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Malverne
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 PostPosted: Thu Mar 27, 2014 9:51 pm Reply with quote        
The Undercity: OOC


Intro

Present day, or close enough. Mid-winter. Denver, the Mile-High City, metropolis for all sentient non-human creatures in the Mountain Time Zone. Wait, that’s not quite right. Just underneath Denver is that supernatural metropolis: Undercity, the not-quite-Mile-High City.

An idyllic paradise, this is not. All the supernatural beings crowded into one city, with a mostly absent ruling group, beset on all sides by barbaric creatures? No, paradise is nowhere to be found. Anarchy rules, and the strong and ruthless rise. The Undercity is a world of tenuous balances and shades of gray. There is only one ironclad rule to remember.

DO. NOT. LEAVE.


(created by Malverne, Koyi'Tar, and Ravebloodnymph)

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I AM THE SMARTEST FUCKING COOKIE IN THE BATCH

Malverne
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 PostPosted: Thu Mar 27, 2014 9:52 pm Reply with quote        
Geography:

The City: The City appears to have once been a towering, gleaming city, grown from the living stone of a mountain, but ages ago sunk beneath the ground, covered in soot and grime, and left to moulder for a thousand years. Dimly lit and gloomy, but bustling. Like all cities, this City has its neighborhoods. It has a business district (the Market), a ghetto (the Cave, further divided into the Butchery, the Kennel, and the Smithy), and several residential districts divided mostly into neighborhoods split by species. At the head of the city sits the Tower, the home and office of the Committee and its Chairman. Half a mile below the lowest level of the city sits the Pit, the prison that holds every criminal in captured in the entire Undercity, Wilds or City proper.

The Deep Wilds: The Deep Wilds are a weblike, labyrinthine series of tunnels and caverns that lace deep into the earth. Some caves are covered in alien fungi, others are pits of stalagmites, more are underground springs, and some are even lit by pools of lava. All of them are crawling with monstrous creatures, such as deep elves, naga, ogres, dwarves, and other monsters the likes of which have never been seen.

The High Wilds: As far down as the Deeps go, so far do the High’s ascend into the heights of the Rockies. Frigid, but open to the sun, gargoyles, harpies, and yeti prowl the peaks, setting upon the occasional foolish human who thinks himself or herself capable of tackling the dangerous mountains. Tunnels form a lattice up the inner core of the mountains, much easier to navigate than the bowels of the Deeps.


Power Structure:

The city mostly runs itself, but has half a dozen rulers, sitting on high, making sure that the infrastructure stays intact, and that the gangs don’t overstep their bounds. The Committee watches from its Tower, headed by the Chairman. Each Committee member oversees one part of the city: security, transportation, communications, marketing, and magical influence. The Chairman, legally, has no part of the city to run, but acts as a check for the Committee members, but it is the Chairman who controls the secret police. Throughout history, this structure has functioned well and quietly.

Recently, though, with the newest Chairman, the Committee acts oddly quickly, as if under the control of one, unified power. The gangs, political powers in their own right, grew understandingly suspicious. The most powerful of the gangs, the naga-run Scales, conducted a thorough investigation into the Chairman. After months, a year of scouring the Chairman’s affairs, the Scales could find literally nothing even vaguely suspicious, and so gave up.

The night that the news was published, the Scales were swiftly, and completely exterminated to a one. Since then, not a single complaint has been publicly voiced about the Chairman.

There is only one unmutable rule laid down by the Chairman: never, ever risk notice by the humans above.

_________________
I AM THE SMARTEST FUCKING COOKIE IN THE BATCH

Malverne
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 PostPosted: Thu Mar 27, 2014 9:52 pm Reply with quote        
Races

Troll: Trolls….often look like creatures out of Where The Wild Things Are. Covered in thick, wiry hair, with big, toothy mouths and horns. They range from just over five feet (the particularly squat and wide ones) to seven and a half (the taller and skinny ones). Universally, they’re powerful creatures. Low magical chances (maybe .5%) and troll mages are pretty crap in that things they intend to levitate blow up, and things they intend to blow up just change color.

Ghoul: Ghouls are technically tall, generally reaching seven feet, but crouch so that they’re five feet at the shoulder. Proportionately, for limb length at least, ghouls are closer to gorillas than humans. Their skin is mottled gray and red, and normally have straight black hair. Dentition is sharp and chaotic, and they have a tendency to drool. Ghouls are ugly as all hell. They have yellow eyes, and operate on a mix of sight and smell. Ears are pointed and on top of their head, shaped like bat ears, and can swivel and point. They have opposable thumbs on their feet, and are heavily muscled everywhere, although their frames aren’t as wide as a trolls (or even a gorilla’s). Ghouls are ridiculously durable, able to survive almost anything that isn’t an instant K.O.. They have literally no magic, but are brutally strong and fast. Pound for pound, far stronger than any other species. Not the smartest though…or subtlest.

Elf: average height- five foot 2 for males, five foot 5 for females. Very thin, light bone structure. Dark, mottled skin color of cool colors (green, blue, purple, gray), elongated ears, bald (well, technically covered with a very fine, thin hair but that only adds to the mottled coloration). Humanoid in shape and proportion. Females have two ridges of knobbly bone coming off of their brown and circling around their skull above their ears, while males have splotches of a brighter color on their back, shoulders, and upper arms. High magic occurrence, 10%, average magic strength. Flat, grinding teeth; vegetarian. Night-eyes, any color. Not very durable, but stronger than humans.

Goblin: the shortest of the underfolks, goblins only reach 4 feet five at the end of their life, if they reach a particularly old age (they never stop growing). Their coloration is based in the blues, relatively vibrant (males are actually bioluminescent). Build wise, they’ve got very small torso/upper bodies, in that their legs actually take up half their height. They’ve got long arms as well, with three fingers, each with a claw. Goblins are bony, with raised shoulders and angular features, including large ears and nose, and sharp-ass teeth. They’ve got hair in the normal places because I’m too lazy to think of something else. Goblins are natural burrowers, and have about a 5% magical occurrence, with average strength. Goblins have a head for numbers. Generally very smart. They like eating fish.

Orc: Orcs are big, bulky, reddish-brown brutes. They’re generally powerfully muscled and broad of shoulder, both males and females. They tend to have an underbite with some pretty serious dental scariness going on, almost giving the illusion of tusks Orcs are short-ish, tending around 5’6” or so, but it’s not unheard of to have a six foot tall orc. They’d be taller if their heads were actually situated above their shoulders instead of jutting forward, making them look almost hunchbacked. Orcs have about a 1% rate of magicians, and generally don’t make incredibly powerful offensive types but make reliable shields.

Ghost: ethereal form of whatever species it was in life, identical to moment of death. Blurry, as if made of mist. Voice sounds like it’s from far away. Always fainter than a material person. At fast speed, form loses clarity; can go faster than running speed of race by half again, across any surface, but can’t fly. No magic of their own. Physical interaction with surroundings is difficult; can’t touch anything living but, with effort, can influence other items with mild telekinesis. Can easily sway magic spells, though, catching and returning or the like. Can’t be a ghoul, though, because they were all magic-potentials.

Human: Exclusively magic-workers. Basic human build and age. Normally, around early- to mid-twenties, their magic starts warping them (purely aesthetic ways relating to school of magic left to the discretion of the user). By thirties, there’s no way that the human could be mistaken for a normal person in the overcity. Average human lifespan, average human capabilities. Two types; born underground of two humans, or born in the overcity and taken. No more human characters, please.

