don't post regularly.

2.) Quality - Because I love good writing.

3.) In-Game Teamwork Capability - Basically, while we can have trauma, disagreements, and angst, there must be no character that would be fine with murdering the other members of the team. I am not saying we should be a hive mind, but we are a family. Thus, total psychos and sociopaths will not be chosen.
((Reserved))
((Reserved))
Name: John Green

Age: 16

Physical Description:


Important items:



Coilgun Pistol - A pistol that uses electromagnetic technology to launch metal bullets at a fraction of the speed of light.

Ballistics Vest - An undershirt of soft but tough materials surrounding a core of armored dura-ceramic plates that can withstand a few pistol shots.

Galactic Credits - A few thousand credits in digital form given by the former Rau've warden.

Graphene Skeleton - Technically not a piece of equipment, but still important enough to be noted. John's bones were replaced with Graphene, a material used in carbon-fibre armor, using nanotechnology. This makes him stronger, tougher, and able to inflict injury even when unarmed.

Short Bio: John Green was born to a middle-class family, with a high level of physical and mental intelligence. Excelling at school, it was anticipated he would end up with a University scholarship by the time he reached eleven. Then, the Ascendancy, after ramping up years of Anti-Alien rhetoric, used a series of border incidents with the Rau've and Kaisoken to launch a war of conquest against them, a war that John avidly followed from the news. Every victory - and there were plenty of early victories - excited him, as well as developments in military hardware. The only downside was that he would have to wait a few more years to study at the University of Alpha Centauri. Or at least, that's what he thought.

One day, while travelling to an amusement park, John vanished, being snatched away by unknown abductors. Whisked away to an Ascendancy Black Site, John, then thirteen, was forced to give up what possessions and mementos of his former life were on his person, before being experimented on. His bones were replaced with Graphene, his blood infused with Kaisoken dust, and all sorts of intrusive tests and examinations conducted on him before he was then thrown into 'special forces training'. There, his illusions of the Ascendancy's benevolence now shattered, John was taught how to fight and use weapons, as well as survive harsh environments. He also learned how to tap into the 'Magic' he now had, as well as use a Nemesis Weapon.

When the time came for him to be thrown into the fighting, Green (for that was his callsign then) was thrown into another level of hell, where he had to kill or be killed. And so he had to kill, and get good at it as fast as possible. So life, for him, became a blur of combat actions, depression, occassional friendships, and losses. Then came the Battle of Proxima, where the Ascendancy of Man, reeling from recent defeats, made a final stand. Green was deployed on a boarding action against the enemy flagship, where after inflicting losses against the enemy, he was captured by overwhelming Rau've forces, who injected him with a tranquilizer that cannot be nullified even by Change magic.

When he woke up, he was in a prison camp, with a collar of plant matter and crystal around his neck that prevented him from using magic. The walls were padded, he had no armor or weapons, and no convinient air vents. It was clear; he was a captive. And so he did the only thing he could; cry. Everything was lost; innocence, family, and possibly friends and life. And so he glumly waited for his punishment; it didn't come.

His jailors came to him, gradually allowing him freedom of the prison camp, books to read, puzzles to play with, and the opportunity to talk with his fellow prisoners. And for a time, he was happy. But a question sat at the back of his mind: Why would his own country, his own species, do such things to him? How could they?

And so, when the Rau've made the offer of a new home, John politely rejected it. While his teammates wanted revenge, he wanted closure; he wanted to confront the source of his torments because that was the only way he can be free from it. And that argument was accepted; he and those with him would be allowed to go as they will...

Spell List:

Supernal Vision (High) - John Green can see all Magic, identify what School it is, and the strength of the spell.

Healing Spray (Life) - John can release a blue-green spray of healing algae from his body that knits wounds, replenishes blood, and repairs bones, even ones replaced with graphene as long as they belong to a living person/creature.

Exceptional Skill List:

Exceptional Swordsmanshipx2.

Exceptional Survival.

Exceptional Guns.
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