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Re: ☾Leap of Faith☾

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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
18 Jun 2013 05:51 PM
This is my final re-post. If this fails, then so be it. I'll organize a funeral.

---

"It is often in the darkest skies that we see the brightest stars."
-Richard Evans

“We change the world not by what we say or do, but as a consequence of what we have become.”
-David R. Hawkins

---

THE BEGINNING HAS ENDED...

...AND THE ENDING HAS ONLY JUST BEGUN.

---

"Fifteen, please stay close!"

One's desperate cry was no use. Fifteen danced across the rubble of the Topland, always one step ahead of the rest of the group. They were tired, all of them. But they pressed on, in hope that they would discover a safe and intact refuge.

But does such a place even exist?

Five minutes passed, and the Numbers walked in silence. This severely worried One. Normally, it was never this silent; Fifteen, a boundless chatter box, would never act so composed.

"Fifteen?" One called. Silence followed. With narrowed eyes, One swept his gaze over the sandy terrain - that was once full of growth and greenery - in search of the dim glow from Fifteen's candle stick. To his horror, there was no glow. "Fifteen!" One called more emphatically.

"Here!" Fifteen answered from a distance. Although he could still see no sign of the small figurine, he hurriedly pushed forward until he came to a slope, blanketed with mounds of scrap metal and rubble. Below, Fifteen crouched over a cardboard box buried midway in rubble. She cast One and the rest of the group a quick glance and called, "Come look at this, One!"

With no hesitation, One slid down the slope using his mace to maintain his stability. As he and the others leaned over the side of the box and looked over its contents, Eleven gasped dramatically. "Can it be?"

"These are copies of the prototypes in the Artisan's basement!" One exclaimed. As he said it, the eyes of the twenty or so stitchpunks within the box began to dimly glow...

---

It's been three weeks since the remaining Numbers - One, Nine, Ten, Eleven, Twelve, Fourteen, and Fifteen - have narrowly escaped through the Tunnels. The threat of the Beasts is behind them, but they've been burdened with the responsibility of protecting themselves in the Topland, which they've discovered is far more dangerous than the cavern city, and finding a new home, perhaps even a permanent one. However, upon discovering the box of stitchpunks, they explained what had happened according to what knowledge they gathered from newspapers and old television broadcasts.

Having shared this news, the Numbers and the stitchpunks trekked for half a week and eventually discovered a bridge crossing a droughty river with several patches of grass on either side. Here, they established a settlement called Esterham, named after William Ester, who the original stitchpunks discovered to be the Artisan.

The Numbers eventually learned that their Artisan had collaborated with several other scientists on the creation and animation of the stitchpunks. While some scientists theorized that this project would fail and considered it very absurd to transfer one's soul to a collection of dolls, others, including the Artisan, were committed to this rejuvenation of Earth. With this in mind, the Numbers made it their ambition to protect the other stitchpunks and their new establishment.

But what lurks outside the walls of Esterham? What new threats are ensuing? According to witnesses, a lone stitchpunk has made several appearances near Esterham territory. Is this what they should feel afraid of?

Esterham is prepared for any invasions or onslaughts. They know better than to let down their guard. They know better than to believe that they are safe or secure in this world. But they will still make the most of it.

---

☾Know Your Leaders☾

The rulers of Esterham are quite obviously the original wooden stitchpunks that survived the cavern city. They all have a place in the Council. Here's what you should know about them:

{ONE}
One has been alive the longest. He has a bulky, ponderous figure. He possesses two large kitchen knives he's retrieved from the rubble of a neighborhood house. He wears loose clothing beneath his crimson red and light brown armor. He wears a small, green helmet he's attained from another house. He wears a belt around his waist. He carries a large, ponderous mace to protect himself and the others.
One is fierce, aggressive, and even arrogant at times. He's very much concerned for his team, and would choose to fight their enemies by preference. Over the several weeks he's survived the cavern city, he's become much more mindful, and passionate for his team. He was especially fond of Four, the leader of the original team, who unfortunately hadn't survived.

{NINE}
Nine is an extreme risk-reward kind of girl, with a tendancy to overlook the size or strength of an opponent; she'll jump into battle before thinking ahead and assessing the situation. Nine wears a medium-sized tin breastplate, with leather pantlegs and a small necklace strung with human teeth found among the ruins. She wields a long staff, with a sharp piece of rusted iron tied to the end with dead grass. Nine is easy to get along with, but can quickly lash out at someone if she feels they've gone too far into her "personal bubble".

