Scarf Blade
Ok, what did I do now?
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- Seen Jul 6, 2012
Homestuck: SBURB Returns!!
Rated M for:
Violence and Language
Suggested Age: 16+
Plot:
Plot? What plot? You are pretty sure Homestuck never had a plot, and that nothing related to it could ever possibly hope to contain something as linear as a "plot." Psyche. there's a plot to this.
Centuries after the events of (the ongoing adventure of) Homestuck, the game SBURB mysteriously returns to Earth and Alternia, and once again players must enter the game, conquer it, and construct a new universe. This time, however, the two universes must join into one huge session. Human and Troll-kind must work together to once again conquer the game. This time promises to be a lot less convoluted and complex, but that does not mean that the game is any easier. Everyone will be destined to prototype at least one thing into their kernelsprites before entering the medium, and prototyping with useless, disadvantageous items will not weaken the kings and queens of Skia's moons. But even if they manage to stop the Derse king, the heroes will still have one ultimate challenge to face: The Midnight Crew.
In this session of SBURB, each of the four members of The Midnight Crew will be destined to not only survive until the end, but also obtain one of the Derse/Prospit rings. In turn, they will wear the rings and become the final challenge for the heroes. The only hope for Earth's and Alternia's survival will be the ascension of each hero; making it all the way to their God Tier ranks.
Back-story
(about the game)
(if you don't already know the idea behind the SBURB game, read this. Don't worry if it doesn't make 100% sense right away; the information will make itself clear with a little more reading)
Other Info
Your Role
The Rules
The Aspects
Character Template
(for Humans)
(for Trolls)
Other Notes
1. My Human character will be the Human that discovers SBURB for the sake of advancing the plot, but I am leaving the part of his female Troll friend open for anyone that may want to take that part.
If no one wants to play as her I can, but it's also an important role and I'd like to leave it open for another person. The only specific parameters for her is that she's (obviously) female and knows my character, but the rest is a blank slate.
2. I've reserved my character as the Sylph of Void. Anyone wanting a particular class/aspect is more than welcome to call it before making their SU.
Rated M for:
Violence and Language
Suggested Age: 16+
Plot:
Centuries after the events of (the ongoing adventure of) Homestuck, the game SBURB mysteriously returns to Earth and Alternia, and once again players must enter the game, conquer it, and construct a new universe. This time, however, the two universes must join into one huge session. Human and Troll-kind must work together to once again conquer the game. This time promises to be a lot less convoluted and complex, but that does not mean that the game is any easier. Everyone will be destined to prototype at least one thing into their kernelsprites before entering the medium, and prototyping with useless, disadvantageous items will not weaken the kings and queens of Skia's moons. But even if they manage to stop the Derse king, the heroes will still have one ultimate challenge to face: The Midnight Crew.
In this session of SBURB, each of the four members of The Midnight Crew will be destined to not only survive until the end, but also obtain one of the Derse/Prospit rings. In turn, they will wear the rings and become the final challenge for the heroes. The only hope for Earth's and Alternia's survival will be the ascension of each hero; making it all the way to their God Tier ranks.
In the Beginning
(how this RP will start)
As the people of Earth and Alternia go about their normal lives, one human discovers a lone pair of discs in a cavern of the ruins near his house. He enlists the help of a friend (a female Troll) to find out their origin, and their research into the mysterious artifacts leads them to discover the bloody history of the game of SBURB.
With time running short and the reckoning at hand, the two friends try to recruit their other friends to join in the game and keep their races alive.
(how this RP will start)
As the people of Earth and Alternia go about their normal lives, one human discovers a lone pair of discs in a cavern of the ruins near his house. He enlists the help of a friend (a female Troll) to find out their origin, and their research into the mysterious artifacts leads them to discover the bloody history of the game of SBURB.
With time running short and the reckoning at hand, the two friends try to recruit their other friends to join in the game and keep their races alive.
