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six feet under
- about me
hello !
my name is moth. i use they/them pronouns, and i’m twenty-four.
to start, i must mention that i won’t roleplay with anyone younger than twenty-one. this is my personal comfort zone, and isn’t a slight against anyone younger. as i get older, i find myself preferring roleplay partners much closer to my own age.
secondly, you must be lgbt-friendly. this is non-negotiable because atm i’m literally only looking for fxf or fxnb.
those are technically my only real rules.
please dm me instead of responding to the thread! i prefer this & it makes it easier for me to respond.
i’m ghost-friendly, and i’m prone to ghosting myself. this is primarily due to discomfort, but if we don’t click, we just don’t click. that’s all there is to it.
i do tend to prefer more advanced writing styles; length is a bonus, but quality is always my number one. if there’s no need to write six paragraphs for something, don’t do it, you know? if you give me something i can work with, then i’m happy. i’m less happy if you move my ocs for me, if you decide my ocs’ opinions for me, and generally do things along those veins. that’s no good to me.
i’m also happy with any form of interesting character bond. this doesn’t necessarily have to be positive. just remember that an oc’s opinion of a character and their actions does not translate to the roleplayer hating your character personally. it’s roleplay for a reason!
i‘m also fond of consequences for characters. if a character is an asshole, or they do something that requires consequences, i don’t want us to ignore it and move on. doesn’t it get boring when your oc is loved widely even if they’ve done horrible things that people know about?
additionally - if you do use a face claim, i would prefer it to be realistic or art either made by or for you. i do not accept stolen art. i always reverse-image drawn images. i don’t often use face claims, so there’s no pressure to have one and therefore no excuse for it.
i’m honestly not as intimidating as this text might indicate, and i promise i’m pretty chill. i enjoy complex ocs, interesting plots, and having fun with writing. that’s all there is to it. - interests
original interests
❧ sci-fi
❧ fantasy (any variant)
❧ historical (excluding real-life wars; usually paired with another genre)
❧ horror / thriller (especially psychological)
❧ crime
❧ dystopian / post-apocalyptic
❧ celebrities but in a “aren’t they messed up“ way and not a meetcute way.
media-based interests
❧ doctor who
❧ pokemon
❧ bojack horseman
❧ red dead redemption (both games)
❧ nier automata
❧ the locked tomb series
❧ cosmere
vague inspiration
❧ the fey folk + a story revolving a human mixed up with them, with a heavy lean to celtic mythology.
❧ criminal + law enforcer (fbi/cia/etc) who’s forced to work with them because the criminal has information they need.
❧ traditional fantasy plot revolving kingdoms at war + some sort of chosen one.
❧ urban fantasy revolving around werewolves + vampires in some way.
❧ ye olde zombie apocalypse from the very beginning. - plots
below are some of my own plots. they’re typically open-ended enough that they can be adjusted and tweaked until everyone’s happy.
plots can be claimed multiple times as they can have different takes, and they will be removed entirely should i decide i don’t want to do more of them! so if it’s still up, it’s claimable.
❧ stone and steel.
high fantasy
muse a is a normal person. they have a normal job and a normal life. there’s nothing abnormal about them. everything is as they expect it to be until, one day, they die.
but they don’t die, as far as they can tell. instead, they’re taken to another world entirely. it looks different to the modern world they’re used to. far more greenery, and the sounds of battle far too close to them. the world that they’re now apart of is a world thrown into a war that has lasted for centuries. kingdoms have fallen and only two remain in a desperate struggle for power and survival.
the only reason muse a doesn’t get thrown into a second death is because they are saved by muse b; an experienced soldier and the last dragon rider, escaping the battle as their dragon is harmed and they need to recover. they are one of few who can understand muse a, as this world speaks another language and it seems that only those capable of magic can surpass those language barriers.
muse a matches the description of this world’s chosen one perfectly, but no-one will explain the prophecy to them. they are, however, forced to team up with muse b to learn how to fight and to learn how this world works: they’re both part of a prophecy that neither of them truly understands, and political tension rises as the enemy kingdom realises exactly what this kingdom has managed to achieve. the war will only become worse from here, and the prophecy - whatever it may be - needs to be fulfilled.
( bonus: both muses are in the wrong kingdom, and are actually aiding the villains - unknown to them both. )
( note: i have a preference to muse b, but i’m very flexible. this is primarily because i love worldbuilding. also, this plot is insanely vague and this is just the base idea. )
❧ behind a vacant image
paranormal, horror
as a ghost hunter, muse a has seen it all. churches bringing in imps, holes torn between dimensions. it‘s their unofficial job to fix it - no matter the danger. abandoned buildings are as their second home; they have to latch onto every small lead they can get. to see ghosts and demons is rare, but to actively be capable of taking them down without going mad - that is their true asset. it’s a dangerous job, but someone has to do it.
on the flip side, muse b is a faux ghost hunter. they can’t see ghosts and they haven’t actually managed to capture any evidence they exist, but that doesn’t stop them from exploring the abandoned places they see, and tracking down every mention of ghosts that they can find.
the two meet in an old church. the atmosphere is undoubtedly evil, and muse a now has to protect muse b as the ghost they’re hunting begins to prey on muse b.
things don’t go to plan - but when do they ever? the ghost stalking muse b becomes visible to them, and they’re now entering a world of unparalleled horrors; to acknowledge a ghost is to accept a hunt, and it takes a hell of a lot of willpower to not go mad. will they go mad, or will they stay sane long enough to learn what they need to from muse a?
