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CrystalClairvoyance
Captain

PostPosted: Wed Jun 21, 2006 11:09 am



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1 - Dragonbooster
2 - Dragons
3 - The City
4 - Racing Crews
5 - Gear
6 - Character Profiles
7 - Everybody's Stats and Gear
8 - A Looming Threat
9 - Current Race Track
10 - Little Animation Dealie
PostPosted: Wed Jun 21, 2006 11:13 am


This roleplay is about dragons and racing in a futuristic-set world. A long time ago, dragons and humans were equals, but now humans race dragons. The only problem is, a growing number of dragons are beginning to not like this state of things. There is talk of a dragon-human war. And there is somebody who wants this war to happen.

There is a legend of a human who has the power to "release the dragon." This human is called the Dragonbooster, and is a reincarnation of the very same human who ended the first dragon-human war. The only thing is, what happens if the hero is reincarnated in to separate bodies?


((To learn more about the show that this is based on, go to www.cbc.ca/dragonbooster ))


This world is much different from the childish world of CBC Kids, however. There is no good or bad, but there is murder and deceit and danger that lurks around every corner. The races themselves are dangerous. More than one rider and mount have fallen over the edge to the void below, and it is not unheard of for one racer to "accidentally" kill another with their gear.

There are many places in Dragon City that the police won't go, and you shouldn't either if you value your life. Squire's End is one of those places, as well as Old City. It's not just the thugs that you should fear, wild dragons roam the dark alleys and are just waiting for a lonesome morsel. Even tame dragons will attack unprovoked, and it's not unusual for people to die.

This city is massive and missing persons go unnoticed. You will have to deal with this as more serious events unfold.





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CrystalClairvoyance
Captain


CrystalClairvoyance
Captain

PostPosted: Wed Jun 21, 2006 11:14 am


Unlike dragons of myth and legend, these ones have no wings and are European in looks. There are dragons who run on four legs, and those who run on two. There are different colours of dragons and each colour is distinctly different from others. Each dragon has at the maximum three attributes and two skills. There are colours missing from this list only because I can find no other references to them. There are thirteen colours in all, including Gold, which no one will be allowed to have unless everyone is secretly riding a Gold dragon.

The following are the different colours:

Gold: ((Off-limits))
Attributes - Intelligence, Balance, Speed
Skills - Martial Arts, Gold Draconium Powers of Legend


Green: Bull
Attributes - Strength, Will, Endurance, Power, Tenacity
Skills - Demolition


Red: Magma
Attributes - Speed, Intensity, Manoeuverability, Loyalty
Skills - Sprinting, Jumping


Black: Psi
Attributes - Speed, Intelligence, Power, Agility, Psi Power
Skills - Martial Arts, Psi, Intimidation, Communication

Blue: Energy
Attributes - Speed, Protection, Teamwork, Quickness, Precision, Acrobatics
Skills - Martial Arts, Leaping


Purple: Pack
Attributes - Communication, Tracking, Intelligence
Skills -


Orange: Control
Attributes - Intelligence, Deception
Skills - Mag-fire


White: Sky
Attributes - Speed, Recklessness, Spontaniety
Skills - Jumping, Stunts, Breaking Stuff


Light Green: Scavenger
Attributes - Protection, Speed, Stealth
Skills - Escape
PostPosted: Wed Jun 21, 2006 11:17 am


SkieBorne is my hero.
Dragonbooster: The City

Dragon City:
There are seven different layers of Dragon City, and the city as a whole is twenty miles deep.

The levels are:
Sun City
Mid City
Work Town
Precinct
Shadowtown
Down City
Old City

Each is described below.

Sun City ?
Only around 200 years old, Sun City is a marvel to behold. Awe-inspiring towers reach out of mid city and into the sky, their designs ultra-modern, inspired by dragons, and seemingly impossible. Comprising the top mile of the twenty mile city, it is the only place to receive direct sunlight. All of the most influential citizens in Dragon City reside here as well as all of the government, corporate headquarters, university and science and technology centers in Dragon City. The very top of the Kyn Corporation spire is also located here.

Sun City is also home to the Elite Track, a racing track that twists and turns throughout the towers for literally hundreds of miles. Cradled and suspended, the track resembles ribbons draped across the roofs and supported by the shoulders of the upper city. The track doesn?t come without it perils though, and a fall from the lofty track can send you plummeting to the abandoned and lightless bottom if you?re not lucky enough to hit one of the cross streets, bridges, or ramps in the lower levels. Here is where the drama of city versus city sports is played out by professional Elite Racers who battle like modern day gladiators and inspire youths to follow in their footsteps.

Mid City ?
Situated in the level below the exclusive Sun City, Mid-town is a cramped and over-populated. Built 300 or more years ago, the vast majority of Dragon City?s citizens live within the deep shadows and crowded vertical miles. As with the rest of Dragon City, the higher you go, the more it costs and the lower you go, the less desirable it becomes. The architecture is varied and speaks of many different influences. There are also numerous shops and business areas that are incorporated into the different communties. Advertising is incredibly common, whether it be a video ad or live feed from a race, simply because Mid-City is where the consumers live and work.