{TEN}
Ten is a very calm, patient female with a harmonious behavior. She is very agreeable, and supportive. Ten wears a white, hoodless cloak with deviant black inscriptions on the back. Beneath her cloak, she wears leather armor strapped together by velco. She carries several vials of poison in her wide, light brown leather belt around her waist. She's obtained this poison from contact with a Beast. She now uses it against them. She also carries with her a grappling hook to use in the most unfortunate situations. She keeps the hook strapped to her belt most of the time.
Ten has two sides to her personality. She is very solemn and strict in difficult situations. She puts effort into her battles - as well as her retreat from pursuers. Ten is also easily angered, but it's too often that she's frustrated.

{ELEVEN}
Eleven is the only medic the entire team contains. He wears a thin, loose white fabric shirt with pants created from the same material. He wears a small, plastic bag over her head with a twig protruding from the top. His room consists of several beds, as well as tools to repair damages and vials of medicine to heal the ill. He is very aware of what he is doing, and heals rather quickly. He is not armed with any weapon, for he doesn't fight. But, in any case, he can use scissors he stores in his room for his own defense.
Eleven is frantic, and distressed if the injuries are terrible. He worries that he may do something wrong during the process. Fortunately, his team is very supportive of his work, so he has very little to worry about. While he is a common medic, he is often preoccupied with business in the Council; thus, he has many pupils and accomplices that will fill in his place in his absence if someone is hurt.

{TWELVE}
Twelve was the obstinate, intractible on the team, but in the duration of these several weeks he's learned to value and respect his acquaintances, as they are all he has. He once quarreled and fought with Four frequently, but since Four's death he's been very ambitious to make sacrifices for Esterham and do what he can to protect his people. By the Council and by the people, he's viewed as an established second version of Four. He wears thick armor and metallic boots. He also wears a bird-like helmet with a broad, iron beak and several different shades of orange. Beneath his armor he wears thin fabrics with peculiar patterns on them. He is armed with matches, a shortsword, and several ropes that he carries in a small shoulder bag.

{FOURTEEN}
Fourteen, the only mute companion amongst all the others, is a rather cautious - and paranoid on occasions - individual. It is unknown how he's become mute. He himself doesn't recall how it'd happened. He has an affinity for tinkering with collectibles. In fact, his modest inventions serve no true purpose - spinning wheels, blinking lights, and the like. The others often encourage him to construct something that they may use against enemies, but Fourteen generally shakes his head bashfully. He does not believe he is of any use, but that does not discourage him from finding pleasure in inventing minor things.
Fourteen wears no armour, but he does wear a white, stained apron over slender, orange clothing. With this apron, he wears a pair of goggles Two had once constructed for him. He wields a fork he's dug up from the rubble of a restaurant. He's sharpened the blades thoroughly until his fork has become a significant weapon that any hero would be honored to wield. Additionally, he's painted patterns and designs on the fork for domeanor.

{FIFTEEN}
Fifteen is tender-hearted and good-natured. She has a pleasant smile that, on some occasions, lifts the spirits of the others, draining their minds of their worries. However, she is often avoided because of her strange obsession for candles, and flames. She has an affection for a candle in particular she calls 'Ember'. Additionally, she will ask questions that no one has the answers to. She oftens asks questions about the unexplored world outside of Esterham and the supposed threat that has made appearances outside the walls of the settlement.
Fifteen wears several layers of clothes for warmth. She wears dress upon dress, and a twig stuck in her yarn hair for appearance. As for a weapon, she prefers to fend off her opponents with her candles, and her flames. Everyone disapproves of her choice, but she continues to ignore them.

---

☾ The Laws of Esterham ☾

● No Scavenger of Esterham is permitted to leave the boundaries unarmed or without a companion.

● Unauthorized objects, weapons, and clothing will be immediately confiscated.

● Sightings of predators or threats must be reported to the Council immediately.

● Betrayal or treason is an offense in Esterham. The punishment will result in a permanent banishment from the settlement.

● The word of a Council member is resolute. There will be no tolerance for objections or protests.

● Secrets are not to be withheld from the Council members if said secrets may decide the fate of Esterham.

● Significant findings inside or outside of Esterham are to be brought before the Inspectors.

● Intruders or outsiders that are like us are to be brought before the Council promptly.

● Any citizen or soldier of Esterham must return to Esterham before sunset. Likewise, the gates of Esterham are scheduled to close at sunset until the following morning.

● In case of an emergency, all citizens of Esterham are to be relocated to the Keep at the
heart of Esterham. Soldiers are responsible to secure the area and make sure there are no stray citizens.

● Damaged or disabled citizens or soldiers are to remain within the boundaries of Esterham until they are fixed and repaired.

