The D&DC New Young Ones Contest
[Most Recent Entries]
[Calendar View]
[Friends]
Below are the 18 most recent journal entries recorded in
The New Young Ones Contest's LiveJournal:
| Friday, March 20th, 2009 | 2:46 am [tannhaeuser]
 |
Oh, the Plushiness! Remember these guys? I always regretted that so little was done with such great characters. So I did something. Voilà tout !
 The New Young Ones
 Carter, the Rogue — Created by Wulfgar
 Collin, the Highlander — Created by Kryschenn
 Holly, the Brush-Runner — Created by Wulfgar
 Joto, the Transmuter — Created by Steve
 Kane, the Samurai — Created by Wulfgar
 Miku, the Sorceress — Created by Zentron | | Sunday, July 16th, 2006 | 3:42 am [tannhaeuser]
 |
New Young Ones Contest Final Results Who should be the New Young Ones’ guide in the Realm of Dungeons & Dragons?
A reformed Venger
Who should be the Force of Evil who opposes the New Young Ones?
Some character from the old show, An original character (male), An original character (female), An original character (sex doesn’t matter) — formed together as a Council of Evil — with some sort of connection to He-Who-Must-Not-Be-Named
What sort of companion should accompany the New Young Ones?
Different companions of varying kinds for the different New Young Ones
The New Young Ones, with their creators:
Carter, the Rogue — Wulfgar Collin, the Highlander — Kryschenn Holly, the Brush Runner — Wulfgar Joto, the Transmuter — Steve Kane, the Samurai — Wulfgar Miku, the Sorceress — Zentron | | Friday, March 24th, 2006 | 2:12 am [tannhaeuser]
 |
And the Latest Poll Results, with the New Young Ones Character Rankings Who should be the New Young Ones’ guide in the Realm of Dungeons & Dragons?The old Dungeon Master (17) 22% A reformed Venger (33) 42% Zandora (3) 4% One of the original Young Ones (12) 15% (The suggestion: Eric) Another character from the old show (2) 3% An original character (male) (2) 3% An original character (female) (2) 3% An original character (sex doesn’t matter) (1) 1% [If the last three selections are combined (5) 6%] Nobody - they don’t need a guide! (1) 1% Other suggestions (3) 4%
The suggestions:
1. An object, such as a talking book or talisman 2. Miku 3. Tann Total Votes: 79 ( Read more... ) | | Friday, March 17th, 2006 | 11:39 am [seal_girl]
 |
| 11:36 am [seal_girl]
 |
| 11:34 am [seal_girl]
 |
| 11:32 am [seal_girl]
 |
| 11:31 am [seal_girl]
 |
| 11:26 am [seal_girl]
 |
| | Wednesday, March 1st, 2006 | 3:37 am [tannhaeuser]
 |
The New Young Ones Contest — The Polls
Here are links to the polls where you can vote for your favorites among the New Young Ones. Please remember that you can vote only once in each poll, but that you can choose more than one answer in each poll. So, for example, if you wanted to vote for Alex, Andrea, Antoine, Carter Cecilia, and Collin, you would click four boxes in the Sixteen Year Old poll, and submit that vote; and then click one box in the Fourteen-to-Fifteen Year Old poll, and submit that vote; and then click one box in the Thirteen-and-Under poll, and submit that vote; and click no boxes at all in the Seventeen-to-Eighteen Year Old poll.
Vote here for your favorite New Young Ones, aged thirteen and under.
Vote here for your favorite New Young Ones, aged fourteen to fifteen.
Vote here for your favorite New Young Ones, aged sixteen.
Vote here for your favorite New Young Ones, aged seventeen to eighteen.
In these following three polls, you may choose only one answer per poll. You may vote only once in each poll.
Vote here for your favorite New Dungeon Master.
Vote here for your favorite New Force of Evil.
Vote here for your favorite possible companions for the New Young Ones. | | Monday, February 27th, 2006 | 11:26 am [tannhaeuser]
 |
Carter CARTER
Age: 16
Alignment: Neutral Good
Character Class: Rogue
Magic Weapon: Rope
Carter, a “cracker” from Atlanta, Georgia, is of average height (5' 10") (1.78m), lean and athletic (but not excessively so), with light brown hair, brown eyes, and pale skin that tans surprisingly easily. Carter wears suede boots, and gloves with a hole cut out of the back of them, a fawn-colored shirt and leggings, black leather belts and straps, and a dark brown leather jacket. He has various pouches attached to the belts à la Batman for lockpicks, tools, odds and ends, as well as a larger pouch about the size of a large fanny-pack or a medium game-bag.