Mid City is also home to the All City Racing Circuit. Teen hopefuls compete on this track in the hopes of being discovered by the powerful Elite Class Racing Teams. Nearly all City Racing takes place on the cramped side-streets and alleys with a few forays onto the Elite Style tracks. Races often go through malls, down access pipes, and various other locations in Mid-City. Racers know the route because lighted markers underfoot change colour to indicate the raceway.

Work Town ?
Existing for 500 years, Work Town is a part of Dragon City?s industrial revolution, a second age of power and commerce, long after the gold draconium power and the ancient dragon temples. Around 3 miles deep, Work Town is still alive and kicking, if extremely blue collar. Most of the workers who make a living here come from down-city and most of the kids from down-city expect to end up working somewhere on this level. Work town is the industrial centre and home to manufacturing hard goods. This is where racing gear is built, where huge factories sprawl in every direction, and where massive hydroponics farms supply the upper-city with food through a complex system of shafts and elevators. A few of the farms receive direct sunlight via a system of mirrors and light grids but for the most part, Work Town is dark and lit only by the fires of industry. Work Town also provides much of the support for Dragon City, and its appearance reflects that.


Precinct ?
Precint was built through Shadow City and Work Town as a security buffer from the lawless depths when Work Town and Mid-City were under construction. In current times, Precinct is an ultra-modern metropolis of law and order. Built within a central core of fences and barriers, it resembles a massive spider and it beats like a steady heart at the centre of Dragon City. It was tunnels and spires that radiate out to satellite stations so that Dragon City Security Forces can access any place they?re needed. Only about one mile in depth, its long reach spreads out for hundreds of miles in every direction.

Shadowtown ?
Deeper in the city and almost forgotten, Shadowtown is home to the massive magma-electric plants that fuel the entire city with non-draconium power. Nearly 1500 years in age, the plants are well maintained and the sparse but extremely dedicated population are rarely seen. The machinery itself is a blend of natural planetary heat and water. The incredible scale makes you feel as though you?re in one huge machine not beside one. The inhabitants are dirty and hardened but filled with a sense of purpose. There is no light besides the arcs of lighting and sparks created by the vast power plants.

Down City ?
Mosty abandoned and nearly 2000 years old, Down City is home to Squire?s End and the dangerous Down City Crews of Dragon City. This is also where the poor or low income families live in City controlled low-cost apartments. Down City is in perpetual night, the only light coming from the tagging done by the Down City Crews.

Three miles deep, Down City and Squire?s End are full of abandoned buildings ranging from broken power plants to palatial estates that lack any current conveniences. This mix of architecture gives Down City an air of forgotten history. The Down City Crews are oblivious to the ancient temples on which their homes are built and the temple top which houses the Down City Crew Council Chamber.

Old City ?
Only the Dragon Flares Crew, Keepers Crew, and some of the more dangerous and hidden creatures of Dragon City dare to live in the final four miles. The Temple Level houses the ancient Dragon Temples, remnants of the time when humans and dragons lived alongside each other as equals. Ancient technology, the remains of gold draconium powered devices litter the ground. Although severely damaged, pitted, and tarnished, the gold draconium works still give off an eerie glow whenever a living being passes by. Combined with what?s left of the brightly coloured tiled street that are mainly flooded, casts a flickering, shimmering light on the whole area.

Fully 3000 years old, the original Dragon City is full of mystery waiting to be discovered, hidden races of dragons, dangerous old temple ruins, and destructive forgotten dragon bone-marks.

CrystalClairvoyance
Captain


CrystalClairvoyance
Captain

PostPosted: Mon Dec 04, 2006 12:38 pm


Each character will be in charge of a racing crew, and there are thirteen crews in all. Each one uses a different colour of draconium on their dragon. These are the crews, their gear, acceptable gear colours and their history.

The Dragon Eye Crew -=TAKEN=-
Black Gear: Psi-Assist, Control, Shadow, Attack
Other Gear: Red, Green, Grey, Purple, Orange, Light Blue
History: The Dragon Eye Crew favours mind Psi-Class black draconium dragons and gear to instill fear and intimidate opponents, draining them of both energy and will. The deceptive and tricky Dragon Eye Crew is one of the most powerful and feared Down City Crews.

The Keepers -=TAKEN=-
Light Green Gear: Silencing, Deflection, Escape, Deactivation
Other Gear: Green, Blue, Brown, Grey
History: This secretive crew has been in hiding ever since the original dragon-human war when they and their highly advanced technology were misused to gain advantage in the fighting. All they wanted was to make things better. Today, The Keepers Crew have returned to Dragon City to use their stealthy light green draconium Scavenger-Class dragons and rare and adaptive gear to help the cause of the Dragonbooster(s).


The Inner Order -=TAKEN=-
Blue Gear: Speed, Balance, Turning
Other Gear: Purple, Brown, Grey, Light Green, White
History: The Inner Order is one of the most disciplined and honest of the Down City Crews. Like the brilliant martial artists they are, their blue draconium Energy-Class dragons and gear are dangerously precise, making the Inner Order one of the most feared and respected crews in Dragon City.