---

☾Locations of Esterham ☾

*Housing is not included in this list. The RPers may make their own houses.*

THE COUNCIL HOUSE--
The Council House is situated at the core of Esterham. Here, the Council discusses and debates issues and concerns of Esterham. They also make amendments and agreements in this house. Only invited citizens are allowed into the Council House for various reasons. The House is built entirely of scrap metal, with few gaps in the walls.The floors are carpeted with a dark red fabric and several curtains made from a dark blue cloth are strung up around the room to cover the gaps in the walls. At the far end of the room is a podium, and several desks are arranged around the room. Behind each desk are two sewing tubes for seating two of the Council members, though one is vacant for the reason of having an odd amount of Council members.

THE PORT--
The Port is located at the bottom of the central bridge support, accessed by a spiral staircase. It has a makeshift lift, using a pulley, to take any supplies brought by boat up to the city. Fabric for repairing sails, and wood for fixing broken boats, is stored off to one side. While the Port is primarily used for business, it's also used for a common ritual. When a stitchpunk passes on to his or her afterlife, the Council members themselves will attend the funeral at the Port. The deceased stitchpunk will be sent down the creek on a material large enough for their bodies to symbolize that the end of this journey marks the beginning of a new one for the deceased.

THE PAWN SHOP--
The Pawn Shop lies east of the Council House, sitting on the very edge of the wooden bridge. The station is run by a couple of citizens of Esterham, who have obtained various objects from outside Esterham. Other citizens stream to their shop to trade their own salvages for weaponry, armour, clothing, or furniture material. The shop is made of cardboard with a tin covering to protect the cardboard from damping during storms. An entrance is cut out in the back, and a wooden desk is situated at the front of the shop with shelves built across the walls in the inside of the shop.

THE MEDIC LODGE--
The Medic Lodge is directly across from the Pawn Shop in case the medics are in urgent need of a certain material. The Medical Lodge, or simply referred to as "The Lodge" by some, has a tall wooden frame. Nailed into the framework are thick red fabrics that billow in the wind. An entrance is cut out in the front fabric with flaps that can be connected by a button. A small tent is suspended above the entrance to provide shade.

THE WATCHER-TOWERS--
The Watcher-Towers are platforms with canvas tents, located on either side of the bridge, suspended between between the bridge's side rails by ropes and cables. They are crewed by Watcher-Soldiers, to keep an eye out for any dangerous predators.

THE FORTS--
Located at either end of the bridge, below and a bit behind the Watcher-Towers, the Forts are shelters for Guardian-Soldiers and Ranger-Soldiers on guard duty. The Forts have wooden walls, with canvas or metal roofing. Within the Forts are cots for the Soldiers, and storage for weapons, or supplies to fix any part of the Forts damaged by predators.

THE INSPECTION HOUSE--
The Inspection House, very near the Council House, is home to the Inspectors, and constantly visited by Scavengers. Significant findings found outside of Esterham are taken here to be inspected, and given a purpose or value. The Inspection House is, to put it simply, a large upside-down orange plant pot with an entrance carved out. To add a touch of decoration, the Metalmasons have wrapped a red fabric with yellow stripes around the exterior of the pot. They've hooked the fabric onto a nail protruding from the side of the pot to hold it in place. The interior of the Inspection House is quite comparable to a courthouse. The desks are formed by stacks of books, and the seating behind the desks are made out of buttons with four sticks inserted into the button holes to serve as legs. There are several clots of dirt within the Inspection House from the pot before it was turned over.

THE OUTPOSTS--
The Outposts, while not within the city limits of Esterham, remain within the territory. They are scattered about the settlement on either side of the bridge, designed for Watcher-Soldiers who are not stationed in the Watcher-Towers. There are four outposts, referred to as Sectors- Sector A, Sector B, Sector C, and Sector D. Each outpost is made of large slabs of stone, arranged in such a way to support the weight of a covering, and to provide strength against an attacker. They are all curved like the letter U, with one opening that faces toward Esterham. The dirt upon which each outpost is built has been dug out to provide more room for the Watcher-Soldiers, creating a sort of bowl. Within each outpost are cots, tables, and supplies that would include weapons and armour.

THE STOREHOUSE--
When Scavengers come back into Esterham with loot and supplies, it does not always find a use right away. If the Inspectors don't find it unique, and the Pawners have nothing to trade for it, it goes to the Storehouse. When in there, it is stored until a later date when a Blacksmith or Metalmason needs it. The Storehouse has four wooden stilts supporting a roof made of woodchips. Canvas and fabrics are draped over three sides. On the open side, there's a desk with a stool. A worker sits there, recording anything the Scavengers store, so the Blacksmiths and Metalmasons can easily check if the supplies they need are in stock. The Storehouse is located near the Eastern entrance of Esterham.

