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#1
Welcome to Tripford!

Tripford City (Officially incorporated as the City of Tripford) has many problems, not the least of which is the infamous "Nine Blocks." The T.C.P.D. has its hands full enough suppressing any dissent against itself and its historic reign of terror violently, much less actually solving the growing crime problem marked by the presence of arms dealers and other things. But the T.C.P.D. is content to worry about the small problems, such as a notorious serial killer in the very worst part of town, the Catkin District.

That's where you come in. You are consultants on the case of the Catkin Lane Killer... or that's the official story anyway. A story which doesn't hold up to much scrutiny, at that. You all are renting apartments in the same building, for one, and not one of you is a local. None of you have any spending history beyond the past few days, and if any of you were asked about your concealed earpieces, you'd just brush the question off.

The reason behind this is that you all woke up, missing an indeterminate amount of time, in the lobby of Willford Apartments, with earpieces talking into your ear.

I'd like to remind you that you signed up for this.

The vague, staticky voice comes over your earpieces.

Very well. I've been reminded you'll need an explanation. You see, I've erased your memories of the past few months where you've been working with me. Call me the Spymaster, if anything. Nothing else, please. No pronouns. I'm just "The Spymaster" to you. Anyway... Think of this as a... Final Exam. It was optional, but unlike the rest of your classmates, you insisted on going the extra mile. I don't pretend to know why you requested to do this, and you likely don't, considering your erased memories, but you very much did, so don't complain when I explain the terms to you again. Got it? Good.

The Spymaster doesn't wait for a response, simply assuming you agreed.

You've been enlisted as consultants at the police, to work a case. This is a cover, and the case is irrelevant. I'm going to need you to listen very carefully to the next part. Is that clear? Crystal? Good. Now, here's the explanation of what's going on. Do not do anything until I say you may begin.


There's what sounds like the crinkling of paper in your earpiece, and the Spymaster begins reading.

Right. This is a pass/fail course. If you pass, you graduate, and will be taken to a safehouse, where you will await the conclusion of this test, before entering your job as an agent of our group full-time. If you fail, normally, we'd reserve a place for you back in the lower-skilled group, but seeing as failing in this case means dying in the test, I don't believe you'll need those reserved spaces. I will now explain the test. Please remain calm when I explain what is going to happen.

The Spymaster pauses.

You must remain inside the area known as the "Nine Blocks" at all times during the test, unless you have graduated. To leave and not return is a failure, and you will be killed. There are four ways to graduate, because, after all, there are many ways to be a good spy.

The first way is you can successfully catch the Catkin Lane Killer without getting yourself killed in the process. Unfortunately, this may prove difficult, as the Catkin Lane Killer has caused us a number of problems in the past, in other cities. Once you've found the killer, whoever manages to make the arrest, dead or alive, of the Catkin Lane Killer immediately graduates. They may choose a partner to graduate with them, who helped on the case, but only one.

The second way to graduate is... well, there's no polite way to put this. You need to kill one of your fellow "consultants" and get away with it. There's arms dealers and various shops and places to steal equipment from, and you each have some money on some prepaid cards I've given you. I'm sure you can think of a way to manage it. You may work with a partner and they will graduate too, but only one partner.

The third way to graduate is to simply be one of the last three standing. Clearly you have something going for you, survivability-wise, if you've lasted that long without ending up dead.

The fourth way is up to my discretion. That is to say, any other thing that I think adequately shows that you are a good spy, even with all your advanced skills and your memories of the training taken away from you, will be taken into consideration and I may graduate you early. Also, I may fail you early, but hopefully it won't come to that.


There's another crinkling of paper.

Any questions?

