Future RP Ideas

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Iamgoofball
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Re: Future RP Ideas

Post by Iamgoofball »

This is just a random idea off the top of my head...

Would a Hunger Games RP be a good idea?
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Re: Future RP Ideas

Post by Kerr »

No. Battle Royale.
So we have come to solve every squabble in the village personally?
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Re: Future RP Ideas

Post by ClottedCream »

Or we could all join my Arena Gladiator RP. >.>
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Re: Future RP Ideas

Post by Arch-Mage Matt »

Knight Captain Kerr wrote:No. Battle Royale.
I liked the Hunger Games

When it was Battle Royale

I liked Battle Royale

When it was The Most Dangerous Game

I liked The Most Dangerous Game

When it was Christians getting fed to lions
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Re: Future RP Ideas

Post by Justice knight »

ClottedCream wrote:So, could anyone tell me what this "Blacklight" thingy is all about?
My RP that I'm going to put up- the OP is this:
Justice knight wrote:Okay here's the OP, not sur what I'll call it yet though.
Everyday hundreds of men and women put their lives on the line to save you- and you don't even know they exist.
They do this not for recognition, glory or fame- they do this simply because they want to rid the world of evil. I am of course refering to the brave men and women of Blacklight.
Blacklight hunts vampires, exorcises demons and just generally kills the nasties that you don't even know exist.
Currently Captain Damon of Blacklight is leading a team in the London underground after reports of a demonic incursion- this is where you come in...

Firstly just so you know- you won't start as a Blacklight operator, you'll start as someone in the wrong place at the right time.
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Re: Future RP Ideas

Post by Derp53 »

i've never done an RP before so i definitely appreciate the input, my idea was to basically have a giant party with all daedric deities from nocturnal to molag bal, all of them. Anyways i thought this would be fun, what do you all think?
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Re: Future RP Ideas

Post by ClottedCream »

That wouldn't really work if you didn't tell us the mechanics, setting, if we're having a character sheet or choosing a prince, what the goal of the RP is etc, etc.
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Re: Future RP Ideas

Post by Nova »

Hey guys, I have been working on an OP for an RP of mine. I would really like to post it here, the problem is, it's way over 6,000 characters. So I will post it in parts.

The year is 2236 and space travel is now the back bone of human existence. A space travel company called The Space Exploration and Colonisation Corporation (SECC) has taken over Earth and is now exploring the majority of the solar system. But as aliens begin contact with Humans one thing is clear; they are here for war. You are convict sentenced to life on a mining colony on Mars; escape the confines of your prison and change the outcome of the war!
Background:
Spoiler:
In the year 2025 a giant war broke out causing wide spread damage and ensuring the collapse of many economies. Many areas of Earth became un-inhabitable and many lives were lost. Civilisation was at its lowest point for over 50 years, before a new government came to power: The United Korean Republic. In the year 2100 Korea controlled all of Earth and was slowly rebuilding civilisation, but their sudden takeover caused many civil wars.

It was only in 2147 when a hidden cult got to grips with the government and rebuilt Human Kind in 2156. The cult later became SECC and chosen space exploration as the only meaning of human life. After countless resources have been spent and countless lives were lost did they settle the moon in 2167. This was the biggest tourist attraction at that time and it quickly became one of the most important input of money for the economy.

In the year 2201 humans started settling Mars and exploring the rest of the solar system. In 2215 a mining colony was created on Mars were most of the criminals were sent to mine for the good of humanity for the rest of their lives. 5 years after the mining colony was put in use, an abnormal event caused some individuals to develop “magical” powers. This, however, was very rare.
Following the full exploration of the orbit of Pluto (which is a planet! This happened in 2234), alien life forms were contacted. These however, were very aggressive and uncommon beings, their race being largely extinct. In 2235 these aliens started a full scale war against human kind, commanding thousands of AI to fight for them and with the help of a different alien race (that used magic) they quickly swept aside the human fleets. This was possible, as the alien invaders are more advance than the humans. Soon the conflict will affect you to, miner.

Races (All races are humanoid and only humans are playable):
Spoiler:
Humans: Do I really have to explain?

