Jump to content

Afterlight [ OOC / PG-16 / Started / Not Accepting / Co-Hosted by the sexy Axi ]


Astolfo

Recommended Posts

By scientific, stuff like that can be sort of explained via science, but is a stretch/bending of the known laws/rules/etc, perhaps exploiting theories.

Like vector manipulation sorta. Vectors are a property, but who's to say that one can't have the power to just change some properties?

Or like understanding how dimensions work and thus teleporting.

 

IDK.

 

This will be only for the beginning though.
True magic as in Spells/Etc may be granted later, but humans can't use directly.

They'd need a familiar and/or intermediary device (like a magic tome)

 

For the paper thing, would it turn into an actual thing, or would it still just be a paper version?

 

It would just be the paper version. Like he would use it to attack opponents with swarms of paper cranes or use a giant paper dragon as his ace. 

 

Honestly, my mind is currently spinning with possible characters. Too many ideas to choose from! 

Link to comment
Share on other sites

  • Replies 151
  • Created
  • Last Reply

If it's going to remain as paper, perhaps gravity manipulation and a rudimentary form of life I guess, if you want more intelligent/emotional/etc stuff, then it would take time to keep developing it slowly?

Or perhaps wind currents?

Or perhaps something with the properties of the paper.

Link to comment
Share on other sites

Another girl?

DYyxOex.jpg

Though, I don't mind and I don't think Neph does either :3

B-but Aix you made a girl too T.T Anyways didja miss Neph-y. Was tempted to expy Vana into this RP, but decided that since Sonic wanted to do a brain damaged person I'd do something else. Also Neph would it be okay for my character to have had precognitive ability in the past, but due to a traumatic event in her past she lost it, and now when gets a vision either I was thinking you an Aix could use it as a foreshadowing plot device, or the visions are just unclear white noise that give her crippling migraines. She also has weak telekinesis, and the ability to form psychic energy into a physical form that develops more when the characters gain magic 

Link to comment
Share on other sites

Telekinesis can work if it would drain the same amount as it would take to physically go and do it. Psychic energy, that could work, but it would need big drawbacks for now, and not too strong of an output.

Adam's shotgun sword is fine, but the mechanics would be fueled by magic and/or simpler age machinery.

So anything past like, the age of revolvers and stuff (steampunky feeling), would need to be fueled by magic, and thus be draining.

 

Your character doesn't need any special powers atm.

They're a regular human sent out. But they will mostly achieve them throughout the story, except for a few rare possible exceptions that would be strict (and secret to you guys).

Link to comment
Share on other sites

Adam's shotgun sword is fine, but the mechanics would be fueled by magic and/or simpler age machinery.

So anything past like, the age of revolvers and stuff (steampunky feeling), would need to be fueled by magic, and thus be draining.

 

Hmm... good thing I stuck to muskets :/

 

Although I was kinda wanting Madeline's musket to have a semi-automatic feel. Can that be achieved via mechanical innovation, or does it have to be magically enchanted?

Link to comment
Share on other sites

Posting app as W.I.P so you can look over it:

 

[spoiler='Alice Sophe']

QAa11Vp.jpg

"My gift has become a curse, and therefore my life a burden to society..."
 
Personal

Name: Alice Sophe
Age: 17

Gender: Female
Date of Birth: December 3
Blood Type: AB -
Hobby(s): Singing, poetry
[spoiler='Appearance']nTE5qDh.jpg

Her father being the owner of a textile factory Alice has access to a variety of well made clothing. Boots for hiking through rough terrain (obviously heels weren't the best choice, but whats an outfit without a bit of impractical fashion), and the hood and cloak to keep her dry during rain. As for Alice herself she stands at about 162 cm(5'4"ft), and weighs  115 lbs. Since she keeps her hood up often she has pale skin, but has been developing a bit of tan as of late. Alice carries around a small over-the-shoulder bag which contains her poetry/lyric book, a pen, spare ink, and two changes of clothes.

 

Alice is quick on her feet and agile able to preform advanced gymnastic moves, and run short to medium distances quickly. Alice is a skilled contortionist able to fit her body into spaces, and odd (though often extremely uncomfortable) positions, due to a natural flexibility.[/spoiler] 

 

[spoiler='Personality']Alice having been raised with proper etiquette is a very polite and respectful young lady. Unfortunately being a stand-offish person she comes off a quite stiff, and almost robotic as though she's following a script. A cynic at heart, though she wishes she wasn't at it spoils so many perfectly good relationships, Alice automatically assumes the worst in people. She thinks that people only develop relationships that are mutually beneficial, and the thought of sentiment is quite lost to her. Despite being kind, like her politeness it is merely skin deep, and more out of obligation than any actual emotion.