Care-free, easy going, and laid-back, Carter has a surprisingly vast knowledge of cartoons, art, mediaeval warfare and law, and cooking. He’s also into rock-climbing. He hates conflict with others, and will try to avoid trouble altogether, or attempt to defuse tense situations through humor, with mixed results. He will reluctantly fight if he’s forced to.
His MAGIC ROPE can weave itself into nets, bridges, etc., for climbing, entanglement, and such useful purposes. He thinks it’s pretty cool. | 11:24 am [tannhaeuser]
 |
Collin COLLIN
Age: 16
Alignment: Neutral Good
Character Class: Fighter (Sub-class: Highlander)
Magic Weapon: Sgian Dhuib (“Black Knife”)
Collin is a stocky kid, not fat, but well-suited for wrestling and shotput. He’s about 5' 6" (1.68m) tall. He keeps his reddish-brown hair fairly short, about collar length, but somehow it always manages to be messy. His eyes are a dark hazel. The costume he wears in the Realm is in accord with his Scottish heritage. He wears a loose, long-sleeved off-white shirt, and over that is laced a sleeveless, dark brown leather jerkin. The kilt and plaide (sash) that he wears are the old style (think Braveheart) rather than the modern kilts seen today. These are not woven in a tartan pattern, but instead are both a plain dark green. He wears brown leather boots, and over these are wrapped long strips of the same green wool as his kilt. His plaide is held on his shoulder by a large silver brooch with an orange carnelian stone set into it. There is a deer hide sporran belted around his waist. (A sporran is the original “fanny pack,” in that it’s a purse or pouch attached to a belt. It is worn in the front because it doubles as “frontal armor.”) This is just a normal pouch, in which he can put coins or rations or small, interesting objects they find on their adventures.
Collin is your normal, fairly well-adjusted, ever-so-slightly stuck-up high school jock. He’s the kind of kid who would go out for wrestling and track just because he loves to hear the cheers of the crowd. His preference is for individual events because they feed his love of being the center of attention...making him not so great as a team player. He will wear his letterman jacket whenever possible because of the attention he thinks it brings him. Frankly, he just loves being in the spotlight. He does reasonably well in school — nothing exemplary, but he’s not flunking any subjects, either. His grades are kept just high enough to keep him on the school teams — apparently he doesn’t think of the honor roll as a “good enough” type of spotlight. Collin’s the type of kid who just tends to be LOUD. He likes his music a bit too loud, the volume of his voice can easily overpower a conversation, his first car was a ’68 Mustang with no muffler, he’s known to shout “YES!” in a classroom after being called on and giving the right answer, and he can’t resist drumming on large, hollow objects like garbage cans as he walks by, just for the fun of making noise. In fact, until coming to the Realm and being forced to learn silence could be a way of preserving his life when being pursued, the only time he gets quiet is when his temper starts to boil. He has a fairly long fuse so his temper rarely explodes, but when he starts to grow angry, he will begin to speak in very low, deliberate, dangerous tones. Usually this is warning enough, but whatever it is persists in angering him to the point of losing it, he will resort to physical violence. His wrestling motto, “Hit hard, hit fast, take ’em down,” applies when he loses his temper, too. Collin has a strong and dominating personality, but he is not leadership material. As stated before, through his focus on individual sports, he is not quite used to being a team player, and though he would make a good spokesman, the other responsibilities of leadership — making the tough decisions for everyone, coming up with group strategies, keeping up the others’ morale, managing personality conflicts, etc. — are unfamilar to him. He would do it if he had to. That doesn’t mean he’d be good at it.
