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GeekCodeRed Did you know this section has a character limit? from A, A, B, B, A Since: Sep, 2010 Relationship Status: TV Tropes ruined my love life
Did you know this section has a character limit?
#26: Mar 18th 2015 at 6:58:49 AM

Troy: It's actually a Calico M960A if it's fully automatic.

They do have medals for almost, and they're called silver!
troydenite sword of promised halp from Somewhere South Since: Mar, 2011 Relationship Status: [TOP SECRET]
sword of promised halp
#27: Mar 18th 2015 at 7:24:11 AM

I can confirm that I have no idea what that means, having zero gun IQ. Did I use the wrong Wikipedia link?

Canon confirms that it's the Calico I posted originally, though. Fate/Zero has very accurate Gun Porn.

edited 18th Mar '15 7:26:45 AM by troydenite

'Being around you guys makes me go "wtf" instead of pondering the ever increasing dread of time' - EchoingSilence, 2023
Ominae Organized Canine Bureau Special Agent Since: Jul, 2010
Organized Canine Bureau Special Agent
#28: Mar 18th 2015 at 7:28:49 AM

FYI, I worked on that page. So yes, GCR is correct.

"Exit muna si Polgas. Ang kailangan dito ay si Dobermaxx!"
Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#29: Mar 18th 2015 at 7:29:44 AM

Once more, I'd like to ask those with sheets in production to warn me once their sheets are done. I will not check the last pages everytime for finished sheets, so post here with a 'sheet done' or PM me.

@GCR: I smell nerd.

@Echoing Silence: how durable are them? Otherwise we might need to lower that number.

@Meanken: Accepted.

@Sijo: I mean, I'm thinking you're missing the point of the RP here, buddy. You didn't sign up with the Brigadier as a supporting character, so you wouldn't be controlling UNIT, which essentially means the whole chunk management part of the RP- an essential part of the RP- wouldn't be accessible to you. That's not the point of the game. The Doctor is supposed to be the champion of the chunk, if he doesn't act as its overseer, then you're missing an entire half of the RP.

@Troy:

  • Kiritsugu: you know my iffyness with Nasu and it's obsession with the word 'permanently' and how I think that doesn't translate well to a RP. So I'm not 100% on board with Kiritsugu basically having a weapon that disables magic forever, especially since it looks like we'll have a bunch of magic users. Do you have any additional nerfs in mind apart from 'only nineteen bullets left'?
  • Saber: what is an anti-dragon weapon? How can people from worlds where dragons aren't a thing damage her? Also, same problem with Avalon and the whole 'super invincible' thing. How long does it last?
  • Irisviel: so hold up, she's essentially invincible minus the brain?
  • Emiya Residence: you know, you could make it a bigger chunk. Although it works in its current state.

TooManyIdeas Into Oblivion from Twilight Town Since: Oct, 2013 Relationship Status: Abstaining
Into Oblivion
#30: Mar 18th 2015 at 7:54:38 AM

@Stratofarius:

1) He can light up a dark room that isn't too big. That's about all it's good for. As for spells, at this point in the game (Day 96), he has fireballs, lightning and I believe freezing.

2) I decided in my headcanon already that it doesn't work on organic matter (otherwise, he would have done that). He also can't burn buildings or anything. He might be able to blow up a fuel tank, but it'd have to be weak.

3) Nope. The Organization is a covert operation. The most the locals ever see is the occasional mystery man in a badass coat. Again, this new situation will probably change that very quickly.

I should probably also mention that the Heartless problem has been conveniently dealt with.

please call me "XionKuriyama" or some variation, thanks! | What is the good deed that you can do right now?
EchoingSilence Since: Jun, 2013
#31: Mar 18th 2015 at 8:00:11 AM

How durable is the AT? They are only resilient to small arms. Being basically tanks on legs, and when I say Chirico goes through a lot of them, I mean a LOT of them. It is assumed that by the end of the series Chirico has gone through over 100 Armored Troopers.

So don't expect them to last long in battle, there are no ace customs, super prototypes, or even a semblance that because Chirico is a main character protecting them. The cruiser in series actually had more, I toned it down. I could tone it down even more if need be, how many would you like?

edited 18th Mar '15 4:08:17 PM by EchoingSilence

TooManyIdeas Into Oblivion from Twilight Town Since: Oct, 2013 Relationship Status: Abstaining
Into Oblivion
#32: Mar 18th 2015 at 8:09:05 AM

Almost forgot: An overview of Twilight Town.

please call me "XionKuriyama" or some variation, thanks! | What is the good deed that you can do right now?
Sijo from Puerto Rico Since: Jan, 2001
#33: Mar 18th 2015 at 11:07:10 AM

@Strato: No, I didn't sign up The Brigadier precisely because I don't think the Doctor would take charge of UNIT (nor would they let him.) at least, not until it became obvious - to him AND to them- that he should be in charge of the *entire chunk* if they want to survive.

Is that what this game is going to boil down, though? For everyone? Isn't that repetitive? As I said, I'd much rather have The Doctor investigate things and come into contact with other player's characters than spend his time planning on getting resources. "Civilization" type games are not of much interest to me.

Vox Since: Dec, 2010
#34: Mar 18th 2015 at 11:48:51 AM

How would you feel about a chunk populated solely by borderline-mindless machines with nothing but a desire to expand and destroy/consume everything in their path?

joergenjetsam from The city of constant rain Since: Dec, 2012 Relationship Status: Shipping fictional characters
#35: Mar 18th 2015 at 1:18:27 PM

Ok... everyone on this list can fly, this applies to your NP Cs too, Strat.

