Jump to content

The Fine Game of Nil [OoC/NS/Limited Acceptance]


BANZAI!!!!

Recommended Posts

[spoiler=Terra Firma mecha]

[spoiler=TF-101C Myrmidon]

Unit Model Number & Name: TF-101C Myrmidon 

Unit Type: General Purpose Combat Frame

Faction: Terra Firma

Crew: 1 Pilot

Overall Height: 15m

Top Speed: 230kph (Ground)/ 875kph (Flight)

[spoiler=Image]MDG_Mirage_Ground_Type_by_CGVickers.jpg[/spoiler][spoiler=Description]

The first ever Combat Frame completely designed by Terra Firma for use, the 101 Myrmidon was designed to be work force of the Terra Firma military. Originally designed prior to the San Loma incident, the first few Myrmidon's saw action in small, isolated guerrilla operations conducted against SAF ground bases. The mysterious new machines were able to outperform SAF's less versatile designs, and the Myrmidon struck fear into the hearts of mystified SAf soldiers, who up until that point had only ever encountered stolen combat frames and more conventional vehicles. After San Loma and the beginning of the war, Terra Firma used its newly aquired resources to produce myrmidons on a massive scale, and as a result it and its derivatives are by far the most commonly seen combat frames fielded by Terra Firma.

 

Still popular with commanders and pilots today because of its rugged design, the Myrmidon is notable for being designed to operate on all terrains and in all conditions. Furthermore, the Frame has garnered a reputation for being able to take as much punishment as the pilot is willing to put it through; there have even been reports of 101s returning to base with the majority of their armor stripped off and at least one of their arms missing only to be repaired and sent back out to the front lines. However, the ruggedness comes at the cost of increased weight and so many lighter combat frames can outrun and outmaneuver the noble Myrmidon.[/spoiler][spoiler=Armaments and Equipment]

  • Wrist-mounted Combat Knives: The only melee weapons with which the 101 is equipped, these stout and heavy blades are integrated such that they can deploy out of the armor plating on the backs of the Frame's wrists in less than a second thanks to a hydraulic piston mounted behind them.  Simply conventional blades, these weapons are nonetheless capable of puncturing armor thanks to their double-edged design which favors "punching" with the Myrmidon's heavy arms.
  • Assault Rifle:  The standard armament of the Myrmidon, the Assault Rifle fires standard projectiles at automatic speeds in 3 second bursts. The assault rifle can be equipped with a scope to enhance accuracy, as well as a grenade launcher attachment for more heavily armed targets. Typically considered a Long-Mid ranged weapon, the Assault Rifle has proven itself time and time again to be as rugged and reliable as the Frame to which it is equipped.  An unfortunate drawback is the need to occasionally change out the weapon's barrel as it is worn down from continuous use, which has cost many a careless pilot their lives when they were forced to do so in a combat situation.
  • Shoulder-mounted Missile Pods:  Mounted on the inside of the Myrmidon's shoulders, these weapon systems typically carry either five standard or ten micro missile racks a piece.  Each rack is capable of storing two missiles equipped with High Explosive warheads, and grants the Myrmidon a method of engaging targets at long range.
  • Non-standard Equipment:  The weapons listed above represent the standard kit for a 101 Myrmidon, but that does not mean that they are all equipped the same way. Due to the age and venerability of the design, as well as the sheer number produced in the wake of the San Loma incident, many Myrmidons are fielded with alternate, additional, and/or custom equipment.  While every unit carries the Combat Knives and Missile Pods, certain commanders have been known to equip the odd Myrmidon with a Rail Gun, Arc Cannon, or even some sort of Plasma weapon. 

[/spoiler][/spoiler]

[spoiler=TF-161C Catapult]

