Post by saphira on Jul 26, 2008 17:02:06 GMT -5
hey, I'm new to this place, but I made two really popular rpgs in the past. I'm not going to post them until I get the hang of this new website, IF I post them at all!
here they are. no stealing my ideas!
-rules:
1. all of the rpg rules apply
2. only 2 characters per person, not my rules
3. only one character per talent except for shifters, or if you asked me and I said it's okay
4. if you make your own talent, you MUST pm me a description
5. your character(s) must be accepted before you can start rping. your talent will be assigned in the pm that says your character has been accepted
commonly used phrases:
Midnight: the 10 hours of the day that everyone who isn't a midnighter is frozen. all technology stops working at midnight, and the darklings and slithers come out.
Midnighter: the people who are born in the exact moment of midnight, and can live in all 20 hours of the day (daylight and midnight) you can't have you characters' entire families be midnighters! there is a 1 in 36,000 chance of being a midnighter!!!!!
Talent: the special ability that only midnighters have. all of these talents either only work at midnight or are enhanced by midnight. all midnighters have one, and only one talent
halfling: a half darking, half midnighter creature that lives in the midnight world only.
darkling: darklings are EVIL, big, shapeshifting, nightmare monsters. they come out only during the midnight hours, and they love the number 12. modern things scare them, especially new metals such as nanometa
nanometa: short for nano structured metal. darklings HATE nanometa. if a darkling is stabbed with nanometa it releases a toxin that speeds the healing process in humans, but it's poisonous to darklings. nanometa is strongest if it's never been used on a darkling, and every time it's used on one, it's weakened
anti/pro- darkling numbers: darklings hate the number 13, and love the number 12. I'm not sure why.
focus: basically anything that has been touched by a darkling, or midnighters have focus. only seers can see this, and whoever has the seer character can decide how focus looks different from the rest of the world
slithers: annoying little baby darklings that are much smaller and much stupider than darklings. they look like little snakes, and some have wings. they can shape-shift into small animals. if you are bitten by one it feels like icy needles, and turns into nasty bruises
lore: ancient writing that only seers and darklings can read. there are often lore symbols on old documents, cave walls, ancient tablets, maybe even Bixby symbols
daylight: the 10 hours of the day where everything is normal. technology works, and darklings are frozen
blue-time: another phrase for midnight. it's called this because of the wierd blue light that the world glows during this time
timequake: the weird disturbance in time that makes short blue-times in mid-daylight hours. timequakes are pretty rare, and only happen once a month or so, unless something big is happening.
now that you know about the language, time to tell you what the heck is going on!
year: 12000
location: Bixby Oklahoma (United States, this is where the trilogy takes place )
background: in the early 21st century, nearly all the darklings were wiped out by the famed group of midnighters. as you know, darklings love the number 12, so now they're back, and because the year is 12000 they are more powerfull than ever, and bent on obliterating all who stand in their way of world domination.
a few things:
-everyone in this rpg is human, sorry guys
- the council (an anonymous group of the smartest people in the world) controlls the world
- everyone lives in Bixby, and attends Bixby high school
- all of the characters are midnighters! otherwise there is no point to this rpg
- a lot has changed since the 21st century. there are a lot of cool new gadgets, but none of them work at midnight
- at midnight all technology stops working. fire and chemicals are frozen also. if you're unlucky enough to be driving a hovercar at midnight... ouch!
- there are 10 hours of daylight and 10 hours of midnight every day
- only midnighters know about midnight (duh)
- and the human race has evolved so much to not need sleep, they only need 1 meal a day also
some talents:
polymath:
in midnight: it's very usefull to have them around because the darklings hate math
in daylight: they're really really smart with IQs well over 200
*mindcaster:
in midnight: they can read thoughts,and feel emotions
in daylight: they can read thoughts and feel emotions also, but they can't stop doing these things, no matter how hard they try. if they accidentally touch another person, especially another midnighter, it's nauseating, invasive and intimate
acrobat:
in midnight: they can fly! and if they touch another person's bare flesh, that person can fly too
in daylight: they are very strong and athletic
seer:
in midnight: they can see perfectly, and read lore
in daylight: they can see focus, but they're pretty much blind without glasses, all they can see is focus without glasses
shifter (we can have 2 or 3 of these):
in midnight: they can shift into one type of animal!
in daylight: they have some of the characteristics of the animals (example: dogs have heightened senses of smell and strong teeth, as well as a big apetite and a love of licking things... )
Invis:
in midnight: they can turn invisible! they can also turn other people and objects invisible (but only 1 at a time with people, and with objects up to like 5)
in daylight: they are usually very shy, and can turn small objects invisible
supersonic:
in midnight: they can send supersonic sound waves from holes in their hands which can be anything from annoying to paralyzing
in daylight: they can whistle from their hands (an odd talent, yes, but quite funny when it's in use on teachers )
shielder:
in midnight: they can make forcefields up to 10'x10' in a circle!