Back-story
(about the game)
(if you don't already know the idea behind the SBURB game, read this. Don't worry if it doesn't make 100% sense right away; the information will make itself clear with a little more reading)
Spoiler:
SBURB itself is a mysterious game that forces the players to survive their dying worlds (destroyed by meteor showers that obliterate the planet; caused by the game itself) and enter its medium by using four items that are constant in every game. It is also a client that connects two players. One will be the server host (with the sever disk), and the other will connect to the host and control and manipulate the host's environment (with the client disk). Destroying enemies will allow players to collect building materials that will allow the client player to expand the host's environment and progress further into the game.
Beginning building items constant to the game are the alchemiter, totem lathe, punch card machine, and the cruxtruder. The cruxtruder creates cylinders for the host to use. Its cap has to be removed, and doing so will release the kernelsprite,and will display the time left before a meteor will hit the host's house. These cylinders are prepared by the totem lathe, which shapes the cylinders into totems based on the code of a punched captchalogue card (potentially punched by the punch card machine). There will be one pre-punched card already loaded into the lathe that the host will have to carve a cylinder with. Once done, the carved totem will have to be placed onto the scanner of the alchemiter, which will re-create the item that the totem was programmed with. Specifically, the totem created by the pre-punched card will be the way into the medium. Every time a player enters the medium, the means to enter get progressively harder for the next player entering.
Kernelsprites are destined to be the guides that the players will seek wisdom from. In order for this to happen, though, they must be prototyped with two objects. The players should be weary, however, for the things that they program into their kernelsprites before entering the medium will be used as power-ups for the endgame bosses that they will eventually face. Kernelsprites are more accepting of being prototyped with dead or doomed entities, but those are not parameters that the prototyping objects must follow.
Once inside, the host's house will be levitating above a world unique to each player (named "Land of (something) and (something)"). A series of portals will be the travel points for the adventure; the first one being high above the player's house that will send them safely to the world below. It will be the client's job to expand the host's house for upward ascent, but they will also want to connect to the next player in line because their house will be the next target destroyed. On the other hand, it will be the host's job alone to tinker with the beginning items as they see fit and equipped themselves with items for the journey ahead. Player order entering the medium is not necessarily definite, but the first player must connect with the last player in line to complete the cycle and mark the end of admittance into the medium.
The Denizen of a player's home world is the mini-boss of the game. They are very powerful, but are encountered after progressing through the seventh portal of the player's journey. They guard the player's portal to Skia, but they are not within themselves a mandatory fight for the player (as in, a different player could very well take on another person's Denizen instead). On the other hand, they are the source of a vast wealth of building material that will no doubt lead to the creation of even better items and more powerful weapons. Naturally, the more players there are, the more Denizens there are to be encountered.
Now for the game's more advanced progression. Simply put, the game is mostly centered around the war on Skia, a mystical chess-realm fully created after three kernelsprites are prototyped. The two factions reside on the moons of Skia: Prospit (light) and Derse (darkness). The moons are also home to every player's dream-self, either on Prospit or Derse, but where the player is a dreamer is not so important. In every game, Derse is the destined winner of the war, killing the Prospit King on the battlefield of Skia, which starts the reckoning: the shower of meteorites that attempt to crash into Skia. However, Skia's destruction is delayed as Skia's natural defenses place portals in front of the incoming meteors (sending them to the players' home world, instead). After the reckoning is started, the players must engage and defeat the King of Derse before Skia is destroyed.