Raikans: A very advance and intelligent race, they are master engineers. A very aggressive and powerful race, it is one of the universe’s super powers. Due to a plague caused by a nuclear catastrophe, their numbers began to thin in 1957, and now they are very few. The few specimens are mostly wise and intelligent generals serving for their empire. Although they are few, their physical link with cybernetics means they can easily command thousands of AI to fight for them. Their influence on the galaxy has grown over the years as more and more planets were conquered by them. They are tall, winged creatures. The average male is 8’5” and the Alpha males sometimes reach 10 feet! Their physical structure is bulky, and their bone structure causes them to always have bent backs. They have 4 eyes and their ears resemble holes in the back of their brains. These creatures are carnivores. They usually wear helmets to cover the multiple holes in their skull were their brains are linked with wiring.

Morkai: An ancient and quite race living in the same system as the Raikans, these creatures have evolved in such a way that they don’t physically have to ingest anything. Instead, they absorb energy from dead creatures. Most races have gained magical abilities from a extraordinary recent event, the Morkai, however, had magical abilities from the start of their existence. As they use their magical abilities to kill targets from afar, they are terrible at close combat and can be easily killed this way. They are small beings, barley being taller than 6 feet. They are extraordinary creatures, no one is sure of how they really look like since they wear robes, that cover most of their bodies except their eyes. Their eyes are snake like, with red pupils and yellow irises. The most amusing thing about them, is that they are the only race to be neither male nor female. No one knows how they breed...
Factions:
Spoiler:
SECC and the Earth Alliance: The governing faction of earth, SECC originated from a cult which believed that space travel was the purpose of human life. After the colonisation of Mars, SECC grew in power even more, developing advance spaceships. All this power has caused SECC to become a tyrannical empire which upset the Earth Alliance. A rebellion was formed but soon The Earth Alliance was crushed and now it’s forced to serve under SECC.

The United People’s Army: After the Earth Alliance rebelled against SECC, many people followed it. A Japanese billionaire formed his own rebellion, creating a force that could defeat SECC. Using advance technology, The United People’s Army has pushed back SECC out of the majority of Asia and are advancing towards what’s left of Europe. The recent alien attacks haven’t stopped the faction’s advances , just merely delayed them.

The United Raikan And Morkai Empire: One of the biggest empires in the universe, the Morkai and Raikan alliance has been around ever since the nuclear catastrophe that claimed their system. Together, they are almost unstoppable and they have destroyed many empires and star systems.
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Re: Future RP Ideas

Post by Nova »

Sorry, double posting here. Continuation:


Human ships (all ships use a special fuel called Tyruim which allows engines to generate huge amounts of energy and reach incredible speeds):
Spoiler:
Viper ST-1000: The common, single pilot ship. This is very standard in any human fighting force, normally grouped in squadrons of 5. They use standard issue Pulse Chain Guns on each of its 2 wings. It is commonly used as patrol units or deployed to destroy similar size ships. These are the smallest ships in the fleets.

Rhino MK2 standard edition: The rhino is a very powerful destroyer, slow, but packed with firepower. It is usually deployed within Viper squadrons, one for each squadron. It has 2 linked Pulse Chain Guns and a Pulse Cannon.
QD Troop Carrier: A very bulky troop carrier, it is normally sent with an escort of about 2 Vipers. It can carry around 20-30 men. Some are even suited to carry tanks into outer space.

Elephant Ship: A nickname given to the backbone ships of the human fleet; the “Elephants” are large ships suited for all types of combat. They are agile and well armoured, the latter being not as good. They are equipped with a wide variety of weapons ranging from Pulse to Plasma.