  • Main Character
    • Name: Yasaka Kanako
    • Age: >2300
    • Appearance: Here.
    • Personality: Kanako is an ambitious woman who treats religion like a business, using whatever means bring her the most "profit" - that profit being instead faith. She has a natural presence that can seem intimidating or suspicious at times, but also reliable. Unusually for a god she has little respect for tradition - she demands little formality in her worship, and encourages scientific progress. It is somewhat strange for a deity to be knowledgeable and interested about science.
She has no hostility towards humans, though as is the case with all deities, she may curse them if they are disrespectful. She also seems to be rather short-tempered, but she is vulnerable to gifts.
  • Powers: Ability to create sky
    • Kanako's ability specifically refers to the element of Qian (乾), the "sky" of Bagua in Taoist philosophy. Qian is associated with creation, leadership, overtness, reliability, and acting first rather than reacting to others.
    • She is at least called "wind god", so it may be a power to manipulate wind, rain, and weather. For Kanako to be a god of agriculture, to manipulate the wind and rain and make the soil plentiful would definitely be the quickest and easiest way to quickly and easily gather faith.
    • She uses snakes as her symbol, and can summon giant ones. Furthermore, she can give people blessings and good fortune, and the more faith she recieves the more powerful her divine powers become. Conversely, a lack of faith as well as disbelief could potentially kill her.
  • Equipment: Assorted weaponry, as well as onbashira (Giant wooden pillars). Her shrine (the Moriya shrine) is part of the chunk I'm taking.
  • Backstory: Kanako was a deity of wind and rain and agriculture in the past. However, with scientific advancement, belief and faith in her began to wane. As a result, she transported her shrine and things to Gensokyo. The exact sequence of events that have happened in her life are rather complicated and only she and Suwako know all the details.

Supporting:
  • Name: Moriya Suwako
  • Age: >2300
  • Appearance: Short one with the frog hat.
  • Personality: In contrast to Kanako, Suwako is more laid back and mischievous. She enjoys competing against others, and loses gracefully. Though she feigns ignorance, Suwako is just as capable of scheming as Kanako. Combined with her rarely leaving the shrine, her intentions can be hard to read.
  • Powers: Suwako's ability specifically refers to the element of Kun (坤), one of the eight trigrams in Taoist philosophy that means creating Earth. Kun is exactly the pinnacle of the native god and is associated with acceptance, devotion, subtlety, flexibility, and reacting to others rather than acting first. Kanako Yasaka's ability to create the heavens, or Qian (乾), refers to the opposite element. This pretty much allows her to alter the terrain, controlling earth, water and being able to cause plants to spontaneously grow. She too can summon snakes.
    • Furthermore, she controls the Mishaguji, curse gods in the form of white snakes. These Mishaguji have the ability to make th ground around them either completely barren or very fertile. As they are curse gods obeying her, she can use their powers to curse people as well. She can also directly summon them if she needs.
  • Backstory: It is revealed that during ancient times, Suwako was a ruler of a small kingdom and controlled the Mishaguji, who were curse gods that had obtained enormous amounts of faith, cursing birth, harvests, militaries, and many other things. Only Suwako was able to tame them. However, gods from the Yamato (Ancient Japan) invaded her kingdom, saying that they were going to unify all the kingdoms to create a single country known as Japan. Unwilling to let this happen, Suwako resisted and fought with the finest steel weapons of the time. However, Kanako held out a thin vine, and Suwako's large steel arsenal instantly rusted away. Suwako realized the difference in their divine powers and her defeat; she graciously forfeited and relinquished her kingdom. However the people and Mishaguji refused to obey Kanako, so Suwako was kept as co-ruler in a way, the two splitting the faith received.

  • Name: Kochiya Sanae
  • Age: Young.
  • Appearance: Middle one.
  • Personality: Sanae is confident, energetic and dutiful, sometimes too much so, and tends to get carried away easily or have trouble thinking for herself. She also appears to be something of a geek, making references to popular culture and having knowledge of advanced scientific concepts. As someone who grew up in the Outside World, much of Gensokyo seems strange and novel to her; she finds unusually great fun in exterminating youkai and solving incidents, seeming to view herself as the hero of a fantasy novel or video game. Multiple characters have noted that Sanae's dismissive attitude towards youkai and youkai power makes her too much like a youkai herself. The simple fact that she is adjusting to life in Gensokyo makes her an extremely rare case.
  • Powers: Ability to cause miracles
Sanae is capable of invoking miracles through her godly heritage, and many of her spell cards are themed after miracles of various religions or odd events. It's mainly the manipulation of weather, and also seems to use it in prayers for rain. The "miracles" that she can invoke are not related to good or bad fortune – they are merely events that have a very low chance of occurring. Before invoking a miracle, she needs time to prepare it proportional to how unlikely the miracle is. Simple ones can be invoked with a single word, while the most complex can take days. Abilities as a shrine maiden Sanae is a shrine maiden, which means she can channel the powers of Kanako Yasaka and Suwako Moriya.
  • Backstory: When she was young, Sanae had mastered the secrets to call upon miracles that had been passed down through her family. A young girl that could call upon the power of miracles would certainly collect great amounts of faith —- one would expect.
However, the outside world had changed a great deal. Faith in even gods with many divine virtues had been decreasing rapidly. There were few who would worship even a living god who had attained divinity during their life as a human. Though she didn't really have much faith, Sanae was able to live as a normal human without any real problems, but this would not do for the god she worshiped, Kanako. When people lose faith in gods, the gods lose their power. They can't manifest their divine virtues. This is the same as death, for a god. Kanako came to a decision. There were limits to the amount of faith that could come from humans. From now on, she would have to also look to youkai as a source of her faith.
  • Name: Kawashiro Nitori
  • Age: Unknown
  • Appearance: By a creek. How fitting.
  • Personality: While she may initially seem shy upon first meeting someone, it mainly serves to hide that this kappa is a rather arrogant and greedy individual. However, she has no issues acting overly humble, shy and polite when dealing with people she know are more powerful than herself. However, by herself and around her kappa friends, she becomes more relaxed and outgoing.
  • Backstory: A kappa that lives on Youkai mountain.
  • Powers: Ability to control water. She also has a knack for engineering.

