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Futuristic C̰͉̜͇̚Oͯ̀̿̇̓̀N̡̫̫̟̹̘͓̰ͤ̑ͨF̟͚͊͌̎L̬̈́̀̀Ŭ̧͚ͮ̈X̨̮̃

Dentedhelm

Shotgun Aviator
Blinking awake through the haze of sleep, you lazily exhale and wonder where you are. Too tired to look around, you gaze at the starched wooden ceiling, wondering about nothing in particular. Eventually your mind grasps at a bothering thought bumping against your consciousness- “Who am I?”


You ponder groggily until an unfortunate realization hits you in slow motion- you can't remember!


Too sleepy and disoriented to be really perturbed, you stretch your tired limbs and move your dry tongue around in your mouth, sniff the salty air, listen to the crashing sea, and generally get a feel for your situation before really getting out of your narrow cot.


...Hmm, wait a minute... crashing sea?


You don't remember there being a sea!


Blinking dumbly in the morning light, you rise out of your covers and decide that if you really have forgotten everything, you might as well start to try and remember. Looking around, you notice that the cot you are sitting on is underneath a rickety set of stairs that spiral both up and down the center of what seems to be stone tower sparsely decorated with rustic wooden furniture and scratchy oriental rugs, all of it bleached by salt. This, coupled with the omnipresent sound of the sea, leads you to correctly guess that you are in a lighthouse.


Toddling tiredly over to a shuttered window, you throw open its blinds and are struck with a magnificent and intriguing sight. It would appear your lighthouse didn't do its job very well: all around you, the blueness of the ocean is punctuated with the derelict hulks of ships of every make and size; many seem to have been dashed on the rocky islands that jut out of the sea around here. Just beyond the graveyard, you can see the indistinct edges of a larger island- or continent, as the case may be, blue and hazy with the distance that must separate you.


Thoroughly flummoxed, you lethargically pick through the lighthouse's trappings until, with a rush of adrenaline, you realize something; you do remember who you are. Or more specifically, who you might be.


You are a mercenary whose airship crashed on an island which should not exist.


You are a smuggler, far from home. The last thing you remember is your ship noiselessly crumpling in the vacuum of space, and the horizon of an unfamiliar planet.


You were an expedition’s mage, charting the very edges of the world both corporeal and ethereal... before the two began to be hard to distinguish.


These lives flash tantalizingly in the eaves of your consciousness, offering faces with no names and stories with no plot. Your head spinning, you slump into a mildewy armchair and blankly stare at a cracked porcelain plate on the table nearby. In the midst of your cosmic bluescreen, your stomach rumbles. Surprised, you stop spiraling through this confusing revelation long enough to wonder if there is any food nearby.


Typical you... you think.


What will you do?


>_____________


~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~


STATS


RED: +0


(0/5)


GREEN: +0


(0/5)


BLUE: +0


(0/5)


-----------------------------


CONDITION


HEALTH:


15/15


Injury:


Healthy.


WILLPOWER:


15 (14)


Sanity:


Disoriented (-1).


-----------------------------


EQUIPMENT


APPAREL


Ruffled Cotton Shirt


Simple Canvas Pants


Leather Belt w/ Pouches


READIED ITEM


X


- - - - - - - - - - - - - - - - -


INVENTORY


Strange Key


~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~


OOC:


WELCOME TO CONFLUX!


This is an interesting little scenario that I've been hanging onto for quite a while. RpNation seems like the perfect place to release it into the wild!


Red, Green, and Blue stats are something of my own design, and they increase whenever you use them (that's what the parentheses are, they're essentially experience bars).


Red is your physical toughness, endurance, constitution, strength, fortitude, whatever you'd like to call it. Health, melee damage, moving heavy objects, etc. etc.


Green is your agility/dexterity/reflex. It's what you use when you're picking a lock, aiming a weapon, climbing something, dodging attacks, crafting an item, etc. etc.


Blue is your knowledge and the stat that regulates Powers, whatever those may be. Using a Blue roll, you may essentially ask for hints about something, search an area, sense traits about an enemy, or control your Powers.


Health and injury is rather self-explanatory.


Willpower acts as a set "defense level" that an event must break to affect your mind. If your will is broken, it take a few points of damage which makes it easier to break the next time, and so on.


I think everything else will explain itself as we play. So, ready to go? :D
 
You rise from the sagging armchair and amble down the creaky salt-bleached stairs to the level below. On this floor, a small rusty sink and an accompanying pile of chipped plates indicate the possibility of vittles.


What will you do?


>_____________
 

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