Current
Now running: World of Light: The Tale of the Dark Itself
4 mos ago
Forever and ever, amen
8 mos ago
Calling out from Scatman's world
1
like
10 mos ago
Called into action - by threats that seem harmonized
1 yr ago
Tomorrow comes
Bio
Current GM of World of Light. When it comes to writing, there's nothing I love more than imagination, engagement, and commitment. I'm always open to talk, suggestion, criticism, and collaboration. While I try to be as obliging, helpful, and courteous as possible, I have very little sympathy for ghosts, and anyone who'd like to string me along. Straightforwardness is all I ask for.
Looking for more personal details? I'm just some dude from the American south; software development is my job but games, writing, and trying to help others enjoy life are my passions. Been RPing for over a decade, starting waaaay back with humble beginnings on the Spore forum, so I know a thing or two, though I won't pretend to be an expert. If you're down for some fun, let's make something spectacular together.
Sometimes I peruse art to try and find an inspiration for a character, but other times I think of the character first and no art suits it, so I rely on description alone.
Tentative interest, toss me some words wordfather
Here you are:
-Clipboard -Dryth -Tingly -Pluviometry -Sketch
@Rockin Strings I personally think it'd be more sensible to have Quick Stride by the short-distance mobility / battle option of a flash step (not a teleport, just a really quick one-dimensional movement to a target point) and Long Stride for utility, with the charge-up time making it difficult to use in a fight. 'Stride' doesn't really associate with 'teleport', and if your character could instantly go anywhere in one mile (let alone five miles) that he knows well, around corners and through walls and countless other obstacles, there could be almost no stakes to anything that happens to him. He could always instantly retreat from any danger, take things permanently beyond the reach of others, contact authorities and get them involved, and so on. I would recommend Long Stride being this: Mark pours energy into his leg muscles, and once sufficiently charged, he can take a single long step to any point of ground he can see that's less than a mile away.
Standing at five-foot-six and weighing an amount she doesn't particularly want anyone to know about, Noelle is a mostly-ordinary, fairly-attractive woman. Her long, somewhat spiky hair is a rich ruddy brown that shines red in good light, and behind a pair of black-rimmed rectangular glasses are a pair of big blue eyes. She favors simple and elegant clothing of the kind that doesn't hug her too tightly, and simple golden loops for jewelry. Most of the time she can be found wearing a pleasant smile, too.
Personality: Sunny as the day is long, Noelle is the very picture of cheer and warmth. Thoughtful and compassionate, she's got enough love in her heart for just about everyone around her, and while not the most outgoing is always happy to make life better for other people. She enjoys cooking and is a big eater herself. That said, the pleasant glow of her spirit radiates from a brilliant fire, and she's not at all a pushover. Highly competitive, somewhat short-tempered, fairly pragmatic, and more than a little proud, she's a force to be reckoned with when push comes to shove. She makes no bones about wanting others to be the best they can be and to treat their fellow men with the same consideration she typically dons, and thusly can sometimes be strict, nagging, and irritating. Overall, however, she's a sweet woman who's at her happiest bringing happiness to others.
Background: From an early age Noelle's big heart made her stand out among others. Sweet and kind, but with a fiery competitive streak, she grew up with a lot of friends and more than a few rivals. During high school and college she was at her sporting peak, and it was in her freshman year that she discovered her epithet in a stroke of luck. After her epiphany Noelle's passion only continued to burn brighter, propelling her beyond state competitions to regional and even national events, especially the dedicated inscribed league. Her energy and spirit carried her on despite any losses or setbacks, up until the point at which a terrible accident brought her blooming tennis career to a screeching halt. Forced to rest, heal, and take things slowly, she softened up, especially after graduating and marrying her long-time boyfriend Heath Pieler.
Ultimately, Noelle forsook the world of sports and became a teacher instead, while Heath became a television salesman. She worked with children up until the point she and Heath had their own: a boy and a girl they named Tucker and Lucy. Tucker ended up taking after his father in his love of acting and performing, and when his son was ten Heath managed to convince his agency to recommend Tucker for a part as a child actor in an upcoming hero movie with epithets -a subject seldom addressed in cinema- as a major plot point. Tucker got the part, and Noelle supported him every step of the way before and during filming. When the filming finally wrapped up the lead actor, the famous Lydia Forthing, celebrated by sending most of the crew on an all-expenses-paid vacation to Otterholt Point.
