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[NOBLES] Registry of Names

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Ashdown Crier
Captain

Daring Seeker

PostPosted: Tue Sep 13, 2016 2:53 pm
registry of names
    To put it politely, nobles are much more complicated than any other class. Therefore, to keep track of their extra powers and their fetch, there is this: the Registry of Names.

    New nobles should post this form here in this thread.

    [b]Name of Noble:[/b] name
    [b]Name of Fetch:[/b] a four-letter name for your fetch
    [b]Link to Requirements:[/b] what it says on the tin
    [b]Major Power:[/b] what major power does your noble carry with them into Ashdown?
    [b]Minor Power:[/b] a second dreamer power goes here. something the world does for your character.
    [b]Minor Power:[/b] a second riser power goes here. something that your character does for themselves.


    Filled out, the form should look like this:

    Name of Noble: Adelaide Tatton
    Name of Fetch: Lace
    Link to Requirements: N/A
    Bambi: Lady can turn into a small golden fawn.
    Carpe Clips: Lady always has the materials to do her hair up all fancy: she has the right number of bobby pins, elastics, ribbons, beads, whatever.
    PERManent: Lady's hair is eminently tameable. Want to curl it? It holds the curls effortlessly. Want it straight? It won't frizz even a little. It also never knots and bubblegum slides right out of it.

    Visitors attempting to become nobles should post this form in the thread before beginning any part of the process--this is so you know you can get the powers you want before you go through this whole rigamarole:

    [b]Name of Tithe:[/b] name name
    [b]Name of Patron:[/b] This can be any approved PC noble, or an NPC. Keep in mind that most nobles can only have one tithe at a time.
    [b]Major Power:[/b] If shape-shifting, remember you ONLY get the appearance changes.
    [b]Minor Power:[/b] Should be dreamer-equivalent (i.e. the world changing, not your character)
    [b]Minor Power:[/b] Should be riser-equivalent (i.e. something the character can do)
 
PostPosted: Tue Sep 13, 2016 2:53 pm
non player nobles
    "ashley graham"
    melany, the spinel lady
    Name of Fetch: Silk
    The Fairest of Them All: "Ashley" is the pinnacle of aesthetic beauty. No matter who's looking at her, Ashley appears to be their dream person. Not the "DAMN I would like to ******** them" dream person. But the "Holy crap she's ******** beautiful" dream person.
    Backlit: Ashley is always flawlessly lit. The light is always flattering to her, even if it's weird green strobe lighting.
    Spinel Lady: Every gemstone Ashley comes into contact with becomes a red spinel. Don't let her look at your engagement ring, don't lend her your prized sapphire necklace: you'll get it back as a red spinel.

    ezra sayre
    the cast-off father
    Name of Fetch: Irae
    Deadpooling: Ezra is capable of healing at an amazing rate. No matter how grievous the injury or how deep the gash, Ezra's heart keeps beating and his neurons keep firing. The only way to kill him is to decapitate him.
    Situational Fireproofing: Ezra almost never sits on a chair that isn't fireproof. Even intensely flammable curtains won't catch around him. Even attempts to light a bonfire around him tend to fail horribly.
    Father Knows Best: Ezra can sense and track any person to whom he was once a patron. He can also tell their general emotional state: whether they're happy/sad/afraid.This ability extends to his fetch, obviously.

    noeh
    minerva mercer???
    Name of Fetch: ???
    On the Shore: Noeh possesses the uncanny ability to teleport to any body of water large enough to hold her. She's not going to climb out of your toilet, but your bathtub is a reasonable place to find her.
    Loud and Silent: Whenever Noeh needs to communicate, she always finds a tool to do so nearby. A whiteboard, a pen and your arm, your notebook--she finds a way to get her point across.
    Self-sustaining: Noeh does not need to eat or drink, though she can if she chooses to.
 