Hero abilities and God Tier are special parts of the game. Each player is the hero class (Prince, Heir, Bard, Mage, Seer, Witch, Sylph, Page, Knight, Rogue, Thief, and Maid) over one particular aspect (Heart, Time, Void, Mind, Space, Breath, Life, Doom, Rage, Light, Hope, and Blood). This is how they fight and/or help their team make it through the game. However, it should be noted that not all combinations are necessarily beneficial, and may in some instances prove to be detrimental to the team's success. God Tier, however, is a special state. It essentially allows the player to become stronger and master their role to its fullest potential. The only way to become God Tier, however, is for the player (or their dream-self) to die on their aspect's quest bed. Locations of quest beds are not specific, though it is common for ones on the player's world to be on the tallest point of the world (often is the tallest structure; a tower that climbs up to extreme altitudes) and ones on Prospit/Derse to just be slabs the thickness of a mattress.
Paradox babies and the Genesis Frog are side-missions of the SBURB game. Paradox babies are the baby-versions of the players that are created through the synthesis of paradox slime. As for the Genesis Frog, it is the new universe to be; the final product of the game. The Genesis Frog is created in a way similar to the paradox babies, but different players are often tasked to do each job. It should be mentioned that both of these tasks seem to be forwarded by players of specific class or aspect.
Beginning building items constant to the game are the alchemiter, totem lathe, punch card machine, and the cruxtruder. The cruxtruder creates cylinders for the host to use. Its cap has to be removed, and doing so will release the kernelsprite,and will display the time left before a meteor will hit the host's house. These cylinders are prepared by the totem lathe, which shapes the cylinders into totems based on the code of a punched captchalogue card (potentially punched by the punch card machine). There will be one pre-punched card already loaded into the lathe that the host will have to carve a cylinder with. Once done, the carved totem will have to be placed onto the scanner of the alchemiter, which will re-create the item that the totem was programmed with. Specifically, the totem created by the pre-punched card will be the way into the medium. Every time a player enters the medium, the means to enter get progressively harder for the next player entering.
Kernelsprites are destined to be the guides that the players will seek wisdom from. In order for this to happen, though, they must be prototyped with two objects. The players should be weary, however, for the things that they program into their kernelsprites before entering the medium will be used as power-ups for the endgame bosses that they will eventually face. Kernelsprites are more accepting of being prototyped with dead or doomed entities, but those are not parameters that the prototyping objects must follow.
Once inside, the host's house will be levitating above a world unique to each player (named "Land of (something) and (something)"). A series of portals will be the travel points for the adventure; the first one being high above the player's house that will send them safely to the world below. It will be the client's job to expand the host's house for upward ascent, but they will also want to connect to the next player in line because their house will be the next target destroyed. On the other hand, it will be the host's job alone to tinker with the beginning items as they see fit and equipped themselves with items for the journey ahead. Player order entering the medium is not necessarily definite, but the first player must connect with the last player in line to complete the cycle and mark the end of admittance into the medium.
The Denizen of a player's home world is the mini-boss of the game. They are very powerful, but are encountered after progressing through the seventh portal of the player's journey. They guard the player's portal to Skia, but they are not within themselves a mandatory fight for the player (as in, a different player could very well take on another person's Denizen instead). On the other hand, they are the source of a vast wealth of building material that will no doubt lead to the creation of even better items and more powerful weapons. Naturally, the more players there are, the more Denizens there are to be encountered.
Now for the game's more advanced progression. Simply put, the game is mostly centered around the war on Skia, a mystical chess-realm fully created after three kernelsprites are prototyped. The two factions reside on the moons of Skia: Prospit (light) and Derse (darkness). The moons are also home to every player's dream-self, either on Prospit or Derse, but where the player is a dreamer is not so important. In every game, Derse is the destined winner of the war, killing the Prospit King on the battlefield of Skia, which starts the reckoning: the shower of meteorites that attempt to crash into Skia. However, Skia's destruction is delayed as Skia's natural defenses place portals in front of the incoming meteors (sending them to the players' home world, instead). After the reckoning is started, the players must engage and defeat the King of Derse before Skia is destroyed.
