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New Vampire Hunter Discussion Thread


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#1 Mikoto

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Posted 01 February 2009 - 03:41 PM

So I decided to compact everything from the old thread which spanned several pages into this one so you can refresh yourself on the old and learn the new since I've had a lot more time to develop and expand Samsarra since I initially posted.

So here we go.

The Setting.

Humes (humans) that occupy the northern continent known as Talmia. Three hume nations exist on Talmia. Sandesina, Telmiyar, and Alswyr. This continent is mostly temperate forests and field land. On the southern continent, Rivisia there are two Elviri (elves) nations. Venn and Dhaska. Their continent is mostly jungle and a somewhat hotter climate. Humes and Elviri have gotten on pretty well traditionally, there have only been a few skirmishes over border disputes but currently there is good trade between the two peoples. In fact there are two elviri settlements on Talmia and two hume settlements on Rivisia.

The era is similar to but not the same as the European Medieval Era, a time of castles, moats, swords, shields, spears, bows and arrows, knights and chainmail for armour and weapons. Stone buildings and crude glass has been invented and indeed settlements vary between huge fortified cities and castles to small crude villages. There are no guns, no gunpowders or explosives and no advanced technology.

This game will take place in a medium sized town called Delmi, in the hume kindgom of Sandesina, about one days' ride on horseback from the northern coast and the port town of Keltrat. The town is fortified and has a castle where the govenor and the state officials live. There are two main of soldiers that protect the town. The "City Guard" who usually dress in chainmail and are basically act as law enforcement and guards the gates to Delmir during peacetime. You'll find City Guard units in just about every Sandesinian settlment across the kingdom. The second class are the Royal Knights, these guys are in the full heavy plated armour and are basically the military. There is a garrison of Royal Knights in every town or city in the kingdom but you won't find them in villages. These are much better trained than the City Guards.

Note: Females can become City Guard, Royal Knights or any other independent Knight group. However you’d have to be a big and strong female to become one since you’d still have to pass most of the tests the males do to join the military.

Females can become most things that males can, IE: doctor, scholars, priestesses but it’s usually harder for them to achieve, ect They can also wear trousers and practical clothing if they want or their profession requires it however the “fashion” is dresses although these can range in length, frillyness and practicality depending on the occasion. All classes of citizens, upper class, middle class and working class can bear arms however unless you’re a soldier, a hunter or something like that it is uncommon to bear large weapons like swords, axes and spears in a town or city.

But, that's not all. A range of supernatural creatures roam the planet that either prey on the hume or elviri populations, with the majority of the population being mostly oblivious to their presence although there are lots of myths and stories about said supernatural creatures. But of course there are those who have encountered the supernaturals and know of their existance and their threat to humes, there are even hidden underground groups of humes that hunt and kill supernaturals, grouped under the general name "Vampire Hunters."

Yup, we have vampires, were-creatures and lots of other supernatural and creepy beings in this game. These are real, not just legends. Basically we're going to be a group of Vampire Hunters. By day we're respectable townspeople doing various day jobs, but by night we meet in a secret base and hunt the supernaturals that threaten hume-kind. The base will be an Inn and Pub (bar) in Delmi as most travellers and townspeople come here to drink and it's one of the best ways to ferret out information.

The town is run by the noble family of Delmi, an Arl and Arlessa who rule the town. They are of a noble family name and have sworn loyalty to the royal family. They are wealthy and make decisions about governing Delmi and the surrounding areas. They can also act in terms of law if the local court has difficulty with legal cases.

So we have the Arl Garion Aeducan and his wife the Arlessa Xenedra who rule the town, they have a number of minor officials serving them as well as their soldiers. They have three children, Danera (female), Jayth (male) and Saldas (male) aged 14, 9 and 4 respectively.

It's called "The Old Fox" and is situated on the corner of the main street in Delmi. It's the largest Inn within the town and doubles as a bar and restaurant during the day. It is a large, solidly constructed stone and timber building with crude windows to keep in the heat during winter. It has three floors and a basement.

