Forum RP Games (Post Your Character Profile Here)
Section 1.2: The History of the Forum RP Games (In-Character)
The multiverse is a big place. I mean really big. Amazingly impossibly huge is what I’m trying to get across here. It’s basically infinite. But there’s one universe that very few people know about, and that even fewer know how to get to. It’s nigh-impossible to find this universe unless you know exactly where it is, or unless you stumble into it by accident. For most people who come here, it’s the latter. People who wander the multiverse, particularly those who like to fight, occasionally end up here. It seems as though this universe was made specifically for the purpose of having people fight there, for the worlds are all uninhabited, yet there are structures on some of them. At the same time, the worlds vary so wildly in size, climate, terrain, and such fundamentals as gravity that anyone can find a world that maximizes their capabilities. There is only one quality that they all have in common, and that is that those who die in battle on any of these worlds are revived the next day, ready to fight again.
But that is not the oddest thing within this universe. That would be what’s in the center of it. Everyone who ends up here arrives in this building, a massive architectural wonder. Some time ago, four young adults who had entered this dimension set up their home in the then-abandoned building. Why? Because they, like almost everyone else who enters this world, were looking for a home, and all love a good fight. And so the Arcane Arena begins anew…
Section 1.3: The Facilities
Within the center of the universe known as the Arcane Arena floats a structure, a rather unique structure at that. A massive architectural wonder of metal and glass, this structure is the entrance point for all who come across the Arcane Arena. From without, one would see a gigantic clear dome half a mile in diameter with a cone extending from its bottom, like a tremendous ice cream cone. Where the cone meets the dome - that is, at the base of the cone - four smaller spheres, each a good quarter of a mile wide, are attached. One has a clear roof like that of the main dome itself and oriented in the same direction, directly facing the sun the entire structure orbits around.
If one were to look down through the clear metal of the dome into the structure, one would see a central lounge occupying the majority of the central dome, surrounded by a steel-floored ring. Lining the ring are hundreds of doors, each containing a set of living quarters appropriate for one or two beings. Regardless of one's race or preferences, they could find a room suitable for them after a little bit of searching. The temperature within the entire structure is moderate, at a level comfortable for most beings.
Along with the quarters, along the outer edge of the ring are four wings labeled in each of the cardinal directions. Within the west wing is a variety of machines for training with both energy-based and physical techniques in-between fights. From a shooting range to old-fashioned weight trainers, the west wing's got it.
The east wing houses medical facilities. A solid mix of magical and technological healing is available here, allowing fighters to recover extremely quickly from even the most serious of wounds. Living constructs can be repaired here as well, but pure machines will be better served by going to the south wing.
Within the north wing is a large garden; this is the sphere that has a clear dome overhead to enable the plants within to get sunlight. A variety of plants can be found in here, and they help to oxygenate the entire complex. While this is not entirely necessary, it also serves to provide a retreat for those who are more at home in the wild.
The south wing is to machine users what the west wing is to those who rely on swordplay, for it contains a variety of labs and smiths. Extremely advanced technology is available here, allowing for both the upgrading of existing machines and the construction of new ones. Repair facilities are also here, capable of servicing any robotic fighters as easily as the east wing can heal living ones, as well as fixing or reforging damaged weapons.
Below the central lounge is a wrought iron staircase leading into general amenities, such as food. Generally speaking, it's simple to find fare from one's home world, and if worst comes to worst one can make it himself, assuming one has a modicum of cooking talent.
One of the odder things one would find as one wandered through the complex would be a series of warp chambers that would allow one to move quickly throughout the facility if they didn't feel like walking the half-mile from the east wing to the west wing, for example. A larger transporter is in the center of the lounge; from here it is possible to reach any of the worlds in the universe, or even outer space should one desire a battle there.