THE KEEP--
The Keep is located at the heart of Esterham, directly beneath the Garden of Four, a small courtyard dedicated to the Council's previous leader, Four, with a statue sculpted in his image at the center of the garden. Beneath the statue is a trapdoor; beneath this is wooden staircase that leads into the Keep. The Keep is quite simply a wooden shelter beneath the bridge; its walls are connected to the roof of the bridge, and the capacity of the shelter can hold up to thirty individuals. The Keep is only used in dire situations, such as during an invasion or onslaught.

THE TRAINING-HOUSE--
The Training-House is a construction designed to train inexperienced Scavengers, Soldiers, and sometimes Sailors. The Training-House is a basic three foot long aquarium, with some trees, a rocky floor, and a small mountain made out of coral. Two entrances are carved out on either side for the combatants. In the Training-House, they practice basic combat with swords and knives. At the port, they have set up several targets on the Western bank of the river using rounded pieces of painted styrofoam.

THE CLUBHOUSE--
The Clubhouse is a small tent with three open sides. The roofing of the Clubhouse is a thin scrap of rusted metal. The roof is supported by four tall glass bottles, and a worn piece of cloth drapes over all four sides. Only the back is fully covered by the cloth. Beneath the tent are several stacks of books to serve as tables. Around each stack are three aluminum cans for seating. The Clubhouse is designed to allow stitchpunks to congregate and socialize when they aren't busy. It's located very near the Garden of Four.

THE WORKYARD--
The Workyard is a fenced off area, used by Metalmasons to build new objects and parts of buildings, and Tailors and Blacksmiths as well. Its fence is composed of wooden stakes with an equal distance between each two. Between every two stakes is an expansive piece of aluminum porch screen material, about ten-feet high each. The Workyard is not built on the bridge, for the reason of preventing fire hazards. It's located on the Eastern side of Esterham, just to the right of the bridge on a patch of dead grass. It has an extra exit in the back that leads down to the bank of the river, in case one of the workers were to catch fire. The Workyard consists of the Forge, the Canvasworks, and a small shed made of metal scraps for the Metalmasons to store their materials.

THE FORGE--
The Forge is a building inside the Workyard, occupied by the Blacksmiths for the forgery of weapons and tools for other workers within Esterham. The Forge is a simple overturned metal bowl with filters through which the smoke vents out. The bowl is quite large, offering plenty of room for the Blacksmiths to go about their work. Inside, there are numerous anvils, which are basically fragments of a broken-down rock. The Forge is nest.led in the top-right corner of the Workyard, directly across from the Canvasworks.

THE CANVASWORKS--
The Canvasworks is a building inside the Workyard, used by Tailors to make canvas and other materials for stitchpunks, fabrics, and clothes. The Canvasworks is a wooden structure with a framework which resembles that of an Indian tepee. The wooden shafts that hold the structure together are sloped; the point at which they meet is binded together with a length of rope. The structure is dressed in diversely-colored fabrics with various designs and patterns that have been accumulated from nearby towns and houses. They, too, are bound together by a length of rope at the top. A ten-foot entrance is cut out, with flaps to keep out cold winds. This structure is built some distance away from the Forge to prevent fire hazards.

THE ARCHIVE--
The Archive is located in a tall cupboard, secured to the bridge railings by nails and screws. The cupboard doors are always closed, and a small entrance has been carved out of the wood near the bottom. There are three shelves in the cupboard, and a staircase has been established between each to allow access to all five stories of the cupboard. On the first two shelves are makeshift bookshelves that hold the stitchpunks' own writings and drawings. The third shelf - the tallest shelf - contains some of the humans' own novels and chronicles that they've collected from the rubble.

---

☾What's a Stitchpunk?☾

Stitchpunks are the ragdolls that were fabricated and animated by scientists and professors during the outbreak of a fatal disease to carry on with life. They were also created to confront the looming threat that was responsible for the destruction of humanity- Beasts, the foul experiments that went horribly wrong. Fortunately, they have abolished these morbid creatures, but the threat of common predators still stands.

Stitchpunks generally have optics as substitutes for eyes. Their arms, legs and skeletal systems are usually composed of copper, brass, bronze, nickel, and sometimes wood. Covering their skeletal systems are fabrics such as canvas, twill, leather, wool, poplin, cotton and others. While they all have the same general designs, each stitchpunk is original in some form or fashion. They are often characterized by accessories such as buttons, tails, an extra optic, features sewn into their outer coverings, etc.