 

Because of her automatically anti-social attitude Alice, even when she tries to be legitimately nice, flops infallibly. The concept of loneliness is also quite foreign to her, as she believes that humans are, at heart, solitary animals. It is for this reason that she both admires and finds fascinating pack animals, especially her own dog Miss Pross. Due to her rather black and white outlook on life, issues that have no clear cut answer puzzle, and doesn't know how to deal with acts of selflessness, and finds them illogical and improbable.

 

Because of her tendency to be a solitary person, Alice is quite soft-spoken, but this should not be mistaken for shyness. She is direct and blunt with her statements. Quite opinionated if she has a stand in something she will make herself known.[/spoiler] 

 

[spoiler='Biography']Alice has always been well provided for, and as such despite simple living conditions, has never experienced any aching need. Her father was a well known textile producer, and made most of her clothing, as well as being quite popular among the villagers got much of the clothing business. Alice's mother worked as member of the council, and was quite well liked among the people for her personable attitude. Despite the lacking education within Israhon, Alice's mother as a member of the Council, whose role was dedicated to making sure that peace known in Israhon lasted forever, would often come home with books for Alice to read. She believed that even if weapons were banned, if they allowed ignorance and stupidity to blossom all efforts would be useless anyway. From the first time reading Alice became engrossed in books. She would read anything she could, and her excitement for reading brought a smile to her mother's face. During dinner Alice would often share interesting facts she had read about with her parents. 

 

From a very young age though Alice has had powers of precognition, and it is because of this that she was useful, and her name, as well as the name of her family members, remained low in the Reaping. Around town, even though the villagers were always friendly to her she always felt a distance from them because of her ability. She felt as though they were merely nice to her because of her father, either out of obligation, or to get within his good graces.
 

For several years Alice lived a happy and simple life. Several months before the Reaping though Alice experienced a vision like none she had had before. Unlike most of her visions which showed clear cut pictures, and she would hear no sound the entire scene of this vision was bathed in blinding light. At first the vision began as normal Alice losing muscle control of her body, and her eyes glassing over. Her father who had been with her at the time caught from falling and hitting her head.

 

It was then that things began to take a turn for the odd, Alice began screaming shrilly about an 'awful noise', her parents in shock stood there as their daughter began convulsing wildly. Tears streamed down her face, and instead of a pained expression she wore one of madness.  Within the vision Alice experienced excruciating pain brought on by a suffocating and overbearing power. Within the white light Alice first saw a single figure, though by its body shape she could not tell whether it was a man or a woman, and the words it spoke were muffled and unintelligible. The vision then changed the figure disappearing being replaced by many more. The voices she heard from these people were different, and she could tell by their tone they were confused, but the amount people speaking only worsened her pain and all their feelings rushing into her at once only made her more confused. The vision continued with silhouettes of the people becoming panicked and and screaming, before coming to abrupt end leaving Alice unconscious for the next 2 days.

 

In the next two months Alice's precognitive ability failed her, any visions she received being unintelligible white noise, and despite the odds, her name was pulled from the Reaping pool. At first her mother tried to convince the Council to exchange Alice for somebody else, but they refused saying that doing so could make it seem like they were showing favoritism. While Alice's mother tried futilely to get her out of the expedition, Alice's father implored one of the local blacksmithes, who was a long standing family friend, to forge Alice a weapon. He refused saying he wouldn't allow that kind of thing in Israhon, and even he would he said he had no idea how to make it, the craft of weaponry long since lost to the people of Israhon.

 

After several weeks of begging the man Alice's father was finally able to convince him to build weapons for Alice, saying that he would provided all the needed metals. Despite finally giving the blacksmith had no idea how to fashion the weapons, but Alice's father had obtained blueprints to build weapons buried deep within Israhon among other materials long since lost their people. He had not shared the information with the Council fearing what would happen should they become public knowledge. Both Alice's father and the blacksmith agreed that once the weapons had been fashioned the blueprints would be burned so that the knowledge might never fall into the wrong hands.

 

When the sword and knives were finished, Alice's mother snuck them aboard a secret compartment in the transport that would be taking Alice to the surface, with directions for Alice so she could find them on the trip upward.

