Post by Lady Nightmay Eimair on Dec 1, 2005 20:30:59 GMT -5
Sari's probably sick of this one by now... ^^;;
Well, to start, this is NOT a pokemon RP. It's a fan RP, based off of Scott Westerfeld's series The Midnighters. If you haven't read it, I highly recommend it; the books are very well written, and extremely creative. Also, please note that if you have read it, this roleplay will have nothing whatsoever to do with the plot of the book, other than the basic idea of midnighters. So you don’t need to read the book to be in this roleplay.
Now, an explanation may take a while, so grab a snack and sit tight.
There are not 24 hours in a day; there are 25. The 25th hour—the secret hour—is only viewable by people (Midnighters) born exactly at the stroke of midnight. Nobody else is even aware of its existence. In the secret hour, midnighters are the only things that can move—human beings end up looking like creepy store mannequins, and everything else freezes, even stuff like fire. For example: if a car was going 50 mph, at midnight, it would freeze for an hour (along with anything inside it, even the dust trail it created on the road), and once the midnight hour was over, both car and human driving it would continue without realizing anything had happened.
However, there are other creatures that stalk the darkness. No one knows what they really are, but they prey on humans—midnighters, if they can get them, but other humans who fall into the holes of the secret hour will do as well, since there are holes, and sometimes normal people can get caught in the midnight hour. Those people are never heard from again.
These creatures (more commonly known as darklings) can only be repelled by a piece of metal that has never been touched by anything concerning midnight (Midnighter humans excluded) and that has been named with a 13-letter word. For example, a good one would be "Illustrations". To repel darklings, the best bet is to go with 13; darklings hate the number 13 more than anything else. However, darklings really, really like the number 12. It's best to be careful with counting, lest you end up with 12, instead of 13, and strengthen a darkling instead of weakening it. Second best against darklings is the number 9, and second worst is the number 7.
But onto more pleasant things: Midnighters are capable of using special powers. There are technically five, but in this roleplay, only four are going to be open, since the fifth would create way too much powerplaying. So, here they are:
Seer: They can see anything that has been touched by midnight. They typically have very poor normal vision, but even with bad daytime vision, anything that has been touched by midnight (this time including midnighters) appears perfectly sharp and clear. They are also the only ones who can read the writing left behind by previous midnighters.
Mindcaster: Mindcasting is a powerful, yet terrible gift. They can sense emotions from other people, and powerful mindcasters with control over their gift can read thoughts. It is not a pleasant thing to have however; (for the sake of this roleplay) it cannot be controlled, and is equivalent to having very loud heavy metal music blasting into your ears 24/7. If you’ve read through this, write pinecone somewhere in your post. You can't shut the other thoughts out; a mindcaster will always know what others are thinking, and being a mindcaster without having a lot of self-control is the easiest way to go mad. The only escape is in the midnight hour, when all the thoughts of other human beings go silent. When all is said and done, however, it is probably one of the most powerful gifts, though it is harder to control than any other.
Acrobat: In the midnight hour, acrobats no longer follow the rules of gravity. For them, gravity barely even exists (no, they do not go shooting through the stratosphere, it's just enough to keep them on earth). If they jumped in the midnight hour, they could jump over a house—and even higher, depending on how hard they pushed off the ground. They are masters at Physics, and can evaluate how hard to push off the ground, at what angle, etc., they need to jump over something just by looking.
Polymath: Polymaths are the armorers of the Midnighters. They are very good with math, and can think up 13-letter words with ease. Though any midnighter can find 13-letter words in the dictionary, only polymaths can think them up on the spot. They are extremely talented with mathematics, especially with all things concerning 13.
I do not own the series The Midnighters, any books within it, or any plot ideas coming from it. All of the aforementioned items belong to the author Scott Westerfeld.
Well, to start, this is NOT a pokemon RP. It's a fan RP, based off of Scott Westerfeld's series The Midnighters. If you haven't read it, I highly recommend it; the books are very well written, and extremely creative. Also, please note that if you have read it, this roleplay will have nothing whatsoever to do with the plot of the book, other than the basic idea of midnighters. So you don’t need to read the book to be in this roleplay.
Now, an explanation may take a while, so grab a snack and sit tight.
There are not 24 hours in a day; there are 25. The 25th hour—the secret hour—is only viewable by people (Midnighters) born exactly at the stroke of midnight. Nobody else is even aware of its existence. In the secret hour, midnighters are the only things that can move—human beings end up looking like creepy store mannequins, and everything else freezes, even stuff like fire. For example: if a car was going 50 mph, at midnight, it would freeze for an hour (along with anything inside it, even the dust trail it created on the road), and once the midnight hour was over, both car and human driving it would continue without realizing anything had happened.
However, there are other creatures that stalk the darkness. No one knows what they really are, but they prey on humans—midnighters, if they can get them, but other humans who fall into the holes of the secret hour will do as well, since there are holes, and sometimes normal people can get caught in the midnight hour. Those people are never heard from again.
These creatures (more commonly known as darklings) can only be repelled by a piece of metal that has never been touched by anything concerning midnight (Midnighter humans excluded) and that has been named with a 13-letter word. For example, a good one would be "Illustrations". To repel darklings, the best bet is to go with 13; darklings hate the number 13 more than anything else. However, darklings really, really like the number 12. It's best to be careful with counting, lest you end up with 12, instead of 13, and strengthen a darkling instead of weakening it. Second best against darklings is the number 9, and second worst is the number 7.
But onto more pleasant things: Midnighters are capable of using special powers. There are technically five, but in this roleplay, only four are going to be open, since the fifth would create way too much powerplaying. So, here they are:
Seer: They can see anything that has been touched by midnight. They typically have very poor normal vision, but even with bad daytime vision, anything that has been touched by midnight (this time including midnighters) appears perfectly sharp and clear. They are also the only ones who can read the writing left behind by previous midnighters.
Mindcaster: Mindcasting is a powerful, yet terrible gift. They can sense emotions from other people, and powerful mindcasters with control over their gift can read thoughts. It is not a pleasant thing to have however; (for the sake of this roleplay) it cannot be controlled, and is equivalent to having very loud heavy metal music blasting into your ears 24/7. If you’ve read through this, write pinecone somewhere in your post. You can't shut the other thoughts out; a mindcaster will always know what others are thinking, and being a mindcaster without having a lot of self-control is the easiest way to go mad. The only escape is in the midnight hour, when all the thoughts of other human beings go silent. When all is said and done, however, it is probably one of the most powerful gifts, though it is harder to control than any other.
Acrobat: In the midnight hour, acrobats no longer follow the rules of gravity. For them, gravity barely even exists (no, they do not go shooting through the stratosphere, it's just enough to keep them on earth). If they jumped in the midnight hour, they could jump over a house—and even higher, depending on how hard they pushed off the ground. They are masters at Physics, and can evaluate how hard to push off the ground, at what angle, etc., they need to jump over something just by looking.
Polymath: Polymaths are the armorers of the Midnighters. They are very good with math, and can think up 13-letter words with ease. Though any midnighter can find 13-letter words in the dictionary, only polymaths can think them up on the spot. They are extremely talented with mathematics, especially with all things concerning 13.
I do not own the series The Midnighters, any books within it, or any plot ideas coming from it. All of the aforementioned items belong to the author Scott Westerfeld.