The T-rex Dreadnaught: A truly massive ship, capable of destroying entire asteroids! Its size is more than 10 elephant ships combined together, this however, has its major disadvantage. Yes, it has very hard armour, but its speed and agility is appalling. That’s why it normally is defended by 2 or more elephant ships, as well as many vipers and rhinos. It has the same weaponry as an elephant ship (more of them but the same type) except for one. A nuclear cannon. These can destroy entire asteroids and disable everything on the superior alien dreadnaught. The only downside is; these take literally hours to reload, making them a last resort.
Alien Ships:
Spoiler:
Not much is known about them. One thing we know and fear about them is: on rare occasions an alien dreadnaught is equipped with a Tyruim cannon. These cannons harness the massive energy produced by a giant heap of Tyruim and fire a giant beam of energy which can dissolve a human dreadnaught.
Magic:
Spoiler:
Is a very rare anomaly in this universe. Because of a strange event, many races gained magical abilities which only the Morkai had before. Mages are very powerful units, capable of killing entire squadrons with a thought. Their intensive training however, causes them to have horrible skill with guns and close combat. Each magician has 100 mana which they use to cast spells, this can be increased by special equipment.
Spells:
Spoiler:
Defensive:
Barrier (protects the caster and allies from long ranged attacks. But, very powerful attacks can overpower the caster.) 40 mana.
Push Barrier (Creates a barrier that expands and shoots forward, knocking every enemy to the floor, depending on their size.) 30 mana.
Heal wounds ( Heals wounds. The bigger the skill of the caster, the bigger the wounds that can be healed.) 50 mana.
The Saviour Spell (Sends out a massive pulse of energy, killing most enemies in a radius. This spell however, exhausts the caster and usually knocks them out.) 100 mana.
Levitate (causes either the caster or an ally to float.) 20 mana.
Offensive spells:
Lightning bolt (has a chance to attack multiple targets) 30 mana.
Fireball 20 mana.
Pulse attack (sends out a pulse of energy.) 20 mana.
Shennedio (rips the target to shreds, depending on its size and strength.) 30 mana.
Fling (Levitate and throw and enemy with incredible force) 10 mana.
Equipment (everyone gets 1000 credits to spend on equipment. There will be chances for you to gain credit or equipment as rewards, and also shop on the fly.):
Spoiler:
Pulse Rifle - 100
Pulse pistol - 50
Plasma Pistol - 150
Plasma Rifle – 200
Pulse heavy machine gun – 350
Pulse shotgun – 200
Pulse Sniper Rifle – 200
Plasma grenade Launcher - 400
Pulse Blade – 150
Pulse Knife – 100
Pulse axe – 150
Pulse war hammer (does more damage than the pulse blade and axe)- 200
Combat Knife – 50
Mk 1 armour – 400
Mk 2 armour – 600
Mk 3 armour – 800
Magician armour (increases mana by 50) – 500
High Magician armour (increases mana by 80) - 800
Insignia of the Hawk (increases accuracy) – 50
Insignia of the Bear (increases strength) – 50
Insignia of the Owl (increases mana by 10) – 50
Medi Gel (single use healing item) – 20
Pulse Gatling Gun – 800
Damage upgrade – 200
Accuracy upgrade – 200
And finally, the character sheet:
Name:
Country of origin (You can be either born on Earth or the Moon, the moon has no countries as of yet.):
Fighting style:
Spells (chose 2 defensive and 2 offensive):
Equipment:
Background (detailed please):
Physical Description:
Personality (detailed please):
Any other notes:


ANy suggestions would be apprectiated.
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Re: Future RP Ideas

Post by Derp53 »

ClottedCream wrote:That wouldn't really work if you didn't tell us the mechanics, setting, if we're having a character sheet or choosing a prince, what the goal of the RP is etc, etc.
well you see it would be a hypothetical party with all the Daedric Deities, i didn't think you'd need a character sheet for all daedric lords/princes/princesses like nocturnal or malacath. But i can write one up if thats a good idea. Also the objective would be to roleplay each daedric deities nature and the objective would be interact as though daedric royalty was actually meeting at a set location and talking and interacting, my aim was for each person taking part to research which daedric lords have alliances and which ones hate each other and use that to interact thru the personas of their character.
The daedric deities i was thinking of including were:
Azura
Molag Bal
Mehrunes Dagon
Malacath
Sheogorath
Hircine
Nocturnal
Hermeus Mora(i probably spelled his name wrong)
Boethia
Mephala
Namira
Peryite
Sanguine
Vaermina
Clavicus Vile
Meridia
Jyggalag
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Re: Future RP Ideas

