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Post by Arreck on Jan 28, 2004 22:13:58 GMT -5
I will GM'ing the next RPG, when TiJiL finishes this one. I have a question for ye...
Should it be a good guy RPG or a bad guy RPG?
If good, you can retain your characters, if you so choose, or make new ones. If bad, you have to lose your old character, but you get an entirely new set of (cool) species to choose from, including the infamous Ure and Thelsic.
(NOTE: If you choose Thelsic, you can only talk to Ure. Otherwise, you must write everything you wish to say down on a pad of paper that mysteriously never runs out. Vocal limitations, you know.)
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Post by TiJiL on Jan 28, 2004 22:51:30 GMT -5
First of all, I think it's pretty stupid to assume that while their spoken language is not understandable, yet their written is. Besides that, a pad of paper is stupid. I have trouble imagining a squid/dinosaur carrying around a pad of paper. My suggestion is simply that Thelsic can learn to speak other languages.
I'm fine with 'bad guy' or 'good guy' RPG. Both sides are fun.
If 'good' guy, I shall be a twassecc or a hurk. If 'bad', I shall be a Ure or thelsic.
Oh, and just so you other guys know, neither side is 'good' or 'bad'. We have just always opted for the twassecc side, so we automatically associate them with being 'the good guys'. Really, both sides have honor, compassion, violence, and evil on them. Arguably, the twasseccs' rashness, violence, and refusal to forgive for uncommitted crimes are the reasons for the war.
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Post by Arreck on Jan 28, 2004 22:53:53 GMT -5
I shall borrow RabbitDawg's catch phrase...
...whatever... .... ... .... ... ... ... but.... but... but.... .... whatever...
Thelsic speaking other languages is fine with me. I don't care, I guess.
I'll reply here each time a new drawing is uploaded under the Playable Species post, by the way.
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RabbitDawg
Commander
I'm moron... the stupid side...
Posts: 193
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Post by RabbitDawg on Jan 30, 2004 2:26:59 GMT -5
Lol. I didn't even know I had a catch phrase. Um... well, I don't really have an opinion on this, but I have to respond so.... yeah. Um, if neither side is truly 'good' or 'bad' then, it doesn't really matter to me. So, yeah. (Heeeeey, what's wrong with a dinosaur carrying a pad of paper...? :: sob :: )
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Post by Arreck on Jan 30, 2004 14:15:18 GMT -5
New drawings under the Playable Species post.
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DigiDayDreamer
Commander
Why divide when you can conquer everything?
Posts: 210
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Post by DigiDayDreamer on Jan 30, 2004 20:11:52 GMT -5
RabbitDawg, you're famous! Dang, wish I had my own catch phrase...and really, carrying a pad of paper with you is like wearing glasses, makes you look intellectual, especially when you're constantly writing.
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Post by Arreck on Jan 30, 2004 22:25:12 GMT -5
Trust me, a thelsic carrying a pad of paper would look really, really creepy.
Thelsic, by the way, commonly eat their enemies after or even before killing them. That would be a pretty fun character, methinks.
You guys might like the Ure... closest race to using 'magic' that we have.
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Post by Arreck on Jan 31, 2004 22:05:28 GMT -5
Unless one of you has an objection, I guess it'll be a Bad Guy RPG. Soon as we finish this one, we'll move it over to the archives and I'll set up the new one.
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Post by TiJiL on Feb 1, 2004 1:09:18 GMT -5
Ok then. Here is my character post for the time being.
Kek'Tar (Flispian) Age: 8 twassecc years (32 dorschian years or 39 flispian years) Occupation: Vehicular Engineer Residence: Kinsannak Backstory: Kek'Tar is a male flispian. Born to a middle-class family on the Cimber island chain, Kek always had an affinity for all things mechanical, building his first working vehicle at the age of 2 twassecc years. His family was always fairly sheltered from the effects of the war, mostly because their city simply didn't prove much of a target nor a benefit. However, at the age of 5 years, Kek's aunt (whom he held in great regard), was commanded to join a superiority fighter squadron for an attack on the twassecc flagship. She refused vehemently, but was silenced in an instant, quickly mind-controlled and forced to participate in the suicidal attack. As everyone expected, the entire squadron was decimated with no lasting damage inflicted.
Ever since the fateful day when he learned that his tenacious and benevolent aunt lost her life fighting for a cause she didn't believe in while in a state of powerless consciousness, Kek'Tar has been a particular opponent to the war effort, and has had a disgruntled dislike for the Ure in general. While he doesn't want to fight, he does produce spacecraft for use in combat, if only because he enjoys seeing his machines used. (No machine is used so much as an offensive vehicle) Kek'Tar remains a pacifist, tinkering with his inventions and attempting to stay out of confrontations. He does his best to remain unnoticed.
The main reason for this, aside from his blatant dislike for the war, is in his secret friendship with Akiir, a Choeroed vehicular designer he met once on Universal Trade Day. The two secretly contact each other through a theoretically untappable communications technology they developed. Clearly, the Ure and Twasseccs do not take kindly to their lesser allies fraternizing with the enemy, so Akiir and Kek'Tar only contact each other very infrequently.