Surface Naga: six feet tall, both genders (which are nearly indistinguishable). Naga have skin that’s often tinged blue or green (or anything really…naga are widely varied in coloration), with scales over a large percentage of their body: shoulders, outer-side of arms down to the knuckles, stripes down the back avoiding the spine, dots of the ribs, down the hips, but not the crotch, and covering most of the thighs, but leaving the inner thighs bare. Calves and feet are just skin. Naga have four digits on each limb, and those digits are webbed. They’ve got gills under their collarbones/on their pectorals. Not hair, but fins on their head, not unlike a cool, spiny mohawk. Naga don’t have protruding noses, but small slits above their mouths, and their ears are similarly unadorned, just being two small holes on either side of their heads. Their eyes are wide, dark, and unblinking. Their teeth are surprisingly like humans, as is their diets. Naga have a very low magical occurrence (.03%) but their mages are overpoweringly strong. They’re fast and agile, have an average durability, and while their legs are strong, they don’t have good upper body strength at ALL. .


((These races aren’t playable at this moment; perhaps later))
Dwarves: short, stout, unbelievably strong, appear to be made from stone. Number of limbs is malleable, but they have at least two stumpy legs and two big, bearish arms. Moss beards, teeth of diamond, eyes of gold, at shallower depths. Farther down, the dwarves became breathing beings of magma and obsidian. Intelligent at shallower depths.

Ogres: Ogres are huge creatures, the largest by far of the creatures below the earth. Ten feet tall, big, broad beasts, ogres are almost as ugly as ghouls, and ten times the odor. Their skin is a pale green or pink or blue (depend on the ogre really) and slimy. Their teeth are rotten, but their jaws are powerful. Ogres are blind, but still have a single eye in the middle of their foreheads, just underneath a sharp, slightly curved horn. Ogres are bald, and look not unlike a giant, humanoid, icky naked mole rat. Stupid as the rock they crawl out of.

Deep Naga: A deep naga is not unlike a surface naga, but with the concentrations of human and fish reversed. Deep naga are covered in scales, have tough, sharp teeth, and two long head fins that trail down their backs (as opposed to the single short one that surface naga have). Unlike surface naga, deep naga don’t have separate legs, but instead have their torsos situated on a long snake body. Deep naga have the same rate of magical occurence as surface naga, and are just as intelligent as their “civilized” cousins.

Deep elves: relative of the elves, deep elves are of similar build, but much more dangerous. Deep elves stand taller than traditional elves by six inches, have alabaster skin, dark and sunken eyes, sharp teeth, and claws for fingernails. Unlike the surface elves, deep elves actually have a head of hair, universally black and stringy. Most deep elves are bestial, but their mages, which are 10% and more powerful than their civilized cousins, are wickedly cunning and to be feared.

Harpies (Mountainous): Female humanoids with wings and avian claws. Feathers are made of brass or silver as strong as steel. Intelligent.
Yeti (mountainous): Large, hulking troll-like creatures (but bigger), covered with thick white fur and muscle-bound. Ram’s horns, multiple sets. carnivorous. Unintelligent.

Gargoyles (Mountainous): Gargoyles are not as large as some of the creatures found in the Wilds, about the size of a lion, but they are made of the same stone as the dwarves. Their shapes can vary, but follow the traditional lupine, feline, and occasionally avian shapes, but vary wildly between them. To a one, though, they appear rough, as if carved from granite with bare hands. The ones with wings can glide, but not fly. Gargoyles are surprisingly intelligent, and pack animals.

_________________
I AM THE SMARTEST FUCKING COOKIE IN THE BATCH

Malverne
Writer


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 PostPosted: Thu Mar 27, 2014 9:52 pm Reply with quote        
Factions

Gangs:

The Butchers:
The Butchers are almost all ghouls, and their main tactic of choice is shock and awe, and just raw, brutal power. The average ghoul is a powerhouse, and the Butchers are the most vicious and volatile ghouls in the Undercity. Their smaller numbers don’t impact their effectiveness in the slightest. Their strengths make them quite good at keeping the Hounds in their place.

The Masons:
This gang is predominantly trolls, taking their namesake from the superstition of trolls living under bridges. The Masons use their power to make sure they have the best gear in the city, both armor and weapons. This gear makes them easily capable of withstanding the raw strength of the Butchers, and their numbers give them the advantage over the ghouls.