Motivation: Noelle's motivation is simply to enjoy a vacation with her family, and failing that, at least ensure that no harm comes to them
Assets:
Big Heart – Noelle's nature makes her easy to get along with and difficult for others to think poorly of her. She can make friends, avoid suspicion, and calm conflicts fairly easily. In times of trouble, she can often count on the support of those around her.
Sudden Fire – Being nice doesn't mean being a wimp. Noelle can be strict and forceful if necessary, and is both willing to and pretty good at exerting herself physically, thanks to her time spent training both her body and her epithet.
Smart Cookie – While she might not flaunt it, Noelle is no slouch in the brains department. She's got a lot of common sense, a good deal of practical knowledge, and a fair amount of intuition when it comes to other people, especially kids.
Flaws:
No Great Shakes – while she has undeniable physical ability and can fight well enough when necessary, Noelle is not a trained fighter and never groomed her epithet for combat. As such, she relies on what power she has in desperate situations and can be outclassed by anyone with real training.
Achilles Knee – even now, roughly a decade and a half after her sporting heyday got cut off thanks to an injury, her knee remains a weak spot. She favors it ever-so-slightly but still-perceptibly when moving, and if this weak spot is taken advantage of, she's more or less down for the count.
Soft – Noelle's sporting days are long behind her, and while she exercises a few times a week, she's nowhere near as fit as she once was. Plus, she did have two kids. Add to that her inexperience with real combat and she both burns through her stamina pretty quickly and can't really adapt on the fly.
Specs – without her glasses, she can't see very well.
Epithet: Train
Locomotion – a charging move Noelle can use to launch forward, faster and stronger than normal. Charging depletes stamina constantly, is difficult to control, and while charging it's very difficult to turn.
All Aboard – while in use, Noelle can use Locomotion to move without any extra strain or penalty to speed or power while carrying someone, or even multiple people. However, this status also increases stamina consumption.
Steam Engine – by eating flammable material, Noelle can heat up, increasing her speed and power and giving her attacks fire damage. Such food also restores stamina, though the less-edible stuff tends to give the most. Noelle can heat up a great deal this way, making her a lot more capable, but like eating lots of spicy food it gets more painful and difficult to bear the hotter she gets. At higher levels, her skin turns red and emits steam, and her hair becomes fiery.
Steam Whistle – Noelle's whistle when tapping into her epithet sounds like a train whistle, and is much louder and more piercing than normal. It's even louder and stronger if she's got steam, and whistling when steamed up cools her down in the process.
Name: Heath Pieler
Age: 35
Appearance: Of average height and weight and most everything except hair color and style, Heath is nevertheless not a forgettable face. He grows his facial hair out into a short boxed beard. Unlike his hair, his facial hair comes out speckled black-and-white, like TV static. His eyes are dark green.
Personality: Ask just about anyone and they'll tell you the same thing: Heath is a chatterbox. Obnoxiously outgoing and undeniably charismatic, he can talk for hours, and he's not a slow speaker, either. Distance and silence just aren't his thing; he prefers to be close and get connected. While typically a good friend in his own way, he's also greedy and doesn't have a whole lot of dignity, either. The bottom line is that he's out to win, and win big. His genuine gregariousness doesn't mean he's not also looking at most things in terms of gain. And while he doesn't have a lot of dignity, he's got a fair bit of pride, and he tends to think too much about slights and implications. Despite his flaws, he's got a good heart, and he loves Noelle with the whole thing, knowing she's too good for him.
Background: The youngest of three brothers, Heath grew up in a double-sided environment of competition and camaraderie. Together the three got into all sorts of mischief, be it exploring the neighborhood, at school, playing trading card games, or during baseball practice. Wherever he went young Heath's motor mouth got him all sorts of attention, both from friends and enemies. After a few childhood dustups he started learning how to tip the scales his way. He could see the cards around him and play them one by one. Once a couple provocations turned out to be setups, landing the bullies severe punishments and him a sterling reputation with the grown-ups for maturity and vigilance, most kids stopped bothering him. Winning felt good, and Heath resolved to keep doing so.
