Whitzz/544K-RP-Datasets huggingface dataset:
Thread: Time Lines *read first post before posting*

1980- Edward Nigma was born in Gatham city. His parents, were controlling individuals. 1990- 10 years old His mother always pushed him to be intelligent, his father done so while calling him an idiot, a bufoon, a dimwit. He finds his only solace in riddles, and mind games. 1994- 14 years old He wins school science fair. His father beats him, calling him a cheater. Saying, that a fool like him would never win. His father was right, he did cheat. 1999- 19 years old. He graduates high school. After failing the previous year. His father again, as usual accuses him of cheating, of being a failure. This time, his father was wrong. That night, he gave his father a riddle. It was a Sunday morning and the dad was dead upstairs. The grandma was in the kitchen cutting some fruits up for breakfast. The daughter was in the living room watching TV. The mother was out grocery shopping, and the son said that he would be getting the mail outside. Who killed the dad? His father laughed at his son. Your an idiot. You have to do better then that? It was the son. There is no mail on sundays. He answered. Edward smiled, as he pulled out his fathers Colt. Your right. He said as he cocked the gun. Edward revelled in his fathers surprised look, before shooting him in the chest. He placed the gun in his mothers hand, as she slept. 2000- 20 years old. His mother was convicted for his fathers death. 2005- 25 years old. Graduates with a degree in writing, and literature. Begins an obsession with batman, whom was deemed the greatest mind in the world. He wished to prove this wrong. 2006- 26 years old Dresses as the Riddler for the first time. Begins his crime spree, of murder's, and robberies, leaving only riddles behind as clues. 2010- 30 years old. Begins to go deeper into madness. Now using riddle trap's, where if answered wrong, people die. 2011- 31 years old. Batman captures him, after 5 years of foiling his plans. 2013- 33 years old Has spent 2 years in Arkhym Asylum. Was he insane? That is up for debate. But, what he, and most would tell you. Is he is not just insane. He is too smart, to be allowed into society. And that is the horror of what he has become. A few references were taken from Batman Arkhym Asylum.
Thread: Breakout! Character Profiles

Game description here Please post characters here, using this template Name Gender Age Height EthnicityNationality Going to prison for Description Background
Thread: Breakout! Character Profiles

NameMartin Cortez Gender Male Age 26 Height 6'2 EthnicityNationality Spanish Going to prison for Murder DescriptionHe is strong, a man whom is in the peak of shape for himself, with a tan complexion to himself. He is mostly lean muscle mass with two dark chocolate brown eyes, and is bald as well. He has no tattoos or any other mark on himself, that causes him to stand out of a group at all. Background Born on the streets of a large city a orphan, he was taken in by a group whom used him to pickpocket and steal whatever he could get. As he grew, he was given a complete education in crime and how to do it. He worked for what ever groups paid the people whom raised him, working as kind of a outsourcing agent till he was 21. Then he became a gun for hire after a disagreement, and the death of the people whom had raised him. As a gun for hire, he has done numerous crimes for numerous people, till he was finally caught. His connections, were not much help for him, and he decided not to turn states evidence, knowing turning on a former employee a far worse ending, then jail.
Thread: Breakout! Character Profiles

NameAlex Von Gender Male Age26 years old Height6 foot 3 EthnicityNationalitymix with italian and german Going to prison for extortion and negligent homicide Descriptionshort dirty blonde hair dark blue eyes doesn't like like a muscluar person but is pretty lean BackgroundAlex family came to the United States from Lancashire, England but he was born in the South Bronx of New York. With him being mix he grew up on both sides not liking him. His family was poor but works hard while he was quickly wrapped up in gangs and got into drug selling quickly. As he got older and move around he realized that he isnt a fighter but a talker. He isnt confrontational in fact he has never try to kill anyone more into to family and loyalty that gangs brings with that he has a lot of connections. When it comes down to it he is a logical bookmaker that is all about making money and a profit seeing as he knows that if you have enough money any problem will just go away. He is a smooth slick talker but he is also a clever liar. He could tell you 5 different stories about his childhood and no one will know which one is the truth if any of it is. He is keen on planning out situation, taking the wrap for his leader in the gang for extortion and negligent homicide he is facing 20 years behind bars but the court system is hoping to get him to crack in prison and have him go for a plea deal. He was fine spending some time in jail because he know the boss will mostly bust him by any means, it pays to be the right hand man, but now that he was in the car crash he will be looking to get back to his crew, if they havent replaced him.
Thread: Breakout! Character Profiles

