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StarlitSiren

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Everything posted by StarlitSiren

  1. Ok, so Millie has a sister and a father in her past. I'm actually going to create a character with a negative connection in the town, if that's acceptable? Willis Sloan is as close to an outlaw as you can get while still balancing on the right side of legality. He owns and operates a trading post in (town name), but is involved in shady dealings. Millie was forced to borrow money from Willis a few months back, and the interest is piling up. Of course, she could pay him back in a heartbeat if she were still at home, or with the help of her family, but fuck that. And as months tick by, so too does his patience tick down. I'll post the sheet later, once I've confirmed a couple things, but for now, I'm bringing to the party: I've added the privileged Origin from Millie's background, despite that she benefits from it little now. I've added her home and workshop 'Gearhart repairs' as a location that's overflowing with junk and half finished projects, granting a + to both machining/ repair as well as being her safe space for social interactions. I've added Tinkerer (I think only at d4?) to represent her obsession with machines and gadgets, and put everything into Power d8 (assuming everything else stays at d4?) to reflect the way that expertise puts her in some manner of control.
  2. I read the same but wanted to confirm I hadn't missed anything! Thanks!
  3. question; should I be adding ONE person to my character's miro, or more than one if other appropriate folks from the past?
  4. Edited character above with my own image generation attempt! I actually think it looks good!
  5. I've had so little luck generating my own
  6. Name: Millicent 'Millie' Gerenhart 'Gearhart' Age: 22 Sexuality: Repressed (Bisexual) Bio: Millicent knows machines, even if she doesn't know people. Socially awkward, tactless, kind of endearing if you can handle her latest hyper fixations, Miss 'Gearhart' lives on the fringe, grew up taking apart clockwork mechanisms in the stolen moments that were her own and- as a woman grown- is one of the finest inventors and tinkerers outside of the Big-name professors. She's creative, quick to invent something overly complex for a simple problem, and will talk your ear off for HOURS if you don't stop her. Millie never made it as a big name inventor despite her aptitude, in part due to a crippling difficulty in maintaining attention on any one thing, and a fierce pride and perfectionism that often leads to either hyper fixating on one invention long past it's already been proven unworkable, or the frustrating need to turn away from something not working exactly as she envisioned. This combined with her somewhat difficult family and living arrangements meant that her 'hobby' was disapproved of and not outright banned from, but wasn't able to dedicate her life too it. This is not to say Millicent has not managed to create wonderous things. She is a renowned gunsmith- even if a terrible shot herself- and is skilled at clockwork machining, especially where it comes to odd knickknacks with very niche applications; such as the goggles of her own invention which she can use to analyse mineral composition by snapshotting pictures at different visual frequencies... and then taking the time to develop them. She pioneered a glove that can fit multiple tools on as extensions to herself, be they for engineering or tinkering or... theoretically, lockpicking or punching someone out with an electric shock. Millie thinks on her feet and can throw things together quicker than expected... even if they don't always work exactly is intended. History Millie hails from 'Civilisation', the Big city, a place where industry has exploded and expanded in the last two decades, and since the discovery and applications of <Redacted> (Our mystery element, if that's ok?). The daughter of Arthur Gerenhart, a trader with his fingers in multiple businesses, he raised Millie and her sister, Mary, to be his family heirs in lieu of the son he'd always wanted. Mary took to the high life like a Working man to a saloon, but Millie never quite fit in there. As much as she loved the technology, the conveniences and the wealth of 'modern life', all that really awaited her was a marriage at her father's suggestion, more dealing with fancy shindigs, and people. So when the rebellious young tinkerer, enamoured by machines as she was, saw a job advert for a small town far, far on the fringe, she took it and spirited away one night. Millie left a note, and while she has corresponded with her Father and Sister since leaving them over a year ago for the Fringe, all that has amounted so far are threats to come and drag her back. Millicent, however, is confident that they would never truly do that- not because they would respect her wishes, but because of the effort and the public display. So Millie moved into town as the little settlement's new engineer. When the train comes down from civilisation, on the one, single line, it's her job to make sure everything is working and safe. Millie 'Gearhart' (as she calls herself, seeking some distance from her actual family name) operates out of a little hovel by the train station, where she offers her services to the townsfolk in repairing, smithing, and creating all manner of queer machines. Some of them even work; but that's the nature of invention. The spicy stuff Speaking of inventions, Millie created a clockwork *ahem* unit to help her manage any distractions. It's not exactly quiet, but simulates a... partner. Millie's always been very sexually repressed, and as she's gotten into her late teens and into her early twenties, she has only found herself more wound up and distractible, her gaze getting stuck on handsome boys and pretty girls. There's a secret book of blueprints in her collection with some incredibly lewd ideas, ranging from units such as her faithful gadget that could be worn by a female partner, and restraints or chokers that might administer a little buzz. Of course, outside of testing her inventions solo, she would first need to learn to talk to other human beings like... well, an actual person.
  7. LOVE the characters, @WickedCadrach I am super on board with that! Where are you all finding these beautiful portraiture?