His goal became to win at life, to achieve the American dream of prosperity and happiness. It carried him through school and into college, but never into a relationship until a young woman named Noelle came along. The two hit it off immediately, mutually attracted to one another, but their relationship hit major turbulence. For too long Heath let his attitude run the show, seldom considering how that affected others, and Noelle wasn't about to either accept his faults or cast him loose. She sternly forced him to look at himself, realize what was wrong, and start fixing it. The relationship took a lot of work and a lot of time, but by the time the two were finishing college they had forged a bond that wouldn't quit. They married, and Heath ended up transitioning from business to sales, soon after which he finally realized the epithet he'd been fumbling since childhood: Jingle.
Using both his natural charisma and his epithet Heath became a television salesman. The camera liked him, even if audiences didn't, and he enjoyed pronounced success. Performing was something Hearth never really tried, but something he soon found to be both enjoyable and fulfilling. His success got his foot in the door of the TV business, and before long he established an abundance of connections throughout the industry. It was one such friendship, built on the trust he'd come to rely on since meeting Noelle rather than manipulation, that allowed his son Tucker to get into cinema himself.
Motivation: Heath's motivation is simply to enjoy a vacation with her family, and failing that, at least ensure that no harm comes to them
Assets:
Driven – Whatever the goal might be, Heath aims to achieve it. He'll take every chance and seize every opportunity, and he'll neither dilly nor dally when it comes to doing so.
Extrovert – Heath likes people, talking to them, and talking in general. He's approachable, but isn't afraid to approach just about everyone. He's a people person.
Brain Work Good – This dude's no slouch when it comes to getting the noggin joggin'. He's perceptive and can put two and two together quickly, especially when it comes to giving himself a leg up.
Flaws:
Blabberwocky – Not everyone likes a someone who chats as much as Heath Pieler. Those high-capacity lungs and run-on sentences have gotten him in more than a few scrapes over the years, most often when his tongue gets a couple steps ahead of his brain.
Salesman's Curse – While some TV salesmen gain a sort of cult following, most salespeople can look forward to the rancor of the general populace, and it's no different for Heath. If he gets recognized, it probably won't be adoration and praise heading his way.
Lover, not a Fighter – Some slugfests in the first paragraph of one's backstory does not a fighter make. Heath is not a combatant, plain and simple. Any sort of fighting ability would have to derive solely from his epithet, which itself is not suited for combat.
Epithet: Jingle
Forget-Me-Not – by saying something in a rhyme or a tune Heath can implant it into a target's mind, including his own, preventing it from being forgotten. The implant can be made stronger, using more stamina to apply. Low-strength implants can remain without any effort or involvement on his part, though they only get remembered when called for. Strong implants repeat themselves in their subjects' heads at volume and with regularity. This trumps memory-loss effects.
Again and Again – Heath can cause sounds to repeat, and he can modify their volume.
Call Now – Heath has his own phone number and a 'pretend' phone. As long as he pantomimes holding and using the phone, he can call and receive calls with other people using real phones with no problem at all. What's the number? ”Pick up and dial, the man on TV, it's 1-800-J-I-N-G!”
Product Placement – Heath's ultimate technique. If he knows the jingle for a certain product (and he knows many) he can use it as an incantation to summon an instance of that product. Since these are summons they take stamina to maintain and will inevitably disappear.