  • Name: Shameimaru Aya
  • Age: >1000 years.
  • Appearance: [1]
  • Personality: Intelligent, inquisitive yet still largely polite, Aya is a largely pleasant individual whose main problem reputation'wise is that she writes a newspaper full of rumours. She also tends to change her behaviour depending on who she's speaking with, so it's hard to know what she's really thinking. She usually lives on youkai mountain where the wind always moves at the same speed and the same direction. She loves gossip and is always gathering information exchanged with her fellow tengu. During any exchange, information is warped, and almost all of their stories end up exaggerated. She prefers not to fight, even if she is rather high-tier powerwise. Her comments on most things are generally rather cynical, whether warranted or not.
  • Backstory: A tengu who has been in Gensokyo for over 1000 years, when oni were still around. She writes her own newspaper, the Bunbunmaru newspaper. It's generally regarded as not very good, and most tengu dislike it as well.
  • Powers: Manipulating wind, and by extension air. Furthermore, while the tengu are extremely fast in general, Aya might be the fastest of all.

  • Name: Himekaidou Hatate
  • Age: <1000 years.
  • Appearance: Wooh.
  • Personality: Compared to Aya, Hatate is much more... sheltered. She very rarely leaves her home, which means that when she does, she tends to have alot of fun doing new things. Less cynical than Aya, and more impulsive, she has shown herself to be more perceptive at times as well.
  • Backstory: Hatate is a reporter that never goes outside for her newspaper research.
She takes pictures using thoughtography and uses them for her articles. She doesn't feel the need to go outside because this is convenient.The newspaper she writes, Kakashi Spirit News, has never been that popular.This is only natural, for the articles she wrote were things people had heard of already. Thoughtography lacks speed and freshness. Then Hatate read Aya's Bunbunmaru Newspaper. "These articles are utter nonsense, but why do they have this strange appeal? Why is it that its headlines never overlap with other newspapers'?" In order to find out Aya's secret, Hatate decided to observe her. That was when she found out Aya's secret. Aya wasn't covering events; Aya was causing the events themselves.
  • Powers: Thoughtography. Hatate's thoughtography works by inputting keywords for her camera, which she uses to find associated photos. Furthermore, her thoughtography abilities have shown to be capable of piercing illusions and showing things as they actually are. Furthermore, regular tengu strength and speed.

  • Name: Inubashiri Momiji
  • Age: Unknown.
  • Appearance: Certified shogi fan.
  • Personality: Dutiful and dedicated, Momiji is a rather typical tengu. She takes her duties rather seriously, but she also spends quite some time figuring out good house rules for her shogi hobby. She is generally cooperative and helpful, but has a bit of feud going on with Aya. The two can easily get into fights.
  • Backstory: A tengu that patrols the Youkai Mountain. Thanks to her superior senses of sight and smell, she can detect any intruder in an instant. When she discovers intruders she attempts to intimidate them with simple attacks, and reports those who aren't immediately bested to the Great Tengu.
Her forces are usually lying in wait behind the waterfall. She has a very cooperative personality and executes her duties faithfully. This is unusual for youkai, but not uncommon in tengu society.
  • Powers: Telegnosis, the ability to see 1000 ri ahead. (approximately 3,927 kilometres, or 2,440 miles). Extremely sharp sense of smell. Regular tengu strength and speed. Wields a sword about her height and has a shield.

Chunk

Youkai Mountain

  • Description: Youkai mountain is rather big. It houses both tengu and kappa societies of Gensokyo, and encompasses several smaller locations and areas:
    • The Great Youkai Forest is a great forest located at the foot of the mountain. It is a dark forest that sunlight does not penetrate, and its atmosphere is heavy.
    • The Untrodden Valley is a valley located at the very base of the mountain through which a river running from the Waterfall of Nine Heavens courses. The kappa's hideout, the home of the kappa as mentioned in Wild and Horned Hermit, lies somewhere on land in this area.
    • The Genbu Ravine is another part of the mountain where the kappa maintain a heavy presence.
    • The Moriya shrine lies at the top of the mountain, lying next to the Wind God's Lake.
    • The Waterfall of Nine Heavens is one of many great waterfalls that the mountain has.
  • Rules: Nothing.
  • Population: No humans. There are an unspecified number of kappa and tengu on the mountain. The tengu possess a rigid caste society, whilst the kappa are far more individualistic. The kappa are all essentially super nerds, who can control water. They organize themselves into small crews usually. They also hold periodical bazaars.
    • The tengu vary. The wolf tengu act as guards, the crow tengu as scouts, spies and journalists. The rest of tengu society is very rarely seen by outsiders. They are lead by a Great Tengu however, whom has a mutually beneficial relationship with Kanako. The gods get faith, the tengu get blessings. Otherwise, both the kappa and tengu get along fine with each other, but they are both immediately distrustful of outsiders, the white wolf tengu being very quick to attack when trespassers are detected. The often hide behind the waterfalls of the mountain to ambush people.