The Hounds:
Most of the Hounds are elves, and their leader is rumored to be half elf, half deep elf. The Hounds are the most magically adept of all the gangs, but the least durable. Their magic gives them the edge over the techie Masons, but they get easily bowled over by the Butchers.

Other:
Security Force:
This is the all-encompassing term for anyone working in an official capacity that might involve using force. It involves prison guards, Tower security, policemen, sentries, those who force back the creatures of the Wilds, and anything in between. Is there corruption? Yeah, some, but it’s not endemic. Are they respected? Depends on the branch, but for the most part, yes.

Magician’s Guild:
This “affiliation” is really unofficial. The ‘guild’ is an informal group of mages that join together. They aren’t officially recognized by anything outside their own internal hierarchy (which is 100% decided by years of experience), and comprised only of magic-users, and include all of the magic-users in the Undercity.

Secret Police:
the secret police is the force commanded by the Chairman. They are silent, fast, and deadly. There is no way to tell a policeman from an average citizen, not even for another policeman. They are never seen in daylight, and work masked. It’s rumored that there is a number of them who aren’t citizens, who live in the Tower with the Chairman, and are only let out for missions of the utmost importance and secrecy.

Citizen:
This is the catch-all category for everyone not in Security Force or a gang. These guys are living in the Undercity, they have a job, they go day-to-day trying to avoid getting into trouble. Most people are citizens.

_________________
I AM THE SMARTEST FUCKING COOKIE IN THE BATCH

Malverne
Writer


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 PostPosted: Thu Mar 27, 2014 9:52 pm Reply with quote        
People of Note

Ka Jongbin is the current Chairman, and has occupied the seat for seven years. He lives with his son, Sanghye in the Tower, and neither of them are prone to public appearances. No wife, husband, or any other sort of family have ever been seen.

Grawler Cleave heads up the Butchers, and is a surprisingly old, grizzled ghoul, probably seventy years old and still going strong.

Red Hammer is the pseudonym of the troll in charge of the Masons. She’s brand-spanking new, so no one really knows what kind of leader she’ll be.

Dark Eddie is the elf in charge of the Hounds. He is rumored to be half deep elf, but there isn’t any substantial proof, as no one’s ever met his parents.

Kyara is the name that the City-goers have dubbed the leader of the harpies, even though there is no proof that such a person exists.

The leader of the deep elves is referred to as “Drow”, after the human’s term for dark elves.

Thasrudin was the leader of the dwarves when they became unreachable by civilization, and the name has survived when referring to the purported leader of the dwarves.

NPC's

Name: Morinth Greyscale
Age: 47
Gender: Female
Species: Naga
Faction: Security Force:
Occupation: ranger, ex-security chief
Appearance: Morinth is of average height for a naga, six-feet tall exactly, not including the six inch spiny fin that starts at her ‘hairline’, crests at the apex of her skull, then finishes at the nape of her neck, although that never stands completely upright so, at most, it only adds two or three inches to her height. Morinth, true to her name, has silvery-greyish scales, which make her look like living mercury. Her skin is quite dark, as if someone took a black person and dipped them in a thin layer of gray paint. Unlike most naga, Morinth’s teeth are oddly dark, but it’s not like they’re rotted and falling out. Just…gray teeth. Morinth wears the ranger uniform of a grey combat vest with a thin purple hood over a skin-tight, near wetsuit material, elbow-length shirt, along with black combat pants tucked into heavy, steel toed and heeled boots. She has the naga-version of the vest, with gill-panels. There’s also a belt with plenty of hooks (it’s where she puts her boots when swimming) and the like. Her arms are lightly scarred, and she carries the knife-throwing gauntlet (modified for naga webbed hands), taser, and dagger.
Personality: Morinth is a burnt out disgrace of a security chief. She once acted with vigor and force in her work, but now is kind of grumpy and stagnant. She’s tired of the looks that she constantly gets, the half-heard whispers, and just wants to retire, but the pay of a ranger is awful. But it’s all she’s got, so she takes it seriously. Home life? Gone. Kids? Never adopted any. Career change? What other marketable skills does she have besides being gruff and being able to fight a ghoul into submission? That’s…really all there was to it.
History: Morinth, like all surface naga, was born in the City, in the naga-neighborhood in the springs. She had nearly a hundred siblings, all of whom were split up into the population. At the time, a lot of the naga population was heavily involved with the Scales, but Morinth’s family was not, and she grew up apart from that culture. She went into the Security Force as soon as possible, not even finishing her high school. She had surprising discipline and her bursts of inspiration and risks worked. When she was forty, Morinth was reporting to the guy who reported to the Committee security chair. Then…shit hit the fan. After a meeting with the Committee, Morinth made an executive decision that went really, really badly. She let the gangs nearly destroy an entire neighborhood, and was subsequently stripped of her rank and nearly booted from the force. Morinth barely clung to her job, and was shunted off to the ranger force, where she has toiled since.