Noelle Merveille - a compassionate woman who retains a fiery streak many years after her exit from the sporting world. Wife of Heath; mother of Tucker and Lucy. Her epithet is Train
Heath Pieler - a television salesman who's widely disliked for the use of his epithet. Husband of Noelle; father of Tucker and Lucy. His epithet is Jingle
Tucker Pieler - a quiet, somewhat troubled kid whose main passion is acting. Son of Heath and Noelle
Lucy Pieler - a fun-loving kid who enjoys games of all kinds. Daughter of Heath and Noelle
Lydia Forthing - a celebrity actress starring in Shadow Boxer as the lead. Known for her advocacy for inscribed-mundie relations. Her epithet is Schiamachy
Harry Hedlon - a portly, bearded, talkative fellow who works at the little entertainment store Diversion. His Epithet is Sect
Roscoe "Landslide" Lafayette - a former wrestler turned landscaper and bouncer for the Filigree Club in Sweet Jazz City. His Epithet is Oceanic
Louis "Lou" Vicchio - an egotistical but pragmatic man who's used to being in charge and who demands respect. His epithet is Blingish
@Gentlemanvaultboy That character looks amazing! I really like the interpretation of the epithet, and what her powerset says about her conception of the word. I'd say you've made a perfect fit for this world. Just one thing: the name of the resort is Otterholt Point, rather than Otter Creek.
@Rockin Strings, not bad so far. Still, there are a couple aspects to the power that could be ironed out. Running fast involves a whole bunch of strides, so instead of just having super speed, you might make Quick Stride a sort of flash step instead, allowing him to quickly dash from one point to another in a short distance. A mile+ teleport for Long Stride is a little out there, especially 5 miles to a place he can't see or has a straight line to. I'd be fine with Long Stride requiring a charge time to be able to 'step' to anywhere he can see under a mile. That's still a pretty darn strong ability, but not a broken one.
@TruthHurts22 Are you quite sure about this? This roller-coaster ride doesn't inspire a lot of confidence. If you like, you can make your character just to get your idea out, and we/I can tell you what we/I think without it actually going into the RP.
Welcome to Sweet Jazz City, just one facet of a world made a little richer, more colorful, and more interesting by the presence of epithets. Everyone knows the deal, taught in elementary schools the world over: about one in every five people has a word tied to his or her soul from birth. A word from the world's vast, all-encompassing single language that just 'clicks'; a word that feels right, inspirational, and intriguing. Some go their whole lives without finding theirs, and some spend their whole lives trying to find one that doesn't exist, but those that do can develop extraordinary powers derived from their epithets' meaning, with a whole lot of practice and a hearty portion of creativity.
Such cultivation is pretty tough, though. Comparable to mastering a sport or an art, except with nobody else to go on, it's something not that many people do. And most epithets, completely random in nature, seem weak, taking a lot of effort to really pay off. So society really hasn't changed much. There's sometimes friction between those with epithets -inscribed- and those without -mundies- but people still awake, think, work, play, talk, fight, relax, and rest just about the same as one might expect. Still, now and again, extraordinary things happen even to ordinary people.
Otterholt Point is one place where the hard-working citizens of Sweet Jazz City can go to take a load off. Resting on the end of a forested peninsula just barely within official city bounds, its beachside hotel is a reasonably popular getaway for most of the year, although only really crowded in the summer. It's here that one such extraordinary event is about to unfold, bubbling up smack dab in the middle of an assortment of hapless vacationers and resort staff, opportunistic hoodlums, and nefarious assassins. A colorful cast will have to whether the storm, working together or against one another in a mad bid to sink or swim.
About the world of Epithet Erased
This RP's inspired by the animated series produced by Brendan Blaber and his amazing team. It's all about an assortment of quirky characters coming together in cooperation or conflict, using their powers (known as epithets) in a variety of creative ways to confront the challenges before them. However, knowledge of the show is by no means necessary to play and enjoy yourself. Think of this as a down-to-earth superpower RP, with one key difference: epithets.
People are born with epithets in a completely random fashion, having nothing to do with inheritance or circumstance. Those with epithets are known as 'inscribed', and those without are 'mundies', short for 'mundane'. Due to their random nature, some people go their entire lives without realizing what theirs is. They can be any word that encapsulates a concept, from antiquated terms like 'balderdash' to the newest of slang like 'yeet'. Discovery of one's epithet -known as an epiphany- is a 6th sense sort of thing; like having a metal detector in ones brain, beeping more and more as one gets closer, one might find oneself clicking with a certain word, drawn to think about it and its synonyms.
