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1 mo ago
Current With $1AUD you can obtain 18,911 Vietnamese Dong... That's more Dong than Bonnie Blue!
5 mos ago
3) Pineapple belongs on Pizza.
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5 mos ago
2) Ensure you are the legal age of 18 before you participate in any mature roleplays. The staff have and will continue to ban any users who actively choose to partake in a roleplay involving a minor.
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5 mos ago
1) Guild is not a therapy site. If you are experiencing any mental struggles it is advised that you seek professional help.
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It sure is nice to weed out fickle players.

I say this knowing this will get a degree of salt, since this is an open forum, but it is really interesting seeing how the cards fall.


Is it really weeding out fickle players when they announce their leave because the GM has been neglecting a roleplay?

Follow-up question: is this the right thing to do when someone voices their reasons for bowing out to you for future reference?


Everyone has seen it, players in an RP that don't contribute to the improvement, the quality, or the enjoyment. These are people that are probably best to have move on and leave, but as a GM you don't always have the backing reason to say "leave us" without coming across as a tyrant or an asshole.

Keeping that in mind and let's say that there's a slight change and that person is the first to complain and then announces that they are leaving. Did it really need to be announced in such a way or would a PM be in order? Is that person creating a drama based scene because they want attention?

When it comes down to this site the people here are hobby writers. Every... last... one... So the idea of treating this like a hobby is that people will participate in their free time and be helpful. We don't need spiteful or negative people and if they are weeded out, then that's fine by me.





“...hand to the poor and take from the greedy.”

NAME


Janelle Tucker

ALIAS


The Two Tucker Twins
Jenny

GENDER


A true lady

SKILLS


» The Performer
Much like her Brother Janelle is a musician and loves her violin, however she is more likely to erupt into a flurry of song and dance as she leaps up onto the bar of the old saloon. Her very actions are enough to lighten any dull mood and bring about the life of the party.

» The Seducer
The act, the performance, the wondrous eyes, and the lustrous body. Janelle has a talent for sinking into the hearts of men, and some women, misleading them into giving her precious information that she can use for later on. Given enough time she has even been able to steal from right under their nose but chooses to not always do so as it can place her in a vulnerable position.

» The Lockpicker
The lady has a precious skill in the art of lock picking. Years of practice and perfecting her own technique have allowed Janelle to extend her grasps to even more riches around her.

» The Intellectual
While both Stephenson and Janelle can read, Stephenson can only recognise basic words while Janelle can read and write full sentences. She has a knack for picking up on details, a skill for making educated guesses on problems, and has even read about the machines and technology from the old world.

PERSONALITY


If Stephenson is the Pied Piper, than Janelle is the Succubus; a woman who uses her body to mystically draw in those around her, escorting them into a helpless trance of lust and seduction. The woman enjoys toying with people's fragile emotions, speaking to them with soft words lies and deceit, all while utilising her slender, revealing body to aid in her greedy desires. Due to these dangerous actions Janelle does regrettably have blood on her hands, a result of having to take the life of those who have pushed beyond the personal boundaries that she has set for herself.

Outside the performances she can be quite sincere and honest, expressing a sense of empathy that her brother somehow lacks. She is willing to give up some of her fortune for those who are desperately in need, understanding too well the strains and hardships that they may be facing. If she could give to the people then the would would be a much better place, but sadly her foresight is hazed and the only option she can foresee is the desire to steal.

HISTORY


Stephen and Janelle Tucker were born into a family of wealth and nobility, in a town far, far away from Blackfinger. Their father was a well known businessman by the name of Stephen Snr, a trader who specialised in goods that were destined to fetch a pretty penny; while their mother, Anne, was a stay at home house wife who raised the offspring of her and her husband's. There they lived their younger years with a prosperous and carefree childhood, filled to the brim with with luxury, enjoyment... and debt.

It was during their teens that the twins felt the shift from the high life they knew so well and loved, to the low life of poverty and despair. A series of bad trades and corrupt deals shattered the family fortune leaving them with little to truly call their own. There they struggled to survive, living off the streets, off the generosity of the people they performed to, and out of their back pockets as the Samaritans walked away.