in daylight: they are strong, bold and brave, and have almost inhuman strength
stretcher:
in midnight: they are super flexible, and can stretch their limbs up to five feet and assume strange poses
in daylight: they are very flexible, which is often good for cheerleading
X-ray:
in midnight: they can see through anything, and microscopically examine things (metals, stone, water, nanometa, even clothes! )
in daylight: they can see through some substances, but certain metals block them in daylight
Heaters:
in midnight: they can send heat blasts from their eyes!
in daylight: by looking at something, they can often make it explode, but their eyes are very sensitive to sunshine so they usually wear sunglasses
Berserker:
in midnight: without the proper precautions they can be very dangerous. their senses are heightened, they have inhuman speed and excelent tracking abilities.
in daylight: they are pretty much their normal selfs
Mirror:
in midnight: they can open 'mirrors' that can be up to 10x10 feet, and in the 'mirrors' they can project images of anyone, and spy on their enemies, or find anything
in daylight: they can project images onto actual mirrors, but only for about a minute before they pass out
Magnet:
in midnight: they can draw things toward them (people, objects, animals, darklings...)
in daylight: they can draw smaller things toward them, and magnetise metals
*=they have already been taken
character formats:
Name:
talent (this will be assigned on a pm, but you can request one or make your own by pming me)
gender:
family history:
personal history:
personality:
appearance:
age (from 15-18):
pets:
anything else:
my other one:
setting: this rpg will start in a dragon and rider academy in the elf capitol, Ellesmera. we can have our riders graduate, or travel, or whatever, but all of the riders are in the same group, and the same dorm
Rules
1. no trolling, bunnying, powerplaying, god-modding, double posting, hidden weapons, or chat speak
2. keep it pg-13!!!
3. only 1 dragon, 1 rider, and 1 secondary character (at a time. if you get rid of one, you can make another)
4. when your dragon speaks or does something it must be in blue
5. you must have 3 weaknesses, and please, PLEASE no dumb ones!
6. before you can start playing, you must pm your character application to me, when I accept, you can post your character sheet!!!!
just because this is an rpg, all and I mean all of the forum rules apply, doing otherwise will end the same way disobeying any of the rules on another forum would end up.
please fill out one for your dragon, and another for your rider, you can add/take away some of these options
Name:
race/being:
personality:
looks:
Magic:
weapons:
Likes:
Dislikes:
Weaknesses (must have at least three):
Bio:
Anything else:
here they are. no stealing my ideas!
-rules:
1. all of the rpg rules apply
2. only 2 characters per person, not my rules
3. only one character per talent except for shifters, or if you asked me and I said it's okay
4. if you make your own talent, you MUST pm me a description
5. your character(s) must be accepted before you can start rping. your talent will be assigned in the pm that says your character has been accepted
commonly used phrases:
Midnight: the 10 hours of the day that everyone who isn't a midnighter is frozen. all technology stops working at midnight, and the darklings and slithers come out.
Midnighter: the people who are born in the exact moment of midnight, and can live in all 20 hours of the day (daylight and midnight) you can't have you characters' entire families be midnighters! there is a 1 in 36,000 chance of being a midnighter!!!!!
Talent: the special ability that only midnighters have. all of these talents either only work at midnight or are enhanced by midnight. all midnighters have one, and only one talent
halfling: a half darking, half midnighter creature that lives in the midnight world only.
darkling: darklings are EVIL, big, shapeshifting, nightmare monsters. they come out only during the midnight hours, and they love the number 12. modern things scare them, especially new metals such as nanometa
nanometa: short for nano structured metal. darklings HATE nanometa. if a darkling is stabbed with nanometa it releases a toxin that speeds the healing process in humans, but it's poisonous to darklings. nanometa is strongest if it's never been used on a darkling, and every time it's used on one, it's weakened
anti/pro- darkling numbers: darklings hate the number 13, and love the number 12. I'm not sure why.
focus: basically anything that has been touched by a darkling, or midnighters have focus. only seers can see this, and whoever has the seer character can decide how focus looks different from the rest of the world
slithers: annoying little baby darklings that are much smaller and much stupider than darklings. they look like little snakes, and some have wings. they can shape-shift into small animals. if you are bitten by one it feels like icy needles, and turns into nasty bruises
lore: ancient writing that only seers and darklings can read. there are often lore symbols on old documents, cave walls, ancient tablets, maybe even Bixby symbols
daylight: the 10 hours of the day where everything is normal. technology works, and darklings are frozen
blue-time: another phrase for midnight. it's called this because of the wierd blue light that the world glows during this time
timequake: the weird disturbance in time that makes short blue-times in mid-daylight hours. timequakes are pretty rare, and only happen once a month or so, unless something big is happening.