This does lead to false positives, and even is a person figures out how to use an epithet he or she might take a long time to figure out the word itself. For instance, it could be months or years of a dude generating horribly poisonous spit before he realizes his epithet is 'strychnine'. Epithet use can be accidental, or discovered during moments of great stress. Extremely rarely, a person might be able to access the absolute strongest use of an epithet, known as an epitome. Such circumstances are typically the result of desperate, do-or-die situations, but a very lucky, dedicated, and imaginative few can harness epitomes at will.
Once you find out you have an epithet, you can start developing it. The powerset itself relates to whatever concept the word carries for the user, and can vary wildly depending on your character's personality backstory. For someone with a free spirit or a love of planes the epithet Sky might confer flight. Someone terrified of stormy could potentially wield clouds and lightning. Someone who associates the sky with birds might be able to control and even summon them. With training and creativity, what someone's epithet means and what they can do with it can grow a lot, offering new techniques/spells. Even a weak epithet can be made strong with enough practice and imagination; it's all in how you use it. Consider some examples:
A shy girl with low self-esteem and little willpower with the epithet Dumb might have the power to silence. To start with she might just be able to nullify sound in a radius, but Dumb also means simple and low. She could 'dumb down' things like the damage done by attacks or the summons of other inscribed, making them weaker or dumbing them down to nothing. She could also temporarily drop the intelligence of unlucky targets.
A bombastic Banzai Blaster, wanting to come off as cool, might make a lot out of the otherwise-lame epithet Soup. He could hurl hot soup orbs as projectiles, but he could also jet himself around with bursts of soup steam, conjure delicious soup to heal himself and allies, and lay down thick fogs of soup vapor to move about in unseen.
An extremely well-trained savant with the epithet Drowsy can really flex what epithets can do. Of course he could make people sleepy, but he could also summon sheep, manifest others' nightmares, and even manifest his own dreams while asleep.
A few more notes: given their random nature, epithets can be both blessings and curses. All take training and creative application to excel with, but some are easier than others—you can see how 'Fiery' might be easier to cultivate than 'Grumble', for instance. All epithets take stamina to use, essentially operating on a mana pool. Some epithets actively harm those who possess them, like 'Fragile' giving someone the power to make things easier to break but also making herself break easier, thereby making her life constantly painful. Highly-developed epithets affect their holders' appearance irrevocably, though not to an extreme degree. Epithets are not informed by the individual's history or personality whatsoever, but they will almost certainly inform the individual's story.
Banzai Blasters - an infamous criminal organization in Sweet Jazz that runs on a pyramid scheme. It has seven ranks, in descending order: Baron, Senpai, Valedictorian, Associate Justice, Vice Principal, Captain, and Blaster. Each has authority over the lower ranks, a portion of their dues, and higher ranks confer greater customization privileges for the organization's characteristic yellow uniform, including capes, gloves, and whatnot. To become a Blaster one must pay 49.99 a month plus tax, but everyone gets some of the money paid in dues by people they recruit. Blasters, who make up the vast majority of the organization, are mostly harmless, committing small-time crimes, and are typically made up of the dissatisfied members of society, typically youngsters or outcasts, seeking to belong and also get back at the system. Those with brains and ability tend to move up in the organization, but infighting is encouraged for ranking up.
Bliss Ocean - a terrorist organization run by mundies, for mundies. They oppose epithets and their usage, holding that the world is better off without them. To that end they suppress and sabotage inscribed, usually the high-profile, even going as far as to eliminate ones that really stand out. They are not opposed to using inscribed to this end. The organization is highly mysterious and deals with its operators secretively.
Police - members of the police force are some of the only people permitted free reign to use their epithets in public, although there's a long certification process involved, including background and psychiatric checks. Inscribed police officers are typically both very well-paid and highly respected owing to the power they bring in service to the common welfare, and those who are skilled with their epithets from a young age are typically channeled toward a police academy. Because of the number and strength of inscribed police officers versus the typically poorly-trained and weaker inscribed criminals, inscribed crime remains much lower than one might think.
