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Author Topic: For Queen and Country!  (Read 12698 times)

Silleh Boy

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Re: For Queen and Country!
« Reply #30 on: September 09, 2010, 01:03:43 pm »

Abculatter: If neither Glyph nor Cript jump on their spot, then you'll get straight in, given Digital's out.
(for the time being? I'll bump him down the list until further notice.)

Nirur: Enough money to survive on for a short time's a given, unless you're a street rat, or a certain immortal visiting wonderful new places, and being a dick towards their inhabitants.

abculatter_2

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Re: For Queen and Country!
« Reply #31 on: September 09, 2010, 01:08:01 pm »

Abculatter: If neither Glyph nor Cript jump on their spot, then you'll get straight in, given Digital's out.
(for the time being? I'll bump him down the list until further notice.)

Alrighty then.

Also, what world is this game based off of and is there reference material for it on the web?
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Don't think of it as being besieged by thralls/husks, think of it as having your own personal moat of life hating mutilated menaces

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Nirur Torir

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Re: For Queen and Country!
« Reply #32 on: September 09, 2010, 01:26:11 pm »

Also, what world is this game based off of and is there reference material for it on the web?
Read this. All of it. Now.
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cerapa

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Re: For Queen and Country!
« Reply #33 on: September 09, 2010, 02:07:44 pm »

Offtopic: I have newfound respect for the clockworkers. Must be pretty hard to make the guardians bodies.
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Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

Solifuge

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Re: For Queen and Country!
« Reply #34 on: September 09, 2010, 02:07:51 pm »

Dropping in to say I'm definitely following this.
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Criptfeind

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Re: For Queen and Country!
« Reply #35 on: September 09, 2010, 03:59:12 pm »

Name: Eather Zorak
Faction: Civilian (Foreigner)

Earth:4 (Resisting blows)
Fire:6 (Fist weapon fighting) If fist weapon is to vague then Tekagi-shuko
Air:5 (Foreign lore)
Water:2 (Sensing Taint)

Powers:
0 Fists of flame
   Hands and carried objects are immune to fire

3 (fmv) - Mastery of Flame
   Able to create heat, light and flame at will, for use in hand to hand or over a distance.


Possessions:
Two Tekagi-shuko?
Traveling robe
Sack
Small amount of food

Background/Personality/Description: A man of medium height, he dresses in lose garments that are made for traveling. At all times he wears thick wrappings around his hands and forearms.

Eather Zorak was born in a small town in the deserts of Asia. His mother died when he was seven to a sickness. His father grew despondent and bitter after his mothers death and only three years later he died. Eather was left alone with no one to take care of him and so turned to thievery to survive. One day he was caught trying to steal jewels. It was decided that his punishment was to have his hands burned to cripple him and make sure he never stole again. When they thrust his hand into the fire they were amazed that he did not flinch or scream and when they took it out his hand was unharmed. The townsmen did not appreciate this trick and were going to kill him when a monk from a monastery that was in town for supplies intervened. The monk saw the potential in Eather and managed to convince the town to give him custody of Eather to him. So Eather went to live at the monastery.

The monks tested him harshly to find out what his ability were. The made him put his hands into the flames deeper and deeper until he screamed and jerked them out. about two inches above his wrists he has a great burn seared into his flesh. They had found his limit. From there he trained in the monastery unlocking his talents to make and control heat and flame. He honed his body and mind to be a sharp as possible. When he turned twenty three the monks told him it was time to move out in the world and explore to become wise in the ways beyond the monastery. Thus he left to travel the world. A years later he found himself in London when a series of events that would change his life began.

Normally a quite man he has a voracious apatite for knowledge and will pursue it at great cost. He sometimes has a hard time knowing what others are thinking because he spent his formative years in the company of monks who never relived their feelings.
« Last Edit: September 11, 2010, 06:25:41 pm by Criptfeind »
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Silleh Boy

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Re: For Queen and Country!
« Reply #36 on: September 09, 2010, 04:13:05 pm »

Thumbs up there, Cript.

Silleh Boy

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Re: For Queen and Country!
« Reply #37 on: September 09, 2010, 05:10:30 pm »

Cerapa:
While your attire afforded you instant recognition as one of the Technomancers, turning up earlier than most still did not allow you the chance to get ther before others, allowing yourself to try and slip in as a guild representative. There was another man here too, another Technomancer, one who was arguing with one of the Peelers before another of the gates leading into the place. He had likely had the same idea as you, though he was animatedly yelling at the officer, about how biased everybody was against the Technomancers.

It was only to be expected however, as you were a member of the lesser of the two guilds, with Clockworkers being given undue respect for simply having the audacity to stitch some ridiculous looking cog onto their clothing. So what if they had made the network of gas lights that kept the streets safe and bright, so what if they had made those automatons that strode around the city being loud and obnoxious.

So what if they held a fair number more chairs than you in parliment, they didn't risk life and limb to research bigger and better explosives, means to slow progress of the taint in victims to prolong their life. They didn't create wonderous power sources that even those inefficient automatons couldn't hope to burn out without a full years active service before it required changing. They didn't even know how to get loud and obnoxious right - the Technomancers had that down to an art.

These words drifted through your conscious mind as you heard them, every one of those points ringing true with you. You suspected with just how effortlessly those words had invaded your thoughts that the man was more than he seemed, yet he clearly wasn't enough of what he seemed, if he couldn't get past a simple policeman.