Unit Model Number & Name:  TF-161C Catapult

Unit Type: Heavy Fire Support Combat Frame
Faction: Terra Firma
Crew: 1 Pilot
Overall Height: 15.4m
Top Speed: 200kph (Ground) / 800kph(Flight)
[spoiler=Image]MDG_Archer_by_CGVickers.jpg[/spoiler][spoiler=Description]Based on the Chassis of the rugged Myrmidon, the 161 Catapult is of significantly heavier build than its predecessor as its superstructure is built to allow it to handle the load of much larger weapons upon its frame.  This has had the side-effect of reducing its movement speed rather significantly, but at the same time the more robust build of the Combat Frame allows it to take even more punishment than its all-purpose cousin.[/spoiler][spoiler=Armaments and Equipment]
  • Heavy-Duty Stabilizers:  While the specific nature of this piece of equipment may vary from frame to frame the end result remains the same.  Whether through a set of large gyroscopes within the mech or a set of pistons to counter-act the recoil of the arm-mounted weaponry, all stabilizer systems allow the Catapult to fire its heavy weaponry while on the move and thus fill the role of a mobile fire support platform to the squadron to which they are attached.
  • Advanced Target Acquisition System:  A set of the latest Optical Sights and Sensors, the ATAS allows for catapults to lock on to targets at up to the maximum range of whatever weapon with which they are equipped.  As such, they are able to deliver accurate fire from the safety of a defended position or strike at enemies that have hidden themselves behind defensive measures to allow for an easier time taking a position.
  • Twin Rail Cannons:  The default weaponry for any 161, Rail Cannons are some of the most destructive weapons with which a Combat Frame can be equipped.  Mounted to the arms, this set of two RCs allows the Frame to deliver punishing firepower onto the enemy and even shoot down airborne targets before they can become a threat to those stuck on the ground.  The normal limitations of these weapons to single-target destruction is often overcome through the use of Submunition Rounds, which pack a great many smalelr projectiles inside the shell of a larger one for the purpose of dealing damage over a wide area.
  • Twin Assault Cannons:  An optional replacement for the RCs, Assault Cannons are large caliber traditional weapons with multiple barrels (usually six) mounted in a Gatling configuration.  Though significantly shorter range than Rail Cannons, they make up for it by being able to unleash a punishing storm of firepower that can make any enemy think twice about coming into their line of fire.  Furthermore, by mounting two of them the Catapult is capable of either alternating fire between the two to maintain a constant stream of lead for a longer time or firing with both to deal as much harm as possible to the enemy.
  • Twin Arc Cannons:  Another optional weapon, Arc Cannons are dangerous because of their ability to completely disable a Combat Frame or interfere with the functions of larger machines.  Though short ranged, some models make up for this by equipping rocket propelled "harpoons" which trail wires linked to the cannons through which they can project their charge across a longer range.  Most Catapults do not include harpoon assemblies with their ACs, but by wielding two of them at a time they can increase the number of mechs effected.  Certain modifications to the design also allow them to fire in "Pulse" mode, in which they expend a greater amount of power all at once to strike targets at extended ranges.
[/spoiler][/spoiler]

[/spoiler]

 

 

[spoiler=Terra Firma vehicles]

[spoiler=Machine]

Unit Model Number & Name:

Unit type:

Faction(s):

Pilot(s)/crew:

Overall Height:

Top Speed: (Both walking/running and flying)

[spoiler=Image(s)][/spoiler]

[spoiler=Description](A summary of your unit’s history, weapons, abilities, combat role, etc. no minimum, but the more detailed, the better.)[/spoiler]

[spoiler=Armaments & Equipment Information] (Feel free to get creative here, but nothing too ridiculous. Also if your Frame has unique equipment, explain it in detail. Otherwise for more standard stuff, a list is adequate enough. including images of your weapons is encouraged.)[/spoiler]

[spoiler=Misc. info](Trivia, theme songs, or other information that doesn’t fit in the other sections of the app.)[/spoiler][/spoiler][/spoiler]

Link to comment
Share on other sites

SFaJxkL.png

myvLDkL.png

...

...You awaken in a campsite, warmed by a peculiar blue bonfire, within a clearing of what seems to be a forest, with three others. You note that in this glade there are four paths trailing a long distance, though there is indeed a fifth way. This path, though, is a large door, with no apparent opening mechanism, yet littered with strange symbols...

...You recall little of the previous day. You do feel a little feint upon awakening however, with a soreness in your chest. Soon you notice that all four of you bear a scar, struck along your sternum, as if surgically cut. It seems cleanly healed, though the gash is notably there...

...Once you all recomposed yourselves, a mysterious figure appeared as if from nowhere, standing by the bonfire of the camp. He later states himself to be a wicked lich, and claims to have taken the souls of each of the four, and will hold them hostage in his abode until you four play his game - he charges you four with the task of slaying four guardians, gathering their blood and heart, and burn them in the ethereal fires of the bonfire, which in turn will open the gate and grant you your chance at reclaiming your soul...