Expectations
For this RP, there would be some expectations concerning participation. I would ask that players not apply at all if they don't intend to stick with it for the long haul. If you decides after joining that you can't or don't want to continue, I would appreciate notification rather than just disappearance. It's just common courtesy not to get people's hopes up or leave them hanging. There wouldn't be any posting requirement, but I plan to update at least once a week, and it will be using my Reaction Prompt system. If a character is put in a situation necessitating a response, especially in terms of combat, and you don't post one or get a continuation, the results will play out as if your character just didn't do anything, which can range from other characters just thinking yours is weird to getting a free hit from an attacker.
I also ask my players to be straightforward in their dealings. If you have any questions, concerns, or grievances, please bring them up. I'm open to feedback and requests, and do my best to support my players.
Character Sheet
Imaginative character designs, both appearance and personality wise, are encouraged. Basically anything goes, in a sort of anime-ish way. Colorful hair, uniquely-shaped irises, sharp teeth, you name it. You'll be able to adopt any sort of role in the setting, with whatever motivation, which can put you in conflict with other player characters. You could be a mostly-harmless Banzai Blaster mook, out with the buds on a weekend vacation but ready to suit up and start looting once the crap hits the fan. You could be a headhunter from Bliss Ocean trying to take down a prominent Epithet user visiting the resort, a bodyguard for that inscribed, a police officer just trying to keep people safe, or hey, just a kid in the wrong place at the wrong time doing your best to stay out of the crossfire.
In the spirit of the show, and of using creativity to make the most of the hand dealt to you, applicants will be given a selection of up to five randomly-generated words to choose from for your epithet. Just ask and I'll kit you out. If you're just miserable with your selection, I have a limited backup solution you can inquire about. Of course, this thread's also the perfect place to bounce ideas around!
Name:
Age:
Appearance: (Image, description, or both. If you use an image, it always helps to add extra details a single snapshot doesn't encapsulate)
Personality: (The dazzling array of traits, quirks, affinities, and so forth that make your character unique. Make someone compelling, someone that you'd like to play and will have fun doing so)
Background: (Your character's history. Doesn't have to be exhaustive, but be sure to touch on formative events)
Motivation: (Why your character is at the scenario event. This will be what drives your character forward through it)
Assets: (Where your character shines, in terms of physical ability, skills, and personality traits)
Flaws: (Where your character falls short, in terms of physical ability, skills, and personality traits. You must have at least as many as you have Assets)
Epithet: (If applicable)
(A list of capabilities conferred by your character's epithet. The first will probably be its 'base use', the first and most fundamental application of the epithet stemming from your character's original conception of it, but other spells/techniques, including special tricks and even secret/ultimate moves, can follow. Feel free to name them! Not every character will be highly capable with his or her epithet, but those who are often expand to other meanings of the word.
Name: Noelle Merveille Age: 36
Appearance:
Standing at five-foot-six and weighing an amount she doesn't particularly want anyone to know about, Noelle is a mostly-ordinary, fairly-attractive woman. Her long, somewhat spiky hair is a rich ruddy brown that shines red in good light, and behind a pair of black-rimmed rectangular glasses are a pair of big blue eyes. She favors simple and elegant clothing of the kind that doesn't hug her too tightly, and simple golden loops for jewelry. Most of the time she can be found wearing a pleasant smile, too.
Personality: Sunny as the day is long, Noelle is the very picture of cheer and warmth. Thoughtful and compassionate, she's got enough love in her heart for just about everyone around her, and while not the most outgoing is always happy to make life better for other people. She enjoys cooking and is a big eater herself. That said, the pleasant glow of her spirit radiates from a brilliant fire, and she's not at all a pushover. Highly competitive, somewhat short-tempered, fairly pragmatic, and more than a little proud, she's a force to be reckoned with when push comes to shove. She makes no bones about wanting others to be the best they can be and to treat their fellow men with the same consideration she typically dons, and thusly can sometimes be strict, nagging, and irritating. Overall, however, she's a sweet woman who's at her happiest bringing happiness to others.