( heavy preference to muse a, but flexible.
another open-ended plot that can be adjusted. )
❧ oblivion
horror, sci-fi, survival
the year is 3213, and the earth has been abandoned.
who knows if there was a reason for humanity leaving? perhaps it was simply to chase the stars. perhaps it was just time to go. the entire solar system is simply unused. an untouched area with no potential. to go there is to expend far too many resources - and, besides. don’t you like it here? in new earth?
muse a doesn’t know what their crime was, but they feel like they’re getting off lucky. instead of being thrown in prison or being sentenced to death, they’re shipped out to the milky way galaxy, where they‘re tasked with cataloguing what the old earth looks like. as they approach, they notice that it doesn’t seem right. what is blue in picture books is a deep crimson, and there seems to be far less land than they expected.
as they enter the atmosphere, their ship is shot down by an unknown gun, and they crash down into unknown land - luckily, they’re not too injured, but their ship is near-destroyed and they’re not quite sure what to do.
muse b was once on an expedition like muse a’s, and they know exactly what has happened here. but they hold their tongue, as they are almost definitely using muse a to steal their ship parts; not that muse a knows this.
they explain what has happened to the earth: that the sea seems to have become some ominous ocean of blood, and there are creatures in there that are more than happy to prey on human life. most of the lands have flooded with this blood, and the tides are rising even now - albeit slower than it used to be. they have been here for a long while, and they don’t know a foolproof way off the planet.
furthermore, the planet itself has been quarantined: the gun that shot down muse a was old earth’s last defense, and it remains in-use to this day. it doesn’t just shoot what comes too close - it shoots whatever tries to leave, which means that if muse a wants to leave, they’ll have to help find out how to disarm it.
muse b’s base can only keep them safe for so long - from the strange blood rains, to the aggressive fauna. muse b’s technology may be high enough that food and water aren’t much of a worry, but even that won’t last forever. the sooner they disarm the gun, the better - but will muse b’s motivations change as they work with muse a? who knows.
( no muse pref. )
❧ machiavellian
crime
muse a is from a clandestine organization, where they’re considered the best of the best. a highly skilled spy, with very few failures under their belt. they’re the apple of their organization’s eye, and nothing has ever changed that. until recently. they’re currently shamed, after a minor - and very human - mistake costs them an important mission. with a very notable stain on their record, they need to do something to bring back their honour.
they’re tasked with what sounds to be a very straightforward operation. infiltrate a very dangerous organised crime group (mafia/triad/etc to be discussed), and get close enough to not the leader, but someone else important - muse b.
muse b is a thorn in the clandestine organization’s side. they’ve taken out many spies, and they often steal the very information that muse a’s organisation is looking for - even more frequently under their very noses. they’re a highly skilled, highly dangerous individual, but they’ve never crossed paths with muse a.
muse a needs to get close to muse b, and they need to ensure that their cover doesn’t get blown. to do this, they’re going to have to delve deep into the criminal underworld - which may test their loyalties far more than they expect.
( no muse pref.
characters cannot be younger than 35 )
❧ wine red
western, crime, fantasy
in an alternate history where centaurs are as common as humans: there are accommodations made to fit their larger bodies in cities and towns, and they are a large part of society.
muse a is a human outlaw. they’re deadly - considered one of the most dangerous people in the country. unable to outsmart the legacy they’ve managed to gather for themselves and their gang, they split the gang up for a short period of time and head deep west; where criminals are more common than the rapidly developing east, and their name isn’t a red flag. as luck would have it, they’re almost immediately recognised in the first town they enter - where they’re injured while escaping, and their horse is killed.
so much for the wild west.
they find themselves crawling into an abandoned camp - only to be awoken hours later.
muse b is a centaur who makes an honest enough living. they do odd jobs, usually - pulling carts, aiding travelers or the postal service, plowing fields. you name it, they’ve probably done it. they often find that they’re not taken seriously for other jobs; it’s frustrating, but it is what it is. as luck would have it, they know enough medicine to be able to patch up muse a, who is more than a little surprised to find a centaur standing over them.
muse b does not know muse a’s name. there’s so many outlaws in the world, and they just don’t keep up. faced with someone who finally doesn’t know who they are, muse a extends an offer to muse b: if they’ll work as muse a’s partner in crime, they’ll show muse b a whole new world. the promise of adventure and dramatics is something that appeals to muse b - hell, they aren’t as innocent as they look. they’ve always been interested in banditry.
it’s the start of a mutually beneficial companionship: muse a gets a replacement for their horse, and muse b doesn’t have to rely on odds and ends to make a living.
( mild pref to muse b but flexible.
prefer characters above 30, but we can discuss it. )
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