...There is seemingly no escape from this strange realm, you are left with little options but to ready yourselves, and perhaps beat the lich at his own game...

...

[spoiler=Rules:]1 – All relevant YCM Rules Apply.
2 – This is a PG-16 RP.
3 – Kyng is the Host of the RP, and have the final say about matters of the role play.
4 – Respect the Fourth Wall.
5 – Should this occur, all PvP is to be planned between the players and written out in one post.
6 – Player Killing will be used with frequency.
7 – You may have a total of 1 character for this Role-play.
8 – To be accepted into this Role-play, you must pay an entry fee of 1000 points per accepted character. These points are to be paid upon acceptance into this Role-play (submitting your app will cost you nothing.) These points are to show that you do plan to stay in this RP for the remainder of its run.
1st Corollary: Your points will be returned to you if the RP dies due to the (lack of) action of the Host(s), the RP is ended by the Host(s), or the RP is completed.
2nd Corollary: Your points will not be returned to you if you drop out of the RP, become inactive for [14 Days], or are kicked from the RP.
3rd Corollary: If the RP dies due to inactivity by all players, points will only be returned to those who attempted to stay in the RP.
4th Corollary: If you do not have the required entry fee, pay what you can. It will be up to the Host(s) to decide whether or not to allow your entry into the RP.
5th Corollary: Your points will be returned to you immediately once you are eliminated from the game.
9 – Applications will not be immediately accepted. Once a significant number of applications have been completed, a reviewing period will begin to determine accepted applicants.
10 – Reserves are not permitted. However, you're more than welcome to post WIP Applications.
11 - Kyng will be playing less an interactive player's role, and more of a Game Master's one in this Role-Play.
12 - If you are found inactive on the forum for 7 days, your application will be regarded as inactive and, after another 7 days, will be suspended from the RP. If you are found active on the forum, but have not posted in either the IC or OoC (or contacted another member of the RP), your app will be suspended immediately.[/spoiler][spoiler=Database:][spoiler=Important Terminology:]1 - The Fine Game of Nil: Both the name of the Role-play as well as its premise. The Fine Game of Nil is the trial that the Lich has inflicted upon the four protagonists of this story. Trapping them in what seems to be an inescapable world, the four are tasked with taking back their stolen souls from the Lich, or face an eternity of imprisonment. To do this, however, the four must first open the gate to the Lich's tower, which may only be accomplished by slaying four guardians, and burning their heart in the campfire to open the gate.

2 - Soul: The very spirits of the four heroes, stolen by the Lich and bound somewhere within his castle. As of yet undisclosed to the heroes, in doing this the Lich has bound the four to his realm in a state of undeath. As long as the Lich holds their souls, they will be bound to the world and unable to pass on into the afterlife.

3 - Undeath: The state of being dead, yet acting as if alive. The Lich has placed the four heroes in this state, to force them into doing his bidding and play his game. Should a Hero perish in this realm, they will return in undeath back at the ethereal campfire to wait for their comrades.

4 - Guardian: A being, each residing down an individual path that leads from the campsite. Each guardian must be slain, and their hearts burning in the ethereal flames of the campfire, in order to perform a ritual to open the gate to the Lich's tower. Additional info to be given regarding these guardians is yet to be acquired.[/spoiler][spoiler=Where do I begin?]Your character will begin their story having heard the Lich's announcement in which you will participate in his game. Your character will have to be able to take on the forces that this Lich has forced you to, working together with your allies in doing so.

In order to do this, your character:
- Must be able to engage in combat, whether playing an aggressive, defensive, or supportive role.
- Must want to pro-actively take part, or at least have the opportunity to do so, in this game. Otherwise, what is the point of even joining up?

This is a dark fantasy sword and sorcery setting, stripped to basics, in order to grant you absolute creative freedom. Use it![/spoiler][/spoiler][spoiler=Application Form:]This is a frame-work of your app. Use this as a skeleton of what you will use to create your character. The following below is what is necessary for your application; however you can alter it somewhat.

You may: add additional relevant sections (such as a race/biography/trivia/etc.), add character catchphrases, etc.