Background: From an early age Noelle's big heart made her stand out among others. Sweet and kind, but with a fiery competitive streak, she grew up with a lot of friends and more than a few rivals. During high school and college she was at her sporting peak, and it was in her freshman year that she discovered her epithet in a stroke of luck. After her epiphany Noelle's passion only continued to burn brighter, propelling her beyond state competitions to regional and even national events, especially the dedicated inscribed league. Her energy and spirit carried her on despite any losses or setbacks, up until the point at which a terrible accident brought her blooming tennis career to a screeching halt. Forced to rest, heal, and take things slowly, she softened up, especially after graduating and marrying her long-time boyfriend Heath Pieler.
Ultimately, Noelle forsook the world of sports and became a teacher instead, while Heath became a television salesman. She worked with children up until the point she and Heath had their own: a boy and a girl they named Chester and Lucy. Chester ended up taking after his father in his love of acting and performing, and when his son was ten Heath managed to convince his agency to recommend Chester for a part as a child actor in an upcoming hero movie with epithets -a subject seldom addressed in cinema- as a major plot point. Chester got the part, and Noelle supported him every step of the way before and during filming. When the filming finally wrapped up the lead actor, the famous Lydia Forthing, celebrated by sending most of the crew on an all-expenses-paid vacation to Otterholt Point.
Motivation: Noelle's motivation is simply to enjoy a vacation with her family, and failing that, at least ensure that no harm comes to them
Assets:
Big Heart – Noelle's nature makes her easy to get along with and difficult for others to think poorly of her. She can make friends, avoid suspicion, and calm conflicts fairly easily. In times of trouble, she can often count on the support of those around her.
Sudden Fire – Being nice doesn't mean being a wimp. Noelle can be strict and forceful if necessary, and is both willing to and pretty good at exerting herself physically, thanks to her time spent training both her body and her epithet.
Smart Cookie – While she might not flaunt it, Noelle is no slouch in the brains department. She's got a lot of common sense, a good deal of practical knowledge, and a fair amount of intuition when it comes to other people, especially kids.
Flaws:
No Great Shakes – while she has undeniable physical ability and can fight well enough when necessary, Noelle is not a trained fighter and never groomed her epithet for combat. As such, she relies on what power she has in desperate situations and can be outclassed by anyone with real training.
Achilles Knee – even now, roughly a decade and a half after her sporting heyday got cut off thanks to an injury, her knee remains a weak spot. She favors it ever-so-slightly but still-perceptibly when moving, and if this weak spot is taken advantage of, she's more or less down for the count.
Soft – Noelle's sporting days are long behind her, and while she exercises a few times a week, she's nowhere near as fit as she once was. Plus, she did have two kids. Add to that her inexperience with real combat and she both burns through her stamina pretty quickly and can't really adapt on the fly.
Specs – without her glasses, she can't see very well.
Epithet: Train
Locomotion – a charging move Noelle can use to launch forward, faster and stronger than normal. Charging depletes stamina constantly, is difficult to control, and while charging it's very difficult to turn.
All Aboard – while in use, Noelle can use Locomotion to move without any extra strain or penalty to speed or power while carrying someone, or even multiple people. However, this status also increases stamina consumption.
Steam Engine – by eating flammable material, Noelle can heat up, increasing her speed and power and giving her attacks fire damage. Such food also restores stamina, though the less-edible stuff tends to give the most. Noelle can heat up a great deal this way, making her a lot more capable, but like eating lots of spicy food it gets more painful and difficult to bear the hotter she gets. At higher levels, her skin turns red and emits steam, and her hair becomes fiery.
Steam Whistle – Noelle's whistle when tapping into her epithet sounds like a train whistle, and is much louder and more piercing than normal. It's even louder and stronger if she's got steam, and whistling when steamed up cools her down in the process.
A popular hotel resort by the sea. Can be counted on to draw visitors from near and far. Features two hotel buildings, three restaurants (the largest being a buffet open for all three meals and the other two being dinner-focused), an outdoor pool, a gym, a handful of bars, a bow range, a tennis court, a basketball court, and more.
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Since this has seen so much awesome interest, I'd like to put up the OOC in short order. The main thing left to decide is our scenario event. I have four choices, one supplied by Haeo. If there is no strong preference among you all we'll go with the first one, which I personally like the most and think is the best. Let me know if there's one you like.
