Loaka of the Wind
Forum Replies Created
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Marchwood buzzed. The headquarters had grown livelier by a few, something he was glad to see. Looking at the new arrivals through his compound eyes, he found himself approached. A houndoom, by the looks, wearing pants. This disease brought strange company.
“You are missing your friendz?” Marchwood turned to him, his voice deep with a mild buzz. “I have not seen thoze who you speak of, but I am willing to help you.” He looks about for a moment, antennae wiggling, his mind working. “Have you perhaps checked the underground portion of the command center? You may juzt find who you’re looking for.”
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Name: Lady Vilma Argentstone
Species: Human (probably)Appearance –
Age: 28
Gender: Female
Height: Tall
Weight: Thin
Build: Wiry and angular.Vilma is a considerably tall women, with a slightly muscular body. Her features are somewhat sharp and semi-masculine, with a harsh jaw-line and broad shoulders. She has neatly trimmed short black hair and steel-grey eyes. Vilma has a pointed nose, thin lips and a fierce gaze.
Vilma tends to wear her military uniform above all else and feels ill at ease in other attire, casual or formal.Possessions:
DEFENDER’s Medallion – A metal shield-shaped medal in blue with gold trim, centred with a white sun. It is attached to a ribbon and hangs around Vilma’s neck at all times.Enchanted Rapier ‘Dustcloud’ – An heirloom blade, this rapier is one of the symbols of the Argentstone family. A weapon built for and used by DEFENDERs, its name derives from the hope that ‘its first strike will billow with a cloud of dust, to mark the peaceful ages in which it has lain still’. A sorcerous device inset in its hilt makes the blade vibrate and twitch, giving the user the power to move it with extreme speed for parrying and striking.
Magic/Abilities:
Swordsmanship – Vilma is an accomplished master of the rapier, a keen fencer with few peers. She prefers a very defensive style of combat, goading her opponents with the first strike to dodge, parry and retaliate with an overwhelming number of strikes.Talents: Fighting, defending, leading troops.
Weaknesses: Social situations, formal dining, romance
Personality: Taciturn and serious, Vilma laughs rarely and jokes even less. She is concerned heavily with rules, laws and her own strict moral code.
Background: to be continued …
Life Goals (short term): Become stronger
Life Goals (long term): World peace
Sexuality: Uninterested
Relationship status: Single
Immediate family members: Lord and Lady Argentstone, younger brother Johan Argentstone.
Quirks: Clutches her medallion when nervous.
Religion: Worshipper of Hamon, goddess of peace, light and dreams. -
You turn around the corner.
Analysing the area with robotic precision, you have to say you have no fucking clue where you are still. There’s a passageway to your left and you can continue forward, where there’s a right turn. They say two wrongs don’t make a right, but three rights certainly make a left.
There’s a salmon coloured door to your right, with a big ol’ V on it. There’s a small device on the door, looks like some sort of entirely normal locking mechanism. Nothing else here.
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Standing before the headquarters of the Peace Keeper HQ, Marchwood halted. A tall man resembling a Beedrill, he was one of those Pokémon who had been infected with the strange air, becoming more like a human. Having left his hive in Viridian Forest for fear of infecting them, he had wandered the region in search of a cause to align himself with, a cause that could help put a stop to this strange air. He had heard of a war brewing, an unfortunate matter, with Pokémon fighting humans over the ownership of the world. Calling it a pointless battle, Marchwood had decided to align with those who sought only a maintenance of the stability of the traditional friendship between mankind and Pokémon.
The headquarters was small, a building in bustling Celadon City. Not many had joined the cause yet, with the main focus being on the opposing sides and not the people standing in the middle. Marchwood had signed up and received a few gifts: A bag for items, an arm-sash marking him as a member of the Peace Keepers, and a cheap phone for calling in help.
He stood inside the building, a stalwart guard, awaiting the call to arms. -
So, you’re going to do a nuzlocke with pokemon named after us, or animate a thing that’s like a nuzlocke or what? Kinda curious. Anyway, I’ll just post this ‘ere character and see what’s what.
—Name: Marchwood
Age: 19
Gender: Male
Original Species: Beedrill
Affiliation: Wild Pokémon
Side on the War: Peace-keepers
Alignment: Marchwood is true to those he calls friends, aligning with them before all others.