This brings us back to the lounge itself. As the primary recreational area of the Arcane Arena, it is furnished with a variety of couches, chairs, and tables, in addition to the monitors that are positioned all over the place. These, when activated, allow someone to view any fight occurring in the universe from a variety of angles. One could easily go to the world in question and get a front-row seat of the action, of course, but depending on the collateral damage being displayed by the fighters in question, it could be a matter of practical safety to simply watch from the lounge.
Section 2.1: What is the Arcane Arena?
That's up to you. The original function was for people to be able to duel each other in a less restrictive setting. There is a plot slowly coming into focus as well as interaction outside of battles between characters. You can never fight a single duel if you want, though doing so would be to miss out on a core part of the experience. My goal is to make this into a full-fledged RP centered around a massive string of duels and out-of-battle discussion, but it’s up to you to make that happen or not.
Section 2.2: The Rules of Conduct
Should two people decide to fight, PM each other to decide the location of the battle. Try to pick worlds that put neither player at a serious advantage, unless one player wants a disadvantage for some reason. When a location is chosen and the terms are set, create a new topic on the main board.
Fights can be to the death or until one player surrenders, or until some other term is met. Tournaments may be organized if the players so desire. Other than that, you’re free to do whatever. Have in-character discussions, train, watch other fights, whatever you want to do. Just have fun.
People can either go straight to the Arena, sign up, and start playing, or they can sign up here first to get feedback before they start.
Section 3: The Sign up Process
Username: Your username. Put any alts you might use as well.
Email/Contact Information: Yeah, how do I contact you? IM address is optional, but email is a must.
Name: You have a name, pal. Hopefully it’s not an adjective followed by a noun.
Race: Human, elf, orc, dragon, crystalline construct in a human form, what? If it’s a race people aren’t likely to have heard of, describe it.
Age: In human years, please. If your character is ageless, how old does he/she look?
Description: I want height, weight, eye color, hair color and length, build, clothing, the works. Put in as much detail here as you possibly can; I want to be able to envision your character.
Personality: You have one of these too, I hope. Yeah, this thing’s important. Amnesia is bad; so is the strong silent type, generally speaking. Put in at least a good paragraph.
Abilities: What can you do? Are you a pyrokineticist? Can you fly, turn into a dragon, what? Are you a magic user, a swordsman? Speed, power, defense, what’s your focus? You can develop new stuff as you go, but list all your starting abilities. Note that it’s a bad idea to state specific techniques; I don’t want to see a list of attacks here. If you have electrical powers, don’t say €œThunder Dancer: Creates a homing line of electricity. Blue Bolt: Summons a lightning bolt from the sky.€ or anything like that. Say that he is capable of manipulating electrical energy. On a more fundamental level, he has control over electromagnetic force through a quasi-conscious, intuitive manipulation of photons, and can thus amplify any electrical source and focus it into bolts of lightning. Drawing power from any electrical source, even the air, is easy enough, but in space his only option is to draw on his own bio electricity, which thus drains his energy at a much faster rate than in a terrestrial setting. Oh, but I’ve got that one already… This gives you much more versatility and makes your character’s attacks less stale than doing the exact same technique with the exact same telegraphing every single time.
Weapons/Equipment: Weaponry, mechanical enhancements, Swiss Army Knives, all that stuff goes in here. If it has any magical powers or enhancements, list them. Again, these things can upgrade, but what’s your starting stuff? Gunblades, Keyblades, buster swords and the like are out, plain and simple. You make a guy dual-wielding any of those, you die on the spot.
Biography: What was your life prior to finding the Arcane Arena? Amnesia of any kind will take a damn good reason. You can be from anywhere, even another RP if you wish (but in those cases you need a good reason to suddenly be here). Solid two paragraphs at least, but don’t make a ridiculously long bio either. If it takes more than a post or two just to do the bio, you’ve gone too far.
Johnathan "Deep" Blackwater
Thought I'd make another, quite different character.