Post by Gideon Dragontongue »

For the sake of lore, you can't actually have Sheogorath and Jyggalag together, unless you have some sort of explanation for how two aspects of the same god could appear.
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Re: Future RP Ideas

Post by Musicman247 »

Spoiler:
I thought Shivering Isles explained that Sheo turned into Jyg and then Champion turned into Sheo?
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Re: Future RP Ideas

Post by Gideon Dragontongue »

Spoiler:
Basically, prior to the events of Oblivion Jyggalag and Sheogorath were bound together, with Jyggalag being allowed to assume dominance at the end of each era. With the coming of the Champion of Cyrodiil, Jyggalag was simultaneously freed from the curse and slain by the champion. While he could theoretically return, for now he is believed to be dead.

In order to make it work, derp would either have to place his RP prior to recorded history, before the two were bound together, place it prior to Oblivion and come up with a logical but non-canon explanation, place it after Oblivion and come up with a different explanation for why Jyggalag is not dead, or just disregard lore and go for the all-in Daedra party.
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Re: Future RP Ideas

Post by Musicman247 »

Just had a crazy idea for a Roleplay.

Title: Stuck In A Room (SIAR)

Premise: You wake up in a sealed room with nine other people. Food is delivered daily along with a clue as to why you are all in the room together. Figure out why you're there and you are released.

Character Sheet
Username:
Character Name:
Age:
Gender:
Race:
Personality:
Background:

It would be more of a freestyle psychological RP where your character and other's characters are the only thing you've got to go on for a while. There would be minimal DM involvement and nothing to push the story forward except the players.
Last edited by Musicman247 on Sun Jul 01, 2012 6:06 pm, edited 1 time in total.
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Re: Future RP Ideas

Post by Derp53 »

Gideon Dragontongue wrote:For the sake of lore, you can't actually have Sheogorath and Jyggalag together, unless you have some sort of explanation for how two aspects of the same god could appear.
well i'm assuming this takes place after the events of shivering isles, which technically makes sense
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Re: Future RP Ideas

Post by Justice knight »

Okay and now finally the guns for Blacklight!
Primary Weapons
Heavy-
Minigun
Spoiler:
A devastating weapon that puts out a tremendous amount of firepower- however you have to brace to use it(Negated by Heavy weapon perk).
Specialist-
Tempest Assault Rifle
Spoiler:
A versatile bit of equipment that fires armour piercing bullets. [Attachments- Underslung Grenade launcher/flamethrower/bayonet](No attachments allowed if you have Jack of all Trades)
Close combat-
Shake Blade
Spoiler:
A sword that vibrates at incredible speeds allowing it to cut through incredibly hard materials. Can be dual wielded with secondary Close combat weapons.(Cannot dual wield if you have Jack of all Trades.
Secondary weapons
Heavy- all must be braced if you have Jack of all Trades.
Lightning cannon
Spoiler:
A formidable weapon that fires bolts of lightning to literally flash fry the target. However it has a 5 second warm up and 15 second cool down.
RPG
Spoiler:
Pure and simple- it fires singular rocket propelled grenades.
UV cannon
Spoiler:
A cannon that fires pure UV light, it blinds most creastures but can outright kill vampires and night demons.
Specialist Weapons- No attachments if you have Jack of all Trades.
Shotgun
Spoiler:
Fires powerful pellets that split apart over time- effective at close range, less at a distance.[Attachments- Incendirary shells/bayonet]
Flamethrower
Spoiler:
Fires gouts of fire to incinerate enemies, incredibly effective against most things. [Attachments- Range extender/White flames- Double the damage, half the distance]
Grenade Launcher
Spoiler:
Fires small explosives that bounce before exploding. [Attachments- UV grenades/sticky explosives]
Close combat- can be dual wielded with primary weapons unless you have Jack of all Trades.
Demon hammer pistol
Spoiler:
A large pistol resembling a revolver that fires rounds tipped with silver.
Punch Dagger
Spoiler:
A dagger concealed in a gauntlet of your armour. Pressure pads on the knuckles are triggered when punching that pushes the dagger forward with considerable force.
Battle cross
Spoiler:
A club in that shape of a large cross- the tips are fitted with silver spikes making it effective against most supernatural creatures.
Maybe I'll put the thread up later today just so we can start once my charger comes.
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Re: Future RP Ideas

