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The Clocktower - Eclipse I
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Lancer

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Age: 23
Joined: 23 Mar 2012
Posts: 239
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Location: A mare icka
Interests: Animating Writing Theatre Music Composition
Occupation: Freelancer *ba dum psh*



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Foreward:
Spoiler:

I've heard it said that sometimes, in the darkest and foggiest of nights, where time itself seems to slow down, a door appears. A door,yes, simple as that, suspended there without connecting to anything. Well, okay. Sometimes it appears on walls, sometimes it just materializes in thin air. There have been random and irregular accounts of these appearances. They have no pattern aside from being erratic. In forests, or in town halls. Sometimes, a loud groan is heard from the other side of the door once it appears. At others, it remains completely silent. Sometimes, the door itself glows radiantly, while at other times, it shoots out small tendrils of smoke. Many times, Brave adventurers are "called out" by the door, entering it as if they were being beckoned by the sweet lullabies of sirens. And as soon as a person enters, the doors shut. Never to appear on the same spot again.
There has only been one thing that made detectives finally begin to figure out that these doors were related. On each one, somewhere on the door, you could see a symbol. A marking, if you will. One brass cog, tightly embedded into the knob, the hinge, the wood, the metal, the material of the door. Sometimes it's larger than your head. At times it's smaller than your eye. All we know is that they all lead somewhere...Someplace...



Background Information:
Spoiler:

People around the world have rarely heard of the legend of the ClockTower. Only a few books even mention it. The only direct recollections are old hermits who, in a futile attempt to recollect their memories, induce themselves in senile fits. Some claim that the Clocktower is created by an insane fool, who toils day and night just to keep it working. Others say that he purposefully made doors to the other dimension to take people in for his own convoluted plans. But in truth, no one knows.
(The following is information your character doesn't know, but the writer will in order to portray the RP accurately)
The Clocktower lives in an alternate reality essentially in the same spot the original world existed. Your heros will be plunged into this mad realm. As a massive construct, it covers the entire planet in said alternate reality. Within The Clocktower, time and space bends due to the sheer size and energy needed to keep it running. This is the reason why doors appear in the "other world" (The world your character comes from). From broken circuits and pipes emitting strange arcane energies, to the very expansion of the dimension, the reason doors appear in the alternate dimension is from fluctuations of energies.



Main Objective:
Spoiler:

As a victim of being drawn into the vast clocktower building, your job as well as all your other RP mates' jobs are to find the exit, a way to leave the Clocktower.



World of Clocktower:
Spoiler:


Fundamental Changes: Upon visiting the clocktower, there are some significant changes to the body. The first one is that you will never go hungry. You can eat, but it will most likely cause unwanted radiation. The second change is that people live twice as long as they originally would in their original world.
Days and nights last 1/3 longer too.


Terrain: While the terrain of the Clocktower usually resembles land, there are significant differences in the atmosphere. The sky is dappered Violet and Lavender, with multiple sources of light above. They aren't suns, but rather very powerful light sources. At "nighttime," these lightsources shut down, allowing people on the ground to see the many other lights emitted on the ceiling of the Clocktower.
If someone were to go high enough, they would eventually encounter the ceiling of the clocktower. The ceiling has enough energy and pressure to rip even the most resilient enemies to shreds.
The edges of the Clocktower are lined with brass pipes, cogs, and a bunch of other strange parts which work together.

Weather: Weather acts like normal here. The steam generated from the pipes condense into clouds, and wind is generated from small energy fluctuations. There are a few extra phenomena, however, that is caused from the clocktower.
Energy-Storms: One of the biggest reason "reaching for the stars" is a terrible idea. An Energy-Storm occurs when a part of the ceiling heavily malfunctions, causing electricity, arcane power, and steam to mix, becoming a heavy cloud of chaos, emitting heavy radiation. Usually, any person who gets caught inside the cloud will be fried immediately. This phenomena travels downwards and expands to a point of harmlessness around the cloud layer. They do, however, travel close to the speed of light.

There are four main zones of The Clocktower:

Regulated: This is the "peaceful" areas of the clocktower. Although it covers about 20% of the Clocktower, characters rarely show up here when they first enter due to how well time and space is maintained. Usually, regular people who have accepted their life in the Clocktower live in these zones.