Rules, Standard.
1. This is a Danganlike. Anyone may attempt to kill anyone.
2. Anyone can (and will) die. Only enter characters you're okay with that happening to.
3. No Godmodding, Puppeteering, whatever you want to call it. Your characters and other people's characters are yours and other people's respectively, and should be treated as such.
4. No editing posts. Holler a mod to edit your post if you mess up formatting. Double post if you mess up wording.
5. No Turbolurking. Try to post at least once a day phase. If you need to take a leave of absence, tell me. If you need to drop out, drop out, a replacement will be found.
6. The Game is divided into day phases (wherein everyone can see what's going on) and night phases (wherein actions are done via DM, and interactions happen there too. Remember to CC in Florien when Dming other people so events can be better kept track of.)
7. Secret actions can be taken during the day phase, those are DM'd.
8. All actions will be rolled on a D10, ranging from 1 being "fails hard" to 9 being "works as well as it ever could" to 10 being "fails in spectacular fashion". Please avoid repeating the same action over and over. Some rolls will be shaded (invisible to the player(s)) if there is no reasonable way they would know how well they did something.



Rules, Special!
9. INVESTIGATION: COMPLETE OVERHAUL EDITION. You're police consultants, you aren't CSI. You will receive all evidence found at the scene after the body is discovered, so there'll be no wasting time with ">find all the evidence" and ">bash your head against the wall until you've been explicitly told you've found all the evidence". You'll need to be clever and come up with your own tricks to wheedle more information out of the evidence you're provided. Of course, a murderer might take evidence away from the scene and dispose of it elsewhere.
10. EYEWITNESSES. There's people everywhere during the day. If you're not indoors, there's usually a few witnesses around if the sun is out, and if an attempted murder goes on longer than two actions in a place where witnesses see it, the police will try to lock down the area and arrest the culprit. If it's over quickly though, the witnesses don't have time to process what's happening before the culprit escapes.
11. EYEWITNESSES PART TWO. An Eyewitness, if they only see the victim and not the killer(s) (for example, if the victim is sniped from a different area, or the killer manages to fatally wound the victim before eyewitnesses realize what's happening) will call the police to the area, and CSI report will arrive next day phase. If the Eyewitnesses see the killer, however, a description will be given along with CSI the next day, making it much easier. (You will be warned if an action would alert nearby Eyewitnesses to your murder attempt.)
12. TIPS. Votes have been replaced with Tips. They're formatted as /Vote <Name> for the murder of <Victim> and are DM'd to Florien instead of announced. They cannot be retracted once issued, so vote carefully. A plurality executes if no majority is reached, as the police close in on the suspected killer. A player can offer multiple tips relating to different crimes. Tips can also be given for a noted attempted murder. Those tips will lead to the target merely becoming WANTED instead of being outright killed however.
13. GETTING AWAY WITH IT. A player is considered to have gotten away with murder if someone else is brought down for their crime, or if no tips relating to their crime are sent in for three days running.
14. POLICE PRESENCE. If an attempted or successful murder is witnessed, the block is locked down. The police will attempt to kill the individual who they suspect of being the murderer or attempted murderer, and the individual must escape. If the police spot the attempted (or successful) murderer during their escape, they become WANTED, and will no longer be able to vote and will be attacked-on-sight by police. However, they will still be able to "win" by fulfilling one of the objectives.



Combat Rules. (Oh dear)
First, a term needs to be explained. A "Point Difference" is the difference in numbers between rolls in combat. It is cumulative throughout combat. This will be elaborated on in the example at the end of the section.