Army of the Dragon
Purple Gear: Tandem, Tracking, Trapping, Penning, Deception
Other Gear: Black, Red, Green, Light Green, Grey, Turquoise
History: The pack-minded Army of the Dragon believes that true strength is in numbers. The Army of the Dragon Crew and their purple draconium Pack-Class dragons and gear are all about overwhelming opponents with swarming group tactics. This unpredictable crew can be dangerous to adversaries and allies alike.


The Prophets
Orange Gear: Forcing, Sabotage, Chaff
Other Gear: Black, Red, Purple, Light Green, Light Blue, Grey, Turquoise
History: The Prophets Crew have believed since the original dragon-human war that dragons should rule humans so they serve their vengeful and highly intelligent orange Control-Class dragons. These warlike orange dragons hide in the shadows and use their human riders and draconium gear to sabotage the human world hoping for a new dragon-human war.


The Dragon Fish
Light Blue Gear: Cooling, Water, Traction, Stunning
Other Gear: Black, Red, Purple, Orange, Light Green, White, Grey, Turquoise
History: Like the slippery Nautilus-Class dragons they ride and the dual-function light blue draconium gear they use, the unpredictable Dragon Fish Crew are very hard to pin down. Possessing a versatile blend of attack and defense, the Dragon Fish Crew is very fickle.


The Mechanists -=TAKEN=-
Grey Gear: Power Assist
Other Gear: Grey draconium fuses with all other colours
History: The mysterious Mechanists crew does not ride dragons. Instead, they make their living by dealing in the extremely rare but incredibly powerful grey draconium which is shed by the all but extinct grey bone dragon. The Mechanists mine and scavenge for grey draconium to create gear packs that enhance rider and dragon energy. The Mechanists did not choose a side in the original dragon-human war but sold gear to both.


Dragon Flares
Red Gear: Side Venting Gear, Heat Armour, Deflecting, Thruster, Repair
Other Gear: Green, Light Green, Grey, Light Blue, Turquoise, White
History: The fiery Dragon Flares Crew love to race and battle on their equally explosive red draconium Magma-Class dragons. These fast and intense beasts use stored body heat speed and manovering over opponents. The Dragon Flares Crew is fair and honourable unless crossed. Once they lose their temper, they can be very dangerous and unpredictable.


Grip of the Dragon
Green Gear: Trapping, Ramming, Subdue
Other Gear: Black, Red, Brown
History: The Grip of the Dragon crew believes that strength rules and they?ve got the green Bull-class and gear to back that up. Like their riders, these massive and forceful dragons are stubborn and powerfully destructive. Fortunately, the Grip of the Dragon Crew also believes in inner strength which makes them great and true allies.


Will of the Dragon
Brown Gear: All-Terrain, Entrenching, Bashing
Other Gear: Green, Blue, Light Green
History: Both the Will of the Dragon Crew and their gigantic Earth-Class dragons and gear are best suited to well planned and thought-out action as once they start moving, they are nearly impossible to stop. The Will of the Dragon Crew is dedicated to always doing the right thing.


The Dragon Wind -=TAKEN=-
White Gear: Aero, Stabilizer, Rappel
Other Gear: Red, Blue, Orange, Light Blue, Grey
History: The Dragon Wind Crew is all about the thrill of it. They always push it to the limit with their gravity defying white draconium Sky-Class dragons and gear. Less about winning than about going higher, further, and faster, the sometimes reckless Dragon Wind Crew can endanger both themselves and anybody else if nearby.


Voice of the Dragon
Turquoise Gear: Amplifying, Blinding, Sonar
Other Gear: Black, Green, Purple, Grey
History: The Voice of the Dragon Crew is smart, persuasive, and smooth talking. The incredible communication and strategy of this crew coupled with their turquoise draconium Sonic-Class dragons and gear make an intimidating force to be reckoned with. This influential group can easily bully others into allies.
PostPosted: Mon Dec 04, 2006 12:40 pm


Everyone will have a thousand dracles to begin with, and will have to acquire more gear than they have to start with by going to either Work Town or Mid Town and purchasing it with currency. You earn dracles by winning races, or by doing a job or chores or what-have-you. The numbers in brackets next to each of the gear is how much it usually costs. Gear without numbers is as of yet unknown. I'll probably make something up.

Red
Appearance:
Red gear is sleek, rounded, and has lots of texture for channelling and holding heat.
Red draconium gear, because of it?s natural ability to store and release heat, makes for excellent quick use, advantage gear. Also, because of this heated quality, red draconium gear can store heat to repair broken gear of all colours.
Gear: Speed Burst(200), Forging Gear(200), Fire Grenades(300), Repair Gear(100), Heatwave Gear(300), Fireball Gear(400)


Black
Appearance:
Black gear is sleek, dangerous and sharp-looking.
Black draconium gear, because of it?s energy charge mostly used for gear that enhances mind connection, controlling by guidance and intimidation and also help with the mental aspects of stealth and speed.
Gear: Psi Assist(400), Overload Pod(400), Shadow Gear(2000), Control Gear(200), Psi Gear(200), Mind Control Pod(2500)

Green
Appearance:
Green gear is bulky, with lots of contact surface and leverage points.
Green gear is all about the enhancement and assisting of force. Wrestling, grappling, ramming and towing is what these mighty dragons and gear are used for.
Gear: Ramming Gear(400), Tail Hammer(200), Trapping Gear(400), Towing Gear(300), Mag Cannon(300)