Bent: This zone represents the area where concepts collide. It is here where the clocktower changes from it's usual cogwork and steam frame into distorted areas: Forests, Sea, Space, and Fire usually appear here. The bent zone also offers distortion of physics, as gravity may be inverted, and all that good stuff. These usually cover about 10% of the Clocktower

Rust: Poorly regulated and ignored, the Rust is equivalent to the "outside" of the Clocktower. It's infested with monsters, malfunctioning robots, and people who have gone insane in the presence of the Bent Zone. The rust zone covers 60% of the Clocktower world.

The Unknown: The rest of the world (10%) remains a mystery. People travel there never come back, maybe as a result of travelling back. Anyways, these are the places where the Clockwork doesn't even reach.



Rules of RP:
Spoiler:

1. No God Modding
2. No Spamming messages, or rows of ONLY OOC(Out of character) comments
3. No Lack of Creativity
4. Don't take it too seriously; It's just a game.
5. Don't be too open ended with your responses, make sure you're developing the story with every post.
6. Please be literate
7. PM the game master a skeleton before posting
8. Don't control characters that AREN'T YOURS

tl;dr version
Don't be a douche, respect others and don't take the reins of other characters.



Character Requirements

Spoiler:

Username- (Your actual username so we know who owns the character and if we need to PM him/her about something)
Character Name- (Name of your character)
Age- (Characters age is a big factor)
Appearance- (What does your character look like?)
Personality- (At least have: How he/she generally acts, How he/she NEVER acts, and How he/she works with other people)
Weapons/Abilities- (Name all weapons and abilities that the character can use and if the abilities amplify weapons, or vice versa. Any weapons are viable. Special powers will need to be confirmed with me, however. Just be reasonable)
Background- (What happened before he/she entered the clocktower?)
Job-(What did they work as before they were called to the clocktower? Please don't straight up say "warrior" or "adventurer." This is important because it will help teammates in tasks and make the storyline more flexible.)






Character Roster

Shaq:
Spoiler:

Username- Grandmaster Shaq

Character Name- Jean Starsky (Refers to himself as Masque)

Age- 21

Appearance: Masque is 6'3 with barely defined muscles but no fat. He prides himself on his appearance, and keeps his clothing as clean as possible. He usually sports a loose linen shirt with a thin vest and some linen pants. He doesn't like shoes, preferring to wear foot wraps. Masque is African-American, though his skin is quite light. He has naturally black eyes and slight stubble on his lower chin. His black hair is always combed back. Masque's masks are all white, with a colored symbol representing it's element. Masque is considered handsome by many, despite having a deep scar on the left side of his face (including past his eye) from an old incident involving knives. Masque enjoys smiling, and often shows a happy expression.

Personality- Masque is one who loves being the center of attention. He is a gentleman, and always puts others first, but will try and find ways to stand out. He loves charming either sex, and tends to be a flirt. Masque has a strict honor system of never attacking those who can not defend themselves, and allowing his opponent to live (so long as he is not forced to kill). Although Masque loves people, he is more of a soloist than a team player. Many times he'll attempt to do tasks without relying on others. When asked about it, he'll usually say it's because he doesn't want to put others at harm, though it is actually because he has a difficult time trusting others because of his upbringing.

Weapons/Abilities- Masque's main abilities are his acrobatics and his ability to conjure elemental masks.

Normal Masks:
Spoiler:

:
Fire Mask: This mask has a red flame design on it. It allows Masque to control flames in the form of firballs, jets of fire, and flame walls. Manipulation of flame only extend three meters away from his body, excluding fireballs.

Water Mask: This mask has a blue wave pattern on it. It allows Masque to control water in it's three forms, as well as grants him the ability to breathe in water and detect it. Can freely manipulate water up to three meters from his body.

Earth Mask: This mask has a green vine design on it. It allows Masque to control both the ground and plant life. Abilities like shifting stone and growing plants are what Maque does most commonly. Can control earth and plants up to three meters from his body, but is able to promote plant growth to exceed its normal limits.

Wind Mask: This mask has a gray whirlwind design on it. It allows Masque to send out burst of wind, glide, and create whirlwinds. Masque can only glide up to three meters from the surface below him, provided it is liquid or solid. Whirlwinds can not extend more than three meters in height.

Light Mask: This mask has a yellow sun design on it. It allows Masque to create shields of light, make orbs of light (for seeing purposes, not offensive or defensive purposes), shoot lasers, and flash step (very tiring). Lasers weaken the further from Masque they are, and flash stepping exhausts him quickly.

