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*Overthink101 and Determined_Wolf are co-writers of this RP and have the same authority I do regarding fourms, please treat them with upmost respect* Plot Exp. 298, PROJECT A.T. is ago! Gather the specimen. On the cool morning of January 1st, 3045, scientists appear on the doorsteps of eight different young adults, ranging from ages fourteen to eighteen claiming to work for the government and that these specific children have been chosen to participate in an experiment. If they do not they will face consequences. Whether it was because of the threat or something else, all eight children agreed to be in the experiment. They are allowed to bring anything they want with the exception of weapons. Once they arrive at the lad, each young adult is given a room to themselves and provided with three meals a day. They are allowed to leave their rooms only with a scientist accompanying them. Some scientists are more friendly towards the 'specimen,' and manage to earn their trust while others simply remain mysterious figures that give the children shots, odd drinks, and other things as tests. One morning, after eating some sort of mushroom, the specimens wake up to find they hold the power of one of the world's elements. Earth, air, fire, water, light, shadow/darkness, metal, or plasma. Outside, a sickness is spreading, killing anything and everything in its path. With their new powers the young specimens have the power to defeat this sickness and restore peace, or destroy the world forever, gaining power that was once unimaginable. There's just a few things to keep in mind. One: most of the scientists are trying to keep control and will be a constant threat, and two: the only way they can save the world is if they work together. If even one person goes for power all fails. --- Links Sign-ups: You are here! Discussion: https://wolfplaygame.com/forums.php?f=36&t=74417 Link: N/A Edited at July 1, 2021 03:49 PM by Lost Memories
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Info on the Elements Air In its most basic form, air bending is the ability to manipulate and control air with your mind or movement, generally starting with only smaller portions of air. At a more advanced level, however, an air bender may learn to create air at will as well as change the weather. At the most advanced level, an air bender may even create natural disasters such as tornados and high wind speed thunderstorms and gain the ability to levitate or fly. At their most advanced level, air benders may even gain the ability of telekinesis, or moving things with their minds. They may start with smaller objects and gradually become more powerful. Opposite element: Earth Weakness: Earth Power over: Water, especially when an air bender figures out how to control the weather they become a threat to water benders Fire At its most basic level, fire bending is simply manipulating or controlling fire with your mind or movement, usually starting with only small amounts at a time. At a more advanced level, however, a fire bender may learn to create fire at will as well as gain extreme heat tolerance, allowing them to enter heated places that a normal human could not survive. At their most advanced level, a fire bender may gain the ability to change the temperature for miles around them as well as creating mass amounts of fire, and even lava, giving them the ability to cause huge wildfires and possibly even erupt a sleeping volcano. At their most advanced level, fire benders may even gain the ability of fire mimicry, or the ability to mimic the movement of fire, this may include moving very quickly in odd patterns and generating large amounts of energy. Opposite element: Water Weakness: Also water Power over: Earth, a fire bender can burn all the plants. And animals, for that matter. Water At its most basic level, water bending is simply the ability to manipulate or control water with your mind or movement, usually starting with only small amounts at a time. When more advanced, however, water benders may gain the ability to create water at will and breathe underwater for certain periods of time. At their most advanced level, fire benders may be able to create and control mass amounts of water, giving them the ability to create natural disasters such as hurricanes and tsunamis. Water benders may also (though not as likely) gain the ability to manipulate or control any liquid, including blood, as long as it is currently in contact with the ground. For example, a water bender cannot control rain (as that is in an air bender's domain) until it comes in contact with the ground. If they gain the ability to bend blood, however, then the animal or human that they are targeting must be in contact with some form of water, whether it be a river or a puddle. There are a few exceptions, but you must PM me first. Opposite element: Fire Weakness: Air Power over: Fire, water douses the flames. Earth At its most basic level, earth bending is simply the ability to bend or adapt smaller portions of the ground and smaller plants. At a more advanced level, however, an earth bender may gain the ability to create land or plants at will as well as move or change larger amounts of land, giving them the ability to cause natural disasters such as earthquakes. At their most advanced level, earth benders may even gain the ability to communicate with animals and sense plants, this would give them the advantage of knowledge when it comes to traveling and planning as they would know more information than most. At their most advanced level, some earth benders may even gain the ability to transform into any animal they wish, starting with smaller animals and gradually getting more powerful. Opposite