Hero abilities and God Tier are special parts of the game. Each player is the hero class (Prince, Heir, Bard, Mage, Seer, Witch, Sylph, Page, Knight, Rogue, Thief, and Maid) over one particular aspect (Heart, Time, Void, Mind, Space, Breath, Life, Doom, Rage, Light, Hope, and Blood). This is how they fight and/or help their team make it through the game. However, it should be noted that not all combinations are necessarily beneficial, and may in some instances prove to be detrimental to the team's success. God Tier, however, is a special state. It essentially allows the player to become stronger and master their role to its fullest potential. The only way to become God Tier, however, is for the player (or their dream-self) to die on their aspect's quest bed. Locations of quest beds are not specific, though it is common for ones on the player's world to be on the tallest point of the world (often is the tallest structure; a tower that climbs up to extreme altitudes) and ones on Prospit/Derse to just be slabs the thickness of a mattress.
Paradox babies and the Genesis Frog are side-missions of the SBURB game. Paradox babies are the baby-versions of the players that are created through the synthesis of paradox slime. As for the Genesis Frog, it is the new universe to be; the final product of the game. The Genesis Frog is created in a way similar to the paradox babies, but different players are often tasked to do each job. It should be mentioned that both of these tasks seem to be forwarded by players of specific class or aspect.
Other Info
Spoiler:
Captchalogue Cards: The means for people to carry items that would otherwise burden them if they were to carry them normally (think Pokeballs for everyday items, only in card form). They often cost one of the most common building material to make alone. They work well with the punch card machine; they can be punched with the machine and placed into the totem lathe to create totems to replicate the items. Although the player can't take the item back out of a punched card, it can be used in conjunction with another punched card to merge the two together and (hopefully) make a better item from the combination.
There are also codes on the back of the captchalogue cards. These codes can be entered into the punch card machine and the machine will punch holes into the next card inserted that relate to the item of the code.
Modus: There are many different modi that can be used to organize and handle a person's captchalogue cards. Not all of them are inherently helpful, but many of them often resemble simple games like memory or pictionary. Some are better than others, though, as there are some that allow a person to pick up and store things that normal modi may not be able to handle.
Sylladex and Specibus: More specifically, weapon storage. Every person has at least one Sylladex card (though usually only one; these cards are hard to find blank, and cannot be copied or replicated). When a weapon-like item is placed in the sylladex card, the Specibus Album attunes the card to accept more weapons of the same kind into the sylladex. To put it simply, weapons that a person plans to master can be placed in a special set of cards that will allow them to call upon them quickly independent of the Modus they have.
Pesterchum and Trollian: The most common ways to contact friends! Pesterchum is your run-of-the-mill chat client that allows you to contact people. Trollian, however, is a special product of Alternia. It is like Pesterchum, but it has the ability to allow the person to converse with people at any part of the person's timeline (as in, a person can communicate with people in their past, future, or present). Trollian is also the only way that Trolls can communicate with Humans without being side-by-side with them.
Screen names are usually two words with the second word capitalized instead of the first (example: furiousAcolyte)
The Trolls: From the world of Alternia, the Trolls are a race of people that value violence. Though not violent all the time, it is natural for some to resort to such acts. They are gray in skin tone, possess horns, and often wear t-shirts with some sort of symbol on them (this is not necessary, but more of a quirk). They may or may not have psychic powers and varying fangs, too. They are raised by pure-white creatures called Lusus, and they vary in appearance (much like Pokemon). Trolls tend to be hostile with certain Humans, but it is not uncommon for them to develop feelings (friendship or otherwise) with one. Because of different customs between the two races, though, they may have varying issues with social interaction and boundaries (example: because of the Troll birthing rituals, buckets are seen as a sexual item to Trolls).
There are also codes on the back of the captchalogue cards. These codes can be entered into the punch card machine and the machine will punch holes into the next card inserted that relate to the item of the code.
Modus: There are many different modi that can be used to organize and handle a person's captchalogue cards. Not all of them are inherently helpful, but many of them often resemble simple games like memory or pictionary. Some are better than others, though, as there are some that allow a person to pick up and store things that normal modi may not be able to handle.