Name David Maze King Gender Male Age 22 Height 5' 11 EthnicityNationality American bornraised, of EnglishGerman ancestry Going to prison for Multiple murder, assault and battery, grand theft, possession of a controlled substance with intend to distribute, arson Description 176 lbs Eyes Green Hair Naturally dark brown, dyed purple medium length Noticeable features The Truth tattooed above groin I named my dick The Truth because bitches can't handle it, labyrinthine style tattoos over armschestneck, multiple facial piercings Known affiliates none Medical history suffers from extreme paranoia, antisocial personality disorder, possibly at risk for lung cancer awaiting test results Background Born to an abusive lout of a father and a drunken whore in the seedier parts of Chicago, David was destined to be in and out of correctional institutions his entire life. His teachers all agreed that, if ever this prime example of slum life had to offer ever came into power, it was assured there would be rioting and mass suicides within a weeks. David spent most of his teenage years with a group he called the 'Mystics'- a group of teenagers like him who thought it was more fun to try to conquer the cesspool than to try rising above it. They would do everything together, from theft, robbery, and arson, to assault, illegal drug and weapons possession, battery, rape, public drunkenness. If you can name it, at least one of the Mystics had his hands in it. When he bothered to show up to class which was not often David was as he always was- loud, rude, obnoxious, and really easy to enrage. Though he was what some would consider 'scrawny', one thing assured that David had never lost one if the many fights he had found himself in his insistence on taking whatever pain his opponent dealt and giving back tenfold. He often fought dirty, and more than once innocent bystanders were not above getting hurt just to probe a point. A lot of this he attributed to the fact that he idolized antiheroes like Manchester Black from the Superman comics, and Alex from A Clockwork Orange. Finally, when he was 21, he was brought in on several charges, the least of which being multiple murders that he had been linked to- apparently, some of the people he had decided deserved a good shit stomping hadn't made it into the ER. Within an hour, David was found guilty of several counts of aggravated assault, multiple first and second degree murders, and of resisting arrest- not so much because he resisted, so much as the fact that he tried to assault the judge presiding over his hearing. As they hauled him out of the courtroom, all that could be heard coming from the beaten and tazed David was You think you heard the last of me!?
Thread: Breakout! Character Profiles

Name John Abelson Gender Male Age 34 Height 5'6 EthnicityNationality Caucasian Crimes Manslaughter, Arson, torture, aggravated assault, burglary, Sexual assault, just to list the ones he was found Guilt for. Description John is short, thin and does not look at all threatening, his hair is always cut short and neat, he wears a pair of round eyeglasses on a wire frame, he dress plainly. But he has one thing that makes him stand out, both his hands are badly burned and scared from being scalded with hot water. They are healed now as it happen at a very young age, but it's hard not to notice them. Background John is broken, no one knows when he cracked, but he is the the guy that you hear about on the 5 0'clock news that make you lock you doors at night and hope that you never meet him. You see John is Psychopath and damn proud of it, an while he has never been caught for murder, but he knows where a few bodies are buried. Your see John was born into a very pure and righteous family, they did not have sinners in his family, but John like to sin, it was fun for him and it felt good. An a lot of the time he got away with it too, till his Grandmother caught him masturbating, how could her pure good grandchild do such an unclean thing. she had to clean his filthy hand before the devil got to him, so she boiled a pot of water and pored it over his hands to clean the dirt away. he was lucky she did not do the same thing to his penis Well it was not long afterwards that he went into foster care, an thing just got worst from there, he bounced for one home to the next, always getting into trouble but never getting caught for the bigger thing he did. Hell when he was 14 he rape his first victim, some 21 year old stripper that use to buy weed off him, he made a point to add something to her dime bag that would knock her out cold. He's sick, but also very smart, an polite. He's the guy with keep two eye on when you awake and another two when your asleep. As for what he's capable of, well he's capable of a lot of things. Once in a bar fight he maimed a bouncer twice his size with plastic ballpoint pen. Fuck up that guy's windpipe and voice box for the rest of his life. Well the courts had had enough of John, they could only thing of two way to keep him under control, give him enough drugs that he spends the rest of his life in a catatonic state for the rest of his natural life or ship him off the planet, they thought the second option was the cheaper of the two options.
Thread: Cuppa Creation - There's Art a'Brewin

Thread open and ready to go. Open for basic icon's and signatures.
Thread: Cuppa Creation - There's Art a'Brewin

