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gameknight102xx Since: Aug, 2011
#376: Nov 28th 2015 at 12:55:39 AM

Alright, I'll call these 5 the "Team of Legends".

Abilities shared over all the characters

  • Sharing: They know where any member of their team is at all times, can communicate with them, and can even see what is going on at their locations.

  • Main Character
    • Name: Garen
    • Age: 32
    • Appearance: http://leagueoflegends.wikia.com/wiki/Garen/SkinsTrivia
    • Personality: A devoted, stalwart blockhead. Loyal to a fault, and down-to-earth as well, but thicker than an asphalt smoothie.
    • Powers:
      • Perseverance: When he's disengaged from a fight, he begins to rapidly recover damage. He can recover from an-inch-away-from-death to good-as-new in 20 seconds.
      • Villain: If an enemy has grievously injured one of his teammates or himself, they are marked. Garen's attack against marked enemies hurts them (and can kill them) regardless of what armor, barriers, or natural durability they may have.
      • Decisive Strike: Breaks out of any effect that might slow his movement and begins charging forward. He can then do a leaping strike that prevents the enemy from using any kind of spell/technique for a couple of seconds.
      • Courage: Call up a golden aura that reduces all incoming damage.
      • Judgement: Starts spinning around crazily with his sword.
      • Demacian Justice: Calls down a huge golden sword. Executes already-wounded foes. If a wounded target is also marked, this attack will kill no matter what.
      • Flash: Teleports a short distance in a burst of light. Can even go through walls
      • Teleport: Can teleport to any ally. The ally will have a blue glow surrounding them for 4 seconds before he arrives.
    • Equipment:
      • Mercury Treads, Black Cleaver, Dead Man's Plate, Spirit Visage, Warmog's Armor and Mortal Reminder. I'll list the ones worth mentioning.
      • Huge Sword: Really needs no explaining.
      • Black Cleaver: Causes his attacks to reduce his opponent's resistance to physical attacks, whether it be armor, magical barriers, or just natural durability.
      • Mortal Reminder: His attacks significantly decrease the healing abilities of anyone he hits.'
    • Backstory: Put with with a very unlikely team, he has been commissioned by Demacia to explore this new land. He's been sent mostly to supervise his younger sister.

Teammate #1

  • Name: Katarina
  • Age:29
  • Appearance: http://leagueoflegends.wikia.com/wiki/Katarina/SkinsTrivia
  • Personality: A passionate woman with a sadistic streak. She loves violence more than anything else. Has figured out that she is the only person who can actually get a reaction out of the stalwart Garen, so has made a hobby of teasing him.
  • Powers:
    • Bouncing Blades: Throws a homing knife, which can bounce at all nearby targets and mark everyone hit. Any marked target will be cut again by any of Kat's follow-up attacks.
    • Shunpo: Blinks immediately behind anyone and anything. If she wants, she can also do a lightning-fast cut with her knives while in transit.
    • Death Lotus: Starts to spin rapidly, throwing knives at all nearby opponents for a tremendous amount of damage. These knives are also tainted, causing their wounds to not heal very well.
    • Flash: Teleports a short distance in a burst of light. Can even go through walls
    • Ignite: Sets the enemy on an unblockable fire that ignores all forms of protection. This fire itself is not strong enough to kill on its own.
  • Equipment:
    • Ionian Boots, Luden's Echo, Hextech Gunblade, Rabadon's Deathcap, Zhonya's Hourglass, and Void Staff
    • Knives: Pointy things she can cut stuff with
    • Luden's Echo: Her attacks will cause a harmful sonic spell to resonate out of the attack.
    • Hextech Gunblade: Heals off of every attack she performs. Also, can shoot the gun at opponents (shoots a homing projectile).
    • Zhonya's Hourglass: Can render herself immune to harm for three seconds. She cannot move or act while she is immune.
  • Backstory: Put with with a very unlikely team, she has been commissioned by Noxus to explore this new land.

Teammate #2

  • Name: Jax
  • Age: ????
  • Appearance: http://leagueoflegends.wikia.com/wiki/Jax/SkinsTrivia
  • Personality: Cocky, brash and arrogant. No longer required to use that lamp-post, but he uses it anyway because he feels that a real weapon would make things too easy. He's right. Also good at drinking.
  • Abilities:
    • Empower: Jax empowers his lamppost. His next attack's gonna hurt.
    • Counter-Attack: Jax gets a blue aura around him. This allows him to dodge a large variety of attacks with complete ease. After a few seconds, he concusses every enemy around him.
    • Flash: See above.
    • Chilling Smite: Causes his target's body to lock up as if in an extremely cold environment, slowing them down.
  • Equipment:
    • Mercury Treads, Guinsoo's Rageblade, Trinity Force, Hextech Gunblade, Dead Man's Plate, Banshee's Veil.
    • Lamp-post: His seemingly-indestructible weapon.
    • Guinsoo's Rageblade: Once he attacks a certain number of times, his weapon will start to emanate a magical shockwave with each attack.
    • Banshee's Veil: Is able to completely No-Sell one attack every 40 seconds.
  • Backstory: Put with with a very unlikely team, he has been commissioned by Ionia to explore this new land.

Teammate #3

  • Name: Ezreal
  • Age: 19
  • Appearance: http://leagueoflegends.wikia.com/wiki/Ezreal/SkinsTrivia
  • Personality: Restless and reckless, he's always thirsting for adventure. Calling him naive wouldn't be inaccurate, especially compared to the older and wiser(?) heads on his team.
  • Abilities:
    • Magic Bolts: Shoots magic, homing bolts at his enemies. These count as physical attacks.
    • Mystic Shot: Shoots an empowered bolt a much farther range. This one doesn't home.
    • Essence Flux: Shoots a piercing cluster of projectiles. This one actually counts as a magic spell.
    • Arcane Shift: Teleports a decent distance.
    • Trueshot Barrage: Fires a huge wave of projectiles in a single, straight line. These projectiles ignore any non-living object, but will act as an attack against enemies.
    • Flash: See above
    • Heal: Moderately heals both himself and an ally.
  • Equipment
    • Berserker's Greaves, Trinity Force, Essence Reaver, Infinity Edge, Statikk Shiv, Lord Domick's Regards.
    • The Gauntlet: That lets him shoot those bolts in the first place.
    • Statikk Shiv: His bolts or Mystic Shot will explode in a burst of lightning if it hits an enemy.
  • Backstory: Put with with a very unlikely team, he was pulled out of an archaeological dig and commissioned by Piltover to explore this uncharted land. Not that he minds all that much.

Teammate #4

  • Name: Lux
  • Age:17
  • Appearance: http://leagueoflegends.wikia.com/wiki/Lux/SkinsTrivia
  • Personality: Extremely bubbly and cheerful, with a near-perpetual smile on her face. Adores her big brother Garen and is secretly dating Ezreal. Can be a bit of an airhead at times, and has an extremely annoying laugh.
  • Abilities:
    • Illumination: Whenever one of Lux's spells connect, she marks a target. If she hits a target with a light bolt or Final Spark, the mark ignites, exploding in a small burst of light.
    • Light Bolt: Shoots a small bolt of light from her wand.
    • Light Binding: Fires a ball of light that can hit up to two targets. If it hits, the target is unable to move for a short period of time
    • Prismatic Barrier: Fires her wand forward like a boomerang, granting a shield of arcane light to all allies in its path.
    • Luscent Singularity: Fires an extremely concentrated ball of light toward a location. This ball of light then stays there, sucking anyone nearby towards it. After a while or whenever Lux feels like it, it detonates in a large explosion of light.
    • Final Spark: Fires a huge laser at the speed of light. This laser can go through anything in its path, but dissipates on its own after about a kilometer.
    • Flash: See above
    • Exhaust: Severely slows and weakens an opponent. As in, their attacks will not hit as hard.
  • Equipment
    • Ionian Boots, Frost Queen's Claim, Morellonomicon, Rabadon's Deathcap, Zhonya's Hourglass, Void Staff.
    • Frost Queen's Claim: Sends out two icy, invulnerable ghosts that slow up to two targets and allows Lux to see them.
    • Morellonomicon: If her spells hit someone, it reduces the any healing they may have.
    • Zhonya's Hourglass: Can render herself immune to harm for three seconds. She cannot move or act while she is immune.
  • Backstory: Put with with a very unlikely team, she was commissioned to explore this uncharted land. However, the ones in charge were skeptical as to her abilities as the only Demacian, so Garen was put on the team to supervise her.

edited 28th Nov '15 3:28:02 AM by gameknight102xx

Meanken Since: May, 2013
#377: Nov 28th 2015 at 1:09:11 AM

It's probably easier for everyone involved if you just post the power list on the sheet and let me evaluate it that way. This way we maintain an open publicly accessible record of the discussion of powers and nerfs and such that can easily be referred back to later should a conflict arise.

gameknight102xx Since: Aug, 2011
#378: Nov 28th 2015 at 1:10:28 AM

Alrighty then. Also, finally got the image problem down.

