[i]A large area of OffTopic is briefly filled with the screeching sound of feedback. Following it is a voice.[/i]
[b]Alignment[/b]: “Agh! That needs to be looked at. Testing, testing. Great, the PA system is working. Now then:
Ladies, gentlemen and those of specific or unspecified gender, you have been invited to the new OffTopic Academy!
[b][u]What is the Academy?[/u][/b]
It is an area for those who wish to combine their skills and creativity in order to participate in a variety of challenges and assignments to put their strength, wit and abilities to the test, resulting in an overall improvement to your very being.
[b][u]How does it work?[/u][/b]
Every once in a while, the Academy shall go through a study session where you may participate in tasks to improve yourself as well as explore the Academy and interact with those that inhabit it.
Every once in a while after that, there will be an assignment where you use everything you’ve learned in a real scenario in order to obtain a grade that shows your level in the Academy to everyone else.
Your success in these tasks and assignments will be determined by your creativity, luck and Stats.
[u][b]What are Stats?[/b][/u]
Stats are the basic summaries of your very being that represent a certain aspect of yourself. They can be improved through study sessions. The stats are as follows:
[b]Strength[/b]: Your strength determines your physical prowess in terms of power. A good strength stat is very useful in activities such as striking opponents and lifting heavy objects.
[b]Dexterity[/b]: Your dexterity determines your reflexes and movement capabilities. A good dexterity stat is very useful in activities such as avoiding attacks or committing act that require extreme precision, like aiming a weapon.
[b]Defense[/b]: Your defense determines your overall constitution and physical tolerance. A good defense stat will be useful in activities such as blocking attacks and resisting any physical or unnatural occurrences.
[b]Energy[/b]: Your energy determines your proficiency in unnatural abilities, such as magic or quantum control. A good energy stat will be useful as you use your non-physical abilities.
[b]Intellect[/b]: Your intellect determines your mental comprehension and awareness. A good intellect stat will be useful in activities such as working with technology or observing your surroundings.
[b]Charisma[/b]: Your charisma determines how well you interact with other living beings. A good charisma stat will be useful in activities such as gaining the trust of others and getting away with vile deception.
All of these stats will improve your chances of success through Dice Rolls.
[b][u]Dice Rolls?[/u][/b]
Dice Rolls represent your chances of success in a number range between 1-20. The results are as follows:
[b]1[/b] = Catastrophic failure. An outcome that often puts you in serious danger. Stats are unable to help you if your roll is a 1.
[b]2-5 [/b]= Failure. Outcome can be altered if your Stat for the action can bring your roll to a higher number.
[b]6-10 [/b]= Consequential success. You succeed in your action, but at some sort of cost. Outcome can be altered by Stats.
[b]11-14[/b] = Success in your action. Outcome can be altered by Stats.
[b]15-19[/b] = Advanced success. You succeed in your action and extra beneficial effects occur. Outcome can be altered by Stats.
[b]20[/b] = Perfect success. You succeed in your action with no flaws whatsoever and the benefits are major. Stats can’t change the outcome.
In addition to your Stats, Creativity Points will also change the outcome in your favor.
[b][u]What are Creativity Points?[/u][/b]
Creativity Points positively change the outcome of your action if your action is considered to be creative. CPs will be added in your Dice Roll, but will not be shown.
[u][b]Entry Papers[/b][/u]
Come to the Academy to receive and fill out the paperwork. This will grant you entry to the Academy as well as teach me what I can expect from you. Please note that you must update this form when you undergo any sort of change, such as if you’ve transformed in someway, defeated a dastardly villain and gained their powers, or if you’ve just gotten a new toy.
For Stats, you will be given 50 points to distribute across every Stat, meaning that the sum of all of your Stats can’t exceed 50. For every 5 points in a specific Stat, there will be a +1 added to the roll in an action that requires that Stat. I’ve got an example here if you want to take a look.
Name:
Nicknames/Titles/Aliases:
Appearance:
Str:
Dex:
Def:
Eng:
Int:
Cha:
Equipment:
Abilities:
Fun Facts:
[b][u]Entry Paper Example[/u][/b]
[b]Name[/b]: Alignment
[b]Nicknames/Titles/Aliases:[/b] Al, The Gray Professor, The 5th Principle
[b]Appearance[/b]: A human whose entire body and clothing is multiple shades of gray. Hair of medium length. Wears glasses. Has a suit and fedora with patterns of dots connected with lines.