Stitchpunks are generally eight inches or shorter. While some believe that this proves to be a problem, others like to think of it as an advantage, as their size allows them to hide themselves from predators amongst rubble or debris.

Stitchpunks do not eat. They are practically immortal unless their life source is destroyed or disconnected from the rest of their body- the "heart", a metal structure in their chests into which the creators of these creatures had transferred a portion of their soul.

While most of the stitchpunks are made of metals and fabrics, the first stitchpunks to live - the Council - are made entirely of wood, with some fabrics as substitutes for garments.

---

☾Occupations Within Esterham☾

MEDIC-- Responsible for the healing and restoration of wounded and damaged stitchpunks. They do seams and replacements to mend them back to health.

BLACKSMITH-- The smithies of Esterham. They will forge and create the armour, weaponry, building material, and common household items for the citizens and soldiers of Esterham.

METALMASON-- Employed to build and construct the houses and local buildings within Esterham. Their job requires a lot of laborious work, as they are also meant to repair and manage damaged buildings.

GUARDIAN-SOLDIER-- The guardians of Esterham. They keep the predators out, and the citizens civil. They're usually armed with spears, clubs, or swords.

WATCHER-SOLDIER-- The scouts of Esterham, spotting predators before they get too close. Not as tough or well armed as Guardians. They are usually assigned to various outposts and bunkers located around the perimeter of Esterham.

RANGER-SOLDIER-- The special Guardians, armed with slingshots or ingenious nail shooting-crossbow devices. Their job is to deter or kill especially dangerous predators.

PAWNER-- As the name suggests, these citizens are the pawners. They maintain the pawn shop, and are usually familiar with the worth of the objects brought before them. No one in Esterham can make reasonable trades like these sorts can.

INSPECTOR-- The chief scholars in human technology. If a Scavenger finds some sort of human device, the Inspectors will study it and figure out what it is.

SCAVENGER-- Scavengers go out into the world outside of Esterham, in an attempt to discover useful supplies or human devices for their comrades.

TAILOR-- Tailors are the canvas and fabric workers of Esterham. They supply the medics with canvas for repairing injured stitchpunks, as well as fabrics, decorations, clothing, and uniforms, and tents and shelters for housing.

SAILOR- Sailors pilot the rivercraft used to carry Scavengers out from the Port. They navigate the rapids and rocks, making sure their passengers and any supplies they find are safe.

SCRIBE-- Scribes work within the Archive. Their sole purpose is to document all their history and preserve their chronicles. The one reason they do this is because some believe that there are other sentient life forms out there, and if the citizens of Esterham were to all leave or pass away, another generation of stitchpunks, or perhaps something else, could understand the stitchpunks', and the world's, history. While many of them write, some draw scenes of the world as it is today as a visual narrative.

---

☾Rules and Reminders☾

-Standard ROBLOX rules apply.
-Standard Role-play rules apply.
-You may not control a Council member unless you are an admin or have received special permission.
-Keep in mind that Esterham is built on a small wooden bridge crossing a small river in a rural setting. There are some small towns around the area, but no major cities nearby.
-I'll allow *some* stray stitchpunks to keep things interesting.
-If using OOC chat, please keep the conversations relevant.
-Basic grammar is mandatory.
-For the sake of keeping up with names, include your character's name somewhere in each post please.
-Arguing and quarreling will result in a punishment for those involved.
-Trolling will not be tolerated.
-You may have three-four characters if you want.
-This is not a complete list. If I think of anything that should be added, I'll make note of it.

---

☾Character Sheet☾

Name/Title/Alias: [it can be a number, an actual name, etc.]
Apparent Age: [though stitchpunks do not age, some appear to be older than others]
Gender:
Appearance:
Personality:
Strengths & Weaknesses:
Greatest Fears:
Occupation:
Biography:
Other Info.: [there is no secret code or anything]

---

☾Adminship☾

Adminship is granted to those who helped and to those who I deem worthy. Admins may kick an RPer from the RP for a duration of time, ban RPers from the RP permanently, accept character sheets, and apply other punishments if necessary.