Blue
Appearance:
Blue gear is fluid, artful and ornate.
These martial artists of the dragon world are all about speed and balance and so is their gear. Blue draconium gear for both rider and dragon is mostly used to enhance the natural abilities of both rather than to add to any specific power.
Gear: Speed Gear(200), Dragon Star Gear(300), Balance Gear(200), Absorbtion Armour(400), Turning Gear(200)


Purple
Appearance:
Purple gear is small, spiky, and loosely form-fitting.
Used for hunting and tracking, purple dragon gear is designed for herding, teaming, tricking and following. This gear is especially useful to help smaller, weaker dragons team with others in group races and deceive competitors.
Gear: Marking Gear(150), Glue Gear(200), Tracking Gear(250), Trapping Gear(200), Mag Cells(200)


Brown
Appearance: Brown gear is thick, angled and sharp.
Primary uses for tunnelling, construction and demolishing, brown draconium gear runs the gamut from tearing things down and moving through terrain to make strong foundations and holding ground.
Gear: Battle Armour(400), Entrenching Gear(200), Bashing Gear(500), All-Terrain Gear(400), Excavation Gear(250)


Orange
Appearance:
Orange gear is mostly aerodynamic packages of other devices and materials.
Orange gear is designed for destruction, extreme defensive measures and random acts of vengeance and sabotage.
Gear: Mag-Burst Grenade(200), Harnessing Gear(400)


Light Blue
Appearance:
Light Blue gear is smooth, flowing, and ends in sharp points.
Gear of light blue draconium is just as puzzlingly hard to categorize as the light blue dragon it comes from. Light Blue gear uses range from cooling to attack and from land to water.
Gear: Water Gear(400), Cooling Gear(200), Stun Gear(200), Traction Gear(200), Tentacle Gear(300)


Light Green
Appearance:
Light Green gear is loosely form-fitting, light, and sleek.
Light green draconium gear is mostly used for devices and equipment to protect and hide. Since the best way to win a fight is sometimes a way to avoid it, light green gear maximizes your ability to stay out of the fray until the other competitors have weakened each other enough for you to succeed.
Gear: Modification Gear(200), Deactivation Gear(400), Silencing Gear(400), Deflection Armour(1000), Escape Gear(200)


White
Appearance:
White gear looks like wings and parts of a jet aircraft.
Almost anything that involves speed, jumping, gliding, or being reckless is made of white draconium. It is light, highly durable, and incredibly smooth.
Gear: Rappel Gear(400), Aero Gear(200)


Turquoise
Appearance:
Turquoise gear is conical and self contained.
Blinding gear consists of flash-pads on the body of the dragon that blast the area with blinding light or to illuminate dark track areas. The rider can also use a flash stick thrown into the ground as a flash booby trap or to help stun attackers and dragons.
Gear: Blinding Gear(200)

CrystalClairvoyance
Captain


CrystalClairvoyance
Captain

PostPosted: Mon Dec 04, 2006 12:41 pm


Accepted Character Profiles go Here.

Every dragon can have up to three attributes, two skills, three gear pertaining to that dragon's colour and two gear of acceptable colours. You must PM your profiles to me.

A short note on rules: I'm certain you're not a newb, if you're in this guild. Don't do anything that Jesus wouldn't do. Just, please don't prove me wrong.

[b]Gaia Name:[/b]
[b]Character Name:[/b]
[b]Dragon Name:[/b]
[b]Colour and Crew:[/b]
[b]Secondary Draconium Influences:[/b]
[b]Character Age:[/b]
[b]Character's Appearance and Personality:[/b]
[b]Dragon's Appearance and Personality:[/b]
[b]Attributes:[/b]
[b]Skills:[/b]
[b]Gear:[/b]
[b]Character's Draconium Object:[/b]
[b]Background:[/b]
[b]Crew Headquarters:[/b]
[b]Crew Members:[/b]
[b]Crew Practice Track:[/b]