The first floor is the bar, this is where patrons come in for food, drink, and entertainment. It has an empty space with a slightly raised stage at one end for entertainment. Around the back is the 'staff only' area with stairs that leads to the upper floors.

The second floor are where the guest rooms are located. Travellers moving between the coast and further inland sleep in this floor.

The third floor belongs to the family that run it, and is their private rooms and living space. Even we don't usually go up there without a good reason.

It's the basement that's the most interesting. While a portion of it is dedicated to honest innkeeping storage and stuff, there are several smaller rooms that is the secret base of our Vampire Hunters. There is a hidden back entrance to the basement that leads up into the alley behind the Inn. This base is where we meet, where we keep our weapons and have our meetings. It has basic amenities and pallets where we can sleep if we need to hide out for a while. It's also where Breanna our resident nightwalker vampire stays during the day.

The family that runs the Inn are the Lihara family. They know about the presence of supernaturals after having encounters of their own and after losing their youngest son, Koh, to a Daywalker vampire some years ago they now work with Joanna as a part of the Vampire Hunters. While this family does not actively go out and hunt or fight the supernaturals they provide a haven, a base and help with funding for their cause. In exchange the vampire hunters' first priority is keeping the Lihara family and the Inn safe.

We have.....

Mira Lihara, the grandmother. Generally stays on the third floor but she's old and wise. Has been studying myths and legends of supernatural beings ever since Koh was killed five years ago.

Jair Lhara, the remaining son of Mira, in his late thirties. Koh was his younger brother. He and his wife Delphyne run the Old Fox Inn.

Toby Lhara, an eleven year old child and the son of Jair and Delphyne.

We also have Khazar and a few humes and elviri NPCs who run a second team of Vampire Hunters still under the command of Jo and operating out of the Inn. They also patrol at night and protect Delmi when we're off having adventures elsewhere. We won't see much of them in the game though.

Edited by Mikoto, 14 August 2010 - 07:37 PM.

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#2 Mikoto

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Posted 01 February 2009 - 03:49 PM

The Races.

Hume = Humans, usually reasonably pale or mid tan because it's a temperate climate. Average lifespan about 50-55.

Elviri = Generally slightly shorter than humans, and live for about 100 to 120 years. They have a similar range of hair colours but usually tan coloured skin. Can have amber or grey eyes in addition to regular colours. Their irises are vertically slitted rather than round. They have pointed ears instead of round of course. For hair they can have pure white or a navy blue hair in addition to normal colours. In their species there is very little difference in muscle mass between males and females.

They do share a common ancestor from times back when the northern and southern continents were joined as one, an ancestor that was only a few steps up the evolutionary ladder from a common ape really. When the two continents shifted and split apart this ancestor was exposed to different climates which brought about the eventual evolution of humes and elviri. Hume culture we're learning and expriencing as the game goes on. Castles, knights, yadda yadda so lets think about Elviri.

Their continent, Rivisia while known as the 'Southern continent' isn't really so far south, it lies along the equatory line for the most part, and indeed is mostly rain forest and jungle. Their buildings and cities are usually built off the ground on decks within the trees. Everything is built with a hot, wet, and insect abundant environment in mind but these people are not primative. They have smiths, and can make glass, or pretty much anything the humes can although humes to tend to have the edge on stone building. The differences in height between the two species are minimal but elviri do tend to be shorter and more wiry than humes. Now these are two different if closely related species, hybrid breeding is possible but extremely rare. A hume/elviri couple have about a 1/500 chance of producing a hybrid child or any child at all.

I don't think I need to add that Talmia and Rivisia aren't the only two continents on Samsarra, maybe we'll worry about those in another game.

A brief note on religion. There are gods, and they are real but they very seldom interfere with mortal affairs. The gods that are worshipped in different forms by different religions although they're not actually gods so much as really advanced energy form/spirit beings. Think of lesser, weaker verisons of "Q" from Star Trek.

There are five of them recognised in the religion of Sandesina.

Anotarja, the sun Goddess. Representing light and life.

Kaneea, the moon Goddess, represents night time and the moon that gives light during the darkest of nights.

Lamith, God of Mischief and misfortune.

