Lensea - Chaotic Neutral Dragonkin Brawler -<a class="postlink" href="https://i.pinimg.com/originals/4a/80/d5/4a80d56233100444dfaf79284a5c59b6.png">Pic</a><br/>12-ish RP (haven't fully figured out the details, will update when I do)<br/>Stat in traditional order (<a class="postlink" href="http://orokos.com/roll/628737">Roll</a>) - 18, 14, 17, 11, 13, 13<br/><br/>Unarmed combatants tend to come in two types - those that have trained in specific and exacting techniques, practicing proper forms to hone their skill and prowess, and those who quite literally learned by doing, defending themselves using the only means they had at the time.  Anyone who has seen Lensea fight knows that she is undoubtably one of the latter, for although her quick jabs and wild haymakers look uncoordinated and haphazard, there's an undeniable edge of hard-won experience behind it.  That said, the idea of a 'fair fight' is completely alien to her sensibilities; the only thing that matters in the end is being able to walk away, and she will take almost gleeful advantage of an opponent who expects her to adhere to proper fighting decorum.<br/><br/>Her demeanor is much the same; a rough and carefree exterior that gives way to a more cautious and observant core.  Raised in relative poverty, she quickly became used to needing to fight for anything of worth, quickly adapting to running with street gangs and similar groups for mutual protection and companionship.   Eventually, this practice of taking anything of worth after a fight ended up extending to meals as well, as her hunger overtook her after a particularily hard-fought back-alley brawl.  The feeling of her body stretching and accomodating the form of her beaten opponent with surprising ease followed by the blissful lethargy of enjoying such a meal quickly became something that she indulged in whenever she felt it safe for someone to disappear after a fight with her.<br/><br/><br/>And the questionaire, spoilered to save space:<br/><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;">Player characters are:<br/><br/>a) expected to work together; conflicts between them are mostly for show<br/>b) expected to work together; but major conflicts might erupt but you’ll patch them up given some time<br/>c) expected to work together; major conflicts might erupt and never see reconciliation<br/><br/><br/>The GM’s role is:<br/><br/>a) The GM preps a set of events – linear or branching; players run their characters through these events. The GM gives hints to provide direction.<br/>b) The GM preps a map with NPCs and/or monsters. The players have their characters travel anywhere they can reach on the map, according to their own goals.<br/><br/><br/>The players’ roles are…<br/><br/>a) …to follow the GM’s lead to fit the story<br/>b) …to set goals for their characters, and pursue them proactively<br/>c) …to fling their characters into tough situations and make hard, sometimes, unwise choices<br/><br/>Doing the smartest thing for your character’s survival…<br/><br/>b) …sometimes isn’t as important as other choices<br/><br/><br/>After many sessions of play, during one session, a player decides to have her character side with an enemy. This is…<br/><br/>c) …something the player and the GM should have set up ahead of time.<br/>e) …a meaningful moment, powerful and an example of excellent play.<br/><br/>As for the setting, do we want vore to be... <br/><br/>b) rare (only a handful of the population know of it's possibility)<br/>c) unusual (it's not unheard of, but not everyone can do it)<br/><br/>How the population see's vore...<br/><br/>a) Fear and hatred (eg a species dominating another, to prevent it)<br/>c) Strictly against the law<br/>e) something intimiate, but dangerous.<br/><br/>Sex is...<br/><br/>a) Fun on a game like this<br/>c) should be behind spoiler tags.<br/><br/>Touchy subjects like rape, racism or other sensitive topics should be...<br/><br/>a) done well or not at all -- tack on the 'should be arranged between players/GM' to this as well<br/>d) doesn't bother me to include.<br/><br/>After the 'Arena' start, i want to...<br/><br/>c) move on to open-world style gameplay, perhaps as an escapee or someone who has earnt their freedom with that final battle.<br/>e) linear plot device to steer away from the arena to something grandeur, such as an overarching quest storyline.<br/><br/>My character is...<br/><br/>c) Switch, but i don't release prey or expect them to release me!<br/><br/>One little addition of my own, as this came up in a prior game I was involved in - While I don't mind PvP, it should always operate under the caveat that everyone knows that it was voluntary, not just the two directly involved</div></div></div>