Meanken Since: May, 2013
#379: Nov 28th 2015 at 1:34:46 AM

Game Knight, on doing a bit of research, I see no evidence of any of these names in the trope character list of this game, which leads me to believe these are OC stand ins for the game's classes. Unfortunately, OC's are not allowed in this RP, so unless you can show me evidence that proves otherwise, I will have to deny this signup. You can sign up with a different group if you wish. Bit of advise, try to look for something a touch lower on the power scale. I saw a trailer for this thing during my research, and this stuff looked WAY too OP to be effectively balanced in comparison to everyone else.

gameknight102xx Since: Aug, 2011
#380: Nov 28th 2015 at 1:56:11 AM

Oh, they're player characters. The actual player characters are, well, whatever you want them to be.

Also, really? I was under the impression that Superweight 3 is the standard, which these characters fall under. If that's the case then I will use another group.

edited 28th Nov '15 1:59:15 AM by gameknight102xx

Meanken Since: May, 2013
#381: Nov 28th 2015 at 2:05:33 AM

It's not really the powers. Well, ok, it sort of is, but a single problematic power or two can be corrected with a simple nerf. The problem is that each of these characters have a LOT of powers and/or equipment. This is the same issue I had with a character a while back, who only got in because it was agreed that said character would be severely limited by mana in what she could do. So....yes, recommend you find another group.

gameknight102xx Since: Aug, 2011
#382: Nov 28th 2015 at 2:08:06 AM

Alright, sure. Then I'll be expanding the group from 4 to five them. But these five should be easier to handle.

Meanken Since: May, 2013
#383: Nov 28th 2015 at 2:09:57 AM

Understood, what setting are you going to be pulling the next group from, if you don't mind me asking?

gameknight102xx Since: Aug, 2011
#384: Nov 28th 2015 at 2:10:24 AM

League of Legends. 6 items, level 18, of course.

edited 28th Nov '15 2:10:42 AM by gameknight102xx

Meanken Since: May, 2013
gameknight102xx Since: Aug, 2011
Meanken Since: May, 2013
#387: Nov 28th 2015 at 8:00:53 PM

Ok, as it stands now, this signup is denyed. Let me be honest here, it does not feel like a lot of effort was put into this signup. This feels like you just copyed and pasted the ability list of these characters into your signup without bothering to consider how balanced these things would be when done with other players or how workable/how much sense they'd make outside of the context of their game. I ask you go back through your signup, carfully look at each of these abilities and consider whenever or not they are balanced or make sense in the context of the RP.

Also, backstory. First, know that these characters will be yanked out of their home verse and dropped directly into the Battleworld. Thus, they will not have been slapped together by their homelands to investigate the Battleworld, and indeed will have no way to get in touch with or back to their homelands. Second, while I'm usually not picky on this, fill out the backstory more please. I'm told League gives a good amount of backstory for each of their guys. I ask for at a minimum a paragraph.

Do these things and I'll take a second look at the signup.

edited 28th Nov '15 8:01:30 PM by Meanken

tvtropesnoob Salute the freedom fairy! ._.7 from USA, USA, USA, USA! Since: Feb, 2011 Relationship Status: Robosexual
Salute the freedom fairy! ._.7
#388: Nov 29th 2015 at 3:55:11 AM

I'm back, hello.

Harry Blackstone Copperfield Dresden

  • Age: Somewhere in his 40’s, as of Skin Game
  • Point taken from: Latest book, book 15
  • Appearance: Sometin like this. Very tall — almost 7 feet — and lanky. Facial features are masculine, but too blocky to be handsome. A rather blue collar looking dude, not a model and not ugly. Has several scars on his body, though most have faded by this point. Very quite fit beneath his duster

  • Personality: Take Gandalf’s temper, Merlin’s inquisitive meddling, Sherlock’s chassis and three-quarters of his brain, give that package a bunch of balls and a smartass mouth and you have Harry Dresden in a nutshell...that’s literally how Butcher conceived of the guy. Harry is a PI, and a very good one. He’s smart, he’s perceptive, he’s always thinking on his feet, and he’s used to being involved with the criminal and cult underbelly of society. He lives the small life, small circle of friends, small house, small income, setting himself up not on ambition but out of a desire to help innocent people out. He’s brave — reckless frankly, in some circumstances — and doesn’t deal well with authority. When in danger and scared, his natural reaction is to start wise cracking at things, there being very few circumstances where he’ll manage to resist running his mouth. He fashions himself a bloodied defender of his town, Chicago, and of any mortals he can protect, and when it comes to standing up to the big bads of the world there are few that can match his willpower and sheer bullheadedness, or match him in tendency to flip them all off. He’s smart, he’s determined, and he’s nearly impossible to shake off your tail. He’s what happens if you mix good ol holmes with wizardy abilities.

    • In his personal life, Harry is a quiet man, usually softspoken, and is a general goofball, contrasting with his bullheaded nature that he displays while on the job. He’s a total geek, loving the classics like star wars and doctor who and lord of the rings, making jokes and references very frequently and all around being a goofy, pleasant guy when no one’s deliberately pissing him off. He’s juvenile and stubborn frequently and has a tendency to push his problems away, but at heart he’s a very chivalrous man who’s always trying to look out for the small people in life. He will almost certainly die one day by sticking his nose into something he shouldn’t to protect someone he shouldn’t have, and one couldn’t imagine a more fitting end. Also, he seems to enjoy bemusing his friends — he always enjoys keeping mysteries and secrets for himself and mystifying others, though that’s more of a general wizard personality trait. They tend not to show their hand often.

    • He LIKES to be a hope inspirer and a paragon, but funnily enough, despite his good nature he’s much better at ultimately being a terror hero than he is at being a paragon, having no problem using fear and force to clobber his way through problems, sometimes even on his own allies if he thinks he needs to get a point across. He deliberately crafts a reputation of being the dreaded, finding that scaring enemies away before they decide to attack is a much better deterrent than fighting the whole world head on. He’s good and often nice, but damn if he ain’t scary when he tries.

    • Coupled with his terror hero tendencies, Harry is also self conscious at heart, and is very self deprecating. He keeps his years of pain and wounds from his universally-harsh life close to his heart and doesn’t really show it off, but life hasn’t been kind to him and it can show. He’s also very flawed when it comes to temptations — Harry is drawn to ‘the dark side’, as he’d put it. He’s drawn to temptations of power, to exert his ways more forcefully on the world and to force his desires. He’s GREAT at resisting them most of the time — he once got possessed by a fallen angel, and he made the new world record for longest amount of time gone without giving into said angel’s deals in all of said angel’s history of tempting mortals to where it eventually just kinda gave up — but the fact he feels them at all makes him weary and sometimes self doubting, and he doesn’t know if he can call himself a good man these days. This has only gotten worse ever since book 12 where he became a soldier known as the winter knight, which not only was done by him killing a helpless prisoner (to be fair, said prisoner was very appreciative at finally getting release) but since then he has come even closer to the world of devils, which has made his self doubting issues even worse. This is certainly not helped by the fact that the powers of the Winter knight sometimes try to take over his mind and give him absolutely horrifying impulses, making his temptations feel even worse when they come up.

    • Also, he’s a bit lonely, and seems to have a larger than normal libido for some reason — he can’t ever get a lovelife, so too bad for him.

    • He’s guile, but in a non subtle way — he flat out tells you that he’ll kill you if you touch a mortal human around him, and he tends to go from there. His line of PI style manipulation is less being crafty to your face and more being crafty from behind the scenes while unraveling his opponent’s plans.