The admins include:

-CapRex213
-gavinfirefox
-MarkJarkson

This list is not resolute. I may add more. Admins, thank you for the help and support in advance.
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
18 Jun 2013 05:56 PM
Name/Title/Alias: Sepp

Apparent Age: Early 20's

Gender: Male/Masculine

Appearance: Sepp is about 7-8 inches tall, with a slim figure. His metal skeleton is made of nickel, as well as his hands. He has long, slender fingers (three on each hand) made of brass with knife-edged points. His feet (three toes on each) are made entirely of nickel. Covering Sepp's thighs and legs is a soiled white canvas. Velvet bindings are tied around his ankles to keep the canvas in place. Black twill cotton covers his upper body. The cotton is shaped similarly to a coat with two flaps in the back. The coat and the canvas covering his legs are sewn together near his waist. His arms are connected to his shoulders by twenty-six seams on either side. A leather binding wraps around his torso, with a small brass belt buckle stitched into the leather "belt." A single optic is centered in his head. Atop his head is a solid black top hat made of wool. The bottom of the hat is stitched into his head to hold it in place. The front of the brim is curved slightly upward. A small brown button is stitched into the front of the hat. Sepp has a dark brown leather patch sewn into the side of his head's canvas covering. Another brown leather patch, this one longer but more slender, is sewn into his right thigh.

Personality: Sepp is known to be quite skittish and alarmable. Even the out-dated "Boo!" sound is capable of spooking him. He has never desired to be a Soldier nor a Scavenger, as he's very fearful of the world outside Esterham. However, sailing has always appealed to him for an obscure reason. Sepp finds pleasure in peaceful and serene settings. He even enjoys visiting the Archive, where can afford some silence. However, outside of the Archive, he's always running his mouth and striking up conversations, as he's a very sociable stitchpunk. He values honesty and morality.

Strengths & Weaknesses: As a Medic, Sepp is very tolerant and patient with frantic patients. He is even capable of soothing them sometimes, taking their minds off their troubles. He is a considerably trained and experienced Medic, capable of stitching up wounds and replacing damaged body parts quite swiftly. However, he has no fighting experience, and, frankly, he doesn't care for any.

Greatest Fears: Sepp's greatest fears would include spiders, fire, common predators, and primarily the world outside Esterham. He fears all of the predators, the storms, and the hazards that take place outside the walls of Esterham. He is easily spooked by much smaller things, as well. He has a strong appeal toward water, however.

Occupation: Medic

Biography: Like many of the newly arisen stitchpunks, Sepp woke in a box with several wooden figures staring down at him and his peers from above. As though he had just been born, he had trouble standing and walking, and it took an awfully long time to recognize his, at first, meek voice. He and his peers were led away from the box by the wooden figures who'd discovered them. They guided him to the wooden bridge that would once become Esterham. His discoverers explained that they would build a settlement there on the bridge, using resources and materials from the nearby town of Wellisburg. It took a week or so to complete the settlement, and many predators had launched attacks on them in the process (thus sprouting Sepp's fear of the beasts), but they managed to build a secure settlement, which the "elders" (the original stitchpunks) called Esterham. He'd been given an occupation, as well as a name.
Unbeknownst to Sepp, he had talked to the shady figure that has made several brief appearances near Esterham as of late. While his hands were piled up with screws, bolts and scraps of metal, Sepp had been pulled aside by a tall and slender stitchpunk with a patch stitched into his head where his second optic would have been located, with two strings also stitched around the circumference of his head. The curious figure had questioned Sepp about their settlement and who his friends were consistently. But, when a voice had called out to Sepp, the figure sank into the shadows, and Sepp never saw him again. While he often hears about this shady figure with a patch next to his one optic, he never suspects it to be the stitchpunk he'd had a brief conversation with, as he has a short term memory.

Other Info.:
___________________________________________________________

Name/Title/Alias: Gemini [sometimes called Gem]

Apparent Age: mid-20's

Gender: Female/Feminine

Appearance: Gemini stands at about 7 inches, with a curved figure and often an arched back. She usually keeps her back arched because the joint in her skeletal figure around her chest area is quite rusted. She fears that it might break if she's not careful. Her head has an oval shape, with two hooks protruding from either side of her skull. On these hooks are five-six golden necklace chains that substitute as strands of hair. To cover her bald spot, she wears a crown of feathers she's gathered from bird corpses. While she has two optics, one is cracked, and her vision is obscured in that eye. Her head is connected to her body by a red ribbon that is relatively similar to a scarf. Her entire body is cloaked in a sand-colored thick canvas. Over her torso, however, she wears a dress of multi-colored fabrics that include wool, twill-cotton, leather, and poplin. Her metal skeleton is made entirely of nickel, as well as her hands and feet. Although, she has hints of titanium in her hands, and the dorsal surfaces of her feet are made of foot. She has four fingers on either hand, and two toes on either foot. She often carries a bag woven from different sorts of fabrics over her shoulder, in which she carries her most prized possessions. She uses a child's belt to fasten the opening of her bag so the contents won't spill out. On the sole of her left foot is her name written in ink.