Personality:
Kind and caring, a sensitive soul with a strict code of chivalry. Marchwood was born as a guardian and will likely remain one.Appearance:
Marchwood has transformed quite considerably from his original form as a Beedrill. Gaining a body similar to a human man, he still has his wings and stinger abdomen protruding from his lower back. His body is covered in chitinous armour plates, with horn-like gauntlets similar to Beedrill’s trade-mark drills that can be removed to reveal thin fingers. His limbs are thin like a bugs but are surprisingly strong. His face looks like that of a man’s, with the upper half covered by a helmet of chitin strongly resembling a beedrill’s face.History:
Marchwood was the guardian of a Combee hive, as one of the Vespiquen’s guardians. Protecting his hive from Human and Pokémon alike, he found himself in a curious position when he was affected by the strange morphing infection that had gone across the lands. Unwilling to infect his hive, he left on a journey to discover the world and help those in need.( Edit: You bumped a bunch of things on when I wasn’t looking :I )
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You turn to your left and walk down to the end of the hallway. All in all, it’s pretty boring this way. There were 3 doors to your left as you passed and nothing to your right.
The doors didn’t seem to open for you. They don’t have a cute pass-code door bot on them and have no visible means of opening them from the outside. Could they be like your room, perhaps?
Where else do we want to go, then? There’s a turn to the right at the end of the hallway, or back the way we came.
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You think very deeply about the number 360. You think of your favourite rapper, 360, and how his emotional lyrics reformed your undirected anger into a clear hatred of authority. You think of your favourite motion, the 360 motion, the motion in which you spin. You clearly remember the phrase ‘Spin to win’ and wax nostalgic. Perhaps, you ponder, if you do enough shenanigans, a wizard will appear, and this simple puzzle will solve itself. You attempt to enter the Konami code and receive a hilarious cutscene in which Hideo Kojima argues with the door about the meaning of life for twenty minutes. It turns out that the meaning of life, according to Hideo Kojima, is Hideo Kojima.
You then stop having fantasies about things you don’t know about, and speak aloud the code to the door.
“360 A B”The door-bot’s eyes glow blue and the door slides open. It slides away before you get to ask it, once and for all, why it is indeed such a curious door. You have a feeling that it may in fact be a description of the strangeness of the door, and not in fact the mood of the door itself.
You are now in a hallway. Congratulations on leaving the first room! You are so overwhelmed with emotions. Pride, joy, absolute sorrow.
There are a few paths. Facing away from the door you came from, they are:
– Left. A long, white hallway with a few more metal doors in plain grey colours. Due to the colour of the walls, it’s hard to tell from this distance if there are any turns here.
– Right. A shorter hallway that comes to an end not far from you. There’s another intersection here that heads away from you.
From this position, you can’t tell much about the areas around you.NOTIFICATION – Automated Mapping Software Engaged.
Automated Mapping … ? You better check out that other thread that has the map in it! -
Some random character ideas and such –
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Time-tagging / time-dragging –
An odd power that comes in two parts. With this power, one can ‘mark’ objects through time with an invisible marker. This mark leaves an unforgettable imprint in one’s mind of the object, which vanishes from existence as it is taken through time. With the second half of the power, one can draw objects forth from the past that have been marked with this power.
Objects that have been marked but will never be used won’t vanish, as the objects do not disappear from the tagging process but rather as a result of the time-dragging process.An ancient sword of heroes past –
This ornate sword is as much a symbol of heroics as it is a deadly weapon. Over its lifetime it has been forged and re-forged, found many new scabbards, handles, cross-guards, decorations and slain innumerable creatures of darkness. Every major hero of your people has wielded this sword at some point in their lives, as though drawn to it by fate itself. Many argue that the blade itself is merely a descendant of the original, having gone through so many iterations, but within the blade itself lies the ‘spirit of the sword’, a mythical spirit said to guide heroes from lowly men to grand masters of the martial arts.
When held by one of heroic destiny, the sword itself speaks telepathically to its holder. It offers an exchange; the skills, talents and knowledge of every hero who has held the sword become available to its wielder as the blade instructs them, in exchange for also becoming part of the sword’s spirit on their death.
The sword speaks with the knowledge of centuries, wiser than any in the land. It knows a thousand ways of sword-fighting, and ten-fold other arts and studies. It assists the wielder in battle, carefully pointing out its opponents weaknesses, showing its wielder how to move in battle, assisting them with sage counsel. It speaks with countless voices, each a different legendary hero, each eager to impart their knowledge.
