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    1. Prince 12 yrs ago

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I somewhat expected that. A pattern of yours is that if you don't spit out a character (normally of notably high quality) within 1-3 days of showing interest, your interest dies out. I'm generally the exact opposite. I can create and create and create indefinitely. I haven't been involved in a roleplay that has died before I lost interest in a long time. Here tends to be a counter example as I only intended on creating one CS (with no real goal of it getting through) and it was shot down due to a rule change. I could make a handful more characters, but I would have no desire to play any of them. Pretty much spelled doom for me the moment a core part of Nic was rejected.
I also have this posted in the Advanced Interest Checks where it's getting a little more spotlight. You may wish to check there to see the development going on.
Alright, I'll admit that I am being slightly vague here. In all honestly, I want to highlight some points before I go on (I won't be making a character immediately as this is still in concept phase)

1.a I want the 'powerset' to be free form so that each roleplayer may play a unique set of abilities that they personally enjoy. No one has to follow a similar trend, nor do they have to create an umbrella theme. If someone just wants to manipulate the element of fire, they can.

1.b Everyone will have a standard set of abilities they can train. Strength, speed, energy project, etc.; even entire fighting styles might be fabricated, by me, or inserted into the roleplay to continuously sculpt characters in unique ways. With that said, choosing a power might be more about making a more linear path for it; for example, if someone choose to control fire, as they grew more powerful and trained, they might understand that they do not control 'fire' as much as they control combustion and become even more adept when using the concepts of combustion, space-confinement, etc. with combination with their abilities. Do keep in mind this will have science fantasy elements, so draw from both science and your imagination.

2. When I compared this to a game, I didn't mean you had to have completely set-in-stone abilities. In fact, I somewhat dislike that concept. However, it is an option and you can easily have an umbrella ability that sprouts several smaller branch abilities that are unique to themselves.

3. You are more than welcome to making your character initially ignorant to what their abilities are. In fact, I would much prefer that your characters didn't fully understand their abilities quickly. Just because a character starts off with manipulating fire doesn't mean that is his true ability. You might go a very, very long time into the RP without the true nature of your ability being known. Maybe never. Zenpachi from Bleach never knew his Bankai, and he was still fucking awesome.

4. I stress that you should plan to start slow and start relatively weak, so when considering your abilities and their reflections of your(self) character, imagine abilities that are each small expressions of such but also part of a bigger idea. You are more than the sum of your parts, but each part is still important.


With those main points made, I found a character from a Naruto RP I was once in that should identify the concept of ability core and branches that I mean.



Admittedly, that is a slightly extreme example and it follows the setup used for ninjutsu by Naruto, but it should definitely highlight what I mean by following a theme. Additionally, these characters will be HIGHLY prone to development if this roleplay goes as I imagine, so don't begin believing the image you have is how it will turn out. I don't like it when people have a static idea and just force it. Interact. Grow. Develop. Bounce back and forth with the roleplay and your fellow roleplayers. Change your character and adjust to the interaction. You might go in a completely different direction than you begin in and ultimately add huge layers of depth. This will have fantasy elements lined within it and you will be venturing from world to world, so just because people use "Ley" doesn't mean that they won't be using mana or fel energy or the mysteries of the arcane or shamanistic mysticism. You might find a whole new branch and learn from it. Maybe become a Wizard for a while, or a Warlock, a Priest, a Spellblade or Dashing Rogue with a magical lute. I'm obviously stretching this out, and that's to make the point. You are making people like you and me, regular humans from the regular world. They will be going into new, fantastical places and your initial plan might not at all be applicable.
No, I mean, in more depth, what might you be interested in playing?
I've actually used that specific test before. I test very close between the lines of INTP and INTJ, which equates to (introverted, intuitive, thinking, perception/judgemental). I've also found that I can alter my test-taking mentality to be an ENTP. The test itself is designed so that many questions are 'which answer suits you best', so altering perception and judgement or introverted and extroverted isn't terribly far-fetched, especially considering the intuitive and thinking traits remain constant.

INTP said Architects are rare - maybe one percent of the population - and show the greatest precision in thought and speech of all the types. They tend to see distinctions and inconsistencies instantaneously, and can detect contradictions no matter when or where they were made. It is difficult for an Architect to listen to nonsense, even in a casual conversation, without pointing out the speaker's error. And in any serious discussion or debate Architects are devastating, their skill in framing arguments giving them an enormous advantage. Architects regard all discussions as a search for understanding, and believe their function is to eliminate inconsistencies, which can make communication with them an uncomfortable experience for many.