Post by Crepe the Ashlander »

Okay i've modified the character sheet for The Heinrich Case: Law in Chicago quite a bit, it requires more thinking to complete, as i've added a skills, perks (I might call this specialisation though), and trait system (although it's a lot like fallout I couldn't really think of what else I could call them):
Spoiler:
Skills:
Driving Skills: You are known as one of the best vehicle handler in the force, and rightly so! Your character receives bonuses when it comes to vehicles, whether it be chasing down a suspect or having to swerve away from a fatal crash, you are the man/woman for the job if there are vehicles involved!
Shooting Skills: You are famed throughout the force for your ability with a gun, and rightly so! Your character receives bonuses when it comes to guns, whether it be firing a warning shot at a run away suspect or shooting down a dangerous criminal, you are the man/woman for the job if there is shooting involved!
Nefarious Skills: Although you'd rather not have it this way, many a cop on the force know about your skills when it comes to 'bending' the stiff rule of the law, and rightly so! Your character receives bonuses when it comes to nefarious skills, whether it be snooping around somewhere you shouldn't be or attempting to lockpick a lock, you are the man/woman for the job if there are nefarious deeds to be done!
Social Skills: At the station you are often made to be the one who interviews the suspects, and rightly so! Your character receives bonuses when it comes to social skills, whether it be interviewing a suspect or shouting down a troublesome youth, you are the man/woman for the job if there a social skills involved.
Perceptive Skills: You are frequently sent out to search the scenes of crimes, and rightly so! Your character receives bonuses when it comes to perceptive skills, whether it be perusing through an old garbage bin or identifying a possible suspect through a crowd of civilians, you are the man/woman for the job if perceptive skills are involved.

Specialisations:
Driving SKills:-
-Grease Monkey: You are one with the car, you know how to push the car to it's maximum potential, and thus can reach much faster speeds, making it easier to chase down suspects or get somewhere in a hurry. Unfortunately this haphazard behaviour often leads to untimely stops and crashes.
-Better Safe than Sorry: You take your time with the car, believing it is one to be looked after and cared for, although you can't reach the near debilitating speeds another may make, you are much more careful and less likely to crash your vehicles if the case were to arise.

Shooting Skills:-
-Marksman: You are extremely accurate when shooting a gun, almost super-humanly so, shame that you like to take your time when shooting.
-Trigger Happy: You can get two or maybe three shots off in the same amount of time a normal person could shoot once, although this means you shoot much quicker, you are not accurate at all.

Nefarious Skills:-
-Cat Burglar: You are an expert when it comes to breaking into places, and your agility makes it all the more easier to break back out, although often you have a habit of taking your time to escape, making it easier for the victim to catch onto you.
-Rough Houser: You mingle with the small-time criminals of Chicago, you have contacts in all the right places, unfortunately the police board is onto you and you have to be more than careful if you don't want to be caught out by the corrupt commissioners.

Social Skills:-
-Good Cop: You are famed as a 'good cop', you get bonuses toward interviews when you attempt to play it nice, this often means though that people will not take you serious if you try to be more aggresive in interviews.
-Bad Cop: You are famed as a 'bad cop', you get bonuses toward interviews when you attempt to play rough, this often means though that people will not trust you if you start to be nicer in interviews.

Perceptive Skills:-
-Spotter: When at the scene of the crime, you immediately start to notice the things other cops couldn't, unfortunately this often means you overlook the more obvious evidences.
-Identifying: When wandering the streets or investigating a locale, you always keep an eye out for any persons of interest, unfortunately this usually means you ignore the more 'regular' citizens of Chicago.