Sylladex and Specibus: More specifically, weapon storage. Every person has at least one Sylladex card (though usually only one; these cards are hard to find blank, and cannot be copied or replicated). When a weapon-like item is placed in the sylladex card, the Specibus Album attunes the card to accept more weapons of the same kind into the sylladex. To put it simply, weapons that a person plans to master can be placed in a special set of cards that will allow them to call upon them quickly independent of the Modus they have.
Pesterchum and Trollian: The most common ways to contact friends! Pesterchum is your run-of-the-mill chat client that allows you to contact people. Trollian, however, is a special product of Alternia. It is like Pesterchum, but it has the ability to allow the person to converse with people at any part of the person's timeline (as in, a person can communicate with people in their past, future, or present). Trollian is also the only way that Trolls can communicate with Humans without being side-by-side with them.
Screen names are usually two words with the second word capitalized instead of the first (example: furiousAcolyte)
The Trolls: From the world of Alternia, the Trolls are a race of people that value violence. Though not violent all the time, it is natural for some to resort to such acts. They are gray in skin tone, possess horns, and often wear t-shirts with some sort of symbol on them (this is not necessary, but more of a quirk). They may or may not have psychic powers and varying fangs, too. They are raised by pure-white creatures called Lusus, and they vary in appearance (much like Pokemon). Trolls tend to be hostile with certain Humans, but it is not uncommon for them to develop feelings (friendship or otherwise) with one. Because of different customs between the two races, though, they may have varying issues with social interaction and boundaries (example: because of the Troll birthing rituals, buckets are seen as a sexual item to Trolls).
Spoiler:
You are a Human/Troll that will be playing in the new session of SBURB. As a player, it will be your job to fight with your allies to finish the game and save both worlds from destruction. However, that doesn't mean that your actions will always be beneficial to your team's success...
The Rules
1. No godmodding and no bunnying without permission. As the GM, I would like a little warning before such things are done.
2. There will be a maximum of twelve "player" characters. Each RP'er may have one Human and one Troll character, but they cannot exceed the twelve character maximum. However, special situations may be considered (twins, etc.).
3. No two characters should have the same class/aspect. there are twelve of each, so there should not be any copying.
4. Keep language and psychic Troll powers within reason. Violence is okay, but let's not describe evisceration here!
5. Try to be consistent and dedicated to participating. If I deem it necessary I will open an inactive player's spot for a new arrival.
6. Pesterchum/Trollian dialogues should not spam the RP. Create these dialogues with PMs, please!
7. Since Pesterchum/Trollian is a chat client, it will only be okay to script dialogue those entries, but a person's post should NOT consistently be all Pesterchum/Trollian entries!
The Classes2. There will be a maximum of twelve "player" characters. Each RP'er may have one Human and one Troll character, but they cannot exceed the twelve character maximum. However, special situations may be considered (twins, etc.).
3. No two characters should have the same class/aspect. there are twelve of each, so there should not be any copying.
4. Keep language and psychic Troll powers within reason. Violence is okay, but let's not describe evisceration here!
5. Try to be consistent and dedicated to participating. If I deem it necessary I will open an inactive player's spot for a new arrival.
6. Pesterchum/Trollian dialogues should not spam the RP. Create these dialogues with PMs, please!
7. Since Pesterchum/Trollian is a chat client, it will only be okay to script dialogue those entries, but a person's post should NOT consistently be all Pesterchum/Trollian entries!
Spoiler:
The Heir: A class protected by their aspect. They have full use of their aspect, though sometimes slow to master it themselves, but is it said that the properties of their aspect manage to passively protect them from minor to moderate harm.
The Seer: A class skilled at coordinating battle strategy. Through their understanding of their own aspects they help other players.