As time went on the taste and desire for that life they once had grew and festered inside their minds. Stephenson and Janelle began to raise the stakes of their desires, aiming for the stars when the moon was still within reach. It was through the drunken words of a patron in a saloon that they heard about Blackfinger, and thus they decided they decided that this would be the next deep pocket that they would pick.

INVENTORY


» Wooden Handle Knife [x]
Being seductive can draw the attention of many unsavoury people, and what else to protect yourself then to use a knife attached to your hip.

» Violin
Along with her brother's banjo, Janelle's violin is one of the last few possessions that the family held as they spiralled down into poverty. While she doesn't hold the same sentimental value to it as her brother, she still views it as an important memory of their past.

» Picking Tool Set
Throughout Jannel's clothes are a series of picks and shims, hidden within layers of fabric and leather.

REASON FOR VISITING


The promise of riches and glory. Stephenson and Janelle are looking for that next big score, the deal that will seal them with a lifetime of money, freedom and fame.

RELATIONS


» Stephenson Tucker - Twin Brother




“We steal from the rich and give to the needy...”

NAME


Stephenson "Stephen" Tucker

ALIAS


The Two Tucker Twins
Stephen Tucker, The Second

GENDER


A fine gentleman

SKILLS


» The Musician
Music is life, and Stephenson is music. The man loves to act and perform, showing off his skills while occasionally entering into sudden duets with his twin sister. Quite often he can be seen lounging about under the shade of a lone tree, plucking away and humming tunes in preparation for his next big act.

» The Thief
While the music may be a show, the real performance comes from his fine fingers; the prestige, if you will. The man is a thief and a deception to the very eyes. His charm and grandeur is designed to throw off the scent of his devilish ways, plucking the coins and goods out of unsuspecting pockets only to leave them dry and lint free.

» The Quickdraw
When the show goes sour and the guns are drawn Stephenson turns to his trusty pistol, located in a holster on the backside of his banjo. The man can quickly flip out the weapon and fire off a shot before too many realise what is going on. Needless to say Stephenson always hopes that it never gets to this point, but if blood must be spilt to save his own skin, he never chooses to hesitate.

PERSONALITY


Stephenson is a very suave and confident man, someone who radiates a awing presence of passion and pride. If one was to look close enough they would notice that he has a habit of tilting his head away from whomever he is talking to; that he has a habit of gazing through his thin, wire framed glasses; and that this habit creates the impression as though he is constantly looking down on those around him. When he speaks one may hear the charismatic word that emanate from his lips, a list of stories and songs that hypnotise an audience into a crowd of mindless followers. He is the Pied Piper and the people of the world are his mischief of rats to control.

This self confident attitude does land himself in a spot of bother every now and then as his lustrous aura does attract the attention of those who don't appreciate the flair and finesse. For those situations he can turn very anti-diplomatic and cold, leaving a bullet in the skull of those who threaten him, or his sister.

HISTORY


Stephen and Janelle Tucker were born into a family of wealth and nobility, in a town far, far away from Blackfinger. Their father was a well known businessman by the name of Stephen Snr, a trader who specialised in goods that were destined to fetch a pretty penny; while their mother, Anne, was a stay at home house wife who raised the offspring of her and her husband's. There they lived their younger years with a prosperous and carefree childhood, filled to the brim with with luxury, enjoyment... and debt.

It was during their teens that the twins felt the shift from the high life they knew so well and loved, to the low life of poverty and despair. A series of bad trades and corrupt deals shattered the family fortune leaving them with little to truly call their own. There they struggled to survive, living off the streets, off the generosity of the people they performed to, and out of their back pockets as the Samaritans walked away.

As time went on the taste and desire for that life they once had grew and festered inside their minds. Stephenson and Janelle began to raise the stakes of their desires, aiming for the stars when the moon was still within reach. It was through the drunken words of a patron in a saloon that they heard about Blackfinger, and thus they decided they decided that this would be the next deep pocket that they would pick.

INVENTORY


» Pepperbox Pistol [x]
Stephenson owns a 6 shot pepperbox pistol. The weapon is typically stored on the back of his Banjo in a leather holster. Occasionally he will hide it within his breast pocket if he feels that it may draw too much attention.