One of wicked heart cannot hold the sword, for its power burns their flesh and the blade grows dull and useless. Doing cruel and evil things in all honesty while wielding the sword will hurt its wielder as badly as though they had been slashed with it themselves, though the sword may forgive those who have done so in error or as a best of necessary evils. -
Beeping angrily, you approach the speaker, the intent of murder showing strongly on your face. Well, it would be, if your face wasn’t so darn cute.
Looks like that Boring Sheaf of Papers #1 was useful for something other than that code written out clearly for you in salmon ink! If you haven’t used the code yet, disregard everything about that sentence. Clearly you are sequence breaking and the author never thought you would spend so much time dicking around in the first room.
Regardless of your shenanigans, you manage to disassemble the speaker. It wasn’t too happy about it, especially as you tore up its vital components looking for its speech unit, but you found it.
You don’t know why you know, but you know that this is it. You also conveniently know where it goes! There’s a convenient array of plugs and connecters in your chest, designed for just this occasion. You jam it in and, hey presto! The power of human speech is yours!
UPGRADED! Voice Chip
– You can now speak human-languages in a tinny, robotic voice.There’s seriously only one thing left in this room for you to do. Like, really. If you manage to find something else to do, it will be some sort of impressive, and some sort of disappointing. Go for it.
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If you’re not aware, there’s already a pretty decently written fan-made Pokémon RPG called ‘Pokémon Tabletop Adventures’, that has stats for Pokémon up to Gen 4 and different trainer classes, all of whom can participate in battle along-side their Pokémon. If you’re working on something, it might be nice to take a peek at that.
I really do like the idea of there being Burst Warriors and Pokémon trainers too! I never read the Burst mangas, but always loved the idea. Something that I’d really like to see is many Pokémon at once, like a horde battle both ways! I never liked the four-move-limit or the six-pokemon-limit; it might be nice to have a whole bunch of Pokémon at once!
What sort of region are you thinking of? One of your own design? I’m kinda interested in playing, even though I don’t know much about Pathfinder (I built a character once, but my buddies fell through and we never played …).
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Name: Fujiwara Nanami, AKA ‘Solar☆Nanamiyo’
Species: HumanAppearance –
Age: 23
Gender: Female
Height: ~150 cm
Weight: ~45 kg
Build: Small and lightly built.Nanami is a young Japanese woman of small build. She has dark brown eyes and dyed blonde hair that is naturally black. She wears her hair long with a bob-cut at the front.
When in costume, Nanami wears bright yellow contact lenses and has two long pony-tails either side of her head.
When out of costume, Nanami tends to wear her hair in one large pony-tail out the back with a hat of some sort. She tends to wear darker colour clothing and practical, comfortable footwear.Possessions:
Solar☆Nanamiyo Costume –
A bright yellow costume, featuring a puffy yellow dress with a sun pattern, a gold-coloured plastic tiara designed to fit into one’s hair with a similarly fake sun-shaped crystal embedded into it, a pair of goofy yellow thigh-boots and some awkwardly large yellow gloves. It really is not practical in the slightest. For some reason, the back has thin plastic fairy wings sewn into it.Solar☆Dialler –
A bright yellow, heavily decorated flip-top mobile phone. It is obnoxiously bright. Nanami uses it for work-related calls. It has a wallpaper of her in costume and the ring-tone is her newest hit song.Second mobile phone –
A plain phone, black, in an out-dated model. This is Nanami’s personal phone that she uses during her own time. It has a wallpaper of her out of costume with two friends and the ring-tone is a basic polytone that came with the phone.Talents: Singing, dancing, acting. Nanami is a naturally talented performer and loves to sing.
Weaknesses: Nanami has trouble trusting people, a fear of being truly alone and has issues with her parents. Hypocritically, she despises people who act like someone they are not.
Personality: Outwardly, she seems friendly, sociable and constantly happy, aiming to please and enjoyable to be around. Under this, she can be rather emotional, untrusting and moody, as well as somewhat self-loathing. She is somewhat dependent on others and has grown used to positive reinforcement of all of her actions.