Shadow Mask: A mask with a black spiral design on it. It allows Masque to create a clone using his shadow, create shadow tendrils, and send his mind through connected shadows. Masque's Shadow Clone can not move more than three meters away from him and is weaker than him, the shadow tendrils are formed from his own shadow, and when sending his mind through shadows, they have to be touching at some point, and his body is left completely defenseless. The further his mind moves from his body, the more likely he is to snap back.



Dual Masks: These masks use two masks' powers, at the risk of exhausting himself. Powers are also weakened (except when regarding the
Earth Mask. Speed of abilities is reduced instead.)


Background- Masque had been in the middle of a show rehearsal when a strange door appeared behind him. He had little concern for it, but noticed that he couldn't reach the exit without first opening this new door. With a sigh, he opened the door and fell in.

Job- Originally, Masque worked in the circus which had been his home since he was a child. However, due to it falling in debt, and his dislike of several of its members, he struck it out on his own. He now has a job as a contestant on "Style Fights," a show that mimics RHG Excelt that death is not allowed, serious injuries are discouraged, and winners are judged the most on how good they look during the competition.



Kyra:
Spoiler:

Username- Kyra

Character Name- Olivia and Fay Sherman

Age- 26 and 24

Appearance- Olivia is 5’ 11 and is fairly muscular. She has short black hair and deep brown eyes, normally dressed in a red tank top with denim shorts usually only a few inches longer than from where they start. For footwear, she wears brown hiking boots with tan colored laces. Olivia is also an alcoholic, so she is always found with a duffle bag usually stashed with bottles of rum, gin and other brands of vodka.

Fay is 5’ 10, very pale, and skinny for her size. She has long blonde hair and bright blue eyes, she normally wears a white sundress and sandals, sometimes with a pale-ish colored straw hat to match her dress.

Personality- Olivia is your typical loud mouth, crude, cocky, independent woman. She follows her gut and never thinks before she acts. In a serious situation, she tends to try and relieve the tension with an insult and a joke or end it quickly, usually with violence.

Fay is the shy, quiet, conflict avoiding, very dependent kind of woman. She tries to avoid any tension whenever possible, and when confronted with it, usually just gives in to the other person’s demands. Occasionally, when put under a lot of stress, due to a severe anxiety disorder she developed as a child, Fay can become mildly psychotic and mumble gibberish to herself. The disorder acts as a defense mechanism to protect her brain from too much stress to her system, by shutting down her conscious mindset and letting her subconscious take over until the stress subsides. This leaves her vulnerable to physical attacks due to her mind being unable to detect what is going on outside.

Weapons/Abilities- Olivia, being the violent woman she is, always has a weapon on her. Usually a standard hunting knife and a tazer, knowing that how she dresses almost always attracts the wrong crowd. She doesn’t have training in the weapon, but as she quotes. “It’s a knife, ‘swish’ and ‘stab’. How much easier can it get?”

Fay has no weapons of any kind due to her slight mental instability. She can be vulnerable to lash-outs however if her subconscious takes over and the stressor does not subside.

Background- Both girls grew up together in a family just as broken as the trailer they were raised in was. Their mother was an alcoholic and whilst she was passed out in her bed at night, her boyfriend would proceed to enter the little girls’ rooms and rape them every night. Even in the day they were not safe. Being beaten and slapped some more while their mother was out drinking to her heart’s content. Both had very different reactions to this obviously. At the age of eight, Olivia finally couldn’t put up with it any longer and grabbed her mother’s boyfriend by his man-pride one night, using the leverage to get him off of her bed before she proceeded to beat him to a bloody pulp. Given his two black eyes, bloody nose, and broken arm, he left Olivia alone after that, but he continued to abuse his younger daughter, Fay, who complied with his every whim and took his slaps and punches while their mother was off committing to ‘more important matters’.

However, Olivia could no longer ignore the weak spawn that was her sister and decided to end the hell they lived in. At the age of 12, Olivia stole her soon-to-be father’s hunting knife, and slit his throat with it. Relishing in the crimson fluid that spilled from it only seconds later. As Olivia watch with extreme pleasure, Fay watched the slow death in horror. The ten year old was wrecked emotionally and mentally, to the point to where she would never recover. Seeing as though their mother wasn’t fit to watch over two girls, the police (who hadn’t been able to find the killer) sent the sisters to an orphanage. Time went by as their lives improved. All the kids avoided Olivia due to her violent tendencies as Fay avoided everyone else due to her shy, fearful behavior. Once Olivia turned eighteen, and was told that Fay was not allowed to come with her. She merely gave the orphanage workers a big ‘F U’ and took Fay with her anyways.