[/spoiler]

[spoiler='Combat']

Weapon Type: Sword
Main: The hilt is gold instead of blue, and is double edged. It is light weight to compensate for Alice’s less than adequate strength. The sword’s hilt straps around her waist, though it hangs loosely so it is on a slight slant. Alice makes sure to keep it constantly sharpened cleaning after every use if possible.

 

Fighting style: Alice has a very direct and quick way of fighting going directly for the “kill shot” persay. Her entire strategy revolves around bypassing her opponents defenses, making their death clean and swift. A no non-sense fighter Alice won’t hesitate to kill, especially when someone poses a threat to her. Due to the fact that Alice’s stategy recquires her to be on the offensive for the most part her ability to defend is poor, relying more on her speed and quick reflexes to dodge, instead of taking blows. Her low endurance also causes her to become clumsy and reckless should a battle drag out to long.

 

Secondaries/Equipment: Throwing Knives: Alice keeps several throwing knives clasped just below her skirt (4 on each thigh) for a long range attack. She can return them to her hand or control more than one of them at once through telekinesis. She can also use them for a close range attacks should she be unable to use her sword, especially since they are easy to conceal.

 

Special Technique(s): Butterfly Dance: Alice takes Mohammed Ali’s quote “float like a butterfly, sting like a bee” to a whole new level. Manipulating all 8 of her knives a once Alice launches them at her opponent, while striking with her blade at the same time, using hit-and-run tactics to strike at her opponent’s vital organs. Also she will use her knives as decoys telekinetically throwing them, to give herself an opening to strike. This leaves her extremely drained though, and she can only get 2-3 volleys of knives, and keep it up for about 3-5 minutes.

 

Magic: Telekinesis: Alice has weak telekinesis, and can lift up to her weight in objects, though the closer she gets that more draining it becomes, and if she tries to lift something to heavy it can put her into cardiac arrest.

Psychic Energy: Alice can form the psychic energy around her into physical manifestation, though at the moment she can only fire two or three arcs of energy from her sword before she becomes totally drained. The attack becomes more powerful the more people are around.  

[/spoiler]

 
Familiar 
Name: Miss Pross
Gender: F

[spoiler='Appearance']VhmKUI9.jpg

A big animal Miss Pross is able to reach passed Alice's hips on all fours. She more than Alice does at 146lbs. and can easily trample anyone she deems a threat to her master.[/spoiler]
[spoiler='Personality']Miss Pross, like many canine's, is extremely loyal to Alice. She will follow the girl wherever she goes, and listens to her without question. Having been with Alice since her childhood Miss Pross is quite trusting of her, and holds the Alice in high regard (evidenced by the fact that she listens to her so unfailingly). This leads Miss Pross to be extremely protective of her, and won't let anybody near her charge without Alice's express permission, and even then she is always very suspicious and watchful of anybody who comes near her.

 

Once Miss Pross becomes familiar with somebody though she becomes friendly and playful. Although she's quite old for a dog she still has the high energy of a puppy, and can play from sun up to sun down.[/spoiler]

Other

  • Alice's Theme: Magus Night
  • Miss Pross' name comes from a character from the same name by the book Tale of Two Cities by Charles Dickens, in which Miss Pross plays a very similar protective role for Lucie Manette[/spoiler]

 

Neph is it okay to have a pet that won't become a familiar, like my character just having a normal dog?

Link to comment
Share on other sites

You're not required to have a familiar. So yes.
As for semi auto, it could go either way.
Magic would be more draining but probably stronger/more accurate/etc.
Non magic wouldn't drain, but could be prone to a few problems here and there, with that age of tech. Weapons aren't sold within Isahron though, as they had been believed to cause all the destruction. So you'd need some reason to own a weapon right at the start.

Link to comment
Share on other sites

Adam's shotgun sword is fine, but the mechanics would be fueled by magic and/or simpler age machinery.

So anything past like, the age of revolvers and stuff (steampunky feeling), would need to be fueled by magic, and thus be draining.

 

Alrighty then ^^

 

Thanks...I'll be planning on using that style of weapon then ^^

Link to comment
Share on other sites

Finito.

 

[spoiler='Ahriman']
2ed1n5g.jpg

"There's a story to everything. Ours just hasn't finished."