  • Powers:

  • Combat spells: Like most wardens, harry knows some basic spells from quite a few elementary schools — some basic earth and wind magic and lightning spells, a bit of water and ice. His actual specialties here are Force and Fire magics, at least in terms of evocation specialties. He can do some very impressive things with force and fire. He can throw out a concentrated blast of several tons of force (something like 1.5 tons might work best here instead at max), he can throw out a wide force spell instead of a concentrated blast to push enemies back, and other similar feats. The force spells tend to be quick and not really visible, but also don’t tend to be lethal unless you’re at a strictly human level — and he won’t use them on human level enemies, due to the fact that wizards should never kill people with magic. He uses them to knock people around, distract, manipulate the environment and for quick sucker punches. Fire is his other specialty, and in the dresden verse fire and heat are governed by thermodynamics even with magic. You can artificially excite atoms to create heat, or you can draw it from your surroundings, and similar things. In terms of power and utility, this is Dresden’s most dangerous set of magic — he can create white hot spears of superheated air, simply throw a fireball at you, and at his most riled simply generate a firestorm to mop a wide area around him with. Fire magic is hard to control, on the flip side, so he can’t quite do anything on the level of firebenders from avatar, for instance. The relative lack of precise control is made up by the fact that Harry can get his attacks to be quite hot, sometimes in the thousand degrees+ state or more. Fire attacks tend to not move as fast as force spells though, remaining perfectly dodgeable — though a full firestorm is a bit hard to escape due to its girth. Also, fire magic is fairly unique in that, because you can just draw energy from the surroundings for it, most of the time it’s not very draining if all you’re doing is simple fire conjuration.

    • Harry himself is quite a magical powerhouse, and can last the longest in fights of the wizards seen here, potentially casting a couple dozen fire or force spells before dropping — air and the rest he can do multiple times as well, but will tire more quickly due to not being as proficient with them. He’s not really precise in his magics though, so he can’t do anything super fancy with his elemental magics. He can create some holes in the ground, make a very small cyclone (great for redirection), create a spear of flame, and that’s about it as far as ‘complex’ offensive spells go. In fights, he mostly just throws blasts of magic around until something goes wrong. He’s still a very accomplished fighter, and as one he’s constantly looking to make usage of the environment and how to combine his spells with it.

    • Since becoming the winter knight, he’s also gained an artificial proficiency in Ice magic. Ice magic isn’t as destructive as force or fire, but is easier to shape and control. He can freeze the ground, conjure ice with pretty good accuracy at a small distance — so he can freeze the tips of enemy’s guns when they’re pointed at him, freeze up enemy’s bodies to keep them from moving — though they have to be mostly standing still for that kind of snap action, so don’t expect him to just freeze someone running in the middle of a fight — and can combine with his thermal magic to great effect, draining heat from an area to create a fireball in one hand and a ball of ice in the other. Naturally also works well when there’s water around for him to work with — he can’t generate too much ice at a time, but if there’s steam around, for example, then he can convert the steam shroud into a storm of razor ice. These spells tend to be quicker and more devious than the relatively-easy-to-dodge fire spells, but unless you’re standing still he can’t just make ice appear on you. If he gets close enough to touch he can even start draining the heat from your body in an attempt to freeze you through — on the other participants in battleworld, such a technique will be nonlethal, if weakening.

    • The greatest thing in Harry’s arsenal is soulfire — creationary magic that the archangels themselves bestowed on him. It’s not really a combat school specifically, it’s magic for creating and bolstering other magics — when he laces his fire spells with it, for example, the fire suddenly becomes really hard to put out or block, and his force spells become very easy to control, like it turns his force push into a literal silvery fist flying through the air instead that he can manipulate. It doesn’t so much make his magic more powerful so much as it does make it much easier to control and greatly bolster its robustness. It’s great for defense magic, for example, tightening down shields and other such constructs. Finally, due to its bolstering properties it’s of great usage when creating physical constructs out of magic — like lassos or garrots to tie around people, for instance. It’s quite powerful and makes it hard to dispel most of his magics, but soulfire drains very quickly and drains him much more than normal magic — since it’s literally powered by his soul and it burns away with every cast, he can only use it a few times before he’s killed, so it doesn’t come out much except for what he hopes are finishing moves. Takes a while to regenerate, too, unlike normal magic. He’ll need a few days to recuperate his soul reserves after throwing it around in large volume.

    • Like most wizards, he can form shields around himself. How long they last depends on what exactly is being thrown at him and if he’s carrying a magic focus at the time — if someone fires a full machine gun at him and he has no focus to help, for example, he’ll only be able to hold out for 30 seconds or so before fainting from exhaustion, and can’t cast anything complex or even remotely draining while maintaining focus to keep a shield up. He’s good at keeping his head clear, but casting two completely unrelated spells at once? Not happenin.

  • Non combat magic: Harry can do some fairly decent illusions and veils, though nothing too big. He can distort some light, make an illusion of a person or two, and make himself very hard to spot like a cloaked field from Halo where you can still see wisps of an outline moving around — quite spottable if you’re specifically looking around to see if anyone’s sneaking around. He needs to use soulfire to bolster his illusions for anything fancy, like making an illusionary person and then have them actually do something for a period of time, it’s not really his field.

    • He’s great at Thaumaturgy — it, fire, and force are his main magic specialties. It helps him greatly with his PI work for things like tracking, setting up small enemy-detecting fields with spells candles and playdo, listening to someone from a distance by sticking a piece of playdo onto their door and listening in from the other fragments of playdo he still has in his pocket, monitoring a room with a glass eye stuck through playdo (lots of ways to use playdo lemme tell you) — a lot of sleuthing abilities, and his tracking spells are pretty accurate and go far.

    • Apparently is good at alchemy...no real comment, potions are case by case anyhow and hard to construct.

    • Rituals he...isn’t really something to comment on. He’s not into large curses. He’ll sometimes do rituals to help bolster his tracking spells and alchemy and things like that, but nothing really notable to his arsenal can be found. He knows how to do it though — if something new comes up that he suddenly wants to do in a ritual, I’ll get it approved beforehand.

    • He’s pretty decent at magical enchantment — he crafts all his own devices and defensive charms. As I said before, though, these take days at best and weeks + materials for most. He could do something like overlay a house with basic magical defense charms to keep monsters from walking in pretty quickly, but anything that he can actually carry with him will require manufacturing time and materials.The actual charms themselves are really only bound by energy and imagination, but the basic ones to expect if he gets a chance to craft them are more elemental resistances and similar things.

    • He’s got really strong mental defenses, though unsubtle so a repeated assault would do him in, and strangely can hear a lot farther than a normal person.

    • physical abilities: Thanks to the winter knight mantel, he’s among the top athletes in the world. This gives him substantially more stamina, speed, and strength in both the physical and magical sense, and give him greater protection from physical attacks. He’s extremely resilient to cold, can walk on ice with ease, and barely feels pain. When he fully draws on the power of winter, he can bench press nine hundred pounds and leap 50 feet into the air...but that wont’ happen in the RP, I’m considering the ‘full’ power of winter to be locked away, so it can’t just take him over. Less because I’m worried about it as a power and more because if it does take Harry over, he’d become a person so damn nasty that daltar would probably light me on fire. So, only the basic passive benefits for him.

    • He’s not a master martial artist or anything or even really an expert, but he’s trained and has a lot of experience in fighting, so he knows how to scrap pretty well in fistcuffs.

    • Notable weaknesses: While the winter’s mantle gives him a lot of magic and physical potential, it also gives him a bigass weakness to iron — the mere touch is now like poison to him, causing him great pain and rendering him unable to focus while it’s in contact with him, and especially if embedded into him.

    • The weaknesses in his magic-fights are that he can’t do that much to you if you get more than a hundred feet away from him or so. Also, he’s not a slow caster necessarily, but magic isn’t a machine gun — you still will usually need at least a second to alternate between spells. Certain combinations like fire and ice can be cast very quickly one after another,but overall he’s definitely not a speedster. His individual attacks are powerful and he can sometimes perform decent AOE’s, but aside from some small quick combos he can’t do any spamming.