Name: Sam Keller
Age: 17
Gender: M
Species: Human
Faction: Magician’s guild
Occupation: Student, Acquirer
Appearance: Sam is a young handsome man of Asian descent, six feet tall and casually dressed in all black. His eyes are lavender, but beyond that there’s not much out of the ordinary about him. Particularly classy picture here He always wears long sleeves, but if you're observant, you might notice a scar on the back of his left wrist: a horizontal pair of dots about an inch or two apart, maybe each the size of a dime.
Personality: Sam isn’t a very powerful presence. He’s uncomfortable around large numbers of people, or even small numbers around people. Despite his discomfort, Sam is unfailingly polite. Often underestimated due to his quiet manner, Sam is clever and persuasive. Does he like his job? …eh. It’s necessary, and he’s good at it.
History: Sam’s background is very simple. Born in the Undercity. Both of his parents are mages, and he knew he’d be a mage from a young age. His powers didn’t manifest until he was sixteen, but he’d been around the guild for a while before then. B+ student, nothing extraordinary. Due to his mundane appearance, Sam is often sent up to Denver on errands, either buying goods or acquiring new students. He prefers, when acquiring students, to not use force.
Abilities: Sam’s magical abilities aren’t very strong, or advanced. His area of manipulation is sound. He can throw his voice, change the pitch and timbre, and volume.


Name: Traxel Grandoul
Age: 56
Gender: M
Species: Troll
Faction: The Masons
Occupation: high-level gang member
Appearance: Traxel is an impressive specimen of troll geneology. He’s nearly six and a half feet tall, and built like an ox (he does give a distinct ox impression, as his fur is black with streaks of old-man gray, and his horns are reminiscent of an ox’s). His lower jaw sticks forward to make room for the two large teeth that stick up, almost to his nose. At the base of his neck, an inch or two above his collarbone, rests the bull brand of the Grandoul. Traxel wears tailored suits, although the neck is always loose to show the brand.



_________________
I AM THE SMARTEST FUCKING COOKIE IN THE BATCH

Malverne
Writer


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 PostPosted: Thu Mar 27, 2014 9:53 pm Reply with quote        
Character Skeleton:

Code:
[b]Name:[/b]
[b]Age:[/b]  (as a rule of thumb, the smaller creatures are, the shorter they live, and none of the species in the City are outside this rule...except ghosts.  Because they’re already dead.)
[b]Gender:[/b]
[b]Species:[/b] (For now, I'm putting a cap on humans.  Pick something else.  We've got too many as is.)
[b]Faction:[/b]
[b]Occupation:[/b]
[b]Appearance:[/b]
[b]Personality:[/b]
[b]History:[/b]
[b]Abilities:[/b] (for magic-users; if you want to describe the basics of what your non-magic-user can do, I ain't gonna stop ya.  No need to go ridiculously in-depth)


Characters

Sy's!