Ashdown Crier
Captain

Daring Seeker


Ashdown Crier
Captain

Daring Seeker

PostPosted: Tue Sep 13, 2016 2:53 pm
nobility
    alois scholz
    the crowfather
    Name of Fetch: Rath
    Crowfather: Alois can turn into a crowfather form at will, with clothing style mixed of Ezra’s tastes and his own.
    The Flock: Birds are never in short supply around Alois. Whether a finch, a barn owl, a whippoorwill, or a crow, birds are always on hand.
    Birdtalker: Alois can chat with these birds in his crowfather form.

    rabbit vaughn
    firefly
    Name of Fetch: Oroh
    Firefly: Rabbit can shift into an insect-inspired form. Features include: white hair and eyes, a moderate golden glow, and insect wings with a five foot span at their widest. When interrupted by something solid, these wings dissipate into particles and reform quickly but fluidly. He cannot fly.
    Slippery Toxins: While the immediate effects of alcohol, drugs, and cigarettes are as expected, the long term repercussions of these substances do not linger in Rabbit's body, leaving his lungs, liver, and other organs pristine no matter how often he indulges.
    Praise the Sun: Rabbit can modulate his full body firefly glow, scaling it from 'off' to 'i am the sun' at will.

    alexander thorne
    the night lord
    Name of Fetch: Mare
    Night Form: Thorne now has control over and the ability to shift at will into this form. His wings give him access to sustained flight, and his antlers, unfortunately, have the strange illusory appearance of a fragmented night sky, giving off a very soft glow that shifts and changes. In fact, Thorne now finds it more strenuous to stay in his normal form and will often become like this in private or at night due to the feeling of control and power that it gives him.
    Always On Key: Thorne can always hit the right note. He is never off-key and his voice never breaks or cracks even when he is two inches from death itself (read: the flu), and it probably pisses a lot of people off.
    Commanding Presence: Thorne can influence others to his will now through vocalization of simple commands. These commands must be simple (sit, stay, speak, quiet) and difficulty increases when he encounters and tries to use it on other dreamers. This power acts as a sort of vocal hypnotism. Thorne does not strip will or thought from others by using this power, rather he imposes his will on them through vocalization to do what he bids. (Always with player consent and can be resisted!)

    shiloh beaumont
    princess mononoke
    Name of Fetch: Beel
    Living Garden: He has a new affinity for plants—or rather, they have an affinity for him—as they seem to sprout and cling and bloom all over him. While he does have full blown Chlorokinesis, his plants still seem to operate best in conjunction with his emotions (or reflexes). Passively, it isn't uncommon to see them sprout out of his hoods or crawl out of his pockets or tangle in his hair, they especially like to sprout around his feet, a trait made especially noticeable when he walks.
    Petrichor: Wherever Shiloh goes, the scent of rain always seems to follow him. It doesn't matter if it hasn't rained in days or weeks or if it's in the middle of winter, it's a freshness that always seems to cling to whatever clothes he's wearing. Maybe it's the flowers. He can't tell.
    Lifeblood: Shiloh's blood looks normal, but it's thick like sap and sweet like sugar. It's actually like this because of the plants that cling to his body; they've turned him into something of a pseudo host! Wherever he's wounded, flora will absolutely congregate and bud around any abrasion he receives, and knocking them off only makes them grow back like a scab. It's a symbiotic relationship however, as his plants actually help to speed up his regeneration process, the only drawback being the immense amount of energy it can consume if Shiloh's not careful. Incidentally, his blood makes for a wonderful fertilizer.

    hux keighley
    the enraged
    Name of Fetch: Lilt
    Rage Against: Hux now has the ability to both lift and move the inanimate and animate (with player permission) alike via the use of will, so long as it's something he could lift normally.
    Do not go gentle: If he'd rather be alone, the world around him makes it harder for him to be approached. Should someone attempt to seek him out during this time, they'll often find themselves lost or in special circumstances suddenly presented with an unexpected obstacle.
    Dark is right: Should he will it his scent, sound, and appearance will become intoxicating to those that get too close. They'll feel a very present need to be close to him and, if eye contact is made, will have a very hard time tearing their gaze away (with player permission). This power can be successfully resisted.
 