Fenrore, God of the weather and seasons.

Seph, God of darkness, death and war.

There are seperate churches and temples for each god or goddess usually one of each in every town or city, each with their own line of priests and priestesses. Each citizen can worship one, worship them all, or worship all but favours one over the others-or choose not to worship at all. Since they exist divine acts can and do occasionally happen but most are ignored.

There is a Hell your soul can be sent to if you've been really, really bad in life where Seph will keep you busy. (Basically the devil.) Otherwise your soul passes into a kind of afterlife where you sleep in peace eternally. Ghosts can exist but are extremely rare since a "God" or "Goddess" has to agree to let you remain as a ghost and interfere with the natural death process.

Some general info on the history of Samsarra.

What your characters know: It's fairly common knowledge that scattered all around the planet are ruins, characteristic by their white stone and curved artitecture, sometimes covered in dead language of runes. Often these ruins are in exotic or hard to reach locations because all the ones that did exist near hume and elviri civilisations were plundered for anything useful within them and were often dismantled for their own use as building blocks. Because of the dangers in getting to intact ruins only a few actually study them or visit them as a profession, these are usually scholars, archaeologists or adventurers hired by universities in the bigger cities.

The ruins are either the remains of long-abandoned cities, temples, or tombs. Most people know about their existence but few know more than that.

What your characters don't know: Except RJ's character of course, since his character studies these ruins as a profession. The ruins are from a civilisation that existed 10,000 years ago, before the rise of humes and elviri. Those two races were nothing more than small, primitive tribes inhabiting only a tiny portion of their respective continents. The civilisation that dominated the planet in those times were called the Kilairi. They had an empire that spanned pretty much the whole planet and had started to harness psionic energy as a means of power. It's hinted here and there in some of the ruins in their now dead language that they fought a war against an undocumented enemy and that this war had been going on for centuries. Most of the records about the war are lost.

Then, all records stop at about 10,000 years ago. The Kilairi records and inscribed runes on their temples simply stop at one particular date in history. It's as if the Kilairi race (along with their undocumented enemy) simply vanished into thin air leaving only their abandoned cities, temples and tombs behind to be salvaged by the upcoming hume and elviri races a few thousand years later. To those that study the Kilairi and amongst scholars the fate of that race is somewhat of a mystery. One that they hope to eventually solve.

Edited by EvilMikoto, 01 February 2009 - 04:39 PM.

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#3 Mikoto

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Posted 01 February 2009 - 03:59 PM

Psionic Abilities.

A psion whether mortal or supernatural generates their own invisible and short-ranged psionic field. It can be used to siphon off psionic energy into storage crystals or itmes for various uses. EG: Psionic inhibitors. However unless you're extremely talented you can't sense the presence of another psion nearby just from the field they generate. But psionic energy storage is not a well known technique and very few people can do it.

Potential abilities include:

Telekinesis = speaks for itself. Moving objects with your mind. Weight, speed, dexterity and distance depend on your power and skill and training.

Telepathy = The ability to read the thoughts of others, this is generally limited to your own kind and only over short distances. More powerful telepaths can talk across species or to non-telepaths but this is much harder and often requires physical touch but this is often limited to extremely gifted human telepaths or old and powerful vampires. Said gifted and old can sometimes influence another’s thoughts by telepathy and can ‘dominate’ a mind although not directly control it.

Psionic Healing = Pretty much as the name implies. The ability to determine what's medically wrong with a person at a touch, to heal small wounds, partially repair larger ones and slow the bleeding of major ones. Takes years to develop fully and if you have these, you usually don't have any other kind of psionic power.

Psionic Flame = The ability to make a small blue coloured flame spurt from your hands. Can be used as a weapon but would extend no further outwards than a shortsword's length at best. Only mortals can possess this power.

Psionic Shield = The formation of a physical shield around one's body or partially around it. Maintained by energy and sheer force of will. Requires a lot of concentration and energy so it would only last a few seconds even with the best user and would most likely leave them exhausted. Takes months or years to master.