[b]Str[/b]: 10 (+2)
[b]Dex[/b]: 10 (+2)
[b]Def[/b]: 0 (+0)
[b]Eng[/b]: 5 (+1)
[b]Int[/b]: 15 (+3)
[b]Cha[/b]: 10 (+2)
[b][u]Equipment[/u][/b]:
[b]Orb of Alignment[/b] - An orb that can be divided up to 10 times. Once divided, a snap of my fingers will create a laser of my own energy in between each orb. Lasers can’t be created if low on energy. Orbs can be levitated and moved through the use of my gloves.
[b]Cane of Contrast [/b]- A simple cane taken from a powerful adversary. Good for whacking things at close range.
[b][u]Abilities[/u][/b]:
[b]Conservation[/b] - I can scoop up matter with my right hand and convert it into energy I can use for my abilities and Orb lasers.
[b]Strings of Organization [/b]- I can create strings of energy that extend from my fingertips. Strings can only reach a short distance, but can be slightly extended if it reaches an object. Once the string touches an object, it completely stops its momentum and I can move it at will.
[b]Fade[/b] - A subtle teleportation technique. It takes a brief moment for me to completely vanish, so I must time its activation just right.
[b][u]Fun Facts: [/u][/b]
•A teacher, researcher and environmentalist.
•Ran a school called RPC.
•Founder of the RPA.
•Defended OffTopic from the Grand Colony
Alignment: “If any questions arise, feel free to ask them and your answers will come soon.
See you at the Academy!”
-
[this is all subject to change upon DMs request] [b]Name[/b]: Sumpig-2 [b]Nicknames/Titles/Aliases[/b]: Pig, Sumpig, Sloth [in terms of sin, but not its incarnate] [b]Appearance[/b]: [One day I’ll draw it myself with quality] A figure clad in a long dark gray trench coat. Face covered by a gas mask, bearing atop it a metal helmet. Black gloves, boots, and scarf remove all chances of exposed skin. A belt holds his unbuttoned coat together, and attached to the back of it is a leather pouch. Underneath the coat is a black shirt with a bandolier over the left shoulder holding ammo and a few grenades. On their back is a red longsword of peculiar design. On their left arm is a compact device that extends out a short barrel when activated. [b]Str[/b]: 20 (+2) [b]Dex[/b]:30 (+3) [b]Def[/b]: 30 (+3) [b]Eng[/b]: 20 (+2) [b]Int[/b]: 0 (+0) [b]Cha[/b]: 0 (+0) [u][b]Equipment[/b][/u] [b]Gas Mask [/b]- A typical looking full face single filter two lens gas mask. It happens to be extremely durable however, as well as fire proof. It does function properly, and effectively, but it’s filtering function isn’t usually used unless in combat. The two glass lenses are also bulletproof, showing a hint of paranoia from the mask’s alterer. [b]Trench Coat [/b]- A long, collared, gray trench coat meant to cover the arms and most of the legs. Contrary to it’s simple appearance, it is in fact non-flammable and quite durable, having not a tear nor a loose thread. If one didn’t know better, it would seem to be brand new. However it is worn nearly everyday constantly. Within it holds a multitude of inside pockets that are deeper than they seem. [b]Helmet [/b]- A typical looking metal helmet seemingly based on German WWI soldiers. It’s got some dings and scratches, but nevertheless it is shiny and cool and covers the back of the head. [b]Gloves and Boots [/b]- Both are made of black, thin, yet nonflammable material, able to withstand the heat of the wrist flamethrower’s blue fire, as well as some light cuts. [b]Wrist Flamethrower [/b]- A more portable flame-thrower than the usual, but not as intense. Saying that, it still blasts blue flames. It uses small canisters full of a special napalm-like substance, and a battery to function. [b]Pocket watch [/b]- A simple pocket watch kept in one of the many pockets of the trench coat. It tells time. [b]Drei [/b]- A Longsword, DMR, Whip hybrid optimized for fluid transitions between each mode. Ammo comes from small red crystals the size of a thumb. [b]Hand Cannon [/b]- 7 shot revolver with normal, incendiary, ricochet, and tranquilizing settings. [b]Ammo Bandolier [/b]- Holds ammo for various weapons. Usually kept under the coat [b]Holy Hand Grenade (Made in Antioch) [/b]- A mass produced version of the original Holy Hand Grenade of Antioch, while not as powerful, can certainly do more damage to unholy things than a normal grenade would a person. Carrying more than one is dangerous [b]Lead Fragmentation Grenade [x3][/b]- A typical pineapple grenade that blows up and spreads shards of metal everywhere. Lodged shards cause lead poisoning. [b]Pouch of Daggers [x???] [/b]- A ginormous amount of throwing knives somehow fit into a purse sized pouch. Don’t question it. It also comes with a target for practice. Each knife is aerodynamic as well as slightly serrated. There is a hole at the end of each for a finger to go through when throwing, but can also be thrown from between the fingers. [b]Strange Food Bar [x3] [/b]- A snack bar of questionable home made quality. Boosts energy by 10 for 3 turns. Stackable. [b]Eagles