Quote:
Name: Skaeth
Age: died 5 years ago, at age 26
Gender: genderfluid, prefers “they/them”
Species: Ghost-Naga
Faction: none
Occupation: ex-gang member
Appearance: When Skaeth was alive, there was vibrant red skin with orange scales and orange fins, they were a bit chubbier and huge black eyes, they had a huge burn from the top of their left shoulder to the tips of their fingers in a cool spiraly pattern, there was also a scar down the middle of their face (diagonally from forehead to jawline), and a bite mark on their right elbow. Skaeth is dead, so their color is gone, there a single open bleeding stab wound in the back of their skull, they wear skinny jeans, an nsync shirt, and no shoes. Headphones around the neck, ipod doesn’t work. Sad

Personality: A little quirky and awkward, Skaeth is trying to find themselves, they can’t quite remember being a girl or boy, so they try to do both depending on the day and who is around. They are a bit of a coward and loud, pretty self-centered and obnoxious, but ultimately have a good heart and seriously care for other people and are very loyal. They are always kinda moody and really really hates their band shirt and regrets not listening to better music every day of their death.

History: When born, they were immediately adopted by the Scales who saw their magic potential. They were always being trained even though they were lazy and hated it, but they tried and apparently succeeded. They grew up to be one of the most powerful naga EVER and one day got randomly stabbed in the back of the head when the Scales were eliminated. They always feel silly about this…

Abilities: Skaeth was once a ridiculously powerful mage, but now has no magic but telekinesis and being able to manipulate magic that comes at them: standard ghostiness.


Lexi's

Quote:
Name: Ava Price
Age: 12
Gender: Female
Species: Human
Faction: none
Occupation: n/a
Appearance: Pretty tall for her age, Ava is 5'8" and looks to be about 16. She has long dark brown hair normally pretty unkempt and an olive skin tone. Normally she can be found wearing a pink hoodie thats way too big on her and black leggings along with a pair of knee-high purple converse.
Personality: Usually pretty serious, but has her moments of giddy little girly-ness. She always is trying to act older than she actually is and will do anything to prove that she is mature. She has a louder bark than her bite and will fight back unless she realizes there is no hope.
History: Currently living on the streets of Denver, all she has is a journal from her parents who live in the underground. Her parents smuggled her out of the underground when she was only 3 years old. She was entrusted to a gang in Denver that was meant to protect her. At the age of 10 the gang protecting her were all killed by an opposing gang while she was at school. Distraught she took to the streets and stopped going to school. With her powers she vows revenge on the gang that killed what she had considered her family.
Abilities: She is an Empath that can make people depressed, happy, angry, confused, or terrified. She mostly doesn't have control of her abilities, and often affects the people around her by having her own emotions rub off on them.


Kin's
Quote:
Name: Kruth’al Grandoul
Age: 20
Gender: M
Species: Troll
Faction: Mason
Occupation: Low/Mid level Gang member

Appearance: Kruth’al is about 6 ft and very stocky. Shaggy red hair covers his entire head, except a slight bald spot right where his spine meets his skull. In this bald spot there is a burned in symbol of a bull(his clan’s mark). This was burned off in a ritual his family concocted to weed out the weaklings. Although he doesn't have the largest of horns, his fangs are the longest in his family’s. He also has a slightly longer head to accommodate this. He wears mostly ragged clothes and dislikes anything too fancy.

Personality: Though not as gruff or mean as other trolls, Kruth’al has a temper that rivals any. He tends to wonder and think more than he is given credited for. Though large he likes to think and move slowly so not to hurt things that he doesn't mean to. Saying that he will destroy any who generally get in his way. He thinks that the old ways should be destroyed and is constanly wondering about what is happening with the people who control everything. He believes that things are going to change soon, and wonders which side he will be on.

History: When he was young Kruth’al he was like any troll growing up. It wasn’t until his sixteeth birthday that things kinda changed. His family is one of the oldest in the city(Mind you thats not saying much for trolls), thus they have a long standing traditon that all males at the age of 16 have to have a branding iron burn a part of their body. This is to show the level of loyalty to the troll life. Most family memebers get an arm or a leg like humans do with thier tatoo’s. The most hardcore of the trolls would get it on their face or some part of the body that would always show. Kruth’al wanted to push his level of loyalty, he choose the base of the spine. This was almost not heard of for if one thing went wrong you were dead. He fearing nothing(as a teenager would) went ahead with it. The pain changed his life forever. He was in bed vommiting for weeks after due to the pain. Slowly the pain went away, but the memory always stayed. Now he tends to think ahead and be catious to the world around him. He joined the Masons soon after recovering and has been slowly rising through the ranks ever since.