Traits:
Immigrant: As an immigrant or the son/daughter of an immigrant, when interviewing or participating with immigrants of your culture you receive bonuses, unfortunately Americans don't really get on with immigrant and neither do the immigrants of cultures who hold prejudices against you, you receive negative bonuses when interviewing or participating with Americans or prejudicial groups.
Socialite: As a socialite, you are a detective which has been shoved into the limelight by the policing board, you get on well with celebrities and other well known faces of Chicago , unfortunately this has lent you the disdain of many of your fellow cops as they grow jealous and tired of your popularity.
Small Town Hero: As a small town hero, you are loved by the 'little people' of Chicago, your fellow cops get on well with you as well, often though this means you get mocked by celebrities and the contestants of the 'constant year round Chicago popularity contest'.


Character Sheet:
Name:
Gender:
Age:
Place of Birth:
Background:
Personality:
Attire:
Car:
Major Skill (Pick one, choose a specialisation):
Minor Skills (Pick two, choose a specialisation on each):
Traits (Make sure they appropriately fit your character):
Any good?
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Re: Future RP Ideas

Post by MARS »

Musicman247 wrote:Just had a crazy idea for a Roleplay.

Title: Stuck In A Room (STIAR)

Premise: You wake up in a sealed room with nine other people. Food is delivered daily along with a clue as to why you are all in the room together. Figure out why you're there and you are released.

Character Sheet
Username:
Character Name:
Age:
Gender:
Race:
Personality:
Background:

It would be more of a freestyle psychological RP where your character and other's characters are the only thing you've got to go on for a while. There would be minimal DM involvement and nothing to push the story forward except the players.
That sounds incredibly fun. And hard to follow >_>
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Re: Future RP Ideas

Post by Sparky »

I would join, it would give me a headache, but I would join.
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Re: Future RP Ideas

Post by Gideon Dragontongue »

Musicman247 wrote:Just had a crazy idea for a Roleplay.

Title: Stuck In A Room (STIAR)

Premise: You wake up in a sealed room with nine other people. Food is delivered daily along with a clue as to why you are all in the room together. Figure out why you're there and you are released.

Character Sheet
Username:
Character Name:
Age:
Gender:
Race:
Personality:
Background:

It would be more of a freestyle psychological RP where your character and other's characters are the only thing you've got to go on for a while. There would be minimal DM involvement and nothing to push the story forward except the players.
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Re: Future RP Ideas

Post by Deimos »

Musicman247 wrote:Just had a crazy idea for a Roleplay.

Title: Stuck In A Room (STIAR)

Premise: You wake up in a sealed room with nine other people. Food is delivered daily along with a clue as to why you are all in the room together. Figure out why you're there and you are released.

Character Sheet
Username:
Character Name:
Age:
Gender:
Race:
Personality:
Background:

It would be more of a freestyle psychological RP where your character and other's characters are the only thing you've got to go on for a while. There would be minimal DM involvement and nothing to push the story forward except the players.
That sounds great. And since 4 certain people killed me on MBG I'll be up for this.
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Re: Future RP Ideas

Post by Crepe the Ashlander »

I've been thinking, I may leave Chicago Law for a little while as it will be quite awkward for some and it requires a large amount of intuition some (please nobody take this offensively) may lack. I'm thinking about picking up an idea I had a while ago, it's set in the 25th century on Europa.
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Re: Future RP Ideas

Post by Nova »

I had another idea floating around, a space pirate based rp. You would be a pirate on board a ship or a space pirate fleet. The first idea would be a standard adventure rp, but the space pirate fleet will act like a hub. Where you will be able to pick up missions, go raiding etc alone or with teamates on different ships. How does that sound?
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Re: Future RP Ideas

Post by Musicman247 »

SIAR posted.
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Re: Future RP Ideas

Post by Deimos »