15. FIGHTS. Obviously, there's always a chance an attack won't kill the target. Poison kills based on treatment, and does not require a roll off. An unforeseen attack gains +2 (10 turns into 9) to its roll. Attacks are handled in the following order. (P1 Surprise Attack, P1 Continued Attack, P2 Response, P1 Response, P2 Response Etc.) A fatal wound occurs when there's a 5-point difference between rolls, so combat will tend to end quickly, especially when the target is surprised.
16. FIGHTING NPCs. NPCs come in a few types. The most commonly encountered types are civilians, who die if there's a 2-point difference against them, and require an 8-point difference to kill. These include eyewitnesses, store owners, and other individuals. Then, there's police and criminals, who die if there's a 3-point difference against them, and kill if there's a 7-point difference in their favor. Then there's certain NPCs who may have 4-6, or even player-equivalent (5-5) combat skills.
17. DEFENSE. When attacked, Defense may be rolled. Defense non-lethally contributes to the point difference, and a player may choose to continue using defensive actions, especially if they cannot see their attacker. If a defense action succeeds and wins the encounter, the attacker is disarmed and rendered unable to make an attempt for a while.
18. THE REFLEX. Reflex rolls are made for the defender every time an attack is made, and can eliminate the point difference created by an individual attack. They cannot increase the point difference in the defender's favor, however.
19. GANGING UP. Multiple attackers may attack a single target. They form a "team" which will contribute to the same point difference against the single target. Their defense point differences, however, are separate. As a result, two people attacking one target at once is actually stronger than two people attacking at different times, and is more likely to result in survival for both attackers.
20. ADDITIONAL MODIFIERS. Sometimes, conditions on the field or that the target or attacker has developed may interfere with combat in some way. These will modify rolls, whether beneficially to one party, the other, both, or neither.
21. EXCEPTIONS TO COMBAT. Sometimes, combat won't happen, such as in the event of traps, poison, arson, or some similar thing being the method of attempted murder. Those have their own separate behaviors which will be covered in a different section.

With that out of the way, below are some example combat scenarios.



Example Combat Scenarios
Scenario 1: Kissinger wants to kill McNamara, and has brought a knife to do it. Kissinger Jumps McNamara in an isolated location. (Topics covered: Basic Combat)

Kissinger attacks with the knife, rolling a 8. McNamara didn't see this coming, so that 8 gets a +2, becoming a 9. (9 is the most powerful possible attack.)

McNamara needs to roll a 5 or better to not outright die on his reflex. He luckily does so, getting a 6. The point difference is 3-Kissinger. Kissinger wounds McNamara with a stinging cut, but not lethally.

Kissinger attacks again, because the first round was a surprise attack. He rolls badly, getting a 1. (Thanks, Random.Org.)

McNamara rolls reflex again, getting a 9, a very good roll, and fully avoids getting hit by the second stab. The point difference remains 3-Kissinger. It is now McNamara's turn. He chooses to attack back by wrestling the knife into Kissinger. He rolls extremely well again, a 7.

Kissinger rolls reflex, and gets a 3. McNamara has a 4-point difference, and the difference is now 1-McNamara as Kissinger's wrist is twisted painfully in the struggle. Kissinger continues to attack, getting an 8 again. McNamara is in trouble, it seems.

McNamara rolls reflex again, but only gets a 2, for a difference of 6. The difference becomes 5-Kissinger as Kissinger manages to plunge the knife into McNamara's heart, fatally wounding McNamara, who dies. Kissinger can now get to work tending to his wrist and cleaning up the scene.

Scenario 2: Kissinger wants to kill McNamara, and is attempting to snipe him from a rooftop, with a sniper rifle with five shots. (Topics covered: Unseen attackers, Ammo Counts, Defense actions.)

Kissinger surprise-attacks McNamara, firing a single shot. Random.Org screws him, though, and he only gets a 2, +2, for 4. McNamara's reflex of 4 causes the bullet to miss. The second shot doesn't fare much better, with Kissinger rolling a 5 to McNamara's 6. That shot also misses. It is now McNamara's turn.

McNamara can't see or reach Kissinger, (indeed, he does not even know it's Kissinger trying to kill him) so he rolls for defense instead of attack. He rolls quite well, getting an 8, diving for cover. Kissinger's luck continues to be poor, and he rolls a 6 on his continued attack. He fires and misses a third time. The point difference is now 2-McNamara-defense.

McNamara takes the advantage to figure out what's going on. He uses his response to try to figure out who's attacking him. He rolls a 7, which is determined to be good enough to see Kissinger on a rooftop taking aim again with the sniper rifle. Kissinger fires, rolling a 6. McNamara rolls a 7 on his reflex, and the point difference remains 2-McNamara as Kissinger misses his fourth shot.