Pisonic Defences = The ability to emit a kind of dampening field around yourself. Anyone within a 2-3 metre range of you would not be able to use any kind of psionic power of their own or at least their powers are greatly reduced. This one is for Gode's character.

Psionic Blast = An ability to emit a kind of ball of pure energy from hand gestures. Can be lethal for humes/elviri but on supernaturals it can be used to slow them down or even stun them. It does require concentration and practise to control though.

Precognition = An ability to see glimpses of the future in the form of visions or uneasy thoughts or emotions. This however is only "the most likely" possible future and is subject to change. A Seer can indeed influence events found in his or her vision much like Trance out of Andromeda seemed to be able to. Visions can be good and bad. Only mortals can possess this power.

Danger Sense = A milder form of precognition, just a general bad feeling or sense of what's going to happen if your character, and your character only, is in danger.
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#4 Mikoto

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Posted 01 February 2009 - 04:35 PM

So, you want to be a supernatural?

Nightwalker Vampire: The bloodsuckers, your traditional vampire that hunts at night, feeds by sucking blood out of human victims. Weaknesses to sunlight, garlic, the cross, and has to be staked through the heart to be killed or decapitated/sufficient damage to the brain.

Nightwalker vampires are true undead. The result of a human drinking or being forced to drink vampire blood, the blood kills them and they rise again as an undead vampire. As such bloodsuckers cannot reproduce like a human can and as such there are no vampire/human hybrids. They look like very pale humans, and the fangs are permanent so if you’re a vampire around humans you probably shouldn’t smile too much. They have claws too, although these are retractable like a cat's but again if you’re around humans you should probably wear gloves if you think they’re going to look closely at your fingernails.

As a Nightwalker vampire, your powers are pretty nifty.

You’re far stronger than a normal human but not as strong as a were-creature, same for agility and the ability to climb walls and such. You also will possess certain psionic powers. You are not however any faster than a mortal.

Can communicate telepathically also, interrogation can be performed this way but only by very powerful individuals and old vampires.
As a rule it's much easier to "speak" telepathically with your own kind. It's much harder to do it across species and with non-telepaths.

While this ability is mostly the domain of vampires, were-creatures can do this on a basic level with their own kind. But not to non-telepaths and non-weres.

Telepathy = The ability to read the thoughts of others, this is generally limited to your own kind and only over short distances. More powerful telepaths can talk across species or to non-telepaths but this is much harder and often requires physical touch but this is often limited to extremely gifted human telepaths or old and powerful vampires. Said gifted and old can sometimes influence anothers thoughts by telepathy and can ‘dominate’ a mind although not directly control it.

Telekinesis is also an auto-ability that comes with being a vampire. All other psionic abilities vary widely depending on the nature of the individual vampire, except for the ones that are limited to mortals.

A Nightwalker must feed every 2-3 days to survive although your powers remain the same strength at whatever stage you're in however if you're starving you should really curtail the amount of psionic or super-hume strength and agility antics you use otherwise you'll die quick from starvation. You can only stand an hour, two at most if you're over 500 years old in sunlight before burning up. It's very painful so that kind of death should be avoided. The Nightwalker lifespan is 1000 years. You become a vampire by drinking a current one's blood and transforming from living, to dead, to undead within 15 minutes. You remain "frozen" at the age you were turned at until your death and live 1000 years from the moment you were turned regardless of how old you were as a mortal. Your powers increase and develop in strength more and more as you grow older.

Oh and while I remember, Nightwalker vampires cannot reproduce and have children the way humes and elviri do. Because any vampire remains frozen in the age they were before turned it is a HUGE taboo to turn children even amongst the most evil of vampires. Why turn a child that will never grow to become an adult and enjoy adult things? It's such a taboo that if you do turn a child, any supernatural you come across, vampire or not, will try to kill both you and the "child" vampire immediately. This rule is inviolate and the idea of turning a child is abhorrent to most vampires. However unless you're a "good" vampire there is no restrictions upon feeding/killing mortal children.