  • Equipment: Not much, actually — most of his equipment was lost in a previous book and he hasn’t had the time nor the proper materials to make much more. He has his wizard’s staff, which as I noted in the primer acts as a general purpose magic enhancer and manipulator. The other notable thing about the staff is he carved...5, I think, runes of kinetic energy — basically these runes collect energy as he walks and he can choose to fire off what he has gained at a time of his choosing. It limits out at feeling like you have a tank slamming into your ass, though the damage is always nonlethal, scaling down to merely throwing you backwards painfully if the opponent’s body can’t handle it. Takes a couple days of walking to recharge those.

    • He has his black duster, but he hasn’t had much time to do much with it. Has some basic ‘make attacks that hit me less hard’ runes in, I’m randomly going with, but otherwise is for show.

  • Backstory: Trying to keep this short, unlike the rest of this damn signup. He was born, his mom died, his dad died a few years later, went to an orphanage, an evil mage picked him up and trained up, betrayed him, Harry killed him and was nearly sentenced to death by the White council of wizards [the big organization of wizards in the DF verse] because killing someone with magic was and is super illegal, got instead put under the tutalage of a different, good guy mage. He grew up more, got his PI license, opened a magical PI service up in chicago. Most people thought he was a hilarious con cause he flat out advertised himself as a wizard — harry is not a subtle man a lot of the time — but it worked well enough. Met some friends, got involved in a lot of the underworld of DF, started a war, resurrected a zombie dinosaur, fought several supernatural baddie organizations over and over for several years, had his house blown up, ended a war, became the winter knight, got killed, got resurrected, fought even worse baddies, now he’s here. Any questions?

Molly Carpenter

  • age: Early-mid 20’s

  • Appearance: She looks something like this, though it’s not perfect (the facial art isn’t so good). She’s tall and athletic and quite pretty, described as being built like a brick house. Very curvy, naturally blonde but usually dyes it. At the moment, let's say it's dyed light winter blue.

  • Book taken from: Early book 14. Book 15 would get into too many spoilers for my comfort, so 14 it is.

  • Personality: The good miss Carpenter is brave, fairly bull headed, and sly. As a teenager, she was noted for constantly getting into magical trouble, and it’s a bit lucky on her part that she survived to adulthood. She remains ever adventurous and bold as a fully developed wizard, but she now has gained the intelligence to back it up. She’s cunning, and like a lot of classical wizards is good at hiding her cards and deceiving people, capable of being a lot more subtle than her mentor Harry is. She’s well organized and hard working, and deals with stressful and scary situations calmly and quietly — and usually with a bit of humor as well, though not nearly as much as other characters here. She’s a good person, always wanting to help people, but sometimes loses herself on the way to trying to do so. For instance, she dealt with her friends being drug addicts by invading their minds and accidentally driving them insane — a mistake she definitely learned from, but that nature of occasionally stepping over boundaries to help people remains there. She’s got the most mental stability out of the wizards in battleworld — her powers all rely on her mind, so she has learned to push stressors out — but also is probably the physically most vulnerable, as she’s ridiculously young and wet by the ears by wizard standards. She hasn’t even been tortured yet, for pete’s sake. Oh, she’s also enjoys teasing people, and is prone to experimentation and isn’t afraid to probe taboo topics and activities. She has the aspects of a knight in shining armor, but her willingness to use sly, dirty tactics and adventurous nature bring her an aspect of chaos that definitely marks her as the wizard she is, over the knighthood-ness that characterizes the rest of her family. A very brave and determined youth with a well of street smarts and focus to tap into, tempered with inexperience.

  • Powers:

    • Molly’s main specializations are those of the stereotypical ‘mentalmancers’. She can read minds — though people who are magically inclined can fight her mind off if she tries, if they can overpower her — and is an absolute master of illusions, both the hologram type and the ‘put into your head via mind hacking’ type — IE phantasms — which is a lot more subtle than trying to outright break in. She can also act defensively in these aspects, being fantastic at mental defenses and can undo similar enchantments others cast on other’s minds. She is both game breaking and ridiculously useless — game breaking because she can enthrall people and take their minds over and other unpleasantries that players don't tend to appreciate, and she’s ridiculously useless because none of her specialties can actually cause physical damage to opponents. Naturally, the ability to mess badly with PC’s brains is going to be nerfed, resulting in her being much more a supporting PC in combat rather than a main combatant, casting illusions, sneaking around as a spoopy invisible girl, and blaring lights/noises and whatnut to help cause distractions.

    • Other powers: Like most wizards, she can create shields at will (any master wizard worth their breath will teach their apprentices that spell pretty quickly). She also doubtlessly knows a few combat spells from other schools — can probably conjure up some fire or force or wind or whatnut in a pinch. Just won’t be very good spells. Also, note that Molly has a lot less Juice than the other wizards do for pure power, so her spells hit less hard than the others due to that as well. On the flip side, her control over magic is a lot better, so what she does have she can manipulate extremely well, and if there’s someone you need to perform a very tricky magical ritual she’s probably your girl.

    • Empathy: She can feel — or at least get a general idea — what others are feeling, their moods, etc, by being around them. Also is a weakness of hers, since it’s hard to turn off. Areas with a lot of bad emotion built up into them will mess with her head, and being on a large battlefield too long will make her need to have an extended mental rest afterwards to account for all the pain and insanity that was flying around while she was fighting.

  • Background: Until she was about 15, Molly Carpenter grew up as a normal child in a not so normal home. She has 5 or 6 siblings, being the eldest of them. Her father was one of the three knights of the cross — dresden file’s resident badass religious bruisers — who was always out on missions for saving people and fighting evil and that kind of thing, a lifestyle which made her and the rest a little lonely but taught her the value in such action, and her heroic nature almost certainly came from observing her dad in action. To give a…fairly brisque description of the rest of the series, she accidentally stumbled upon her own powers one day and didn’t tell anyone. She experimented with it playfully for a while before trying to ‘cure’ her drug-addicted friends by implanting the mental command to do so. In doing so, she drove them insane. And then she was nearly executed for it because that’s a big no-no in the magical world. Harry stuck up for her, however, and she was spared under the condition that Harry train her, and she helped him in his cases in the next few stories and gradually grew more worldly and mature under his tutelage. She suffered extreme trauma in book 12, however, as she was involved in a great, large battle that took a huge toll on her mind due to the aforementioned empathy and getting heavily wounded during it, as well as other, spoilery reasons for why she was emotionally wounded. She spent the next book having gone rogue, being trained by a fairy known as Lea to be a lot more combat able (at the cost of her insanely harsh teaching methods) but turning more towards the dark side while doing so. She killed several people during this time, using her general presence and reputation to terrify creatures from staying away from Chicago in Harry’s place as he was temporarily exposed, using harsh methods and her general air of mystery and enigma to cultivate a reputation far greater than she was. The wizards of the white council tried to hunt her down and execute her during this time due to violating their laws of nonlethal magic towards humans, but she found allies in the magical community and remained snugly hidden. By the time of book 14 where she is being taken from, she has managed to put her life and psyche back together, managing to return to be a fairly happy and healthy individual but still continuing her life of being rogue in order to help aid Chicago against the dark forces that are and were seeking to demolish it.

Carlos Ramirez

  • Age: Late 20’s

  • Appearance: Carlos Ramirez has naturally tanned skin, dark hair, dark eyes, and sharp-edged features (described by Dresden as "classically Spanish"); he is of average height

  • Personality: Carlos Ramirez is a jokey, relaxed casanova. He revels in showing off and playing himself up, having more than a bit of an ego. He's also definitely on the side of the good guys — you'll be rare to find a wizard more loyal or good intentioned. He's gutsy and not afraid to speak his mind, even to his superiors — though he's not quite as mouthy as other people in the party, having a bit more restraint when needed. He's playfully snarky, and hard to seriously perturb. While he acts over the top egotistical, he also uses it to hide his real intelligence among people that could be dangerous — underneath his somewhat foolish persona, he's very savvy and much wiser than he normally lets on, being quick on the uptake and bearing good instincts. He's not quite as good at dismantalling plans as the other two, but he's still extremely intelligent. Like all wizards he also is used to playing politics, being a regional commander himself — he's much better at bearing with it though, not generally grumbling though at times he's quick to retort if he thinks his superiors are being stupid. He's also probably the most reserved of the three, in terms of restraining himself — he won't torture even heinous enemies like harry or molly would contemplate doing. He's not generally interested in the darker sides of magic, preferring to keep his nose clean and do things his way.