element: Air Weakness: Fire Power over: Air Metal At its most basic level, metal bending is simply the ability to move and change the appearance of small pieces of metal. At a more advanced level, however, a metal bender may gain the ability to create and change metal at will, though still in smaller amounts. At their most advanced level, a metal bender may summon metal from anywhere inside a five-mile radius, including from underground. With this metal, they can create almost anything including weapons, armor, shields, a shelter, as long as they can imagine it and they have enough metal, they can build it. They may also move said items with their minds if they desire to, though it takes a lot of effort. The larger the object, the harder it is to control. Metal is one of the hardest elements to control and the wielder of this power must be extremely careful where, when, and how they summon the metal, otherwise they risk putting a knife or piece of metal through their own or someone else's chest. Because of this, metal takes a longer time to develop, but once mastered it is also one of the strongest elements. Opposite element: Plasma Weakness: Darkness Power over: Plasma Plasma At the basic level, plasma bending is actually the ability to heal quicker and understand the human body better, including heightened knowledge of the way people think and why. At a more advanced level, a plasma bender may gain the ability to move quicker and heal people by coming in contact with the wound. At its most advanced level, plasma is possibly the scariest element, though usually known as a healer, a plasma bender may also become a killer with the ability to change, move, and stop the movement of plasma inside a human or animal body, resulting in a slow death. Like metal, plasma develops slower than the other elements simply for the fact that it is harder to control and more overpowering. In order to control plasma correctly, a plasma bender must have a complete understanding of what they are doing and how to control it, otherwise, things could go bad pretty fast. Opposite element: Metal Weakness: Metal Power over: Light Light In its most basic form, light bending is simply the ability to manipulate or change light with your movement or mind. At a more advanced level, however, a light bender may gain the ability to create light at will and even have flash visions of the possible future, though they aren't necessarily reliable at this level. At their most advanced level, a light bender may gain the ability to see into the near future through visions and read certain scripts that may be used to save (or destroy) the world. The light bender is also the only one who can make a bright enough light to see through the shadow bender's shadows. (This one will most likely be reserved for one of the three of us because of the visions and script stuff) Opposite element: Shadow Weakness: Plasma Power over: Shadow, light penetrates the dark. Darkness/shadow At its most basic level, shadow bending is simply the ability to manipulate or move shadows with your mind. At a more advanced level, however, a shadow bender may be able to create and control large amounts of shadow that a normal light couldn't penetrate, resulting in a blackout, they may also be able to drop the temperature to near freezing. At their most advanced level, shadow benders may gain the ability to shadow travel, or jump from place to place using shadows, and drop normal temperatures to below freezing without warning. At their most advanced level, some shadow benders may even gain the ability to see other people's pasts, giving them more insight on both their companions and enemies than most people. Along with this, they may gain the power of echolocation and the ability to speak to/communicate with shadows. Opposite element: Light Weakness: Also light Power over: Metal, if they can't see then they can't use their power properly, plus metal won't bend properly in the cold.
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*Your character must follow the basic personality type in order to sign-up, obviously they should be more complicated than just what I wrote and feel free to add onto what I wrote or create your own twist.* Elementals Personality (basic) Fire Fire benders are generally pretty passionate and rather loud. They are either very excitable or very angry, varying from person to person. Along with their naturally loud attitude and often boastful nature, fire benders, more often than not, have a strong sense of independence. They don't want to be wrong, and they don't want to have to do what they're told. At the same time, they may be protective of those they care about and very brave in tough situations. All in all, fire benders make good leaders, even if they are a bit stubborn. Air Generally, air benders are very fun people, always wanting to jump in and be a part of what's going on, they are often very talkative people that like to joke around and just take things easy. If you want to have fun or just have someone to chill out with, air benders are generally a good option as they are often friendly and happy to be around people. Water Water benders are, similar to their element, somewhat unpredictable. On good days they can be calm and rational, and on bad, they can be a terrible storm. It really just depends. In general, though, water benders also tend to care about the people and world around them, even if they don't always do the best job of showing it. Earth Earth benders are generally very grounded (haha, I'm very tired.) and knowledgeable of the world around them. They are also generally very observant and rather quiet, willing to sit back and listen until they believe that their input is needed, or are directly