----------------------------------


Gaia Name: Draconis)Wyrm
Character Name: Sarin Ander
Dragon Name: Gen
Colour and Crew: Blue, The Inner Order
Secondary Draconium Influences: Black, Purple, Brown
Character Age: 27
Character's Appearance and Personality: Sarin is taller than average, about 5'10". She has practiced the martial arts every day since she was a little girl, and is consequently very well-balanced and strong. She is someone who would feel comfortable walking a tightrope for the first time, and isn't afraid of heights. With short black hair and blue eyes, she would on first impression appear to be someone in a modelling show if it weren't for the abundant number of freckles and the prominent nose. Sarin is a perfectionist and absolutely has to find the balance in everything, and if there isn't, she has to make it so. Sarin is polite, but not necessarily friendly until she gets to know someone well enough to let them touch her dragon, Gen. Due to her perfectionism, she has habits like nail-biting and obsesses over the smallest things.
Dragon's Appearance and Personality: Gen is a precocious blue dragon who is very independent but cares very much about her appearance. She even got Sarin to buy scrap draconium and shape it so that, when Magged, it makes her look like she has layered spikes getting larger from her forehead to the back of her head, and then on the sides just over her ears. She also has one over each shoulder, and all of these spikes float about three inches from Gen herself. The dragon is well disciplined in the art of balance, but knows more about the track than her rider. Sarin lets Gen run free on the track while she activates the right gear at the right time, making a nice balance of dragon-human racing.
Attributes: Speed, Precision, Team Work
Skills: Martial Arts
Gear: Blue Speed Gear, Blue Balance Gear, Blue Absorption Armour, White Aero Gear, Brown Bashing Gear, Purple Mag Cells
Character's Draconium Object: Black Energy Whip
Background: Sarin's parents owns the stables of many different kinds of blue dragons. Because of the stables' success, the girl grew up with martial arts lessons. There are several pure-bred dragons, with over-exaggerated spikes on the elbows, heels, shoulders and backs. Their blues are deep and what orange they have vibrant. As well as these pure blue dragons are some cross-breeds, an attempt at further balance by mixing some "opposite" dragon colours and then having blue be the dominant colour. Some have been a success, whereas others ended up looking like other classes, but still blue, therefore Energy-class. Sarin, once she was old enough to have a dragon of her own, was given Gen, a pure-bred blue who was caught in Old City. When Sarin moved out at the age of nineteen, she was given a goodly sum of money to help set up her life. The Ander family is very well off, due to the popularity of cross-breeds. Sarin, however, believes that pure blue is the way to go, and only accepts riders with pure blue dragons into the Inner Order. Rather than going to a post-secondary school, she has her heart set on racing and is known for her instinctive balance of things and perfectionism. (Like me! But worse...)
Crew Headquarters: Energy Caves, Down City(A massive enclosed complex with many pipes and sheets of metal attached to the inside of the spherical walls and cieling, making a veritable maze where dragons with the right gear can race up the walls)
Crew Members: Kenner and Byrd, Hart and Lyf, Tinsel and Bo, Celly and Batram, Sylos and Jink, Laran and Calan(Traitor, Wraith), Jodi and Karta, Ariana and Skroll, Trish and Bakans
Crew Practice Track: A twisting street around the block, not very big, tagged heavily by the Inner Order and not used often



Gaian Name: SkieBorne
Character Name: Raynn Gieran (pronounced Rain Gear-ren)
Dragon Name: Fern
Colour and Crew: Light Green, Keepers
Secondary Draconium Influences:
Character Age: 25
Character's Appearance and Personality: Raynn is a confident individual whose respect means loyalty and friendship. Her confidence also allows her to have a great sense of humour, she always has laughter in her blue eyes. She's a team player but her Crew members have to be able to keep up with her. She values all abilities but speed, stealth, and balance above all. Like her dragon, Raynn's strength lies in stealth and speed. She prefers to either sneak up on an opponent and catch them off guard or trick them into falling into a trap. She keeps her long jet-black hair tied back into a tight braid and her long bangs back with a pair of sleek goggles. She always wears black and light green, generally black boots, trousers, and top with a light green blouse underneath the top. Raynn stands about 5'8" tall and is lithely muscled. Raynn appears quiet and reserved at first, but once she gets to know people, she's open and easy to get along with. She's fairly honest but her view of honesty often differs from others'. One of her favourite mottos is: Why wait and have something handed to you when you can take it yourself? Fern usually plays a part in who's a friend and who's not because of her fierce protectiveness of Raynn. Raynn trusts Fern explicitly and will often make character judgements based on her impressions as well as Fern's.
Dragon's Appearance and Personality: A quiet dragon, Fern prefers stealthy manoeuvres to head to head combat. She's not overly strong but can handle a head on battle if the situation arises. Fern loves to run, challenging herself to keep to the shadows on any track. Though her hide is mainly light green, black stripes and swaths serve to effectively break up her outline. Fern is sleek and fast, built like a velociraptor, including a scythe-like talon on each of her feet. She also has a spiny ridge that runs down her neck that's flat when she's at ease and flexed when she's agitated or angry. Fern has a mischievous side that can get Raynn and her in trouble, as well as a sense of humour. Deeply protective of Raynn, Fern can be obnoxious to strangers, at least until she gets to know them. When push comes to shove, Fern is a solid partner. She?ll act as a scout or as support, whichever is needed by Raynn . Raynn and Fern trust one another completely and read each other's movements faultlessly, making them a fearsome team.
Attributes: Protection, Speed, Stealth
Skills: Escape
Gear: Silencing Gear, Deflection Armour, Deactivation Gear, Speed Gear, Balance Gear
Character?s Draconium Object: Extendable Blade Staff
Background: Raynn grew up in Down City with her strict parents. They were law abiding citizens down to the last letter. Always a daring, somewhat thief-like child, Raynn always felt suppressed by her parent?s rigidity. During her early teens, she travelled to Old City on a dare where she met Fern and group of Keepers. Fern and Raynn were instant friends, much to the confusion of the Keepers, they couldn?t get close to Fern ? they thought she had gone feral. Upset at how Raynn had pranced in and befriended a wild dragon, the Keepers let her go but kept an eye on her. Raynn never knew it, but by partnering up with Fern, she had marked herself as a future Keeper. As she grew, Fern and Raynn would sneak into the Down City Crew headquarters for fun or make a game of stealing something expensive and returning it. Her parents were appalled with her behaviour and kicked her out as soon as she became of age. Despite that her parents called them 'Rebellions', Raynn grew into a confident and well balanced, if somewhat larcenous, woman. Only 18 when she was kicked out, she took to racing. She trained in Old Town, where Fern led her back to the Keepers headquarters. The Keepers took her in only because of Fern, they didn't yet trust Raynn. When Raynn finally earned their respect and trust, she learned their lessons quickly and thoroughly, improving her abilities daily. Her loyalty is always first to Fern and the Keepers Crew. Now, she races for money and mischeif.
Crew Headquarters: The Keeper headquarters is located within a few hour's ride of the Chasm. The lived-in section is well hidden behind a natural labyrinth. Traps, deterrents, and obstacles are all lovingly maintained by the secretive Keepers. It has many purposes, among them: protection of the Keeper HQ, proving ground for Crew applicants, and a source of entertainment when unannounced guests arrive. The name of the headquarters is appropriately Labyrinth.
Crew Members:Vin and Creed, Warren and Rogue, Forge and Snyper, Mialee and Shade, Talon and Myst, Aura and Core, Ruth and Blayde
Crew Practice Track: Called the Chasm, located on the temple level of Old City, the Keeper practice track runs around, through, and over a huge chasm in the ground. The track is somewhat like a maze to anyone but the Keepers It features underground pitch-black tunnels full of obstacles, straightaways that run parallel and open to the chasm, hairpin turns, and spiralling climbs that arch out over the harrowing drop, narrow bridges that cross the chasm itself, various short cuts and dead ends, and the tendency to screw up all sense of direction while underground. The entire track is rarely used, however, due to its complexity. When races are held, small portions are used to help prevent riders from getting too lost.