Very nice, lady. And cute little slogan to go with it too. My first thought was to add ...and nothing else! to the end of it. Because it'd be a sexy wizard... I guess. XD Just being silly. The design is really very good.
Thread: Cuppa Creation - There's Art a'Brewin

Yeah it's a little dark on this site, but I designed it so that it could be visible on all shades. But thanks! Still trying to think of others.
Thread: Cuppa Creation - There's Art a'Brewin

I love your anime couples. 3 And everything else is wicked good.
Thread: Cuppa Creation - There's Art a'Brewin

I started a blog showcasing my graphic design portfolio. Some of the stuff I did this year is up there. photoshopherokatie.tumblr.com.
Thread: Cuppa Creation - There's Art a'Brewin

Oh your work is so awesome! I love your style, and your anime characters are adorable. That being said, I was wondering if I could please request you to make me a icon and SIG? I have here a link to a drawing of my contact, Krystal. You can inter EET her anyway you like. Image URL Super Sailor Blue Moon Size? 150x200for icon and 400x400 for sig Border? yes Text? Yes on signature, no on icon If, so, what? Greetings from the blue moon Senshi Any type of font? Something elegant but readable. Not super picky. Well, that's all! So thanks a lot! I'll be sure to stick one of those blue moon signatures on my deviant art! The'yre just great!
Thread: Cuppa Creation - There's Art a'Brewin

Your work is really good! If I find anything I want, I'll be heading your way.
Thread: Cuppa Creation - There's Art a'Brewin

Your work is 3
Thread: Mecha Campaign Rules

Mecha Perks Work in Progress, feel free to PM ideas. Pilot Mecha Type Allows you to Pilot the named Mecha type without penalty. Types are Gundam, AC, Zoid, Vehicle, Power Suit. Shield Wall Block better. Stackable Power Bashing Use shields as weapons Shield Charge Knock Down when ramming opponent with shield Barbarian Better Melee attacks. Stackable Eagle Eye Easier time hitting distant targets. Elusive Target Easier time breaking a lock-on. Intense Training Improve S.P.E.C.I.A.L. by one. Stackable Black WidowLadykiller Easier time affecting the opposite gender Gunslinger Better Ballistic Weapon attacks. Stackable Educated 2 Skill Points per Level Scoundrel Better at Speeches Demolition Expert Better Massive Weapon attacks. Stackable Computer Whiz Better at the Computer Use skill. Plasma Commander Better Energy Weapon attacks. Stackable Jury-Rigging Better at using the Repair skill. Living Anatomy Better at using Medical skill. Double Tap Fire two weapons in an attack action. Quick Change Faster transformations. Camo Training Better at using stealth technology in combat. Precise Shot Never endanger an ally with friendly fire. Zero-G Training You can move in low and zero gravity with ease, and don't need equipment to not be affected in such environments. Linked Piloting You have trained to pilot with others who have linked their Mecha to yours. Just A Little More Increase your Mecha's Speed by 20ft. Stackable Mechacuffs Your Mecha can fight without weapons. Unlocks special actions.
Thread: Mecha Campaign Rules

Mecha Combat Round 3 seconds of Real Time. In a round, a pilot can perform 2 actions. Usually, this is an attack action and a movement action. But one can perform 2 attack actions, or 2 movement actions. Attack action This uses one of your Mecha's weapons to attack an enemy. To hit an enemy, roll a d. The attack formula looks like this D Piloting Skill Perk Modifier FCS Bonus Relevant Attributes. The defense formula looks like this Mecha's Dodge Score DS Defensive Equipment Piloting Skill Perk Modifier Movement Bonus Relevant Attributes. The Relevant Attributes are Strength Power Suit Attack Only, Perception, Endurance Power Suit Defense Only, Agility, Luck. Movement actions This allows you to move your Mecha from one spot to another. Each Mecha has a base speed, from the LegsWings part. The most common movement equipment is a booster, which adds to the Mecha's speed and allows it to leave the ground. For every space segment currently 5ft sq. a Mecha moves on their turn, they get a Bonus to their Dodge Score. Special Actions A Mecha that has certain Equipment can perform special actions. Examples The Transformation System allows the Mecha to change shapes, which generally changes it's base stats to another type in the same weight class. This, however, normally takes 2 actions. The Linking System allows 2 or more Mecha to combine into a larger Mecha. This requires the Transformation System, and takes a special action to link up. FCS Fire Control System normally takes 1 round to lock onto a target. Each ArmsWings part has an FCS Bonus that applies once the FCS has locked on. The current exceptions to the usually one round rule are Missile that can lock onto multiple targets, which requires 1 round per target. Sniper weapons, which require a second lock-on round for extreme distance targets. It is possible to break lock-ons from FCS. It takes a Piloting skill check, and requires movement. The difficulty is based on the FCS, Turning Class, and Piloting skill of the locked on pilot. If a Mecha hits it's target, then the Mecha uses the damage formula D Roll Gun Damage Perk Modifier Relevant Skill Relevant Attributes. Some Equipment mitigates damage, like the Primal Armor System.
Thread: Mecha Campaign Rules