Personal

Name: [acronym='Ah-ree-man']Ahriman[/acronym], 'Ahri' for short
Age: 18
Gender: Male
Date of Birth: March 1st
Blood Type: O+
Hobby: Tending to his weapons
[spoiler='Appearance:']

Ahri's medium length, dark brown hair is not carefully kept or attended to and is usually left as it was when he woke. His naturally side swept fringe is just long enough to reach over his brow and not his sharp amber eyes. His nose is typical for a male, as well are his lips, but his high cheek bones and thin chin make for an attractive, triangular face. His body, not that many can actually ascertain due to his ever present overcoat, is fit, thanks to his and his father's work, which entails a vast amount of digging and lifting. He has no facial blemishes or scars but smudges of dirt and mud are ever present, and his face always seems to have a sense of tranquility. He maintains a straight posture, standing 5'11" tall and weighing 169 pounds. His nails are blackened with dirt and blood from his excavations.

 

His attire consists of a worn, white fleece long sleeve, and black wool slacks, each tailored to his body size. These pieces of clothing are hardly noticed for Ahri always wears a long, foreboding dark brown overcoat, as depicted in his photo. The coat itself has many stains and frays from his scrounging into the ground. The neckline has a leather belt and steel buckle to hold it tight. His footwear is long brown cotton socks worn under black leather boots with rubber soles nailed into the leather.

[spoiler='Picture']

24xq99h.jpg

[/spoiler]

[/spoiler]
[spoiler='Personality:']

Ahri is particularly calm and unstressed. Things usually, he finds, aren't that worrisome and tend to drift off his mind. He prefers an obliviousness that he believes leads to happiness. Often this trait is perceived as apathy or even naivety, but Ahri isn't completely belligerent of the world's misfortunes. He understands there is travesty and casualty, but he keeps his mind on his life and well being. This stems into a conventional and narrow lifestyle, working with his father to uncover scraps of the upper world left behind. He isn't, and never was, curious as to the way Isharon's Council does things, unlike his father. Ahri isn't a curious individual at all, and blissfully leaves things, whether it be relationships, objects, politics, etc., as they are without feeling a need to obtain or give much insight. His father hounds Ahri for this, saying he should be more vigilant and discerning, receiving only Ahri's disregard on the subject.

[/spoiler]
[spoiler='Backstory:']

Like his father, Ahri is a scrounger. This means he and his father would dig. Dig and search. For anything that could prove useful. Clay, shaped rocks, and even bits and pieces of metal or tools are generically found. Ahri's family was very giving and offered part of their findings to their neighbors, for they felt they were all a community under the earth, and they all had to work together and strive for a more prosperous future. Over the course of several days, Ahri uncovered a broken wooden chest filled with hardened clay. He'd shown this discovery with his father, who helped his son dislodge the chest from the rock face. Breaking both tools and nails, hidden within the solid mud was a tattered set of weaponry. They'd never let this find come to light with anyone else, for they didn't know how these items would come to use, but they did know they'd be taken. Ahri then lost hours of sleep for the nights to follow, for he was far intrigued by the antiques. He'd clean them as much as he could, and secretly practices sword strokes and gun wielding in the dark of night. The fact that Ahri was chosen for the Reaping is what he calls dumb luck, but he feels if the group was to explore, who better than someone who made of profession of digging and searching?

[/spoiler]

Combat

Weapon Type: Antique weapon set that Ahri had found digging through the crust of the planet consisting of a sword, marksman rifle, carbine, and pistol. Each weapon is largely in disrepair, rusted and dented. The firearms are not capable of firing projectiles and their sights are missing. The sword's blade, now cloudy, is scratched and broken, rendering the blade only fifteen inches in length.
[spoiler='Fighting Style:']

Ahri's sword strokes are typically wide but practiced, either flowing into another swing or readying for a parry without revealing extensive gaps of vulnerability. His lunges are a favorite as he fiercely stabs forward several feet but they are difficult to recover from quickly. He wields and aims his guns with a purpose, as he understands what their intent is: To fire. This is all theory, of course, for Ahri has never fought anyone before.

[/spoiler]
[spoiler='Equipment:']

Ahri took along with him a shovel, explaining that it would be a useful tool in their exploration.

[/spoiler]
[spoiler='Special Techniques:']

Ahri is incapable of any of his special techniques until he ascertains his ability of magic.

 

Pulse Shot/Blast: Despite Ahri's weapons not capable of firing, he uses them to channel his magic into a single, concise, straight-trajectory pulse. This condensed magic or energy is bright blue in hue and is capable or piercing flesh and light materials. Using his pistol, Ahri focuses the energy into small blasts that range around fifteen feet before dissipating. These small pulses demand little in energy and focus. With his carbine, the blast is more condensed and can travel much farther, reaching up to fifty feet or so. In this way, it consumes far more energy and requires a greater amount of focus. Lastly, when using his magic with his marksman rifle, the shot is highly channeled and is fired with great force, allowing the blast to reach a little more than one-hundred feet. This shot, however, is vastly exhausting and demands an extreme amount of concentration. Ahri is capable of releasing pulses without his guns, but they don't have nearly the same range and have more of a pushing or blast wave effect than piercing. These pulses are typically released from his hands or feet. Applications for these types of blasts consist of pushing enemies or momentarily propelling Ahri in any direction.

