Welcome to the sign up thread of my RPG, Esper Shift. While I am aware that the set-up may appear very sci-fi, it will for the most part be a fantasy story. Though this is my first time GMing an RPG on a forum, I hope those of you who decide to join up as players will enjoy it. As I lack experience, I may play it a bit by ear starting off, but I hope this won't be noticeable.
Great thanks to Siriel for helping me with the technical stuff. As per his recommendation, this thread will remain up for a while before the actual game starts, so you can take your time with your characters.
A caveat, however: For plot-related reasons it may not be possible to join the game after a certain point.
NOTE: Character registration is closed.
The Story So Far:
The research of psychic powers -the superhuman abilities exhibited by certain exceptional individuals- were long considered nothing more then questionable pseudoscience. Telepathy, psychokinesis, clairvoyance; for the longest time these things remained unconfirmed hearsay and the stuff of fiction and fantasy.
However, in recent years the existence of psionic abilities have become accepted as reality thanks to the efforts of dedicated researchers. Foremost of them are Joseph Zener, a brilliant visionary who's work helped elevate parapsychology into an accepted field within the scientific community by proving the existence of abilities beyond those of normal humans. Those born with these abilities became known as espers.
With the existence of the espers confirmed, the UN formed a research agency with the goal of increasing understanding of these abilities for the betterment of mankind. This enterprise, led by Zener himself, would become known as the Abraxas Project. The final stage of the project was the founding of the Zener Institute; a combined school and research facility located on an obscure Asian island.
As a candidate of this program, you have joined the Institute in hopes of learning more about the mysterious power you were born with. After much testing and training, you have gained a degree of understanding and control of your ability and has shown the potential to advance to the next level. In recognition of your talent, you have now been hand-picked to join the top students of the Institute in the Advanced Class, where you will receive further instruction.
These are the non-player characters your characters will interact with at the beginning of the game. Many more NPC will appear as you advance along the storyline.
Joseph Banks Zener: Founder of the Zener Institute and head of Project Abraxas. Most likely the world's greatest authority on espers and esper powers.
Tyler Jackson: A senior esper employed by the Institute. He has the power of cryokinesis, allowing him to drastically lower the temperature of an area, freezing it. He is in charge of the psychokinetic and martial arts training of the advanced class.
Catherine Silva: A senior esper employed by the Institute. She has the power of psychometry, allowing her to gain information about people and objects via touch. She is in charge of telepathic and clairvoyance training, and also the chief counselor of the Institute.
Viir Ikine: A kanan noble.
Please fill out the following character sheet:
NAME: The full name of your character.
GENDER: Your character's gender.
AGE: How old your character is. Should be between 13 and 19 years of age.
NATIONALITY: Where your character is from.
WEAPON DISCIPLIN: The weapon style your character has specialized in. Since dedicated martial arts training is known to improve esper powers to a degree, your character will have been trained in a weapon-based fighting style as part of the project. (Assuming he or she was not a martial artist to begin with, that is.) This can by any kind of weapon that isn't a firearm. Note, however, that the Zener Institute does not allow personally owned weapons, so your character won't have brought any along.
APPEARANCE: What your character looks like. Pictures are welcome, but written detailed descriptions are encouraged.
CHARACTER HISTORY & PERSONALITY: A basic description of your character's past and his or her more prominent character traits.
CHARACTER SONG (Optional): Music you associate with the character.
PERSONAL SKILL: Here you may chose one minor skill your character has. Nothing extraordinary basically just an everyday talent which he or she happens to be good at. Cooking, drawing, singing, etc.
PHYSICAL STATS: Stats that determine the physical and mental abilities of your character unrelated to his or her esper power. You have 5 points to distribute between these stats.
Brawn: Concerns strength, endurance, durability and similar physical aspects.
Agility: Concerns dodging skills, acrobatics, reflexes and reaction time, etc.
Skill: Concerns fighting abilities and personal skills.
Perception: Concerns attention to detail, noticing the small things and being aware of ones surroundings.
ESPER ABILITY: This is the psionic power your character is born with. While the Zener Institute classifies esper powers in three rough categories: Telepathy, Psychokinetics and Clairvoyance, this is mostly out of convenience. In reality, each power is unique to the esper, and can take almost any form even if two Espers have similar powers, they will almost always differ in some way.
When describing your chosen power, please be as specific as possible: I will want to know the ability, its effect, and preferably the mechanics behind the effect.
Observe that a few powers will be banned for plot-related reasons, either because I've already given them to important NPC or because I believe they might break the game. If you pick one of these powers, I will let you know. Also, as GM I reserve the liberty to impose restrictions to your powers or suggest alternatives.
ESPER STATS: Stats that determine the properties of your character's esper power. Note that since the exact nature of esper powers can very greatly, the stats may mean different things depending on the power. We will decide this on a case by case basis as required. You have 10 points to distribute between these stats, but note that you must have at least one point in everything except Range.
Power: Generally indicates the scale the power works on.
Skill: Generally indicates the quantities of effects the esper can manifest and/or the degree of fine control he or she has of her power.
Range: The effective range of the power. This is the only esper stat it is possible to have 0 points in, in which case the power only works on direct physical contact.
Time: Generally indicates how fast the power can be activated, the speed of which it can be carried out, and/or how long its effect lasts.
("Speed" is now "Time," but otherwise means the same thing. Hope that won't lead to any confusion.)
ESPER SHIFT CHARACTER ROSTER. (Thanks, Yun.)
Falcon's PC Quick Summary List.
PC and NPC Themes.
Map of Kana.