Architects often seem difficult to know. They are inclined to be shy except with close friends, and their reserve is difficult to penetrate. Able to concentrate better than any other type, they prefer to work quietly at their computers or drafting tables, and often alone. Architects also become obsessed with analysis, and this can seem to shut others out. Once caught up in a thought process, Architects close off and persevere until they comprehend the issue in all its complexity. Architects prize intelligence, and with their grand desire to grasp the structure of the universe, they can seem arrogant and may show impatience with others who have less ability, or who are less driven.


INTJ said All Rationals are good at planning operations, but Masterminds are head and shoulders above all the rest in contingency planning. Complex operations involve many steps or stages, one following another in a necessary progression, and Masterminds are naturally able to grasp how each one leads to the next, and to prepare alternatives for difficulties that are likely to arise any step of the way. Trying to anticipate every contingency, Masterminds never set off on their current project without a Plan A firmly in mind, but they are always prepared to switch to Plan B or C or D if need be.

asterminds tend to be much more definite and self-confident than other Rationals, having usually developed a very strong will. Decisions come easily to them; in fact, they can hardly rest until they have things settled and decided. But before they decide anything, they must do the research. Masterminds are highly theoretical, but they insist on looking at all available data before they embrace an idea, and they are suspicious of any statement that is based on shoddy research, or that is not checked against reality.


ENTP said Inventors often have a lively circle of friends and are interested in their ideas and activities. They are usually easy-going, seldom critical or carping. Inventors can be engaging conversationalists, able to express their own complicated ideas and to follow the ideas of others. When arguing issues, however, they may deliberately employ debate skills to the serious disadvantage of their opponents.

Inventors are usually non-conformists in the workplace, and can succeed in many areas as long as the job does not involve too much humdrum routine. They make good leaders on pilot projects that test their ingenuity. And they are skilled at engineering human relationships and human systems, quickly grasping the politics of institutions and always wanting to understand the people within the system rather than tell them what to do. No matter what their occupation, however, Inventors display an extraordinary talent for rising to the demands of even the most impossible situations. "It can't be done" is a challenge to an Inventor and elicits a reaction of "I can do it."


It's pretty easy to see the correlations. At work, finish tasks quickly and with relative ease. I'm assistant manager of the People Department and most specifically am in charge of interviews, training and the training of new management and new crew trainers. I, however, rarely run the actual crew and in most instances that I do run the crew, it is either in the stead of another manager for their break or out of frustration due to their inability to lead. I was given my position, most specifically, due to the Department Manager finding my very direct nature useful, my actual abilities in my field (which at the time, was customer service and sales) and my proficiency in training new crew. My specific position was made 'for me' and didn't exist until our department managers decided I needed to be above regular management so that I could justifiably regulate them. This makes me the sixth in chain of command.

As you can see, facts like that take from elements of all of those. Introverted most of the time, but extroverted when necessary. Capable of making judgement calls, but most of the time preferential to designing a system that can 'run itself' with minimal input. If I were to just use INTP alone, it wouldn't cover as large of a spectrum. Anyway, I just find it interesting you brought such testing up.
Two of you have thus far thought of yourselves as using some type of external force. One for the act of 'pushing others away' and the other in a sense of 'control'.

Honestly, I feel that making choices based on such criteria is a little shallow and I would like to see more... creativity. As a matter of fact, I find such powers boring and cliche; I'm not even going to pull a punch there. I found such choices slightly disappointing. I understand that when reflecting upon yourself, you don't quite look at fantastical applications for a roleplay or maybe don't immediately see the literary applications, but I would love to see a lot more thought and depth put into these powers.

For example, I play both WoW and League of Legends. In League, you have five abilities: your innate passive, then four others. There is a LARGE diversity of characters that work on a theme or mechanic and have varying abilities due to such, yet still stem from the same root. They work on a definitive concept. World of Warcraft allows you to spec into trees and make multiple alignment choices that define your role by defining your character more and more. These are the types of things and considerations I am looking for in designing a powerset. This is in fact CosmoNET, which is meant to be somewhat of a metaphorical comparison to MMORPG's; think like a game designer as much as you are as a roleplayer.
What might you be interested in playing?
Bump.
Bump.
So, I do hate to let down anyone whom might have liked Niccolo, but I do doubt I'll be partaking in this RP. Removing (or I should more accurately say 'enforcing an edition to the rules made post-creation') the Aura Reading element of the character, in my opinion, compromises the core concept of the character too greatly for me to play him. Enjoy the banner and enjoy the RP.
I did actually finish a full CS. It's in that tiny little hider that's super easy to overlook. You could, at the very least, review it. lol I put in more effort than I thought I would making it.

I'm a huge Absol fan, too. I saw that on a free image search and was like, "If this isn't a suitable banner, there are some issues with this RP."
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