now that you know about the language, time to tell you what the heck is going on!
year: 12000
location: Bixby Oklahoma (United States, this is where the trilogy takes place )
background: in the early 21st century, nearly all the darklings were wiped out by the famed group of midnighters. as you know, darklings love the number 12, so now they're back, and because the year is 12000 they are more powerfull than ever, and bent on obliterating all who stand in their way of world domination.
a few things:
-everyone in this rpg is human, sorry guys
- the council (an anonymous group of the smartest people in the world) controlls the world
- everyone lives in Bixby, and attends Bixby high school
- all of the characters are midnighters! otherwise there is no point to this rpg
- a lot has changed since the 21st century. there are a lot of cool new gadgets, but none of them work at midnight
- at midnight all technology stops working. fire and chemicals are frozen also. if you're unlucky enough to be driving a hovercar at midnight... ouch!
- there are 10 hours of daylight and 10 hours of midnight every day
- only midnighters know about midnight (duh)
- and the human race has evolved so much to not need sleep, they only need 1 meal a day also
some talents:
polymath:
in midnight: it's very usefull to have them around because the darklings hate math
in daylight: they're really really smart with IQs well over 200
*mindcaster:
in midnight: they can read thoughts,and feel emotions
in daylight: they can read thoughts and feel emotions also, but they can't stop doing these things, no matter how hard they try. if they accidentally touch another person, especially another midnighter, it's nauseating, invasive and intimate
acrobat:
in midnight: they can fly! and if they touch another person's bare flesh, that person can fly too
in daylight: they are very strong and athletic
seer:
in midnight: they can see perfectly, and read lore
in daylight: they can see focus, but they're pretty much blind without glasses, all they can see is focus without glasses
shifter (we can have 2 or 3 of these):
in midnight: they can shift into one type of animal!
in daylight: they have some of the characteristics of the animals (example: dogs have heightened senses of smell and strong teeth, as well as a big apetite and a love of licking things... )
Invis:
in midnight: they can turn invisible! they can also turn other people and objects invisible (but only 1 at a time with people, and with objects up to like 5)
in daylight: they are usually very shy, and can turn small objects invisible
supersonic:
in midnight: they can send supersonic sound waves from holes in their hands which can be anything from annoying to paralyzing
in daylight: they can whistle from their hands (an odd talent, yes, but quite funny when it's in use on teachers )
shielder:
in midnight: they can make forcefields up to 10'x10' in a circle!
in daylight: they are strong, bold and brave, and have almost inhuman strength
stretcher:
in midnight: they are super flexible, and can stretch their limbs up to five feet and assume strange poses
in daylight: they are very flexible, which is often good for cheerleading
X-ray:
in midnight: they can see through anything, and microscopically examine things (metals, stone, water, nanometa, even clothes! )
in daylight: they can see through some substances, but certain metals block them in daylight
Heaters:
in midnight: they can send heat blasts from their eyes!
in daylight: by looking at something, they can often make it explode, but their eyes are very sensitive to sunshine so they usually wear sunglasses
Berserker:
in midnight: without the proper precautions they can be very dangerous. their senses are heightened, they have inhuman speed and excelent tracking abilities.
in daylight: they are pretty much their normal selfs
Mirror:
in midnight: they can open 'mirrors' that can be up to 10x10 feet, and in the 'mirrors' they can project images of anyone, and spy on their enemies, or find anything
in daylight: they can project images onto actual mirrors, but only for about a minute before they pass out
Magnet:
in midnight: they can draw things toward them (people, objects, animals, darklings...)
in daylight: they can draw smaller things toward them, and magnetise metals
*=they have already been taken
character formats:
Name:
talent (this will be assigned on a pm, but you can request one or make your own by pming me)
gender:
family history:
personal history:
personality:
appearance:
age (from 15-18):
pets:
anything else:
my other one:
setting: this rpg will start in a dragon and rider academy in the elf capitol, Ellesmera. we can have our riders graduate, or travel, or whatever, but all of the riders are in the same group, and the same dorm
Rules
1. no trolling, bunnying, powerplaying, god-modding, double posting, hidden weapons, or chat speak
2. keep it pg-13!!!
3. only 1 dragon, 1 rider, and 1 secondary character (at a time. if you get rid of one, you can make another)
4. when your dragon speaks or does something it must be in blue
5. you must have 3 weaknesses, and please, PLEASE no dumb ones!
6. before you can start playing, you must pm your character application to me, when I accept, you can post your character sheet!!!!
just because this is an rpg, all and I mean all of the forum rules apply, doing otherwise will end the same way disobeying any of the rules on another forum would end up.
please fill out one for your dragon, and another for your rider, you can add/take away some of these options
Name:
race/being:
personality:
looks:
Magic:
weapons:
Likes:
Dislikes:
Weaknesses (must have at least three):
Bio:
Anything else: