Twokinds Industrial Interest Check/Sign-up

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SirJahar
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Re: Twokinds Industrial Interest Check/Sign-up

#76 Post by SirJahar »

SirJahar wrote: Wed Mar 01, 2017 6:42 am
CHARACTERS:
Butterscotch wrote: Tue Apr 11, 2017 2:31 pm
Spoiler!

TK Industrial

Character:
• Name: Crowley Munn
• Race:Basitin
• Strengths: Spear Proficiency, Basitin Hearing, Basitin Immunity
• Weaknesses: Short Sighted
• Personality: Honourable, Often lost in thought, Quiet.
• Ref?: Image


Physical:
• Height: 5'6
• Hair/Fur: Brown
• Eyes: Green
• Skin:
• Clothing: Personally made Leather/Gold/Fur Armour

Offensive:
• Weapons/tools: Personally made spear
• Magical abilities (if applicable):
• Weakness: Armour offers little protection to gunshots

Story:
• Lore: Born on the mainland in [Waiting for Map of World]. Crowley's parents trained him in the old Basitin ways since the age of 5. During these practices, Crowley's Lower lip annd chin has been scarred and his eyesight has been damaged. At the age of 10, Crowley, while travelling a desert with his parents, stumbled into a quicksand pit, nearly killing him, this left him with a fear of Deserts and Sand.Once Crowley stopped growing taller (at the age of twelve) He was given his custom armour by his parents. At the age of 16, having shown to excel in combat with a spear, his parents passed down their spear unto him. Now at the age of 18, Crowley wanders the mainland as a 'hands-for-hire'.
• Past acquaintances: Parents (Mathias Munn and Charmeine Munn)
• Nationality: Mainland Basitin
• Ideology: Anti-Gun, Believes in Honourable Combat
• Fears: Deserts, Sand
zackepic22 wrote: Thu Apr 13, 2017 1:06 pm
Spoiler!
Character:
- Name: Councilor Edmil Frostpaw
- Race: Human/Snow Wolf Keidran Hybrid
- Strengths: Political Training, Skilled Swordsman, Enhanced Scent, Hearing and Reflexes(From Keidran side)
- Weaknesses: A Temper that tends to flare up due to political moronicness, and a lack of subtlety when frustrated
- Personality: Fair, Mostly Honest, Devoted to his people and culture, brash
- Age: ~23(Middle-aged from combined Human and Keidran blood, yet, he actually seems to age pretty well so far)
- Languages: Human, Keidran
- Ref?:

Physical:
- Height: 5'11"
- Hair/Fur: Black(Including a heavy beard and moustache)/White
- Eyes: Blue
- Skin: Slightly Pale Caucasian
- Clothing: Fur coat, pants, an armored vestment on his torso, as well as bandages around his feet.
- Keidran parts: Ears, Forearms, Forelegs, and tail

Offensive:
- Weapons/tools: Longsword
- Magical abilities (if applicable): Has a slight aptitude for mana crystal use, mostly using that kind of magic for small elemental attacks in combat
- Weaknesses: He has a slight limp in his left paw, and, his hearing's no longer as good in his left ear.

Story:
- Lore: The Frostpaws are quite possibly one of the oldest mixed Human/Keidran families in the history of the White Federation/Republic, believed to be descended from old Snow Wolf nobility, though, in this modern age, no one is entirely sure of the truth. However, they are one of the more powerful families in the Republic. Edmil was the second son of the late Lord and Lady Frostpaw, both hybrids themselves. Despite not being the heir, he was given important responsibility. He was trained by his uncle Kendro in matters of politics, by family friend, local human captain of the guard, Captain Erin Hasway, in matters of Swordsmanship and physical combat, and finally, by his father himself, in the art of using magic and mana crystals. He currently serves a councilor to the Republic, and does his best to keep those who would damage the Republic's integrity and equality in check.
- Past acquaintances: Marsan(Older Brother), Palia(Younger Sister)
- Nationality: White Republic
- Ideology: Equality, Fairness, and Morality. No one must rule with an Iron Fist.
- Fears: Templar Supremacy, Human Supremacy, Complete or Major loss of Morality, both political and otherwise.
Lief wrote: Thu Apr 13, 2017 4:29 pm
Spoiler!
Character:
- Name: Kiersten "Keers" Holmwood
- Race: Basitin
- Gender: Female
- Strengths: Typical benefits from being a Basitin. Good shot. Skilled fighter. Quiet. Undaunted.
- Weaknesses: Mute. Headstrong. Copper allergy. Undaunted.
- Personality: Cheerful (And that's about where I give up with personality this day.)
- Language: Bits and pieces of everything. Fluent in Basitin, doesn't have much trouble with Human, and knows several dialects of Keidran, primarily those used in the White Republic.
- Appearance: About average height for a female basitin. A bit on the thin side, but with well-defined muscles and a bust size befitting her frame. Hair isn't styled, cut somewhere between a pixie cut and bob, leaning closer to the bob. Typically a vague mess, but never tangled or knotted.

Physical:
- Height: 5'4/1.62M
- Hair/Fur: Tan fur, silver hair.
- Eyes: Blue-Grey
- Skin: N/A.
- Clothing: A white short-sleeve shirt. Faded brown Jack-of-plate. Grey trousers, likely once black. Faded brown leather knee and shin protectors. Incredibly well-worn brown leather boots, steel-capped. Leather gloves. Lacquered steel vambrace on left arm. Undergarments. Grey cloak with hood, may have been black once.

Offensive:
- Weapons/Tools: A simple but well-made longsword. A plain hunting knife. A straight-pull bolt-action carbine.
- Magical Abilities: Personally, none. On account of being a Basitin. Vambrace is enchanted, however, and can project a magical shield. Can cover roughly 3/4 of Keers herself, depending on positioning of her arm. Only indication it's in use is a slight wavering in the air. Powered by mana crystals hidden in the straps. People are unaffected and pass right through. Otherwise it can turn away blades and bullets alike, although it eats through crystals at an alarming pace in doing so.
- Weakness: Limited protection. Small stature, large rifle (It's 39" in total length, which is over half her height.)

Story:
- Lore: Keers has a genetic defect of some sort. Whatever it is, it caused her hair to whiten at fifteen, and has given her an allergy to copper. It may have affected her mind, too, as she was always rebellious during her youth. She left the isles and the empire at 16 of her own accord, though rumors of her impending exile had already started spreading by that time. She later discovered that they had followed through on her exile, despite the fact she had failed to show up for the hearing (having not been aware of it in the first place). She found this humorous. Keers has been wandering, doing odd jobs and mercenary work for nearly a decade now. She wasn't born mute, but some event during her life has made her this way.
- Acquaintances: Parents (Presumed dead, but otherwise has no way to contact them), several mercenaries, innkeepers everywhere.
- Nationality: Kingdom of Keers (AKA none)
- Ideology: Against strict rules. Otherwise, goes with the flow.
- Fears: The ground. (Falling, from great height, into said ground. The heights themselves don't bother her.) Snakes.
DarkTheImmortal wrote: Thu Apr 20, 2017 4:03 am
Spoiler!
TK Industrial

Character:
- Name: Rikter Akan
- Race: Male Human/Adrakist
- Strengths: Strength, fire
- Weaknesses: Still geting used to powers, baths (Having fire you can't fully control makes sitting in water like sitting in a cooking pot.)
- Personality: not as hot headed as what people assume Adrakists to be. Maybe a little too trusting of others. Big ego.
- Languages: Human, Keidran, Basitin
- Ref?: Kind of like Sarah but male, and without the stripes of gold hair.

Physical:
- Height: 6'01"
- Hair/Fur: Crimson
- Eyes: Gold
- Skin: Caucasian/patches of crimson scales
- Clothing: Adrakist robes
- Extra: Tail, paws, horns, all crimson

Offensive:
- Weapons/tools: Normal bolt action rifle for range. Claws/fire for short range combat.
- Magical abilities (if applicable): Fire. Lots of Fire.
- Weakness: Scales were made for blades, not guns. Only wearing robes, he has little to no protection against bullets.

Story:
- Lore: Being raised in a small farming community, he never had too much contact with the outside world. There was a small gathering of dragon warshipers in town, about 3 or 4 people; most in the village just focused on working and ignored them, but not Rikter. At the young age of 10 he was intreagued by them , and joined them, learning a lot about the powerful creatures dragons are and became obsessed. 3 years after his joining of the dragon worshipers, he found stories of some who have turned into dragons, or at least partially, and like dragons, he became obsessed with that idea. For five years he traveled the country in search for more on the topic and learning the other languages to show his superiority. At the end of those five years, he began his transformation.

Now, at the age of 20, he travels the continent as a mercinary. Still not used to his powers, he carries a bolt action rifle for long ranged attacks, but his claws are just fine for short range. He dislikes the idea of slavery, which is why he denounces the Empire.
- Past acquaintances:
- Nationality: Born/raised in small farming town in the Dragon Empire. Does not like their policy on slavery, so denounced them.
- Ideology: Dragons are the greatest of all species.
- Fears: Spiders (very affraid). loosing powers. death.
Ketzal wrote: Thu Apr 20, 2017 6:23 am
Spoiler!
Name: Baelorn Yovahn
Race: Human
Strengths: Modest musical talent, modest marksmanship, and a not-so-modest silver tongue
Weaknesses: His temper, along with an unhealthy appreciation of all things ale
Personality: Clever and quick-witted, but not so wise as to know when to shut up. He has a way with words that has gotten him both out of sticky situations and into just as many of them. A lifetime of wandering has made him quick to judge others, and trust is not something he gives often outside of his troupe.
Languages: Human, some basic Basitin
Age: 29

Physical
Height: 5'10"
Appearance: Has a lean build, his features mostly plain besides a piercing gaze he can give while angry. He has a scar on his right hand from a training accident in the army, and his hair is a mess of curls.
Hair/Fur: Brown, medium length. A goatee hangs off his chin.
Eyes: Light Blue
Skin: Light
Clothing: A standard tunic and trousers, with a petticoat in his bag on the rare formal occasion that may arise. Has a cloak for when the weather turns sour.

Offensive
Weapons/tools: A couple of daggers, one at his waist and the other in his boot. Carries a pair of flintlock pistols, as well as a beloved violin, an heirloom from his family.
Magical abilities (if applicable): None. He learned some fundamental spells such as lighting a candle and starting campfires, but he has no real magical ability to speak of.
Weakness: His time in the military has drilled several basic aspects of combat into him, but Baelorn is not a fighter at heart. Against anyone with more than a private's worth of training, he won't last long in a fair fight.

Story
Lore:

Baelorn grew up a son to a Templar knight and a traveling merchant. Though loving, his mother often had to travel with her trading company, leaving him to be watched over mostly by his stern father. At the behest of both him and the state, an 18-year-old Baelorn found himself conscripted into the Templar army, a harsh training that tempered his mind and body in the Order’s ways.

Nothing could harden him enough for the news he received one fateful night, however. His mother had been killed, her caravan the victim of what might have been a roadside robbery turned violent in Basitin lands. A personal mourning and a cold, indifferent conversation with his father later and he deserted, fleeing his home with nothing but his clothes and his mother’s violin.

Nowadays he wanders with a traveling theatre troupe, aimless and indifferent to most. He doesn’t know if he’ll ever return to face his father or the painful memories, but he doesn’t plan on it anytime soon.

Past acquaintances: Father (Torvald), some men from the company of Templar soldiers he was in, as well as his traveling theater mates.
Nationality: The Templar Order
Ideology: “Live for the path ahead and never look back”
Fears: his father, the Order coming after him for desertion. Losing his mother’s violin.
NotThatJon wrote: Fri Apr 21, 2017 12:28 am
Spoiler!
TK Industrial

Character:
- Name: Zachary Piscator
- Race: Fox Keidran
- Strengths: Knowledge of watercraft and navigation, excellent fishing skills, doesn’t tire easily
- Weaknesses: Little to no combat experience, little to no magical experience
- Personality: Reserved when interacting with strangers, but friendly among acquaintances. Very stubborn, but willing to entertain differing opinions and ideas.
- Languages: Keidran, Basitin

Physical:
- Height: 5’4’’
- Hair/Fur: Mostly orange, with tinges of black and white. Hair is short and black.
- Eyes: Blue
- Skin: -
- Clothing: A white short-sleeve shirt, durable brown pants, fishing boots, fishing gloves

Offensive:
- Weapons/tools: an old broadsword (found washed up on shore), a trusty fishing rod, some fishing nets
- Magical abilities (if applicable): Unreliable, used only out of desperation (and probably won’t work).
- Weakness: Due to his small stature, opponents with long reach in melee range are difficult to attack. Also has no ranged weapons (unless casting his fishing line counts…)

Story:
- Lore:
As soon as Zachary could walk on his own two feet, he was hanging around the Vipen shipyard. He was fascinated by the shimmering glint of the waters, inspired by the diligent efforts of the shipyard workers, and intrigued by the interesting techniques employed by the fishermen. He often kept to himself, but he did have one good friend, a Basitin, named Eric, whom he often chatted with at the docks. His father often took him out on the waters, showing him how to operate all sorts of watercraft. They often enjoyed fishing together, and spent many nights under the stars.

Once, on one such trip, a terrible storm appeared unexpectedly, and powerful waves began to rock their boat. One especially strong wave violently struck the side of the ship, throwing Zachary overboard. Zachary quickly attempted to swim back to the boat, but the waves repeatedly slammed into him. He was unable to stay above water, and he soon began to drown. Thanks to some quick thinking by his father, Zachary was spared from a watery grave. However, for the next few months, he couldn’t bear to leave land.

Soon, he realized that his father’s life was nearing its end. He was an old Keidran, and only had maybe a few months left in him. Aware of how much his father enjoyed spending time with him at sea, and with some encouragement from Eric, he decided to get over his fears and go back out on the water for his father’s sake. He and his father spent the next few months in happiness. Soon enough, his father passed. Zachary mourned, while Eric provided him with support. This didn’t last long, as one day, with no warning, Eric had vanished. Zachary asked anyone he could find if they knew what had happened to him, but no one seemed to know. Zachary, no longer having anything tying him to the shipyards, decided to go on a personal journey. Despite knowing nothing of Eric’s fate, he hoped, however blindly, that they might eventually be reunited.

- Past acquaintances: His father (deceased), a Basitin named Eric (disappeared)
- Nationality: Basitin-Fox Alliance
- Ideology: Put others before yourself, but don't rely on others
- Fears: Drowning, storms, being left alone
RowanEx wrote: Fri Apr 21, 2017 2:37 am
Spoiler!
Character:
- Name: Samantha Sawyer
- Race: Fox-Human Keidran
- Strengths: Marksman, can shoot accurately
- Weaknesses: Untrained. Lack of Strength
- Personality: Timid, Careless with a pinch of a curious mind
- Ref?: [ERR]
- Languages: Basitin, Keidran, Human

Physical:
- Height: 5'7
- Hair/Fur: Red hair, Red/Black fur
- Eyes: Brown
- Skin: Tan
- Clothing: A simplified dress, a loincloth

Offensive:
- Weapons/tools: A modified rifle with a prototype scope crafed from broken binoculars
- Magical abilities (if applicable): None
- Weakness: Untrained. No Melee combat weapon. Lack of Strength.

Story:
- Lore: Samantha Sawyer, or more likely known by some of her friends as "Arrowkid" for her sometimes lethal desire to study arrows when she was merely young, was known to be curious. It didn't stop her to learn how to use a gun, but after a rather... interesting magic-related gun accident she stumbled upon, she somehow got scared of... guns. Except for her own personal rifle (her parents were baffled).
- Past acquaintances: Her parents (alive)
- Nationality: White Republic
- Ideology: "Leave no one behind"
- Fears: Rifles (except her own modified rifle), Getting shot. Claustrophobic.
ThunderVolt wrote: Tue Apr 11, 2017 11:24 pm
Spoiler!
Character:
- Name: Ricky (everyone calls him AceVolt)
- Race: Human
- Strengths: Raw strength in his muscles
- Weaknesses: Magic, swarms, Keidran, his real name
- Personality: Fun and carefree, in battle, ruthless
- Languages: Human (English), whatever Spanish would be, and only knows how to say "I don't know Keidran" in Keidran.
- Ref?: ?

Physical:
- Height: 5' 12" (He likes to call it this way)
- Hair/Fur: Jet-black hair
- Eyes: Brown
- Skin: White
- Clothing: Always wears a T-Shirt and shorts

Offensive:
- Weapons/tools: Always carries around a worker's tool belt. Tool belt is full of things like hammers, wrenches, lighters, oil cans, etc. all useful in a battle. Favorite weapon: his mallet
- Magical abilities (if applicable): Weak magic, but can be used to buff battle strength or to make a weapon larger
- Weakness: Defense, magic counterattacks, wolves

Story:
- Lore: Owns a small blacksmith shop in a town. Was grown and raised there, now he owns it. Just your average guy.
- Past acquaintances: The market guy (he calls him "You")
- Nationality: He has no idea
- Ideology: Whatever the community thinks
- Fears: Not having his trusty mallet, heat, cold, people who fight better than him (most people)
SirJahar wrote:
Spoiler!
Character:
Name: Markus Frostmane (Alliase: John Gunman)
Race: Snow Wolf Keidran
Strengths: Brilliant tinkerer, Avid gun smith
Weaknesses: Despite being around guns all day, his aim is poor, and his often experimental designs leave him unreliable in terms of firepower.
Personality: Easily frightened, Markus is known to prefer his problems 100 feet away and stationary.
Age: 9 years.
Ref?:
languages: Keidran, Human

Physical:
Height: 6'2
Hair/Fur: Albino
Eyes: very light blue, almost grey
Skin: white
Clothing: A tan pair of trousers and an oft-stained shirt, a beat up old duster, and ragged boots.

Offensive:
Weapons/tools: a flintlock pistol that looks like it's about to explode or fall apart, and his most recent creation, whatever it may be.
Magical abilities (if applicable): Not known to be magically active, Markus can't even light a candle with magic. Let alone put one out.
Weakness: Extremely frail, known to collapse when under high stress.

Story:
Lore: Markus spent much of his early life on the road, his parents Jullie and Tavis Frostmane ran a trading caravan traveling back and forth from Hawling to Northwick. At 2 and a half, he got his hands on a gun for the first time. It was good for him. He was always a frail boy, and getting into fights often left him hurt. By the time he was 5, he was already assembling guns from scrapped parts. It was around this time, his twin brother was killed by a highwayman's blade. He shot the thief and murderer before they escaped, but his brother was already laying there, dead in a puddle of his own blood on the fresh snow of the winter's first fall. He was accepted as an Apprentice Gunsmith under his sponsor and master, Greag Smith, a week later in town. his parents wanted to get him away from the memory of his fallen kin. He stayed with them for several years, learning the ins and outs of proper gun manufacturing. At his 8th birthday, he was granted his own set of tools and a pouch to carry them in, instantly becoming his second most prized possession, after the lock of his brother's hair he still carries. He's since gone on the road as a Journeyman, often hiding his identity when he goes to test his creations as he experiments to develop new designs for the guild.
Past acquaintances: Mother, father, other members of the caravan, his master at the Gunsmith's Guild.
Nationality: Citizen of the White Republic
Ideology: A open and proud industrial communist, Markus is bordering on militant
Fears: lighting, sailing, and extreme heat.
Turn order amended.