With a nod towards you, the man resigned himself to sitting atop one of the walls nearest the fence that had been erected, telling you ahead of time that these men were not as stupid as they looked. The officer before you however, looked at you expectantly after having shrugged off the outburst of the more volatile guild member.


"Would you care to state your business here, sir?" came the mans words, words that bore the tones of indifference.


Armok:
You were cutting it close with wrapping up your act, with taking a bow for the unappreciative crowds, the slack jawed masses who couldn't have hoped to appreciate the art you had presented them if they had two braincells to rub together. Hurrying through the city as you held onto your hat no doubt meant that a multitude of wonderous, mundane and downright dangerous experiences had passed you by, yet hurry you did.

Odd a figure as you struck, you passed beneath many peoples notice, with the more perceptive of them nodding towards you, making comments about how you must've been mad as a hatter, then promptly forgetting that you had ever existed. The ones who noticed you most frequently however, were none other than children, children who turned to grin at you as you hurried by with the occasional cheerful wave of your hand. Was it something that came naturally, or was it all part of the act?

They would never know, but they would certainly wonder!

You were presented with something of a dilemma, with the safest way naturally being the longest way, with the faster of the routes being through the alleys were any number of undesireables could be found. Was it worth the risk to avoid being fashionably late?



Nirur:
An older man stood nearby, one with greying hair who grumbled as he looked at the various posters that had been put up on the wall. While one could have assumed that he was looking at the things as anyone else, the manner in what he started to nudge posters aside to check what tattered things were beneath them suggested that he was looking for the posters the Queen had supposedly sent out.

That, or he was looking for one of the tattered posters that advertised work at one of the local workshops, one of the places in what rows of machines noisily spun away as they churned out their wares. Places like that were always looking for fresh people, to replace those that could no longer operate the machines due to catching limbs in them.
"Ah, bugger it all!" the man eventually snapped as he clawed down a handful of posters and cast them to the ground, leaving a faded and forgotten poster half exposed advertising a tonic that would supposedly help with violent outbursts, amongst other things.

It was clear enough that if there had been anything you could have immediately found in the way of work amongst the advertising, that it was laying in the mass of paper the man had cast down.



((Hopefully I'm not overstepping a line with doing the basic running around in this manner, where more RPish actions haven't been actively specified.))

RAM

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Re: For Queen and Country!
« Reply #38 on: September 09, 2010, 05:32:20 pm »

Edward hurriedly stuffs his tools and projects into his bag and joins a group of Technomancers that was heading to the talk. Whatever was going to be said was probably going to cause trouble, may as well hear it sooner than later...
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Armok

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Re: For Queen and Country!
« Reply #39 on: September 09, 2010, 05:42:34 pm »

(This is absolutely great, AND you seem to be doing the other story AS WELL. O_O )

Without slowing down, I flip one of my special coins, and let lady luck chose the path.
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Nirur Torir

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Re: For Queen and Country!
« Reply #40 on: September 09, 2010, 05:43:08 pm »

Henry grabbed the dropped papers and shuffled through them briefly, memorized the location of a workshop that produced various tools, then dropped them again. Working at a workshop would be a waste of his talents, but it would better then starving if he couldn't find a proper forge. He shrugged, then began walking swiftly towards the area where the speech would be given. He glanced down an alley: If the map he'd bought of a passing urchin earlier was correct, this was the fastest way. After covertly ensuring that his weapons were still securely holstered in easy reach, he strode down it, attempting to look confidant and trigger-happy.

He silently prayed that he'd not have to kill anybody today.
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Vector

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Re: For Queen and Country!
« Reply #41 on: September 10, 2010, 12:26:56 am »

All right.  Let's get this show on the road!

Spoiler: Look, a character (click to show/hide)
« Last Edit: September 10, 2010, 02:49:01 am by Vector »
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Neyvn

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Re: For Queen and Country!
« Reply #42 on: September 10, 2010, 02:05:44 am »

Spoiler: Character (click to show/hide)
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Jabberwock

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Re: For Queen and Country!
« Reply #43 on: September 10, 2010, 02:37:39 am »

Updated my character.

Spoiler (click to show/hide)
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Silleh Boy

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Re: For Queen and Country!
« Reply #44 on: September 10, 2010, 03:54:35 am »

All right.  Let's get this show on the road!

Spoiler: Look, a character (click to show/hide)


A quick tinker gives:
Spoiler (click to show/hide)

That gives... -4 from Water to bring it down to the point you are aware of people and animals intents and emotions generally before they are, your speciality focused on identifying when something's amiss. You'll easily adapt to any social situation, see through deceptions, be able to get a feel for a persons general motive even if it's hidden from you, so on, so forth. Two points went to fire, so you're average in combat, two to earth so you'll survive, rope usage as your fire one, combined with master of weapons could allow for you to turn it into an improvised weapon you have aptitude with of many forms if you so choose, determination on earth makes you mentally more enduring, but not to the point you're stubborn, thus leaving you flexible.

If this is all fine with you, then we can enter it as your one, if not, prod me in PM's and we can work out what distribution gives what you actually wanted.


Neyvn: Thumbs up there, just bear in mind, you'll start combat/exit combat fully healed, but during, if you're wounded fast enough, your body may not keep up.


Jabberwock: Thumbs up there, too.
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