Personality: Gemini is quite awkward and clumsy. She has notably jerky movements. She is unsure of who to trust and of who to not trust. While she appears to be a young woman in her mid 20's, she has the behavior of a mere child. She is very possessive and protective of her belongings. She seldom speaks, and when she does, it's clear that her English and speech are quite unpolished, as she has never spoken often enough to speak fluently. Despite her quirks, though, she sometimes enjoys crowds.

Strengths & Weaknesses: Gemini is clumsy, and thus has poor battle prowess. She's quite unsocial, and struggles to bind friendships with others. However, she is a very talented tailor, and possesses much stealth.

Greatest Fears: Gemini essentially fears the night. She does not like the feeling of obscurity and the lack of sense of direction, which she often feels in the dark. She also has an intense fear of falcons and hawks.

Occupation: Tailor

Biography: Gemini has a particulary dark past. She was not created by the same artisan who'd created Sepp and his peers. Her artisan lived some miles away from the current location of Esterham, right on the beach. Her artisan had a short life span, and unfortunately hadn't enough time to create many stitchpunks. Gemini was among three others- Hudson, Vick, and 46. 46 and Vick were swept out to sea when the tides rolled in one night, and Hudson was later taken out by a falcon. Gemini was left alone, wandering aimlessly through the wasteland. She then came across a clan of five others like herself, and they offered to travel with her. She gratefully accepted their offer, and they set off.
Due to Gemini's ignorance, she hadn't known the clan's intentions. She didn't even recognize that she was a mere slave to these stitchpunks after they forced hard and dangerous labor upon her, like scouting out treacherous territory and carrying their belongings like a pack mule. Her canvas had wripped many a times then, and rain water had rusted her metal skeleton until it was near breaking point. From the rusting and the weight of the clan's possessions on her back, her skeleton was at risk of breaking.

Ironically, it was Gemini's enemy that saved her. In less than a day, the entire clan had been picked off by a falcon (Gemini suspected that it was the same falcon that had taken Hudson from her). Wittily, she hid herself from the falcon's sight why the arrogant stitchpunks had raised their weapons and challenged the bird. She didn't know what to feel when they were gone, as she hadn't known she was just a tool in their viewpoint. She felt fearful toward the falcon, all the same.

Other Info.: Gemini is a hoarder. While it's a law to present valuable and rare findings to the Inspectors, she chooses to store them away in a vault in her home. She has a keen interest in rare objects.
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AlejandroGuapo is not online. AlejandroGuapo
Joined: 31 Mar 2012
Total Posts: 5204
18 Jun 2013 05:58 PM
I'll join after I get done reading this whole thing.
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
18 Jun 2013 06:34 PM
(Alright. I'll be making a third character soon.)
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blocksee2 is not online. blocksee2
Joined: 23 Jul 2011
Total Posts: 2659
18 Jun 2013 06:42 PM
Really I need to tl;dr this.