A) Lunch Rush at Celluloid Studio - months' worth of filming for a highly-anticipated action movie starring a celebrity inscribed as the hero has been going well, but at last a nefarious plan is afoot. On a day like any other, while most of the actors and staff are out to lunch, chaos breaks loose. The Banzai Blasters appear and start causing chaos, and a small team from Bliss Ocean -having orchestrated the Blasters' arrival as a distraction- infiltrate the studio, their target being the A-lister dedicated to bridging the inscribed-mundie gap. But the person of interest, their bodyguards, and the small security team aren't about to take this lying down. Caught in the crossfire are a few staff members, actors, and even young fans who snuck onto the set in hopes of an autograph. But hey, that's showbiz, baby!
B) High Steaks - it's the grand opening of a new penthouse restaurant in downtown Sweet Jazz, courtesy of a young politician giving a little back to their hometown. Gourmet cooking, finest wines, and delightful atmosphere abound, surrounded by a sky-high view nobody could ever forget. In the spirit of uniting folks across divides a number of people from all walks of life are present, allowing a whole host of people the evening of a lifetime. Yet, all is not well. Despite all his efforts that politician has enemies, be they local mooks looking to cause a ruckus, or a professional hit team out to ensure an early end of term. It's feast or famine at the top of the world!
C) Rock of Ages - today's the day of Sweet Jazz City's first-ever rock concert, featuring the inscribed band Gilt By Association, to be held in its very own Lozenge Park. The venue's mostly set up, but with a good few hours to go, things aren't quite ready yet. That's why some young adults are on the scene, led by their wacky mutual friend on a plan to bury some food and booze on the soon-to-be concert grounds so they can dig it up during the event and either have some or sell it to eager attendees. Unfortunately, they're not the only people around with purpose, and I don't mean citizens playing with their kids, selling tacos, or walking their dogs; someone's sabotaging the stage, leaving a little something to give the show later on an explosive finish. Even worse, there are Banzai Blasters around, looking to make off with the band's characteristic golden instruments. Whatever the odds, the show must go on.
D) Workman's Holiday - nobody comes to Otter Point to have a bad time. Whatever their walks of life, whatever their dealings and identities, business as usual is off the table as this seaside resort. Business isn't exactly booming at this time of year, but it manages to attract a steady stream of people, and today is no different. Except, that is, for the sudden appearance of an epitome. A kid washed out to sea by a riptide and on the verge of drowning, desperate to survive, produced a breathtaking invocation of their epithet, plunging the resort into chaos. Everyone whose vacation's just been ruined is left with the choice to weather the storm, stop it at the source, try to escape, or make the most of the opportunity. We hope you enjoy your stay.
Current GM of World of Light. When it comes to writing, there's nothing I love more than imagination, engagement, and commitment. I'm always open to talk, suggestion, criticism, and collaboration. While I try to be as obliging, helpful, and courteous as possible, I have very little sympathy for ghosts, and anyone who'd like to string me along. Straightforwardness is all I ask for.
Looking for more personal details? I'm just some dude from the American south; software development is my job but games, writing, and trying to help others enjoy life are my passions. Been RPing for over a decade, starting waaaay back with humble beginnings on the Spore forum, so I know a thing or two, though I won't pretend to be an expert. If you're down for some fun, let's make something spectacular together.
<div style="white-space:pre-wrap;">Current GM of World of Light. When it comes to writing, there's nothing I love more than imagination, engagement, and commitment. I'm always open to talk, suggestion, criticism, and collaboration. While I try to be as obliging, helpful, and courteous as possible, I have very little sympathy for ghosts, and anyone who'd like to string me along. Straightforwardness is all I ask for.<br><br>Looking for more personal details? I'm just some dude from the American south; software development is my job but games, writing, and trying to help others enjoy life are my passions. Been RPing for over a decade, starting waaaay back with humble beginnings on the Spore forum, so I know a thing or two, though I won't pretend to be an expert. If you're down for some fun, let's make something spectacular together.</div>