McNamara, knowing who's attacking him now, continues to seek cover, getting another 8, and Kissinger continues to fail, rolling a 2. The point difference is now 8-McNamara-defense. Kissinger misses again, his gun empty, and accidently knocks his second clip of ammunition off the building instead of being able to reload. (which would give McNamara a second turn) As it falls into the street below, he loses sight of McNamara, who escapes. McNamara announces to his friends that Kissinger attempted to kill him, and many of them tip off the police to Kissinger's attempted murder. There's trouble in Kissinger's future, as he becomes WANTED.

Scenario 3: Kissinger and a friend, (Dulles) want to kill McNamara. They've cornered him in an alley, Kissinger bringing a Hollywood-Silencer'd pistol with eight shots and Dulles bringing a fire-axe. Little do they know McNamara knows their plan, and has skills of his own. (Topics covered: 10s, Team Combat)

Kissinger tries to shoot McNamara, rolling a 6. McNamara knew Kissinger and Dulles were coming though, so there's no +2, nor a surprise round. McNamara rolls a reflex of 5. The bullet grazes him, and the score is now 1-Kissinger. Dulles steps in and swings the fire-axe, rolling a 3. McNamara rolls a 5, avoiding the strike. The score is now 1-Kissinger/Dulles.

McNamara tries to dodge past Dulles and get the gun away from Kissinger. He rolls a 6, and Kissinger rolls a 4. Kissinger is punched in the face, and McNamara wrestles for the gun. The Score is now 1-McNamara against Kissinger, 1-Kissinger/Dulles against McNamara.

Kissinger and Dulles attack again, Dulles getting a 1 and Kissinger getting a 10. McNamara easily dodges Dulles's strike, and Kissinger fires two shots into the air during the struggle, hitting no one. The score remains constant.

McNamara rolls to attack Kissinger, getting a lucky 9. Kissinger's reflex is comparatively bad, only a 5. The score becomes 5-McNamara Against Kissinger, as McNamara wrestles the gun away from Kissinger, the gun going off in the struggle again and shooting Kissinger in the head, killing him with a "pewt" noise. Kissinger bleeds out on the pavement. The score is now 1-Dulles, as Kissinger and Dulles were both attempting to kill McNamara.

Dulles swings his fire axe, and McNamara's victory over Kissinger is looking short-lived. 7 to 10. McNamara successfully dodges, but the gun isn't so lucky, getting knocked away by the fire axe. McNamara falls prone, scrambling to get the gun back. (A 10 on a dodge, melee, or defensive action causes the next turn to be skipped, or a firearm to waste one extra shot, and the score to remain the same.) Dulles swings again, a 9 to McNamara's 3. The score is 7-Dulles as the axe embeds in McNamara's skull, killing him. Dulles walks away from the scene, Kissinger and McNamara both dead. That didn't go at all to plan.



Traps, Poison, Arson, and Stunning, and other delayed murder methods.
TRAPS: Traps are set up and have a roll built into them during construction. That roll determines how easy they are to set off, and whether they work or not. For example, a trap with a roll of 4 will be difficult to set off, (in that when a player walks into the mechanism, it it has a 40% chance of not activating) and unstable, (meaning that it has an additional 20% chance of breaking instead of activating properly.) A trap with a roll of 9, on the other hand, has only a 9% chance of not activating, and a 1% chance of breaking. A Trap with a roll of 1 will always break, and a trap with a roll of 10 will always break in spectacular fashion.

POISON: Poison requires only a roll to be applied. Once the poison is ingested, inhaled, or absorbed, it takes effect. Symptoms set in as appropriate, and unless the victim receives proper treatment, death is inevitable.

ARSON: A fire has a roll built into it, like a trap. Tens are rerolled. A victim must meet or exceed that roll three times to escape the fire. If the victim fails three rolls within the fire, they die. As a result, fire pairs well with blocked doors, and even a weak fire can become deadly if the escape routes are blocked.

STUNNING: A taser, a shocker, a can of pepper spray, all these can work wonders. A roll is made to attack with a stunning item, and if it succeeds, the target gets no reflex against any subsequent attack, meaning any attack roll five or above instantly kills.