In Gaelic, his weapon is known as a SGIAN DHUIB (Pronounced “skeen doo”). This translates to “black knife” or “hidden knife.” A brief explanation: By the old laws of Scottish hospitality, you are required to give shelter to anyone who comes knocking at your door seeking food or a place to sleep, even if it were your worst enemy. In return, the guest is expected to disarm, and was only allowed to keep one small weapon in case of emergency. This weapon was the boot knife, the sgian dhuib. It was to be carried sticking out of the sock so the host could see it at all times, but it was officially “unseen” as a weapon unless the guest drew it. Collin’s weapon has a very similar power. It truly is the “hidden knife.” It is a black-handled knife about eight inches long, with a silver double-edged blade and carnelian stone set atop the pommel, perfectly balanced for throwing, unbreakable and perpetually razor sharp. It has the ability to go unnoticed by anyone else. If the group was to be captured by a company of orcs, no matter how hard they searched, the orcs would not find a weapon on Collin. If they were taken prisoner, he would have a way of cutting his friends loose later. He could also throw it, for instance to knock a magic item out of someone’s hand, and the holder of the item would not see the knife coming until it struck the object in question. The weakness of the weapon is that it is all about subtlety, and that is exactly what Collin is not. Once he has drawn direct attention to the knife, then it can be noticed and seen by others. Tucked in his sock or just resting in his hand, no one, not even his friends who know of its existence, would see it. The second he obviously used it, whether threatening a person or cutting a piece of string for a fishing line, it would become visible to everyone around him. It becomes unnoticeable once it is sheathed again. (Collin always sees it; that way he can never misplace it and not find it again.) In the above throwing example, if he were to make a big, obvious show of winding up before throwing, then the victim would of course be able to see it coming. But if he were to be able to somewhat conceal his movements as he threw, the knife would not be seen until it hit its target. If he were to pull it out in a fight, (which his friends hope he will never do,) it would look like a knife had literally materialized in Collin’s hand — which in itself could be useful just for freaking his opponent out. But truly to utilize the weapon’s power, he has to learn that he can’t always be the center of attention, that he will have more success by letting the spotlight fall on someone else.
( Collin ) | 11:19 am [tannhaeuser]
 |
Holly HOLLY
Age: 15
Alignment: Neutral
Character Class: Ranger or Barbarian (Sub-class: Brush Runner)
Magic Weapon: Moccasins
Holly is of above average height, for a female, 5'8" (1.73m) or so, whip-thin and athletic. Holly has straight black hair, beautiful, large black eyes, and medium dark skin. She would be attractive if she weren’t scowling most of the time. She wears a breechclout, sash, loose white cotton shirt and short vest (or a Gabrielle-style halter), headband with a shell ornament, and high, fringed moccasins, with silver and turquoise accents on her concha belt and wristbands. A largish shoulder-bag on a broad strap rounds out the ensemble.
Holly tends to be sullen and withdrawn. She is happiest when she’s on her own, running (sprints or marathon) or working on pottery. She has an average knowledge of her Apache heritage, but doesn’t really like “all that Indian stuff”, and gets irked when people apply any “Indian” stereotype to her. She’s a lonely, angry girl.
Holly’s MOCCASINS OF THE WIND will allow her to walk or run over any surface (snow, water, quicksand, tar, lava, sand, dust, grass) without touching it, thus leaving no footprints and of course, not sinking into any unstable surfaces. Holly’s normal land-speed is then doubled. Upon command, the moccasins sprout wings and Holly may fly or levitate. With these moccasins Holly can aim a kick at an opponent or object, without connecting, and a gust of wind will push him back, knock items out of his hands, or put out torches or candles up to twenty yards away, knocking an ogre (or a small group of man-sized beings) off his feet, and damaging light structures (boats, huts, wooden doors or walls, etc.). Holly can’t use the Wind-Kick while flying, levitating, feather-falling, or standing on (or walking over) an unstable liquid surface. She hates them.
( Holly ) | 11:14 am [tannhaeuser]
 |
Joto JOTO
Age: 10
Alignment: Chaotic Good
Character Class: Magic-User, (Sub-class: Transmuter)
Magic Weapon: Belt
Joto is a lithe and sturdy boy with a medium brown complexion, dark brown dredlocks, and dark eyes. He wears animal skin breeches, vest, bracers, and leggings, and a golden and gemmed torc rather like Diana’s. His voice is that of Jeremy Suarez.
Joto is a jovial and upbeat kid prone to running off at the mouth, selective hearing, and mild bursts of bravado common to all red-blooded, fun-lovin’, all-American boys. Not nearly so brash as Bobby, Joto will allow the others to step first into the fray while he hangs back, assessing which animal he could transform into in order to help the situation best, or waiting for someone to order him to assume the appropriate form.
Joto’s BELT OF TRANSMUTATION is a thick chain-mail belt of interlocking circlets of gold which allows its wearer to transform into any animal of similar mass to his own. Thus Joto is able to become anything from a wolf to a jaguar to a large bird or a very small whale. The upside of this object is obvious. The downside is that he has to keep it on while in animal form or he’s stuck like that. He occasionally needs to have others in the party hold onto it if his animal form is too inconvenient to retain wearing it on his own. Additionally, if he stays too long in a certain animal’s guise, he will begin to lose his humanity and become wholly that animal. It will take approximately seventy-two hours for him to completely lose all his human traits, including the capacity to use the belt. The only way to get him back to human form is by some other magic and it will take him another seventy-two hours to get all the animal out of him. Joto acquires the abilities of the animals he becomes, but only those abilities immediately available upon transformation and not those which require biological processes. Thus as a cheetah he can immediately run at incredible speeds but as a cobra he has to wait a few hours for his new body to produce venom.