You may not: shrink/grow font size for mandatory sections (such as 5 lines for Personality), delete/rename sections of the initial app, use inappropriate content for both YCM and the plot, etc.[spoiler=Application Template:]Personal Information
Character Name: (Nothing ridiculous please; your RP character’s name)
Sex: (Male or Female, no other's will be accepted)
Age: (Nothing ridiculous please)
[spoiler=Personality:](Spoiler Please: 5 lines of text minimum in order to be acceptable.)[/spoiler][spoiler=Biography:](Spoiler Please: 5 lines of text minimum in order to be acceptable.)[/spoiler][spoiler=Appearance:](Spoiler Please: Images are acceptable so long as they're appropriate with the plot, if not 5 lines of text without an image.)[/spoiler]
Combat Information
[spoiler=Equipment:](Spoiler Please: Describe a full, in depth list of the equipment your character uses (this means anything your character equips upon their person.))[/spoiler][spoiler=Inventory:](Spoiler Please: Describe a full, in depth list of the inventory your character uses (or, in other words, any items that do not classify as equipment.))
[/spoiler][spoiler=Attacks/Technique(s):](Spoiler Please: Describe a full, in depth list of the attacks and techniques (any ability that would not be qualified as an attack) your character uses.)
[/spoiler]
Other Information
(You may include any and all information that has not been used above, so long as you maintain the formatting. A popular choice would be your character's favourites, a little bit of trivia about your character, or even a theme song. Any information added here will always act in favour of your application of being accepted. Do not include if unused.)[/spoiler]Please Copy the Code below to make your Application:[spoiler=Application Code:]
[b][u]Personal Information[/u][/b]
[b]Character Name:[/b]
[b]Sex:[/b]
[b]Age:[/b]
[spoiler=Personality:][/spoiler][spoiler=Biography:][/spoiler][spoiler=Appearance:][/spoiler]
[b][u]Combat Information[/u][/b]
[spoiler=Equipment:][/spoiler][spoiler=Inventory:][/spoiler][spoiler=Attacks/Technique(s):][/spoiler]
[b][u]Other Information[/u][/b]
* We do NOT accept people based on their speed of posting their application, but rather the effort that they have put into the application.[/spoiler][/spoiler][spoiler=Character Roster:]Protagonist Roster:

Antagonist Roster:
The Guardian of the Hollows - Kyng
The Guardian of the Gardens - Kyng
The Guardian of the Borough - Kyng
The Guardian of the Dungeon - Kyng
The Lich - Kyng

NPC Roster:[/spoiler]
Link to comment
Share on other sites

[spoiler=Niji - WIP]

[Personal Information

Character Name: Niji
Sex: Male
Age: 22
[spoiler=Personality:][/spoiler]
[spoiler=Biography:]Niji's birth home was isolated swampland located far and away from the troubles of the world. Residents of these lands have always been relatively peaceful and cared not for the worries of rising or falling empires that plagued the outer lands. However, this isolation is not the result of the great nations' neglect or lack of trying but the unique and fearsome system the swamp people have used since ancient times to maintain their isolationist freedom. The tribal villages of the swamp possess unofficial champions who most label pariahs, the Manu. The Manu's closest equivalent would be witch-doctor in the other tongues. They are psychologically twisted beings who maintain and patrol the vast range of untamed wilderness in the swampland. Manu who suffer in near total social isolation and trained in the arts of dark combat and black magic by their previous generation are greatly feared by those who venture too close to the dark woodlands of the swamp. They tend to be nearly psychotic and sadistic individuals who commit gruesome and precise murders of unwanted travelers to dare too close to their domain or patron tribe. Niji was born as the runt of the litter in his family, never growing tall and strong like his brothers to aid the village but displayed excellent technical skills and intelligence. Niji was taken by his tribe's Manu at the age of 12 to be raised as the successor. His master was a particularly cruel and dark Manu who clothed himself in the various skins of creature perhaps some men's and decorated his territory in skewered heads to deter the unwanted. His master physically beat Niji into a creature of dexterity and knowledge. He learned surprisingly well and slowly lost his identity with the sun-depraved wetlands as time ticked by. Niji was mastering skills at a rate uncomfortable to his teacher, finding the alchemy and scientific understanding required of Manu to be intuitive and natural to him. The master beat and began spreading his cruelty to his disciple out of jealousy and fear. Niji responded in kind and decapitated his master in the night after 2 years of servitude. At 14, Niji was the youngest Manu for as long as people could remember and acted with affirmation and aggression. After securing his tribe with a closer connection to himself, he began to do what Manu never do, attack. Niji became feared regionally as he single-handily in the shadow of night, infiltrated local outposts and slew the devil soldiers that he was raised to fear and hate. He tore asunder the organized structure and bodies of the demon races of the neighboring empires to instill fear. A civilized neighboring nation responded with force and marched an army of 2000 into the dark woods. Niji, now known to the other nations as the Devil of Bone for his bloody wake that tears apart victim to their bones; he intended to end everyone of them. Using the terrain and confusion, over the coarse of two days straight, Niji picked away at the flanks like an encroaching shadow and drove off the army after slaying 200 of them without so much as being seen. Niji remained in the woodlands unknowing as to why he fights only the cruelty in his heart and his impeccable talent. [/spoiler]
[spoiler=Appearance:][/spoiler]
Combat Information
[spoiler=Equipment:][/spoiler][spoiler=Inventory:][/spoiler][spoiler=Attacks/Technique(s):][/spoiler]
Other Information