Koyi's

Quote:
Name: Nami Shay
Age: 17
Gender:F
Species:Human
Faction:Magician’s Guild
Occupation:Shop worker

Appearance:Nami is very pale with mid back length black hair and blue eyes. She typically wears a pair of jeans and a loose fitting purple tunic type t-shirt or just an type of loose fitting t-shirt she can find.

Personality:Nami is rather quite and can sometime be very blunt with her words unless you know her which very few people do. She mostly keeps to herself and has a hard time trusting just about anyone. Especially after the recent death of her father.

History:Nami grew up in the Undercity. Her parents were both competent mages not powerful but known to say the least of them. Her mother made this mistake of trying to leave with her in tow when she was very young which resulted in her mothers death and her father raising her. Her father taught her all he knew about using her abilities until recently when he was killed in the midst of a gang fight. Wrong place wrong time was what Nami had been told but she suspected it was something darker than that. Of course there was no way of proving it. None the less she lives in the house her father raised her in and works in a little shop that sells potions and other miscellaneous items.

Abilities: Her abilities are elemental in nature and she doesn't have much control over them at that. She was no prodigy and had really only come into being able to do anything with her magical talent before her father died. So she is still learning to do things with them. Though she has shown signs of being most proficient with fire than anything else.


Rave's

Quote:
Name: Taylor “Tay” Manor
Age: 22
Gender: Female
Species: Human
Faction: Magician’s Guild
Occupation: Bartender and freelance mechanic
Appearance: Tay is a petite but muscular girl, definitely not someone to be underestimated because of her height at 5’3”. She has short, asymmetrical blonde hair, shaved on one side and meeting about chin length on the other, and dark brown eyes. Her biceps, shoulders, and chest are all covered in bright, bold tattoos of ravens and thorny vines, with a large dark purple rose at her sternum.
Personality: Tay’s a friendly person, but can be a bit intimidating at first. Being a bartender, she deals with drunks all the time, so reacts a bit like a bouncer to otherwise: firm but polite. She can be quite talkative and when she’s in a mood, watch out, she won’t hesitate to bite your head off. She’s an advocate for equality among the UC citizens.
History: Tay was born in the UC. She doesn’t know who her mother is and grew up with her dad, a mechanic with magnetism abilities. For a long time her father believed she might not have any abilities until she was sixteen and managed to send a wrench flying her father’s way in the mechanic’s shop. She left a bit of a bruise, but boy, was he proud! She’s been bartending for almost a year now at The Creek and has been accused of spiking customer’s drinks with suspicious substances, from simple roofies and too much vodka to heavy duty aphrodisiacs and tranquilizers.
Abilities: Telekinetic, and that’s just about all there is to it. Particularly stronger in moments of anger, weaker when stressed.