Food and drink.... uh well you *can* eat and drink a small amount of each but seriously you don't really want too much stuff in a digestive system that's mostly dead.
(Shamelessly borrowing from Torchwood here) but if you eat more than a few mouthfuls you'll soon have to find a quiet place to stand upside down and get the food back out, it’s a really unpleasant process and really if you’re a nightwalker vampire you should try to avoid eating or drinking anything but blood.

Daywalker Vampire = Physically they look much light Nightwalkers, but these are quite different. A Daywalker vampire feeds on hume or elviri life-force, and must do so at least once every 4-5 days to survive. Daywalkers are not undead, but are alive. New ones are created much like a Nightwalker except the victim doesn’t die but merely alters. Your powers both physical and psionic are virtually identical to a Nightwalker because you’re really an offshoot of their species. Daywalkers are termed as such because they can walk in sunlight for a good 4-5 hours a day before becoming crispy-deep fried although it can be 4-6 if you're more than 500 years old.

Now, a victim of a life-force sucker doesn't change appearance in any way except that they're dead except for the fang marks on the neck, it looks like they died of a heart attack or something. Daywalkers do feed via their fangs into a human’s neck, they just suck out life force rather than blood.

Both races don't have to kill, they can suck a limited amount of blood or life force from a human leaving them alive. And life force can be regenerated like blood.

But being fed upon is horribly painful for the mortal of course. Now as we all know not all vampires are "evil." Most from both variations are of course, a person must have a strong moral code and strength of character not to fall victim to their newfound instincts and power once they are turned. Virtually nobody succeeds at this and within a few months a new vampire is totally adjusted to their new form and way of life-especially if educated by the one that turned them. Vampiric instincts are very strong and hard to overcome. Mortals just become a food source, like cattle or sheep to humes.



Were-creatures: You know it, stuff like werewolves except you can be pretty much any large predatory animal. Weretigers and werewolves are more common but you can be werepanther, werelion, or any other kind of large predator you can think of.

Typical rules for werecreatures, Full moon = full beast mode. Bite a victim to infect. Once bitten by a werecreature a hume victim has three days to find a cure or the condition becomes permanent. Almost nobody finds a cure. Werecreatures are vastly stronger than humes or elviri and quite a bit stronger than vampires. Same goes for agility.

When you’re in human form you’re physically stronger and more agile than a normal hume but still not really much of match for a fully fed vampire. You do however possess heightened beast instincts and sharper senses. Even when human you can still transform into your beast form when angry or frightened. If you’ve been a werecreature for many years you can train yourself to transform at will, although you still can’t resist transforming on a full moon. A werecreature will age more slowly than a hume and can live for 350-400 years. With further training a werecreature can transform into a "partial beast form" which is a perfect halfway mark between beast form and hume form.

Oh and werecreatures. Can be killed in human form much like any other, but when in beastie form it's a bit harder to inflict a lethal wound with regular weapons. I hear silver works well in both forms though...

And of course there are the presence of "feral" werecreatures. It takes control and a moderately to strong willed werecreature to contain their beast side. The longer you're in your beast form the harder it is to control your more wild instincts. Stay too long and you lose control entirely. Even in hume/elviri form you'll be aware of your inner beast. Feral werecreatures hunt, maim and kill like aggressive animals and are generally bad news for everybody.

Werecreatures, because of their supernatural nature seldom reside within mortals' towns and cities but generally prefer to roam the wilds in packs. Like any hume they can be good, bad or indifferent depending on their nature. However some do live solitary lives/choose to live with mortals/live in mortals' cities. It really depends on the individual werecreature. As sentients their motives vary as much as humes do.

And finally the "new" species.

Demons = Tough reddish brown skin, red eyes, horns, tail, hooves, claws, you know the sort although they can vary lots depending on species and realm they come from. Very powerful creatures from another dimension. Can only come to Samsarra when summoned by someone who know how and can only stay a short period of time but they can cause a lot of trouble while they are here. Some call this dimension of origin hell, oblivion, dremorja...

Wraiths = (Completely unrelated to the Stargate Atlantis ones.) Creatures of mist and shadow, sentient beings without physical form. Strong psionic based powers but fortunately they're only usually found by misty lakes and lowlands. They don't like mortal intrusions and attack the mind not the body. They do nasty things to hume and elviri minds.