Crepe the Ashlander wrote:Okay i've modified the character sheet for The Heinrich Case: Law in Chicago quite a bit, it requires more thinking to complete, as i've added a skills, perks (I might call this specialisation though), and trait system (although it's a lot like fallout I couldn't really think of what else I could call them):
Spoiler:
Skills:
Driving Skills: You are known as one of the best vehicle handler in the force, and rightly so! Your character receives bonuses when it comes to vehicles, whether it be chasing down a suspect or having to swerve away from a fatal crash, you are the man/woman for the job if there are vehicles involved!
Shooting Skills: You are famed throughout the force for your ability with a gun, and rightly so! Your character receives bonuses when it comes to guns, whether it be firing a warning shot at a run away suspect or shooting down a dangerous criminal, you are the man/woman for the job if there is shooting involved!
Nefarious Skills: Although you'd rather not have it this way, many a cop on the force know about your skills when it comes to 'bending' the stiff rule of the law, and rightly so! Your character receives bonuses when it comes to nefarious skills, whether it be snooping around somewhere you shouldn't be or attempting to lockpick a lock, you are the man/woman for the job if there are nefarious deeds to be done!
Social Skills: At the station you are often made to be the one who interviews the suspects, and rightly so! Your character receives bonuses when it comes to social skills, whether it be interviewing a suspect or shouting down a troublesome youth, you are the man/woman for the job if there a social skills involved.
Perceptive Skills: You are frequently sent out to search the scenes of crimes, and rightly so! Your character receives bonuses when it comes to perceptive skills, whether it be perusing through an old garbage bin or identifying a possible suspect through a crowd of civilians, you are the man/woman for the job if perceptive skills are involved.

Specialisations:
Driving SKills:-
-Grease Monkey: You are one with the car, you know how to push the car to it's maximum potential, and thus can reach much faster speeds, making it easier to chase down suspects or get somewhere in a hurry. Unfortunately this haphazard behaviour often leads to untimely stops and crashes.
-Better Safe than Sorry: You take your time with the car, believing it is one to be looked after and cared for, although you can't reach the near debilitating speeds another may make, you are much more careful and less likely to crash your vehicles if the case were to arise.

Shooting Skills:-
-Marksman: You are extremely accurate when shooting a gun, almost super-humanly so, shame that you like to take your time when shooting.
-Trigger Happy: You can get two or maybe three shots off in the same amount of time a normal person could shoot once, although this means you shoot much quicker, you are not accurate at all.

Nefarious Skills:-
-Cat Burglar: You are an expert when it comes to breaking into places, and your agility makes it all the more easier to break back out, although often you have a habit of taking your time to escape, making it easier for the victim to catch onto you.
-Rough Houser: You mingle with the small-time criminals of Chicago, you have contacts in all the right places, unfortunately the police board is onto you and you have to be more than careful if you don't want to be caught out by the corrupt commissioners.

Social Skills:-
-Good Cop: You are famed as a 'good cop', you get bonuses toward interviews when you attempt to play it nice, this often means though that people will not take you serious if you try to be more aggresive in interviews.
-Bad Cop: You are famed as a 'bad cop', you get bonuses toward interviews when you attempt to play rough, this often means though that people will not trust you if you start to be nicer in interviews.

Perceptive Skills:-
-Spotter: When at the scene of the crime, you immediately start to notice the things other cops couldn't, unfortunately this often means you overlook the more obvious evidences.
-Identifying: When wandering the streets or investigating a locale, you always keep an eye out for any persons of interest, unfortunately this usually means you ignore the more 'regular' citizens of Chicago.

Traits:
Immigrant: As an immigrant or the son/daughter of an immigrant, when interviewing or participating with immigrants of your culture you receive bonuses, unfortunately Americans don't really get on with immigrant and neither do the immigrants of cultures who hold prejudices against you, you receive negative bonuses when interviewing or participating with Americans or prejudicial groups.
Socialite: As a socialite, you are a detective which has been shoved into the limelight by the policing board, you get on well with celebrities and other well known faces of Chicago , unfortunately this has lent you the disdain of many of your fellow cops as they grow jealous and tired of your popularity.
Small Town Hero: As a small town hero, you are loved by the 'little people' of Chicago, your fellow cops get on well with you as well, often though this means you get mocked by celebrities and the contestants of the 'constant year round Chicago popularity contest'.


Character Sheet:
Name:
Gender:
Age:
Place of Birth:
Background:
Personality:
Attire:
Car:
Major Skill (Pick one, choose a specialisation):
Minor Skills (Pick two, choose a specialisation on each):
Traits (Make sure they appropriately fit your character):
Any good?
I like. When will you post it?
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