[/spoiler]

Link to comment
Share on other sites

Personal Information:
Character Name: Alexander Rembault
Sex: Male 
Age: 14

[spoiler='Personality']Upon first glance Alexander seems nothing more than a bumbling crazy man or a stereotypical village idiot, though he is in fact a high functioning schizophrenic. Paranoia caused by the mental disease often has him muttering to himself as though speaking to some unknown entity, checking over his shoulder for the "demons" that are hunting him. [/spoiler]

[spoiler='Biography'][/spoiler]

[spoiler='Appearance'][/spoiler]

 

Combat Information:

[spoiler='Equipment']Plain Dagger: [/spoiler]

[spoiler='Inventory'][/spoiler]

[spoiler='Attacks/Techniques'][/spoiler]

 

Other Information:

Link to comment
Share on other sites

[spoiler=Jameson Stephens]

Personal Information:

Character Name: [acronym='Jame-a-sun']Jameson[/acronym] "James" [acronym='Stee-vens']Stephens[/acronym]

Sex: Male

Age: 23

[spoiler=Personality]

Jameson suffers from a severe case of pyromania. This term is often misused in conversation and the media, so I'll be perfectly clear. Jameson experiences extreme pleasure and gratification upon setting a fire and witnessing the aftermath. His intense fascination with fire does not stop with just simply lighting it, but watching the fire burn. As is the case with most arsonists, Jameson has been known to revisit the spots where he has set fires. Pyromaniacs have no real motive set fires, aside from the fact that they get off by doing it. In truth, Jameson does not seek to hurt anyone by setting fires, he is merely unable to control the extreme impulse to do so. 

 

And it is through that we see the core of Jameson's personality. The lack of impulse control. Pyromania is similar to diseases like kleptomania and pathological gambling, all of which are rooted in the inability to control one's actions. Jameson often does not think about his actions and just does whatever he wants. 

 

Over the past three years, Jameson has been going to  therapy sessions to help control his impulsive need to set fires. These are slowly started to take affect, but the longer he is left to his own devices, the more likely he is to set off a dangerous blaze.

 

Unlike most arsonists, Jameson is not cold or antisocial. In fact, it was quite the opposite. His lack of impulse controls often drives him to interact with individuals, unfortunately, it also paints him as quite the rude individual. Jameson is blunt and does not hold his tongue to spare another person's feelings. He calls'em as he sees'em. 

 

 

[/spoiler]

[spoiler=Biography]

Jameson grew up with a drunken father who ignored him for the majority of his life. Of course, Jameson actually preferred that side of his dad, because when he was ignoring James, he was beating him half to death. It was no wonder that Jameson was overjoyed when his father died in [acronym='No seriously, Jameson didn't set this one.']purely accidental house fire.[/acronym] At the age of 11, Jameson was freed of the hand of his tyrannical father and he had nothing but the dangerous flames to thank.

 

It was after that, that Jameson became infatuated with fire. He would often times neglect his chores and skip class, all so that he could play with matches and set small fires behind his house. It was one such fire that burned down his second home, luckily no one was hurt. Of course, at this point, everyone became suspicious of the young boy that had miraculously survived two fires. Many of the townspeople began to suspect Jameson of lighting the fire that killed his father, who had been a well liked member of the community. 

 

Jameson's mother protected her son fiercely. She denied any idea that her darling son could ever do something so horrible. And she was right, Jameson had not lit the fire that killed his father. He simply started worshiping the hungry flames from that point on.