» Short Sword [x]
A rather odd choice for a weapon in a world filled with guns, but when rounds are short in supply it so happens to be an excellent tool for hunting and camping.

» Banjo
A beautifully crafted 5 string banjo; this was one of the last few possessions that his family held as they fell into poverty. He is rather protective of it as it helps to remind him of the life he once had.

» Smoking Pipe
A finely crafted pipe for smoking tobacco.

REASON FOR VISITING


The promise of riches and glory. Stephenson and Janelle are looking for that next big score, the deal that will seal them with a lifetime of money, freedom and fame.

RELATIONS


» Janelle Tucker - Twin Sister
My two characters. Doubling down on this one so I can get a bit of a pace and conversation happening since I'm pretty new to Wild West RPs, but I've had my own Steampunk fantasy world before.




Already spoke to ya already so I'll start working on my character sheets.
I'm sorry but I do want to step in and comment on what I've seen, a bit of constructive criticism.

Currently I don't know what this roleplay is about and that's due to the way that you've presented the information @stardust. The OOC post at the start should contain a description of who, what, where, when and why. It is the first thing that people see and it is what draws their attention. Having another member like @SillyGoy make the first post confuses your audience. Are they a co-gm? Did they accidentally snipe your first post?

I can also say that this does not feel like an advanced roleplay. Advanced roleplays are typically over detailed with in depth character sheets, deep plot, and longer posts. I would be more inclined to run this in casual if you don't have these details fleshed out enough as casual is more catered towards faster flowing and shorter narratives.

If you want to see what an advanced roleplay should typically look like, check out some of the others around to gauge your presentation target.
@Raddum I joined an rp that I glanced at and the GM mentioned me in a post shortly after. I don't see a problem with that as the GM is hoping to get a reasonable turnout and wants to see their project do well. It also shows that the GM feels passionate about their RP, and for some that's all their asking for. (Been in several role plays where the GMs have ditched it)

Besides... If you don't wanna join then ignore the mention. No one is forcing you to join, no one is forcing you to respond, and maybe you may happen to find it interesting and lose the page before subscribing.

Just pointing out that there's another side of the coin to the "no junk mail" view.
I have a question in regards to abilities, powers, and traits and how they should work, what limitations they should have, and ways to avoid meta-gaming/power play. For those unsure about those two terms, here is a brief description:

Metagaming: Metagaming is when a player applies OOC-retrieved information to their IC character, such as your character hearing whispering because you saw the text, or knowing a character's name because you saw their username. This is the most commonly broken rule of role-play and most infuriating for many.

Power Play: Powerplaying occurs when a player operates someone else's character without the other player's consent. Not only is this not fair to the other player, but it's also discouraged because often players will misconstrue the behaviours and personalities of characters they didn't design.


Taking those into account, here are some the abilities that I have in question. responding and expanding to other examples would be greatly encouraged as I know that there are many others that I haven't thought of.

The Power of Hallucination:
This ability can be cast by a spell, magic, or other form to cause another player to see things that are not there.
Some of the questions I have about this ability include...
1: Due to this altering the way another character sees things, is this a form of power play?
2: If the ability changes the landscape, how would that change the world they interact with?
3: If the ability creates physical hallucinations, does that create concerns with Meta-Gaming and those viewing from the outside?


Poison:
Inflicting poison onto another character.
1: Would this be an ability that can be viewed as overpowered, especially depending on the various strengths of a poison?
2: Should all poisons have an antidote and what would happen if you have an ability that doesn't have one?
3: Could this be viewed as Power Play as you are forcing other characters into situations?
4: How could you enforce a strong poison in a game without it becoming something that turns a character into a micro god/goddess?


Mind Reading:
Ability to read the thoughts of others or even view into their memories.
1: Pretty sure this is easy... Is this Metagaming?


Mimicking:
The ability to copy another player's abilities.
1: Similar to Mind reading... Is this Metagaming?
2: What happens if the abilities have to be learnt over time? Does that mimic player learn at a different rate?
3: What happens if it breaks the power entirely?
(eg: Copies the ability to use fireballs, writes a scene with the control of fire lava, Mimic player is told that Lava control was not part of fire control)


Like I said, this is only a few examples and I'm sure others have many more, but I'm generally wondering how as someone who has played and GM'ed these situations, how would you go about in regulating this?