~I ᴅᴏɴ'ᴛ ᴋɴᴏᴡ, I ᴋɴᴏᴡ ʀɪɢʜᴛ?~
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superboy5519 is not online. superboy5519
Joined: 10 Jan 2010
Total Posts: 7209
18 Jun 2013 06:48 PM
Maybe when I get a computer. Also do I need to write that fuqing much?
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
18 Jun 2013 06:50 PM
(Ha, no you don't. Still be descriptive, though.)
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superboy5519 is not online. superboy5519
Joined: 10 Jan 2010
Total Posts: 7209
18 Jun 2013 06:53 PM
It'll be a week or two till I get one. I CAN write that much it's just that I don't think I'd have the time. The other Rp you had set up, I wrote like a page and my computer crashed so I don't want that to happen.
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
18 Jun 2013 06:57 PM
(Oh. Alright.)
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Z0rr0w is not online. Z0rr0w
Joined: 06 Jul 2008
Total Posts: 14027
18 Jun 2013 07:00 PM
There was a movie sort of like this. Don't remember what it was called.
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superboy5519 is not online. superboy5519
Joined: 10 Jan 2010
Total Posts: 7209
18 Jun 2013 07:04 PM
Yeah I remember something of the sorts.
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Z0rr0w is not online. Z0rr0w
Joined: 06 Jul 2008
Total Posts: 14027
18 Jun 2013 07:06 PM
Just looked it up, the movie was called 9. The funny part is that Wikipedia's plot summary of the movie is shorter than the OP.
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
18 Jun 2013 08:00 PM
(Heh. This is actually a sequel of an RP that was firmly based off the movie 9.)
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
19 Jun 2013 09:00 PM
(Mm, bump.)
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Z0rr0w is not online. Z0rr0w
Joined: 06 Jul 2008
Total Posts: 14027
19 Jun 2013 09:02 PM
(Tl;dr version?)
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
19 Jun 2013 09:07 PM
(Well... the surviving stitchpunks from the previous RP narrowly escaped the cavern city in which they were created. They traveled the Topland until they discovered a box of stitchpunks like them, although these were made of fabrics with metal skeletons underneath, instead of wood. These others awoke, and together they built a settlement suited for their size on a bridge crossing a small river in a rural area. They've spotted a lone stitchpunk outside the boundaries, but they have no information on him. That about sums up the plot. I would recommend you read everything else, though.)
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Z0rr0w is not online. Z0rr0w
Joined: 06 Jul 2008
Total Posts: 14027
19 Jun 2013 09:10 PM
(Could I be a pirate stitchpunk? Someone who sails and scavenges?)
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
19 Jun 2013 09:11 PM
(Well, if you want.)
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gwebster2 is not online. gwebster2
Joined: 29 Aug 2010
Total Posts: 5671
19 Jun 2013 09:11 PM
where is dis RP.
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gwebster2 is not online. gwebster2
Joined: 29 Aug 2010
Total Posts: 5671
19 Jun 2013 09:13 PM
The last one.
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
19 Jun 2013 09:14 PM
(I have no idea. Location really isn't much of a concern for this RP, because it's not like these little fellas will be traveling the globe.)
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Seblene is not online. Seblene
Joined: 07 Jun 2010
Total Posts: 3307
19 Jun 2013 09:16 PM
(I really want to join, but I honestly don't know what to make my character look like xD)
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
19 Jun 2013 09:22 PM
(Well, you could use these fan-made drawings for inspiration:

http://acrosanti.deviantart.com/art/reference-Tau-324860658
http://acrosanti.deviantart.com/art/reference-Camphire-322765400
http://acrosanti.deviantart.com/art/reference-Murdock-328241199
http://www.deviantart.com/art/reference-85-250950510
http://www.deviantart.com/art/reference-84-250945045
http://www.deviantart.com/art/reference-Fleur-257460075

These are a few of my personal favorites.)
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gwebster2 is not online. gwebster2
Joined: 29 Aug 2010
Total Posts: 5671
19 Jun 2013 09:26 PM
nonononon

ya see

I wanted the link
to the last one
so I could look at it
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Z0rr0w is not online. Z0rr0w
Joined: 06 Jul 2008
Total Posts: 14027
19 Jun 2013 09:26 PM
Name/Title/Alias: Twenty-One

Apparent Age: Fifty-Four

Gender: Male

Appearance: Standing at eight inches, his skeleton is made out of bronze. The fabrics covering his skeleton is made out of many mixed fabrics, and threads are hanging out. Some of the fabrics are ripped, and you can see his skeleton in some parts. He also has a small black pirate hat. He has a single finger made out of bronze on both of his hands. The finger is large and hooked, allowing him to grapple onto things easily, and hook himself onto objects.

Personality: Arr yarrr, I'm a pirate matey. Twenty-One is extremely adventurous, loving the danger of being in peril, and being outside the city. However, he hates working with other stitchpunks, unless he's acting as the leader. Although he rushes into things, he is very wise, and can provide insight to anything around him, if he's not rushing in to deal with something. He has a good sense of stitchpunk's personalities, and he can deduce a lot of things about stichpunks through the way they act and look. He often survives by pure chance and luck, which is where he got his name, Twenty-One.

Strengths & Weaknesses: Good sense of stitchpunk personalities, can deduce things, has hooks to latch onto things, seemingly fearless, good leader. Weaknesses include rushing in head on to deal with problems, rarely thinks out his actions, disliking being led by another stitchpunk.

Greatest Fears: Flames, anything larger than him, the return of Beasts he had been told stories of.

Occupation: Pirate (yarr harr)

Biography: Twenty-One was always eager for adventure. He liked to climb around with his hooks, and always enjoyed sailing with the scavengers, although he never got to scavenge. However, one day, he got a chance to go with the scavengers, and he couldn't decide what he liked more: sailing or scavenging. When asked to choose between being a Sailor or a Scavenger, he chose both, and gave himself the title of Pirate.

Other Info.: [there is no secret code or anything] - Don't listen to him, it's a trap! The secret code is tomatoes!
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