The Sylph: Predominately a healing class, Sylphs care to the team's physical and mental needs. A Sylph uses its aspect to heal.
The Bard: A class that either destroys things with their aspect, or allows their aspect to be destroyed.
The Knight: A class that usually uses their aspect to protect other team members from obliteration.
The Thief: A class that steals from enemies and uses the power gained for themselves.
The Prince: A class that destroys their aspect and/or destroys with their aspect.
The Page: A class that provides their teammates with their aspect.
The Witch: A class that manipulates its aspect for the benefit of others.
The Rogue: A class that steals from enemies, but uses the power gained to benefit their team.
The Maid: A class that provides itself with it's aspect; often to their own defense.
The Mage: A class that uses the knowledge of its aspect to benefit themselves; often protecting themselves from the negative properties of their aspect.
The Seer: A class skilled at coordinating battle strategy. Through their understanding of their own aspects they help other players.
The Bard: A class that either destroys things with their aspect, or allows their aspect to be destroyed.
The Knight: A class that usually uses their aspect to protect other team members from obliteration.
The Thief: A class that steals from enemies and uses the power gained for themselves.
The Prince: A class that destroys their aspect and/or destroys with their aspect.
The Page: A class that provides their teammates with their aspect.
The Witch: A class that manipulates its aspect for the benefit of others.
The Rogue: A class that steals from enemies, but uses the power gained to benefit their team.
The Maid: A class that provides itself with it's aspect; often to their own defense.
The Mage: A class that uses the knowledge of its aspect to benefit themselves; often protecting themselves from the negative properties of their aspect.
The Aspects
Spoiler:
Time: The aspect of timelines and time travel. The use, management, and preservation of time is often the focus in any hero class.
Space: The aspect of matter. Manipulation of size or shape is often the focus. Heroes of Space are often tasked with creating the Genesis Frog.
Light: The aspect of luck and knowledge. Certain classes will be more drawn towards one than the other.
Breath: The aspect of wind. As an aspect associated with Life, it is possible for the Heroes of Breath to revive fallen players. They are one of the aspects often tasked with creating the baby-versions of the players.
Void: The aspect of nothingness and/or knowledge's destruction. Heroes of Void are able to elude detection, though often master combat with fists.
Heart: The aspect of soul and self. Heroes of Heart tend to splinter their personalities.
Life: The aspect of life force. Heroes of Life are sometimes able to manipulate lifespans and even resurrect themselves and others in times of need. Ironically, however, they are not often tasked with creating the baby-versions of the players.
Mind: The aspect of thoughts and decisions.
Hope: The aspect of holiness and inspiration.
Blood: The aspect of unity and compassion. As an aspect associated with Life, Heroes of Blood are able to revive fallen players and are often tasked with creating the baby-versions of the players. They are also a helping hand in the creation of the Genesis Frog.
Rage: The aspect of anger. Heroes of rage often convert their harsh feelings into wild, surging power that can be in-discriminant.
Doom: The aspect of death. Heroes of Doom often sense when the shadows of death are going to fall, and can sometimes commune with the dead.
Space: The aspect of matter. Manipulation of size or shape is often the focus. Heroes of Space are often tasked with creating the Genesis Frog.
Light: The aspect of luck and knowledge. Certain classes will be more drawn towards one than the other.
Breath: The aspect of wind. As an aspect associated with Life, it is possible for the Heroes of Breath to revive fallen players. They are one of the aspects often tasked with creating the baby-versions of the players.
Heart: The aspect of soul and self. Heroes of Heart tend to splinter their personalities.
Life: The aspect of life force. Heroes of Life are sometimes able to manipulate lifespans and even resurrect themselves and others in times of need. Ironically, however, they are not often tasked with creating the baby-versions of the players.
Mind: The aspect of thoughts and decisions.
Hope: The aspect of holiness and inspiration.