OTHER METHODS: Perhaps you will come up with an exciting new method not mentioned here in your attempts to kill others. Perhaps you will find some innovative way to kill combining these methods. These ideas will be evaluated and processed as the GM sees fit.



Maps of the City and of the blocks. (There are a lot of maps.)
The Nine Blocks:
[Image: The_Nine_Blocks.png]

The Individual Blocks:
[Image: Block_1.png]
[Image: Block_2.png]
[Image: Block_3.png]
[Image: Block_4.png]
[Image: Block_5.png]
[Image: Block_6.png]
[Image: Block_7.png]
[Image: Block_8.png]
[Image: Block_9.png]



Signup format is as follows:

Name:

Description or Image: 

Gender/Pronouns:

Species:

Age:

Size: (Rough Height and Weight)

Abilities/Skills:

Additional Notes: (optional)

There are 16 slots. It is first come, first served, as usual. Anyone beyond the first 16 may enlist as a replacement, in case someone should drop out.

Featuring:

* Kennifer AS French Terezi Pyrope. A French Spy, whatever next? A Bostonian Scout?
* Dookie AS Snap. No, not the rice crispies mascot. No, not the derivative of Jerk either.
* TalesofUnder AS Wario. Hopefully he avoids getting shot this time, what with firearms everywhere.
* wingedcatgirl AS Sariel Elakha. A Paladin, and thus an ideologically motivated murderer. That seems reasonably spy-adjacent.
* TheGeekArtist08 AS Scott "Phone Guy" Cameron. <Insert Hotline Miami Reference Here> I mean what?
* Subparman AS Kaikoku Onigasaki. Umbrella Sword: Hilarious Joke or Epic Spy Tool? Find out here!
* Zanreo AS B-Sha. Young people and their giant robots these days.
* IsThisAPikachu AS Squid Ink Cookie. The inky blackness of their heart is not to be underestimated.
* SomeLibre AS Anaheim. Sorry, we had to disarm you. Improvise a bit.
* Despair's Archon of Memes AS Wood Man. Unrelated to Tree Dude from hit video game SuperHot.
* PointMaid AS "Runner Five". No Zombies in this place, but running may prove to be a good skill here.
* Matthew AS Evil Jay Leno. Oh, the joke-making spy is back in fashion apparently.
* The Map Maker AS Seven. From 999. Not Seven of Nine, this isn't star trek right now.
* MadameButterflyKnife AS Mathra-19-150-M. No relation to Mathra from that one edutainment game. Probably.
* TenOfSwords13 AS Dr. Fischer. That's what, the fifth chemist who turned to manufacturing illicit substances after a life-altering event?
* Magolor AS Lynne. Professional Dying Skills against Assassins? Sounds well suited to this line of work.

Replacement Roster:
#2
Name: French Terezi Pyrope ("French" is a descriptor, her name's Terezi.)

Description or Image: See below. Basically is Terezi from Homestuck except wearing a beret and carrying a baguette.

Gender/Pronouns: Female, She/Her

Species: Alternian troll, tealblood caste

Age: 6 Alternian solar sweeps, or roughly 13 Earth years

Size: (Rough Height and Weight) Let's say around 5'5"-5'6", around 130 pounds.

Abilities/Skills: She has her canon counterpart's amazing sense of smell and taste (that replace her vision), skills with her cane (which has a sword in it; she gets the nifty dragon sword/cane 'cause heck yeah, she'll usually wallop with it before going in for a stab though). She's got a strong sense of JUST1C3... more by Alternian standards than French ones. :P Oh, and she can pull baguettes and croissants out of hammerspace.

Additional Notes: (optional) She's blind but she can "see" by smelling and tasting colors, so has a tendency to describe things with scents/flavors (red is her favorite). Types in H3R BLOOD COLOR W1TH TH3 NUM3R4LS OF TH3 BL1ND PROPH3TS 4ND SOM3T1M3S P3PP3RS H3R SP33CH W1TH 4 B1T OF FR3NCH (OR JUST 4 HON HON HON H3R3 4ND TH3R3)

[Image: IMG_20210628_230055.jpg]
Stupid doomed timeline...
#3
[Image: 065343a2_5e93_40c7_a496_dbd87dc91cef.jpeg]

Name: Snap

Description or Image: Seen above.