 

Pulse Wave: An emission of energy that takes a sizable toll on Ahri's body. At its maximum, the wave reaches approximately ten feet in height and can be fifteen feet wide. Traveling at high speeds, the energy screeches through the air and is dense enough to devastate the ground it passes through and shatter rock faces. Ahri rarely uses this to that extent because it renders him unconscious.

[/spoiler]
[spoiler='Magic:']

Once realized, Ahri's magic is based upon forces, such as sound or magnetism.

 

Vibrato: Ahri can distort sound. Whether it be dampening, amplifying, or silencing, this takes a slight moment of concentration to achieve and usually requires little energy.

 

Magnetism: Ahri can emit and distort fields of magnetism. Their strength is proportional to the amount of energy Ahri decides to expend upon their emission. With magnetism, Ahri can accomplish several things such as attract metals and generate electricity in conductive materials.

[/spoiler]

Familiar

 

None
 

Other

-'Ahriman' was a word for 'destructive force' in some other language.

-Ahri loves birds, as he's seen in depictions.

-He always has an earthy smell to him.

[/spoiler]

Link to comment
Share on other sites

What's with the trend of being well-off? (Not just Ahriman, but in general)

Most people aren't that well off, and most people can't even really afford anything. Practically everyone is just somewhere at an averageish level for money/etc. (It would be below average for modern world atm)

It's mostly a bartering system, and even the council isn't too well off.

People are relatively healthy, but not super strong or whatnot either.

It's sorta like slums.

 

And also, Isahron isn't that big.

Think of the underground towns in Gurren Lagann, just slightly bigger, and more of caves/cave rivers/etc.

It's basically that.

There's nothing really technologically advanced, so besides a few "machines" of sorts, (looms for weaving/etc, digging machines (exploration inside caves for some jobs), etc), there's no factories/etc/companies really.

Yes, there are markets and stuff where people sell stuff, but it's nothing huge.

There's no one rich, although there are some who are better off than others.

Quality isn't fantabulous, and most things are generally handmade, and either bartering, or rather cheap, because people can't afford expensive things.

 

Lastly, where would you (Ahriman, but everyone else as well) get weapons from?

Weapon production would be banned as it had been believed to be the source of all the destruction, and having a weapon would essentially be owning contraband.

As such, armor and the like wouldn't really be sold. Protection would be though (like protection for certain jobs, like gloves for mining, ear plugs, bracers, to protect from wear/tear of jobs)

Official weapon training/fighting training wouldn't exist either.

So unless you have a good explanation (something like inheritance would've been confiscated if people even owned it), then weapons right off at the start? There are possible explanations I will take, but not going to reveal these. You would need to come up with these on your own. For example, Sintel's sword, it can conceal itself as just the handle loop, so thus, it does not look like a weapon. Vivian's sword, she got it from the shrine, the holy artifact/etc. Ehh…

Don't worry though, you'll get weapons soon enough.

 

Anyways, with Ahriman, the Council isn't like that, in a way.

They're not evil.

They just don't have any other solution that's actually practical, and thus use the method of the "expeditions".

While something like that is plausible (sacrifice for the better good), you make them sound evil.

 

Also, note.

All characters will not have any sort of magic with them at the beginning.

Elly's precognition is an exception, because it can be passed off as less of magic and more of just guess+gut feeling or something. (Like with Koutoura-san or something iirc)

But too many of these exceptions are not allowed either.

 

EDIT: Ahriman had the excavation thing, that could make sense. However, then the things you excavate would be generally the quality you'd associate with things like that. Also, they would need to be generally concealed, at least until the moment you get sent out (I'll explain later).

 

In general, for everyone, weapons would need to be concealed or risk confiscation.

You can either have it as:
A. You already have a weapon, take it with you when they send you out. So referring to the hiding thing, if you reveal you were hiding it, they'd disapprove, but let you keep your weapon, as you're essentially going to leave anyways.

B. Council hands out some rudimentary/crude/old weapons, more of tools, etc

C. You come across it after you were sent out (which would be relatively quickly)

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...