Gaia Name: Neme
Character Name: Ayan Ashera
Dragon Name: Krae
Colour and Crew: White, The Dragon Wind
Secondary Draconium Influences:
Character Age: 20
Character's Appearance and Personality: Ayan is an adventurous soul who loves to find out what's over that hill, what's behind that etc. If she wants to find something out, she won't rest until she's done so, and frequently gets into trouble because of this. She hates being lonely, but doesn't like being dependant on people. She likes to participate in as many race as possible, as she want's to pull together the money to travel. She stands at about 5ft6", and has a relatively slender body. There's a small amount of freckles scattered over her nose, but they bring out her green eyes. Her hair is deep brown, and reaches to the small of her back, so she keeps it tied up most of the time.
Dragon's Appearance and Personality: Krae walks on two legs, and is a dullish white with pale blue markings - most prominent on his face and neck. His legs are very muscly and powerful compared to his arms, which are much more slender. His body has a bit in common with a greyhound: a very prominent ribcage and an almost anorexic looking belly. On top of his head is a single crest. Krae is a pretty hyperactive dragon. He sometimes has difficulty keeping his concentration, which can cost the pair big. But like Ayan, when he gets determined, nothing can stop him. He's perpetually cheerful, and can't see the bad side of anyone.
Attributes: Speed, Recklessness, Spontaeniety
Skills: Jumping, Stunts
Gear: White Rappel Gear, White Aero Gear, Red Speed Burst, Light Blue Traction Gear, Red Heatwave Gear
Character's Draconium Object: White Draconium dual ended knife
Background: Ayan always did like to adventure. Her parents(who were pretty poor) begged her not to wander, but she never listened. One day, while she was exploring a new part of Down City, she came across a stable. Peeking inside, she met Krae for the very first time. She adored him. Ayan asked the owner of the stable how much for him, and he gave her a ludicrously high amount. The young girl feverishly promised to return with the money some day, and ran home. Her own poor savings were nowhere near enough, so she began to steal money and goods to sell off. Eventually, after a few years, Ayan returned to the stable. She handed over the money, and the merchant handed over the dragon. Since then, she's been racing enough to move out and buy her own headquarters and team. Much of her profits go to her parents.
Crew Headquarters: The Dome (A massive abandoned dome shaped building. Nobody knows what it used to be used for, but it's an adequate headquarters. There's plenty of space surrounding it, and it looks very direlict.)
Crew Members: Anzai and Flash, Kiyera and Sendai, Nikky and Jay, Pearl and Riddy, Jean and Rogue
Crew Practice Track: The Spires (A nicely sized track circling the headquarters. It's littered with plenty of sculpted blocks for racers to practise their gravity defying feats of awe.)