asked for their opinion or input. At the same time, Earth benders tend to go straight to logic and reason, possibly ignoring or pushing aside emotions in the process. Metal Metal benders, similar to water benders, cand be of varying personalities. The main thing that a metal element is looking for, though, is determination and patience. Because of the extra time it takes for a metal bender to master their skills they must be extra patient and determined. Other than this though, metal benders can have pretty much any personality. Plasma Plasma benders tend to be more helpful, kind-hearted people simply because of the amount of power they have. It is very unlikely that the plasma element would chose someone that is easily angered or are hateful, preferring people who intend to do good rather than evil. If they didn't do so then it would be possible that a complete psychopath could gain the power of plasma and walk around murdering people. Quite frankly, that's not what the element wants, it was created to help, not harm. Light Light benders, similar to earth benders, tend to be more insightful and logic based, though perhaps more in tune with their emotions. They are generally planners that like to know what's going on before it happens. More often than not, light benders are good natured people that care about others, though they may also be more snappy and 'to-the-point' than others. Shadow Shadow benders tend to be more mysterious and quiet, avoiding most others and keeping to themselves. They also generally care about others (even if they don't show it), and can be very protective, though others may not guess or believe this because of how reserved shadow benders tend to be. Sometimes they are shy, other times they simply want their privacy and prefer to keep others at distance for their own reasons. Edited at June 28, 2021 12:13 PM by Lost Memories
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Roleplay Rules 1. Follow all WP rules 2. Be NICE, very important 3. Hate the character, not the player 4. LGBTQ+ is allowed and supported! 5. I reserve the right to decline your fourms 6. Put a your favorite plant in other 7. Because this is a smaller RP I will be more strict about fourms 8. This is a literate RP, you must be able to consistantly write at least 300 words. (I understand writers block, just communicate.) 9. Please be able to post at least twice a week (I understand if something comes up, but again, please communicate.) 10. Just kidding, put your favorite musical or movie in other 11. Your fourm should reflect your writing, please include at least two paragraphs of five sentences each for both your characters looks and personality. 12. Do not injure or kill a character without premission from both the other person 13. Reservations last 24 hours, unless you specifically reach out to me and have a reason. 14. Romance is allowed, but should not be the main focus of the RP 15. Keep it PG-13, time skip explicit scenes 16. I control time and weather... For the most part 17. This RP is (mostly) realistic, if your character sprains an ankle they won't be healed the next post. 18. Cursing is allowed, just not like a sailor. 19. Have fun!!! --- Lab Rules 1. Scientist are in charge, what they say should be done without question. 2. Never leave your room without a scientists permission first. 3. You may visit with your fellow specimens, but you must be supervised. 4. No weapons in the lab, this includes pocket knives, pepper spray, ect. 5. Never leave campus. (More may be added later.) Edited at June 28, 2021 12:47 PM by Lost Memories
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Spots Available Air Adrian Nicholas Alexis Onism / 18 / Male / Asexual Gay / Both / Tis Juan Fire Orion Gabriel Ashford 'Ash, Hunter' / 14 / Intersex Male / Bisexual - Greyromantic / Mono / Pastry Lord Water Talon Pierce / 17 / Non-Binary / Asexual Panromantic / Both / Lost Memories Earth Garvin / 17 / Male / Demisexual Panromantic / Both / Overthink101 Plasma Gorōta Sanae Ryuugo 'Five' / 17 / Male / Gray-Ace/Aro / Both / Overthink101 Metal Vernon Hanford 'Vern, Ver' / 16 / Male (He/They) / Panromantic-Demisexual / Both / Nix Light Ben Ford 'Benny, Benja Boy, Diablo' / 16 / TransMale / Questioning / Both / Determind_Wolf Darkness Briggan Miles 'Snowfall' / 15 / Male / Straight / Mono / The Wayne Pack --- Sign-Ups * means optional RP example: --- Name: *Nickname(s): Age: Gender: Sexuality: Poly/Mono/Both: Blood Type: Nationality: Power: /~/ Appearance: Personality: Likes: Dislikes: Strengths: Weaknesses: Hates: Fears: More Emotional/Logical: Allergies: Mental/Physical Disabilities: Addictions: Both/Right/Left-Handed: /~/ *Background: What They're Bringing With Them: *Themesong(s): *Additional Information: Other: Edited at July 25, 2021 11:55 AM by Lost Memories
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Water Name: Talon Pierce Nickname(s): If you call them birdy they will kill you, other than that they don't really care. Age: 17 Gender: Nonbinary Sexuality: Asexual Panromantic Poly/Mono/Both: Both Blood Type: A- Nationality: English Power: Water /~/ Appearance: Talon is skinny and tall, standing at 6'4" and only 150 pounds. They have pale skin with light brown hair that is short and curly, framing their diamond-shaped face neatly. Their eyes are dark blue and almond-shaped with arched eyebrows. They have freckles scattered across their nose and cheeks along with heart-shaped lips. They don't generally care about what they're wearing, and their wardrobe kind of reflects their personality. A mess. Sometimes you see them wearing a simple T-shirt and jeans, other times they're in a full suit, sometimes they're in bright, colorful clothes, and sometimes they have a dress (though this