Blood: The aspect of unity and compassion. As an aspect associated with Life, Heroes of Blood are able to revive fallen players and are often tasked with creating the baby-versions of the players. They are also a helping hand in the creation of the Genesis Frog.
Rage: The aspect of anger. Heroes of rage often convert their harsh feelings into wild, surging power that can be in-discriminant.
Doom: The aspect of death. Heroes of Doom often sense when the shadows of death are going to fall, and can sometimes commune with the dead.
(for Humans)
Spoiler:
Name:
Age:
Gender:
Appearance: (nothing fancy is needed; a solid paragraph will do)
Personality:
Hero Title: [class] of [aspect]
Chumhandle:
Modus: (please explain a little bit about the Modus' function, as well)
Specibus: (What weapons can your character use? 2 max.)
History: (this also doesn't have to be anything fancy; perhaps two paragraphs at minimum)
Age:
Gender:
Appearance: (nothing fancy is needed; a solid paragraph will do)
Personality:
Hero Title: [class] of [aspect]
Chumhandle:
Modus: (please explain a little bit about the Modus' function, as well)
Specibus: (What weapons can your character use? 2 max.)
History: (this also doesn't have to be anything fancy; perhaps two paragraphs at minimum)
(for Trolls)
Spoiler:
Name:
Age: 18 (trolls can only be 18)
Gender:
Blood Color: (It should be noted that the Trolls' world operates on a caste system. To put it simply, blood colors closer to purple make the Troll a "Highblood," and ones closer to red make them "Lowbloods" (however, it is a mutation to have blood the same red as a Human's, so that color would be the lowest of the caste). "Midbloods" are Trolls with greenish/bluish blood that are some-what in between the two other statuses. It should also be noted that Lowbloods tend to have the stronger psychic powers, though it's not unheard of to have Mid/Highbloods with powerful psychic abilities.)
Appearance: (nothing fancy is needed; a solid paragraph will do)
Horn Shape:
Psychic Powers?: (Caution: Most Troll psychic powers are ineffective/mitigated when used on Humans; don't expect that an all-powerful ability will make your character equally powerful!)
Personality:
Hero Title: [Class] of [Aspect]
Chumhandle:
Modus: (please explain a little bit about the Modus' function, as well)
Specibus: (What weapons can your character use? 2 max.)
History: (this also doesn't have to be anything fancy; perhaps two paragraphs at minimum)
Age: 18 (trolls can only be 18)
Gender:
Blood Color: (It should be noted that the Trolls' world operates on a caste system. To put it simply, blood colors closer to purple make the Troll a "Highblood," and ones closer to red make them "Lowbloods" (however, it is a mutation to have blood the same red as a Human's, so that color would be the lowest of the caste). "Midbloods" are Trolls with greenish/bluish blood that are some-what in between the two other statuses. It should also be noted that Lowbloods tend to have the stronger psychic powers, though it's not unheard of to have Mid/Highbloods with powerful psychic abilities.)
Appearance: (nothing fancy is needed; a solid paragraph will do)
Horn Shape:
Psychic Powers?: (Caution: Most Troll psychic powers are ineffective/mitigated when used on Humans; don't expect that an all-powerful ability will make your character equally powerful!)
Personality:
Hero Title: [Class] of [Aspect]
Chumhandle:
Modus: (please explain a little bit about the Modus' function, as well)
Specibus: (What weapons can your character use? 2 max.)
History: (this also doesn't have to be anything fancy; perhaps two paragraphs at minimum)
Other Notes
1. My Human character will be the Human that discovers SBURB for the sake of advancing the plot, but I am leaving the part of his female Troll friend open for anyone that may want to take that part.
If no one wants to play as her I can, but it's also an important role and I'd like to leave it open for another person. The only specific parameters for her is that she's (obviously) female and knows my character, but the rest is a blank slate.
2. I've reserved my character as the Sylph of Void. Anyone wanting a particular class/aspect is more than welcome to call it before making their SU.