( Read more... ) | 11:13 am [tannhaeuser]
 |
Kane KANE
Age: 17
Alignment: Lawful Good
Character Class: Samurai
Magic Weapon: Katana
Kanejiro, or Kane (which he prefers because it sounds cool), is about 5' 10" (1.78m), and lean, with a fighter’s natural grace of movement. He has, as one might guess, Asian features (think a very young George Takei); he usually has his mouth set in a half-grin or wears a neutral, studious expression, and he has long black hair drawn back into a ponytail. His garb is an abbreviated Samurai outfit — harimako-do (armor that protects the belly and back) combined with a simple jingasa (conical helm), and forearm, shoulder, elbow, knee, groin and shin-guards; clothing consists of a loose obi (light, short robe or tunic), tabi (split-toed boots, á la Panthro’s boots from Thundercats) , a jin-baori (overjacket) and loose cotton trousers. The obi is very simple in color and decoration, being light blue-green with an irregular triangular pattern (scale) in gunmetal blue; the tabi are dark grey, the trousers are a slightly darker green with a stylized design of scattered tortoise shells in a gunmetal blue. The jin-baori is black, with the kanji for “dragon” and “thunder” on the back in green and blue, above an irregularly shaped field of irregularly sized multicolored dots. The helmet is quite plain, with a simple Chinese dragon etched into the front and back.
Determined, occasionally playful, competitive, and a “take-charge and organize” kinda guy. Embraces any challenge that comes his way, but is constantly wondering, á la James T. Kirk (but with far less melodrama) whether he’s up to it; failure really cheeses him off, and makes him redouble his efforts to overcome whatever obstacles that are in his way. He tries not to be suspicious of strangers, and big scary drooling monsters with acid breath make him excited (as in, he wants to kick their posteriors). He cannot stand not being busy. He’ll occasionally come off as pushy and driven, but that would probably change a bit as he adjusts to the situation. Like Eric, of the original Young Ones, he wants desperately to go Home.
His KATANA OF THUNDER is typical in appearance, at first glance; upon closer inspection, it has a silver-blue sheen, and an irregular pattern along the hardened edge resembling storm-clouds; towards the tsuba (guard) is an engraving of a stylized “thunderbolt” (“vajra” or “dorje”), a Buddhist symbol; ; it has a scabbard that might be used as a parrying weapon. The sword’s fittings all bear the stylized “thunderbolt”, as well, but this will only be obvious in close-ups of the weapon or scabbard. A typical “slice through mundane-and-magical materials as if they’re made of soft butter” magic sword, it also throws slim lightning-bolts up to around 30 yards in length, can be electrified for hand-to-hand combat, deflects energy and missiles directed at the wielder. It’s also possible that he might be able to slice through catapult and ballista missiles in lieu of deflecting them. The sword also has a “thunder-clap” attack; he swings the sword with all his might, slicing through the air so violently that there is a resounding *BOOM* that stuns everyone but him in an indeterminate radius for several minutes; this is really only effective versus living opponents — Undead and constructs (like golems) would likely be unaffected.
( The Symbols ) | 11:10 am [tannhaeuser]
 |
Miku MIKU
Age: 15
Alignment: Neutral Good
Character Class: Sorceress
Magic Weapon: Rod
Miku was born in Japan, but grew up in California. She is very pretty, with longish black hair, and stands at about 5' 8" (1.73m) high. Miku’s costume is made up of a blue slender-cut dress over a short yellow skirt, long blue boots that come up just over her knees, gold and silver pauldrons and a long black cape.
Miku is a mature young girl and enjoys having fun, but she’s also a girl who knows when it is time to get serious.
Her MAGIC ROD has attributes similar to Presto’s magic hat, but more reliable. In order to release its power, she must say, ‘Power of the Realm, I call to you,’ and then state any desire from a shield of light to lightning to strike her enemies down. The wand is about 3 1/2' (1.07 m) in length, with a red gem in the middle of the shaped top.
( Read more... ) | | Saturday, February 18th, 2006 | 9:49 am [tannhaeuser]
 |
| 9:35 am [tannhaeuser]
 |
|
|