The first few years on their own were rough. Olivia was sometimes even forced to sell her body to random strangers to make the rent in their run-down apartment. Taking care of a psychotic, anti-social sister didn’t help this. Olivia started drinking, and eventually became such a regular, they gave her a job there and offered her free boozes in exchange for a bit of her pay. She happily took the deal, and from there on, things seemed to be looking up for the Sherman Sisters…

Job- Olivia was a bartender, however, she loved experimenting with ******* and its chemical properties, making her good with flammable and explosive materials.

Fay had no previous jobs.



Lancer:
Spoiler:


Username- Lancer, Motherfuckers.
Character Name- Lamark Archam I
Age- 43
Appearance- Lamark is of Asian descent, although his name betrays his ethnicity otherwise. He has pepper hair, with specks of grey and black hanging down haphazardly and curving around eachother. While he is in his early forties, his body appears to be in its early 30's. He has some hair on his legs, and some along his arms, both of which are decently muscled. He usually wears cargo shorts and an archaeologists jacket, since it's convenient and somewhat sturdy. His right arm is equipped with a heavily configured gauntlet which allows his powers to be channeled properly.

Personality- Lamark is more of a fatherly figure. He constantly cares about his friends
and companions, but has no trouble working alongside others, too. He's very perceptive and observant, which makes him seem very aloof at times. He's calm and loves giving others advice, inadvertedly offending them out of the desire to help them improve. He's confident and driven, but usually undermines his own ability out of modesty.


Weapons/Abilities- Arcane Clocktower abilities:
His right hand is equipped with a powerful gauntlet which allows him to manipulate the chaotic energies of the Clocktower. These energies respond directly to Lamark's thoughts and emotions. At other times, he can mold weapons out of the archaic energy for a short while. While he can mold the utility of the gauntlet, it loses power and strength the more specific he gets with it. For example, he can think "shortsword" and get a shortsword that can fight back opponents, but if he imagined "sharp," then he would get a blade of varying shapes and sizes, all capable of cutting through normal steel. He is a skilled fighter under any circumstance, but tends to keep away from using Arcane abilities due to the danger of killing teammates.


Background- Lamark has been in the Clocktower ever since he wandered in as a little boy. His mother was an Asian immigrant, while his father was a successful entrepeneur. He entered the world right as the Clocktower experienced a global malfunction, causing bursts of radiation to echo in all directions. Those who interact too closely with the energies of the arcanic clocktower tend to mutate horribly, go insane, or straight up die. Lamark, however, lucked out when he experienced an energy-storm 20 years ago. As the wave of chaos crashed into him, he had to imagine the pain going only into his arm. As unpredictable as archaic chaos energy was, it decided to do just that: Enter straight into his right hand. As the burning sensation died down, a brass gauntlet was equipped on his hand, made up of the materials that the Clocktower contains. Lamark was unscathed. Now, he seeks the truth and understanding of how the clocktower works.

Job- None- Wanderer



Crank:
Spoiler:


Username-Crank

Character Name- Randy North

Age- 23

Appearance- Randy has bright jade eyes and lightly tanned skin, which can even be seen through his extremely short buzz cut. Being extremely active, he is fairly muscular, his upper body even resembling a slight 'v' before reaching his buff legs. Lacking everything past his shoulders, he has no use for sleeves, so he does without them with his light grey shirt. Although he had long retired from it, he wears his National Guard cap and pants, both of which are green, yet nearly monotone, camouflage. When not in use, he keeps his quartz in his pants pockets.

Personality- Randy is the kind of person who lives each day like it's his last. He never has over $100 dollars in his bank-account, giving what he doesn't need to someone who needs the help. If someone is threatened, he will put his own body on the line to help them, but if he himself is confronted, he wouldn't resort to violence unless it's absolutely necessarily. Rare to raise his voice, he tries to stray from doing or saying anything that he'd regret, but if an argument gets too heated, he might make a subtle implication. He's anything but blunt, and more of a follower than a leader.