Gender/Pronouns: He/him

Species: Drawing

Age: He's technically been around for 2 years, but he's ageless in terms of non-technical age.

Size (Rough Height and Weight): He's about 4'5” feet tall, about the size of a small child. He doesn't weigh all that much, being made out of chalk, but he still can lift things far above his weight.

Abilities: Because he is a drawing, he can put his body on any drawable substance, such as a road or a wall, to defend himself from an attack. He can also smudge written documents with his body. He isn't overly great in combat, but he can pack a punch.

Weaknesses: Water dissolves him, as do erasers.

Additional Notes: ”People say I talk like I'm from New Jersey, but I think I'm more New Yamzey. Oh. Never been?”
why do they call it oven when you of in the cold food of out hot eat the food
#4
Name: Wario

Description or Image:    

Gender/Pronouns: Male

Species: Human...?

Age: Somewhere in his late 20's

Size: (Rough Height and Weight) Wario's height is less than impressive, but to compensate for this, he's very heavy. 

Abilities/Skills: Designing microgames, riding a motorbike, shoulderbashing things

Additional Notes: WAAAAA
For my next trick, how about I kick your ass?
#5
[Image: c016620dc04728651cee6ceb1266456a_f0c52cc...40x873.png]

Name: Sariel Elakha
Gender/Pronouns: Agender (they/them)
Species: Raen Au Ra
Age: At least 27 summers
Size: 5'2", 125 pounds (above average weight)
Abilities/Skills: Sariel is highly trained as a paladin, with a bit of side experience in ninjutsu and white magic.
Additional Notes: Has two headmates that might be familiar to AGOM veterans; one who uses pink and one blue. "Hey why does an Au Ra have a Miqo'te surname?" Oh as if we'd change it now. When EW drops Finch is gonna be a Viera with a Miqo'te surname. You'll live with the inconsistencies and you'll like 'em.
nya
#6
Name: Scott "Phone Guy" Cameron
Description or Image: A relatively slim man, scarred around his facial area. His left eye is covered by a medical eyepatch, and his arms are both wrapped in bandages. Wears a shirt with a sweater on, trousers, and shoes. A typical, if not a bit nerdy, attire, really. He also dons a beanie and an orange jacket. [image ref]
Gender/Pronouns: Male; he/him
Species: Human
Age: Mid-to-late 40s
Size: 5'10" (~178 cm); 149 lbs (~67 kg)
Abilities/Skills: Nothing particularly special. He's a somewhat good communicator, as well as having good reflexes and perception, but that's about it.
Additional Notes: Yeah, he's the same guy I tend to yeet to murdergames, just with a new design. Don't know where else to put this, so I'll put it here - His left eye is practically blind. "Uh, hello? Hello, hello?"
silver dollar, black smoke in my eyes
shattered glass, fallen fast, leave me paralysed
#7
Name: Kaikoku Onigasaki (again)
Description or Image:    
Gender/Pronouns: he/him
Species: Human
Age: 18
Size: 178 cm, or around 5'10”. No data on weight but it's most likely around average for that height.
Abilities/Skills: Charisma, fishing, swordsmanship with an umbrella (??!?!?), playing Sengoku video games, wandering off by himself into objectively suspicious locations
Additional Notes: Remembers being stabbed to death by a certain ninja rabbit, interestingly enough, but who knows why he's come to be a spy? Speaks in this colour.
[Image: bb0ecb42111c57f72c68ae22416ffcb828b3ff47.gif]
#8
Name: B-Sha

Description or Image: (see attachments)

Gender/Pronouns: Female, she/her

Species: Human

Age: Young teen-ish? Probably not older than that

Size: Um... around 141 cm/4'7.5", and... around average weight for that height?