  • Powers:

    • General powers: Like most combat experienced wizards, Carlos knows a few spells from varying schools. Can pull out lighting in a pinch, blow some wind around, probably pull up a fireball or two, etc etc. Not his specialty though, so he won't be using most of that for combat — takes him longer to form such spells, can't control them well, and uses more of his energy. Same thing as usual for these guys with non-specialty spells. Though, due to its effectiveness with water, his abilities with lightning are slightly better than the rest — call it his main minor school. In terms of magical capacity, he's between Molly and Harry. He's much more reliant on speed and accuracy for his strikes than overt strength like harry. So most of his spells don't pack quite the same punch or as wide an area even with his specialty schools.

    • Major school: Water magic. Carlos's main abilities are all wrapped around water — he can manipulate it and control it, pulling moisture out of the atmosphere to create pools he can manipulate. He can manipulate water's physical properties — increasing surface tension to make it more solid, increasing water pressure to smash things, that sort of thing. Water is pretty malleable as far as elements go, so it'd be a bit hard to list every possible way he could use it for this list. I don't think any of it results in things that are OHK's or anything, though. Worst he could probably do is trap you in water and try and crush you/drown you — and that's avoidable if you're nimble or if you carry good defense, and unless you try fighting him next to a lake you'd probably also be able to shrug your way out of such traps.

One specific usage of water magic needs to be covered specifically: abilities that use water's entropy characteristics to break things down.

  • Lazah watah beamz: He can fire out water lasers. In canon, they're pretty quick — less so than a bullet, but...er, still fast — pierce through most things, and leave a huge hole in their wake. I've done some rebalancing for battleworld — here I've tried to make them comparable to armor piercing rounds. They still pierce through most things like proper lasers should — chews right through wood, rock, and most metals, will get stopped by magic and really really hard things — but will leave a bullet-sized hole to make individual shots survivable (if still rather unpleasant to deal with) and is going to be a bit slower so that people can scramble out of the way if they see him aiming in their direction. It's still not slow by any means — I don't want random mooks dancing lulzily out of the way of every shot — but it's doable if you keep on your toes.

  • Distortion shield:

Unlike Harry and Molly's straight force shields, his shielding technique is to put a disintegration field up. Redirects force rather than outright stopping it. Objects that come into contact with it will generally be vaporized. People and special objects like unique weapons will merely smack into it — it'll still burn them, but not severely, more of a deterrence from running straight into it than something used for an actual attack. Also, there's some subtle differences one should be aware, between water shields and force shields. Force shields are more malleable in application; you can wrap one around yourself, turn into a block to smack someone with, and other things. Carlos's shields really only have the one purpose, and his shields aren't nearly as expandable, and can't block all sides. So it's a bit of a trade off — the other's shields can't last as long, but can block all directions, while he gets longer lasting but not as universally defensive shields.

  • General acidic water shit:

He can imbue normal water with the ability to be corrosive beyond the two abilities mentioned above, but not nearly as lethally as his lasers. If he hits you with an enchanted blob it'll start to cause kind-of-like chemical burns if you don't shake it off. Painful and potentially debilitating if you get covered in it — could get lethal if you maintain the contact, but in all cases it's not especially dangerous if you try and get away from it. This is an active spell he has to sustain, though — so that if he does try and use water's corrosive abilities in general, he has to both control the water AND keep it enhanced at once. Meaning he's pretty much never going to be able to throw a lot of it at someone while also trying to control the water with finesse. This would make things like complex aiming a chore. Not nearly to likely to happen as merely shooting you — he's more like to use it to rearrange the battlefield.

  • Illusions: He's not nearly as good as Molly is, but he's noted for having a talent for veils. He can't snap it on and off as quickly or easily as she can, but he's better at it than harry boy is.

  • General physical abilities: Carlos is well trained in a lot of forms of combat. He's good at martial arts and a good marksman. I'd extrapolate that he's an expert class at swordplay. In terms of physical attributes, he's basically a really athletic human.

  • Equipment:

He wears military grade kevlar armor, with ceramic plating to aid impact damage. Has learned to wear chainmail under it, after he nearly got gutted by a vampire with a knife.

Carries a desert eagle around, knows how to use it. Also is a fan of grenades. Is definitely the more modern fighter of the group, in that way.

Carries a big sword around — one handed, fairly long but not so long that he can't handle it. The sword might be a problem, you tell me — it has uber anti magic enchantments, it'll cut through any spell and break it. Has several enchantments to make it nearly unbreakable/unmeltable/the like, and only Carlos can apparently use it...not too sure what that means in terms of what happens if someone else uses it. Let's say that if they don't have permission from carlos it gets really hot or some shit. As far as the sword goes as a sword, it's insanely well made and is about as high end a quality a sword you can get — but it's still a sword, can't cut anything especially hard. Huge warden's swords were shown to be able to do things like cleaving clean through trees, but carlos's doesn't have the sheer mass for things like that.

  • Gauntlet thing (I am feeling unimaginative with my names)

He wears a gauntlet of serrated metal plates on his right hand, with aztec writing all over it — it's his focus for his entropy magic, a piece of equipment especially made for helping him cast spells involving disintegration magic. Is what allows him to throw his shields up, like how harry has his shield ring.

  • Backstory:

Far reaching details are unfortunately unknown — y must your farther back sidecast be so unknown, jim. ;-; He's a spanish american (not latino, specifically spaniard) who was apprenticed at a young age, and was noted to be a prodegy who graduated at an extremely early age. By the time he was in his mid 20's he was a regional commander for the wardens — though that's half his skill, half cause the war at the time had killed quite a few of the good wizards lying around. He's a diligent guardian of his region, managing the section and his underlings well, tirelessly juggling the responsibilities given to him to try and keep things under control in an extremely chaotic time. He fell somewhat into the council's poor graces due to pulling a small rebellion on them as protest for their incompetence, but due to him being damn good at his job they couldn't fire him, so there he stayed, having many off screen adventures and heroics.

Bob the perverted skull

  • Exactly what it sounds like. He’s a spirit that lives in a skull. Is a super pervert. Though he CAN leave the skull on Harry’s orders, when he appears like a small cloud of smoke instead. Can float around nearly invisible in this state, though he’s unable to directly do much to affect the outside world besides peeping in locker rooms.

  • Powers: Bob is basically a talking magical database. He’s incredibly old and has unimaginably vast knowledge banks about magic and everything related. He’s the perfect companion for a wizard.

  • No real powers on his own, at least not in battleworld. He is noted to be a very strong combatant if someone enters into the spirit world to face him directly.

  • The one useful capability he CAN do in combat is that he can act as a super sicknasty mental defense shield to someone, hovering around them to make mental attacks and willpower-based reality warping near useless from even minor deity-level entities.

  • Personality: Bob is a blatant pervert who gives so little fucks about tact or anything but his interests and curiosities that he has to be contained in the skull just so his lack of fucks won’t cause an earth shattering singularity. He’s quirky, a bit short on attention span, and is prone to making quips.

  • The other notable thing about him is that his personality actually changes based on who his master is — right now it’s harry, which is why he currently is the massive pervert that he is (though harry would never admit that connection). If someone else gets him, not only does his personality change according to what they would want, but he has to then obey them as well to an extent. In canon I believe anyone magical can simply pick him up and be declared his new master. I believe that should be limited in here somewhat so that only magically complex individuals can control him and he has to somewhat agree to it in order to give them his full knowledge, lest everyone and their dogs take him for a spin.

Lacuna the captain of hooks, and General Toot Toot

  • A couple of small fairies — about 1.5 feet tall. Toot toot is a loyal servant of harry's — harry paid him pizza once, toot toot swore his fealty. Lacuna meanwhile was hired to kill him — she swore fealty to avoid being hurt. A bonding she apparently took very seriously.

Individually they're not much — they both can fly and are immensely brave, and can be decent scouts and even good fighters in a pinch, though being 1.5 feet tall they're not going to be winning any competitions anytime soon. If they fight it'll probably be with small knives, good for painful distractions (unless you're harry and you're lethal to iron. In that case they can actually be lethal by virtue of stabbing you with a nail. Don't be harry, it never works out). They actually DO know a bit of magic — but it's more of the comical curse kind of magic, IE if you annoy one they'll whisper something in your ear to make you wet the bed and make all your milk curdle, like stupid fairy tale stuff. Physically, they're apparently very pretty — fair folk are fair folk no matter how small, so their features are apparently pretty much perfection if you stop to notice.