Not done yet, just a draft. Will continue tomorrow.

edited 23rd Mar '15 3:32:13 AM by joergenjetsam

Conception is sin Birth is pain Life is toil Death is inevitable
FullMoon feeling blue from Surface Since: Jul, 2012 Relationship Status: Shipping fictional characters
feeling blue
#36: Mar 18th 2015 at 2:43:38 PM

Oh man some intense Touhou representation going on here tongue

edited 18th Mar '15 2:44:21 PM by FullMoon

daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#37: Mar 18th 2015 at 2:43:49 PM

  • Main Character
    • Name: Jim Raynor
    • Age: 34
    • Appearance: James Eugene Raynor
    • Personality: Raynor as simple, honest, direct and passionate. He does what is right, even if it's the difficult choice. He won't go looking for trouble, but he won't run if it comes looking for him. He is an "honest cop in a universe full of demigods walking around." He has no superpowers and isn't the brightest guy, but he's just a cool cat and doesn't give up. Raynor is one of the very few major terran characters in Star Craft to be fundamentally good throughout the game. Even when he assisted Kerrigan, it was to overthrow the UED, which he suspected would enslave all three races in the sector (in essence, he chose what appeared to be the lesser of two evils). Raynor developed a very close relationship with Tassadar, Zeratul and Fenix. His close relationship allow many protoss to consider him like a brother. From there he was one of the few terrans to gain widespread trust and respect amongst the protoss, to the point of some considering him a hero as well. Raynor's musical preferences lie in country rock. As a teen, he wasn't fond of classical music. He doesn't hate easily, but when he does so, it's intense.
    • Powers: Raynor developed good leadership and excellent tactical acumen through practical experience; a lack of formal training allowed him to avoid the preconceived notions of "accepted" knowledge. Rather than plan in depth, Raynor is an excellent improviser able to achieve victory by using what is on hand. Zeratul recognized Raynor to be highly resourceful, and even Arcturus Mengsk considered Raynor a grave threat. He has a casual confidence in command that inspires others to follow him. Ariel Hanson commented that Raynor's knowledge of the protoss and zerg exceeds that of many other terrans, even "experts." Raynor is competent in the operation of ground vehicles, able to operate "just about anything." He is also an able pilot. A skilled and tried fighter, Raynor can wield a variety of terran weapons and armor, drive a vulture into battle like the best of them and is not stranger to fighting using only his fists, winning bar fights against a bigger, Marine Armored opponent while using nothing more than the environment and his wits.
    • Equipment:
    • Backstory: James Eugene Raynor was born in the Koprulu Sector, on a humble farming planet known as Shiloh. As a child he was taught how to shoot by his grandfather and was raised to have integrity of character by his two farmer parents. Always standing up to bullies and with good grades at school, he eventually enlisted in the army where lived quite a shaky life, proving his leadership time and again, making both friends and enemies. After an altercation with a superior whose actions Jim couldn't stand, he and his friend Tychus Findlay ran away to spend around five years as outlaws, doing mercenary jobs, robbing trains and the like all with an assassin on their heels. Eventually, Jim finally put an end to the assassin, though not before walking a dark path for a while... the parting words of his dying parents steered him back again into a path of righteousness and the sacrifice of his friend Tychus who went to jail covering for him, gave him the chance for a new life.

Settling on Mar Sara, his record was wiped and he became a Marshall, where by his reputation alone he never had to shoot a single shot until the day the Zerg came. What followed were some brutal years as Jim became deeply involved on the fighting between Terrans, Protoss and Zerg. He joined the Sons of Korhal to fight against the corrupt Confederacy and became involved with Ghost, Sarah Kerrigan, until she was betrayed and abandoned by Arcturus Mengst. This spurned Jim to go away from the newly crowned Emperor as Jim not only opposed him, but also fought for the survival of all races, saw the rebirth of Kerrigan as the Queen of Blades and became friend to the Protoss. By the end of the Brood Wars, Jim is most likely the Terran with most direct experience in the two alien species.

After the peace was broken by Kerrigan's retreat from her almost assured victory at the end of the Brood Wars, Jim was joined again by Tychus, who was released from jail. The pair, leading the Raynor Raiders, led a rebellion against Mengsk tyrannical rule though the ressurgence of Kerrigan and a warning by the legendary Protoss Dark Templar Zeratul, steered Jim from this path, with the hope of freeing Kerrigan from the control of the Zerg infestation. Gathering a Xel Naga artifact, flying on the Hyperion and with the help of Egon Stetman, Rory Swarn, Matt Hornet, Gabriel Tosh and even Valerian Mengsk, Jim led the battle against the Zerg base in Char, confronting Kerrigan herself and using the Xel Naga artifact to deinfest the Queen of Blades. However, Tychus Findlay betrayed Jim at this point, having been freed by Mengsk with his suit primed to kill him if he doesn't obey the order to kill the now vulnerable Kerrigan. Jim was forced to kill his old time friend as he took Kerrigan to what appeared to be safety.

However, after a few confrontations Kerrigan and Jim parted ways after the former Queen of Blades believed him killed. Eventually Raynor met again with Kerrigan urging her to remember her humanity and aiding in the final attack against Mengsk, saving Kerrigan from him before she killed him, ending his reign. Kerrigan departed with the swarm to prepared for Amon's future attack... and Jim was left to likewise organize the scattered and suffering Terran populations to prepare for the same.