Abilities/Skills: Shooting energy balls from a launcher, powerful kicks, and summoning a giant mecha, Bandam, to punch and fire lasers at an enemy (can only be summoned briefly, and not too often)

Additional Notes: Has a superhero persona called Presto Mask (which is just... her wearing an eye mask). Will probably ask for money for her help (unless you're a kid). Speaks in orange


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Glitchy Bootleg Lasers
#9
Name: Squid Ink Cookie
Description or Image: [Image: latest.png]
Gender/Pronouns: Nonbinary, They/Them
Species: Cookie
Age: Unknown, likely a child.
Size: 4'7"/139.7 cm
Abilities: Slippery, can transform into a Kraken, can fire shots of Ink, can go in water unlike other cookies
Notes: Speaks like this.
#10
Name: Anaheim

Description or Image: See the image below. He's basically a green Impostor.

Gender/Pronouns: Although the gender of an Impostor is disguise-dependent, here, he'll be male-adjacent and will use he/him pronouns.

Species: Impostor

Age: ???

Size: 3'6", and is a slightly skinny bean for someone that high, so a bit light-weighted.

Abilities/Skills:
  • Can stab people with his tongue.
  • Can use his teeth to both bite stuff off and use as a cleaning brush.
  • Wields a pistol.
  • Wields a carving knife.

Additional Notes:
  • Anaheim is the name of a type of green Mexican chilli pepper.
  • He vaguely knows that the Red Impostor is in a relationship with Yukichi cuz the red boi told him briefly about it.
  • He gon' be likely to talk a bit or two about food, especially spicy ones.
  • Sus from the get go? You're lying!

[Image: greenposto.png]
Very interesting...first person to consume solid objects through liquid methods.


quote list
W H O T U R N E D O N T H E L I G H T S

E N D L E S S  F U N

ENTITY SUCCUMBED; INVALID

She's got three murders under her belt, views are gonna be skewed

#11
Name: Wood Man
Image: See below Attachment.
Gender/Pronouns: Male, He/Him
Species: Robot Master/Figment
Age: ???
Size: Around 5'4" ish, and also very bulky.
Abilities: Being Nice, can summon Ceratanium leaves to protect himself in the form of the Leaf Shield, and can also scatter said leaves in their air. Is also a virus. And has fourth-wall awareness (Wood Man IS the link to SiIvaGunner and the viewers after all.)
Additional Notes: Can switch between the below form and their original Mega Man 2 appearance. And... nice. >:]


Attached Files Thumbnail(s)
   
I don't understand any of this... I'm in a world of complete insanity...
#12
Name: "Runner Five"

Description or Image:    
(...Canonically, a self-insert character. In this case, I'll say she looks like me, but taller. Light brown hair and dark brown eyes. Light skin.)

Gender/Pronouns: She/Her

Species: Human

Age: 30's

Size: I'm making her a more ordinary size than I am... we'll say 5'5" and 115lbs.

Abilities/Skills: Good at running. Good leadership ability. Good listener... Has a tendency to be fairly quiet (due to the audio format and that you're Runner 5 as the insert character; I won't abuse this, promise!) Knows how to dispatch zombies well.

Additional Notes: The 'player' character from the running app/audioplay app "Zombies, Run!" This game takes place in Britain, so I'll make her British.
Murdergames Characters
Frankie * Dr. Ruby Ramirez * Solanacae Bakersby * Sam BlackSelen(ium) * Reina Schultz * Dr. Francine "Frankie" Frankenstein * Lotta Schadenfreude

Need a bigger bookshelf? Join me in The Library.
#13
Hear that, chumps? The true King is here, and I'm bad!