In terms of personality, toot toot is ditzy and a bit...out there, not being really stupid but definitely dense. Lacuna meanwhile is excessively prosh and serious, and a wee bit violent. Toot toot loves sweets and pizza. Lacuna is an ex tooth fairy, so don't give her any of that shit or she'll turn all of your grass brown in fury. The small Folk are a really fickle bunch, seeming to be cloudy headed to humans.

They're both fairies, so a couple things to keep in mind about the wee folk. First off, they can't tell a lie. All debts are binding to them — put them in your debt, and they have to pay it off. Theoretically works the other way around, but they don't have much a way to enforce it — might make you feel ill. They don't think like humans, don't really 'get' human society — they think most of it is pretty dumb and not worth thinking about. They have...empathy issues, let's say, morality is definitely one of the things they don't get. Toot at least tries to be benevolent and helpful, Lacuna meanwhile will sometimes offer to scoop a random human's eyeballs out, thinking it's an offer they'll appreciate. They'll generally follow the wizard's cues though.

Equipment: Toot toot carries a letter opener with an orange casing duck taped onto it for a hilt, and lacuna wears actual steel armor (helmet and all) and carries anything from tiny swords to tiny hooks to tiny angry letters to throw at people.


Karrin Murphy

  • Age: 40's

  • Appearance: A link would you look at that. She's 5' tall.

  • Personality: Karrin is a woman who pretty much as devoted her life towards the idea of defending the weak, and the iron clad nature that comes with it. Tough as nails and with all the stubbornness and grit of a bulldog, she's one of the few humans that has not only become aware of the supernatural side of things, but outright embraced it in the pursuit of guarding her city of Chicago from threats that no one else wants to fight. With a total will of steel and dogged determinism, she's fought through every personal and literal demon that's gotten in her way. She's highly intelligent in a tactical sort of way, but similar to Dresden has a bit of a paranoia streak due to her long troubled experiences of dealing with monsters and has trouble trusting new people and has grown even more cynical an attitude than he has. She usually keeps a stoic attitude with an intimidating aura when working with others in the field, rarely even growing angry, but it's a very deliberate persona she's learned to maintain to get around her otherwise unassuming profile, and unprovoked is usually fairly pleasant if darkly sardonic and direct. She hates to be seen growing emotional for any reason and will attempt to keep it under wraps or be alone when rattled. Unlike the stereotypical 'hard boiled cop' schtick she's good at keeping under control but often shows her more human side when the bullets stop flying, relying on her friends and experience to try and keep herself steady, more than she hopes they realize.
    • While she has at least a few friends, her social and personal life have largely suffered due to the dedication needed to keep the city safe, sometimes mostly on her own. She stays at least somewhat connected to her family, though they often annoy her with pestering. She's protective of people in general, and in private often worries for her friends or loved ones.

  • Powers:
    • She's a damn good martial artist; she got into the habit of summoning up old norse undead to spar with to keep herself honed, and keeps herself in top physical shape for the various brawls she inevitably gets into.

    • She's an extremely damn good shot with firearms, and can use a wide variety of weapons with the same skill from pistols to assault rifles to sniper rifles to rocket launchers.

    • Otherwise it's just smarts, her attitude and professional investigatorism that keeps her afloat.

  • Equipment:
    • Fuck all, she's just glad she got summoned in with a pair of pants and not in her bunny slippers.

  • Backstory: Murph grew up in a catholic family in Chicago from a long line of law enforcement, and after her dad committed suicide when she was young she was determined to follow his example into the profession. Things were fine and dandy until one day she witnessed a wizard named harry having to fight off a bridge troll, never was really the same after that. It's just been a long list of ups and downs since then as basically someone who's always been dealing with the exact same shit Dresden does, quickly (but painfully) realizing that the human world and rules simply don't work to stop the supernatural and over time abandoning her attempts to work with the mortal systems to stop them legally. On a personal level she went through a divorce or two, got promoted and demoted over time due to not really being able to explain her activities to her boss, until recently she had the killer one-two punch of both losing her friend and fellow protector Harry AND also being fired, after which she grew more jaded and formed a small community of people to help fight off the underground threats of chicago that swarmed the city without its resident wizard. Then events of book 14 mostly happened, she took a wrong turn and found herself summoned into outworld. Oops.

Edited by tvtropesnoob on Jul 2nd 2018 at 4:29:33 AM

"Your Sig is now charmingly out of date" — Vox, 7/6/2016
Meanken Since: May, 2013
#389: Nov 29th 2015 at 4:29:02 AM

Ok Noob, after extensive review of the signup, you are accepted. Now since I told you long ago you'd be allowed in if you ever got around to finishing this thing, I'll be slotting you in shortly.

edited 29th Nov '15 7:13:33 AM by Meanken

tvtropesnoob Salute the freedom fairy! ._.7 from USA, USA, USA, USA! Since: Feb, 2011 Relationship Status: Robosexual
Salute the freedom fairy! ._.7
#390: Nov 29th 2015 at 5:00:00 AM

Er, dunno who drue is, but I assume you mean me. Sweet!

Also, a link to my previous primer on DF magic, if anyone needs it.

"Your Sig is now charmingly out of date" — Vox, 7/6/2016
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#391: Nov 29th 2015 at 5:52:12 AM

Hey, question, since I read through that way back but can't remember what was ultimately decided: is The Sight being included? I ask mainly because I started brainstorming back then about what Harry would see if he looked at my characters.

Oh, and soulgaze/soul gaze/whatever? What about that?

edited 29th Nov '15 7:04:38 AM by darksidevoid

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
Meanken Since: May, 2013
#392: Nov 29th 2015 at 10:33:59 AM

Due to the nasty side effects of the Sight if used on the wrong person which will curb abuse of the thing, it is being allowed yes.

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#393: Nov 29th 2015 at 11:11:23 AM

Alright, cool. Thanks! I saw you'd approved it back on the other page, but wasn't sure if anything had changed in the interim.

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
WonderSquid Since: May, 2012
#394: Dec 3rd 2015 at 2:47:13 PM

A repost! Most of this is copy/pasted from before except without Reeve. Four is a bit more easy to manage than five.