PostPosted: Tue Sep 13, 2016 2:54 pm
tithes.
    jeremiah mercer
    Patron: Ezra
    Know Your Place: The rise of noble power has given Jeremiah the ability to appear in any place he has been before within Ashdown and other ashdown. No place is beyond his reach if he he’s ever visited and is familiar with it, though he is restricted to the limits of towns on both sides and game locked locations. Places of personal residence, Jeremiah must request permission to teleport directly into. It’s a matter of respect and Jeremiah adheres to that above all else.
    Born of Fire: Jeremiah is impervious to fire.
    Truth Seeker: Jeremiah can compel someone to answer him truthfully when he asks them a direct question. He cannot be vague or otherwise hint at what he wants to know but must ask specifically. While being compelled characters will feel as if a heavy gaze is upon them. It feels slightly unnerving and jarring, that the sooner you answer, the sooner it will stop. (All of this is by player choice and will never be implemented without prior consent!)

    algernon mercer
    Patron: Thorne
    Storyteller: Algernon, through the power of his stories, can weave them into illusions. The illusion is written out and then recited to be ‘cast’, much like the spells in his grimoire. This power is not generally used on the fly or in a fight, as prep work is involved to be successful. Being illusions, they cannot hurt or harm, merely distract or hinder and the success and potency of the illusion is entirely reliant on how much the subjects caught within believe it.
    A moment's peace: There is always a quiet place available for Algie catch a breath and focus when things get too hectic.
    Soothing the savage: Alg can speak in a particular tone of voice that can lull someone into a peaceful sleep. This can only be used on one person at a time (not a room full of people) with the player’s permission. There is nothing special about the sleep besides that it seems particularly restful.

    alexis tucker
    Patron: Alois
    Your Body Is 70% Water Alexis is a hydrokinetic -- they can control water around them with little more than their mind and gestures. This ability becomes much more difficult to control or use if Alexis' limbs are restrained / unusable. The water must be in their line of sight for them to begin controlling it.
    Things they CAN'T draw water from:
    - Thin air / Plants / living beings / Closed containers / Plumbing they do not have direct, physical access to / anything that would be too large-scale if not GM-approved; they will not pull in all water in the entire city of Ashdown, for example. Alexis also becomes visibly exhausted if put in hot, dry areas, and this ability is actively weakened in such areas.
    World As A Weapon Alexis is never without a weapon. If they don't have one on hand, there's always - somehow - something sharp enough nearby, just within arm's reach.
    Predator's Gaze Alexis just lets off an unsettling aura -- it's very difficult to feel at ease in their presence, especially if their gaze is trained on you.

    temperance clark

    Name of Patron: Rabbit Vaughn
    Major Power: exsanguination - As long as she is touching someone, Temperance can control their blood flow. She can slow it in the case of main arteries and, in other cases, stop it entirely. This effect ceases once she stops touching the person.
    Minor Power: artificial fascia - When she needs them, Temperance always manages to find absorbent, easily usable bandages of some sort.
    Minor Power: auxilium te ipsum - Temperance can manifest up to two additional sets of arms. While these appear somewhat ghostly in nature, they are solid and can assist with any task.
 

Ashdown Crier
Captain

Daring Seeker


cibarium
Crew

Noob

PostPosted: Thu Jan 26, 2017 10:09 pm
Name of Noble: Julian Fitzpatrick
Name of Patron: Lady Tatton
hardass - Julian has developed skin of living stone. This renders him nearly impervious to being scratched, cut or pierced; blunt force can still hurt him, but he develops cracks instead of bruises. He also superficially resembles a marble statue on either side of Ashdown, and can no longer grow hair. That would just be weird.
object state - Being motionless comes as naturally to Julian as it does to… well… a statue. Once ‘settled,’ it takes extraordinary strength for an external force to move him. He’s also generally as comfortable standing or sitting as he would be lying down.
tanuki suit - When Julian remains motionless, he often registers to others as an unassuming part of the background. Sometimes this even works on someone who was just talking to him a minute ago.

shibrogane
 
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