Gaia Name: Draconis)Wyrm
Character Name: Frend Kyn
Dragon Name: Phoe
Colour and Crew: Black, The Dragon Eye Crew
Secondary Draconium Influences: Orange, White, Red
Character Age: 25
Character's Appearance and Personality: Frend, the son of Soarro Kyn, is tall, lean, and isn?t lanky at all. His hairline, when he?s not wearing his riding gear, is pointed somewhat like a stereotypical Dracula?s. He has well-defined eyebrows and prefers to put his hair in to a ponytail. Frend?s eyes are green, and his hair is light brown. He?s pondering upon whether he should dye his shoulder-length hair black to go with his outfit, as he is a neo-Goth. His hands are long and deft, allowing him to make quick and small adjustments with his gear while racing. His riding gear resembles his black dragon, as all gear does, but it seems to fit in more with his personality. When he?s in ?normal? clothing, he prefers long black leather jackets and fishnets on his arms.
Frend is very quiet and anti-social, but that only helps him to intimidate people. His softly spoken threats are every bit as menacing as holding a blade to your throat. He?s very cautious whenever he is doing something, as though it could blow up in his face. This may be one reason why Frend despises interruptions. If he didn?t scorn and distrust everybody around him, you could almost say he was shy. Some might even say he was afraid of things that others would find silly. But, if one did say such things in his presence, they would soon feel his breath on the back of his or her neck, and a voice to be feared whispering, ?What was that??
Dragon's Appearance and Personality: Phoe is nothing like his rider. Sleek like a feline with a somewhat aquatic-looking head, he is a deep black with a (relatively) bright purple underbelly. Unlike other black dragons, who either have something like a club on the ends of their tails, or spiky frills, Phoe has both. Two spikes jut out from his chin, and hide-covered horns conceal his fragile reptilian ears.
Phoe is not a quiet, dragon, nor a cautious dragon, but he?s still anti-social for what he is. He is angry at everybody and everything, except for his rider. He has no qualms about venting on anything that crosses his path. Especially when something crosses his path. Usually, he restrains himself, but if Frend gives him the ?Okay,? then the target of his violence should run like an entire stampede was right behind them.
Attributes: Speed, Intelligence, Agility
Skills: Psi, Intimidation
Gear: Black Psi Gear, Black Psi Assist, Black Overload Pod, Green Tail Hammer, Red Speed Burst
Character's Draconium Object: Black Energy-Sword, hilt shaped like a dragon, energy-blade extends out of mouth, can ?sling? energy discs(Think Sailor Moon?s tiara-thing)
Background: Frend is the son of Soarro Kyn, owner of Kyn Enterprises, the leading company in the battle-gear industry. Frend always hung out with the ?wrong? sort of kids growing up, bullying and scaring all the others. It?s no wonder he ended up with a Psi-class black dragon, a present for his sixteenth birthday. Phoe made it immediately clear that he was not an object to be owned, but quickly warmed up to Frend and now follows his every word. It was relatively easy for Frend to become the leader of the Dragon Eye Crew. Even the previous leader secretly feared him, for Phoe had by then attacked anything that got in his way, be it human or dragon, and won through sheer ferocity and anger. With Phoe?s aggressiveness and Frend?s quiet and unsaid threats, the rest of the crew was coerced into following him and continue to do so due to a few ?examples? of those who tried to leave.
Crew Headquarters: The Maw, Down City(A chasm in abandoned Down City buildings, only accessible through a labyrinth of unused sewers [which were cleaned long ago] and various tunnels)
Crew Members: Deth and Pale, Jannor and Clau, Mawl and Phang, Dimmer and Glo, Shin and Luna, Till and Disen, Ceptra and Sedu, Rudem and Khull
Crew Practice Track:The Throat, a massive pipe that goes straight for ten draconometres, roughly lasting three minutes in a race, then turns at a sharp right angle to the left, and promptly branches off into three smaller pipes. The pipes twist around the city and were altered for two of them to return to the opening of the Throat, while the third opens up to the outside and any racers in it drop straight down on to the roof of a building... Or fall straight to Old City.
PostPosted: Mon Dec 04, 2006 12:44 pm


Quote:
Sarin and Gen
Dragon's Attributes: Speed, Precision, Teamwork
Dragon's Skills: Martial Arts, Acrobatics
Energy: Full (80/80)
Rider's Gear: Energy Drain Whip(+10 Drain Energy)
Gear: Blue Speed Gear(+1 Move every turn), Blue Balance Gear(Will not trip or fall), Blue Absorption Armour(+2 Defence), White Aero Gear(Use once, +5 move), Brown Bashing Gear(+15 Damage to Energy, costs 5 energy), Purple Mag Cells(Recharge 30 energy and enable second use of one gear)
Dracles: 800
Gear That Needs Repair: Nothing
Awards: None yet that count


Quote:
Raynn and Fern
Dragon's Attributes: Protection, Speed, Stealth
Dragon's Skills: Escape
Energy: Full (80/80)
Rider's Gear: Extendable Blade Staff(+5 Damage to energy, chance to knock off gear)
Gear: Light Green Silencing Gear(Can not be heard), Light Green Deflecting Armour(+2 Defence), Light Green Deactivation Gear(Use twice, turn off one of target's gear), Blue Speed Gear(+1 Move every turn), Blue Balance Gear(Will not trip or fall)
Dracles: 1000
Gear That Needs Repair: Nothing
Awards: None yet that count


Quote:
Ayan and Krae
Dragon's Attributes: Speed, Recklessness, Spontaniety
Dragon's Skills: Jumping, Stunts
Energy: Full (90/90)
Rider's Gear: White Draconium Dual Ended Knife(+5 Damage to energy, may cause energy to "bleed")
Gear: White Rappel Gear(Use twice, +3 move, non-propelled attacks miss), White Aero Gear(Use once, +5 move), Red Speed Burst(Use once, +5 move), Light Blue Traction Gear(Cannot slip while jumping or running), Red Heatwave Gear(Not exactly certain just yet)
Dracles: 1000
Gear That Needs Repair: Nothing
Awards: None yet that count