  • Main Character
    • Name: Cloud Strife
    • Age: 26
    • Appearance: haha it's funny 'cause you're short and all these hd renders are woefully inconsistent
    • Personality: In a word, trainwreck. In two words, he tries. Cloud tends to be fairly soft-spoken and straightforward, and though not without a sense of humour it's rare to see him smile. Coupled with his habit of always wearing sunglasses to conceal the fact that his eyes glow, he tends to give off a somewhat intimidating aura, something he's aware of and uses to his full advantage whenever he can. Despite this, he's actually a huge dork with a particular soft spot for kids, willing to do anything for his friends/family (he doesn't really distinguish between the two). As far as combat is concerned he's a pragmatic hardened veteran who's seen it all, but put him in a room with more than two people in it and tell him to interact and watch him stumble his way through a sentence like a high school freshman. Following the first twenty-three years of his life, he's a writhing ball of inadequacies, self-loathing, identity issues, and C-PTSD, and while he's slowly putting his life back together with the help of emotional support and antipsychotic agents, it's gonna be a long road to recovery.
    • Powers:
      • (will nerf as needed since i'm not really sure what the limit is here) Having been modified into a state-of-the-art bioweapon, Cloud's strength, speed, and reflexes surpass any human's, making him capable of cutting through steel and dodging or deflecting bullets (within reason, he has to be able to see it coming). He's incredibly capable with a sword despite being largely self-taught, which he pairs frequently with magic, something he also happens to be particularly talented at, augmentations or no. He has a preference for fire and lightning, or when needed, a strange blue "flame" he can channel into various attacks that seems to be unique to him, from simple blasts to shockwaves to briefly levitating objects to increasing the strength of his blows to semi-autonomous energy copies on rare occasions. He heals very quickly, with small cuts and bruises fading almost instantly, and other things like broken bones mending over a period of days rather than weeks, though he's still prone to infection during this time. His senses have been enhanced as well, and his hearing, sight, and smell are closer in functionality to a cat's than a human's. Due to his military background, he's also capable of operating most kinds of guns as well, though he's dead set against using them for moral reasons as well as personal preference. He can create barriers to deflect blunt force attacks or energy, but these aren't good for more than one or two hits.
      • As far as things that do not concern stabbing people while setting them on fire goes, Cloud is a really, really good mechanic (everyone needs a hobby). He built his own bike and sword from scratch, and apart from making repairs around town he has a special fondness for and a knack for handling just about anything with a motor. He has basic first aid training, which is pretty useful if someone other than him sticks their hand in the garbage disposal without turning it off first. Being naturally small and lean, Cloud is also skilled at climbing, acrobatics, and parkour, and will readily use his size and speed to his advantage, not particularly minding the fact that people tend to underestimate him because of it.
      • While he's not aware of it, he also has some slight psychic ability, being particularly susceptible and sensitive to mental feedback. However, this is a two-way street, and he's also extremely vulnerable to it as a result.
    • Equipment: Cloud's main weapon is the Fusion Swords, an assembly of six enormous swords that can come apart and reassemble into any number of swords not exceeding six swords, for obvious reasons. Together they weigh more than he does, and are about as tall as he is as well. He carries them in a specially-designed harness he wears on his back and never leaves the house without it if possible. He also makes it a point to keep a hunting knife in his boot, another two in a sheath under his shirt, a throwing knife in a sheath on his leg, and a Swiss army knife in his pocket. You never know when you might need to stab something a lot. Like, a whole lot.
    • Backstory: Growing up alone and friendless in the country village of Nibelheim, Cloud joined the military in hopes of giving himself a reason to like himself and a reason for other people to like him. This backfired horribly as he was subsequently assigned to the ranks of disposable blueshirts instead of the elite Soldier after failing the entry tests, found out working as a child soldier actually sucked and wasn't badass at all, and then watched his hometown get razed and his mother burned alive by the man he idolised. Following that, he was imprisoned by his company for five years, where he was experimented on to the point where he was rendered first insane, and then vegetative, and woke up from his coma just in time to watch the only friend he had made in his life get gunned down. Following that, he suffered a complete mental breakdown (again), joined a terrorist organisation, blew up a few reactors, made some friends, seduced a mafia don, killed a lot of civilians, found out his life was a lie and he wasn't human, betrayed humanity, went into another coma briefly, watched even more of his friends die, hijacked a submarine, killed some aliens, got a girlfriend, fought a giant dragon, prevented the world from ending at the cost of 90% of its population anyway, caught a plague, killed some demigod wannabe for the third time, got cured, and settled down in a city/survivor colony, hoping maybe to make it to age thirty without god knows what else happening.

  • Other Teammates

    • Name: Tifa Lockhart
    • Age: 25
    • Appearance: even with safe search on finding this was agonising
    • Personality: Tifa appears strong and upbeat on the surface, but like Cloud she internally struggles to deal with her emotions, sometimes unsure if she should address them at all. Nevertheless, she's incredibly patient and always willing to act as a shoulder to lean on to keep everyone around her optimistic... or, in more unhealthy scenarios, as a crutch. Feeling protective over someone is not always a good thing. Due to her history with them, she is extremely distrustful of any sort of authority figures, and while she always makes an effort to be polite (partially out of shyness), she's no pushover, and will step into a leadership role if no one else is around to do so.
    • Powers: Tifa is a skilled martial artist and acrobat, having trained under a sensei since she was a child. She can easily lift someone twice her size and throw them through a wall and go toe-to-toe with opponents much larger than she is. What she lacks in strength and speed, she makes up for in sheer skill, having years of experience under her belt, and like Cloud she's adept at using her small size (she's even shorter than he is) to her advantage. She also has decent skill with magic, and favours Earth and Water spells, as they're easier to incorporate into her fighting style, which she finds easier than simply casting outright. Her preferred style involves using her and her opponent's momentum to her advantage and using sweeping, long-range kicks.
    • Equipment: A pair of dragon-leather gloves she keeps on hand in case of a fight. That's about it — she's not nearly as paranoid as Cloud is. She also more often than not keeps two cell phones on her — one is hers, and the other is Cloud's, since he never remembers he actually has it and leaves it on the table so she winds up taking his calls anyway.
    • Backstory: Being the mayor's daughter in Nibelheim, Tifa lead a fairly comfortable life until cancer (living next to a reactor will fuck you up) claimed her mother's life. In trying to pursue her mother through the mountains, according to local folklore, she fell off a cliff and wound up in a coma for three weeks. Cloud was framed for the incident and her father forbade him from seeing her, leaving her wondering about someone she had met once but did not know very well. She was carried to Midgar by her sensei after being mortally wounded when Nibelheim was burned, and from there took ownership of a dive bar in the slums of Sector 7 and joined the rebel terrorist group Avalanche. She later met up with Cloud after not seeing him for seven years, a whoooooole lot of shit happened, and after the world almost ended she later opened up another bar and restaurant by the same name (7th Heaven) in the budding city of Edge, allowing Cloud to live there as well.

    • Name: Barret Wallace
    • Age: 40
    • Appearance: obligatory completely original mr. t joke here
    • Personality: On the surface, Barret appears brash and impulsive, a fact not helped by his long-standing vendettas with a good number of people. While when he does act the results are usually dramatic, when it comes to making decisions he'll carefully mull things over. While many will ask themselves whether or not what they believe is right, Barret will ask himself whether or not what he believes is true.
    • Powers: Barret doesn't bother with magic when he can help it, but he rarely needs it. This is likely because of the motherfucking gattling gun he has in place of a right arm. While he also lacks any actual combat training like the others have, the fact that he's 6'5" and built like a truck means it'll still probably hurt if he hits you.
    • Backstory: As with anyone unfortunate enough to live in a small village in the country nobody will miss, Barret was abruptly uprooted from the small but somewhat salient coal mining town of Corel when it was burned and its inhabitants executed by Shinra to remove the last vestiges of competition for power sources, escaping with his life and his best friend's infant daughter, but losing his arm, his friends, and his wife Myrna in the process. As revenge, he created the terrorist group Avalanche, which eventually became not the first but by far the most successful rebel group against Shinra, seeing as how it was the only one that survived and actually managed to dismantle the entire corporation and government. While initially using concern for the environment as a front and an excuse to blow up as much of Shinra's property as he could, he eventually began to actually care about said issues and is now part of the reconstruction effort, managing trade negotiations for food and fuel from areas that weren't hit as hard as Midgar was. While this duty keeps him away from his adpoted daughter more than he would like, it's something he feels obligated to do considering the blood on his hands that got them to this point in the first place.

    • Name: Yuffie Kisaragi
    • Age: 21
    • Appearance: at least it's not orange
    • Personality: Yuffie is the sort of person that seems to fill up an entire room despite being the smallest thing in it. Loud, brash, cocksure, and incredibly blunt, she's much more clever than her bubbly nature belies, and coupled with a tendency for sticky fingers and a finders-keepers attitude she's become an expert at "liberating" people's wallets from the confines of their pockets. It's one thing to be sneaky, which is easy enough. It's another to be so bold no one even realises you're sneaking until it's too late. She's also very proud of her heritage, and takes this aspect of her identity very seriously, and laments all the lost culture and independence her country has gone through over the last few decades. Though she would like to see it restored, she sometimes questions if she and her family should be the ones to do it, as she would see Wutai and its culture moved forward into the new age, in contrast to her father, who is staunchly traditional.
    • Powers: Yuffie was trained from the time she could walk in the art of ninjutsu by the best trainers her country could provide, and on the occasions she stops talking long enough to take advantage of it she's quite good at it. She moves fast and hides faster, and is skilled at taking opponents at range with shuriken, daggers, and throwing knives. Yuffie tends to favour fire and earth magic as well, mostly to cover her escapes, but is better at healing than the rest of her companions, a skill she's had to master spending time on her own in the wilderness with a limited supply of bandages.
    • Equipment: Yuffie carries a large shuriken as her weapon of choice, as well as several smaller ones hidden on her person, and a smaller dagger in one of her socks, a habit Cloud eventually picked up from her. She also carries a small lockpicking kit she assembled herself, in the event she can't swipe the keys for whatever door catches her fancy herself.
    • Backstory: Yuffie Kisaragi is the sole daughter of Lord Godo Kisaragi, the sovereign of Wutai. Having had what little independence it had left stripped of it in the aftermath of a war with Shinra, she made it her personal responsibility to restore it to its former glory, being ashamed that her once proud homeland had been reduced to a tourist trap. After Shinra was dismantled, Godo began training her to take the throne, a responsibility she frequently ducks whenever possible, not wanting to be confined to something as dull as politics at such a young age and be forced to spend "quality time" with her father of all people, with whom she frequently butts heads with. She instead prefers to spend her time with her friends in Edge or Junon, but on the occasions responsibility calls, she makes an effort to reestablish ties and alliances with Wutai, as they were perhaps the least-affected by the apocalypse of the remaining populated areas of the world.