  8. So we have our six people now! I'm still a little late on swotting up on the cortex bits but will try to do so ASAP!
  9. Hi @AsBloodTurnsEverCold <3
  10. Oh god, who would want to get mixed up in that! Is it too late to change my character?
  11. I know it sounds like a silly, obvious thing to say, but we ofc have the OOC here to discuss anything if there's any discomfort that DOES arise. <3
  12. I'll see what I can do. Itching to write a silly little preamble for Millie back in the city!
  13. I like the crazy blue mineral/crystal. Two names to put forward: Luminite, or Cyanthium. Though that's what the smarty pants call it. The common folk might refer to it as 'Bluefire' or 'Glowstone.' @WritesNaughtyStories I'm with you on the promiscuity, and it makes sense that it being a taboo absolutely does NOT stop people. @IsabellaRoseI'm on board with the list pretty much as is and I like the summing up there. Given we're working in an Alternate History of the real world, you'll all have to forgive my geographical or historical blunders (although I know we're not using real figures.) Ignorant Brit over here.
  14. Sorry for slow response- stuff to add but working, will poke this when home <3
  15. Not to be on the nose, but I'm also very on board with the tone of promiscuity as a theme throughout, in whatever way we work it with your system. The idea that that might or might not be promoted by different sects/factions of faith is equally fun
  16. @WritesNaughtyStories I like the slightly larger town setting. Settlers follow the 'gold' rush and the promise of new lands to colonise, and in this case it's sort of a success and the town does a lot better than most of the small settlements on the fringe. Now, this doesn't disqualify a world where a bad end means the town is destroyed/lost/we're branded outlaws, etc, and then we end up on the run, but as a baseline I like the town idea. The stability is a nice safety net to potentially begin our story depending on how it goes and if things work out in whatever which way. In that event, Millie absolutely has a workshop. Only as fancy as anything else in a fringe town, with family in the distant City whom don't know why she's 'wasting her time there.' I'd say she's well known in town as the weird recluse who doesn't entirely know how to talk to people about anything except her craft (she's neuro-divergent coded for sure.) Perhaps the workshop built up around her initial role as an engineer on the fringe side to manage the one railway's train, checking it's mechanisms before each time it departed back for Civilisation? I like the displacement premise, but very much would personally lean into the 'city folk' forced out of their work in Civilisation, perhaps with a nefarious end as the powers-that be from the City are trying to take monetary ownership of what's been built on the fringe.
  17. -Balls; I love the idea of that divide between the fringe or frontier, and the civilised folk or even those trying to emulate them on that same Frontier. The working men and women contrasted with the rich land and business owners holding events like they're in the centre of civilisation, far from the frontier. -Heists?- a complicated plan with little to no chance of going off correctly. -Horses; Maybe unnecessary to add, but the Frontier can't be all trains and zeppelins (though I love them both, especially with our aesthetic.) I imagine civilisation being incredibly reliant on the technology and industrial side, while the frontier/fringe likewise uses it mingled with old timey wild west things. Work horses and steeds for riding would be important. -Gadgets; As Millie, I'd love some freedom (within reasonable bounds) to cobble silly gadgets and such together with that steampunk aesthetic. Depending on how the story goes she might not be taking anything like a workshop around with her, so the ability to tinker on the move would be appreciated in a way that wouldn't break the tone.
  18. I'm into that. Millie, of course, will think it's an old timey cooky religion. (until they get in on the kind of being a slut about it)
  19. Seconding @MagnificentBastard, We appreciate you @IsabellaRose I'm a dummy, @WritesNaughtyStories- can you tell me what you mean by Prudence? I'm in for Everything writesnaughtystories says. Obviously the character premise I started out with very much leans into that steampunk inventor/tinkerer concept. If this is a bit more of an Alternate history than a full on imaginary world (going by your post above) then that does open up very fun premises and opportunity for reference. I'm good with both. To clarify, I'm also not against magic being a thing in the setting in the right, mystical, unobtainable doses (The big bad dabbling in something they don't understand and we won't either) but I'm also not expecting or asking for it. I just thought I should address the fantastical since the other thread leaned that way a lot
  20. To emphasise, I'm VERY into the 1880 aesthetic with wild/west steampunk feel. I'm also a bit of a Lovecraft nerd (a bit) and adventure, so I'm so in for an alternate industrial revolution and fringe society versus civilisation themed story. Apologies if I didn't answer the setting stuff but I absolutely am on board.
  21. Ooooo, let's say Millie's Sister is a big name arms dealer for a VERY autocratic empire.
  22. Wherein Furry is concerned I'm into the minor use (animal ears/tails, etc, I think there was a term used above somewhere?) But less full anthomorphic; to clarify, that doesn't mean I'm saying 'don't out it in', just that it's something I might ask for a little naughty distance from if we go that route! Which brings me to my own likes. On that spicy side I'd love Millie to be subject to some mind alteration/mood alteration effects somewhen, with the dubcon idea (think our own game, Isabella.) In terms of world content: -Tech I can 'MacGyver' given the character premise -An AIRSHIP (just somewhere. for fun.) -Intrigue; less of a world thing specifically, but I'd love a bit of a mystery baked in somewhere, despite what we end up playing! I don't have exclusions yet, but shall rack my brain!
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