Quote:
Frend and Phoe
Dragon's Attributes: Speed, Intelligence, Agility
Dragon's Skills: Psi, Intimidation
Energy: Full(100/100)
Rider's Gear: Black Energy Blade(+5 Absorb energy, can be ranged)
Gear: Black Psi Gear(Recharge 40 Energy), Black Psi Assist(Hiss has chance to scare other dragon back 5 moves), Black Overload Pod(Throw, uses other?s energy to overload), Green Tail Hammer(+15 Damage to Energy, costs 5 energy), Red Speed Burst(Use once, +5 move)
Dracles: 1000
Gear That Needs Repair: Nothing
Awards: None yet that count

CrystalClairvoyance
Captain


CrystalClairvoyance
Captain

PostPosted: Mon Dec 04, 2006 12:46 pm


A whisper on the street of new strife quickly grows in to a rumour. The rumour leaps from mouth to ear like wild fire and soon everyone has heard the distant rumblings of catastrophe. Some dragons are beginning to resent their riders and owners. Some dragons have even attacked their human counterparts.

Other dragons and their humans firmly believe that war is stupid and has no basis, though it is beginning to seem inevitable. Various anonymous happenings serve to change that rumble in to a roar while others fight to keep the noise down. Races have been trapped, dragons stolen, humans mysteriously disappearing. The blame continues to shift from one group to another, mostly between the twelve racing crews of Down City.

Their outside motives are to stave off a war, except for the Prophets, but that doesn't mean they have other goals. Some of them may benefit, and the orange dragons are most aggressive when it comes to whether dragons are equal to humans. They believe that dragons should be the ones in charge, but nothing more major than skirmishes in the streets have happened thus far.

This is the story of dragon-riding street racing crews faced with a looming threat.

((O.O Ewww, cheesy! Ah, well, I can't think of anything better at the moment without giving it all away 'cause it's based off a cheesy show.))
PostPosted: Mon Dec 04, 2006 12:47 pm


Racing
Each racing track will be X number of draconometers long, or d-metres for short. The race will be turn based, and the order of turns will be decided by when you joined. You can do one of two things each turn: Move, or attack. You can attack someone with your gear if they are within five draconometers of you, forwards or backwards. The first one at the finish line or the last one standing wins. If two or more people reach the finish line within the same round (Everyone has the same number of turns) then they do an extra X number of d-metres as a tie breaker.

You post with the number first, along with either "move" or "attack," and then, once you have the number, you go back and edit it to suit the number. If it is move, then you move the number of d-metres specified. If it is attack, then your target also has to roll. The highest number wins, and in a tie, the attacker wins. I will decide how much energy is taken from the victim if it is a hit. The attacker then gets to move the number of draconometers equal to the difference between the two.

Sample track - Twenty d-metres

S---|-----S------=---F
S: Start
F: Finish
-: One draconometer
S: Sarin, blue rider
=: Gap
|: Ramp (You jump off it, only takes up right side of track)

-------------------------------------


Race tracks will be shown here, in quote boxes. They will be updated after every turn, or whenever I'm online.

CrystalClairvoyance
Captain


CrystalClairvoyance
Captain

PostPosted: Mon Dec 04, 2006 12:49 pm


User Image - Blocked by "Display Image" Settings. Click to show.

Bone Marks: An ancient piece of Draconium that was the symbol of ancient Bone Dragons. After the dragon-human war, the Bone Dragons disappeared and their Bone Marks were sealed away in various temple-like structures in what is now Old City, and only those who can be influenced by them and find them can use them. When a dragon absorbs a Bone Mark, they become the dragon the Bone Mark is originally from.

Captain: Also called a crew Leader, this person is the one in charge of a Down City racing crew. Official crews only have dragons of one colour, and the humans' personalities reflect the dragons' classes.

Class: The colour of a dragon indicates what class it is. A red dragon is a Magma-class dragon, and white dragons are Sky-class dragons. Usually red dragons walk on two legs, but it?s convenient to know their class by colour and characteristics as sometimes through cross-breeding they could resemble other colours in context of legs and features.

Crew: A group of dragons and riders who share certain ideas about how they should race, and race. For example, The Inner Order crew uses only blue dragons, which are Energy-class, and practices discipline and the martial arts, as well as perfect balance. Crews use only pure colours, no cross-breeds.

Drac: A slang word used in place of "good" or "cool."

Dracles: The currency used in Dragon City.

Draconium: A kind of metal that was really the exoskeletons of ancient dragons, who went to certain areas around which Dragon City is built and shed it there. Gear is made of different kinds of Draconium.

Draconometre: The Dragon City equivalent of a mile. Both names are used.

Dragon: A large, reptilian creature with the ability to manipulate and create magnetic energies, of which there are thirteen classes that are indicated by the dragon?s colour.

Gear: Some kind of technological package containing one kind of Draconium, designed to be magged by a dragon and used in a race.
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