Meanken Since: May, 2013
#395: Dec 3rd 2015 at 3:07:23 PM

Ok, so I'm conflicted. Very conflicted. You see, because you already used Cloud and interacted with players, as opposed to, say, Jensen, who vanished the second he showed up, it's going to look very weird to have them reappear after the Cure already removed them.

On the other hand, because you were not a terribly active poster and nothing of real note happened in Edge, we might be able to recon the appearance of Edge, assuming general agreement is had on this point, which would allow you to reuse Cloud. However I will require time to gather player opinion on this. While I am not telling you to use a different person yet, do you have a secondary group in mind by any chance to use?

WonderSquid Since: May, 2012
#396: Dec 3rd 2015 at 3:12:18 PM

I do, yeah, though obviously this is my first choice. Whatever works for you.

MacDuffy from Enies Lobby Since: Jun, 2011 Relationship Status: Drift compatible
#397: Dec 7th 2015 at 9:20:28 PM

hey yo

is it alright if i request a reservation for when sign-ups open up again?

Meanken Since: May, 2013
#398: Dec 7th 2015 at 9:22:10 PM

Indeed it is, you can drop in a signup and I'll contact you via PM when I have an opening.

MacDuffy from Enies Lobby Since: Jun, 2011 Relationship Status: Drift compatible
#399: Dec 7th 2015 at 10:50:54 PM

aiight let's do this


  • Main Character
    • Name: Kazuma Kiryu
    • Age: Late 30's-Early 40's
    • Appearance: stylin' and profilin'
    • Personality: A man of few words and an unusual tolerance for strangeness, Kazuma is reserved and stern in much of what he does. However, he has a very strong sense of justice, and a heart of gold for children, his friends and family, and the weak and downtrodden. When the innocent are threatened in his sight, he will not hesitate to step in and intervene.
    • Powers: Exceptional martial arts skills, The power to inexplicably catch on blue fire when filled with FIGHTING SPIRIT, The power to remove his entire torso's worth of clothing in a single upper body movement, A strange magnetism which draws in street punks who think they can take him in a fight.
    • Equipment: Kazuma typically has nothing on him but his bitchin' suit. However, his knowledge of street fighting has made him proficient in using a variety of objects he can pick up as weapons, intended use or otherwise.
    • Backstory: Once known and feared by the title "The Dragon of Dojima," Kazuma Kiryu was a loyal, high-ranking member of the Tojo Clan Yakuza. However, a fateful incident led to him being framed for the murder of his family's leader, for which he was kicked out of the yakuza and sentenced to ten years in prison. His return to Kamurocho upon his release led to many adventures and mystery-solving on the streets of the sinful city, which led to the death of many of his friends and adopted father, but also the finding of his now-surrogate daughter, Haruka. Nowadays, he runs an orphanage in Okinawa, but time and again, circumstances continue to draw him back to Kamurocho to set right what constantly goes wrong.

  • Side Characters
    • Name: Shun Akiyama
    • Age: Mid-to-late 30's
    • Appearance: wheelin' and dealin'
    • Personality: Laid-back, Devil-May-Care, a generally chill dude, who takes many thing in stride. Has a soft spot for the homeless, as he's lived that life before.
    • Powers: Excellent kick-based martial arts skills, Being rich as fuck.
    • Equipment: Same deal with Kazuma
    • Backstory: Once an unemployed, homeless former banker, an explosion at Millenium Tower changed his life for the better when millions of yen rained from the sky. Now an exceedingly wealthy moneylender, Akiyama owns Sky Finance, where he offers loans with almost zero interest with the caveat that his clients complete a personalized challenge set by him. He's fought alongside and adventured with Kiryu and Saejima in the past, becoming a close friend to the both of them.

    • Name: Taiga Saejima
    • Age: Mid-To-Late 40's
    • Appearance: i break legs
    • Personality: Gruff and blunt. More than his other comrades, Saejima still has the Yakuza spirit burning in him. Though seemingly a bit of a grouch most of the time, he can be a surprisingly gentle soul. Is still sort of adjusting to modern life, as he has spent most of the past few decades in prison.
    • Powers: Exceptional physical strength. A talented woodcarver.
    • Equipment: Same deal as Kiryu, however his greater strength means he can fight with heavier objects (Kazuma can hit dudes with a bicycle, Saejima can hit dudes with a motorcycle).
    • Backstory: A Tojo Clan Yakuza sentenced to Death Row after being arrested for a botched hit on an enemy clan. However, circumstances often call on him to break out, in search of an answer to some burning question, or to avert a crisis in the clan he has dutifully sworn his life to.

    • Name: Goro Majima
    • Age: Mid-to-late 40's
    • Appearance: a pinnacle of mental health and role model to children everywhere
    • Personality: Wild, bombastic, and ruthless to his enemies. Majima can at times seem more hyena than man, hence his title "The Mad Dog." However, there is still much humanity behind his insanity, caring deeply for his friends, among his closest being Saejima, and abhoring violence against non-Yakuza. He's definitely the life of any party he crashes, though he can be eerily calm when he needs to be.
    • ''Powers: Exceptional martial arts and knife-fighting skills, Not bad at the batting cage. A vocal Da Vinci on the mic
    • Equipment: Unlike his comrades, Majima actually has two dedicated weapons: a long knife (the same one that took his eye, no less) and a black baseball bat.
    • Backstory: The head of the Majima Family of the Tojo Clan and of the Majima Construction Company. He has a long and storied history with Kazuma Kiryu, being both a worthy opponent, and an irreplaceable ally who has saved him on more than one occasion. He's also one of Saijema's closest friends. Whenever trouble stirs up in Kamurocho, you can always bet on Majima to be around to stir things up, pick a fight, and have a good time the whole way through.

  • Chunk
    • Name of the World: Kamurocho
    • ''Description: A red light district within Tokyo, filled with city lights and line upon line of stores, bars, hostess clubs, and various other dens of decadence and sin. Night or day, the streets are bustling with pedestrians.
    • Contents/Locations: Millenium Tower: A massive skyscraper located in the center of Kamurocho. Perfect location for shirtless rooftop fistfights. Kamurocho Hills: Another massive complex, standing firmly in the upper-right border of the district. Another perfect location for shirtless rooftop fistfights. Serena: A bar Kazuma frequents often. Typically used by him as a base of operations when needed. Purgatory: A massive secret underground gambling den run by information broker Kage the Florist. Famous for its gladiatorial fighting arena, which Kazuma and the gang are very well-acquainted with. Little Asia: A small community of foreigners living in Kamurocho. Well-known as a safe haven for illegal immigrants to the country.
    • Special: Nothing. Just a plain old red light district filled with crazy Japanese assholes.
    • ''Population: A fair number of natives to the city, and tourists. Numbered likely somewhere in the one-thousands. The various Yakuza organizations are still active within the city, and try to operate as they had before the district was sent to Battleworld


OOF there we go

edited 7th Dec '15 10:59:48 PM by MacDuffy

Meanken Since: May, 2013
#400: Dec 7th 2015 at 10:59:58 PM

I want to approve it

I want to approve it so badly.

However....I have concerns. I fear that this chunk may not be powerful enough to really fit into Battleworld. Even the closest comparable chunk in power level, Ikebukuro, has a few superpowered types to help stop any jackass from slaughtering people. This chunk does not have it. I am unsure if the powerful local Yakuza clans would be enough of an equalizer to make up for this or not. How organized and able to at least defend their city would the clans be here? Are there any other local forces I may not be thinking of that might step up to help out as well in the face of the world changing event that brings them to Battleworld?


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