  • Supporting Cast
    • Name: Matt Horner
      • Age: Early Twenties
      • Appearance: Matt Horner
      • Personality: Horner has strong moral principles. He desires to make the universe a better place, and opposes the murder and torture of innocents. He is not only a fair combatant but also an excellent ship pilot and a decent starship tactician. He is more "clean cut" in terms of appearance/attire than many of the other Raiders. In Mira Han's view, Horner is tough in "his own rather odd and gentle way." Essentially the foil to Tychus Findlay's lack of ethics, Horner is a focal point for decency and freedom. Calm and reserved, he speaks the truth and rarely anything but the truth, and is a staunch believer in his leader's cause and ideals even if Raynor himself lacked faith. Despite his immense dislike for both the Dominion and its emperor, he never lets these emotions affect his better judgement. A natural captain and decent strategist, it is not without reason he was put in charge of Hyperion, easily able to fend off and evade the zerg assault on Mar Sara in a short time. People often mistake/mistook Horner's name as "Jack Horner." Unlike the assumed namesake, he hates plums. He does have a chocolate eclair now and again though, and hates rations as much as any other terran.
      • Powers: A great strategist and tactitian, with a gift for logistics and organization, Matt Horner is the man that keeps an eye on the organization of the Raynor Raiders as well as trusted to be captain of the mighty Hyperion, flag ship of the movement. He enlisted in the army, where he proved to be an excellent pilot.
      • Backstory: Matt Horner, the second son of a minor Tyrador IX merchant, lived a boring and safe life, all the while yearning for something more. Horner found that something in the tales of a trader working for the Sons of Korhal, actively recruiting new members. He spoke of the "evil empire" that was the Terran Confederacy and gave praise to those who plotted its downfall. Intelligent, but bored, youthful and idealistic, Horner was the perfect target and he found himself supporting the SOK's cause, wanting "to make a difference." Following the rebel group's advice, Horner enlisted in the Confederate Navy, where he excelled as a pilot. After graduating with honors, he deserted the Confederacy and joined the Sons of Korhal full time. He was posted on the Cormorant, a merchantman converted for blockade running. The vessel enjoyed a great deal of success in its evasion of Confederate patrols and its transport of men and material between star systems, earning Horner a reputation of being clever and dependable. Later on he was assigned by the Sons of Korhal to work with James Raynor, becoming greatly inspired to follow the heroic man. Once Jim rebelled from the Sons, Matt was one of the first to follow. Ever since, through the brood wars, the resurgence of the Zerg, the struggles of the Raynor's Raiders, Matt has remained at Jim's side as his first hand and the cool head overseeing all operations. Additionally, he once won a poker game at Deadman's Port whose price was the hand of Mira Han a famous pirate. Matt has spent quite a bit of effort to be as far away as possible from his 'bride' ever since, though they have had to cross paths from time to time.
    • Name: Egon Stetmann
      • Age: Early Twenties
      • Appearance: Egon Stetmann
      • Personality: An eccentric, young scientist, idealistic to a fault and innately curious about other species and scientific developments. A bit awkward. Doesn't back down when he believes something is wrong, no matter the consequences. He is not afraid of delving in potentially dangerous research so long as nobody is harmed by it, though he draws a line when the safety of those around him comes into question.
      • Powers: One of the most brilliant minds of the Koprulu Sector, a skill scientist and possessing a doctorade degree as well as knowledge of healing. Clad in a specially made medic suit, he can perform the role of field medic to a great extend. Has great knowledge of Zerg and Protoss due to his research aboard the Hyperion and great knowledge of science and research overall.
      • Backstory: Egon began his scientific career as an idealistic researcher at a Dominion Facility and his intelligence and progress gave him greater clearance where he discovered how the work he was doing was being used for military applications implying the torture and experimentation of innocents. Appalled by this, Egon made a virus to sabotage the facility and then escape to Deadman's Port wher ehe sold tech upgrades. His skill brought the attention of criminals who wanted him to use his skills for their ends. As he refused to implant tracking chips in the brains of prisoners, he was forced to escape and live off refuse for a while until he was captured and set to be executed. He was rescued by Jim and Matt and since he has been the chief science officer of the Raynor's Raiders.
    • Name: Rory Swann
      • Age: Forties
      • Appearance: Rory Swann
      • Personality: Swann is "a big fun guy" who speaks with a New York accent, and has been described as the "soul of the ship". His main task is keeping Hyperion together in the years since it was stolen from the Terran Dominion and is constantly working on new technology. Swann is usually genial, but he has a temper, and his crew know better than "to poke the bear" when he is in one of his moods. He dislikes being in command, preferring to work with tools and a select group of people.
      • Powers: Swann is a genius engineer and builder, capable of building or fixing just about anything Terran technology wise, so long as he has the equipment for the job. With a deep knowledge of equipment and units as well as many schematics for building, Swann keeps the Rayders supplied with the units and gear they need to do their job. He can also take to the field on a modified Marauder Suit and deploy flaming Betty a fire throwing turret.
      • Backstory: Rory Swann came from a family of tech-savvy miners. His own understanding of technology was even deeper than theirs, however. Instead of leaving and becoming an engineer, he remained in the mining industry. He opened a mining operation on Meinhoff at considerable cost, but he enjoyed initial success. However, his operation was soon being crushed by ever-rising taxes. Other operations, secretly under the control of Tavish Kerr, didn't face this burden. Kerr was bribing officials to put rival claims out of business through excessive taxes. Swann tried lodging a complaint against Kerr to Kel-Morian Combine officials, but all those involved with Meinhoff had been bribed. Kerr had no interest in sharing profits with him either. Swann started a miner's revolt, claiming independence from the Combine. However, Combine forces arrived and mercilessly crushed the revolt. Swann himself lost an arm, along with many friends, and was only saved because Raynor's Raiders responded to their distress signal. Swann had nothing left, so he joined the Raiders, becoming the chief engineer of Commander Jim Raynor's ship, the Hyperion.
    • Name: Gabriel Tosh
      • Age: Twenties
      • Appearance: Gabriel Tosh
      • Personality: He has a nihilistic personality and while there is some good in him, Tosh knows that he must always look out for himself in order to survive. Such a personality places him as a counterpart to Matt Horner. He claimed he would do anything to get the job done. His accent tends to get more pronounced when he gets excited. Due to terrazine exposure, Tosh's mind has been "addled."
      • Powers: Tosh likes to use a balisong. He has good endurance, is a skilled martial artist and has a high opinion of his telepathic abilities. Tosh's psionic powers include telepathy, mind blast and consumption. As a result of Nova Terra's mind blast, Tosh was altered. He was immune to the memory wipe procedure and could hide his thoughts from other mind-readers. His eyes turned milky-white. He became nearly impossible to detect psionically. His powers only expanded with terrazine use.
      • Backstory: During his days in the Dominion Ghost Academy, Tosh was a different individual than the one he is now—he was a strong supporter of the Dominion and Mengsk, believing that while their actions may not have always been clean or moral, the Dominion protected the people from the protoss and zerg and so was ultimately a force for good. In Tosh's eyes the ghosts, as the Dominion's elite warriors and assassins, were at the heart of the Dominion's war efforts and the most vital aspect of the war. He also harbored romantic feelings for Nova, but did not continue a relationship with her as student relationships were forbidden and he didn't want to jeopardize their careers. As Tosh waged his guerilla campaign of terror against the Dominion, his personality underwent radical change. His already changed mentality was the result of a confrontation on the world of Shi, where Nova's psychic assault on the zerg altered Tosh's neurology and psyche. Later, as he became increasingly addicted to terrazine, his moods and perceptions became erratic. As his grasp on reality continued to wane, he would experience vivid hallucinations involving his grandmother Tosh, as well as the spectral image of Maman Therese, the voodoo god of death of Haji. Tosh's personality would slowly be warped by these two imaginary characters to the point where his accent, bearing and manner emulated that of his deceased grandmother; his nihilistic outlook took on an undertone of mysticism, and once more believed some of his psychic abilities were supernatural and spiritual in nature.
    • Name: November Annabella "Nova" Terra
      • Age: 20
      • Appearance: Nova
      • Personality: Even through her ghost training (before the memory wipe) Nova's personality generally remained the same throughout her late teen years. She possessed a degree of empathy that was generally lacking in the Old Families (a trait that did not go unnoticed) and believed in the concept of fair play, or at least had an aversion to "cheating" (eg. considered attaching gliders to her shoes at her birthday to walk elegantly to be "cheating"). Although willing to deal death to those she believed to deserve it (e.g. Fagin and Cliff Nadaner), she wanted to avoid harming those who fell outside this definition (she did not want to harm Fagin's associates and regretted having to dispatch the rest of Nadaner's group). As of becoming a full fledged ghost, after undergoing a memory wipe, Nova's personality became colder. Additionally, although she underwent a memory wipe, Nova remains psychologically scarred by the murder of her family and has trouble connecting to people as a result. Not that she particularly desired to, however—for the most part, she was content to be regarded as a merciless killer and remain isolated from her fellow men, not wanting to forge attatchments that could be broken. Kelerchian noted in their Altaran reunion however that she'd become more open from when he'd last seen her. Nova later noted that Kelerchian himself was "the only man who meant anything to her."Nova has, or at least had, a liking for framberries.
      • Powers: Nova has a good sense of balance. She underwent physical training at the Ghost Academy. She found it very difficult at first, not being accustomed to exercise, but eventually excelled at martial arts, the use of weapons, and driving a vulture. She was given permission to learn some skills earlier than usual, and undertook the four-year program in only two-and-a-half years; a record. Nova is a skilled hacker; she can take control of a nuclear silo in only a few minutes. Nova has a Psi Index rating of 10 and as such, is one of the most powerful ghosts in existence. She is so powerful that she finds it difficult not to read minds. She can even read minds through some types of psi-screens (such as those worn by the Annihilators) but was unable to read or attack the mind of Fagin while he wore one. Nova has the ability to telepathically communicate, at least with other psychics.Her abilities first manifested as "empathy" at age seven; her parents hid this from her. On her fifteenth birthday she found she could read one person's mind at close range. A few days later she discovered she could read her family's mind from a considerable distance away. Nova's telekinetic abilities can slowly lift her (and others), is powerful enough to uproot shrubs, and she was able to briefly hold up part of a fallen building. She eventually learned to focus these abilities, and has frequently "jammed" firearms with it. She once used the ability to physically force someone to shoot another opponent. She could use her power to fire guns "remotely", open and damage metal doors and destroy combat robots. Her telekinetic abilities can improve her accuracy with firearms, her teeking guiding the bullets to an extent. Unlike other teeks, using telekinesis gives her a headache. The more effort she uses, the worse the pain. Nova's psionic training at the Ghost Academy progressed rapidly, and she found it much easier than the physical aspect. After her family died, Nova uncontrollably unleashed a massive telepathic and telekinetic blast which damaged the Terra Skyscraper and slew hundreds of people. Afterward Nova could reliably generate a mind blast with a four-block (or greater) radius, but at the cost of a prolonged charging time, though since being teleported she can't replicated the feat her powers instead diminishing into less exhausting waves of psionic energy and small explosions of power. She can also, with the right equipment, produce a psi-blade. As a ghost agent, she is an incredible marksman with sniper rifles, capable of infiltration and invisibility with her suit.
      • Backstory: Nova was born into the Terra Family, one of the most wealthy and powerful "Old Families". At fifteen years old, she could read minds and feel empathy for the minds of others. Her father knew of her talents but tried to hide them so she wouldn't be taken to the Ghost program. She was put on a ship to leave to safer worlds, however, she could hear the thoughts of her family as they were killed by anti-Confederate rebels. Nova went back to the Nova building and her emotional outburst released her psionic powers in an explosion which took down the entire building, killing hundreds. Full of guilt for the deaths and sorrow for her family, she fled into the slums, where she was eventually forced into serving a crime lord as lie detector and assassin. Eventually, a wrangler from the Ghost program managed to secure her and the prospect of a memory wipe into the ghost program was agreeable to her due to the pain of the deaths she caused. With a rocky start, Nova became one of the best and most powerful Ghosts of the Terran Dominion, however, she suffered numerous mental wipes to keep her as a perfect, cold tool of the Empire. She fought on the side of Mengsk against Raynor on a few occassions, eventually capturing him... but after the death of her boss and the present threat of the Hybrids, she may find herself on the side of Raynor and the heir to Mengsk, Valerian.