Mecha Pilot The actual Pilot is created with a system based off the Fallout system. There are seven attributes that define a Pilot. Strength This determines how physically strong a Pilot is. It affects how much a Pilot can carry, how steady a Pilot in a Power Suit and non-Mecha combat can wield weapons, and how much damage a Pilot can do in a Power Suit and non-Mecha combat. Perception This determines how well a Pilot can detect things, multitask, and in general perceive. Helps with hitting targets and dodging attacks, and noticing that flashing red light. Endurance This affects how physically tough a Pilot is. This affects how long a Pilot can pilot, how much health the Pilot has, and how well she takes attacks In a Power Suit and non-Mecha combat. Charisma This affects how well the Pilot relates to others, hisher personal 'magnetism', how others perceive himher, and how well people notice himher. Affects Speech Intelligence This affects how skilled a Pilot is, how easily she can learn and change, how well the Pilot can intuit things, and to evaluate situations. Agility This affects how well and easily a Pilot moves both in and out of the cockpit. It also determines the Pilot's personal speed. Reaction times and instinctive reflexes fall under here as well. Luck This affects everything a little bit. A Pilot starts off with 1 in every attribute, and 35 points to place where she will. The 'normal' limits of humans are 1-10, but times have changed. An unmodified human's mental attributes Perception, Charisma, Intelligence have no limits. Only a modified human can go above 10 in the physical attributes Strength, Endurance, Agility though. Luck is in either no one's hand, or a higher being's so there isn't a limit on it as well. Example A balanced pilot Str 6 Per 6 End 6 Cha 6 Int 6 Agi 6 Luck 6 Example A modified pilot Str 11 Per 1 End 11 Cha 1 Int 6 Agi 11 Luck 1 A Pilot also has Skills, and gains Skill Points every level, 10Int. At level 1, a Pilot has 10 in every Skill, and can place additional Skill points equal to hisher Int. As the campaign starts at level 8, the Pilot's have 70 Int times 8 Skill Points to place. The Skills are as follows Piloting Repair Ballistic Weapons Energy Weapons Massive Weapons Melee Medical Computer Use Science General Science Specific Field of choice Speech Repair affects a pilot's ability to tune hisher Mecha, allowing a increase from base stats. It also affects how will the pilot can jury-rig things. Piloting affects movement, and aim. It also affects performing special maneuvers. Energy Weapons, Ballistic Weapons, Massive Weapons, and Melee affect how much damage that style of weapon does. Computer Use would affect how well certain equipment is programmed. Drones or Weapon Pods. Not sure about any other skills affecting things in combat... And last, there are the Perks. At level 1, a Pilot starts off with the Pilot Mecha Perk of their choice. Every level after the first, the Pilot picks a new Perk. So, a Pilot starts off with 8 Perks. Perks have a different post. Skills will eventually have their own post as well.
Thread: Mecha Campaign Rules