Background:
Nanami was a relatively normal girl for most of her school years, becoming somewhat popular for her looks and singing voice. Her family was small, only her mother and father, and both were quite traditional in their views of the world. Their view was that Nanami would meet a wealthy boy, get married and care for them in their old age. Failing this, they expected her to study in a university and get a good, respectable job, also to care for them in their age. Nanami herself was quite enamoured with the world of the rich and famous, with their extravagant lives, extraordinary personalities and their strange behaviours. Her parents constantly disapproved of Nanami pursuing a career as a performer, seeing it as unreliable and corrupting. Nanami channelled her passion into her school’s performing club, hiding it from her parents.Near the end of her third year of high school, Nanami was approached by a talent scout after a show she had performed in at a school festival. The scout was interested in Nanami’s stage alter-ego, “Solar☆Nanamiyo”, promising Nanami that she could be the greatest of idols if she simply signed a contract with the scout’s agency. Nanami was thrilled, the prospect of fame and fortune filling her head with stars. She eagerly signed the contract, ready to show her parents that becoming a star was possible. Racing home, she explained all to her parents; the show, the agent, the contract. Her parents were furious, scolding Nanami fiercely for her selfishness. They demanded she cancel the contract and threatened to send her to a strict boarding school. Her eyes flowing with tears, she packed a bag with all of her favourite possessions and some supplies and ran from home.
Nanami contacted her agent the next day, having slept over-night in a park. Her newly assigned agent, a slightly older woman with a friendly smile, listened patiently to her issue and offered to take her in until she was able to face her parents. Nanami stayed, never returning to face her parents, her new career as a pop idol slowly consuming her more and more. She began to distrust those around her as her career went on and her popularity increased, unsure of the intentions of those around her, ever fearing the same disapproval her parents once gave her. When on stage, she becomes a different person, inside and out. Solar☆Nanamiyo is a strong, independent girl who loves to sing, dance and have fun, unlike Fujiwara Nanami, a cowardly girl who ran from home and cannot even face her own parents. Locking her feelings away, Nanami is slowly becoming less of herself and more of Nanamiyo, a somewhat self-centred and self-important woman.
Life Goals (short term): Become the greatest idol ever!
Life Goals (long term): Regain her parent’s approval.
Sexuality: Straight
Relationship status: Single, but not looking.
Immediate family members: Parents, a salary-man and a house-wife, both very traditional. No other family.
Quirks: Tends to look away when lying.
Religion: Agnostic. -
You have no clue why on whatever thing you’re on you would do this. Regardless, you press your Mysterious Note #1 into its mouth. Nothing happens, so you retrieve it.
RECLAIMED! Mysterious Note #1
You’re absolutely certain that the answer to this thrilling puzzle is in your very hands. As though someone wrote it out for you in salmon-coloured marker. It really is confusing as to why you’ve not progressed from this point, especially with all these myriad clues. You’re so confounded by this that you forget what you were being confounded about. Thinking is a pretty hard process, after all!
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(Sorry for the delay, been … forgetful.)
You make a mental note to simultaneously trust and distrust an entity you are fairly certain you know nothing about. While you do this, you check your inventory.
Looks clean as a whistle. You stuff everything you can see into the metaphysical concept that is your inventory, while contemplating that it is entirely possible that your inventory is just a compartment on your chest. Looks like you still have one inventory slot open. Would’ve been full if only you could reach and/or remove that damn speaker.
ITEM GET! Mysterious Note #1
ITEM GET! Boring Sheaf of Papers #1You consider bashing your head against the wall briefly, but–
— That door thing is just staring at you. Staring. Waiting for you to give it what it wants. There’s nothing else. Just you, that speaker and .. the door guy. -
I too would like to participate in a Pokémon RP!
I’m interested in being a new trainer, starting on her or his adventure, or perhaps Pokémon finding their way in the wide world. Another idea, perhaps, is similar to the Pokémon BURST manga, where trainers fuse with their Pokémon.
Please PM Loaka!
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You fiddle around on the back of your head.
Clink … clank … rustle … clink …
Wait, rustle?There’s something on the back of your head! Frankly, you feel a little silly for not noticing it earlier. You tear it off.
Well, this is some cryptic bullshit. It says:
Do not
trust Vex
my friend
– RalThe red marker person has drawn a line through ‘do not trust’ and ‘my friend’, crossed out ‘Ral’ and drawn a little symbol that reminds you of a chain. You’re pretty certain this is either an important puzzle or dumb nonsense.
You await divine intervention on these cryptic plot-based shenanigans. They never come, which you are certain is a sign from above.