QЦICƙSHIFƬ


ONE-LINER QUOTE


N A M E
Quinn Tollemache

N I C K N A M E / A L I A S
Quickshift

G E N D E R
Female

A G E
28

N A T I O N A L I T Y

A P P E A R A N C E
Purple Punk, the basic term that would sum up Quinn overall appearance in a grand total of two words, but as with all loose statements there is more to this woman than a generic colour and historic era fashion style. Quinn's choice in attire branches back to her younger years where she grew up in a male orientated environment—surrounded by fuel, engines, and testosterone; a lively lifestyle introduced to the girl by her father. It's a fashion choice that she didn't really grow out of but instead used it as an extension to her personality.

So what actually constitutes as part of this rough, rugged and attention grabbing attire? Quite simply it starts off with a white singlet top, an open canvas for expression and emotion. By adding a charcoal spray painted skull on the front and tearing the bottom seams around the edge, this canvas begins to pave way for the emotive visuals that punk want to achieve. Dress the shoulders in colour: red and black combination, a leather and PVC rocker's vest—and you are one step closer to achieving those punk threads that Quinn is so keen on. Add in a similar style of miniskirt, a pair of leather gauntlets around the forearms, and boots to kick the boys in the 'you know where's'; really only leaves a assortment of chains and rings to trim off this wild and metal wardrobe.

But enough about clothing and moving on to the body. Five foot nine, slender and trim, Quinn has a genetic make up that played well into her figure. Her skin is fairly clean, pale, and cream in colour—yet she has covered herself in an array of tattoos of her personal liking. Her face is both soft and defined with a touch of roughness from the trimmed eyebrows, pierced nose and toxic purple faux hawk. This faux hawk is a wild and unique mess with dark ear tails that extend down to her chest and an undercut trim to give it that intense layered look.

P E R S O N A L I T Y / T R A I T S
Quinn is pilot who is known as a bit of rebel, a rough and tough girl, and someone that tends to favour the shadier, grim side of the track. She has been involved in the hover racing scene since her mid teens but only recently came back into the big leagues after completing a 3 year suspension from competitive racing—a heavy punishment that came about from a series of illegal bets against herself in some of her own races.

This messed up lifestyle has produced a woman who can be quite abrasive and snarly, a side of her that she doesn't mean to express. She would prefer to be a lot more accommodating of others but the world around her does as much as it can to prevent that generous side from seeing the light of day. Eventually she hopes to leave the Zero Light District and make a life for herself in the free world, but as time goes on she is slowly discovering that the prison she was born in might be the same prison that eventually condemns her to death.

S K I L L S
Back Alley Connections: Quinn has managed to generate a rather sweet list of contact details, names of people who she can call upon for favours, rare products and once in a lifetime deals. Sometimes the prices are low, sometimes the stakes are high, but these black market deals can help provide a superior edge against the competition.

Swift, Like the Wind: Moving at high speeds and making split second decisions can end catastrophically if you happen to make the incorrect choice. Fortunately for Quinn her agility and reaction time is higher than your typical person; it's a skill that shows itself both on and off the track.

Skill: text

B I O G R A P H Y
Quinn was born and raised in the Zero Light District, an undesirable sector of the large metropolis where your lower class individuals spent their days fighting for the right to survive. If it wasn't the criminals and thugs that gave you a hard time, it was the crooked cops who would evict squalors out of private, uninhabited residence unless they received a decent pay-off. Fortunately for Quinn she never had those problems and was lucky enough that her father made just enough income to cover the basic rent of a run-down, single bedroom apartment. It wasn't the life, but it was a life.

Occasionally Quinn would spend the time with her fatherly figure in his place of work, a mechanic shop, helping him out so that he didn't fall behind schedule with his allocated projects. It was one bright day that she was shown the shell of a hover racer, a model by the name of the Tarkus. With a bit of work Quinn and her father were able to get the vehicle up and running, allowing her to taste that rush of speed for the first time.