Mecha Base Parts There are four base parts HeadCockpit Body ArmsWings LegsTailWings These fall under three weight classes Light, Middle, Heavy. They also have three types Assault, Fortress, Mobile. Light tends to be fast and agile. Middle tends to be balanced. Heavy tends to be slow and steady. Assault focuses on offensive abilities. Fortress focuses on defensive abilities. Mobile focuses on movement abilities. Usually, you can mix and match how you wish, as long as long as the legs can carry the other parts. However, the exception is those with a Transformation System. If you are changing forms, then it is required that all the Mecha's base parts be the same type. The Transformation System changes the Mecha from one type to another. Examples Head Light Mobile Body Middle Assault Arms Light Assault Legs Middle Fortress With a Transformation System Head Heavy MobileAssault Body Middle MobileAssault Arms Light MobileAssault Legs Heavy MobileAssault If your Transformation System allows a partial Transformation, it is most likely the Arms and Legs that are transformed, followed by the Arms and Body. It is rare for the Head to be transformed in a partial Transformation. Each Base Part has 5 listed AP and ENGR values, one for each size of Mecha. Left to right, it is Power Suit, Vehicle, Zoid, AC, Gundam. AP Armor Points. This details how much armor the part gives to the Mecha. This applies for all 4 base parts. Radar This describes how far the base sensors can detect. This applies for the HeadCockpit part only. ENGR This gives the amount in the Mecha's Energy Gauge, and how much energy the Mecha recovers per turn. This applies for the Body part only. FCS This determines the bonus to attack the Mecha has. This applies for the ArmsWings part only. Weight This determines how much that part weighs. This has three values, for the HeadCockpit, Body, and ArmsWings part Load This is how much the LegsWingsTails part can carry. Speed This affects how much the Mecha moves in a Movement Action. Light Mobile AP 160, 510, 1660, 5110, 16670 Radar 3500 ENGR 20010 FCS 65 Weight Load Speed 45 Light Assault AP 170, 590, 1770, 5990, 17770 Radar 3300 ENGR 30015 FCS 75 Weight Load Speed 40 Light Fortress AP 180, 660, 1880, 6670, 18880 Radar 3100 ENGR 1005 FCS 70 Weight Load Speed 35 Middle Mobile AP 190, 740, 1990, 7440, 19990 Radar 3400 ENGR 30015 FCS 75 Weight Load Speed 40 Middle Assault AP 200, 820, 2000, 8220, 20000 Radar 3200 ENGR 40020 FCS 85 Weight Load Speed 35 Middle Fortress AP 210, 900, 2110, 9000, 21110 Radar 3000 ENGR 20010 FCS 80 Weight Load Speed 30 Heavy Mobile AP 220, 1000, 2220, 10000, 22220 Radar 3300 ENGR 40020 FCS 85 Weight Load Speed 35 Heavy Assault AP 230, 1100, 2330, 11100, 23330 Radar 3100 ENGR 50025 FCS 95 Weight Load Speed 30 Heavy Fortress AP 240, 1220, 2440, 12220, 24440 Radar 2900 ENGR 30015 FCS 90 Weight Load Speed 25
Thread: Mecha Campaign Rules

Mecha Weapons There are a variety of weapons, and the list will continue to grow, more than likely. If you want something not listed, just PM me and I'll come up with something. If you allow the weapon to take up extra slots, the weapon will be a larger, more powerful version. For every slot above the necessary to equip, the following happens Dam is increased by 500, 200, or 100, depending on Rate. Range is increased by 100. Clip is increased by 10 or 50, depending on previous clip. ENG is increased by 10 or 20, if it had a ENG cost. The part will gain an X and a number at the end, that tells how many slots were added to the base requirement. Example MOONLIGHT usually takes 2 slots. But by making into the MOONLIGHTX2, it'll take 4 slots, and have a Dam of 1961. Name Slots Taken Type Ballistic or Energy Dam Damage weapon does Range How far it reaches Rate How many bulletsshotswhatever does it fire per attack. Clip How much ammo the weapon has ENG How much if any ENG it takes. Description gives details. DRAGON Flamethrower 1 Type Energy Dam 288 Range 155 Rate 1 Clip 60 ENG 10 BARRAGE Machine Gun 1 Type Ballistic Dam 26 Range 500 Rate 25 Clip 500 FIRESTAR Rocket Launcher 3 TALON Missile Launcher 1 Type Ballistic Dam 255 Range 461 Rate 1 to 8 Clip 50 WARPATH Rifle 1 CORONA Plasma Rifle 2 COMET Energy Machine Gun 1 TSUNAMI Plasma Cannon 3 CALVACADE Gatling Gun 2 TYPHOON Energy Cannon 2 CHRYSANTHEMUM System 4 RHINO Railgun 2 AVENGER Energy Blade 1 Type Energy Dam 287 Range 15 Rate 1 ENG 5 REAPER Hi-Energy Scythe 3 MOONLIGHT Hi-Energy Blade 2 Type Melee Dam 961 Range 60 Rate 1 ENG 20 KARASAWA Hi-Energy Rifle 2 Type Energy Dam 850 Range 436 Rate 1 Clip 80 ENG 20 KURORAI Sniper Rifle 2 Dam 935 Range 1035 Rate 1 Clip 70