  • Chunk
  • *Name of the World: Mar Sara - Riksville and Surroundings
    • Description: Riksville was a terran settlement on Mar Sara, located at the base of Mount Jacobs north of the Dust Bowl and west of Backwater Station and White Rock. It housed Joeyray's Bar. It was set among a series of canyons, two bridges being the points of entry. In 2504, the township was a point of call for Raynor's Raiders, Raynor using it as a base to launch raids against the Terran Dominion on the planet. However, with the coming of the zerg, the township found itself under attack, its outer dwellings steadily being consumed by zerg creep. Despite the odds, the Raiders, aided by the Mar Sara Colonial Militia, were able to hold out long enough for the arrival of the Hyperion, successfully transporting the survivors to safety. Pictures 1 2 3 [1] The people of Mar Sara are some hardy folk. Twice already they have had to evacuate their planet due to alien menaces. Aside from that, they are frontier folks with a culture very similar to the settlers of the US West. Mar Sara is a backwater planet for some, but it is full of valuable resources so the people there are trying to carve their own life. The mining industry of Mar Sara is an important asset for the Terrans, though the sister planet of Chau Sara was more prosperous and given more importance. There are Xel Naga ruins on Mar Sara, Xel Naga being the all mighty precursor race that created the Zerg and the Protoss. Speaking of Zerg, they have twice already swarmed over the planet though each time, the colonists eventually came back and drove them off. And both times, when times were most dire, Jim Raynor has been there to evacuate the colonists and hold the line from the swarms as people get to safety. Due to it and other things, Jim is taken as a local hero... when the Terran Dominion exploited them and blasted them full time with propaganda against Jim, they only waited for Raynor to be ready before they all rose into a rebellion to destroy the Dominion headquarters of the zone driving them away. Mar Sara is a hot planet and like said before it subsists out of the bountifulness of its natural resources. The mines are full of valuable resources, there are minerals and vespene gas and aside from the people working those mines, there are ranchers and farmers producing the food needed to make the population subsist.
    • Contents: The township of Riksville, Joeyray's Bar, numerous farms and mines to take advantage of the rich resources of Mar Sara. The Hyperion, Jim Raynor's flagship a powerful, modified Battlecruiser is also docked on the township in an effort to rebuild it all after the damage given by the Zerg. It has numerous bays for the deployment and construction of Terran Units, a Yamato Cannon, ability to warp jump as well as short range teleportation, laser batteries, nuclear warheads, point defense turrets and the like.
    • Specialties: Minerals, Vespene Gas and Terrazine. The first two are the prime resources needed by Terran Technology, as Minerals can be melted down to form strong armors, plating and materials. Vespene Gas deposits produce an incredible energy efficient fuel of great output, required to power in small measure most of small Terran equipment and necessary in order to operate the more large scale Terran war machines and equipment. The last element, terrazine, is a gas that aids in the development of PSI energies and expands the human mind.
    • Population: 2000 Colonists, 8000 crew members of the of the Hyperion and members of the Raynor's Raiders in general, plus 300 of the Colonial Militia.