Zombies = Unpleasant undead people. Limited intelligence, virtually no memory, mindless and live only to feed. Their bodies are usually rotting so they stink and they have poor co-ordination. Get bitten by one though and you run the risk of becoming one yourself. Created one of two ways. By incomplete transformation into a vampire or a form of psionic necromancy.
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#5 EChatty

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Posted 01 February 2009 - 08:59 PM

Very nice explanations.

Hm, Demons, Wraith and Zombies....yummy ;)


#6 Mikoto

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Posted 02 February 2009 - 12:22 PM

Oh yeah one thing, really important thing I forgot to include about vampires.

Nightwalkers are in fact stronger and more agile physically than Daywalkers. For example take identical twins, same height, weight, age, and level of training. Turn them both at the same time, one to a nightwalker and one to a daywalker and have them fight each other in hand to hand combat and the nightwalker will win based solely on strength and agility. And like psionics strength and agility will increase with age to a point.

I'd estimate maybe that Nightwalkers are roughly 20-25% stronger/more agile than Daywalkers.

This doesn't apply to psionic abilities though. Using the twin example with the two duking it out pisonically it's 50/50 which one will win.

And while I'm at it, Lycans are again about 20-25% stronger than a Nightwalker on average. But they are 20-25% weaker psionically in all psionic areas. And hopefully that should balance it out a bit.
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#7 Nikki Peppermint

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Posted 02 February 2009 - 01:29 PM

View PostEvilMikoto, on Feb 1 2009, 02:59 PM, said:

Psionic Abilities.


Psionic Shield = The formation of a physical shield around one's body or partially around it. Maintained by energy and sheer force of will. Requires a lot of concentration and energy so it would only last a few seconds even with the best user and would most likely leave them exhausted. Takes months or years to master.

If I remember correctly, Tialyn was about to discover that she has this ability. She prevented something from falling onto her by deflecting it, although she wasn't sure at the time how that had happened. So, I'll start to play with this more :D.

#8 EChatty

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Posted 02 February 2009 - 01:50 PM

Yeah-Sephira has discovered she has psionic healing powers too-which she's developed over the time between their last mission and this arc.

#9 Mikoto

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Posted 02 February 2009 - 02:05 PM

Yes, confirmed. You both were developing new powers in response to the new ones I'd put up on the list.

You'd have had lots of time to practise and develop a bit by now of course. Hehehe I have such fun prepared for you guys....
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#10 EChatty

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Posted 02 February 2009 - 02:24 PM

And that means that people will be getting hurt while she sits back and laughs ;) :lol:

#11 szhismine

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    why must you hurt me in this way Harry...

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Posted 02 February 2009 - 09:13 PM

*plans and plots and schemes* hopefully i haven't lost my RPing ability, lol. i'll have to re-read the previous VH RPs :)
Neville: "My grandmother forbids me from using raunchy language."
Harry: "Well your grandmother is a Blast-Ended Skank!"
Neville: *GASP*
Hermione: "He doesn't mean it Neville, he's just testing out some wizard swears."
Harry: "I mean every word I ever say ever, because I'm Harry Potter." --'Wizard Swears', Potter Puppet Pals

Hermione: "What's your problem Harry?"
Harry: "My parents are dead, my life sucks, I can't hold down a girlfriend, and I'm surrounded by f*ck*ng goblins and sh*t all the time. I mean what the f*ck?"
Ron: "But it's magic Harry. The goblins are magical!" --'Wizard Angst', Potter Puppet Pals

Me: "It's just a matter of looking past [McKay's] arrogant exterior to see his warm, fuzzy, probably angst-filled interior."
Hawkeye: "You harperchondriac girls think everyone has an angst filled interior."