is less common). It really just depends. The only consistency they seem to have is their jacket, a worn-out plain black jacket. Sometimes they have it around their waist and other times they're wearing it, but they're always wearing it. Their nails are also painted more often than not, though the colors vary. And they wear a simple silver ring on their left hand. Personality: Talon is a complete mess when it comes to emotions and they have their stupid disorder to blame for that. Alrighty, let's just go through their most common moods, that's probably the best way of explaining things. Talon is constantly having mood swings, when they're happy they tend to be rather energetic and willing to talk and socialize with anyone and everyone. This is a relatively rare mood for Talon though because their disorder also makes them have heightened anxiety as well as depression. When Talon is sad or upset they generally avoid contact with everyone, retreating into themselves and often blaming and scolding themselves for the negative emotions they are feeling, even if it's not their fault. Anger. Okay, this is the big one. Talon has a tendency to get aggravated or angry at small things that don't really matter, they are often described as having anger issues. Now, if Talon is only a little upset they'll probably just raise their voice a bit, but when they are truly angry, even if they don't want to be, they kind of lose control of their body and they might end up hurting someone physically. They'll regret it later, of course, they hate hurting people, but again, when truly angry, they can't really control it. Then they have their more laidback mood, Talon's not always a complete wreck (though they are most of the time), when they aren't upset or angry they can be friendly and calm, willing to listen and help out if needed. This is Talon's 'normal' side, the side they prefer to show and tries to keep up for the majority of the time. Not that it works, they do try though. All mood swings aside, they are constantly beating themselves up mentally, hating themselves for everything that they do and everything that they say. They could have done it better or differently and there's no way that they were possibly right, no matter what they did. Likes: - The dark - Nature - People, sometimes - Water - It really depends Dislikes: - People, sometimes - Bright places - Themself - Again, it really depends Strengths: - Running - Climbing - Listening - Lying - Basketball Weaknesses: - Their disorder - They tend to act before they think - Their fear - People actually calling them out about their disorder or emotions, they're scared to talk about it but is aware that he needs to, so they don't know how to react Hates: - Themself. - People trying to make them talk about emotions - Yeah, they really just hate themselves a lot. Fears: Being abandoned. They constantly go in between pushing people away, trying to protect them, and being super clingy towards them. One second it's one thing, the next it's another. More Emotional/Logical: Emotional. Talon is constantly acting on what he feels, which is a bit of a problem considering his common mood swings. Allergies: None Physical Disabilities: None Mental Illnesses: Borderline personality disorder Addictions: None, surprisingly Both/Right/Left-Handed: Both, defaults to right /~/ Background: Talon grew up in a relatively stable home, their mother worked as a nurse and their father was a small business owner, so money was never really an issue. They went to therapy often because of their disorder, but nothing really seemed to help. Because of their disorder, Talon grew up with very few friends, scaring away most people with his sudden mood changes and their tendency to become loud and rather mean when they were angry. Talon did manage to befriend one person, however, his name was Jack. The two became close almost as soon as they met in fifth grade. There was no particular reason for it, the two were just drawn to each other. Jack learned how to handle Talon's mood swings and how to calm them when they were angry or upset, the only person to figure this out besides Talon's father. They were doing well until Talon was having a particularly bad day and snapped at Jack, their friend tried all the normal methods to sooth Talon, but nothing was working and Talon eventually lashed out, hitting him and actually knocking him out. Once they managed to snap out of it, Talon felt terrified and horrible for what he had done and got help immediately. Jack was in the hospital for two days and though he said multiple times that he forgave Talon they refused to get close to him again for fear that they might hurt him again. This hurt Talon more than anything else because they were losing the only person that they had ever truly allowed close to them, but they refused to take the risk of hurting Jack again. What They're Bringing With Them: Their phone, some extra clothes, a water bottle, anxiety and anti-depressant pills, a picture of them and their family, and a small bag to keep it all in. Themesong(s): Thank you- Cavetown Train Wreck- James Arthur Mad Hatter- Melanie Martinez Twisted- MISSIO Saint Bernard- Lincoln Migraine- Twenty One Piolets Leave Me Alone- NF Additional Information: Don't think so.
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Is the shadow spot open? If so, can I reserve it?
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Sure thing! Your reservation will end in 24 hours!
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Lightbringer
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Hey! I am very interested in this roleplay I was wondering if i could possibly reserve the Fire spot.
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