edited 19th Mar '15 4:37:58 PM by daltar

If I'm sure of something it's that I'm not sure of anything.
Sanojutsu King of Lame-Style from Throne Room Since: May, 2012 Relationship Status: Norwegian Wood
King of Lame-Style
#38: Mar 18th 2015 at 3:18:13 PM

Would making a chunk out of the Endless Legends factions be cheating?

The graceless warrior, wielder of the edgeless blade, prophet of the old religions, writer of fluent nonsense, saviour of soul and song.
TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#39: Mar 18th 2015 at 3:57:15 PM

I have an idea, but I'll have to do it later/tomorrow.

Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#40: Mar 18th 2015 at 5:07:26 PM

@Too Many Ideas: then consider Roxas accepted!

@Echoing Silence: you know, after what you told me, I think 20 are just fine. Consider Chirico accepted!

@Sijo: then I guess you shouldn't play this game, considering I've made it very clear that approximately half of the game will be dedicated to Civilization style chunk management- in fact, that's what discerns it from every other massive crossover RP out there.

@Vox: would they like the chicken or the seabass?

@Sanojutsu: I mean, it would depend on me knowing what those factions are. Can you specify?

@daltar

  • Jim: Everything seems fine, unless the armor and the gun have special one-hit kill abilities. They don't, right?
  • Tosh: consumption? Nearly impossible to detect? Also, voodoo?
  • Nova: it seems like her psychic powers can do a bit too much to a bit too many people. And headaches don't seem like that big of a roadblock to mind blasting everyone...
  • Riksville: I suppose the 'set among canyons' part of Riksville will be brought along with it, or am I understanding it wrong? Other than that, it seems mostly fine.

Hey now! You're an all-star. Discussion thread is open!

daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#41: Mar 18th 2015 at 5:24:32 PM

Jim: The Sniper Penetrator Rounds and the Plasma Gun hit hard if you're struck by him, definitely can do good damage but it depends on what they hit and they can be avoided.

Tosh: Consumption means that he can drain energy from his allies to heal himself, mostly a thing of the games if you want I can remove it. As a Spectre, his job tends to be assassination and infiltration, so his suit and PSI powers are used to make him invisible and he is adept at sneaking. Additionally, due to a certain incident with Nova it's nearly impossible to read his mind. As for the Voodoo, can remove it, he acts like his psychic powers are voodoo at times due to being a liiittle bit insane. There is a humorous scene in Starcraft where he uses a doll to cause pain to another, but wasn't planning on using that. Will removed if you want.

Nova: Hmmmm how may we diminish her Psi powers into a more comfortable range? No blowing up buildings with an explosion of power I imagine as well as not exploding brains cause that is instakill except against mooks? Can she retain the ability to use her PSI energy to cause waves of power or explosions of it but not as big and more like normal attacks?

Riksville: If it's alright, yes, I'd like the surrounding valleys and area of it to be part of the chunk.