"Good gods, you sniff out angst like a police dog sniffs out drugs." --Lyric (to me)

#12 EChatty

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Posted 03 February 2009 - 04:02 PM

I heard someone wasn't afraid of the big, bad GM

We'll have to see what we can do about that, won't we, GM?
:devil:

#13 Mikoto

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Posted 03 February 2009 - 04:05 PM

Obviously I didn't abuse her characters enough in the previous games.... I'll have to see about correcting that. :devil:
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#14 EChatty

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Posted 03 February 2009 - 04:08 PM

My thoughts exactly :devil:

Must be why I give you so many ideas......do we share the same brain now?


#15 szhismine

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    why must you hurt me in this way Harry...

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Posted 03 February 2009 - 04:12 PM

:suspect: i think it's obvious... Miko and Chatty have merged into one super being... Mitty!!
Neville: "My grandmother forbids me from using raunchy language."
Harry: "Well your grandmother is a Blast-Ended Skank!"
Neville: *GASP*
Hermione: "He doesn't mean it Neville, he's just testing out some wizard swears."
Harry: "I mean every word I ever say ever, because I'm Harry Potter." --'Wizard Swears', Potter Puppet Pals

Hermione: "What's your problem Harry?"
Harry: "My parents are dead, my life sucks, I can't hold down a girlfriend, and I'm surrounded by f*ck*ng goblins and sh*t all the time. I mean what the f*ck?"
Ron: "But it's magic Harry. The goblins are magical!" --'Wizard Angst', Potter Puppet Pals

Me: "It's just a matter of looking past [McKay's] arrogant exterior to see his warm, fuzzy, probably angst-filled interior."
Hawkeye: "You harperchondriac girls think everyone has an angst filled interior."

"Good gods, you sniff out angst like a police dog sniffs out drugs." --Lyric (to me)

#16 Mikoto

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Posted 03 February 2009 - 04:18 PM

We are the EvilBorg, your plot ideas will be assimilated. Resistance is Futile.



No, it's Chiko.... :whistle:

Oh, and does this mean that they suspect that I'm the invisible Co-EvilGM?

Edited by EChatty, 03 February 2009 - 04:30 PM.
Cuz I can ;) and had permission

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#17 szhismine

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    why must you hurt me in this way Harry...

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Posted 03 February 2009 - 04:34 PM

no, your name is Mitty! :hehe: ;) i will accept no arguments from EvilBorg :whistle:
Neville: "My grandmother forbids me from using raunchy language."
Harry: "Well your grandmother is a Blast-Ended Skank!"
Neville: *GASP*
Hermione: "He doesn't mean it Neville, he's just testing out some wizard swears."
Harry: "I mean every word I ever say ever, because I'm Harry Potter." --'Wizard Swears', Potter Puppet Pals

Hermione: "What's your problem Harry?"
Harry: "My parents are dead, my life sucks, I can't hold down a girlfriend, and I'm surrounded by f*ck*ng goblins and sh*t all the time. I mean what the f*ck?"
Ron: "But it's magic Harry. The goblins are magical!" --'Wizard Angst', Potter Puppet Pals

Me: "It's just a matter of looking past [McKay's] arrogant exterior to see his warm, fuzzy, probably angst-filled interior."
Hawkeye: "You harperchondriac girls think everyone has an angst filled interior."

"Good gods, you sniff out angst like a police dog sniffs out drugs." --Lyric (to me)

#18 Mikoto

Mikoto

    Rejected on all levels.

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Posted 04 February 2009 - 11:54 AM

Names are irrelevant. Your ideas will be assimilated.  :tribble:





And we feed the plot tribbles daily. :tribble: :tribble: :tribble: :tribble:

See? :devil:

Rejected and gone.

#19 EChatty

EChatty

    Lurker Extaordinaire

  • SuperMod
  • 22,730 posts

Posted 04 February 2009 - 01:36 PM

Gah-I have been assimilated! :eek:

#20 RJDiogenes

RJDiogenes

    Idealistic Cynic

  • Demigod
  • 13,216 posts

Posted 21 February 2009 - 03:01 PM

I just have to say I am having a lot of fun here.  :happy:
Please visit The RJDiogenes Store. Posted Image   And my Gallery. Posted Image And my YouTube Page. Posted Image And read Trunkards. Posted Image  And then there's my Heroes Essays.  Posted Image


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