 

Jameson continued to play with fire, and slowly lighting them became easier and easier. Of course, how could they not when you discover that you can in fact summon fire with just merely a thought. At the age of 18, Jameson stumbled upon his ability to conjure up fire in the palm of his hand. The flames responded to his thought and left not a mark on his skin. Suddenly, the fact he survived two fires was explained. 

 

After that, the number of fires that swept across the town became impossible to count. The townspeople were no long just armed with suspicion, they knew that Jameson was responsible and not even his mother's naively blind protection could safeguard him any longer. Jameson left his home at the age of 19, and moved to a nearby big city. 

 

This of course, just caused more problems for the young man. He could not control his urge to set fires, and it was then that he accidentally took his first life. It was an old lady that had been caught in one of Jameson's fires. Overcome with grief at what he had done, he immediately turned himself. He was immediately thrown in prison and it was unlikely he would see the light of day again. 

 

Fortunately, [acronym='shocker, right?']the prison burned down[/acronym], and Jameson was the only one to escape. He had finally come to the conclusion that he could not be around other people. Not as long as he was a danger to everyone he came in contact with. So, he isolated himself and find someone that might be able to help. 

 

Slowly, he has started to combat his pyromania, but now that the lich has stolen him away, it is only a matter of time before the urges come back.

[/spoiler]

[spoiler=Appearance]

francis_colored_by_zoidsfan507-d5uj27m.j

Jameson stands at about 5'6", slightly short for a man, and is of a lean build. This makes him an agile runner, but not much of a close combat fighter. He weighs only 110lbs, and while fit, is definitely not muscular. 

 

[/spoiler]

 

Combat Information:

[spoiler=Equipment]

Fire-Starter Kit: Of course, Jameson carries an array of useful tools to start fires. He has tried several times to get rid of it, but is just unable to do so. This is his most treasured possession. Even though he is able to start fires with just simply his mind, he seems to get more of a thrill by doing it manually. This kit contains anything from matches, to flint, petroleum jelly, etc, etc.

Stiletto Dagger: Jameson clumsily wields a stiletto dagger. Untrained, his skills with the knife are very lacking. Despite the fact that the weapon has very little of an edge to it, as it is obviously a weapon meant to be thrust, Jameson usually slashes and hacks away at his enemies with the weapon.

Assorted Clothing: Jameson's clothing is a bit unkempt and raggedy. Being an outcast will do that. Note that he does not wear shoes. There is truthfully no deep meaning here, he simply cannot afford them. The most peculiar part of wardrobe is a hardened leather gauntlet that stops just below his left elbow. This gauntlet can be used to fend off minor assaults. It is especially proficient against the use of smaller blades. Unfortunately, the said glove limits his ability to use his pyrokinesis. It must be removed in order for him to utilize his left hand.

[/spoiler]

[spoiler=Inventory]

Jameson really doesn't have much more than the clothes on his back.

[/spoiler]

[spoiler=Attacks/Techniques/Abilities]

 

Pyrokinesis: Jameson is a pyrokinetic, and as such he is able to conjure up flames from his bare hands and manipulate them at will. This ability also grants him extreme resistance to fire, and heat in general. However, it is plausible to suspect that the most extreme of fires would burn his tough skin. Note, that once a fire really gets going, it is, for the most part, out of his control. He does not have the power or skill to tame a raging forest fire.

Knowledge of Explosives/Accelerants/Etc.: As a long term fire starter, Jameson has a vast knowledge of the materials that can be used to set a fire. He carries many materials and chemicals that can be used to create some pretty destructive distractions.

Agility & Speed: Not only is Jameson literally quick on his feet, but he is also mentally fast. In times of stress and extreme danger, he can quickly assess the situation and come up with the best course of action. Usually, that means fleeing. After all, he really isn't much of a fighter.

 

[/spoiler]

 

Other Information:

> Image belongs to DA User SNEEDHAM507

>The majority of Jameson's personality and background information fit the profile of a modern day arsonist

> Jameson is my favorite name and will probably be the name of my son, if I have one

 

[/spoiler]

 

^^Hopefully this is okay. I was getting a medieval-ish vibe from the information that was given and thought it might be okay to include some supernatural abilities. If not, just let me know and I will be happy to go in and fix it! :D

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Guest
This topic is now closed to further replies.
×
×
  • Create New...