If I'm sure of something it's that I'm not sure of anything.
Sanojutsu King of Lame-Style from Throne Room Since: May, 2012 Relationship Status: Norwegian Wood
King of Lame-Style
#42: Mar 18th 2015 at 5:30:20 PM

@Strat: Well, Let me give ya a rundown of the factions:

  • Elves that shape their cities out nature and commune directly with it(Wild Walkers)
  • Spirits in suits of armor that eat gold and drain life(Broken Lords)
  • Former underground dwellers with high-tech weaponry. (Vaulters)
  • Essentially the Zerg, but in greens yellows and browns (Necrophages)
  • Pain and anger fueled mages (Ardent Mages)
  • Nomad merchants with cities on the top of giant Beetles(Roving Clans)
  • Highly diplomatic dragon-people(Drakken)
  • Overzealous mannequin-like cultists bent on world conversion (The Cultists)

The graceless warrior, wielder of the edgeless blade, prophet of the old religions, writer of fluent nonsense, saviour of soul and song.
Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#43: Mar 18th 2015 at 5:42:36 PM

@Sano: I don't see how making a sheet out of one of those factions would be seen as cheating. Do they have unique characters?

@daltar

  • Jim: alright, then.
  • Tosh: If it's only from his allies, it's fine. Do remove voodoo.
  • Nova: Yes, let's diminish it. And no instakill, even for mooks, although we could go for 'can easily put mooks in a temporary vegetative state', or is that too nerfed for you? Keeping it as normal attacks sounds great too.
  • Riksville: It's okay. In fact, it allows me to put Big MT right next to Riksville and have it be naturally hidden by canyons.

Sanojutsu King of Lame-Style from Throne Room Since: May, 2012 Relationship Status: Norwegian Wood
King of Lame-Style
#44: Mar 18th 2015 at 5:47:16 PM

[up]Each of them have three heroes, so I could use one as a main character and use the other two as supporting characters?

The graceless warrior, wielder of the edgeless blade, prophet of the old religions, writer of fluent nonsense, saviour of soul and song.
Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#45: Mar 18th 2015 at 5:49:05 PM

Sure, if the two aren't massively overpowered.

TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#46: Mar 18th 2015 at 5:53:00 PM

  • Main Character

  • Supporting Cast
    • Name: Abigail "Fetch" Walker
    • Age: 23
    • Appearance: "I've never hurt an innocent person in my life."
    • Personality: Snarky, protective of loved ones and allies, is pretty cool.
    • Powers: I'm allowed to do this right?
    • Backstory: I hope I am.

    • Name: Eugene Sims
    • Age: 18-ish
    • Appearance: Whoops, no quote. And He Who Dwells, who is like super giant.
    • Personality: Because of being a nerd who was bullied at school, Eugene was shaped into a shy person who fled into his fantasy world. But after he confronted Delsin, he grew a huge amount of confidence as well as more control over his powers. He truly is a nice person showing concern and sympathy for when Delsin told him that Hank died. He was also interested in Abigail Walker. He was also shown to panic when things don't go his way but lately he's overcoming that.

As 'He who dwells' Eugene takes a more different personality. Aside from being territorial and overconfident, taunting the enemy if he can, he also sounded menacing and demonic despite becoming an angel. Eugene really plays the moniker of being a tyrant to the fullest here. He only breaks this persona during Delsin's battle with Augustine, when he delivers Blast Core Relays to Delsin - "Oh. Okay, Delsin. I'll see what I can find. Just hang on!".

  • Chunk
    • Name of the World: Seattle
    • Description: It's Literally The City Of Seattle. From the Space Needle to the Downtown to the weird place that looks like China.
    • Contents: Banks, a couple hospitals, the Space Needle, and the biggest Skyscraper the world's seen; the D.U.P Tower, that used to hold many news stations, training facilities, and other things a massive cover-up army was made to use.
    • Specialties: Nothing.
    • Population: The innocent people of the normal world. Civilians, kids, families, crooks and cops, a few stray D.U.P officers and Conduits alike.

Mm, I'm hoping this is enough. Kind of cobbled this together quick, and it's been a couple months since I played the game, so my memory of the characters are somewhat fuzzy. But don't worry, I'll get them soon.

Sijo from Puerto Rico Since: Jan, 2001
#47: Mar 18th 2015 at 5:55:47 PM

@strato: Obviously you were not as clear as you think you were. In fact you were pretty vague with your insistence on "case by case" definitions. Still, you're probably right, this is likely not my kind of game. I'll pass.

Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#48: Mar 18th 2015 at 5:57:05 PM

I'm gonna have to ask you to put in more details, Truth Hurts. Just linking to the wiki pages doesn't really work for me, and it helps because you'll look at the power list and deem what could be brought in and what should be nerfed before I give it a look.

TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#49: Mar 18th 2015 at 5:58:53 PM

Drat, foiled again by my laziness.

I'll uh, I'll fix it tomorrow. Hopefully. I'm not sure, to be honest, but I'll try.

Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#50: Mar 18th 2015 at 5:59:26 PM

@strato: Obviously you were not as clear as you think you were. In fact you were pretty vague with your insistence on "case by case" definitions. Still, you're probably right, this is likely not my kind of game. I'll pass.

From the OP:

But you're not only signing up as a character, you're also signing up as a chunk of that character's world and a few supporting cast members to help your character- the chunk champion- take care of that little piece of home.

Because your character doesn't have to just keep his chunk and the people in it safe.

But when parts of different worlds are thrown together, things change. People might want to look for better lives on other chunks. Wars and alliances might brew between chunks.

Yes, I was pretty clear chunk management would be a huge part of the game from the start. And when I said case by case, I was referring more to things like 'how big can this chunk be', 'how strong can this character be', and not 'can I have my character basically not participate on one half of the RP'.

Drat, foiled again by my laziness. I'll uh, I'll fix it tomorrow. Hopefully. I'm not sure, to be honest, but I'll try.

Between getting a small sheet out really fast and taking your time to do a detailed sheet, always choose the latter.

edited 18th Mar '15 6:01:26 PM by Stratofarius


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