Keyla's
Quote:
Name: Relgan O'Toole
Age: 29
Gender: Male
Species: Elf
Faction: None
Occupation: Vagabond, Conman, Street Performer, Whatever is needed, really
Appearance: Relgan has a ready smile and glinting steel grey eyes that seem to smile as well. His skin is a mottled green-grey, with mint green patches. He has very fine black hair that looks like a fuzz on top of his head, but he keeps it covered with a floppy black hat that has a cluster of brown feathers stuck in it (he likes to say that they're harpy feathers he collected himself, but they're actually just from surface birds). He keeps his daily wear simple, but classy, with a loose-fitting off-white shirt covered by a long red vest with a tailcoat back, as well as black dress pants and brown dress shoes. His left ear has multiple gold piercings going all the way up to the point consisting of many different kinds of studs, and his right ear has the same studs in the same progression, only in silver.
Personality: Relgan has always had a devil-may-care attitude and an outlook on life that dealt more with self-gratification and self-preservation than any form of duty or honor. He has a love for the finer things in life and will do what it takes to even just taste them for a little bit. One day he hopes to make enough to start a new life for himself away from this crazy city, maybe as an eccentric billionaire in the tropics. You can get away looking like anything if you give yourself the “eccentric” label.
History: Relgan O'Toole was born Relgan Norovir of House Norovir, a relatively wealthy family in the Undercity. However, illicit mob dealings ensured the family's demise, and they disappeared overnight, leaving Relgan as one of the only survivors at the tender age of twelve. Relgan then found his way onto the streets of the Undercity, and changed his name to blend in. He picked up various skills, such as knife-throwing, from other urchins that he met. However, he never forgot his roots of nobility, and knew that he wanted to get back. He developed a relationship with the thief's guild as a designated distraction for a 30% commission, and he would put on shows while they picked pockets. Eventually, he made enough to get himself a nice suit and started forging invitations to big events like galas and other events that allowed him to hobnob with the rich and famous. He would go, find a girl with a small brain and a large fortune, charm them with false credentials and true flattery, spend the night with them, and then leave in the morning with all their valuables.
This formula worked very well for him until last week, when the woman he wooed ended up being the daughter of one of the Secret Police, and he was caught leaving through the window with an alabaster jewelry box. He has been in an Undercity cell ever since.
Abilities: Relgan has a way with words and is very skilled with a variety of small to medium blades- his personal favorites are throwing knives and sabers.


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Feel free to discuss ideas and the like in the thread, and pm me your sheets.

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Malverne
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 PostPosted: Thu Mar 27, 2014 9:53 pm Reply with quote        
I'll leave this reserved for now. In case we need it later.

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 PostPosted: Thu Mar 27, 2014 9:53 pm Reply with quote        
All set up. Now just to...wait for people? Anyone?

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lexi luthor
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 PostPosted: Fri Mar 28, 2014 9:21 am Reply with quote        
I kinda want to be a human born above ground, and in the midst of realizing about how I'm not exactly like everyone else. I'm not sure what age a human would be noticed to be a magic-wielder. And is it possible that they'd notice for themselves and be able to hide it for any amount of time?

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 PostPosted: Fri Mar 28, 2014 10:21 am Reply with quote        
The way magic potential works is that you've always got it, and you start to access it some where in the mid- to late-teens. Their age doesn't really effect when they're noticed, as it's just a manifestation of energy that they always have, but learn to control. So yeah, it's possible that you just...haven't been noticed? If you manifest your abilities oddly early, then it's possible that any guild 'scouts' just haven't bothered picking you up because they just assume that you've got time before you start sneezing giant globs of magma.

Basically, yes, it's possible, although unless you learned to control them as a five year old, you wouldn't be able to hide it for too long. It's all a matter of how prodigal you want your character to be.


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lexi luthor
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 PostPosted: Fri Mar 28, 2014 10:51 am Reply with quote        
What if my character was born of someone prodigal (like a 20 year old when they had me) who knew that I'd also have magic powers, and taught me at a very young age to control it. And in game (id actually like to play a young character) my character, decidedly female, could be about.. 12.

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 PostPosted: Fri Mar 28, 2014 11:24 am Reply with quote        
Theoretically possible, but the parent, at 20, would probably already be in the Undercity. What would work best in that situation would be your parents somehow smuggling your character out of the Undercity with a journal or book going "magic is a thing; this is how you do the thing."

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lexi luthor
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 PostPosted: Fri Mar 28, 2014 11:26 am Reply with quote        
I like that idea c:

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 PostPosted: Fri Mar 28, 2014 11:31 am Reply with quote        
Just so you know, for story reasons, you character would be noticed and taken below, almost immediately. Because...y'know...groups benefit from being in proximity with each other.

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lexi luthor
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 PostPosted: Fri Mar 28, 2014 12:53 pm Reply with quote        
I realize xP I like putting my characters through turmoil, its much easier to roleplay than like a normal person :U

Do you have a set storyline in mind?

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