Scarf [/b]- A black scarf, seemingly hard to tear or burn. When wrapped around the eyes, it highlights the wearer’s current objective, however it may be interpreted, in bright yellow through objects. The downside is that all light disappears save for a soft blue glow that allows vision for anything within a 10ft radius. (Think Assassins Creed Eagle Vision) [b]A.T.M.R. [AnTi-Matter Remote] [/b]- A TV remote with many, many buttons. It seems to have been taped together with some other “trinkets” and “doodads”. It allows the user to transport long distances in short amounts of time. The farther the locale, the less likely your guts become your brains, so repeated short teleportation is highly discouraged. Due to its haphazard state, teleportation causes a bright flash and loud bang, effects akin to a weak stun grenade, so it is not effective in stealthy travel. It also has the secondary ability of teleporting other objects with A.T.M.M. recievers to the user, with a 10 ft margin of error–including the position of the user themself. [b]A.T.M.Re. [AnTi-Matter Receiver x1] [/b]- Like the A.T.M.R. which activates it, the receiver is in an extremely sorry looking state. What seems to be the remains of a hand held transceiver and a battery holder taped and wired together, with a hooked and serrated blade on the bottom seemingly to attach itself to soft surfaces like wood, or flesh. Once activated, will be able to be teleported to the A.T.M.R.’s location until retrieved and activated again. [b]Canteen [/b]- A flask containing water. Can be refilled. [b]Spare parts & Tools [/b]- A multitudes of metals scraps, bolts, a few light hardware tools. Used to temporarily repair any equipment that might break or might be broken. It’s more effective with things the user is more familiar with the subject in need of repair. [b]Ballpoint Pen [/b]- A writing tool that uses ink and has a ball point. There is literally nothing special about this besides the fact it was nabbed from the Post Office. [b]Scissors [/b]- Cutting instruments… its just scissors… [b]Ruler [/b]- A straight labeled stick that measures up to 12 inches or 30 centimeters. It's also yellow. [b]Fast Food Coupon [/b]- A “buy one for the price of two and get another free” deal. Expires in 15 days next year. Slightly crumpled… [b]Abilities[/b]: [b]Fire resistance [/b]- Fire seems to flow around the body instead of directly making contact with it. However, with enough force, the fire can surpass the power of resistance. Heatstrokes and lack of oxygen are still a factor however. [b]Total Room Freeze [/b]- Over time the room or surrounding area will begin too chill, forming frost on surfaces and temporarily extinguishing light sources (or at least cause them to frequently flicker). The user seems to melt into the shadows, or disappear as the light flickers, but it’s just a trick of the eyes. This does not affect hunger. [b]Total Room Sub Freeze [/b]- After Total Room Freeze is in effect, the next stage can begin. Everything trapped within its radius will be completely frozen in time, though to those outside, everything will be normal. This will provide the user a few seconds of frozen time (ten seconds) before everything will instantly thaw and time resume. This takes up a lot of energy and may leave the user extremely hungry if they didn’t have a full stomach. [b]Preservation [/b]- Should life be threatened, current personality will be switched for other personality. Wounds will be covered with either ice or burned close depending on substituting personality. Can only be used once until completely healed and rested. Abilities are noticeably weakened and should only be used to aid in escape. [b]Speed [/b]- The ability to move at heightened speeds due to excessive burning of energy. On a good day, the user can reach Mach 2. On a full stomach, Mach 1. Saving energy provides around 85 miles an hour. This however requires a decent amount of food, and so spare rations should be on hand. [b]Idiot’s Firewall [/b]- Can’t be affected through mental attacks (Charisma). Things such as brainwashing, mind control, illusions, or the sorts are nullified simply because the user is too dumb to be fooled. Comes at the cost of all Intellect. [b]Fun Facts[/b]: •lazy… he does this purely out of boredom, otherwise he’d be sleeping •Enjoys whistling/humming/tapping songs on his mind -he will slow whistle for the scare factor if he feels bored, cause its funny -likes classic, folk, rock, jazz, Bossa nova, funk, j-rock, some coun- lets just say he hates rap •His weapons and moves may or may not be lightly inspired through anime and tv shows… •often talks to himself -one personality is more social than the other, but both are still lazy and won’t talk if they’re tired -one personality has an offensive combat style while the other is defensive •prefers fast food, Dr Pepper, milkshakes, and cookies •takes junk and stores it in his pockets to tinker with later, or never…