Username: Man of Steel
Email/AIM: [email protected] / Westley Janson
Name: Johnathan "Deep" Blackwater
Race: Human
Age: 23
Appearance: Deep stands 6'1" tall, and weighs 195lbs. He is well-muscled, but not beefy, with wide shoulders and a lean yet cut build common to sailors. His long, dark hair is partially braided into dreadlocks, with colourful trinkets woven in at places. Small silver hoop earrings pierce his ears. He has a goatee, with two beaded braids under his chin. He wears a large faded red and blue bandanna on his head, holding his hair back from his eyes, and a tricorn hat over it. His clothing varies, but usually consists of a once-white tunic, linen drop-front breeches, faded blue waistcoat, brown frock coat, and a leather baldric, with tall leather boots.
Personality: Deep is a happy-go-lucky individual, always cheerful, even in the face of impossible odds. This is in large part due to him being almost constantly drunk. However, though often inebriated, he is easy to get along with, not easily angered, and has a great sense of humour. He has no illusions of romance, and is a bit of a womanizer, but he is never unkind to women. He is a pirate in every sense of the word, though. He has burnt, pillaged, and drunk his way around the seas, and is always on the lookout for treasure, women, or rum. Somehow he has the innate ability to make women instantly adore him, though this unfortunately only lasts until he inevitably lets them down. Deep tends to just let things occur as they will, and think on his feet rather than invent grand plans. He is extremely good at quick thinking, despite the amount of drink he consumes, and is sarcastic and witty. Dirty jokes are his forte. He is verbose, very preservative of his own life without being cowardly, and always willing to gamble.
Abilities: Deep is extraordinarily lucky. This has saved from far more tight spots than skill has. However, he is also a highly skilled swordsman, and has never lost a knife fight. He can make a weapon out of pretty much anything, and excels at dirty fighting. He is not afraid to gouge an eyeball out or bite off a man's ear. He also has a very ken sense of direction, and a bit of a seventh sense. He seems to know when something just isn't right, and what to do. He has no special abilities, just his intelligence, luck, and swordfighting skill, as well as a being a good shot. He does, however, have powerful friends, in many places.
Weapons/Equipment: His weapons are too many to number. Deep carries no fewer than five pistols about his person at any given time, as well as his cutlass, which is enchanted to never have to be sharpened and never break. He is also armed with a long dagger, a small carving knife, a small crossbow with explosive quarrels, several throwing knives, a pair of matched fighting knives of his own making, and a few grenades. He carries powder and balls for his pistols, and a quiver of quarrels for his crossbow, as well. He also carries a large-caliber musket on his back. He also carries assorted equipment, such as a container of matches that will never empty, lengths of string, an unfortunately quite normal compass, and a telescope that is magically enhanced. He keeps these and other items in a bottomless leather satchel slung over his shoulder.
Biography: Deep was born in the small seaport of Ter'Aviu, to parents rich for that area. When he was nine years old, the town was raided by a pirate crew led by Captain Robert Dread. He was shanghaied, and put to work as a cabin boy. He gradually climbed the ranks aboard the ship, and was first mate at only eighteen. Before he could enjoy his promotion, a small band led by Fray Figgins, the jealous former first mate, put him overboard on a deserted island. After finding a hidden stash of liquor buried on the small island, Deep drank himself into a stupor and found himself hallucinating of sea turtles. After two weeks, still soundly drunk and living on fish from tidal pools eaten raw, he was found by a Royal Navy ship.
They proceeded to clap him in irons, as he was recognized as a pirate, and take him to the nearest port for lockup. Once there, safely in a cell, he managed to escape by luring the dog with the keys close enough to grab said keys. On the way out, he stole the local head honcho's yacht, and disappeared into the wild blue yonder. Sometime in the next five years, he came to know a number of powerful enchanters and mystics, fought in several wars, formed his own pirate crew, lost said pirate crew, lost his ship, got another, formed another pirate crew, was double-crossed, losing his ship, marooned on yet another deserted island, this one with no rum, and stumbled across a portal through time and space which led him to the Arcane Arena. He is now somewhat bewildered and bemused, but as always, plans to make the best of it.
He was last seen betting on Kyp Degal and Mercutio's fight.