Weapons/Abilities- The only thing he really carries with him are a pair of emerald green quartz balls that are about 3 and a half inches (~8 and a half centimeters) long in diameter. He is able to manipulate them with his mind, and usually keeps them in the shape of fists. He has firm control over them in a four foot radius of his body, but if he sends them much father (which he rarely would) he would risk losing his 'grip' on them, letting them go flying. They can move at about the speed of a fastball pitch, but again, for control reasons, tries to keep them as fast as hands would normally be. The speed of which he can manipulate them is almost organic, but depending on the complexity of the maneuver, it may take slightly longer than a normal person's hands would be. Being born without arms, he has trained to be very flexible, especially with his feet, to compensate.

Background- Lacking a pair of crucial limbs, Randy was constantly told that he wasn't going to have much of a life, so he always sought to make the most of what he had. He lived in the moment, and when people tried to humiliate him, he waited for the moment to pass before living in the next one. Having yet to discover his ability, most of what he ate he actually drank, lacking the hands to use any utensils. He did however, learn to operate a blender with his feet, as well as several other tasks.

In his sophomore year in high school, he finally came into contact with quartz during his Earth Science class. Even before he saw it however, he felt something click in his mind, as if he was feeling a limb that he had never felt before, like something inside of him had awakened. Taking slow steady steps towards it, he was astonished seeing its shape change slightly, but the rest of his class was horrified. It took the vast majority of a year for them to accept the one thing that Randy had going for him, but it took Randy years longer to learn how to mold quarts into useful shapes. Even longer to form it into hands that he was able to use as if they were his own flesh. By that time however, he had long since graduated and was already pursuing a desire to change the world for the better.

Job- Randy was in the National Guard for a couple years, responding mostly to floods and earthquakes, and then the Peace Corps for three more, where he taught elementary school in the Dominican Republic. He stumbled upon the Clocktower door a few weeks after he returned home from the later.



Shadowkirby:
Spoiler:


Username- Shadowkirby

Character Name- Amanita Foxglove

Age- 16

Appearance- Amanita is 5’1 ft and weighs about 104 lbs. She wears nothing but her blue patient cloth gown since she escaped from the hospital. She has short, black hair with green hair dye along the edges. She’s a bit skinny due to her vomiting problems (she’s not anorexic or bulimic). One nose piercing on the left side of her nose, and has sickly pale Caucasian skin. Her veins can be shown when she’s in a lot of stress, it glows green meaning that she’s about to produce toxic fumes.

Personality- She’s very grouchy, stubborn, very paranoid, and extremely ill. She’s mostly in a pissy mood due to her lack of sleep (her sickness keeps her awake) and her excessive awareness. Before she got sick, she was still stubborn, but not much of a complainer. She adored how plant life works as an experienced herbalist and botanist. When she was young, she always plants seeds and watch them grow every day, turning her backyard into a full garden. She’s completely ill due to her depleting health by the mysterious mushroom’s toxins and she won’t live for long, but in return for abilities of a toxic fungi. During her free time, she likes to be a delinquent with her friends; smashing mailboxes, stealing stuff from stores, trespassing, loitering, vandalism, and all that jazz.

Weapons/Abilities- When aggravated or in a lot of stress, she can produce a fume of toxic gas from her skin, and those who inhales it will get poisoned. She can also produce spores to paralyze those near to her. Her skin is coated with unseen poison and if someone touches her, he/she will get poisoned, fall ill, and die.

Background- Despite being a trained herbalist, she was mistaken with two types of mushrooms that she found. They both look the same, so she took either one of them, but paid an ultimate price. The mushroom she ate wasn’t grown naturally anywhere on Earth, which means she ate some kind of mysterious fungi that no one has heard of. She fell into a seizure and was hospitalized, but no matter what the doctors do, none of the treatments work! She fell into symptoms like excessive coughing, discoloration, heat flashes, hypothermia, dizziness, headaches, confusion, hallucination, and vomiting (at times she vomits/coughs out blood). She was informed by the doctor that she doesn’t have much time to live, giving her exactly 3 months tops. As other doctors try to examine her, they end up getting poisoned by grabbing her. Soon, the ill-fated doctors and nurses die in a few days. The cops came by and informed her that once she’s cured, she’ll be sentenced to 15 years in prison for poisoning many physicians and nurses. She couldn’t stand for it since it’s not her fault, she tried to warn them, but they’d ignored her plea. Enough with all this, she escapes from the hospital at night. Wearing nothing but her patient gown, she hope to find someone that can cure her and not put her in prison. That is until she came across a shining doorway…

Job- Amanita was an amateur botanist and an apprentice herbalist back in her day. She’s capable of learning the nutritional and medicinal value of plants that she knew. She can tell which one’s toxic and which one’s safe to eat.