General appearance: Kek'Tar is an average sized Flispian of above average intelligence and dexterity. His great shoulders, chest, and arms are still enormously strong, and his skin is not yet so thick as to inhibit his movement. He wears a modified Exode suit that consists of a series of powerful coronium bars that fit over his limbs. The suit can keep him warm enough while offworld (not that he's ever left the planet), is motorized at the joints so as to restrict his motion minimally, and possesses a series of tools that snap onto the hands. Besides the thin suit, Kek'Tar wears a shirt, shorts, and heavy gloves made of Rencal skin. Periodot gems are inlaid into both of his shoulders, and he wears a simple necklace of the clear green mineral, as well.
(Obviously, I'll speak in first person when in the RPG. Also, once I know where specifically it is we're starting, I'll make up why Kek'Tar is there)
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RabbitDawg
Commander
I'm moron... the stupid side...
Posts: 193
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Post by RabbitDawg on Feb 1, 2004 2:55:26 GMT -5
Sooo.... should we all follow TiJiL's lead and post our characters here...? (Cuz if we are, then.... dayng, other than the Flispians and Ure, the other two bad guy races [Thelsic and Vimp are all I see] seem too vicious that I don't see how we'd be able to travel as a group without killing each other... Sorry. It was just a thought. I'm sure it'll work out, but I'm not sure which bad guy race to pick.... eeek x.x )
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Post by TiJiL on Feb 1, 2004 11:49:01 GMT -5
I think we ought allow the Snodeck and Tockneff, though they are marked as non-player in the post. Basically, here's a quick run-down of the 'bad guy' races.
Ure - Psychic powered, sneaky, treacherous. Not violence-loving, preferring to meditate and be peaceful. However, perfectly willing to do terrible things to destroy their hated enemies, the twasseccs.
Vimp - Deadly, vicious, and hateful. Only want to shoot whoever crosses them. (I don't suggest you be one of these guys)
Thelsic - Vicious monstrous creatures. The thelsic do love violence, but they seem to have a code of honor in war. They do not kill the innocent or those that pose no threat to them. They do seem to have a conscience, but precisely how 'civilized' they are is hard to discern.
Flispian - Peaceful, fire-loving mammals, the Flispians would be content to spend their lives seeking passage from Flisp, never hurting anybody. However, through bribery, black-mail, or mind control the Flispians are gradually building up a much more war-like culture. Flispians are very honorable and compassionate.
Snodeck - While not completely involved in the war, Snodeck generally support the 'bad guys' with their wealth and resources. Snodeck are pretty crafty and conniving, but many of them are upstanding people. Their race, as a rule, loves money, wealth, power, and pampering.
Tockneff - While most Tockneff are either 'partners' to the Snodeck or trying to scratch out a living on their own planet, some have left the system to make their living as mercenaries or other combat-oriented professions. These tockneff are always the unusually intelligent individuals, who can sense that their race is not truly equal to the Snodeck, and that there is no way that their planet can be pulled out of its famine and pestilence. These tockneff are often rather starved for real companionship and disgusted with their race's lack of organization.
Really, I suggest not doing a vimp. Thelsic would be very hard, but doable. Also remember that you needn't follow these stereotypes extremely rigidly. People vary greatly, regardless of what the most common system of behavior for their species is.
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RabbitDawg
Commander
I'm moron... the stupid side...
Posts: 193
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Post by RabbitDawg on Feb 1, 2004 16:22:47 GMT -5
Okay. Cool. Thx. ^_^ Um... well, since it's Arreck's RPG, I guess I'm gonna wait 'til HE says it's okay to play as the Snodeck and Toffneck, cuz yeah, I know which race I want now. I wanna be a Tockneff. Oh!! and do the Tockneff have genders? I'm still going by the "there-has-to-be-at-LEAST-one-female" rule, so.... yeah.
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Post by Arreck on Feb 1, 2004 17:03:18 GMT -5
You can play any of the characters you want, but we'll be starting on Flisp.
In the case of the Tockneff, think 'Mafia'. You can be a Tockneff if you wish, and yes, I think they have genders, but I think the personalities are pretty much the same.
("True you don't see many Tockneff women... in fact, they are so alike in voice and appearance... they're often mistaken for Tockneff men.")
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DigiDayDreamer
Commander
Why divide when you can conquer everything?
Posts: 210
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Post by DigiDayDreamer on Feb 2, 2004 21:45:15 GMT -5
Oh! I wanna be a female Snodeck named Mistress Furdol Pyi Gynia Logsdi Thriker Vej Questhimn Xuo XII. Or Mistress Furdol for short. ^_^
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Post by Arreck on Feb 2, 2004 22:01:06 GMT -5
Cool. For a little background on Snodeck, you come from a huge 'family'. All families are striving for control. Thus, you must invent a family for you to belong to, and parade it around as much as you can, unless you want to be an outcast again.
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