Fast forward a few years and the woman had managed to qualify for one of the major events, proving her worth both on the track and off the track in the pits. This would be one of the last few times she would race as an enquiry was placed on her following suspicion of the parts that she used and the finances that she held in purchasing such upgrades. With little difficulty the racing board found her guilty of match fixing and disqualified her from racing for 1,000 days. As harsh as it was the time spent away from the track was a gentle blessing in disguise as Quinn was able to work on various sponsorship deals for her return, granting her the paperwork proof that she was able to afford the upgrades to her racer. Whether or not these upgrades are deemed legal is another question that has since been left unanswered.

R A C I N G V E H I C L E ( S )

This uniquely designed hover racer is a powerful representation on both speed and agility, a feat that has been specially achieved by the engineers of the Tarkus Union. The twin wing design was chosen above many other concepts for the sole reason that its aerodynamic advantage allowed designers and machinist to focus on more important features of the vehicle, such as the anti-gravitational generator and combat systems.

Speed: The Tarkus HR uses a special blend of fuel which aims in providing a vehicle immense speed and acceleration, dominating many of the lower class racers and providing pressure on the elite ranks. It has been noted that the heat exhaust from the engine can leave a light trail behind the hovercraft, providing a visual spectacle for fans to admire.

Handling: At speeds of several hundred kilometres per hour and with only seconds to make a decision, the Tarkus HR needs to ensure that it can handle the mist intense corners that a racetrack can provide. With a specially equipped airbrake system the ship is able to weave and manoeuvre at a moments notice, even weaving through the pack as if they were standing still.

Firepower: With two pairs of twin energy blasters and a fire rate of 120 rounds per minute, this vehicle is one that you do not want to be ahead of on the track as it will turn any leading racer into Swiss cheese. The downfall of this weapon is that it is only able to fire in small bursts, making it a choice only when aiming is precise and accurate.

S P O N S O R ( S )

T E A M

R E L A T I O N S

O T H E R

An endless hustle and bustle, a sea of yelling and screams—the noise of the track side spectators opened up into an enormous racket as their favourite racers came zipping past the grandstand. Blurs of blue, flashes of red, and explosions of green were all splashed across the anti-gravity ships in an attempt to announce which team was operating which lightning fast vehicle. To the naked eye it would be nearly impossible to tell who was in the lead, but thanks to the advancements in video recording and lapping technology that was a task that your regular viewer didn't have to concern themselves with.

"—and our back markers have just crossed over into their final lap with a whopping fourteen second gap between them and our lead pack. Kian, what can you tell us about this?"

"Well, Bobby Nieves, all I can say is that is a massive gap; especially this late into the race. It is going to take them a miracle to—not only make up that time difference—but face the challenge of DragoonX in the lead. He is not going to give up his position so easily and I'm willing to bet that he's got a few tricks left up his sleeve for those that even want to challenge him for that first place."

The cheers and cries drowned out people's conversations and forced the topics at hand to be placed on hold; Quinn was one of those individuals. She was caught mid sentence talking to one of her sponsors about the possibility of getting some new parts for her racer. It was a heated conversation and the sudden interruption of roaring engines was a godsend considering the two were getting frustrated with each other. As the droning sounds faded away the voices of the people began to re-emerge.

"As I was saying before, Miss Tollemache, all I can do is ask my superior if they are willing to release some additional funds for the tune-up parts that you want. You have to understand that what you are asking goes beyond our budgetary constraints and we cannot simply hand out that much without a guarantee of return investment."

"You know that I'll win; you've seen me out on the track! C'mon, it's only a couple of extra K and..." her words were cut short as the investing representative raised his finger to her face.

"Must I remind you of how much we have already given you? I will be in contact with my superior; and in the meantime, ensure that you finish in a decent position for your next race." The man turned away from the female racer and began to retreat back into the hoard of people, "I will be seeing you again soon," he called out, disappearing from her sights completely.

Quinn was hoping that the meeting would go a lot more smoothly than what she had hoped. The idea of her sponsoring company holding back on her was a possibility she knew could happen, but it wasn't a result that she would have expected. The woman decided that it would be best to go back to the pits and inform her team, and father, of the outcome.
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