Last edited by Lancer on 01 Oct 2012 16:56:02; edited 7 times in total
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Kyra

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usa
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You can definitely count me in on this roleplay! I'll have my character profile out to you as soon as possible! (Though, shouldn't we have an appearance section for the character profiles?)

- Kyra
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Grandmaster Shaq

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usa
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That is a very good point Kyra! And I already sent in my submission too... TTnTT

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Shadowkirby

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usa
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Can we use two people as one like twins working together?

I thought I could use the Suicide Sisters in the RP, but I want to know first since the SS are two people.

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hritter

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NULL
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lol i always thought the Clocktower RP was an RP of the actual SNES games series, but it turns out to be a nightmarish version of Submachine. Cool.

What does it mean by "Eclipse I" though? Does that mean this RP has a certain end?

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Lancer

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NULL
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Hritter:
So there will be a definitive end. The heroes will either die in the Clocktower or find their way out. When that happens, Eclipse Mk II begins, where another round of people enter. While people can enter early on, as the storyline progresses, it will be locked to prevent clutter and such.
ShadowKirby:
Make a new character, it will be much more fun.
Kyra: Damn, completely missed that. Thanks. +Karma for you.

Cheers,
Lancer.
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Shadowkirby

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usa
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Currently my character is on the works, but I'll be able to turn it in during the morning.

EDIT: Done! PMed Lancer my character sheet.

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Spitfire

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Wait...A skeleton is a story?

Oh crap I just sent you a picture of a skeleton.
Kind of.

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Shadowkirby

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When will the RP start actually? Once we start, where do we all begin in the RP?

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Kyra

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It depends on how Lancer wishes to start out the role-play. Given the role-play he started on Fluidanims a while back. He may let the user decide, if you haven't entered the door yet. But make sure you're somewhere near by to other people. The point in a role-play is to interact with others. Just don't go wandering off.

- Kyra
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I will start the RP, I just need a few minutes before I have time to write out my skeleton.
Then, your heroes will probably land scattered, but in a 2 mile radius of eachother. We will proceed to meet eachother. In a nutshell.
Cheers,
Lancer.

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usa
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Did Spitfire make it in?

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ireland
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Yeah I did Very Happy

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Shadowkirby

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Oh, Lancer. Why start with 6 people?

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Lancer

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Location: A mare icka
Interests: Animating Writing Theatre Music Composition
Occupation: Freelancer *ba dum psh*



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((The RP is officially open!))

Creation, change, nothingness, chaos In Malark's mind, it all seemed to be the same thing. If they lead to one another, their relationship should make them mutually similar. Nothingness is Chaos. Chaos itself makes Creation, which harbors change.
"No, that's not it. Is it...?" Lamark spoke to himself. He sat on a high up ledge, looking down at a vast field of red grass, feeling the wind blow through his hair. It had a strange otherworldly taste today.
He stretched lazily and looked behind him. A small town, established at the border of Rust and Controlled, stand with a smidge of dignity.
*whrrrrr* Malark's right hand began to fidget a little bit. Small gears and plates began to rearrange itself in agitation. He sighed, and aimed at the field. A moment later, he felt himself being pushed back slightly, and watched an eerie purple duststorm fly out of his hand, straight into the ground past the cliff.
A thick echo emanated on impact, as if the ground had tried to absorb the blast, only to capsize heavily.
A moment passed as a giant hole appeared at where Malark had aimed. Without warning, grass grew over it again as if nothing had changed.
Something, however, caught his eye.
In the distance, a green flash. "Green?" He mumbled to himself. Then, a streak of light, falling in the distance. This could be Malark's chance to finally figure out the Clocktower.
"If I'm correct, a new hero has just set foot." Malark grinned as he jumped off the ledge, and bounced off the red grass as if it were rubber. He landed again with a thud, and ran on the now solid surface towards the streaking light.

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The Clocktower - Eclipse I
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