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Lief
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Re: Twokinds Industrial Interest Check/Sign-up

#77 Post by Lief »

I didn't want to overstep my bounds with the assassin and look where it got me. :roll:

Oh well, that problem's dealt with.

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SirJahar
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Re: Twokinds Industrial OOC/Sign up

#78 Post by SirJahar »

NotThatJon wrote: Wed Apr 26, 2017 6:24 am Zachary grabbed at the unruly human. "[You must stop!] <Please, stop this!> [This snow wolf isn't an enemy!] <He isn't one of those who attacked us!> <[Do you understand?]>" Eventually, with the aid of some others, the human was subdued. The human began to sulk, still burning with anger.
Jon, Don't write actions for other people's characters. It was OK to pull him off, but don't try and say what he did after.

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NotThatJon
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Re: Twokinds Industrial OOC/Sign up

#79 Post by NotThatJon »

SirJahar wrote: Wed Apr 26, 2017 3:49 pm Jon, Don't write actions for other people's characters. It was OK to pull him off, but don't try and say what he did after.
Apologies. I will edit it out.
I apologize in advance for my unfunny shenanigans.

Here :keith: comes, rougher than the rest of them - the best of them - tougher than leather.

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SirJahar
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Re: Twokinds Industrial Interest Check/Sign-up

#80 Post by SirJahar »

ESPECIALY no writing dialog for others peiple's characters. NPCs is one thing. Other players is a whole other.

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DarkTheImmortal
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Re: Twokinds Industrial Interest Check/Sign-up

#81 Post by DarkTheImmortal »

It's because the person made the character to be a specific way, and other people won't necessarily understand what they want that character to do. Just leave every action of a player's character the the character. The player most likely has plans for them. Think of your character as you. You would not want someone else dictating what you do. The GM may give you an event that changes how you act (such as sleeping gas) But you still decide what you do, unless the GM decides you're incapacitated.

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Lief
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Re: Twokinds Industrial Interest Check/Sign-up

#82 Post by Lief »

Drawing a blank right now. Feel free to skip me this round.

zackepic22
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Re: Twokinds Industrial Interest Check/Sign-up

#83 Post by zackepic22 »

Edmil's gone into the stables as well.

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RowanEx
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Re: Twokinds Industrial Interest Check/Sign-up

#84 Post by RowanEx »

Should I change how Samantha would react to the situation guys? She's being a spectator.
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SirJahar
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Re: Twokinds Industrial Interest Check/Sign-up

#85 Post by SirJahar »

Yeah, characters that spook easily + a raid on the town makes for an interesting situation. O mean, I had Markus run at the first sign of danger.

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RowanEx
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Re: Twokinds Industrial Interest Check/Sign-up

#86 Post by RowanEx »

SirJahar wrote: Mon May 01, 2017 7:37 pm Yeah, characters that spook easily + a raid on the town makes for an interesting situation. O mean, I had Markus run at the first sign of danger.
So I should change it?
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SirJahar
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Re: Twokinds Industrial Interest Check/Sign-up

#87 Post by SirJahar »

ThunderVolt wrote: Wed May 03, 2017 3:34 am So how much time are we going to give people until we skip them?
48 hours seems a good time span. At least people can pop in and say they'll be gone a while in that time if something comes up.

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Ketzal
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Re: Twokinds Industrial Interest Check/Sign-up

#88 Post by Ketzal »

Kept getting confused and had to reread the last few posts. Not really anything my character can contribute, so I'm just gonna skip. Sorry about that

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Lief
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Re: Twokinds Industrial Interest Check/Sign-up

#89 Post by Lief »

Yeah, we're kind of at a point where it's waiting on like 3 people and nobody else has anything to do.

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SirJahar
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Re: Twokinds Industrial Interest Check/Sign-up

#90 Post by SirJahar »

I am willing to let a person join. BUT
1) we have a standardized character sheet
2) you'll need to wait to come on.
Like we would need to find a way for you to join up with the party.
And lastly, I'd rather you stick to an established TK race or keidran/human hybrid.

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