[Image: Bowser.jpg]

Name: Bowser Koopa
Source Material: Mario
Gender: he/him
Species: Koopa
Age: Old enough to have 8 kids
Size: Around 8 feet and 500 lbs
Abilities: Supreme strength, fire breath, shell spinning
Other: Composite of what I know of his personalities in the main series and the RPG spinoffs
#14
- NOTE: REPLACEMENT SIGNUP, ONLY USE IF NOT ENOUGH PLAYERS -
Name: Dr Fischer
Description or Image (folder)
: [Image: 354417_x7Sehkl2.png]


Gender/Pronouns: She/Her
Species: Cat, I guess?
Age: 33
Size: Height: Five foot something. Weight: Slightly overweight, but "most of it's fur".
Abilities/Skills: Skilled chemist
Additional Notes:
 - BACKSTORY: Dr Fischer was a doctor working for a private hospital in Nova Scotia, however she quit after one of her colleagues attempted to murder her. From then until now, she has been working for a drug cartel, manufacturing various hypnotics, stimulants, and poisons. After she narrowly avoided getting arrested, she sought employment elsewhere... and then she wakes up here.
- SAMPLE TEXT: Do I really have to be the one talking here? Don't you have more to say, sir?
hey who turned out the lights?
#15
Name: Seven
[Image: Seven.png]

From: 9 Hour, 9 Persons, 9 Doors

Gender: he/him

Species: Human

Age: 45 years old

Size: Around 6'3 to 6'6 feet tall, weighs about 200-250 pounds.

Abilities: He is a professional detective, and is as strong as he looks.

Other: Talks like this.
#16
Name: Mathra-19-150-M, or Mathra for short

Description or Image: A short, feminine person with long, evenly cut pink hair, pink eyes, a frilly white outfit, and pale white skin, butterfly wings, and antennae. Also, she wears a silver crown. Kind of like this.
[Image: image0.jpg]

Gender/Pronouns: she/her

Species: THE GRAND AND SUPRREME MOTHRIMONI (aka. humanoid butterfly hive aliens)

Age: APPROXIMATELY TWENTY OF YOUR HUMAN YEARS.

Size: (Rough Height and Weight) Short; about 4'10, and very slender as well.

Abilities/Skills:
-INCREDIBLE FLIGHT BEYOND WHAT YOU PUNY HUMANS ARE CAPABLE OF! (Aka. just...flight. With wings. She's not even that fast but she can fly.)
-POWERFUL BLINDING ATTACKS FROM BEYOND THE STARS! (Aka. being able to shoot sparkles at people. It's as effective as a cheap sparkler; it can damage, but also it's nowhere near as powerful as she makes it out to be.)
-MASTERY OF THE INCREDIBLY TOXIC FAUNA OF THE NAVENDER SYSTEM! (Being able to create clouds of cherry blossom petals.)

Additional Notes: A VERY CAPABLE invader from the MOTHRIM system, infiltrating humanity in preparation for the ULTIMATE INVASION! Except she's very ineffective. Trust me, this is the pinnacle of power back on her homeworld. SPEAKS LIKE THIS, YOU PUNY HUMANS!


and i may not be loved
but they'll always recall my name
out on the streets, but i do what i gotta do


#17
Name: Lynne (no last name stated!)

Description or Image:    

Gender/Pronouns: she/her

Species: Human, thank you very much.

Age: Unstated, but at least 23. Something around there, you know.

Size: Nothing specific, so I'll reference averages for that age range. ~170 lbs, 5'5". Slightly taller, but not counting that hairstyle.

Abilities/Skills: Dying. (being mortal, y'know?)

Additional Notes: She'll talk in this color.
#18
And that's a cast, lads, lasses, and otherwise! Anyone further can sign up as a replacement. Soon, blood will run down the streets of the City of Tripford, and some of it might not be yours! A Glorious Dawn awaits, soon. (Well, Glorious for the people who aren't dead or miserable, that is.)

The Game Thread will open at a time TBD (whenever I end up waking up to the point where I'm confident that I won't immediately fail to GM.) on Tuesday the 7th in the US. (2021/9/7)
I am the They who says it!
#19
Name: Evil Jay Leno

Description or Image: [Image: attachment.php?aid=144]

Gender/Pronouns: Male

Species: Half late-night talk show host/half demonic abomination

Age: Eternal

Size: (Rough Height and Weight) 5'11 and 220 lbs.

Abilities/Skills: Making corny jokes, reality warping powers, ability to take something away from other people, not to mention having a laser gun stowed away under his chin.

Additional Notes: (optional) Speaks like this.
I like bananas. They're yellow.


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